EVE Patch Notes2
Broader Sovereignty Scope
Revelations II will make sovereignty more modular by adding four different tiers of ownership and broadening its scope to the constellation level. Structured incentives and intermediary objectives—with unique benefits offered at each tier—will be available for alliances to pursue, but with the added challenge of contending with the tactical changes to starbase warfare. The benefits at each tier include which outpost upgrades can be added, what structures can be anchored around starbases, and how much fuel is required to sustain them.
Sovereignty tiers include Territory, Protectorate, Province, and Constellation Capital. The latter is achievable through Constellation Sovereignty, which is reached when half of the systems in a given constellation become official “territories” of the same alliance; three or more outposts and/or conquerable stations reside with the constellation; and at least one system is a Province—the alliance-declared capital system of that constellation.
- Sovereignty Level 1 (Territory) is achieved by the alliance having more towers (that have been online and claiming sovereignty) for seven days, than any other alliance in the same system
- Sovereignty Level 2 (Protectorate) is reached by maintaining Sovereignty 1 for 14 consecutive days
- Sovereignty Level 3 (Province) is reached by maintaining Sovereignty 2 for a further 14 days. Outposts in systems with Sovereignty 3 can be set as Constellation Capital
- Sovereignty Level 4 (Constellation Capital) is achieved by both having Constellation Sovereignty in the same constellation and holding an outpost with the Constellation Capital option checked for thirty days.
- Constellation Sovereignty is achieved when the following conditions are met for fourteen consecutive days:
- Sovereignty 1 or higher in over half the systems in the constellation
- Three outposts or conquerable stations held within the same constellation
- One outpost has Constellation Capital set
- Starbases in systems with Sovereignty 4 cannot be targeted
- If one or more of the conditions for Constellation Sovereignty is subsequently lost, the constellation becomes Contested for 7 (not the originally listed 14) days. If at the end of this period the conditions are met again, Constellation Sovereignty is maintained. If they are not met, Constellation Sovereignty is lost.
Heat
Adding a new dimension to space combat in EVE, Revelations II brings you Heat: the ability to overload starship modules for a temporary boost in performance, but at the risk of damaging the module.
Performance overloads are temporary attribute increases for selected active modules, covering everything from firepower and defenses to propulsion and electronics. While the benefits of overheating are specific to the module, the cost—heat buildup—is cumulative to the rack that the module resides in, which has a fixed heat dissipation rate.
Overheating a single module therefore risks damaging every other module that shares the same rack—low, medium, or high—and each module has a maximum number of hit points it can withstand before failing. Modules that succumb to heat become unusable during combat, but can be repaired when — or if - the ship makes it back to a station.
- The following groups of modules now have an Overload attribute which states what bonus you will receive by overloading the module.
- Turrets
- Launchers
- Energy Vampires
- Energy Neutralizers
- Afterburners
- Microwarpdrives
- ECM
- ECCM
- Active Hardeners
- Shield Boosters
- Armor Repairers
- Remote Armor/Shield Repairers/Boosters
- Warp Scramblers
- Stasis Webifiers
- New skill, Thermodynamics, that reduces heat damage by 5% per level, has been seeded.
- Shield Boost Amplifier increases heat damage from Shield boosters by 100%
- Heat is distributed over the whole rack, split into High, Medium and Low.
- The User interface has been changes to reflect Heat and allow management of it.
- A module capable of overload has a green marker on top of the UI circle which toggles overload on and off. The rest of the circle will glow red once that module starts taking heat damage. Once the circle is completely red, the module will go offline and needs to be repaired before it can be brought online again.
- A heat status bar has been added above the capacitor, where it shows the heat consumption over the three racks.
- It is possible to overload the entire rack, using three buttons on the right side of the hit point bars.
Improved Corporation & Alliance Management
Revelations II will deliver significant enhancements to the management tools for corporations and alliances—the cornerstone organizations of EVE. These include the additions of:
- An alliance standing tab, which will give directors the ability to set and adjust corporation standings with other alliances;
- A starbase fuel technician role, which will allow players to perform basic starbase maintenance tasks but prevent them from damaging the base through resource theft or other means;
- Seven divisional wallets for corporations, which will give directors the ability to uniquely categorize corporate finances however they fit;
- A transaction log for each divisional wallet, identical in functionality to personal wallets;
- An export manager that will allow players with an accountant role to export corporate data to file, and all players to export their personal wallets to file; Please note: This feature will be activated on Thursday 21 June as a part of an enhanced API project. See the following section for more information.
- Remote search functionality of corporate hangars and manipulation of corporate assets, such as moving items between hangars and stacking;
- An alliance history tab similar to the character employment history tab; and
- Detailed shareholder reports, which lists individual member ownership of corporation-issued stock to players with an accountant or director role.
- Joining a corp. has been made simpler.
EVE Data Export
The EVE Data Export project will allow players to view information about the game world, their characters, corporations and more. Through the use of the API key process (EVE-specific documentation available here players will be able to export the following:
- Character(s) on your account,
- Current data on character skill training,
- Character skill sheet, including trained skills, implants, etc.,
- The EVE skill tree, including all published skills, descriptions, training modifiers and times, etc.,
- Corporation information (corporation details, members, base, date of join, etc.,
- Wallet balance (corporation & personal, including divisions),
- Wallet journal log (corporation & personal, including divisions),
- Market transaction log (corporation & personal, including divisions), and
- Solar system sovereignty.
Documentation for the API key process can be found here. More information will be added to the API page and document in the future.
These features will be deployed on Thursday 21 June, during the daily maintenance period, not during the deployment of Revelations on Tuesday.
Agent Mission Improvements
Revelations II will introduce Level 5 Agents, and with them the most challenging PVE encounters for players yet in EVE. These missions are designed for capital ships or small gangs, who will face NPC elements that include dreadnoughts, carriers, and other mammoth adversaries that require vast amounts of firepower to take down.
To encourage group participation for tackling agent missions of any difficulty, gang support for missions will also be added, splitting the bounty for success evenly between participants. As for the actual rewards, the agent offer system is being enhanced in two ways: loyalty points will now be cumulative towards the issuing corporation of the agent, not the individual agents themselves; and with the addition of a new loyalty point store, in which players can view the entire list of available corporation reward offers and select which ones to accept as determined by their affordability in loyalty points and/or merchandise.
- Ten Level 5 agents for each Empire (nine for Caldari. Why nine? Don't ask us, ask the Jovians!) have been placed in selected low-security systems.
- Approximately thirty Level 5 missions are available for each Empire, focusing primarily on the growing conflicts between the four Empires.
- Carrier-class NPCs have been created for each Empire, along with Fighter-class support.
- Freighter-class NPCs have been created for each Empire.
- Most factions now have access to Energy Neutralizer Towers to increase their defensive capabilities.
- Empire Navy NPCs now drop loot as well as tags.
- Missions now have basic gang support. Choosing the “Me and my gang have completed the mission” option at the end of a mission will cause LP, ISK and Standing rewards to be split equally between up to five people in a gang.
- The existing LP/Offers system has been replaced with the new “LP Store” feature.
- LPs are now attached to NPC corporations rather than individual agents; all existing LPs will be migrated from the individual agents to their parent corporations.
- The LP Store now contains a wide variety of new offers for implants, factional hardware and blueprints. Offers vary between factions and between corporations within a faction.
Expanding the Frontiers of Exploration
Revelations II will significantly expand the content for solo exploration, increasing the chances of discovering in-space encounters and hidden deadspace pockets of varying difficulties—including greater rewards through rare NPC commander spawns. The balance of escalation will also be improved, with an emphasis on creating a more gradual difficulty progression through encounter stages and. Finally, a built-in scanner that has no requirements for additional skills or modules will be added to assist with finding low-risk encounters.
- Existing “Escalation” sites have been revisited, and now have a good chance of spawning a “Commander”-level NPC when the completion trigger is tripped.
- 100 new “Encounter” combat sites have been added. These are “Unknown”-type sites tuned to be substantially easier to locate and complete than existing Exploration content.
- Encounter sites have a small chance of spawning a “Commander” NPC.
- All ships now have a built-in exploration scanner. This device has a 5AU range, 25 sensor strength in all types, a 30 second duration and can only scan for Cosmic Signatures. It is not affected by skills, rigs or bonuses.
- Gravimetric sites (hidden asteroid belts) are no longer located within Deadspace zones, allowing ships to warp in to any designated point inside the site.
- The following static sites have been removed from static spawn locations and distributed evenly across the appropriate factions’ space. Each site can only be found within systems with specific security statuses.
Rogue Drone Asteroid Infestation, Sansha's Command Relay Outpost, Serpentis Narcotic Warehouses, Mul-Zatah Monastery, Guristas Scout Outpost, Serpentis Phi-Outpost, Outgrowth Rogue Drone Hive, Angel's Red Light District, Crimson Hand Supply Depot, Guristas Troop Reinvigoration Camp, Sansha War Supply Complex, Angel Military Operations Complex, Cartel Prisoner Retention, Pith's Penal Complex, Angel Cartel Naval Shipyard, Blood Raider Naval Shipyard, The Maze, Centus Assembly T.P. Co. and Serpentis Fleet Shipyard.
Immersive New Player Experience
To better acclimate new players to EVE, the rookie tutorial experience will spawn directly in space beginning with Revelations II, inside a protected dungeon inaccessible to all but the new player.
- Players start in their own protected dungeon out of harm’s way
- Tutorial dungeon can be accessed again within 30 days of account creation.
- The dungeon can only be started in rookie systems
- Re-written and shortened tutorial
- Informative optional tutorials have been added to further aid players
- Second and third characters have an option in the character creation process to start in station or in space. Starting in station is on by default, but can be changed if player wishes to redo the tutorial on that character
- Restarting the tutorial through the Aura window, will initiate warp to the dungeon with a confirmation box.

