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Angels of the Zariman: Hotfix 31.5.7


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Posted (edited)

Angels of the Zariman: Hotfix 31.5.7

Happy Friday, Tenno! Today’s hotfix addresses some high priority bugs and brings with it some changes to Operators and Focus. This will tentatively be the last hotfix until the launch of next week’s Zephyr Prime and Chroma Prime Prime Vault. But we will of course be monitoring for any urgent issues and will be Hotfixing in those cases. Thank you! 

 

Operator & Focus Changes:

Another round of Community feedback has brought a handful of changes to Operators and the Focus School System. This time the focus (ar ar ar) is on the casting animation speed of certain Focus abilities and some minor changes to Void Sling. We are working on optimizing the base speed, duration, and animation in these Hotfixes. We are also doing code reviews for our next Update to review further tweaks (with an emphasis on Void Sling) - more on that very soon!

  • The following Focus abilities have had their casting animations replaced with a faster variant: 

    • Caustic Strike

    • Magnetic Flare

    • Void Snare

  • Shortened and increased the speed of the Void Levitation and Contamination Wave’s casting animation. 

  • Replaced the following Focus abilities’ casting animation with a faster variant that is also upper body only - which now allows for full movement while casting as opposed to staying stationary:

    • Guardian Shell

    • Temporal Drag

  • Void Sling Changes: 

    • Decreased the time it takes for Void Sling’s end point to reach its max distance. 

    • Increased the overall velocity of slinging to the end point. 

  • The ‘Abilities’ option from the pause menu can now be accessed when playing as Operator. 

 

General Operator/Focus Fixes: 

  • Fixed the incorrect values for Inner Might’s Energy cost when Ability Efficiency is not at 100% (equipping Blind Rage for example). 

    • For most Warframe abilities this was a UI only bug, gameplay values were unaffected. But some really did end up with very wrong energy costs.

  • Fixed script error related to Unairu Wisp. 

 

Zariman Mission Changes & Fixes: 

  • Made Zariman matchmaking more robust. 

    • Fixed players with public matchmaking turned on not matching into the same Bounty with each other. 

  • Fixed cases of Void Flood Bounty “normal mission” rewards not being awarded.

  • Fixed being unable to enter the Void Manifestation arena due to a delay on their health bar appearing. As reported here: https://forums.warframe.com/topic/1309155-void-angel-fight-bugged-cant-enter-void-bubble-known/?do=findComment&comment=12504970

  • Fixes towards the Zariman Bounties with the "Kill X Grineer" Challenge ending up with Corpus enemies and vice versa. 

  • Fixed being unable to complete the “Complete mission without Abilities” Bounty in the Zariman Mobile Defense (The Greenway) due to a lack of extraction and other factors. As reported here: https://forums.warframe.com/topic/1309354-angels-of-zariman-mobile-def-mission-no-ability-bounty-not-finishing-after-mission-completion/

  • Fixed extraction being unavailable after 1 full round in a Void Flood mission or Bounty. 

  • Fixed some cases of extraction not enabling after Host migration in Void Armageddon missions. 

  • Fixed level aura debuffs caused by destroyed Exodampers in Void Armageddon persisting in regular Zariman missions.

  • More fixes towards Clients not losing the Void Manifestation Arena filter after getting killed inside. 

  • Possible fix for objective UI trackers sometimes being out of order in Void Flood Bounty missions. 

  • Fixed potential issues with joining players and/or connection issues in Void Flood missions. 

  • Fixed the Kuva Trokarian’s Transference disrupting bubbles not functioning in back to back missions in the Zariman. 

  • Fixed crash when aborting or Host migrating in a Zariman mission while wall dashing. 

  • Fixed crash that could happen if Client went back to the Chrysalith at the same time that the Host is jumping into the Void Manifestation arena. 

  • Fixed crash that could happen if Client went back to the Chrysalith at the same time that the Host is awakening a Void Manifestation. 

  • Fixed script error in Void Flood Ruptures in Void Flood missions. 

  • Fixed rare crash due to Host migrating during the ‘Kill Thrax’ stages of Void Flood missions. 

 

Changes

  • Follow up changes to the scaling spawn cap to Eximus units in Endless mission types change that went live yesterday in Hotfix 31.5.6:

    • Increased the Eximus cap in Sortie Survival missions to 5 max simultaneous Eximus. It is also no longer scaled by squad size (was between 2 and 4 depending on squad size). 

  • Health and Energy Leech Eximus units will no longer create their leeching zones to attack players they cannot see

    • This was allowing them to attack through objects, now they will only create their leeching zones when they can see the target they are trying to attack. Note that they will still try to predict your movement if they catch a glimpse of you! 

  • Increased volume of Focus Convergence Orb pickup sound. 


 

Fixes

  • Fixed all Incarnon Evolutions that increase or reduce Critical/Status Chance not applying correctly. 

    • Previously, the base stats were not additive, which meant that they weren’t being applied in full. For example, the Phenmor’s Survivor’s Edge Evolution IV +10% Critical Chance +10 Status Chance was only applying a fraction of that percentage boost. They will now apply properly as described in its descriptions! 

  • Fixed the Laetum’s ‘Overwhelming Attrition’ Evolution perk activating from status DOTs inflicted by the weapon. 

    • This was in contradiction to its description and original design: “On Hit that is neither Critical nor applies a Status Effect: +400% damage for 20 seconds.” 

  • Fixed Cascadia Overcharge Rank 4 & 5 bonus being identical. Max rank effect remains 300%,  Unranked is now 50%.

  • Fixed the Hespar having a 1 hour Crafting time as opposed to the intended 12 hour Crafting time that is reflected for its components. 

  • Fixes towards Clients loading into a mission with no enemy spawns (including Railjack missions) after Host invites them but abandons the mission/closes the game while the Client is loading in. 

  • Fixed Mesa’s Staggering Shield Augment mod chance to stagger enemies accumulating each time it's cast.

  • Fixed crash after mind controlling or disarming enemies right as the "change of plans" swap-to-exterminate happens in mission. 

  • Fixed the wrong sound FX playing on Nova’s Antimatter when Inner Might’s charge is ready. 

  • Fixed all Focus School Sumdalis clipping through the Liset Prime Skin livery.

  • Fixed Inaros’ Spectralyst Shadows created from Amalgam enemies not despawning. 

  • Fixed another case of Excalibur Umbra losing all function (and being unable to transference back to him) after being spiked by a Void Manifestation. 

  • Fixed Inaros’ losing loss of function after being spiked by a Void Manifestation while Devouring. 

  • Fixed Shawzin custom bindings not saving and reverting to default when using the Shawzin Emote on controller. 

  • Fixed missing sounds during the opening sequences in the Saya’s Vigil quest. 

  • Fixed wing attachments on Carrier Prime not orienting correctly. 

  • Fixed a script error related to Alad V's Blinding Beam ability. 

  • Fixed potential script error when joining a mission in progress or Host migrating. 

  • Fixed script error related to Ivara’s Quiver.

Edited by [DE]Momaw
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Posted (edited)

Thanks for the void angel fix.
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Let's see if the flow of combat is a bit more fluent with the faster cast animations, but removing the unnecessary transference cooldown would help so much more.

Edited by Dark_Lugia
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Posted (edited)

Thanks DE. Overall good change, but it's sad to see Laetum's ‘Overwhelming Attrition’ getting changed since I feel this should have been a feature

10 minutes ago, [DE]Megan said:

Fixed the Laetum’s ‘Overwhelming Attrition’ Evolution perk activating from status DOTs inflicted by the weapon. 

 

Edited by Damocles
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A question:

Void Sling = Void Projection? Or Void Projection is the "aim dot" when we are aiming a sling but we cancel it (like how to use Eternal Dissipate)?

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Posted (edited)
6 minutes ago, [DE]Megan said:

 

  • Void Sling Changes: 

    • Decreased the time it takes for Void Sling’s end point to reach its max distance. 

    • Increased the overall velocity of slinging to the end point. 

Thanks for speeding up Void sling but without the ability to dash sideways or backwards sling will always be a downgrade compared to dash.

The forward momentum of void sling is also problematic. It makes it easier to chain slings but it also carries you farther than you aim. You consistently land slightly higher and about 5 meters past where you are aiming. The control that extra time in the air provides is the same thing that make you miss your mark. Short video to demonstrate. 

Spoiler

 

 

Edited by Berzerkules
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Posted (edited)

this is nice, but CC frames are still made impotent by eximus overguard, operator still has a godawful delay transference, which needs to be SEVERELY reduced, or erased, and lastly, void sling makes you bump into walls and objects that are above your aim reticle. please fix this. 

also, even at higher level, it is still better to take out Overguard with conventional weapons than operator. it's too long. if you want us to WANT to go in operator mode to strip the overguard, then make it worth it. if it's "supposedly" the best way to deal with it, thx to void damage weakness, why is it easier to do it with my melee weapon or my guns, than with my amp? you have a few options there, because this isn't acceptable. at least if you want your goal of operator being more used against eximuses to be fulfilled. 

either make amp mod-able. and i meant a big, 8 slot mod board like guns and warframes. 

OR. make amp one shot overguard. 

i suspect you would prefer the one shot option, but the mod option would give path to a lot of interesting mods to use with amp, other than pure damage. 

Edited by mikakor
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5 minutes ago, [DE]Megan said:

Fixed the Laetum’s ‘Overwhelming Attrition’ Evolution perk activating from status DOTs inflicted by the weapon. 

  • This was in contradiction to its description and original design: “On Hit that is neither Critical nor applies a Status Effect: +400% damage for 20 seconds.” 

Wait, NO! This was a good feature. Why is this being removed?

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5 minutes ago, [DE]Megan said:

Void Sling Changes: 

  • Decreased the time it takes for Void Sling’s end point to reach its max distance. 

  • Increased the overall velocity of slinging to the end point. 

Ah, here it is. The "they listened" moment.

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Neat. Now, I know there are still bigger fishes to roast with this update, but could you please look into Thrax enemies inflicting forced magnetic procs even when you have Arcane Nullifier, Inaros's augment, or any other ability that's supposed to protect your from status effects?

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Posted (edited)

DE whats happening with the entrati lanthorns? iv been playing for 8 hrs a day since the update arrived and could only get 30 of them just enouth for the phenmor and rank 3 of the new syndicate..... u sure the drop tables are not messed up?

Edited by freder481
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Thanks for the update.

il y a 5 minutes, [DE]Megan a dit :

Follow up changes to the scaling spawn cap to Eximus units in Endless mission types change that went live yesterday in Hotfix 31.5.6:

  • Increased the Eximus cap in Sortie Survival missions to 5 max simultaneous Eximus. It is also no longer scaled by squad size (was between 2 and 4 depending on squad size). 

2 eximus at the same time for a solo player or 4 in a full squad is not challenging for experienced players. Can it be uncapped like before for steel path endurance mission ? Like after 20min ? It will not bother other people who rush missions and other people who enjoy long endless mission.
 

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Posted (edited)

Not sure if you're already aware of this issue but Vitoplast has been barely visible for me since the original Zariman launch. https://imgur.com/a/I60oN8k
Hazardous Vitoplast is even worse (last 2 vitoplast pics in the album). 

DX11/DX12, Classic/Enhanced, presets on Low/Med/High, bloom 0, bloom 100.
Running a 5700XT, tested with drivers 22.4.1 and 22.4.2, on Windows 11.

A friend of mine with an identical config has the proper glow shown in the livestreams.

Verified cache, optimized cache, reinstalled the game from scratch, cleared driver cache, tried new driver with factory reset. Nothing seems to fix it.

EDIT: This also affects Grineer magnetic doors. Pics added to end of album.

EDIT: Solution was to change effects intensity option per this post: 

 

Edited by blackgu4rd
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Posted (edited)
4 hours ago, [DE]Megan said:

 

  • Void Sling Changes: 

    • Decreased the time it takes for Void Sling’s end point to reach its max distance. 

    • Increased the overall velocity of slinging to the end point. 

Now, remove the tether so it's more of a dash forward, increase the speed even more, remove the charge time completely so it can be used to move quickly and so you can pop out and immediately dash through enemies, make it so grazing against an object doesn't full stop the movement, remove the cooldown on using it again, allow it so you can buffer these lunges forward so you can spam them quickly, make it so you can use void mode to hover in air to regain control for tossing out the tether entirely as it's useless.

These buffs only make Void Sling about four times slower than Void Dash now, instead of how it was five times slower previously. That's still not good enough.

And let's just throw out the cooldown on transference entirely so people can just pop out, do whatever, and pop back in much faster, yeah? No one likes it, why you're holding onto it is baffling.

 

And while we're at it, let's just talk about how Madurai now has to dash TWICE just to get a power strength buff. And despite that, operators are being used even less now outside of where they're forced to be used. Was this the goal?

I am now also plugging this thread:

 

Edited by Magnus
Tested speed relative to void dash, it's bad still.
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