DaftMeat Posted March 7, 2016 Share Posted March 7, 2016 7 minutes ago, DERebecca said: Hotfix 18.5.4 Enemy Spawning Adjustments (Missed 18.5 Note) Update 18.5 contained a change made to ensure that enemies will no longer spawn in areas that have been cleared, as long as the level is not on alert. This change was made to help prevent an exploit that caused enemies to rapidly spawn in the same room only to be instantly killed by stealthed players, and these enemies never scaled. This was limited mostly to Deception Missions, but was present in Sabotage, Mobile Defense or Spy Missions as well. Enemies will now spawn in areas not yet seen by players. This will allow players to clear rooms stealthily, while avoiding enemies spawning behind players and potentially ruining any stealth runs. ‘Alerted’ enemies will spawn nearby and out of sight, but can also spawn in rooms already seen by players. 3 THANK YOU. I sincerely hope this also fixes the exterminate bug where you have to wait for the last batch of enemies to spawn at the end of the map... Link to comment Share on other sites More sharing options...
-Mr.Meeseeks- Posted March 7, 2016 Share Posted March 7, 2016 So that's why my Deception focus farming wasn't working anymore... Welp, back to Draco! Link to comment Share on other sites More sharing options...
ColaDeTigre Posted March 7, 2016 Share Posted March 7, 2016 Quote Loot Crates obtained in the Orokin Moon tileset puzzle rooms will no longer play rare Loot Crate audio FX which mislead players. That explains why my "rare loot crate" only had 20 credits inside.. well.. that was.. a bit sad... Thanks for the heads-up, DE. Link to comment Share on other sites More sharing options...
GrooveZet Posted March 7, 2016 Share Posted March 7, 2016 Sweeper still broken :( Link to comment Share on other sites More sharing options...
Ardegar Posted March 7, 2016 Share Posted March 7, 2016 Thank you for all the fixes and the hard work. However, I have to ask if you are looking into the issue of channeling colouring entire segments of your frame, if not the entire frame, with the "energy" colour you have selected. I am sorry if you addressed that topic elsewhere already. Link to comment Share on other sites More sharing options...
--Q--PyralisTT Posted March 7, 2016 Share Posted March 7, 2016 Gonna miss randomize Link to comment Share on other sites More sharing options...
Rydian Posted March 7, 2016 Share Posted March 7, 2016 People should be happy about the Bursa thing. Anyways incoming dump with one or two things held out for further testing. plzThe automatic formatting on the forums is horrible. Progress-Stopping BugsDerelict Vaults aren't giving out the reward properly. [Report 2] [Report 3]Key-based defense missions have serious logic errors with leaving. [Report 2] [Report 3]Old anti-leech systems that deny mission rewards are still triggering. [Report 2]New anti-leech systems can be worked around by AFKers but hurt normal users who died.Sabotage missions can be rendered uncompletable by AoEs (like syndicate procs). [Report 2] [Report 3] [Report 4] [Report 5]Entities without a proper respawn point respawn in the start tile of the map, breaks void sabotage. [Report 2] Other BugsDamaged enemies psychically know the player's location.Artemis Bow instantly reloads your primary weapon.Damage-over-time status effects cause damage infinitely while paused.Hushed Invisibility doesn't work for some weapons.The Phased Asa Syandana is misplaced on Ivara.Despair holsters stick out of the frame model.Kubrows phase through the floor while attempting to open some lockers.Radiation damage causes the mobile defense objective to become hostile.Bullet Attractor doesn't pull in thrown weapons.Prompt-based finisher attacks hit shields first.Enemy charge/combo damage values are backwards.A Remote Observer timing out during the hacking minigame changes the camera style.Mutalist Moas retain the Equinox Maim visual effect from the cabinet attached.Being revived (or exiting sharkwing) changes to your primary weapon regardless of what was selected before.Infested ignore Decoy in multiple situations.The UI does not scale properly for resolutions with an x component less than 1280.Vignette effect too strong when HDR and adaptive exposure are on in outside tiles.Loki's Switch Teleport often doesn't move the target.Extractors are gathering unlisted materials.Basic Gene Masking Kit in the market lies about how many unique colors you get.Void Mobile Defense terminals have incorrect activation text (using the lockdown string). Feedback / ChangesGear slots should be visibly numbered.Maroo's Bazaar needs to be a lot clearer in function.Sortie reward changes cause more problems than they solve.High Dynamic Range & Adaptive Exposure Cause InconsistenciesLearning Weapon Stances (Details & Example Images)Weapon restrictions should automatically disable other weapons. Link to comment Share on other sites More sharing options...
GrimBeast Posted March 7, 2016 Share Posted March 7, 2016 (edited) OMG TY so much for the draco elevator bug fix. Couldnt Level up anything Edited March 7, 2016 by GrimBeast Link to comment Share on other sites More sharing options...
Katinka Posted March 7, 2016 Share Posted March 7, 2016 7 minutes ago, DERebecca said: Hotfix 18.5.4 Loot Crates obtained in the Orokin Moon tileset puzzle rooms will no longer play rare Loot Crate audio FX which mislead players. So... that puzzle is supposed to reward us with a single container with about 200 credits in it? Okay... I guess I'm not missing out on much by sucking at rhythm matching games then! Link to comment Share on other sites More sharing options...
.Murk. Posted March 7, 2016 Share Posted March 7, 2016 I didn't see a fix for atlas' landslide causing the "power in use" bug :( Link to comment Share on other sites More sharing options...
AKKILLA Posted March 7, 2016 Share Posted March 7, 2016 Exalted Bladestorm Next Hotfix? Link to comment Share on other sites More sharing options...
Ixxolos Posted March 7, 2016 Share Posted March 7, 2016 Kudos as always but please fix the mastery sigils not working correctly DE Link to comment Share on other sites More sharing options...
ELDoGo Posted March 7, 2016 Share Posted March 7, 2016 MO" fixes MO' fixes MO' fixes TY. Link to comment Share on other sites More sharing options...
LunarEdge7 Posted March 7, 2016 Share Posted March 7, 2016 (edited) 9 minutes ago, JohnViande said: So it is confirmed then. Draco is and will remain the only way to level Focus. Very sad! Pfft, you.. I just alert them whenever I think there's only a few number of enemies left. Then they spawn more. And then I wait until they're calm and walking around not caring my now-invisible presence again. >:L Edited March 7, 2016 by LunarEdge7 Link to comment Share on other sites More sharing options...
MaidGalaxy Posted March 7, 2016 Share Posted March 7, 2016 (edited) Fixed an issue with various level holes. Fixed an issue in Moon Spy Mission allowing players to bypass the obstacles/puzzle Challenge accepted ;) Edit: Challenge Completed ~<3 PS: Love your map design Edited March 7, 2016 by MaidGalaxy Link to comment Share on other sites More sharing options...
AlmightyCarrot Posted March 7, 2016 Share Posted March 7, 2016 still no fix for the Synoid simulor + mirage's clones bug which makes the orbs not form into a singularity, c'mon this is my favorite build :( Link to comment Share on other sites More sharing options...
Th3DarkN3ko Posted March 7, 2016 Share Posted March 7, 2016 Really appreciate this; should help me get that bar up faster. i was wondering why it drops off so low like wow inaros step up the sand throwing game bruh I would really appreciate being able to stay in stealth on huras/shade whenever i successfully get a stealth kill o: just some food for thought THX Link to comment Share on other sites More sharing options...
TrES-2b Posted March 7, 2016 Share Posted March 7, 2016 (edited) 15 minutes ago, DERebecca said: I was having problems with the Draco elevator and now it's fixed! Thanks DE! Edited March 7, 2016 by TrES-2b I'm new to the whole forum thingy Link to comment Share on other sites More sharing options...
Tropical Posted March 7, 2016 Share Posted March 7, 2016 tyvm for this hotfix Link to comment Share on other sites More sharing options...
Mcjaco Posted March 7, 2016 Share Posted March 7, 2016 still Synoid Simulor is not fixed... Split Chamber doesnt work properly on that weapon... even on Mirage 1st skill sometimes i have to shoot 6 times to get stacked. Link to comment Share on other sites More sharing options...
DragonKnightJin Posted March 7, 2016 Share Posted March 7, 2016 When will there be a fix for the lack of lifesteal on Inaros' Dessication? The Damage over time benefits from the lifesteal, but the initial damage does not give back any HP. Unless of course this is how it's supposed to be. Just a little confused since it should give back health on the initial damage, and the DoT thing.. Link to comment Share on other sites More sharing options...
PoulsenJ Posted March 7, 2016 Share Posted March 7, 2016 (edited) 20 minutes ago, DERebecca said: Hotfix 18.5.4 Fixed issues with the Sacred Vessel being consumed too early in the Sands of Inaros quest, leading to progression stoppers. We are working on a script for this - stand by for news of it being complete. Fixed an error causing the Vessel to be lost from the player’s inventory during the Sands of Inaros Quest Mission. Nice, thanks DE I dont have mine anymore (Sacred Vessel) So I cant complete the Quest Edited March 7, 2016 by PoulsenJ Link to comment Share on other sites More sharing options...
God_is_a_Cat_Girl Posted March 7, 2016 Share Posted March 7, 2016 (edited) BTW, can we have the vessel as a placeable item after beating the quest? *-* Edited March 8, 2016 by God_is_a_Cat_Girl Link to comment Share on other sites More sharing options...
ImmortalGryphon Posted March 7, 2016 Share Posted March 7, 2016 Still waiting for the fix to the weird bug that causes players who join as a client randomly being forced back to the multiplayer menu yet the game doesn't crash, and the other players remain in the mission. Link to comment Share on other sites More sharing options...
Airwolfen Posted March 7, 2016 Share Posted March 7, 2016 10 minutes ago, DERebecca said: At a conversational level, the perspective of a few of us is that the over-rewarding nodes like Draco do seem to have become even more of an 'obvious choice' in a couple of ways, but endless massacre of non-scaling enemies did pose a problem in principle. We are working toward the vast issue of equalizing rewards. Then I hope you equalize them to the high level instead of down like what happened when focus became shared. Focus gain should be equally good, not equally bad. Link to comment Share on other sites More sharing options...
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