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Empyrean: Ivara Prime 27.0.11 - 27.0.11.3


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Some long-awaited and very appreciated changes & fixes to Railjack, there. Hope these make it to the consoles asap, too. I especially like the Reactor and wreckage limit changes, but also things like "Reduced the brightness of the Crewship healing bubble burst FX".

 

Now if you could do something about the mess you introduced to the Conclave and Lunaro with The Old Blood, that'd be greatly appreciated, as well.

On another note, I'm unhappy about the Void nodes having apparently been removed from the Fissure rotations.

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3 hours ago, [DE]Megan said:
  • Increased the Range of Winged Cyclone, Winged Force, Winged Steel, and Winged Storm to 1000m.
    • This also fixes these Archwing based Avionics for Railjack also affecting the Railjack itself.

okay, now please create intentional secondary Mods for these effects instead, so that Players have the option to invest more Slots into some main Stats for the Ship with the tradeoff paying extra Slots for them. they don't have to be super strong or anything, just decent additional increases.

 

also for the love of god, look at the Shield Mod vs the Health Mod and tell me that these two Stats aren't ridiculously far apart. 
why are Shields between +48% and +72%, while Health is between +90% and +506%. plus Armor.
why is the Shield Mod not even in the same Zipcode as the Health Mod. i would recommend Multiplying the minimum of Shield Mods by 2.5x, resulting in +120%, and the maximum by 3x, resulting in +216%.

these numbers gives Players without upgraded versions of Bulkhead somewhere to upgrade into for the short term (since the Shield Mod would offer a much more relevant increase and so could be paired on top of Health&Armor), and in the long term just makes Shield Capacity have some real relevance compared to Health+Armor.

 

it's also probably a good idea to seriously consider making the Archwing buff Mods just affect all Allies within 1Klick including the Ship and be those secondary Mods, with adjusting their values accordingly (most of them are hardly even worth using for anything because of being so weak, while a couple are a bit nuts).
this is because nobody is going to Equip these Mods just to buff Archwings, especially considering that most of the Mods are very, very weak.
 

Edited by taiiat
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11 minutes ago, Inquizitor said:

Instead of just increasing the chances to spawn the Rare Sentient caches, they just straight out remove the way to obtain that Ephemera.

I have a mixed feelings. I hope that once it returns, its not as bad to get as it was, but neither too easy to obtain...*cough cough* Fae Path Ephemera *cough.

It seems like DE needs to decide which cosmetics are "rewards for achievement" and which are just plain old cosmetics that are pretty, so they can decide how to obtain them.

For the Reward For Achievement ones, they need to be entirely deterministic: you do a specific thing, you get the specific reward. The thing could be hard - flawless raid-run kind of stuff, or completing X within a certain time frame, defeat enemy Q 500 times, or whatever - but having the ephemera or other cosmetic is then a sign to everyone else that you completed that task. 

And if they're just plain old pretty cosmetics? Put them in the market and/or make them something you can buy in Nightwave or whatever, and stop diluting drop tables with 'em. 

EDIT: And then stick with the decision. If Savory Chex Mix Ephemera is a reward for your 10,000th Tridolon, then it can never be available in any other way than by doing ten thousand tridolons. Conversely, if Baby Yoda Sigil is a nightwave reward, then you never make it an Event reward or anything else. It's just a Nightwave reward, forever. 

Edited by Ham_Grenabe
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Just now, Evhel said:

So wait, did i farm weeks and weeks for a 90+ reactor and now you give them for free? You know that's basically like saying i completely wasted my time, for playing the game, right? Good for those who didn't farm it yet but that's a punch in the face to those who invested- now wasted- time end effort in the game.

At least run a script to increase all the already owned reactors to 100. (Which btw isn't even enough to put a mod in every slot. Buff it to 120/130, the Zetki is just too close now)

I have no words.

 

Thank you for your time lost, but this was a needed change.

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Empyrean: Ivara Prime 27.0.11.2 is now live!

Railjack Fixes:

  • Fixed a script error when clicking the Wreckage Scrap button.

Fixes:

  • Fixed a few rare bugs in the Sacrifice Quest that could cause the chase sequence to get stuck.
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2 hours ago, Skaleek said:

In your own screenshot look carefully under the Railjack stats themselves. Looks like your flux capacity stayed consistent to me, just the values displayed on the reactor itself changed.

The Vidar is not even repaired...I use a Lavan.

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3 hours ago, [DE]Megan said:

Increased the Range of Winged Cyclone, Winged Force, Winged Steel, and Winged Storm to 1000m.

  • This also fixes these Archwing based Avionics for Railjack also affecting the Railjack itself.

 

Thanks. Now they're completely useless and my Railjack just lost 800+ armor and 90+ m/s of speed. Awesome. It's slower and weaker now, and to even come close to Winged Steel, I'm going to have to spend 3 more capacity for a Zetki Hull Weave that gives 107% less armor than Winged Cyclone did. Brilliant.

Hey DE, you know how messed up the reactor spread was now right? Well here's a thread I made for the Hull Weave's.
Let me just re-quote myself from a thread I made.

Hull Weave's disparity between bonus and cost is a joke.
Sigma 35% /3 drain
Lavan 70% /5 drain
Vidar 216% /8 drain
Winged Steel 360% /10 drain
Zetki 253% /13 drain
Sigma to Lavan is 2 drain for twice the bonus. Lavan to Vidar is 3 drain for three times the bonus of Lavan. Vidar to Zetki is five additional drain for the effective bonus of adding a Sigma. Then we have Zetki Winged Steel. +360% for 10 drain. As is, Zetki Hull Weave is effectively useless.

This seems much more sensible.
Sigma Hull Weave    +60% /3 drain
Lavan Hull Weave    +110% /5 drain
Vidar Hull Weave     +220% /8 drain
Zetki Winged Steel. +320% /10 drain
Zetki Hull Weave     +420% /13 drain
Not only will newer players not have the terrible experience of a tissue paper Railjack, ZHW actually becomes worth a slot and Winged Steel still retains its use as well. Because if you just straight up nerf the Winged mods to no longer affect the Railjack, we have to use 3 more capacity just to lose 1k armor. With all the complaints about Railjack EHP and the godawful RNG associated with Vidar Reactors, I don't think I need to explain how a nerf that results in needing to use more capacity to gain less of a benefit would be received. Simply buffing ZHW and removing the range restriction on the Winged mods will not only prevent that, it would go a ways towards helping with the underlying problems.

 

Edited by Hyohakusha
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3 hours ago, Generally_Zod said:

FYI, if you talk to support I saw that they were helping restore scraped reactors for folks.

Any idea how far back they can restore it?

I had 3 Vidar MKIII reactors that i scrapped because they were all the same stats and barely an improvement on Sigma MKIII reactor with:

+56 Avionics
+70 Flux

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1 hour ago, IIDMOII said:

I don't find railjack enjoyable enough to sift through these patch notes. The initial release and impression has soured my interest entirely. 

I have zero *&%$'s to give for railjack.

_________________________________

FOR THE LOVE OF CHRIST. GIVE US A TOGGLE FOR HEAVY ATTACKS. IT'S BEEN BROKEN FOR MONTHS!!

If I see another update drop without a fix for heavy attacks but more railjack stuff - I'm taking another long break. All those shiny prime bundles coming this year can suck it.

Tl;DR: reactors good nao.

 

15 minutes ago, TheOptimistic said:

Why would you remove the ephemera if you don't replace the way to obtain it. Don't put it in the game in the first place then.

I'm pretty sure they said they'll put it back, just wait, dude, it will be better, along the lines of "you will gain this ephemera once you do x anomalies".

Edited by Skindown
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I wish the part of community that liked rare drops was allowed to have them. It's one of the only MMO aspects this game has, for a cosmetic item nonetheless. I often wonder if anyone that plays this game has ever actually played another MMO.

While I agree that the drop rate and acquisition of the tenebrous ephemera was bad, there's no actual rare cosmetic drops, everything is on a view and purchase basis. 

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Just now, Jorak_Falconstar said:

Any idea how far back they can restore it?

I had 3 Vidar MKIII reactors that i scrapped because they were all the same stats and barely an improvement on Sigma MKIII reactor with:

+56 Avionics
+70 Flux

The ones I dropped and got restored were from before new's year, so pretty far back ...

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So what about low end pc

Pleasssse i love this game but after 32bit stopped i can't get in cetus or fortuna 

Pleasssse do something work on performance

Edited by AI35
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Just now, Alad_V_Is_Pretty_Cool said:

I wish the part of community that liked rare drops was allowed to have them. It's one of the only MMO aspects this game has, for a cosmetic item nonetheless. I often wonder if anyone that plays this game has ever actually played another MMO.

While I agree that the drop rate and acquisition of the tenebrous ephemera was bad, there's no actual rare cosmetic drops, everything is on a view and purchase basis. 

This has nothing to do with it being rare or not, but how the mission works, basically you join, rush it ( and ignore your teamates ) and if no rare cache, abort and do it again. That's not healthy.

 

I would be okay if it were a rare drop from after the entire anomaly mission ends, on that message that shows "Skirmish complete!" then shows you what you got as bonus loot and stuff.

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Well well well, this update did it for me in a good way. My old and only ever to drop - still unrepaired - 43 capacity Vidar MK III reactor became 92 capacity. Nice, start repair. Then, a few Railjack missions later, a Vidar MK III reactor dropped - and with 98 capacity. Good thing they added that feature where you can cancel and fully refund a repair in progress, so that 92 capacity one is now Dirac and tomorrow I'll be just 2 points shy of the maximum. :)

Edited by Mephane
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4 minutes ago, Hyohakusha said:

Thanks. Now they're completely useless and my Railjack just lost 800+ armor and 90+ m/s of speed. Awesome. It's slower and weaker now, and to even come close to Winged Steel, I'm going to have to spend 3 more capacity for a Zetki Hull Weave that gives 107% less armor than Winged Cyclone did. Brilliant.

Hey DE, you know how messed up the reactor spread was now right? Well here's a thread I made for the Hull Weave's.
Let me just re-quote myself from a thread I made.

Hull Weave's disparity between bonus and cost is a joke.
Sigma 35% /3 drain
Lavan 70% /5 drain
Vidar 216% /8 drain
Winged Steel 360% /10 drain
Zetki 253% /13 drain
Sigma to Lavan is 2 drain for twice the bonus. Lavan to Vidar is 3 drain for three times the bonus of Lavan. Vidar to Zetki is five additional drain for the effective bonus of adding a Sigma. Then we have Zetki Winged Steel. +360% for 10 drain. As is, Zetki Hull Weave is effectively useless.

This seems much more sensible.
Sigma Hull Weave    +60% /3 drain
Lavan Hull Weave    +110% /5 drain
Vidar Hull Weave     +220% /8 drain
Zetki Winged Steel. +320% /10 drain
Zetki Hull Weave     +420% /13 drain
Not only will newer players not have the terrible experience of a tissue paper Railjack, ZHW actually becomes worth a slot and Winged Steel still retains its use as well. Because if you just straight up nerf the Winged mods to no longer affect the Railjack, we have to use 3 more capacity just to lose 1k armor. With all the complaints about Railjack EHP and the godawful RNG associated with Vidar Reactors, I don't think I need to explain how a nerf that results in needing to use more capacity to gain less of a benefit would be received. Simply buffing ZHW and removing the range restriction on the Winged mods will not only prevent that, it would go a ways towards helping with the underlying problems.

 

I'm not defending DE but, Oh come on! Those are mods to buff Archwings not the actual ship. It was unintended like Rhino's Roar. You should have known that it was going to get fixed the moment somebody reported that in the forums or DE noticing it themselves. Tell them to buff Hull Weave instead of getting mad at them fixing an obvious bug.

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2 minutes ago, jellyunicorn said:

winged steel is fixed though. but yes zetki hull weave sucks

There's a ton of salt about it, but it was so obviously unintentional I can't really sympathize. It was only a matter of time before they removed that bonus. 

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not only did the flux on all my stored up reactors go up as well..

but is it intended to be able to use the shedu while carrying something, that prevents you from using your primary weapon?

noticed in the sorties, that I could still use the shedu normally, while carrying the objective thingy for the mob def

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hace 3 horas, [DE]Megan dijo:

Empyrean: Ivara Prime 27.0.11

The Great Reactor Buffings: 

Just like you and your buff New Year resolutions, we’re here with some of ours (although maybe not as buff as yours - you’re looking great we must say). 

Introducing global buffs for all Reactor types found in the wild. Any existing gear you have will simply be adjusted for Avionics capacity, which will automatically be a buff in all cases (note: the Vidar III’s range has been compressed significantly from a 30 -100 range to the new 90 -100 range, but we will not give you lower adjustments if you had a Vidar III Reactor with Avionics capacity values in the 90 -100 range before this change). 

Lavan Reactor Mk I: Avionic Capacity now 20 to 30 (from 10 to 20)
Lavan Reactor Mk II: Avionic Capacity now 50 to 60 (from 10 to 40)
Lavan Reactor Mk III: Avionic Capacity now 80 to 90 (from 20 to 70)

Vidar Reactor Mk I: Avionic Capacity now 30 to 40 (from 10 to 25)
Vidar Reactor Mk II: Avionic Capacity now 60 to 70 (from 20 to 50)
Vidar Reactor Mk III: Avionic Capacity now 90 to 100 (from 30 to 100)

Zetki Reactor Mk I: Avionic Capacity now 10 to 20 (from 5 to 10)
Zetki Reactor Mk II: Avionic Capacity now 40 to 50 (from 5 to 30)
Zetki Reactor Mk III: Avionic Capacity now 70 to 80 (from 10 to 50)

With these changes, it’s important to note how we got from Point A to B. When initially setting up the Avionics values of these rewards, we did not forsee the depth of the frustration the ranges caused, but in hindsight we should have. Thanks to your feedback, we are able to confidently make broad and major buffs across the board. 

Tenebrous Ephemera Removal and Future Acquisition: 

TEMPORARILY removed the Tenebrous Ephemera as a drop from Reinforced Sentient Containers aboard the Sentient Anomaly in Veil Proxima. The drop method is causing numerous issues in terms of connectivity stability and player frustration. We’re going to be changing the acquisition method that won’t involve a direct drop rate in a near future Hotfix/Update, and will instead be closer to a token system (complete X Anomaly missions to buy Ephemera from a vendor).

  • The Tenebrous Ephemera will be coming back as soon as possible in a better acquisition method

Railjack Additions, Changes, and Fixes:

  • Affinity gained from all Omni tool Repairs and Forge actions aboard the Railjack is now shared with the squad!
    • Previously, only the player who performed the Repair with the Omni tool/Forge action gained Affinity. Now, when any individual completes tasks with the Omni tool or Forge, the Affinity will be shared across all members. This is not restricted to those onboard the Railjack - those flying around in your Archwing or taking out Crewships will also benefit. The goal here is to have the efforts of one benefit all and ultimately help each other earn Intrinsics for shared activities that keep the Railjack afloat. 
  • Wreckage limit has been changed to match the existing Riven method in terms of how the limit behaves to the player. Instead of Wreckage being auto-scrapped when over the limit, a prompt will appear upon returning to the Dry Dock that indicates the over limit Wreckage must be dealt with before you can start another Railjack mission.
  • Wreckage Repairs that are partially funded or waiting for completion (timer not expired yet) can now be cancelled! Resources funded will be returned and the Wreckage will remain in your Inventory to be Repaired or Scrapped later.
    • 0eb964807a745fb09beee66a192e3913.JPG 
      • Keep in mind this doesn’t change the 80% refund from Scrapping Repaired Wreckage.
  • Changed base Avionics so they all have at least one rank to address difficulty knowing which ones you can scrap and which ones you can't, due to the ‘no ranks’ Avionics stacking with all other unrankeds:
    • Lavan Ablative Shell
    • Lavan Heat Sink
    • Lavan Last Stand
    • Lavan Thermatic
    • Lavan Phasic Weave
    • Lavan Predator
    • Lavan Winged Force
    • Lavan Winged Steel
    • Vidar Last Stand
  • To accomodate for the base Avionic change above, other Avionics have been changed: 
    • Vidar Predator: Higher base stat and higher drain
    • Vidar Winged Steel: Lower drain
    • Vidar Winged Force: Lower drain
  • Numerous UI changes in the name of organization and clarity have been made to the Railjack Research and Configure screens:
    • Added MK category tabs to the Railjack Research screen to better sort and display your growing Inventory of Research.
    • Added Categories, Search Bar, and Sort options to the Railjack Components and Armaments screens.
    • Added a ‘Show Equipped’ and ‘Show Ranked’ option in the Avionics Scrap screen.
    • Battle and Tactical Avionic Grids now have Grid category icons to mark which is which.
      • In addition, when picking a Battle Grid, we now reinforce which Grid you are selecting/viewing Avionics for by showing the category name and icon.
  • Hull Breach that are active when the mission succeeds will be fixed automatically.
    • This addresses missions failing after having already succeeded the mission due to players unable to fix the Hull Breach in time.
  • Increased the Range of Winged Cyclone, Winged Force, Winged Steel, and Winged Storm to 1000m.
    • This also fixes these Archwing based Avionics for Railjack also affecting the Railjack itself.
  • Increased the mount animation speed for the Archwing Slingshot and Wing Turrets.
  • Toned down the FX for both the Particle Ram and Fiery Phoenix Battle Avionic when aboard the Railjack.
    • This change is being made due to plenty of feedback requesting less visibility-inhibiting FX. 
  • To further increase the visibility when a Forge is available for use in the Railjack, the two screens and orange circle above, and activation button will glow when it’s ready and appear off then it’s busy. 
    • 3fe5de04bc1efb5d44e54a81f51237b3.jpg 
  • Reduced the brightness of the Crewship healing bubble burst FX.
  • Changed the Railjack entrance UI marker to use the same blue as the Railjack marker in-mission.
  • Refining in the Forge Bay with a controller now requires you to click and hold X for 1 second instead of simply clicking X.
    • This addresses accidental Refining due to mashing X to open the Forge window.  
  • The ‘Open Squads’ line now appears at the bottom of the Star Chart Railjack node mission info popup for consistency.
    • Depending on the node, it was previously buried in between the Requirements or Rewards lines.
  • Fixed not gaining Intrinsics after mission completion.
    • An example of this situation would be if the mission succeeded while a Boarding Party was still aboard, but not fully dealt with until after the mission success popup. 
  • Fixed a case of loading a Railjack mission forever due to some players having different progression into the Rising Tide quest.
  • Fixed Clients being stuck in a permanent streaming tunnel if they were in Dojo and Host in Liset.
  • Fixed cases of exiting the Archwing Slingshot resulting in a black screen.
  • Fixed a crash that could occur in Railjack if you were inside an enemy Crewship when it's destroyed.
  • Fixed Flux Energy that was in the capacity provided by Hyperflux Avionic being lost between Railjack sessions.
  • Fixed the stat value of Flux Capacity on Reactors showing higher than actual stats.
    • We're using Round To value of 10 instead of 1, so some values were showing higher than they should be (37.x would show as 40).
  • Fixed Rhino’s Roar ability buffing Battle Avionics on the Railjack.
    • Warframe abilities are not intended to increase the performance of the Railjack.
  • Fixed the Shatter Burst Battle Avionic not displaying damage numbers when it affects enemies.
  • Fixed being in Operator mode in the Dry Dock and then starting a Railjack mission resulting in your Operator being in it’s non-combat Dojo state.
  • Fixed pressing the ‘Reset Defaults’ button in the Railjack Customization screen punting you back to the Railjack Components screen.
  • Fixed Scrap button for Repaired Wreckage having the same text as for unrepaired Wreckage.
  • Fixed Last Stand Avionics descriptions showing incorrect upgrade numbers.
  • Fixed Wing Turrets on the Railjack sometimes disappearing in AR mode. 
  • Fixed swapping around Battle Avionics in the Dry Dock sometimes resulting in misordered Battle Avionics in your Railjack mission.
  • Fixed placeholder text in the Tactical Menu when viewed while in a Missile Platform.
  • Fixed overzealous particle sizes on the Naberus, Corposant Prime, and Spore Ephemeras when in Archwing.
  • Fixed inability to interact with Chat when viewing the Railjack Research screen with a controller.
  • Fixed Kuva Lich transmissions playing while in the Railjack Star Chart.
  • Fixed a script error when using the Archwing Slingshot.
  • Fixed a script error when using the Forward Artillery.
  • Fixed a script error when transitioning to and from the Dry Dock.
  • Fixed a script error when boarding a Crewship.
  • Fixed network race conditions that could cause a crash when playing Railjack.
  • Fixed super bright lighting during the exit cinematic of some Point of Interests.

General Changes:

  • Grendel Specters can now use all of his Abilities! I prefer my meatballs on the side.
  • Kuva Thralls now have a unique marker to differentiate them from the Lich!
    • 275fe33bd1e466e36215ad17ffd2fb09.png 
  • Removed the slight red tint that was always displayed on the Shedu glow, no matter your Energy color choices.
  • Warframe/weapon tooltip in the Inventory will now display an Exilus icon if said item/Warframe has one installed. 
  • Made some micro-optimizations to the mini-map code.

Fixes:

  • Fixed quickly cancelling out of a Grineer console hack resulting in a progression stopper.
  • Fixes towards missing subtitles/dialogue during the Apostasy Prologue quest.
  • Fixed Pennant not using all attacks/features of Wise Razor Stance. As reported here: https://forums.warframe.com/topic/1152222-is-pennant-wise-razor-combo-working-correctly/
  • Fixes towards Drahk Masters making the stolen weapon for Clients disappear whenever the Masters Halikar is returned through nonstandard means. As reported here: https://www.reddit.com/r/Warframe/comments/eo8xy1/drahk_masters_can_delete_a_clients_weapon_for_the/
  • Fixed Kuva Ayanga no longer having its Area Of Effect properties.
  • Fixed Kuva Thrall Mercies not counting towards the Executioner Nightwave Challenge.
  • Fixed numerous weapon hand positions, walking animations, and t-posing in regards to Wisp.
  • Fixed cases of Warframe stats appearing unranked when viewed in the Arsenal. Backed out due to breaking the Market.
  • Fixed missing ‘Hide Owned’ option and inability to purchase multiple of the same item after going to purchase Debt Bonds then going to another vendor in Fortuna.
  • Fixed the UI breaking when selecting the ‘Select All’ button in Vendor screens (Fisher Hai-Luk, etc).
  • Fixed incorrect Electricity FX on Volt Proto Skin footsteps.
  • Fixed incorrect Electricity FX above Volt’s Electric Shield when Shock is cast through it.
  • Fixed the Tonfa Hades Skin flame FX always appearing orange despite changing the Energy color. As reported here: https://forums.warframe.com/topic/1146899-tennogen-tonfa-hades-skin/
  • Fixes towards the camera not following you when going back and forth from Submersible areas in Uranus tilesets. 

Empyrean: Ivara Prime 27.0.11.1

Railjack Fixes:

  • Fixed a script error when using the Void Hole Battle Avionic.

Fixes:

  • Fixed a script error when viewing a Warframe Blueprint in the Market, resulting in an inability to purchase Warframes.
    • This fix required the back out of previous fix that we will investigate for another: “Fixed cases of Warframe stats appearing unranked when viewed in the Arsenal”.

 

Empyrean: Ivara Prime 27.0.11.2

Railjack Fixes:

  • Fixed a script error when clicking the Wreckage Scrap button.

Fixes:

  • Fixed a few rare bugs in the Sacrifice Quest that could cause the chase sequence to get stuck.

im still waiting for the Fix to gladiator set bonus looks like it doesnt work sometimes 

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8 minutes ago, Alad_V_Is_Pretty_Cool said:

I wish the part of community that liked rare drops was allowed to have them. It's one of the only MMO aspects this game has, for a cosmetic item nonetheless. I often wonder if anyone that plays this game has ever actually played another MMO.

While I agree that the drop rate and acquisition of the tenebrous ephemera was bad, there's no actual rare cosmetic drops, everything is on a view and purchase basis. 

all the other ephemeras mean nothing to you? go to back to your room salad

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