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[DE]Taylor

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  1. 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. Optimizations: Fixed Dante's Tragedy VFX affecting performance when repeatedly cast. 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 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/
  2. Tenno, Tune into twitch.tv/warframe on Thursday, April 25th for Prime Time #390! As always, the action begins at 6 p.m. ET and you can earn this week’s drop by watching for 45 minutes. Our Spanish-speaking Tenno can also watch Emisión Tenno on April 24th at 3 p.m. ET over at twitch.tv/warframeinternational! This week, we’re offering a Parvos Granum-themed Campaign for watching our official community streams. With Protea Prime releasing next week, Parvos wants his time in the spotlight with this week's drop campaign! Twitch Drop Details: Drop 1: 20 Corrupted Holokeys Drop 2: Golden Hand Decoration Drop 3: 5 x Zenith Granum Crowns Claim Time: 45 Minutes (Drop 1), 90 Minutes (Drop 2), and 120 Minutes (Drop 3) **This Twitch Drop campaign offers 3 rewards and we recommend watching both official Warframe streams to earn all 3 (1 Claim from WarframeInternational, 2 Claims from Prime Time). After Prime Time we’ll be raiding Asura_Tenshi to continue the fun and share with their community. ======== This Friday also features Devstream 179. Check out the official forum post for more details: ======== Weekend Community Drops! Every Weekend, we run a short Twitch Drop campaign on two Creator channels to offer a fun way to cap off the week and shine a spotlight on the Creators themselves! The Drops will run for one hour on each channel, with a 30 minute claim time for an Orbiter Decoration that the Creator has picked themselves! Vamp6x6x6x (English) Saturday, April 27th from 5pm to 6pm ET Channel: Vamp6x6x6x Drop: Sly Vulpaphyla Floof ElnoraEleo (French) Sunday, April 28th from 9 am to 10 am ET Channel: twitch.tv/ElnoraEleo Drop: Zariman Palm Plant Each week’s schedule will be posted in our weekly Drops thread, so keep an eye out to see what campaign is coming next. :)
  3. We are running a script this week to refund gifters. Thank you for the call out!
  4. Hi there! Confirming this is on our radar and unfortunately requires a code fix. This means it'll be fixed in our next Cert Update. Here's our known issues thread for reference: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/
  5. Tenno, Tune into twitch.tv/warframe on Thursday, April 18th for Prime Time #389! As always, the action begins at 6 p.m. ET and you can earn this week’s drop by watching for 45 minutes. Our Spanish-speaking Tenno can also watch Emisión Tenno on April 17th at 3 p.m. ET over at twitch.tv/warframeinternational! This week, we’re offering a Built Forma for watching our official community streams. Twitch Drop: Built Forma Claim Time: 45 Minutes (Drop 1), 90 Minutes (Drop 2) and 120 Minutes (Drop 3) **This Twitch Drop has a Claim Limit of 3 should you wish to get the maximum limit (1 Claim from WarframeInternational, 2 Claims from Prime Time) . After Prime Time we’ll be raiding Nerdtured to continue the fun and share with their community. Weekend Community Drops! Every Weekend, we run a short Twitch Drop campaign on two Creator channels to offer a fun way to cap off the week and shine a spotlight on the Creators themselves! The Drops will run for one hour on each channel, with a 30 minute claim time for an Orbiter Decoration that the Creator has picked themselves! BlackNato974 (French) Saturday, April 20th from 12 pm to 1pm ET Channel: BlackNato974 Drop: Noggle Statue - The New War Veso-R JustOldPrime (English) Saturday, April 20th from 1 pm to 2 pm ET Channel: twitch.tv/JustOldPrime Drop: Void Shawzin Each week’s schedule will be posted in our weekly Drops thread, so keep an eye out to see what campaign is coming next. :)
  6. Today’s Hotfix continues last week’s efforts to address community feedback since the changes made in Hotfix 35.5.3. More specifically, we have adjusted Dante’s Dark Verse, Pageflight and Tragedy, Nezha’s Divine Retribution Augment, and Arca Titron’s “Slam Capacity” buff with player sentiment in mind. We have also made quality-of-life changes to Overguard and Line of Sight (LoS) checks on other Warframes based on feedback sparked by Dante’s balance changes. Full details are listed below in dedicated sections. There has been a considerable amount of change in a small amount of time, much of which could have arguably received some more careful consideration prior to release. Balance changes are only ever done with the best of intentions for the overall health of the game, but we have to recognize when we’ve overstepped. The combined changes from last Friday’s and today’s Hotfix acknowledge that and are intended to rectify and course-correct. Dante Changes As promised last week, we have made more adjustments to Dante as part of our continued effort to address player feedback regarding the balance changes made in Hotfix 35.5.3. Dark Verse: Made Dark Verse’s Line of Sight (LoS) checks more reliable to bring it in line with Tragedy. Following the improvements to Tragedy’s LoS last week, we’ve applied the same logic to Dark Verse to ensure enemies within LoS are properly considered to prevent cases where being only partially visible would not trigger the check. This is part of the greater LoS improvements detailed in the “Line of Sight Improvements” section below. Pageflight: Returned the Status Damage increase applied to enemies hit by its Paragrimms. At Max Rank, the Status Damage Increase is 50% (scaleable with Ability Strength). This was an undocumented/unintended element of Pageflight at release that we decided to remove, but in doing so, we broke our promise of “not touching damage” with Dante, so we’ve returned it, and it now has proper documentation in the ability UI! Tragedy: Because of the return of Pageflight’s Status Damage increase, we have added a 1 billion damage cap to Tragedy, purely as a preventative measure against game errors. This is our highest damage cap in the game, a testament to how powerful Pageflight and Tragedy can be with the right setup. We will monitor feedback and performance over a longer time span before reviewing again. Updated Overguard Interactions With Vex Armor, Rage, & Hunter Adrenaline As announced last week, we’ve changed how Overguard interacts with effects that benefit from receiving damage on Warframe to make it more co-op friendly. Specifically, Chroma’s Vex Armor and the Rage and Hunter Adrenaline Mods. The conversations regarding Dante’s abilities with Overguard became a driving factor to look at these interactions and find ways in which we can make them work to benefit co-op play. Overall, these changes aim to create a harmonious arrangement between the often unpredictable Overguard gains from allies and Vex Armor, Rage, and Hunter Adrenaline. The following changes are in addition to their existing functionality. Chroma’s Vex Armor Previously, Overguard would prevent Chroma from benefiting from his Vex Armor buffs (since it blocked damage on Health and Shields). So, we’ve made the following change to allow players to receive the buffs through all sources of Overguard: Now: Melee kills now grant a 15% Armor increase and ranged kills a 15% increase to Weapon Damage (doubled to 30% for ranged weak point kills). This has the additional perk of self-sufficiency where players have far more control over the buffs, instead of having to rely on the unpredictability of damage dealt by enemies. Rage and Hunter Adrenaline Previously, Overguard granted by allies could prevent you from gaining Energy from these Mods (since it blocked damage dealt to Health). So, in an effort to create a more co-op friendly experience between the two, we’ve made the following change: Now, Rage and Hunter Adrenaline can convert the Damage on Overguard granted by allies to Energy while Shields are inactive. More specifically, they will trigger when the last source of Overguard originates from an ally (includes Warframe Specters with Overguard abilities spawned by allies). This allows shield-less Warframes, such as Inaros and Nidus, to be able to regenerate Energy via these Mods when they would have previously been blocked by Overguard granted by allies. Here are the exact stat details: Rage: +40% (same effectiveness as the base functionality) of Damage on Overguard granted by allies to Energy while Shields are inactive. Hunter Adrenaline: +45% (same effectiveness as the base functionality) of Damage on Overguard granted by allies to Energy while Shields are inactive. NOTE: Warframes that grant themselves Overguard, like Kullervo or Rhino, will not be able to trigger Rage and Hunter Adrenaline from their own Overguard. Only Overguard granted by allies is eligible because this is the only interaction that is potentially disruptive to your build (i.e your ally puts Overguard onto your Rage-Build Nidus). Necramech Rage and Kinetic Diversion (Archwing) have also had the same changes applied to them with Overguard interactions: Necramech Rage: Convert +15% of Damage on Overguard gained from allies to Energy. Kinetic Diversion: Convert +40% of Damage on Overguard gained from allies to Energy. General Overguard Change: Frost’s Icy Avalanche Augment Mod will now grant Overguard to non-player allies in radius (i.e. Sentinels, Companions, Specters). Line Of Sight (Los) Improvements As announced last week, we have revisited LoS checks on other Warframes to bring them in line with the new and improved version of Dante’s LoS added in Hotfix 35.5.4. To reiterate, there are now two variations of LoS checking: The first type of check sees if any part of the enemy has been drawn on the screen, so that any part of an enemy, big or small, is considered visible/eligible to pass the LoS check. The second type of check is for enemies that are not on screen. We now check for LoS to the enemy's head, torso, and feet instead of only to their body which will increase reliability there as well. For Abilities that hit enemies in a full circle around you, both checks are used: Once to evaluate enemies that you can see and then a second sweep to check targets to the sides and behind you that aren't visible. The following Warframe abilities have received the aforementioned improvements: Excalibur’s Radial Blind (Rendered Check) Excalibur Umbra’s Radial Howl (Rendered Check) Dante’s Dark Verse (Rendered Check) Helminth’s Sickening Pulse (Rendered Check) Hildryn’s Pillage (Rendered Check) Mag’s Pull (Rendered Check) Nova’s Null Star Augment (Rendered Check) Hildryn’s Aegis Storm (Raycast Check from floor where Hildryn is hovering) Khora’s Whipclaw (Raycast Checks from multiple points around the whip's impact) Qorvex’s Chyrinka Pillar (Raycast Checks from top and center of pillar) The above changes also tangentially fixes the issue of low FOV preventing LoS checks from occurring (this was most reported for Dante’s Dark Verse, Hildryn’s Pillage, Khora’s Whipclaw, Mirage’s Prism, and Mag’s Pull). More LoS Improvements in Future Update: The following Warframe abilities will be receiving the same treatment in a future update, since they require Cert update (more information on what this means here) in order to launch across all platforms. Ember’s Fire Blast Gyre’s Rotorswell Vauban’s Tesla Bank Augment While a Cert update is required to apply the new LoS checks onto Vauban’s Tesla bank, we have in the meantime fixed the AoE from the mines getting blocked by non-static objects.The Augment was preventing the mines from behaving as they do in their non-augmented state where they check for cover for static objects (level geometry), so we’ve rectified that so that it is subject to the same checks as Tesla Nervos AoE. Zephyr’s Tailwind (Dive Bomb) As written directly above, we are not done with improving LoS and will continue to assess where further improvements can be made. New reports related to LoS will be investigated for future Hotfixes/Updates. Thank you, Tenno! Nezha's Divine Retribution Change Divine Spears now have a set base radius of 14m (scaleable with Ability Range) instead of the previous 50% Ability Range reduction while the Augment is equipped. After reading player feedback, reducing Divine Spears’ range by 50% rendered the Augment quite limiting and carved heavily into Mod Slot space to accommodate for it. So we’ve instead given it a base Radius to keep it within reason, but also to bring it back to a much more manageable level without dipping into extremes (as it was prior to the changes). Arca Titron “Slam Capacity” Trait Changes Arca Titron was an outlier to the Slam Attack rework in Dante Unbound, as its Unique Trait allowed for ludicrous damage numbers. We aimed to change its damage output to a more reasonable level, but as a result made the weapon too underpowered. To address this, we’ve made the following changes to the Titron based on the community feedback we received after the adjustments we made to the buff in last week’s Hotfix: Reduced the max charges from 10 to 5. We wanted to make it easier for players to achieve max charges so that they can benefit from the Slam Damage and Range increase more often. We’ve also adjusted the Slam Damage and Range per charge increase to accommodate for the change of max charges: Increased the Slam Damage increase per charge to +250% (was +100%) for a total of +1,250% (was +1,000%). Increased the Slam Range increase per charge to 2m (was 1m) for a total of 10m (same as before!). Fixed Slam Capacity’s guaranteed Electricity Status proc to Slam Attack not occurring. Deep Archimedea Fixes Fixed Void Angel scaling in difficulty based on the squad’s total death count, instead of for the downed individual as intended. Fixed still earning Reward Points from matching Loadout after swapping off of the options during the mission vote countdown timer. Fixed being able to awaken multiple Void Angels at once after multiple teammates have fallen and need to be revived. Fixed Clients being unable to see the “Alchemical Invulnerability” elemental icons on enemies in Alchemy missions. Fixed being unable to complete Deep Archimedea missions due to Stalker spawning in. This was due to Stalker spawning on the other side of locked doors, preventing players from completing the mission. We’ve disabled Stalker spawning into (including Stalker Beacon) Albrecht’s Laboratories missions to prevent this and similar issues from reoccurring in Deep Archimedea and the base missions. Fixed several script errors caused by the Loadout options (notably when Host migration occurs). Fixed a typo in the description for the “Barbed Glyphs” Mirror Defense mission Deviation. Fixed unlocalized text appearing in the Deep Archimedea screen for Loadout options. General Fixes Fixed players being unable to matchmake for Omnia Fissure missions located on the Zariman or Albrecht’s Laboratories. Fixed the possibility of Distressed Pipes in Alchemy missions spawning under the floor in the new tiles that were released with Dante Unbound - making them untargetable unless with Slam Attacks. Fixed being unable to trade Mods in the Dojo immediately after Ranking them up. Fixed Residual Arcanes not triggering while riding Merulina. Fixed Akjara having strange shot patterning that leads to poor Accuracy. With no added Multishot, the bug was causing it to shoot its projectiles as a line to the right of the point of aim. With Multishot, they would shoot as a line to the left of the point of aim. Now, it should correctly shoot its projectiles in an averaged radius around the point of aim. Fixed loss of function after casting Kullervo’s Wrathful Advance while dual wielding a Secondary Weapon with a Glaive Melee. Fixed Onos’ Evolution V not unlocking after completing a Solo mission with an Incarnon Weapon equipped in every slot (as required) if the player had an Exalted Weapon active while extracting. Fixed destroyed Murmur Sarcophages not always counting towards the “Find X Murmur Sarcophages” Cavia Bounty Challenge. Fixed Lohk Surges not spawning reliably to complete the “Find and Activate X Lohk Surges” Cavia Bounty Challenge. Fixed the Heart of Deimos Quest not progressing if the player reaches the Requiem Cipher door while the “Kill Infested” objective is still active. Now, the door to the Requiem Cipher will remain locked until after defeating all the Infested enemies to prevent this issue from recurring. Fixed Styanax’s Tharros Strike infused onto another Warframe via Helminth not having any visible projectiles. Fixed Mirage’s Hall of Mirror Clones obstructing player’s view (instead of fading out when in reticle) after casting Eclipse with the Total Eclipse Augment Mod. Fixed being able to have more than 4 players in a Railjack mission. Fixed Warframe with cyclable abilities missing stats for each of their effects in the ability screen. Specifically: Wisp’s Reservoirs Titania’s Tribute Chroma’s Spectral Scream Xaku’s The Lost Vauban’s Minelayer Fixed the UI backtracking after opening the Archon Shards screen via the Arsenal and quickly selecting the “Archon Shards” button in the Helminth screen. Fixed Challenge descriptions box in Profile appearing black when switching tabs. Fixed the glass material on Lavos’ vials and Helmet being too bright in GI lighting areas. Fixed the Vehicles Arsenal (for Archwing, K-Drive and Necramech) having much darker lighting than the standard Arsenal in the Orbiter. Fixed a crash related to Yareli’s Merulina getting destroyed after spawning. Fixed a crash caused by Host migration occurring in a secret part of Albrecht’s Laboratories. Fixed the Chains of Harrow Quest “Equip Kinetic Siphon Traps” prompt missing instructions on how to acquire them. Fixed Valkyr’s Carnivex Skin causing her to hold Bows awkwardly in one of her idle animations. Fixed Onos appearing on Yareli’s left arm instead of the right as intended while using the Loyal Merulina Augment Mod. Fixed the Onos having too much flickering in its beam motion. Fixed the Narmer Faction name not being localized in the mission node popup. Fixed information pop ups in the Foundry appearing on items that don’t have the crafting components being shown. Fixed environment flickering issues in one of the Albrecht’s Laboratories tiles. Fixed a gap in one of the doorways in the Albrecht’s Laboratories tileset. Fixed being unable to destroy the grates in certain areas of the Albrecht’s Laboratories tileset. Fixed several script errors in Cavia Bounties. For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/
  7. Tenno, Tune into twitch.tv/warframe on Thursday, April 11th for Prime Time #388! As always, the action begins at 6 p.m. ET and you can earn Twitch Drops by watching. Our Spanish-speaking Tenno can also catch Emisión Tenno on April 10th at 3 p.m. ET over at twitch.tv/warframeinternational! This week, our official community streams will be participating in our directory-wide 11 Year Anniversary Campaign: Drop Duration: Starting April 8th at 11 am ET until April 15th at 10:59am ET Drop Acquistion: Each Drop has a cumulative watch time — earning progress for one Drop means you earn progress for them all! Campaign Rewards: Drop One - 3 x Voidplume Pinions Claim time: 1 Hour Drop Two - Community Cavalero Graffiti Glyph Claim time: 2 Hours Drop Three - Archon Shard Grab Bag (Azure, Crimson, Amber) Claim time: 3 Hours This also means no Weekend Community Drops until the campaign concludes in mid-April! We'll update you when they return as of the week of April 15.
  8. The last Hotfix unintentionally changed this week’s Deep Archimedea missions, modifiers, deviations and risk variables, so we’ve reverted it back to its previous state. It will properly refresh as scheduled on Monday at 0:00 UTC. You will not lose any Research Points in the revert. Fixes: More fixes towards Conduits in Armatus Disruption missions having glowing blue orbs. For full visibility on our Hotfix plans for next week, please see our PSA here: https://forums.warframe.com/topic/1392156-dante-unbound-our-plans-for-next-week-3555 For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/
  9. Dante Changes & Fixes Tragedy Line of Sight (LoS) Changes & Fixes: As a result of yesterday’s Hotfix and the understandable feedback we’re receiving, we wanted to address the clearly broken state of Dante’s Tragedy LoS checks. It was not implemented to our standards, and that is on us. We know that this has been an unpopular change, which was greatly aggravated by the fact that a) it launched in a defective state and b) that LoS checks in general suffer from broad inconsistencies. Our first step is improving how LoS checks work with Tragedy to fix the inconsistencies and ineffectiveness. We’ll use our learnings from this incident to review other cases of LoS check issues for a future update. Improved Tragedy’s Line of Sight checks per enemy to be much more forgiving and reliable to fix the many cases players reported of not being able to hit enemies at all. Now, it considers not only the enemies that Dante sees but also those visible on screen/via the camera—so any part of them, big or small, is considered visible/eligible to pass the LoS check. To break that down a bit deeper: Enemies positioned directly behind or in front of Dante We have made it so that enemies within 5 meters of Dante are automatically considered visible; no LoS checks are required. Enemies barely in cover or who had just run to cover Enemies positioned at a different height to Dante where they are still partially in view Enemies that are not caught by the "Is the enemy on screen?" check (behind or to the sides of you) use an improved target detection where we now check for line of sight to the target's head, torso, and feet. Previously we only checked for their torso. This will improve the reliability of hitting enemies even when they are not directly on the screen. Fixed Tragedy not hitting/affecting ragdolled enemies that are in LoS. This was a particularly brutal bug considering the number of abilities, weapons, and other effects that can cause enemies to be ragdolled. This issue also contributed to the many scenarios in which Tragedy did not apply at all. With the changes above, this is where Tragedy’s LoS should have been originally. As mentioned above, we are also taking what we’ve learned from Dante and will be making general improvements to LoS checks as a whole in a future update. We provided details on how we plan to do that in the post we made today, but in short we will be making LoS checks across the board far more reliable than they are currently. Light Verse and Triumph Overguard Increases: The second pillar of feedback we want to address is our changes to Dante’s Overguard capabilities. We went too deep with the initial decrease and are, therefore, bumping up the Overguard gain from Light Verse and Triumph to a middle ground between their pre- and post-balance states. Increased the Overguard gained from Light Verse from 250 to 350 at Max Rank. Increased the Overguard gained from Triumph from 2000 to 3000 at Max Rank. We knew we could tackle LoS improvements and Overguard bumps today without hesitation. However, this is just the tip of the feedback iceberg, and we know there’s more that’s been shared beyond what we can accomplish today regarding both LoS, Overguard, and more. So we’ll continue to digest and evaluate feedback, and we encourage you to keep sharing in the dedicated Dante Feedback subforum. We value your input and how it helps us iterate and improve together. Thank you, Tenno. Deep Archimedea Fixes: Fixed Clients being unable to interact with Void Angels to revive fallen Host for the second time in a mission due to the context action missing. Fixed the Loadout options resetting daily instead of weekly (at usual reset time) as intended. All conditions for Deep Archimedia are on a weekly reset, so the Loadout Modifiers follow this standard. Fixed the message to defeat the Void Angels to revive downed players lingering on screen for Clients. Fixed [PH] tag appearing in the additional Search Pulses tooltip in the Netracell screen. Fixed a script error that could occur between missions. Fixes: Fixed a crash caused by the “Complete an Exterminate mission in 6 minutes” Cavia Bounty challenge. Fixed the Void Angel in the Angels of the Zariman Quest, as well as those in Void Armageddon missions, not having an objective marker. Fixed the lighting in the interior of the Orbiter (not on Drifter Camp) changing from bright to dark as you move around when the Dynamic Lighting or Sun Shadows settings are disabled. Fixes towards some surface artifacting occurring in the Drifter Camp. Fixed the splash sound FX from throwing Amphors at Crucibles being heard throughout the level. Fixed given Grimoire to friendly NPC (i.e. Rescue Target, etc.) causing Secondary ammo pickups to stick to the player. Fixed Blueprints that have crafting costs that exceed a player’s owned Credits appearing at the top of the Foundry list when sorted by “State”. Fixed glowing blue orbs appearing on the Conduits in the Armatus Disruption mission. Fixed broken lighting throughout the Grineer Sealabs Assasination (Titania) tileset. Fixed [PH] tag appearing in the TennoGuide when instructed to visit Onkko after completing The War Within Quest. Fixed some hitching when loading into Venus missions. Fixed crashes caused by Keyglyphs being reassigned to players after Host migration. Fixed a script error in Isolation Vault Bounties. For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/
  10. Confirming this was fixed in today's hotfix! Thanks for the reports, Tenno!
  11. Hi Tenno! Confirming this is a known issue: Pack Leader will remove companion Overguard. After investigation, the team has determined this will require a Code change, meaning we will be unable to fix this until our next Cert build. Thank you for the reports!
  12. Hi Tenno, confirming this issue is on our radar! After some investigation, the team has found a code fix (meaning it will need to wait for our next Cert build), but we'll keep looking into a workaround for the time being.
  13. Hi Tenno! You need to be Rank 5 in the Cavia Syndicate to access Deep Archimedea. Doesn't appear that you're Rank 5 yet, so you should see Necraloid once you rank up. :)
  14. Hi Tenno, this should have been fixed in today's hotfix! Please let us know if you're still experiencing it.
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