Patch Notes v0-7-1688

==Open World==
*Increased Chosen attack frequency on POIs and Towers.
*Players should no longer get stuck on the Echoes from Sertao mission.
*Fixed a crash that was caused occasionally when using /promote command
*Turret mode should no longer cause faster HMG durability decay.
*Fixed an issue where dropships were dying in the Melding and never returning.
==Combat==
===Accord Assault===
*Regulation (PvP) Afterburner Speed burst reduced from 30 to 25.
===Firecat===
*Inferno Dash (PvP & PvE) speed burst reduced from 25 to 21.
*Inferno Dash AoE reduced from 3 to 2.
===Accord Biotech===
*Healing Wave no longer damages players in PvP.
===Recluse===
*Maxmimum ammo reduced from 200 to 100 for Bio Crossbow.
===Rhino===
*Laser HMG regulation (PvP) and stock clip increased to 300 bullets.
===Electron===
*Stock Shock Rifle damage decreased from 225 to 200.
*Regulation (PvP) Shock Rifle damage decreased to 300.
*Regulation (PvP) Shock Rifle ammo clip reduced from 12 to 10 ammo per clip.
==Crafting==
*Resilient Plating I - IV requires the correct resource now.
**Personal Health Sensor IV has been corrected to take a stat that has a higher resilience.
*Personal Health Sensor IV requires the correct resource now.
**Personal Health Sensor IV now takes regenics for its resilience stat.
*Flame Applicator IV requires the correct resource now.
**This component now takes Xenografts over Biopolymer for Thermal Resistance.
*Stasis Field Unit IV requires the correct resources now.
**This nanoprint now takes Biopolymers over Xenografts for Toughness.
*Firecat's Immolate IV components improve ability stats now.
**The AoE stat will now modify correctly depending on the quality of stat on the input.
*Firecat's Inferno Dash AoE now scales with crafting.
**The AoE stat on inferno dash will now scale depending on the quality of resource
*Health Propagator IV requires the correct resource now.
**The nanoprint now requires Aluminum for Malleability.
*Overseer components improve the ability stats now.
**Fixed Shield Energizer to accept Mass as its stat over Power, this will now affect the output depending on the resource quality input.
*Repairing Nanites components improve ability stats now.
**Changed the constraint type of the component Personal Health Sensor from Power to Mass.
*Heavy Turret components improve ability stats now.
**Changed the component constraint type from Power to Mass.
*Charged Pulse Generator components improve ability stats now.
**Charging System component changed to Energy Generator for recharge stat.
*Supply Station components improve ability stats now.
**Instant healing System (healing) constraint type is now set to Mass over Power.
*Players are now effectively able to reduce the cooldown on Burn Jets.
**Changed Fuel Charger to Energy Generator which is a recharge based on Power.
*Players are now effectively able to reduce the cooldown on Afterburner.
**Changed Fuel Charger to Energy Generator which is a recharge based on Power.
*Players are now effectively able to reduce the cooldown on Emergency Response.
**Changed Fuel Charger to Energy Genrator which is a recharge based on Power.
*Multi Turrets III and IV will now deploy at 100% HP. It is by design that Multi-Turret will only deploy 3 turrets before the initial cooldown. A battleframe can store only 3 turrets a time, but you are able to increase your total number of deployed turrets through crafting.