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Koumei & the Five Fates: Hotfix 37.0.2


[DE]Danielle
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Top Fixes: 

  • Fixed matchmaking issues when attempting to start a Steel Path Shrine Defense mission from the Star Chart “Saya’s Visions” node. 
    • Due to the amount of people playing on the node, the matchmaking requests were likely to time out with people filling open slots in the squads before you. This would cause the “Unable to join” popup to occur on most attempts to start the mission. 
  • Fixed Caliban’s Lethal Progeny summons’ Damage and Health Multipliers not scaling correctly.
    • For example, with 200% Ability Strength their Damage Multiplier went from 2.5x to 4x instead of the intended 5x. 
  • Fixed Koumei’s Omikuji Decrees not applying their bonuses when playing in Sanctuary Onslaught (base and Elite) missions. 
  • Fixed Koumei’s Kumihimo threads not applying one of every Elemental Status Effect on a roll of triple sixes as intended. 
  • Fixed Host migration causing Koumei’s Omikuji to infinitely grant Decrees. 
  • Fixed Resourceful Retriever not applying to Mining, Conservation or Fishing-specific rewards (Ore, Fish, Conservation Tags, etc).
  • Fixed common Conservation targets having extremely high spawn rate when called with an Echolure. 
    • In combination with the weighting towards rare targets when using pheromones, the uncommon variants were almost impossible to find as a result. Now, they should appear more frequently when using an Echolure! (Roaming landscape spawn rates were unaffected)

Changes:

  • You can now access the Steel Path Saya’s Visions node from the Star Chart without having to complete a Steel Path Plains of Eidolon Bounty first. 
    • We saw reports of players having the node locked on the Star Chart and at Koumei’s Shrine despite having both the Steel Path and normal mission unlocked. This was due to the not-so-obvious requirement to complete a PoE Steel Path Bounty to fully unlock the Steel Path. So we’ve removed that requirement to make the Shrine Defense mission much more easily accessible!
  • Removed the controller binding that applies a Legendary Core to a mod during Fusion to prevent players from accidentally selecting it. 
    • Now, if you wish to apply a Legendary Core you can manually do so by moving the virtual cursor over the button and selecting. If you accidentally did this since the launch of Koumei & the Five Fates, you can submit a ticket to support.warframe.com.
  • Changed the Artax so that 20% of its Cold Damage does not combine with other Elemental Damage types. 
    • This is so that it can always inflict Cold Status Effects no matter what other Mods are equipped. 
  • Removed the custom sounds on the Masseter Prime’s regular swings to reduce audio fatigue. It’ll now only play on the final swing of combos. 
  • Made occlusion and radius sound tweaks to Koumei’s Bunraku ability.
  • Made optimizations to the Koumei Engimono Decoration. 
  • Made further tweaks to Koumei’s Bunraku loop volume and her footstep volume. 

Nova Changes & Fixes: 

  • Nova’s Molecular Prime Speed wave now grows at the same rate as its Slow wave. 
  • With Koumei & the Five Fates, we made the Speed version grow faster than the Slow (they both travel the same distance, Speed just got there quicker). 
    • The thinking was that it would get to enemies quicker so that they can reach you faster for speedy destruction. It also added a visual difference between the Slow and Speed waves. However, we received feedback that this was not desirable because a faster wave has a shorter life span and had a greater chance of missing enemies compared to the Slow wave. So players had to spam cast it far more, making it costly and not as efficient. So we’ve reverted that in this Hotfix and now both waves grow at the same rate. 
  • Fixed Nova’s Passive description being incorrect – it had the Health and Energy orbs flipped for the Speed/Slow effects. 
  • Now reads: “Enemies killed while slowed down have 15% to drop health orbs. Enemies killed while sped up have 15% to drop energy orbs.
  • Fixed script error with Nova’s Null Star in the Simulacrum. 
  • Fixed script error with Nova’s Null Star projectile. 
  • Fixed script error with Nova’s Molecular Prime dissolve. 

Steam Account Binding Fixes:

  • Fixed being unable to cancel out of the “Bind Existing/Create New” or “Pick a display name” Steam Binding screens. 
    • There is now a “Cancel” button on these screens!  We will also be adding it to the Privacy and TOS page in the near future, as we know this has been causing issues with accidental account creations. If you have unintentionally created a new account and need further assistance, please contact support.warframe.com.
  • Fixed certain players that do not have TennoGuard Two-Factor Authentication enabled being unable to sign into Steam bound accounts. 

Fixes:

  • Fixed being able to apply an Umbra Forma to Beast Claw weapons. 
    • Beast Companions cannot use Umbra Mods, so there is no need for the Umbra polarity. If you have done so and would like your Umbra Forma returned to your account, you can submit a ticket to support.warframe.com.
  • Fixed the Lyre-Worm’s Feast Blessing (invulnerable for 30 seconds) in Shrine Defense missions negating Wisp’s Motes buffs. 
  • Fixed indefinitely stacking unintended amount of Health from a combination of the Strain Consume mod and any of the following: Helminth Charger, Nidus Maggots and Pathocyst. 
  • Fixed equipping certain Sigils (notably the Cephalon Simaris Sigil) making the Ostarus Headgear and Maru Obi Syandana appear as a solid color. 
  • Fixed the Fusion UI not updating Credit cost if you do not have enough Endo to rank up Mod. 
  • Fixed cloth on the Kaminari Ephemera not connecting with the rest of the mesh. 
  • Fixed certain tint colors (most notably on metal textures) appearing incorrect in the Orbiter. 
    • We are keeping an eye on other reports potentially relating to the GI Lighting changes in the Orbiter  that went out with Koumei & the Five Fates. 
  • Fixed being unable to start a Quest replay from the Codex.  
  • Fixed cursor not snapping to the top slot of the Gear/Quick Access Wheels when opened using a keyboard and mouse.  
  • Fixed multiple issues with Focus Schools not being selected correctly after swapping Loadouts in the Star Chart UI. 
  • Fixed some Arsenal legibility issues when HDR enabled.
  • Fixed the “None of your Mods are compatible with this weapon” error occuring when entering the Upgrade screen after putting all your Mods on a weapon. 
  • Fixed mod inventory scrolling back to the start of the list in the Upgrade screen after trying to to switch the position of two mods within it.  
  • Fixed the Ninurta Claw Skin losing its blade when changing colors. 
  • Fixed issue where Beast Weapons would appear in the Arsenal as a blank tab. 
  • Fixed the Heurodis Decoration having collision – not very ghostly of them now is it? 
    • This may have also fixed some cases of not being able to move it once placed. Give it a try now, Tenno! 
  • Fixed offset issues with Focus School Badges equipped on Volt’s Raijin Skin. 
  • Fixed the description for the Life Steal buff in Shrine Defense mission appearing as a file path. 
  • Fixed Extraction timer appearing in Shrine Defense missions when playing with a Squad.
  • Fixed multiple Beast/Claw weapon mods having incorrect icons. 
  • Fixed a PH tag appearing in the warning notice when attempting to duplicate Configs that don’t support the same Helminth ability. 
  • Fixed the Community Chroma Glyph’s description appearing as a file path. 
  • Fixed the “Sale” tag appearing in the Arsenal on items you already own. Darvo thought he could pull a fast one on us and sell our stuff without us realizing. 
  • Fixed harmless “Internal Error” popup that could occur during login. 
  • Fixed script error with Ash’s Smoke Screen. 
  • Fixed script error with Scan Matter.
  • Fixed script error with Crescent Charge. 
  • Fixed script error with Territorial Aggression. 
  • Fixed script error with Sense Danger. 
  • Fixed several script errors with Caliban’s Fusion Strike and Sentient Wrath. 
  • Fixed several script errors with Hildryn’s Aegis Storm. 
  • Fixed crash in the Shrine Defense mission during the extermination wave. 
  • Fixed script error in the offering preparation timer in Shrine Defense mission. 
  • Fixed script error with Titania’s Spellbound Harvest. 
  • Fixed script error with Koumei’s Omikuji. 
  • Fixed script error with Mirage’s Prism. 
  • Fixed several script errors in Loadout UI. 
  • Fixed several script errors with Titania’s Razorwing. 
  • Fixed script error with Strain mod set. 
  • Fixed several script errors in the Codex.
  • Fixed crash caused by entering certain Dojo rooms (notably Courtier’s Bliss and Harbinger's Pass). 
  • Fixed a crash caused by certain weapon firing behaviors. 
  • Fixed crash that could occur when casting an ability.

For list of known issues for Koumei & the Five Fates that require future code changes and cannot be addressed in a Hotfix, visit our dedicated thread: https://forums.warframe.com/topic/1414761-known-issues-koumei-the-five-fates

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Thank you for the hotfix.

Please find a way to remove the added delay from casting Wormhole. I shouldn't need multiple Tauforged Amber Shards to get the previous behavior of the ability.

Also, please fix Beast Claws not getting Bonus Affinity from mission completion and being absent from the mission progress UI.

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  • Nova’s Molecular Prime Speed wave now grows at the same rate as its Slow wave. 
  • With Koumei & the Five Fates, we made the Speed version grow faster than the Slow (they both travel the same distance, Speed just got there quicker). 
    • The thinking was that it would get to enemies quicker so that they can reach you faster for speedy destruction. It also added a visual difference between the Slow and Speed waves. However, we received feedback that this was not desirable because a faster wave has a shorter life span and had a greater chance of missing enemies compared to the Slow wave. So players had to spam cast it far more, making it costly and not as efficient. So we’ve reverted that in this Hotfix and now both waves grow at the same rate. 

 

NOOOOO!!! I was just thinking to myself today while playing Nova what a great change making the speed wave cast faster is. Cant believe its gone already :(

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Thanks for the update.

Spoiler

Still no fix for Bleed statuses from Ash's Bladestorm ignoring "Increased Finisher Damage" buffs.

Still no fix for Excalibur Umbra not retaining non-mod related health buffs during Transference such as Arcane Blessing. Heat Elemental Ward, etc., causing Excalibur Umbra to LOSE health upon transferring back to him.

Still no fix for "moonwalk" bug caused by Transference as a client, resulting in complete loss of functionality other than basic movement. This bug is especially problematic as the only way to fix it is to use a revive after Bleedout, or successfully kill enough enemies during Last Gasp to revive yourself during Bleedout.

Still no fix for Ember Pyraxis Chest Plate and Shoulder Pads, as well as Sevagoth Glaukus Shoulder Armor, using Warframe colors rather than Attachment colors when customizing.

Please change abilities like Khora's Whipclaw not counting towards Archon Stretch and the like. They are abilities, and the logic for exempting them from "On ability damage" Archon mods does not make sense. On the topic of Khora, please give Venari and Venari Prime base shields. There is no reason for Venari to completely lack any shields baseline. Venari not being able to use Duplex Bond is also very bizarre.

Please give the Veilbreaker store some evergreen items to spend Kahl's Stock on to keep weekly Veilbreaker stuff at least somewhat relevant after nabbing all of the Styanax parts, Archon mods, etc. 

Please give Sevagoth Prime's Shadow a "Toggle Prime Details" option for skins. The Primed Shadow not having increased stats at all is also quite disappointing. Being able to equip Signas on the Shadow would be nice too.

Can we get an update on Stalker mode, now that we've had Jade Shadows and a Stalker themed Nightwave? Last time we heard about it the game mode was finished and working, but wasn't implemented due to "lore concerns." Has it been abandoned?

Modding Koumei for large amounts of Range seems to break Kumihimo, causing the threads to not spread properly on the vertical axis. It also makes the ability extremely unreliable due to the initial ball's "bounce" effect that it has, resulting in a delay that causes the ability to activate in an unintended location. Only being able to have one instance of it active is also rather frustrating because of these traits. You are actively discouraged from modding for Range due to these factors, and it really could use some attention. Not being able to recast her third ability for better rolls is pretty annoying, and I don't see the reasoning for the scaling cooldown on her second ability. It doesn't seem to add anything other than more reason to NOT use the ability.

Proboscis still has not received any changes. Having it scale with Claw mods would be nice, as well as having it hit multiple enemies rather than just one. Anything would be better than it's current state.

 

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15 minutes ago, [DE]Danielle said:

Nova’s Molecular Prime Speed wave now grows at the same rate as its Slow wave. 

This is ridiculous. The new behavior was totally fine. I was absolutely enjoying how well Nova played with the new fast cast. There was absolutely no need to do this after just dropping it.

 

Edit: Nova went from being absolutely amazing to same-old boring within the span of a day. This kind of change should have not happened at a whim. Revert the change back to the way it was. The reasoning given is absolute nonsense. Speeding up enemies should come at a cost and now that cost is gone and Nova has gone back to being very boring again.

Edited by JargenBakt
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There are some issues with transference making your Operator spawn elsewhere, this is particularly easy to replicate with Volt Shields but it seems like anything that may be in the proximity of your Warframe at the moment you try using transference will make it happen.

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4 minutes ago, Gaxxian said:

Now there is no timer shown when you cast Molecular Prime... :( I must count in my head the seconds to know when to recast...

hoo, you're right, the duration timer is totally gone on both versions. Time to make a bug report.

Edit: Report made.

Edited by MerlintheAgeless
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15 minutes ago, controller_excalibur said:
  • Nova’s Molecular Prime Speed wave now grows at the same rate as its Slow wave. 
  • With Koumei & the Five Fates, we made the Speed version grow faster than the Slow (they both travel the same distance, Speed just got there quicker). 
    • The thinking was that it would get to enemies quicker so that they can reach you faster for speedy destruction. It also added a visual difference between the Slow and Speed waves. However, we received feedback that this was not desirable because a faster wave has a shorter life span and had a greater chance of missing enemies compared to the Slow wave. So players had to spam cast it far more, making it costly and not as efficient. So we’ve reverted that in this Hotfix and now both waves grow at the same rate. 

 

NOOOOO!!! I was just thinking to myself today while playing Nova what a great change making the speed wave cast faster is. Cant believe its gone already :(

It was a bad change and it is a good thing they reverted it. The slow moving lingering field would prime new enemies as they spawned in or out of it. When it was moving too fast it would prime a few enemies and disappear which meant you had to cast it 3x as often to get similar amounts of priming.

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