Patch Notes v0-5-1515

==General==
*New Items Available in New You and Luau Larry's
**Celebrate the holidays with these special new items for a limited time.
*Updated the installer to be more streamlined.
**If you are still having problems with the installer, we are testing a new version and could use your help.
**Please check out the Beta Forums for more details.
==Chosen Encounter Changes==
*Reduced frequency of drop pods
*Increased length of time towers remain under Accord control before Chosen can take them back.
*Volume for watchtower defense systems VO turned town [sic].
*Players are no longer blocked from thumping in Chosen space. That was a temporary mechanic we had in place to prove tech that we’ll be using in more interesting ways in the future.
*Temporarily disabled Docks Watchtower in order to keep the newbie area a little less hostile for the time being. Will be turned back on in the future.
==Chosen AI Improvements==
*Various bug fixes and navigation improvements
===Chosen Assault===
*Reduce damage per bullet slightly
*Reduced clip size by half
*Increased reload time slightly
===Chosen Juggernaut===
*Reduced damage slightly
*Increase splash damage radius slightly
*Reduced clip size slightly
*Increased reload time slightly
==Map / UI==
*Watchtowers have their own icons now
*Accord controlled POIs / Watchtowers have a blue icon now instead of a white one
==PvP Matchmaker Changes==
*Orbital Comm Tower will now start with 5v5 and backfill up to 7v7.
*Blackwater Harvester will now start with 8v8 and backfill up to 12v12.
*Prioritizes backfilling games still in warmup mode to prevent long delays in starting matches.
*Changed the algorithm for skill search to hopefully create better skill-based matches with players inside the same skill range.
*Removed the XP bonus from Team Deathmatch maps.
*Increased the XP bonus for queuing for Blackwater Harvester.
*We will no longer backfill games that are near completion.
==Battleframe Changes==
*Increased Tier 2 constraint limits to 1000 and decreased all constraints to 1/10th of previous meaning there is effectively no more constraints system.
*This is a temporary change to allow players to test out all types of equipment while we fix the constraints system and separate PvP from PvE gear.
===Dreadnaught===
*Damage per bullet increased from 30 to 35.
*Clip size increased from 200 to 250.
===Engineer===
*Tesla rifle miss penalty has been modified to incentivize better aim.
*Increased the time it takes to fully charge a tesla rifle from 1 second to 2 seconds.
*Removed the small(700ms) delay before Tesla rifle reloads.
==Gameplay Changes==
*Gliders will now automatically deploy at the apex of the jump and will boost you forward slightly.
*Elemental damage types are now available.
**You can craft Ammo Chambers that will appear in your calldown menu to change your ammo type for a limited time.
**Ammo Chambers are not usable in PvP.
*Squad members can now invite to squad. The request is sent to the squad leader to confirm.
*Squads are now limited to 5 maximum players.
*Replaced many of the starting missions to provide a better "tutorial" experience for new users.
**This is still a temporary mechanism while we work on a full-featured new user experience.
*The Melding Acolyte returned to the melding. Fear his return.
*Added new dynamic content, SIN Imprints. Find them around the world and interact with them for more information.
*Improved vehicle collision detection. Should help prevent unexpected damage and allow NPCs to be damaged by vehicles.
*Added a respawn camera that flies to the spawn point from the spot of death if the spawn point is different than previous spawn point.
*Surface deposits now have sin cards.
*Melding Tornado Updates:
**When a Melding Shard is destroyed during, the overall lifetime of the Melding Tornado is increased. This should allow the encounter to be completed by smaller numbers of players.
**Melding creatures spawned by the Melding Tornado now drop bits for crafting the Baneclaw bits.
*Added “Accord Ammo Credit” to all players. The “Accord Ammo Credit” is a permanent, low-grade calldown that can be utilized every 10 minutes.
*Secondary weapons have infinite ammo once again.
===Baneclaw===
====General====
*Base health increased to 1.5 million (from 1 million)
*Time to ramp difficulty increased to 25s (up from 15s)
*Gained a new ability “Energy Drain” ability - draining all player energy and stopping all energy regen for 3 seconds
*Meldingmatter shielded FX changed to look more different than non-shielded state
*SIN card now says, “Shielded” when the Baneclaw is shielded
*Killing the Baneclaw rewards the player who used the Melding Anomaly Neutralizer a very special reward.
*Killing the Baneclaw rewards all players 1x Melded Calcium Carbonate (will be used in future printing)
====Melding Spikes Attack====
*Now hits targets 26 meters above and 26 meters below his position
*Damage increased to 900 (up from 800)
*Improvements to the pre-activation-warning visual effects
*Changed the timing on when spikes are used
====Hellclaws====
*No longer grant XP rewards
*Now look more melding-ish
*Health increased to 1250, up from 435
*Now spawn in the entire dome rather than only right next to the Baneclaw
*Base number of spawns reduced to 12 down from 18
====Melding Dome====
*Players can now re-enter the dome after dying
*Cannot shoot in
====Scaling====
*XP rewards are now 35k per player if a group of 25 or less kills him, but ( 875,000 / # of participating players) if 26 or more players do so. (Ex. 25 players kill him, each gets 35k XP, if 50 players kill him, each player only gets 17.5K XP)
*Baneclaw now gains 5% bonus health for each player above 25 players
*Difficulty ramping occurs faster for every player above 25 (Max ramp speed is once every 3 seconds. Putting him at max difficulty in about 1 min)
====Melding Anomaly====
*Melding Fields have been renamed Melding Anomalies
*Melding Anomalies respawn after 5 minutes, up from 1 minute
*Updated Melding Anomaly spawn location area so that it cannot spawn behind walls or on cliffs
====Bug fixes====
*Fixed a bug where certain abilities would move the Baneclaw causing unintended behavior in the encounter
*Fixed a bug where Baneclaw's Melding Dome could take damage
*Fixed a bug that was causing the melding field not to trigger the fight
*Fixed a bug where you wouldn’t get hit by spikes when you were standing below them
===Melding Repulsor===
*Using a Repulsor Amplifier now costs an Amplifier Crystite Core, a crafted item - make some today if you want to go repulsin'!
*Can be used unlimited number of times without a large cooldown, but now require a short 90 second cooling period
*Duration increased to 5:45 seconds
*Repulsor Amplifier changed positions – the melding can be pushed back to the same max distance, but the melding collapses further into New Eden than before.
===Item, Crafting, and Nanoprints===
*Battleframe power, weight, and CPU constraints have been temporarily increased to 100,000 so that players can equip and test all of their gear
*Azurite Terminal Core
**Nanoprint gives out 1x Azruite [sic] Terminal Core (down from 5x)
**Cost changed to 1000x AzuriteCY, 50x Crystite, (previously 125x Azruite [sic], 250x Crystite)
*Mobile Battleframe Station nanoprint cost decreased to 5x Azurite Terminal Cores (down from 20x)
*Melding Anomaly Neutralizer (formerly Melding Field Destabilizer) costs changed to 100,000x Crystite, 1x Crystalline Crystite Engine, 10x Azruite [sic] Terminal Cores, 3x Advanced MPUs (from 100,000x Crystite, 10x Crystalline Crystite Engine, 5x Azruite [sic] Terminal Cores, 3x Advanced MPUs)
*Renamed the components gathered from melding creatures and those involved in destroying Melding Anomalies (formerly Melding Fields)
*Adjusted costs required to build Items involved in printing an Encapsulated Super-Melded Cell (formerly Melding Field Destabilizer Capsule)
*Low Grade Sonic Detonators name changed to Ratchet's Detonators
*New Recipe - Pack of Amplifier Crystite Cores (5) – costs 10k crystite, 1 metallic casing, 1 polymorphous fiber, 2500 Quartzite
*Fixed an issue where it was possible that the Melding Anomaly Neutralizer would consume it’s Encapsulated Super-Melded Cell even though there wasn’t a Melding Anomaly nearby
==UI Changes==
*You can now use [ and ] to rotate between calldowns in the 4th ability slot.
*Added an important message box to the login page to notify users of emergency issues.
*Tutorial tips will not appear if you have already demonstrated that you know how to do the action requested.
*Tutorial tips should no longer queue up any more.
*The player known as Juggernaught can now receive squad invites.
*Updates to achievement UI.
*Changes to SIN card and waypoint displays in world space.
*Added the ability to set PvP video settings separate from PvE video settings.
*Added option to remove weapon and hands from first person view.
*Squad leader has a new icon.
*Cleaned up the minimap so that it doesn't show holes in the terrain and performs better overall.
*Chat will no longer fadeout if you are afk, it will fade out once you come back from afk.
*Updated art for achievement pop ups.
*Updated loading screens with new accord logo.
*You will now get a chat message and sound when friends go online or offline.
*Certification tooltips have much more concise descriptions.
==Bug Fixes==
*Fixed an issue with the sniper scope sensitivity not scaling properly.
*Fixed multiple client crashes.
*Missions should no longer be pushed while in a PvP map.
*Fixed issues with Eyefinity/Surround support.
*Challenge matches should no longer get mixed up with public queues.
*Fixes for multiple issues with AMD video cards.
*Fixed an issue where you would not be requeued if one person declined the match.
*Fixed an issue that was causing the Signal Scanning event not to start up properly.
*Fix for some keys not binding correctly on some keyboards.
Category:Patch Notes