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Wukong Prime: Hotfix 25.3.2 + 25.3.2.1


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Wukong Prime: Hotfix 25.3.2

General Additions:

  • Added a new Plains Assassinate Bounty Bonus Objective of ‘Draw out the target within one minute for bonus’. More bonuses to come after further testing. 

Clan XP Changes:

If you're not an active participant in the Clan / Dojo system, a lot of this will go over your head. But if you've noticed a discrepancy in your Clan's Dojo XP since the release of Update 25, we have found the issue and have a full breakdown here.

The issue:
Upon researching the Update 25 Clan weapons, some Clans / Dojos had a loss of Clan XP. On the surface this seems like a pretty straight forward problem, but it has turned out to be a bit more complicated. Your "Clan Profile' page showed research and Pigment XP gains, but there was a whole bunch of invisible XP messing with values especially if you deleted a decoration or room, and finished weapon research (namely, from Operation Trophies)!

The solution:

  • All trophies are now exempt from Clan XP and will not reward it.
  • The Trading Post and Treasury will supply their intended XP.


Next steps:
As we release eligible content, you can re-rank your Clan over time. We have record keeping of your rank, so you won't re-trigger the rank up rewards.

Further information:

We have a list of rooms and objects that grant you XP, but only if they exist within the Dojo (i.e cannot be built then destroyed). This now works properly + and we are working to highlight this fact more (as we work to expose in UI):

  • Trading Post: 10000 XP
  • Treasury: 10000 XP
  • Obstacle Course: 15000 XP
  • (NEW) Obstacle Course Architect: 15000 XP
  • Dueling Room: 15000 XP
  • Oracle: 10000 XP
  • Energy Lab: 10000 XP
  • Chem Lab: 10000 XP
  • Bio Lab: 10000 XP
  • Orokin Lab: 10000 XP
  • Tenno Lab: 10000 XP
  • Temple of Honor: 15000 XP

Nightwave Changes & Fixes:

  • Right clicking on Nightwave rewards will now display its preview diorama.
  • Fixed inability to mark Mods dropped from containers in the Void for the "Mark a Resource or Mod" Nightwave Act.
  • Fixed the Glaive Prime Blueprint help text saying it's obtainable from Nightwave Cred Offerings.

Wukong Changes & Fixes:

  • Wukong’s Celestial Twin no longer utilizes Quick Thinking to fix the Twin living indefinitely. 
  • Fixed ability to replicate Wukong’s Celestial Twin multiple times by abusing Emotes.
  • Fixed Wukong’s Cloudwalk and Defy abilities turning off sprint toggle when used.
  • Fixed Wukong’s Immortality Passive triggering while in Archwing in Vallis / Plains which results in getting stuck in Archwing instead of being knocked out.
  • Further fixes to floating Armor on Wukong / Wukong Prime.

Survival Spawn Change:

  • Historically the number of concurrent enemies in Survival was related to where the mission was in the Star Chart; early missions tended to have less enemies and later missions tended to have more and this number did not change even when you stayed in a mission longer to face higher-level enemies. As an experiment we have changed the scaling mechanic so that staying in a low-level mission longer will also increase the enemy count as it increases the enemy level until it hits the same cap it would have for high-level missions.

Sabotage Changes & Fixes:
These Changes & Fixes relate directly to if the Reactor Sabotage ‘magnetic’ situation is triggered:

  • Increased visibility of the panic button placed at the Reactor console.
  • Reduced hack time for enemies at the Reactor panic button to 1.5 seconds.
  • Increased 'Defend' time to 60 seconds from 40 seconds.
  • Fixed no enemies spawning to trigger lockdown at the Reactor console.
  • Fixed enemies unable to reach the Reactor console.

Zanuka Harvest Changes & Fixes:

  • Added objective text in the UI for maximum clarity for ‘what the hek is going on’.
  • Removed parkour tiles to reduce the chance newer players will get stuck here.
  • Possible fix for Zanuka spawning in secret rooms and teleporting players there

Changes:

  • Objective UI markers now flash red to match red X attack markers.
  • Corrupted Vor is now marked with a red X marker if killing him is required to progress past the 'kill enemies' stage in Interception.
  • Changed Spy panic buttons in the entrance hallways of Spy Vaults to stop enemies using them and setting off the alarm when outside the vault in Gas City, Grineer Fortress, and Sealab tilesets.
  • Kuva Cell pickups now take priority over Life Support Tower activation actions to alleviate accidental Life Support activation in Kuva Survival.    
  • Increased brightness of the grey ABC markers in Lua Spy missions.
  • Improved an extraction area in the Gas City tileset to be a little more generous.
  • Changed the Venus Assassinate area marker so it matches the UI objective.
  • Removed ability to spawn Arlo Devoted Healers in the Simulacrum.
  • Removed Wisp footstep sounds when wall running.
  • Removed outstanding old Corpus Lockers and replaced them with the new Locker meshes.
  • Improvements to the Gear Spiral controller sensitivity.
  • Made Teleport Pits willing to send loot to a nearby spot as a last resort instead of letting it fall out of the world.
  • Made hundreds of micro-optimizations to numerous game and UI scripts.
  • Made some micro-optimizations to screenshots taken with F6 (particularly for 4K displays).
  • Optimized game startup time slightly.

Fixes:

  • Fixed inability to complete the Sands of Inaros quest due to Denial Bursas not spawning as reported here:  
  • Fixed progression stopper during the 'Kill the 5 Mimics' stage of the 4th mission of The Sacrifice as reported here:
  • Fixed progression stopper in the Orokin Derelict Mobile Defense tileset due to missing context action on the Defense console.
  • Fixed the Ropalolyst fight breaking if the player flies it into the underside of the center platform. You will now be forcibly dismounted off the bucking bronco. 
  • Fixed Growing Power buff not removing itself properly when casting Limbo’s Cataclysm, resulting in an indefinite stacking of Strength.
  • Fixed enemies not spawning after a Host Migration in the Grineer Shipyard Defense tileset.
  • Fixed Life Support Towers not spawning after a Host migration in Sortie Survival missions.
  • Fixed a Host migration causing Garuda’s Talons to lose their Stance upgrade, and instead use the default attacks if it’s the only Melee weapon equipped.
  • Fixed the first mission of Saya's Vigil not failing properly if the player leaves the final objective area.
  • Fixed seeing "Failed Bounty" when reaching extraction too soon during the final mission of Saya’s Vigil.
  • Fixed a performance regression that was impacting certain types of cloth; performance in open world areas, towns and relays may be improved.
  • Fixed becoming one with Saya when speaking with her in Cetus. 
  • Fixed Grineer Capture Targets have a Shield that does not regenerate instead of Armor.
  • Fixed Sentient Troopers not spawning in Lua Exterminate missions.
  • Fixed Sentients spawning in the wrong location during Octavia's Anthem.
  • Fixed ability to use Emotes while casting Revenant's Danse Macabre to prevent your Abilities getting stuck. 
  • Fixed an incorrect cinematic during a phase of The War Within quest.
  • Fixed wrong Relic Rarity text when hovering over the Rarity bar on the Reward selection screen after playing a public Void Fissure mission.
  • Fixed Wisp’s Wil-O-Wisp ability setting off laser beam alarms in the Gas City Spy Vaults.
  • Fixed missing portal FX for Clients in the Lua Rescue tileset.
  • Fixed players turning invisible when standing in certain locations in the Grineer Settlement tileset and Grineer Forest tileset.
  • Fixed hacked Plains Drones becoming non-responsive after being pushed by an Arson Eximus.
  • Fixed invisible marker on the Vallis Defense Drone after the encounter starts.
  • Fixed Cryopod alignment in the Gas City Defense tileset.
  • Fixed numerous level holes in the Grineer Settlement tileset.
  • Fixed level holes in the Corpus Ice Planet tileset as reported here: https://old.reddit.com/r/Warframe/comments/c9biyc/ingame_visual_bug_on_europa_and_mission_display / https://old.reddit.com/r/Warframe/comments/cas9yb/does_this_count_as_a_map_hole/.
  • Fixed Void Crate waypoint sunken into the ground leading to unpickable goodies, as reported here: https://old.reddit.com/r/Warframe/comments/cbmc51/i_feel_like_de_is_mocking_me_couldnt_pick_it_up/
  • Fixed unwallrunnable walls in the Void tileset as reported here: https://old.reddit.com/r/Warframe/comments/cbrb9d/the_void_end_tile_has_walls_that_have_large_areas/.
  • Fixed overly shiny floors in the Grineer Ship tileset as reported here:
  • Fixed ability to escape the level in the Grineer Forest tileset.
  • Fixed the Tang Prime Fur Pattern accent color not resetting to default. 
  • Fixed Arlo Devoted Healers showing up in Mastery Rank tests and minigames (Happy Zephyr).
  • Fixed missing Stubba reload sound when using the Nusku Pistol Skin.
  • Fixed incorrect quest requirement for the Silver Grove when reading it in Russian.
  • Fixed some script abuse when Inaros' Desiccation continued to tick after Inaros was killed.
  • Fixed enemies armed with the Tetra rifle having an ugly reload animation.
  • Fixed having a broken UI after ‘Replay Mission’ is selected when the daily reset happens while the player is in a mission.
  • Fixed Assassinate intro boss name not being visible for Clients.
  • Fixed a script error when looking at The New Strange quest diorama.
  • Fixed an issue with The New Strange where it wouldn’t count Arid Lancers correctly
  • Fixed Captura not using the correct camera rotations when switching between cameras.
  • Fixed Chroma’s Passive / Spectral Scream descriptions not stating that the Elemental effects are now dictated by the emissives colours, not the energy colours as given in the Ability / Mod descriptions. 

 

Wukong Prime: Hotfix 25.3.2.1

Login issues that affected a select few have been fixed serverside! 

Fixes:

  • Fixed Operator Focus Abilities being broken if a tree is semi-complete. This also fixes Operator Void Mode being broken.
  • Fixed UI lockup that could occur when viewing Nightwave Rewards and then an Act.
  • Fixed the camera snapping to an odd orientation when performing actions that lock its orientation (namely, rotating/pulling/pushing Decorations in the Orbiter).
  • Fixed extra beam Range (Ruinous Extension) negatively affecting the secondary beam lock Range of the Ocucor.
  • Fixed a level hole in the Orokin Derelict.
  • Fixed a level hole in the Corpus Ice Planet tileset.
Edited by [DE]Megan
Hotfix 25.3.2.1
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12 minutes ago, [DE]Megan said:

Survival Spawn Change:

  • Historically the number of concurrent enemies in Survival was related to where the mission was in the Star Chart; early missions tended to have less enemies and later missions tended to have more and this number did not change even when you stayed in a mission longer to face higher-level enemies. As an experiment we have changed the scaling mechanic so that staying in a low-level mission longer will also increase the enemy count as it increases the enemy level until it hits the same cap it would have for high-level missions.

Thanks, but we seem to run into the "too few enemy spawns" issue even in the higher level tilesets. Sometimes not even when playing solo. I think just upping the spawn rate in general in missions like survival, especially making it independent of how many players are in the mission, would be a great help.

 

12 minutes ago, [DE]Megan said:

Made Teleport Pits willing to send loot to a nearby spot as a last resort instead of letting it fall out of the world.

This is good. Some teleport pits are actually unnecessary to begin with, and their existence should be minimized. Especially when you consider how merely touching an area you're not supposed to debuffs you of everything.

 

Are there any planned changes towards manual blocking? Or at least manual gliding? As it stands you can only glide with your primary/secondary weapons unless you only have melee equipped. Not only does this prevent blocking while gliding in mid-air, but also if you only have a primary + melee equipped and you're carrying a canister, merely clicking RMB will automatically drop that canister. It's very annoying, and the opposite of fluid.

On that same note, there's still no fix for unequipping the mining gear whenever you melee. It was not that way upon release, this got bugged somewhere along the way and it's not being talked about.

Edited by Lance_Lionroar
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When Raids? Pepehands.

Also Disruption still buggy. Host migrations can cause other peeps to lose all progress (affinity, mods, resources, mission rewards)

Nice one DE 😂
nice_1_de.PNG

Edited by Signs
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Was expecting for some content or at least a NW2 boss and what we got was a Wukong nerf and a clan xp "solution" that makes the whole system even worse than before (clan missions, when?).

At least we got this:

- Kuva Cell pickups now take priority over Life Support Tower activation actions to alleviate accidental Life Support activation in Kuva Survival.

Not a big change, but nice. 

Edited by toafarmer
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thx for the lua spy fixes, can we have it back into the sortie rotation, too?
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But we are still missing fixes for:

The K- Drives don´t have the custom energy colour on their jet part if you are the host (as client it´s your selected emissive energy colour)

 

We can´t scan the POE animals:

 

And we have no info about this stuff:

Spoiler

Ghoul Bountys still force an inbox message:

 

And even if old stuff get changed, there is nothing in the patchnotes? (at least i found nothing looking back till the poe remaster patches

 

Edited by Dark_Lugia
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Wow - nice long fix list!

Thanks again for another update / hotfix - particularly the fix for missing Clan XP! The implementation of fixes and changes (and the work put into them) that help benefit the Warframe experience are all greatly appreciated, so keep up the good work. Unfortunately, I don't see any mention of fixes and solutions for the following bugs and issues in the update notes, so here's a polite reminder. Quite a few of these are long-standing issues and concerns that have been reported elsewhere by other players as well.

Bugs:

- Broken animations and fx / sfx for Sarpa if attack speed is modded too high.

- Occucor's target tracking for tendrils will not work if the weapon is modded for increased range. Apparently fixed a little while ago - GG :thumbup:

- Occasional loss of functionality of Exalted melee weapons when playing as a Client.

- Baruuk's Desolate Hands' orbiting daggers targeting and killing wildlife, including animals that have been tranquilized for capture as part of Conservation activities. This makes Conservation activities impossible to complete while Desolate Hands is active.

- Weapons glitching occasionally when Baruuk switches out from Serene Storm.

- Loss of sfx for Baruuk's orbiting daggers when they transfer to other players when playing as a Client.

- Zenith will randomly switch to full auto after firing a single shot when in alt-fire mode.

- Host Migrations on Defense missions can randomly reset some player scores to zero while leaving one player's scores intact. This happens after players elect to leave or stay for the next set of waves.

- Host Migrations NOT "pausing" the game at times, wherein enemies will still attack and do damage to the player. This has been an issue for years and it can be game-breaking.

- Failed Host Migrations resulting in a failed mission with a loss of all rewards and pickups. I know there was a recent fix to address failed migrations - but I'm not sure if this part was actually addressed or not.

- During PoE bounties, hacked Drones will occasionally get stuck on terrain and refuse to move, causing the mission to ultimately fail.

- Prosecutors fail to spawn on Exterminate, Survival and Defense nodes on Ceres.

- Garuda's Talons resetting to inactive / un-deployed position after performing a melee stealth kill (naturally when no other melee weapon has been equipped).

- Energy and Emission color options still bugged / broken / half completed for certain Warframes, weapons, accessories, and abilities. You're getting there though!

- Using Melee while using a Synthesis Scanner defaults to the player's Primary or Secondary weapon when aiming instead of the Scanner after melee. This forces the player to re-enable the Scanner.

- Numerous missing Codex entries, which includes enemies and PoE animals.


Balance / Gameplay-related Issues and Concerns:

- Nekros Shadows being affected by Renewal, thus posing a massive and unreasonable energy drain on Oberon players.

- Saryn, Mesa, Volt, Equinox, Octavia and Mag (yes - Mag...Polarize spam is extremely effective) still being arguably not co-op friendly by being able to dominate / nuke small defense maps with overpowered abilities. All players should be able to contribute and participate in missions in meaningful ways with whatever 'Frame they choose, not be bored to tears because someone was able to delete most of the enemies for everyone with an extremely powerful and easy to spam ability that also has massive range. Nerf nuke abilities and you'll also make CC-based 'Frames relevant again.

- Ability to turn Banshee's Soundquake on and off quickly and repeatedly, generating pulses of high range and damage that can readily and easily clear small maps.

- "Spin 2 Win" tactics dominating melee due to Maiming Strike being always available while conferring massive bonuses to an easily spammable attack move capable of rapidly clearing maps.

- The Wolf of Saturn Six being a boring bullet-sponge and gear-check enemy that punishes players for head-shotting and who rewards us for our troubles with a sub-par drop table that has mods you can easily get anywhere else. Yes he's "weaker" now...but he's still a boring sponge that requires little skill but substantial effort and patience to neutralize. That's not challenging. A Nox is a good example of a tough enemy that provides challenge and rewards skill.

 

Also, it would be really appreciated if you all could:

- Allow us, if it's possible, to opt out of certain Warframe abilities (such as Volt's Speed and Limbo's Rift portals) via a game preference toggle. We can turn off Octavia's sounds for other players because of how intrusive they can be, so why not potentially intrusive abilities? Not everyone wants to be Banished or wind up running around like a Russian Dwarf Hamster on meta-amphetamines. Win-win for all, with no need for a player to have to "manually opt out" by rolling / dodging every time an intrusive ability is activated and winds up adversely affecting said player.

- Buff fashion frame / customization a bit and give us a color wheel picker to choose colors from instead of having to scroll though numerous pallets to find the color we want. Grey out color blocks on the wheel that are associated with pallets that a player doesn't own.

- Please bring back a manual blocking option for melee. Because 1. there are stances and a couple of mods that used manual blocking and 2. auto-blocking can be really inconvenient and irritating. Which brings me to...

- Please stop defaulting RMB to equipping the last ranged weapon used while a melee weapon is currently equipped - Exalted included. When an Exalted melee ability is active, right-clicking switches from the melee weapon to the last ranged weapon used, forcing players to turn the ability off and then on again which wastes energy. Some of us hate this "switch" feature and want to be able to turn it off. You can work in a toggle so that players can "lock into" whatever melee weapon they have equipped - exalted or otherwise.

- Make Ogris fun again and give it a semi-auto trigger. Make the rockets only detonate after they've traveled 6m (at least), for obvious safety concerns that players have brought up.

- Bring back regular Alerts for players that either can't or don't want to deal with Nightwave. We players appreciate having options and Nightwave has not been particularly new-player friendly. To add to this, a number of players have complained about how Nitain is now being effectively locked behind Nightwave credits and a very unreliable reward system (Sabotage & Cetus Bounty, the latter only when Ghouls are present).

- Lower the credit cost to build Ephemera and drop the resource costs substantially. It's a purely cosmetic item that does nothing but leave footprints / trails that disappear after a few seconds. Also, if these are supposed to be a prestige item / badge of honor...they need to be a GUARANTEED reward when reaching a particular milestone. If not, lower the grind needed to acquire them please.

- Lower the cost of Domestik aka "Corpus Roomba" - a mobile cosmetic - to 35 - 50p. At present, it costs significantly more than a Sentinel. 100p for something that does nothing but run around when 75p grants players a Sentinel with a weapon and useful abilities is a bit much, especially considering that most Orbiter cosmetics don't cost more than 25p.


Thanks for reading. No, I really couldn't care less if certain points I've made here are unpopular with certain members of the community or not. My concern is that the game be as functional, balanced, and enjoyable for all players as is reasonably possible.

Edited by MirageKnight
Updated to include a fix in v23.3.2.1
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4 minutes ago, [DE]Megan said:

Fixed Cryopod alignment in the Gas City Defense tileset.

Best part of the update right there.

Any word about fixing the Plains animal scans in the Codex? The Jovian Concord did resetted the scans while making their entries impossible to complete as well.

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Sabotage Changes & Fixes:
These Changes & Fixes relate directly to if the Reactor Sabotage ‘magnetic’ situation is triggered:

  • Reduced hack time for enemies at the Reactor panic button to 1.5 seconds.
  • Increased 'Defend' time to 60 seconds from 40 seconds. 

 

For what purpose??

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