Patch Notes For EVE Online: Into The Abyss 1.11

Released on Thursday, July 5th 2018

Miscellaneous:

Various issues have been fixed that make New Eden a better place.

Patch Notes For EVE Online: Into The Abyss 1.10

Released on Tuesday, July 3rd 2018

Defect Fixes

Miscellaneous:

An issue has been fixed that makes New Eden a better place.

Patch Notes For EVE Online: Into The Abyss 1.9

Released on Tuesday, June 26th 2018

Defect Fixes

Miscellaneous:

Various performance improvements.

Patch Notes For EVE Online: Into The Abyss 1.8

Released on Thursday, June 21st 2018

Defect Fixes

Gameplay:

Fixed an issue where ship restrictions were not always being applied correctly.

Patch Notes For EVE Online: Into The Abyss 1.7

Released on Tuesday, June 19th 2018

Defect Fixes

User Interface:

Fixed an issue where the Blueprint and Abyssal Module mouse over tooltip did not display in Auction Contract Type searches

Patch Notes For EVE Online: Into The Abyss 1.6

Released on Thursday, June 14th 2018

Features & Changes

Abyssal Deadspace:

The Filament Cloud found within Abyssal Deadspace has been changed slightly due to a problem with it never affecting the Ancillary Shield Booster. It now provides a penalty to the shield booster shield bonus (hp) attribute, as well as providing a bonus to the shield booster duration attribute.

Defect Fixes

Planetary Production:

Fixed an issue where the Planetary Production mode would sometimes become unresponsive.

Fixed an issue where the Planetary Colonies window would scroll up to the top whenever transferring items from Launchpad to Customs Office or vice versa.

Planetary Interaction certificate is now called Planetary Production.

Fixed an issue where the Scan tooltip in Planetary Production would obscure the Edits Pending section.

Fixed an issue where the Camera would sometimes not take the shortest route to the Colony when opening Planetary Production.

Reduced the tilt of the camera when zooming into one of the planets poles.

User Interface:

Propulsion module tooltips will now show updated velocity values if the players ship is currently being affected by an active effect, such as Abyssal environmental effects, Stasis Webifiers, or Command Bursts.

Patch Notes For EVE Online: Into The Abyss 1.5

Released on Tuesday, June 12th 2018

Defect Fixes

Graphics:

Removed an unintended graphic interaction between the cloak effect and ship hull effects.

Adjusted the visual appearance of both Triglavian tear FX to help differentiate them more.

Corrected an issue with the particle system used for the Triglavian loot container explosion.

User Interface:

The mutaplasmid window now has an option to speed up the mutation animation.

Added detailed attribute information to the tooltip for mutated items in item exchange contracts.

Added detailed blueprint information to the tooltip for item exchange contracts with a single blueprint.

Tooltips for mutated items now show the mutaplasmid and input module used to produce that item.

Removed window blur from clients that are running with low shader quality to improve performance. Also removed the option to turn off window blur on higher shader quality as part of this change.

Made improvements to the visibility of brackets through blurred windows.

Patch Notes For EVE Online: Into The Abyss 1.4

Released on Thursday, June 7th 2018

Defect Fixes

Abyssal Deadspace:

Being pod-killed with implants in the abyss due to the Unstable Abyss Depths will no longer cause a second pod killmail to be sent.

Gameplay:

Fixed an issue where it was possible to create a deep safe spot by being in Abyssal Deadspace at the moment of the server restart.

The 'Marginis' Fortizar now correctly has its 50% fuel reduction.

User Interface:

Added missing descriptions to the Outpost and Conquerable Station monuments.

Fixed an issue where Drone UI would continue to be displayed after jumping into the next room of Abyssal Deadspace and leaving drones behind.

Fixed an issue where the 'Activate' button in the abyssal filament window did not update correctly when the UI theme color was changed.

Fixed wording and capitalization errors in the abyssal filament window tooltips.

Tidied up some UI elements in the Filaments window.

Fixed an issue where skill requirements were being displayed incorrectly in information windows.

Fixed an issue where using a shortcut key to activate Abyssal Deadspace gates was not working correctly.

Patch Note For Database Update

Released on Wednesday, June 6th 2018

Database Update:

Fixed a problem with contracts, which were migrated from Outposts. It should now work again to accept them and to search for such contracts properly.

Patch Notes For EVE Online: Into The Abyss 1.3

Released on Tuesday, June 5th 2018

Features & Changes

Structures & Deployables:

All Outposts and Conquerable Stations have been converted to Faction Citadels. Check out this Dev Blog and this News Message for all the details about this massive migration.

Abyssal Deadspace:

All Abyssal Pockets have had a loot balance pass

Triglavian ship BPCs drop with 1 run (was 5)

Bioadaptive Cache will be empty less often (this can still happen occasionally)

Filaments, BPCs, and Skillbooks have had droprates adjusted slightly

Balancing:

VEDMAK:

Increased PG to 1170 (was 1030)

Increased CPU to 380 (was 365)

Defect Fixes

Abyssal Deadspace:

The Triglavian Pylons inside Abyssal Deadspace will now apply their effects correctly within their optimal range taking into account their own radius.

User Interface:

Fixed an issue where drones would not appear properly in the repairshop window when in a ship drone bay.

Fixed an issue where spamming jump on the final Abyssal Gate could create a prolonged jump effect

Fixed an issue where you could switch ship while jumping into Abyssal Deadspace

Fixed an issue where the hover was not properly working on the corner tag in the created section of Abyssal modules.

Fixed an issue where Mutaplasmids would appear in the Fitting Simulation hardware search

Patch Notes For EVE Online: Into The Abyss 1.2

Released on Thursday, May 31st 2018

Defect Fixes

Gameplay:

Fixed a potential exploit, to make New Eden a safer place.

User Interface:

Fixed a problems with applying saved fittings to already fitted ships with weapon groups.

Undamaged crystals are now again automatically merged into existing stacks when unloading from weapons to the cargo hold.

Fixed a problem, which prevented creating contracts on behalf of a corporation for assembled ships in a corporation hangar.

The names of the Heavy Energy Neutralizer mutaplasmids have been corrected

The name of the Abyssal Heavy Energy Neutralizer has been corrected

Corrected Mystic exotic charge descriptions

Added Unstable Abyssal Space icon to be used in the killmail when player dies due to the boundary area in the dungeons

Patch Notes For EVE Online: Into The Abyss 1.1

Released on Wednesday, May 30th 2018

Features & Changes

Abyssal Deadspace:

The distribution of Calm Abyssal Filaments in data sites has been rebalanced.

Contract System:

Fixed a problem with searching for contracts, which caused it to fail when processing results from conquerable stations.

Missions & NPCs:

Balancing changes have been made to the Triglavian Leshak fleet found in Abyssal Deadspace.

User Interface:

Locator Agents will now politely respond in conversation and once again try to track down characters they have been asked to locate.

Defect Fixes

Audio:

Fixed SFX from the disintegrators on the Leshak being muted after zooming out of the shipto

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: