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PSN The Duviri Paradox: Hotfix #5


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PSN The Duviri Paradox: Hotfix #5

Changes: 

  • Magus Lockdown now respects all enemies with ability immunity protections.
    • We don’t take this change lightly, as we’re aware of its popularity, however, the persistent scenarios in which Magus Lockdown breaks the game (see fix listed just below) show us that we need to make some changes. In full transparency, we’ve let Magus Lockdown exist as an exception to the rule when it comes to CCing VIPS/bosses that are CC immune in most scenarios, and we’ve decided to make this change for the greater good. To offer a bit of insight to the issues, enemies with Overguard (Eximus, Kuva Trokarians, etc.) worked as intended and were unaffected by Magus Lockdown, while Eidolons, Kuva Clouds, and Thrax enemies (specifically during their incorporeal state) were not. Other abilities (such as Vauban’s Bastille for example) do not affect them, so we’ve adjusted Magus Lockdown to be on par with the rest.
      • This change does not affect enemies that are affected by abilities (Demolishers, Acolytes, etc.), and they will maintain their existing interactions with the Arcane. 
    • With the above change, we have been able to fix Thrax Legatus enemies in the Undercroft falling through the map and being inaccessible (causing major progression breaks in Story and Circuit stags). This was caused by Magus Lockdown being used while the Thrax Legatus were using their incorporeal clone ability. 
  • Added a new dissolve VFX when approaching Undercroft portals. 
  • New players who chose the Duviri Path can now decorate their Dormizone! 
  • Simplified the hacking minigame during The Duviri Paradox Quest (Post-Quest hacking minigames are unaffected by this): 
    • Removed the timer - players now have unlimited time to complete it. 
    • Removed held notes - single notes will now be the only note interactions.
  • Made the following changes to the Sun Silph (and its Silphsela resource) in Duviri: 
    • There are now 4 Silphsela “seeds” that float in the air around where the Sun Silph is located. 
    • Approaching a Sun Silph within 8 meters will cause it to let out a burst of 3 Silphsela “seeds” into the air that slowly descend overtime before blowing away with the wind. 
    • Also fixed being able to get unlimited Silphesela by standing near Sun Silphs. 
  • Made the following changes to the Dax Equitem to make the fight more engaging and challenging:
    • Increased the rate at which they use abilities and improved their targeting logic when fighting against a squad.
    • Slightly increased base health. 
    • Updated animations after performing abilities/leaps. 
  • Made various updates and fixes to the sound FX for Incarnon Genesis weapons.
  • Updated the VFX for Dread’s Incarnon Mode. 

Optimizations:

  • Made micro-optimizations to interactions with Duviri citizens. 

Fixes: 

  • Fixed only 2 of the 3 required fragments dropping for the “Assemble the Shrine” side objective if the Client initiates it while the Host is very far away - causing a halt in Spiral stage progress. 
    • Edit: We were close to a fix but there are still instances where Shrine pieces are not being dropped if Client and Host are far from one another when the Shrine is started. While we work on a fix, we suggest sticking close to one another when starting the Shrine to potentially circumvent this stage halt.
  • Fixed Defense Target not spawning if Host Migration occurs - causing waves to halt indefinitely.
  • Fixed dying in the Drifter Combat tutorial in The Duviri Paradox Quest causing Drifter to get locked in A pose - causing a halt in Quest progress. 
  • Fixed cases where a player with many Decrees attacking the Dax Equitem could break the fight and potentially crash. 
  • Fixed resources collected (and rewards from Enigmas) after the Orowyrm fight not being saved upon extracting. 
    • We are also investigating the same issue when using the “Leave Duviri” menu option.
  • Fixed permanent screenshake and cleansing prompt when interacting with a Conservation animal while Transference Surge is active. 
  • Fixed Arbitrations being inaccessible due to the new Duviri navigation region. 
    • Arbitrations, like Steel Path, are unlocked when completing all of the nodes in the Origin System and do not require Duviri interaction. 
  • Fixed Clients getting permanently stuck controlling the Orowyrm after Host Migration - causing halt in progressing through the rest of the fight.
  • Fixed customizing your Drifter via the mirror in the Dormizone erroneously offering Operator-only customization as an option to equip onto/purchase for Drifter.
    • If you purchased an Operator customization with the intention of using it for Drifter and would like to revert the purchase you can send a ticket to support.warframe.com. Use “Revert Operator Cosmetics Mirror Purchase” in the title to help our support team find your request. 
  • Fixed the Undercroft portal VFX missing when approaching while riding Kaithe - causing players to think that it is not functioning. 
  • Fixed crash that could occur when Host Migrating during Hidden Chest objective in Duviri. 
  • Fixed getting randomly teleported away to a totally new location in Duviri while flying on Kaithe around the edges of the islands. 
  • Fixed Clients seeing the Dax Equitem standing inside of their horse after Host Migration. 
  • Fixed respawning in unexpected locations after Host Migration. 
  • Fixed minor hitches in the Undercroft during Host Migration. 
  • More fixes towards hitching issues in Teshin’s Cave for Clients - potentially causing players to disconnect from the squad. 
  • Fixed minor hitches across other areas of Duviri. 
  • Fixed certain Mods not appearing in Teshin’s Cave Mod Configs - notably Warframe Augment Mods for subsumed abilities. 
  • Fixed turning into a Kaithe monstrosity after using emote at the exact moment you summon Kaithe. 
  • Fixed Maw flying out of the pond and roaming around after using the /unstuck command while feeding. 
  • Fixed Circuit Progress bar flashing and extending beyond UI after reaching Rank 10 in The Circuit. 
  • Fixed Steel Path Circuit Progress UI indicating different amounts earned and to earn in each window (Navigation & Mission Progress). 
  • Fixed the meteors during the Anger Spiral in Duviri not moving for Clients and immediately despawning. 
  • Fixed framerate drops when activating some of the side objectives in Duviri. 
  • Fixed Maw Feeding and Shawzin spots being highlighted during The Duviri Paradox Quest. 
    • These side objectives are intended for post-quest completion. 
  • Fixed dialogue not playing for page 3 of the “Scholar’s Landing” Lost Islands of Duviri Codex entry. 
  • Fixed Lex Prime’s magazine sticking out in the Inarnon Genesis diorama when visiting Cavelero. 
  • Fixed Clients’ Drifter A-posing while bleeding out in Duviri. 
  • More fixes towards Duviri citizens not reacting at all to the Orowyrm. Stone cold. 
  • Fixed players and Duviri citizens at times floating a bit off of the ground. 
  • Fixed Melee Incarnon Weapons using the incorrect HUD indicator to state that Incarnon Mode was ready. 
  • Fixed arrow facing the wrong way when using any skin on the Paris’ Incarnon Mode. 
  • Fixed arrow sticking out of the Zhuge when it is available in Teshin’s Cave. 
  • Fixed Host not seeing the correctly sized radius for Hallowed Reckoning based on their Ability Strength Mods. 
  • Fixed Mods attached in Inbox message having their descriptions cutoff when hovering over them. 
  • Fixed script error after leaving Duviri is a Client is in the middle of hacking a Hidden Chest. 
  • Fixed script error when cleansing animals in Duviri and leaving. 
  • Fixed script error caused by petting the animals in Duviri after cleansing them. 
  • Fixed several script issues with the “Assemble the Shrine” side objective. 
     
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1 hour ago, [DE]Danielle said:

Magus Lockdown now respects all enemies with ability immunity protections.

  • We don’t take this change lightly, as we’re aware of its popularity, however, the persistent scenarios in which Magus Lockdown breaks the game (see fix listed just below) show us that we need to make some changes. In full transparency, we’ve let Magus Lockdown exist as an exception to the rule when it comes to CCing VIPS/bosses that are CC immune in most scenarios, and we’ve decided to make this change for the greater good. To offer a bit of insight to the issues, enemies with Overguard (Eximus, Kuva Trokarians, etc.) worked as intended and were unaffected by Magus Lockdown, while Eidolons, Kuva Clouds, and Thrax enemies (specifically during their incorporeal state) were not. Other abilities (such as Vauban’s Bastille for example) do not affect them, so we’ve adjusted Magus Lockdown to be on par with the rest.
    • This change does not affect enemies that are affected by abilities (Demolishers, Acolytes, etc.), and they will maintain their existing interactions with the Arcane. 
  • With the above change, we have been able to fix Thrax Legatus enemies in the Undercroft falling through the map and being inaccessible (causing major progression breaks in Story and Circuit stags). This was caused by Magus Lockdown being used while the Thrax Legatus were using their incorporeal clone ability. 

 

From a programing standpoint this doesn't sound like a fix to an issue as much as you feel it was the only way to end up in an unintended situation and as such by changing another aspect of the game you can reduce backlash by saying "but we fixed a glitch". 

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Awesome!!!!  Very interesting to see what causes some of these bugs like Magus Lockdown.   I was scared after seeing it was going to change but am super happy it was limited to thrax!!  I use Lockdown for acolytes/demolysts religiously. 

People were using it when a thrax splits into 3 ghosts and fires its lasers??  I wish there was a way to interrupt that attack!!  But color me suspicious of this fix.....  I"ve been in several bugged matches like this...  I've never seen people leaving behind lockdown threads in circuit.......   If this was indeed the cause I would have expected to see it....

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Ummmm hidden chest puzzles getting nerfed...lol.... dude narmar puzzles are like a bazillion times tougher lol.   Once you learn to speed up or slow down the spinning in Duviri puzzles they are super easy wtf!!!!   Even the held notes are easy as hell.  You can slow down the speed to start the note, let speed go back to normal and release at the end....

Instead of nerfing those hidden chests what should have been nerfed into easy mode is FISHING!!!!  Maw sucks.  Get rid of the freaking timer or reduce the fish you need to eat by 50%!!

The lack of proper fishing and conservation really is a sore spot in Duviri.  It feels pretty empty on things to grind for.   Some people hated that stuff in past open worlds and that is fine,  let them hate.   But alot of other people found that stuff to be fun and something to do.   My Operator room is covered in every floof/fish trophy.  I am super pissed Deimos fishing doesnt ever work correctly.

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Im not sure if Circuit will be fixed after this...   I see you took another swing at defense/excavations not appearing/not starting /bring broken...  The groups I have been in had not suffered host migrations I dont think... maybe before I loaded into cave??  I really dont remember people leaving before defense no shows...   I still need my last adapter this week so im gonna go try them now!!!

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I got excited to see Hallowed Reckoning getting the attention it desperately needs- only to rush off to test it and find that just like the last couple patches that targetted this augment- it whack a moled into a different problem.

 

I'll find and update a relevant thread on the bug itself, but the gist is the augment was working perfectly for client and not receiving the range bonus for host.

The issue has moved, as now Host gets the correct range but the duration is erroneously set to the blind duration (a much shorter duration, we're talking 7 seconds vs 17 seconds) making this into effectively a nerf on an already bugged augment (host wise).

I will comment more informatively in a relevant thread, disappointing to see the dang bug continues to be a hassle for both players AND the devs.

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4 hours ago, (PSN)ClaimingKarma said:

From a programing standpoint this doesn't sound like a fix to an issue as much as you feel it was the only way to end up in an unintended situation and as such by changing another aspect of the game you can reduce backlash by saying "but we fixed a glitch". 

Yeah, lazy programming. Rather than Fix the situation they're just Avoiding it.

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5 hours ago, [DE]Danielle said:

PSN The Duviri Paradox: Hotfix #5

5 hotfixes in

and still none correcting the Resource Boosters Not Working issue.

Does that require a CERT Update or something? Considering how long it'll take to get one of those, can we get some Refund or Extension on any Boosters we purchased?

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the most frustrating thing to this day imo is the long loading times on ps4 (which were already an issue in the past, leading to lots of host migrations and missed fissures) but now it literally makes crossplay duviri circuit unplayable unless you're the host - it just leads to 3-4 minutes of loading screen, followed by a host migration error (because all the other tennos are probably already close to wave 2) which ultimatively is followed by another 2-3 minutes loading back into the orbiter.

Now I literally have to constantly switch cross play on and off on the fly depending on if I wanna play duviri content or not and chat proved to me that I am certainly not alone with this

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14 minutes ago, (PSN)ApoX95 said:

the most frustrating thing to this day imo is the long loading times on ps4 (which were already an issue in the past, leading to lots of host migrations and missed fissures) but now it literally makes crossplay duviri circuit unplayable unless you're the host - it just leads to 3-4 minutes of loading screen, followed by a host migration error (because all the other tennos are probably already close to wave 2) which ultimatively is followed by another 2-3 minutes loading back into the orbiter.

Now I literally have to constantly switch cross play on and off on the fly depending on if I wanna play duviri content or not and chat proved to me that I am certainly not alone with this

I've been running into this a lot too.

as a PS4 player, my loading bar takes so long that the PC host seems to 'give up' and pick someone else to matchmake (I end up seeing 5th name added to the squad chat). At this point I get disconnected, and if I try to use the 'reconnect to squad' option they tell me the Session is now Full.

I can only get into Duviri if I am Host.

 

Note that this loading time discrepancy appears to affect X-play in general. It's just exacerbated by Duviri Content.

Please go back and rework the X-play Matchmaking handshake protocols, so that PC Hosts don't 'give up' on slower loading PS4 players.

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I play on ps4 and have resigned myself to running duviri solo recently, due to not being able to get a working run through matchmaking. 

I agree with those above, loading is unbearably slow, and times out over 50pc of the time.  

Will it ever be fixed for us ps4 peasants?

 

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On 2023-05-03 at 12:51 PM, [DE]Danielle said:

With the above change, we have been able to fix Thrax Legatus enemies in the Undercroft falling through the map and being inaccessible (causing major progression breaks in Story and Circuit stags). This was caused by Magus Lockdown being used while the Thrax Legatus were using their incorporeal clone ability. 

Today the glitch still occured

apparently it is not enough to just remove Magus Lockdown, you really need to go into the Thrax Animation States and fix them directly

because some alternate means that you overlooked can still trigger it.

-this is the problem when Avoiding a problem instead of actually fixing it. It's still there, waiting....

 

Noteworthing that Nidus was spamming Larva pull at the time, ?possible connection? it has similar immobilization functions...

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