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Fortuna: Hotfix 24.0.10


[DE]Megan

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Fortuna: Hotfix 24.0.10

This Hotfix includes another round of performance optimizations for everything from the Orb Vallis to Outer Terminus -- we're pulling out all the stops to improve your framerate so please bear with us while we smash!

Changes:

  • Reduced the Corpus Ospreys dodging frequency.
  • Updated the Elite Terra Corpus enemy Codex icons.
  • Revised the Tek Gravity Mod description to read ‘Slam Attacks in the Marked Zone pull all enemies within X|m’ to better match the Mods functionality. 

Fixes:

  • Fixed crashes in localized versions of Warframe.
  • Fixed a crash when attempting to create a new room in the Dojo.
  • Fixed a potential crash related to MOA Companions.
  • Fixed a crash that could occur when mounting a K-Drive.
  • Fixed a potential crash after a Host migration during an Archwing Interception mission. 
  • Fixed Transferring to the Operator before the second phase of the Lephantis boss fight resulting in inability to defeat it.
  • Fixed Mecha Mods not transferring Damage-over-time Status Effects to other enemies, resulting in no damage dealt.
  • Fixed Mecha Pulse Mod having lower (incorrect) buff values in-game than what is shown in the Mod/Arsenal UI.
  • Fixed the Tek Collateral Mod FX not appearing for Clients.
  • Fixed AI spawn issues in the Corpus Ice Planet tileset.
  • Fixed Gems/Ores obtained from smashing Orb Vallis crates not actually being collected.
  • Fixed MOA Companions not being recognized as a Pet for Riven challenges requiring an active Pet.
  • Fixed the incorrect Foundry rush costs for Cryotra, Tazicor, and Vulcax weapons.
  • Fixed overly large K-Drive/Dargyn minimap markers.
  • Fixed Fortuna Gems and Fish icons appearing stretched in the Trading UI.
  • Fixed a script error when accessing the Arsenal as the Operator in the Simulacrum.
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Thanks for your continuous work on improving Fortuna for us!
There's still some stuff ahead that needs to be looked at at some point though.
- Mission voting UI sometimes is still visible for the whole bounty
- Data keys in the hostage rescue stages sometimes can't be picked up while rolling down a slope
- Taking bounties from outside Fortuna won't reset global counters from previously done bounties, like credits for assassination targets (targets will spawn right after the stage begins) and hack timers for hostage rescue missions (once it drops zero, the mission will always fail when reaching the bodies); currently only leaving Orb Vallis can fix this
- In some cases, Corpus air drop mission seem to prevent progress with a 2/3 counter remaining. This might happen when a cache is opened while another is getting hacked
- Having focus schoools equipped for loadouts now is nice, but changing your loadout in the star chart won't change your school, not until you look into the Arsenal

Further than that, Orb Vallis needs a few adjustments IMHO:
- Coildrive ambushes currently take disproportionately longer than other bounties. Maybe tone down the timer just a little bit?
- Excavations feel quite imbalanced right now. With a low rate of cell spawns and excavators being able to take quite a lot of enemy fire, it feels like a chore rather than a challenge. I'd either increase cell drop rates or further decrease excavation timers, both while also adjusting excavator survivability appropriately.
- Dropship drop-offs during hostage rescue missions in the Enrichment Labs are quite off (with some units dropping off behind the mountain sometimes). They should be moved further inside the base.
- Although (or maybe because) Orb Vallis is huge, bounties currently only seem to take place inside an inner circle around Fortuna; setting missions over the same spots all over again is quite repetitive, and we barely get to see missions in the outer reach of Orb Vallis. Maybe extend them further outwards as well? To prevent insane amounts of travelling time, keep follow-up stage locations at a distance not exceeding a maximum from the current stage location
- Not even a week in I've already seen a handful of bounty leechers, doing something else while the rest of the squad is doing the actual bounty. Will you eventually take measures against that?
- Will Eidolon Lens blueprints be added to the drop tables eventually?

Keep up the great work, love ya guys 🙂

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Just gonna copy over my comment on the hotfix thread from a few hours ago since not much has changed.

 

That moment when you're slowly reading the fixes and hoping to see certain bugs fixed, and still nothing.

Anyway:

Still no fix for not getting to name your CRAFTED K-drive, or getting a forma on it as if you're gilding it (which is what happens when you buy it with plat).

Still no fix for MOA's names just appearing as "MOA" when you're not the host.

Still no fix for the voting UI still sometimes being stuck on the screen after you enter the bounty (and you have to press x to close it).

 

Edit: Can I just ask, why the hell bother taking up a spot on this thread with your comment, especially on the first page, if all you're gonna say is "nice"? What's the point?

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vor 2 Minuten schrieb [DE]Megan:

Revised the Tek Gravity Mod description to read ‘Slam Attacks in the Marked Zone pull all enemies within X|m’ to better match the Mods functionality. 

The mod should have been changed to fit the text and not the other way around. Because as it stands it's useless and not worth the modslot.

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I am very glad for all the updates, but there are various things that have gone a long time without being addressed... beast fur textures/effects, the tonkor weapon, the hitbox on staff weapons using Clashing Forest stance (impossible to hit with 1st quick attack)... please address these things...

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