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(PSN) Angels of the Zariman: Hotfix #6


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(PSN) Angels of the Zariman: Hotfix #6

 

Happy Monday, 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 of this week as we look towards preparing for next week’s Zephyr Prime and Chroma Prime Prime Vault launch. We will of course be monitoring tomorrow and over the weekend 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. 

 

Focus Fix: 

  • 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.


 

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. 

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

  • 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 Manifestation HUD not showing to players who join a fight in progress. 

  • Fixed anti-Warframe bubble not working on Clients in Void Cascade missions. 

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

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

 

Changes

  • 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, 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

        • Survival Sorties are not affected by this change. 

  • Health and Energy Leech Eximus units will no longer create their leeching zones in places that are not in their line of sight. 

    • 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. 

 

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/

  • 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 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 a noticeable seam in the torso/arm area of the Valkyr Carnivex Skin. 

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

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

  • 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 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 Health and Leech FX and sounds not working properly for Clients. 

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

  • 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 crash when opening up the ‘Hire Railjack Crew Members’ window at Ticker in Fortuna. 

  • Fixed script error related to the Conclave team select interface. 

  • Fixed script error related to Volt’s Shock ability. 

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

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

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

  • Fixed script error related to Ivara’s Quiver. 

  •  

 

Missed notes from Hotfix #5: 

  • Added Focus node Modifiers to the Ability screen descriptions.
    https://n9e5v4d8.ssl.hwcdn.net/uploads/bcdfb3ebba223eecb0eb830e102a7cfc.jpg

  • Fixed case where Focus points were being consumed to purchase Teshin’s 10,000 x Kuva Steel Path Honors. 

    • This also prevented you from making the purchase if you didn’t have the right kind of Focus points. A script has been run (on all platforms) to refund Focus points for anyone who purchased Kuva from Teshin between the launch of the Angels of the Zariman update and this hotfix.

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Posted (edited)

Can you fix the numbers separator ? They dont apply on damage numbers.
This feature is on PC for like 1 years, maybe its time to make it work properly on console no ?

Edited by (PSN)Harrzack
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Posted (edited)

Hotfix 6 just deployed, relogged with applied hotfix and Alt-fire of Ferrox still does not apply Xata's Whisper neither on Direct hot of Spear throw or AoE Pulse 

 

21 minutes ago, [DE]Megan said:

Fixed an issue with the reload sound FX for the Oscira skin.

 

Thank you for fixing this

 

Edited by (PSN)MrNishi
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Sentinels still don't have animations you know.

Holdfasts faces are in default state during rank up cutscenes.

Elemental ability augments still apply incorrectly or not at all to Lich/Sister weapons and archguns.

Just to name a few issues. 🙃

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42 minutes ago, [DE]Megan said:
  • Fixed Void Manifestation HUD not showing to players who join a fight in progress. 

If this hasn't already been fixed (I've never seen it in the update notes and it had been a problem for months last time I played one), can this maybe get fixed for excavation missions for non-hosts too?  Excavators' health/timers are not consistently visible on the HUD unless you're the host.

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On PS5, Temporal Drag doesn’t work on Steel Path acolytes at all, or Eximus units. As described, even with Overguard up, it should. I sent you guys a help ticket about this stuff 9 days ago. But I guess you don’t feel like responding to it, so I’ll just post that here now. Thanks. 

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41 minutes ago, (PSN)Harrzack said:

Can you fix the numbers separator ? They dont apply on damage numbers.
This feature is on PC for like 1 years, maybe its time to make it work properly on console no ?

Yes, I made a post four days ago on this subject, it would be very effective for the console player to be able to see more clearly in their interface how much damage they are applying to the enemy this update has reached more than a year on PC

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Please buff the Alternox in a future update, it looks cool but it's not effective in steel path.

There are so many unused weapons like this. They will have an amazing🤩 look with cool animation, but their base stats are well below average😒. You can tell the stats are not great on a weapon when you really have to search hard to find any high-level builds or video builds from the creators. 

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Posted (edited)

And the Garuda Prime Ephemera Spike is still broken... 

Thx DE, that will be the last Prime Access Accessoire Pack I Buy AT Day 1.

I don't understand why you guys releasing paid content and don't test it before. 

 

Edited by (PSN)NeroRedgrave
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well you got half od it , with leech eximus and LoS issues but , screen blurr effect of the magnetic needs to get changed or add option in options to turn off cuz its is literally nausiating .Still dont see anything about Gyre or other warframes effected by blind rage and their 4th abilities . friend said Gyre 4th was costing 240 energy when its not even possible for any wf ability to cost that much . and when i was on Nyx ( only after i swapped in blind rage wa snever an issue before)  her 4th wasnt breaking any containers when i wa sliterally right on top of them. 

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Il y a 3 heures, (PSN)Sentiel a dit :

What's wrong with it?

When fighting a void Angel with Nyx primes 4th active when the Angel snares your frame and u free it as operator and transition back to frame it looks like Nyx is in a giant beachball.

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You have messed with how much focus you can earn with lua lens. Was able to get easily 60k focus but struggling to now get 20k. Also please speed up when health arcane on operator gives health as you can end up dead before receiving the health. Fix this ASAP please

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hace 9 horas, [DE]Megan dijo:

(PSN) Angels of the Zariman: Hotfix #6

 

Happy Monday, 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 of this week as we look towards preparing for next week’s Zephyr Prime and Chroma Prime Prime Vault launch. We will of course be monitoring tomorrow and over the weekend 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. 

 

Focus Fix: 

  • 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.


 

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. 

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

  • 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 Manifestation HUD not showing to players who join a fight in progress. 

  • Fixed anti-Warframe bubble not working on Clients in Void Cascade missions. 

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

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

 

Changes

  • 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, 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

        • Survival Sorties are not affected by this change. 

  • Health and Energy Leech Eximus units will no longer create their leeching zones in places that are not in their line of sight. 

    • 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. 

 

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/

  • 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 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 a noticeable seam in the torso/arm area of the Valkyr Carnivex Skin. 

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

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

  • 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 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 Health and Leech FX and sounds not working properly for Clients. 

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

  • 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 crash when opening up the ‘Hire Railjack Crew Members’ window at Ticker in Fortuna. 

  • Fixed script error related to the Conclave team select interface. 

  • Fixed script error related to Volt’s Shock ability. 

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

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

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

  • Fixed script error related to Ivara’s Quiver. 

  •  

 

Missed notes from Hotfix #5: 

  • Added Focus node Modifiers to the Ability screen descriptions.
    https://n9e5v4d8.ssl.hwcdn.net/uploads/bcdfb3ebba223eecb0eb830e102a7cfc.jpg

  • Fixed case where Focus points were being consumed to purchase Teshin’s 10,000 x Kuva Steel Path Honors. 

    • This also prevented you from making the purchase if you didn’t have the right kind of Focus points. A script has been run (on all platforms) to refund Focus points for anyone who purchased Kuva from Teshin between the launch of the Angels of the Zariman update and this hotfix.

first: first of all they should unlink voiddash from the operator's energy as it is very outdated as is the race energy in necramech too.

second: add more mini-objectives in the exterminations and mobile defense to make it juicier since not everyone wants to do the infinite missions that also occupy perhaps a cut of rotation in general to streamline the farmeo for both veterans and newbies.

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4 hours ago, (PSN)foxxboy said:

When fighting a void Angel with Nyx primes 4th active when the Angel snares your frame and u free it as operator and transition back to frame it looks like Nyx is in a giant beachball.

That sounds hilarious! I have to try this! 

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Posted (edited)

PS5  Syndicate sigils unequiping now, every time enter arsenal they are back off, unable to earn any Hexis or Suda standing, just started with this hotfix or previous.

Edited by (PSN)Reidryn
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