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

PSN The Seven Crimes of Kullervo: Hotfix #5


Recommended Posts

PSN The Seven Crimes of Kullervo: Hotfix #5

New End User License Agreement (EULA) 
Our EULA has been updated from its last iteration (dated June 27, 2017). Upon downloading today’s hotfix, you will be prompted to read and accept the new EULA via the launcher before launching Warframe. Please thoroughly read the EULA in its entirety before agreeing to it. Learn more here:

 

Kullervo Changes & Fixes: 
The following changes have been made to address top player feedback regarding Kullervo’s survivability. We are still collecting feedback for potential future changes. 

  • Increased Kullervo’s base Overguard cap from 5,000 to 10,000. 
  • Added Ability Strength scaling to Kullervo’s Overguard cap. 
  • Increased Kullervo’s Recompense base self-heal from 125 to 250 at rank 0 and 200 to 350 at max rank.
  • Increased Kullervo’s base Health from 225 to 325.  
  • Added a brief invulnerability window to Recompense’s cast. 
  • Fixed Kullervo’s Storm of Ukko ability triggering SFX from Nova’s Molecular Prime ability. 
  • Fixed Archwing not having any Shields if using Kullervo. 

As mentioned on Devstream #172, the following Kullervo change requires code and will be coming in the next update. Learn more about update terminology here. 

  • Adding a 0.5 second Invulnerability window to Kullervo once Overguard is depleted. 

Rauta Changes: 
The following changes have been made to address player feedback regarding Rauta’s damage concentration. We are still collecting feedback for potential future changes. 

  • Increased Damage Falloff ranges from 6m-16m to 10m-20m.
  • Reduced its overall pellet spread. 

General Changes: 

  • Made the following changes to the Power Lines objective in the The Covetous Courtier stage of The Duviri Paradox Quest: 
    • Reduced the number of Power Lines needing to be reconnected from 3 to 1.
    • Added waypoints to each nodule needing to be targeted to reconnect the line. 
    • Added hint text to help players understand the objective. 
  • Updated the description of the Chatty Ordis Community Glyph to credit the correct artist.
  • Updated the speed of the VFX on the Zhivira Shoulder Armor to match the artist’s intent. 
  • Added cloth physics to the Vikasa Aegis Chest Armor to match the artist’s intent. 
  • Updated the Hidden Chest objective text when they are located in caves. 

Fixes: 

  • Fixed Resource Boosters not affecting resources earned from SPROUT in Teshin’s Cave. 
  • Fixed players getting stuck in the Undercroft lobby during the Kullervo fight after Host was teleported in by Client. 
  • Fixed losing control of Paragrimm in the Recover the Paragrimm’s Tomes side objective when another player triggers the Kullervo fight. 
  • Fixed permanently losing Kaithe after not selecting your own (from the Kaithes that spawn) and being downed while riding it during The Steel Path Orowyrm fight. 
  • Fixed Archon Boreal at times being fully invincible during his screeching ability (even if you are within the sphere) in Archon Hunts. 
  • Fixed being unable to remove an Incarnon Genesis from a weapon if it is the only weapon that has one installed. 
  • Fixed being able to choose and play the Duviri Steel Path nodes even if you haven’t completed the regular ones. 
    • If you have cleared all of the Duviri Steel Path nodes without the regular ones prior to this hotfix, you will have to do so again in the intended way (complete normal Duviri nodes and then the Steel Path nodes) to receive the Duviri Steel Path rewards. 
  • Fixed being unable to spawn Kaithe after being forcefully dismounted by running past a Table for Two side objective and then teleporting away using fast travel. 
  • Fixed revive UI using the wrong button input callout while using a controller. 
  • Fixed Eximus units appearing in the Undercroft Defense stage of The Duviri Paradox Quest.
  • Fixed Teshin’s Rablit not spawning in stage 6 of The Duviri Paradox Quest - causing a progress halt. 
  • Fixed getting stuck in the Duviri/Railjack region screen after selecting the active Call of the Tempestarii/The Duviri Paradox quest button at the top of the Navigation UI. 
  • Fixed Oberon’s Hallowed Reckoning Augment Mod not scaling with Duration or Ability Strength Mods.
    • The UI indicated that they were, but it was not applied in-mission.
  • Fixed the number of Tomes required in the Recover the Paragrimm’s Tomes side objective not adjusting to squad size after Host migration (always requiring 3 instead of scaling). 
  • Fixed Cryotic earned from one Excavation side objective Undercroft Portal carrying over to the next.
  • Fixed the waypoint marker from the Drifter’s Guiding Hand ability lingering on Recover the Paragrimm’s Tomes side objectives after completion. 
  • Fixed rare issue of getting a non-existent Primary weapon as an option in Teshin’s Cave offerings. 
  • Fixed the co-op Paragrimm’s Hutch Enigma at Kullervo’s Hold spawning in Solo Duviri missions. 
  • Fixed negative Mod capacity displaying negative number in Arsenal after selling/trading an equipped Aura Mod. 
    • A pop-up will now appear when attempting to sell/trade an equipped Aura Mod, informing players where the Mod is equipped so that it may be unequipped to sell/trade.  
  • Fixed being unable to select an answer on the Zariman Tablets found in Duviri until after transmissions have completed. 
  • Fixed the MK1-Braton missing from the Advanced Movement tutorial sequence. 
  • Fixed the UI on the Zariman Tablets being squished together if you interact with it while a transmission is playing. 
  • Fixed Decree selection UI overlapping with pause menu when using a controller. 
  • Fixed UI overlap in The Circuit reward path selection. 
  • Fixed UI overlap occurring when selecting categories in the Arsenal and opening loadout screen. 
  • Fixed players hearing the wrong SFX for the Drifter’s Restorative ability if cast by someone other than themselves. 
  • Fixed Baruuk’s Lull ability SFX not playing in their entirety if cast quickly in succession.
  • Fixed strange orange line appearing when casting Drifter’s Guiding Hand ability. 
  • Fixed far away players hearing the Kullervo’s Hold bulletin SFX when triggered by another player. 
  • Fixed VFX missing when cleansing Conservation animals in Duviri. 
  • Fixed Gauss’ Nitrolyst Helmet Redline VFX color always defaulting to blue regardless of the custom color selected in the Arsenal. 
  • Fixed Sun Silph floating seeds not moving towards the player if they are close enough to collect them. 
  • Fixed Sun Silph floating seeds not despawning when the plant does as you leave its spawn radius. 
  • Fixed hitching related to the plants from SPROUT loading into Teshin’s Cave upon arrival.
  • Fixed erroneous eye light VFX on Tamms and Kexats in Duviri. 
  • More fixes towards Syandana offset issues when equipped on the Drifter/Operator Orizu Suit. 
  • More fixes towards armor offset issues with the Drifter Harrier and Saita Suits. 
  • Fixed offset issues with the Krtrima Leg Armor. 
  • Fixed several offset issues with the Protovyre Apex Syandana (Warframes and Drifter).  
  • Fixed collision missing on some of the decorative walls on the Archarbor island in Duviri. 

Click here for Known Issues List

  • Like 1
Link to comment
Share on other sites

4 hours ago, [DE]Danielle said:

Fixed being able to choose and play the Duviri Steel Path nodes even if you haven’t completed the regular ones. 

  • If you have cleared all of the Duviri Steel Path nodes without the regular ones prior to this hotfix, you will have to do so again in the intended way (complete normal Duviri nodes and then the Steel Path nodes) to receive the Duviri Steel Path rewards. 

 

Quite confused at what this means, aling with many others it seems as duviri doesn't have nodes (does it?).

Also, as many others, steel path circuit is now locked for me.

Link to comment
Share on other sites

I love how you lock content that I have been playing for weeks with a so called hotfix, relocking Steel Path circuit and forcing players to run Normal Path to unlock it once again is more than frustrating.  I have limited time to play, and expecting players to rerun a full normal path at almost the end of the weekly rotation to unlock the Steel Path circuit so I can obtain the rewards that I have worked for during said week feels like DE doesn't respect their customers time they have given to said game.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...