Jump to content

Operation: Scarlet Spear: Hotfix 27.3.2


Recommended Posts

Scarlet Spear: Hotfix 27.3.2

8+ Hours into Operation: Scarlet Spear has provided some great feedback and bug reporting thanks to you! We have been piling a list together of the Top Feedback Items that the team will be addressing in the coming days:

Scarlet Spear Changes & Fixes

  • Lowered the Condrix Health scaling for 2-4 player squads.
    • Further Ground mission changes in terms of scaling are being discussed - stay tuned!
  • The Murex Wave timer displayed in the Scarlet Spear Instance selector will now just display at the top, instead of redundantly beside each Instance.
  • Improved UI/HUD messages for squads whose OpLinks require Reinforcements from players in the Flotilla.
  • Reduced the distance at which you will see Emblems above players heads in the Flotilla.
  • Fixed a crash for heavily loaded Scarlet Spear Flotillas.
  • Fixed a Client crash that occurred when a Host migrated and said Client was punted back to their Orbiter.
  • Fixed a crash that could occur when loading into a Railjack/Murex Raid mission.
  • Fixed not receiving earned rewards in a Murex Raid if you returned to the Flotilla manually (less than 5 Murex).
  • Fixed score discrepancies in the UI when a Host migration occurred in the Ground mission.
  • Fixed cases of enemies not spawning after multiple mission runs with the Oplink.
  • Fixed OpLink spawning more FX each time it gets spawned, and duplicate FX being created for each Client. This fix should also slightly improve performance!
  • Fixed Oplink state appearing as a filepath in the Flotilla squad labels above the Murex/Earth holograms.
  • Fixed a ghost of Flotilla players appearing in your Railjack upon starting a Murex Raid.
  • Fixed a script error that resulted in an inability to deploy an Oplink if one was previously destroyed in the mission.
  • Fixed a script error if the Railjack dies in a Murex Raid.
  • Fixed a script error in the Scarlet Spear Ground mission due to destroyed OpLink.


Fixes:

  • Fixed a crash related to Sentinels.
  • Potential fix for Vulkan drivers crashing the Steam overlay after it's injected into the Launcher.
  • Fixed the Wreckage capacity limit pulse FX in the Railjack Configuration UI pulsing even when you aren’t reaching the limit.
  • Fixed incorrect reference lines in Nova’s Leverian.
  • Fixed a script error that occurred due to enemies attempting to flee while players are transitioning a level.
  • Fixed a script error that resulted in forcing squadmates to log out.
     
Edited by [DE]Onur
  • Like 47
Link to post
Share on other sites

Thanks! i hope u could make it more apparent on how high our score for the rewards are, its very.... confusing atm.

Edited by Zera
  • Like 31
Link to post
Share on other sites

Can the Fighter scaling get fixed first? Having them scale the same as the ground enemies will make them nigh unkillable. It gets even worse with Ramsleds and Splintryxs, where you might as well let them board you. It gets even far worse with Crewships, who can shred the Satelite in little under a single volley of its flak cannons.

  • Like 28
Link to post
Share on other sites
1 minute ago, Heaven_Smile said:

No fix for not receiving codes in Murex mission?

 

Just now, DariusMcSwag said:

Please consider removing the 100 Murex cap and timer. Making players wait in like to play your new update is not fun and makes people want to play the update less.

 

Just now, TheEternalJester said:

No changes to Murex timings. Please remove them, you're just dragging this out for further than necessary.

I hope these happen soon enough...

  • Like 21
Link to post
Share on other sites
5 minutes ago, [DE]Megan said:

Fixed not receiving earned rewards in a Murex Raid if you returned to the Flotilla manually (less than 5 Murex).

What about when we complete the whole thing and still don't get rewards?

  • Like 17
Link to post
Share on other sites
Guest
This topic is now closed to further replies.
×
×
  • Create New...