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[DE]Megan

Scarlet Spear: 27.3.13

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Scarlet Spear: 27.3.13

Railjack Fixes:

  • Fixed "on hit" Arcanes triggering when using Railjack weapons.
  • Fixed a script error when refreshing the Railjack Armaments screen after Scrapping some Wreckage.
  • Fixed a script error when moving at the speed of light through a Void tunnel.
  • Fixed a script error when exiting a Crewship and going into Archwing.
  • Fixed a script error when firing the Forward Artillery.

Optimizations:

  • Optimized network connections to Relays, Towns and Dojos for people around the world. Not only will this improve player movement but it should also help accelerate Kill Code transmission for Scarlet Spear Murex Raids that would have previously had a very high-ping to our servers.

Fixes:

  • Fixed a crash that could occur when using Archwing in Orb Vallis or the Plains.
  • Fixes towards Void nodes not being selected for Neo or Axi Void Fissure missions.
  • Fixed dynamically generated missions (daily Syndicate mission) on Void nodes preventing it from also being a Void Fissure mission. 
  • Fixed being punted back to the Relay when attempting to load into the Simulacrum. Also fixed a crash that could accompany this attempt.
  • Fixed Companions trying to attack enemies that are in Inaros’ Devour trap, which we don’t want cause we wish to snack on said enemy.
  • Fixed the Corinth/Corinth Prime Alt fire grenades shooting out sideways.
  • Fixed Tonkor projectiles colliding with themselves when Multishot is used, causing them to instantly stagger players when fired during certain movements 
  • Fixed Clients not seeing the "Slam Capacitors" buff being given when using the Arca Titron.
  • Fixed a script error that could break Defection missions that had already failed because too many Kavor Defectors had been killed - if a Defector evacuated during the countdown to extraction the script would break and not be able to force the mission to fail.
  • Fixed a script error in Infested Salvage missions if you joined right as someone was activating a Vaporizer.
  • Fixed a script error that could occur in Infested Salvage missions after a Host migration that would prevent the HUD from being updated.
  • Fixed a script error that could occur after a Host migration of a mission with in-world transmission screens (Kuva Fortress, Rathuum, etc).
  • Fixed a script error that could occur if someone started your Guild's Ascension Ceremony right while you were loading into a mission.
  • Fixed a script error that could occur if a Host Migration interrupted an Eidolon Hunt while the Shrine was enabled.
  • Fixed a script error that would occur if you viewed the Excavator Codex entry.
  • Fixed a script error that could occur during Ghoul Purge Bounties.
  • Fixed a script error when quitting Warframe while in Cetus. 
  • Fixed a script error related to Garuda’s Talons.
     
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Posted (edited)

Second is better than first.

Thank you for the hotfix

Edited by ReyGanso
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Pennant's attack speed buff do not work if you're not the host. That bug have been there for awhile now.

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Posted (edited)

Thanks for the Simularcrum fix. 

Edited by PEPIYEA
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Thanks for the hotfix!

This comment won't get edited, i swear.

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Just now, Alpacko said:

imagine releasing a RJ event and not letting people progress their intrinsics.
 

Imagine having no life and grinding 2^10 * 4 Intrinsics before this event.

  • Like 17

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Plz fix ppl unable to play multiplayer!

Ps.: its not my firewall 😛

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Amusing red text.

Also rip for arcanes being relevant for the railjack.

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Posted (edited)

 About Titania:

1. https://gfycat.com/faroffimpureafricanelephant

2. https://gfycat.com/waterygooddoe

 

"Invasions" menu problems:

1. https://gfycat.com/complicatedposhbumblebee

2. https://gfycat.com/fortunatebriskamericanblackvulture

 

About Garuda:

Garuda's Blood Altar bad contact with Rollers and Bursa:

https://gfycat.com/amusingbigheartedbaboon

++++++

latest?cb=20200205022216

 

Edited by -EPECb-
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4 minutes ago, [DE]Megan said:

Fixed Tonkor projectiles colliding with themselves when Multishot is used, causing them to instantly stagger players when fired during certain movements 

I was wondering why did that happen. Thx for the fix! 🙂

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Can we have the old enemies back,the current ones are more than pathethic,we wanted a more challenging gameplay,not paper enemies.

 

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Glad to see you guys are working on this! 🙂 Any chance you guys can fix the Tonkor’s detonation problem? Whenever you’re too close, the grenades don’t explode. Thanks in advance. 

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5 minutes ago, [DE]Megan said:

Fixed Tonkor projectiles colliding with themselves when Multishot is used, causing them to instantly stagger players when fired during certain movements 

Any chance we can get the Tonkor rocket jump mechanic back? Now seems like a good time to reintroduce it, possibly through an exilus mod so it is optional.

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4 minutes ago, atmdx said:

please solve HUD problem 

 

hi had the same problem, change your glyph to another  fixed my ui not accounting my progress (ui freezed on the first round)

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Just now, xFusedxAtom39 said:

Please buff the basmu in ammo count 21 with its fire rate is unreasonably low. 60?

The Basmu needs more than just some extra ammunition.

  • Like 15

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