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Posted

Changes: 

  • Improved the Obols’ texture on the Necra Prime Operator/Drifter Pauldrons & Boots.

Fixes: 

  • Fixed the Necra Prime Pauldrons not attaching properly to other Operator/Drifter Suits causing a large gap in between. 
  • Fixed Battacor’s Sentient Barrage Augment triggering off friendlies (ex: Caliban’s Lethal Progeny summons). 
  • Fixed Xaku’s (base & Prime) Corporeal & Skeletal Auxiliaries missing their description. 
  • Fixed the upper part of the Kaminari Ephemera being rotated incorrectly during and after a Landing Craft mission entrance cutscene. 
  • Fixed many areas of the Infested Ship tileset being unlit. 
  • Fixed the list of items missing from the UI in Varzia’s “Next Offering”. 

For list of known issues for Koumei & the Five Fates that require future code changes and cannot be addressed in a Hotfix, visit our dedicated thread: https://forums.warframe.com/topic/1414761-known-issues-koumei-the-five-fates/

  • Like 14
Posted

Thank you for the hotfix.

Can we expect any more changes to Nova? Wormhole casting delay is still a problem (especially as client) among many other points of feedback made by Nova players since Koumei & The Five Fates launched.

  • Like 18
Posted

Still no fix for Xaku Prime energy colors being wrong on default values:

Wrong values (using same ones as base Xaku):

ukDVsFu.jpg

Correct values on Codex:

WITS0oP.jpeg

Other than that, thanks for the fixes, looking forward next devstream and finally 1999 :)

  • Like 2
Posted (edited)

Some crit chances and crit damages buffs on the Trumna Prime's primary fire would be enough to make it a true Prime variant (please I'm asking more than a 2% increase though). We all know the nuke does be the nuke, but the primary fire almost feels the same as the normal version (which is pretty disappointing. I expected a bit more !). 
And if you get your hands on a riven, you might have much better stats on the normal version. 

Edited by Awaidaqor
  • Like 4
Posted
9 minutes ago, [DE]Megan said:

For list of known issues for Koumei & the Five Fates that require future code changes and cannot be addressed in a Hotfix, visit our dedicated thread: https://forums.warframe.com/topic/1414761-known-issues-koumei-the-five-fates/

That Thread is closed to replies.

There is an issue with Xaku Prime Skeleton mode: It vibrates violently non-stop unless the Player is holding a Weapon.
We should be able to stop that shivering by using a non-Xaku Animation (the same way Default Xaku armor movement works)

I can't embed a GIF or Video about it in this Comment because we can only use GIFs from Giphy in these Forums. But I will Post it on Reddit and share the link.

Posted

Sorry for the spam. Just wanted to once again point out that Atlas' Rumbled Augment doesn't benefit from auto melee or the semi auto weapon changes. It's one of the few things in the game where you still have to manually click to fire each shot

Posted

There needs to be a visual indicator for Vast Untime being active when not using the skeleton. Right now either you use the skeleton or you have no way to track the end of the ability. We wanted to keep the frame but not lose gameplay functionality.

  • Like 2
Posted
21 minutes ago, Void2258 said:

There needs to be a visual indicator for Vast Untime being active when not using the skeleton. Right now either you use the skeleton or you have no way to track the end of the ability. We wanted to keep the frame but not lose gameplay functionality.

There is an indicator: Xaku's Skeleton Vibrates when Vast Untime is active (same as Gauss Redline)

The problem is if you use the Skeleton mode in your Orbiter, it also shakes violently non-stop.
I can't use Xaku Prime Skeleton form because its making me dizzy (Xaku Default and Kagura are ok)

Posted

What is with the colors on the new drifter/operator suit? This is when you dont move the gold looks fine, but on the 2nd picture that part in the middle looks weird
fJVQJMY.png

wJIrudm.png

  • Like 2
Posted
2 hours ago, [DE]Megan said:

 

  • Fixed Battacor’s Sentient Barrage Augment triggering off friendlies (ex: Caliban’s Lethal Progeny summons). 

Battacor with Sentient Barrage loses all charges if you shoot the alt fire too fast, even though you hit targets with it.

  • Like 1
Posted (edited)
2 hours ago, NightmareT12 said:

Still no fix for Xaku Prime energy colors being wrong on default values:

Wrong values (using same ones as base Xaku):

ukDVsFu.jpg

Correct values on Codex:

WITS0oP.jpeg

Other than that, thanks for the fixes, looking forward next devstream and finally 1999 :)

This appears to be an infested orokin tilese from the railjack missions. And the emissive environment texture settings of this tileset are defined below the orbiter's environment texture settings.

This is very complicated to explain but in short both environment textures must go through the same image treatment before being baked as an image file. The environment texture emission button must have the same values in all tilesets and if any of these tilesets must be dark, the calibration of this darkness must be done when recreating the texture from the rendering of a dark environment.

The orbiter calibration is the most correct as it can be recalibrated using the game's color settings. The primed tileset calibration is too dark with stronger light spots to highlight the object's curves, which generates some slightly exaggerated bloom effects.

Edited by Famecans
  • Like 1
Posted (edited)
43 minutes ago, Famecans said:

This appears to be an infested orokin tilese from the railjack missions. And the emissive environment texture settings of this tileset are defined below the orbiter's environment texture settings.

This is very complicated to explain but in short both environment textures must go through the same image treatment before being baked as an image file. The environment texture emission button must have the same values in all tilesets and if any of these tilesets must be dark, the calibration of this darkness must be done when recreating the texture from the rendering of a dark environment.

The orbiter calibration is the most correct as it can be recalibrated using the game's color settings. The primed tileset calibration is too dark with stronger light spots to highlight the object's curves, which generates some slightly exaggerated bloom effects.

No, that is not what's happening. This is a custom texture for Xaku Prime with its own color values.

In fact they already use them, the real issue is they use default Xaku's values because they forgot they have to manually update the value so it works properly, since default should use the current energy color (shared with Xaku, as all abilities usually ) but should respect the blue value, but instead, as it breaks the custom colors and causes them to not update textures sometimes, DE set an autocopy/force value from the energy field.

So DE has two ways to fix this:

  • Fix the underlying bug, and allow all textures that are governed by the "Energy color" work properly on defaults. This affects various Warframes, but it's a complicated issue per a DE developer I contacted years ago when Jovian Concord released.
  • Manually set the colors for the energy field for Xaku Prime. This is what they did for Hildryn Prime, Wisp Prime, various deluxe, the Heirloom skins, you name it. For instance, they didn't set the custom value for Revenant Prime and he still uses the green on both slots, even though the secondary should be blue for the Prime. You can see them all in the Codex or store dioramas, as it's the only place of the game where they use the "integrated" colors instead of autoapplying the default "color profile palette slots" (the ones you get when you "copy Warframe colors". Yes, they're different).

Basically they can override it but forgot to.

Edited by NightmareT12
  • Like 2
Posted
11 minutes ago, NightmareT12 said:

No, that is not what's happening. This is a custom texture for Xaku Prime with its own color values.

In fact they already use them, the real issue is they use default Xaku's values because they forgot they have to manually update the value so it works properly, since default should use the current energy color (shared with Xaku, as all abilities usually ) but should respect the blue value, but instead, as it breaks the custom colors and causes them to not update textures sometimes, DE set an autocopy/force value from the energy field.

So DE has two ways to fix this:

  • Fix the underlying bug, and allow all textures that are governed by the "Energy color" work properly on defaults. This affects various Warframes, but it's a complicated issue per a DE developer I contacted years ago when Jovian Concord released.
  • Manually set the colors for the energy field for Xaku Prime. This is what they did for Hildryn Prime, Wisp Prime, various deluxe, the Heirloom skins, you name it. For instance, they didn't set the custom value for Revenant Prime and he still uses the green on both slots, even though the secondary should be blue for the Prime.

Basically they can override it but forgot to.

I didn't know that each warframe had two different textures and color patterns. Are you sure? I think this is a lot of work for the art team.

I see this color variation of the spectral blue vfx but I'm referring to the calibration of the scene in general, in my opinion there is a configuration forcing this whole dark aspect and this is associated with the calibration of the different environment texture in both scenes. For me the orbiter scene is the most correct because it can be adjusted by the game options settings while the orokin scene cannot be lightened by the settings.

Notice that in the background the entire wall is faded by the bloom and darkness and darkened due to the environment map defined with emission or extremely dark textures.

The Xaku object is highlighted only by the light spots (maybe yellowish spots) and this also highlights this saturated coloring of all the metallic objects etc. maybe I'm wrong because I don't know how the warframe graphic editor works.

Posted
26 minutes ago, Famecans said:

I didn't know that each warframe had two different textures and color patterns. Are you sure? I think this is a lot of work for the art team.

I see this color variation of the spectral blue vfx but I'm referring to the calibration of the scene in general, in my opinion there is a configuration forcing this whole dark aspect and this is associated with the calibration of the different environment texture in both scenes. For me the orbiter scene is the most correct because it can be adjusted by the game options settings while the orokin scene cannot be lightened by the settings.

Notice that in the background the entire wall is faded by the bloom and darkness and darkened due to the environment map defined with emission or extremely dark textures.

The Xaku object is highlighted only by the light spots (maybe yellowish spots) and this also highlights this saturated coloring of all the metallic objects etc. maybe I'm wrong because I don't know how the warframe graphic editor works.

I get what you mean (and indeed I agree), but in this case the issue lies elsewhere. They only need to change the values on the energy slot to fix it due how they coded the game to handle it.

And yeah it's a lot of work for them and I appreciate it honestly, they really allowed the playerbase to take customization to the max while respecting their ownbsrtistic vision and those of us who simply love it. These people are some of the best out there, I swear.

  • Like 1

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