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  1. PATCH NOTES FOR EVE ONLINE: INTO THE ABYSS 1.0
  2. RELEASED ON TUESDAY, MAY 29TH 2018
  3. _Features & Changes
  4. Abyssal Deadspace:
  5. Abyssal Deadspace is now available to capsuleers across New Eden. For a full overview of this feature see this Dev Blog.
  6.  
  7. Abyssal Deadspace is a totally new time-limited solo PVE feature that can be used from anywhere in the game
  8. Abyssal Deadspace can be reached by activating Abyssal Filaments
  9. Abyssal Deadspace pockets consist of three procedurally generated NPC encounters which must be completed to escape
  10. Abyssal Deadspace pockets must be completed in under 20 minutes or the pocket collapses, destroying the player's ship and capsule
  11. Abyssal Deadspace pockets are separated into 5 different difficulty tiers, with 5 being the hardest
  12. 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.
  13. Dark Matter Field
  14.  
  15. Bonus to maximum velocity
  16. Penalty to turret range
  17. Plasma Firestorm
  18.  
  19. Bonus to armor HP
  20. Penalty to thermal resistance
  21. Exotic Particle Storm
  22.  
  23. Bonus to scan resolution
  24. Penalty to kinetic resistance
  25. Electrical Storm
  26.  
  27. Bonus to capacitor recharge
  28. Penalty to EM resistance
  29. Gamma-Ray Afterglow
  30.  
  31. Bonus to shield HP
  32. Penalty to explosive resistance
  33.  
  34. 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
  35. 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.
  36. Abyssal Filaments:
  37. Abyssal Filaments can be activated from the cargohold of any Tech I or Tech II Cruiser to immediately enter Abyssal Deadspace
  38. Filaments are consumed on use
  39. Abyssal Filaments can be found in data sites across New Eden and in the Abyss itself
  40. When exiting Abyssal Deadspace, the player is returned to the exact position in New Eden from which they entered
  41. When activated, Abyssal Filaments leave a trace behind which can be located with combat scanner probes
  42. When exiting a tier 4 or 5 Abyssal Deadspace pocket, players will be given a suspect flag
  43. Gameplay:
  44. Ships can no longer re-fit in space whilst in warp, or whilst aligning to warp.
  45. Graphics:
  46. 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.
  47. New reccommended specifications for EVE Online are now in effect. See this dev blog for more information.
  48. Mutaplasmids and Abyssal Tech:
  49. Mutaplasmids are a new type of item which can be used to permanently alter specific attributes on existing modules.
  50.  
  51. Mutaplasmids can be found in Abyssal Deadspace
  52. All quality levels can be found in any difficulty tier, though the chances improve dramatically at higher difficulties
  53. When a Mutaplasmid is used on a module, both the Mutaplasmid and input module are consumed and an Abyssal Tech module is created
  54. Mutaplasmids come in three quality variations:
  55.  
  56. Decayed: Lowest range of effect
  57. Gravid: Best average resulting effect
  58. Unstable: Largest range of effect
  59. Each Mutaplasmid can only be used on a specific corresponding module group. The following groups have been added:
  60.  
  61. Warp Scramblers
  62. Warp Disruptors
  63. Stasis Webifiers
  64. Armor Repairers
  65. Armor Plates
  66. Shield Boosters
  67. Shield Extenders
  68. Energy Neutralizers
  69. Microwarpdrives
  70. Afterburners
  71.  
  72. Mutaplasmids alter attributes unpredictably by a percent value that falls within a specific range described on the Mutaplasmid
  73. Once an Abyssal Tech module is created, it cannot be reverted to its components or rerolled with additional Mutaplasmids
  74. Mutaplasmids can be traded on the market under the Ship and Module modifications section
  75. Abyssal Tech modules cannot be traded on the market but can be traded in contracts or trade windows
  76. Entropic Disintegrators:
  77. Entropic Disintegrators are a new base weapon system used by Triglavians.
  78.  
  79. Entropic Disintegrators can be used after training the size-appropriate precursor weapon skill
  80. Entropic Disintegrators are affected by turret support skills and modules, and use the normal turret damage formula
  81. Entropic Disintegrators have the following unique qualities:
  82.  
  83. Damage multiplier increases with each cycle on the same target, up to a cap
  84. Cap is set at 150% increased damage for all Entropic Disintegrators
  85. No falloff range
  86. Deactivates if target is outside optimal range
  87. The following Entropic Disintegrator variations have been added, and can all be found directly or via blueprints from Abyssal Deadspace:
  88.  
  89. Light Entropic Disintegrator I
  90. Light Scoped Entropic Disintegrator
  91. Light Compact Entropic Disintegrator
  92. Light Entropic Disintegrator II
  93. Light Veles Entropic Disintegrator
  94. Heavy Entropic Disintegrator I
  95. Heavy Scoped Entropic Disintegrator
  96. Heavy Compact Entropic Disintegrator
  97. Heavy Entropic Disintegrator II
  98. Heavy Veles Entropic Disintegrator
  99. Supratidal Entropic Disintegrator I
  100. Supratidal Scoped Entropic Disintegrator
  101. Supratidal Compact Entropic Disintegrator
  102. Supratidal Entropic Disintegrator II
  103. Supratidal Veles Entropic Disintegrator
  104. Entropic Disintegrators use a new ammo type called Exotic Plasma Charge
  105.  
  106. Exotic Plasma Charges are normal charges that consume on use
  107. Exotic Plasma Charges do a mix of explosive and thermal damage types
  108. Exotic Plasma Charges appear in 5 variations at each size:
  109.  
  110. Tetryon - Short Range / High Damage
  111. Baryon - Mid Range / Medium Damage
  112. Meson - Long Range / Low Damage
  113. Occult - Tech II - Short Range / High Damage
  114. Mystic - Tech II - Long Range / Medium Damage
  115. Miscellaneous:
  116. Ships can no longer re-fit in space whilst in warp, or in the pre warp state (once their warp drive has been activated.)
  117. Ships:
  118. DEMAVIK
  119.  
  120. DAMAVIK
  121.  
  122. Precursor Frigate bonuses per skill level:
  123.  
  124. 5% bonus to Light Entropic Disintegrator damage
  125. 7.5% bonus to Light Entropic Disintegrator optimal range
  126. Role Bonus:
  127.  
  128. 100% bonus to Remote Armor Repairer range
  129. 50% reduced Energy Neutralizer capacitor need
  130. 50% reduced Remote Armor Repairer capacitor need
  131. 50% reduced Smart Bomb capacitor need
  132. Slot layout:
  133.  
  134. 3 High Slots
  135. 2 Mid Slots
  136. 4 Low Slots
  137. 1 turret hardpoint
  138. 0 launcher hardpoints
  139. 3 Rig Slots
  140. 400 Calibration
  141. Fittings:
  142.  
  143. 50 Powergrid
  144. 145 CPU
  145. Attributes:
  146.  
  147. Defense (shields / armor / hull) : 200 / 720 / 500
  148. Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
  149. Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
  150. Capacitor (amount / recharge rate) : 400 / 212s
  151. Mobility (max velocity / agility / mass): 350 / 3 / 950,000
  152. Warp Speed: 5 au/s
  153. Drones (bandwidth / bay): 15 / 25
  154. Targeting (max targeting range / Scan Resolution / Max Locked targets): 42km / 640 / 5
  155. Sensor strength: 13 Radar
  156. Signature radius: 32m
  157. Cargo capacity: 213m3
  158. VEDMAK
  159.  
  160. VEDMAK
  161.  
  162. Precursor Cruiser bonuses per skill level:
  163.  
  164. 5% bonus to Heavy Entropic Disintegrator damage
  165. 5% bonus to Heavy Entropic Disintegrator tracking speed
  166. Role Bonus:
  167.  
  168. 100% bonus to Remote Armor Repairer range
  169. 50% reduced Energy Neutralizer capacitor need
  170. 50% reduced Remote Armor Repairer capacitor need
  171. 50% reduced Smart Bomb capacitor need
  172. Slot layout:
  173.  
  174. 4 High Slots
  175. 4 Mid Slots
  176. 6 Low Slots
  177. 1 turret hardpoint
  178. 0 launcher hardpoints
  179. 3 Rig Slots
  180. 400 Calibration
  181. Fittings:
  182.  
  183. 1030 Powergrid
  184. 365 CPU
  185. Attributes:
  186.  
  187. Defense (shields / armor / hull) : 800 / 3300 / 2000
  188. Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
  189. Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
  190. Capacitor (amount / recharge rate) : 1500 / 526s
  191. Mobility (max velocity / agility / mass): 240 / .45 / 9,530,000
  192. Warp Speed: 3 au/s
  193. Drones (bandwidth / bay): 50 / 75
  194. Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 300 / 7
  195. Sensor strength: 20 Radar
  196. Signature radius: 110m
  197. Cargo capacity: 533m3
  198. LESHAK
  199.  
  200. LESHAK
  201.  
  202. Precursor Battleship bonuses per skill level:
  203.  
  204. 5% bonus to Supratidal Entropic Disintegrator damage
  205. 5% bonus to Supratidal Entropic Disintegrator rate of fire
  206. Role Bonus:
  207.  
  208. 100% bonus to Remote Armor Repairer range
  209. 50% reduced Energy Neutralizer capacitor need
  210. 50% reduced Remote Armor Repairer capacitor need
  211. 50% reduced Smart Bomb capacitor need
  212. Slot layout:
  213.  
  214. 5 High Slots
  215. 4 Mid Slots
  216. 8 Low Slots
  217. 1 turret hardpoint
  218. 0 launcher hardpoints
  219. 3 Rig Slots
  220. 400 Calibration
  221. Fittings:
  222.  
  223. 17,000 PWG, 625 CPU
  224. Defense (shields / armor / hull) : 3,500 / 10,500 / 8,000
  225. Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
  226. Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
  227. Capacitor (amount / recharge rate) : 6,600 / 1,000s
  228. Mobility (max velocity / agility / mass): 113 / .163 / 63,000,000
  229. Warp Speed: 2 au/s
  230. Drones (bandwidth / bay): 100 / 250
  231. Targeting (max targeting range / Scan Resolution / Max Locked targets): 87km / 100 / 7
  232. Sensor strength: 28 Radar
  233. Signature radius: 370m
  234. Cargo capacity: 933m3
  235. Skills
  236. Added the following skills for Triglavian Ships and Entropic Disintegrators:
  237.  
  238. Precursor Frigate
  239. Precursor Cruiser
  240. Precursor Battleship
  241. Small Precursor Weapon
  242. Medium Precursor Weapon
  243. Large Precursor Weapon
  244. Small Disintegrator Specialization
  245. Medium Disintegrator Specialization
  246. Large Disintegrator Specialization
  247. Structures & Deployables:
  248. Notifications are now being sent, when your (or your corporations) assets are being moved to asset safety, for example because your Upwell structure exploded.
  249. Planetary Interaction:
  250. General Planetary Interaction UI Changes:
  251.  
  252. Simpler Build Menu - Removed accordion style menu in favour of simple list
  253. Info Panel remember if you have Build or Scan selected when switching between planets
  254. Build and Scan options have been moved to the top of the menu
  255. Scan resource bars are now hatched to make them easier to read
  256. 'Time to Depletion' is now changed to 'Time Remaining'
  257. Extractor range is always shown when extractor is selected
  258. Selected tab in PI windows is now highlighted
  259. Routes to and from structures are now shown when the structure is selected, previously this was only on hover
  260. The shipHUD is visible when doing PI
  261. 'Planet Mode' is renamed to 'Planetary Production' throughout the client
  262. Introduced new pin icons for the 3 different processors
  263. 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
  264. Red circles appearing on pins to indicate that something is not setup properly, in this case on the processors, storage and launcher pins
  265. Improved pin placement regardeless of camera position
  266. Window Behaviour - PI windows now behave like other windows and do not disappear behind every other window
  267. Holograms are hidden when creating routes
  268. Holograms are animated on open and close
  269. 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
  270. Added a decommission tool to the build menu
  271. Made routing of goods smoother by removing some steps in the process
  272. 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
  273. Changed the layout of the Extractor Control Unit window
  274. 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.
  275. Introduced a new Planetary Colonies window
  276.  
  277. Show you what you are extracting, producing and storing on that planet
  278. Shows a warning if the planet requires attention
  279. Show all 6 available planets slots and if you have access to them or not
  280. 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.
  281. Planetary Production Information:
  282.  
  283. 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
  284. Tooltips have been added to the build menu to show the cost, CPU and Power requirements of each pin
  285. 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
  286. 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.
  287. User Interface:
  288. An Industry tab has been added to all resources that will show all the blueprints that the resource is used in.
  289. UI scaling now supports 175%, 200%, 250%, 300% and 400% for high resolution screens.
  290. Defect Fixes
  291. Gameplay:
  292. Guristas headwear can now be traded on the market.
  293. Fixed Agency 'Hardshell' booster application to Armor Repairers
  294. Fixed an issue where completed corporate votes would occasionally not have their results processed until the next downtime.
  295. It is now possible to unload charges directly to a mobile depot (and some other locations), even if the cargo hold is full.
  296. It is no longer possible to unload charges while the module is still active.
  297. 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.
  298. Agent in Space Atma Aulato is now sitting in a Falcon as per the description.
  299. All Civilian Modules now require the Thermodynamics skill at level 1 to overheat.
  300. "Gallium ample hexa 2500mm repeating cannon" now has 15% higher ammo capacity.
  301. 'Helios' ship: Damage will now be calculated correctly, taking into account the 10% damage from 'Light Drone Operation' skill levels.
  302. Adjusted 'Higgs Anchors' modules reprocessing materials.
  303. Amarr Dreadnought Mastery IV now requires Capital Energy Turrets 5 instead of 4.
  304. Sunesis' show info window will now show the mastery tab.
  305. Graphics:
  306. Fixed shadow artifacting on the planets.
  307. Prevented missile trails playing through the target's active shield.
  308. Loading 3D characters for preview, character sheet, and character customization screens has been better optimized.
  309. Initial loading of game data has been better optimized.
  310. Facial hair color will now be correct when previewing headgear items in the New Eden Store.
  311. Adjusted the location of several decals on the Rorqual.
  312. Loading a blueprint with cleared cached data will no longer generate a warning.
  313. Corrected an issue with the port-side bay doors on the Rupture.
  314. Fixed cloaking audio effect being played after the effect had been stopped.
  315. Corrected an issue with debris particles disappearing when viewing a Keepstar Citadel Wreckage.
  316. Localization:
  317. Fixed a grammatical error in the description for the "CDIA Training Exercise Supply Crate"
  318. Modules:
  319. Siege Modules now clearly state that they only affect Capital size modules.
  320. Structures & Deployables:
  321. Structures: Pilots that are in outside view when logging off will be in it again after login.
  322. The Material Requirements bonus of the Raitaru hull no longer incorrectly applies to Science and Invention jobs.
  323. The Standup Focused Warp Scrambling Script can now be unloaded with regular role to take control of an Upwell structure.
  324. User Interface:
  325. 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).
  326. Using the "Remove Charge" option in the fitting window while docked will now always correctly remove the charges to the item hangar.
  327. Simulation: Shift-Dragging a fitted module onto another slot will now correctly add a 2nd module to the simulated fit,
  328. Fitting window: The hardware browser will now open when right-clicking an empty fitting slot and selecting "Set Filter for Slot".
  329. 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.
  330. Faction tag will now be visible on the 'Special Edition Frigates' icon.
  331. Added Standup faction icon to all structure faction items.
  332. Fixed an issue where Escalation cards in The Agency are not updated or removed when the Escalation is completed
  333. Fixed an issue where resizing a window beyond a boundary of the client would cause the window to expand significantly
  334. 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
  335. Fixed an issue where having The Agency window open while Combat Probe scanning would clear the list of scan results
  336. Fixed an issue that could cause The Agency to show no content if one content type failed.
  337. Fixed an issue where the player could not create a new link while having surveying program window open
  338. 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
  339. Fixed an issue with the localization of some tooltips in Project Discovery.
  340. Fixed an issue where the 'show contracts' option for a character was not showing completed contracts
  341. Fixed an issue where Jump Bridge connections appeared in the Agency Map
  342. Fixed an issue where the custom shortcuts for Zoom in and Zoom Out did not control the camera in the Agency window
  343. Fixed an issue with a double space found within the description Planetary Interaction Guide
  344. 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
  345. Improved the performance of loading very long scrolls, for example in the corporation window.
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