Greetings,

The following page will list patch notes for all updates within this release (Version 24.01). We invite you to join the player discussion about the content of this release on EVE Online forums:

Initial Release Date: 2026-06-09 Last update: 2026-08-18

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

Patch Notes for 2026-08-18.1

Defect Fixes:

Graphics:

  • Lights on the front of the Phantasm are now angled correctly.

  • Minmatar engineers have requisitioned more duct tape and the floating lights on the Rifter are now positioned correctly on the hull.

  • The Capsule Forever Creative SKIN no longer triggers the burn VFX when docking, and the Aurora VFX now activates gradually instead of turning on abruptly.


Patch Notes for 2026-08-17.1

Defect Fixes:

Technical:

  • Fixed an issue with the character selection screen sometimes breaking and inhibiting players from being able to log in.


Patch Notes for 2026-08-11.1

Defect Fixes:

Gameplay:

  • Conduit jump passengers will now correctly scale with the Capital Jump Portal Generation skill.

  • Adjusted the amount of heat buildup from Tech 2 Entropic Disintegrators and Vorton projectors.

  • The Xarasier Capital Micro Jump Drive can now be fitted to command carriers.

Localization:

  • Corrected a number of typos around Agent missions.

PvE:

  • Fixed an issue preventing Anomalies and Signatures from spawning in certain systems.

User Interface:

  • The Bereye III station’s ShowInfo now indicates that it supports industry, and the industry icon now appears in the station services panel.


Patch Notes for 2026-08-06.1

Features and Changes:

  • The Avalon Flotilla has come to Hirtamon. This landmark site houses the Avalon itself, a roaming fortress, forged by the Vanguard to offer all warclones the one thing they most need: a home.

  • The Amarr's Blessed Exchange campaign has received enough support for them to begin construction of the Deaconry of Economic Oversight. Extending from the existing Amarr VIII (Oris) - Emperor Family Academy station it marks the first signs of their potential success.

  • The Deaconry will be visible from orbit, as all modest Amarrian buildings should be.

Localization:

  • Added localization for the new Khanid Cyber Knights SKINs


Patch Notes for 2026-08-05.1

Features and Changes:

Rampant Drone Fabricator:

  • Increased the staggering time when spawning an NPC wave.

  • Added a new NPC to the site, the Infested Drone Naglfar, with the following behavior:

    • Only spawns during large Severe and Critical threat waves.

    • Is equipped with a Capital Energy Neutralizer.

    • Has far greater EHP and DPS than existing Fabricator NPCs.

    • Is vertical

Note that this NPC is equivalent to several battleship-tier NPCs. While the overall DPS of a wave will largely remain the same, the Infested Naglfar spawns will be more focused on specific targets rather than being spread out. This, combined with its powerful neutralizer, will mean logi will need to stay on their toes.

The average number of NPCs spawned during later Severe and Critical threat waves should see around a 10-15% decrease in NPC numbers to compensate for the Infested Naglfar. We've also increased the staggering time when a new wave spawns, and these two changes will help balance the load in later waves where the Rampant Drone Fabricator would sometimes fail to progress.

We've been really impressed with the various strategies that groups have taken to complete the Rogue Drone Fabricator site, and we're excited to see them further develop. Let the Rogue Drone annihilation continue!

Miscellaneous:

  • New Khanid Cyber Knight SKINs have been added


Patch Notes for 2026-07-30.1

Features & Changes:

Rampant Drone Fabricator:

  • Added additional staggering when spawning large numbers of NPCs to improve performance.

Defect Fixes:

Miscellaneous:

  • Minmatar Pilot Expert System is now displaying the correct icon.


Patch Notes for 2026-07-28.1

Features & Changes:

Operation Avalon:

  • Item traders for Operation Avalon have been removed.

Rampant Drone Fabricator:

  • Stability can now only be lost from wave 5 onwards.

Some players were deliberately starting and abandoning sites to force them to despawn. Now, a site can only become abandoned after wave 5 has been started. As a bonus, this change also gives players a chance to leave and refit their ship if they notice they forgot something.

  • Rebalanced NPC spawns to favor larger ships.

In effect, this lowers the amount of ships in a wave without changing the overall DPS. There should be fewer Frigate and Cruiser NPCs and more Battlecruiser and Battleship NPCs. On average, this should result in a 10-15% decrease in the number of NPCs during later waves.

Defect Fixes:

Gameplay:

  • Making Mounts of Molehills (2 of 10) can now be completed by mining Veldspar-0-Grade.

Rampant Drone Fabricator:

  • Fixed an issue where the site could become stuck after all NPCs are destroyed.

User Interface:

  • Fixed FPS drop when opening Opportunities Window.

  • Fixed issue that caused titles to obscure a character’s name when looking at their show info window.


Patch Notes for 2026-07-23.1

Features & Changes:

Rampant Drone Fabricator:

  • Added the Rampant Drone Fabricator site back to C1-C6 wormhole systems.

  • Increased the maximum wave to 100 (from 30).

  • The site will now escalate threat level based on a point system, dubbed "Rampancy", determined by the ships in proximity to the Fabricator.

    • The first escalation, equivalent to the previous Battleship Escalation, occurs at 12 Rampancy.

    • The second escalation, acting as a new middle escalation tier, occurs at 36 Rampancy.

    • The final escalation, equivalent to the previous Capital Escalation, occurs at 72 Rampancy.

    • The current Rampancy value will appear in the Info Panel objectives between waves.

    • The threat level of the upcoming wave will now appear in the Info Panel objectives between waves.

    • Each ship will add an amount of Rampancy as shown in the table below:

Ship

Rampancy

Capital (other)

72

Force Auxiliary

36

Marauder

12

Black Ops

8

Battleship (other)

6

Command Ship

3

Battlecruiser (other)

2

Strategic Cruiser

4

Heavy Assault Cruiser

2

Logistics Cruiser

2

Cruiser (other)

1

Rampancy allows players much more control over the level of risk and reward they want to take on. Given these sites are now exclusive to wormholes, Rampancy also plays into deciding how to make the best use of available mass in wormhole connections. The thresholds have been set so most setups prior to this change will continue to face the same level of difficulty.

  • The total quantity of Fabricator Data accrued within the Fabricator will now appear in the Info Panel objectives.

  • Reduced the ECM strength of NPCs.

  • Destroyer-sized EWAR NPCs will now use Sensor Dampeners rather than ECM.

    • Note: These NPCs will appear with the "Bewildering" prefix.

  • Battlecruiser-sized EWAR NPCs will now use Target Painters rather than Stasis Webifiers.

    • Note: These NPCs will appear with the "Scrutinizer" prefix.

  • Added four new Nanoswarms:

    • Light Squadron Nanoswarm (Light Fighter Damage Bonus).

    • Rapid Squadron Nanoswarm (Fighter Velocity Bonus).

    • Focuser Nanoswarm (Turret Optimal Range Bonus).

    • Prolonging Nanoswarm (Missile Flight Time Bonus).

  • Nanoswarms will now be vulnerable during the following waves:

    • 5, 10, 15, 25, 35, 45, 65, and 85.

  • Drone rewards can now begin dropping from wave 1.

  • Reduced the per-wave drop chance of drones.

  • The average drop quantity of drones will now scale as the wave count increases.

    • Note: In effect, while these drones will drop more rarely, the quantity will scale much higher. The resulting average number of these drones dropped by wave 30 has slightly increased.

  • All sizes of TP-I, SD-I, and TD-I Hybrid drones have been added as possible drops.

    • Note: These drones have a significantly lower drop rate than the existing drone types. They have been added as an addition and will not dilute the existing drone rewards.

  • Increased the damage applied in C5/C6 sites.

  • Smartbombs are no longer blocked within proximity of the Fabricator.

  • Smartbombs, Bombs, and Vorton Projectors will now deal 95% less damage to the site's NPCs, Nanoswarms, and Fabricator.

Bombs were being used to clear waves almost instantly, regardless of the wave number. To avoid having to block the modules themselves, the damage of AoE effects has been reduced significantly when applied to NPCs and objects within the site. This allows players to use these weapons in any PvP that occurs within the site while still requiring active gameplay to progress it.

  • Decreased the additional damage applied to Carrier ships to 40% (from 50%).

    • Note: Command Carriers will receive the full 100% damage increase like other Capital ships.

  • Decreased the site's respawn timer.

  • The Fabricator can now be repaired.

  • Improved the visuals of the site.

  • Updated the icon for Rampancy Data Dump commodities.

  • Updated various messages for better clarity and to reflect the site's evergreen status.

  • Fabricator NPCs are now separated into overview groups based on their hull sizes.

    • Note: These groups are part of the default Overview, but will need to be enabled for existing custom Overview settings.

Universe:

  • As the Minmatar Republic’s ‘Starkmanir Restoration’ campaign starts to show early signs of initial success, the first group containing the most hopeful Starkmanir settlers have arrived in the Minmatar War HQ system of Amo, preparing to eventually resettle their historic home of Starkman Prime (Currently registered as Arzad II) if their campaign is a success. The other six tribes have pledged escort fleets to Starkmanir’s settlers, providing security to any Starkmanir pilgrims traveling to Amo, and will eventually escort them to Arzad if the campaign is a success.

Pochven:

  • The site of the Urhinichi Continental has been given a permanent landmark to commemorate the best view in the region.

3rd Party Developers:

ESI:

  • Fixed an issue where newly created characters, corporations, or alliances could be incorrectly reported as non-existent on ESI until the next server downtime if their ID had previously been queried via ESI.

Defect Fixes:

Rampant Drone Fabricator:

  • Fixed an issue where escalations could occur without the required prerequisites.

PvE:

  • Fixed some Homefront Operations NPCs incorrectly attacking drones and other NPCs.

  • Bombs will no longer apply damage to many non-interactable objects within sites.

User Interface:

  • Fixed an issue that caused the Sovereignty Hub's fuel bay status to be displayed incorrectly in certain cases.

  • Fixed an issue where incorrect text strings had replaced the Ymir, certain boosters, and Epic Arc mission text.


Patch Notes for 2026-07-22.1

Defect Fixes:

Graphics:

  • The Strategos Dreadnought wreck now has the correct icon.

  • The drones that fly around the under-construction Stargates now correctly fire their lasers at the intended locations on the structure.

  • Fixed an issue where ship animations would jump between normal and warping whilst docking.

Localization:

  • Corrected a number of typos around Agent missions.

PvE:

  • Fixed an issue with Mercenary Tactical Operation sites being unreachable.


Patch Notes for 2026-07-21.1

Defect Fixes:

User Interface:

  • Fixed an issue where the NES icon would not appear in the NEOCOM panel for some players.


Patch Notes for 2026-07-20.1

Features & Changes:

Operation Avalon:

  • Operation Avalon has come to an end!

  • The item traders will remain for another week, departing on the 28th of July.


Patch Notes for 2026-07-16.1

Features & Changes:

Factional Warfare:

  • NPCs found in Moderate NVY-3, ELT-5 and BSC-1 complexes now have a small chance to drop tier II and tier III boosters, and a much smaller chance to drop Penumbral Shadow SKINs.

Defect Fixes:

Gameplay:

  • Added traits for the Opux and Dragoon Yachts.

  • Added fighter specialization skills to the fighter mastery certificate.

  • Fixed skill requirements of the Ultratidal Entropic Disintegrator II needing level I instead of level V Capital Precursor Weapon.

Localization:

  • Fixed several typos throughout the game.


Patch Notes for 2026-07-14.1

Features & Changes:

Universe:

  • The Caldari ‘State Corridor Initiative’ celebrates early success as they reach 11 of the 30 completed objectives needed to realize their campaign ambitions. Stargate projects in the systems of Ienakkamon and T-LIWS have started entering the construction phase.

  • The Gallente Federation’s ‘Operation Rogue Edge’ equally celebrates similar success, almost achieving 10 of the 30 completed objectives needed to get a firmer grasp on rogue drone technology. Stargate construction in Renyn has also entered the construction phase, with potential pair locations being surveyed in the Ellmay and Jufvitte solar systems.


Patch Notes for 2026-07-09.1

Features & Changes:

Balancing:

  • Increased the Orca’s Drone HP bonus from 10% to 15% per level of Industrial Command Ships to match the actual damage per level bonus it has.

Defect Fixes:

Gameplay:

  • Updated the traits of the Orca to clarify it gets 15% bonus to damage per level and not 10%. This was always the case since 2021, but the traits had the wrong value listed.

User Interface:

  • The two-column watchlist now tallies correctly.


Patch Notes for 2026-07-08.1

Defect Fixes:

Gameplay:

Operation Avalon:

  • Fixed an issue where AEGIS Squall ships were not respawning after being destroyed.

Graphics:

  • Fixed a bug in the Arkombine Arisen SKIN line where visual effects would disappear when zooming the camera far out from the ship.

  • Fixed the Alligator Arkombine Arisen SKIN visual effects color being incorrect on warping.

  • Fixed a floating flare light on the Probe and Probe Fleet Issue.

  • Fixed more floating flare lights on the Thanatos, Nyx, and Gaia.

  • Fixed a bug where a few module sound effects were not being triggered, including some shield boosters, armor repairers, and hull repairers.

  • Fixed the Rifter booster areas which were missing textures.

User Interface:

  • The equipped title is not visible anymore in the selected item window of a structure that’s being controlled.


Patch Notes for 2026-07-07.1

Features & Changes:

Operation Avalon is here!

Avalon Investigations:

Avalon Investigations will begin appearing throughout Empire space, from high to null-security systems. Additional investigations can be activated by Vanguard warclones as they complete Expeditions. Ongoing investigations appear both in the Map and the Opportunities window, under the Interstellar Events category.

Roaming Haulers and Hidden POIs:

Within these investigated systems roaming haulers, AEGIS Squalls, will travel between new sites and hidden POIs. Haulers have a variety of valuable loot in their cargoholds. Hidden Points of Interests include:

  • Hacking sites

  • Salvaging sites

  • Combat sites

Hidden POIs can only be located by scanning down haulers as they visit these locations, and contain much more valuable rewards.

Standard Sites:

In addition to the hidden POIs, standard versions of these sites can be found both as anomalies and cosmic signatures. While their rewards are not as high as their hidden variants, they are much more common and make for a reliable way to increase influence within the system.

Influence will be increased with every site completed. Once 100% influence is achieved, a special site containing additional rewards will appear. Completing this site will bring the investigation within the system to an end. Keep an eye out for the AEGIS Director and their exclusive Aralez combat drones!

Avalon Traders:

Vanguard Resonant Cyphers can be found in all sites and the roaming haulers. These tokens are highly sought after by Avalon traders, who will be more than happy to exchange them for unique rewards! These traders can be found throughout New Eden in the following systems:

  • Amarr

  • Sifilar

  • New Caldari

  • Kinakka

  • Poitot*

  • Dodixie

  • Ostingele

  • Rens

  • Hadozeko

  • SL-YBS

*Did you know Poitot is the only named system in Syndicate?

The items that can be acquired from traders include:

  • Volatile Boosters - extremely short-duration boosters with powerful effects.

  • Poteque 'Prospector' Salvaging SV-906 - an Implant that boosts Salvage retrieval by 6%.

  • New Vanguard-themed SKINR components.

  • Breach Control - A new faction damage control that can be activated in a pinch to reduce incoming Breacher pod damage for 120s.

  • A Unique Vanguard-themed character background.

Seasonal Challenges:

Capsuleers can complete various challenges to progress the Season reward track. Rewards for progression include Skill Points, Arkombine Arisen SKINs, boosters, and more. The final reward provides a Capsuleer with a Ranking Vanguard Resonant Cypher. This special token can be exchanged at the previously mentioned traders for additional rewards:

  • Salvation Arkombine Arisen SKIN.

  • Aeon Arkombine Arisen SKIN.

  • Lorharyth’s Modified Inertial Stabilizer - a brand new Officer Inertial Stabilizer!

Daily Login Rewards:

Each day, capsuleers can log in to receive additional rewards. These include more Skill Points, Arkombine Arisen SKINs, boosters, and more!

Graphics:

The Exordium region has seen a few minor updates:

  • The environment nebulae color variation between the 4 empire and CONCORD constellations have had a technical update that fixes small glitches in the application of the nebulae color variation.

  • The 8 border gates that mark the entry and exits between the 4 empire constellations and the central CONCORD constellations have all received an environment upgrade with additional infrastructure.

  • The Paragon Fulfilment Center in Manifest has received a graphical upgrade with additional infrastructure.

  • The 4 CONCORD stations in Couth, Manifest, Forte and Rationate have each received a CONCORD SKIN to properly communicate their ownership.

  • The Exordium region open asteroid belts have received some graphical updates.

Defect Fixes:

Gameplay:

  • It’s now possible to activate the ‘Republic Iconic - Unlimited' SKINR Pattern.

PvE:

  • Fixed an issue causing NPCs in Homefront Operation sites to prioritize incorrect targets.

User Interface:

  • Fixed an overlap in the Achievements window with the dropdown arrow in the side menu.

  • Fixed an issue where the Character Sheet portrait info bar could overlap with the status icon and window controls.

  • The Achievement milestone bar now correctly updates on progress when the window is open upon completion.


Patch Notes for 2026-07-03.1

Features & Changes:

Miscellaneous:

  • Celebrate the upcoming Liberation Day with some of the new items added to New Eden. These include a Minmatar Pilot Expert System and a celebratory crate with a new background.

  • Icons have been swapped for Tranquil and Calm Abyssal Filament crates, making them look as they should.

Localization:

  • Localization for some of the previously released items was added.


Patch Notes for 2026-07-02.1

Features & Changes:

Miscellaneous:

  • 53 new billboard advertisements have been added to the rotation.

User Interface:

  • The pop-out list of viable systems in the Opportunities window now lists the objective it’s connected to and refreshes when jumping through stargates.

Defect Fixes:

User Interface:

  • Cleaned up wording and tpyos typos across a number of menus.

  • Fixed an issue where the compare tool showed lower inertia values as red instead of green.

  • Bonuses for the Imperial Navy 'Atonement' Tracking Enhancer are properly removed when the module is turned offline.

  • Fixed an issue where some Angel Cartel NPCs displayed the incorrect cruiser icon class.

  • Campaign objectives that have been globally completed no longer appear in the Active tab.


Patch Notes for 2026-07-01.1

Features & Changes:

Balancing:

  • Several Adjustments have been made to the ELT-10 site in factional warfare.

    • The payout scaling for maximum number of players before rewards are shared has been reduced from 10 characters to 5 characters. The site is now ELT-5.

    • Reduced the number of NPCs present from 6 NPCs to 4 NPCs.

    • The NPCs will now take more than twice as long to respawn.

    • Added a new effect to the site, which will always be present, which gives all Tactical Destroyers a +500 bonus to Shield, Armor and Structure hitpoints so players are more incentivized to bring them over other destroyer hulls without limiting smaller ships through gate restrictions.

  • Battlefields have been reverted to their previous state before the Cradle of War expansion.

    • Freighters will no longer spawn.

    • LP payout increased from 50k to 150k.

  • Slightly increased the NPC respawn timers for the scout BSC-1 occupier spawner, with a slower respawn time for NPCs when Offensive plexing for a better balanced Oplex vs Dplex time.

  • You no longer need to set safety to red to use Micro Jump Field Generator modules in lowsec, since these module effects don’t cause suspect or criminal flags even when they effect other players. They are now usuable with full green safety.

Miscellaneous:

Fanfest SKINs (Forever Creative) are out and soon to be delivered to the ticket holders.

Defect Fixes:

Gameplay:

  • Fixed an issue where saving a new custom probing formation would break the probe scanner window account wide.

Graphics:

  • 🤝 The Alliance and Corporation emblems have been added to the Shapash and Cybele.


Patch Notes for 2026-06-25.1

Features & Changes:

Balancing:

  • We are continuing to closely monitor how the Military Campaigns have been progressing and have decided to make further adjustments for upcoming Objectives. In general, the rate of how much a individual can personally contribute to an objective's community progress is being increased, allowing for players who want to commit more effort to their faction to be able to make meaningful progress. Additionally, the rewards for each individual contribution are being increased, and the overall amount of contributions needed on the community level is being decreased, which will make it easier to complete objectives.

Defect Fixes:

User Interface:

  • Cleaned up some typos and phrasing on various campaign objectives.

  • Fixed an issue where campaigns wouldn’t untrack after resigning from them.

  • Decorations & Titles can now be linked with the pointer window.

  • The Top Achievements widget on the Theaters of War dashboard now correctly displays your most-progressed achievement.


Patch Notes for 2026-06-23.1

Features & Changes:

FW and Insurgencies:

  • Added sig bloom to all FW Scout Complex NPCs when they MWD so they are easier to apply damage to, especially for newer players.

  • It’s no longer possible to cloak within 500km of the main room in the Ice Heist dungeon.

  • Adjusted the mass of the HISC-99 Ice Heist Tankers so that they are now much harder to bump far away in the site.

  • Adjusted the agility of the HISC-99 Ice Heist Tankers so they have similar acceleration times as now when linking to the objective and guiding it to the goals with the additional mass.

Military Campaigns:

  • Slightly increased the amount of Imperial and Republic Intelligence Exfil sites available for Amarr and Minmatar bulwark systems to account for them having slightly fewer bulwark systems. They now have the same amount of sites as Caldari and Gallente available.

Balancing:

  • We are continuing to closely monitor how the Military Campaigns have been progressing and have decided to make further adjustments for upcoming Objectives, in general, the amount that an individual can personally contribute to an objectives community progress is being increased, and the rewards are being increased as well.

Defect Fixes:

Audio:

  • Fixed spamming audio errors in the damaged hangar within Turnur.

Gameplay:

  • The final 3 freighters now spawn slightly earlier at 98% in FW battlefields, to fix a rare issue with them sometimes not spawning if the site is captured on the same tick.

  • Fixed the Average Frontier Deposit wormhole mining site sometimes having the asteroids much further away than intended based on the direction of the sun in the system.

  • Fixed the non-interactable asteroid in the Isolated Core Deposit wormhole mining site having a larger radius than the model size, which was stopping players from cloaking in the dungeon while not being close to the asteroid.

  • Fixed defect with the Vision of Greatness causing NPCs to spawn very far away.

Graphics:

  • Adjusted lighting and reflections of darkhull areas to be slightly brighter within the AIR Hub hangar.

  • Reduced the brightness of lighting on various fireworks.

  • Fixed a bug where docking platforms in the AIR Hub hangar would sometimes not animate again when cancelling an undocking request.

  • Fixed a bug where parts of cruiser ships were missing in various empire navy harbors.

  • Fixed a bug where the Hound had floating docking lights.

  • Fixed overlapping and floating VFX in certain states on various ORE ships (with the Equinox Era and Refined Resourcer SKINs).

  • Fixed some texture seams and grainy texturing on various asteroids.

  • Fixed a bug where flame vents on the Talos President Agent SKIN would float off the hull during warp.

  • Fixed some slight z-fighting between the visual effects and the geometry on the Corax Navy Issue.

  • Fixed an issue where the Zarmazd Azdaja Extirpated SKIN visual effects elements would not turn red while attacking.


Patch Notes for 2026-06-19.1

Features & Changes:

Balancing:

We've been closely monitoring how Military Campaigns have been progressing and processing the feedback you've provided. We have decided to make some adjustments for upcoming Objectives.

We've changed the values in future Objectives to require fewer total participants. This means that we've also redistributed the payouts so that an individual completing their personal contribution will make more ISK.

This update will only apply to new Objectives revealed over the course of the Campaign, starting with those appearing from 20 June.

Overall we're really happy with the commitment and engagement we're seeing from Capsuleers and want to ensure that Campaigns feel interesting, fair and rewarding. Since this a new and fairly dynamic system we'll continue monitoring feedback to see if there are any other adjustments needed going forward.

Miscellaneous:

  • New Pride of the Federation SKINs added to the NES

  • New Gallente Pilot Expert System has been permanently added and is available in the NES

  • New Federation Day Celebration Crate added, claim it in NES before 23:59 UTC, 26 June 2026

Visions of Greatness (Epic Arc):

  • Improved text in the Caldari Breakout and Battle of Pator simulation sites.

  • Additional tweaks to NPC attributes.

Defect Fixes:

Gameplay:

  • Subcapital Operations Expert System now contains Medium and Large gun skills

Localization:

  • Fixed the description of the Subcapital Operations Expert System


Patch Notes for 2026-06-16.1

Features & Changes:

Exordium:

  • A new Grade-0 variant of Pyroxeres with 50% of the mineral yield of standard Pyroxeres has been added, and can now be found within mining locations in the Exordium region

Military Campaigns:

  • Added a new beacon outside of the navy anchorage stations on top of the item trader locations for Crystalline Raspite, Crystalline Polycrase, Crystalline Moissanite, and Crystalline Kangite, so it’s easier to locate them.

    • The Item Traders will also now show up on your overview anywhere in the system if you have ‘Large Collidable Objects’ added.

Visions of Greatness (Epic Arc):

  • Added a 50% reduction to Capacitor Recharge time within simulation sites.

  • Added a HUD element to show both the Hull Resistance and Capacitor Recharge bonuses within simulation sites.

  • Travel and fitting transmissions will no longer appear if the active mission is untracked or out of focus in the Info panel.

  • Rebalanced multiple bonus objectives timers during the Epic Arc.

  • Increased the Naglfar's capacitor in the Golgothan Fields simulation site.

  • Megacorp Transports will be grouped more tightly after warping to the next room in the Caldari Prime Breakout simulation site.

  • The Kairiola has been given its proper name, and its hull has been updated in the Caldari Prime Breakout simulation site.

  • The Erebus has now been fitted with Nanofibers and will move more quickly in the Liberation of Intaki simulation site.

  • Tweaked various message timings during the Epic Arc for better transmission pacing.

  • After numerous complaints filed with AIR about bumping, mass values of various NPC types have been adjusted.

Defect Fixes:

Gameplay:

  • Industry access icons in the Station Services Window are now available in the Manifest V (Air Laboratories Trade Center).

  • Fixed a bug that had allowed the activation of Abyssal Filaments beyond tier 0 in 0.9 security status systems.

  • Interacting with the first ship in the tutorial now opens the navigation section on the first click.

  • Data and Relics sites in Exordium spawn fewer empty containers.

  • Fixed an issue where a character could get stuck in the Tutorial´s Skill training. The fix only works for character accounts created after this fix.

  • Fixed the Imperial Electronics Booster I, which was incorrectly wired and had a 2% bonus to mining critical chance bonus instead of 4%.

  • The ‘Residue Probability Reduction’ attribute, when comparing items in the compare tool, will now show as green for higher reductions (i.e., 21%) instead of showing them as red as if they were bad.

Localization:

  • Corrected the description in various Minmatar Theater of War mining Objectives listing incorrect space.

User Interface:

  • Weapons are once again highlighted by Aura during appropriate moments in the Tutorial

  • During the Tutorial or Career Agent missions, whenever Aura or an NPC has anything to say to the player, the continue button in the dialogue window is once again responsive.

  • The market introduction for the market transaction entry is now highlighted in the tutorial

  • Station introductory title text now appears for stations located next to celestial beacons.

  • The “Skip Tutorial” button now functions correctly if you try to Skip the tutorial after putting the mining module online during the initial mining mission.

Visions of Greatness:

  • Fixed an issue causing the Destroy Haulers objective to complete early in the Liberation of Intaki simulation site.

  • The correct transmission will now appear when all Megacorp Transports are lost in the Caldari Prime Breakout simulation site.

  • Megacorp Transports will no longer warp away early in the Caldari Prime Breakout simulation site.

  • Fixed various display issues in Info Panel objectives.


Patch Notes for 2026-06-12.1

Features & Changes:

Balancing:

Visions of Greatness (Epic Arc)

  • Extended times between NPC transmissions to give more time to read them.

  • Enemy NPCs are now easier to kill, orbit at closer ranges, and deal less damage.

  • Ships will now be given in supply crates rather than on completion.

    • The Tristan will be given instead of an Incursus in the Liberation of Intaki mission.

    • Supply crates will now also give basic fittings.

  • A significant bonus to hull resistances has been added when within a simulation site to further improve survivability.

  • Added Info Panel objectives that appear when in an incompatible ship, or a ship without weapons fit.

  • Improved visuals in the Caldari Prime Breakout and Gologthan Fields simulation sites.

  • Corvettes and Destroyers are no longer permitted within simulation sites.

Miscellaneous

  • 50 billboard advertisements have been removed from rotation, and 3 evergreen, new-player-focused billboards have been added in preparation for a new billboard cycle to begin early July.

Defect Fixes:

User Interface:

  • Fixed an issue where the equipped title could overlap the window when changing font sizes.

Visions of Greatness:

  • Fixed an issue causing some NPCs to attack an incorrect target. Spirits have been removed from their cargohold.

  • Fixed an issue preventing some bonus objectives from failing.

Miscellaneous

  • The Subcapital Operations expert system is now account-bound, and existing itemized variants have been removed.


Patch Notes for 2026-06-11.1

Features & Changes:

Balancing:

  • Adjusted the NPC respawn timer in Factional Warfare complexes. The respawn timer should now have parity with their previous spawn times.

Defect Fixes:

Gameplay:

  • Fixed an issue which caused the Mining Ambush complexes to spawn in the wrong locations.

  • Fixed an issue where NPCs would adopt a life of pacifism once a player reached more than 100km from a Supply Depot or Supply Cache. They have once again discovered their bloodlust, regardless of range.

  • Fixed the warning message for Factional Warfare which incorrectly claimed there was a 48 hour window to fix corporate standings rather than 24 hours.

User Interface

  • Fixed a Titles display issue when the client UI scaling settings were changed.

  • Fixed an issue causing the More tooltip to linger on the Achievements screen.

  • The Insurgency information in the Theatres of War dashboard now shows correct information.

  • Fixed campaign objective cards in the Opportunities window showing stale information.

  • Fixed an issue on the Theaters of War dashboard causing it to show "No Objectives Found". The Theatres of War dashboard has located the objectives.


Patch Notes for 2026-06-10.1

Features & Changes:

Balancing:

  • Increased the orbit velocity of web drones so they’re less likely to fall behind targets they are webbing when they shut down their MWDs.

Visions of Greatness:

A brand new Epic Arc, Visions of Greatness, is available to experience in Exordium!

  • Experience simulated battles from some of the most pivotal moments in the four empires’ history.

    • Get a taste of each of these factions’ unique identity.

    • Be warned; each empire may have taken some “creative liberties” when constructing these simulations!

  • Each simulation features bonus challenges where capsuleers can prove their mettle.

    • Completing these challenges will increase a simulation’s rewards and how those within the simulation react to you!

  • Suitable for both new and returning players.

  • Earn ships, modules, and faction standings that will help kickstart a journey in New Eden.

  • To get started, head to the AIR Laboratories station in Manifest and speak to Cassandra Ahfrim.

Defect Fixes:

Gameplay:

  • Added Open-5 as a highsec insurgency corruption/suppression spawn to replace the Mining Ambush which was prevented from spawning in highsec.

  • Fixed a rare issue in the Ice Heist-30 dungeons which could cause only one of the two factions to be able to link to the tanker objects.

  • The Algos Navy Issue now applies both HP bonuses per level to web drones.

  • Fixed an issue where the achievement Epic Initiate was incorrectly granting progress for a single Epic Arc mission instead of completing an entire Epic Arc.

  • Fixed an issue where the Subcapital Operations Expert System was not auto-redeemed from the Redeem Queue.

  • Fixed an issue where Onnamon was missing from the Caldari Bulwark hacking objective.

  • Fixed an issue where ISK rewards were not being taxed when an objective was completed.

Graphics:

  • Removed most Gallente election propaganda advertisements around stations, hangars, and gates.

  • Fixed a z-fighting issue on the Zephyr Frigate mesh where it would flicker on the sails, often visible in hangars.

  • Fixed a floating antenna on the AIR Hub station.

  • Added some improvements and polish to visual effects within the AIR Hub hangar such as hangar traffic, lighting, and cinematic reveal fixes.

  • Fixed an issue with the Odysseus where some lights were on too early in cinematic reveal.

  • Added new values to colors sets missing entries for various SKINs.

  • Updated killmarks on Sabre Republic Police SKIN to be in the same location as the default Sabre.

  • Fixed floating docking lights visible on the Moros.

Localization:

  • Corrected the description of Crystalline Kangite.

User Interface:

  • Fixed an issue where sorting by global progress in the Theaters of War window could get stuck on loading.

  • Restored the missing info icons in the Factional Warfare tab of the Agency.

  • Fixed an issue where campaign panels in the Theaters of War window could show content from other campaigns.

  • Fixed an issue where campaign objectives in the Theaters of War window would not refresh until the Opportunities window was opened.

  • Tweaked and polished various areas of Campaigns UI.

  • Archon blueprints will now show their Invention information correctly in Information windows.

  • Progress bars will no longer overlap with other information in the Epic Arc section of the Agency.


Patch Notes for 2026-06-09.1

The Cradle of War expansion is out!

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

Defect Fixes:

Gameplay:

  • Fixed an issue which prevented the Victorieux Luxury Yacht from being able to be manufactured.

  • Fixed an issue causing all Special Edition Yachts to be 115,000m3 instead of 10,000m3 as previously.

  • Special Edition Yachts can now be combat probed and will now correctly appear on the directional scanner.

  • It’s now possible to probe down Mobile Observatory structures with combat probes and they can now be filtered in the deployables section.

  • Improved Covert Research Facilities (AKA: Ghost Sites) are now classified as data sites rather than combat sites in the drone regions like all other regions.

  • FW Wrecks in FW complexes can now be destroyed.

  • Expired Volatile Boosters from the Drifter Crisis event have been removed from the market.

  • Guristas Caiman Dreadnoughts which appeared from shipyard content can now be targeted by Titan Doomsday weapons.

  • Updated the masteries of the Porpoise, Orca and Rorqual to now include compression modules and the industrial cores for the Porpoise and Orca.

  • Fixed an issue preventing the Kronos Inner Zone Shipping SKIN from being able to be activated.

  • Fixed the Sleeper Small Intermediate Wreck having it’s access difficulty in scientific notation rather than a human readable value.

  • Mutated 'Excavator' Ice Harvesting Drone has been removed from the market as none could be sold as they cannot be repackaged.

  • Updated the fitting advisory on the Vargur to no longer warn you about fitting active armor tanking modules to it, since it now has an armor repairing bonus as of Viridian.

  • Strip Miner Is and Ice Harvester I modules now only require 5m3 like all the variations.

Graphics:

  • Added a rendered icon for the Tetrimon Paladin NPC.

Localization:

  • Several Typos and Grammar mistakes have been fixed.

  • Clarified that the Porpoise cannot be moved by regular sized Micro Jump Field Generator modules in the description since it is an Industrial Command Ship, rather than just mentioning the Orca.

  • Clarified that the Standup Reprocessing Facility service module does not allow compression of Gas and Moon Ores.

  • Fixed the Sin traits linking to the drone skills instead of a warp scrambler for one of the warp scrambling bonuses.

  • Updated the text of the Gravid and Unstable mining module mutaplasmids to be correct.

User Interface:

  • The volume value for courier contracts shown in the header of the contract details window will now always show up to 2 decimal places.

Hello spacefriends and welcome to the Community Beat!


Has someone checked on brisc?

Overnight the crew at Rampage Inc held a livestream fundraiser in memory of their late friend and EVE Online luminary Innominate who passed away in 2024. In the space of four hours, Merkelchen, Brisc Rubal, Asher Elias and Tombstone along with their community raised over US$21,000 for the Cancer Research Institute - more than doubling the amount they raised in 2025!

As you would expect from this squad the stream was far from sombre, with jokes and anecdotes flowing. At one point Brisc was press ganged enthusiastically volunteered to offer up some of his beloved Warhammer minis to be sacrificed if just one person were to donate $1,000. As you would expect the prospect of causing Brisc emotional damage is highly motivational to many in New Eden, and so several people immediately did just that. Mrs Brisc was then called upon to wield the hammer (and seemed to derive a great deal of satisfaction from doing so).

rampage charity

It's always heartwarming to see the community come together for a good cause. Although capsuleers fight like cats and dogs in-game, one thing we can all agree on is: fuck cancer.

Caroline Aya's Fundraiser

But the giving doesn't end there. There are even more fundraisers coming up for good causes beginning with a LAN party & charity stream being hosted by Caroline Aya from Whooping Snakes. The event will be hosted over on her Twitch channel on the weekend of 29 & 30 August and will raise funds for the Ovarian Cancer Research Alliance. Tune in and donate if you can!

caroline aya charity event

And although it's a few months away (don't worry, we'll give you a reminder) here's an early heads up about another charity event happening on 7 November, where serial-fundraiser Schadsquatch will once again be holding an Extra Life game day to raise funds for a local children's hospital in Alberta.

Don't Sit So Close to the TV

After a long hiatus 3TEARS of Deepwater Hooligans returns with a FRESH PvP video wherein he drifts his Phoenix Navy Issue like he's in a movie franchise with Vin Diesel:

Meanwhile Deimos24 of Honor Point has dropped this super well edited video of small gang filament roam hijinks in his slippery, snakey Nightmare:

And Sven Bauer from Snuffed Out brings another slick video of a dread brawl which escalates into an huge Titan drop. The editing and music when the Titans land is 😙👌

Phew! That's a lot of epic PvP - maybe too much - we don't want you to be overstimulated. Let's wrap this section up with this stylish Alliance Tournament XXII promo video from Rixx Javix!

Speaking of the Alliance Tournament...

Alliance Tournament XXII Art Contest

Nora Maldoran from WE FORM V0LTA is once again running an Alliance Tournament Art Contest with 5,000 PLEX up for grabs as prizes!

Ceno Rush

Last year's first place winner was Arian Felou with Ceno Rush. Spoiler: You will not be seeing Cenotaphs in ATXXII.

Nora writes:

Create any new piece of media, may it be a poster, a meme, a video-advert, a song, or something completely different. Submissions are open from Friday, 21st August 2026 00:00 UTC (one week before the pre-elimination start) to Friday, 23rd October 2026 23:59 UTC. (One week before the grand finale.)

Check out Nora's forum thread for more info!

Swampfest 2026

Dark Venture Corporation (who are basically all of perennial wormhole alliance Kitchen Sinkhole) are bringing back their Swampfest event. They write:

It's that time of year, folks. Dark Venture Corporation (DKVC) is once again hosting its annual SwampFest celebration. All of New Eden is invited to come play in our wormhole! Well, you're all invited to come play in our wormhole every day, it's just this time we're gonna make it easier for you all to find us! On August 22, from downtime to downtime, we will be providing public access to our (new) mapper, so you can see all of our connections and come by for some action.

Please enjoy this extremely high quality promotional material:

swampfest-2026

This is one of the rare public events that take place in wormhole space. As mentioned in this post there will be planned events throughout the day as well as freeported structures with spare ships on contract at Jita prices and a "no podding" policy to keep you in the fight!

UPDATE: Shortly after publishing Dark Venture Corporation made a new post with more current information!

To find out more drop into Dark Venture Corporation's public in-game chat channel: Banjo Fight Club

EVE IRL

Lots of meetings happening around the world this time of year. We received pictures from some of the recently concluded ones in Seattle, Australia and Poland!

If you want to be like these cool people then keep an eye out for EVE player gatherings happening in your area! Such as...

  • The Edinburgh Fringe Fleet Roam on 22 August! Meet up with some new spacefriends, wander the Royal Mile and make ample strops for refreshments! Details in this post and you can join the organizer's Discord here.

  • Or how about EVE Leeds on 29 August! Meeting up at the Boom Battle Bar from 3pm. To find out more head over to their Discord!

And a special shout to scottysg1 who took home a permanent memento of his time at EVE Down Under:

eve down under tattoo

That's all for this edition of the Beat! See you again in a couple weeks. o7

TLDR;

The EVE Online HUD is evolving. The goal: better telegraphing, legibility, and clarity for every player. This is the first of three blogs on the project, starting with the why, the guiding principles and how players will help shape it. 


Evolving capsuleers,

The ongoing commitment of EVE Forever continues through EVE Evolved. Over the next few weeks you will see a few topics discussed: the evolution of the HUD, modernizing our codebase as we prepare the move to Python 3, and some exciting lighting and VFX improvements. 

This is the first post of three diving into the journey of evolving the EVE Online Heads Up Display (HUD) so make sure to check back for upcoming instalments. We want to be transparent about the reasons behind the planned changes, have a conversation, and most importantly to get your feedback to shape the development, much like we did with the 2D map and Photon UI. Over the course of the series, details will be shared about individual parts of the HUD, the thinking behind the changes being explored, and the main lessons learned throughout the design process.

This first post starts with the bigger picture, the reasons behind the HUD updates, the principles guiding that work, and how players are helping shape what comes next. 

But why?  

Our long-term strategy is to make it easier for new players to get into the game without sacrificing the depth that existing players value. To achieve that, we need to look closely at the first interactions players have with the game and identify where we can reduce unnecessary friction.

One of the first interfaces players engage with is the HUD, so we want to explore ways to make that initial experience clearer and more approachable for new players, while still supporting the needs and expectations of veteran players.    The goal is not to make EVE simpler, but to make its complexity easier to engage with. 

An Iconic Part of EVE 

The HUD encompasses many different points of player interaction. For the context of this blog, and the first iteration, we are looking at a part of the HUD called the command board.  

The command board is the center bottom part of the HUD and consists, for example, of the capacitor, modules, shield, and armor. For the purposes of this article, that is what is meant by “the HUD.” 

ModuleBoard

The HUD has seen many small iterations throughout the years, but its general look, feel, and structure have remained remarkably consistent. Much of the foundations of its current form dates to around 2005. 

For many players, this is the only HUD they have ever known. It has become an iconic part of EVE and an important part of the game’s visual identity.

Evolution of EVE's HUD 

HUD EVOLUTION Image 3

Being tried and tested does not mean it is without its faults, however. 

This is particularly apparent when watching someone experience EVE for the first time. Some important features can be difficult to discover, and information that experienced players have learned to read instinctively is not always communicated as clearly as it could be. 

Overheating and precise speed controls are good examples, but the challenge goes deeper than individual features. New players can struggle to understand the different states of modules, what is happening to their ship, and which pieces of information require their attention at any given moment.

Why Now?

Over the years, we have explored many ways the HUD could be changed or updated.

Some concepts have proposed radical changes to how the interface operates. Others have been almost entirely cosmetic, with plenty of ideas somewhere in between. Many of these explorations have been valuable, but they have remained explorations and never progressed beyond the drawing board.

 previous HUD concepts

Following the release of Photon UI, and with our focus now aligning around this area of the game, we believe this is the right moment to take a more deliberate look at the HUD. 

The intention is not to change it simply to make it look new and shiny. The HUD has decades of history behind it, and any changes need to respect the knowledge, habits, and expectations players have built around it. 

Instead, the primary goal is to improve telegraphing, legibility, and clarity

We want moment-to-moment piloting to feel more natural and intuitive. Danger should be easier to recognize. Important features should be easier to discover. New players should be able to bring more of their existing understanding of games and interfaces into EVE, while experienced players should gain greater precision and insight from the information available to them. 

At the same time, we want to preserve the identity of EVE’s iconic HUD. 

The goal is not to make EVE simpler, but to make its complexity easier to engage with. Removing unnecessary UX friction, improving comprehension for new players, and at the same time providing greater control, clarity, and functionality to experienced players. 

Throughout the design process, we have therefore put a great deal of emphasis on improving clarity and telegraphing without disrupting the underlying game design, removing meaningful complexity, or changing the systems players already know.

Designing With Players

Of course, designing an interface like this cannot happen in isolation. 

However much experience we bring to the problem, a design is ultimately a hypothesis about what will work best for the people using it. The best way to make that hypothesis stronger is to put it in front of players, observe how they use it, listen to where it succeeds or fails, and iterate. 

Player research has therefore been a major part of the process so far. 

We have conducted interviews and usability sessions with new players to better understand where the current HUD creates friction and how effectively new designs communicate important information. 

We have also worked closely with the CSM, reviewing concepts and iterations with them and drawing on their breadth of experience across different areas and playstyles within EVE. 

At Fanfest, we took this work directly to players. We held a dedicated workshop around the HUD and gathered feedback from players who visited the UI/UX booth, giving us another opportunity to see how people responded to the direction and to hear concerns, ideas, and perspectives we may not otherwise have encountered. 

Through these conversations we’ve seen several iterations on our work. At this point we have confidence in the direction we’re taking and believe the changes we are working toward represent an improvement to the overall EVE experience. 

But confidence is not the same thing as completion. 

EVE has an extraordinarily complex interface, used by players with vastly different levels of experience, activities, setups, and playstyles. Things will inevitably be overlooked. A change that improves clarity in one situation may introduce friction somewhere else. Something that appears straightforward in a usability test may feel very different after hundreds or thousands of hours of play. 

That is why the next stage of this process needs to involve a much larger group of players. 

The next step is putting it in your hands 

The new HUD will be made available to the wider EVE community through the Feature Previews section of the client settings. The process will be similar to the rollout of Photon UI. 

It will begin with an opt-in beta, allowing players to choose the new HUD, spend meaningful time with it, and provide feedback. That feedback will be used, alongside the data and observations we gather during testing, to continue iterating on the design. 

As the updated HUD matures and evolves, we plan to move into an opt-out beta, continuing to refine and polish the experience in collaboration with the community before it becomes the default. 

This sort of testing is an important part of the design process, not a late-stage step just before release. There are questions that can only be answered once thousands of players start hammering the HUD in their own unique EVE way. 

We encourage players of every experience level and playstyle to try it. Whether you are relatively new to New Eden or have been flying for decades and whether you are running a 500 strong evacuation, a wormhole nomad or roaming with new capsuleers. We want to hear what works, what does not, what we have overlooked, and where the design can be improved. 

The goal is to build a HUD that serves new and veteran players alike, while remaining unmistakably EVE. 

What Comes Next 

Exactly when the HUD becomes available through Feature Previews is still being determined. There is also much more to the work than we have covered here. 

In the upcoming two posts in this series, we will take a closer look at specific parts of the HUD, explain some of the design decisions behind them, share more of what we have learned from player research, and talk about ideas that extend beyond this initial release. This is just the beginning of the conversation. 

We look forward to putting the HUD in your hands and continuing to shape it together. 

Fly safe, 

o7