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Showing posts with label eve_legion_patch_notes. Show all posts
Showing posts with label eve_legion_patch_notes. Show all posts

Wednesday, October 29, 2025

EVE Online Patch Notes: 28-29 October 2025

The latest set of patch notes for EVE Online, divided over two days, seem a bit odd. On Tuesday players received the patch notes for content, namely a ship rebalance and event site updates. Today the patch notes only concerned itself with fixes for defects. The patch notes would seem more normal if Tuesday's content just concerned updates for Crimson Harvest and today's were for EVE in general. But the ship balance updates are not just for the event. More experimentation by the infrastructure team?

CCP did publish a dev blog to go along with yesterday's changes. I'm going to go out of order from the dev blog and address the changes to two Blood Raider ships, the Cruor-class frigate and Ashimmu-class cruiser, first.
In celebration of this grand finale [the Harvest ends at 11:00 UTC on 4 November], the Cruor and Ashimmu have received a ship balance pass. Not a temporary boost, but a permanent evolution, reflecting their Blood Raider legacy.
Cruor
  • Small Energy Turret Damage role bonus increased from 100% to 125%.
  • New bonus, +20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level.
  • New bonus, +10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level.

Ashimmu
  • Medium Energy Turret Damage role bonus increased from 100% to 125%.
  • New bonus, +20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level.
  • New bonus, +10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level.
The event sites are expanding, presumably to give new content for the event in an attempt to keep players from wandering away from the game bored.
As of today, site distribution across all of New Eden has expanded, with Class 3 Biocybernetic Incident sites now surfacing in highsec. Tetrimon Frontline Base and Dark Blood Gauntlet sites can now also be found in the lowsec constellations of Semou, Jayal, and Hed...

The seasonal reward track has been extended, bringing new items and a final reward crate containing at least a blueprint for any available Blood Raider ship – with the most fortunate capsuleers landing the fabled Dagon or Molok. Keep unlocking rewards on the challenge track to claim it before the Harvest ends at 11:00 UTC on 4 November.
Crimson Harvest:
  • New rewards have been added to the Seasonal Reward Track!
  • Class 3 Biocybernetic Incident sites can now be discovered in high-security space.
  • Spawn delays for standard Blood Raider, standard Tetrimon, and Biocybernetic Incident sites have been significantly reduced.
  • Advanced Blood Raider and Tetrimon sites can now be discovered in the Hed, Jayai, and Semou constellations.
Hed is in Heimatar lowsec and home of Amamake. Jayai and Semou are both in Devoid and are linked to Hed. For those not into factional warfare, all three constellations fall within the Amarr/Minmatar war zone.

Finally, today's patch fixed issues in three general areas.

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

Graphics:
  • Fixed an issue where lighting on some ships would sometimes render incorrectly when certain weapons were fitted.
  • Ghosting on Plasma planets when using anti-aliasing or upscaling has been vastly improved.

Technical:
  • Certain wrecks causing the client to crash has been resolved.
  • The client will no longer stop responding when using DLSS and jumping through a series of stargates or wormholes.
I think this is the last significant patch for the Legion expansion. Next week should see a patch to remove Crimson Harvest for this year. After that I expect the next patch to be the release of Catalyst.

Friday, June 27, 2025

Legion Got A Little Things Patch: S thru Z

Tuesday's Little Things patch for EVE Online was so long I cut off my look at the patch notes. Today's post covers the second half. Hopefully the handshake icon shows up for readers to know which changes were suggested by players. The icons show up for me, but I know hardware and browsers differ.

Science & Industry:

  • 🤝 We now show you the number of blueprints that match a filter in the footer of the industry window. This would be very useful when manufacturing from BPCs (tech 2 for example) to track how many blueprints are remaining.

Ships:

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

Sovereignty:

Null sec mechanics were the only subject with more notes than the Triglavians. Here is the description from the dev blog:

Multiple adjustments and additions have also been made based on input from the CSM and wider EVE community. Skyhooks that will enter a vulnerable state within the next two hours will now be highlighted on the new, optimized map, offering enhanced clarity for raiding and making it easier to plan and strike with precision. The raiding window has been extended, giving room for tactical aggression and coordinated assaults. 

PvP enthusiasts will discover more conflict opportunities around Metenox sites, with changes that close loopholes previously used to avoid engagements. Owners can no longer unanchor their structures to escape a fight, making each deployment a true commitment.

Nullsec aggression gets more strategic as capsuleers gain the ability to hack sovereignty hubs with Data and Relic Analyzer modules to gather intel. This enables skilled scouts to access important information about the sovereignty hub, including which upgrades are installed and which are online, allowing for more informed decisions when identifying opportune targets.

  • Meta-Molecular Combiners and Isotropic Deposition Guides have been added as rare drops to the Data and Relic site escalations which come exclusively from the new exploration sovereignty upgrades.
  • 🤝 Increased the duration of the mining escalation obtained from the Level 2 and Level 3 sovereignty upgrades from 6 hours to 24 hours.
  • 🤝 The length of time the ‘Orbital Skyhook Management’ window can be opened and used, which is where players can choose to capture or destroy skyhooks after claiming sovereignty in the solar system, has been increased from 1 hour to 24 hours so executor corp directors don’t have to be immediately available in the solar system when sov is captured.
  • 🤝 Added options to interact with Skyhooks, Sovereignty Hubs and Mercenary Dens to the selected items window.
  • 🤝 It is now possible to search for system and region names in the alliance sovereignty hubs window.
  • Sovereignty Hubs can now be hacked with Data and Relic Analyzer modules, if successful, then players are given a list of all upgrades currently installed in the Sov Hub, their priority and if they are online or offline.
  • Increased the time that Skyhooks are raidable from 1 hour to 2 hours.
    • Note: This will only take effect for existing Skyhooks after any existing vulnerability timers have already ended and the next one scheduled. It will therefore take until this upcoming Saturday downtime for every single Skyhook to have the 2 hour vulnerability window.

  • Skyhooks which are about to become vulnerable will now show in the updated world map and the agency, up to 2 hours before they become vulnerable. In the ‘Raidable Skyhooks’ filter under Sovereignty
    • Large red circle: Skyhook will become raidable in <10 minutes.
    • Orange medium circles: Raidable in 10 minutes to 1 hour.
    • Small yellow circles: Raidable in 1 to 2 hours.

  • Sovereignty combat sites spawned by the major and minor threat arrays and the Level 1 mining sites have been moved over to our new method of distributing sites. This will mean that they will no longer instantly spawn when turning their upgrade on/off at the sovereignty hub, and will now wait their 12 minute/1 hour respawn timers before they first appear.
  • The sites spawned by these upgrades will now always respect the time when the last site was completed. This means that the combat sites will continue to instantly respawn as long as the previous site was around for 12 minutes, and the mining sites will still instantly respawn if the previous site was around for 1 hour.
Structures & Deployables:
  • Metenox Moon Drills now require 3 days (72 hours) to unanchor instead of 45 minutes like other FLEX structures.
  • Metenox Moon Drills now give a 20 second ‘warp disabled’ debuff when a player damages or activates a module on one, much like other upwell structures.
  • 🤝 POS (Starbases) and Custom Offices now show their reinforcement timestamp in the select items window which you can then copy to the clipboard, just like with upwell structures and skyhooks.
  • 🤝 In the structure browser, on the ‘My Skyhooks’ page, it’s now possible to copy information here to the clipboard.
User Interface:
  • 🤝 You can now see labels that have been assigned to a character/corp/alliance in the show info window, an icon has been added to the portrait that you can hover the mouse cursor over to get the label name in the tooltip.
  • 🤝 In the corporation window you can now copy member standings that are contributing to corp standings.
  • 🤝 The ‘next destination’ color in the overview for stargates/stations etc. has been made brighter so it’s clearer and more noticeable.
  • 🤝 It’s now possible to copy member entries (Characters/Corporations/Alliances etc) to the clipboard from Access Lists (ACLs).
  • 🤝 We no longer show the ‘Unallocated Skill points available’ pointer when you log in to the game, and now only show it when you gain unallocated skillpoints (like after using a skill injector)
  • 🤝 When right clicking a wormhole in space or from the overview - the “Enter Wormhole” option has now been placed near the top at the same location where “Jump” is for stargates, rather than the very bottom option.
  • 🤝 Characters that have Omega status can now optionally remove the full interactable ‘skill details’ tooltip that appears when you mouse over some modules/ships that you don’t have the skills to use and just show a much smaller non-interactable tooltip with basic information instead. This can be done in the inventory menu settings menu found in the right corner.
  • 🤝 Added a new text filter to the locations in current solar system pop-out window which can be optionally disabled, the locations in system window should also no longer ‘eat keyboard shortcuts’ while the window is focused now unless you are typing into the text filter.

Thursday, June 26, 2025

Legion Got A Little Things Patch - A Thru P

I'm a little behind the news, but on Tuesday CCP Games releases a little things patch for EVE Online. What's a "little things" patch? In EVE a "Little Things" patch refers to a collection of quality-of-life improvements, small but impactful changes suggested by players that enhance everyday gameplay. These tweaks often stem from feedback gathered during events like Fanfest or through the official forums, and are aimed at smoothing out rough edges in the user experience. Looking at the patch notes, this little things patch wasn't so little. So not little that I had to divide the look into two parts, with the second part published on Friday.

I'm going to try to match up the dev blog with the patch notes to give a little context to what actually changed on Tranquility but that's not entirely possible.

Empire Wars:
And in the spirit of fairness in warfare, wardec loopholes have been sealed, leveling the playing field between aggressive corporations and those rising up against them. 
  • It’s no longer possible to declare a structure which is already reinforced as a War HQ when declaring war on a corporation or alliance.
  • Creating an alliance while you have active, offensive wars, will now cause all of the allies involved in those wars to correctly be copied over to the new war that is created when the alliance is formed.
Factional Warfare & Insurgencies:

I don't think the dev blog really did this area of the patch notes justice, but I'll let you judge. A little bit of insight as to what the devs consider really important.
When it comes to Pirate Insurgencies, capsuleers who wish to align with the Guristas or Angel Cartel can now sign on from Zarzakh, which lowers the barrier of entry, especially for newcomers looking to embrace a darker path. 
Now for the patch notes:
  • 🤝 Several UI/UX improvements have been made to the Factional Warfare window. The Opacity for text and icons has been decreased, checkboxes have been added to the legend so you can turn off various icons if desired and the background opacity has been increased, which should make it much clearer.
  • Increased the base LP Payout for capturing an FW Ihub from 40,000 LP to 200,000 LP when a system is flipped.
  • 🤝 Added a new Scout ADV-1 plex as a rare roaming spawn to FW frontline systems which lets all tech 1, tech 2 and faction frigates inside for players who are looking for pirate frigate and assault frigate duels without destroyers being involved.
    • LP Reward: 15,000 LP
    • Victory Points Reward: 40
  • 🤝 It’s now possible to enlist for the Angel Cartel and the Guristas Pirates from inside the Fulcrum in Zarzakh.
  • Note: Since Zarzakh is a dangerous system and has special rules with travel, we do not update your autopilot to go to Zarzakh when you go through the normal enlistment flow even when it is the closest station available.
  • Insurgencies now spread when a system reaches level 4 corruption, instead of at level 3 corruption.
  • We are increasing the threshold at which corruption spreads to hopefully contain the insurgency to fewer systems initially, which should focus the fighting a bit more and give empire players more time to react to contain the insurgency if they wish.
  • To partially address team killing aka 'awoxing' issues within the pirate militias, we are planning on raising the standing requirements to join them from -2.0 to 0.0, just like the empire militias. This will be done in the legion major update which will most likely be released sometime at the end of summer/early fall. We are communicating this now so that corps and players have time to fix standings if needed ahead of time.
    • We are also investigating other small potential adjustments to prevent team killing/awoxing in the pirate militias.
  • The lower requirement to join the pirate militias made sense when we released insurgencies in the Havoc expansion, due to most characters having bad guristas/angel standings through normal PVE gameplay and we expected the pirate militias to be the underdogs in the warzones, however, pirates have dominated the insurgencies and players have now had 18 months to fix their standings, and the vast vast majority of awoxing incidents that occur in FW are specifically from the pirate militias, so we feel comfortable making this change.
Filaments:

I guess not enough people were dying.
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.
  • Increased the signature radius of Filament traces to 45 (from 30).
Fleets:

Some times the changes just make sense.
  • 🤝 It’s now possible to re-order members of the watch list by dragging and dropping characters from other chat windows. For example, from channel member lists like your logistics channel or from a linked character in the chat etc.
  • 🤝 Added a suppressible warning message when giving a character in a fleet the boss.
  • 🤝 Separated the ‘Kick Member From Fleet’ and the ‘Make Boss’ options, so it’s harder to accidently make someone the boss who you meant to kick, or kick someone you meant to make the boss of the fleet.
Market & Contracts:

Okay, I understand how awkward describing these things would be in a dev blog. Still, I think these will make life easier.
  • 🤝 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.
    • This is a huge timesaver when planning to sell and seed multiple items!

  • 🤝 It is now possible to delete multiple contracts at once.
  • 🤝 Auction contracts will no longer ‘require attention’ that you win, after you’ve claimed your items/ISK, when the other party hasn’t collected their rewards, so you’ll no longer get a notification about it.
  • 🤝 It is now possible to ‘Forget Contract’ for an auction contract which currently ‘Requires Attention’ so that it will no longer pop up if you wish to ignore it, this can happen if you bid on an auction but someone else wins the auction where either party hasn’t collected their rewards yet. This can be done by right clicking the contract under the ‘Requires Attention’ section and choosing the ‘Ignore Contract’ option.
  • 🤝 When making a contract that is requesting items from a player, it’s now possible to import your clipboard for the requested items, similar to multibuy.
Modules:

Pilots of Triglavian ships getting some love.
  • 🤝 Triglavian Entropic Disintegrator weapons now show their current progress towards maximum spool in the tooltip when you mouse over them in space while they’re active, and how long it will take in seconds for them to reach their maximum spool.
  • 🤝 Triglavian Entropic Disintegrator weapons now show their DPS range from starting to max spool in the fitting simulation window when you mouse over the DPS, rather than only showing the starting DPS.
Mining:

Ever get the feeling the devs aren't in touch with how EVE players think? I've played long enough to know players were going to take advantage of passive moon mining. Some things just aren't worth the opportunity cost of doing something else.
The universe has been experiencing a lack of pyerite. This seems to mostly be a consequence of Metenox Moon Drills replacing manual mining from Athanors/Tataras for R4 Ores which provide pyerite as a secondary product. As a response to this issue, we will be increasing the refining yield of scordite to increase its pyerite amount. This aims to empower highsec miners to act on the pyerite shortage, hopefully increasing interest and value for miners in highsec. Mordunium has been increased slightly in order to keep up with scordite.
  • Scordite Pyerite Reprocessing amount improved by approximately 10%.
  • Scordite - Pyerite reprocessing amount increased from 90 to 99.
  • Condensed Scordite - Pyerite reprocessing amount increased from 95 to 103.
  • Massive Scordite - Pyerite reprocessing amount increased from 99 to 110.
  • Glossy Scordite - Pyerite reprocessing amount increased from 104 to 114.
  • Mordunium - Pyerite Reprocessing amount improved by approximately 5%.
  • Mordunium - Pyerite reprocessing amount increased from 84 to 88.
  • Plum Mordunium - Pyerite reprocessing amount increased from 88 to 92.
  • Prize Mordunium - Pyerite reprocessing amount increased from 92 to 97.
  • Plunder Mordunium - Pyerite reprocessing amount increased from 98 to 101.
The next point is something I've feared. A lot of meddling in resource creation instead of fiddling with material inputs. I guess it's easier to play God than updated hundreds of blueprints, especially when the devs have God-like powers at the tips of their fingers.
With the introduction of the Tier 3 mining upgrades and the improvements we made to Tier 2 mining upgrades in the Revenant major update, we ended up overcorrecting the amount of morphite supply available making it more plentiful than we would like, and so we are making adjustments to the respawn time and the availability of the mercoxit deposits tied to Level 2 and 3 sov mining upgrades.
  • Level 2 mining upgrades:
    • Average Mercoxit Deposit chance to spawn has been slightly decreased.
    • Average Mercoxit Deposit respawn timer increased from 120 minutes to 155 minutes.
    • Guaranteed Large Mercoxit Deposit respawn timer increased from 480 minutes to 670 minutes.
  • Level 3 mining upgrades:
    • Large Mercoxit Deposit chance to spawn has been slightly decreased.
    • Large Mercoxit Deposit respawn timer increased from 120 minutes to 240 minutes.
    • Guaranteed Enormous Mercoxit Deposit respawn timer increased from 720 minutes to 1150 minutes.
Planetary Interaction:

A good addition but the muscle memory is going to take awhile to change.
  • 🤝 Added an “Access” (Custom Office) button next to the View/WarpTo buttons in the planetary Industry window.
Pochven:

One might be forgiven if Tuesday's patch is thought of as a Triglavian mini-expansion. From the dev blog...
Meanwhile, Pochven has seen various improvements, including a reworking of smaller-scale sites to adjust balance and add more rewards, with opportunities tailored for agile cruiser teams to make their mark. 
  • Decreased the time between Dazh Liminality Locus decloaking pulses to 9 minutes.

    After seeing the impacts of both short and long decloaking pulses, we are happier with the results of the former. These quick pulses make Pochven CCTV (cloaked alts used to monitor player movements) much more involved and overall seems to be healthy for the region.

  • Smaller-scale sites have been significantly reworked:
    • Reworked sites include Incipient Drone Swarms, Convocation Watchposts, EDENCOM Scout Fleets, and Torpid Sleeper Hives.
    • All reworked sites have had their payouts and distribution amounts adjusted.
    • Players must now be within 100km of the site’s center on completion to be eligible for rewards.
    • NPCs that were outliers in terms of time-to-kill (e.g. Overmind Broodlords) have been removed from these sites.
    • Added objectives to the Info Panel that track a site’s progress.
    • NPCs will now remember players who have been aggressive to their allies between waves.
    • A new hackable container has been added to each site:
      • These containers require a data analyzer to access.
      • This container becomes hackable after the site has been completed.
      • Loot includes commodities that can be sold to NPC buy orders.
      • This is an optional addition and is not required to complete the site.

    • EDENCOM Scout Fleets sites can now spawn with variants for each EDENCOM faction:
      • These factions are weighted based on the owner of the system prior to Pochven’s formation.

    • Celestial Beacons have been added to the sites to support salvaging.
    • NPCs will now return to the site’s center if kited too far away.
    • These sites are now deadspace grids, with their warp-in points moved closer to the NPC spawn location.
  • These changes aim to make the small fleet sites within Pochven worth the time and effort. Players can start with the easy Incipient Drone Swarms and work up to the much more difficult (and rewarding) Torpid Sleeper Hives. With more groups running these sites, the region should be more alive and inviting to smaller gang playstyles.
  • Vigilance Point sites have been updated:
    • A key is now required to open the acceleration gate:
      • Only 1 key will be required to open the gate for a time.
      • This key can be found within Observatory Infiltration Drifter Collections, smaller-scale site hackable containers, and Deepflow Rift Glorified Deepflow Adaptive Canisters.

    • Resonance items used within the site can now be found inside Deepflow Rift Glorified Deepflow Adaptive Canisters.
    • Payouts for this site within Pochven are now from the Convocation of Triglav.
  • Players have been able to “reroll” the location of these sites by forcing it to fail. The addition of a key adds a cost to do so. In addition, acquiring key gives an additional incentive for smaller fleets to run content within the region.
  • Several aspects of Observatory Flashpoint sites have been adjusted:
    • Entering the site will no longer require a key:
      • The previous keys will no longer drop from CONCORD Stellar Observatories or be purchasable from NPC sell orders.
      • The previous keys can be traded at Triglavian LP stores for the new Vigilance Point key at a 3:1 ratio.

    • 6 instances of the site can now be found within the region.
    • A short respawn timer has been added to the site.
    • ISK payouts and red loot found within the CONCORD Stellar Observatories have been reduced:
      • A total of 2.25 billion ISK can be gained within the site.

    • The frequency of EWAR using EDENCOM NPCs, excluding those with warp scrambles, has been reduced.
    • The Caldari EDENCOM dreadnought has been replaced with a Karura.
    • The addition of personal keys to the site was intended to disincentive groups from going beyond 15 players. This did not have the desired effect and so they are being removed.
  • Payouts have been reduced to allow for more instances of the site within the region. Having the value spread across Pochven should make it more difficult for a single 50+ character fleet to maintain control. The Phoenix has been swapped with the Karura to help balance the site against the other empire variants.
  • Observatory Infiltration sites have had minor improvements:
    • Sites are now accessible with Pirate and Navy Cruisers.
    • Payouts for the Pochven variant have been slightly increased.
    • Lockdown NPCs will take significantly longer to respawn when destroyed.

  • Triglavian and EDENCOM standings can now be gained by destroying NPCs within Vigilance Point, Observatory Infiltration, Deepflow Rift, and Drifter Crisis sites.
  • Standings can now be gained with Triglavian corporations when completing specific sites:
    • Sites include Incipient Drone Swarms, EDENCOM Scout Fleets, Torpid Sleeper Hives, Observatory Flashpoints, Observatory Infiltrations, and Vigilance Points.
    • Standings are granted immediately on site completion and do not impact standings ticks.
  • These standings will lower brokers' fees and reprocessing fees within Triglavian stations. This allows characters with high standings to operate within Pochven more efficiently, and reduces some of the friction within the region’s ecosystem.
  • Many NPCs found throughout Pochven have been rebalanced:
    • EDENCOM dreadnoughts and Rogue Drone carriers/supercarriers now give additional standings when destroyed.
    • Some NPCs have had EWAR added or removed for consistency.
    • Various other tweaks have been made to NPCs found throughout the region.


Monday, May 26, 2025

EVE Online: Legion Patch Notes - Art and Audio Updates

EVE Online's Legion expansion, set to launch on 27 May 2025, is the game's sixth full expansion since the return of the content format in November 2022. As usual at this point I intend to go through the patch notes and bring in some context from other sources. The thirteenth and final group of subjects addressed are art and audio updates.

Yes, the Legion in Focus dev blog did make reference to the art updates.

Visual upgrades also extend to the ships themselves. Five Tech I cruisers and many of their variants – 13 ships in total – have been redesigned and polished. With some of them also seeing improved geometry, texture fidelity, bespoke animation states, refined weapon platforms, and updated VFX. The accompanying balance pass ensures they don’t just look new – they fly new!

Art

Redesigned Cruisers:

Five T1 cruisers and their eleven variants have been graphically redesigned.

List of the redesigned cruisers:

  • Amarr Maller and the T2 variants, Sacrilege and Devoter.
  • Amarr Omen and the faction & T2 variants, Omen Navy Issue and Zealot
  • Gallente Thorax, the pirate faction, special edition & T2 variants, Vigilant, Cybele, Deimos and Phobos.
  • Gallente Celestis and the T2 variants, Arazu and Lachesis.
  • Minmatar Scythe and the T2 variant Scimitar.

Audio

Updated audio for ship effects

Improved audio for the following ship modules:
  • Armor Repairer & Remote Armor Repairer.
  • Hull Repairer & Remote Hull Repairer (new effect added).
  • Shield Booster & Remote Shield Booster.
  • Armor Hardener.
  • Shield Hardener.
  1. Module sounds now play, loop, and stop correctly based on usage.
  2. Fixed issues with sfx attenuation during camera zoom.
  3. Remote module system improved to accommodate better audio integration.
  4. Increased variation on repeating sounds.

EVE Online: Legion Patch Notes - Titan and Supercarrier Balance Changes

EVE Online's Legion expansion, set to launch on 27 May 2025, is the game's sixth full expansion since the return of the content format in November 2022. As usual at this point I intend to go through the patch notes and bring in some context from other sources. The twelfth subject addressed the titan and supercarrier balance changes.

According to the Legion in Focus dev blog the titan and supercarrier balance changes are part of a larger change to the planned meta.

The capital meta is also evolving. Fighter salvos from bombers and heavy bombers are being extended by 50%, increasing their field time before reloading. Meanwhile, Space Superiority Fighters are seeing a decrease in damage to subcapitals – reinforcing their role as anti-fighter specialists, rather than general-purpose damage dealers. These adjustments aim to consolidate their identity and carve out more space for subcapital fleets.

Survivability is also going up. The rollback of the penalty to shield and armor extenders from the Surgical Strike update has been completed, now scaling up to 400% for supercarriers and 500% for titans. This is part of a broader effort to elevate supercapitals back into a more viable role, keeping pace with the rising power of faction and lancer dreadnoughts.

Directed doomsday weapons get a 20% damage bump, and the new Advanced Doomsday Operations skill book increases damage by a further 7.5% per level. This applies across the board, including bosonic weapons – but not to lancer dreads.

The patch notes gave additional insight into the developers' thinking.

Titan Doomsday weapons have not kept up with the metagame and have therefore been given a significant buff. The survivability of Titans and Supercarriers has also been increased with stronger Armor Plate and Shield Extender bonuses. Combined, there should be more opportunities for the game’s largest ships to take the field and make a difference.

Fighters will now be more sustainable during engagements, decreasing the time they spend being recalled and rearmed. Space Superiority fighters were applying too well to sub-capital ships and have therefor had their damage to these ships decreased without impacting their anti-fighter role.

Titans and Supercarriers

  • Increased the damage of single target Titan Doomday weapons to 2,400,000 (from 2,000,000).
  • Added a new skillbook, Advanced Doomsday Operation, which increases the damage of Titan super weapons by 7.5% per skill level. Note: This increases damage of single target DD, lance, reaper & boson, but does not increase Lancer dread lance damage.
  • Increased the Titan Armor Plate and Shield Extender role bonus to 500% (from 300%).
  • Increased the Supercarrier Armor Plate and Shield Extender role bonus to 400% (from 200%).
  • Increased the number of salvos a fighter has as follows:
    • T1 and T2 Light Fighters: from 12 to 18.
    • Faction Light Fighters: from 15 to 20.
    • T1 and T2 Heavy Fighters: from 6 to 9.
    • T1 Long Range Fighters: from 2 to 3.
    • T2 Long Range Fighters: from 3 to 5.
  • Reduced the damage applied by Space Superiority fighters attacking non-drones and non-fighters to 95% (from 80%).

EVE Online: Legion Patch Notes - Rollback Of Surgical Strike

EVE Online's Legion expansion, set to launch on 27 May 2025, is the game's sixth full expansion since the return of the content format in November 2022. As usual at this point I intend to go through the patch notes and bring in some context from other sources. The eleventh subject addressed is the rollback of the Surgical Strike resistance nerfs.

I initially wanted to include this section of the patch notes with the Titan and Supercarrier changes because of the stated goals of the Surgical Strike patch that dropped on 15 April 2020.

Surgical Strike will bring Capital survivability more in line with the rest of New Eden, reduce the overwhelming power of logistics, make adjustments to some long-standing powerhouses in the Subcapital meta, and begin to establish more payoff for getting up close and personal with your enemies.

The patch notes previously mentioned buffs to logistics, rolling back some of the Surgical Strike changes. The ones highlighted in the Surgical Strike section of the patch notes are the resistance nerfs. The developers described the change back in 2020.

The biggest change coming in this update is a 20% reduction in the power of all modules that increase shield or armor resistances. That means energized plating, armor coating, armor hardeners, shield hardeners and shield resistance amps. This will lead to a drop across the board in effective hit points, but the more slots a ship has devoted to resists, the more important the change becomes. There is excitement here about this approach because not only does it lower Capital survivability, it also diminishes the overall power of logistics and will make modules focused on speed and damage a more attractive option. The hope is to see bloodier fights, less stalemates, and a huge cross-sectional shift in the fitting meta. This kind of shake up rewards those that adapt quickly, so get to theory crafting!

The Legion in Focus dev blog explained why the developers reverted the change in Legion.

Surgical Strike’s legacy is being revisited too. Resistance changes from that patch are being dialed back by 10%, making ships harder to erase with a single volley and giving logistics pilots a bigger window to intervene. Fights will feel more tactical and less binary, especially in mid-scale engagements where coordination and adaptability shine.

All of the above just to give context for one line.

Surgical Strike

  • Increased the resistances of Energized Membranes, Armor Coatings, Armor Hardeners, Shield Hardeners, and Shield Amplifiers by ~11%.
    • Note: This is a full rollback of the Surgical Strike resistance nerfs.

EVE Online: Legion Patch Notes - Cruiser & Battlecruiser Balance Changes

EVE Online's Legion expansion, set to launch on 27 May 2025, is the game's sixth full expansion since the return of the content format in November 2022. As usual at this point I intend to go through the patch notes and bring in some context from other sources. The tenth subject addressed is the balance pass concerning cruiser and battlecruiser hulls.

The Legacy in Focus dev blog indicated cruiser changes, but not battlecruisers.

Cruiser hulls also benefit from this balance pass. The Thorax gains speed and powergrid, making it more competitive in fast skirmishes. 

For some reason the Exequror Navy Issue change was not mentioned in the dev blog.

Cruisers

Thorax

We’re giving the Thorax a bit more thrust and making fitting it feel less tight by improving the powergrid output it has so it’ll be easier to fit higher caliber weapons and have an easier time getting in range for blasters.

  • Powergrid Output improved from 820 to 860 MW.
  • Maximum Velocity improved from 240 to 250 m/s.

Rupture

The Rupture felt too similar to the Stabber and was overshadowed by it in most cases, despite having two damage bonuses it actually dealt less DPS overall than the Stabber since the Stabber has a falloff bonus and the Stabber also had an additional missile hardpoint. So we’re slightly reworking the Rupture by replacing the projectile rate of fire bonus with a tracking bonus, and rolling the rate of fire damage bonus into the direct damage bonus it has. This should make the Rupture a more viable alternative to the Stabber when comparing short range AutoCannon fits by giving it a tracking advantage when brawling and improves on the existing strength that it had with artillery fits by improving the alpha and giving it a tracking bonus.

  • Medium Projectile damage bonus per level of Minmatar Cruiser increased from 5% to 10%.
  • Medium Projectile rate of fire per bonus of Minmatar Cruiser replaced with 7.5% bonus to Medium Projectile Tracking Speed per level.
  • Drone Bay and Bandwidth improved from 30m3 and 30 Mbit/sec to 40m3 and 40 Mbit/sec.

Exequror Navy Issue

The Exequror Navy Issue is still overperforming and is still the most used navy cruiser hull even after adjustments in Revenant. So we’re giving it a small slap on the wrist now and will continue to monitor it.

  • Damage bonus per level of Gallente Cruiser reduced from 20% to 17.5% per level.


Battlecruisers

Both the Myrmidon Navy Issue and Harbinger Navy Issue are still being flown much less than all other Navy Combat Battlecruisers even after a small set of buffs we made in Revenant so we’re giving them some more love. The Myrmidon Navy Issue had a smaller cargo-hold than many cruisers despite having a big focus on active tanking so we’re giving it room for a lot more cap charges or whatever else you might like, and adding some more hitpoints to web drones so they can’t be killed off so fast. The Harbinger Navy on the other hand loses the energy turret cap bonus from the regular Harbinger hull which can make it a lot more reliant on capacitor so by bringing the bonus back as an extra 3rd bonus we’re hoping it’ll be more attractive for both PVE and PVP.

Myrmidon Navy Issue

  • Cargo Capacity increased from 400m3 to 560m3.
  • Bonus to the strength of web drones now also grants a 10% bonus to web drone hitpoints per level of Gallente Battlecruiser.

Harbinger Navy Issue

  • Added a new bonus, 10% reduction to the capacitor cost of medium energy turrets per level of Amarr Battlecruiser.


EVE Online: Legion Patch Notes - Remote Repair Balance Changes

EVE Online's Legion expansion, set to launch on 27 May 2025, is the game's sixth full expansion since the return of the content format in November 2022. As usual at this point I intend to go through the patch notes and bring in some context from other sources. The nineth subject addressed is the balance pass concerning remote repairing ships, otherwise known as logistics.

The Legion in Focus dev blog explained the purpose behind the changes.

Remote repair gameplay is being retooled to reward risk and skill. Overheating remote repairers will now yield greater results, letting support pilots push their tools harder when the moment demands it. Logistics cruisers are receiving targeted buffs, while strategic cruisers’ support subsystems get additional powergrid to accommodate more defensive modules or higher strength remote repairers.

The changes will make ships more survivable in fleet fights by making logistics more effective. For example the diminishing returns formula for multiple logistics ships repairing a target changes in Legion.


Remote Repair Diminishing Returns Adjustment
  • We’ve relaxed the diminishing returns formula so that the formula is now slightly less aggressive, and so ships will now receive a higher amount of HP per second when getting repaired by multiple logistics ships at once.

  • Included below is a graph showing the updated formula in Legion compared to TQ. The graph shows total incoming HP per second for a ship which is receiving T2 Remote Capital Reps from a Triage’d FAX.

  • As an example

    • For a target getting remote repaired by 100 Capital T2 Remote Repair Modules (33 FAXes and some change)
      • TQ = 78440 HP per second incoming.
      • Legion = 97850 HP per second incoming.
      • Which is an increase of just under 25%

Overheating remote repair modules is also receiving a buff.

Remote Repairers

  • Added a +10% bonus when heating all Remote Armor, Shield and Mutadaptive repairers. (This is in addition to the cycle time bonus they currently have while heated).
  • This bonus is improved to +15% on T3Cs with the offensive - support processor subsystem from the heat bonus with level 5 skills.
The changes even go down to implant sets.

Savior Implant Set
The Savior Implant set was powerful in some circumstances on some specific ships (Nestor and Zarmazd specifically) but was difficult to utilize on other remote repair support ships due to increasing the capacitor burden to maintain their remote reps and had too high of an opportunity cost since you were giving up other potentially useful set implants you could have in their place like Snakes, Amulets, Nirvanas etc. This should make them a more viable option on a lot more logistic ships.
  • Now grants an equal amount of reduced capacitor need for remote repairers alongside the reduced cycle time bonus it already has. This will mean that Saviors will no longer increase the capacitor cost per second needed to sustain the higher remote repair throughput they provide to subcapital remote repair modules.
Of course, tech 2 logistics ships and tech 3 strategic cruisers received buffs as well.
Across the board, cruisers and Tech III hulls are being given enhanced remote armor repair capabilities, with the latter also receiving overheat bonuses, bringing new options for agile mid-scale engagements.
The changes even applied to Alliance Tournament prize ships.

Logistics Cruisers
  • Oneiros:
    • New Bonus - 15% reduction in Armor Plate Mass Penalty per level of Logistics.
    • Base Velocity increased from 230 m/s to 245 m/s.
    • Agility improved from 0.615x to 0.56x.
    • Signature Radius reduced from 70 to 65.

  • Scimitar:
    • New Bonus - 15% reduction in Shield Extender signature radius penalty per level of Logistics.

  • Basilisk:
    • New Bonus - 7.5% bonus to Shield Hitpoints gained from Shield Extenders per level of Logistics.
    • Base speed increased from 192 m/s to 205 m/s.
    • Signature Radius reduced from 90 to 70.

  • Guardian:
    • New Bonus - 7.5% bonus to Armor Hitpoints gained from Armor Plates per level of Logistics.

  • Zarmazd:
    • New Bonus - 7.5% bonus to Armor Hitpoints gained from Armor Plates per level of Logistics.

  • Etana:
    • New Bonus - 7.5% bonus to Shield Hitpoints gained from Shield Extenders per level of Logistics.

  • Rabisu:
    • New Bonus - 7.5% bonus to Armor Hitpoints gained from Armor Plates per level of Logistics.

Strategic Cruiser Offensive Support Subsystems

In addition to getting more powerful overheating on remote reps, we’re also adding some extra fitting space to the Support Processor subsystems for T3 cruisers.
  • Legion Offensive - Support Processor Subsystem:
    • +75 Powergrid.

  • Tengu Offensive - Support Processor Subsystem:
    • +60 Powergrid.

  • Proteus Offensive - Support Processor Subsystem:
    • +75 Powergrid.

  • Loki Offensive - Support Processor Subsystem:
    • +60 Powergrid.

Sunday, May 25, 2025

EVE Online: Legion Patch Notes - Pirate Faction Dreadnought Balance Changes

EVE Online's Legion expansion, set to launch on 27 May 2025, is the game's sixth full expansion since the return of the content format in November 2022. As usual at this point I intend to go through the patch notes and bring in some context from other sources. The eight subject addressed is the balance pass applied to Pirate Faction Dreadnoughts.

The Pirate Faction Dreadnought balance changes weren't mentioned in the Legacy in Focus dev blog. I imagine the changes are to make the ships comparable to the newly introduced Sarathiel. 

Pirate Faction Dreadnoughts

  • Reduced the LP and ISK cost of the Caiman and Vehement BPC offers by 50% from 25,000,000,000 ISK and 25,000,000 LP to 12,500,000,000 ISK and 12,500,000 LP.

  • Caiman:
    • Number of Fighter Tubes increased from 1 to 2.
    • Number of Light Fighters supported increased from 1 to 2.
    • Shield Hitpoints increased from 150,000 to 185,000 HP.
    • Armor Hitpoints decreased from 120,000 to 107,000 HP.
    • Fighter Capacity increased from 25,000 to 40,000.

  • Chemosh:
    • New Role Bonus Added: Capital Energy Nosferatu fitted to this ship ignores target signature resolution.
    • Role Bonus for Capital Energy Turret Damage increased from 25% to 37.5%.
    • Armor Hitpoints increased from 169,000 to 185,000.
    • Structure Hitpoints decreased from 169,000 to 153,150.

  • Vehement:
    • Role Bonus for Capital Hybrid Turret Damage increased from 37.5% to 50%.

EVE Online: Legion Patch Notes - New Ships

EVE Online's Legion expansion, set to launch on 27 May 2025, is the game's sixth full expansion since the return of the content format in November 2022. As usual at this point I intend to go through the patch notes and bring in some context from other sources. The seventh subject addressed are the new ships introduced in Legion, the Babaroga-class marauder and Sarathiel-class dreadnaught.

The Babaroga and Sarathiel are logical choices as the developers continue their efforts to flesh out the ship trees of NPC factions. The Babaroga continues the effort to make the Triglavians the equivalent of the four empires: Amarr, Caldari, Gallente, and Minmatar. The Sarathiel gives the Angel Cartel a dreadnaught to match the Caiman, Chemosh, and Vehement.

In the case of these two ships I will match up the ship descriptions from the Legion in Focus dev blog with the stats in the patch notes.

New Triglavian Marauder - Babaroga
The Babaroga is the Triglavian answer to the empire marauders: ruthless, elegant, and terrifying. With boosted tracking, increased optimal range, and max spool bonuses, it delivers incredible disintegrator damage at a distance. Thanks to the ability to fit a bastion module for powerful offensive and defensive bonuses, the Babaroga is far more resilient than the Leshak, while also claiming the crown for peak potential subcapital ship DPS. 

Sharing the Leshak’s 5-4-8 slot layout, the Babaroga has the space to fit top-tier armor defenses, and enjoys all the utility high slot bonuses you’ve come to expect from the marauder class as well as the Triglavian faction. Blueprint Copies of the Babaroga can be obtained by performing Invention Jobs on Leshak blueprint copies.These ships are bound to be popular, so opportunistic industrialists may want to adjust their facilities to meet the demand and make a tidy profit! 
 


Babaroga: Skill Bonuses
  • Precursor Battleship:
    • 7.5 % Supratidal Entropic Disintegrator optimal range.
    • 7.5 % Supratidal Entropic Disintegrator tracking speed.
  • Marauders:
    • 7.5% bonus to Armor Repairer repair amount.
    • 20.0% bonus Supratidal Entropic Disintegrator maximum damage multiplier bonus.
Role Bonus:
  • 100% bonus to Remote Armor Repairer range.
  • 50% reduced Energy Neutralizer capacitor need.
  • 50% reduced Remote Armor Repairer capacitor need.
  • 50% reduced Smart Bomb capacitor need.
  • 100% bonus to Tractor Beam range and velocity.
  • 70% reduction to Micro Jump Drive reactivation delay.
  • Can fit Bastion Modules.

Blueprint Copies of the Babaroga can be obtained by performing Invention Jobs on Leshak blueprint copies.
  • The invention job requires High Energy Physics, Triglavian Quantum Engineering and Triglavian Encryption Method skills.
  • Datacores Required for the invention job:
    • 32 x Datacore - High Energy Physics.
    • 32 x Datacore - Triglavian Quantum Engineering.

New Angel Dreadnought - Sarathiel
The Sarathiel, an Angel Cartel dreadnought, is a brutal addition to capital ship rosters. It features large bonuses to projectile weapon damage and falloff, allowing it to strike hard from across the battlefield. The Angel Cartel is known for designing ships with high mobility, and the Sarathiel is no exception. In addition to the usual warp speed bonus, it has a unique twist. While in siege mode, it has the ability to move and even use a capital micro jump drive.  

The Sarathiel offers a lot of versatility, with five high power slots, seven mid power slots, and six low power slots. Armor and shield hit points are distributed equally, and the powergrid is higher than usual, allowing for great fitting flexibility. Blueprint Copies of the Sarathiel can be obtained from the Malakim Zealots LP store, which can be found in Zarzakh or in the Angel Pirate Insurgency FOB.  

Sarathiel: Skill Bonuses

  • Gallente Dreadnought:
    • 10% bonus to Capital Projectile Turret falloff.

  • Minmatar Dreadnought:
    • 10% bonus to Capital Projectile Turret damage.
Role Bonus:
  • Can fit a Siege Module.
  • Can move at 10% velocity while in Siege mode.
  • Can fit a Capital Micro Jump Drive.
  • Can activate Capital Micro Jump Drive while in Siege mode.
  • 25% bonus to Warp Speed and Warp Acceleration.
  • 25% bonus to Capital Projectile Turret damage.
  • 5x Penalty to Entosis Link cycle time.
Blueprint Copies of the Sarathiel can be obtained from the Malakim Zealots LP store, which can be found in Zarzakh or in the Angel Pirate Insurgency FOB.

EVE Online: Legion Patch Notes - Other Sovereignty / Equinox Changes

EVE Online's Legion expansion, set to launch on 27 May 2025, is the game's sixth full expansion since the return of the content format in November 2022. As usual at this point I intend to go through the patch notes and bring in some context from other sources. The sixth subject addressed are Skyhook mechanics and Equinox blueprint conversions.

Basically the developers want to make sov warfare much less painful logistically by changing capture mechanics for Skyhooks.

Skyhook Cost of Conquest

Upon destroying a Sov Hub and conquering a system in Null Sec, players now have the choice to pay ISK to convert any remaining skyhooks within their newly acquired system for the first hour after claiming sov by selecting the ‘manage skyhooks’ option on the sovereignty hub.

For a while now, conquering a system has been very expensive as players must raze it to the ground and then build it back up from 0, and with Equinox, we added another layer to the rebuilding costs in the form of skyhooks. This is aimed to save players time and money to combat some of the rebuilding costs that they are incurring upon system capture.

The other change is a housekeeping item in renaming blueprints.

Equinox Blueprint Conversion

We are converting all old, defunct blueprints from Aegis Sovereignty to be updated with new blueprints applicable to Equinox Sov. This will happen automatically after downtime on May 27th.

The conversion list can be found below:

EVE Online: Legion Patch Notes - Sovereignty / Equinox Upgrades

EVE Online's Legion expansion, set to launch on 27 May 2025, is the game's sixth full expansion since the return of the content format in November 2022. As usual at this point I intend to go through the patch notes and bring in some context from other sources. The fifth subject addressed are sovereignty/Equinox upgrades.

The Legion in Focus dev blog gave a summary of the upgrades arriving in the expansion.

Meanwhile in nullsec, sovereignty continues to evolve. Legion introduces more flexibility and customization with three new categories of upgrades. New resource conversion upgrades give you more control over your resources, with the ability to generate workforce from power and vice versa. New system-wide modifiers let you lean into the strengths of your doctrine, offering bonuses to scanning, targeting, and specific combat styles.

I'm not exactly sure why the developers waited so far down the patch notes to discuss these new features. The first change involves installing upgrades in sovereignty hubs.

Sovereignty / Equinox Expanded

  • Upgrades that you can install in a sovereignty hub are no longer limited by the maximum potential power in the solar system. This means that you could for example, have all 7 mineral type upgrades installed now, and swap between them through re-prioritizing or offline/onlining them, rather than needing to destroy them to install new ones.

The next comes additional exploration options in player-held sov systems.

New Exploration Upgrades

We are introducing a new sov upgrade that can generate undetected relic and data signatures.

  • Exploration Detector 1, 2 and 3.
    • These three tiers of Exploration Upgrades will have a combination of data and relic sites and will be available from the Angel Cartel, Blood Raiders, Guristas Pirates, Sansha Nation, Serpentis and Rogue Drone factions.
    • These exploration upgrades have a guaranteed chance to spawn several exploration sites between 0 and 5 jumps from the solar system where the upgrade is installed.
    • Exploration sites spawned from the sov upgrades all have a small chance to escalate to a brand-new data and relic escalation with the potential for high rewards.
      • Exclusive rewards from the data escalation include blueprint copies for the powerful new “Xarasier” storyline modules for micro jump drives, reactive armor hardeners, ancillary shield boosters and armor repairers, the new hacking focused ‘Wedge’ implant set and the triplot scan acquisition array.
    • The higher tier upgrades have an increased number of sites and faster respawn times.

The expansion will also introduce additional upgrades to generate colony resources.

Resource Generation Upgrades

We are introducing two new sov upgrades that can generate colony resources by utilizing other colony resources.

  • Workforce Mecha-Tooling upgrade, available in 3 tiers, which costs power and generates workforce.
  • Power Monitoring Division upgrades, available in 3 tiers, which costs workforce and generates power.
    • Upgrades are mutually exclusive and it’s not possible to have both workforce and power upgrades installed at the same time.

And finally Legion grants the opportunity to bring Abyssal deadspace effects to player-owned null sec.

System Effect Generator Upgrades

We are introducing a new type of upgrade with Legion which players can install in sovereignty hubs to provide a set of bonuses to all ships in the solar system. The upgrades have a very low daily upkeep but a very high onlining cost to discourage swapping them out and toggling them on/off frequently.

  • Electric Stability Generator
    • This generator produces system-wide effects similar to those encountered in Electric environments within Abyssal Deadspace.
    • All ships in system: 25% bonus to Capacitor recharge rate, +25% targeting range and Directional Scanner range.

  • Exotic Stability Generator
    • This generator produces system-wide effects similar to those encountered in Exotic environments within Abyssal Deadspace.
    • All ships in system: +25% scan resolution, +2 AU/s warp speed.

  • Gamma Stability Generator
    • This generator produces system-wide effects similar to those encountered in Gamma environments within Abyssal Deadspace.
    • All ships in system: +5% Shield HP, 5% Shield Booster Effectiveness, +10% Capacitor capacity.

  • Plasma Stability Generator
    • This generator produces system-wide effects similar to those encountered in Plasma environments within Abyssal Deadspace.
    • All ships in system: +5% Armor HP, 5% Armor Repairer Effectiveness, +10% bonus to the benefits of overloading modules.

EVE Online: Legion Patch Notes - New Eden Map

EVE Online's Legion expansion, set to launch on 27 May 2025, is the game's sixth full expansion since the return of the content format in November 2022. As usual at this point I intend to go through the patch notes and bring in some context from other sources. The fourth subject addressed is the New Eden map.

According to the Legion in Focus dev blog the in-game map is receiving a major overhaul over time.

The map is getting a major overhaul. A long-term project has begun to bring the new map up to parity with the classic experience and third-party tools. This first iteration will make it easier to apply and switch between filters, share filter sets in chat, and adds a view mode toggle as well as new quick action buttons to identify both your location and home station at a glance.

I do wonder if some of the planned improvements require an upgrade of the Carbon engine to use Python 3.12. But for now the patch notes list the changes.

New Eden Map

The New Eden map has received a usability update focused on making its features easier to access and interact with. Filters are now quicker to reach, map tools are more visible, and new quick action buttons have been added to streamline common tasks. While more changes are planned for the future, this iteration aims to improve day-to-day interaction with the map, reduce friction, and update the underlying UX foundation to better support future improvements.

What has changed:

  • Filters can now be accessed through a new Filter Bar located at the bottom center of the map, replacing the previous dropdown menu in the map header.
  • Players can now add filters to their favorites and quickly access or switch between them.
  • The filter bar can be customized by right-clicking it and selecting Manage Filter Categories, letting players choose which filter groups are shown.
  • Two new Quick Action buttons have been added to the bottom right of the map. Players can use them to instantly refocus the camera on either their current location or their home station.
  • A View Mode toggle (shown as a circled "A" icon) lets players switch between the standard 3D view and a more abstract, flattened view of the map.
  • A new Layout Panel in the bottom left corner gives players more control over how the map is displayed. Options include:
  • Grouping the map by system, constellation, or region.
  • Highlighting connection lines between systems at different levels.
  • Choosing which jump bridge links are visible on the map.
  • The selected location is shown at the top center of the map. From there, players can focus on a higher-level location or quickly set destination and add waypoint using new quick action buttons.
  • The map interface is now responsive, with improvements to how it behaves in minimized, floating, or fullscreen modes.
  • The Pointer Window now allows players to browse available filters and share them in chat with other capsuleers.
I will admit I do not use the in-game map due to how horrible the map is to use. The creation of Dotlan Maps in 2010 meant I didn't need to learn to use the map.

EVE Online: Legion Patch Notes - Omega Benefits Window

EVE Online's Legion expansion, set to launch on 27 May 2025, is the game's sixth full expansion since the return of the content format in November 2022. As usual at this point I intend to go through the patch notes and bring in some context from other sources. The third subject addressed is the Omega Benefits Window. 

Honestly the feature is pure marketing. I imagine plenty of players will complain on Reddit once they log in for the first time. Here's the patch notes.

Omega Benefits Window

A new look at Omega - Know your clone status

Introducing the Omega Benefits Window giving Omega a fresh new look designed to help Capsuleers understand and take full advantage of the Omega Clone State.

  • A detailed breakdown of Omega Benefits.
  • A streamlined offers section, where you can view and purchase Omega time and subscriptions, whether it's real currency or PLEX.
  • Your clone state status, so you always know where you stand.

Omega in Neocom

A direct access to the benefits window from the Neocom.

This will be visible to:

  • Alpha clones, as a persistent reminder of what Omega can offer.
  • Omega clones nearing expiration, giving a timely reminder.
  • Fully subscribed Omega Capsuleers can still access the benefits window through the Neocom menu.

EVE Online: Legion Patch Notes - Corporation Pallete

EVE Online's Legion expansion, set to launch on 27 May 2025, is the game's sixth full expansion since the return of the content format in November 2022. As usual at this point I intend to go through the patch notes and bring in some context from other sources. The second subject addressed is the corporation pallete.

The corporate palette is a way to pick colors to represent a corporation. According to the Legion in Focus dev blog:

The key to corporate success and domination is a strong brand with a powerful identity. Legion, introduces the corporation palette which lets brand managers define up to three official colors using the full RGB/HEX range. Later this year the corporation logo editor will also receive a major upgrade. Out go the preset color swatches, replaced by a full-featured color picker. 

I don't know how much rebranding will cost. The initial steps appear free.

Corporation Palette

Tired of blending into the void? This is the time for your corporation to stand out above all. Introducing the Corporation Palette - the first steps into allowing corporations to bring their unique identity into New Eden.

  • Brand Managers will be able to assign between 1 to 3 custom colors to represent their corporation.
  • These colors will be represented in two key places: Corporation Window and Freelance Jobs (only those created by corporations).
  • A new Brand Management section in the Corporation Window. You'll find anything related to your corp's visual identity here: logos, structure SKINR, and now Corporation Palette.

Whenever a reference to the Paragon Hub is made, some sort of monetization is involved.

Paragon Hub

Base Sequencing Times in SKINR are temporarily set to 10 Minutes. These are still affected by Skills. Times will go back to their original times on June 16th.



EVE Online: Legion Patch Notes - Freelance Jobs

EVE Online's Legion expansion, set to launch on 27 May 2025, is the game's sixth full expansion since the return of the content format in November 2022. As usual at this point I intend to go through the patch notes and bring in some context from other sources. The first subject addressed is freelance jobs.

The freelance jobs content feels like an idea the developers wanted to do but needed a business case to justify the cost. So someone came up with the time-worn reason of new player retention. From the Legion in Focus dev blog.

Legion builds on the foundation laid with Corporation Projects, adding Freelance Jobs to further empower corporation leaders, and creating a free market for jobs – introducing a gig economy to New Eden. This is a great way to outsource and a fantastic opportunity to attract new members to your corp.

Freelance Jobs are a real boon to new pilots, offering a player-driven source of ISK and experience, as well as guidance and purpose during their first steps. Through Freelance Jobs, corporations can initiate connections with promising recruits, removing a potential barrier to entry, as new pilots may find the prospect of applying to a corp intimidating. Where they might lack the confidence to approach a new corporation, Freelance Jobs allow them to take on fun activities and potentially get recruited, feeling valued and empowered to become a contributing member.

With the heavy emphasis on new players I was reminded of Malcanis' Law:

Whenever a mechanics change is proposed on behalf of  ‘new players,’ that change is always to the overwhelming advantage of richer, older players.

My reading of the patch notes makes me think null sec alliances and factional warfare groups may actually benefit more than anyone.

Freelance Jobs

A new way to earn ISK, explore gameplay, and get on the radar of powerful corporations— Freelance Jobs are now available across New Eden. Freelance Jobs are tasks created by player-run corporations which are open to pilots outside of their own ranks.

Finding your perfect job

  • Available through AIR Opportunities and the Corporation Show Info window.
  • Capsuleers can browse nearby jobs in the Opportunities window (jobs are visible from up to 5 jumps away from the job’s broadcast locations).
  • In the Corporation Show Info window you can see all active Freelance Jobs issued by that corporation.
  • Real-time updates as new jobs become available in range.
  • You can have up to 3 freelance jobs active at the same time, but you can resign from them at any time and accept new ones.
  • After accepting a job and contributing to it, you earn the ISK rewards assigned by the job creator automatically.
  • Earned rewards need to be claimed from the Rewards tab in Opportunities or from each job’s details view.

Creating and Managing Freelance Jobs

  • Job Creation
    • Job creation interface similar to existing Corporation Projects.
    • Project Manager role required for job creation.
    • Corporations can have up to 100 Freelance Jobs active at the same time.
    • For your job to be visible in the Opportunities window, you have to set the job broadcast location to one of your corp’s offices. The Job will be broadcasted within 5 jumps of your office.
    • Each job can have up to 20 broadcast locations.
    • Issuing a new job has a cost of 100,000 ISK per day of job’s duration
    • Broadcasting a new job has a cost of 150,000 ISK per day per broadcasting location.

  • Administrative Controls
    • Removing capsuleers from jobs.
    • Participant view to track contributions.

  • Job Lifecycle Management
    • The minimum job duration is 15 minutes.
    • The maximum job duration is 1 year.

  • Security and Access Control
    • Age-based restriction - you can restrict your job so that only characters of a certain (EVE) age can access it.
    • This is useful for creating jobs that target new players for recruitment purposes or only older characters if needed.

Available contribution methods:
  • Ship Insurance
  • Mine Materials
  • Damage Capsuleers
  • Capture FW Complex
  • Defend FW Complex
  • Destroy Non-Capsuleers
I think when a lot of people first heard of freelance jobs they imagined corporations would set up recruiting stations in high security space. But with the types of freelance jobs available, the type of players attracted will be playing in low and null sec.