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Beasts of the Sanctuary: Hotfix 22.20.5


[DE]Megan

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Beasts of the Sanctuary: Hotfix 22.20.5

The Orokin Decoration costs/refunds mentioned in Hotfix 22.20.3 are close to being complete. The plan is to cut the Orokin Decoration Oxium costs in half and refund the excess back to the Clan Vault. We are also removing the Orokin Cell costs on the respective Orokin Decorations and refunding those to the Clan Vault as well. Already completed Decorations will not be destroyed when these changes go live. Stay tuned!

Saryn Spores Changes: 

The bulbous pockets of corrosive popping goodness have been through the devs’ workshop and are here with some new changes! Saryn, our countess of corrosion, has received the following changes to her Spores.
 
Curious about the details on how and why? Check out the Spores Revisited Dev Workshop!

  • Spores can be re-cast while active and will no longer detonate all active Spores. 
    • Recasting on enemies will put new Spores on a target with a 20% decrease to its damage per second (scales with Ability Strength) for 50% of the Energy cost. 
  • Fixed inconsistent spreading ranges with Spores when killing an infected enemy by establishing a new base range of 16m across all spreading conditions. 
  • Removed spread on enemies that die to a Spore’s tick damage. 
  • Spores’ damage growth over time per Spore is now determined per enemy infected. And with it, a max limit of 10 infected enemies to maintain a max damage growth limit over time. To better explain this change and how it all breaks down, let’s compare:
    • Was: Damage growth is determined per Spore, so 1 damage per Spore every second. For example, let’s say there are 5 enemies. You cast Spores on one of the enemies in that group. 3 Spores are now active on that enemy. Damaging that enemy with Toxic Lash disperses a single Spore to the surrounding 4 enemies for a grand total of 7 Spores (4 enemies with a single Spore + the 3 original Spores on cast). This maintains a damage growth of 7 damage every second. 
    • Now: Damage growth is determined per enemy infected, so 2 damage (can be modded with Ability Strength) per enemy infected by Spores every second up to a maximum of 10 enemies*. So, using that same example, 5 infected enemies would set the damage growth to 10 damage every second (Modded damage growth of x * # of enemies infected up to 10). Reaching 10 infected enemies would set the maximum damage growth at 20 every second.
      • *The number of infected enemies is uncapped! You can infect more than 10 enemies, but the damage growth is dependent on that max. 
  • Damage per second will now “decay” (decrease over time) when no infected enemies remain. 
    • The damage per second you’ve accumulated will first instantly drop by 20%, which will then commence the decay of the remaining damage by 10% per second (affected by Duration mods).
    • Decaying can be observed in the damage per second meter located above Saryn’s ability icons. 
    • Nullifying effects (including Data-Conduits) increases the decay by 30% per second.

Want to share your feedback on the changes above? Post your thoughts (after thoroughly testing all the changes) in the Spores Revisited Feedback Megathread.


Changes:

  • Melee attacks now freely pass through enemies in Range (i.e an enemy cannot block another enemy from being hit).
  • Increased the default speed of controller cursor and made it slower in Star Chart only.
  • You can now use ‘Enter’ to accept input prompts or (A) on controller instead of (X) (choosing Mod stacks, etc).
  • Increased the fade out time for Star Chart ambient and Star chart percussion music.
  • Removed the glowing in-world marker from Quill Onkko. 
  • Optimized loading screens.

Fixes:

  • Fixed only being able to damage the Nullifier Bubble if you have line-of-sight to the Nullifier.
  • Fixed some inconsistencies with melee sweeps where sometimes it doesn't hit a visible avatar or the sweep goes through the floor. 
  • Fixed Warframe kills not counting towards Onslaught Efficiency when the player is controlling their Operator.
  • Fixed ‘Sellable Only’ option applying to Fish/Ducat Kiosk/Relic screens, which resulted in nothing showing up. This lead to players believing they did not have any of their freshly caught Fish in their inventories upon returning to Cetus.
  • Fixed Apothic not getting consumed until the end of the mission, at which Clients can rejoin as many times as they want and reuse their Apothics. 
  • Fixed the "Invite Squad member" button or the "Show profile" dropdown not functioning after viewing the Inventory.
  • Fixed Dark split Sword appearing as unranked for Clients at the beginning of a mission even though it's ranked.
  • Fixed Despot Syandana and Sovereign Syandana cloth getting caught on numerous Warframes.
  • Fixed paused enemies becoming unpaused when disarmed in the Simulacrum.
  • Fixed turning off 'Pause AI' not unpausing currently paused enemies in the Simulacrum.
  • Fixed the new Ceramic Dagger PBR material not applying custom Energy color.
  • Fixed changing a Warframes colours back to default not saving after a mission and reverts back to the colours that were on the Warframe before entering the mission.
  • Fixed Kavat interaction animation sometimes being incorrect immediately after retrieving the Kavat from Stasis.
  • Fixed Titania's bullet jump area of effect buff FX not showing up.
  • Fixed various issues with customized Dojo lighting being applied to the wrong areas.
  • Fixed not being able to fund Polychrome construction when changing to default lighting colors in the Dojo.
  • Fixed being unable to select a Glyph with the Display Glyph Decoration.
  • Fixed ALT-Enter only allowing fullscreen toggle sometimes (during cinematics mostly).
  • Fixed selecting ‘Add Filter’ in Chat with the controller resulting in a disabled controller hotkey to add a Filter.
  • Fixed the ‘Sellable Only’ option not being registered to the D-Pad for controllers.
  • Fixed t-posing Zephyr when switching from Equinox to Zephyr.
  • Fixed dynamic music not playing for Clients in Onslaught (or sometimes for anyone at all in certain tiles).
  • Fixed some sounds only being heard by the Host as reported here: https://forums.warframe.com/topic/958946-host-sound-effects-locality/
  • Fixed crashing upon using the G3 Beacon Gear Item.
  • Fixed a script error when trying to purchase Focus Capacity in the main Focus screen (outside of any specific tree).
  • Fixed a Venari script error in rare cases where the player's Warframe is not available (ex. War Within).
  • Fixed some Achievements with misspelled "Pole-arm" text.
  • Fixed misspelled text in the Nezha Reaping Chakram Augment.
     
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Reminder everyone, please only post feedback here when you have actual feedback to post after having played with the new changes. This includes posting single word replies in order to save a spot to be edited later. Cmon all!

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7 minutes ago, [DE]Megan said:

Changes:

  • Melee attacks now freely pass through enemies in Range (i.e an enemy cannot block another enemy from being hit).

I'm still not fond of the line-of-sight requirement, but this is a nice step up.

Sadly, there's still the issue of melee swings getting blocked by small objects and geometry (barrels, railings, etc). Is there any chance for adding an innate ~1.5m punchthrough for melee weapons so these minor geometry issues are less painful for the player?

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4 minutes ago, [DE]Megan said:

Fixed changing a Warframes colours back to default not saving after a mission and reverts back to the colours that were on the Warframe before entering the mission.

Hallelujah, btw this happens with weapons too, wonder if it got fixed too?

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Right, so we got back multiple enemy hitting. So In the case of Zenistar, could the disc be given infinite punchthrough like the disc on Zenith has, from a few missions i ran, i noticed if so much as a rail is between an enemy and the disc waves, that enemy is not getting touched, which really hinders the CC potential of It.

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Still see they are just ‘fixing’ their current controller set up instead of us reverting. Well I’m walking away. Maybe when they finally allow us to go back to the original set up I’ll think about coming back. I mean I’m just done complaining and asking for it to come back. They clearly don’t care about controller players.😠

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7 minutes ago, [DE]Megan said:

The damage per second you’ve accumulated will first instantly drop by 20%, which will then commence the decay of the remaining damage by 10% per second (affected by Duration mods).

The Initial 20% is affected by Power Strength, maybe you should add that. 

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Saryn testing time again ^^' Thank you for the update :smile:

8 minutes ago, [DE]Megan said:

Melee attacks now freely pass through enemies in Range

Hehe cleeeave through them all! 🙂 More slice & dice 😄

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9 minutes ago, [DE]Megan said:

 

  • The damage per second you’ve accumulated will first instantly drop by 20%, which will then commence the decay of the remaining damage by 10% per second (affected by Duration mods).
    • Decaying can be observed in the damage per second meter located above Saryn’s ability icons. 
    • Nullifying effects (including Data-Conduits) increases the decay by 30% per second. 

Oh boy, no more losing my +10k damage ticks.

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