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Deimos: Arcana: Hotfix 29.5.3


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With sprint toggling, Ramming to the end of the engine meter does not untoggle sprint, preventing the engine recharge indefinetly, or until you untoggle sprint. The toggle should come off when the engine is empty to allow recharge, or still allow recharge while toggled and resume engine movement if the player is still wanting to use it.

My vote would be to just untoggling sprint on engine emptying.

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The new iso vault bounties are at best not well designed. You simply connect the vault maps and give us the usual bounty and the hell you have to complete the vault to do the same level bounties, IDK which one is worse, this or the bounty actually have a lot of bad loots in it, do not even get me started on the new arcanes. Bugs I endure because Iam already used to it.

Please fix: You connected the vault but forgot the extra objective crystal and Loid could spawn in any region, now I have to run through the whole map trying to activate the crystal.

Also you need to address the fact that completing a full vault run is taking too long, even longer if you do the bounties. If you want to farm LV3 vault bounties, you have to rush through LV1/2 vaults, this would be difficult and time consuming for some people

Maybe Im just in this game for too long, IDK, love the game but at the same time feel sad receiving some of the underwhelming "new" content. Maybe there are people enjoying the vault,  Surely not me and my friends

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10 minutes ago, OnceADrog said:

Also, Bonewidow uses an archweapon slot. Rather than a vehicle slot...

This is because they give you another Mausolon and to claim bonewidow   you need a archwing weapon slot ... very tricky DE... proc'n the 12p purchase to claim you mech

 

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15 minutes ago, [DE]Megan said:

The Bonus condition of ‘Collect no more than 3 fluid sacs’ had the most common feedback of being too difficult when trying to reach 25 and 30 marked enemy kills using just 3 Fluid Sacs. We’ve made some changes to ease the general Bounty flow and also provide an improved opportunity to achieve the Bonus condition: 

hate to say it, but wasn't that obvious? i mean ofc you could do it with the right loadout, but doing such for only that part is a rediculous though...

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13 minutes ago, Domaik said:

This is not the right fix, this can now be used to get a better spawn rate to farm exp faster.

instead of simply increasing the number to 5 tries for the bonus you did this, now people will use it to get more exp on necramechs and such.

The horror!

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11 minutes ago, [DE]Megan said:

Deimos: Arcana: Hotfix 29.5.3

 

Conservation Changes:

  • Increased chance of rarer Nexifera:

    • Common ~67%->56%

    • Uncommon ~23%->28%

    • Rare 10%->17%

      • Only one Nexifera spawns at a time, and because they don't have Vome/Fass restrictions like some of the other animal variants this effectively diluted the table if you were hunting for a specific one. This will provide a bit more variety!

  • A Son Transmission will now play when you fail to mimic an animal with your Echo Lure.

 

Infested Research Bounty Changes:

The Bonus condition of ‘Collect no more than 3 fluid sacs’ had the most common feedback of being too difficult when trying to reach 25 and 30 marked enemy kills using just 3 Fluid Sacs. We’ve made some changes to ease the general Bounty flow and also provide an improved opportunity to achieve the Bonus condition: 

  • Increased Fluid Sac splash radius increased to 16m. 

  • Increased enemy reinforcement density while holding a Fluid Sac.

  • Reduced delay between reinforcements to 1s while holding a Fluid Sac for overall faster enemy spawning.


 

Changes:

  • Separated Kitguns from the Primary/Secondary weapons in the Mastery breakdown into its own category.

    • Kitguns moved from Secondary to Primary in Mastery breakdown in Deimos: Arcana -- since this might cause some confusion we decided to just have Kitgun Weapons in the Mastery breakdown. This also makes it clear you don't double dip!

  • Removed self damage from Orvius charged projectile.

  • Deconstructor can no longer equip Volatile Quick Return and Volatile Rebound.

    • Deconstructor projectiles do not have any explosive properties so the Mods did nothing.

  • Glaive meleeing will cancel Athodai's "secondary fire beam" in Dual Wield mode now.

  • Changed Volatile Quick Return +100% Blast Radius to +3 Blast Radius

    • Multiplicative radius increase was increasing Glaives with a high base radius to higher than intended ranges.

  • Changed the default Necramech ramming and hovering controller bindings to crouch for ramming, and aim for hovering. 

    • Player feedback provided insight that pressing and holding hover with the controller removed the ability to aim with the right stick. This issue made air combat difficult on controllers and restricted Necramech gameplay to be on the ground. Please let us know how this change feels!

 

Fixes:

  • Fixed the actual base Blueprint for the new Arum Spinosa and Sporothrix not being in Rotation A of Deimos: Arcana Bounties. Arum Spinosa Blueprint is now in Rotation A at 18%, with Sporothrix Blueprint in Rotation A at 21%. 

  • Fixed the final mission on The Deadlock Protocol Quest not being completable (the boss fight with Protea). 

  • Fixed Isolation Vaults not being replayable from Mother after returning to the Necralisk.

  • Fixed numerous issues with the Cracks in Deimos Isolation Vault Bounty. 

  • Fixed a potential crash with Clients playing as Grendel.

  • Fixed a crash related to Drones.

  • Fixed UI becoming unresponsive when holding down a key while using Fast Travel/Decoration mode in the Dojo. 

  • Fixed Morgha primary fire consuming more ammo than intended when used with Archwing. 

  • Fixed Polyp-Hog Juggernaut sometimes playing its dig animation in the wrong area.

  • Fixed various issues with enemy navigation not working on the Grineer Galleon. 

  • Fixed Mire melee input becoming unresponsive.

  • Fixed Bonewidow’s Exalted Ironbride behaving poorly on Clients (i.e not appearing). 

  • Fixed stability issues and crashing during the Cracks in Deimos Bounty.

  • Fixed an issue with the Cracks in Deimos Bounty not always progressing. 

  • Fixed an issue with the Subsume action on the Helminth sometimes losing player input.

  • Fixed inability to equip Scrawls on the Infested K-Drive.

  • Fixed Mission Mastery breakdown not displaying when viewing somebody's Profile.

  • Fixed in-game News Console clipping with text.

  • Fixed [HC] line when picking up the Fluid Sac in the Infested Research Bounty.

  • Fixed text filepath showing for Medals.

uhhhh You said you fixed the ironbride behaving poorly but the fact that it's acting worse than before the hotfix now. The whole thing is bugged out, my bonewidow cannot hover at its normal state and while activating ironbride it's still not appearing on its hand, you can't jump or attack or do anything besides walking around or switching in between warframe/necramech.

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LOS changes broke Khora

Spoiler

 

Spoiler

 

Spoiler

 

I keep seeing people say that not that much has changed and Khora is still fine, she just can't hit through walls anymore. I have 800 hours on Khora and I can tell you she is not fine. It took me 2 minutes running 1 mission after the update to find this bug. My most used frame is not working as intended. 

I can repeatedly reproduce the same thing where LOS check fails on enemies pulled into a wall by Strangledome. 

This does not even address the LOS check fails on due to level geometry. Your LOS check is totally broken and ruined my most played frame. 

Edited by Berzerkules
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Just now, ---Swaggi--- said:

I mean it was totally fine since we still have the kind of Line of Sight restriction and the stupid Self-stagger effect.

it barely makes a difference, but volatile quick return's explosion doesn't do basically any damage. the change wouldn't matter if they fixed that.

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Ive got 8 formas in my Voidrig and its as much lvl 40 as it can be.. And for some reason the latest patch just wiped the mr-progress for the Voidrig in the codex.. I will not, and shall not put another forma into that Necramech.. Please fix this as im currently on my 5:th forma on Bonewidow and only EHRMAGEHRD knows what happens when the third Necramech arrives.. Reforma all of them again? Fawk no.. 

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1 minute ago, Lustrouss said:

uhhhh You said you fixed the ironbride behaving poorly but the fact that it's acting worse than before the hotfix now. The whole thing is bugged out, my bonewidow cannot hover at its normal state and while activating ironbride it's still not appearing on its hand, you can't jump or attack or do anything besides walking around or switching in between warframe/necramech.

oh hey look I just found out something new again, so I was saying that you cant attack while activating ironbride even though it may appear to be on bonewidow's hand but when you activate your shield at the same time it fixes the problem. But you still can't hover/jump.

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19 minutes ago, [DE]Megan said:

Kitguns moved from Secondary to Primary in Mastery breakdown in Deimos: Arcana -- since this might cause some confusion we decided to just have Kitgun Weapons in the Mastery breakdown. This also makes it clear you don't double dip!

...not that 'double dipping' would have hurt anyone, right? still wonder why you were hasitating about primary 'only' chambers though? also, imo, most primary variaties of the kitguns are very, very sad compared to the secondaries - though the vermisplicer might be an exception (didn't come around to test it though but the stats and mechanics seem like it might be)...

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When I am client side, I have occasional problems with Xaku’s second ability freezing. I am unable to pull guns and I am unable to recast the ability. It is permanently stuck in a mission, with excess guns surrounding me that never disappear and don’t fire at anything.

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When will we see a fix for the new bugs in railjack? Such as the broken object boarders creating vast invisible walls because the boundary boxes for derbies is bigger then the object, or the archguns and railjack guns line of fire being blocked and Most importantly the railjack having a breach just for a enemy ship looking at you the wrong way. The breaches are just insane, every time you seal one, another forms, shields up or not. Sometimes they don't even require being hit by enemy fire and a breach just happens.

I never liked Deimos, it's a horrible map that color blind folks like me have a hard time playing. I want railjack fixed instead, make Deimos the naughty step child and give the love to railjack.

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