Patch Note per La Release Di Febbraio 2018
Patch Notes For EVE Online: Into The Abyss 1.0
Released on Tuesday, May 29th 2018
Features & Changes
Abyssal Deadspace:
Abyssal Deadspace is now available to capsuleers across New Eden. For a full overview of this feature see this Dev Blog.
- Abyssal Deadspace is a totally new time-limited solo PVE feature that can be used from anywhere in the game
- Abyssal Deadspace can be reached by activating Abyssal Filaments
- Abyssal Deadspace pockets consist of three procedurally generated NPC encounters which must be completed to escape
- Abyssal Deadspace pockets must be completed in under 20 minutes or the pocket collapses, destroying the player’s ship and capsule
- Abyssal Deadspace pockets are separated into 5 different difficulty tiers, with 5 being the hardest
- Abyssal Deadspace pockets have distinct system environments, each with its own effects and visuals. Note: Environment effects apply to player ships as well as NPC ships.
Dark Matter Field
- Bonus to maximum velocity
- Penalty to turret range
Plasma Firestorm
- Bonus to armor HP
- Penalty to thermal resistance
Exotic Particle Storm
- Bonus to scan resolution
- Penalty to kinetic resistance
Electrical Storm
- Bonus to capacitor recharge
- Penalty to EM resistance
Gamma-Ray Afterglow
- Bonus to shield HP
Penalty to explosive resistance
Abyssal Deadspace pockets are populated with a range of NPC ships as well as structures and localized environmental effects that must be exploited to conquer the most difficult pockets
Abyssal Deadspace pockets contain a Triglavian Bioadaptive Cache structure, which is the sole source of loot within the Abyss. They have the possibility to contain new technology including Abyssal Filaments, Triglavian Ship/Module Blueprints, Mutaplasmids, and more.
Abyssal Filaments:
- Abyssal Filaments can be activated from the cargohold of any Tech I or Tech II Cruiser to immediately enter Abyssal Deadspace
- Filaments are consumed on use
- Abyssal Filaments can be found in data sites across New Eden and in the Abyss itself
- When exiting Abyssal Deadspace, the player is returned to the exact position in New Eden from which they entered
- When activated, Abyssal Filaments leave a trace behind which can be located with combat scanner probes
- When exiting a tier 4 or 5 Abyssal Deadspace pocket, players will be given a suspect flag
Gameplay:
- Ships will now be unable to activate Factional Warfare capture site acceleration gates if they have a warp core stabilizer fit.
Graphics:
- All Society of Conscious Thought ships (the Apoteosis, the Sunesis, and the Gnosis) have been updated to display effects like those found on the Praxis Battleship.
- New reccommended specifications for EVE Online are now in effect. See this dev blog for more information.
Mutaplasmids and Abyssal Tech:
Mutaplasmids are a new type of item which can be used to permanently alter specific attributes on existing modules.
- Mutaplasmids can be found in Abyssal Deadspace
- All quality levels can be found in any difficulty tier, though the chances improve dramatically at higher difficulties
- When a Mutaplasmid is used on a module, both the Mutaplasmid and input module are consumed and an Abyssal Tech module is created
Mutaplasmids come in three quality variations:
- Decayed: Lowest range of effect
- Gravid: Best average resulting effect
- Unstable: Largest range of effect
Each Mutaplasmid can only be used on a specific corresponding module group. The following groups have been added:
- Warp Scramblers
- Warp Disruptors
- Stasis Webifiers
- Armor Repairers
- Armor Plates
- Shield Boosters
- Shield Extenders
- Energy Neutralizers
- Microwarpdrives
Afterburners
Mutaplasmids alter attributes unpredictably by a percent value that falls within a specific range described on the Mutaplasmid
Once an Abyssal Tech module is created, it cannot be reverted to its components or rerolled with additional Mutaplasmids
Mutaplasmids can be traded on the market under the Ship and Module modifications section
Abyssal Tech modules cannot be traded on the market but can be traded in contracts or trade windows
Entropic Disintegrators:
Entropic Disintegrators are a new base weapon system used by Triglavians.
- Entropic Disintegrators can be used after training the size-appropriate precursor weapon skill
- Entropic Disintegrators are affected by turret support skills and modules, and use the normal turret damage formula
Entropic Disintegrators have the following unique qualities:
- Damage multiplier increases with each cycle on the same target, up to a cap
- Cap is set at 150% increased damage for all Entropic Disintegrators
- No falloff range
- Deactivates if target is outside optimal range
The following Entropic Disintegrator variations have been added, and can all be found directly or via blueprints from Abyssal Deadspace:
- Light Entropic Disintegrator I
- Light Scoped Entropic Disintegrator
- Light Compact Entropic Disintegrator
- Light Entropic Disintegrator II
- Light Veles Entropic Disintegrator
- Heavy Entropic Disintegrator I
- Heavy Scoped Entropic Disintegrator
- Heavy Compact Entropic Disintegrator
- Heavy Entropic Disintegrator II
- Heavy Veles Entropic Disintegrator
- Supratidal Entropic Disintegrator I
- Supratidal Scoped Entropic Disintegrator
- Supratidal Compact Entropic Disintegrator
- Supratidal Entropic Disintegrator II
- Supratidal Veles Entropic Disintegrator
Entropic Disintegrators use a new ammo type called Exotic Plasma Charge
- Exotic Plasma Charges are normal charges that consume on use
- Exotic Plasma Charges do a mix of explosive and thermal damage types
Exotic Plasma Charges appear in 5 variations at each size:
- Tetryon - Short Range / High Damage
- Baryon - Mid Range / Medium Damage
- Meson - Long Range / Low Damage
- Occult - Tech II - Short Range / High Damage
- Mystic - Tech II - Long Range / Medium Damage
Ships:
DAMAVIK
Precursor Frigate bonuses per skill level:
- 5% bonus to Light Entropic Disintegrator damage
- 7.5% bonus to Light Entropic Disintegrator optimal range
Role Bonus:
- 100% bonus to Remote Armor Repairer range
- 50% reduced Energy Neutralizer capacitor need
- 50% reduced Remote Armor Repairer capacitor need
- 50% reduced Smart Bomb capacitor need
Slot layout:
- 3 High Slots
- 2 Mid Slots
- 4 Low Slots
- 1 turret hardpoint
- 0 launcher hardpoints
- 3 Rig Slots
- 400 Calibration
Fittings:
- 50 Powergrid
- 145 CPU
Attributes:
- Defense (shields / armor / hull) : 200 / 720 / 500
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
- Capacitor (amount / recharge rate) : 400 / 212s
- Mobility (max velocity / agility / mass): 350 / 3 / 950,000
- Warp Speed: 5 au/s
- Drones (bandwidth / bay): 15 / 25
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 42km / 640 / 5
- Sensor strength: 13 Radar
- Signature radius: 32m
- Cargo capacity: 213m3
VEDMAK
Precursor Cruiser bonuses per skill level:
- 5% bonus to Heavy Entropic Disintegrator damage
- 5% bonus to Heavy Entropic Disintegrator tracking speed
Role Bonus:
- 100% bonus to Remote Armor Repairer range
- 50% reduced Energy Neutralizer capacitor need
- 50% reduced Remote Armor Repairer capacitor need
- 50% reduced Smart Bomb capacitor need
Slot layout:
- 4 High Slots
- 4 Mid Slots
- 6 Low Slots
- 1 turret hardpoint
- 0 launcher hardpoints
- 3 Rig Slots
- 400 Calibration
Fittings:
- 1030 Powergrid
- 365 CPU
Attributes:
- Defense (shields / armor / hull) : 800 / 3300 / 2000
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
- Capacitor (amount / recharge rate) : 1500 / 526s
- Mobility (max velocity / agility / mass): 240 / .45 / 9,530,000
- Warp Speed: 3 au/s
- Drones (bandwidth / bay): 50 / 75
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 300 / 7
- Sensor strength: 20 Radar
- Signature radius: 110m
- Cargo capacity: 533m3
LESHAK
Precursor Battleship bonuses per skill level:
- 5% bonus to Supratidal Entropic Disintegrator damage
- 5% bonus to Supratidal Entropic Disintegrator rate of fire
Role Bonus:
- 100% bonus to Remote Armor Repairer range
- 50% reduced Energy Neutralizer capacitor need
- 50% reduced Remote Armor Repairer capacitor need
- 50% reduced Smart Bomb capacitor need
Slot layout:
- 5 High Slots
- 4 Mid Slots
- 8 Low Slots
- 1 turret hardpoint
- 0 launcher hardpoints
- 3 Rig Slots
- 400 Calibration
Fittings:
- 17,000 PWG, 625 CPU
- Defense (shields / armor / hull) : 3,500 / 10,500 / 8,000
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
- Capacitor (amount / recharge rate) : 6,600 / 1,000s
- Mobility (max velocity / agility / mass): 113 / .163 / 63,000,000
- Warp Speed: 2 au/s
- Drones (bandwidth / bay): 100 / 250
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 87km / 100 / 7
- Sensor strength: 28 Radar
- Signature radius: 370m
- Cargo capacity: 933m3
Skills
Added the following skills for Triglavian Ships and Entropic Disintegrators:
- Precursor Frigate
- Precursor Cruiser
- Precursor Battleship
- Small Precursor Weapon
- Medium Precursor Weapon
- Large Precursor Weapon
- Small Disintegrator Specialization
- Medium Disintegrator Specialization
- Large Disintegrator Specialization
Structures & Deployables:
- Notifications are now being sent, when your (or your corporations) assets are being moved to asset safety, for example because your Upwell structure exploded.
Planetary Interaction:
General Planetary Interaction UI Changes:
- Simpler Build Menu - Removed accordion style menu in favour of simple list
- Info Panel remember if you have Build or Scan selected when switching between planets
- Build and Scan options have been moved to the top of the menu
- Scan resource bars are now hatched to make them easier to read
- ‘Time to Depletion’ is now changed to ‘Time Remaining’
- Extractor range is always shown when extractor is selected
- Selected tab in PI windows is now highlighted
- Routes to and from structures are now shown when the structure is selected, previously this was only on hover
- The shipHUD is visible when doing PI
- ‘Planet Mode’ is renamed to ‘Planetary Production’ throughout the client
- Introduced new pin icons for the 3 different processors
- In the selected item window the button previously known as ‘View in Planet Mode’ has been moved away from the “Warp to Within x” button
- Red circles appearing on pins to indicate that something is not setup properly, in this case on the processors, storage and launcher pins
- Improved pin placement regardeless of camera position
- Window Behaviour - PI windows now behave like other windows and do not disappear behind every other window
- Holograms are hidden when creating routes
- Holograms are animated on open and close
- Pin selection is now remembered so you only have to select desired pin once and then it can be placed as often as your Power and CPU support
- Added a decommission tool to the build menu
- Made routing of goods smoother by removing some steps in the process
- Pin memory has been improved so that now when you select a pin of the same type it will open to the same tab and remember the previously selected resource
- Changed the layout of the Extractor Control Unit window
- Added the functionality to CTRL+Click on the planet while in the Extractor Control Unit window to quickly place extractor heads exactly where you want them. CTRL+Click on an already placed extractor head will remove it.
Introduced a new Planetary Colonies window
- Show you what you are extracting, producing and storing on that planet
- Shows a warning if the planet requires attention
- Show all 6 available planets slots and if you have access to them or not
- Warp button functionality has changed. Outside the planet system it will be “Set Destination”. Inside the planet system it will now warp you to the customs office instead of the planet.
Planetary Production Information:
- Tooltips have been added throughout Planetary Interaction. These should now make it simpler to find the materials you need to extract to build Planetary products
- Tooltips have been added to the build menu to show the cost, CPU and Power requirements of each pin
- Show Info on Planets now includes a button to “View Planetary Production” and a tab with information about what resources can be extracted from the planet
- A Planetary Production tab has been added to the Show Info for Planetary Materials. This tab will show you what the inputs and outputs of that resource are.
User Interface:
- An Industry tab has been added to all resources that will show all the blueprints that the resource is used in.
- UI scaling now supports 175%, 200%, 250%, 300% and 400% for high resolution screens.
Defect Fixes
Gameplay:
- Guristas headwear can now be traded on the market.
- Fixed Agency ‘Hardshell’ booster application to Armor Repairers
- Fixed an issue where completed corporate votes would occasionally not have their results processed until the next downtime.
- It is now possible to unload charges directly to a mobile depot (and some other locations), even if the cargo hold is full.
- It is no longer possible to unload charges while the module is still active.
- Fixed a bug which sometimes prevented the creation of a contract, if a T3 cruiser was stored in a ship maintenance bay of the ship, which was contracted.
- Agent in Space Atma Aulato is now sitting in a Falcon as per the description.
- All Civilian Modules now require the Thermodynamics skill at level 1 to overheat.
- “Gallium ample hexa 2500mm repeating cannon” now has 15% higher ammo capacity.
- ‘Helios’ ship: Damage will now be calculated correctly, taking into account the 10% damage from ‘Light Drone Operation’ skill levels.
- Adjusted ‘Higgs Anchors’ modules reprocessing materials.
- Amarr Dreadnought Mastery IV now requires Capital Energy Turrets 5 instead of 4.
- Sunesis’ show info window will now show the mastery tab.
Graphics:
- Fixed shadow artifacting on the planets.
- Prevented missile trails playing through the target’s active shield.
- Loading 3D characters for preview, character sheet, and character customization screens has been better optimized.
- Initial loading of game data has been better optimized.
- Facial hair color will now be correct when previewing headgear items in the New Eden Store.
- Adjusted the location of several decals on the Rorqual.
- Loading a blueprint with cleared cached data will no longer generate a warning.
- Corrected an issue with the port-side bay doors on the Rupture.
- Fixed cloaking audio effect being played after the effect had been stopped.
- Corrected an issue with debris particles disappearing when viewing a Keepstar Citadel Wreckage.
Localization:
- Fixed a grammatical error in the description for the “CDIA Training Exercise Supply Crate”
Modules:
- Siege Modules now clearly state that they only affect Capital size modules.
Structures & Deployables:
- Structures: Pilots that are in outside view when logging off will be in it again after login.
- The Material Requirements bonus of the Raitaru hull no longer incorrectly applies to Science and Invention jobs.
- The Standup Focused Warp Scrambling Script can now be unloaded with regular role to take control of an Upwell structure.
User Interface:
- Fixed an issue where items in a ships cargohold would not be included in the calculations for the ships estimated price (shown in the fitting window).
- Using the “Remove Charge” option in the fitting window while docked will now always correctly remove the charges to the item hangar.
- Simulation: Shift-Dragging a fitted module onto another slot will now correctly add a 2nd module to the simulated fit,
- Fitting window: The hardware browser will now open when right-clicking an empty fitting slot and selecting “Set Filter for Slot”.
- Fixed a case where the wrong sub-menu options were displayed in context menus, for example where the options to invite to a chat channel were displayed in the sub-menu for inviting to a fleet.
- Faction tag will now be visible on the ‘Special Edition Frigates’ icon.
- Added Standup faction icon to all structure faction items.
- Fixed an issue where Escalation cards in The Agency are not updated or removed when the Escalation is completed
- Fixed an issue where resizing a window beyond a boundary of the client would cause the window to expand significantly
- Fixed an issue where the Enter Ship Hangar button on the Station Services Panel in Structures does not function while Planetary Production mode is active
- Fixed an issue where having The Agency window open while Combat Probe scanning would clear the list of scan results
- Fixed an issue that could cause The Agency to show no content if one content type failed.
- Fixed an issue where the player could not create a new link while having surveying program window open
- Fixed an issue where the standing progress bar was not displayed properly in the character sheet with faction and corporation standings when using UI Scaling
- Fixed an issue with the localization of some tooltips in Project Discovery.
- Fixed an issue where the ‘show contracts’ option for a character was not showing completed contracts
- Fixed an issue where Jump Bridge connections appeared in the Agency Map
- Fixed an issue where the custom shortcuts for Zoom in and Zoom Out did not control the camera in the Agency window
- Fixed an issue with a double space found within the description Planetary Interaction Guide
- Fixed an issue where the icon for the “Look At” function within the Selected Item Window did not update correctly when selected while the Tactical Camera is active
- Improved the performance of loading very long scrolls, for example in the corporation window.