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Heart of Deimos: Hotfix 29.1.1


[DE]Megan

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Heart of Deimos: Hotfix 29.1.1
 

 

Changes:

  • Respective Rifle/Shotgun Skins can now be equipped on Primary Kitguns - including Deluxe Shotgun Skins!

    • Tombfinger and Rattleguts are Rifles, and Catchmoon is a Shotgun. (Gaze is neither as it’s classified as a Beam weapon)

Optimizations:

  • Optimized initial installs.

  • Fixed a crash in the cache optimizer that would occur if something interfered with updating files.

 

Fishing Fixes:

  • Fixed Fish Bait falling through the water in the cave during ‘Fish For Clues Phase 1 of the Profit-Taker Heist.

  • Fixed a case where Clients might take out the Fishing Spear but not be able to catch Fish.

  • Fixed a script error when Fishing in a Free Roam mission and a Host migration occurred. 

  • Fixed a script error when leaving Orb Vallis or Plains of Eidolon when you never took out the Fishing spear.

  • Fixed a script error when equipping the Fishing Spear in a non-Fishing mission.

Fixes:

  • Fixed clipping through the wall when switching between Titania’s Razorwing and Operator.

  • Fixed ability to enter a closed Isolation Vault via Necramech without getting teleported out. Included in this are fixes towards preventing Summoning the Necramech outside valid boundaries.

  • Fixed Helminth ability ‘Perspicacity’ not functioning after using a Cipher or manual Hack. As reported here!

  • Fixed Knockdowns by Deimos Therid leaving you unable to shoot or use abilities for about 5 seconds.

  • Fixed issue that stopped Pressure Point and its derivatives from not applying to Quassus Heavy Attack projectiles.

  • Fixed Cambion Drift Excavators disappearing if Loki’s Switch Teleport is cast on them.

  • Fixed inability to swap the 9th Necramech Mod Slot Polarity due to the UI thinking it’s an Aura.

  • Fixed inability to purchase additional Config Slots for Necramech and Arquebex.

  • Fixed Arquebex model not displaying properly when viewed via Look Link or Mod Link.

  • Fixes towards Exalted weapons not being equipped when viewed via Look Link or Mod Link.

  • Fixed the Shedu not using the Heavy Weapon aim poses.

  • Fixed enemies not staying focused on the player when doing Finishers. Enemies won’t attack/shoot while a Finisher is happening, but they also won’t storm off as if nothing is happening.

  • Fixed the Jugulus Mod Set description not explaining the stun mechanic.

    • For example, Jugulus Carapace now reads: Slam attacks manifest Tendrils to lash enemies within 3m stunning them for 3s and dealing 25 Puncture damage. Cooldown 12s".

  • Fixed Xaku’s abilities having old descriptions that did not reflect the recent changes made in Update 29.1.0.

  • Fixed a script error when viewing the Necramech Embellishments without owning a Necramech.

  • Fixed a script error when casting Wukong’s Cloud Walker ability. 

  • Fixed a script error when equipping an Infested Companion.

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In memory of Voltage.

 

Thank you for more Deimos fixes ! :)

- I still don't see a fix for Helminth flowers growing inside the infested walls ... just reminding :)

- I do hope we will finally get the last part of the glassmaker series,so we can get rid of the glass fissure,it can be very annoying,especially while fishing,conservating or doing any other activities where these glass enemies are just nothing but very annoying and not needed.

- Still not even a word about the autoexposure or the weird lighting in Warframe on some places,where there is no balance between light or dark,light too light,dark too dark and light can be almost white (it's horrible) .

- Squad UI (player names and their equipment,voting...) sometimes still disappears after a mission,but that's been an issue for ages...

- NEWLY ADDED - Gold hands used to enter Granum Void sometimes cannot be activated.

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Thx, but Deimos needs a lot, lot more fixes.

Especially the iso-vaults, tried to do 4 yesterday and only managed to get the t3 vault once...
- Day/Night cycle changes resets all the vault bounties nearly every time looks like that's intended, but why?
     It doesn't provide anything besides bonus waiting time.
- the door bait regularly vanishes
- he number of mechs is wrong
- wrong level of mechs spawns
- the vault door icons showing 4 times the same
- the vault door is reseting you in the room before, so you can't enter it
- etc...

also the mech mods drop chances are a very, very bad joke....
0,201% per one of the three mechs, on a 40min+ mission which is most likely broken...
That's worse than the blazing step ephemera and even that got changed after a way to long wait...

unknown.png

 

BUT most important: rework the waypoints!!!

On nearly all tileset they are a broken mess, showing the wrong doors, wrong directions, showing a detour, etc...
On open maps they are detouring through caves, or on Deimos the spawn area, are shown on the wrong direction in the HUD, stoping mid- way,  showing the wrong distance etc.

AND THIS IS AN ISSUE FOR YEARS!!!
unknown.png
- https://forums.warframe.com/topic/1057739-waypoints-need-a-rework

 

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Just now, [DE]Megan said:

Respective Rifle/Shotgun Skins can now be equipped on Primary Kitguns - including Deluxe Shotgun Skins!

  • Tombfinger and Rattleguts are Rifles, and Catchmoon is a Shotgun. (Gaze is neither as it’s classified as a Beam weapon)

Way to give me hope for a second there. I love my primary Gaze but the weapon itself is so ugly, and the new skins look so good. Stop making such arbitrary distinctions between what is a rifle and what isn't.

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Neat! Can you fix the Aklex conclave skin? Mags are sideways and make it look odd.

While at it, removing Telos Boltace from conclave, a weapon that has been bugged for almost a year so far would be much appreciated, specially since you recently removed Inaros Prime from it despite this one being properly balanced.

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Let us use Necramechs and K-Drives in old tilesets.
I also heard you guys integrating Necramechs into Railjack in the recent dev stream, please do. And add World (space) PVP where you can only use Necramechs and Railjack, like Gundam!

 

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