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The Duviri Paradox: Hotfix 33.0.13


[DE]Danielle
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The Duviri Paradox: Hotfix 33.0.13

Changes: 

  • Changed the Dual Toxocyst Incarnon Genesis’ Evolution IV description to be accurate to the intended requirements (this was always the case, the description simply did not reflect it): 
    • Old: “Kill 0/17 enemies without reloading.”
    • New: “Get 0/17 consecutive headshots.” 
      • Reloading never reset the challenge, so it was removed from description for inaccuracy. It does reset if you hit a body shot. 
  • Changed the descriptions of the following Decrees based on feedback from the changes in Hotfix 33.0.11. 
    • Venomous Touch:
      • Old: “Every third melee attack deals X% Toxin Damage.”
      • New: “Every third melee attack deals X% Toxin Damage with Status."
  • Critical Frost:
    • Old: “Critical Hits deal an extra hit with X% Cold Damage.”
    • New: “Critical Hits deal an extra hit with X% Cold Damage and Status.”
      • With how damage works with Decrees (always guaranteed Status), we removed the “guaranteed Status Chance” in the description originally. But since that was not an obvious detail outside of the Decree description, we’ve re-added that Status is indeed still involved in a short but comprehensive way. 

Fixes: 

  • Fixed objective text disappearing after Host migration during Undercroft Defense missions.
  • Fixed infinite enemy spawning in the Undercroft after Host migration - causing issues with “kill X enemies” objectives as they would just continue to spawn after reaching the required number of kills. 
  • Fixed resource rewards earned from Spiral stages in Duviri not saving for Clients after Host migration. 
  • Final fix for enemies not spawning in the Undercroft (Circuit and Duviri) after Host Migration - causing failure in Survival and Void Flood missions. 
  • More fixes towards Shrine pieces not dropping if Client starts an “Assemble the Shrine” objective while Host is far away. 
  • Fixed the Venomous Touch Decree not granting a guaranteed Toxin proc.
  • Fixed Incarnon Genesis Atomos’ Evolution II perks not working at all. 
  • Fixed final Excavator not spawning in Undercroft Excavation missions after Host migration - causing inability to complete the mission. 
  • Fixed Host getting stuck as Drifter in the Orowyrm fight arena after dying and using Transference. 
  • Fixed Wyrmlings spawning on top of each other in the second phase of the Orowyrm fight. 
  • Fixed the Rank 1 Endurance Intrinsic “Fortifying Decrees” (Each active Decree grants +25 Health to Drifter) granting more than +25 Health if there are several of the same Decree already active. 
    • In other words, if you had 2 of the same Decree and selected a third, it would count each individual one into the Health granted (+75) upon selecting the third Decree, instead of the intended +25 for the one. 
  • Fixed always getting the base Hek in Teshin’s Cave offerings even if you own the Kuva or Vaykor Hek. 
    • It is intended that the more powerful variants of a weapon you own appear in the Cave. 
  • Fixed crash caused by Kaithes that would trigger on Host migration. 
  • Fixed enemies ignoring players and standing still if they hit a certain crate in the Undercroft tileset. 
  • Fixed Grineer enemies no longer engaging with players or the Defense objective in Defense missions after they run to cover. 
  • Fixed Incarnon Genesis Torid gaining charges while in Incarnon form by shooting enemies with Saryn’s Toxic Lash. 
    • It is intended that charges cannot be gained while already in Incarnon form. 
  • Fixed the Decree UI prompt overlapping various other UI elements in Teshin’s Cave if you have Rank 3 Opportunity Intrinsic “Lucky Opener” (Gain a free Decree when you enter Duviri). 
  • Fixed the weapon select and customize context actions in Teshin’s Cave overlapping briefly when walking away from the trigger.
  • Fixed the Kaithe’s wings not being attached to their body in the Duviri loading screen. 
  • Fixed an issue with players getting repeated referral rewards. 
  • Fixed Incarnon weapon stats disappearing in the Arsenal after unfocusing and refocusing on a weapon using an Incarnon Genesis. 
  • Fixed arrows shot from Incarnon Genesis Bows (Paris & Dread) not disappearing until they are out of their Incarnon Form. 
  • Fixed Clients Incarnon Genesis Bow quivers (Paris & Dread) and Secondary pouches (Despair & Kunai) not changing back to their default appearance after they are out of their Incarnon form. 
  • Fixed the “Fire Weapon” input not applying Landing Craft “brakes” in the loading screens. 
  • Fixed a strip at the top of the screen not being blacked out in the black screen you encounter upon logging into the game for the first time.
  • Fixed the Kavat’s Grace Mod description not being accurate to when it had been changed in Citrine’s Last Wish: Hotfix 32.3.2 to resist hard landings from any speed.
    • Old: “Resist Hard Landings from falling at speeds of up to 25m/s / 30m/s / 35m/s / 40m/s.”
    • New: “Resist Hard Landings from falling by 25% / 50% / 75% / 100%.”
  • Fixed a script error that could occur while mining. 
  • Fixed a script error related to alt-fire.
  • Fixed a rare script error with opening/closing settings. 
  • Fixed crash caused by ragdolled enemies. 
  • Fixed a rare crash. 
  • Fixed being unable to sell the Syam from your inventory. 
  • Fixed crash that would occur when piloting the Orowyrm and entering the portal to the 2nd phase of the Orowyrm boss fight as Host. 
  • Fixed script error that would occur when piloting the Orowyrm and entering the portal to the 2nd phase of the Orowyrm boss fight as Host. 
  • Fixed a potential script error that could occur in Teshin’s Cave. 
  • Fixed script error in Void Cascade missions. 

Known issue: 

  • Clients falling through the map after completing The Lone Story Orowyrm fight and opening the chest.
    • Workaround in the meantime: Clients will not fall through the map if they are controlling the Orowyrm or are passengers or on foot at the time at which the Orowyrm enters the portal from the landscape in the first phase of the fight.
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Compensation for Duviri Resource Booster bug and not being affected by the global Resource Booster weekend? So many people spend money on boosters and they continue to not work, especially when many buy Resource Boosters through Prime Access.

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Thanks for the fixes.

Still wish we could reduce the pool of available warframes and weapons for Duviri.
There are too many frames and weapon I´m just not interested in playing. Right now, I´m getting punished for not selling unused weapons/frames.
But even if I would, the game would still be bringing them up, unless I delete everything up to like 2-3 frames...

For our unlikely ally my only solution is keeping my intrinsics like this... (I wish I could test him but having him taking up slots for frames I prefer more is deal breaker.)

image.png

Leaving after one round of circuit to reset the choices is a mood killer not only to the other squad members, but also the one leaving.
(Yes, you could solo the one round, but let's be honest: you aren't doing it. It's easier and
more convenient having others doing it for/helping you.)

Edited by Dark_Lugia
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Any confirmation that DE is aware of the Burston (and others) issues not properly applying Damage% on status type mods (ie, Galv Aptitude) and talents? They apply, but only to the base stats (13 dmg in Incarnon mode) and ignores the damage from talents (+42 dmg on tier II) making them nearly worthless.

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Quote

Fixed the Rank 1 Endurance Intrinsic “Fortifying Decrees”

So was this the reason why I got 21k worth of health during last Spiral run? My Umbra had it too, talk about being way too OP and power creep lol

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21 minutes ago, [DE]Danielle said:
  • Changed the descriptions of the following Decrees based on feedback from the changes in Hotfix 33.0.11. 
    • Venomous Touch:
      • Old: “Every third melee attack deals X% Toxin Damage.”
      • New: “Every third melee attack deals X% Toxin Damage with Status."
  • Critical Frost:
    • Old: “Critical Hits deal an extra hit with X% Cold Damage.”
    • New: “Critical Hits deal an extra hit with X% Cold Damage and Status.”
      • With how damage works with Decrees (always guaranteed Status), we removed the “guaranteed Status Chance” in the description originally. But since that was not an obvious detail outside of the Decree description, we’ve re-added that Status is indeed still involved in a short but comprehensive way. 

Nice!

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53 minutes ago, [DE]Danielle said:

Fixed always getting the base Hek in Teshin’s Cave offerings even if you own the Kuva or Vaykor Hek. 

  • It is intended that the more powerful variants of a weapon you own appear in the Cave. 

There are plenty of base variants of weapons/Warframes that I would like to use, but they get overrided by the "upgraded" versions, which are not always upgrades in practice depending on builds. I also might have copies of identical equipment, but the game only seems to arbitrarily choose one of them, and I have no idea how it decides.

Please allow us to select the variant and/or any copies of the weapons/warframe we have, and have the option that shows up in the cave just act as a way to represent that weapon/warframe. Ex. having a "Boltor" show up would allow me to select between any of the three Boltor variants (base, prime, syndicate) and go from there for selecting the mod loadout. Or if I have two Oberon Primes, let me decide which to use.

Edited by Pakaku
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26 minutes ago, [DE]Danielle said:

Fixed always getting the base Hek in Teshin’s Cave offerings even if you own the Kuva or Vaykor Hek.

Thank you! I love my original Hek but that is not the version I would bring to Steel Path Circuit...

And cool that we are getting Fulmin Prime/Wisp Prime👍

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25 minutes ago, [DE]Danielle said:
  • Old: “Critical Hits deal an extra hit with X% Cold Damage.”
  • New: “Critical Hits deal an extra hit with X% Cold Damage and Status.”
    • With how damage works with Decrees (always guaranteed Status), we removed the “guaranteed Status Chance” in the description originally. But since that was not an obvious detail outside of the Decree description, we’ve re-added that Status is indeed still involved in a short but comprehensive way. 

Nice thanks! :P

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