Patch Notes v0-6-1637

Patch version
 Is hotfix

## Patch Highlights

* Significant resource and Crystite rewards have been added to most (if not all) activities and encounters in New Eden!
* Resource and Crystite rewards added to PvP!
* ARES missions now have more difficult variants available.
* Dropships are now available as fast travel between POIs!
* Power constraint has been redesigned. Excess power can now be allocated (available as a button under the Power tree) to gear in the Garage!
* Mass constraints have been loosened. New ratios are available to see in the Garage.
* Moisture Farm added into PvP rotation once again.
* Improvements to POI power levels and presentation.
* Removed the concept of purity. Raw resources refine at a 1:1 ratio now.
* Renamed and organized resources.
* Replaced the Esc menu with the new and improved in-game dashboard.
* Added further improvements to the Crafting and Garage interfaces.

## Game General

* Added extra messaging warning players what is lost when deleting a character.
* Some UI settings have been reset to default.
* Fixed many items that were not being translated to German.
* Fixed an issue where swapping genders in the New You would not reflect properly on the player's avatar at the login screen.
* Fixed an issue where players would lose certain sounds after playing for a 30+ minute duration.
* Fixed an issue where the Firefall client process would remain open after crashing.

## Combat and Battleframes

* Added UI tool tips for primary weapons.
* Adjusted several sound effects for various battleframe abilities.
* Added visual and sound effects to air sprinting.
* Fixed an issue where plating regeneration was not working due to the health regeneration given by Copacabana.
* Fixed an issue where turrets would fire at pets.

### Assault

#### Accord

* Fixed an issue where Shockwave would cause excessive bloom on the player and weapon on very/ultra high shader settings.
* Fixed an issue where Overcharge was not buffing Shockwave damage.
* Fixed a bug where Afterburner's impulse strength was going down with each crafting stage, rather than up.

#### Tigerclaw

* Fixed an issue where Auxiliary Tanks Stage I was not increasing energy regeneration.
* Fixed an issue where Trailblaze would not be usable when at 0 ammo.

#### Firecat

* Fixed an issue where Incinerator was able to damage friendly players.
* Fixed an issue where Thermal Wave could not be cast more than once.
* Fixed the activation animation for Immolate.

### Biotech

* Added sound effects for Poison Ball.
* Added sound effects for Healing Generator.

#### Accord

* Fixed an issue where the following items had no requirements to equip:
	+ Triage I
	+ Healing Wave I
	+ Accord Chemical Sprayer I

#### Dragonfly

* Fixed an issue where the Dragonfly's BioRifle would not fire after using Healing Dome.
* Fixed an issue where Rally (Passive) was not getting a health threshold bonus from crafting.
* Fixed an issue where the BioRifle alt fire would damage enemy NPCs.

#### Recluse

* Improved Kinetic Shot's damage for low to mid ranges.
* Fixed activation animation for Necrosis.

### Dreadnaught

* Fixed an issue where Sundering Wave (Rhino) and Repulsor Blast (Accord Dreadnaught) was displaying excessive bloom on very/ultra high shader settings.
* Fixed an issue where Absorption Bomb was not dealing the correct amount of damage.
* Fixed a bug where weapon charge was not loading properly.

#### Accord

* Fixed an issue where Accord Mortar Arcfold was not dealing AOE damage.
* Fixed the activation animation for Repulsor Blast.
* Fixed a bug where Explosive Rounds was not granting bonus damage.
* Fixed an issue where the following items had no requirements to equip:
	+ Explosive Rounds I
	+ Heavy Armor I
	+ Repulsor Blast I
	+ Accord Mortar Launcher I

#### Mammoth

* Fixed the activation animation for Mammoth.
* Fixed an issue where Shield Wall could be used again as its cooldown finished, thereby granting a second one while the ability should not be available.
* Fixed an issue where Stage I and Stage II Mammoth Plating was using the wrong value for maximum health.Affected players will have to rebuild their plating with proper values, old plating will not be updated.

#### Rhino

* Fixed an issue where the charge-up duration for the Laser MG II was greater than intended.
* Fixed an issue where the Charge II tooltip was showing Overcharge instead.
* Fixed a bug that caused Gravity Field to last 5 seconds regardless of crafting.
* Adjusted the audio on Gravity Field to the intended sound.

### Engineer

* Fixed an issue where Charged Pulse Generator did not display a cooldown timer.
* Added sound effects for Charged Pulse Generator.

#### Accord

* Fixed an issue with Heavy Turret where the double barrels would not animate on the upgraded version.
* Improved Engineer turret behavior. Aim rotation is smoother and targeting of new enemies is faster.
* Fixed an issue where the following items had no requirements to equip:
	+ Heavy Turret I
	+ Deployable Shield I
	+ Supply Station I
	+ Anti-Personnel Turret I

#### Bastion

* Fixed an issue where Energy Wall audio would loop after despawning.
* Fixed an issue where the Tesla Rifle alt fire would damage the target before healing.

### Recon

* Added sound effects for Proximity Response.

#### Accord

* Fixed an issue where enemies in the open world would maintain agro on a player while under the effects of Decoy.
* Fixed the activation animation of Decoy.
* Fixed an issue where the following items had no requirements to equip:
	+ Cryo Bomb I
	+ Decoy I
	+ SIN Beacon I
	+ Accord Artillery Strike I

#### Nighthawk

* Fixed an issue where Execute Shot was reducing weapon damage in the open world.

#### Raptor

* Fixed an issue where the Raptor's Charge Rifle was not working properly (it was applying unscoped damage when scoped).
* Fixed an issue where Overload would attach itself to the player that fires it and can kill friendlies.
* Overload duration reduced from 12 seconds to 10 seconds.
* Fixed a bug where the user was not getting Powerfield benefits.
* Fixed a bug where charged SIN Scrambler wasn't increasing enemy damage taken.
* Fixed a bug where charged SIN Scrambler wasn't showing new visual effects on an empowered shot.

## Open World

* Significant resource and Crystite rewards have been added to most (if not all) activities and encounters in New Eden!
* AMPs are now awarded more often.
* Baneclaw is now worth significantly more resources to the summoner. No, seriously. Seriously.
* Baneclaw is now worth more resources to all non-summoner participants of the encounter.
* The rewards screen for dynamic events is available via notification (pressing N by default) after completing most events.
* Added an Activity Tracker to show tracked activities.
* Removed the need for the second interact when the Data Worm arrives on the Crashed LGV encounter.
* Thumper assistance has been changed.The assistance reward has been increased from 20% to 30%, but that reward will be split amongst all players that assisted.
* Resource rewards added for players who guard a watch tower until the all-clear is given.
* Watchtowers are now given the all-clear at one or less Chosen in the vicinity.
* Watchtowers now become immune to Chosen attacks for 5 minutes after an all-clear.
* Consul Nostromo can now be found at Trans-Hub.
* Chosen Juggernaut should now only shoot at deployables and thumpers from a medium distance.
* Chosen Shock Trooper accuracy reduced.
* Warpaint is visibly damaged based on durability.
* Taken away the ability to thump some "exploit" locations.
* Removed the misplaced shack in Shantytown (outside the water pipe spawn).
* Removed the NPC nearby Ratchet that was shown as a vendor but did not have any items for sale.
* Vendors will now show their titles along with their names on the world map.
* Implemented technology that allows resource nodes to spawn based on location in the Open World.
* Fixed an issue where multiple NPC voice overs would play simultaneously.
* Fixed an issue if an LGV at 0 health explodes while a player is on it, it reduces durability by 1000 on crafted gear.
* Fixed an issue where non-Chosen hostile NPCs would not be dealt with when entering an Accord-controlled watchtower spawn room.
* Fixed an issue where dropship sound effects were not playing on the initial fly-in to Copacabana.
* Fixed an issue where a Thump Dump SIN Imprint would sometimes spawn in the Melding.
* Fixed a display issue where Warbringers for the Sunken Harbor invasion would be named as "Invasion of Thump Dump".
* Fixed an issue where Drones deployed by Chosen Engineers would get stuck inside walls/geometry.
* Fixed an issue where using your Scan Hammer would toggle the flashlight off.
* Fixed an issue where Chosen death despawn would cause excessive bloom on very/ultra high shaders.
* Fixed various prop and collision issues in the world.
* Fixed an issue where players could not pick up their rightful loot while in a squad after leaving the squad.
* Fixed an issue where Chosen would despawn after their drop pods were destroyed during the POI retakes.
* Fixed an issue where LGV Race music would continue to play when joining a PvP queue.
* Fixed an issue where certain abilities would persist after entering a vehicle.
* Fixed an issue where a player could not get on their P-39 Cobra LGV.

### ARES Missions

* Carried objects in the ARES missions are now picked up by running over them.
* ARES missions now have more difficult variants available.
* Removed "Heavy Load" type from ARES missions.
* Added Defuse and Man Hunt types of ARES missions.
* Added two new playable ARES Mission spaces around Trans-Hub.
* Carried objects now replace the user's weapon when picked up.They can be dropped again by "firing".
* Renamed ARES Threat to ARES Threat Level.
* Fixed some issues where the improper voice over would play for ARES missions and objectives.

### POIs and Power Levels

* Changed main SIN card at POIs to show the percentage of power charge for the level.
* Interacting with Accord Weaponry on weapon racks at power level 2 or 3 towns will consume the Accord Weaponry and give the player a one-shot particle cannon.
* SIN tower effects should increase with power level.
* While in the radius of a POI's SIN, the power level will be displayed to the player.
* UI/HUD should update players on their contributions and overall status of POI power level.
* POI power level data is now displayed on the world map.
* POI buffs are now shown on the world map.
* Most power level numbers have been multiplied by 10 to give a more substantial feeling to power levels.
* The time between ticks of power decay has been increased to 1.5 minutes.
* The time that power decay is frozen after crystite resonators have been donated has been increased to 5 minutes.
* The amount of power decay per tick has been reduced by 1/4.
* Added a 1000 XP bonus per Crystite Resonator donated.
* Fixed an issue where a POI's power level was 0 after being taken back from the Chosen.

### Dropships

* Dropships are now available as fast travel between POIs! This is an early implementation so while it may be buggy, expect fixes and improvements later on.
* Interact with the back end of a dropship to board the ship to your destination.
* At any point during flight, press E to interact and drop out of the dropship, deploying your glider wings (don't hold space!).
* Dropships will not stop for pickup or dropoff at POIs controlled by Chosen.

## Battle Lab

* Fixed the placement of various objects and NPCs in the Battle Lab.
* Fixed an issue in the Battle Lab where players could not proceed after interacting with the New You until interacting with the Battleframe Station.

## PvP

* Moisture Farm added into PvP rotation once again.
* Moisture Farm now uses spawn rooms.
* PvP wins and losses now award players with resources and Crystite (the winning team is awarded more resources and crystite).
* Resources are given at random, similar to the way Open World rewards work.
* Fixed an issue where the PvP server would not restart automatically after a crash.
* Fixed an issue where players were not granted the proper amount of experience upon completion of a PvP match.
* Fixed an issue where players could use teleport abilities to enter spawn rooms on Rig.

## Progression

* Stage I gear now requires progression unlocks to equip. Players that do not have the required unlocks but already have items equipped will not be able to further save their loadouts without changing to the gear with the appropriate certifications.
* Power constraint has been redesigned.Excess power can now be allocated (available as a button under the Power tree) to gear in the Garage!
* Items that can be allocated excess power are:
	+ Primary weapon
	+ Secondary weapon
	+ All abilities with the exception of the passive
* Excess power converts into bonus damage (for weapons and abilities that deal damage) at a ratio of 10 power = 1%.
* A maximum of 50 power points per Stage can be assigned (ex. Stage I = 50, Stage II = 100).
* There is no longer any damage penalty associated with Power.
* Mass constraints have been loosened.New ratios are available to see in the Garage.
* Maxiumum movement speed is now capped based on Mass constraint unlocks (90%/100%/110%/120%). This cap only applies to base movement speed and does not prevent abilities and effects that increase movement speed from working as normal.
* Improved the visuals of progression tooltips.

## Crafting and Crafting UI

* Low quality Stage I components for primary weapons can now be purchased from vendors.
* Heavy Personal Thumpers now only require 15 Crystalline Crystite Engines and Polymorphous Fibers (previously 25 of each).
* Increased Crystite needed to craft Heavy Personal Thumpers from 3000 to 5000.
* Players are now able to manufacture flares, health packs, stim packs and ammo packs one by one, with a maximum of 20 per batch.
* Removed subcomponents from flare and medium health pack nanoprints.
* Players are now able to manufacture up to five Polymorphous Fibers and Crystalline Crystite Engines per manufacturing batch.
* Clicking on the Refine Resources button in the crafting UI now defaults to the six slot refining recipe, not the one slot.
* Requirement text has been replaced with icons.
* Added warning text when an input slot lacks the required amount.
* Added a text input field for the resource selection amount.
* Outputs of the same item types and quantity are now being combined.
* While at the Molecular Printer, players can now choose to "track" an item which will direct them to areas to get the desired materials. Only one item may be tracked at a time.Selecting to track a new item while already tracking an item will override the previously tracked item.
* Scrolling panels should now communicate that there is more information off screen more effectively now.
* When navigating through crafting menus, if you do not have refined resources or a crystite hybrid created on the subcomponent level, you can navigate further to the refining process.
* Added a text input box to the input selection menu to type in the quantity.
* Added a new icon for Chosen Technology pieces.
* Added new UI slider skins.
* Updated resource selection menu appearance.
* Fixed an issue where the second workbench would periodically break when loading or unloading.
* Fixed an issue where the process Chosen Technology 1 was taking Chosen Technology Fragment instead of Choson Technology Piece lvl 1.
* Fixed an issue where nanoprints would not be listed the first time you open a manufacturing terminal.
* Fixed an issue where the Advanced MPU could not be crafted.
* Replaced resource amount sliders with a text input box.
* Removed the concept of purity.Raw resources refine at a 1:1 ratio now.
* Renamed all resources.
* Organized resources into groups and families (shown below).
* Nanoprints have been adjusted to call for less specific resources at earlier stages of equipment (for example, Stage I gear will call for materials of a GROUP as opposed to specific resources, and the specificity of the nanoprint will increase as you progress through the stages of crafting).

### Mineral (group)

#### Metal (family)

* Copper (previously Conductive Metal)
* Iron (previously Hi-Tensile Metal)
* Aluminum (previously Computational Metal)

#### Composite (family)

* Carbon (previously Energized Carbon)
* Silicate (previously Ceramic Composite)
* Ceramic (previously Electroactive Carbon)

### Gas (group)

#### Reactive (family)

* Methine (previously Ceramic Dielectric)
* Octine (previously Ceramic Composite)

#### Inert (family)

* Nitrine (previously Ceramic Insulator)
* Radine (new resource, no correlation to a previous resource)

### Organic (group)

#### Biomaterial (family)

* Petrochem (previously Bioactive Compound)
* Biopolymer (previously Bio-Organic Stintergel)
* Xenograft (previously Bio-Organic Smartgel)

#### Enzyme (family)

* Toxin (previously Conductive Polymer)
* Regenic (previously Hi-Strength Polymer)
* Anabolic (previously Electroactive Polymer)

## Garage

* The maintenance button now pulses upon entering the garage if there are items that need repair.
* Items that are broken beyond repair are displayed in the repair shop to allow you to see it's completely broken.
* Added an 'Equip' button in the Garage to equip the selected Battleframe.

## Dashboard

* Updated the in-game dashboard.
* The dashboard is shown when pressing Esc to exit the game, replacing the old Esc menu (menu buttons are now found on the bottom right).
* Added a character overview section which displays personal stats.
* Added an element to display Friends and Armymates that are online.
* Added a section for community updates & notices.