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Chains of Harrow: Hotfix 21.3.1


[DE]Danielle
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Chains of Harrow: Hotfix 21.3.1

Addition - Quick Revive: 

  • We’ve added a quick revive option when running non-solo missions! If you’re downed you will now be prompted to “hold “X” to respawn” during the bleed-out state:
Spoiler

mOCuLqc.jpg

  • If you chose to quick revive before the bleed-out timer runs out, you’ll respawn in 3 seconds.
  • If you chose not to use your quick revive before the bleed-out timer runs out or before a teammate/Sentinel revives you, the standard revive option will become available. 
  • The quick revive option is also available to you in Solo missions if you have a Sentinel equipped with the “Sacrifice” mod! 


Changes

  • Increased Tenora’s magazine size from 80 to 150.
  • You can now charge throw the Orvius while in dual wield mode to trigger the same special function when throwing while channeling. Teshin would be proud.
    • Adjusted the AKBronco Prime’s Impact, Puncture, and Slash damage to match the Bronco Prime. 
    • Increased AKBronco Prime’s magazine size from 6 to 8. 
    • Decreased AKBronco Prime’s fire rate from 8.33 to 5.5.
    • EDIT: Please know that the AKBronco Prime having 22% Status Chance is unintentional and will be fixed in a future Hotfix.
  • Lessened the spread from the Heavy Caliber mod when used with the Scourge, Ferrox, and Javlok. 
  • Javlok alt fire changes: 
    • AOE explosion happens 1 second after impact. 
    • Consumes ammo and AOE damage is increased by 20% per round in mag when thrown.
    • Explosion FX updated to better reflect the AOE range.
    • Ammo pool reduced to 300.
  • Improved handling of corrupt cache when transitioning between levels.
  • Adhesive Blast is no longer equipable on the Javlok and the Scourge.
  • Made small performance improvement to the Kuva Fortress tilset. 


Fixes

  • Fixed a crash when attempting to sell a lot of weapons from your inventory.
  • Fixed UI issue with your overall Syndicate Standing showing as doubled in the End of Mission window.
  • Fixed @username tagging in chat not working on players who had recently said something. 
  • Fixed Operator abilities not working if a scanner is used before entering Transference. Additionally, fixed being unable to use scanners after Transference. 
  • Fixed Operators jittering around when using scanners.
  • Fixed not being able to use gear item hotkeys as your Operator. 
  • Fixed Operator reticle not being visible when a scanner is equipped. 
  • Fixed Iron Skin on Rhino Prime being incorrectly colored. 
  • Fixed Pandero’s alt fire bullets shooting from the holster position after a melee slide attack. 
  • Fixed missing environment elements in the Grineer Settlement tileset. 
  • Fixed a rare crash when running in DirectX 9. 
  • Fixed getting stuck in a repeating shooting animation when swapping to a Gunblade in the middle of a charged attack. 
  • Fixed a crash in the Relay server code that would result in poor performance.
  • Fixed the ability to procure the unreleased Helminth Ferocity mod via Transmute/trade. 
  • Fixed Nyx being able to sometimes cast Chaos on Mobile Defense terminals, causing it to spin around.
  • Fixed a seam appearing in the Corpus Ice Planet minimap. 


Conclave Fixes/Changes 

  • Fixed a bug where the Castanas damage was being displayed incorrectly in the Conclave Arsenal. 
  • Increased Tenora’s magazine size from 50 to 70. 
     
Edited by [DE]Taylor
Fixed inaccurate screenshot with an accurate one! T: also small formatting tweak for weapon changes; added AKBronco Prime bug
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Fix JV host only bug, it make thing so hard now and annoying. It ruin my teaching raids to:

- First door is host only, wich mean the host stay outside until the door is open and push the spore in

- Esophage host only (wich is annoying on last part combinned with the next bug and if host don't know how JV work, it's a rip)

- But the most painful of all 3 bug: Only host can do spore pushing in 3rd part to lower engine level

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6 minutes ago, [DE]Danielle said:

Chains of Harrow: Hotfix 21.3.1

Addition - Quick Revive: 

  • We’ve added a quick revive option when running non-solo missions! If you’re downed you will now be prompted to “hold “X” to respawn” during the bleed-out state:
  • If you chose to quick revive before the bleed-out timer runs out, you’ll respawn in 3 seconds.
  • If you chose not to use your quick revive before the bleed-out timer runs out or before a teammate/Sentinel revives you, the standard revive option will become available. 
  • The quick revive option is also available to you in Solo missions if you have a Sentinel equipped with the “Sacrifice” mod! 

Please, add this for Inaros' sargophagus-phase too (solo)!

Edited by eepee
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So many Lunaro fixed, like:

  • Fixed the instant unstable
  • Fixed check immunity
  • Fixed being able to get an instant unstable with 3x the speed
  • Fixed throwing the ball out of bounds

Oh wait... there are no fixes to Lunaro...
How about there will be fixes to Lunaro? I (and many other people) would appreciate it.

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53 minutes ago, [DE]Danielle said:

Chains of Harrow: Hotfix 21.3.1


Changes

  • Javlok alt fire changes: 
  • AOE explosion happens 1 second after impact. 
  • Consumes ammo and AOE damage is increased by 20% per round in mag when thrown.
  • Explosion FX updated to better reflect the AOE range.
  • Ammo pool reduced to 300.

Overall, this is a fairly hefty nerf to the javlok.

Despite the increased damage, and better telegraphing of the explosion, it ruins the dynamic of using the alt-fire and makes it much harder to hit enemies. Before, you would throw weapon > run to pick up weapon > equip weapon >repeat.

Now it's throw weapon > wait one second  > explosion > run to pick up weapon > reload > repeat. The one second wait severely ruins warframe's high speed pace, causing unnecessary inactivity which could be better used moving, killing enemies or anything else.

In addition, the one second delay combined with Javlok's relatively low area of effect means that most enemies can casually walk out of the area before detonation, making it much harder to hit moving enemies. On top of that, the Javlok previously had a very satisfying charge up sound followed by an explosion. With the delay, it sounds considerably weaker as the explosion seems disconnected to the action of throwing the weapon.

In conclusion, the higher damage does not make up for not being able to hit enemies reliably and the much longer throwing process.

 

How can this be fixed?

Aside from simply reverting the changes, the javlok could retain its sound and functionality by having a two-part explosion like Lenz: an aoe blast proc knocking enemies down, followed by a damaging explosion. This way, you could still damage enemies you aim at while telegraphing explosions to avoid. Reducing the delay to 0.5 or 0.3 seconds would also help considerably, while still giving a chance to escape if you happen to throw Javlok too close to yourself.

Edited by Everyone
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1 minute ago, Funki0 said:

So many Lunaro fixed, like:

  • Fixed the instant unstable
  • Fixed check immunity
  • Fixed being able to get an instant unstable with 3x the speed
  • Fixed throwing the ball out of bounds

Oh wait... there are no fixes to Lunaro...
How about there will be fixes to Lunaro? I (and many other people) would appreciate it.

We have Lunaro? 

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8 minutes ago, [DE]Danielle said:

!Changes

  • Increased Tenora’s magazine size from 80 to 150.
  • You can now charge throw the Orvius while in dual wield mode to trigger the same special function when throwing while channeling. Teshin would be proud.
  • Adjusted the AKBronco Prime’s Impact, Puncture, and Slash damage to match the Bronco Prime. 
  • Increased AKBronco Prime’s magazine size from 6 to 8. 
  • Decreased AKBronco Prime’s fire rate from 8.33 to 5.5.

Weapons buffs!

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