Patch Notes v1-0-1795

==Patch Highlights==
*Greatly increased the amount of dynamic event spawns in Sertao, Broken Peninsula and Coral Forest.
*HKM updates:
*HKMs now charge slightly faster.
*HKMs last longer before their charge bar will start decreasing and charge will decay at a reduced rate.
*This will allow players more time between combat phases while minimizing the amount of charge lost.
*Added a report spam feature. To access this feature, enter mouse mode, click on a user’s name, scroll to report then select “Report Spam”. This feature will also automatically add the reported player to your ignore list.
*Increased both XP and Crystite rewards for all ARES Jobs.
*Hardcore Blackwater Anomaly will once again drop boss loot from the Necronus.
==General==
*Vehicles have received an auto accelerate function, similar to auto run. The default key for this action is num lock.
==Battleframes & Combat==
*HKM updates:
*HKMs now charge slightly faster.
*HKMs last longer before their charge bar will start decreasing and will decrease at a reduced rate.
*This will allow players more time between combat phases while minimizing the amount of charge lost.
*Many item and ability descriptions have been updated to provide more information about the ability, weapon or module’s function.
*Skills which can gain charges now display the current amount of charges in the lower right corner of the skill, similar to how stacks of items are displayed.
*Changed "Deployable Health" attributes to "Base Health" or "Base Shield Health" for clarity.
*Added character.maxVisualProgressionLevel cvar to limit the visual progression of your character to a certain level. This only affects your own client and it is temporary solution.
*Players can set cvars by opening the console with alt f1, then entering character.maxVisualProgressionLevel 20 for instance. Any level between -1 and 40 works. -1 disables the limit.
===Battleframe Perks===
*Resilient Alloys (Unlocked lvl 20, Bastion) has received a description update to clarify that it does not affect shields and always grants 15% more health to deployables.
*Health Surge (Unlocked lvl 40, Mammoth) has been reworked. This perk is now a Heal over Time and no longer has a 10 second internal cooldown between procs. The perk is now: “Activating any ability heals you for 15% of your max health over 10 *seconds.”
*Reasoning for this change: We didn’t feel it was very fun to have your perk be ‘wasted’ if you used your abilities too fast. Now that the perk is a heal over time effect, if you use multiple abilities within the duration, it will refresh the *duration of the heal, instead of doing nothing.
*Kill Stealer (Unlocked lvl 30, Rhino) fixed an issue which was causing this perk to activate at 30% target health instead of 50% health.
===Accord Assault===
*Afterburner updates:
*Afterburner now stores multiple charges and is affected by max deployment and duration modules.
*Max deployment modules will allow players to store additional charges. These charges can be stacked up to the maximum charges listed on the ability.
*Duration modules will increase the overall duration of Afterburner.
*Afterburner now has a 60 second base cooldown per charge.
*Shielded Crater Updates:
*Shielded Crater’s shielding effect now scales with power rating.
*The shield created by Shielded Crater will now be attacked by enemy AI.
*Shielded Crater now benefits from the use of shield perks.
===Accord Biotech===
*Accord Chemical Sprayer updates:
*Accord Chemical Sprayer now displays its duration on the ability hotkey when in use.
*Potency modules will now apply a portion of Accord Chemical Sprayer’s healing to the user.
*Accord Chemical Sprayer’s damage now scales per level.
*Healing Generator updates:
*Healing generator now applies a heal-over-time effect when tethering to pilots.
*This heal-over-time scales with the Biotech’s power rating.
*Healing generator’s life steal effect has been set to 5% of damage dealt to accommodate for the automatically applied heal-over-time effect.
*Slightly increased the base duration of Healing Generator to 10 seconds.
*Healing Generator can now use Deployment Modules to increase the maximum number of generators deployed at once.
*Healing Generator receives multiple charges so players can deploy multiple generators in a short period of time.
====Accord Biotech Bug Fixes====
*Fixed an issue which was resulting in low level Noxious Needlers not applying their 10% damage increase to the target when hit with alt-fire.
===Recluse===
*Creeping Death updates:
*Creeping Death is now instantly fired upon use instead of overriding the next shot.
*Creeping death no longer consumes ammo.
*Creeping Death’s visual effects now scale to its effect radius.
*All Bio Crossbows will now deal poison damage.
*Known Issue: The Bio Crossbow's alt-fire is not dealing impact damage to enemies within the effect radius, only enemies who are directly hit.
====Recluse Bug Fixes====
*The Necro Bio Crossbow will now deal bonus melding damage on alt-fire.
===Accord Dreadnaught===
*Accord Mortar Arcfold updates:
*Potency now affects the rate of fire bonus when activating Accord Mortar Arcfold.
*Accord Mortar Arcfold now displays its duration on the ability hotkey when in use.
*Accord Mortar Arcfold’s damage now scales with level.
===Arsenal===
*Particle Beam updates:
*Particle Beam's damage now scales with level.
*Particle Beam now uses Force modules to increase knockback strength.
*Known Issue: Particle beam will display an incorrect deployable count on its hotbar icon.
*Combat Shotgun updates:
*Combat Shotgun's damage now scales with level.
*Combat Shotgun now uses Max Deployment modules to increase the amount of shots provided per ability activation.
*Combat Shotgun now uses Force Modules to increase movement speed when the ability is activated.
*Known Issue: Combat Shotgun will display an incorrect deployable count on its hotbar icon.
===Accord Engineer===
*Supply Station updates:
*Supply Station now uses max deployable modules to increase the amount of maximum stations that can be deployed at once.
*Players will need to wait out the cooldown before a second station can be deployed. This ability does not gain charges.
*Supply Station now uses force modules to decrease the amount of time it takes before the power ups appear again.
*Supply Station now uses potency modules to increase the amount healed by the health power up.
===Bastion===
*
====Bastion Bug Fixes====
*Fixed a bug which was preventing multiple Sentinel Pods from being deployed at once.
*As this ability does not gain charges, players will need to wait out the cooldown before a second station can be deployed.
*Burrowing Sticky Grenade launcher now properly deals dot damage instead of healing.
===Electron===
*
====Electron Bug Fixes====
*Removed the animation on Overclocking Station’s applied effect to prevent it from stopping players from reloading.
===Raptor===
*SIN Scrambler updates:
*SIN Scrambler’s radius can now be increased by Effect Radius modules.
*This increases the radius which directs AI to attack the SIN Scrambler’s affected target.
*SIN Scrambler now has its own base damage rather than using weapon damage.
*SIN Scrambler now fires instantly upon use.
*SIN Scrambler no longer consumes ammo.
====Raptor Bug Fixes====
*Charge Rifle shots empowered by Conduit are now capable of receiving headshot bonuses.
*The resulting explosion from a conduit powered headshot will deal half damage to additional targets within the explosion.
*The Necro Charge rifle now has the proper base charge rate and rifle spread equivalent to other Charge Rifles.
*Fixed an issue where Powerfield was not clearing Conduit’s full charge correctly.
==Open World==
*Greatly increased the amount of dynamic event spawns in Sertao and New Eden.
*Reintroduced road ambush in Sertao, Devils Tusk and Broken Peninsula.
*Red Pandas have been added to Redwood Forest, cleverly hiding themselves under the alias “Redwood Tiger”.
*Ophanim Agent ARES Mission:
*This was previously known to players as the Bandit Leader ARES Mission.
*These updates will address the issue players were encountering with the previous iteration of the Bandit Leader mission which would result in players not receiving rewards due to the mission not completing.
*Activated radio beacons now spawn 3 Elite Bandit Gunners instead of 2 Elite Raiders and 1 Ophanim Agent miniboss.
*To avoid confusion between primary/secondary targets, there is one Ophanim Agent miniboss per encounter.
*Both the Elite Bandit Gunners and the Ophanim Agent have received significant buffs to keep the challenge rating high.
==ARES Jobs==
*Sertao has received an ARES Job pass which will help alleviate issues with long load times and distances.
*Increased the chance for higher level ARES Jobs to reward an item upon completion.
*Increased all ARES Job Crystite Rewards by +50%.
*Increased all ARES Job XP Rewards by +30%.
==Campaign==
*Defeating the Necronus in Blackwater Anomaly will now award one item for the players to loot.
*The exception to this rule is when a player first runs Blackwater Anomaly they will receive a Necro weapon based upon which battleframe they currently have equipped.
*Hardcore Blackwater Anomaly will once again award loot drops from Necronus.
*Dirty Deeds Hardmode has undergone some mechanical changes and increased difficulty.
*Proving Grounds Hardmode has undergone some mechanical changes and increased difficulty.
==Open World PvP==
*Increased frequency of open world events in wasteland.
*Players will now receive PVP Vouchers for a reward when capturing towers and bases.
*Added in a New Vendor “Gary Levant”.
*Gary sells level 40 equipment to players in exchange for PVP vouchers.
*Gary will appear in captured base armories and towers.
*Arcporters to other zones have been replaced by Dropships.
*Generator hit points have been increased by 25%.
==Items==
*Melded Blood Samples can be refined into Biomaterials and Dark Crystite.
*Dark and Powered Crystite Cores will no longer appear as refinable.
*Reusable small and medium health packs now have a 60s cooldown.
===Grenades and Consumables===
*Three consumable items, the “Toxic Aranha Gland, Icy Aranha Gland, and Fiery Aranha Gland” have had their functionality improved and have been converted into Grenades.
*Context: The Aranha gland consumable weapons were always fun, but not very useful. They only came from monster drops, which was not a reliable way to collect them. Now that gameplay in Firefall progresses with level through multiple zones, *you no longer find Aranha at all levels. Thus, we decided to make these items be consumables that you could purchase from vendors and earn for Copper tokens, and in the process, significantly improved them to be useful at all levels of play.
*Grenade, Toxic: On Use: Generates a poison field on impact that damages enemies within. Duration: 10 seconds. Cooldown: 20 seconds.
*Grenade, Flash Freeze: On Use: Generates an icy blast that deals minor cold damage and roots targets to the ground for 4 seconds. Cooldown: 20 seconds.
*Grenade, Incendiary: On Use: Generates an explosive blast that damages enemies on impact. Cooldown: 20 seconds.
*The above items no longer drop from killing specific Aranha types.
*Grenade, Concussion: On Use :Now deals kinetic damage in addition to the 2-second duration stun.
====Miscellaneous Grenade information:====
*The damage dealt by consumable grenades scales with both your character level and power rating. This means they are useful at all levels of play.
*The 20 second cooldown is a shared cooldown for these consumable grenade items.
*Equipping the “Grenadier” perk reduces this shared consumable grenade cooldown to 18 seconds.
*Toxic, Flash Freeze, and Incendiary Grenades have been added to Copper and Silver Vending Token rewards.
*Toxic, Flash Freeze, Incendiary, and Concussion Grenades can be purchased from some NPC vendors for Crystite.
*“Thresher Adrenaline Gland” has been converted into a new item, “Adrenaline Injector”. It retains the same functionality.
*This item no longer drops exclusively from “Reckless Threshers”.
*It can now be purchased from some NPC vendors, and acquired from Copper and Silver vending tokens.
*Context: This item is a powerful consumable that can be very useful. However, Threshers are no longer found at all levels of gameplay in Firefall. This change was made to give players a reliable way to acquire this item.
==User Interface==
*Added GPU selection to the video settings.
*Added a report spam feature. To access this feature, enter mouse mode, click on a user’s name, scroll to report then select “Report Spam”. This feature will also automatically add the reported player to your ignore list.
*Players will now receive feedback from the UI when they are unable to enter a mission.
*Feedback examples: Not squad leader, (playername) does not meet the level requirements, (playername) does not meet requirements (example if they have not completed the attunement mission for Baneclaw or Kanaloa).
*Added a charge counter display to abilities.
*Thumper entries in the Activity Tracker will now show the owner’s name.
*Added an option to hide player’s army tags in chat.
*Chat coordinate links will now show the zone name if it is for a different zone than the one the player is currently located in.
*Updated the mail attachment UI to hide items which cannot be mailed to other players.
*Players can now set a keybind for ToggleReplayRecord.
*When a player receives a consumable 'unlock' from the vending machines they will be presented with an 'Activate' button underneath the item which instantly applies the unlock to the player’s character when pressed.
*Players can now drag and rotate their character in the paper doll to look at their character from multiple angles.
*Adjusted the position of the action bar to not clip into the XP bar at minimum resolution.
*The player’s health bar will now visually reflect the damage they have received by changing from green at full health to red at low health.
*The player’s total ammo capacity bar will now change colors as the player becomes low on ammo.
*Added a currency display to the buy tab in the marketplace.
*Added in a 'show only salvageable' checkbox to the player’s inventory.
*Added a “Seasonal Events” category to the achievements panel.
*Salvage items will no longer appear in the sliding loot popup.
==Battleframe Garage==
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===Paint Shop===
*The Reactor and Chassis categories will only display when they have contents.
==Engine==
*Improved texture streaming by increasing the default bandwidth from 2 to 3 Mbits/sec. Tiles that cover a large area on screen are now prioritized to stream in first.
*People with memory-constraint systems (e.g. 32 bit Windows) can now experience much higher quality textures.
==Bugfixes==
*
==General Bug Fixes==
*Corrected the LGVs to now move at their original speed again.
*War Monument bug fixes:
*Players can now interact with the monument to view the list of contributor names.
*Players will receive a buff upon approaching the monument which will provide a 7% HP boost as well as a 7% mobility boost which increases run speed, jump height and air control while in Coral Forest.
==Open World Bug Fixes==
*‘Get Your Ass to Dredge’ can now be completed by players who have previously interacted with the SIN tower before receiving this mission.
*Guards at Andreev Station will no longer pile up on top of the job board terminal.
*The shards floating around Melding Tornados are now once again able to be Sin Targeted by players using “F”.
*Fixed an issue which was causing a Strifebringer to spawn in the floor inside the Chosen Temple.
*Fixed an issue which caused the dropship transports between Dredge and Shanty town to display the wrong location.
*Fixed an area near the Nest where players would see debug materials sticking out of the ground and hill side.
*Fixed an issue where invisible creatures would attack players in Sertao.
==ARES Jobs Bug Fixes==
*'Hasty Retreat' – Removed Partier Title from NPCs.
*'The Ferryman' – Fixed an issue causing the melded wildlife counter to go negative.
*'Cyber Wars' – Fixed an issue where enemies would not spawn as a player approached Conus.
*'Too Big for his Britches' – Step 4 will no longer send players on a 3000m walk.
*'Too Big for his Britches' – Lt. Hornsby received an increase to his HP pool.
*'Signals from the Lost' – Updated this job to match the narrative, updated monster types, locations and objectives.
*'Parasite for Sore Eyes' – fixed an issue causing players to receive locations over 1000m away.
*'Bite for the Hand that Feeds You' – fixed an issue causing players to receive locations over 1000m away.
*'The 5th Son' – Fixed an issue which allowed the Tanken Enforcer to fire rockets at the player while he is in the downed state
*'Hammering Home' – Fixed an issue which was sending players to a location 1200m away.
*'Corporate Digging' – Blackhats will now spawn instead of Black Hills Gang members.
*'Volatile Remnants' – Fixed an issue which was causing players to receive a location 900m away in a higher level area.
*'Out to Broken Shores' – Accord Command is no longer missing one of their VO lines.
*'Nice Gear' – Fixed an issue causing players to receive VO from Sergeant Wilcox.
*'Ration Crash' – Players will no longer fail the mission if the pilot dies as the objective is to protect the supplies. You ARES Pilots are all heartless.
*'Mother Blood Sucker' – fixed a missing VO line for Sergeant Wilcox.
*'Chosen Scarecrow' – Fixed an issue which was causing the Scarecrow’s health to not reflect accurately in the activity tracker.
*'Nutretic Prime' – Fixed an issue which caused VO and text that did not match.
*'Bad Hacks' – Aero’s VO now matches the displayed text.
*'Signals from the Lost' – Players should now receive locations close to the melding wall more often.
*'Phantom Foes' – Sin Phantoms will now properly be removed when relogging or canceling this job.
==Instances Bug Fixes==
*Platoon members will now receive feedback from the UI when attempting to enter Kanaloa’s Lair or Baneclaw’s Lair without meeting the encounter’s requirements. This will inform the platoon of which player is unable to enter the instance.
*Operation Cinderblock - Players can no longer become stuck inside the melding repulsor when it is deployed by Sgt. Torres.
==Campaign Bug Fixes==
*Blackwater Anomaly – Hobbes, Frank and Slingshot cannot be moved by players anymore.
*Blackwater Anomaly – Explosions resulting from destroyed Siphons will now be heard further away with more impact.
*Tutorial - Fixed an issue which allowed players to move around during the “wake up” sequence on newly created characters.
*Power Grab - Fixed some holes in the walls throughout this mission.
==Open World PVP Bug Fixes==
*Fixed an issue which allowed players to kill the dropships, resulting in players becoming stuck in spectator mode.
*Fixed an issue which caused a similar effect if players logged out quickly after dying in wasteland.
*Added Glider pads to bases to allow for easier movement.
*Fixed animation of SIN circles on world map when SIN links are activated.
==Crafting Bug Fixes==
*Fixed an issue which was causing some rare salvaging results to still appear.
*Blue Ability and Weapon module research will now start with level 6 white modules.
*Fixed an issue which was causing Epic Jump Cores to be flagged as Rare.
*This was also making the Jump Core research tree not display epic recipes.
==User Interface Bug Fixes==
*Crafting components for weapon and ability variants will now properly ignore level filter settings in the Marketplace.
*Fixed an issue which was causing users who used certain televisions with abnormal resolutions as their primary display device to be unable to alter their video options.
*If a player is not on the top leaderboard for the war effort they will no longer be able to click the “find me” button on the UI.
*Added a fix for an issue which caused users to receive blank chat lines.
*Achievements window:
*Now shows Vehicle category.
*Now shows Advancement category.
*This refers to Battleframe Advancement.
*ARES job Activity Tracker entries will now correctly remove old distance data instead of showing the distance to 0,0
==Engine Bug Fixes==
*Video memory and virtual texture sizes should be determined properly now (if not, the texture size can be overriden with a console command now, too).
*Context: There were some cases where we detected only 32 MB of video memory and therefore limited the texture quality, even though 2 GB were available.
*Fixed an issue where warpaint on squad mates wasn't appearing properly.
*Fixed a potential startup problem with Firefall when the working directory in the shortcut wasn't properly set.
*Fixed blurry textures on character ornaments in the garage and battleframe terminal.
*Fixed an issue with 3 monitor setups where the player’s squad menu was appearing in the wrong location.*