Below is a list of the additions/changes in the publish:

The Construction System has been released!

The battlefields of Auraxis are changing. Cortium, a powerful new mineral, allows for the near instantaneous deployment of player-built fortifications. This limited resource has prompted the deployment of Advanced Nanite Transports (ANTs), which harvest Cortium and convert it into battle-ready building material.

New Rescource: Cortium

Appearing across the wilder areas of Auraxis, Cortium crystals can be harvested and used to create and power player-constructed objects, defenses, and fortifications.

New Vehicle: The ANT

ANTs are 4 man transports that have mining lasers for harvesting Cortium nodes. They can store Cortium in an on-board tank or drop it off at constructed Cortium Silos. The ANT can be deployed at any time, which will reveal access to a building terminal, from which you can equip and then place fortifications, at cost to Cortium.

With the right upgrades and a tank full of Cortium, the ANT has some other interesting abilities as well…

· C300 Turbo Engine: The Cortium Turbo Engine grants powerful thrust by converting stored minerals into fuel.

· Transport Cloak: While active, the Transport Cloak drains the ANT's stored Cortium in exchange for limited invisibility.

· C-Barrier: While active, a barrier forms around the ANT, absorbing incoming damage at the cost of stored Cortium.

New Construction Objects

· In order to place a construction object, you’ll need to first have access to its schematic. Once you own the schematic, you’ll be able to use the terminals on the ANT or Silo to deploy those items with Cortium.

· These schematics can be obtained from either the Depot’s new Construction section, or directly from an ANT or Silo terminal.

· Each item has a limited number that can be active at once, so keep an eye on the counter or you’ll end up deconstructing earlier objects.

All players are granted the following schematics/items for free with the release of the new system:

· Cortium Silo

o The heart of any large base, this silo stores large quantities of Cortium. ANTs can offload Cortium to Silos using the same method as harvesting minerals; just approach the Silo and hold the firing button.

o Many objects require a nearby Silo (with stored Cortium!) to remain active, as the Silo acts as a fuel source for their abilities. Modules, for example, are constructs that can improve surrounding fortifications, but go offline if the Silo runs out of Cortium. While a module is near a Silo, Cortium will be drained automatically. The more objects that require power, the faster your Cortium Silo will drain.

o They can store up to 50,000 Cortium at a time.

o Claims the nearby area for you and your squad, which allows you to deconstruct (see Decon Tool) the fortifications of un-squadded allies near your Silo.

· HIVE

o Hardline Interference Volume Emitters or “HIVEs” are structures which can generate Victory Points over time.

o The “chassis” is vulnerable when unpowered, but while housing a Victory Core, the chassis becomes indestructible, and a small, shielded area becomes the only point where it can receive damage.

o Active HIVEs generate Victory Points based on their proximity to the enemy Warp Gate, and require Cortium from a nearby Silo to operate.

o Players must be BR 15 or higher to place a HIVE

· Rampart Walls

o Long, horizontal wall with high health, and firing areas for infantry.

· Bunkers

o Small, durable fortification with firing areas for infantry, and an open area on the top.

· Xiphos (Anti-Infantry) Phalanx Turre t

o Mannable turret which excels at taking down enemy infantry.

· Decon Tool

o Can be used to deconstruct misplaced structures.

Other available schematics include:

· Sunderer Garage

o Small garage with enough cover to house a single Sunderer, ANT, or perhaps some other things you’d want to keep safe.

· Repair Module

o Cortium-powered module which quickly repairs nearby structures. This is an extremely important component of any base, especially for keeping hard targets like walls and bunkers alive

· Structure Shield Module

o Cortium-powered module that creates one-way shields for most of the openings on Bunkers, Rampart Walls, and Sunderer Garages.

· Skywall Shield Emitter

o Cortium-powered module which projects a shield above, protecting from aerial bombardment and severely injuring enemy infantry which drop through it.

· Turret AI Module

o Cortium-powered module which provides nearby deployed turrets with automated tracking abilities, allowing them to fire on enemies who stray too close.

· Spear (Anti-Vehicle) Phalanx Turret

o Mannable turret which excels at destroying enemy vehicles.

· Aspis (Anti-Air Phalanx) Turret

o Mannable turret which excels at destroying enemy aircraft.

Construction Placement

Added a new system to help with construction object placement.

A series of highlights and rings that appear when you are holding a construction item should help you determine what objects are affecting/being affected by other construction objects.

· Red highlights/rings show no deploy areas and objects that are creating that conflict for deployment

· Blue highlights/rings show active repair modules and their radius of effect

· Green highlights/rings show the things in the radius of effect of the object you are currently trying to place and/or objects other than the repair mod that will affect what you’re placing

· Orange ring shows the range of what can be powered by a placed Cortium Silo

These effects should only appear when relevant to keep the display from becoming overly cluttered.

Victory Cores

With the HIVE, we’re introducing the concept of Victory Cores. These cores are shared across each faction and can be viewed in the VP UI.

When a continent unlocks, each faction has a certain amount of cores available. By default, each faction gets 2 cores, with an additional core given to whichever faction unlocked the current continent. Cores are automatically placed in HIVEs the system thinks are the most viable every 180 seconds, with the following rules:

· The closer the HIVE is to an enemy Warp Gate, the faster it will generate Victory Points. HIVEs that can generate more VP are prioritized over those generating less

· If your active HIVE is in a contested area, your core can not be relocated.

· If you overextend into enemy territory without enough support, the system will determine your HIVE to be too dangerous to provide a core too. If you’re setting up in enemy territory, bring some significant backup or you won’t get a core.

When an active HIVE is destroyed, the faction who destroyed it will steal that core for their faction, and it will then automatically activate the most ideal HIVE, provided another empty HIVE exists.

It’s worth noting that Silos must be restocked with Cortium constantly, as HIVEs, like modules, require an active power source to function. If a Silo runs out of Cortium, an active HIVE will no longer generate Victory Points.

VP Scoring Changes

Additionally, the overall VP scoring has been updated as follows:

· All continents now require 15 Victory points to capture (including Indar)

· Indar alerts are now worth 5 VP

· Linking a single warpgate VP reward has been increased to 2, from 1

· Linking both warpgate simultaneously VP reward has been increased to 4, from 3

· Capturing all of any facility type VP reward has been increased to 3, from 2

· Capturing all facilities VP reward has been increased to 15, from 10

· VP reward has been increased to 2, from 1

Continent Faction Population Queue

Any player trying to zone into a continent where their faction has 10% more population than the lowest populated faction will be placed into a queue.

· At least one continent must have over 150 players on it for the queue to be active

· The target continent must have at least 50 players on for the queue to be active

· If the player’s faction is severely overpopulated on all unlocked continents, they will be able to play on the continent where their faction has the least population advantage

New Weapon: NS-20 Gorgon

Developed as a more mobile version of the M20 Basilisk, the NS-20 Gorgon provides MAX units with a balanced mix of anti-infantry and anti-vehicle firepower. Gold and Black variants are also available.