Hotfix #64 (1.7.2) is currently rolling out across our platforms. In the meantime, you can read the notes below.
General Fixes
Fixed instances of small amounts of analogue stick movement taking control over mouse and keyboard.
Fixed implementation of dead zone threshold on the right gamepad stick.
Dev Note (added 2 April):To get the exact same behaviour as pre-Nightmares & Visions patch, playres can set the dead zone threshold to 0.24. This will mirror the dead zone with how it felt at 0 before.
Fix for a crash that may occur while presenting the Havoc information at the end of the mission screen.
Fixed a bug where Assail Shards were not visible when spectating another player.
Fixed an issue where aimed Assail shards lost their target after throwing them.
Available Mastery points are now evaluated against the total amount of points needed to acquire all blessings. The player may still hold more points than needed, but the UI will not acknowledge it and show 0 as the value for the available remaining points in those cases.
Fixed issue where the equipped weapon was not the first one being selected when opening the weapon selection in the inventory or crafting.
Fixed Surety of Arms talent giving peril when reloading above the threshold.
Fixed a bug where Warp Unbound would not prevent players from overloading at the end of Scrier’s Gaze.
Mortis Trial Fixes and Tweaks
Pacing and difficulty for Mortis Trials - Tweaked enemy compositions to slightly increase difficulty.
Increased the amount of minions spawned for waves 7/8/9/10/11/12 to make the waves feel more dense.
Added more minion types for wave 12, increasing the difficulty slightly according to the player power spike.
Decreasing timer for all waves. It shortened the pacing overall, making waves faster and more intense.
Dev Note:Please let us know how it feels after these changes and we’ll continue to monitor feedback.
Fixed a potential crash that could occur during scanning objectives in Mortis Trial.
The UI for the Mortis trials now behaves as expected if a player joins mid-session.
Fixed an issue where the wrong objective text was shown during scanning events in Mortis Trial.
The “Hold Your Ground” objective in Mortis Trials now shows the objective marker towards the area if you are outside of it, regardless of other players already being inside.
Fixed minor Level Art bugs.
Awarded Trinkets now display as expected in the notification panels.
The Mortis receiver machine in the lobby was lit up by default, but it has been fixed so that it only lights up after receiving the Mortis relic.
Changed out Sefonis’ pictures on the cogitators in the lobby as well as in the posters on the levels.
Fixed issue where players would no longer receive buffs if they were dead and were supposed to select a buff in the Mortis trials.
Fixed a place in Mortis Trial where players could not get attacked by melee enemies.
Fixed a bug where players died while teleporting while bringing back the Relic, which would cause the server to crash.
Cosmetic Fixes
Fixed a black patch on the right arm of the Zealot “Vostroyan Flak Coat with Chainmail” upperbody cosmetic.
Fixed instances where part of the characters face would appear missing while wearing the following Ogryn headgear cosmetics.
Vostroyan Hat with a Chainmail Hood (Tundra Soil, XXXXL)
Vostroyan Hat with a Chainmail Hood (Rust Patches, XXXXL)
Vostroyan Chainmail Hood (XXXXL)
Amended the “Obtain From” text on the “The World’s A Stage…” cosmetic insignia to now show the relevant event.
Amended the “Obtain From” text on the “Plasma Canister” weapon trinket to show the correct source of the item.
Let’s pause here. Adding something like Derank changes would take longer to work into the game, versus being able to tweak difficulties and enemy count.
I’ll try to get a post out this week or next week talking about derank in Havoc.
Thank you Strawhat. Good to know that there is someone there listening. Can you not just ask the team to remove deranks? Cause I (and many others) have been having a miserable experience, way worse than before. 9/10 games I get rejected cause I am not running meta. I got to Havoc 40 and now I can’t play with my friends cause i will lose my rank. A lot of my demotions have been from server crashes or game crashes.
Lastly with that post could we have a reasons why there is derank system? Ranks mean nothing as everyone can beat the hardest difficulty with meta stuff. I want to have fun with my mates and play off meta without being punished. If one has beat H40 why can’t they just stay there?
The problem with the system is it discourages players from helping others with their Havoc climb, because there’s a high chance a team of randos will fail and lose rank, punishing you for helping others. The opposite type of incentive you want for a social/team game.
Here is an idea for how to improve it:
Change it so you need to succeed 3 times on a rank to rank up, but never derank the player. This way your rank will reflect that you can beat a difficulty consistently but you’re risking nothing to help randos with their Havoc climb.
Also the problem is not the difficulty. This difficulty is fun. But being constantly punished by a system (derank) that doesn’t really mean anything is steering me away from the game.
Especially considering there’s an entire thread called “The Book of Grudges” that’s filled to the brim with missing features, bugs, complaints, and general grudginess, many from launch over 2 years ago, that Fatshark continues to ignore. Tell me, why should we believe that you’ll “continue to monitor feedback” when the evidence is overhwhelmingly to the contrary? The only feedback Fatshark cares about is their own.
im really happy to hear that feedback was taken in for the lack of difficulty in Mortis Trials. have they considered allowing for Solo Play in the mode anytime in the future?
Really with Havoc there are two aspects FS is (unsuccessfully) trying to juggle.
One is about what havoc level of missions you have access to start on your own and tracking the highest level you’ve achieved.
Two is about tracking skill/ability/rating/performance in a pseudo-leaderboard thing.
The issue is that a desire for doing #2 is getting sideways with respect to #1. Deranking due to poor performance or crashes or whatever else ends up limiting #1.
These two things should be entirely decoupled.
Once you earn a clearance rating for a given level, you should always be able to host at that level (or lower). I could see resetting this a bit each “season” like we saw with players above 30 dropping down to 30 and needing to climb up a little. But otherwise there should be no decay or loss of clearance rating at all.
Then for your havoc performance rating, that should just be some calculated score based on your highest cleared mission levels and win percentages over the course of the current season. You want to be able to see whether person X has a good win % and what difficulty they’ve achieved. Some sort of real-time ladder rating.
I would like to hear the devs’ or the team’s thoughts on the current balance, future adjustments, and the lack of diversity in Havoc, as it can only be executed with meta-build weapons.
@FatsharkStrawHat
Since Havoc we have seasonality and periodically as I understand will be updated list of mutators and maps, in connection with what a simple solution to derang. All who have reached level 40 in the new season can play safely without loss of attempts, with the loss of 3 attempts will simply change the map and modifier. And also give the opportunity to choose any difficulty and modifiers + map where the task will flow.