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The Jovian Concord: Hotfix 25.0.7


[DE]Megan

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The Jovian Concord: Hotfix 25.0.7

Changes:

  • Syndicates in the Syndicate screen are now ordered by the respective Rank you have with them. The ones which don’t especially like or respect you are now greyed out to indicate that.
  • Improvements to the Confirm Quantity input field to make entering new values easier.
  • Eximus enemies are now capped at Level 9999 like regular enemies.

Ropalolyst Fixes:

  • Fixes towards the Ropalolyst walking around in circles after landing.
  • Fixed the Ropalolyst going invisible if it nullifies while holding an Operator.
  • Fixed the ‘friendly through wall’ FX being applied to the Ropalolyst, making it difficult to see when attempting to shoot at it.

Fixes:

  • Fixed a Health scaling bug that resulted in enemies past a certain level only having 10 Health.
  • Fixed Health and Shield bar display for enemies with more than 2 billion points of Health and Shields combined.
  • Fixed a residual issue that affected exactly 29 accounts as a result of the Kogake Riven fix in Hotfix 25.0.2.
  • Fixed a soft lock after opening the pause menu while viewing the Syndicate screen. 
  • Fixed Hildryn’s Melee Channeled blocking not remapping from Energy to Shield.
  • Fixed the Gale Kick Mod not affecting jump kick Damage.
  • Fixed a sneaky spot in the Gas City tileset where players could hide inside a wall, effectively cosplaying as the man in the wall. 
  • Fixed AI pathfinding in the Gas City hangar area.
  • Fixed size of destruction area of effect on vulnerable wall pipes in the Gas City tileset.
  • Fixed a Fluxor Bot occasionally missing the its target and shooting welding beam through the windows of Gas City.
  • Fixed outline of a equipped Heavy Weapon being visible on Wisp when Aim Gliding after using Wil-O-Wisp.
  • Fixed the Prisma Rostam Kubrow Armor not displaying its Prisma cloud FX.
  • Fixed the Ballistica (Prime/Rakta), Cernos (Prime), Daikyu, Dread, and Paris Prime Energy color persisting as default on the strings.
  • Fixed clipping cloth physics with Oberon Feyarch’s skirt. 
  • Fixed a Chat linked Mod missing indication if you own 0 or 1 of that Mod. 
  • Fixed the map node for Saturn > Telesto displaying a Forma instead of an enemy.
  • Fixed all Codex > Universe > Art Galleries missing their dioramas.
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6 hours ago, [DE]Megan said:

Fixes:

  • Fixed a Health scaling bug that resulted in enemies past a certain level only having 10 Health.

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All the effort put in the last majority of this Operation is gone. Anyone who went above wave 41 is now wiped. Can this be re-ran with all the fixes for another 2 weeks? I don't see how throwing so many scores out the window 4 days before it ends is respectful to the previous 8-day window people played during. So many changes were made to this gamemode as it was released, and now we have entirely new mechanics (like health drain stopping at 20 hp). The event is tracking a single mode that has not been the same for longer than 48 hours (aside from previous weekend). The reason exploits are fixed is for fairness in competition. However, fairness also requires consistency which this Operation has had a lack of.

EDIT: I just got #7 on the board and still feel this should be properly rereleased.

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Thanks for keeping it fair!

Now some of the clans who encouraged keeping it fair and not running with exploits can feel rewarded.

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On another note, do take a look at the UI. A lot of the changes are unpractical and make the game even more confusing.
The relic refining in missions is essentially useless, as you can only use traces you already own, not the ones you earn during the run.
Also, please add the names of who opened what in the relic reward menu, so I can give traces to my good friend and mock the other one for his bad drop.

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The whole UI since 'The Sacrifice' needs a bit of TLC in my opinion. Many players are still complaining that it is not as clear as the old UI. Here are a couple of suggestions.

Relic Screen update:

Relic_UI_Suggestion.png

Separate the rewards into separate rows for their rarity and colour coordinate the colour of their text to the standard Bronze/Silver/Gold based on their rarity (as has been standard in Warframe for a long time).

Personally, I preferred the old larger tabs between Lith/Meso/Neo/Axi relics, but standardising the tabs is fine.

 

Basic UI TLC:

Inventory_UI_Suggestion.png

DO NOT grayscale the icons as it makes the UI looks very bland and makes everything look the same. Also, show Forma count & mastered item icons on their icon overviews as we used to have previously as can be seen in the top 2 rows in this example, it makes the UI a lot more appealing.

Also, turn item labels on by default. Having so many icons be the same (Systems, Chassis, Barrels, Stocks, Receivers etc), and only knowing what they are till you hover over them (unless players find the "item Label" toggle in the options that many casual players may not find) can be very confusing for both veterans and new players alike.

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Thanks

> Fixed the Ballistica (Prime/Rakta), Cernos (Prime), Daikyu, Dread, and Paris Prime Energy color persisting as default on the strings. 

Goddamnit, I've made several threads for the same thing happening on the secura lecta and the lecta, and they go un-addressed.

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So when are you going to fix the ocucor? Also would you guys please remove its on reload gimmick, it basically renders the tendrils useless. Instead change it to a duration based buff that can be refreshed with kills.

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