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Plains of Eidolon: Hotfix 22.2.2


[DE]Megan

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Plains of Eidolon: Hotfix 22.2.2

Changes:

  • Operators can now always Transference to their Warframe while in air, but Warframes can only Transference to Operator once while in the air.
  • Convergence Orbs are now more lenient in Endless missions, and spawn at a position relative to the objective instead of the player. Orbs are also more combat-focused so that they are more likely to spawn as soon as the chance from a kill succeeds (before there could be short delays).

Fixes: 

  • Fixed a progression stopper where Vor was invincible. 
  • Fixed the Sigma and Octantis not shrinking when in your Orbiter.
  • Fixed the Teralyst not casting a shadow. And just like that, spring came early!
  • Fixed a crash in Captura when Dynamic Resolution is enabled.
  • Fixed a crash when launching The Index. 
  • Fixed a script error when attempting to research a Blueprint in the Dojo. 
  • Fixed a script error when a Host migration occurred that resulted in breaking Spear fishing for the new Host. 
  • Fixed an ‘Excalinyx’ appearing in the diorama of the Nyx Nemesis Complete Bundle.
  • Fixed a functionality loss when attempting to change Operator Hood after returning from Cetus.
     
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Still no fix for the following bug:

Ammo mutation mods do not appear to be working if you walk from Cetus out onto the plains - this also affects Carrier's Ammo Case precept which does not appear to be working at all, even increasing weapon ammo count.

If you go directly to the plains from your orbiter everything works normally, but if you walk in to Cetus and back out, it's broken again.

Ammo mutation and Carrier's Ammo Case work just fine in the rest of the game.

edit: While you're at it, just remove pool from focus entirely.

edit 2: Here's an official bug thread for the above issue - Plains -> Cetus transition appears to bug Ammo Mutation mods

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3 minutes ago, [DE]Megan said:
  • Convergence Orbs are now more lenient in Endless missions, and spawn at a position relative to the objective instead of the player. Orbs are also more combat-focused so that they are more likely to spawn as soon as the chance from a kill succeeds (before there could be short delays).

 

How does that work in survival? near the objective?

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Copy-pasting old comment again:

[...] bounties with all their separate stages in a single bounty need to feel more rewarding, and so the first two stages of a bounty should reward something from the common pool like those resources or credits or vitality mods, and then the third should have a chance at rewarding the more unique items available. Simple way of addressing complaints.

And why the silence on Archwings? From day one the PoE update dropped, hundreds of consensus topics cropped up on these forums, pointing out simple easy ways to fix it:
Make handling better, first and biggest step is removing rotation on axis while strafing.
Either change finite charges to infinite but with a cooldown if knocked out by disabler projectiles, or get rid of disabler projectiles, or make farming and crafting the charges dirt cheap, the current system we have is really bad.

Also I see nothing about fixing AI having really bad problems crossing cell boundaries in regular procedurally generated levels; getting through doorways, stairs etc.
And that ammo mutation on the plains would also be nice to see fixed.
And plenty of other stuff that has demanded attention since PoE launch.

I'm repeating myself here.

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