Patch Notes v1-1-1824

Patch Highlights

 * An all new system has been introduced which rewards players for reaching specific session playtimes. (Please see the General Updates section for more information)
 * Item rewards for Campaign missions and ARES Jobs have been increased to uncommon or higher quality.
 * Three all-new Dynamic Encounters have been added to the open world. These include ‘Aranha Infestation’, ‘Brontodon Carcass’ and ‘Bandit Campfire’.
 * Doubled the chances of getting an epic reward for completely a POI takeover in the Devil’s Tusk Warfront.
 * Kanaloa, Hardcore Kanaloa and Baneclaw’s loot lockout timers will now reset Wednesday 00:00 GMT.
 * AOE Weapon Modules and Weapon Charge up modules bonuses are being reduced by 50%.

Battleframe Perks

 * Energy Spikes’ (Unlocked at Recon level 40) snare now triggers and abides by the 5 second post snare immunity on players.
 * Catalytic Poisons (Unlocked at Accord Biotech level 30) now delays 4 seconds before applying damage instead of 3 seconds.
 * Sentient Armor (Unlocked at Bastion level 30) has received an updated tooltip which accurately reflects the internal cooldown of 12 seconds instead of 30 seconds.
 * Concussion Shells (Unlocked at Nighthawk level 40) triggers and abides by the 5 second post snare immunity on players.
 * Known Issue: Players will see 11 new perks listed in their Perks menu which are not available yet and are not finalized. These perks are entirely subject to change before they are officially released. The perks are listed below.
 * Ventilator
 * Extinguisher
 * Plasma Scoops
 * Feedback Circuits
 * Melding Converter
 * Thick Skull
 * Insulated Armor
 * Magnetic Shielding
 * Self-Cleaning Servos
 * Reactive Armor
 * SIN ICE
 * Please note: You cannot equip these perks, it will appear to equip but upon leaving the garage will be removed from your equipped perks.

Perk Bug Fixes

 * Catalytic Poison’s (Unlocked at Accord Biotech level 30) visual effect will now properly dissipate once a monster is defeated.
 * Potent Toxins’ (Unlocked at Recluse level 30) visual effect will now properly dissipate once a monster is defeated.
 * Invigorate’s (Unlocked at Accord Assault level 30) visual effect will no longer appear on stealthed players.
 * Auxillary Tanks’ (Tigerclaw Exclusive usable at level 10) bonus regeneration time can now be replenished by activating abilities rapidly rather than losing the extra activations.
 * High Yield Capacitors (Unlocked at Electron level 30) will now properly refresh ability cooldowns when a player uses their HKM.
 * Hunter (Unlocked at Tigerclaw level 40) now behaves properly with the Sticky Grenade Launcher and grants the listed additional damage.

Assault

 * Crater's snare effect abides by and triggers the 5 second post snare immunity on players.

Tigerclaw

 * Fusion Cannons can now be affected by Charge Speed modules.

Tigerclaw Bugfixes

 * Tether Field now triggers and abides by the 5 second post snare immunity on players.
 * Disruption wave now triggers and abides by the 5 second post snare immunity on players.
 * Fusion cannons now properly deal plasma damage instead of energy damage on primary fire.

Dreadnaught

 * Heavy Machine Gun’s alt-fire shield base health has been doubled.

Dreadnaught Bug Fixes

 * Explosive Rounds updates:
 * Explosive Rounds will now prevent activation attempts while it is already active.
 * Explosive Rounds visual effects will now match its effect radius.

Mammoth

 * Thunderdome’s base health has been increased by 50%.
 * Tremors update:
 * Tremors' snare component can now be modified by potency modules.
 * Tremors' base snare potency is 50%.
 * Note: any snare potency above 100% will be wasted in PvE.
 * Heavy Plasma Machine Gun’s alt-fire snare now triggers and abides by the 5 second post snare immunity on players.
 * Heavy Plasma Machine Guns can now have their splash radius upgraded by area effect modules.

Rhino Bug Fixes

 * Gravity Field triggers and abides by the post snare immunity on players.
 * Charge's snare effect now triggers and abides by the 5 second post snare immunity on players.

Engineer Bug Fixes

 * Supply Station will no longer stick to vertical surfaces causing it to be unusable.
 * Fixed an issue which was causing Engineer weapons with elemental prefixes to display their visual effects incorrectly.
 * Fixed Kanaloa Heat Rifle (Tesla Rifle) so that its rate of fire is accurate and can be modified by modules.

Bastion

 * Multi Turret base health has been increased 19%.
 * Energy Wall’s base health has been increased by 50%

Electron

 * Overclocking Station Updates:
 * Overclocking Station's base potency increased to 15.
 * Overclocking Station now periodically refreshes its buff on nearby targets rather than waiting for the buff to fade.
 * Overclocking Station now affects other deployables as well as players.
 * Overclocking Station now affects targets with elemental chambers equipped.
 * Shock Rail alt-fire will now deal energy damage so it can be affected by energy perks.

Recon

 * Advanced decoy’s health now scales with user level.
 * Proximity Response’s snare applies and abides by the 5 second post snare immunity on players.
 * Cryo Grenade's snare applies and abides by the 5 second post snare immunity on players.
 * Decoy’s cooldown is now correctly applied at end of Decoy’s duration.

Recon Bug Fixes

 * Zooming in on Resonating Bolt particles will no longer cause a large decrease in frame rates.
 * Advanced Decoy now properly display’s the player’s name and title.

Nighthawk

 * Remote Explosive updates:
 * Remote Explosive's visual effects will now scale to match its effect radius.
 * Remote Explosive can now be affected by duration modules.
 * Remote Explosive’s prefixes can now include duration prefixes.
 * Remote Explosive’s description has been updated to reflect the ability leaving a patch of fire on the ground.
 * SIN Scramber's tooltip has been updated to list Effect Radius as Ally Redirection Radius.

Nighthawk Bug Fixes

 * Smoldering Sniper Rifle's Magma patch snare now abides by snare reducing effects on players.
 * Smoldering Sniper Rifle’s Magma patch now properly applies damage to the area of effect.

Raptor Bug Fixes

 * Sin Scrambler no longer removes overload’s buff from the player.
 * Fixed an issue which was resulting in players receiving outdated powerfield abilities which were functioning at a radius of zero, causing players to be unable to receive the buff.
 * Fixed an issue which was causing Teleport Beacon to occasionally fail to teleport the player when activated.

Dragonfly Bug Fixes

 * Necro Biorifle now properly deals AOE damage like other Biorifles.

Recluse Bug Fixes

 * Necro Bio Crossbow will now properly deal Melding damage to player targets when hit.

General

 * We have added a new player reward system which is based on duration of gameplay sessions. Each day players will have an opportunity to receive rewards based on playing for specific time intervals.
 * This does not replace the daily login rewards. These are to be considered an added bonus.
 * While online players will be able to view a clock at the top of their screen while in mouse mode which is counting down. Upon reaching zero the clock will update to a clickable button which allows the player to claim their reward.
 * The rewards button will appear even when the player is not in mouse mode, however the player will need to enter mouse mode to claim their reward.
 * Please note these timers are based on that specific log in and do not carry over between sessions. Logging off will reset whatever stage the player is on to the full timer, (I.E. logging off 45 minutes into the Stage 4, 60 minute reward timer will reset the timer to Stage 4, 60 minutes to go).
 * Rewards:
 * 5 Minutes after logging in, players receive a small reward of Crystite.
 * 15 Minutes after claiming the first reward players will receive small to medium consumables varying from a stack of 2-3 grenades, small health packs, ammo packs, energy packs, etc.
 * 30 Minutes after claiming the second reward players will receive stronger consumables which vary from 1 large health pack, 1 adrenaline injector, etc.
 * 60 minutes after the third reward players will receive a small reward of credits as the final timed reward for the day.
 * The Accord has replaced the free battleframe trial for pilots returning for their second day of service with a permanent Cobra P-1 Light Ground Vehicle.
 * The Cobra P-1 LGV will be made available 24 hours after the first game session and must be claimed within 24 hours of delivery.
 * A blueprint to craft a Cobra P-1 LGV is still available at level 20 in Dredge for those who could not avail themselves of this gift.

Open World

 * We have performed a rewards pass for all open world encounter. Some encounters have received increased rewards, and some have been decreased, but all of the rewards should now be better correlated to the time and effort to find and complete *the encounter.
 * We have made alterations to the new player experience, this is a first pass and there will be more changes on upcoming patches. For now we have updated the following:
 * Removed SIN environment training.
 * Added new Chosen Invasion storyline.
 * Replaced Accord Thumper encounter with the LGV Motorpool.
 * Expanded all interior locations (I.E. Mushroom Rock) with new art and encounters.
 * Three New Dynamic Encounters have been added to the world:
 * Aranha Infestation
 * Aranha colonies are being spotted around New Eden. If you spot one, clear it out and the Accord will reward you well.
 * Brontodon Carcass
 * Deceased Brontodons attract the worst kind of attention, and it's up to ARES Pilots to eliminate the poachers before disposing of the carcass.
 * Bandit Campfire
 * Murderous Bandits are settling down around a campfire to celebrate the Accord soldiers they just killed. Do what needs to be done and avenge the fallen soldiers.
 * You can now return to your home server by clicking on the Leave Zone button on the Escape Menu when in the open world. This also applies to the ‘/leavezone’ chat slash command.
 * Normalized the number of Chosen watchtower guards across all levels so they remain consistent rather than decreasing at some levels.
 * Added shock troopers to Chosen watchtower guards in the levels 1-9 range.
 * Added a reputation vendor to the Nest.
 * Crossfire has been added to Coral Forest and Sertao as a permanent encounter along with already being available in Devil’s Tusk.
 * Crashed LGV updates:
 * The defend timer has been reduced to 90 seconds.
 * More enemies will be attracted to crashed LGVs so be on your guard! The Crashed LGV encounter will now scale the amount of enemies based on the amount of players defending.
 * The Bandit Cache now produces a Global Map Marker, making it easier for players to come together for the fun and Crystite.
 * Added new variations of Skivers and Scorchers to spice up combat when you encounter creatures of these types.

ARES Jobs

 * All item rewards from Ares Jobs will be Uncommon or higher quality.

Instances and Campaign

 * All item rewards from Campaign Missions will be Uncommon or higher quality.
 * Doubled the chances of getting an epic reward for completing a POI takeover in the Devil’s Tusk Warfront.
 * Kanaloa, Hardcore Kanaloa and Baneclaw’s loot lockout timers will now reset Wednesday 00:00 GMT.
 * Please note if you completed any of these bosses after this week’s reset your instance lockout will expire on Tuesday at 00:00 GMT. Completing these bosses at any point after this patch will cause your lockout to expire on Wednesday at 00:00 *GMT.

Broken Peninsula

 * Broken Peninsula has received a code review/rewrite as well as a few design updates.
 * Additional features added in for this build:
 * Downgrade Mechanic on Outposts:
 * Outposts will no longer automatically upgrade when captured.
 * A Building Upgrade Deployable, or BUD, will now appear in the Vehicle Bay.
 * Place the BUD on a resource node to start an extraction.
 * While the BUD is extracting, the outpost will begin to upgrade.
 * While the BUD is not extracting, the outpost will downgrade.
 * You can still turn in resonators to speed up the upgrade process, or to slow down the downgrade process.
 * Resonators now have an interaction time of 250 milliseconds instead of one second.
 * Broken Peninsula Rewards:
 * Outposts will now give PvP vouchers on Upgrade (2 for stage 2, 3 for stage 3).
 * This has some anti-abuse code that will not award people if they are “juggling” the BUD to teeter between stages.
 * Outposts will now give PvP vouchers (2 for stage 2, 3 for stage 3) on a successful Arcfold of resources.
 * Outposts will now give PvP vouchers when Defended against (stop a Hack, 1 for stage 1, 2 for stage 2, 3 for stage 3).
 * This has some anti-abuse code to not reward against defends within the time period it would take to recapture, as to avoid collusion with the enemy.
 * Successfully returning an SRAT at 100% rewards PvP Vouchers (1 for SRAT I, 2 for SRAT II, and 3 for SRAT III).
 * Vehicle Request Station has been given a rudimentary UI to allow players to choose which vehicle they want.
 * Stage 1: Both LGVs
 * Stage 2: Both LGVs, and MGV
 * Stage 3: Both LGVs, MGV and Resource Loader (although it does not do anything special with this patch, we want to let people use it already).

Broken Peninsula Bug Fixes

 * Due to the code review/rewrite the following issues should be resolved.
 * “Sticky” map markers should no longer occur.
 * Map markers in bases will only show 1 per building/tower, highlighting the most important objective.
 * While attacking a base, you’ll see one “Destroy” per building.
 * While defending your base, you’ll see one “Defend” or “Repair” per building. Repair markers take priority over Defend markers.
 * Fixed an issue where SRATs from watchtowers could potentially be removed from the game until the tower switched control to another team.
 * Excess visual effects on arcfolding resources should no longer occur.
 * Waypoints will no longer direct players to protect generators they do not control.
 * Fixed an issue where there may have been extra generators spawned on top of each other.
 * Fixed an issue which was preventing SRT returned voice overs from playing properly.

Items

 * All AOE Weapon Module values are receiving a 50% reduced bonus.
 * Context: In their current state area of effect modules trivialize skill based gameplay. In an effort to balance risk versus reward we have decided to reduce the bonus granted by area effect modules.
 * Weapon Charge-up modules values are receiving a 50% reduced bonus due to their overwhelming efficiency with certain weapons.
 * Known Issue: This brings the effectiveness for heavy machine guns and tesla rifles out of desired ranges and we will look for fixes for them.
 * Bioactive weapon updates:
 * Bioactive weapon damage bonuses have been increased to bring them in line with other elemental weapons.
 * Base duration of the bioactive damage over time effect reduced to 3 seconds from 4 seconds.
 * Bioactive weapon damage now scales with user's level.
 * Bioactive weapons now replace the weapon’s base damage type with poison damage.
 * Virulent Bioactive weapons have received reduced base damage to compensate for level scaling.
 * Electrical weapon updates:
 * Electrical weapon damage bonuses have been increased to bring them in line with other elemental weapons.
 * Electrical weapon damage now scales with user's level.
 * Electrical weapons now replace the weapon’s base damage type with electrical damage.
 * Charged Electrical weapons have received reduced base damage to compensate for level scaling.
 * Thermal weapon updates:
 * Thermal weapons now replace the weapon’s base damage type with fire damage.
 * Thermal weapon damage now scales with user's level.
 * Thermal weapons have received increased base damage to bring them in line with other elemental weapons.
 * Player’s pets will now teleport to the player if they are too far away.
 * Base Reflective Armor Potency has been reduced to 10%.
 * Crafted and dropped weapon updates:
 * Custom Rapidfire rate of fire bonus increased.
 * Custom Precise Module accuracy bonus increased.
 * Custom LongMag magazine size bonus increased to bring it in line with other weapon modules.
 * Surging weapon prefix had its magazine size bonus increased.
 * Havoc weapon prefix had its Magazine size bonus increased.
 * Stabilized weapon prefix had its accuracy and magazine size bonuses increased.
 * Powered weapon prefix had its accuracy bonus increased.
 * Carnage weapon prefix had its rate of fire and magazine size bonuses increased.
 * Blazing weapon prefix had its rate of fire bonus increased.
 * Fusillade weapon prefix had its rate of fire bonus increased.
 * LongMag weapon prefix bonus increased magazine size to bring it in line with other weapon prefixes.
 * Precise Weapon prefix bonus increased accuracy to bring it in line with other weapon prefixes.
 * Rapidfire weapon prefix bonuses increased rate of fire bonus by 50% to bring them in line with other weapon prefixes.
 * Updated Copacabana Arcfolder to be usable in Broken Peninsula.
 * Removed dark crystite cores.
 * LGV Race: Cobra has been removed from the game as there are no longer races between major points of interest.
 * Melding Chambers now replace the base weapon damage type with melding damage.
 * This will also affect Necronus weapons.
 * Chemical Chambers now replace the base weapon damage type with poison damage.
 * Thermal chambers now replace the base weapon damage type with fire damage.
 * This will also affect the Experimental Thermal weapons sold at Broken Shores.
 * Storm Chambers now replace the base weapon damage type with electrical damage.

Crafting

 * Plasma Flak Cannon Recipes have been added to the crafting system and are learned when you research Plasma Cannon Recipes.
 * Anyone who has already researched Plasma Cannon recipes will automatically know the equivalent Plasma Flak Cannon recipes.
 * Bio Injector Recipes have been added to the crafting system and are learned when you research Bio Needler Recipes.
 * Anyone who has already researched Bio Needler recipes will automatically know the equivalent Bio Needler recipes.
 * Crafted Weapon Prefixes are now equivalent to uncommon module bonuses.
 * Custom crafted weapon prefixes are now equivalent to rare module bonuses.

User Interface

 * Added Marketplace subcategories for primary weapons and secondary weapons for ease of use.
 * Flak Cannon now has its own category on the marketplace under primary weapons.
 * Bio Injector now has its own category on the marketplace under primary weapons.
 * All group members will now be able to see why queueing for an instance has failed (ex. a player does not meet the proper requirements).
 * The Clock’s Interface option for 12h vs 24h time display will now be used as the authority for all other interfaces that display time. This means the chat’s timestamp option has been changed from a dropdown to a checkbox and will be reset to *off by default.
 * When you pick up and drop an ability back into the same ability slot it will no longer be cleared from that slot.

Open World Bug Fixes

 * Fixed an issue with one of the shield generators for incursions in Devils Tusk appearing incorrectly.
 * Fixed waypoints not disappearing in the NPE.
 * Fixed ceiling pipes in the Agricultural Facility so that players can no longer see through them.
 * Wounded Bandit now has an updated fear animation.
 * Players who fall into lava will now continue to take lava damage while in the downed state.
 * Fixed an issue which was allowing Road Ambush trucks to spawn in the lava outside FOB: Harpoon.
 * Fixed an area where players could become stuck in the world geometry while exiting the Copacabana SIN Server Core.
 * Fixed an area of O Cogumelo where a plant was clipping through the building walls.
 * Devils Tusk ARES missions will no longer spawn arcfold pylons inside other objects.
 * Fixed an issue which was causing players to see thumpers in their pre-opened state instead of animated while they are active.
 * Melding Tornado - Updated the text displayed from ‘STIZ Seismic activity’ alert to ‘Melding Seismic Disruption’.

ARES Jobs Bug Fixes

 * Scarlet Fever - NPCs can now attack Wiley's Bike
 * Sherriff in Shanty Town – Fixed multiple instances of Shanty Town being referred to as Shantytown.
 * Prospect of Reprisal – Ability icons will now properly display as unusable after the second EMP attack.
 * Horkos – Players will now be able to progress this ARES Job past the third step.
 * Scan and Deliver – Corrected the escort target so that they are no longer female with a male voice and portrait.
 * From the Ashes – The escort will no longer get stuck at lava and halt progression.

Instance and Campaign Bug Fixes

 * Dirty Deeds – Fixed a missing portrait for one of Foston’s lines.
 * Proving Ground – Lights around the doorway will now properly reset after a player fails and restarts from a checkpoint.
 * Fixed a floating turret at the sensor relay in the Devil’s Tusk warfront.

Item Bug Fixes

 * Rare and Epic Energized Servo Cores are now item level 44 and 46, respectively.
 * Rare quality ‘Bane Chitin Cores’ now use the correct icons.
 * Grenade Launcher secondary weapons will now receive the proper damage type when they are an elemental weapon.
 * The Environmental Helmet has received a size adjustment to prevent the player’s face and hair from clipping through the helmet.
 * Note: This went in on a recent hotfix but we wanted to mention it here too.

User Interface Bug Fixes

 * Extra workbenches will no longer display for expired VIP members.
 * Players can no longer select “Sell on Marketplace” for items that are bound from the right click menu.
 * The XP bar will no longer stretch out for Eyefinity users.

KNOWN ISSUE: We are currently investigating an issue which is preventing join leader from working correctly. Please stand by for more information.