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PS4 Fortuna: The Profit Taker - Update 24.2.12


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Fortuna: The Profit Taker - Update 24.2.12



We have heard your cheers for the arrival of Round 14 items (previously mentioned in the status thread and Update 24.2.9 patch notes), and decided to fast-track their bundles into this update so that you can enjoy brand new TennoGen content from our passionate creators sooner! 

You can find these bundles in the in-game Market! 

TennoGen Bundle XXXV

TennoGen Bundle XXXIV


    In Update 24.2.9, we included a number of changes to increase controller responsiveness. We have been reading your feedback, and testing and adjusting in the areas of change that have presented the biggest pain points - notably the decrease of coded deadzones for more precise aiming/firing: 

    The original changes in deadzones were causing the slightest changes in trigger pressure to interrupt firing and ADS - which was being experienced predominantly with continuous fire weapons such as fully automatic and beam weapons (including Mining tools). This was due to a far too small trigger release threshold between firing and not firing. This is, however, still very effective with weapons where a limited threshold allows for quick trigger taps - Pistols for example. 

    With that said, the following changes have been made to address the above: 

    We have increased the trigger release sensitivity so that there is more space for error between firing and release. This will help curb the muscle fatigue experienced with having to maintain constant pressure on the triggers as well as alleviate the accidental breaks in firing and aiming. This will require a bit more pressure to be released on the triggers before you will stop aiming and firing. 

    We increased trigger release sensitivity but maintained pull sensitivity to strike balance between quick tap and continuous fire weapons. In other words, we have maintained the firing ease of single shot weapons with quick trigger taps but have increased the freedom to apply various levels of pressure with continuous fire weapons. 

    While this has felt much better overall in testing, we know that some may find that the increase still constraints gameplay in some form. More importantly, Tenno with disabilities may also find that this limits their ability to play. So! 

    We have also added 2 new sliders in Options > Controls to adjust trigger sensitivity to your liking: 


    • Trigger Pull Sensitivity:  Adjusts the pressure required to fire/aim 
    • Trigger Release Sensitivity: Adjusts the pressure required to release fire/aim 

    Note: The smaller the number in the slider, the more pressure is required on the trigger. The bigger the number, the less pressure is required on the trigger. 

    The sliders will allow you to tailor exactly how much pressure you feel is most comfortable/close to your preference of play. 

    Thank you for all your feedback, we hope this is a much more enjoyable change in gameplay experience!

    General controller responsiveness fixes post-24.2.9:


    The last of the remaining Fortuna Trophies have arrived! 

    • (Silver Trophy) Stay Frosty: Fall into Orb Vallis coolant from 275 meters while on a K-Drive.
    • (Bronze Trophy) Animal Lover: Complete 10 perfect Conservation captures in Orb Vallis. 


    • Increased the time waypoints stay active in the Plains/Vallis. They now last 5x times longer!
    • Returned the Imperator Vandal Critical Chance to 15% and Status Chance to 10% in Archwing mode.
    • Sentient Mimics have updated their cognitive thinking and will now take on the proper form of the newly re-meshed Corpus Lockers.
    • Using a zipline now requires you to be within 2 meters of it. This should abate all manners of undesired zipline-related tomfoolery.
    • Removed unintentional ability for the Operator to use the Archwing Deployer Gear Item.
    • Improvements towards AI navigation pathing in the Corpus Ice Planet tileset.
    • Improvements towards where the Rescue Target can be told to stop and take cover in the Lua tileset.
    • Improvements towards pathing issues when fighting the Ambulas in the Corpus Outpost.
    • Improvements towards AI becoming stuck in staircases in the Void Defense tileset. 


    • Fixed inability to equip Ruinous Extension on the Ocucor. 
    • Fixed being able to equip Stance Mods in any slot and any Mod in the Stance slot for Garuda Talons and unequip Mods that break these rules.
    • Fixing spin attacks not working unless you wait 0.15 seconds after pressing slide.
    • Fixed inability to use the Scanner as the Operator.
    • Fixed your Warframe floating in the Arsenal when exiting the Mod Upgrade screen (through the Exalted Weapon) quickly.
    • Fixed extraction cinematic on Earth where the Warframe mounts the ship on an angle. 
    • Fixed Liset customization not loading in on time when flying into a mission.
    • Fixed the Stug's projectiles interacting physically with ragdolls.
    • Fixed some AI potentially getting stuck in their landing jump state which prevents them from being able to move from that point on.
    • Fixed Inaros’ Devour not working for enemy / allied Inaros AI (Specters).
    • Fixed Magus Lockdown not spawning an actual mine upon Void Dashing.
    • Fixed AI that are meant to follow you becoming distracted. This was predominantly seen during the The War Within and The Sacrifice quests during certain moments.
    • Fixed missing ‘Operator’ HUD text when using Transference.
    • Fixed blurry FX for Clients when casting Mesa’s Shooting Gallery ability.
    • Fixed certain Warframe ability FX not appearing when in the Orokin Derelict extraction area.
    • Fixed Mesa’s Shooting Gallery ability Energy color always appearing red.
    • Fixed a Smokefinger and Rude Zuud Memory Fragment having the same Codex image.
    • Fixed the Tekelu Skins appearing incorrectly when equipped. 
    • Fixed a sound glitch when being hit by Corrupted Vor's beam attack while in Limbo's Rift.
    • Fixed some spotloading caused by Arcanes on Operators.
    • Fixed cases of inability to customize your K-Drive.
    • Fixed the Rescue NPC not returning your graciously gifted Secondary weapon upon completing the Rescue Bounty phase in the Plains of Eidolon. 
    • Fixes towards Coildrivers ramming into the Coildrive you’re defending, resulting in a huge amount of damage being taken and failing the Vallis Bounty. 
    • Fixed some rare cases of getting stuck in the Fortuna/Cetus elevator when returning to the town after a Host migration.
    • Fixed a rare case of inability to transition from the Plains of Eidolon back to Cetus.
    • Fixed the waypoint marker not leading you correctly to the Ambulas boss room in the Corpus Outpost tileset. 
    • Fixed a loss of functionality when K-driving with Quick Thinking equipped.
    • Fixed various issues when attempting to Chat link ‘MOA’.
    • Fixed inability to Chat link Crisma Toroids.
    • Fixed incorrect punctuation in certain subtitles during the Second Dream Quest.
    • Fixed missing text in one of Smokefinger’s Memory Fragments.
    • Fixed broken tags in the Venari Bodyguard Mod that were broken in a few languages (German, Polish, Chinese).
    • Fixed Nidus’ Passive description claiming it uses 10 Mutation Stacks when it uses 15 Mutation Stacks when playing Warframe in Portuguese.
    • Fixed missing Korean LOC translations for Arcanes. 
    • Fixed a script error when casting Garuda’s Blood Altar ability. 
    • Fixed certain Wyrmius and Flappy Zephyr rewards appearing as filepaths.
    • Fixed crash when opening a chat-linked Velocitus while in the Vehicles Arsenal as per: https://forums.warframe.com/topic/1058218-clicking-on-velocitus-chat-links-while-having-the-heavy-weapon-slot-highlighted-crashes-your-ps4/
    • Fixed item info popup colors not matching chosen UI theme. 

    Hotfix 1

    - Fixed some issues that would prevent completion of the upcoming Weekend Faction War Alerts. More information on these alerts here: https://www.warframe.com/news/6th-anniversary-weekend-wars


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    Thanks DE for the update!

    I greatly appreciate when we have more options to adjust the game to our liking (most games don't even have half of these options).


    Also when I saw the Stug fix I thought the moving and shooting camera bug would have been fixed as well, still makes it unplayable. 

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    Hello, I am uncertain about where to post this, but I was super excited to get the Gara Skin, and purchased it within minutes of the hotfix for PS4. The signature curaiss, for a lack of a better term that Gara has normally, glitches out on her new skin. It will show at random in the mission. It's supposed to be there. But the textures and the curaiss disappear randomly. I wanted to do a Captura and I couldn't. I changed the energy color to see if that was the issue, it is not.  I am unable to create a link to the screen shots I captured today of the issue. Thanks.

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    is it posible that you can change or add some additional status effects and enhancements to all of the stances so that they occasionally deal fire damage or have some nice passive traits, treasure hunter, movement speed traits for dagger stances after sliding or bullet jump; you can add these on to the upgrades with new animations and lore ro example videos to make the mods more exciting and maybe add them to the dojo training rooms/ or have some additional enclave npc who offers some more martial arts blueprints and stance upgrades, or augmented stances.

    w meele 3.0 is coming just thought i'd share some inspiratinal ideas, alot of players complain that the weapons should at least come with a default passive trait or niche, otherwise they just feel the same, they dont always have a throw dagger or secondary firing mode, i come from playing final fantasy games, so all this stuff is posible to me, you know like throw a ether or mana dagger and other low hp and during bullet jumping or crouch, you could make it so that players can get some nice attacks with  passive traits and other gifts to keep them interested in close range or melee with each level up.  The default weapon and the stances should both contain their own secondary or stance switching to be interesting, using the gearslots, and otherwise secondary fire mode button, or a combo to effectively switch into another stance that switches my attacks from fire to ice mode is a good way to keep the players sharp, there should at least be two stance to equip, and some low and max hp passive traits or triggers or melee will always be boring, seriously so many cool weapons and they all feel the need to be unique, if you could at least make up your own combinations or wield multiple blades, one dark dagger in one hand, and on the other hand a laser cannon or flame dager for starters just like other rpg games,FFXIV, FF:XI ONLINE are good examples of mixmatching dualwielding, one deals ice damage, the other fire, amongts new status: deafening sonic attacks, knockback, tackles, and rising techniques should be interesting, Gunblades also should at least be able to equip a variety of gun mods, not just melee, because they are uncomfortable to use, i use the sarpa, and i find that perhaps it should become a dual wield in the future at least we can equip this weapon with an extention, the range mod doesnt have any real visual impact, and i havent found any rivens for it, equiping it with archwing mods or something interesting to change its firing modes, and stance changing. It is a gun and a blade, so yeah i hope we can get access to both style of mods, i have the reddeemer prime in my foundry but am afraid its just going to be dissapointing like the sarpa gunblade.

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    1 hour ago, (PS4)Kayuosan said:

    Thanks DE for the update!

    I greatly appreciate when we have more options to adjust the game to our liking (most games don't even have half of these options).


    Also when I saw the Stug fix I thought the moving and shooting camera bug would have been fixed as well, still makes it unplayable. 

    i like maxed out the stug on day one, still havent found any rivens or fun mods for it, i feel like it should be improved further, theres a huge discusion about remaking and improving the stug in the weapons forums, i hope that it gets over looked by a specialist from DE, the weapon is worth the time becuase it makes the game feel fun, honestly its a good weapon to add to CETUS bounties and/or story quest rewards w/ an added skin and augment reward. This way players who already own it can at least come to collect some new upgrades for the weapon from the various vendors. 

    anotehr feature for the stug that would be fun to use it for fishing and minning or hunting, but you would have to reduce its explosivity and add on friendly fire or cognition sensors to it can be a good weapon to use to enhanec kubrows and allies if fired at them to heal, and give your friends additional armor, like in #monsterhunter the gunner and crossbow player can change their bullets to benefit the fireteam or squadron or pets, or weapons don't really have any friendly behaviors unless they are really expensive syndicate wandmaces worth 125k rather a bulky price, maybe they should just give the fishing lady at cetus some of her own weapons with healing and friendly fire or status effects, since the lances and minning lasers aren't geared for fighting regular enemies and the fish are rather small and no dangerous to players, however they are immortal i guess, also she could have some butcher knives, machete blueprints for daggers, and otherwise some harppon melee weapons and guns to keep fishing interesting.

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    1 hour ago, (PS4)ForNoPurpose said:

    Meh... 😐

    better than nothing i say just keep playing other games, eventually you'll get a satisfying warframe patch that actually makes you go holy S#&$, especially the melee 3.0 thing i been hearing that it will have some new attacks, and changes, could you imagine being able to equip two stances and combo to change elemental attacks, and trigger some HP modifiyers and sub augments? Just a little random but the  stances, mods, and aguments for me are alittle empty, even when maxed out, you really have to pull the S#&$ from out of nowhere to stay enthusiastic without riven mods, am a new player so i got like 100 ideas for warframe, if at least each weapon had some unlockable features and passive traits, the gearslots are also not used to their finest, you should at least beable to equip some additional mags with elemental affinities, say you toggle a mag that spits out magnetic or explosive rounds that require some ice and minning resources,  augmented magazines could also be found on enemies but they only have like 1 or two bullets like resident evil, some temporary gear to find in the lockers, not just credits. The gunblades also require like 12 fixes, and allow additional mods from the gun categories, since the stance upgrades only give out little update you'd need to give the players pistol mods and riffle access with a penalty or conjugative clause, the same goes for the stances, equip at least two to win, or the weapons will be boring, theres already stances that have the wrong polarities and really just dont offer a nything interesting, proc improvements, sad face* more things like that, i hope that i was helpful! sorry you dont see what your looking for!

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    i hope more warframe and weapon augments come out soon because i just tried playing limbo it was really slow and confusing, not only that but also boring, i think that by far hes the best and worst warframe toy in the game because it feels natural to move about teleporting with some fine tunning to his teleportation and rifts you can make him a better poster boy especially since he is already a unlockable via story sidequest, maybe add some additional skins for his weapons and mods or augmentes. I think all warframes should come with veiled rivens or challenges to practice say teleport through a laser door for limbo for additional points, warp an enemy into the rift, rift kills, unlocking some additional mods and weapon blueprints from a supperior or god eye, the minimum each warframe should have a test that unveils a riven to keep players wanting to max out their new warframes, say reach 30/MAX to unlock a blueprint weapon or augment / warframe riven quest, mod screen is confusing, and bounties dont pay off well, under limitations its hard to want to replay against the same types of enemies and there are no larger monsters or threaths, many of the doors and gates open up easily, shoulnt require cipher or puzzle, but there should be a bursa and more traps, freeze ray, decoys, and ambushes to trap off enemies, i understand taht cetus of eidolon plains is rather large sea side could contain more warrior recruits, as well as new technology and weapons, since there are so many inches of water larger earth is worth the time to invest in cetus upgrades, the bounties are not rewarding enough, and the citizens are cramped with a need for more wares, skins and premium shops, pet guy especially lacking minigames and toys of things, the guy in fortuna is a hunter and has riffles, this guy in cetus should offer some replayable rewards for the missions to collect and make the kubrow habitants of the forest more interesting.

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    5 hours ago, (PS4)ashermis said:

    Hello, I am uncertain about where to post this, but I was super excited to get the Gara Skin, and purchased it within minutes of the hotfix for PS4. The signature curaiss, for a lack of a better term that Gara has normally, glitches out on her new skin. It will show at random in the mission. It's supposed to be there. But the textures and the curaiss disappear randomly. I wanted to do a Captura and I couldn't. I changed the energy color to see if that was the issue,    it is not.  I am unable to create a link to the screen shots I captured today of the issue. Thanks.

    Best way to do it that I've found is to take the screen shot and message it to a friend, then go to  https://my.playstation.com  and log in. There's a tab that will show you all your PS4 messages and you can open the image and save it to your PC from there.

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    Hi there, I've noticed after this update bullet jumping as ivara while in prowl breaks my prowl. Usually carefully pressing L1 and X allows me to bullet jump without breaking prowl. I've already played around with the new sensitivity settings to no effect. Is there a way i can go back to the previous settings? Please this is game breaking for me.

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    So what’s the status on the next rounded bundle of Tennogen 14 for consoles? I felt like this batch, although amazing, has been set in a hiatus for quite some time without any info on what’s to come for the rest of Tennogen 14. Or are we going to transition straight to Tennogen 15?

    Good mini-update otherwise. Much appreciated.

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