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Whispers in the Walls: Hotfix 35.0.7


[DE]Megan
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On 2023-12-18 at 1:34 PM, DaShark said:

When you are playing as Sevagoth and are not the host of a lobby, the synergy between Reap and Sow does not occur.

Enemies afflicted with Sow are supposed to deal blast damage to nearby enemies equal to a portion of their max health. This does not occur when he is not the host of a mission in any situation. If Sevagoth is in a solo mission, they are not affected as they are the host 100% of the time.

How to reproduce?
Select Sevagoth with both reap and sow abilities not replaced with subsumes.
Have another player invite you to a lobby or join a lobby in progress.
Approach two or more enemies nearby each other and cast sow.
Cast reap shortly after on the same enemies and the explosion resulting from their synergy does not happen.

If done while the host or in solo, the explosion does still occur.

Can you provide your build and game settings?
Issue occurs on both a modded and unmodded build.

What kind of squad were you in? Solo, host, client?
Client

Issue is not just visual as enemies do not deal additional damage as client.

 

Still waiting for when Sevagoth's abilities get a round of bug fixing. I can not go into public matchmaking without risking losing Sow's functionality. Please fix soon. I don't want to have to wait until his prime version comes out just to go into public lobbies.

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2 minutes ago, DaShark said:

Still waiting for when Sevagoth's abilities get a round of bug fixing. I can not go into public matchmaking without risking losing Sow's functionality. Please fix soon. I don't want to have to wait until his prime version comes out just to go into public lobbies.

As well as the Glaukus skin fixes. I'm so sad our boy has so many issues :[

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since fix topaz shards are now kind of useless outside of use on mesa and seems that angstrum feature was not intended. big sad :( Btw when there will be an option to un-fuse new coalescent shards? 

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35 minutes ago, [DE]Megan said:
  • Changed the required amount of players needed to start the Effervo boss fight from all squad members to half. This addresses feedback that the boss fight could take a long time to start (and potentially result in Host migrations) if players were off collecting Voca, resources, etc, instead of moving to the boss zone. Players outside of the zone will now be teleported into the arena once activated.

  So never running this mission in public again, understood.

35 minutes ago, [DE]Megan said:
  • Replaced the “Skip” button in the Circuit reward screen with a “Continue” option if multiple rewards are available. This aims to help prevent players from skipping them all, and instead, will now show the next reward.

I don't need my time wasted by the flashy animations, please re-add the skip button so I can just get back into the mission.

35 minutes ago, [DE]Megan said:
  • Fixed Wisp’s Animation Sets missing a custom animation while running with the Grimoire. The floor is always lava challenge is officially back on!

Can you also fix Grimoire on Titania while you're at it? It's completely broken on her.

 

Also, continuing from the many previous threads:

35 minutes ago, [DE]Megan said:

Check out our Known Issues thread!

  The following are not listed in the linked thread, so I'm making them known to you:

Spoiler

 

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29 minutes ago, Megazawr said:

Here's another reminder about some old bugs:

  • unable to see each other in dojo thus not being able to trade
  • mag, mirage, mesa (and now ash) locking their abilities (and sometimes weapons),
  • ash's 4 showing wrong numbers,
  • slams from operator launching you in the wrong direction or failing,
  • waypoints(not just in duviri), codex/simulacrum scans,
  • yareli bugs,
  • exalts being unmodded in duviri(and even if that's not a bug, that's a very bad feature that isn't explained anywhere).
  • kahl getting stuck in a rampart on a "Junk run mission"
  • not enough enemies spawning in railjack skirmish missions
  • "More than MAX_REMOTE_OBJECT_ID replicated entities, out of IDs"  crash
  • Moonwalk after transference (yes, it still happens)

Pretty sure duviri exalteds are tied to the corresponding config slot. Had the same issue with Titania, but since I use config B titania, once I copied her weapon configs to their respective b configs, she worked like normal, at least as far as I can tell.

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Glad to see some of the bugs being fixed. There are a few other major bugs that I should bring to your attention. To be specific, this applies to Whispers in the Walls related missions:

  • Occasionally upon spawning into a WITW Bounty or regular mission, the second player in the squad order spawns unarmed
  • In Netracell missions, if one player is standing close to a glyph and another player clicks to pick it up, the player standing close picks up the glyph instead. Also there is no option to unequip the glyph if you pick up the wrong one
  • Yareli and her board still breaks the game
  • Mirage's Eclipse in any of the WITW missions doesn't work. It only gives you a flat 75% buff on lunar eclipse instead of switching between the two buffs with light levels. At least this is a problem I experienced as a helminth ability on Wisp specifically. I haven't tested to see if this is still the case on other warframes.

    Please let me know if you need any additional info for this. These bugs honestly cause a lot of gameplay issues so I would love to see them fixed
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9 minutes ago, Agall said:

Well all I'll say is that it probably won't be worth running topaz blast shards now since where this helped was content where shield gating is viable. Blast verglas no longer viable if I have a period of health vulnerability. I'll have to test it to see if it broke my current setup.

I'd try it with forced regen from Augur/Brief Respite.  I haven't checked recently, so maybe it's also been nerfed, but that used to reliably jumpstart Lethal Progeny shield restore.

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Just now, matt11mz said:

Pretty sure duviri exalteds are tied to the corresponding config slot

I know, but 1)many people don't know about it and go into duviri with unmodded exalteds because of this. 2)it works not like outside of duviri and is not explained anywhere 3)it can be inconvenient for normal missions to have duviri builds on the same config

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Happy New Year guys! Hope you had a good holiday break :D

Usually I post graphical bugs, but for once I'd like to post the following couple gameplay related ones. Still no fix for:

Thanks as always :3

Edited by NightmareT12
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Still no acknowledgement of not being able to trade with my own platform after enabling cross-save.

Other problem are all of my resource contributions are not listed anymore in my clan. 

Also my forum account switched to a PC account and I can't get back into my PSN forum account after enabling cross-save so I couldnt post in the PSN update thread and could only post in this PC thread.

Edited by crow5716
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43 minutes ago, [DE]Megan said:

 

  • Changed the "Regenerate Shields when you inflict an enemy with Blast Status" Topaz Archon Shard embed bonus to no longer apply when Shield Gate is triggered. 
    • An unintended degree of invulnerability could be obtained using this effect while continuously triggering Shield Gate, so it was changed to function similarly to Caliban’s Lethal Progeny ability, where the Shield recharge is disabled when Shield Gate is triggered and only resumes when the Shields begin to regenerate themselves. 

This is a really disappointing change. It was a very niche use based on a situational status/element, that only made a noticeable difference to a small number of frames and builds.

For me, fitting a single shield regen Topaz Shard into my build was the final touch for really smooth Caliban gameplay, since it allowed me to ignore other less efficient ways to kickstart Lethal Progeny's recharge.

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19 minutes ago, matt11mz said:

Pretty sure duviri exalteds are tied to the corresponding config slot. Had the same issue with Titania, but since I use config B titania, once I copied her weapon configs to their respective b configs, she worked like normal, at least as far as I can tell.

It goes beyond that though. I am getting unmodded, rank 0, exalteds despite picking all my exalted weapon loadouts being fully modded so this claim of config slots doesn't work for me. In the circuit it works fine but my exalted weapon becomes awful once I go into undercroft.

And even if it was intended as you say, what about Configs D E and G? What about swapping configs? Does WF know how to remember they are ordered originally or what? It isn't intuitive, the best option is to provide exalted modding in the cave to allow us to check for ourselves.

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- I agree with others, shards should be separatable, maybe with an additional stela cost or bile cost or something.
- Don't think I didn't notice the fact that you immediately fixed the only codex bug that actually helped people in some way rather than working to fix the other 100ish codex bugs that have been in the game since implementation and annoy everyone that pays attention to the codex. Really showing your true colors there.
- Angstrum incarnon was a feature, you removed it, now the weapon no longer serves a purpose. It happens, but I don't think anyone's thanking you for that one.
- Obligatory mentioning of Void Dash.

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55分钟前 , Agall 说:

Was hoping we'd see something like this since y'all really feel the need to keep breaking my builds:

  • Added an Archon Shard de-combination feature so players don't have to wait 10 years to get another base Tau shard when DE nerfs them.

This.

 

And glad to see blast useless again, lol

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1小时前 , [DE]Megan 说:

Whispers in the Walls: Hotfix 35.0.7

Hello Tenno and Happy New Year! This Hotfix includes back-end fixes and improvements towards Cross Platform Save that are needed before we re-open the gates again this January. Dates to come - stay tuned! 
 

Cross Platform Save Fixes: 

  • Fixed rare instances where selecting an account that has not completed Vor’s Prize as your primary during the merging process would cause progression issues for the merged account.
  • Fixed rare case where merged PC and Console accounts that were in the same Clan would no longer be a member of it in the merged account.
    • If you have experienced this and would like assistance returning to your Clan, you can submit a ticket to support.warframe.com
  • Fixed rare case where TennoGen purchases made via the Steam Workshop would be incorrectly locked to a player’s Console account instead of their PC account (as intended) if the player was logged in on Console at the time of purchase.
    • We are working on a script to correct this for affected players. 
  • Fixed Companion Incubation not progressing after merging two accounts that both had a Companion active. Moving forward, new merges will automatically move those Companions into Stasis to avoid this issue. 
    • If you have experienced this issue and need assistance in regaining access to those Companions, you can submit a ticket to support.warframe.com

Changes: 

  • Changed the Violet Archon Shard embed bonus affecting Health/Energy pickups to function similarly to the Equilibrium Mod. Now, Health/Energy Orbs can be picked up if one is full, but the other is not to apply the bonus. 
  • Changed the "Regenerate Shields when you inflict an enemy with Blast Status" Topaz Archon Shard embed bonus to no longer apply when Shield Gate is triggered. 
    • An unintended degree of invulnerability could be obtained using this effect while continuously triggering Shield Gate, so it was changed to function similarly to Caliban’s Lethal Progeny ability, where the Shield recharge is disabled when Shield Gate is triggered and only resumes when the Shields begin to regenerate themselves. 
  • Changed the required amount of players needed to start the Effervo boss fight from all squad members to half. This addresses feedback that the boss fight could take a long time to start (and potentially result in Host migrations) if players were off collecting Voca, resources, etc, instead of moving to the boss zone. Players outside of the zone will now be teleported into the arena once activated. 
  • Changed Pangolin Prime’s Slam attack to match its base version:
    • Now applies a forced Slash Status Effect. 
    • Changed damage type from Impact to Puncture. 
  • Replaced the “Skip” button in the Circuit reward screen with a “Continue” option if multiple rewards are available. This aims to help prevent players from skipping them all, and instead, will now show the next reward. 
  • Arcanes offerings from Vendors are now displayed as unranked. 
    • Hovering over the Arcane will now display both its unranked and max rank stats. This is to help avoid players thinking they are buying a fully ranked Arcane.
  • Added a Default Mod Config for the Grimoire in Teshin’s Cave options. 
  • Mandonel’s orb will now spin faster during reload for some added flare!
  • Removed mention of Syndicate Sigils in the “Loyalty” Nightwave Act’s tip description, as they are no longer required with the Pledge system to gain Standing. 

Optimizations: 
Made small optimizations to server-side database performance. 

Albrecht’s Laboratories/Sanctum Anatomica Changes & Fixes: 

  • Improved spawn rates of The Anatomizer and The Severed Warden enemies in Alchemy Bounties. Particularly to address the issue of being unable to complete the “Kill X Flying Enemies” Bounty Challenge. 
  • Fixed individual Focus School Eidolon Lens Blueprints being rewarded in Rotation C of the Survival, Persto mission instead of the intended Eidolon Lens Blueprint. 
    • Each individual Lens Blueprint had a drop rate of 10% for each type, so we have adjusted the drop tables to compensate for this change by increasing the drop rate for the Eidolon Lens Blueprint and the Mandonel Barrel and Receiver. More details in the public drop tables. 
  • Fixed cases where Rogue Voidrigs would not spawn/be marked on the map.
    • With this fix, the “Kill 2 Rogue Voidrigs” Bounty Challenge has been re-enabled! It was disabled in Hotfix #2, as the above issue was preventing Bounties from being completed.
  • Fixed case where Rogue Voidrigs would suddenly teleport to a different location after being spawned by a Rogue Culverin. 
  • Fixed Rogue Culverins’ animations popping while spawning a Rogue Voidrig. 
  • Fixed the map search radius for Necramite Drones not appearing in Netracell missions (including the Whispers in the Walls Quest stage). 
  • Fixed reward containers in the Netracells having different Codex entries. 
  • Fixed breaking a Murmur Sarcophages counting as more than one towards the “Find X Murmur Sarcophages” Bounty challenge. 
  • Fixed hitches occurring after hacking a Necramech summon terminal. 
  • Fixed the maximum number of Vitreums that can be activated simultaneously in the Assassination, Effervo mission not scaling based on Squad size. 
  • Fixed damage type icons appearing next to the “Vitreum Seeking” UI in the Assassination, Effervo mission instead of “A, B, C…” to indicate which Vitreum is active and where. 
  • Fixed Murmur Eyes not despawning after its timer has run out in the Assassination, Effervo mission. 
  • Improved the accuracy of the direction in which broken furniture pieces will fly out when destroyed. We’re collectively keeping the Necramites employed with all this senseless furniture demolition. 
  • Fixed certain character color customizations (if you know you know) not appearing in their transmissions. 
  • Fixed loss of UI functionality in the certain character color customizations screen after saving. 
  • Fixed the Cavia rank up dioramas being obfuscated by Vendor UI if you interacted with them before it appeared. 
  • Fixed opening Operator Equipment in the Sanctum Anatomica in the “Back to the Future” stage of the Whispers in the Walls Quest causing functionality loss. 
  • Fixed minimap waypoint for the Grimoire page not disappearing after collecting it in the “Lost and Found” stage of Whispers in the Walls Quest. Also fixed the Lotus “mission complete” transmission playing on extraction. 

General Fixes: 

  • Fixes towards DirectX 12 AMD graphics card crashes. 
    • DirectX 12 was disabled in Hotfix 35.0.4 as a temporary solution while we worked on a fix (PSA here). We have re-enabled DirectX 12 for AMD Graphics Cards in this Hotfix now that we have made some progress - but we encourage you to continue to share your findings here if the issues persist. 
  • Fixed Topaz Archon Shard embed bonuses not triggering from enemies that were killed by the required conditions.  
    • For example, if you killed an enemy with Electricity Damage, it would not trigger the embed bonus of gaining Ability Damage on enemies affected by Electricity Status. With this fix, if the killing blow was going to apply the required condition, it will count towards the embed bonus. 
  • Fixed the "Regenerate Shields when you inflict an enemy with Blast Status" Topaz Archon Shard embed bonus removing Overshields when triggered. 
  • Fixed a Wares option appearing at Mother when interacting with her immediately after arriving into the Necralisk. 
  • Fixed being unable to complete the Enigma in Kullervo’s Hold due to the final target door not opening.  
  • Fixed the Ammo Pool for Primary Weapons increasing beyond its max intended amount after transforming the Angstrum to its Incarnon Form and picking up ammo while Primary is out.
  • Fixed Wisp’s Animation Sets missing a custom animation while running with the Grimoire. The floor is always lava challenge is officially back on!
  • Fixed Clients not seeing some of Mandonel’s animations. 
  • Fixed dual wielding with the Cirriped Epitaph Skin equipped causing the Epitaph to have offset issues. 
  • Fixed player Voidrig’s arm not moving when aiming down sights while standing still. 
  • Fixed Grimoire’s projectile explosion sound FX at times cutting off. 
  • Fixed projectile explosion sound FX missing for the Morgha and Kuva Ayanga ground Archguns. 
  • Fixed flat lighting issues in the Cambion Drift.
  • Fixed the “Last Words” Ground Finisher missing a Blast Damage icon in the High Noon and Bullet Dance Stance Mod screen. 
  • Fixed the Stahlta Shock Rifle Skin missing controller vibration support. 
  • Fixed icon missing in the HUD for Burston Incarnon’s “Fortress Salvo” buff.
  • Fixed incorrect icons being used in the HUD for the Zylok and Kunai Incarnon evolution buffs. 

Tenacious Bond Explosive damage bonus It has not taken effect yet

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50 minutes ago, [DE]Megan said:

Changed the "Regenerate Shields when you inflict an enemy with Blast Status" Topaz Archon Shard embed bonus to no longer apply when Shield Gate is triggered. 

  • An unintended degree of invulnerability could be obtained using this effect while continuously triggering Shield Gate, so it was changed to function similarly to Caliban’s Lethal Progeny ability, where the Shield recharge is disabled when Shield Gate is triggered and only resumes when the Shields begin to regenerate themselves. 

 

Wow, removing a unique interaction because it was powerful? How...just like you... Welp, I will now go back to never using blast damage again, and spamming vazrin because all other methods of survivability are not allowed! Thanks for this very justified nerf! Hey while you're at it, will you be addressing enemy toxin damage scaling? Oh, you won't? Oh... well what about how PSF is mandatory for survival and also time gated? You won't do that either? Sure ok. Well hey, at least the use rate of blast damage will surely justify the nerf right? I mean it is your most popular damage type--oh. oh it's viral slash. oh. Well...yea. I guess building for survivability isn't allowed. Oh while you're at it, won't you take a look at Arcane Aegis? You know, the same exact interaction you just nerfed????? It's unironically hilarious to me that they buffed this arcane, gave us the shard equivalent, but decided the archon shard was too strong. The endgame resource that's only available after beating the majority of the game and doing a ton of lategame grinding is strong? Like what are we doing here? What are these priorities? Anyways, thanks for making blast damage useless again! Really appreciate that! Good job! Maybe in 4 weeks we can nerf impact, seeing as how they're about the same in popularity and utility. In fact I hear magnetic is rather vulnerable this time of year, why don't we address any strengths that one has and get ahead, before they become too useful! 

I'm not even mad, I'm just disappointed, so very disappointed.

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Shield regen on topaz shards aren't even working as stated on the shard and you nerfed them. Currently you gain shields when you deal blast damage and not just on blast proccs. This is easily found by using Octavia's mallet which deals blast damage and gives shields without inflicting blast proccs. 

Maybe make the shards work as stated before nerfing them? 

 

Also melee CD on purples isn't doing what it says. Regular purples are giving 50% without 500 energy and 75% with 500 with an added flat CD of 0.5 per shard and taus give stated %s with an extra 0.375 flat CD per shard. 

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1 hour ago, [DE]Megan said:

Improved spawn rates of The Anatomizer and The Severed Warden enemies in Alchemy Bounties. Particularly to address the issue of being unable to complete the “Kill X Flying Enemies” Bounty Challenge. 

Can we like, not? Severed Wardens were immediately my least favorite enemy in the game the first time I encountered one, and Anatomisers are excessively tanky.

Perhapse the real issue is that the "kill x flying enemies" objective exists at all.

Edited by PollexMessier
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1 hour ago, [DE]Megan said:
  • Changed the "Regenerate Shields when you inflict an enemy with Blast Status" Topaz Archon Shard embed bonus to no longer apply when Shield Gate is triggered. 
    • An unintended degree of invulnerability could be obtained using this effect while continuously triggering Shield Gate, so it was changed to function similarly to Caliban’s Lethal Progeny ability, where the Shield recharge is disabled when Shield Gate is triggered and only resumes when the Shields begin to regenerate themselves. 

lol.

Okay, so, completely pointless, then? Good to know. 

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