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[DE]Danielle

(PS4) The Old Blood: Update 26.0.8 Status - Live!

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On 2019-11-28 at 2:24 PM, (PS4)Keiji_Haku said:

I dont see any mention of the bug where the game still thinks you have a kuva lich in which case you can no longer spawn a kuva larvling even though you do not have an active lich. The end result is that you have to steal some poor souls kuva larvling in public.

Dear god im still getting this issue. Im going to assume that whoever else has this bug wont speak up. Thanks. Just gonna hope this gets noticed and taken care of

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Le 28/11/2019 à 18:00, (PS4)billifred a dit :

No fix for the ridiculously not fun Grendel acquisition?

Grendel acquisition is not fun because i'ts thinked like that. We haven't few hard missions in the game, so for me it's a good thing. We can do this mission with a squad. Learn to use warframe power and it will be okay 😉

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42 minutes ago, (PS4)Erhenka said:

Grendel acquisition is not fun because i'ts thinked like that. We haven't few hard missions in the game, so for me it's a good thing. We can do this mission with a squad. Learn to use warframe power and it will be okay 😉

Those missions aren't hard anyway.  Bullet Sponges are not hard - just boring. 

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@[DE]Danielle 

Ty for the info but are we receiving the additional dojo 28 capacity as in U26.1 to build the new Crimson Branch room?

Many of us are maxed on room capacity at 100. Which means deleting a room if not -_-

Any help is appreciated.

Edited by (PS4)Steelergurl33
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On 2019-11-28 at 6:22 PM, (PS4)DeZaruu said:

So I've noticed something odd since last update, thought I'd share it here.

My PS4's fan kicks in big time in the Orbiter (but calms down as I leave). I know you added various graphical updates, but thought I'd bring it up in case you didn't run into it yourself.

And another small QoL suggestion; it'd be nice if PoE had one spear which worked for all fish like OV. It's a tedious guessing game which one to use (I could look it up, but since OV doesn't have the issue - I feel it can't hurt to add a "All-Around Spear" for maybe maxed rank at someone.)

Edit: Don't know if it's intended or not, but as a heads up - Kuva Liches can take the main sortie reward (it took my Anasa Sculpture, so no big deal as I anyway can get it back - but it seems a bit odd to allow them to take the sortie reward as tax.)

From my clan mates experience, you don't get back sculptures.

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49 minutes ago, (PS4)PerigoBerro said:

From my clan mates experience, you don't get back sculptures.

I’ve gotten them back after I’ve converted mine. Can’t say for killing but I’d assume it’s the same.

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On 2019-12-01 at 10:03 AM, (PS4)Steelergurl33 said:

@[DE]Danielle 

Ty for the info but are we receiving the additional dojo 28 capacity as in U26.1 to build the new Crimson Branch room?

Many of us are maxed on room capacity at 100. Which means deleting a room if not -_-

Any help is appreciated.

Hey - That'll be coming with Rising Tide, sorry!

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On 2019-11-29 at 3:50 AM, [DE]Danielle said:

The Old Blood: Update 26.0.8 has been submitted to Cert!

We’ve included everything from PC Hotfix 26.0.7 - 26.0.8.1! This small update brings you highly anticipated changes to Melee and Kuva Liches - we were unable to include them in The Old Blood (more info on that here), so this interim build is our way of getting those to you sooner rather than later! The total download size for this update is ~313 MB. Once we have passed Cert we will update this thread with a launch date/time!

Now let's get into what you can expect in this small but mighty update! 

PS4 Specific Fixes: 

Kuva Lich Changes                                            

  • Converted Lich Trading is coming! If you have a Converted Kuva Lich, you may trade them with another player who may be looking for a specific Kuva Lich Weapon or Ephemera. This system includes the use of a brand new Dojo Room inspired by the early ‘War Room’ design from the King Pin System! Liches can only be traded once and are traded as Rank 1 Liches  - you cannot re-trade a Converted Lich past one person!
    • The Crimson Branch: This Clan Dojo room serves the purpose of trading Converted Kuva Liches, and will scale up to future entries in the system with other factions!
  • Back-to-back Duplicates - Your Kuva Lich will no longer have the same weapon twice in a row. While you may get a duplicated weapon down the road, your Kuva Lich will have a guaranteed different weapon than its immediate predecessor.
  • Recycle your Requiem - 4 Defiled Requiem Mods can now be Transmuted into a random, fully charged, Requiem Mod. This gives them some additional use, as well as helping you clean up your Inventory.
  • Void Fissure Missions will now appear on all Kuva Fortress nodes! Previously, only Rescue/Survival missions on the Kuva Fortress were eligible due to other missions having an Archwing restriction; now the whole Fortress is eligible!
  • A bug now turned feature; Ephemera’s obtained from a Kuva Lich can now be equipped on Sentinels and Companions! For FX sake, this will be a slightly subdued version of the selected Ephemera. Non-Lich Ephemera functionally is in the works!
  • Increased the chance of your Kuva Lich to have an Ephemera from 5% to 10%. Newly birthed Liches will have the 10% chance, while existing Liches will still be at 5%. Old Liches that are traded and "reactivated" will also be at 5%.
  • Added new Parazon finishers for you to stabby stab the baddies with!
  • Added a Kuva Lich icon beside Star Chart regions/nodes that are under the influence of your Kuva Lich to address color blind concerns regarding the ‘Kuva Stain’.
  • Increased the base damage (before elemental bonus) of the Kuva Ogris from 454 to 714.
  • Converted Kuva Lich allies will no longer spawn in Archwing missions, as they ignore the complete lack of oxygen and requirements needed to fly.
  • Grineer Prosecutors will no longer spawn as Thralls, as they were essentially invincible to everything except area-of-effect abilities.
  • Ghoul Expired will no longer spawn as a Thrall due to their suicide death mechanic.
  • Removed Pigments from the list of eligible items the Kuva Lich can Tax.
  • Removed rewards obtained specifically from completing a Junction from the list of eligible items the Kuva Lich can Tax.
  • Reduced the camera shake of the Kuva Ayanga explosions.
  • Kuva Quartakk now has force feedback sounds when aiming down its sights.
  • Fixed an issue where Larvling spawns were not working 100% of the time.
  • Fixed Kuva Lich Ephemera's appear too subtle or sometimes not at all.
  • Fixed multiple issues where Kuva Liches would not be created from Larvlings due to certain Warframe abilities. 
  • And more! 

Melee Phase 2: Technique Changes & Fixes

These changes take a stab at some balancing in the wake of all the changes and adjusts some Stances based on feedback.

Overall Changes:

  • UI: Split ‘HEAVY ATTACK’ Stats into their own category to better organize the various stats associated with all Melee Weapons.
  • ‘Hold Melee’ will now perform heavy attack like it did before Phase 2.
  • Removed Combo Hit Multiplier with Glaive's hit damage. Only explosive damage will use the Combo Multiplier.
  • Madurai Rising Blast can now be held vs tapped for either a charged or uncharged shot.

Mod Changes:

The Critical Chance game has largely allowed Blood Rush to shine for active melee players, and with the ‘Steel’ series of Mods applying at the Base Critical Chance level, it’s led to players feeling they are obsolete. We are significantly buffing these Mods to give players a different option for Critical Chance builds. We want to give a more upfront Critical Chance and hard-hitting Heavy Attacks to builds that don’t rely on maintaining a high combo multiplier.

  • True Steel increased from 60% to 120% Critical Chance (x2 for Heavy Attack) at Max Rank.
  • Sacrificial Steel increased from 88% to 220% Crit Chance (x2 for Heavy Attack) at Max Rank.

*Changes to Melee Rivens and other Mods that were released with PC’s Rising Tide will be coming in the next update for PS4. 
 

Stance & Weapon Changes

 Expand the spoilers below for list of changes

  Reveal hidden contents

 

Crimson Dervish

  • Increased the damage and combo-point value of Crimson Dervish's Neutral (Twisting Flurry) and Forward+Block (Coiling Impale) combos.
  • Fixed Crimson Dervish not having it’s sliding heavy attack hooked up.

Gun Blade

  • Added a free movement shooting attack to the first move in the Forward Combo for High Noon (Vagabond Blitz) and Bullet Dance (Magnum Mambo).
  • The Heavy Attack shot is no longer free movement (the wind up remains free movement).

High Noon

  • Neutral Combo (Desperado Zeal) is now Tactical Forward Combo (Final Showdown), and vice versa.
  • Switched the order of the two Tactical Forward attacks and increased the forward distance of the first attack.

Bullet Dance

  • Moved the first attack of the Neutral Combo (Samba Slash) to the end of the combo chain.
  • Bullet Dance - Neutral Combo (Samba Slash) is now Neutral Block (Automatic Rhumba) and vice versa.

Rapier: Vulpine Mask

  • Swapped the order of the first two attacks in the Neutral Combo (Assailant Guise).

Nunchaku Stance: Atlantis Vulcan

  • Decreased the forward movement of the first attack in the Tactical Forward Combo (Blazing Vortex) and increased it in the second.

Wise Razor

  • Second attack in Forward Combo (Cut Thrice) is now free movement.
  • The last attack in the Neutral Combo (Threshing Grain) is now the first attack, damage multipliers and combo points adjusted accordingly.
  • The last attack in the Tactical Forward Combo (Calling Thunder) is now the first attack with increased gap closing movement, damage multipliers and combo points adjusted accordingly.

Dark Split Sword Heavy Blade

  • Increased Critical Chance from 10% to 15%
  • Increased Puncture Damage from 68 to 78

Zenistar

  • Combo Multiplier applied to disc recall explosion.

 

General Melee Changes & Fixes:

  • Clarified Melee Rivens that have the negative attribute of 'Chance to not gain combo counter' by replacing that line with 'Additional Combo Count Chance' that is seen on other Mods.
  • Melee Heavy Slam color and camera shake is now only seen on the local player (the one doing the slamming). Clients will still see the awesome FX though!
  • Fixed Blood Rush / Weeping Wounds resetting when using a normal attack on Gunblades.
  • Fixed Exodia Valor considering every target to be Lifted whether they actually are or not.
  • Fixed Zenurik Inner Might not applying correctly.

Additions:

  • Added a new Arsenal stat titled 'Embed Delay'. Some Area of Effect weapons, like the Zakti or the Lenz, have a delayed explosion after the projectile has hit its target. Embed Delay is the time it takes after impact until the projectile explodes.
    • Note that the Embed Delay stat will only show for weapons with an Embed Delay value greater than 0.

Changes:

  • Launcher Area-Of-Effect Change: Area-of-effect Damage is now a separate stat with its own header in the Arsenal (plus everywhere else that stats are shown), and AOE damage radius is now also displayed. Previously, AOE damage values were merged with regular on hit damage values.
  • Tweaked the density of Ember’s Ability FX on nearby hits.

Fixes:

Expand the spoilers below for list of fixes

  Reveal hidden contents

 

  • Fixed Requiem Relics not counting towards "Unlock Relics" Nightwave Acts.
  • Fixed inability to see what players are selling in Maroo’s Bazaar.
  • Fixed weapons requiring Health to reload not working if you don’t have both a Primary and Secondary weapon equipped.
  • Fixed weapons requiring Health to reload to only partially reload if you don't have enough Health for a full reload.
  • Fixed case of the Vasca Curative not working/curing infected Kavats.
  • Fixed Vasca Kavat Floof description reading Orb Vallis instead of Plains of Eidolon.
  • Fixes towards Ayatan Stars and other pickups that can’t be vacuumed launching themselves into unreachable corners.
  • Fixed having to be very close to initiate your Archwing Melee lock on mechanic.
  • Fixed missing hit notification sounds on the Acceltra.
  • Fixed issues with enemy navigation in the Grineer Galleon.
  • Fixed overlapping music at end-mission.
  • Fixed a game hang when throwing any fishing Spear leading to inputs not working for several seconds.
  • Fixed some Amalgam enemies dropping Resources that looked like Mods.
  • Fixed an issue where the Corpus hacking mini-game would lock up if another player starts it right while you finish.
  • Fixed an issue where you would be unable to use Corpus Hack Panels.
  • Fixed cases where the Sari Syandana was covering UI menus.
  • Fixed the Polarize screen not displaying the correct max rank of weapons that go over 30 (Paracesis, Kuva weapons, etc).
  • Fixed waypoints pointing you towards dead ends in Corpus Archwing missions.
  • Fixed Riven stats for modular weapons (Kitguns) displaying incorrectly in the Upgrade screen and Riven Cycle screen.
  • Fixed a Kitgun Riven Disposition always displaying 3/5, even if the Riven disposition itself is lower than that.
  • Fixed Riven stats in the Arsenal displaying values as if the weapon has a Disposition of 1, making it appear as if your Riven attributes were cut in half.
  • Fixed gaining Melee Combo when you have a ‘Chance to not gain combo’ Riven that is over 100%.
  • Fixed inability to rename your weapon if you don’t own a max rank Kitgun.
  • Fixed weapons above Rank 30 (Paracesis, etc) not maintaining their Rank if a Host migration occurs. This also fixes some Mods being ignored due to Mod capacity being in excess of the standard 30 Ranks.
  • Fixed the ability to hack a single Corpus Spy console repeatedly, thus gaining an endless amount of Affinity.
  • Fixed the Mod Workbench showing Mod Ranks incorrectly after viewing a Ranked Requiem Mods.
  • Fixed Zhuge Prime not showing its Radial Attack in Arsenal stats.
  • Fixed weapons with radial damage and a secondary fire not showing all of their stats in the Market tooltip.
  • Fixed issue where Decorations wouldn't properly reset their local position when picked up and placement were canceled.
  • Fixed loss of functionality if you scroll too quickly after opening up the loadout selection menu.
  • And more! 

 

@[DE]Danielle 

Are we getting any fixes for kuva lich still being alive and stealing after vanquishing and converting them numerous time with the correct set of mods?

Or have we pinned ourselves in a paradoxical situation where we are stuck with this lich for eternity?

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Friendly piece of feedback: You may want to add some info on Convert vs Vanquish during first time you do it, as a friend of mine got a Kuva version of a gun he really likes, chose Convert as.. Well, tbh it is odd Convert is on the left - and then realised there's no way to get the weapon that way

Given the RNG of the weapons you can get, maybe it's worth adding some kind of info on that front - as it's a bit of a bummer having to read every forum post/go into wikis before trying out a system, in order to not get screwed over

Some games are "wiki games"; you've to read wikis and whatnot to really understand how things work.

Warframe has a lot of that and imo that's fine . BUT I don't think when adding new cool systems it should be necessary to essentially spoil a lot about the system by going on a wiki, just to make sure you don't make a frustrating mistake.

Edit: Also, an observation.

I've been doing arbitrations after the update, and the melee particle effects and for the new kits are... A lot... Like, I even tried putting the intensity down to 50, and it's still all over the place. May be why the performance can tank suddenly, as one person's effects are rough - but two, three or even four people meleeing?

It's a real fireworks display

Edited by (PS4)DeZaruu
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On 2019-11-28 at 11:05 AM, [DE]Danielle said:

We have leads but the investigations continue - we were unable to nail down the exact cause to make it in time for this Cert send off but we do believe it is related to Melee FX hitting performance. We appreciate any further information/details you might have on the issue as you come across it.  

 

I get absolutely horrible lag when people are joining a mission thats already under way.

I do nothing but melee and dont really get any lag there but I've went to use an assault rifle a few times and that can go really bad.  An assault rifle with a rate of fire bonus mod on it that usually shoots very nice and fast starts shooting very slow and shaking very bad.   Karak Wraith + Vigil Fervor and/or primed shred on it.   

(also noticed you cant hear bullet casings hit the ground any more...atleast not from Karak Wraith)

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eta for release the update in cert because warframe is very unplayable cause to framerate and some bug everywhere... very important to release it rapidly please

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On 2019-12-01 at 5:07 PM, (PS4)prawet_13 said:

I need slide attack come back.

PLEASE.......

Still plenty powerful for me ^^ Although honestly It's just less effective then simply R2+Forward combo for pretty much all weapons

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2 minutes ago, (PS4)Harl3yQu1nn1984 said:

When is Ivara Prime coming out ?

No date, just December. Probably in the middle of the month.

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2 hours ago, (PS4)XavTrega said:

eta for release the update in cert because warframe is very unplayable cause to framerate and some bug everywhere... very important to release it rapidly please

Not up to them now. Sony has to approve it and push it through 

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24 minutes ago, (PS4)dbzking89 said:

I'm surprised I thought for sure it would be ready by today where it was last Thursday it got sent in to Sony.

I think before it’s been accepted on a Tuesday and they released it that day. It’s also December so Sony may be a bit busy, but I wouldn’t be surprised if soon ™.

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22 minutes ago, (PS4)corpusbonds said:

I think before it’s been accepted on a Tuesday and they released it that day. It’s also December so Sony may be a bit busy, but I wouldn’t be surprised if soon ™.

As I recall, the last few major updates were dropped on Tuesdays so I as well figured it'd be out today

Doesn't seem like it's the case this time though, hope it's soon

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2 minutes ago, (PS4)SrebX said:

As I recall, the last few major updates were dropped on Tuesdays so I as well figured it'd be out today

Doesn't seem like it's the case this time though, hope it's soon

Tuesday or Thursday’s usually. Iirc sanctuary’s update dropped on a Thursday.

Edited by (PS4)corpusbonds

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The Old Blood: Update 26.0.8 has cleared Cert and is going live TODAY at roughly 3 PM ET (PS4 does take some time to process the update for launch so it may take a bit longer)! You will be greeted by Red Text to countdown to the update's deploy. 

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