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Heart of Deimos: Hotfix 29.0.8 + 29.0.8.1


[DE]Megan

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4 minutes ago, MBaldelli said:

The Pherliac Pod is a consumable Gear item. When deployed, the pod acts as a decoy that makes Infested units attack it rather than anything else. Non-Infested units will attack the pods only if the player is not nearby.

I do know they can do that. But the pods have too little health, and last for too short a period of time. It is useless. I just wish there were some other purpose for them.

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- At the end of mission when loading back to orbiter, if your teammates select replay mission or start a different mission before you load back to orbiter, a notificiation of mission appears and UI bugs out. You can neither accept nor reject mission. You can't even leave group because you can't see anything related to your team or the mission. If host leaves during that process everything is alright but if they vote to start the mission you auto start mission and you also can't select relic. This happened both Void fissure and phorid invasion missions.

- Infested spear still locks your warframe.

- Cambion drift missions sometimes forget the previous stage result of your progress. If you completed the optional objective and get gold result instead of silver, at a later stage of the mission your previous stage results revert back to silver and you can't get the extra end mission reward for completing all missions at gold level.
(playing solo, there is no host migration)

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В 10.09.2020 в 21:28, [DE]Megan сказал:

Heart of Deimos: Hotfix 29.0.8

As we’re now 2 weeks post Heart of Deimos launch, Hotfix notes will contain spoilers, such as accurate Entrati member terms, more descriptive Quest phase fixes, etc. 

 

Necramech Changes & Fixes:

  • Necramech’s can no longer interact with Ramparts or hack Alarm Towers in the Plains of Eidolon.

    • This fixes a functionality loss when interacting with a Rampart while in a Necramech and hacking issues specifically with the Plains Alarm Tower.

  • We have adjusted the Necramech Drop tables to have a mix of Mods in the Necraloid Syndicate as well as on Necramechs outright. 

  • Removed Necramech Vitality, Refuel, Necramech Intensify, and Necramech Pressure Point from Necramech Drops and moved to Loid’s Necraloid Offerings for Standing. warframe.com/droptables has been updated!

  • Fixed becoming stuck mid-Transference when attempting to exit your Necramech while going through Deck 12 in Orb Vallis.

  • Fixed inability to Operator Void Dash after getting nullified by a Necramech during the Isolation Vault Bounty.

  • Fixed ability to bypass the Plains of Eidolon and Cambion Drift perimeters with a Necramech. This also fixes the ability to summon a Necramech when out of bounds.

  • Fixed ability to ignore teleport volumes and walk along lake-beds with the Necramech by keeping constant forward momentum in the Plains of Eidolon.

  • Fixed the Host Necramech UI getting overlapped if a Client squadmate exits their Necramech. 

  • Fixes towards blank ‘Mission Progress’ screen when viewed while in a Necramech. 

    • Still some issues with going from Warframe > Operator > then to Necramech.

 

General Weapon Changes:

  • Trumna

    • Removed Punch Through on the Trumna Alt Fire projectile. 

      • The main feature of the Alt Fire is the radial attack on each bounce, and Punch Through can make it disappear through geometry. Disabling on the projectile only allows Punch Through to be used with the Primary Fire without affecting the Alt Fire.

  • Quassus

    • Increased Heavy Attack projectiles from 35 to 76

      • Also fixed Quassus Heavy Attack projectiles being slowed down to 15% of their original speed after punching through an enemy.

    • Reduced horizontal spread of projectiles

      • Quassus throws 12 projectiles with a pretty wide horizontal spread, spreading the Damage across multiple targets. Individual damage was not where we wanted it. Increasing it over 100%, narrowing the spread and making sure it will hit additional targets after passing through, increases its lethality to intended levels.

  • Zymos

    • Decreased projectile spread of Multishot projectiles

    • Increased projectile speed from 59 to 79

      • Decreasing spread from Multishot and increasing the projectile speed makes landing headshots with all the projectiles a bit easier.

 

Helminth Fixes:

  • Fixed losing weapon functionality when casting Resonator on a Warframe other than Octavia (Subsumed). 

  • Fixed getting double prompted to Rush a Subsume if you rejected the first prompt and then went to Feed the Helminth.

  • Fixed being able to fire your weapon during Undertow or Danse Macabre if active while certain abilities inherited from Helminth expire.

 

Optimizations:

  • Improved diagnostics for bugs in the Corpus Researcher Cambion Drift Bounty.

  • Made a few micro-optimizations to HUD Damage indicators.

  • Made some micro-optimizations to HUD rendering.

 

Changes:

  • The ‘Awakening’ cinematic now supports translated subtitles.

  • Added Ether Daggers to Simaris’ Offerings for players who might have sold theirs.

  • Updated Deimos Mutagen and Antigen descriptions to indicate which animal they are designated for (Predasite vs Vulpaphyla). 

  • Improvements towards Operator eye textures and shading to look less flat. Look, look with your special eyes!

    0dac04374eb10cdd80a1902e8a593977.png

 

Infested Companion Fixes:

  • Fixed many cases where the Sly Vulpaphyla wouldn't respect cooldowns, would fail to trigger, or would result in Client FX not getting cleaned up. 

  • Fixed inability to swap Polarities via Forma on Infested Companions.

  • Fixed the name of newly Gilded Infested Companions not appearing in the Arsenal.

 

Deferred Rendering Fixes:

  • Fixes towards volumetric lighting issues when Deferred Rendering is enabled.

  • Fixes towards scenarios where the Operator appears visually blown out in the Orbiter when Deferred Rendering is both enabled or disabled.

  • Fixes towards overly waxy looking skin for the Operator when Deferred Rendering is both enabled or disabled.

  • Fixed Wyrm Residue puddles not scaling in size properly with Dynamic Resolution enabled alongside Deferred Rendering. As reported here

 

Fixes:

  • Fixed the Arquebex having an unintended 9th Mod Slot. 

    • Any Polarizations done to this now removed 9th Mod Slot have been transferred over to a free universal (blank) Mod Slot upon login of this Hotfix. In the very rare case of having Polarized the 9th Mod Slot to be universal (blank), the Forma is refunded.

  • Fixed a case where Latrox Une wouldn’t spawn if Garv’s encounter happened before it, and Garv was still around.

  • Fixed inability to progress past the first mission of Saya’s Vigil Quest when replaying it. 

  • Fixed parts of the HUD breaking after attempting to open the ESC menu during a ‘Mission Complete’ animation (going from Free Roam to Town/Hub). As reported here!

  • Fixed ability to clip through wall meshes via Operator Transference. 

  • Fixes towards players unable to launch Archwing after multiple Transference activations.

  • Fixed certain Warframe abilities (Mesa's Shattered Shield, Mag's Magnetize) that create reflecting bullets counting towards hits that increase the Hata-Satya Critical Chance buff. Only hits performed by Soma Prime should increase the Hata-Satya Critical Chance buff.

  • Fixed Smeeta Kavat's Mischief ability, Carnis Mod Set bonus, and Survival Instinct modifying evasion incorrectly, and instead acting as a debuff as opposed to the proper buff.

  • Fixed Clients always hitting a fade-to-black teleport volume when entering the Isolation Vault.

  • Fixed Ash’s Shuriken ability not being affected by Power Strength Mods. 

  • Fixed Limbo not gaining Energy from enemies killed in the Rift.

  • Fixed spot-loading when previewing Revivification combinations with Son in the Necralisk. 

  • Fixed certain Excavation spawns not scaling in level with the rest of the enemies.

  • Fixed Mining, Fishing or Conservation marking the Free Roam node as completed before the Bounty is done.

  • Fixed Scan Aquatic Lifeforms Mod sometimes not revealing fish on Orb Vallis and Plains of Eidolon. As reported here!

  • Fixed cases where the Hata-Satya Mod HUD buff may remain on screen, and not resetting if you enter bleedout in the middle of a casting animation.

  • Fixed missing the Entrati Rank up cutscene if you opened the ESC menu right before the cutscene starts. 

  • Fixed Parvos Granum appearing visually blown out in some cases.

  • Fixed Hydroid’s Relay Captura Scene having too many NPCs. 

  • Fixed Nidus’ infestation not applying color properly. As reported here!

  • Fixed Vauban’s coattails missing the PBR treatment. He should match/blend much better now! As reported here!

  • Fixed an issue where you could not release an animal in the Necralisk if you had no Daily Standing left. 

  • Fixed erroneous text descriptions telling players things exist in the ‘Derelicts’ and that Vor’s Prize is related to Pluto. 

  • Fixed the ESC menu saying ‘Deimos’ where it should have said Necralisk while in the Syndicates menu. 

  • Fixed Cortege prompting to install a Gravimag first as opposed to a Catalyst. This weapon comes with a Gravimag pre-installed, it will only ask you for a Catalyst if you wish to add one.

  • Fixed Protea’s Dispensary minimap icon not disappearing if you’re not in the same tile when the ability expires.

  • Fixed missing 'Hide Owned' Toggle for the Necralisk Oddities Offerings.

  • Fixed missing ‘Owned’ icons for the Necralisk Oddities Offerings if you owned only 1 of the item.

  • Fixed artifacting visuals in the Cambion Drift Wyrm debris puddles.

  • Fixes towards Deimos Carnis enemies lingering on the ceiling too long when they should be attacking.

  • Fixed Wisp not reflecting visual customizations in her Abilities diorama screen.

  • Fixed Chat Linked Reflex Guard Mod appearing as its old version (Parry Chance).

  • Fixed a terrain hole in the Orb Vallis. As reported here!

  • Fixed in-game search not supporting some Turkish characters; including store Offerings, Inventory and especially Chat Link.

  • Fixed grammatical errors in Executioner Garesh’s Codex description.

  • Fixed script error if you tried to press the Rank up button on a Syndicate screen right after pressing ESC to back out to the all Syndicate view.

  • Fixed a script error related to Syandanas that open/close in certain situations.

  • Fixed a script error potentially related to Hildryn’s Pillage ability.

 

Heart of Deimos: Hotfix 29.0.8.1
 

Changes:

  • Deimos Landscape Captura Scene is now an option for Rank 5 Entrati Syndicate Reward.

    • A Fish Trophy is great, but it needed a bit more variety!

  • Blueprints and Entrati Tokens will now appear closer to the top of the End of Mission Reward section when ordered by ‘Importance’, instead of being buried under Mods and Resources. 

Necramech Fix:

  • Fixed fallen Necramech’s Guard Mode ability not functioning, and instead just draining Energy. 


Helminth Fixes:

  • Fixed Atlas’ Rumblers no longer Petrifying enemies in radius when casting Rumblers if you replace the Petrify ability via Subsumed ability.

 

Fixes:

  • Fixes towards failing to match-make while in a Town/Hub. 

  • Fixes towards failing to match-make after accepting to replay Saya’s Vigil Quest. 

  • Fixed inability to Chat Link Rivens.

  • Fixed changing from Cooperative Loadout to Conclave Loadout in the Simulacrum Arsenal not allowing you to switch back to your Cooperative Loadout.

  • Fixed Garuda’s Talons not being visible on the End of Mission screen.

  • Potential fix towards a script error caused by Sly Vulpaphyla Survival Instinct triggering.

Thanks for fixing Operator in Vaults, that makes the whole Necramech fight less annoying.
BTW, you gonna Fix Equinox Duality?
The clone still can't shoot, only aim and Reload.

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I have experienced all of these issues since install.  I have only just now started to untangle the protocol, programming, networking, storytelling, narrative, and design elements that together created this issue.  I have no idea how to completely fix it but I am slowly fixing myself.  Ticket #2298091

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Titania can't cast abilities infused on her when she is in her 4. Was it intended she would be useless for this system? I tried Ash's ability on her - I thought an armor strip would be nice with her 4. But because she can't cast it in flight it just painful.
/s Good thing it cost more resources and is a horrible grind to move an ability or change how many configs it is infused on. I mean it should be once you have put a infused ability on a frame you can change what it replaces, move it from different configs as needed etc... Heaven forbid people experiment and try new combo's and things without have to pay dearly for it, like if you are having fun and not crying then DE figures they did it wrong.
Reminds me of the K-drives. Was something you could level quickly with some practice and DE, instead of saying hey cool players are excited about this, lets lean into that and add more modules so people can try out different builds and play around with them they nerfed the XP gains so hard no one levels them,  no one uses them, no one cares about them. If you do level one, that's it forever. I think mine is like level 17 still.
Once people start running out of mats this will be the same.

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2 hours ago, JohnnyMeta said:

@[DE]Megan Xata's whisper does not work against all enemies, it is true that now it appears as a separate damage of white or similar, but against eidolon (I do not know if versus Profit taker happens the same), it does not work 

D:

His whisper doesn't work again Eidolons, that is intended.

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il y a 18 minutes, CouncilofTheSeven a dit :

His whisper doesn't work again Eidolons, that is intended.

They said that for "eidolon shields" it would not work, but the buff itself is a damage buff like any other ability, but for the health of the eidolon or limbs  it should work, since it does not break anything in the game.

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Iso Vault door desync: 

In one of the vault maps there is a locked door that only has a small space behind it, with a big infested wall. to the top, there is a little activation crystal on top of the door. 

When it opens, it only opens a slice, not fully.

It may happen that the door looks to be open for the client, and the player may come in, but cannot get out. 

There is not way to pass the door if it happens.

/unstuck does not work. 

Dying and reviving does not work. 

 

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On 2020-09-10 at 2:28 PM, Genoscythe said:

Dear DE,

 

Heart of Deimos is so full of timed missions that are artificially stretched to limit player progression. Please stop with that, it would be nice if missions were less designed about waiting and more about actually playing the game, fighting powerful enemies, doing all that fancy ninja stuff we can do. I don't understand why most missions consist of standing on a spot for 4 minutes and killing enemies, we already have defense, survival, interception, and a lot of nodes these can be played on. Latrox Une is the most notorious example for this tedious system. We don't have a single mission about chasing a target, stealthing something or a nice boss to fight. The killing enemies part is not the problem, but the standing on a spot with a timer and waiting for it to pass is. Please implement some acceleration mechanisms like the purifier mission has, please reward active play.

Thank you so much for these wise and kind words right here. I could not agree with this even more. 

Archwing: 

Since we are depending a lot on archwing can DE fix the flight mechanisms or game play in it. We have the ultra drunk speed that smacks every corner of the stage or the ultra sleep speed that takes centuries reaching any place on the map. Can we have experimental flight back as a toggle so we can do spins and rotations in space other than displacements? 

Necramech:

Oh yes, the Necramech, we have infinite Mario Brother Jump on steroids that collides with everything in the roof when we jump. There are no controlled jump whatsoever. Why not let the Arquebex out they look fantastic in the mech. Switching between the Mausolon and the fourth ability should not take much time.

Weapons of Deimos:

Trumna, Mausolon and Sepulcrum where great successes in design and feel. Can we get similar weapons in the future like this. At least a heavy makes damage like a heavy. The primary hits hard and the secondary is very convenient and versatile for combos between the Redeemer and the pistol. 

Archguns: 

Some archguns looks outdated. Some designs deserves a second skin or a skin update. 

The velocitus looks cumbersome and stiff. Makes the weapon feel powerful and dramatic when it shoots the mass driver. Make it feel epic when that thing fire. It must intimidate the enemy with the sound and the special effect of the mass traveling at high speeds. 

 The imperator/ Imperator Vandal looks Clunky. The gun works, it has a punch but somehow I feel like I'm playing with a lunch box instead of a machine gun. 

Entrati Family:

Once we reach level five the whole thing loose interest. I really enjoyed how this dysfunctional family started to heal and know each other. Once we max out their syndicate there is no more story about  them. We can't heal their infested illness. We can't see them prosper other than watching them die slowly due to the infestation. It is really depressing that we can't improve their situation. Would be amazing if once we reached more ranks in their syndicate we clean somehow their house, improve the interiors and help them earn their original Orokin form instead of being merged with the infested. I know about the heart and all that but why not show more story about them. The lore deserves a bit more development. I was expecting some sort of resolution. 

Entrati Syndicate:

Please don't force on us mining and fishing as mandatory errands. We are weapons of war not fish restaurants businesses or mining corporations. Let us decide which errands we like instead of having a grind wall going through these activities. We have a list of serious offenders like the Quantum Avichaea that go throughout walls and the scarcity of Thaumica. 

If fishing and mining will become integrated parts of the game then make the experience worthwhile. Improve the hunting gun. That thing looks like it fires a bb. Why not have a weapon that has alternate fire for enemies and tranquilizers for the animals we are 'hunting'. 

The same for fishing spears. Why can't we defend ourselves with those spears. Make them a weapon so frames can take out insolent enemies that disturb our fishing sessions. Another idea for drilling why not call in drillers while we defend the orbital drillers while while those machines excavate our materials? Or why not have a companion that does the mining for us where we defend them. At least mining and fishing becomes an adventure instead of a time gate. 

 

 

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On 2020-09-10 at 1:28 PM, [DE]Megan said:

 

  • Deimos Landscape Captura Scene is now an option for Rank 5 Entrati Syndicate Reward.

    • A Fish Trophy is great, but it needed a bit more variety!

  • Blueprints and Entrati Tokens will now appear closer to the top of the End of Mission Reward section when ordered by ‘Importance’, instead of being buried under Mods and Resources. 

 

So the group of us that played deimos early and basically tested it get punished for leveling up the entrati quickly and get stuck with a dumb fish statue instead of the 130k standing captura scene. Nice

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19 minutes ago, muziqaz said:

After last 2 updates my Gear circle keeps losing a lot of items on it. If you have some sort of limitations to that thing, just let us know. I had enough of wasting my time re adding crap to the gear circle

I've been noticing this as well, especially with stuff like Apothics, Ciphers, Antitoxins, Famorian Disruptors, Razorback Ciphers, etc. - stuff that you put in once and it gets consumed automatically as you do certain actions (Ciphers for hacking, Apothics in the Silver Grove, etc.). I've sorta given up putting them back in constantly.

EDIT: Yep! It's those things. None of my other things get removed. I put them back just a few minutes ago, and suddenly they're gone now. Are you serious? Haven't been able to use my Ciphers for weeks now! >:(

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Hey DE, is son going to remain a mess of Deimos?

 

You changed the costing of everything for him to reflect each token being 500 instead of 100, then forgot to change the cost to gild a pet.  It's now 5000 standing and 5000 standing worth of tokens.  Ouch.

Additionally the fastest way to get tokens with him seems to build a basic Vizier Predasite, power level it, and sell it for 10 tokens.  The trick is that apparently you can apply a forma, and the cost goes up by 5 son tokens.  Wow.  If it's basically valuing a forma at 2500 standing then I'd much appreciate the option to buy completed forma from Son for that price.  12 forma a day for the standing costs he's paying out (at MR 29) would basically allow a week of grinding and no more need for daily logins to produce a single forma.  That's...that's got to be a bug, right?  

 

 

 

Additionally, it's now far enough into the latest nightwave to be locked out of increasing standing....again.  No 5th investigation.  No final boss.  No announced plans.  Is this going to be another "timed event" that drags on for weeks or months extra while the content is being finished because the ambitious plan wasn't ever supported by the required resources? 

 

On 2020-09-13 at 12:05 AM, MBaldelli said:

From: https://warframe.fandom.com/wiki/Pherliac_Pod

The Pherliac Pod is a consumable Gear item. When deployed, the pod acts as a decoy that makes Infested units attack it rather than anything else. Non-Infested units will attack the pods only if the player is not nearby.

Oh and....  amateur.... :tongue:

zDl80tE.jpg

Do you have access to the Helminth system yet?

 

I ask because if you do the resources which compose the pods can be fed to it and at such a low rate (3) that it's quite favorable to get that resource type with them.

Additionally, there's a mission which will require you to use the pods and craft them into a heartier form to lure out a specific enemy.  Pardoning the pun, it may be an earth shaking event that is needed....

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