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Call of the Tempestarii: Hotfix 30.0.6


[DE]Megan

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16 hours ago, [DE]Megan said:

Call of the Tempestarii: Hotfix 30.0.6
 

Changes:

  • Swapped the crafting requirement of Control Module for Gallium in Rhino Systems Blueprint to ease early player acquisition.

  • Polished some of Mirage Oneiro’s custom weapon idle animations.

  • Added a ‘None’ option to Backdrops in the Dojo so you can go back to default.

 

Sevagoth Changes & Fixes:

7 days since the release of Call of the Tempestarii & our newest Warframe, Sevagoth! Based on some great community feedback we have a few changes below:

 

  • Increased Sevagoth’s Armor from 110 to 150.

  • Added functionality to now ‘Hold’ Sevagoth’s Reap on cast to speed up the Shadow by 2x.

  • Made improvements towards Sevagoth’s Reap movement to alleviate the Shadow becoming stuck in numerous situations. He may still get stuck in some cases, but his movement should be less jerky and should no longer try to dig his head into a wall.

  • Sevagoth’s Gloom now consumes 0.75 Energy per second (base) for each enemy within Glooms range. Equip Efficiency Mods (Streamline, etc) to reduce!  NOTE: there is another planned change which missed this build, which prevents the energy cost from increasing to 1.5 per enemy, and caps the drain at a maximum of 10 enemies. Look for that in the near future.

  • Added custom sound when entering Sevagoth’ pre-death Tombstone. 

  • Fixed Sevagoth’s Shadow breaking Railjack Battle Mods icon and button callout. 

  • Fixed Sevagoth gaining permanent invisibility if temporary effect expires while in Shadow form.

  • Another fix towards Sevagoth not going into Shadow form after death if Sevagoth previously died in Archwing.

  • Fixed incorrect loadout showing when Mod Linking a loadout for Sevagoth's Shadow.


 

Fixes:

  • Fixed a crash occurring if your real world headset was unplugged/reconnected during a mission. 

  • Fixed a functionality loss and game freeze when exiting the Railjack as a cinematic starts.

  • Fixed a functionality loss when comparing Armaments/Components with a controller in the Railjack configuration screen.

  • Fixed (for real) an exploit in Assassinate Bounty missions in the Orb Vallis.

  • Fixed Clients not seeing Crew mates if they joined while the mission was in progress and the Crew mate was on the Turret. 

  • Fixed progression stopper in the Kuva Fortress tileset if a Client joins the mission after the initial gate is opened.

  • Fixed rapidly selecting between weapon options during the Awakening tutorial will result in temporary weapon functionality loss.

  • Fixed Railjack enemies not triggering Void Sinks.

  • Fixed ability to equip the Synth Charge Mod to Epitaph. 

    • Epitaph does not meet the magazine size requirement for Synth Charge. 

  • Fixed cases of waypoint markers breaking when in Archwing or Titania’s Razorwing, notably on Deimos.

  • Fixed rare case of having negative Argon Crystals.

  • Fixed Cambion Drift Esophage fast-travel screen fade being applied to all players (not just the player using it).

  • Fixed Client FoV settings getting reset after using Sevagoth’s Shadow. 

  • Fixed the "Reset Skills" button not resetting the Crew member's Competency points when using a controller.

  • Fixed the Plains of Eidolon ‘Capture the Grineer Commander’ bonus objective failing without players actually killing any other enemies.

  • Fixed the Plains of Eidolon ‘Drone Escort’ Drone starting to move without hacking it.

  • Fixed Tusk Heavy Gunners aiming into the ground sometimes with their grattler and not swapping back to it from their Kohmak when you put some distance between you.

  • Fixed cases of Tau Resist not reducing damage against Sentients at all.

  • Fixed causing self damage when using the Sigma & Octantis Heavy Attack while airborne. 

  • Fixed Ironbride Mod screen displaying incorrectly when having Khora equipped.

  • Fixed lingering damage fields from mind controlled NPCs (eg. Napalm's fire effect) fail to damage anyone.

  • Fixed the coolant/core cell being shown as inserted in the wrong place during Corpus Ship Sabotage missions.

  • Fixed missing geometry sections along the spine of the Mirage Oneiro Skin.

  • Fixed a hitch during the ‘Awakening’ Quest.

  • Fixed Gauss’ Redline meter sound plays repeatedly if your drain & fill rates are close enough to keep it cycling back and forth around the redline.

  • Fixed Eidolon spawn sound continuing to play if entering Cetus while spawn / despawn is happening.

  • Fixed missing dialog during some Vitruvian cut scenes.

  • Fixed Nova Rifle animation having unnatural movements. 

  • Fixed Darvo calling out for your Secondary weapon during the Vor’s Prize Quest despite not actually being able to by design. 

  • Fixed seeing Thermia Fractures in the World State Window/Navigation panel without having the Vox Solaris Quest complete.

  • Fixed a script error when loading into a Void Storm just before it expired.

  • Fixed numerous script errors when spawning a Necramech.

Nice and Chunky changelog love it!

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Not the Sevagoth changes I was hoping for. I´m not noticing much improvement with Sevagoth’s Reap movement. It still lunges you uncontrollably and too far forward, completely unnecessary, since you have a group of enemies gathered right next to you with Embrace. 

Spamming Embrace is also the only effective way to deal with enemies, since the range on the biggest claws in game is about the same as a dagger. How come, claws deal primarily impact damage? 🤔

Shadow´s stance animation didn´t get any rework and is still too long, making it very clumsy and hard to control.

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Kuva Lich as Railjack Crew need immediate hotfix.

As for now they are very very weak

1. Their weapons are very weak

2. Their abilities are very weak

3. They cannot heal over time and after several boarding attack they dies instantly without bleeding out time.

And they are much more expensive to get compared to syndicate crews.

So if their competency only as defender, at least make them useful, not useless as they are now.

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13 hours ago, Tsoe said:

it make no sense

You're forgetting that it already make no sense - Gara can put her Splinter Storm on as many targets as she likes, limited only by stuff like ability duration. Clearly, game mechanic-wise, that means she doesn't need to use her armor for the ability, but can generate more glass as needed. In other words, there's nothing limiting her from keeping her glass armor on during Splinter Storm. And let's not forget the huge walls of glass she can conjure out of nowhere.

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18 hours ago, [DE]Megan said:

Sevagoth’s Gloom now consumes 0.75 Energy per second (base) for each enemy within Glooms range. Equip Efficiency Mods (Streamline, etc) to reduce!  NOTE: there is another planned change which missed this build, which prevents the energy cost from increasing to 1.5 per enemy, and caps the drain at a maximum of 10 enemies. Look for that in the near future.

If you're going to add a maximum drain value, then you should also look at Pacify on Equinox Night form as well. Pacify is a lot like gloom, but the energy drain makes it practically unusable when there are too many enemies. 

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18 hours ago, [DE]Megan said:
  • Sevagoth’s Gloom now consumes 0.75 Energy per second (base) for each enemy within Glooms range. Equip Efficiency Mods (Streamline, etc) to reduce!  NOTE: there is another planned change which missed this build, which prevents the energy cost from increasing to 1.5 per enemy, and caps the drain at a maximum of 10 enemies. Look for that in the near future.

I really hope it won't take long for another hotfix 'cause the ability is unusable in this state

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2 hours ago, master_of_destiny said:

snip

There are a lot of things that need to be fixed/adjusted in the latest hotfixes, I agree. We've seen many of them and many more will continue to be brought up.

The unvault situation is a new one because it's SO EASY.

I for one am not upset about Loki in particular, just that the Mirage/Banshee unvault lasted four months while other frames have been locked away longer. They're digital items. Putting them back into circulation is one of the easiest things they could do while working from home.

Shorten the time unvaults are around and cycle through more, or unvault more at a time if they're going to be out for so long. That's my argument.

This isn't like Nightwave, which is apparently much harder to do a simple 5-part narrative (well, narration, since all Nora was doing was talking AT us while we searched for clues) over the course of nine months. All it takes is adjusting relics and re-allowing the items back into circulation.

So for me, it's not about the specific frame, it's about the inherent design choices behind the unvaults.

EDIT - But since I don't want this to be just about that, I do want to mention how concerning it is that the visual clutter of Void Storms hasn't been talked about in the hotfixes (though maybe they're expecting people to simply turn off particle effects or something?).

We know they're 'aware' of the rewards issue with Void Storms, but how they address that remains to be seen, which is another cause for concern in my eyes, heh. They haven't had the greatest track record with drop tables.

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5 hours ago, metvincent said:

What are you not understanding? Furthermore, why exactly did you bother to answer me to begin with? You said the exact same thing I did a couple posts before mine. You did your testing. So did I. Again, why exactly are you arguing me over the same exact thing? 🤣
 


Had this been an error these changes wouldn't have been deployed as is. Even less so considering it's stated right here on the hotfix. That said I'm quite sure this whole thing has been a knee-jerk reaction to people subsuming Gloom on warframes that can withstand the energy drain. Wouldn't be the first time tbh. And you don't even need a good memory, it's all well documented on both Reddit & Youtube.

Just put yourself in their shoes for a second and try to come up for a reason why you'd deploy a hotfix with these changes to Gloom's energy drain knowing full well the reaction you'd get from everyone (Including you. I've liked your posts for that very reason). Hell, I'll give you some leeway here: You can also assume you effectively play the game and playtested these changes before deciding to deploy the hotfix.

So, you know how it works, you've tested it, and you can clearly see it feels horrendous to use Gloom. As someone making the calls, why would you even deploy that change?

im understanding things just fine...youre the one who isnt tracking here....and theres no reason to get all snarky with me.

i get the distinct impression that you dont have a clear understanding of what the word "error" means.

and with that...im done with you.

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Il y a 19 heures, [DE]Megan a dit :

Fixed the Plains of Eidolon ‘

Still not fixed the bunch of vombalyst magicaly appearing right under the Terralyst & co after they are done whining instead of having them rushing to them, you see a couple of them if they are nearby but the lot of others appear out of thin air, just half a dozen if you are lucky..

Be well.

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2 hours ago, Perfectly_Framed_Waifu said:

You're forgetting that it already make no sense - Gara can put her Splinter Storm on as many targets as she likes, limited only by stuff like ability duration. Clearly, game mechanic-wise, that means she doesn't need to use her armor for the ability, but can generate more glass as needed. In other words, there's nothing limiting her from keeping her glass armor on during Splinter Storm. And let's not forget the huge walls of glass she can conjure out of nowhere.

 well you got a point ok

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19 hours ago, Perfectly_Framed_Waifu said:

Nice! But could we please get an appearance toggle for Gara so she can keep her fantastic glass during Splinter Storm, at least before Gara Prime drops?

2iZKQct.png

Not only gara but every other  frame with power effects. I don't like turning into silver/gold blob when playing rhino or as xaku geting bone dry.

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19 hours ago, [DE]Megan said:

Fixed a crash occurring if your real world headset was unplugged/reconnected during a mission. 

now.... i'd love to hear details on this one. i know that some audio hardware have a sensor and can even identify devices being pluged in or out of the system - and that for 3.5" connectors... but i guess this one here 'only' happens to those headsets that come with their own audio-card integrated and being connected via usb.

but if not, and it concerns 'normal' headsets too, i really like to know how that occurs  ^^)

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Then they nerfed the unique ability of sevagoth that gave him survival in the game, now he consumes more energy for enemies in the area up to 20 enemies, in a game of hordes where there are always hundreds of enemies to fight at the same time ???? They seriously nerfed him that ability ..... and it is not justified only to be used in the shade but, no, it cannot, it was something very unfair, the truth is not even two weeks we has the warframe and it is already nerfed ...

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Still getting the permanent Magnetic screen effect after an Electrical hazard on Railjack is repaired.  This also disables the Tactical Screen permanently (until return to Orbiter).  This bug was reported as fixed a few hotfixes ago, yet continues to happen 100% of the time when my Railjack is affected by an Electrical hazard.  This occurs as host or client.

 

P.S. We still want the ability to force host in Railjack.  Seriously, just re-enable it like it was before the Retrofit update.  Please!

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2 hours ago, SaberSentinel said:

There are a lot of things that need to be fixed/adjusted in the latest hotfixes, I agree. We've seen many of them and many more will continue to be brought up.

The unvault situation is a new one because it's SO EASY.

I for one am not upset about Loki in particular, just that the Mirage/Banshee unvault lasted four months while other frames have been locked away longer. They're digital items. Putting them back into circulation is one of the easiest things they could do while working from home.

Shorten the time unvaults are around and cycle through more, or unvault more at a time if they're going to be out for so long. That's my argument.

This isn't like Nightwave, which is apparently much harder to do a simple 5-part narrative (well, narration, since all Nora was doing was talking AT us while we searched for clues) over the course of nine months. All it takes is adjusting relics and re-allowing the items back into circulation.

So for me, it's not about the specific frame, it's about the inherent design choices behind the unvaults.

EDIT - But since I don't want this to be just about that, I do want to mention how concerning it is that the visual clutter of Void Storms hasn't been talked about in the hotfixes (though maybe they're expecting people to simply turn off particle effects or something?).

We know they're 'aware' of the rewards issue with Void Storms, but how they address that remains to be seen, which is another cause for concern in my eyes, heh. They haven't had the greatest track record with drop tables.

 

Let me, for just a moment, be an advocate for chaos.

 

There are currently 31 prime frames which can be in rotation.  Each year you add 4 frames, and the amount of active frames remains at roughly 7.  DE recently expanded the pool from 7 to 9, by hiding previously vaulted relics inside the drop tables for Void Storms.  Let's just be zealous, and claim the count at 10 active frames.

 

31-10 = 21.  We have one constantly rolling unvault, so 21-2 = 19 frames.  This means that we'd need 10 total unvaults to run through all of the currently vaulted stuff, and in that time we'd need to tack on 5 more unvaultings to account for the 10 newly vaulted ones.  Ouch.  It's literally a cycle that can never be balanced.

 

So...21 months for Loki would be, at 3 months a cycle, 7 cycles.  The math there is pretty straight forward...and would lead us to believe within the next 9 months we'd see Loki.  Of course, next time would be 21+9+21 or about 51 months to cycle through everything and account for all the new things stuffed in.

 

 

-Hmmmm.  Seems like DE not having a plan.  Seems like the next logical step is to repeat the old one, and have another prime frame added to the unvaultings.  Who's up for fire, frost, and earth?  Maybe we can dig into the disco era, and call it the "earth, wind, and fire" pack for Atlas, Zephyr, and Chroma?

 

 

Bad jokes aside, DE has literally spent eight years not solving this.  People getting butt hurt about Chroma coming back is baffling.  You are more than welcome to frame it differently, but my original point remains that people are focused on the wrong thing.  However, I'm down with solving DE's problem for them.  Let's make this less about the quarterly sales boost, and more about onboarding players.  As such, you introduce things like the Void Storms with an entirely new pool of relics.  If we've got access to 6 previously vaulted primes, and the two as part of the official unvaulting, we now have 7 active and 8 as content locked.  This will allow for about half of the prime frames to be accessible at any time, until they spend another two years of adding content.  

The solution after those two years is another game mode offering 6 previously vaulted primes.  That will mean 7+6+6+2 or 21 of 39 available, where that +2 represents an opportunity to also buy cosmetics...making it still a big deal, even if you can grind for the frames and weapons outside of paying.  Top all of this with a +3 frame pack, and you'll have just enough time without access to things to drive the price up, but not enough time to make actual scarcity of digital goods a thing.  Oh look, a solution that would make Orphix Venom, Void Storms, and even the Open Worlds an interesting diversion with unique rewards.  That is to elaborate upon, and say unique rewards with zero additional effort or content generation.  It's almost like a solution that would take no effort, preserve sales due to cosmetics, stabilize platinum costs lower, and even bring players back to older content as a new platinum farm all at once.  But no, it's time to throw a tantrum because you can't get your preferred invisibility frame with slightly higher stats than the readily available base model.

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soooo....i have a question,

this tap for slow shadow hold for fast shadow thing....

why is it a thing? why not just make it go fast all the time?

i mean...if we have the option...and all it requires is holding the button slightly longer, no extra energy or anything like that...whats the point of even having the slower version?

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il y a 5 minutes, cha0sWyrM a dit :

soooo....i have a question,

this tap for slow shadow hold for fast shadow thing....

why is it a thing? why not just make it go fast all the time?

i mean...if we have the option...and all it requires is holding the button slightly longer, no extra energy or anything like that...whats the point of even having the slower version?

make it fast by default and program an AI for his 1 cause launching a "spoopy ghost" that deal damages only  once per cast is just a stupid idea to begin with and a lack of creativity even if the theme and the design of the warframe is cool, you could have made the shadow room around and follow ennemies with a tic of damages once every 2-3sec (more idk)(augment the energy drain a bit) and the ability would be more rewarding to use cause it synergise well with his passiv

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4 hours ago, Deminisis said:

If you're going to add a maximum drain value, then you should also look at Pacify on Equinox Night form as well. Pacify is a lot like gloom, but the energy drain makes it practically unusable when there are too many enemies. 

0.75 energy per enemy results in less energy drain than Sevagoth had at launch so what exactly are you complaining about?

The thing you quoted indicated the 1.5 energy per enemy thing is a bug. Gloom is incredibly powerful. A maximum cost of 7.5 energy per second is completely reasonable (and this is a 25% reduction in max cost over what Gloom had at launch).

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