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[PC] C̶̹̃h̴̊̍̐͜i̶͓̩͛̽m̸̨̈́͘e̴̤̒ŕ̸͉͋̕å̸̙̭͕: Bug Report Megathread


Marcooose
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I recently did a bunch of runs on Uranus to complete my Kuria collection and noticed that no underwater enemies, except for the Lanx, spawn during the mission. By the way it's treated in the Codex, the Lanx is also more of an environmental 'object' than an enemy that spawns, like the Darek Draga, so that may be why it's unaffected.

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I've moved back so the wall and perspective are more obvious, but this Drone is 52 metres out of bounds. The "escort" distance is obviously 50, meaning this drone cannot move. Also, take note that those are Grineer on the other side of the forcefield.dv4ZBYz.jpg

THIS enemy is in a subterranean cavern, well outside of the objective zone, but it apparently needs to be killed to clear the area. To do so, I'd have to run half a kilometre away and back again in less than ten seconds, or "abandon" the objective.s58QC3J.png

Edited by Iterum
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15 minutes ago, Iterum said:

I've moved back so the wall and perspective are more obvious, but this Drone is 52 metres out of bounds. The "escort" distance is obviously 50, meaning this drone cannot move. Also, take note that those are Grineer on the other side of the forcefield.dv4ZBYz.jpg

I would like to add to this.  

While the force field can be shot through and  the targets can be killed, it's more than a little frustrating when they're dropping necessary items for the foundry building, i.e. Condroc Wings, Ayatan Stars, etc.  More oftentimes these materials are well outside the range of Vacuum mod.  

Perhaps unobtainable materials should do the same as they do when shooting down enemies and wildlife over the water.  That is to say instantly teleport to the player where they're standing. 

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I'd like to report that if you run a mission Jordan Golem Assassinate with nezha, you kill the first boss without archwing and with Warding Halo on the ability will still last in the archwing mode (you can see the animation), it prevents the cc effect from Fire Wave. I tried to do the same with Rhino Iron Skin but it doesn't work in the same way, Iron Skin is deactivated 

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I don't know if anyone has been reporting this or not but ever since chimera has shipped I haven't been able to channel while using melee with a controller. I've tried rebinding it on the controller but that doesn't work. It may be related to not being able to use scanners but you couldn't do that with a keyboard and mouse either. Either way, I still can't channel melee using a controller. I hold the button and literally nothing happens. 

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  • Helios and Helios prime, rarely scans anything after the update (after some experimentation i can say its especially true for cephalon fragments, somachords and frame datas)
  • Master Thief mod doesn't work on underwater containers (not sure if its update bug)
  • Healing/Reviving allies in Defection missions don't update their icon (it stays red or blinking no matter the health)
Edited by creo.one
added second, third bug and some clarifications
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21 hours ago, Kazrayel said:

Few hotfixes in and still unable to use left trigger while on xbox one controller when using melee weapon. Still works fine in menu and when using primary and secondary. Rebinding keys does not work

I have been finding this to be the case as well.

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17 hours ago, imbressive said:

Hi, i dont think this is a bug per say, but more a oversight.

Since chimera update (i think) we got now Robotic(sentinels) and Beast ( kubrows/kavats/helmith) sections in the modding station. In both of those sections we cant find mods which you can equip on your companion, because those mods are classified as "companion" mods ( at the bottom of the mod ), but if u want to upgrade your kubrow/kavat/helmith u actualy can see those mods. The devs should probably change the classification "companion" to "beast" since we cant equip those mods on sentinels.

I will list the mods, even thou its easy to find them :  Animal Instinct, Medi-Pet Kit, Link Armor, Link Health, Link Shields, Shelter, Loyal Companion, Pack Leader, Scavenge.

To find those mods in the modding station just type " companion".

 

@imbressive I noticed this as well. And per the devstream mods such as Link Health are supposed to be used on ALL companions hence why they are companion mods and not exclusive (Beast and Robotic). I have brought this to the attention of this thread via @[DE]Saske and @[DE]Marcus; however, I haven't got a response. I was talking to my clanmates and my Streamer Whiskey_Cat and we think (treat with grain of salt) that the name change was only that a name change in the mainline update. Per the devstream the full "change" will probably come with the Fortuna update and the Moa Pet along with Fetch (Vacuum for Pets). We think this because the mod Vacuum is supposed to say Robotic and right now it still says sentinel I believe. Reb on Devstream said that it would need to be changed and Sheldon said it would be come Fortuna.

Personally I think the move of those mods to be used on all Companions is a really good move instead of having seperate Health, armor and shield mods per each pet. And as I said on the devstream you could put Link Armor, Health and Shields on the Moa Pet which is a robotic pet. This may be incorrect but till the Devs say something....... shrug. For right now I would say we got a partial change with the full update to come with Fortuna. If not I will post in this thread again or Fortuna's thread for clarification.

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vor 1 Stunde schrieb IgnisDraconis4316:

@imbressive I noticed this as well. And per the devstream mods such as Link Health are supposed to be used on ALL companions hence why they are companion mods and not exclusive (Beast and Robotic). I have brought this to the attention of this thread via @[DE]Saske and @[DE]Marcus; however, I haven't got a response. I was talking to my clanmates and my Streamer Whiskey_Cat and we think (treat with grain of salt) that the name change was only that a name change in the mainline update. Per the devstream the full "change" will probably come with the Fortuna update and the Moa Pet along with Fetch (Vacuum for Pets). We think this because the mod Vacuum is supposed to say Robotic and right now it still says sentinel I believe. Reb on Devstream said that it would need to be changed and Sheldon said it would be come Fortuna.

Personally I think the move of those mods to be used on all Companions is a really good move instead of having seperate Health, armor and shield mods per each pet. And as I said on the devstream you could put Link Armor, Health and Shields on the Moa Pet which is a robotic pet. This may be incorrect but till the Devs say something....... shrug. For right now I would say we got a partial change with the full update to come with Fortuna. If not I will post in this thread again or Fortuna's thread for clarification.

you cant equip those mods on sentinels ( now robotics), they have their own shield/health/armor mods which are "labeled" as "sentinels". the ones i mentioned are for kubrows/kavats (now beats) which were "labeled" previously as "companions".

also you can find the mods which are labeled as "sentinel" in the "robotic" section.

Edited by imbressive
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1 hour ago, imbressive said:

you cant equip those mods on sentinels ( now robotics), they have their own shield/health/armor mods which are "labeled" as "sentinels". the ones i mentioned are for kubrows/kavats (now beats) which were "labeled" previously as "companions".

also you can find the mods which are labeled as "sentinel" in the "robotic" section.

Yes I know that. Except I was told that the ones that haven't changed are going to stay the same in the next major patch. For example all the mods that say "companions" that haven't been changed to "Beasts" and "Robotics" will remain as "companions" and be useable on Beasts and Robotics. 

However they didn't say what would happen to the mods that are still labelled as "Sentinels" that are for the health/Armor/Shields.

"Introduced ‘BEAST’ category for Kubrows, Kavats (instead of COMPANIONS) and the Helminth Charger, and added ‘ROBOTIC’ category for Sentinels. Remaining Mods that indicate ‘COMPANION’ are useable across all Companion types."

While the "CATEGORY" was changed on nearly all the mods, the "FEATURE" that allows us to use the Companion mods on all companions is not live yet. So that is why we can't use Link Health on Sentinels even though it says companions. Sheldon said the full system would come in Fortuna which is why they are still listed as companion mods and useable on Moas which are Robotic Companions.

Its either that or they did a half update just to confuse us cause you can't even sort "BEAST", "COMPANION", and "ROBOTIC" mods. which is supposed to be fixed in Fortuna per Sheldon.
 

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Been having issues with the Launcher loading up then disappearing. I can usually reopen the launcher and it works as planned. Not sure what's going on, but this started on the Chimera update. If there is an update, it will update then disappear and not reopen, before it would always reopen.

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Encountered yet another bug in tridolons. So this is what happened = We get ready to start the trio hunt, Chroma grabs 1 lure and charges it, I(Trinity) go gather the other lures. Once we take out all the limbs we have 2 lures ready for the capture, and Tera goes down to initiate the final phase. Here is where the bug happens, Onko doesn't say a word, no vombalyst come to his aid or anything, Tera just goes down and after a few seconds Tera literally de-spawns from the map. We are forced to go back to Cetus and re-enter PoE. 

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8 hours ago, shadowscowl said:

Encountered yet another bug in tridolons. So this is what happened = We get ready to start the trio hunt, Chroma grabs 1 lure and charges it, I(Trinity) go gather the other lures. Once we take out all the limbs we have 2 lures ready for the capture, and Tera goes down to initiate the final phase. Here is where the bug happens, Onko doesn't say a word, no vombalyst come to his aid or anything, Tera just goes down and after a few seconds Tera literally de-spawns from the map. We are forced to go back to Cetus and re-enter PoE. 

I had something not entirely similar, but similarly strange happen this morning:
Just a terry hunt. Second lure got charged around the same time as the final phase initiated. Onko did his speech and all looked well. However, rewards given were as if only only lure (kill) was active rather than two (capture). Although i am still relatively new to the whole eidolon farming, i have over 70 terry captures to my name by now, and that is the first time i have noticed that happening.

 

Edit:
Since the most recent hotfix, occasionally vomvalyst are plenty (and when theyre plenty they are PLENTY). But most of the time they still seem to be absent. I would say 1 in 5 captures have as many vomvalysts present currently as pre chimera. In other words most of the time they are lacking in numbers, and the few times they are not they are far more present than they need to be. It smells buggy.

Edited by Onds
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7 minutes ago, Nooosheyy said:

My third ability on Octavia wont work, it consumes the energy but I cant see the waves below my feet..

I use octavia all the time (1 of my top 3 frames) and haven't had any issues with any of octavias abilities pre- and post chimera (other than 2 pathing AI being generally poor in many tilesets).

I'd suggest checking and rechecking your song setup, it sounds like you have an "empty" song playing. Your 3 only visually plays the notes in the "metronome" section (something i personally disagree with, but thats how it works and why people sadly resort to "spam" songs).

 

Edit:
Just to clarify why i disagree with how ability 3 works. Well, the mallet sections is drums, the resonator section is bass and the metronome section is generally the melody/tune/voice part of the track. However, invoking buffs like f ex nocturne (invisibility) forces players to crouch to the "beat" of the melody/tune/voice rather than the beat which makes very little sense.

Octavia is an amazing frame with such different mechanics from the rest of the frames. The implementation is good, but it could be _so_much_better_with_very_little_work_ (compared to what went into making the mechanics in the first place).

Edited by Onds
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Yesterday, incursions were weird. I did a bounty in public, then left squad. Two incursions spawned, and I successfully completed those. The 2nd was a cache incursion. Afterward no incursions zones spawned, but it would show the incursion about to expire text. I waited through 2 of those. Both were cache incursions. But again, the zone to start them in wasn't around and Lotus did not announce them. 

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Another bug i just noticed while doing a second forma on my octavia:
- Mod search filters do not always return the correct results. I have 3 setups for my octavia: A normal rounded build, a high duration build for stealth and a high duration with thiefs wit on top for cache missions. After reranking up, putting enemy sense into the exilus slot, the mod would only show up in the first configuration searching for "enemy", but not in the other two configurations. Removing the mod from the first configuration, putting it into the second configuration and then using the same search parameter allowed it to be found for configuration 1 and 3.

No, i can't make sense of it either, but the bottom line is that the desired mod showed inconsistently with the same search parameter (all category chosen). The mod in question was a flawed version of enemy sense, 2/3 upgraded (since it gives +9 radar for 4 cost vs a non flawed unranked version which gives +5 radar for the same 4 cost).

 

Edit:
Just found another of these search filter issues. Searching f ex for "range", all the appropriate mods come up. However, Primed Continuity also shows up which has nothing to do with range neither in name, description or function.

Edited by Onds
clarification
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