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Changelog

The Cradle of War Expansion is Here

Added
  • Military Campaigns allow capsuleers to influence the future of New Eden through time-limited faction-based objectives including combat, mining, logistics, and hacking
  • Titles and achievements system to display capsuleer accomplishments and progression
  • Exordium starter space region designed for rookie capsuleers with non-PvP gameplay to learn and progress safely
  • Visions of Greatness Epic Arc featuring legendary battles and historical conflicts of the four empires
  • Four new empire-specific command carriers with three command burst modules each and stronger bonuses than other ships
  • Four new navy faction destroyers, one per empire, each with unique strengths optimized for battlefield dominance
  • Seasonal Factional Warfare complexes in warzones designed for Tech III destroyers, Battlecruisers, Interceptors, and solo frigates
  • Bulwark systems adjacent to warzones containing seasonal mining and hacking sites for the duration of Military Campaigns
Changed
  • Military Campaigns create permanent changes to New Eden including monument placement, infrastructure construction, and historical scars based on outcomes

TL;DR

  • Influence the future of New Eden through Military Campaigns

  • Display your highest (and lowest) points with titles and achievements

  • Rookie capsuleers take their first steps in a new non-PvP Starter Space

  • Experience legendary battles that defined the big four empires in a new Epic Arc

  • Four new command carriers ensure your fleet hits harder, survives longer, and moves better

  • Four new navy faction destroyers are set to dominate in battle, each with their own unique strengths

Cradle of War, the new expansion for EVE Online, is here. Turn the tide of the war in Military Campaigns, showcase your titles and achievements, dominate with new ships, experience historical battles in a new Epic Arc, and introduce rookie capsuleers to the game through the new starter space.

Turn the Tide in Military Campaigns

The empires call on every capsuleer to fight for their cause in time-limited military campaigns. Take up arms, mine for resources, run logistics, or hack enemy arrays. Every action you take will push your empire closer to victory. Their success depends entirely on you, and your action will have a lasting impact.

Whatever the outcome, New Eden changes. Monuments rise, infrastructure is built, history is written by the victors. Failure leaves scars.

Fresh seasonal Factional Warfare complexes will also pop up in the warzones, including sites designed for Tech III destroyers, Battlecruisers, Interceptors, and also solo frigates. Highsec systems adjacent to the warzone – called bulwark systems - will contain seasonal mining and hacking sites for the duration of the current Military Campaigns.

There is no neutrality in this conflict. What you do, or choose not to do, will impact New Eden forever.

Showcase Your Achievements

Every capsuleer has a story. Now you can display it. With titles and achievements, your journey is displayed, marking what you’ve done, pointing toward what comes next, and letting the universe know exactly who they’re dealing with.

Every moment in your journey, the victories, the disasters, all of it, deserves recognition. What will your first title be?

Your Legacy Begins

The journey of a thousand light years begins with the first step. Starter space is where you take yours. Exordium is a new region of space built for new pilots, to explore, learn, and find friends to fly with before venturing further into New Eden.

In starter space, rookie capsuleers can learn and sharpen their skills through trial and error in a community of fellow beginners, in the first non-PvP region of New Eden.

Veterans can also use starter space to connect with, recruit, and mentor the next generation of capsuleers.

Step Into History in a New Epic Arc

As of 10 June, you can experience the legendary battles that defined the big four empires in the new Visions of Greatness Epic Arc. It puts you inside hyper-real simulations of historical conflicts that shaped New Eden. Live through the story of each empire, discover what they stand for, and find your place in the war that’s still reshaping the cluster today.

Control the Battlefield in Command Carriers

The most powerful fleet support ships in New Eden. Your fleet hits harder, survives longer, and moves better because of you. Four new empire-specific command carriers each run three command burst modules at the same time, with stronger bonuses than any other ship in the game.

Through empowering your fleet, rather than pure firepower, you’ll be the most important vessel on the battlefield, and once your foes realize it, you can be sure they’re coming for you.

Redefine the War with Navy Destroyers

With recent conflicts escalating, each empire commissioned a new navy faction destroyer to meet the increasing threats.

Fast to skill into, affordable to fly and devastating in the right hands, the new navy destroyers are built to dominate on the battlefield. With a lower barrier of entry, veterans and rookies alike can make a real impact on the war.

Each of the four ships commands its own strengths based on its empire of origin.

Omega for All!

Get seven days of Omega for just 25 PLEX in the New Eden Store. Already Omega? Claim your free 25 PLEX gift there too. If are returning after more than 30 days away, you can claim 7 free days of Omega to get back into the action. And for a limited time, save 25% on Omega in the EVE Store and get up to 1,500 PLEX at no extra cost!

This is the perfect boost to help you seize the moment, fly the new ships, and sharpen your edge, so don’t miss your chance.

Get Your Daily Rewards

Celebrate Cradle of War with 15 days of thrilling login rewards! Exclusive new SKINR components, new Empire boosters, a Subcapital Operations Expert System, and up to 650,000 Skill Points.

Packs a Punch!

Don’t miss the new Cradle of War packs in the EVE store, with one tailored more to newer players and the other for veterans.

New pilots will enjoy a pack that includes PLEX, a Factional Warfare Expert System, Agency Support Drop, an Expert ‘Boost’ Cerebral Accelerator, and 150,000 SP.

Experienced capsuleers will appreciate a more advanced pack, including a wealth of PLEX and Skill Points, a cerebral accelerator, Skill Extractors, MCT, a plethora of SKINR components, Empire SKINs, and more.

The War Rages On

Cradle of War moves the conflict forward, but there is much more to come. The war between the empires is reaching a new era, and the future is in your hands.

If you want to dive even deeper into all the nitty gritty details, you’ll find the patch notes (https://www.eveonline.com/news/view/patch-notes-version-23-02).

Don’t miss a second on (https://www.twitch.tv/fenriscreations) or with our streaming partners, where you’ll get fantastic Twitch Drops, and stay on top of the latest from New Eden.

Fly safe, and we’ll see you on the frontlines.

o7

Catalyst Major Update

Capsuleers,

A major update for the Catalyst expansion is here, bringing balance changes, new opportunities for carrier pilots, and targeted improvements across several areas of New Eden.

This update focuses on strengthening ship roles, improving risk versus reward, and creating a healthier ecosystem where more strategies can thrive. At the same time, new content and quality-of-life improvements create fresh challenges for PvE pilots and alliances alike.

Following the major update, you can participate in a unique Gallente Election event starting 19 March, filled with challenges, rewards, and political intrigue.

Meta Changes and Sharper Roles

Reinforcing distinct ship roles while reducing the dominance of a few all-purpose options should lead to more intentional choices, more counterplay, and battles that feel earned.

Black Ops battleships increase their damage potential, but their durability decreases, pushing them closer to their intended identity as powerful raiders that rely on precision and timing rather than brute resilience.

Force Auxiliaries now better reflect their strategic value and cost on the battlefield. These changes aim to make them more sustainable when deployed correctly, while preserving the risk involved in committing capital support.

Carriers continue to incrementally evolve following recent updates to the capital ecosystem. Increased sustainability and additional tuning strengthen their role in both fleet warfare and high-end PvE.

The Zirnitra dreadnought adjusts in response to capsuleer feedback. The baseline performance now aligns more closely with its intended role, but a new Tech II weapon allows the ship to regain its previous power level. These changes encourage greater variety across the dreadnought lineup.

While the capital meta remains strong overall, these incremental adjustments help ensure it stays healthy and diverse.

SOCT ships are also getting a slight reduction in their damage output. These ships are highly versatile, have low skill requirements, and are given away every Capsuleer Day. They are therefore a bit too powerful when those factors are taken into account.

New Opportunities for Carrier Pilots

A new CRAB (CONCORD Rogue Analysis Beacon) for carriers gives pilots a fresh high-risk, high-reward PvE activity.

This allows carriers to deploy specialized beacons that trigger challenging encounters designed specifically for capital-scale engagements. For capsuleers willing to commit powerful assets to the battlefield, success can yield substantial rewards. For hunters, they create new opportunities to track and engage valuable targets, so it’s a risky proposition.

Pochven Improvements

Several targeted improvements strengthen Pochven’s identity as a dangerous and rewarding region.

Combat pacing has been refined, rewards redistributed, and several activities adjusted to encourage more frequent conflict. Observatory Flashpoints receive tuning to improve combat flow, while Vigilance Point sites see increased payouts. Additional improvements increase red loot drops and raise the chance for valuable items to appear after ship destruction within the region.

Triglavian ships also gain immunity to Pochven system debuffs, further reinforcing their thematic connection to the region and encouraging their use there.

Together, these changes should make Pochven more active, more rewarding, and more destructive.

Force Projection Changes

Force projection remains a complex challenge without a simple single solution. This update introduces a targeted step toward improving the situation by requiring Drifter wormholes to be scanned before they can be used.

These temporary pathways have been used as rapid transit corridors across New Eden. Requiring probe scanning adds additional effort and uncertainty, helping preserve strategic depth while preventing them from functioning as effortless mass highways.

Further adjustments will continue through incremental changes rather than disruptive overhauls.

The Gallente Election

Capsuleers can shape the future of the Gallente Federation during the presidential election event. By completing challenges across a wide variety of activities, pilots can support their preferred candidate while earning rewards. These will suit a range of playstyles across highsec, lowsec, nullsec, and wormhole space, including new sites where you will face escalating waves of Rogue Drones, and Rogue Drone hacking sites.

Rewards from challenges include new hybrid drones, new officer modules, unique campaign buses, PLEX, and Skill Points.

The Presidential candidates are:

Log in daily during the election for rewards including SKINs, Skill Points, boosters, EverMarks, and more, with Omega pilots getting bigger and better rewards, as well as the Alpha track. Upgrade to Omega at any point during the event and get all past rewards as well.

The candidate who receives the most capsuleer support will become the next president of the Gallente Federation.

Special Offers

Capsuleers can get 15% off PLEX during the Steam Spring sale.

Keep your eyes peeled for special Gallente Election offers coming as well. If you are hungry for even more details, check out the patch notes.

The Catalyst expansion is here

Capsuleers,

Mining is the foundation of New Eden, and with the Catalyst expansion, it has now become more dynamic, rewarding and contested. Catalyst introduces a new ore, new ships, the 2D map, a new epic arc, and much more.

New phased fields and prismaticite, the most valuable ore ever seen, ignite a new resource rush across New Eden. Cooperation, mixed fleets, and a great deal of courage are required to claim the new riches. Race to claim them, but be alert, because every mining operation can turn into a battlefield.

This expansion gives new pilots a strong start, with an easy path into mining through the Fractured Legacy epic arc, faster ways to earn and a new ship built to grow with you. Discovering adventures across New Eden has never been easier.

TL;DR

  • A new, unpredictable ore ignites a galaxy-wide resource rush

  • Command new ships: the Pioneer mining destroyer and Odysseus exploration ship

  • Mining refined with faster cycles, critical hits, and improved UI

  • Explore the stars with the new 2D map

  • Start your journey with a new epic arc

  • Carriers updated, PLEX logs added, and more.

From a Spark to an Inferno

Mysterious hyperspace fractures tear open across New Eden, revealing volatile asteroids, rich in prismaticite, an erratic ore that refines into different minerals.

Mining gets faster, more rewarding and dynamic, with critical mining hits, faster mining cycles, new in-space UI overlays, and many more mining enhancements. The new mining destroyer, the Pioneer, is a perfect middle ground between a mining frigate and mining barges and is available in three different variations. The new epic arc introduces the new updates and rewards you with your very own Pioneer!

Lead your fleet further afield and conquer uncharted territory with the Odysseus, a powerful new exploration command ship. Chart routes, locate resources and plan your expeditions with the new 2D map. Furthermore, a version of the New Eden map is now also available (https://eveonline.com/new-eden-map).

In addition, Catalyst introduces several other enhancements, including carrier updates, personal PLEX transaction logs, and much more. Check out the Mining blog, the New Ships blog, or the patch notes for all the details on what Catalyst has for you.

Omega for All!

Until 27 November, all capsuleers can claim a special Omega offer from the New Eden Store: seven days of Omega for just 10 PLEX. Pilots with existing Omega status get a gift of 10 PLEX, which can be used to extend it by 7 days, or just to build your war chest.

This is the perfect boost to help you seize the moment, fly the new ships, and sharpen your edge, so don’t miss your chance.

Get Your Daily Rewards

Celebrate the launch of Catalyst with 14 days of thrilling login rewards! Exclusive SKINR components, a Mining Destroyer expert system to make the most of the new mining enhancements, up to 530,000 SP for Omegas, and more.

Lava Stream

Since Catalyst is all about rocks, we are bringing you a very special live stream from inside one!

On 19 November at 19:30 UTC, CCP TV will broadcast live from The Lava Tunnel in Iceland, where you will see the new epic arc firsthand, get a chill chat with CCP Okami, and get a special volcanic episode of NERDS.

There will be very special Twitch Drops as well, so don’t miss a minute!

Expansion Packs and Offers

Don’t miss the new Catalyst packs in the EVE store, with one tailored more to newer players and the other for veterans.

Experienced capsuleers will appreciate a more advanced pack, including a wealth of PLEX and Skill Points, a cerebral accelerator, and a plethora of SKINR components, apparel, and Refined Resourcer SKINs.

The New Eden Store is also offering a fantastic deal on Multiple Character Training, including free Omega and SKINs.

Catalyst has Just Begun

This is just the beginning of the Catalyst era, and more updates are just around the corner.

Freelance Jobs will get an update on 2 December, that introduces Access Lists allowing corporations to control who can access their jobsby black- or whitelisting specific characters, corporations, or alliances.

Stay tuned for more updates. The power to light the spark across New Eden is in your hands now.

More News:

Legion Major Update Patch Notes

Legion Major Update

The Legion Major Update is now live!

Features and Changes:
**Balancing: **🤝
  • Reduced the Maximum Number of drones that can be assigned to a character from 50 drones to 20 drones.

We’re cutting down on the number of drones that can be assigned to a single character at a time from 50 to 20 drones. There are things that we really like about drone assistance: there is a skillful element of assigning drones to someone else when you are jammed, damped or out of range. There is also some niche gameplay such as assigning drones to an interceptor to decloak players at gatecamps, assigning light drones to a dedicated anti-frigate ship in PVE such as incursions or PVP, and you can assign drones if you’re doing some specialized task like Logistics. Further, if you’re a new player you can assign drones to your more knowledgeable friends & fleet mates so you can focus on piloting your own ship.

We feel like dropping down to 20 drones will still keep most of these cool use cases intact, while cutting down on undesirable gameplay.

  • Sentry Drones

  • Increased Signature Radius on all sentry drones from 100m to 300m.

Increasing the signature radius on Sentry Drones to Battlecruiser size so that they take more damage from Missiles, Bombs and Vorton Projectors, and are faster to lock so that they can be countered more effectively.

  • Armor Rigs

  • Changed the drawback from Armor Rigs to be Agility instead of Max Velocity.

  • New Skill added - Advanced Armor Layering

  • Grants 2% reduction to the mass penalty of armor plates per level.

  • Rank 5 skill.

  • Available in all empire school stations to purchase for 15,000,000 ISK, or from the character sheet for 19,500,000 ISK.

  • Skill Requirements

  • Armor Layering IV

  • Mechanics V

  • Hull Upgrades V

We’ve heard concerns that shield setups are dominating and armor doesn’t feel great for skirmishing now. To help address this, we’re introducing a new advanced skill to shave off a bit more mass from armor plates and changing the drawback on most armor rigs to be a penalty to Agility instead of Max Velocity. This will still keep the original design intent and tradeoff that exists with armor/shield rigs in that they reduce some of your ability to mitigate damage in exchange for more tank. Losing turning speed and handling means you won’t be able to orbit as tightly or get as high angular velocity as before, but you now won’t also be giving up range control anymore which should make them feel much better on the field.

We hope that this will make armor more viable especially at smaller scales and help promote more ships that have fallen out of favor such as AHACs.

  • Encounter Surveillance System site

  • Increased the range that players are unable to cloak in the main bank room from 150km to 500km.

Cutting down on some frustrating gameplay where snipers could enter the ESS and then cloak in the site to ambush players as they come in.

  • Marauders

  • Removed -70% Micro Jump Drive reactivation cooldown role bonus from all Marauders.

  • Vargur: 7.5% Falloff bonus per Minmatar Battleship level reduced to 5%.

  • Marauders are now unable to access the main bank room of the ESS.

Marauders continue to be dominant and oppressive at smaller scales of PVP. Marauders currently have incredible damage, high projection, a durable tank, and incredible mobility. We’re making an adjustment here to reign them in a bit while solidifying their role as ships which trade mobility for improved offense and defensive capabilities, and making the Bastion Module their core identity.

We’re making another small adjustment to the Vargur because it is still an outlier. This set of changes should still keep them as apex PVE and PVP ships and the undisputed kings of firepower and defense, but allow for counterplay opportunities when it comes to facing them on grid.

Additionally, we are experimenting by blocking Marauders from the ESS main bank room. This should hopefully lead to a more diverse meta for ESS engagements and allow other battleship and battlecruiser hulls to shine. We’ll be keeping an eye on this change to see if it leads to a healthier ecosystem overall.

  • Bastion Module

  • Armor Repair and Shield Boost Amount Reduced from 100% to 60% while active.

  • Added new bonus, 20% reduction in cycle time and capacitor cost for Armor Repairers and Shield Boosters while active.

This retains the current repair effectiveness over time values as now without increasing the capacitor cost per second.

We are doing this to help improve active armor Marauders which could sometimes end up repairing for most, or even exceeding their maximum Armor Hitpoints when using Asklepian Implants, boosters, x-type hardeners, et cetera. This would limit the ability of armor Marauders like the Kronos and Paladin when outfitted with high-end modules. It also made them require a disproportionally higher skill cap relative to shield Marauders given how armor repairers apply their reps at the end of the cycle.

This will make Armor Repairers easier to use without over-repping on armor Marauders and limit them less when it comes to high-end fits that push the limits.

Additionally, this change will help reduce the power of Ancillary Shield Booster Marauders a bit in PVP. We’ve heard a lot of frustration from the playerbase about multiple XLASB shield fit Marauders (Looking at you Vargur!) since they’re both very cheap and bypass the normal weakness that active tank marauder fits have against capacitor warfare. By moving some of the power of the bastion module into cycle time, this specifically hurts ancillary shield booster fits since they mostly just want raw boost amount to get the most effectiveness out of each charge and clip, rather than cycle time and the capacitor cost reduction.

  • Tactical Destroyers

  • Can now enter the main bank room of the ESS.

We're giving Tactical Destroyers some more roaming utility by allowing them to enter the ESS site. Like with Marauders, we’re experimenting a little here to mix things up, we’ll make changes if things end up going in an unhealthy direction like with 10mn T3Ds becoming meta or becoming too hard to catch.

  • Confessor

  • New Defense Mode Bonus: 33% bonus to Remote Armor Repairer amount, and reduction in activation cost.

  • Damage per level of Tactical Destroyer increased from 5% to 7.5%.

  • Max Velocity increased from 230m/s to 250m/s.

  • Svipul

  • New Defense Mode Bonus: 33% bonus to Remote Shield Booster amount, and reduction in activation cost.

  • Damage per level of Tactical Destroyer increased from 5% to 7.5%.

  • Max Velocity increased from 220m/s to 240m/s.

Both the Confessor and Svipul are suffering a bit in usability. The Confessor has a bit too much overlap with the Retribution right now, which has significantly better mitigation while also having high damage with a range bonus. The Confessor's only strengths over the Retribution is the added utility, commonly used as a probe launcher, and the added damage and ewar resistance in sharpshooter mode. The Svipul has also struggled with other new ships entering the game like the Thrasher Fleet Issue and buffs to the Stabber, Navy Cruisers and medium Autocannons.

The Hecate and Jackdaw are doing very well right now and are some of the most used ships in the game, so we’re giving both the Confessor and Svipul a bit more base damage and speed to hopefully make them stand out a bit more. We’re also adding a Remote Armor/Shield Booster bonus to them in defensive mode, to give them some more utility to potentially open up some spider tanking fleet options in PVP and PVE.

  • Ferox Navy Issue

  • Medium Hybrid Damage per level bonus reduced from 10% to 7.5%.

  • Medium Hybrid Tracking per level bonus reduced from 7.5% to 5.0%.

  • Powergrid Reduced from 1250 to 1150 (same as regular Ferox).

  • CPU reduced from 565 to 515 (same as regular Ferox).

  • Reduction in Shield Booster power and CPU requirements per level bonus improved from 7.5% to 10%.

We’re making some adjustments specifically to the Ferox Navy Issue to address its dominance in the fleet meta. Specifically, we are reducing the damage, tracking and reducing the Powergrid and CPU that it has, setting it back to the same values that the regular Tech 1 Ferox has. This should still mean it is viable but make it harder to fit a 5-6 slot tank and a DLA with railguns without fitting modules. At the same time we are improving the shield booster fitting bonus that it has which should compensate active tanking fits with a fitting reduction to make up for the loss in base PG and CPU.

Additionally, we know there are concerns about the dominance of other railgun ships that may just simply replace the FNI as the top meta railgun ship, with those being the Vulture, Ferox (t1), Naga and Rokh. So we are going to make some adjustments to all rails overall.

  • Medium and Large Railguns

  • Tracking Reduced by 10%.

  • Optimal Range and Falloff Reduced by 10%.

Railguns are dominating at all sizes, so we’re going to reduce their tracking and optimal & falloff slightly for medium and large railguns. Medium Railguns have been very strong for a very long time now, while Large Railguns have recently taken the top spot since the Viridian expansion where we gave a significant buff to the Rokh with a tracking and rate of fire bonus.

This will mean that most of the Tracking Speed bonus for Large Railguns got rolled back, maintaining about 3.5% of it, but they’ll keep the rate of fire bonus they received. We hope this will mean that Large Rails will land in a good spot between now (Super Dominant) and pre-Viridian (Considered weak).

We will continue to keep a close eye on the Vulture, Ferox, Ferox Navy Issue, Rokh and Naga after this set of changes and make further adjustments in the upcoming expansion if needed, whether they continue to dominate or end up too weak.

  • Naglfar

  • Midslots improved from 6 to 7.

  • Lowslots reduced from 6 to 5.

  • Naglfar Fleet Issue

  • Midslots improved from 6 to 7.

  • Lowslots reduced from 6 to 5.

Improving the shield tank effectiveness of the Naglfar line by improving the number of midslots they have available at the cost of a lowslot. This should mean the Naglfar can take advantage of the shield booster bonus a bit more effectively in HAW setups and open the door for stronger shield based anti-capital turret dreadnoughts. While we do think we are trading some of the unique versatility of the Naglfar hull here, the dreadnought meta has been heavily dominated by Revelations for the last half-decade, and the T1 Phoenix (that the T1 Naglfar now shares a slot layout with) are missile based so we feel comfortable making this change.

  • Sin

  • Removed 10% bonus to logistic drone transfer amount per level.

  • Added 10% bonus to Warp Scrambler range per level.

  • Added +1 bonus to Warp Scrambler strength per level.

  • These bonuses only apply to Warp Scramblers and not Warp Disruptors.

The Sin is the least used Black Ops, and the logistics drone transfer amount bonus is fairly weak. We are replacing this with a 10% bonus to the range of Warp Scramblers, and then a +1 bonus to strength per level to Warp Scramblers. This bonus should be a lot more desirable and makes more sense for the role of Black Ops. We hope this bonus will improve the Sins utility in drops by making it more powerful at holding targets, and give it a niche in super hunting with the extra point strength.

  • Apocalypse

  • Removed 7.5% Large Energy Turret Tracking bonus per level.

  • Large Energy Turret optimal range bonus improved from 7.5% to 10% per level.

  • Added 5% Large Energy Turret damage per level.

  • Added 10% reduction in Large Energy Turret capacitor cost per level.

  • Apocalypse Navy Issue

  • Removed 7.5% Large Energy Turret Tracking bonus per level.

  • Large Energy Turret optimal range bonus improved from 7.5% to 10% per level.

  • Added 7.5% Large Energy Turret damage per level.

  • Added 10% reduction in Large Energy Turret capacitor cost per level.

Reworking the Apocalypse. There is a lot of competition for large energy turret ships with the Apoc, Apoc Navy, Abaddon, Nightmare, Bhaalgorn, Armageddon Navy Issue and Oracle all fighting for the same space. Currently, the Apocalypse feels weak due to lack of a damage bonus, while the tracking bonus doesn’t feel particularly strong because a lot of other laser ships are better in applying damage in practice, such as the Bhaalgorn (Webs+Neut), Nightmare (Superior mobility and same tracking bonus), Armageddon/Armageddon Navy Issue (Ranged neuts and can fit Rapid Heavys/Bonused Drones) and the Oracles superior mobility allowing it to get better tracking through managing traversal. The unique selling point of the Apocalypse hull is the optimal range bonus, however the damage is still underwhelming.

The aim here is to move the Apocalypse more towards a sniper attack role, focusing it more on ranged damage. so we are removing the tracking bonus of the Apocalypse, while giving it more damage, giving it a cap reduction bonus for lasers so that it doesn’t hurt as much running a MWD while shooting, and then improving the optimal range bonus slightly. We feel like this should make the Apocalypse stand out more in the lineup of Amarr Battleships.

  • Maelstrom

  • Highslots reduced from 8 to 7.

  • Turrets reduced from 8 to 6.

  • Midslots increased from 6 to 7.

  • Removed 5% bonus to Large Projectile Turret rate of fire bonus per level.

  • Added 10% bonus to Large Projectile Turret damage per level.

  • Powergrid reduced from 21000 to 18000.

Reworking the Maelstrom to be a shield mirror of the Hyperion. This should help make it much more viable as a small gang brawler and PVE platform with the extra utility high and the extra midslot, while also making it more attractive in fleets by being a bit easier to fit with a pure artillery fit and increasing the alpha capability slightly at the cost of some DPS. We hope this will make it stand out a bit more from other Minmatar projectile ships like the Tempest Fleet Issue by leaning it more towards alpha strike damage and less towards rate of fire in fleets as an alternative option, and making it more viable as a counterpart to the Rokh.

  • Megathron Navy Issue

  • Tracking bonus improved from 7.5% to 10% per level.

  • Added 15% reduction in Armor Plate mass penalty per level.

  • Maximum Velocity improved from 130m/s to 135m/s.

Giving some extra tracking to the Megathron Navy Issue to compensate it for the adjustment to large railguns, which will also mean a direct improvement to it with blasters fitted. Also adding a small speed boost and an armor plate mass reduction bonus to the Megathron Navy Issue to improve it for nano/skirmish armor fleets. This bonus has worked well on other ships, like the Oneiros, Eris, Catalyst Navy and Exequror Navy Issue, so we're excited to see the effect this will have on the Navy Mega.

  • Cenotaph

  • Ladar Sensor Strength reduced from 25 to 15.

  • Armor Hitpoints reduced from 5,000 to 3,500 (-1500).

  • Structure Hitpoints improved from 6,000 to 7,500 (+1500).

  • Low Slots reduced from 3 to 2.

  • Role bonus to Medium Projectile Turret and Heavy Assault Missile damage improved from 100% to 125%.

  • Max Velocity Improved from 160 to 170m/s.

  • Agility improved from 0.6x to 0.55x.

  • Tholos

  • Ladar Sensor Strength reduced from 16 to 8.

We’re hearing about complaints of the Cenotaph's strength from wormholers and to a lesser extent other areas of space where very expensive, high resistance ships are used at very close range around fixed locations. These fits allow the Cenotaph to survive even with a 3 slot tank. In this environment things like range and speed don’t matter as much. We are making a set of adjustments to the Cenotaph to try and retain its strength in other areas of space where it’s not as dominant, while also adding more meaningful counterplay options to the Deathless ships as a whole.

We are reducing the sensor strength of the Deathless ships to make ECM a very effective counter against them, especially in wormhole environments where their very close range missiles are not at as much as a disadvantage as they are in other areas of space. This should hopefully allow wormholers to more reliably counter while preserving a lot of their strength in other environments, where it is very difficult to ever get close to their maximum potential paper DPS output. ECM also is not very punishing in situations where you only have a DoT on 1-2 targets (since as long as you get a lock every 75 seconds then you can keep up the damage), but ECM is very effective at lowering the total DPS across the whole field since even a 25% chance to jam results in dropping the number of pods spread in optimal scenarios from 7 to 5.

Additionally, we are shifting some hitpoints from Armor away into Structure to make armor tanked Cenotaphs more vulnerable, and taking away a low slot, which should make heavy armor cenotaphs much less viable. To compensate it for the lost lowslot and buff it in situations where it isn’t using the lowslots for tank, we are improving the damage role bonus and also giving it some extra speed and agility to partially compensate the potential loss of modules such as nanofibers and gyrostabilizers/ballistic controls.

  • Cyclone Fleet Issue

  • Max Velocity reduced from 190m/s to 180m/s.

  • Signature Radius reduction per level bonus reduced from 5% to 3%.

The Cyclone Fleet Issue is a bit healthier than the Ferox Navy Issue, but still overperforming somewhat. We’re reducing the speed slightly and also reducing the signature radius reduction bonus to the same as the Hyena to remove some of the mitigation it has.

  • Harbinger Navy Issue

  • Powergrid increased from 1550 MW to 1625 MW.

The Harbinger Navy Issue is underused so we’re giving it some PG to open up a few more fits. Combined with the changes to armor rigs and the other dominant battlecruisers being knocked down a bit, we hope this will make this a more attractive pick.

Legion Major Update

Capsuleers,

A new chapter in the Legion expansion unfolds today with the arrival of a major update. Shaped by incredible feedback and ideas received from capsuleers and the Council of Stellar Management, as well as observations from capsuleer activity across New Eden, this update revitalizes combat, expands exploration, and introduces new ways to shape your destiny.

As CCP Okami, EVE’s game design director, explains:

“These changes are about more than balance: they’re about breathing new life into the battlefield. This update creates room for capsuleers to experiment, adapt, and explore. That’s when EVE is at its best.”

Balancing the Battlefield

Combat has shifted. Marauders, once unmatched in their ability to dominate smaller hulls, now face new restrictions. Their agility has been pulled back, making them kings of damage and tanking still, but no longer the unassailable rulers of the ESS. In their place, Tech III destroyers now gain access to these lucrative sites, breaking marauders’ monopoly and creating a new arena for flexible, fast-moving fleets. ESS cloaking tactics have also been reworked, forcing defenders to reveal themselves sooner and giving raiders a fighting chance.

The changes arriving today ripple far beyond marauders, though. Drone-assist mechanics, long exploited by massive multiboxing fleets, have been reined in, creating a healthier balance between coordination and firepower. Ships that had fallen into obscurity, such as the Confessor, Svipul, and Harbinger Navy Issue, now return to relevance with buffs that make them more viable. Meanwhile, the Ferox Navy Issue, Cyclone Fleet Issue, and other overperforming hulls have been adjusted, loosening their grip on capsuleer tactics. Even venerable battleships like the Apocalypse and Maelstrom have been reworked, the former leaning into its sniper role while the latter gains new resilience on the front lines.

These changes add up to a battlefield that is less predictable, more diverse, and ultimately more exciting. Capsuleers will find themselves revisiting ships they had long ignored, reconsidering doctrines, and adapting their strategies in the face of a meta that has cracked wide open.

New Freelance Jobs

The Freelance Jobs system is also expanding. Freelancers can now take on contracts to destroy another capsuleer’s ship, bringing mercenary work and bounty hunting into sharper focus. The new remote shield and armor repair jobs add further flexibility andnew freelancing opportunities. New ESI endpoints can power player-built bounty boards and contract systems, giving corporations and alliances fresh tools to motivate, reward, and direct capsuleer action.

What was once a simple side activity now has the potential to grow into a profession of its own, with pilots defining themselves as freelance hunters, hired guns, or logistics specialists whose work reshapes the balance of power across New Eden.

Wormholes & Pochven Enhanced

Explorers will find wormhole space and Pochven greatly enhanced. Wormholes now offer more connections and improved navigation, making travel smoother while still maintaining the thrill of uncertainty. For many capsuleers, this will mean shorter chains, fewer dead ends, and more reliable routes for hunting, raiding, or trading.

Meanwhile, Pochven has become more rewarding, with smaller sites paying out more fairly, while large Observatory encounters deliver greater value for those willing to risk the fight. Smarter NPC behavior adds depth to these engagements, creating encounters that demand adaptation rather than repetition. The flow of materials from Pochven also reduces the cost of building Triglavian ships, making these powerful hulls more accessible to those daring enough to fly them.

Quality of Life in New Eden

Not every change is about war or wealth. This update also brings several quality-of-life improvements. Skyhook configuration can now be handled remotely during activation, making alliance logistics faster and more flexible. Capsuleers also gain greater freedom of expression as gender change is added to the Pilot’s body resculpt certificate options. Until 16 September, you can claim a free certificate in the NES, along with 15,000 SP! Additionally, Factional Warfare militias see updated entry requirements designed to reduce awoxing.

Legions of Savings

To make the most of your time in New Eden, Omega is always a good idea, and if you get free PLEX in the bargain, so much the better. Until 9 October, you can score Omega time in the EVE Store and get up to 1,500 PLEX at no additional cost. Get all the benefits of Omega in addition to the wealth of PLEX for you and your alts, go on a spending spree in the NES, buy new ships or upgrade existing ones, prepare for war, or line your coffers with ISK.

And speaking of the NES, you can take advantage of a 50% off deal on select apparel, for a limited time.

A Galaxy in Motion

The Legion Major Update follows in the footsteps of what was seen in the Revenant expansion, but with a focus all its own. Revenant reshaped industry and warfare. Legion focuses on balance, freelance work, and exploration. Together, they set a precedent: that New Eden is ever in motion, never fixed, constantly adapting to capsuleers’ actions, and pushing them to adapt in turn.

The sandbox has shifted once again. New doctrines rise, new professions emerge, and the far reaches of space grow more rewarding. The changes are varied, but the purpose is simple: to give capsuleers more meaningful choices, more space for creativity, and more reasons to fly.

Read the Patch Notes for all the details.