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EVE Updates 5/29

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May 25th, 2018
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  1. Patch Notes For EVE Online: Into The Abyss
  2.  
  3.  
  4. Released on Tuesday, May 29th 2018
  5.  
  6. _Features & Changes
  7.  
  8. Abyssal Deadspace:
  9.  
  10. Abyssal Deadspace is now available to capsuleers across New Eden. For a full overview of this feature see this Dev Blog.
  11.  
  12. Abyssal Deadspace is a totally new time-limited solo PVE feature that can be used from anywhere in the game
  13. Abyssal Deadspace can be reached by activating Abyssal Filaments
  14. Abyssal Deadspace pockets consist of three procedurally generated NPC encounters which must be completed to escape
  15. Abyssal Deadspace pockets must be completed in under 20 minutes or the pocket collapses, destroying the player's ship and capsule
  16. Abyssal Deadspace pockets are separated into 5 different difficulty tiers, with 5 being the hardest
  17. 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.
  18. Dark Matter Field
  19.  
  20. Bonus to maximum velocity
  21. Penalty to turret range
  22. Plasma Firestorm
  23.  
  24. Bonus to armor HP
  25. Penalty to thermal resistance
  26. Exotic Particle Storm
  27.  
  28. Bonus to scan resolution
  29. Penalty to kinetic resistance
  30. Electrical Storm
  31.  
  32. Bonus to capacitor recharge
  33. Penalty to EM resistance
  34. Gamma-Ray Afterglow
  35.  
  36. Bonus to shield HP
  37. Penalty to explosive resistance
  38.  
  39. 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
  40. 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.
  41. Abyssal Filaments:
  42.  
  43. Abyssal Filaments can be activated from the cargohold of any Tech I or Tech II Cruiser to immediately enter Abyssal Deadspace
  44. Filaments are consumed on use
  45. Abyssal Filaments can be found in data sites across New Eden and in the Abyss itself
  46. When exiting Abyssal Deadspace, the player is returned to the exact position in New Eden from which they entered
  47. When activated, Abyssal Filaments leave a trace behind which can be located with combat scanner probes
  48. When exiting a tier 4 or 5 Abyssal Deadspace pocket, players will be given a suspect flag
  49. Gameplay:
  50.  
  51. Ships can no longer re-fit in space whilst in warp, or whilst aligning to warp.
  52. Graphics:
  53.  
  54. 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.
  55. New reccommended specifications for EVE Online are now in effect. See this dev blog for more information.
  56. Mutaplasmids and Abyssal Tech:
  57.  
  58. Mutaplasmids are a new type of item which can be used to permanently alter specific attributes on existing modules.
  59.  
  60. Mutaplasmids can be found in Abyssal Deadspace
  61. All quality levels can be found in any difficulty tier, though the chances improve dramatically at higher difficulties
  62. When a Mutaplasmid is used on a module, both the Mutaplasmid and input module are consumed and an Abyssal Tech module is created
  63. Mutaplasmids come in three quality variations:
  64.  
  65. Decayed: Lowest range of effect
  66. Gravid: Best average resulting effect
  67. Unstable: Largest range of effect
  68. Each Mutaplasmid can only be used on a specific corresponding module group. The following groups have been added:
  69.  
  70. Warp Scramblers
  71. Warp Disruptors
  72. Stasis Webifiers
  73. Armor Repairers
  74. Armor Plates
  75. Shield Boosters
  76. Shield Extenders
  77. Energy Neutralizers
  78. Microwarpdrives
  79. Afterburners
  80.  
  81. Mutaplasmids alter attributes unpredictably by a percent value that falls within a specific range described on the Mutaplasmid
  82. Once an Abyssal Tech module is created, it cannot be reverted to its components or rerolled with additional Mutaplasmids
  83. Mutaplasmids can be traded on the market under the Ship and Module modifications section
  84. Abyssal Tech modules cannot be traded on the market but can be traded in contracts or trade windows
  85. Entropic Disintegrators:
  86.  
  87. Entropic Disintegrators are a new base weapon system used by Triglavians.
  88.  
  89. Entropic Disintegrators can be used after training the size-appropriate precursor weapon skill
  90. Entropic Disintegrators are affected by turret support skills and modules, and use the normal turret damage formula
  91. Entropic Disintegrators have the following unique qualities:
  92.  
  93. Damage multiplier increases with each cycle on the same target, up to a cap
  94. Cap is set at 150% increased damage for all Entropic Disintegrators
  95. No falloff range
  96. Deactivates if target is outside optimal range
  97. The following Entropic Disintegrator variations have been added, and can all be found directly or via blueprints from Abyssal Deadspace:
  98.  
  99. Light Entropic Disintegrator I
  100. Light Scoped Entropic Disintegrator
  101. Light Compact Entropic Disintegrator
  102. Light Entropic Disintegrator II
  103. Light Veles Entropic Disintegrator
  104. Heavy Entropic Disintegrator I
  105. Heavy Scoped Entropic Disintegrator
  106. Heavy Compact Entropic Disintegrator
  107. Heavy Entropic Disintegrator II
  108. Heavy Veles Entropic Disintegrator
  109. Supratidal Entropic Disintegrator I
  110. Supratidal Scoped Entropic Disintegrator
  111. Supratidal Compact Entropic Disintegrator
  112. Supratidal Entropic Disintegrator II
  113. Supratidal Veles Entropic Disintegrator
  114. Entropic Disintegrators use a new ammo type called Exotic Plasma Charge
  115.  
  116. Exotic Plasma Charges are normal charges that consume on use
  117. Exotic Plasma Charges do a mix of explosive and thermal damage types
  118. Exotic Plasma Charges appear in 5 variations at each size:
  119.  
  120. Tetryon - Short Range / High Damage
  121. Baryon - Mid Range / Medium Damage
  122. Meson - Long Range / Low Damage
  123. Occult - Tech II - Short Range / High Damage
  124. Mystic - Tech II - Long Range / Medium Damage
  125. Miscellaneous:
  126.  
  127. Ships can no longer re-fit in space whilst in warp, or in the pre warp state (once their warp drive has been activated.)
  128. Ships:
  129.  
  130. DEMAVIK
  131.  
  132. DAMAVIK
  133.  
  134. Precursor Frigate bonuses per skill level:
  135.  
  136. 5% bonus to Light Entropic Disintegrator damage
  137. 7.5% bonus to Light Entropic Disintegrator optimal range
  138. Role Bonus:
  139.  
  140. 100% bonus to Remote Armor Repairer range
  141. 50% reduced Energy Neutralizer capacitor need
  142. 50% reduced Remote Armor Repairer capacitor need
  143. 50% reduced Smart Bomb capacitor need
  144. Slot layout:
  145.  
  146. 3 High Slots
  147. 2 Mid Slots
  148. 4 Low Slots
  149. 1 turret hardpoint
  150. 0 launcher hardpoints
  151. 3 Rig Slots
  152. 400 Calibration
  153. Fittings:
  154.  
  155. 50 Powergrid
  156. 145 CPU
  157. Attributes:
  158.  
  159. Defense (shields / armor / hull) : 200 / 720 / 500
  160. Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
  161. Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
  162. Capacitor (amount / recharge rate) : 400 / 212s
  163. Mobility (max velocity / agility / mass): 350 / 3 / 950,000
  164. Warp Speed: 5 au/s
  165. Drones (bandwidth / bay): 15 / 25
  166. Targeting (max targeting range / Scan Resolution / Max Locked targets): 42km / 640 / 5
  167. Sensor strength: 13 Radar
  168. Signature radius: 32m
  169. Cargo capacity: 213m3
  170. VEDMAK
  171.  
  172. VEDMAK
  173.  
  174. Precursor Cruiser bonuses per skill level:
  175.  
  176. 5% bonus to Heavy Entropic Disintegrator damage
  177. 5% bonus to Heavy Entropic Disintegrator tracking speed
  178. Role Bonus:
  179.  
  180. 100% bonus to Remote Armor Repairer range
  181. 50% reduced Energy Neutralizer capacitor need
  182. 50% reduced Remote Armor Repairer capacitor need
  183. 50% reduced Smart Bomb capacitor need
  184. Slot layout:
  185.  
  186. 4 High Slots
  187. 4 Mid Slots
  188. 6 Low Slots
  189. 1 turret hardpoint
  190. 0 launcher hardpoints
  191. 3 Rig Slots
  192. 400 Calibration
  193. Fittings:
  194.  
  195. 1030 Powergrid
  196. 365 CPU
  197. Attributes:
  198.  
  199. Defense (shields / armor / hull) : 800 / 3300 / 2000
  200. Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
  201. Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
  202. Capacitor (amount / recharge rate) : 1500 / 526s
  203. Mobility (max velocity / agility / mass): 240 / .45 / 9,530,000
  204. Warp Speed: 3 au/s
  205. Drones (bandwidth / bay): 50 / 75
  206. Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 300 / 7
  207. Sensor strength: 20 Radar
  208. Signature radius: 110m
  209. Cargo capacity: 533m3
  210. LESHAK
  211.  
  212. LESHAK
  213.  
  214. Precursor Battleship bonuses per skill level:
  215.  
  216. 5% bonus to Supratidal Entropic Disintegrator damage
  217. 5% bonus to Supratidal Entropic Disintegrator rate of fire
  218. Role Bonus:
  219.  
  220. 100% bonus to Remote Armor Repairer range
  221. 50% reduced Energy Neutralizer capacitor need
  222. 50% reduced Remote Armor Repairer capacitor need
  223. 50% reduced Smart Bomb capacitor need
  224. Slot layout:
  225.  
  226. 5 High Slots
  227. 4 Mid Slots
  228. 8 Low Slots
  229. 1 turret hardpoint
  230. 0 launcher hardpoints
  231. 3 Rig Slots
  232. 400 Calibration
  233. Fittings:
  234.  
  235. 17,000 PWG, 625 CPU
  236. Defense (shields / armor / hull) : 3,500 / 10,500 / 8,000
  237. Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
  238. Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
  239. Capacitor (amount / recharge rate) : 6,600 / 1,000s
  240. Mobility (max velocity / agility / mass): 113 / .163 / 63,000,000
  241. Warp Speed: 2 au/s
  242. Drones (bandwidth / bay): 100 / 250
  243. Targeting (max targeting range / Scan Resolution / Max Locked targets): 87km / 100 / 7
  244. Sensor strength: 28 Radar
  245. Signature radius: 370m
  246. Cargo capacity: 933m3
  247. Skills
  248.  
  249. Added the following skills for Triglavian Ships and Entropic Disintegrators:
  250.  
  251. Precursor Frigate
  252. Precursor Cruiser
  253. Precursor Battleship
  254. Small Precursor Weapon
  255. Medium Precursor Weapon
  256. Large Precursor Weapon
  257. Small Disintegrator Specialization
  258. Medium Disintegrator Specialization
  259. Large Disintegrator Specialization
  260. Structures & Deployables:
  261.  
  262. Notifications are now being sent, when your (or your corporations) assets are being moved to asset safety, for example because your Upwell structure exploded.
  263. Planetary Interaction:
  264.  
  265. General Planetary Interaction UI Changes:
  266.  
  267. Simpler Build Menu - Removed accordion style menu in favour of simple list
  268. Info Panel remember if you have Build or Scan selected when switching between planets
  269. Build and Scan options have been moved to the top of the menu
  270. Scan resource bars are now hatched to make them easier to read
  271. 'Time to Depletion' is now changed to 'Time Remaining'
  272. Extractor range is always shown when extractor is selected
  273. Selected tab in PI windows is now highlighted
  274. Routes to and from structures are now shown when the structure is selected, previously this was only on hover
  275. The shipHUD is visible when doing PI
  276. 'Planet Mode' is renamed to 'Planetary Production' throughout the client
  277. Introduced new pin icons for the 3 different processors
  278. 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
  279. Red circles appearing on pins to indicate that something is not setup properly, in this case on the processors, storage and launcher pins
  280. Improved pin placement regardeless of camera position
  281. Window Behaviour - PI windows now behave like other windows and do not disappear behind every other window
  282. Holograms are hidden when creating routes
  283. Holograms are animated on open and close
  284. 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
  285. Added a decommission tool to the build menu
  286. Made routing of goods smoother by removing some steps in the process
  287. 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
  288. Changed the layout of the Extractor Control Unit window
  289. 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.
  290. Introduced a new Planetary Colonies window
  291.  
  292. Show you what you are extracting, producing and storing on that planet
  293. Shows a warning if the planet requires attention
  294. Show all 6 available planets slots and if you have access to them or not
  295. 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.
  296. Planetary Production Information:
  297.  
  298. 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
  299. Tooltips have been added to the build menu to show the cost, CPU and Power requirements of each pin
  300. 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
  301. 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.
  302. User Interface:
  303.  
  304. An Industry tab has been added to all resources that will show all the blueprints that the resource is used in.
  305. UI scaling now supports 175%, 200%, 250%, 300% and 400% for high resolution screens.
  306. Defect Fixes
  307.  
  308. Gameplay:
  309.  
  310. Guristas headwear can now be traded on the market.
  311. Fixed Agency 'Hardshell' booster application to Armor Repairers
  312. Fixed an issue where completed corporate votes would occasionally not have their results processed until the next downtime.
  313. It is now possible to unload charges directly to a mobile depot (and some other locations), even if the cargo hold is full.
  314. It is no longer possible to unload charges while the module is still active.
  315. 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.
  316. Agent in Space Atma Aulato is now sitting in a Falcon as per the description.
  317. All Civilian Modules now require the Thermodynamics skill at level 1 to overheat.
  318. "Gallium ample hexa 2500mm repeating cannon" now has 15% higher ammo capacity.
  319. 'Helios' ship: Damage will now be calculated correctly, taking into account the 10% damage from 'Light Drone Operation' skill levels.
  320. Adjusted 'Higgs Anchors' modules reprocessing materials.
  321. Amarr Dreadnought Mastery IV now requires Capital Energy Turrets 5 instead of 4.
  322. Sunesis' show info window will now show the mastery tab.
  323. Graphics:
  324.  
  325. Fixed shadow artifacting on the planets.
  326. Prevented missile trails playing through the target's active shield.
  327. Loading 3D characters for preview, character sheet, and character customization screens has been better optimized.
  328. Initial loading of game data has been better optimized.
  329. Facial hair color will now be correct when previewing headgear items in the New Eden Store.
  330. Adjusted the location of several decals on the Rorqual.
  331. Loading a blueprint with cleared cached data will no longer generate a warning.
  332. Corrected an issue with the port-side bay doors on the Rupture.
  333. Fixed cloaking audio effect being played after the effect had been stopped.
  334. Corrected an issue with debris particles disappearing when viewing a Keepstar Citadel Wreckage.
  335. Localization:
  336.  
  337. Fixed a grammatical error in the description for the "CDIA Training Exercise Supply Crate"
  338. Modules:
  339.  
  340. Siege Modules now clearly state that they only affect Capital size modules.
  341. Structures & Deployables:
  342.  
  343. Structures: Pilots that are in outside view when logging off will be in it again after login.
  344. The Material Requirements bonus of the Raitaru hull no longer incorrectly applies to Science and Invention jobs.
  345. The Standup Focused Warp Scrambling Script can now be unloaded with regular role to take control of an Upwell structure.
  346. User Interface:
  347.  
  348. 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).
  349. Using the "Remove Charge" option in the fitting window while docked will now always correctly remove the charges to the item hangar.
  350. Simulation: Shift-Dragging a fitted module onto another slot will now correctly add a 2nd module to the simulated fit,
  351. Fitting window: The hardware browser will now open when right-clicking an empty fitting slot and selecting "Set Filter for Slot".
  352. 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.
  353. Faction tag will now be visible on the 'Special Edition Frigates' icon.
  354. Added Standup faction icon to all structure faction items.
  355. Fixed an issue where Escalation cards in The Agency are not updated or removed when the Escalation is completed
  356. Fixed an issue where resizing a window beyond a boundary of the client would cause the window to expand significantly
  357. 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
  358. Fixed an issue where having The Agency window open while Combat Probe scanning would clear the list of scan results
  359. Fixed an issue that could cause The Agency to show no content if one content type failed.
  360. Fixed an issue where the player could not create a new link while having surveying program window open
  361. 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
  362. Fixed an issue with the localization of some tooltips in Project Discovery.
  363. Fixed an issue where the 'show contracts' option for a character was not showing completed contracts
  364. Fixed an issue where Jump Bridge connections appeared in the Agency Map
  365. Fixed an issue where the custom shortcuts for Zoom in and Zoom Out did not control the camera in the Agency window
  366. Fixed an issue with a double space found within the description Planetary Interaction Guide
  367. 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
  368. Improved the performance of loading very long scrolls, for example in the corporation window.
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