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The Duviri Paradox: Hotfix 33.0.3


[DE]Megan
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The Duviri Paradox: Hotfix 33.0.3

 

Changes

  • Updated the VFX on the Ack & Brunt, Soma, Vasto, Burston, and Bronco Incarnon Geneses. 

  • Made a slight visual update to show rings in the Duviri Region screen. 

  • Changed the Drifter’s second ability in Duviri from “Target Radar” (reserved for The New War) to “Guiding Hand”. 

  • Made several fixes and updates to Incarnon Geneses SFX (specifically how Host/Clients hear them). 

 

Duviri Orowyrm Fixes:

  • Fixed getting stuck in the first phase of the Orowyrm fight after Host migration occurs right before player steers it into the portal - causing all in the squad to be stuck in the Duviri Landscape unable to continue the fight. 

  • Fixed Drifter swapping to regular Melee instead of the Orvius if it was picked up while they were riding Kaithe - causing them to be unable to grapple to the Orowyrm. 

  • Fixed getting permanently stuck ragdolling after getting hit by an Orowyrm projectile while riding Kaithe - causing inability to continue with fight. 

  • Fixed losing the Sirocco after returning to Duviri Landscape after defeating the Orowyrm. 

  • Fixed total loss of function after getting hit by an Orowyrm energy wave while trying to take control of it - caused extremely dark screen and other issues upon respawning. 

  • Fixed crash during the first stage of the Orowyrm fight after Host migration. 

  • Fixed Clients being unable to use Transference on normal (non-Steel Path) Orowyrm.

  • Fixed portals lingering in the final stages of the Orowyrm fight.  

  • Fixed script error during Orowyrm fight after Host migration.

  • Fixes towards script error that could occur when falling off Orowyrm. 


 

The Duviri Paradox Quest Fixes:

  • Fixed Dax falling off of the map and not respawning in the Quest (notably in Stage 1) - causing inability to complete the rest of the stages.  

    • This also affected Story stages in The Duviri Experience has been fixed!

  • Fixed the end of mission screen playing at the end of some of the Quest stages. 

  • Fixed Teshin’s Cave portal having no VFX after Stage 8 of the Quest. 

  • Fixed several issues with Teshin and his Rablit’s animations during Quest cutscenes. 

  • Fixed lighting issues on Teshin upon returning to his Cave during the Quest (restoring the spotlight that he deserves!)

  • More fixes to Ordis’ dialogue not appearing in the Dormizone after completing the Quest. 

    • However, if you have not yet completed the Vors Prize Quest you will not have any Ordis transmissions until completion.

  • Fixed script error in “The Prince of Fire” stage of the Quest.

 

Optimizations: 

  • Fixes towards performance issues during the first stage of The Duviri Paradox Quest. 

  • Made performance improvements to the lighting in the Dormizone (specifically the door to enter Duviri) for lower spec PCs. 

 

Fixes:

  • Fixed objective waypoint disappearing for Story stages after defeating a Chest Guardian. 

  • Fixes towards multiple Host Migration issues resulting in returning to the wrong mission in The Circuit (example: mid-Exterminate would turn into Survival after migration). 

  • Fixed a non-functional Evolutions screen after selecting Cavalero’s “Evolve Incarnon Weapons” option if you only have one eligible weapon and no other Incarnon Weapons (Incarnon Genesis weapons and the Felarx, Innodem, Laetum, Phenmor, and Praedos).

    • Evolutions were able to be selected but the UI was not reflecting that - leading to players being unable to see that their Incarnon Genesis has been equipped. 

  • More fixes towards a crash that could occur when toggling between “Normal” and “The Steel Path” in The Circuit reward path screen. 

  • Fixed a Veiled Riven equipped on a Mod Config in your Arsenal appearing in Teshin’s Cave in that same Config but for a different weapon after completing the unveiling challenge. 

    • This was a UI-only issue and did not apply stats to the equipped weapon. Equipped unveiled Rivens will no longer appear in Teshin Mod Configs if the weapon it rolled upon challenge completion is not for the weapon it was equipped on. 

  • Fixes towards falling off map and not respawning in the Orowyrm Arena and Undercroft. 

  • Fixed Tamms disappearing in the Story herding stage if the player falls to their death - causing inability to complete the rest of the stages. 

  • Fixed the end of mission screen showing that you gained Circuit Progress when you failed. 

    • As mentioned in The Duviri Paradox patch notes, it is intended that you do not keep Circuit Progress if you fail or leave The Circuit - this was simply not being reflected correctly in the UI. 

  • Fixed there being no objective waypoint during the third phase of the Profit Taker fight - causing inability to continue the fight. As reported here

  • Fixed Kuva/Tenet Weapons not displaying their Stat bonuses (generated from their progenitor) when viewing Mod Configs in Teshin’s Cave. 

  • Fixed Drifter Melee weapons that you got recently (purchased with Platinum or Pathos Clamps) not being equipped when entering the Duviri Landscape. 

  • Fixed the Bombastine's Malice Decree (On Headshot, 30% chance for enemies near the target will be inflicted with 150%* Toxin) at times being triggered by Critical Frost's bonus Cold Damage.

  • Fixed Drakgoon not having a Default Mod Config in Teshin’s Cave.

  • Fixes towards white flashing when transitioning from lobby to mission in the Undercroft. As reported here

  • Fixed Host going invisible to Clients in Teshin’s Cave after using the “Mod Config” context action. 

  • Fixed a black screen overtaking the Warframe/Paradox Path choice sequence upon starting the game with a new account.

  • Fixed Kaithe performing a handstand when previewing it from Inventory. As reported here.

  • Fixed Cinta’s description not mentioning its Blueprint acquisition method. 

  • Fixed Krubies (Duviri Conservation animal) spawning where a Hidden Chest might have otherwise. There is enough space for the both of them!

  • Fixed issues with Enigmas in Duviri if affected by damage done by Decrees that create radial/aoe damage (Tumbling Frost for example). 

  • Fixed Clients not seeing Enigma elements, such as: 

    • The laser discs ricochet effect if Host is more than 40 meters away from the Enigma. 

    • Various elements when the disc is taken out of the area. 

    • Mnemonic Adjutant scanner. 

    • Certain statues - making it impossible for Clients to activate them. 

  • Fixed Inventory showing that Kaithes can be sold for Credits. 

    • Kaithes are intended to not be sellable since they are Platinum purchases. 

  • Fixed intro cutscene in the Angels of the Zariman Quest showing Warframe instead of Operator in the Dormizone. 

  • Fixed being able to go from Drifter to Operator using Transference if the player has chosen the Paradox Path. As reported here.

  • Fixed being able to see outside Teshin’s Cave from a hole in the map. 

  • Fixed clipping issues with Acrithis’ carriage horses.

  • Fixes towards several armor attachments having offset issues when equipped on Baruuk’s Doan Skin and Bishamo Lark Set.

    • We will continue to tackle these in batches - thank you for your patience!

  • Fixed compression issues in the Dojo Research UI.  

  • Fixed Companions spawning in the Legendary Rank 3 test.

  • Fixed possibility that two side objectives could spawn at the same time in the same cave. 

  • Fixed rare crash when using Kunai with Incarnon Genesis equipped.

  • Fixed various script errors related to UI. 

  • Fixed script error when a Hidden Chest ran out of possible waypoints to spawn the chest.

  • Fixed script error when picking up a Shrine piece when the Shrine itself had already despawned after completion. 

  • Fixed script error in the Ghost Mirror Enigmas - this was likely caused by Host Migration. 

  • Fixed script error when cave encounters start/resume too close to one another. 

  • Fixed script error in Undercroft portal.

  • Fixed script error when players joins or leaves an in-progress Duviri session and rewards are being given. 


 

Known Issues: 

Issues that were listed at the bottom of The Duviri Paradox Patchnotes - the following is an updated version of that list. Any remaining issues will continue to be reviewed for potential fixes in a future hotfix. Anything marked as CODE requires a cert update (meaning it will come in a future update). 

 

  • (FIXED) The Circuit Progress lost upon failing a Circuit mission is currently not reflected in the UI.

  • (FIXED) Becoming stuck in perma-ragdoll after getting hit with an Orowyrm projectile while mounting the Kaithe.

  • (FIXED) The following Host Migration issues: 

    • Fixed crash during the first stage of the Orowyrm fight after Host migration. 

    • Fixed script error during Orowyrm fight after Host migration.

    • Fixes towards multiple Host Migration issues resulting in returning to the wrong mission in The Circuit (example: mid-Exterminate would turn into Survival after migration). 

    • Fixed script error in the Ghost Mirror Enigmas - this was likely caused by Host Migration. 

    • Fixed getting stuck in the first phase of the Orowyrm fight after Host migration occurs right before player steers it into the portal - causing all in the squad to be stuck in the Duviri Landscape unable to continue the fight. 
       

  • (FIXED) Kuva/Tenet weapons do not display their rolled stat bonuses when viewing builds in  Teshin’s Cave.

  • (CODE) Players who use the hold to aim option and interrupt their melee swings by aiming will be stuck aiming until tapping aim again.

  • (CODE) Players who own the Kuva Hek or Vaykor Hek may still get the normal Hek in Teshin's Cave offerings when it should be offering its more powerful variants. 

  • Clients may become invulnerable and have several UI issues after entering the Undercroft in Duviri. 

  • Fixed the last completed stage of The Circuit restarting for Clients after Host decided to extract. 

  • Spiral objectives not progressing after completing certain requirements. 

  • Rune Marrow is not affected by Resource Boosters.

  • Clients sometimes see other players' Drifters without bodies after loading.

  • Certain Resources do not list their Drop Location in their on-hover description in the Foundry.

  • Lighting issues for Fish when Maw Feeding in multiplayer sessions. 

  • Warframe Configuration screen in Teshin’s Cave does not display equipped Archon Shards. This is a UI only issue - Equipped Archon Shards do apply their upgrades to Warframes in Cave. 

  • Toggling Crouch prevents Kaithes from Sprinting.

  • Certain items in Acrithis' store do not have dioramas.

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Только что, [DE]Megan сказал:

Fixed the end of mission screen showing that you gained Circuit Progress when you failed. 

  • As mentioned in The Duviri Paradox patch notes, it is intended that you do not keep Circuit Progress if you fail or leave The Circuit - this was simply not being reflected correctly in the UI

Oh, this explains a lot. However, who the hell thinks that this is a good idea?
Aside from the fact that defence is the worst mission type in game HP of defence objective NOT SCALING. It gone one-shoted after 5 or 6 rounds. Fix that!

Edited by Monrka
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Quick shot still doesn't work as intended its impossible to use melee with fire input it just does quick shot instead of use the melee

while the UI clearly says for quick shot you need to hold right click and click the fire input (left click)

eBO3wSI.png

Edited by DDiablO.
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15 minutes ago, [DE]Megan said:

 

  • Fixed the end of mission screen showing that you gained Circuit Progress when you failed. 

    • As mentioned in The Duviri Paradox patch notes, it is intended that you do not keep Circuit Progress if you fail or leave The Circuit - this was simply not being reflected correctly in the UI. 

This was a very anti-player decision.  Especially when you've made the opposite decision in other areas (like ESO).  Just very unfriendly to choose to go this way.

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Please consider making steel path circuit randomization optional.

One of the biggest and strongest aspects of the game is freedom of choice and personal expression.

Respectfully I understand what you are trying to do, but let us have the choice to do so on our own.

Thank you.

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1 minute ago, DestinyAwaits20 said:

For some reason as of late my framerate dips rather hard while doing some basic stuff when a bunch of particles show up on screen or when there's a couple of enemies shooting at me. 

I shouldn't be losing 100 frames on a 3060. :(

3080 and having big fps drops aswell it doesnt utilize the gpu properly for some reason 

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18 minutes ago, [DE]Megan said:

Duviri Orowyrm Fixes:

Hopefully this makes the flight phase a lot better! This was the most jarring part to me. Instant OHKOs? Chasing something that is always faster than you? Able to be stuck in an infinite loop? Homing orb? Nothing about this part seemed intuitive to me at all. The changes looks like they might help in some of these areas but still would not be surprised if there was more things about it that were bugged and/or changed.

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2 hours ago, Nekothika said:

Still NO fixes for NOT appearing third or fourth Shrine Sanctuary piece in Duviri Experience, while it was SUPPOSED TO BE FIXED BEFORE.

The Shrine is under the last place the 2nd ability guides you. If the quest to energize the shrine shows you no shrine on the waypoint, take your horse, fly around and under where you are... There is an entrance, a hole under the ground.

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6 minutes ago, Dwanvea said:

What mirage nerf?

They changed the radius of explosive legerdemain because of performance issues. Which is one of the main augments used by Mirage, mainly in a nuking setup so it nerfed her in that aspect. I don't know by how much since apparently this augment was getting hit hard with the ammo changes that they had to buff it then.

On 2023-04-26 at 7:59 AM, [DE]Megan said:

Made the following changes to Mirage’s Sleight of Hand with the Explosive Legerdemain Augment Mod in order to solve major performance issues that would occur when rapidly casting Sleight of Hand with the Augment Mod equipped while Hall of Mirrors was active:

  • Explosion radius is no longer affected by Mods. It is now always 15m. 
  • Proximity mine triggers no longer replicate to Clients (this was a particularly brutal performance issue origin for Clients in squads where the Host was casting Sleight of Hands with Hall of Mirrors often). 
  • Proximity mines now have a 20 second lifespan unless it is attracting an enemy, in which case it is paused. Only one mine can attract a particular enemy at a time.
    • The lifespan previously used to be extended if an enemy entered its trigger range, but if they never reached the explosion (e.g. something else killed them first) the lifespan could be extended indefinitely, causing strain on performance when stacking mines with multiple Sleight of Hand casts. 
  • Optimized the proximity mines when cast in the dark. 
  • Optimized the proximity mine triggers when there are multiple placed with Hall of Mirrors. Now there will be one trigger per group of mines, since they are close enough to one another. The trigger will swap to a new mine if the latter is destroyed. 
  • Also fixed flickering on her shaders. 

 

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