Patch Notes For EVE Online: Into The Abyss 1.5

Released on Tuesday, June 12th 2018

Defect Fixes


  • 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.


  • 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



  • 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

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
  • 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




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.


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    March 21, 2019 at 09:27 Reply
  44. You have mentioned very interesting details ! ps nice site. аЂа‹аЂ O human race born to fly upward, wherefore at a little wind dost thou fall.аЂ аЂа› by Dante Alighieri.

    March 21, 2019 at 10:52 Reply
  45. It as hard to find educated people on this topic, but you seem like you know what you are talking about! Thanks

    March 21, 2019 at 20:34 Reply
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    March 22, 2019 at 22:37 Reply
  47. Excellent article. I will be going through a few
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    March 23, 2019 at 11:57 Reply
  48. First off I want to say great blog! I had a quick question that I’d like to ask if you
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    March 23, 2019 at 19:46 Reply

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