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PC Dante Unbound: Hotfix 35.5.8


[DE]Megan
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As a continuation of the server upgrades mentioned in Hotfix 35.5.7, we have upgraded matchmaking and presence servers with this Hotfix. Some players in South America, Central America, and Southern US States may notice reduced server ping times particularly for Strict NAT players. Furthermore, the new servers may improve matchmaking and presence performance for other North American players by distributing the load more evenly. We’ll continue to monitor for any further tweaks needed.  
 

New Deep Archimedea Mission Risk Variables & Deviations

The following have been added to the pool of possible Mission Risk Variables & Deviations that can appear in the weekly Deep Archimedea reset. 
 

New Mission Risk Variables: 

  • Bold Venture: Enemies deal -15% Damage and take +15% Damage but gain +15% Movement Speed, Attack Speed, and Fire Rate.
  • Devil's Bargain: Allies within 4m of slain enemies gain +25% Fire Rate at the cost of -50% Ammo Efficiency.
  • Entanglement: Allies within 4m of slain enemies endure reduced Movement Speed and Parkour Velocity.
  • Commanding Culverins: Rogue Culverins equip weapons that deal 5x Damage to Overguard and Necramechs.
  • Explosive Potential: Rupturing Fragments replace Shuffling Fragments.
  • Alluring Arcocanids: As Rogue Arcocanids charge attacks, they pull Warframes toward them.

New Mission Deviation: 

  • Unified Purpose (Disruption): All enemies target Conduits. 
    • This has replaced Parasitic Conduits (the Conduit’s timer is paused unless a player is within 10m; more players in range will accelerate the timer. Conduits drain Shields). While originally listed in the Dante Unbound Patch Notes, we felt it didn’t quite fit the core Disruption gameplay. In its stead, we have added Unified Purpose. 

General Deep Archimedea Changes & Fixes: 

  • Reduced Vampyric Liminus’ Energy Drain from 50 to 25 per second. 
  • Fixed the “Sealer Armor” Exterminate Mission Deviation (enemies take 90% less damage from non-weak point hits), causing Rogue Culverins to not self-destruct after destroying their two weak points.
  • Fixed Necraloid’s monologue after backing out of the screen being heard regardless of where you are in the Sanctum Anatomica. Certified yapper. 
  • Fixed the Fractured Armor Personal Modifier (casting an ability reduces armor by 10% for 10s) not having a HUD buff indicator. 

Changes: 

  • The Butcher’s Revelry Ghoulsaw Stance Mod is now available in Hok’s Wares in Cetus for 20k Ostron Standing at Rank 3 (Trusted).
    • We also fixed the Mods (including the Butcher’s Revelry Stance Mod) in the Ghoul Rictus’ drop tables having a 0% drop chance.
  • The Steel Path Incursion mission on-hover tooltip in the Star Chart now shows the Steel Essence reward. 
    63bcc0e89bdef510507ca2c7baaaf384.png

Optimizations: 

  • Fixed Dante's Tragedy VFX affecting performance when repeatedly cast. 
  • Fixed Clan Emblems causing spot-load hitching in Relays. 

Fixes: 

  • Fixed Eximus kills not counting towards Ruvox’s Evolution II challenge (kill 8 Eximus with this weapon's Incarnon Transmutation) for Clients. 
  • Fixed a bug where Clients would stop auto-meleeing to abruptly block when another player in the squad uses Transference. 
    • As mentioned on Devshorts 13, we are continuing to investigate other auto-melee issues. 
  • Fixed case where Gruzzling (in Armatus Disruption mission) may spawn below the floor in a specific staircase area of Albrecht’s Laboratories. 
  • Fixed the “Perform Synthesis for Cephalon Simaris” Uranus Junction task not being marked as complete for players who had made it past the stage in The New Strange Quest that requires synthesis scanning before the Dante Unbound Update. 
    • This task was added in the Dante Unbound update, but for players who had performed Synthesis before it launched it was not retroactively completed. 
  • Fixed the Ghoulsaw not completely blocking damage from raytraced projectiles (Heavy Gunners for example) or Melee attacks. 
  • Fixed parrying attacks with Melee causing the “reset on Status Effect” Riven Mod challenges to fail. 
  • Fixed Clients with the Rauta gaining Combo Count by shooting teammates. 
  • Fixed the damage increase from Xata’s Whisper unintentionally applying twice on the Phenmor and Laetum’s Devouring Attrition perk and the Felarx’s Devastating Attrition perk. 
  • Fixed being unable to hover over Kitgun stats to view secondary stats in the assembly screens. 
  • Fixed Excalibur Umbra with the Warrior's Rest Augment Mod (which makes it so that he no longer fights independently but increases Ability Strength) regaining sentience during Transference after successfully reviving with Last Gasp.
  • Fixed the Arbiters of Hexis Operative in Defense missions falling into the player spawn elevator and becoming invulnerable in the Grineer Shipyards tileset. 
    • Now when they enter this area they will be teleported out. 
  • Fixed the glass on Gara (base and Prime), Astilla, and Fusilai being very bright in GI lighting areas. 
    • The glass from Gara’s abilities still seems to be affected by this - we are investigating. 
  • Fixed Dante’s Wordwarden missing some minor explosion VFX. 
  • Fixed being able to enter Dante’s Leverian without having completed the Whispers in the Walls Quest requirement via the “Leverian” button in the Dante’s Collection in-game Market screen. 
  • Fixed players who are replaying the Vox Solaris Quest getting the “Client/host data mismatch. Please verify your cache using the Launcher” error upon attempting to matchmake into the Profit Taker Bounty. 
    • As noted in Hotfix 35.5.7, players who are replaying the Quest will not see the context action to start the Bounty as a means of preventing matchmaking issues from occurring. 
  • Fixed Clients being unable to load into Maroo’s Bazaar and disconnecting from a squad where all members do not have Cross Platform Save enabled.
  • Fixed the skirt on the Gyre Kuvael Monarch Skin not lifting while using her Rotorswell ability. 
  • Fixed several offset issues with the TennoCon 2024 Syandana (notably when equipped on Excalibur and many of his skins). 
  • Fixed a lack of collision in certain areas of the Corpus-Outpost Index Arena. 
  • Fixed Inaros’ Negation Armor Augment Mod description using  “Scarab Armor” instead of “Scarab Shell”. 
  • Fixed more cases of errors caused by joining a Profit Taker Bounty while the Vox Solaris Quest (specifically a replay) is active.  
  • Fixed a texture bug with Yareli’s Batomorpha Helmet.  
  • Fixed a bug that could potentially cause some Epic packs to not be given. 
  • Fixed a rare crash at game startup. 
  • Fixed a script error post-Host migration related to Gruzzling spawning.


For list of known issues for Dante Unbound, visit our dedicated thread: 
https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

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Thanks for the hotfix! 

Hopefully our lighting is looked into in the extremely near future! 

Forced Editorial Note: 

FOUND THE MISSIONS THAT SPIN YOUR CAMERA 180 DEGREES WHEN POPPING OUT OF YOUR WARFRAME INTO OPERATOR / DRIFTER MODE... IT'S THE DAMN ARCHON MISSIONS. Popping out spins your camera 180 degrees, facing behind you. Popping back in leaves the camera where it was left. Yes, it's back...

This needs to be fixed ASAP / Hopefully soon, please and thanks!

 

Edited by Halo
Operator Camera 180 Spin
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nice! now pls fix Noctua's fragments receiving no bonus from Hornet Strike et al, pls :)

 

edit: "Fixed the damage increase from Xata’s Whisper unintentionally applying twice on the Phenmor and Laetum’s Devouring Attrition perk and the Felarx’s Devastating Attrition perk."

oh dam they finally nerfed it. rip

Edited by Malurth
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A ton of players have been asking for a LoS removal on Tragedy. I understand that you want to stick to your decisions because it is estimated to be the best for the balance, but nobody will ever want LoS on anything. It's a fun killer.
Reducing Tragedy's range to 25m or 22m and removing LoS would be great and you won't find any player who doesn't want that.

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still no fixes for these old bugs:

  • unable to see each other in dojo thus not being able to trade
  • mag, mirage, mesa (and in very rare cases ash) locking their abilities (and sometimes weapons)
  • ash's 4 showing wrong numbers
  • slams from operator launching you in the wrong direction or failing
  • waypoints(multiple different bugs in different areas), codex/simulacrum scans,
  • yareli bugs
  • kahl getting stuck in a rampart on a "Junk run mission" (but who cares, we don't need to do it anymore)
  • "More than MAX_REMOTE_OBJECT_ID replicated entities, out of IDs"  crash (seems to be fixed)
  • Moonwalk after transference (it still happens)
  • Sanctuary Onslaught breaking if host migraton happens right before the portal spawns
  • Different enemy spawn issues:(I prob forgot something in this list)
      Hide contents
    • Not enough enemies spawning on railjack skirmish missions, resulting in inability to finish it.
    • Vomvalysts not spawning well if you run around the map too much
    • Dargyns spawning in wrong places on Koro (Kuva fortress assault)
    • Enemies not spawning well enough on most exterminate missions(railjack, zariman and new deimos tileset are an exception). This often results in inability to get 10 reactant if you reached the objective. Often you have to run back and forth near extraction so more enemies spawn so you can finish the mission.
    • Enemies can spawn right in front of you on Lua exterminate mission(might be a feature). Same with thraxes on void cascade.
    • Enemies don't spawn after wave 570 of arbitration defence(might've been fixed, but it's hard to test it)
    • On very rare occasions a LOT(like 100) of enemies can spawn in one of the vaults of Archon spy mission on Jupiter.
    • On netracell missions: if your map has a U-shape generation(room where you kill enemies is at one end of this U), enemies can spawn on the other side of this "U", which can be up to a kilometer away.

     

also pls fix those cascade/thrax bugs:

  •   Hide contents
    • in cascade clients often can't see some of the void tears they cleared (this is very rare for hosts)
    • for clients, some thraxes(probably self-revived) can look like ghosts, but act like in a regular form and being immune to status effects and some abilities(can be damaged in warframe tho)
    • if you kill thraxes' physical form when they start recapturing an exoliser, they may still keep recapturing it while transforming into the ghost form.
    • thraxes are shown as invincible(grey healthbar) when they are actually not
    • sometimes killed(in physical form) thraxes can become invisible and invincible in a ghost form. they can only be noticed by sound and a minimap marker. this is quite rare, but it has ruined some people's void flood missions.
    • in very rare cases thraxes can become immune to any form armor strip(this is not the case of bug with 14 corrosive stacks)
    • in very rare cases thraxes can become invisible and invincible in a physical form, which lets them recapture exolisers
    • in rare cases there can be an invincible(but visible) ghost thrax that is doing nothing near an exoliser
    • in some cases exoliser can stop spawning at al l(same condition as exoliser delays below: 3-3-3 or 3-3-4 tile and doing it fast)
    • sometimes in fissure cascade exolisers can become impossoble to clear after they are recaptured by a thrax(this is extremely rare outside of fissure missions)

    exoliser wrong order(skips and jumps, and delays):

    • exoliser skip: instead of going in order 1-2-3-4 in a certain room, they go in the order of 1-2-4 or (1st skipped) 2-3-4. this bug is quite common
    • exoliser jump: usually happens to skipped exoliser: instead of order 1-2-3-4, it goes 3-1-2-4(3rd spawns before other three). this bug is quite rare
    • exoliser delay: when the 30s exoliser spawn timer reaches 0, it says that new exoliser has spawned when it actually hasn't. usually next exoliser spawn after the next 30s(rarely after 2 delays in a row).
      this happens very often if you do the mission fast enough in a squad and the total amount of exoliser spawn points is low(for example if you have rooms with 3, 3 and 4 spawn points).

Also during netracells if you have a U-form tile enemies can spawn up to 1km away, which makes the mission obnoxiously long

Edited by Megazawr
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The devouring attrition "fix" confirms that nothing works in this game as intended and everything is bug suspect to change/fix.

Also imo new difficulty mods show lack of good will towards playerbase.

Make it so you can't carry other people through deep archimedia, that'd be a good difficulty fix.

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17 minutes ago, [DE]Megan said:

Fixed the glass on Gara (base and Prime), Astilla, and Fusilai being very bright in GI lighting areas. 

  • The glass from Gara’s abilities still seems to be affected by this - we are investigating. 

 

Don't know if its fixed but Total Eclipse on mirage has a strange interaction with her dopplegangers and their weapons. Not sure if its lighting related like this or what but it stands out like a sore thumb when triggered. First portion of the second paragraph of this bug report details it.

 

17 minutes ago, [DE]Megan said:

Fixed a lack of collision in certain areas of the Corpus-Outpost Index Arena. 

Okay, not sure what was fixed with that but what about the Excavator and its collision issues? That is a bigger collision issue so its a shame to see this listed and not the excavator. Seriously, What will it take to get the excavator collision hitbox fixed? The top of it has wall-ride psychics yet you clip into the excavator when standing/walking through it. Been trying to report this for years now. It is messed up, I don't care if it is considered "intended" and that is why I am being ignored whenever I bring this issue up, I will still continue to report it. It is clipping 101, it should be fixed for how obvious it is from doing basic testing.

Edited by Numerounius
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19 minutes ago, [DE]Megan said:

The Butcher’s Revelry Ghoulsaw Stance Mod is now available in Hok’s Wares in Cetus for 20k Ostron Standing at Rank 3 (Trusted)

This stance on slam have ghost/void attack that deals no damage. After slam changes that removed direct attack from slams it aslo removed this stance unique second hit on slams.

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