almost 2 years ago - /u/DE-Marcus - Direct link

Hello, Tenno!

It’s been almost 2 weeks since the launch of Angels of the Zariman on all platforms. The team has deployed 6+ Hotfixes and digested handfuls of feedback threads - but what’s next?

While these individual Hotfixes were needed to address crucial bugs, we have larger plans committed to addressing bigger feedback areas in our next major Update: Angels of the Zariman 1.1 (final name pending). We would also like to apologize for the frustrations many of these bugs caused for our community. Much has been taken into account for future releases, so that we can avoid the bumps we saw during the initial launch.

We will be entering console Certification for 1.1, meaning all the issues or changes from the initial Angels of the Zariman launch that require a code integration will go live with this update. This includes fixes for bugs such as the Voidplume 0/8 pickup indicator, Zariman Steel Path completion Inbox not being sent, and more.

What are we committing to in 1.1?

Our objective for Angels of the Zariman 1.1 is to address top feedback points that required more development time, careful consideration, and code changes to implement.

In regards to Void Sling, we’re experimenting with directional changes such as strafing (sideways mobility) and backwards slings to allow more movement options. Strafe and back slings were tested during Void Sling’s development, but at the time we felt having similar directional control to bullet jump was important. Community feedback tells us that the more mobility options the better, and we are working on changes that meet that desire. Additionally we’re reviewing the code to resolve some Transference latency issues and considering other tweaks to Operators.

Another highly-discussed topic being reviewed is Overguard. We’re currently experimenting and reviewing different options to address varying islands of feedback. We understand that doesn’t provide you with much to go off of but please know we’re committed to making good on the feedback we’ve been given. Additionally, we’re reviewing the possibility for new Operator Arcanes that have direct interactions with Overguard and are planning on adding an additional Arcane Slot for Amps.

We also plan to release the remaining 2 Incarnon weapons that were shown on Devstream #160, as well as some other goodies!

Angels of the Zariman 1.1 is our commitment to the community in addressing the feedback from the original Angels of the Zariman launch. Our next Devstream will speak further to these changes - stay tuned!

Thanks!

External link →
almost 2 years ago - /u/DE-Marcus - Direct link

Hello, Tenno!

It’s been almost 2 weeks since the launch of Angels of the Zariman on all platforms. The team has deployed 6+ Hotfixes and digested handfuls of feedback threads - but what’s next?

While these individual Hotfixes were needed to address crucial bugs, we have larger plans committed to addressing bigger feedback areas in our next major Update: Angels of the Zariman 1.1 (final name pending). We would also like to apologize for the frustrations many of these bugs caused for our community. Much has been taken into account for future releases, so that we can avoid the bumps we saw during the initial launch.

We will be entering console Certification for 1.1, meaning all the issues or changes from the initial Angels of the Zariman launch that require a code integration will go live with this update. This includes fixes for bugs such as the Voidplume 0/8 pickup indicator, Zariman Steel Path completion Inbox not being sent, and more.

What are we committing to in 1.1?

Our objective for Angels of the Zariman 1.1 is to address top feedback points that required more development time, careful consideration, and code changes to implement.

In regards to Void Sling, we’re experimenting with directional changes such as strafing (sideways mobility) and backwards slings to allow more movement options. Strafe and back slings were tested during Void Sling’s development, but at the time we felt having similar directional control to bullet jump was important. Community feedback tells us that the more mobility options the better, and we are working on changes that meet that desire. Additionally we’re reviewing the code to resolve some Transference latency issues and considering other tweaks to Operators.

Another highly-discussed topic being reviewed is Overguard. We’re currently experimenting and reviewing different options to address varying islands of feedback. We understand that doesn’t provide you with much to go off of but please know we’re committed to making good on the feedback we’ve been given. Additionally, we’re reviewing the possibility for new Operator Arcanes that have direct interactions with Overguard and are planning on adding an additional Arcane Slot for Amps.

We also plan to release the remaining 2 Incarnon weapons that were shown on Devstream #160, as well as some other goodies!

Angels of the Zariman 1.1 is our commitment to the community in addressing the feedback from the original Angels of the Zariman launch. Our next Devstream will speak further to these changes - stay tuned!

Thanks!

External link →
almost 2 years ago - [DE]Megan - Direct link

Hello, Tenno!

It’s been almost 2 weeks since the launch of Angels of the Zariman on all platforms. The team has deployed 6+ Hotfixes and digested handfuls of feedback threads - but what’s next?

While these individual Hotfixes were needed to address crucial bugs, we have larger plans committed to addressing bigger feedback areas in our next major Update: Angels of the Zariman 1.1 (final name pending). We would also like to apologize for the frustrations many of these bugs caused for our community. Much has been taken into account for future releases, so that we can avoid the bumps we saw during the initial launch.  

We will be entering console Certification for 1.1, meaning all the issues or changes from the initial Angels of the Zariman launch that require a code integration will go live with this update. This includes fixes for bugs such as the Voidplume 0/8 pickup indicator, Zariman Steel Path completion Inbox not being sent, and more. 

 

What are we committing to in 1.1?

Our objective for Angels of the Zariman 1.1 is to address top feedback points that required more development time, careful consideration, and code changes to implement.

In regards to Void Sling, we’re experimenting with directional changes such as strafing (sideways mobility) and backwards slings to allow more movement options. Strafe and back slings were tested during Void Sling’s development, but at the time we felt having similar directional control to bullet jump was important. Community feedback tells us that the more mobility options the better, and we are working on changes that meet that desire. Additionally we’re reviewing the code to resolve some Transference latency issues and considering other tweaks to Operators. 

Another highly-discussed topic being reviewed is Overguard. We’re currently experimenting and reviewing different options to address varying islands of feedback. We understand that doesn’t provide you with much to go off of but please know we’re committed to making good on the feedback we’ve been given. Additionally, we’re reviewing the possibility for new Operator Arcanes that have direct interactions with Overguard and are planning on adding an additional Arcane Slot for Amps.

 

We also plan to release the remaining 2 Incarnon weapons that were shown on Devstream #160, as well as some other goodies!

Angels of the Zariman 1.1 is our commitment to the community in addressing the feedback from the original Angels of the Zariman launch. Our next Devstream will speak further to these changes - stay tuned! 

 

Thanks!

almost 2 years ago - /u/DE-Marcus - Direct link

Originally posted by Fractal_Tomato

Sounds good.

I had issues with getting loot and I haven’t seen anyone addressing it so far (correct me if I’m wrong). Spent about 4 hours farming Aeolak parts only to find out, that none of these made it into my inventory. I was playing solo on PS4, pre hotfix on Sunday. Could you please look into that issue?

You can reach out to Warframe Support, they may be able to help you out with that

almost 2 years ago - /u/DE-Marcus - Direct link

Originally posted by Rexis12

Make Void Sling a straight trajectory instead of curve. Make the Hitbox of the Indicator center mass, instead of the feet. And for gods sake, actually make the indicator of Void Sling the actual Operator Hitbox instead of it's own tinier one.

Changing Void Sling trajectory to be accurate to the endpoint is something we're working on for 1.1

almost 2 years ago - /u/DE-Marcus - Direct link

Originally posted by Markond

Change your conclave loadout to a different cosmetics slot than your main one. Its reading them as one and the same and removing it because sigils aren't usable in conclave.

u/Markond nailed it.

Thanks all for your reporting, We are working on a fix, we've got a couple that may work but no silver bullet at the moment.

The temporary workaround is to set your Conclave loadout to a Frame configuration that you aren't currently using for PVE Starchart content, this will allow you to wear your Syndicate sigils without issue!

This issue also affects the Ash Shroud Helmet, the eventual fix here should also fix that issue.