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The New War: Hotfix 31.0.10


[DE]Megan
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The New War: Hotfix 31.0.10

 

Changes:

  • Reskinned the Captura Settings UI screen to provide an updated look!

    • A continuation of the ongoing UI Reskin efforts noted in Updated 30.9.0

 

Fixes:

  • Fixed a Dx12 crash when switching between Fullscreen and Windowed.

  • Fixed a Dx12 crash that could occur in The War Within Quest if Enhanced Rendering was enabled.

  • Fixed multiple spots where the Drone could get stuck during its escort in the post-New War Plains of Eidolon. 

    • Please let us know if the Drone continues to get stuck post-Hotfix. Screenshots are much appreciated! 

  • Fixed a Companion weapon not applying all equipped Upgrades if they are valid for the weapon's current configuration but the weapon has a capacity upgrade and the Companion does not.

  • Fixed Corpus Outpost tilesets with snow having black snow falling in their outdoor segments.

  • Fixed incorrectly sized ‘X’ button callout in the Dojo Room Options screen.

  • Fixed camera not panning out when attempting to view different Orbiter Appearances. 

  • Fixed a script error after purchasing the Orbiter Captura Scene and then attempting to use it.

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2 minutes ago, [DE]Megan said:

Fixed multiple spots where the Drone could get stuck during its escort in the post-New War Plains of Eidolon. 

Why haven't there been more balance changes for the Liberation Bounty on the Plains? The following problems make the bonus objective or even the objective itself near impossible on certain parts of the Plains:

  • Enemy Dropships count as draining the meter
  • Massive Control area in contrast to the Bounty done in the Cambion Drift
  • Tusk Grineer spawning outside of the play area, only to still drain the meter
  • Tusk Grineer spawning out of thin air.
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Khora Urushu heels break with Urushu noble animation, when is gonna get fixed?

HEUQu7w.png

 

Also when are we getting changes for Yareli's horrible kit, Grendel terrible energy economy, Valkyr horrible kit and Caliban (this one his kit atleast is saved by being able to strip armor)

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6 minutes ago, [DE]Megan said:

The New War: Hotfix 31.0.10

-snip-

Will the limbs and faces of the wierd abominations in the sealab experiment tiles be addressed? I've visited before and after verifying my game files and cache and they still seem to be black or bugged or just missing.  This bug has been present since 31.0.7 and most likely before that.

9A4JFqW.jpg

6TpnZF7.jpg

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On 2021-11-17 at 7:48 PM, Halo said:

Howdy all, I'd like everyone to take a moment and observe footage as Dojo Spawn Room Colors are not properly staying, and haven't for the past few weeks. 

Yes, upon entry to my dojo, the original colors do not show up. Walking in and out of the room, they do not change. Going to a different room and back, they do not change. 

However, putting a polychrome down, then they all of a sudden revert back to how they once were. This is only the case of staying in the dojo itself and not leaving. 

No, putting a new polychrome and rushing it with the same colors does not fix this. 

No, changing one color or the lighting in the room does not fix this. 

No, changing all of the colors to something random does not fix this. 

No, any and all display options, such as Volumetric Lighting and Ambient Occlusion, are all on and do not affect the room in any way shape or form. 

My friends who entered my dojo all had different experiences, some seeing the dark blue hue as seen in the video as the normal colors, and some seeing the basic lighting and normal room colors. 

Upon leaving my dojo in the video, all would seem right? Well, you're wrong. 

Re-entering my dojo still shows all the colors messed up, again. 

Please, DE, look into this, because this is a problem that if anyone else also had colors too in their spawn room, they would be just as furious as me. Thank you so much for your hard work, and hope something fixes this come The New War. 
 

 

Yup, dojo lighting still a problem. 

Ran to dojo upon update, default colors (well great), place polychrome, fixes colors, proceeds to change colors, rush polychrome, complete, leaves dojo, re-enters dojo, still default colors. 

No, running in and out of the room does not fix colors before rushing a polychrome. 

No, returning to the dojo after rushing a polychrome does not keep lighting colors with spawn pad in it. 

Any dojo with the spawn point in it will never hold lighting color changes, and this is still upsetting how long this has been here. 

Hoping for a fix eventually, thanks again for normal bug fixes. 

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18 minutes ago, [DE]Megan said:
  • Fixed a Companion weapon not applying all equipped Upgrades if they are valid for the weapon's current configuration but the weapon has a capacity upgrade and the Companion does not.

  •  

I am a bit confused by this.

Is this saying that if you went over capacity with your companion instead of the game treating both your companion and the companion's weapon as the defaul(without mods) it will now only treat the companion as default while leaving you with the deadly weapon that has been modded for maximum damage?

Or is this just related to set bonus mods? And making them work regardless of you companion's status?

What is the bug here and what's the fix here? I am confused.

E: Is this related to the apply mods function when you link in chat.

Is the companion sentinel even relevant here (i.e. Wyrm prime or carrier prime) as noted by the "and the companion does not" section, was the word weapon omitted from the quoted section?

What does capacity upgrade mean here? The game refers it to Orokin catalyst/reactor installed, is that the same thing here?

So many things and questions that just leads to even more confusion about this particular patch note which probably has no relevant impact on gameplay.

Edited by XHADgaming
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1 minute ago, XHADgaming said:

I am a bit confused by this.

Is this saying that if you went over capacity with your companion instead of the game treating both your companion and the companion's weapon as the defaul(without mods) it will now only treat the companion as default while leaving you with the deadly weapon that has been modded for maximum damage?

Or is this just related to set bonus mods? And making them work regardless of you companion's status?

What is the bug here and what's the fix here? I am confused.

I assume it is meant for if one has forma and the other does not

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Thank you!

While we're talking companions - you are aware of Kubrows and Kavats having changed colors? Any plans to fix that or won't this be possible? I can't change my (deliberately) unmatured Kubrow back to its colors it had before TNW.

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2 minutes ago, XHADgaming said:

I am a bit confused by this.

Is this saying that if you went over capacity with your companion instead of the game treating both your companion and the companion's weapon as the defaul(without mods) it will now only treat the companion as default while leaving you with the deadly weapon that has been modded for maximum damage?

Or is this just related to set bonus mods? And making them work regardless of you companion's status?

What is the bug here and what's the fix here? I am confused.

I believe that this bug report has the full details. In summary, it appears that if the weapon had a catalyst, but the companion did NOT have a reactor, the mods on the weapons were applied as though the catalyst was not installed:

 

 

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2 minutes ago, atteSmythe said:

I believe that this bug report has the full details. In summary, it appears that if the weapon had a catalyst, but the companion did NOT have a reactor, the mods on the weapons were applied as though the catalyst was not installed:

 

 

Here's hoping, glad to see that bug has supposedly been fixed now.

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Thanks for the fixes!

i heave one small thing that i think it need to be modified and that is the railjack cursor that is very tiny and hard to see with all the effects of explosions and lighting around, so it would be nice if you can add an option to make the cursor thicker or to change colors or type so it can be see better.

THANKS!!!

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10 minutes ago, atteSmythe said:

I believe that this bug report has the full details. In summary, it appears that if the weapon had a catalyst, but the companion did NOT have a reactor, the mods on the weapons were applied as though the catalyst was not installed:

 

 

Okay that seems to make a lot better sense. Was just really worded carefully that made it hard for me to interpret exactly as to what the bug and updated functionally was. Glad to see that companion related bugs are still being take care of.

Edited by XHADgaming
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Will yarelis aquablades ever be able to hit ragdolled enemies? this has been a problem since day 1 with her.
vauban vacuum grenades,zephyr airburst,ground slammed enemies that are ragdolled,ragdolled enemies in general cannot be damaged by aquablades.

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10 minutes ago, wizardeiges said:

Will yarelis aquablades ever be able to hit ragdolled enemies? this has been a problem since day 1 with her.
vauban vacuum grenades,zephyr airburst,ground slammed enemies that are ragdolled,ragdolled enemies in general cannot be damaged by aquablades.

We're looking into it

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1 hour ago, [DE]Momaw said:

We're looking into it

Are you also looking into the fact that Merulina's damage reduction is too low, leaving her taking 2.5-5 times the damage most damage reduction frames take? Are you looking into giving Merulina a damage absorption period like Iron Skin, Warding Halo, Snow Globe, and Molt all have?

Merulina is very much a Warding Halo tied to a K-Drive, yet it's so much worse defensively for no reason whatsoever.

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