2018 Updates



Patch Notes For February 2018 Release 1.0 Released on Tuesday, February 13th 2018



Updated Wwise audio engine to the latest version for improved audio stability and performance.


This patch contains a balance pass affecting Assault Frigates and Heavy Assault Cruisers. Full details and discussion can be found in this thread - https://forums.eveonline.com/t/februrary-balance-update-assault-frigates-and-assault-damage-controls/54115

All Assault Frigates maximum velocity increased by 18%
All Assault Frigates mass reduced by 10%
All Assault Frigates capacitor capacity increased by 30%

Ishkur: Assault Frigate bonus per skill level:

7.5% drone tracking speed (was 5m3 additional drone bay per level)
Drone bay increased to 50m3 (was 25m3)
Retribution Assault Frigate bonus per skill level:

5% bonus to Small Energy Turret rate of fire (was 7.5% bonus to Small Energy Turret tracking speed)
Power Grid increased to 62 (was 56)

Jaguar Minmatar Frigate bonus per skill level:

5% bonus to Rocket and Light Missile rate of fire (was 5% bonus to Small Projectile Turret Damage)
7.5% bonus to shield boost amount (was 7.5% bonus to Small Projectile Turret tracking speed)
Assault Frigate bonus per skill level:

5% bonus to Rocket and Light Missile damage (was 10% bonus to Small Projectile Turret optimal range)
5% bonus to Rocket and Light Missile explosion velocity (was 5% bonus to Small Projectile Turret damage)
CPU increased to 185 (was 170)
Mid Slot increased to 5 (was 4)
Low Slot reduced to 3 (was 4)
Launcher Slot increased to 3 (was 1)
Turret Slot reduced to 1 (was 3)
Drone Bandwidth increased to 10m3 (was 0)
Drone Bay increased to 20m3 (was 0)


Various under the hood graphics engine optimizations and refactorings to optimise for upcoming improvments and changes to the visuals of the game.
We have renovated the next set of worldobject assets found in dungeons giving them the latest V5 shader treatment.


New implants added for the Guardian's Gala Event. Keep your loved ones close, and keep your enemies within reach of your webifiers. Inquest 'Eros' Stasis Webifier MR-80x are slot 8 implants that increase Stasis Webifier ranges by a percentage based on the strength of the implant.


Added a set of new damage control modules called Assault Damage Controls, which can only be used by Heavy Assault Cruisers and Assault Frigates. Assault Damage Controls provide passive resists to shield, armor and structure. They can also be activated to provide extreme resistance to shield, armor and structure for a short duration. Details and discussion on Assault Damage Controls can be found in this thread - https://forums.eveonline.com/t/februrary-balance-update-assault-frigates-and-assault-damage-controls/54115

Added following Assault Damage Control types:

Assault Damage Control I
EFFA Compact Assault Damage Control
FFR Enduring Assault Damage Control
Assault Damage Control II
Shadow Serpentis Assault Damage control

Missions & NPCs:

Guardian's Gala Event runs from the 13th until the 27th of Feb.

Two sites to crash: The VIP sites may require a fleet.
Two challenges awarding points for the Agency-granted rewards.
Changes have been made to Pirate Shipyards and Forward Operating Bases:

Blood Raider and Guristas Shipyards can be found in all of Low and Null security space.
Pirate Shipyards and FOBs have a limited amount of reinforcements for their defensive fleets.

Structures & Deployables:

All Upwell Structures are receiving a Firmware update (Upwell Structures 2.0) which will affect all existing structures and any structures deployed in the future. Full details have been published in this devblog - https://www.eveonline.com/article/upwell-2.0-structures-changes-coming-on-february-13th
Moon Mining has been introduced to Wormhole space and High Security systems with a security level of 0.5. The mechanics of moon mining remain unchanged and details can be found here - https://www.eveonline.com/article/the-goo-must-flow-everything-about-refineries-and-moon-mining/
All Upwell Structures are now either in "Full power" or "Low power" mode.
Upwell structures require an online Service module, of any kind, to be in "High power" mode
Upwell structures with no online Service modules will be in "Low power" mode which will incur the following effects:

-33% reduced shield and armor hitpoints
One less reinforcement cycle (jumping straight to the final reinforcement as soon as the structure shields are destroyed, skipping armor entirely)
“Low power” structures can be identified through a label on their text bracket beside the structure name
The Vulnerability and Reinforcement system that affects all Upwell Structures has been updated:

Structure owners will now choose an hour of the day and a day of the week as their structure’s reinforcement time and reinforcement day respectively.
If this time and day were not selected prior to this release, they will default to 18:00 on Saturday.
Any changes to this reinforcement day and time take 7 days to take effect from the moment the changes are queued, and if the structure is damaged or reinforced when the 7 days have elapsed the change will not take effect until the structure returns to full health.
Under this new system, the shield hitpoints of Upwell structures will be vulnerable to attack at all times.
An initial attack can now occur at any date and any time chosen by the attackers
A second attack now occurs in the timezone of the defenders, on the day chosen by the attackers (Between 22 and 50 hours after the initial attack)
A final battle now occurs in the timezone and day chosen by the defenders
Reinforcement cycle times contain a random element. Cycle lengths will not always be the same.
Final Reinforcement times are determined by when the structure enters the reinforcement, what reinforcement day the owner of the structure has chosen, and the area of space the structure is located within.
When a structure enters its final reinforcement period it looks for the next reinforcement time on the weekly reinforcement day that occurs at least X days in the future, and then randomly adds or subtracts some amount of time up to two hours in either direction. This X value depends on the location of the structure:
0.5 days for Wormhole space
2.5 days for Lowsec and Nullsec space
5.5 days for Highsec space
The Reinforcement Day and Time of a structure can be discovered by any player, through hacking the structure with either a Data or Relic Analyzer.
New Burst Projector Superweapons have now been introduced, similar to those used by supercarriers:

Standup Target Illumination Burst Projector
Standup Weapon Disruption Burst Projector
Standup ECM Jammer Burst Projector
Standup Sensor Dampening Burst Projector
Standup Stasis Webification Burst Projector
Standup Warp Disruption Burst Projector
Standup Energy Neutralization Burst Projector
New Standup Fighters, exclusive for use in Upwell Structures, have been introduced. They include variants of every fighter currently used by capsuleers, including the Shadow.

Standard fighters can no longer be used in Upwell Structures. Any standard fighters that are loaded into Upwell Structures can be removed, but cannot be launched or re-loaded
Building Standup fighters will require a standard fighter plus some additional input equal to approximately 25% more material value.
Standup fighter blueprints will be available on the market from any Upwell Consortium member station
The Standup Shadow heavy fighter BPC is available from Sansha’s Nation loyalty point stores. Building Standup Shadows requires a standard Shadow as an input material.
Standup Fighters will not require any capsuleer skills to operate, and do not receive any bonuses from pilot skills. However, their base stats result in massive bonuses to dps, hitpoints, speed, and sensor strength.
Fighters deployed from an Upwell Structure will now auto-return when the controller character drops control of the structure. This will stop them from being abandoned and lost.
Fighters bay volumes have been increased significantly on all Upwell Structures
Structure Combat Modules are being rebalanced:

T2 Standup modules have been introduced
New module categories have been introduced: standup capacitor power relays, standup capacitor batteries, standup armor reinforcers
The Standup Warp Scrambler has been changed to the Standup Focused Warp Disruptor, which can be scripted to provide the effects of a Warp Scrambler with a reduced range.
The Standup Stasis Webifier and the Standup Focused Warp Disruptor now have a reactivation delay, and their fitting is limited to one of each type per structure.
Point Defense Battery modules are now limited to one per structure and RoF has reduced slightly
Standup ASML Missile Launchers have been renamed to Standup Multirole Missile Launchers, Standup ASML-SD Missiles have renamed to Standup Light Missiles, Standup ASML-MD Missiles have renamed to Standup Heavy Missiles, and Standup ASML-LD Missiles have renamed to Standup Cruise Missiles
Standup AXL Missile Launchers have been renamed to Standup Anticapital Missile Launchers, Standup AXL-C Missiles have renamed to Standup XL Cruise Missiles, and Standup AXL-S Missiles have renamed to Standup Super-heavy Torpedoes
The damage of Standup Anticapital Missiles has been reduced significantly. With the addition of T2 launchers and damage modules Upwell Structures will now do more single-target damage to subcaps but less single-target damage to capitals
Standup AS Guided Bombs have been renamed to Standup Light Guided Bombs, and Standup AM Guided Bombs have been renamed to Standup Heavy Guided Bombs
Standup Guided Bomb Launchers have had their RoF reduced and bomb base damage increased. The explosion radius of the Standup Heavy Guided Bomb has also increased significantly
All Standup missile and bomb launchers now require 10 seconds to reload
Large and XL structures have recieved a new role bonus increasing the RoF of guided bomb launchers and standup burst projectors
The base lock range of all L and XL Upwell Structures has been increased (350km for Large and 400km for XL).
Standup Signal Amplifiers and Lock Speed rigs now also provide bonuses to structure lock ranges. Structure lock ranges are capped at a maximum of 490km no matter how many sensor modules are fitted.

The CPU, Powergrid, and Capacitor stats for numerous structures and structure modules have been rebalanced. Service modules now require vastly less CPU and Powergrid, and the fitting resources of all structures has been reduced to compensate.
Standup Void Guided Bombs have been phased out. All existing Standup Void Guided Bomb items and blueprints have been converted into items and blueprints for Standup Light Guided Bombs (formerly known as Standup AS Guided Bombs).
To improve the balance around using carriers from within tether range of structures, launching fighters is now considered an aggressive action for the tethering system. This means that any carrier or supercarrier with fighters under its control will automatically break tether and remain untethered until it either recalls or abandons the fighters (or those fighters are destroyed in combat)
The formula for calculating asset safety values will now provide a more accurate estimate of the item value, and will be much less likely to value an item at 0 ISK
A new minimum asset safety recovery cost has been set at 0.5% of item value. This cost will be required to recover items from asset safety even if the recovery takes place in the same solar system
Rigs fitted to structures can no longer be destroyed if the structure is not at 100% health.
The damage messages received when attacking structures will now properly display the amount of damage your weapons are inflicting even if that damage is being deflected by the structure damage cap. The amount deflected will also be shown.
A new icon has been added to structure brackets in the overview and space scene to indicate whether you currently have permission to dock in that structure. If several changes happen within a 3 minute time, these changes may only be shown after this 3 minute buffer has passed.
NPC corporations may now be added to access lists in the same way that player corps can be added.
Unanchoring structures will now display the progress of their unanchoring timer in the structure browser to characters with the Station Manager role
When unfitting a clone bay service module, a new popup message will inform you about how many jump clones would be destroyed by that action
It is now possible to self destruct pods inside a citadel with a cloning bay service module


Added a new operation to the end of the tutorial that teaches players how to use The Agency.
User Interface:
Removed the Distance filter from the sites and signatures filters as these are restricted to current system
Autopilot can no longer be enabled while docked
Removed the DUST514 system channel
Removed the representation of DUST514 mercenaries in chat channels
Removed chat options relating to Infantry
Upwell structures are now listed with their name in the "In Space" section of corporation assets.



A completion issue with the mission 'Mannar Mining Colony' has been fixed.
Resource Wars: fixed an issue where replacement Orcas could have invalid cargohold sizes.
Corrected an issue with missing Minmatar station icons.Adjusted the brightness levels of the warning lights during a station undock.
Adjusted collision geometry on the Low-Tech Solar Harvester.
Improved the animation on strip mining turrets.
Returned missing elements of the results for Planetary Interaction scans.The recently repaired stations throughout Amarr space have been properly painted with the colors of their owning corporations.
Fixed an issue with the coloring on Miasmos special editions.
Fixed an issue where the Domination Titan wouldn't explode on death.
Adjusted collision geometry on the Fortified Drone Structure.
Adjusted some of the textures on the Ragnarok.
Fixed an issue with strategic cruisers where killmarks could disappear after changing subsystems in space.
Fixed an issue where incompatible SKINs could appear in the preview window for strategic cruisers.
Adjusted the decals on the Raven, Golem, and Raven Navy Issue.
Fixed a texture issue that would occur on some ice asteroids.
Corrected an issue with a section of panels on the front of the Venture hull.
The visual effect for the Mobile Cynosural Inhibitor has been adjusted to correct size and scale.


It no longer possible to bypass the FW market restrictions by using multibuy.


The Arbalest Compact XL Torpedo Launcher, is now compact. (PG & CPU requirements have been reduced)
Corrected an issue that prevented the 10% survey probe speed bonus on the T2 Survey Probe Launcher from correctly applying.
The Warp Disruption Burst Projector module now correctly deploys a 10km radius bubble as its attributes indicate.
Fixed an issue that was preventing the missile velocity bonus from the Standup Missile Guidance Enhancer module from applying at full strength.
The Gravitational Transportation Field Oscillator no longer Warp Scrambles targets that it transports. Ships that are too large to be transported will still be Warp Scrambled as usual.
The missile damage bonus from Standup Ballistic Control System modules is now correctly impacted by stacking penalties.


Fixed an issue where Standup M-Set Ammunition Manufacturing Material efficiency I and II showed the wrong Tech Level.
It is no longer possible to sell empty capsules through contracts.
Several types of beacons have been made untargetable because accidentally targeting a beacon is annoying.


Fixing Neutralizer duration on Chelm Soran and Unit P-343554 NPCs.
Fixed an issue where the mission item could be destroyed in 'Cash Flow for Capsuleers 4 of 10'.
Decreased the amount of ammunition required in the 'Balancing the Books 10 of 10' mission.
Fixed a formatting issue in the 5th exploration career mission completion text.
Fixed some NPC naming and model irregularities in the ' General's best friend' mission.
Science & Industry:
Fixed an issue where the Industry window would not retain the number of job runs for the first blueprint listed.
Fixed an issue where a full researched blueprint would display as 10000 runs remaining in the Industry window.
The skill required for manufacturing Standup Anticapital Missile Launcher I modules (formerly known as Standup AXL Missile Launchers) has been changed from "Capital Ship Construction" to "Outpost Construction" to bring it in line with other similar structure modules.


The Shadow Fighter 'True Sacrifice' ability now works against Rorquals.
Traits on Faction Titans now link to the Phenomena Generation skill instead of racial Phenomena Generators.

Structures & Deployables:

Movement shortcuts are now correctly disabled when controlling an Upwell Structure.
Players controlling Upwell Structures no longer appear in the list of pilots that can be invited to install a clone in a Clone Vat Bay.
It is now possible to delete bookmarks of Upwell Structures that have been unanchored or destroyed.


Fixed issue preventing players from completing the "Complete the industry job" task if they delivered the job too soon.
Fixed the 'Purchase a blueprint' task so that it can be completed using multibuy as well.
Fixed an issue that could cause players to get stuck on the 'Load your Ammo' task.
Fixed various text, voice over, and naming issues.
Improved the Operations tutorial experience by adding checks to prevent players from getting stuck during the wreckage site loot operation in the case that survivors are retrieved before instructions are issued.

User Interface:

Fixed an issue where the "Buy Now" and "Buy As Gift" options could hang out of the New Eden Store windows
Fixed an issue where it was possible to spam the "Overload State is Locked" message all over the screen.
The Incursion Info panel will no longer be removed if a Forward Operating Base is destroyed within the solar system.
Fixed an issue where Faction Warfare agents were not filtering properly in The Agency
Fixed corporations and alliances having a one-click-chat button in People&Places
A naming issue with an object inside the Core Garrison site has been fixed.
The missing gender attribute has been added to various clothing items.
Fixed an issue where some players had broken missions from an old tutorial in their journals.
Fixed an issue where the Recruitment tab would occasionally appear in the home tab of the Corporation window.
Casting a vote in a corporate vote no longer collapses all votes in the window.
The inventory window will no longer close when assuming control of an Upwell Structure.
Fixed an issue where the Fighter HUD could end up misaligned to the far left of the screen.
The name of a structure will now be correctly auto-filled in a new saved location when controlling a structure.
Fixed an issue where after switching view mode for results in the "Find Member in Role" tab of the Corporation window, the current results would disappear.
The Show Info window of a simulated ship with a modified warp speed now correctly shows that the value has been modified.
Fighter Tubes now correctly have a tooltip in the Fighter HUD.
Fixed an issue where the structure browser would retain the search term filtering while clearing the search text field upon closing and reopening.
The Shattered Ice Field now displays its information correctly in the Agency
Fixed an issue where the subsystem icons would slightly misaligned in the fitting simulation window.
Fixed an issue with importing fittings from clipboard on localized clients.
Fixed an issue with exporting fittings with invalid modules as .xml file.
Fixed grammar errors in various item info texts.
Fixed an issue where The Agency could appear broken on Suggested, Combat, and Epic Arc filters.



Removed: GET /corporations/corporationIcorporationIdType/structures/
Removed: PUT /structures/structIintegerType/
See this Dev Blog for full details on these changes - https://developers.eveonline.com/blog/article/upwell-2.0-esi-structure-changes



Hello Ship Balance Fans!

The February release has just landed and hopefully many of you are busy working out new Assault Frigate fits and Assault Damage Control doctrines, but we are already looking forward to March where we have another package of ship balance updates coming your way. This set of changes is heavily inspired by the CSM Winter Summit where balance was a big focus of conversation. There were two major takeaways from the CSM feedback during the summit:

1. More change is better, even if it’s small
2. The meta is feeling stagnant, particularly around Feroxes and the Marchariel

With that in mind, we are planning to adjust those two big boys, as well as the Orthrus, which should create space for other ships to shine. Alongside those changes we will also be giving some long-requested upgrades to Tech I Battleships (rest in pieces Mr Hyde113), allowing Attack Battlecruisers to fit Micro Jump Drives, and making improvements to some less popular hulls.

We are also introducing an entirely new ship in the March release: an extremely specialized defensive ship that can help fleet commanders avoid “headshotting” tactics in large battles


All Tech I Battleships (exact numbers vary slightly by ship):

Quality of life is the name of the game here. Longer lock ranges for synergy with MJDs and more cargo room for all.

+25% to cargo capacity

+20% to maximum lock range


We decided not to give medium MJDs to Attack Battlecruisers originally because at the time they were quite powerful kiters. These days they aren’t nearly as strong so we don’t think this restriction is needed any longer.

May now fit Medium Micro Jump Drive

The Orthrus has been a small and medium scale powerhouse since its release and it’s time to bring it down a notch. With more pressure on the tank through reduced fitting room, slightly less speed and a bigger sig we hope it will feel less oppressive. It may take a few visits to get the Orthrus in the right place, but this should be a good start.

-100 power grid
-15 maximum velocity

Reduced fitting here will force more tradeoffs between tank and damage, bringing the Ferox closer to its competition.

-100 power grid
-15 CPU
We looked at a lot of approaches for the Machariel and eventually decided that shifting a low slot to a mid was the best course. We hope it keeps the Machariel intact as a strong skirmisher with even more utility options than before while lowering its value as an armor-based fleet brawler.

Gallente Battleship bonus per level: 7.5% to large projectile falloff (was 10%)
+30 signature radius
+1 mid slot
-1 low slot
Drake Navy Issue:
We felt a big change was necessary to give this ship some new life and hope that a pivot towards pure offense will do the trick.

Caldari Battlecruiser bonus per level: 10% to Heavy Missile and Heavy Assault Missile damage (was 4% to shield resistances)
-1 launcher slot
+15 signature radius

A simple buff here to nudge an already decent ship towards competitive viability

Minmatar Battlecruiser bonus per level: 7.5% to Heavy Missile Launcher and Heavy Assault Missile Launcher rate of fire (was 5%)
The Eagle has had a place before in the fleet meta and may find one again between the Assault Damage Control and the Ferox nerf, but we still feel some added utility is a good idea.

+12 maximum velocity
+25 drone bandwidth
+25 drone bay
We hope with these improvements the Muninn can find a place as a more agile and slippery artillery option compared to Hurricanes or even Lokis, but that’s some stiff competition so we’ll have to see how it goes.

Minmatar Cruiser bonus per level: 7.5% Medium Projectile Turret damage (was 5%)
+150 armor HP
+20 maximum velocity
-750,000 mass
-10 signature radius
-1 high slot
+1 mid slot

Introducing the Monitor:
We have been gathering feedback from the community for quite some time now about the idea of creating a dedicated ship to combat “headshotting” in large fleet battles. “Headshotting” is the tactic of destroying enemy fleet commanders and other leaders to disrupt the organization of hostile fleets. It’s a clever and effective tactic, but it also has a tendency to prematurely end fights and makes it more difficult for newer fleet commanders to learn the ropes. When we’ve discussed this issues with the community at events like Fanfest and through the CSM the idea of a specialized ship designed to survive at all costs has received widespread support. Such a ship would need to be an effective option for resisting headshot attempts while avoiding becoming so powerful and versatile that it would become the only ship worth commanding from.

The Monitor is the first ship in a new group called “Flag Cruisers”. It will be completely focused on survivability at the expense of all other attributes, intended for players who absolutely need to be able to survive uncloaked in a battle. It has no cargo bay, weapons, or drones.

The only modules it can fit are Afterburners, Microwarpdrives, and Micro Jump Drives. In exchange for these limitations it combines command ship levels of effective hitpoints (including 90%+ base armor and shield resistances) with the signature radius of a frigate and built-in resistances against ECM, sensor dampeners, neutralizers, and target painters. This is a ship that will only be flown by a relatively small number of capsuleers but we know that those players will be providing content for many others.

We are very interested in hearing what you think about this new ship. All the details and discussion can be found in this forum thread - https://forums.eveonline.com/t/march-the-monitor-flag-cruiser/58207

Looking forward:

Along with the changes above, we had also hoped to ‘fix’ 500mn Heavy Interdictors in this patch. We decided to hold off until we can also ship a new module to replace the mass control for wormholers. Look for that set of changes in the near future. We also aim to keep up the pace on small changes like the ones above to make sure the meta is interesting and dynamic. Please let us know what you think of these changes in the comments thread for this blog and tell us what ships and modules you would like to receive balance passes in the future.

If you'd like to discuss the contents of this dev blog, you can do so in the comments thread over on the EVE Online Forums! - https://forums.eveonline.com/t/dev-blog-balance-changes-coming-in-the-march-release/58209

Until next time,

Fly Free!

Eve March Update Patchnotes available - https://www.eveonline.com/article/p5w1jb/patch-notes-for-march-2018-release



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


Ships will now be unable to activate Factional Warfare capture site acceleration gates if they have a warp core stabilizer fit.


    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

    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



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


    50 Powergrid
    145 CPU


    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


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


    1030 Powergrid
    365 CPU


    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


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


    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


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

    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.


    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.


    Fixed a grammatical error in the description for the "CDIA Training Exercise Supply Crate"


    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.


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



    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

    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

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


[0] Message Index