Patch Notes v1-1-1832

Battleframes & Combat

 * Out of combat health regeneration potency has been significantly decreased. The delay before out of combat health regeneration kicks in has also been reduced significantly, resulting in regeneration starting sooner but healing smaller amounts.
 * Out of combat regeneration begins after a player goes 10 seconds without taking or dealing damage.
 * All battleframes have had their base health regeneration adjusted.
 * Please see individual Battleframe sections for specific amounts.
 * The amount of HKM charge gained from healing has been reduced.
 * When being down leveled by a zone, player stats will now more closely match those of an appropriately leveled player. Previously players were retaining some health bonuses and power rating from certain equipment pieces, causing them to still be much stronger than normal players of the appropriate level range.

Battleframe Perks

 * Ambush (Nighthawk exclusive) Updates:
 * Ambush can now be triggered a maximum of once every 10 seconds.
 * Ambush’s description has been updated to include that headshots don't trigger the cooldown.
 * Combat Medic (Unlocked by Dragonfly at level 30) now applies its passive regeneration bonus to the medic, as well as allies within 8m and squad mates within 100m.
 * Persistence (Unlocked by Accord Biotech at level 10) now has an updated functionality and description. Persistence now adds 10 base health regeneration per second and scales with battleframe level up to 4x base.
 * Fast Hands (Unlocked by Default) reload speed bonus increased to 20%
 * Auto Repair (Unlocked by Dragonfly at level 40) will now trigger when the player takes 25% of their max health in one hit.

Battleframe Perk Bug Fixes

 * Auto Repair (Unlocked by Dragonfly at level 40) will now trigger consistently when requirements are met.

Accord Assault

 * The Accord Assault’s base health regeneration at level 1 starts with 30 health per second and scales with battleframe level up to 4x base.

Tigerclaw

 * The Tigerclaw’s base health regeneration at level 1 starts with 30 health per second and scales with battleframe level up to 4x base.

Firecat

 * Updated the description of Inferno Dash to use “Inferno Duration” instead of “Fire Duration”.
 * The Firecat’s base health regeneration at level 1 starts with 30 health per second and scales with battleframe level up to 4x base.

Accord Biotech

 * Poison Trail updates:
 * Poison Trail now begins its cooldown when it ends rather than on activation
 * The trail width of Poison Trail can now be modified by Effect Radius modules.
 * Healing Wave updates:
 * Healing wave can now be modified by potency modules. Potency returns additional healing to the user.
 * Healing Wave can now be found with ‘Disruption’, ‘Forceful’ and ‘Focused’ prefixes.
 * When crafting a Healing Wave ability module, it has a chance to be crafted with the ‘Disruption’, ‘Forceful’ and ‘Focused’ prefixes, as well as a Custom version.
 * Healing wave base healing has been increased from 300 previously up to 600 now.
 * Bio Injector updates:
 * Bio Injector’s healing effect now grants 40% of weapon damage in healing on hit, with up to 100% healing per second if players consistently keep hitting the same target.
 * Previously this granted healing equal to 20% of weapon damage on hit with up to 50% healing per second if players kept hitting the same target.
 * The Bio Injector will no longer heal mechanical targets.
 * The Accord Biotech’s base health regeneration at level 1 starts with 40 health per second and scales with battleframe level up to 4x base.

Accord Biotech Bug Fixes

 * Chemical Sprayer Arcfold will no longer remove battleframe stats such as power rating that would have been applied by the secondary weapon that was temporarily replaced when using the ability.

Dragonfly

 * The Dragonfly’s base health regeneration at level 1 starts with 40 health per second and scales with battleframe level up to 4x base.
 * Bio Rifle’s alt-fire heal has been increased to 100% of weapon damage per tick (Previously healed for 75% of weapon damage per tick).

Recluse

 * The Recluse’s base health regeneration at level 1 starts with 30 health per second and scales with battleframe level up to 4x base.

Accord Dreadnaught

 * The Accord Dreadnaught’s base health regeneration at level 1 starts with 40 health per second and scales with battleframe level up to 4x base.

Accord Dreadnaught Bug Fixes

 * Accord Mortar Arcfold will no longer remove the battleframe stats such as power rating that would have been applied by the secondary weapon that was temporarily replaced when using the ability.

Rhino

 * The Rhino’s base health regeneration at level 1 starts with 35 health per second and scales with battleframe level up to 4x base.

Mammoth

 * The Mammoth’s base health regeneration at level 1 starts with 45 health per second and scales with battleframe level up to 4x base.

Arsenal

 * The Arsenal’s base health regeneration at level 1 starts with 35 health per second and scales with battleframe level up to 4x base.

Arsenal Bug Fixes

 * Particle Beam will no longer remove the battleframe stats such as power rating that would have been applied by the secondary weapon that was temporarily replaced when using the ability.
 * Combat Shotgun will no longer remove the battleframe stats such as power rating that would have been applied by the secondary weapon that was temporarily replaced when using the ability.

Accord Engineer

 * The Accord Engineer’s base health regeneration at level 1 starts with 30 health per second and scales with battleframe level up to 4x base.

Accord Engineer Bug Fixes

 * Armor Supply Station ability will no longer apply the armor buff to enemy targets.

Bastion

 * The Bastion’s base health regeneration at level 1 starts with 30 health per second and scales with battleframe level up to 4x base.

Electron

 * Shock Rail alt-fire now applies a shield to allies.
 * Electron shield abilities no longer apply shield effects to deployables.
 * The Electron’s base health regeneration at level 1 starts with 30 health per second and scales with battleframe level up to 4x base.
 * Electrical Storm updates:
 * Electrical Storm can now be modified by duration modules which make the storm last longer.
 * Electrical Storm can now be modified by range modules which make the storm move faster.
 * Bulwark updates:
 * Bulwark's cooldown now begins when the shield falls off the Electron (through damage or duration.)
 * Bulwark can now be modified by force modules; which increase shield health.
 * Boomerang Shot updates:
 * Boomerang Shot will now always apply a shield to the Electron.
 * Range now accurately reports the distance Boomerang Shot travels.
 * Now properly triggers dynamic relay when applying a shield.
 * Boomerang shot can now be modified by Force modules. Force modules increase the health of the shield granted.
 * Boomerang Shot can now be modified by Duration modules (Force increases health of the shield it grants; duration increases the duration of the shields)

Electron Bug Fixes

 * Modules that affect the Effect Radius of an ability module will now work with the Bulwark ability. The Shields Up perk will now work properly with the Boomerang Shot ability.

Accord Recon

 * The Accord Recon’s base health regeneration at level 1 starts with 25 health per second and scales with battleframe level up to 4x base.

Raptor

 * The Raptor’s base health regeneration at level 1 starts with 25 health per second and scales with battleframe level up to 4x base.

Nighthawk

 * Nighthawk Execution has been updated:
 * Execution now refreshes cooldown on Ambush upon activation and refreshes its duration when players directly kill an enemy while it is active.
 * This is in addition to the original bonus rate of fire provided by Execution.
 * The Nighthawk’s base health regeneration at level 1 starts with 25 health per second and scales with battleframe level up to 4x base.

Nighthawk Bug Fixes

 * Fixed an issue which was causing Ambush to only increase damage by 20% instead of 30%

New Player Experience updates:

 * New characters will start off at a character selection screen which allows them to choose a starting battleframe and to customize their cosmetic appearance (e.g. New You) before entering the game for the first time.
 * An all new Accord dropship landing zone in Copacabana has been added.
 * The Jumpjet training course has received optimizations.
 * Added sweet new jumps for the LGV ride to Mushroom Rock.
 * Re-themed Mushroom Rock into a proper Accord military installation (WARCOM).

Other Open World changes:

 * Piñata Frenzy Loot Bots will now drop rewards when the Loot Bot’s health passes certain health thresholds instead of on a per-hit basis.
 * Context: This change was made to bring the rewards for high damage weapons and high rate of fire weapons in line with each other. Previously high damage weapons were rewarding significantly less rewards to players than high rate of fire weapons. Please note we will be making more updates to Loot Bots in the near future to make them feel more rewarding to players.

New Features:

 * RX1 Resource Hauler :
 * The RX1 Resource Hauler can now be used to steal resources from an outpost or watchtower.
 * Players can request a resource hauler at any friendly outpost that has been upgraded to stage 3.
 * Players must take the resource hauler near the ‘Loading Zone’ of any enemy outpost or watchtower (near the resource containers/terminal).
 * If any resources are present they will be transferred from the outpost or watchtower to the vehicle over time (100 resources / 5 seconds), with a maximum of 1000 resources.
 * After collecting resources, the players must return the resource hauler to the ‘Loading Zone’ of any friendly outpost or watchtower (near the resource containers/terminal) to claim them for their team.
 * The resources will transfer from the vehicle to the outpost or watchtower over time (100 resources / 5 seconds).
 * Destroying an enemy RX1 Resource Hauler will cause 80% of the resources it currently holds to drop on the ground.
 * RX1 Resource Haulers can be ‘stolen’ by interacting with the vehicle and becoming the driver. Resources on the vehicle stay on the vehicle.

Outpost Additions:

 * The armory’s deployable turrets now come in three different types; each of which will respectively become available with stage 1, 2 and 3.
 * Anti-Personnel Turret (Stage 1) – the current turret found in outposts.
 * Anti-Air Turret (Stage 2) – shoots low-damage, long range, slow moving, homing EMP bullets that will cause targets to lose gliders, jump-jet energy, and energy regeneration for a short period of time.
 * Anti-Vehicle Turret (Stage 3) – shoots high-damage, medium range, mortar shells that will explode on impact. Only targets vehicles.
 * The armory will now have an “Anti-Vehicle Barrier Charge” and outpost entrances now have attached “Anti-Vehicle Barriers”.
 * Pick up the “Anti-Vehicle Barrier Charge” and interact with any “Anti-Vehicle Barrier” to charge that barrier, causing a beam to close off the entrance.
 * Enemy vehicles that drive through the beam will take severe damage.
 * At stage 3, the armory will now have a “Remote Spawn Point” consumable item.
 * Grabbing the “Remote Spawn Point” will auto-slot it to ability slot 5.
 * Deploying the “Remote Spawn Point” will create a spawn point for that player’s team.

Quality of Life:

 * Deployable turret locations’ visual representation has been changed from antennae to circular power nodes with a more recognizable visual effect.
 * Deployable turrets (and barriers) will now display possible open placement locations on the map for players carrying the turrets/charges.
 * Arc-folding rewards from outposts will now filter out players who have not contributed to outpost activity in the past 15 minutes.
 * SRT’s capacities have been increased from 400, 450, 500 to 700, 850, 1000.

Items

 * Lowered the intensity of the visual effects on the Plasma Flak Cannon.
 * Kanaloa Primary Weapons now have permanent thermal ammo chambers attached to them which will grant a 10% damage boost as well as converting all damage dealt to fire damage.
 * Updated Health Regeneration cores: they now grant 25 to 100 bonus health regeneration (from common to epic)
 * Consumable grenades can now also affect the player who threw the grenade.
 * Updated Flash Freeze grenade to calculate power rating properly; increased base damage 10% to compensate.
 * Updated Toxic Grenade to calculate power rating properly; increased base damage 10% to compensate.
 * Updated Incendiary Grenade to calculate power rating properly; increased base damage 10% to compensate.
 * Updated Concussion Grenade to calculate power rating properly; increased base damage 10% to compensate.

Crafting

 * Increased Research Points earned for crafting items by 50%.
 * Crafting components are now common and uncommon quality so that they won't trigger default need/greed rolls at higher levels.

Army Interface updates:

 * The Army Interface has received a complete redesign.
 * The army window will now be opened by pressing “Y” on the keyboard.
 * Armies can now set a website homepage which will display to people viewing their details or looking at the Army lists.
 * Armies can now set a log in message that will pop up to members when they log in.
 * Armies can now list as having a PvP, PvE or PvX(both) focus.
 * Armies can now set a region so players can coordinate with peak play times. (NA, EU, Aus/NZ, All)
 * All ranks can now be set as an officer rank.
 * This used to only apply to the default Officer Rank and could not be set to other ranks.
 * Officer rank enables the use of the Officer chat channel.
 * Roster now shows online status, last frame used and last location.
 * Players will need to switch frames once for the last frame used to show.
 * Players can now set a public note in the roster that can be viewed by all members.
 * Players can only set their own public note.
 * When viewing an army a list of contacts (officers) is shown.

There are three tabs in the interface. These tabs and their operations will change depending on if players are in an army or not.

When not in an Army:

 * The first tab is ‘Create’.
 * This is where players create an army.
 * This is where players define what the army is named, the message of the day, recruiting, etc.
 * The Army tag is not set at this point.
 * The second tab is ‘My Applications’.
 * This is where players can view invitations and their own applications.
 * From here players can accept/decline invitations as well as remove any applications they have submitted.
 * The third tab is ‘Armies’.
 * This is the same when in or out of an army.
 * Allows players to browse and search armies as well as apply to them if not already in an army.

When In an Army:

 * The first tab is ‘My Army’.
 * ‘My Army’ allows the player to view the information about their Army (MOTD, login message, etc).
 * From here players can edit the army info, as well as edit ranks.
 * Editing ranks has been updated so players can drag the order of ranks and set permissions, including officer status.
 * Army can be established (set the tag) in the edit page when players have at least three Army members.
 * The second tab is ‘Roster’.
 * Here players can see all the members of their army, their online status, last frame used, location, last online time, and their public note.
 * Players can sort the roster by category.
 * The roster tab allows for kicking/promoting individuals or many at the same time.
 * The roster tab now contains a search feature to filter down results.
 * Applications are also on this tab, players can see all current applications and if they have permission the ability to accept/deny them.
 * This will also display the applicant’s online status, and last frame used.
 * The third tab is ‘Armies’. It functions the same as when not in an army.
 * Known Issue: People who are assigned to the "can edit" rank in armies cannot edit ranks, although the Army Leader can. We are currently investigating this issue.

Mailbox

 * The mailbox has received a redesign and functionality pass.
 * The inbox has two tabs, ‘Mail’ and ‘Market’.
 * Players can mass claim or delete messages via check boxes.
 * The checked boxes do not carry over to other tabs.
 * Time stamps will be displayed in a simpler and easier to read fashion.
 * Players will be able to see if a piece of mail has attachments from the inbox.
 * The player’s inventory will now display in the mailbox interface when a player is attaching items to a piece of mail.
 * Items that players have already claimed will display a greyed out icon so the player knows what was attached.
 * The compose body input box has been improved and can now be navigated using the up and down arrows.
 * Players will now receive feedback explaining if and why you cannot send mail or attachments to a player before sending.
 * The ‘to’ input box now supports name auto complete.
 * The ‘to’ field will now remember the name of last player that was sent mail until the mailbox closes. This will make sending multiple items to one person easier.

Other User Interface Updates

 * Tutorial tips can now display while a player has their map open.
 * Added new UI for displaying details of what the player has been rewarded when they level up.

General Bug Fixes

 * Seti the Antique Store Owner in Sunken Harbor now uses an updated fear animation.
 * Fixed an open area on top of Mushroom Rock where players could get stuck.
 * ‘Optical Visor’ will now properly accept warpaints.
 * ‘Omnivisor’ will now properly accept warpaints.
 * ‘Breather Helm’ will now properly accept warpaints.
 * Players who transport to a zone they have not entered before will start near the introductory area.
 * Steam achievements will now update properly.
 * Please note achievements players have already received in game but have not unlocked on Steam will unlock when the player receives their next achievement.
 * Player’s reward timers will no longer reset upon using the /joinleader command.
 * /leavezone will now send players to their closest data center.

ARES Jobs Bug Fixes

 * ‘Forbidden Knowledge’ – The scientist will now use the proper fear animation.
 * ‘Open Fire’ - Fixed an issue which was causing a job objective to spawn under lava.
 * ‘Nice Gear’ – Sergeant Lewis is no longer missing VO for a few lines.
 * ‘Thermal Buildup’ – Reduced the visual effects for this job as they were extremely distracting to the players.
 * ‘Arming the Locals’ – Fixed an issue which was causing the waypoint for step 3 to appear up to 1300m away.

Instance Bug Fixes

 * Players can now queue for Baneclaw when they are on loot lockout, the same as they can Kanaloa.
 * Fixed an issue which was causing Baneclaw to give lower experience rewards than intended.
 * Power Grab – AA Turret and Ground turrets can no longer be activated after the timer reaches 0 on hardcore mode.

Broken Peninsula Bug Fixes

 * Fixed an issue that was causing an outpost to crash when successfully arc-folding resources when there are no players eligible for rewards.
 * Fixed an issue where multiple objects would not be properly cleaned up when an outpost switches ownership, causing the outpost to not spawn future necessary objects.
 * Fixed an issue where the ‘Defend’ and ‘Hack’ map markers on watchtowers would not properly update on a successful defend.
 * Fixed an issue where a successful defense would prevent future capture attempts from the same attacking team.
 * Fixed an issue that caused the turrets from the outpost’s armories to spawn as level 1. They will now properly spawn as the level of the player who deployed it.
 * Players can no longer invite players of opposing teams to join their squad.

Item Bug Fixes

 * Fixed an issue which was preventing players from seeing weapon modules slotted in Smoldering Sniper Rifles.
 * Necro and Kanaloa weapons will no longer receive elemental prefixes which override their intended weapon damage types.
 * The intended damage types are Melding damage for Necro weapons and Fire damage for Kanaloa weapons.
 * Ability drops from Baneclaw will now be properly marked as “Bane” abilities.

User Interface Bug Fixes

 * After purchasing a battleframe with pilot tokens; the amount of pilot tokens the player owns will now update to the correct amount.
 * Fixed an issue which was causing the newly released helmets to display a hair piece instead of their design in the new you station.
 * The amount of available market slots will now update properly when a player purchases VIP time.