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Deimos: Arcana: Hotfix 29.5.2


[DE]Rebecca

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Deimos: Arcana: Hotfix 29.5.2

Missed 29.5.0 Note + Script

  • In Update 29.5 Deimos: Arcana, we increased the reward for completing a Planet on the Steel Path to 25 Steel Essence. This Update will give an Inbox to everyone who had completed a Planet on The Steel Path at the old rate of 2 Steel Essence per Planet and reward them the difference for each Planet completed! Eligible players will have this automatically on login. 

Bonewidow Changes:
 

  • Firing Line now has a forced stagger to de-mobilize enemies hit by its rays.
  • Shield Maiden now has a larger Health pool and increased angle of blocking (160 by default, 220 when holding Shield and Exalted Ironbride) 
  • Exalted Ironbride now has a base damage value of 1500 at Max Rank (increased from original 1000)
  • Exalted Ironbride now has a base Critical Chance of 45% with a 3x multiplier (increased from original 5% and 1.5x). 

Changes:

  • Audio Mix tweaks have been added for Cetus! 
  • A new piece of art can be seen on our game Loading Screen! Behold! 
  • Lessened the self stagger range of Phahd’s projectile. 
  • A waypoint has been added to Tranq’d animals! 
  • Lessened the recoil of the Vermisplicer Kitgun Chamber when used with grips that increase Damage. 
  • Improved the quality and quantity of Nexifera spawns in caves. 
  • Improved the ambient spawn behaviours of Avichea. 
  • Made the Machete item in Simaris’ store accessible to those who had obtained it and sold it by means not considered in this store. 

Fixes:

  • Fixed Necramechs losing Affinity when destroyed and the Warframe you are using dies. 
  • Fixed an issue with several one-handed Melee weapons not functioning (as an accidental result of the Glaive changes). Weapons included: most Machetes, Plasma Sword, Destreza and Destreza Prime, Sheev, and Scoliac. 
  • Fixed Vault bounties always pulling from Common rewards, and not giving a bonus reward at the final stage. 
  • Fixed missing normal maps on the Entrati family.
  • Fixed missing normal maps on Operators (leading to faces looking off, i.e scars not looking right). 
  • Fixed enemies not spawning after activating Obelisks. 
  • Fixed ragdolled enemies not getting marked by the Fluid Sac in the new bounty type.
  • Fixed transmissions playing twice sometimes when failing a bonus objective. 
  • Fixed the Akarius dealing self-damage with multishot projectiles. 
  • Further fixes towards the Juggernaut Polyp Hunter getting stuck and spinning. 
  • Pre-deployed a Serverside fix for the Launcher not working on new installs. 
  • Fixed the Kuva Nukor Critical hits doing more damage to chained targets than the initial target. 
  • Fixed an issue that could occur with Relay Blessings if a player was somehow down. 
  • Fixed Helios attempting, but not completing, scans while you are in Necramech form. 
  • Fixed mission conservation transmissions from Son. 
  • Fixed numerous issues with the new Isolation Vault Bounties and Pit Mini Encounter. 
  • Fixed crashes associated with the ‘Infested Mist’ Isolation Vault Bounty. 
  • Fixed a crash that could occur if a mission was finished or aborted while you were joining. 
  • Fixed a crash associated with the Protea boss fight. 
  • Partially fixed a progression stopper with the Protea boss fight. We are still working on this issue, it is not fully resolved! Apologies!
  • Fixed a crash that could occur in the Jupiter Gas City tiles. 
  • Fixed numerous additional crashes.
  • Fixed a script error when viewing Syndicate Reputation options in a Relay. 
  • Fixed Planets, Chat, and other UI elements disappearing after a mission. 
  • Fixed a [PH] appearing in a string of text. 
  • Fixed sound balance issues with Requiem Murmurs. 
  • Fixed an issue with a fallen Necramech not spawning at the bottom of the Pit Monster. 
  • Fixed a crash when fighting the Pit Monster. 
  • Fixed the Deru Syandana not colouring correctly. 
  • Fixed an issue that could occur in Open Worlds / Landscapes regarding gear items that you have more than >200 of not deducting proper amounts at mission complete. 
  • Fixed Vauban’s Vortex affecting play Mechs movement. 
  • Fixed numerous issues related to running the game with Gore disabled. 
  • Fixed an issue with Tesla Coil causing issues with specters. 
  • Fixed Deimos / Cambion Drift K-Drive races not rewarding proper new Infested K-Drive Parts.
    The item being rewarded was a non-usable “fake” blueprint, which would not have shown up in the Foundry or been usable. You will need to redo the races to receive the functional item. The old one can be sold from your Inventory for credits.
  • Fixed an issue that could occur when a Grineer Ghoul encounter ends. 
  • Fixed an issue where Harrow Specters casting ‘Condemn’ could cause a game hang. 
  • Fixed a freeze that could occur when playing Ship decorations on slow connections. 
  • Fixed missing TennoGen skin wings for Chroma’s new passive: 

https://forums.warframe.com/topic/1236349-chroma-wing-skin-not-matching-for-tennogen-skins/

  • Fixed the Health bar of the ‘Contamination Unit’ disappearing in the Cracks in Deimos Bounty after a Host migration. 
  • Fixed Bonewidow’s Exalted Ironbride ‘Drain / Second’ stat not appearing when hovering over the ability icon in the Arsenal.
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Thank you for the hotfix.

The new bounties are decent (mostly reskins of current bounties and Mobile Defense, with the exception of the new Sac one that is tremendously annoying due to low enemy spawns), but the requirement to complete isolation vaults to set up your new bounty makes them very cumbersome for players with not much play time. Requiring ~20 minutes for a player to even access the new T3 bounty isn't very good design. The experience would be enhanced tremendously if players could just hop into the new bounties and skip the old one that players have done painstakingly since August with the abysmal Necramech Mod drops. This change would also not alienate players who want to open the actual vault.

Also, please reduce all the new Eximus units to 3 scans in the Codex. 30 is a bit high.

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"Fixed ragdolled enemies not getting marked by the Fluid Sac in the new bounty type."

Just made a post about that garbage mission. Low and behold it was because I thought larva would be a positive and group enemies together. Looks like it was the reason I never wanted to do another vault...

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Enemy Voidrigs are still spamming their Shield Power far more often than intended. At least, visually so; they're covered in blue glow and their health bar goes grey practically every 5 seconds

 

Edit: after a few more trivaults, it seems to be happening much less often. It seems that if a Voidrig is stuck in an area where it keeps picking up its arms faster than usual, it will spam its shield. And if it picks up its arms as slow as intended, the shield won't get spammed either

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can we get now any way to change at least loaders of weapons we have made alrdy for kitguns?? cause now if we keep going tons of thing RE-do all from 0 comes rlly bad, can we do like 25 k standing and lose a forma or alike?

kitguns now with the infested changed a lot

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Bruh, you gotta fix the changes you've made to Steel Essence farming... a lot of people have spent hundreds of plat on farming gear specifically for farming on odin and it's not poggers that you're making those purchases worthless. SE farming was hurting no one, so why the heck did ya get rid of it?

 

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