[DE]Taylor Posted July 25 Share Posted July 25 Cross Platform Save Changes: Last month we added a change to Cross Platform Save which affected purchased items on Linked Accounts. Players reported to us that in rare situations, some of the intended items were not being transferred as we said they should be. We have narrowed down the cause of this and included a fix for all future Account Links in this Hotfix. We will be running a script to fix this for any affected players soon and will update the original post once it is completed. New Player Experience Changes: Moved The Duviri Paradox Quest as a reward for completing Vor’s Prize to the Saturn to Uranus Junction. As we continue to add to our Main Story path with Warframe 1999, our team is focused on improving the New Player Experience and removing points of confusion in a player’s journey. We added Duviri in 2023 as an alternative tutorial for players -- after reviewing player behavior, it was moved behind Vor’s Prize in Echoes of Duviri. With more player feedback under our belts, we have made the decision to move player access to this story behind the Uranus Junction. As a team, we’re dedicated to experimenting and expanding Warframe’s weirdness, but player experience is king above all else! If you had already unlocked this Quest prior to this Hotfix (i.e. completed Vor’s Prize), you will still have access to it regardless of your Junction completion. Made improvements to the Saya’s Vigil Quest to help address moments where players would get confused or be uncertain how to proceed. Added waypoint markers to the Glass Shards in the Plains of Eidolon to help players more easily find and scan them. Improved waypoint placement and increased the opacity of the glass window upon approaching the Vault to make the path to the Shard clearer to players in the Hek’s Galleon mission. Updated various Objective descriptions to better explain expected player actions and added a waypoint to the Elevator into the Vault in the Hek’s Galleon mission. Changes: Jade Light Eximus will now no longer ramp up their damage against Defense Targets, Excavators, Rescue Targets, etc. They will now deal a flat 100 damage per tick. Players who have sealed 100+ Thermia Fractures will now see “ALL REWARDS COLLECTED” instead of the list of reward tiers for the Thermia Fractures event in their World State Window. This change removes unnecessary clutter from this screen, making room for more relevant information to be displayed at the front of the Orbiter! Changed AX-52’s Critical Chance headshot mechanic to Stacked Multiply instead of Add when applying the Critical Chance buff. This addresses unintended interactions with Abilities such as Xata’s Whisper. Also updated the Unique Trait description to better communicate the end result of this Critical Chance headshot mechanic. The buff effectiveness has actually increased very slightly, but players should expect similar results overall. Was: Aimed Headshots have +100% Critical Chance. Now: Aimed Headshots have +400% Critical Chance. Fixes: Fixed Melee Incarnons not displaying Incarnon charging UI for Clients with Melee Retaliation equipped. Fixed being unable to see a Clan Applicant’s message when requesting to join a Clan via the Clan Advertisement system. Fixed entering Bleedout (instead of the intended Spectral form) with Dagath’s Grave Spirit active if the fatal blow dealt Blast damage. Fixed the Fluctus not benefiting from the “Fire Manual Trigger Weapons Continuously” toggle in the Accessibility settings. Fixed one of Ember Heirloom’s sleeves appearing darker than the other. Fixed Archons in Archon Hunts not using their proper Narmer Weaknesses/Resistances. As a refresher, here are the Narmer vulnerabilities/resistances: Vulnerable to Slash and Toxin Resistant to Magnetic The Archons in The New War Quest remain neutral since you don’t know what the “Narmer” faction is until the near end of the Quest, and therefore wouldn’t be able to plan for them given that you are locked into the Quest once started. Fixed an issue where Kullervo’s Wrathful Advance could collide with and get stuck on Guardian Shell. Fixed the Arcane Boiler not spawning in the “Arcane Machine” mission of the Stolen Dreams Quest as reported here: https://forums.warframe.com/topic/1406669-arcane-boiler-doesnt-spawn-at-the-end-of-stolen-dreams/ Fixed Nikanas equipped with Blind Justice not being able to do default Finishers. Fixed cursor in the Duviri Hacking Puzzle being positioned slightly below the line instead of directly on it as intended. Fixed rare chance that Clients experience performance issues caused by the Ghost Mirror objective in Duviri. Fixed Jade firing from her feet in Glory on High if players had subsumed over Ophanim Eyes. Fixed Maggot diorama in Codex missing its textures. Fixed Railjack enemy outlines being misaligned with custom HUD scaling. Fixed a small hitch when selecting the Zephyr Harrier Collection in the Market. Fixed Loid’s hair being too dark in the Sanctum Anatomica. Fixed Dominus Thrax’s head in the Duviri skybox not updating to reflect the current Spiral for clients. Fixed Dog Days enemies being unable to target players if they stand on a certain section of the tile. Fixed enemies clipping into the wall when hiding beside a certain locker in the Grineer Galleon tileset. Fixed unintended popping sound when reloading the Corinth Prime. Fixed various map holes in the Grineer Galleon Defense tile. Fixed being able to see through the map in a section of the Orb Vallis. Fixed performance issues caused by Energy Leech Eximus. Fixed script errors caused by Look and Mod Link. Fixed script error caused by the Mod preview window. 29 Link to comment Share on other sites More sharing options...
KADRACOLA Posted July 25 Share Posted July 25 Ty Link to comment Share on other sites More sharing options...
PopocraftGD Posted July 25 Share Posted July 25 Friendly reminder 23 Link to comment Share on other sites More sharing options...
(PSN)jqmac Posted July 25 Share Posted July 25 Can we get a fix for the Rogue Voidrig Eximus scans not counting towards the codex entry? Been stuck at 1/3 scans even though I've scanned dozens in EDA since they were added to the codex. 7 Link to comment Share on other sites More sharing options...
Mr.NoodleHair Posted July 25 Share Posted July 25 Thank you! Link to comment Share on other sites More sharing options...
Snomunist_ Posted July 25 Share Posted July 25 Please add a "REMOVE ALL" button to the appearance tab PLEASEEEE 22 Link to comment Share on other sites More sharing options...
NeDesitVirtus Posted July 25 Share Posted July 25 Sad....Jade Eximus were such a nice change and made people actually pay attention, i.e. not AFK on defense targets. 14 Link to comment Share on other sites More sharing options...
TOP_DEMON Posted July 25 Share Posted July 25 Mid Link to comment Share on other sites More sharing options...
RitaSanderson Posted July 25 Share Posted July 25 Please, please, please can we get a fix for a BROKEN LIGHTING in the Orbiter on DX11, Jade's update broke it completely (same with the Necralisk) 9 Link to comment Share on other sites More sharing options...
Void2258 Posted July 25 Share Posted July 25 What about the general incarnon gun reticles missing for clients? Also reminder that many incarnon melees still lack the new reticle regardless of the equipped arcane. 4 Link to comment Share on other sites More sharing options...
Yulfan Posted July 25 Share Posted July 25 With Sevagoth Prime on the way, can you take a look at that? 6 Link to comment Share on other sites More sharing options...
Navehz Posted July 25 Share Posted July 25 Thanks! Link to comment Share on other sites More sharing options...
Megazawr Posted July 25 Share Posted July 25 (edited) still no fixes for these old detrimental bugs: unable to see each other in dojo thus not being able to trade mag, mirage, mesa (and in very rare cases ash) locking their abilities (and sometimes weapons) ash's 4 showing wrong numbers(damage and kills in statistics are wrong too) slams from operator launching you in the wrong direction or failing(probably may be fixed with the new low frame latency option) waypoints(multiple different bugs in different areas), codex/simulacrum scans, yareli bugs kahl getting stuck in a rampart on a "Junk run mission" (but who cares, we don't need to do it anymore) "More than MAX_REMOTE_OBJECT_ID replicated entities, out of IDs" crash (crashes seem to be fixed, but ID reuse issues might be the cause of some disconnections/host migrations) Moonwalk after transference (still happens as of 2024/07/15) Sanctuary Onslaught breaking if host migraton happens right before the portal spawns(I think it's in the game since its release) Xata's whisper on clients creates bubbles not where you shot the enemy(usually on legs, which makes headshots impossible) Duviri(all modes) is still full of different bugs for example: getting a duviri drifter when using transference in the circuit(yes, it still happens) Revived vulpaphyla and sentinels don't have invisibility if you have it on until you recast invisibility. If you use quick melee then swap the weapon and shoot fast enough, the weapon swap will be cancelled(but it'll show a different weapon in the bottom right corner right before you shoot). Usually weapon swap cannot be cancelled. If you use quick melee then quickly do a heavy slam attack, it can sometimes do a regular slam instead or do no damage at all(but you'll lose combo in any case) Exalted melee interactions with regular melee combo, initial combo and gladiator set bonuses are a buggy mess. Getting softlocked in navigation after opening it (opening foundry by clicking on "X items ready to claim" notification always helps tho, and opening then closing chat usually helps too) If you join a random squad from the orbiter, you might be sent to the host's dojo after the mission if they started from there. Automatically using parazon on fallen liches even when not pressing any buttons at all. Landing or regular attack with "shattering storm" stance may cause bullet jump to fizzle. Seems to be a collision issue. Different enemy spawn issues:(I prob forgot something in this list) Spoiler Not enough enemies spawning on railjack skirmish missions, resulting in inability to finish it. Vomvalysts not spawning well if you run around the map too much Dargyns spawning in wrong places on Koro (Kuva fortress assault) Enemies not spawning well enough on most exterminate missions(railjack, zariman and new deimos tileset are an exception). This often results in inability to get 10 reactant if you reached the objective. Often you have to run back and forth near extraction so more enemies spawn so you can finish the mission. This has happened as recently as 24/06/2024, where 2 of my squad members weren't able to get the 10th reactant because there were no enemies left on the map, and none were spawning. Enemies can spawn right in front of you on Lua exterminate mission(might be a feature). Same with thraxes on void cascade. Enemies don't spawn after wave 570 of arbitration defence(might've been fixed, but it's hard to test it) On very rare occasions a LOT(like 100) of enemies can spawn in one of the vaults of Archon spy mission on Jupiter. On netracell missions: if your map has a U-shape generation(room where you kill enemies is at one end of this U), enemies can spawn on the other side of this "U", which can be up to a kilometer away. also pls fix those cascade/thrax bugs: Spoiler in cascade clients often can't see some of the void tears they cleared (this is very rare for hosts) for clients, some thraxes(probably self-revived) can look like ghosts, but act like in a regular form and being immune to status effects and some abilities(can be damaged in warframe tho) if you kill thraxes' physical form when they start recapturing an exoliser, they may still keep recapturing it while transforming into the ghost form(and finish recapturing it while in ghost form) thraxes are shown as invincible(grey healthbar) when they are actually not sometimes killed(in physical form) thraxes can become invisible and invincible in a ghost form. they can only be noticed by sound and a minimap marker. this is quite rare, but it has ruined some people's void flood missions. in very rare cases thraxes can become immune to any form armor strip in very rare cases thraxes can become invisible and invincible in a physical form, which lets them recapture exolisers in rare cases there can be an invincible(but visible) ghost thrax that is doing nothing near an exoliser in very rare cases exoliser can stop spawning at all(same condition as exoliser delays below: 3-3-3 or 3-3-4 tile and doing it fast) sometimes in fissure cascade exolisers can become impossoble to clear after they are recaptured by a thrax(this is extremely rare outside of fissure missions) there are also a lot of fissure specific bugs that I'm too lazy to list here exoliser wrong order(skips, jumps and delays): exoliser skip: instead of going in order 1-2-3-4 in a certain room, they go in the order of 1-2-4 or (1st skipped) 2-3-4. this bug is quite common exoliser jump: usually happens to skipped exoliser: instead of order 1-2-3-4, it goes 3-1-2-4(3rd spawns before other three). this bug is quite rare exoliser delay: when the 30s exoliser spawn timer reaches 0, it says that new exoliser has spawned when it actually hasn't. usually next exoliser spawn after the next 30s(rarely after 2 delays in a row). this happens very often if you do the mission fast enough in a squad and the total amount of exoliser spawn points is low(for example if you have rooms with 3, 3 and 4 spawn points). Also during netracells if you have a U-form tile enemies can spawn up to 1km away, which makes the mission obnoxiously long Some new bugs introduced in the Jade update: Using transference while falling into a killing floor(aka off the map) may disable your abilities permanently. I'm not sure if the transference is 100% needed for it to happen, but falling through a killing floor is. With Total Eclipse augment, dashing as operator disables Eclipse. Distance needed may be in range of 0-60m With "Fire Manual Trigger Weapons Continuously” some(scourge and ferrox do but afentis doesnt) spearguns may temporarily block shooting and melee https://forums.warframe.com/topic/1401946-unable-to-shoot-or-throw-scourge-prime-after-switching-from-secondary/ New knockdown+electric proc (from magnetic status on OG/shield break) seems to proc on you(in both warframe and operator) for seemingly no reason, even if there are no enemies nearby You can randomly get knocked down with an electric proc on zariman missions. Seems to be an issue with corpus derivator units, but the reason could be different. Edited August 21 by Megazawr 21 Link to comment Share on other sites More sharing options...
BepisJones Posted July 25 Share Posted July 25 GENUINELY THANK YOU SO MUCH for locking Duviri behind Saturn! Making it available early was paradoxically (lol) confusing and annoying many players interested in the game who were always asking our clan about the lore implications of the quest, becoming frustrated by unanswerable questions, rushing the story to figure out the plot, and dropping Warframe before realizing they should have taken their time with the game. This is honestly my favorite minor change in a LONG time. Props to the team!!! 11 Link to comment Share on other sites More sharing options...
Rexis12 Posted July 25 Share Posted July 25 7 minutes ago, [DE]Taylor said: Moved The Duviri Paradox Quest as a reward for completing Vor’s Prize to the Saturn to Uranus Junction Hahahaha. Man, you guys are pushing this thing further and further back. Genuinely hope that you learn and that you shove this ALLLLLLL the way back to New War AS IT SHOULD'VE BEEN. 21 Link to comment Share on other sites More sharing options...
ajingom Posted July 25 Share Posted July 25 I think the starting point of Duviri Paradox Quest has gotten a little weirder. I think it would be better to do it after New War.... 16 Link to comment Share on other sites More sharing options...
EyelessCoffee Posted July 25 Share Posted July 25 9 minutes ago, [DE]Taylor said: Fixed the Fluctus not benefiting from the “Fire Manual Trigger Weapons Continuously” toggle in the Accessibility settings. Nice, ty Link to comment Share on other sites More sharing options...
Talevon Posted July 25 Share Posted July 25 Still hoping for this control change to be implemented soon! 4 Link to comment Share on other sites More sharing options...
PekelniBoroshna Posted July 25 Share Posted July 25 12 minutes ago, [DE]Taylor said: players should expect similar results overall Soooo, what was the point of that change then? Or you mean similar result outside of Xata's interaction and nerf to said interaction? 3 Link to comment Share on other sites More sharing options...
EpiccCapuh Posted July 25 Share Posted July 25 When solve the influence not work with the toxic slash of saryn Link to comment Share on other sites More sharing options...
DeVaren Posted July 25 Share Posted July 25 10 минут назад, Megazawr сказал: still no fixes for these old detrimental bugs: unable to see each other in dojo thus not being able to trade mag, mirage, mesa (and in very rare cases ash) locking their abilities (and sometimes weapons) ash's 4 showing wrong numbers(damage and kills in statistics are wrong too) slams from operator launching you in the wrong direction or failing(probably may be fixed with the new low frame latency option) waypoints(multiple different bugs in different areas), codex/simulacrum scans, yareli bugs kahl getting stuck in a rampart on a "Junk run mission" (but who cares, we don't need to do it anymore) "More than MAX_REMOTE_OBJECT_ID replicated entities, out of IDs" crash (crashes seem to be fixed, but ID reuse issues might be the cause of some disconnections/host migrations) Moonwalk after transference (still happens as of 2024/07/15) Sanctuary Onslaught breaking if host migraton happens right before the portal spawns(I think it's in the game since its release) Xata's whisper on clients creates bubbles not where you shot the enemy(usually on legs, which makes headshots impossible) Duviri(all modes) is still full of different bugs for example: getting a duviri drifter when using transference in the circuit(yes, it still happens) Revived vulpaphyla and sentinels don't have invisibility if you have it on until you recast invisibility. If you use quick melee then swap the weapon and shoot fast enough, the weapon swap will be cancelled(but it'll show a different weapon in the bottom right corner right before you shoot). Usually weapon swap cannot be cancelled. If you use quick melee then quickly do a heavy slam attack, it can sometimes do a regular slam instead or do no damage at all(but you'll lose combo in any case) Exalted melee interactions with regular melee combo, initial combo and gladiator set bonuses are a buggy mess. Getting softlocked in navigation after opening it (opening foundry by clicking on "X items ready to claim" notification always helps tho, and opening then closing chat usually helps too) If you join a random squad from the orbiter, you might be sent to the host's dojo after the mission if they started from there. Automatically using parazon on fallen liches even when not pressing any buttons at all. Different enemy spawn issues:(I prob forgot something in this list) Показать контент Not enough enemies spawning on railjack skirmish missions, resulting in inability to finish it. Vomvalysts not spawning well if you run around the map too much Dargyns spawning in wrong places on Koro (Kuva fortress assault) Enemies not spawning well enough on most exterminate missions(railjack, zariman and new deimos tileset are an exception). This often results in inability to get 10 reactant if you reached the objective. Often you have to run back and forth near extraction so more enemies spawn so you can finish the mission. This has happened as recently as 24/06/2024, where 2 of my squad members weren't able to get the 10th reactant because there were no enemies left on the map, and none were spawning. Enemies can spawn right in front of you on Lua exterminate mission(might be a feature). Same with thraxes on void cascade. Enemies don't spawn after wave 570 of arbitration defence(might've been fixed, but it's hard to test it) On very rare occasions a LOT(like 100) of enemies can spawn in one of the vaults of Archon spy mission on Jupiter. On netracell missions: if your map has a U-shape generation(room where you kill enemies is at one end of this U), enemies can spawn on the other side of this "U", which can be up to a kilometer away. also pls fix those cascade/thrax bugs: Показать контент in cascade clients often can't see some of the void tears they cleared (this is very rare for hosts) for clients, some thraxes(probably self-revived) can look like ghosts, but act like in a regular form and being immune to status effects and some abilities(can be damaged in warframe tho) if you kill thraxes' physical form when they start recapturing an exoliser, they may still keep recapturing it while transforming into the ghost form(and finish recapturing it while in ghost form) thraxes are shown as invincible(grey healthbar) when they are actually not sometimes killed(in physical form) thraxes can become invisible and invincible in a ghost form. they can only be noticed by sound and a minimap marker. this is quite rare, but it has ruined some people's void flood missions. in very rare cases thraxes can become immune to any form armor strip in very rare cases thraxes can become invisible and invincible in a physical form, which lets them recapture exolisers in rare cases there can be an invincible(but visible) ghost thrax that is doing nothing near an exoliser in very rare cases exoliser can stop spawning at all(same condition as exoliser delays below: 3-3-3 or 3-3-4 tile and doing it fast) sometimes in fissure cascade exolisers can become impossoble to clear after they are recaptured by a thrax(this is extremely rare outside of fissure missions) there are also a lot of fissure specific bugs that I'm too lazy to list here exoliser wrong order(skips, jumps and delays): exoliser skip: instead of going in order 1-2-3-4 in a certain room, they go in the order of 1-2-4 or (1st skipped) 2-3-4. this bug is quite common exoliser jump: usually happens to skipped exoliser: instead of order 1-2-3-4, it goes 3-1-2-4(3rd spawns before other three). this bug is quite rare exoliser delay: when the 30s exoliser spawn timer reaches 0, it says that new exoliser has spawned when it actually hasn't. usually next exoliser spawn after the next 30s(rarely after 2 delays in a row). this happens very often if you do the mission fast enough in a squad and the total amount of exoliser spawn points is low(for example if you have rooms with 3, 3 and 4 spawn points). Also during netracells if you have a U-form tile enemies can spawn up to 1km away, which makes the mission obnoxiously long Some new bugs introduced in the Jade update: Using transference while falling into a killing floor(aka off the map) may disable your abilities permanently. I'm not sure if the transference is 100% needed for it to happen, but falling through a killing floor is. With Total Eclipse augment, dashing as operator far enough(~60-100 meters) disables Eclipse. With "Fire Manual Trigger Weapons Continuously” spearguns may temporarily block shooting and melee https://forums.warframe.com/topic/1401946-unable-to-shoot-or-throw-scourge-prime-after-switching-from-secondary/ New knockdown+electric proc (from magnetic status on OG/shield break) seems to proc on you(in both warframe and operator) for seemingly no reason, even if there are no enemies nearby You can randomly get knocked down with an electric proc on zariman missions. Seems to be an issue with corpus derivator units, but the reason could be different. Legends say that the developers will fix old content too... 2 Link to comment Share on other sites More sharing options...
CaptWalker Posted July 25 Share Posted July 25 (edited) some ideas to improve new player experience 1. Add VA tutorials for basic ship modules (like ordis explaining polarities, telling players they can remove or add mods at any time without repercussion....), 2. rework certain textures to show more for exemple if you set your game to low graphics certain visual textures becomes practically transparent a practical case for this would be the notes on the last part of the octavia's anthem quest, change those types of texture so they can show up even if your graphics settings are low. 3. reward players weapon and warframes slots upon completion of mastery rank test (first few ranks). 4. Qol being able to see which relic/prime part is in the vault from the relic menu or ducat quiosk without having to use assisted tools. ps. i will expand more on this post just need to find the file where i wrote a bunch of suggestions Edited August 3 by CaptWalker 3 Link to comment Share on other sites More sharing options...
Carnifex Posted July 25 Share Posted July 25 Same goes for Incarnon Primaries / Secondaries. Same reticle bug. Ah yes - Augur Secrets/Brief respite. Bugged and not functioning if you are not the host of the squad. 3 Link to comment Share on other sites More sharing options...
[DE]Momaw Posted July 25 Share Posted July 25 18 minutes ago, Void2258 said: What about the general incarnon gun reticles missing for clients? Is it still a problem after the most recent patch? 2 Link to comment Share on other sites More sharing options...
-JT-_-R3W1ND Posted July 25 Share Posted July 25 25 minutes ago, [DE]Taylor said: Jade Light Eximus will now no longer ramp up their damage against Defense Targets, Excavators, Rescue Targets, etc. They will now deal a flat 100 damage per tick. Can you please just remove this S#&$ altogether? Or, at least make it deal 0 damage for 5 sec? Why I should be in constant moving in defense? Why is it possible to attack a player out of LOS? You know you have Mesa in the game? Sniper rifles. And special game mods, there you kinda defend a point. I know, "let's add Greenlight in Warframe" sounds like a funny joke, but at least tweak it a bit. p.s. No, guys, it's not about anti-afk at all. If you think it is — play actual game. 6 Link to comment Share on other sites More sharing options...
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