Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Angels of the Zariman: Hotfix 31.5.6


[DE]Danielle

Recommended Posts

Angels of the Zariman: Hotfix 31.5.6


Zariman Mission Changes & Fixes: 

  • Extraction is no longer forced after completing all Bounty objectives in Void Flood missions, the mission can continue indefinitely if players decide to stay. 
  • Improved the spawning consistency of large Vitoplast orbs in relation to their distance from Void Ruptures. 
  • Updated Armaments UI to use seconds instead of percentage in Void Armageddon missions. 
  • Added more tutorial messages in the Angels of the Zariman quest Void Flood mission in regards to the Corruption level:
    • “Closing ruptures lowers the corruption meter.” 
    • “Keep the corruption meter low to avoid negative void complications.” 
  • Fixed infinite loading screen when entering the Zariman elevator as Operator during Zariman Bounty. 
    • This resulted in having to abort the mission in order to escape the confines of the Elevator. 
  • Fixed Void Flood missions missing UI pop ups to indicate a reward has been given. 
  • Fixed Void Manifestation HUD not showing to players who join a fight in progress. 
  • Fixed the ‘Minimize Void Contamination’ Bounty for Cascade (Use 4 Exolizers while keeping the corruption bar from going above 50%) failing instantly upon mission start on older PCs.  

Changes: 

  • Added a scaling spawn cap to Eximus units in Endless mission types (this includes Survival, Void Flood, Void Armageddon, Void Cascade, Disruption, Zealoid Prelate, The Deadlock Protocol quest, and Rising Tide quest).
    • Previously, spawn scaling was uncapped. Now it scales by squad size to take into account solo players vs. squads. In other words, Eximus have the same % to spawn for each enemy, but once you hit the simultaneous Eximus cap no more will spawn until they are killed. Here is the breakdown for scaling spawn cap based on squad #s: 
      • Solo player = No more than 2 Eximus at a time (this is consistent with non-endless mission caps)
      • 2 player squad = 2 Eximus max at a time 
      • 3 player squad = 3 Eximus max at a time
      • 4 player squad = 4 Eximus max at a time
         
  • Changed the final Angels of the Zariman quest objective description. 

Optimizations: 

  • Made several systemic optimizations to memory usage to save over 2MB of RAM.
  • Made several insignificant optimizations to frame-rate.

Fixes:

  • Fixed Ghoul Purge Bounties (and potentially others) failing at start. As originally PSA’d here: https://forums.warframe.com/topic/1308870-psa-pc-ghoul-purge-disabled-temporarily/
    • We will be restoring the Bounty sometime tomorrow once we have deployed the fix on all platforms. 
  • Fixed Hydroid's Pilfering Swarm, Nekros Desecrate, and Khora's Pilfering Strangledome affecting Vitoplast drop amounts from enemies in Void Flood missions. 
    • This was the original design intention, as was mentioned in the pre-launch sponsored videos on Void Flood missions. Its core design encourages the use of your parkour skills as the primary way to collect scattered Vitoplast around the tileset, with enemy drops being secondary. 
  • Fixed Cascadia Overcharge’s Critical Chance buff applying to all weapons instead of just the Secondary, as intended. 
  • Fixed a noticeable seam in the torso/arm area of the Valkyr Carnivex Skin. 
  • Fixed the Vasero Sehkara badges shifting position in an asymmetric way when equipped with shoulder armor. 
  • Fixed some duplicated Blitz/Volatile Eximus effects on Clients.
  • Fixed being able to sell Aeolak components for Ducats. 
  • Fixed Zariman ghosts standing still indefinitely after Host migration. 
  • Fixed Operator missing facial customizations in the first cinematic of the Angels of the Zariman quest. 
  • Fixed anti-Warframe bubble not working on Clients in Void Cascade missions. 
  • Fixed the key binding screen tabs in Options overlapping with the top key to bind when resolution is set to 1920x1200 and the game is in windowed mode. 
  • Fixed certain mentions of the ‘Void’ not being capitalized. 
  • Fixed an issue with the reload sound FX for the Oscira skin.
  • Fixing Wisp and Titania’s animation sets not floating while having the Hespar equipped. 
  • Fixed [PH] tags in the Customize HUD Color settings. 
  • Fixed crash when opening up the ‘Hire Railjack Crew Members’ window at Ticker in Fortuna. 
  • Fixed script error related to special Incarnon weapon reticle. 
  • Fixed script error while killing a Hound right before Host migration. 
  • Fixed script error related to the Conclave team select interface. 
  • Fixed script error related to Volt’s Shock ability. 

Missed note from Hotfix 31.5.5: 

  • Added Focus node Modifiers to the Ability screen descriptions. 
    bcdfb3ebba223eecb0eb830e102a7cfc.jpg

 

Link to comment
Share on other sites

DE Working quickly on bringing patches, thanks for the interesting major update, last 3 days have been like what probably being on crack feels like. 
The combination of new game mechanics + new arcanes + school + weps ... learning , mastering , earning...  

- Critisism: 
I'm hoping void dash and transfer speed will be further tweaked. Also maybe too late but  cinematics feel more of a soulless clone of neckralisk family. 


- Questions
Hasper parts from rotation C are not dropping in SP or bounty versions? If not, why not? (I remember not being able to farm gauss in SP, is this by design or oversight)

 

- Bugs
Current ASAP bug - Angel's Portal not opening. 

 

 Thrax Legatus in triad ghost form  seems to reliably kill on the spot  every time if hit by beams and no matter if tanky. 

 

Also Thrax can freeze in ghost kneeling position (unkillable)

- Requests 
Please make primary and secondary selectable with dedicated hotkeys (like every other fps)
 

Link to comment
Share on other sites

Void sling is still as bad as it ever was. 

You might also want to reconsider making eximus 100% crowd control immune. Make them like Acolytes or Liches where they are effected for a shorter time and adapt after multiple applications of a crowd control ability. It's a hard nerf to some of the squishier frames that rely on crowd control for survival while tankier frames aren't effected nearly as much. 

You have frame like Nyx prime sitting at <.5% usage and 3/4 of her abilities just don't work on some of the most dangerous enemies in the game. Did Nyx really need a nerf? I guess should specify that Psychic bolts strips but Pacifying Bolts augment does not confuse eximus. 

Oh, one more thing, making operator client side while also adding a cooldown on transference totally defeats the purpose of having client side transference. 

Link to comment
Share on other sites

Just now, [DE]Danielle said:

Extraction is no longer forced after completing all Bounty objectives in Void Flood missions, the mission can continue indefinitely if players decide to stay. 

Can u please change that we can leave endless zariman missions individual like WITH EVERY OTHER ENDLES MISSION and not forced to extract all at once???

Link to comment
Share on other sites

3 minutes ago, [DE]Danielle said:

Added a cap to the number of Eximus units that can spawn in Endless mission types (this includes Survival, Void Flood, Void Armageddon, Void Cascade, Disruption, Zealoid Prelate, The Deadlock Protocol quest, and Rising Tide quest).

  • Previously, it was uncapped with a low spawn rate. Now it scales by squad size to take into account solo players vs. squads.

 

Does this mean if you are doing an endurance run, eximus units will eventually stop spawning completely?

Link to comment
Share on other sites

Please add an option to hire a female Red Veil Crew Member via Ticker/Fortuna. In all these years I've never seen one out there, but you can see them during the syndicate missions.

Link to comment
Share on other sites

5 minutes ago, [DE]Danielle said:
  • Added a cap to the number of Eximus units that can spawn in Endless mission types (this includes Survival, Void Flood, Void Armageddon, Void Cascade, Disruption, Zealoid Prelate, The Deadlock Protocol quest, and Rising Tide quest).
    • Previously, it was uncapped with a low spawn rate. Now it scales by squad size to take into account solo players vs. squads.

Is it scaling in Steel Path missions, or does it always have the full spawn rate?

As far as I'm aware, Steel Path missions always have maximum spawn rates, which makes it so much easier to farm stuff solo. I hope you haven't scaled Eximus spawns there.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...