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Empyrean: Ivara Prime 27.0.6.1


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Empyrean: Ivara Prime 27.0.6

6 Days ago on PC, Empyrean launched! We have done 5 Hotfixes (here comes #6) with more to come before we rest up over the Holidays. Did the update release exactly as we had hoped? Not exactly - we’ve got bugs to fix and things to balance! Check out the latest Dev Workshop to read about where we are and coming changes:


Railjack Changes & Fixes:

  • Asteroids now drop multiple Resources! Alongside other Resources, this significantly increase Titanium gains; a prominent feedback request!
  • You may notice a blinking indication on Veil Proxima from time to time. We suggest investigating...
  • Pennant and Quellor Blueprints are now shared pickups; no longer required for all players to manually collect the pickup! Thanks for your patience as we work toward the rest of the on-foot items being picked up.
  • You can now trade Avionics in your Dojo or Maroo’s Bazaar!
  • Increased chance to get common and uncommon Resources from associated crates onboard Crewships and other Points of Interest to aid in your Forging and overall Resource required crafting needs. This increase in commons and uncommons was achieved by directing Rare resources to be space-combat only drops, and having common and uncommon more dominant on-foot. 
  • Points of Interest and Crewships that launch Ramsleds will now only do so 4 times. This fixes Crewships launching an infinite amount of Ramsleds to knock at your door. 
  • Changed the pips of Avionic Ranks vs Grid Ranks to better illustrate between the two.
  • Added House icons to Avionic names for clarity.
  • The Railjack name text now has its own separate color slot in the ‘Primary Text Color’.
  • Optimizations towards performance when Piloting the Railjack.
  • Removed scannable lore items from the ‘Investigate Anomaly’ objective nodes. They shall return when ready!
  • Added visual variety to the asteroids in Saturn Proxima and Veil Proxima. 
  • Ramsleds have been given an upgrade the farther you progress into the Railjack Star Chart! Be on the lookout for shielded variants that will require precise aim and firepower!
  • Revised description for error message about unable to find an open squad:
    • Could not find an Open Squad. Please try again, or launch a new session from your personal Railjack stationed in a Dojo's Dry Dock.
  • Fixed players being blocked from returning to Dry Dock after new Update/Hotfix/Host migration. You’ll now see a nice message telling you to return to the Dry Dock to get your goodies! 
  • Fixed incorrect droptable for all enemies in nodes that give you the ‘Investigate Anomaly’ objective.
  • Fixed infinite spawn exploit from the Assassinate target, Blite in Galleon Points of Interest. The cooldown for him to spawn new minions now ramps up over time.
  • Fixes towards cases where the End of Mission screen displays more Intrinsic earned than you actually did.  
  • Fixed being in all types of broken states if the Crewship you’re piloting blows up.
  • Fixed Host migration after exposing a radiator in a point of interest (Pulse Turbine, Shipkiller Platform, etc) resulting in an inability to complete the mission.
  • Fixed the Hyperflux Flux Capacity buff not properly applying to the Railjack. 
  • Potential fix towards losing Railjack objective markers after a Host migration.
  • Potential fix for the Asteroid Hanger Crewship being stuck, resulting in an inability to complete the mission.
  • Fixed inability to progress past certain doors in the Railjack Missile Platform interior. As reported here:
  • Fixed the shortcut path not opening up for Clients when destroying the Core in the Missile Platform.
  • Fixed for certain weapons still damaging the Elite Kosma Flak through it's shield ability.
  • Fixed Rhino’s Iron Skin FX applying to the Nose/Wing Turrets.
  • Fixed seeing tiny asteroids back in your Orbiter/Dry Dock.
  • Fixed a script error if an encounter triggered during a Host migration.

Fixes:

  • Fixed inability to equip the Astrea Skin/Helmet on Ivara Prime. As reported here:
  • Fixed ability to yeet the Jordas Golem with Itzal’s Arch Line ability, thus breaking the mission.
  • Fixed Excalibur Zato’s visor appearing to jitter instead of being rigid.
  • Fixed missing Melee sounds on Zaws equipped with a Scythe or Nikana Skin.
  • Fixed the Arit Longsword Skin being invisible and having no sounds if used on a Zaw.
  • More fixes towards Elemental FX being misaligned on Zaw Skins.
  • Fixed Trinity Prime having weird tail cloth physics. 
  • Fixed the Massif Prime Syandana getting stuck on Ivara Prime’s skirt cloth.
  • Fixed the Ivara Kuvael Huntress Helmet floating away from Ivara Prime’s body.
  • Fixed a script error when clicking an unnecessary Replicate button on Researched Dojo Pigments.
     

Empyrean: Ivara Prime 27.0.6.1

Railjack Changes & Fixes:

  • Fixed Crewships being spawned as Tenno Faction, which resulted in numerous issues such as not attacking you, Fighters attacking it instead, and Railjack Turrets not doing any damage to it. This also fixes a fatal crash related to this bug.
     
Edited by [DE]Rebecca
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Thanks for the hotfix!

Still hoping for critical chance on slide attack to receive a similar treatment to crit chance so it makes sense comparatively.

Sacrificial Steel = 220%
CC on rivens = 180%
Maiming Strike = 150%
Slide CC on rivens = 90%

The first 2 applies on all attacks and gets 2x on heavy attacks.

The latter 2 forces you to slide exclusively.

This makes no sense.

Just because railjack released does not mean it's suddenly not an issue.

Edited by Senguash
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Thanks for the hotfix.

Could we get a button to toggle off the automatic melee heavy attack? In melee builds which uses combo (Blood Rush, Weeping Wounds etc) it's not fun when you just stacked your 220 combo and a random shot automatically wastes it. 

About railjack... there are still some issues about crewships which spawns health-restoring bubbles, after those bubbles are broken (or crewship exploded) some fighters still have that effect and most weapons can't properly oneshot fighters on Veil if they are healing and there's nothing we can do other than ignoring them and get to another group of fighters.

Still on railjack, there are some spawn issues, when players rush to objectives, sometimes we don't get all the fighters or all the crewships required to complete our mission, sometimes I managed to fix it by using the frontal cannon to kill through walls the Grineer Hangar ship (apparently that counts as crewship to be killed even if Cy asks us to return to our ship), in other cases I also managed to find crewship and fighters a lot far from objectives/area of combat and sometimes they doesn't even spawn, that's a guaranteed fail huh. 

For the "thing pieces which are dropped by the things", it's a timed node for a 4% chance, any chance for a buff or if there's planned one?

 

A little edit while we are here with the 27.0.6.1:

- Veil Crewship "health restore" bubbles are still invisible for clients, only for host, how am I supposed to tell to my squad to shoot them if they can't see them?

- Would be possible to "predict" when this "blinking anomaly" in the Veil will appear? Players doesn't stare to the starchart every second and even if a "tmp" entry got added in worldstate, we are missing a "time" argument, if possible, make it like Cetus, Vallis or Earth-like clocks.

Edited by Arancino
boop
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Hi DE.

Thank you for making Pennant and Quellor Blueprints shared pickups now. 

Could you please revert the Hitscan for certain Arch-Guns or at least buff the projectile speed of them in space? Enemies are faster than the projectile of the Fluctus for example. Kinda difficult to kill enemies and space right now, because of this. Also make Arch-Melee useable. Arch-Melees should get higher range and should receive some sort of auto targeting again, to become somewhat useful.

About Arch-Melee Mods: Buff [Furor] please. Adding 10% Attack Speed at maxed Rank is kinda funny, but not effective. Also [Galvanized Blade] uses 11 Mod Capacity. Whereas the other 90% Elemental Damage Mods for Arch-Melees need only 9 Capacity. Just adjust [Galvanized Blade] please, so it will cost the same.

P.S. Revert that Arch-Gun damage nerf in space. Please also mention such a nerf in the Patchnotes next time. In my opinion it’s kinda sneaky to not mention it anywhere.

Edited by Afterburner_X
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Sword and Shield Class

- "Air combos" do not work. You jump, hold the “S” button in the air, push CC button and ... you throw the shield. Conventional air СС single hit - have also been replaced with a shield throw. I explain... In mid-air if you hold "S" button and starts smashing CC button - you see some air combo. It's a new mechanic. But this mechanic doesn't work with S&S class. Try to make "air combo" with another class weapon and you see what wrong with S&S class. That's why i proposed to return the old mechanic to throw the shield (jump x2 and you can throw).

-When I am doing combo being on uneven ground - shield may spontaneously throw himself and brake the combos. Problem occurs regularly on rough surfaces when you use combos with long lunges forward. You find yourself in the air for a short time due to which occurs a Shield Throwing. You must enter a double jump to be able to throw the shield so that they can be thrown at ANY VERTICAL ANGLE! ...at the moment it can not be done. DE, please return the old mechanic to throw the shield (jump x2 and you can throw).

- When throwing, the shield will homing on friendly objects if they are closer than the enemy. For example, he is homing on a capsule on defense missions.

- Damage is very small for those shields that were launched. Damage adjustment required. For example, to increase the damage of the shield being thrown after a certain number of blockings with shield of enemy fire. "Charge the shield for a more powerful throw". Need enter changes to system of absorption of damage to Shields

https://vignette.wikia.nocookie.net/warframe/images/6/67/20190929171703_12.jpg/revision/latest?cb=20190929114917

 

I would also like to add from myself a couple of suggestions for correcting СС:

- autoblock needs in "CC full mode" (when u hold "change weapon" button). Because so much easier and more efficient. The problem arises when you take on a mission only one melee weapon. You get used to that autolock is constantly working on its own, but getting on a mission with restrictions on weapons - you begin often to die. Automatic has to work all the time and in any regime!

- and... "hold "change weapon" button for "full CC regime"" - I never - used this. This option awkward to use in dynamic game.  The bottom line is that I'm not against the clamping button to activate the "full CC regime", only needs Autoblock in this regime or the possibility of its inclusion in the game settings to use "full CC regime" with Autoblock system. Autoblock works correctly at this moment not counting the "bug" when a player hangs in the air at blocking enemy fire. Autoblocking system should not lead to the hang of players in the air! Its some a flaw in CC.

(btw, need a toggle for ABS for "full CC regime" in game options)

- I still don’t like the moment when selected wrong firearm after using the synthesis scanner. For example... a secondary weapon was selected before i use the Synthesis Scanner, but after I scanned the target and removed the Synthesis Scanner - the MAIN WEAPON appear in hands of my Frame. Very often it is confusing. Before the introduction of СС innovations, everything was in order with this.

5 часов назад, Neuroszima сказал:

WOW

this looks exactly like what we had in Lunaro with ball not being able to be thrown in air, and no action being able to be made in air, like simple air check omg.… meh at fixing

---------

- still very often arbitrary triggered strong attack in CC

- I was on the enemy ship trying to revive my cat with operator, the ship blows up at that moment and bug happend (*Empyrean)

- from the Dojo on the star map I can’t join to party. Permanent host. From Orbiter to join to party is obtained. (*Empyrean)

...and, melee Arch weapon usless now? 😕

---------

В 29.11.2019 в 08:47, GPrime96 сказал:

There's a issue i noticed today after i saw it in this Video: 

Her Mirror works like it should at a flat surface but when the enemies be more uneven with the surface, you would be taking damage with her Mirror up.The problem with that is when you are playing in Grineer Tilesets like Galleon or Mars Tileset, you would most likely take damage than soaking up the Damage for her Blood Orb. So as long as you are fighting in a leveled area, watch your back.

Edited by -EPECb-
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ty

 

  

10 minutes ago, Senguash said:

Thanks for the hotfix!

Still hoping for critical chance on slide attack to receive a similar treatment to crit chance so it makes sense comparatively.

Sacrificial Steel = 220%
CC on rivens = 180%
Maiming Strike = 150%
Slide CC on rivens = 90%

The first 2 applies on all attacks and gets 2x on heavy attacks.

The latter 2 forces you to slide exclusively.

This makes no sense.

Just because railjack released does not mean it makes any sense.

there it is, the unrelated F5 comment for every update.

> Just because railjack released does not mean it makes any sense.

what does that even mean lmao, this update was mainly to fix the railjack mode, and the bugs that came with it. youre better off making a new thread of your own rather than spamming F5 for top post lul

 

=================

DE since the railjack update, there is a bug on relic runs where everytime someone joins your squad or someone starts a mission it forces the void relic refinement station / window to force close.hence you have to interact it all over again. this also bugs the upgrade refinement on the relic itself.

Edited by Lucieai
clari
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1 minute ago, [DE]Megan said:

Pennant and Quellor Blueprints are now shared pickups; no longer required for all players to manually collect the pickup! Thanks for your patience as we work toward the rest of the on-foot items being picked up.

Thanks DE!

Can't wait for the Umbral Forma drops to be included in that! As pilot it's hard to leave sometimes, heh.

Edited by ThisIsMyWarframe
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3 minutes ago, [DE]Megan said:

You may notice a blinking indication on Veil Proxima from time to time. We suggest investigating...


Wonder what it could be..... 🤣

4 minutes ago, [DE]Megan said:

Pennant and Quellor Blueprints are now shared pickups; no longer required for all players to manually collect the pickup! Thanks for your patience as we work toward the rest of the on-foot items being picked up.

Thank you for this. Been cancer having people go straight for the captains.

Edited by Revanx
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Nice fixes - much appreciated! Particularily for resource acquisition in Railjack!

The quick updates following the release of U27 and all the additions, fixes, and optimizations that have come with them are also welcome. That said, I don't see any mention of fixes and solutions for the following bugs and issues in the update notes, so here's a polite reminder. Quite a few of these are long-standing issues and concerns that have been reported elsewhere by other players as well as myself. 

Bugs: 

- Ranged Stealth kills do not trigger the stealth kill XP bonus timer. This has been broken for more than two months.

- Baruuk's Desolate Hands' orbiting daggers will target and kill wildlife, including animals that have been tranquilized for capture as part of Conservation activities. This makes Conservation activities impossible to complete while Desolate Hands is active. 

- Deth Cube Prime looses its ability to engage enemies with any sentinel weapon after a while when equipped with the Assault mod and the Vaporize mod.

- Loss of sfx for Baruuk's orbiting daggers when they transfer to other players when playing as a Client.
 
- Host Migrations on Defense missions can randomly reset some player scores to zero while leaving one player's scores intact. This happens after players elect to leave or stay for the next set of waves. 

- Host Migrations NOT "pausing" the game at times, wherein enemies will still attack and do damage to the player. This has been an issue for years and it can be game-breaking. 

- When no other melee weapon is equipped, Garuda's Talons switch to their "undeployed" animation state after performing a Stealth Kill finisher.

- Limbo's Stasis no longer pauses the duration of existing status effects afflicting enemies within the Rift.

- Polearms cannot be used properly when modded for very high speed.

Balance / Gameplay-related Issues and Concerns: 

- Archwing "Blink" ability is only marginally useful and awkward to employ.

- Archwings are too easily destroyed by Crewships and abilities that are designed to counter their missiles seldom seem to work.

- A Lich ally's contribution to gameplay is largely insignificant. The Lich will only show up at random when player health is very low and will leave after only 2 minutes. Lich allies need to be far more reliable to justify the grind spent obtaining them. Specters are more useful. Please make Lich allies a summonable ally via a deployable beacon.

- Acquiring Grendel is incredibly and needlessly grindy and tiring. Players are not only forced to run numerous Arbitrations to get the needed amount of Vitus Essence (75), but they are also required to run lengthy level 40 Excavation, Defense, and Survival missions without the aid of mods, arcanes or the Operator.This isn't providing "challenge". This is placing hardcore arbitrary restrictions / conditions and immense pressure on a player to succeed. Grendel's parts being guaranteed rewards doesn't justify forcing us into long, mid-level missions where we are completely stripped of any and all bonuses. As far as being a reward for our troubles, Grendel might be fun, but he is not worth the slog.

- Attempting a kill or conversion on a Lich nemesis with the Parazon without the right mod sequence or any mods should not result in the player dying, nor should it automatically level up the Lich. This is needlessly punishing. On defeat and a failed "hack", the Lich should only initiate an emergency teleport escape so it can fight another day. In addition, the Lich should only be able to level up if it defeats the player in an actual fight. We level our weapons and 'Frames by defeating enemies. It should be no different with a Lich. When the Lich defeats a player, it teleports away and levels up. When it levels up, it only reclaims the nodes the player previously cleared out but doesn't spread further.

- Allowing Requiem mods to be rendered useless after 3 successful Lich kills / conversions fails to respect player time and effort and it's completely inconsistent with how all other mods work.

- As the Rising Tides update has painfully pointed out, Dojo planning and assembly can be a really frustrating and time consuming task, especially when trying to accomodate something as massive as the Dry Dock.

- Duplicate Kuva weapons are still a thing and this needs to be properly addressed. One idea would be to give the Larva a regular version of the Kuva weapon it would get if it became a Lich nemesis. This way, players can quickly decide as to whether or not to simply gun down the Larva and let it die or trigger it so that it turns into a Lich with the appropriate Kuva weapon. This gives the player more agency and a better idea of what they'd wind up getting at the end of the grind.

- Having Kuva and Ayatan Amber Stars as possible rewards for cracking open Requiem Relics is nothing more than needless drop-table filler.

- Kuva Weapons require no less than 5 Forma each to get Mastery for them, which is inconsistent with how other weapons work. Don't even bring the Paracesis into this - it's not even comparable in terms of acquisition and origin.

- There is a need for an opt-out mechanic / "peace offering" option for players that have a Lich nemesis that they don't or no longer want to fight for whatever reason.

- Mercy Kills on anything but Lich nemesis enemies and Thralls are absolutely pointless. In addition, the window of opportunity to perform a Mercy Kill on regular enemies is ridiculously small.

- Nekros Shadows are affected by Oberon's Renewal despite Nekros having his own means of "healing" them if the player so desires. This can pose a large and unreasonable energy drain on Oberon players who are modded for healing. Shadows need and should be exempt from the effects of Renewal.

- Warframes with spam-able "Nuke" abilities, such as Saryn, Equinox, Mesa, and Volt, are still not co-op friendly due to being able to dominate small defense maps by hogging the vast majority of kills. All players should be able to contribute and participate in missions in meaningful ways with whatever 'Frame they choose, not be bored to tears because someone was able to delete most of the enemies for everyone else with extremely powerful and easy to spam abilities that also has massive range. Nerf nuke abilities to more acceptable levels and you'll also make CC-based 'Frames relevant again without the need to rework them.

- Zenistar's default timer for having its disc out is still too low. No, the time should not be based on combos.

  
Also, it would be really appreciated if you all could: 

- Allow us to completely remove Focus Lenses from 'Frames and Weapons, as opposed to just replacing them. In fact, Focus Lenses ought to work like Arcanes in that you can equip and un-equip them at well.

- Allow us, if it's possible, to opt out of certain Warframe abilities (such as Volt's Speed and Limbo's Rift Walk portals) via a game preference toggle. We can turn off Octavia's sounds for other players because of how intrusive they can be, so why not potentially intrusive abilities? Not everyone wants to be Rifted or wind up running around like a Russian Dwarf Hamster on meta-amphetamines. Win-win for all, with no need for a player to have to "manually opt out" by rolling / dodging every time an intrusive ability is activated and winds up adversely affecting said player. 

- Buff fashion frame / customization a bit and give us a color wheel picker to choose colors from instead of having to scroll though numerous pallets to find the color we want. Grey out color blocks on the wheel that are associated with pallets that a player doesn't own.

- Please bring back regular Alerts for players that either can't or don't want to deal with Nightwave. Players appreciate having options and Nightwave has not been particularly new-player friendly. To add to this, a number of players have complained about how Nitain is now being effectively locked behind Nightwave credits and a very unreliable reward system (Sabotage & Cetus Bounty, the latter only when Ghouls are present). 


Thanks for reading.

Edited by MirageKnight
Clarification and comments.
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I am glad to know that you are working so much on your new game, Empyrean.

I hope they can also spend some time with Warframe, but I understand that they are very busy.

I take this message to wish you a happy holiday season.

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Pennant and Quellor Blueprints are now shared pickups; no longer required for all players to manually collect the pickup! Thanks for your patience as we work toward the rest of the on-foot items being picked up.

Thanks, but what about Umbra Forma blueprint drops?

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Edited by Buldozers
another hotfix
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I have to say. I think it is absolutely messed up you expect people to do 30min mission for 2% drop chances.

For example the Vidar Reactor MK3. You dilute the drop table with crap nobody wants from these missions. Instead of just spreading drops throughout the new ship types without the useless drops.

So RNG decides what we get and IF we get the wreckage we want and then RNG decides if the stats are even worth investing.

Sorry but this suuuuuucks! 

Give it hard values! And none of this you can keep what you got so far BS. Change it to something right and stick to it!

Edited by GA-Bulletproof
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You can now trade Avionics in your Dojo or Maroo’s Bazaar!

OMG IT IS HERE FINALLY! Why not when baseline update got released?

Why you make smaller models of warframes in archwing, but you don't make ephemeras smaller, that cover entire view of the field (ex. Smoking body, Vengeful toxin/flame).

Why there is NO RJ AVIONICS LINK!

Why there is no menu of what we can choose for scrapping if our RJ inventory is full??? Now it is even more important since you added RNG TO GUNS, so auto-remove has potential of removing good buffed guns without our knowledge beforehand

fix conclave pls

We can't play like this, it's been several dozen updates without any of you running a single script to balance weapons damage, which has to be cut by about half now, especially on spins melee block reduced to 65% like it was before, melee block disabled on rolling actions, since it is JUST STUPID. And remove lifted status from every weapon in conclave! PLaying against spin2Winners is SUCH A PAIN, even for pro players, it is just outright not fun to keep playing in lobby of people doing one and the same thing.

Multiple times, people ask you for a charge melee attack which is "hold E" now. Are you guys/girls going to make it like Universal vaccum? Do we have to wait for it 2 years for this simple thing to be implemented? Do you know you made a critical failure and it is dependent on ingame FPS? Just read forums for once!

Not to even mention that lunaro ball can't be checked by clients:

 

Edited by Neuroszima
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