EVE Patch Notes

Galatea 1.0 Patch Notes

01_DOMI_0

On August 25, CCP will deploy the next expansion for EVE Online entitled “Galatea”. The most notable changes include fixes to the Aegis sov system that will make defending and attacking space easier. Mostly by reducing capture time on nodes overall. Changes to the number of overall nodes being spawned are also included. No changes to the process of reinforcement timers is included other than defenders having a slight advantage at the start.

Some cosmetic upgrades are also included. A change to the login screen audio and tweaks to in-game visuals are being released with Galatea. Most notable among these is a visual redesign of the Dominix. The patch also includes a new chain of clothing for players to purchase and wear on their characters.This new clothing line, known as Hephaestus Industrial Outfits, will be available for Male and Female capsuleers and is expected to be released shortly after their respective SKINs, although the Raata Sunset clothing line is not slated for release in Galatea 1.0.

Last, but most definitely not least, CCP will be releasing the Alliance Tournament XIII Prize Ships into the game this patch. The Imp and Fiend, Sansha ships that pack a mean punch, are as beautiful as they are deadly.

You can read the full patch notes below:

The “Look At” camera has been modified to linger on exploding targets before returning to the active ship.

Effects for combat and support modules, Warp Scramblers, Scanners, Salvagers, and Doomsday Weapons have been visually updated.

The Entosis visual effect will cease when a pilot moves out of range of the Sovereignty structure.

Modules:

Ships fitted with an Entosis Link can no longer achieve speeds greater than 4000 m/s.

The Mass addition from Entosis Links have been removed.

Missions and NPCs:

Drifter Armadas have arrived, and the time has come to join the Imperial Navy in their battle to defend the Throne Worlds from this hostile attack. In other words, Drifter Incursions are coming!

Ships:

The AT XIII prize ships, “Fiend” and “Imp” have been added.

IMP

The Imp is an advanced Sansha’s Nation Interceptor intended for use by forward parties of True Power’s feared harvester squadrons. Able to penetrate even the most intense blockades, hunt down stragglers or simply hold ships while waiting for the main harvester force to arrive, the Imp is yet another case of Sansha’s Nation technology improving on existing advanced hardware. Like most Sansha’s Nation equipment the few captured examples of the Imp have proven to be readily adaptable for capsuleer use.

Amarr Frigate Bonuses:

7.5% bonus to Small Energy Turret tracking speed per level

Caldari Frigate Bonuses:

20% bonus to Afterburner velocity bonus per level

Interceptors Bonus:

5% bonus to Warp Scrambler and Disruptor range per level

15% reduction in Microwarpdrive signature radius penalty per level

Role Bonus:

250% bonus to Small Energy Turret damage

80% reduction in propulsion jamming systems activation cost

Immunity to non-targeted interdiction

Slot layout: 3H, 4M, 4L; 2 turrets

2 Rig Slots, 400 Calibration

Fittings: 50 PWG, 180 CPU

Defense (shields / armor / hull) : 1000 / 500 / 500

Base shield resistances (EM/Therm/Kin/Exp): 0 / 30 / 40 / 50

Base armor resistances (EM/Therm/Kin/Exp): 50 / 55 / 25 / 10

Capacitor (amount / recharge rate / average cap per second) : 450 / 200 / 2.25

Mobility (max velocity / agility / mass / warp speed / align time): 450 / 3.3 / 900,000 / 8 / 4.12s

Drones (bandwidth / bay): 0 / 0

Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 800 / 6

Sensor strength: 15 Radar

Signature radius: 35

Cargo capacity: 150

FIEND

The Fiend was originally designed by Sansha’s Nation as a Heavy Interdiction Cruiser for use by elite harvester squadrons as a means to capture and board ships typically requiring large crew complements. The advanced interdiction technology the vessel is equipped with allows it to generate warp disruption fields without impairing its flight characteristics. This allows these formidable ships to easily chase down and hold even the fastest vessels in the larger size brackets. As with other Sansha’s Nation equipment the handful of captured Fiends in commercial hands have proven to be adaptable for capsuleer use.

Amarr Cruiser Bonuses:

7.5% bonus to Medium Energy Turret tracking speed per level

Caldari Cruiser Bonuses:

20% bonus to Afterburner velocity bonus per level

Heavy Interdiction Cruiser Bonuses:

5% bonus to Warp Disruption Field Generator scramble range per level

Role Bonus:

250% bonus to Medium Energy Turret damage

Can fit Warp Disruption Field Generator

20% bonus to all shield resistances

Unaffected by Warp Disruption Field Generator mass & speed effects

Slot layout: 5 H, 7 M, 5 L, 3 turrets

2 Rig Slots, 400 Calibration

Fittings: 900 PWG, 450 CPU

Defense (shields / armor / hull) : 2600 / 1800 / 1800

Base shield resistances (EM/Therm/Kin/Exp): 0 / 80 / 70 / 50

Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.2 / 62.5 / 10

Capacitor (amount / recharge rate / average cap per second): 1800 / 450s / 4

Mobility (max velocity / agility / mass / warp speed / align time): 240 / 0.6 / 9,000,000 / 3.3 / 7.49s

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Drones (bandwidth / bay): 0 / 0

Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km / 250 / 7

Sensor strength: 24 Radar

Signature radius: 130

Cargo capacity: 450

SKINs:

A set of Designer SKINs have been released to the New Eden store. This includes the “Raata Sunset” Caldari SKINs.

  • Bantam Raata Sunset SKIN (Permanent)
  • Condor Raata Sunset SKIN (Permanent)
  • Griffin Raata Sunset SKIN (Permanent)
  • Heron Raata Sunset SKIN (Permanent)
  • Kestrel Raata Sunset SKIN (Permanent)
  • Merlin Raata Sunset SKIN (Permanent)
  • Corax Raata Sunset SKIN (Permanent)
  • Cormorant Raata Sunset SKIN (Permanent)
  • Blackbird Raata Sunset SKIN (Permanent)
  • Caracal Raata Sunset SKIN (Permanent)
  • Moa Raata Sunset SKIN (Permanent)
  • Osprey Raata Sunset SKIN (Permanent)
  • Drake Raata Sunset SKIN (Permanent)
  • Ferox Raata Sunset SKIN (Permanent)
  • Naga Raata Sunset SKIN (Permanent)
  • Raven Raata Sunset SKIN (Permanent)
  • Rokh Raata Sunset SKIN (Permanent)
  • Scorpion Raata Sunset SKIN (Permanent)
  • Widow Raata Sunset SKIN (Permanent)
  • Phoenix Raata Sunset SKIN (Permanent)
  • Chimera Raata Sunset SKIN (Permanent)
  • Wyvern Raata Sunset SKIN (Permanent)
  • Leviathan Raata Sunset SKIN (Permanent)
  • Badger Raata Sunset SKIN (Permanent)
  • Tayra Raata Sunset SKIN (Permanent)
  • Charon Raata Sunset SKIN (Permanent)

More Details on SKINs can be found here

Structures and Deployables:

These changes can be found in greater detail in the article, Galatea: Sov Fixes Await, as well as their DevBlog.

The base capture time of Structure Command Nodes and Station Services has been reduced to 4 Minutes.

Defenders now start with 60% Node Control at the start of a capture event.

The cap on total command nodes per structure has been reduced to ten.

Spawn rate of new random command nodes in structure capture events has been reduced by 50%. Nodes respiring after old ones are completed remain unchanged.

User Interface:

When you open the skill queue window with a character that is unable to train skills due to having too many characters already training skills on that account, an overlay is displayed informing you that you are unable to train and pointing out that you can use Multiple Pilot Training Certificates to activate more skill queues.

The icon for scatter containers has been updated.

Skill check icon has been changed to Blue.

Added a region column to the Sovereignty info in the Alliance window.

Added a region column to the claimed systems tab in the Alliance window.

Added basic Sovereignty information in the ‘Show Info’ of a constellation.

Moved the setting to change the vulnerability time to the Sovereignty tab from the Home tab for Alliance management.

The camera rotation amount needed to complete the Opportunity Task “Moving the Camera” has been decreased.

Introduced an Icon for the POS Force Field

Fixes:

Gameplay:

The amount of defensive softwares found in the hacking tutorial has been lowered from two to one.

Sovereignty structures will now move at least 350km from their closest planet when launched.

Command Nodes could sometimes be left behind by an old sovereignty structure if it was destroyed due to an unpaid bill during the capture event. This has been fixed and is no longer possible.

Command Nodes could sometimes be left behind by an old sovereignty structure if the owner alliance was disbanded during the capture event. This has been fixed and is no longer possible.

Graphics:

A gap in the Osprey hull has been removed. No more leaks! .

A UV seam that appeared around a female avatar’s stomach area has been fixed.

The rotation speed of the Hawk’s under-wing pods has been corrected.

A gap in Abaddon hull model has been fixed.

The turret location on the Occator hull has been corrected.

Territorial Claim Units will now show the alliance logo of the owner whilst claimed.

PvE:

A scanning issue in the Deltole system has been fixed.

An NPC spawning issue in the combat site Angel Base has been fixed.

An NPC spawning issue in the combat site Angel Extravaganza has been fixed.

Graphical issues with the Guristas Refuge combat site have been fixed.

Multiple text issues in missions have been fixed.

User Interface:

An issue with green/white colored arrows in fleet management window has been fixed.

Cancelling capital change from No capital now works as expected

A few Mining Barge NPCs didn’t display their proper icon. This has been corrected.

Fixed an issue where the Show Info option in the Combat Log section of Character Sheet would not work.

Fixed an issue in localized clients where modules with loaded scripts would show a black bar with the number 1.

Fixed the name/description of new wallet journal entries for I-Hub maintenance bills. (Previously they were incorrectly labelled to as ‘Sovereignty bill’)

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