Patch Notes v1-1-1802r0

Patch version
 Is hotfix

# Update Highlights

* Two brand-new primary weapons have been added:
	+ The **Plasma Flak Cannon** (Assault only):
		- The Plasma Flak Cannon fires a deadly plasma blast that will explode upon impact or after a set amount of time, dealing damage in an area.
		- The projectile can also explode in close proximity of enemies, offering great potential for destroying targets that are difficult to hit.
		- The alternate fire consumes ammo to give the Assault energy recharge as well as propel them in the direction aimed.
	+ The **Bio Injector** (Biotech only):
		- The Bio Injector fires lethal needles that deal poison damage to enemies upon impact, as well as applying poison damage over time.
		- The alternate fire of this weapon fires needles that apply a heal over time to allies.
* Six new weapon modifiers have been added that can potentially be found on looted or crafted primary and secondary weapons, each of which change the way in which the weapon deals damage:
	+ **Thermal**: Burns targets for additional damage, and has a chance to ignite targets for even more damage.
	+ **Flaming Thermal**: Burns targets for additional damage with a higher chance to ignite targets for more damage.
	+ **Bioactive**: Poisons enemies for additional damage, and has a chance to infect targets for more damage.
	+ **Virulent Bioactive**: Poisons enemies for additional damage with a higher chance to infect targets for increased damage.
	+ **Electrical**: Shocks enemies for additional damage, and has a chance to deal damage to enemies near the target.
	+ **Charged Electrical**: Shocks targets for additional damage with a higher chance to deal damage to enemies near the target.
* In addition, four new weapon modifiers have been added that can potentially be found on looted or crafted Shotguns, Assault Rifles, Burst Rifles and Sub-Machine Guns:
	+ **Beam**: Alters the weapon to fire energy pulses dealing energy damage. Beam weapons have increased accuracy, damage, and range, with a decreased rate of fire as a trade-off.
	+ **Laser Beam**: The weapon is altered to deal energy damage, firing pulses of energy as well as pierces through the first enemy it hits, allowing a single projectile to hit multiple targets if aimed well. These also have increased accuracy, damage, and range, with a decreased rate of fire as a trade-off.
	+ **Microplasma**: Alters the weapon to fire microplasma pellets, which deal plasma damage. Each projectile can ricochet off hard surfaces once. Microplasma weapons deal more damage than the standard versions of the weapons, with decreased accuracy as a trade-off.
	+ **Emissive Microplasma**: Alters the weapon to fire microplasma pellets. Emissive microplasma projectiles can ricochet off hard surfaces up to two times. These also deal more damage than the standard versions of the weapons, with decreased accuracy as a trade-off.
* Three new modifiers have also been added that can potentially be found on looted or crafted Grenade Launcher secondary weapons:
	+ **Tri-Scatter**: Alters the weapon to fire a spread of three smaller grenades.
	+ **Quad-Scatter**: Alters the weapon to fire a spread of four smaller grenades.
	+ **Cluster**: Fires a timed grenade that bursts into many smaller grenades.
* Added a new variant of the Afterburner ability (Assault archetype): **Cannonball Afterburner**.
	+ The Cannonball Afterburner crafting recipe requires the Culex Wing component.
	+ When activated, the Assault spins and "cannonballs" forward, dealing damage to enemies caught in the Cannonball Afterburner as well as knocking them back.
* Added a new variant of the Supply Station ability (Engineer archetype): **Armor Supply Station**.
	+ The Armor Supply Station crafting recipe requires the Hypercapacitor component.
	+ Adds an Armor powerup to the Supply Station that grants 20% additional damage mitigation for ten seconds.
	+ The Armor powerup has a longer cooldown than the ammo and health powerups provided by Armor Supply Station.
* Five additional dynamic encounters can now be found in the open world:
	+ **Civilian Rescue** (Coral Forest)
	+ **Caldera Crech**e (Devil's Tusk)
	+ **Chosen Death Squad** (Devil's Tusk)
	+ **Piñata Frenzy** (Coral Forest, Sertao)
	+ **Crossfire**
		- Crossfire is part of the Operation Crossfire Live Event that was announced here. While this encounter is currently part of the special Live Event, once it’s over, it will exclusively appear as a random encounter in Devil’s Tusk.
* Level bands in Coral Forest and Sertao have been adjusted to make for a more fluid leveling experience in the open world.
* An ARES Job board has been added in Coral Forest at Stonewall (Levels 20-21).
* An ARES Job board has been added in Sertao at The Nest (Level 30).
* The Hardcore version of Kanaloa the Destroyer has been unleashed with a few twists to the encounter. Gather your friends to take on a more challenging version of this titan for fun, bragging rights, and new epic gear.
	+ NOTE: Due to a showstopper bug, queueing for Hardcore Kanaloa has been temporarily disabled. This will be resolved in a hotfix as soon as possible.
* Many more bugfixes are included in this update.

# Battleframes & Combat

* Increased the health of Assaults, Biotechs, Dreadnaughts and Engineers.
	+ Context: At beginning levels, the archetypes start off with health pools that set them apart (for example, Recon being squishy and Dreadnaughts being tanky), but at the high end Battleframe health was fairly similar. This change was made so that the archetypes can maintain their differences in health pools/survivability. Overall Dreadnaught archetypes should feel much more tanky again, which compensates for its (compared to other frames) less effective movement and air speed.
* NPCs above level 10 have received a damage boost to accommodate for the increased player health pools.

## Battleframe Perks

* Incinerator (Firecat only, level 10) base damage now scales with level.
* Flame Buffer (Unlocked Firecat, level 40) base damage now scales with level.
* Energy Spikes (Unlocked Accord Recon, level 40) updates:
	+ Base damage now scales with level.
	+ Snare increased to 60%
* Toxic Finale (Unlocked Accord Biotech, level 40) updates:
	+ The poison cloud will now heal any allies which enter it.
	+ Base healing scales with level.
	+ Base damage now scales with level.
	+ Poison cloud now lasts 8 seconds.
* Catalytic Poison (Unlocked Accord Biotech, level 30) base damage now scales with level.
* Thick Hide (Unlocked Mammoth, level 30) now increases total health by 25% rather than base health by 400.
* Resilient Plating (Dreadnaught only, level 10) now triggers at 35%.
* Deflection Plating (Unlocked Dreadnaught, level 30) can now cause ricochets to enemies within 25m (up from 5m).
* Collateral Analytics was incorrectly applying a self-heal at 40% reduced effectiveness.
* Anatomy Lessons should now trigger properly. Updated its tooltip to better reflect the perk: "When dealing damage with your weapon, there is a 10% chance to enter a 'critical state' for 5 seconds, inflicting 150% weapon damage."
* Hunter (Unlocked Tigerclaw, level 40) effect should now apply correctly when using damage modifiers (ex. Explosive Rounds - Dreadnaught).

## Assault

* Added the Plasma Flak Cannon, a new primary weapon usable by all Assault archetype battleframes.
	+ Fires a deadly plasma blast that explodes after a set amount of time, dealing damage in an area.
	+ This projectile can also explode in close proximity of enemies, offering great potential for destroying flying targets that are difficult to hit.
	+ Alternate fire consumes ammo to give the battleframe a brief recharge of energy and a small boost in the direction aimed.
* Afterburner now has a crafted Cannonball variant for all Assault archetype battleframes.
	+ Requires culex wings component to craft. Recipes available at various reputation vendors.
	+ Launches the Assault forward while spinning. Knocks back any enemies hit while spinning as well as dealing damage.
* Crater's animation has been updated to have a more clean animation when executing the ability.

### Assault Bug Fixes

* Bombs Away will no longer display deployable counts.

## Tigerclaw

### Tigerclaw Bugfixes

* Nova Cannon will now deal plasma damage.

## Firecat

* Inferno Dash updates:
	+ The remaining duration of Inferno Dash will be displayed on the hotbar ability button.
	+ Inferno Dash is now affected by duration modules.
	+ Visual effects now scale with the fire trail's area of effect.
* Immolate’s remaining duration will be displayed on the hotbar ability button.

### Firecat Bug Fixes

* Thermal Wave will once again knockback enemies.

## Biotech

* Added the Bio Injector, a new primary weapon usable by all Biotech archetype battleframes.
	+ Fires lethal needles that inject toxins into the target dealing an initial impact damage as well as damage over time.
	+ Alternate fire applies a heal-over-time to friendly targets only.

### Biotech Bug Fixes

* Fixed an issue where Poison Trail would cause over 100% snare.

## Dragonfly

* Bio Rifle updates:
	+ Alt-fire heal-over-time effect no longer breaks when the target takes damage.
	+ Projectile impact visual effects now scale with its splash radius.
	+ The Bio Rifle is now a source of poison damage.

### Dragonfly Bug Fixes

* Fixed the Bio Rifle to once again deal AOE damage on impact.
* Healing Dome’s visual effect will now scale with the radius of the ability.

## Recluse

* Updated the description of Kinetic Shot to properly reflect the ability's behavior.

## Dreadnaught

* Reflective Armor is now affected by Potency modules

## Arsenal

* Updated the description of Combat Shotgun, the description now mentions its speed boost.

### Arsenal Bug Fixes

* Combat Shotgun and Particle Beam will no longer display deployable counts.

## Rhino

### Rhino Bug Fixes

* Fixed an issue where the Rhino's Personal Shield perk was improperly stacking.

## Engineer

* Added an Armor Station variant of the Supply Station ability for all Engineer archetype battleframes.
	+ Requires hypercapacitors component to craft. Recipes available at various reputation vendors.
	+ Adds an Armor power-up to the Supply Station that increases damage mitigation of the battleframe by 20% for the next 10 seconds.
	+ Armor power-up has a longer cooldown than the ammo and health power-ups on the same Supply Station.

## Bastion

### Bastion Bug Fixes

* Fixed an issue which was causing Multi-Turrets to display an incorrect charge count when the maximum deployable count is over 4.
* Sentinel Pod should now show multiple charges when available.

## Electron

* The Shock Rail's alt fire should now properly use the plasma damage type.
* Overclocking Station should now properly affect players using Necro weapons.

## Recon

### Recon Bug Fixes

* Cryo Grenade’s Throw Speed stat should now recognize positive numbers as good changes.
* Fixed Decoy so that it falls to the ground after spawning.
* Cryo Grenade should no longer crash players when the snare is applied.

## Raptor

* Power Field has received the following updates:
	+ Now lists its remaining duration on the ability button.
	+ Cooldown applies upon the effect ending rather than when activated.
	+ Updated the description to remove mention of unlimited energy from back when some weapons consumed jet energy instead of ammunition.
	+ Now affected by effect radius modules.

### Raptor Bug Fixes

* Fixed an issue which was causing conduit to not affect powerfield. Empowered powerfield will now reduce weapon charge time.
* Updated the Charge Rifle’s description to no longer list that it causes an energy burst upon killing targets.
* Fixed an issue causing the R36 to deal no damage while affected by Power Field.

# Player vs Environment

* Five additional dynamic encounters can now be found in the open world:
	+ **Piñata Frenzy** – Coral Forest, Sertao
		- A broken down MGV’s radio has attracted a pack of dancing loot piñatas. Hunt them down for all the loot before they scamper off to receive great rewards.
	+ **Crossfire** – Part of the Operation Crossfire Live Event that was announced here.
		- Crossfire has two different variations as stated below:
			* Accord Soldiers are being ambushed by a squad of Chosen (or Bandits in areas other than Devil’s Tusk). Protect the Accord soldiers and get paid.
			* Chosen are engaged in a firefight with the Ophanim (or Bandits in areas other than Devil’s Tusk). Defeat all enemies to get paid.
		- While this encounter is currently part of the special Live Event, once it’s over, it will exclusively appear as a random encounter in Devil’s Tusk.
	+ **Civilian Rescue** – Coral Forest
		- Rescue the captured civilians from the Bandits.
	+ **Caldera Creche** – Devil’s Tusk
		- Destroy the erupting caldera. Beware of Caldera Dragons!
	+ **Chosen Death Squad** – Devil’s Tusk
		- You’ve been marked for death! Run fast or stand and fight.

## General Open World Updates

* When zoning into an instance while in a squad, players should now automatically zone to the same shard as the squad leader.
* Increased the health of the Executioner mini-boss at the Devil's Tusk Prison ARES Field Mission.
* Increased spawn rate of carcass during the Devil's Tusk Prison ARES Field Mission event.
* Adjusted the level bands in Sertao and Coral Forest for dynamic content and ARES Jobs to improve the feeling of progressing through the world.
* Added an ARES Job Board at Stonewall (Coral Forest) and move some existing jobs there.
* Added an ARES Job Board at The Nest (Sertao) and moved some existing jobs there.
* Level ranges for ARES Job boards are now as follows:
	+ Coral Forest
		- Copacabana: Levels 1-5
		- Northern Shores: Levels 6-9
		- Thump Dump: Levels 10-11
		- Cerrado Plains: Levels 12-13
		- Nutretic: Level 14
		- Trans-Hub: Level 15
		- Broken Shores: 16-17
		- Sunken Harbor: Levels 18-19
		- Stonewall: Levels 20-21
		- Shanty Town: Levels 22-24
	+ Sertao
		- Dredge: Levels 25-27
		- Andreev Station: Levels 28-29
		- The Nest: Level 30
		- Forward Operating Base Sagan: Levels 31-32
		- Lab 16: Levels 33-34
		- Tecumseh Airbase: 35-36
	+ Devil’s Tusk job boards have not been altered.

## Instances

* The Hardcore version of Kanaloa the Destroyer has been unleashed with a few twists to the encounter. Gather your friends to take on a more challenging version of this titan for fun, bragging rights, and new epic gear.
	+ Hard mode will require players to have previously completed regular mode.
	+ NOTE: Due to a showstopper bug, queueing for Hardcore Kanaloa has been temporarily disabled. This will be resolved in a hotfix as soon as possible.
* Instance lockouts for the below instances now reset on Tuesdays at 0:00 US/Pacific Time.
	+ Baneclaw's Lair
	+ Kanaloa's Lair
* Instance lockouts for the above listed instances no longer prevent players from entering the instance. The lockouts instead prevent the returning player from gaining loot in the instance, allowing them to play again to help friends.
	+ After completing the instance the first time each week the player will receive loot.
	+ Any subsequent completions that week will not award the player with loot until the lockout resets on Tuesday.
* The amount of loot that drops from Kanaloa the Destroyer and Baneclaw is now proportional to the amount of players eligible for loot.
* Improvements were made to the combat space for the Necronus in Blackwater Anomaly:
	+ Added extra cover to avoid certain targeted and directional attacks.
	+ Adjusted the position of health and ammo pickups.
	+ Players are able to stand on the pillars to the sides, though the Melding Vent attack now affects those areas.
* The Melding Anomaly in Baneclaw's Lair should now be easier to interact with.
* Adjusted the position of the weak spots of Kanaloa.
* The Firewhips in Kanaloa's Lair will now explode when in close proximity to a player, leaving a pool of lava that deals damage and saps energy.

# Player vs Player

* Updated Resource terminals, vehicle bay terminals and Crystite Resonator terminals to change to the proper team ownership when the bases flip. Previously, they would despawn and respawn as a new deployable. This should prevent multiples of these deployables getting created for the terminals.
* The use of health packs and grenades have been reverted to their original intended state, where their use is disallowed in Broken Peninsula.

# Items

* Added six new modifiers that can potentially be found on looted or crafted primary and secondary weapons changing their behaviors and damage types.
	+ Thermal - Burns targets for additional damage, plus a 5% chance to ignite targets for even more damage.
	+ Flaming Thermal - Burns targets for additional damage, plus a 7% chance to ignite targets for even more damage.
	+ Bioactive - Poisons targets for additional damage, plus a 30% chance to infect targets for even more damage.
	+ Virulent Bioactive - Poisons targets for additional damage, plus a 50% chance to infect targets for even more damage.
	+ Electrical - Shocks targets for additional damage, plus a 5% chance to chain damage to nearby targets.
	+ Charged Electrical - Shocks targets for additional damage, plus a 7% chance to chain damage to nearby targets.
* Added four new modifiers that can potentially be found on looted or crafted secondary Shotguns, Assault Rifles, Burst Rifles, and Sub-Machine Guns,
	+ Beam - Fires directed energy pulses, dealing Energy damage. Increased Accuracy (10%), Damage (20%), and Range (20%). Decreased Rate of Fire (20%).
	+ Laser Beam - Fires pulses of directed energy, dealing Energy damage. Increased Accuracy (10%), Damage (20%), and Range (20%). Decreased Rate of Fire (20%). Pierces through one target to hit target behind.
	+ Microplasma - Fires microplasma pellets, dealing Plasma damage. Decreased accuracy (30%). Increased damage (5%). Microplasma ricochets off hard surfaces up to 1 time.
	+ Emissive Microplasma - Fires microplasma pellets, dealing Plasma damage. Decreased accuracy (20%). Increased damage (5%). Emissive microplasma ricochets off hard surfaces up to 2 times.
* Added three new modifiers that can potentially be found on looted or crafted secondary Grenade Launchers.
	+ Tri-Scatter - Fires a spread of three smaller grenades.
	+ Quad-Scatter - Fires a spread of four smaller grenades.
	+ Cluster - Fires a timed grenade that bursts into many smaller grenades.
* Updated Accuracy modules to display Spread; since reducing spread is increasing accuracy.

## Cosmetics

* Chandelier Earrings can now be used by male characters.
* Crystite Earrings can now be used by male characters.
* Heart Earrings can now be used by male characters.
* Pirate Earrings can now be used by male characters.
* Slightly adjusted the secondary and tertiary colors on the AMD warpaint to allow patterns to show through when using the warpaint.

# Crafting

* Added recipes for Cannonball Afterburner at levels 12, 22, 32 and 40.
* Added recipes for Armor Supply Station at levels 15, 25, 35 and 40.
* LGVs can only be crafted once now.

# User Interface

* Items which cannot be traded will now display that they cannot be traded in their tooltips.
* Abort/Activate mission button is now disabled for two seconds after use.
* Made adjustments to the War Monument’s UI so that the contributors list is easier to read.
* SIN map markers will no longer shows a range when min and max level is the same. This will now only display the single level value.
* Players can now switch battleframes from the Garage by clicking on an owned frame name in the progression window.
* When using the battleframe terminal the level for frames that have not been played yet now displays as “-“, instead of appearing blank.
* Players no longer need to visit the Garage to unlock “Free” battleframes; they can switch directly to them using the battleframe terminal.
* Selecting a locked frame from the battleframe terminal opens the store page.
* Updated item borders in the player’s inventory window.
* Added a manual sorting mode to the player’s inventory.
	+ This is similar to the ‘bag’ type inventory players are used to using.
* Players who leave or are kicked from a squad during an ARES Job will now have the Job removed from the tracker.
* The Seasonal Achievements category will now appear for players.
	+ This category will appear blank until the player earns one of these hidden achievements.
* Action bar item slots now gray out and become disabled when entering an instance rather than emptying completely.
* When slotting modules into gear players will now see the modules sorted by color instead of just “module”.
	+ Modules which cannot be slotted into an item will no longer be displayed when the player is viewing the item slotting interface.
* Updated paperdoll lighting.
* Improved the performance of the paperdoll interface when making inventory changes (ex. slotting new equipment).
* Added a visual indicator in the inventory screen for items that are selected to be salvaged.
* Group members should now receive feedback from the user interface when attempting to enter an instance without the proper prerequisite.
* Adjusted the screen dimming when entering mouse mode.
* Floating combat numbers will persist at a maximum of 3 seconds.
* Using the keyboard shortcut to enter windowed mode (alt-Enter) after a fresh install will now default to 1280x720.

# Bug Fixes

### General Bug Fixes

* The ‘Birds Eye View’ achievement will now update when players reach the required locations.
* The ‘Turn on Even More Lights’ achievement will now update when players interact with SIN towers in Devil’s Tusk.
* Updated the audio for the secondary weapon Shotgun reload.

### Open World Bug Fixes

* Crashed LGV’s Data Worm health now scales up depending on where it spawns.
* Fixed some holes inside an ARES cave in Devil’s Tusk at coords -1453,-253.
* Fixed an issue which prevented the ‘Chosen Thumper’ from displaying jet visual effects when taking off.
* Fixed an issue where enemy NPCs would not move towards their target when out of range while attacking or defending.
* Watchtower guards should now walk around a little more as opposed to clustering up.
* NPCs should now have their proper "calm" and "alert" statuses applied when in the respective states.
* Fixed an issue where Chosen Grunts were getting stuck to the ceiling in the bunker beneath Copacabana.
* Adjusted the animations of the Doom Stalker to look more natural.
* Properly closed off the spawn room at Northern Shores so that enemies can no longer enter the spawn area.
* Fixed various prop and collision issues.

### ARES Jobs Bug Fixes

* Fixed an issue where players could get ARES Job rewards without meeting the participation requirements.
* Players should no longer receive long travel distances for ARES Jobs.
	+ The exception would be for ARES Jobs that are designed to transfer you to a new area. There may be some steps that have to a dynamic space to spawn which could cause longer than expected travel. Overall this should have been reduced.
* Disconnecting from a server crash while on an ARES job will now allow players to continue the job after reconnecting.
* Fixed an issue which was causing LGVs summoned for delivery missions to have sluggish response times.
* ‘Project Imp’ – Davis Royer now has proper lip sync.
* ‘Signals from the Lost’ – Melee mobs will now be able to damage the signal relay.
* Fixed an issue which was allowing players to continue onto the next job in a series by accepting the first job, then canceling the job after completing the first step.
* 'My Brother's Keeper' - Fixed an issue which was preventing from the third step of this ARES Job from activating properly.
* 'I Scratch Your Back' - The mission tracker should now progress after collecting the Chosen Tech.
* 'Up to the Crossroads' - Fixed an issue which was giving the incorrect voice overs and causing the game client to crash.
* 'Z.A.P.' - Added missing voice overs.
* 'Carlo's Gambit' - Fixed an issue causing this ARES Job to stall when loading objectives.
* 'Haikili' - The escort NPC should no longer spawn inside a rock.
* 'Earth, Wind and Fire' - Players should now be able to use the grenades given by this ARES Job immediately.
* 'Faulty Equipment' - The Civilian should now spawn at the given waypoint.
* 'Patrolling the Strand' - Aero should no longer repeat the same line twice.
* 'Patrolling the Strand' - It is now required to defeat the Megalus before moving on to the next step.
* 'Tides of Change' - The miniboss should now be a bandit, not a Tanken.
* 'Bite for the Hand that Feeds You' - Fixed a typo in the description at the ARES Job Board.
* 'SIN Hackers' - Dross should now properly move his mouth while speaking.
* 'In The Dumps' - Dross should now properly move his mouth while speaking.
* 'Flush Out the Fox' - Scarlet should no longer run into the Melding.

### Instance Bug Fixes

* Fixed an issue which was causing players to lose their waypoint if they crashed during the dropship intro sequence after creating a new character.
* Fixed an issue where Oilspill would continue to talk during the "We Need to Talk" mission if the mission does not complete.
* Moved some objects that were clipping into the base of the AA turret in Power Grab.
* Fixed an issue where character voice over dialogue was taking place at incorrect times or two characters talking at the same time.
* 'Dirty Deeds' - Fixed an issue which was causing the next door to open when falling during this mission. The thumper cart should now be protected properly.
* Fixed an issue causing players to not receive Titan Tokens on their first kill of the week on Baneclaw and Kanaloa.
* When leaving Kanaloa's Lair, players should spawn in an expected area (where they entered from).
* Fixed an issue where players would spawn at Trans Hub after completing 'Crash Down'.

### Broken Peninsula Bug Fixes

* Fixed an issue where after destroying all the generators at the base, the Command Center would report that 1 out of 4 buildings are active and place a marker on the destroyed vehicle bay generator.
* Fixed an issue where Repair Markers were getting stuck on the vehicle bay.
* Fixed an issue where repaired objectives did not block opposing teams from capturing the outpost.
* Fixed an issue where Lake Town's secondary forcefield was reversed.
* Fixed an issue where NPCs were spawning inside objects at Lake Town.
* Fixed an issue where during outpost and tower capture, players' participation and contributions would not be tracked.
* Improved the performance of particle effects. Players should experience less frame rate dips in Broken Peninsula.

### Item Bug Fixes

* The cooldown on Large Health Packs has been updated to 60 seconds. (Formerly 120 seconds)
* Increased the base damage for Kanaloa Kinetic Shot.
* Heat Rifles (Tesla Rifles dropped from Kanaloa) now have the intended rate of fire and can be modified by rate of fire modules.
* Kanaloa Thermal Needler should now deal fire damage as opposed to poison damage as intended.
* Fixed an issue where Carnage Modules were providing half of their intended magazine size.
* Fixed an issue where the player's nose would clip through the Kisutech Mask.
* Fixed an issue which was causing player’s noses to clip through the Kisutech Mask.
* Fixed an issue which was causing the jump pad to propel players further than intended when looking down.

### User Interface Bug Fixes

* Fixed an issue that was causing the ‘apply’ button to vanish from the options when players tried to switch between fullscreen and windowed mode.
* Fixed an issue where unlocking a new nanoprint would not display in the Molecular Printer until the user interface is refreshed.
* Fixed an issue where "Crafting Components" was showing up twice in the Molecular Printer interface.
* Coral Forest Map - Fixed a display issue causing part of the map to appear as though it were floating.
* Fixed an issue where Quantities would not update when attempting to build multiple units of an item.
* Players should now be able to toggle replay recording (default F9) while in a vehcile.