2026-03-11
To New Eden Capsuleers,
EVE Echoes will undergo maintenance on 3/11/2026 at 08:00 (UTC+0) and will take approximately 120 minutes to complete. During this time, players will be unable to log in to the game. We kindly ask for your understanding and patience during the maintenance.
Dormant Realm Adjustment Preview
To provide Capsuleers with a smoother combat and challenge experience, the following adjustments will be made to the Dormant Realm after the maintenance update on March 25:
1. Difficulty Level Rework
Difficulty streamlining: After the update, Difficulties 1–9 will be fully removed, and the original “Difficulty 10” will be renamed “Normal Difficulty.”
New Challenge: Added “Challenge Difficulty.” Under this difficulty, the combat Strength of sleepers will be significantly increased, awaiting Capsuleers who dare to take it on.
2. Reduced stage progression burden
[Tidal Lock]: Reduced the number of sleeper guards around each Control Tower. After a Capsuleer warps into the stage, all Control Towers will now refresh simultaneously; you now only need to successfully capture any 3 Control Towers on the battlefield to directly complete the mission objective, enhancing tactical flexibility.
[Law of the Deep]: Greatly increased the in-stage “Courier” flight speed to reduce idle waiting time and make the overall combat flow more streamlined.
3. Entry Requirements Adjustment
Only Capsuleers with Omega clone status can form fleets and enter the Dormant Realm mode.
4. Reward distribution rules adjustment
Using the average clear time of fleets across the entire server as a baseline, we have recalculated and revised the “Recommended Clear Time” for each stage.
Loot Crates will no longer have tiers. The faster your fleet clears (relative to the recommended time), the more Loot Crates you’ll receive at settlement (1–4 per run).
5. Increased Stage Rewards
The rewards for "Dark Surge Raid" have been increased: After a comprehensive evaluation of the current investment–return ratio of all dungeon stages, we have increased the base loot obtained upon clearing "Dark Surge Raid" stages so that the gains better match the combat Strength.
Corporation Clash – Occupation Mode
The Corporation Clash Occupation Mode will be available after this week’s update. Corporation CEOs can select Occupation Mode on the Corporation Clash screen to initiate and try it out.
The battlefield has a 15-minute preparation phase. After preparation ends, there will be 30 minutes of combat time. As the battle progresses, the re-queue time for re-entering the battlefield will increase accordingly.
In Occupation Mode, both sides each have one Base, and Bases cannot be attacked. There are three neutral Outpost Structures between the two Bases. Outposts cannot be attacked; Capsuleers from both sides must move into an Outpost’s area to capture it. Each Outpost Structure we occupy will generate 100 points every 10 seconds.
The capture rules are as follows:
1) Capture progress only increases when there are members of a single Corporation within the stronghold structure's area. Once the capture progress bar is full, the structure's ownership changes.
2) If members of both Corporations are within the stronghold structure's area, capture progress is paused.
3) To capture a stronghold structure, at least one member of your Corporation must remain within the structure's area; otherwise, the ongoing capture progress will gradually be cleared.
4) When a stronghold structure has been captured by Corporation A and Corporation B attempts to seize it, the capture progress will first move from A's control back to neutral, and then proceed into B's capture state.
5) Before a stronghold Structure returns to neutral, as long as it is still under one side's control and the two sides are contesting it or its capture progress is being cleared, it will continue to generate points. It only stops generating points once it becomes neutral.
Capture Mode provides an in-battle Star Charts view, showing stronghold capture status, current score, the number of allies and enemies, and the remaining time.
The rules for displaying ally/enemy numbers are as follows:
1) Our territory (Base/Assemble point): Both ally and enemy numbers are visible.
2) Central area: Both sides can see ally and enemy numbers.
3) Enemy territory (Base/Assemble point): Neither side's numbers are visible.
5. Victory conditions for Capture Mode:
1) During the combat time, the first Corporation to reach the target score wins.
2) If time runs out, the Corporation with the higher score wins.
3) If scores are tied, the side that has lost fewer ships wins.
4) If all of the above are identical, the match is considered a draw. In a Corporation League match, the initiating side of the match will be declared the winner.
Special Win-Loss Conditions:
The Corporation must initiate or accept a Clash on the event page at least 1 hour before the match time. If a Clash is initiated but not carried out, the inviting side may cancel it and send a new invitation. If neither side initiates a Clash during the schedule, both sides are considered to have forfeited. If the invited side refuses the Clash, delays and avoids battle, or if the Clash ends in a draw, the inviting side is deemed the winner. If both sides successfully initiate a Clash but no one joins the battle afterward, the inviting side is deemed the winner.
Super Corporation Tournament Elimination Phase About to Begin
The Super Corporation Tournament will enter the elimination phase at 00:00 on March 13, 2026 (UTC+0). Please pay attention to the opponents matched by the system at that time.
For elimination matches, the Corporation CEO or Director must initiate and accept the match on the event page 1 hour before the scheduled time, and pay the Battlefield Rent. Please initiate a battle invitation from the event page promptly at the start of each elimination round.
Please avoid initiating other Battle Requests for the Corporation League Capital Ship within 2 hours before or after any match time, to prevent abnormal league data.
The Round of 32 will open match invitations at 00:00, Mar 13, 2026 (UTC+0). The Regular Group matches will start at 17:00, Mar 14, 2026 (UTC+0), and the Small Capital Ship Group matches will start at 19:00, Mar 14, 2026 (UTC+0).
The Round of 16 will open match invitations at 00:00, Mar 15, 2026 (UTC+0). The Regular Group matches will start at 17:00, Mar 15, 2026 (UTC+0), and the Small Capital Ship Group matches will start at 19:00, Mar 15, 2026 (UTC+0).
The Top 8 will open match invitations at 00:00 on March 16, 2026 (UTC+0). The Regular Group matches will start at 17:00 on March 21, 2026 (UTC+0), and the Light Capital Group matches will start at 19:00 on March 21, 2026 (UTC+0).
The semifinals will open for match invitations at 00:00 on March 22, 2026 (UTC+0). The Regular Group matches will start at 17:00 on March 22, 2026 (UTC+0), and the Small Capital Ship Group matches will start at 19:00 on March 22, 2026 (UTC+0).
The Finals will open match invitations at 00:00 on March 23, 2026 (UTC+0). The Regular Group matches will start at 17:00 on March 28, 2026 (UTC+0), and the Light Capital Group matches will start at 19:00 on March 28, 2026 (UTC+0).
New Modules
Added a new standard-ship jump drive booster rig (effective only on ships equipped with a jump drive and a solar sail engine).
Added Advanced Shield Command Bursts, Armored Command Bursts, Skirmish Command Bursts, and Mining Foreman Bursts (Metalevel 5).
Added Advanced Group Shield Boosters, Group Armor Repairers, and Group Capacitor Transmitters (Metalevel 5).
Added Capital Ship–grade group maintenance modules (Metalevel 4/5).
Added new structure Repair Modules (Metalevel 5/8).
The performance of structure Repair Modules has been readjusted.
Regular module acquisition: You can obtain blueprints from Advanced Inspector Cosmic Anomalies and Manufacture them.
How to obtain Capital Ship modules: Obtain the blueprint through Capital Ship Rifts and Capital Ship Proving Grounds and manufacture it.
Cosmic Anomaly Update
The Advanced Prosecutor Cosmic Anomaly will fully replace the old Prosecutor Cosmic Anomaly and will include various new blueprint rewards (such as Drone Circulation Accelerators for Exhumers and standard ship jump drive enhancers).
Capital Ship Rifts and Capital Ship Proving Grounds now grant rewards such as blueprints for Capital Ship Structure Repairers and group maintenance modules.
New Star Charts Optimizations
Adjusted the visuals by lowering the saturation of Sovereignty coloring, reducing the transparency of Stargate links and Solar Systems, refining the boundaries of Sovereignty-colored areas, updating some Icons, and improving the appearance of the filter panel on the right.
Adjusted the display rules for Stargate connections: at the Region and Constellation levels, Stargate links are hidden. Only the selected Region displays its Stargate links, or you can zoom in to the Solar System level to see Stargate links.
The click range for solar systems has been adjusted: you can now select a Solar System while viewing the Constellation level, without needing to zoom in to the Solar System level.
Adjusted the default zoom level and position when first entering the new Star Charts, setting the camera center to the current Solar System.
When quickly switching between Regions/Constellations using the navigation bar at the top of the Star Charts screen, the display of the sub-level (Constellation/Solar System) will now be retained to facilitate rapid switching.
An express signal list button has been added. When there are signals in the current Solar System or your ship is fitted with scanning modules, you can use the signal button in the upper right corner of the new Star Charts to quickly enter the system map and automatically open the signal list on the right.
Migrated the Fortizar Jump spool-up indicator feature from the old Star Charts.
Adjusted the maximum visible range of the Solar System Star Charts, and added a visual indication for entering Cooldown Time after a failed signal hacking attempt. The number of current Solar System’s blue-scan and red-scan signals is now displayed in the signal list.
Optimizations
Optimized the description of the armor enhancement skill and removed references to the Adaptive Armor Hardener.
Added an engine version upgrade prompt. If there are engine vulnerabilities that require an upgrade to fix, you will receive an upgrade notification when entering the game.
Optimized the Reprocess function: after reprocessing, the remaining items will now refresh automatically instead of closing the interface.
On the Nanocore Integration screen, you can now open the item details page for Nanocores.
Bug Fixes
Fixed an issue where the Devour Link could be used while cloaked.
Fixed garbled characters in some SKIN names and market item names.
Fixed an issue where the “Electronic Warfare Resistance” attribute in Nanocore Integration was not functioning correctly.
The Scope
YC128.3