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Heart of Deimos: Hotfix 29.0.4


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wait...so....Scintillant  was not being dropped enough.. and your solution to this is :
1. removing the bug that let players farm extra 
Scintillant 
2. make Scintillant  more visible when dropped

 

??????????????????

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23 minutes ago, [DE]Megan said:

Heart of Deimos: Hotfix 29.0.4

In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual - thank you for your diligent reporting!

Token Rank Balancing + Conservation Token Balancing:

Ranking up in the Entrati Syndicate will now require a maximum of 1 Entrati Token type per rank (i.e 1x Conservation + 1x Fishing). Anyone who has already ranked up will receive a refund script within the next few days. 

We have also done a significant rebalance pass of Conservation’s role in the Entrati Economy based on feedback. 

 

  • Reduced the Animal Tags required to complete a 1 Token Task by 50%.
  • Reduced the average number of Animal Tags required for ‘Capture Deimos Wildlife’ Tasks which give 3, 4, and 5 Tokens. 
  • Fixed some ‘Capture Deimos Wildlife’ Tasks appearing as doubles, giving twice the intended Tokens without costing twice as much.
  • Added a ‘Daily Special’ for Conservation to match the Daily Special for Fishing design by request.

Isolation Vault Bounty Changes & Fixes:

  • Increased the Bait Defense time from 60s to 90s and increased enemy reinforcements.
  • Lowered drop rate of the Infested anti-toxin during the Toxin Level phase to increase difficulty - it’s too easy!
  • Toxin Level will now greatly increase if players leave the designated area in an effort to increase team coordination and difficulty. 
  • Replaced the Volatile Runner with a Deimos Runner in the Toxin Level phase.
  • Fixed a crash that could occur if the Host migrated during an Isolation Vault Bounty.
    • This also fixes having to repeat Isolation Vault stages if a Host migration occurred.  
  • Fixed a ‘worst case scenario’ procedural generation where some Isolation Vaults would not have the Reactive Crystal intact, which occurred in a 1 hour window last night.

Scintillant Changes:

General note re: Scintillant! We discussed it yesterday, and realized the Scintillant description was too vague in terms of other methods to acquire it and updated its description in the last Hotfix. Overnight, we ran stats and the amount collected was too low, which is widely accepted from the community to be the case. While we all start with baseline ‘0’ for new Updates, this Resource is an outlier in how slowly it’s being accrued, which is to say current pacing not our intention. They should feel like a revised Cetus Wisp, but when we compared the two overnight, and considering more people are playing Heart of Deimos and how many Scintillant are needed, they were lower to a degree that doesn’t make sense with their hookup. Here is how we are fixing that today: 

  • Isolation Bounty Necramech’s now have a chance to drop Scintillant.
  • Fixed issues with being able to pick up Scintillant within the Vault environments. 
  • Increased the spawn chance and spawn radius size of Scintillant within Vault environments. 
  • Removed Scintillant as one of the Weapons Entrati members ‘Parts Requisition’ Tasks.
  • Added a slight glow effect to the Scintillant to increase visibility.
  • Increased the audio loop sound effect when a Scintillant is nearby. 

Changes:

  • Player-usable Necramechs that you can Transference into on the Cambion Drift no longer drop rewards. 
    • Transferring into a Necramech and then standing around waiting for it to die to drop rewards is far from the intentions of the Necramech system. We understand this is a frustrating oversight. Additionally, this was often bugged that only 1 person got the drop at all. Enemy Necramechs in the Isolation Vaults will still drop rewards, and now they’ll drop more of them (Scintillant). 
  • You can now enjoy Deimos from afar as a new planet backdrop when back in your Orbiter!
  • Appearance improvements towards Maggot and Crawler death FX. 
  • Optimized mining visibility more by preventing certain ‘pulsing’ aspects of the world overlapping nodes. 
  • Optimized locations of Esophage exit ports. 
  • Reduced camera shake on the second stage of the Heart of Deimos quest.
  • Hydroid Rakkam Kraken will now be the deluxe version when casting Undertow. 
  • Tweaked the holstered idle pose of the Keratinos to avoid clipping.

Fixes:

  • Fixed a progression stopper in the Heart of Deimos Quest if enemies spawn behind doors. 
  • Fixed ghost channel members lingering behind in Relays and Towns causing confusion and server-strain.
  • Fixed a Heart of Deimos progression stop if you used Transference when in the Necramech cutscene.
  • Fixed certain icons being reversed for repaired Cortege Receiver / Stocks. 
  • Failed failed purchases at Fishing/Conservation Entrati members showing empty quotes instead of the item name.
  • Fixed Fish part quantities not displaying properly when Cut with the Fishing Entrati member in the Necralisk. This should now equally match when you see when Providing/Cutting Fish in Fortuna/Cetus.
    • Note that this is a fix to the user interface: Despite the “Cut fish” summary previously not showing a number of some parts when you cut multiple fish at once, you did actually get those parts.
  • Fixed an Obelisk exploit with certain AI combinations. 
  • Fixed an issue where starting a multiplayer mission just as the Wyrm’s were rotating could cause level issues. 
  • Fixed an issue with the truly ‘dead’ Mechs not looking deader-than-dead, meaning no Transference allowed.
  • Fixed Mod Link configs from Configuration B not showing Subsumed abilities.
  • Fixed issues with the Ashen Mod sets not functioning properly. 
  • Fixed Esophage fast travel not working as intended on Clients.
  • Fixed a crash that would occur when in a Necramech when someone disconnects. 
  • Fixed a crash that would occur when starting certain Cambion Drift Bounties.
  • Fixed issues with proper attachment/detachment of enemy Necramech arms for Clients. In some cases Clients saw Necramechs dying with both arms attached when in fact they were shoot off and weakspot exposed.
  • Fixed some Conservation Lures failing to find a path and possibly creating script errors once activated.
  • Fixed an issue with loading screens for Earth and Mars looking incorrect.
  • Fixed enemies not targeting the Operator after dying in a Necramech.
  • Fixed missing sounds for the Predasite and Vulpaphyla Precepts.
  • Fixed the Kymaeros having a description for Alloy Plate and other erroneous descriptions.
  • Fixed an issue where Operators could be used to bypass a part of the Heart of Deimos quest. 
  • Fixed inability to shot for the entire hover duration when in a Necramech.
  • Fixed Xaku’s ‘Vast Untime’ damaging Teralysts and Variants. As mentioned at TennoCon, this is not intended. 
  • Fixed script error when Vizier Predasite dies when attempting to heal.
  • Fixed a script error when Inaros’ Devour was cast. 
  • Fixed a script error on certain item menus appearing during a load state. 
  • Fixed a crash caused by fishing and catching a fish at the same time a squad member captures an animal. 
  • Fixed a script error that can occur in the Free Roam mission overlay map after a Host migration.
  • Fixed an issue where Operators and Mechs may not work after transference. 
  • Fixed script error when a Conservation fails.
  • Fixed a script error that would occur when killing an enemy, but also reviving an ally when certain Challenges are active.
  • Fixed a script error that could occur when the new Deimos enemies did a special attack.
  • Fixed a script error that would occur when exiting an Open World mission while your Vasca Kavat was approaching a target for Draining Bite. 
  • Fixed a K-Drive related Crash.
     

WHEN is the Hydroid Rakkam deluxe skin going to get its metallic texturing?

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first i will share my experience with the "secret bounty" with the necromech:. i did 7 runs, first 4 were first one only, since the game doesnt really explain HOW to activate the round 2 and 3, just that, "it may give rare rewards". after watching a video on youtube me and my team went on and run 3 full runs. first 2 were complete with all vault rewards, the last one, were just me and a friend, so we decided to just focus on the mechs.

overall i managed to get 12 ballistics... 6 orokin animus matrix, i have double resources. and that's all i got from 4 hours of farming.

i enjoyed the gameplay... but i seriously hated how bad the drops for those ballistics are. i need 6 now, since, i had no idea i would need this many for a level up, i ended up using 3 of them to reach cap.

my question is, with the "extra reward" being based on completing the runs before the worm time changes. and with it already requiring alot of precision. this extra minute and a half that is required, in an already time limited run is really painfull to see. that means we have to choose between getting all resources, or just focussing on the mechs.

not gonna lie, it was fun, but tiresome, with a very slow farm of a lucky drop. that is only chance based.

its kinda funny how, this is exactly how i felt with deimos. fun, alot of great ideas, but of course, dragged down massively since its meant to be as grindy as possible in order to not let players get everything day 1...

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Please Fix the blinding brightness issues!

adaptive exposure seems to turn every image to bright, there is no way to turn it off or to set a desired brightness (with a slider for example)

please allow us to turn it off or enable us to change the target brightness which washes out bright areas and makes dark areas very bright

here is another thread

and another
 

and look what it does to operators

lw79gw6e3th51.png?width=1505&format=png&

Edited by Elocai
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18 minutes ago, [DE]Megan said:

Player-usable Necramechs that you can Transference into on the Cambion Drift no longer drop rewards.

yeah this was a major progression-stopping issue

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il y a 22 minutes, [DE]Megan a dit :
  • Increased the Bait Defense time from 60s to 90s and increased enemy reinforcements.
  • Lowered drop rate of the Infested anti-toxin during the Toxin Level phase to increase difficulty - it’s too easy!

bad decisions, the bait defense phase's time felt right (but it do agree it needed more reinforcements) and the antitoxin phase feels WAY TOO LONG, you just made that mission slower, this sucks.

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Are you guys, okay? Just leave the bait defense timer the same it is, why would you even increase the timer?

We are already waiting for the toxin to gone on the second phase for minutes and now waiting again? And the anti-toxin now drop rarer than before?

The f is wrong with you guys? Fix the bugs and balance the token/drops, not adding any unnecessary things to the game.

 

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29 minutes ago, [DE]Megan said:

Fixed an issue where Operators and Mechs may not work after transference. 

Does this solve the problem that Operators can´t Void Dash after being in close range to a Necramech or is this actually intended?

I hope it´s a bug because it is just super, super, super, super annoying.

Edited by IamLoco
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27 minutes ago, Voltage said:

Thank you for the hotfix.

DE, a good majority of your "new" bounties are just a re-skinned Mobile Defense. Increasing the timer in Mobile Bait Defense which you can fall asleep protecting doesn't make the mission better. How about reducing the Toxicity stage timer down to 90 seconds?

Please release the official drop tables for Bounty rewards. Xaku feels alot rarer than Gara/Garuda/Revenant from Bounty rewards.

Please fix the random inability to Void Dash within the Cambion Drift.

I disagree. While most feel like defending as you state, the objectives within certain bounties are different than any other bounty we have faced. I personally never have experienced a race to get the most kills objective nor have i experienced pseudo-survival within open worlds, to name a few. If anything, id like you to give some examples of bounties that are, as you say, re-skinned Mobile Defense. 

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27分钟前 , [DE]Megan 说:
  • Increased the Bait Defense time from 60s to 90s and increased enemy reinforcements.
  • Lowered drop rate of the Infested anti-toxin during the Toxin Level phase to increase difficulty - it’s too easy!

Are you serious about this? DO YOU have anychance how long this 3 stage isolation vaults will take you? Its not about how easy it is but how time consuming this would be

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22 minutes ago, [DE]Megan said:

Isolation Vault Bounty Changes & Fixes:

  • Increased the Bait Defense time from 60s to 90s and increased enemy reinforcements.
  • Lowered drop rate of the Infested anti-toxin during the Toxin Level phase to increase difficulty - it’s too easy!
  • Toxin Level will now greatly increase if players leave the designated area in an effort to increase team coordination and difficulty. 
  • Replaced the Volatile Runner with a Deimos Runner in the Toxin Level phase.
  • Fixed a crash that could occur if the Host migrated during an Isolation Vault Bounty.
    • This also fixes having to repeat Isolation Vault stages if a Host migration occurred.  
  • Fixed a ‘worst case scenario’ procedural generation where some Isolation Vaults would not have the Reactive Crystal intact, which occurred in a 1 hour window last night.

60s to 90s - (boring, decress the time of phase 2, some times I fall in sleep, without bad manners, it really happened)
Lowered drop rate of the Infested anti-toxin during the Toxin Level phase to increase difficulty - it’s too easy! - (if dont stop swaning, just make my combo count greater... more easy to me)
Toxin Level will now greatly increase if players leave the designated area in an effort to increase team coordination and difficulty. - (or just sleep :P)
Replaced the Volatile Runner with a Deimos Runner in the Toxin Level phase. (lol)
Fixed a crash that could occur if the Host migrated during an Isolation Vault Bounty.
   This also fixes having to repeat Isolation Vault stages if a Host migration occurred.   (nice)
Fixed a ‘worst case scenario’ procedural generation where some Isolation Vaults would not have the Reactive Crystal intact, which occurred in a 1 hour window last night. (very nice!!!)

____

Isolation Bounty Necramech’s now have a chance to drop Scintillant.
Fixed issues with being able to pick up Scintillant within the Vault environments. 
Increased the spawn chance and spawn radius size of Scintillant within Vault environments. 
Removed Scintillant as one of the Weapons Entrati members ‘Parts Requisition’ Tasks.
Added a slight glow effect to the Scintillant to increase visibility.
Increased the audio loop sound effect when a Scintillant is nearby.

(this is a legend to me)

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Barely started the grind and I'm already burnt out. Thought the studio would learn from previous open world experiences, bounties are boring and unrewarding. I'd like to see more radiant overworld encounters, as it stands now the infested world ironically feels lifeless.

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1 minute ago, Lavender_Behelit said:

Are you serious about this? DO YOU have anychance how long this 3 stage isolation vaults will take you? Its not about how easy it is but how time consuming this would be

Using the correct combination of warframes will make this stage of the bounty really easy. Infact, id say that the necramechs are the bigger challenge here. 

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28 minutes ago, [DE]Megan said:

Heart of Deimos: Hotfix 29.0.4

Isolation Vault Bounty Changes & Fixes:

  • Increased the Bait Defense time from 60s to 90s and increased enemy reinforcements.

Are you 100% sure you prehaps didn't mean "decreased", and that those numbers aren't swapped arround?

Because if not, I'll end up falling asleep while doing Iso-vaults.

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1 minute ago, UltimatetlyANinja said:

Using the correct combination of warframes will make this stage of the bounty really easy. Infact, id say that the necramechs are the bigger challenge here. 

*TIME CONSUMING* not difficult. No warframe combination will make the timer go faster or inrease spawn rate

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Thank you! Cetus wisps weren't rare at all, several spawned on a map EVERY time you create a new instance, its only a matter of finding them.

If no changes to bounty stage rewards for scintillant, then it would be kind to just remove them from those drop tables so that players know not to waste their time trying to get them that way. Have something directing them to kill necromechs.

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The timer increase is just stupid. 

Do increase difficulty of the toxin phase, sure, but make it shorter in exchange, not longer! 

It's the only complain me and all of my friends had about them. 

You're taking the exact opposite step to what people think is fun. 

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vor 18 Minuten schrieb Nez-Kal:

They'll have too when literally no New Players have any Necramechs, and having one becomes literally an "Elite Status".

"This was not our intent, so instead of just buffing the drop rates for parts as a Guarantee for defeating a Necramech, similar to Wisp's parts from the Ropalolyst, we're instead......just giving you them. When ever you want. Just ask Momma, an she'll toss you a free one. Fully built too. Gotta make it easy for those Newbies."

Elite Status more like "i have nothing better to do than bash my head against a wall"-Status.

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