Patch Notes 0920

2023-09-20

Dear pilots of New Eden,
EVE Echoes will undergo maintenance on 9/20/2023 at 08:00 (UTC+0) and will take approximately 120 minutes to complete. During this time, players will be unable to log in to the game. We kindly ask for your understanding and patience during the maintenance.

New Content
Structure: Asteroid Detection Array

A quantum radar used for monitoring in-system asteroid anomalies, which can increase the level of the Asteroid Belts detected.
It can be anchored to a System with sovereignty, and its effect will be applied to any newly discovered Asteroid Belts.
The effect can be further improved by upgrading the Corporation Tech.
How to obtain: Manufacture them based on the blueprints purchased from the Jita market

Asteroid Detection Array Enhancement Tech
It enhances all asteroid detection arrays owned by the Corporation and improves their effectiveness in detecting asteroid belts.
Unlock at Corporation Level 5.

Implant: Artillery Cover
Suitable for all types of cannons, this implant passively increases the cannon's ammo charge and firing power, increases the firing interval, and deals a higher percentage of damage.
Fire Coverage (Lv. 1) : Increases cannon tracking speed when activated. Better for small, fast targets, but reduces the effect of the passives.
Artillery Support (Lv. 15) : Increases accuracy falloff. Good for medium to long-range combat.
Ballistic Prediction (Lv. 15) : Increases tracking speed. When firing, part of the accuracy falloff range will be calibrated to the optimal range. Good for medium and close-range combat.
Armor Melter (Lv. 30) : Increases thermal damage and deals more thermal damage to targets with low thermal shield resistance. Good against ordinary enemies.
Blast Charge (Lv. 30) : Increases explosive damage and penetrates a small amount of explosion resistance but deals reduced kinetic damage. Good against elite enemies.
Full Salvo (Lv. 45) : Launches a saturation strike on the enemy shortly after activation. Deals light damage to targets in range even if it misses, but has no effect if it hits the enemy successfully.
(The damage depends on weapon size, range, distance to the target, flight velocity, signature radius, and other parameters. Good for suppressing small and medium high-speed targets)

Implant: Aerospace Tactics
Suitable for drones, fighters, and lightweight ships, this implant passively improves the drones' high-speed combat capability, increases their damage and flight velocity, and reduces their inertia modifier.
Aerial Combat Determination (Lv. 1): When activated, increases the effective range of drone commands (excluding fighters), significantly reduces the flight velocity of drones and fighters, and increases their range. Suitable for damage avoidance or enhancing firepower, and also for sentry drones.
Close Combat Technique (Lv. 15) : Enhances close combat capabilities, increasing drone’s turret tracking speed and rocket and missile explosion velocity and reducing their signature radius.
Mighty Arsenal (Lv. 15) : Increases drone damage and defense but reduces flight velocity.
Recovery Technique (Lv. 30) : Increases the recovery range and flight velocity of drones.
Efficient Commanding (Lv. 30) : Increases the range of drone and fighter commands, which also applies to lightweight ships at a reduced effect.
Tactical Determination (Lv. 45) : When any drone is under attack, trigger the designated tactic when its shield drops too low. Can be toggled between Adaptive Determination and Desperate Determination.
Adaptive Determination: All drones route their power to power and engine, reducing shield recharge time and increasing stasis webifier resistance and flight velocity.
Desperate Determination: All drones route their power to shield and weapon, increasing damage and shield resistance.

Skill: Structure Weapon System
Skills pertaining to the management and operation of structure weapon systems. Increases the damage and performance of structure weapons.
How to obtain: Purchase and train with ISK

Supercarrier AI Core Now Available
Four Supercarrier AI Cores are now available, including: Nyx, Wyvern, Hel, and Aeon
The powerful performance of a supercarrier means it requires greater maneuverability. Upgrading the AI core requires twice as much material as upgrading a small carrier.

Corporation Tech: Personnel Expansion
Increases the Max Corp. Members.
Unlock at Corporation Level 4 & 5.

Balance Update
Implant

Barrage Repression: Continuous Ramming’s ammo reload time reduced from 24 seconds to 20 seconds
Sniping Technology: Continuous Prediction gained a new effect: Reduces the cooldown by 30 seconds
Automatic Defense: Micro Scrambling’s jammer strength increased from 2 to 3
Support Projection: EMP Warhead’s damage penalty decreased from 50% to 37.5%-45%. Inflight Retardant Warhead and Inflight Disruption Warhead’s damage penalty decreased to 8%-20% (decreased as it levels up)
Tactical Missiles: Increases the maximum damage bonus from 32.5% to 40%
Pulse Crystal: Smart Battery’s threshold increased from 30% to 32%
Remote Shield: Force Field’s recharge effect increased from 15% to 20%
Remote Armor: Engineering Adjustment’s effect increased from 30% to 40%

General Units
Reduced the repair penalty of the four Efficiency Optimization units for Shield Booster, Remote Shield Booster, Armor Repairer, and Remote Armor Repairer, from 20% to 15%
For Shield Extenders’ Efficiency Optimization, its shield bonus increased from 25% to 30%
For Armor Plates’ Efficiency Optimization, its Armor Hitpoint Bonus increased from 25% to 30%
Reduced the velocity penalty of the four Efficiency Optimization units for Afterburners, Microwarpdrive, Drone Navigation Computer, and Fighter Microwarpdrive Guides, from 20% to 15%
For Remote Capacitor Transmitter’s Distance Optimization, its capacitor transmission penalty reduced from 25% to 20%
For Fighter Fire Control Array’s Efficiency Optimization, its damage penalty reduced from 20% to 15%
For General Fire-control System’s Precision Enhancement, its maximum damage and activation time penalty reduced from 40% to 30%
For General Fire-control System’s Output Boost, its maximum damage and activation time bonus increased from 25% to 30%
For Drone Navigation Computer’s Endurance Boost, it gained a new effect: Reduces Capacitor Consumption by 5%-32%
For Fighter Microwarpdrive Guides’ Endurance Boost, it gained a new effect: Reduces Capacitor Consumption by 5%-32%
For Mothership Defense Module’s Defense Boost, its maximum damage penalty reduced from 40% to 30%
For Mothership Defense Module’s Firepower Boost, its maximum resistances penalty reduced from 40% to 30%
For Mothership Defense Module’s Endurance Boost, its maximum damage and resistances penalty reduced from 40% to 30%
For Damage Control’s Efficiency Optimization, it has been changed to be effective on all resistances
For Damage Control’s Overheating Boost, the item description has been changed to “Effective on all resistances”

Capital Ships
To improve the assault capabilities of Versatile Assault Ships, the following adjustments have been made:
* Removed Networked Sensor Mode and changed the scan resolution bonus to its base effect
* Stasis Webifier Resistance +25%
* Warp Stability +3
* Increased Shield Extenders and Armor Plates bonus from 5% to 10% and removed the capacitor consumption bonus
* Mid Slot +1

Slightly increased the survivability of the Carriers. These increases are primarily reflected in the shield or armor each ship specializes in.
Chimera. Increased its fighter explosion velocity bonus from 7.5% to 10%. EHP +4%
Nidhoggur. EHP +4.4%
Archon. Increased its fighter range bonus from 7.5% to 10%. EHP +5.1%
Thanatos. Increased its fighter defense bonus from 7.5% to 10%. EHP +5.0%
CyanSea. EHP +2%
Force Auxiliary. Low Slot +1
Minokawa. EHP +1.3%
Lif. EHP +2.6%
Apostle. EHP +3.1%
Ninazu. EHP +4.3%

Industrial Ships
To improve the survivability and certain module combos of Freighters and Jump Freighters, the following adjustments have been made:
* Reduced the shield recharge time to 1800 seconds
* Low Slots +1
* Unable to equip cloaking devices

Improved the overall defense capabilities of industrial ships.
Charon. EHP +6.1%
Obelisk. EHP +8.7%
Fenrir. EHP +6.6%
Providence. EHP +7.5%
Rhea. EHP  +4.8%
Anshar. EHP +8.7%
Nomad. EHP  +6.5%
Ark. EHP +7.7%
Rorqual. Added a new bonus: Logistic drone’s shield repair +50% per level
Orca. Low Slot +1. Added a new bonus: Logistic drone’s shield repair +10%
Bestower. Structure hold capacity increased from 30,000 to 40,000
Sigil. Structure hold capacity increased from 45,000 to 60,000
Sigil II. Structure hold capacity increased from 60,000 to 80,000

Large Ships
Navy Issue Battleship’s shield recharge time reduced to 1200 seconds
Vindicator. EHP +3%. Added a new bonus: Stasis Webifier Resistance +25%
Rattlesnake. Increased its drone damage bonus from 475% to 480%
Scorpion. Increased its damage bonus from 15% to 17.5%
Scorpion II. Increased its damage bonus from 20% to 22%
Armageddon. Increased its drone damage bonus from 40% to 50%
Armageddon II. Increased its drone damage bonus from 50% to 60%
Typhoon. Increased its missile rate of fire bonus from 5% to 6%
Typhoon II. Increased its missile rate of fire bonus from 5% to 6%
Megathron. Increased its railgun rate of fire bonus from 5% to 6%
Megathron Striker. Increased its railgun damage bonus from 4% to 5%
Megathron Navy Issue. Increased its railgun damage bonus from 20% to 22%
Tempest Striker. Increased its cannon damage bonus from 5% to 6%
Tempest Fleet Issue. Increased its cannon damage bonus from 20% to 24%
Praxis. EHP +6.9%. Increased its damage bonus from 50% to 60%
Praxis II. EHP +2.9%. Increased its damage bonus from 50% to 60%

Medium Ships
Armored Guardian Ship. Removed its armor link deceleration offset effect
Shield Guardian Battlecruiser. Added a new bonus: Offset 12.5%/17.5% force field deceleration effect
Guardian Battlecruiser. High Slot +1
Special Edition Faction Cruiser’s shield recharge time reduced to 900 seconds
Vigilant. Increased its damage bonus from 12% to 12.5%. EHP +3%. Added a new bonus: Stasis Webifier Resistance +25%
Adrestia. Changed its Stasis Webifier bonus to be affected by Electronic Warfare. Added a new bonus: Flight velocity +2% per level. Inertia modifier -2% per level. Stasis Webifier Resistance +25%
Saleos. Increased its Stasis Webifier effective range from +5% to 7.5% and its Batter mode’s tracking speed bonus from 12% to 20%
Gnosis. Increased its damage bonus from 25%/50% to 50%/100%. EHP +2%
Type II Offense Battlecruiser. Inertia modifier -10%. Increased its warp speed from 2.7 to 3.0
Type III Offense Battlecruiser. Inertia modifier -15%. Increased its warp speed from 2.7 to 3.3

Small Ships
Navy Issue Frigate’s shield recharge time reduced to 600 seconds
Daredevil. EHP +3%. Added a new bonus: Stasis Webifier Resistance +25%
Worm. Increased its drone command range bonus from 1km to 2km
Dramiel. Increased its cannon damage bonus from 14% to 15%
Sunesis. Increased its damage bonus from 25%/50% to 50%/100%. EHP +4.5%

Drones
Strengthened the characteristics unique to each faction's drones.
Amarr Combat Drone. Agility +10%
Caldari Combat Drone. Agility +5%
Minmatar Combat Drone. Agility +15%
Curator. Damage +10%
Guard. Damage +15%
Bouncer. Damage +5%

Fighters
Strengthened the characteristics unique to each faction's light and heavy fighters.
Amarr Fighter. Agility +10%
Caldari Fighter. Agility +5%
Minmatar Fighter. Agility +15%
Shrike & Red-tailed Hawk. Agility +10%
Amarr Fighter. Weapon stability +20% (Note: Weapon stability affects damage falloff when attacking fast and small ships)
Minmatar Fighter. Weapon stability +10%
Assault, Offense, and Integrated Templar. Damage +5.8%. Increased the damage of other Templar models by 2%
Assault, Offense, and Integrated Einherji. Damage +6.4%. Increased the damage of other Einherji models by 1.6%

Lightweight Ships
Compared to Capsuleers’ prototype ships, lightweight ships have higher maneuverability but lower weapon accuracy. This makes it difficult for lightweight ships to achieve the desired level of firepower output. Therefore, we've improved the weapon accuracy and firepower of lightweight ships and strengthened the distinguishing features of their various weapons.
Lightweight Bomber. Increased its damage by 5%
Lightweight Executioner. Damage +5%. Weapon stability +20%. Optimal range raised from 8km to 12km
Lightweight Coercer. Damage +5%. Weapon stability +20%. Optimal range raised from 13km to 18km
Lightweight Slasher. Damage +10%. Weapon stability +10%. Optimal range raised from 8km to 10km
Lightweight Thrasher. Damage +10%. Weapon stability +10%. Optimal range raised from 13km to 15km
Lightweight Atron. Damage +15%
Lightweight Catalyst. Damage +15%

Turrets
Small Rifled Railgun. Damage +5.1%
Large Rifled Railgun. Damage +3.4%
Capital Rifled Railgun. Damage +10%
Capital Snubnosed Railgun. Damage +5%. Accuracy falloff raised from 24km to 28km
Capital Barreled Snubnosed Railgun. Damage +5%. Accuracy falloff raised from 19.2km to 22.4km
Large Pulse Laser. Accuracy falloff raised from 5km to 8km
Capital Pulse Laser. Accuracy falloff raised from 15km to 20km
Capital Beam Laser. Damage +10%
Capital Cruise Missile Launcher. Damage +2%
Small Autocannon. Damage +4.28%. Accuracy falloff raised from 5.16km to 5.4km
Medium Autocannon. Activation Time +2.3%. Accuracy falloff raised from 10.32km to 10.8km
Large Autocannon. Damage +4.1%
Capital Autocannon. Damage +3.2%. Tracking Speed increased from 0.387 to 0.48. Accuracy falloff raised from 48km to 54km
Capital Barreled Autocannon. Damage +5%. Accuracy falloff raised from 38.4km to 43.2km
Small Strike Cannon. Activation Time -5.8%
Medium Strike Cannon. Damage +1%
Large Strike Cannon. Damage +2.8%. Activation Time -4.9%
Capital Strike Cannon. Damage +10%

Modules
Medium Shield Extender’s cost reduced by 3.6%-23% (the higher the metalevel, the greater the reduction)
100mm Reinforced Steel Plate and Titanium Armor’s Max Armor increased by 58% and Temporary Armor increased by 42.2%
100mm Reinforced Steel Plate’s cost reduced by 23%-41%
400mm Reinforced Steel Plate and Titanium Armor’s Max Armor increased by 44.4%, and Temporary Armor increased by 30%
400mm Reinforced Steel Plate’s cost reduced by 23%-39%
1600mm Titanium Armor’s armor, when activated, increased by 17.7%
Drone Navigation Computer’s capacitor consumption reduced by 10%
Mothership Command Module’s fuel usage reduced by 50%
Small Armor Link Module’s activation proximity raised from 10km to 20km. Added a new effect: Armor Repair effect when activated +10% (scale with metalevel)
Medium Armor Link Module’s activation proximity raised from 20km to 30km. Added a new effect: Armor Repair effect when activated +15%
Large Armor Link Module’s activation proximity raised from 30km to 40km. Added a new effect: Armor Repair effect when activated +20%
“Beaver” Industrial Core Module’s drone damage and mining amount bonus increased from 80% to 100%. Its shield boost bonus increased from 60% to 75%
Standup Small Missile. Damage +51.7%. Activation Time -37.5%
Standup Medium Missile. Damage +57.9%. Activation Time -16.7%
Standup Large Missile. Damage +22.3%. Activation Time -27.4%
Standup Stasis Webifier’s range raised from 40km to 50km

Industry
PPD Fullerene Fibers’s Pyerite quantity cost adjusted to 500

Capital Cosmic Anomaly
With the addition of supercarriers to the main fleets of major factions, the passion for carrier research has also declined. Pirate factions have reduced their stockpile of advanced capital ship components. They now primarily maintain capital ship testing grounds to conduct specialized research on a smaller scale but at a higher frequency.
Capital Ship Rally Point, Capital Ship Special Fleet, and Capital Ship Quarry
Spawn rate increased by 15%
No longer drops Advanced Capital Ship Component Shipping Container

Capital Rift and Capital Ship Testing Ground
Capital Rift and Capital Ship Testing Ground are currently the most difficult battles due to their long combat time, long flight distance, and high difficulty. These factors are not conducive to capsuleers’ participation. Therefore, we have made the following optimizations to them:
*  Removed the ores in the large route at level 1. Increased the compressed ore capacity at level 2 by 20%
* Reduced the distance to the route entrance from about 120km to 90km, and the area of level 2 has been adjusted to have the same size as level 1
* Reduced the number of side routes from 4 to 3
* Removed the most difficult last wave of enemies in each space (the spawn pattern of supercarrier has not been changed)
* For Capital Rift, added 2/3 capital ships to the first two waves, which have relatively low difficulty, respectively
For Capital Rift, the fuel usage for scans has been reduced to 720,000, and the number of scans per week has been increased from 2 to 3.
* Increased the spawn rate of Capital Ship Testing Ground by 15%

Wasteseeker Cosmic Anomaly
Wasteseeker Checkpoint has been changed, where it will only be destroyed after all of the loot crates have been looted
Removed the common modules and rig blueprints from Wasteseeker Checkpoint, and increased the drop rates of rare blueprints
Removed rig blueprints from Relic Sites, and added implant blueprints (Aerospace Tactics & Artillery Cover)
Increased the drop rates of perfect salvaged parts and skill chip blueprints at Data Sites

Mining
Reduced the number of gas clouds C50 and C60 in common asteroid belts
Changed the natural despawn time of common asteroid belts to 1 day
Wasteseeker drones in Asteroid Cluster of Cobalt Edge have a tiny chance of carrying Advanced Strip Miner (Metalevel 5/8)

Encounters
In normal encounter missions, enemy ship wrecks typically drop low-value modules that held some value in the early days of New Eden. Nowadays, these modules are outdated in performance, and capsuleers are more inclined to discard them due to their low recycling value. Therefore, we’ve planned to make the following adjustments:
In expert and higher difficulty encounters:
Removed the low-value modules dropped in encounter missions
Upon defeating NPC pirates, they have a small chance to drop the abandoned properties of pirates, which can be used to redeem LP at a station

New Event
Lazarus Unit Gift

Event Duration: September 20 08:00 - October 11 08:00
In order to help Capsuleers train skills at will, during the event, when your Tech Level reaches the requirement you can claim up to 10M Lazarus Units.

New Arrival
Event Duration: September 20, 2023 08:00 - October 11, 2023 08:00 (UTC+0)
Implant Lucky Draw Supply (Advanced & Standard). Opening up to 30 times will grant you the corresponding type of Implant Opt Supply (With Aerospace Tactics & Artillery Cover);
Integrated Module Draw Supply. Opening up to 30 times will grant you the Integrated Module Opt Supply (With 4P Integrated Module U, 3P Integrated Module +, and more)

Optimizations:
Valuation updated based on the market transaction record.

The Scope
YC125.9