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Hotfix 18.4.3


[DE]Rebecca

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Hotfix 18.4.3

 

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Conclave Changes and Fixes

  • Fixed an issue with public matches becoming private after a Host Migration.
  • Head hits that have no damage multiplier will no longer show yellow/large font numbers in Conclave.

Changes

 

  • Ferrite has replace Alloy Plate as a Resource Drop in Void missions.
  • Increased the mass of Excavator Power Cells so that they don't roll around the map (and out of reach) as easily.
  • Enemies introduced on Operation Shadow Debt can now be scanned to reveal their Codex Entry. If you missed scanning any due to their swift death or otherwise, Acolytes will be introduced to the game outside of the event at a later date.
  • Game sessions can no longer be joined in-progress once an Acolyte Spawns. This prevents players from showing up late and missing out on the encounter entirely.
  • Added changes to reveal method of Acolyte Mod Drops to prevent stress on host-migration and matchmaking in the event of repeated mission aborts. Please note that now any Event Mod dropped by Acolytes will appear with the 'Rare' beacon and only be revealed at mission complete.
  • Changed the default Common/Uncommon/Rare drop rate system for Acolyte enemies to have a more equalized distribution of drops across the rarities. In doing so, the rate that Uncommon and Rare mods drop has been increased by double, and the rate at which Common mods drop has been reduced.

 

Fixes

  • Fixed an issue with Mesa's Peacemaker target range ring was barely visible.
  • Fixed an issue with the difficulty of Wendell: Phobos being too extreme as per https://forums.warframe.com/index.php?/topic/583250-excavation-on-phobos-a-little-overtuned/
  • Fixed descriptions and typos across a variety of Market items.
  • Fixed Djinn's Fatal Attraction leaving enemies mesmerized permanently if the sentinel was killed while luring.
  • Fixed Djinn being unable to mesmerize enemies without guns (eg: melee-only units).
  • Fixed Acolytes possible dying in missions before they had finished spawning.
  • Fixed Acolytes ragdolling instead of being knocked down.
  • Fixed an issue with Radial Blur staying active on players after enemies who can cause blur are killed (Phorid, etc).
  • Fixed Radial Blind interrupting reloads.
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  • Game sessions can no longer be joined in-progress once an Acolyte Spawns. This prevents players from showing up late and missing out on the encounter entirely.
  • Added changes to reveal method of Acolyte Mod Drops to prevent stress on host-migration and matchmaking in the event of repeated mission aborts. Please note that now any Event Mod dropped by Acolytes will appear with the 'Rare' beacon and only be revealed at mission complete.

T_T

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  • Changed the default Common/Uncommon/Rare drop rate system for Acolyte enemies to have a more equalized distribution of drops across the rarities. In doing so, the rate that Uncommon and Rare mods drop has been increased by double, and the rate at which Common mods drop has been reduced.

Kinda sucks you guys changed this after one of the Acolytes is already gone, means the rare mod from that acolyte is out of reach even with better drop rates. 

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So now the rare ones are up to like, what, 6%?

 

I hope the third part of the event gives a set or something.  Even the survivals that gave a second shot at the electric mods had much better rates than this event.

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