Cost reduction per structure
Max bonus per structure
Medium Ship Assembly, Advanced Medium Ship Assembly, Subsystem Assembly
Large Ship Assembly, Advanced Large Ship Assembly, Capital Ship Assembly
Design Laboratory, Experimental Laboratory, Hyasyoda Research Laboratory, Research Laboratory
Drug Lab, Ammunition Assembly, Drone Assembly, Component Assembly, Equipment Assembly, Rapid Equipment Assembly
Supercapital Ship Assembly
Advanced Small Ship Assembly, Small Ship Assembly
In practice, this means that stacking 13 Medium Ship Assembly, Advanced Medium Assembly or Subsystem Assembly Arrays will reduce the total cost to start a manufacturing job at any of those structures by 26%. Those bonuses are not system wide, which means that structures at two different locations inside the same solar system will not stack together.
Control Towers will no longer require faction standings to be anchored in high-security space. Moreover, Control Towers will now be anchorable in previously restricted solar systems like 0.8 and above.
Newly formed corporations will need to wait 7 days before being able to anchor Starbases. This is to inhibit players from immediately moving Starbase assets to another corporation if under a war declaration.
Based on this forum thread:
Changes to Research labs:
Changes to Design labs:
Changes to Hyasyoda labs:
Based on the same forum thread:
Assembly Arrays have their cargohold increased to the following amounts:
We are modifying how Material Efficiency (ME) reduction works on materials. Instead of being applied on individual runs, they will now apply to a whole job. That means that manufacturing a large batch of items will still give some reduction on Assembly Arrays instead of being simply negated.
As we mentioned some time ago, we are also going to introduce a new type of Component Assembly Array to help low-security Capital ship builders to compete with the reprocessing changes.
This structure will give 25% reduction in manufacturing time, 10% reduction in manufacturing required materials and may only be anchored in low-security solar systems. It may only be used to build Capital Construction Components and Advanced Capital Construction Components.
We are changing the Starbase Defense Management skill to only require Anchoring at 4 instead of 5, in order to ease entry of access into Starbase manual control.
The Supply Chain Management and Scientific Networking skills are also receiving some small changes. Currently you need level 1 to be able to either start Manufacturing or Science jobs in the solar system the blueprint is in, which each subsequent level increasing starting distance to 5 jumps, with level 5 giving you full regional control. We are modifiying those so that starting local jobs in the same solar system the blueprint is in doesn't require any skill, while each level of Supply Chain Management and Scientific Networking increase job starting distance by 5 jumps, up to a total distance of 25 jumps. This reduces dependency on region boundaries which may actually be closer than 25 jumps in some cases.
As mentioned in this thread, since blueprints cannot be remotely using Starbase structures, the whole appeal of this functionality is greatly reduced. As such, we are removing it to reduce confusion as a whole – this will be added back when we get to fully revamp Starbases in the future.
We hope this will shed some light on the various changes coming to Starbases in the Crius release on July 22nd and help you make the right industrial decisions before its goes live.
It's been some time since there was a dev blog on API related stuff. This will be a pretty brief dev blog but should contain a few interesting things.
This dev blog is aimed at Third Party Developers for EVE and contains technical details for new API endpoints. Without further ado let’s get this show on the road.
You can currently get a list of all your corporations Player-Owned Customs Offices (POCOs) by looking at your corporations asset list through the EVE API. That’s however very limiting in that it only tells you that you have some POCOs, not how they are configured. We have added corp/CustomsOffices to the EVE API which will require a CEO or director level corporation API key with the asset list access mask. Provide that and you will get a list of all your corporations POCOs and their configured settings.
Due to limitations with the EVE API and how the data is stored for POCOs in the database, we unfortunately are not returning information on what planet the POCOs are orbiting. We are however returning the POCOs item ID which, just like you can now from the asset list endpoint, take that item ID and send it to the corp/Locations endpoint. From that you will get an X, Y, Z returned. Use that information with information from the EVE SDE and you can look up what planet a POCO orbits.
If you are really lazy, and trust Steve Ronuken, you can use his API to look this up: https://www.fuzzwork.co.uk/tools/api-map-data/
Wars are a fun thing and we like to show a corporations war history in the client. That is all fine and dandy. However we think you pilots can do some cool stuff with war information, especially some cool over time charts. With this in mind and the fact that wars are public information in the EVE client, we have added a new endpoint to public CREST. The endpoint will be /wars/ and will list all wars in the history of EVE Online, right back to warID 1. You can then go /wars/<warID>/ and get detailed information on the specific war. Please keep in mind some information, such as ISK and ships killed, only started getting tracked with the wars revamp. The final resource you can expect is /wars/<warID>/killmails/all/ which will list all killmails associated with the specified war. Again, this is all information available in the EVE client and we are just making it available via public CREST.
We have recently opened up the ability to generate API keys for the Sisi API which means you can actually test these and future updates: https://community.testeveonline.com/support/api-key
After wanting to put new documentation on the EVElopedia site relating to third party developers it became clear that the third party developers section of EVElopedia was not in good shape. Due to this we decided to make some changes. We began with deleting all information on the wiki we could find relating to third party developers. Not only was the wiki missing information lots of it was wrong, which is worse. After deleting it all we started putting new documentation up which you can find here: https://wiki.eveonline.com/en/wiki/Third_Party_Developers
It is a wiki so if you feel like contributing please feel free to do so. There is a forum thread here to discuss things relating to this endevour: https://forums.eveonline.com/default.aspx?g=posts&t=346902&find=unread
Recently we have been making changes to the EVE API and public CREST at a fairly fast pace and in some cases in pretty minor changes. That combined with the fact that most of these releases don't happen at the same time as an EVE release means that there is often not a dev blog about this stuff. So where then does this stuff get announced and where can you go to find out information on changes?
The simplest place to find out about updates to TQ is check this post here: https://forums.eveonline.com/default.aspx?g=posts&m=4384137#post4384137
If you want to know about changes ahead of time, discuss them, know when they are on the test server, and that kind of thing, you should follow this thread: https://forums.eveonline.com/default.aspx?g=posts&t=332097&find=unread
More generally you should check out the Technology Lab forum. We are trying very hard to make sure the things we do are posted and discussed there: https://forums.eveonline.com/default.aspx?g=topics&f=263
This stuff is all live on Tranquilty (TQ) right now.
Thanks for reading guys, hope you come join the discussion in the tech lag forums, and finally: BLARG!
In the Kronos release (tomorrow June 3rd), we have revamped the experience for browsing virtual items in EVE Online. In the grand-opened New Eden Store, which replaces the Noble Exchange (NEX) store, you can buy visual customization for your avatar or ship for the virtual currency AURUM. In the future, it will also be the place to go for services like multiple character training, character re-sculpting and other options you might want to purchase for either AURUM or PLEX.
There are three big changes compared to the current store:
The new store does not represent any change in our strategy for virtual goods in EVE Online. We will continue to sell visual customization and convenience services and have no plans or intentions to sell items that give gameplay advantages.
Read on for more details on all of these changes!
Before it was your character that did the shopping, and each had a separate AUR balance on in their own wallets. On June 3rd we will move this interaction to the user level. All AUR from all characters under the same login will be moved to a new wallet within the New Eden Store and all traces of AUR will be deleted from the character level. This consolidation will simply add up all the AUR characters on the same account have and then move the total sum to the New Eden Store wallet.
When items are bought in the new store, those items will be placed in your Redeemable Items queue. That will then allow you to move the item to a character of your choice through the Character selection screen or via the new Neocom in-game icon. Currently the same technical restrictions apply with the redeeming queue as before; you can only move items from the redeeming queue to a character if that character is located in a station. We are fully aware of the predicament that places characters in that don’t have an easy access to a station and we will work on addressing that, meaning that we aim at allowing you to move items from the Redeemable Items queue to any valid inventory location that your character has access to, be that a cargo hold or a jet can if you are logged in on that character. Look for that in one of our future releases.
The new store will launch with 105 entries. Of those over 60 items will be new and never seen before. A healthy mix of clothing items, two new full-sleeve tattoos (for both right and left arms) and four new ship skins will be offered.
The price ranges for a single item in the first iteration will go from 45 AUR (for a frigate ship skin) to 1500 AUR (for the full sleeve ‘Wreckage’ tattoo), while the 10 run blueprints will range from 400 Aurum (10 frigate skins) to 3000 Aurum (10 battleship skins). We will be offering more items in the future at a faster rate than previously and there will be regular sales and special offers.
With the release of the New Eden Store, we will stop selling Aurum Tokens and start selling Aurum directly instead. Existing Aurum Tokens can still be redeemed for Aurum – we will just stop selling new ones. You can also continue to convert your PLEX into AUR like previously. Coupled with the AURUM sales we are changing the pricing structure. You will now get slightly more AURUM when purchasing directly.
The new Aurum prices are as follows:
Aurum price changes
Number of Aurum
The new store offers all the conveniences of filtering, whether that is by ship skins or apparel, for male or female characters or more. There is also a search available so you can quickly find your favorite item.
Take a look at the New Eden Store when Kronos hits – we hope you find something you like!
Signups for Alliance Tournament XII are now live! Get your alliance executor online and tell him to sign your alliance up because there is glory to be earned! There will be fabulous ship prizes as always, immortality in the Alliance Tournament halls of fame, and bragging rights to last you a year.
The signup page is located here.
For information on the format of the tournament and rules, go read this previous blog. The signups will remain open until 23:59 UTC on the 8th of June, so sign up to have a chance at a spot in the random draw!
The EVE TV Commentator Team
Commentators from the community have been a long standing tradition of the Alliance Tournament, as EVE-savvy pilots provide their expertise on exploding ships, the hidden metagame behind the competition, and the chest-thumping bravado of the 64 competing alliances. This year is no different as we have selected four people from the outstanding applicant pool to join the EVE TV team in livestreaming the matches. They will fly to Iceland to be a part of the studio for the final two weekends of the tournament. The amount of talented people that applied this year was staggering and selection was a grueling, violent internal process.
Here are the four players that will be joining veterans CCP Rise and CCP Fozzie on the EVE TV commentator team as they analyze how and why ships explode and intensely celebrate the occasional arena boundary violation.
While Elise Randolph is perhaps best known for his duties on CSM 6 and CSM 7, he is also a well-known FC for Pandemic Legion. While not CSM'ing or FC'ing, Elise is also a tournament veteran participating in each Tournament since AT VI with the most successful team to date. His three gold medals and one bronze make him most decorated commentator since EVE's beloved Shadoo. He joins the Alliance Tournament team to share his passion for the tournament while providing insight and analysis for both the seasoned pro and the tournament-newbie alike.
Also known as Ceofore Aideron, SirSqueebles is primarily a lowsec PvPer basing out of hisec. He's the founder and CEO of Ubiquitous Hurt which is currently a member of Exodus. You may know him best from his Twitch.tv streaming channel or for his role as a pilot for Team WEHURT, last seen competing in the New Eden Open II.
Returning from ATXI is Bacchanalian of Rote Kapelle. With 8 tournaments of experience as a pilot or captain, he is a veteran of small gang combat both in tournament formats and out in New Eden. He feels strongly that every time someone puts a missile launcher on a Curse, an angel loses its wings.
Apothne is a relatively new player from 2010, but didn’t really get into EVE until August 2012 after joining EVE University (E-UNI) and falling in love with FCing and fleet combat. He watched the ATX that year not having a damn clue what was going on, but enjoyed the show and casting very much. In February he joined SniggWaffe whereupon he had the opportunity to fly in ATXI, which was an incredible experience and led him to the commentary booth for ATXII.
We have newcomers. We have veterans. We have surprises. We have glory, explosions, and internet spaceship rivalries. If there ever was a time to participate in the alliance tournament for the first time, this is it. I don't know about you, but I'm already pretty excited!
On behalf of the Tournament Team
Greetings and salutations gallant capsuleers. This is CCP Fozzie bringing you another in our continuous series of balance summary dev blogs.
For the Kronos release next Tuesday we are extremely proud to be bringing you four new ships and thirty eight rebalanced ships. That’s on top of a heap of new modules and rigs and a complete rebuilding of the drone weapon system.
This blog will summarize all the ship and module balancing goodness that you will find waiting for you on June 3rd, and link to all the other applicable dev blogs and forum posts to ensure you get all the juicy details you could ever dream of. As usual for these balance summary blogs nothing here will be completely new to those of you who have been following each and every one of our threads on the forums, but this blog will provide the one stop shop for collecting the Kronos changes.
I want to give a special thanks to all of the players who have provided useful feedback in our many forum threads so far, as well as to your elected CSM representatives who have been working with us at every step of this process. We are building this amazing universe in partnership with all of you and your participation is what sets EVE Online apart.
There are two major themes to be found in the Kronos release’s ship balancing. Most of the ship changes in this release fall into one or the other category, and these two tracks connect strongly to what’s happening in the rest of EVE Online’s ongoing development.
The first theme is the ascendancy of pirates and mercenaries. As the established empires of New Eden continue their decline, capsuleers haven’t been the only beneficiaries. The organizations once pushed to the fringes of society are filling the power vacuum and seizing new opportunities with traditional outlaw resourcefulness. The Guristas Pirates in particular are thriving in this new environment; buoyed by forward-thinking leadership, supreme self-confidence and some “outside the box” recruitment methods.
The surging Guristas represent both challenges and opportunities for other factions, most notably the mercenary forces of Mordu’s Legion. The Legion’s base of operations is situated in lawless nullsec space at the border of Guristas and Serpentis territories, and they have endeavored to keep up with their neighbors in a growing arms race. The Kronos release will see Mordu’s Legion release a new line of advanced combat ships usable by capsuleers. At the same time they are also launching a series of targeted operations in low security space. The goals of these attacks remain clouded in secrecy, but military experts agree that the when the Legion begins an operation there is always a deliberate purpose behind their actions.
The second theme visible in the ship balancing of the Kronos release is advancements in industrial technology. EVE Online is rapidly approaching the Crius release and with it the most significant set of improvements to Industry gameplay in a decade. To compliment these Industry changes, many of the ships involved in Industrial activity are receiving significant upgrades in Kronos. Hauling and mining are two absolutely foundational activities for the EVE Online economy, and both are seeing their options expanded in Kronos.
Now let’s get to all the changes!
Three of the most exciting ships in the Kronos release are being introduced by Mordu’s Legion. These ships fill the need for a set of dedicated pirate-level missile ships. They are specialized in long range high speed missile warfare, and make ideal skirmishers.
The Garmur frigate, Orthrus cruiser and Barghest battleship all share bonuses to missile damage, warp disruptor and scrambler range, and a special supercharged bonus to missile velocity. They also enjoy some of the best mobility in their classes, allowing them to use range and speed to engage against overwhelming odds. Their raw missile damage bonuses to all damage types also make them perfectly suited to using the deadly burst damage of Rapid Missile Launchers.
These ships will be available from the Mordu’s Legion LP store in their nullsec station, but most blueprints that make it to player hands will come from new Mordu’s Legion faction NPCs that will appear as rare spawns in all low security asteroid belts. More information on these ships and the other activities of Mordu’s Legion in Kronos will be coming in upcoming dev blogs. You can find all the applicable stats and provide feedback in this forum thread in our Features and Ideas subforum.
Pirate faction ships represent some of the most powerful and unique combat ships in EVE Online, and in the Kronos release they’ll be getting even better. All fifteen ships from the main pirate factions are receiving a rebalance and the end result is some of the most exciting ships the game has ever seen.
Each of the pirate factions has a unique way that their ships “break the rules” that other ships follow. These unique and powerful abilities represent the resourcefulness and disregard for convention shared by successful outlaw organizations. In Kronos we are reinforcing this theme of rule breaking and ensuring that all of the pirate factions have an exciting and identifiable trait that sets them apart from the pack.
The Serpentis ships provided the example of what other pirate ships should and could be. They already had their unique game changer feature in the form of a 10% per level bonus to Stasis Webifier effectiveness. This bonus allows Serpentis ships to show their target down to 10% speed with one module and make escaping their brutal close range particle blasters nearly impossible.
Since the Serpentis theme was working so well, the changes to their ships in Kronos are more subtle than the other pirate factions. The Vigilant cruiser needed the most help and is receiving significantly more targeting range and speed. The Daredevil frigate and Vindicator battleship are already in a very good place and will be receiving smaller tweaks.
The Guristas ships are receiving a new and unique trait, the ability to field small numbers of superpowered drones. Each ship receives a gigantic role bonus to the damage and hitpoints for drones of a specific size: light drones for the Worm frigate, medium drones for the Gila cruiser, and both heavy and sentry drones for the Rattlesnake battleship. These bonuses allow the Guristas ships to field two superpowered drones that fight with the ferocity and durability of much larger drone swarms.
The Guristas ships also enjoy impressive shield defenses through a resistance bonus and punishing missile damage with either kinetic or thermal damage.
The Angel Cartel ships have always been very strong, enjoying impressive speed, agility and long range damage enabled by projectile falloff bonuses. Before Kronos, however, they lacked that special something that breaks the normal ship patterns and set them apart.
In Kronos the Dramiel frigate, Cynabal cruiser and Macheriel battleship will be gaining a special role bonus that increases their warp speed and acceleration by 50% above and beyond the other ships in their classes. This will help reinforce the Angel role as supreme fast attack vessels that can hit and run with ease.
The Blood Raiders vessels have long enjoyed the strongest energy warfare in New Eden, and their Bhaalgorn battleship enjoys a venerable role in group PVP. However before Kronos the Cruor frigate and Ashimmu cruiser had languished in relative mediocrity.
In the Kronos release all of the Blood Raider ships will be gaining a new “rule breaking” bonus to Nosferatu modules that ensures they will always drain enemy capacitor no matter what your own capacitor level is. The Blood Raider stasis webifier bonus is also being unified to a range bonus across the whole line of ships and the Cruor and Ashimmu are receiving significant upgrades to their speed and slot layouts.
The Sansha’s Nation ships are some of the most iconic pirate vessels in EVE, and their Nightmare battleship has long served as a staple of high-end PVE gameplay. On the other hand, the Succubus frigate and Phantasm cruiser have suffered from poor performance relative to their costs.
In the Kronos release all of the Sansha’s Nation ships will be receiving a huge new bonus to Afterburner velocity bonuses. This will enable them to travel extremely quickly while using less capacitor, enjoying lower signature profiles, and shrugging off scramblers.
When the Venture mining frigate was introduced in late 2013 it quickly became one of the most popular ships in EVE Online history. The combination of a low barrier of entry, excellent mobility and decent mining yield attracted many pilots. In the Kronos release we are introducing a tech two progression path from the Venture, with the Prospect.
The Prospect is the first in a new class of Expedition Frigates, designed for exploiting the deepest and most remote stretches of space. It sports improved ore mining capability, gas mining yield that matches its predecessor, a larger ore bay, improved defenses and most importantly, the ability to fit Covert Ops Cloaking Devices. This allows the Prospect to get to and from asteroid fields in the most dangerous areas of space, as well as take advantage of covert jump bridges from Black Ops Battleships to bypass deadly chokepoints.
For more information on the Prospect’s stats, as well as other improvements to mining in dangerous space, check out our recent dev blog.
Mining Barges and Exhumers are the backbone of large scale mining in EVE Online. They provide the greatest possible yields over time and can be seen in many asteroid belts across the New Eden cluster, satisfying the universe’s insatiable appetite for minerals.
In 2012 we rebalanced these ships to remove the old tier system and provide three distinct roles for players to choose from. In the Kronos release we are focusing and strengthening these roles to ensure that all pilots in EVE have the tools to meet their mining needs.
The Procurer and Skiff are the defensive barges and enjoy extremely strong tanks. In Kronos they will also be gaining a drone damage bonus so that miners can choose to punch back at anyone who would threaten their industrial operations.
The Retriever and Mackinaw continue to enjoy the greatest ore holds of any mining ships and are receiving smaller changes since they are already the most popular barges by far.
The Covetor and Hulk will be gaining even more yield to strengthen their position as the most profitable mining ship in all of EVE Online. They are also gaining a completely new bonus to strip miner and ice harvester range that will allow them to more efficiently clear their asteroid belts, especially when working in teams.
For all the juicy details on these barge and exhumer changes, as well as connected changes to mining crystals and gang links, check out this forum thread.
Freighters and Jump Freighters are the most heavy duty haulers in New Eden, and serve as the life blood of EVE Online’s living economy. These ships have always been very powerful and effective movers of freight, but before Kronos they have lacked any choice or customization gameplay. Player freedom is at the core of everything we do at CCP and we are always striving to ensure that every aspect of EVE provides interesting choices for players to make.
We have worked through several different approaches for providing this crucial player choice to Freighters and Jump Freighters. After discussion with you and with the CSM we have settled on low-power fitting slots as the best method. In Kronos, each Freighter and Jump Freighter will have three low power slots that can be used to customize your ship to meet your specific needs at any given time.
The stats of each freighter and jump freighter are being changed to work with the new low slots, so for all the details and to provide feedback go check our forum thread in the Features and Ideas section.
Transport Ships are the advanced tech two versions of the ubiquitous Industrial Ships, and fall into two classes each with their unique specializations.
Blockade Runners are designed to carry smaller amounts of cargo quickly and securely through all kinds of space. Their access to Covert Ops Cloaking Devices has given them a strong and useful role, and in Kronos we are reinforcing that role through slightly increased cargo, improved slot layouts and a new bonus to warp velocity.
Deep Space Transports are heavier duty haulers designed to take a beating and keep on rolling. They have not been compelling choices for most pilots before Kronos, so we are giving them some very significant improvements. All Deep Space Transports will be gaining a large fleet hangar that allows the carrying of significant loads without sacrificing defenses and provides new opportunities for group gameplay. These ships also sport extremely strong defenses and a unique bonus to the benefits of overheating defensive and propulsion modules. This allows a clever Deep Space Transport pilot to shrug off attack until help can arrive or until it makes its way to safety.
The Phoenix dreadnaught has been in need of a revitalization for quite some time and we are giving it the love it needs in the Kronos release. We are giving this capital ship a new shield resistance bonus, as well as allowing it to hit just as hard with all damage types.
We’re also vastly increasing the speed of the citadel missiles themselves and making some changes to their damage application so that pilots using them will find their damage more generally consistent.
All the details and feedback can be found in this forum thread in Features and Ideas.
Drones are one of the most popular weapon systems in EVE and are used on a huge variety of ships in a huge variety of situations. In the Kronos release we are introducing a huge set of changes to all kinds of combat drones in order to improve the experience for all drone users.
We are balancing drones between different factions (meaning that Amarr and Caldari drones should now be much more useful), rarity levels and sizes, we are making drones easier and more consistent for new players to train for, and we are adding new low slot Omnidirectional Tracking Enhancers.
We are also increasing the engagement range and optimal ranges of most drones to reduce the negative effects of a drone’s own orbit velocity on its tracking.
All the details of these changes can be found in this Dev Blog.
As most of you will have come to expect from us by now, we are also introducing a collection of new modules and module rebalances in the Kronos release to ensure that every player has an excellent variety of interesting choices to make when fitting their ships.
We are adding a new Medium Micro Jump Drive module, which is similar to the Large variant but can be fit to Combat Battlecruisers, Command Ships and Deep Space Transports. More details in this thread.
We are also introducing a new set of low slot warp speed modules called Hyperspatial Accelerators. These modules provide a flat bonus to a ship’s warp speed and will be especially popular with slow ships like Freighters. All the details can be found in this thread.
We are also adding new rigs in the Kronos release. Known as Transverse Bulkhead rigs, they add hull hitpoints at the expense of cargo capacity and will open up new options for effective honor tanking. All the details can be found in this thread.
We are also making improvements to Nosferatu modules in Kronos. All Nosferatu modules will cycle faster than before, increasing their effectiveness over time and making them even more useful for keeping other modules alive under extreme capacitor pressure. These changes pair especially well with the revamped Blood Raider ships that we have already discussed. All the details can be found in this thread.
I hope you have all enjoyed this walk through the ship and module balance changes of the Kronos release. We are very happy to be releasing all of these new and rebalanced ships and modules for your personal enjoyment this upcoming Tuesday June 3rd.
Until next time, this is @CCP_ Fozzie signing off.