[DE]Rebecca Posted January 27, 2016 Share Posted January 27, 2016 Hotfix 18.4.3 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. Link to comment Share on other sites More sharing options...
Tauthe Posted January 27, 2016 Share Posted January 27, 2016 (edited) Pin Edit: Edited January 27, 2016 by Tauthe Link to comment Share on other sites More sharing options...
Star_K1ller Posted January 27, 2016 Share Posted January 27, 2016 (edited) Edited January 27, 2016 by Star_K1ller Link to comment Share on other sites More sharing options...
Buldozers Posted January 27, 2016 Share Posted January 27, 2016 (edited) Thanks. Edited January 27, 2016 by Buldozers Link to comment Share on other sites More sharing options...
Error989 Posted January 27, 2016 Share Posted January 27, 2016 (edited) thanks, hope this will fix some of the issues with the event Edited January 27, 2016 by Error989 Link to comment Share on other sites More sharing options...
BritishBob Posted January 27, 2016 Share Posted January 27, 2016 Yay Link to comment Share on other sites More sharing options...
Darkstrider Posted January 27, 2016 Share Posted January 27, 2016 Awesome! Ferrite <3 Link to comment Share on other sites More sharing options...
AM-Bunny Posted January 27, 2016 Share Posted January 27, 2016 I'm not complaining about the Ferrite - Alloy Plate thing, but it seems sort of random @_@ Link to comment Share on other sites More sharing options...
Raniu Posted January 27, 2016 Share Posted January 27, 2016 Nice, ty <3 Link to comment Share on other sites More sharing options...
Domaik Posted January 27, 2016 Share Posted January 27, 2016 yaaay Link to comment Share on other sites More sharing options...
MustangPhoenix Posted January 27, 2016 Share Posted January 27, 2016 Thanksies :D Link to comment Share on other sites More sharing options...
mindlord0013 Posted January 27, 2016 Share Posted January 27, 2016 (edited) This is exactly what we needed! Thanks DE!Edit: Question - will Torment be brought back to life so players get a chance at the changes of his drops? Or will we have to wait until they're reintroduced after the event? Edited January 27, 2016 by mindlord0013 Link to comment Share on other sites More sharing options...
BiMax Posted January 27, 2016 Share Posted January 27, 2016 ty Link to comment Share on other sites More sharing options...
ToxicTroublermaker Posted January 27, 2016 Share Posted January 27, 2016 RNG has been reduced! Rejoice! Link to comment Share on other sites More sharing options...
Yajirushi12 Posted January 27, 2016 Share Posted January 27, 2016 Are you going to respawn Torment for all of us that missed out on Argon Scope (arguably the best mod from the entire event) because of the terrible loot %s? Link to comment Share on other sites More sharing options...
-JT-Vetalya Posted January 27, 2016 Share Posted January 27, 2016 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 Link to comment Share on other sites More sharing options...
Roost_rd Posted January 27, 2016 Share Posted January 27, 2016 Can we get a fix for Void Sabotage? There's like a 75% chance for no key to spawn. I'm also pretty salty that I wasted HOURS farming the mods to only have the drop table changed. Link to comment Share on other sites More sharing options...
Brayzure Posted January 27, 2016 Share Posted January 27, 2016 Good changes. Thanks. c: Link to comment Share on other sites More sharing options...
Hydroxate Posted January 27, 2016 Share Posted January 27, 2016 This is an amazing hotfix! Thanks guys! Link to comment Share on other sites More sharing options...
TennoOfShadow Posted January 27, 2016 Share Posted January 27, 2016 Woot Nice Hotfix ! Link to comment Share on other sites More sharing options...
nickelshark Posted January 27, 2016 Share Posted January 27, 2016 FERRITE!!!! Link to comment Share on other sites More sharing options...
Fz0ul Posted January 27, 2016 Share Posted January 27, 2016 Well, Torment is already dead... I know we might get a chance to get the mods that he dropped but but.... Oh the misery.... Link to comment Share on other sites More sharing options...
ClockworkSpectre Posted January 27, 2016 Share Posted January 27, 2016 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. Link to comment Share on other sites More sharing options...
Zerdfer Posted January 27, 2016 Share Posted January 27, 2016 (edited) So 2% drop rate for rare mod was too low ? What's the new rate ? 3% ? EDIT : no it's 4%, my bad :D much better indeed ! Edited January 27, 2016 by Zerdfer Link to comment Share on other sites More sharing options...
Rydian Posted January 27, 2016 Share Posted January 27, 2016 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. Link to comment Share on other sites More sharing options...
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