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[DE]Danielle

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  1. This Hotfix contains several crash fixes that were exposed by server upgrades performed live over the last week. The upgrades should now be stable, and the matchmaking, presence, town, relay, and Dojo servers are all running more efficiently, but we’ll continue to monitor! Deep Archimedea Changes Changes to address feedback on Deep Archimedea Mirror Defense missions: The following changes were made based on feedback received from players about the difficulty of Mirror Defense missions in Deep Archimedea, but they apply across Warframe. Made the following changes to The Hollow Vein: Greatly reduced how often it hits Defense targets with its ranged laser attack. Before: Due to Defense targets being much larger than players, they were applying several hit ticks in a row onto these targets resulting in massive damage. Now: it will only hit Defense targets once with its laser attack. Changed its AoE attack targeting logic to improve the frequency of when it is used. Before: Once the attack started and it was near something like a Defense target, it would trigger and linger indefinitely. Now: The attack will only trigger when players are nearby and will be canceled when players are no longer within its radius. Fixed a possible issue where Hollow Vein could theoretically make allies, Defense targets, and players hit by its laser attack permanently vulnerable to friendly fire. Changed the amount that Citrine’s Remnants (Tyana Pass) and Vosphene Glyphs (Munio) heal their respective Mirror Defense target. Before: Collecting the required amount of the aforementioned pickups would restore 5,000 Health. Now: Collecting enough pickups will restore 3,500 Health plus 15% of the Defense target’s Max Health, ensuring the pickups scale better as levels increase while still maintaining a level of difficulty. The Auricle and Vitreum Defense targets now have a 75% Damage Reduction against Rogue Voidrig and Bonewidow weapons and abilities. General Deep Archimedea Changes & Fixes: Unowned items will now be indicated as such in the Deep Archimedea Loadout Individual Parameter UI - they will now be marked with a “!” icon and will have the “NOT OWNED” tag in the tooltip. The tag will only appear if you do not own the specific item shown or any of its variants. In an effort to better communicate to players that they have enabled Elite Archimedea, we have made it more obvious in the Deep Archimedea screen by adding the Elite Archimedea logo and an “Elite Archimedea Active” indicator above the “Begin Research” button after unlocking with Search Pulses. Added a pulse VFX to the “Unlock” and “Begin Research” (specifically when Elite Archimedea is enabled) buttons. Vampyric Liminus’ Health/Energy drain can now affect spawned allies (Specters, Abilities that spawn NPC units, etc.) and vehicles (Necramechs and Merulina). Fixed the Host’s “Gear Embargo” Personal Modifier applying to the whole squad even if you did not select to play with the Modifier. Fixed Vampyric Liminus’ being eligible to be marked by the Alchemical Invulnerability Mission Deviation. They are invulnerable and cannot be affected by the Amphora. This was caused by a bug that allowed Vampyric Liminus’ to take hits after a stun/stagger Status Effect. Fixed broken icon appearing for the Hek in the Individual Parameters Loadout UI. Fixed a script error caused by Vampiric Liminus and Host migration. Fixed Necraloid’s sassy remarks about you closing out the Deep Archimedea screen playing before you’ve even unlocked the week with Search Pulses. Now, he’ll only share his true feelings once you’ve committed and then backed out of said commitment. Line of Sight (LoS) Changes & Fixes As mentioned in our last Hotfix 35.5.6, the team continues to address and assess player reports of further LoS issues. While the quality and consistency of LoS checks has improved significantly, we're still not 100% satisfied and sometimes the results are still unpredictable. The team is investigating LoS checks at large occasionally having odd interactions with terrain, enemies, etc. which is causing inconsistencies in the checks. We are looking to have this resolved in the next Cert update (more info on what that means here). For today, we have made LoS improvements to the following Warframe abilities: Hildryn’s Aegis Storm (Raycast Check) In Hotfix 35.5.6, we made it so that Aegis Storm performs LoS checks from the floor where Hildryn is hovering, but that could be limiting based on her positioning. So, we’ve changed it so that the checks occur from Hildryn to enemies that are in LoS and within the ability’s range. Caliban’s Sentient Wrath (Rendered Check) In addition to rendered checking, we’ve also made improvements to address issues where LoS checks would fail on clearly visible enemies that are behind terrain. Garuda’s Blood Altar The LoS checks for Blood Altar remains the same (similar to raycast it does a sweep to identify if there are obstructions along the path to the target), but we’ve added the ability for Blood Altar to perform an additional jump to help clear small obstructions since LoS checks could fail on targets that were clearly visible but partially behind terrain. Hydroid’s Plunder (Rendered Check) In addition to rendered checking, it is also no longer FOV dependent to prevent issues where low FOV settings would cause Hydroid’s body to obstruct LoS. Ember’s Inferno (Rendered Check) In addition to rendered checking, it is also no longer FOV dependent, which was causing issues where enemies outside of FOV (low FOV settings) were not considered in the checks. Fixed Mag’s Pull ability pulling enemies from all directions instead of in a cone directly in front of her as intended. This was accidentally introduced with Hotfix 35.5.6 as part of our efforts to improve LoS check consistency with Pull. The established behavior for many years has been that Pull only works in the direction you are looking, so we’ve returned it to that intended state but with the new and improved LoS check logic. Fixed the following Warframe abilities not ignoring terrain for enemies that are up to 5 meters from the ability starting point: Dante’s Dark Verse Garuda’s Seeking Talons Mag’s Magnetize explosion (specifically on HOLD cast) Changes: Made audio mix adjustments for the Amphor pickup, aim and throw sounds in Alchemy missions. This should help these sounds be more audible during tense encounters. Optimization: Fixed Clients experiencing performance issues (FPS dropping to 15) during Void Mirror objectives in Duviri. Fixes: Fixed Inaros’ Sandstorm not picking up enemies directly below him. Fixed Nyx’s “Pacifying Bolts” Augment Mod not throwing an additional 3 force Psychic Bolts as intended. Fixed fully ranked Requiem Mods not ranking down after a successful Parazon stabbing a Kuva Lich/Sister of Parvos. Fixed Inaros’ Sandstorm VFX persisting indefinitely if canceled/recast repeatedly. Fixed Ostrons in Cetus during the “Void Sling to break Veil” objective of The New War Quest having the “Stealth Attack” prompt. Fixed players getting knocked down every 5 seconds after leaving the Arsenal in a town/Relay when the Negate Mod is equipped on their Wyrm. Fixed the Nexus Fur Pattern having orange/green mottled skin under the fur. Fixed the Arsenal UI for Necramechs only showing their Melee attack stats. Fixed the Onos’ magazine always using its default color regardless of the color picked by the player. Fixed the Onos’ Evolution upgrade screen only showing a portion of the weapon and not the whole thing. Fixed Wukong’s Celestial Twin indicating it needs ammo while using the Nataruk (silly monkey the Nataruk has infinite ammo). Fixed issue with Valkyr Prime not holding Nataruk’s arrow in her hand while her Noble Animation Set is equipped. Fixed scaling issues with Yareli’s Batomorpha Helmet. Fixed enemies (notably The Anatomizer and Necramite Drones) in Albrecht’s Laboratories being susceptible to getting stuck on terrain. Fixed the Deadlock Protocol Quest requirements in the Codex missing mention of completion of the Saturn Junction. Fixed being unable to close out of the Mission overview screen using the same binding you opened it with in Index and Conclave missions. Fixed Shield Charger's Russian description not displaying Regen correctly. Fixes more cases of errors caused by joining a Profit Taker Bounty while the Vox Solaris Quest (specifically a replay) is active. To prevent further issues, the context action to speak to begin Profit Taker Bounties is now disabled while the Vox Solaris Quest is active. Fixed a script error caused by clicking on Cephalon Simaris in the Syndicates management screen. Fixed a script error in the Magus Aggress Arcane if the player was killed/respawned after initiating a Heavy Attack. Fixed a script error when viewing stats for Itzal’s Penumbra ability. Fixed a script error when Thrax Legatus is killed during its beam attack. Fixed a script error in Qorvex’s Chyrinka Pillar ability. Fixed a script error when picking up Citrine's Remnants in the Tyana Pass Mirror Defense mission. Fixed a script error when enemies attempt to spawn into the Undercroft. Fixed a script error that could occur after Host migration while Undercroft portal is active in Duviri. Fixes towards script errors that could occur when Host migrates after completing Chest objectives in Duviri. For list of known issues for Dante Unbound, visit our dedicated thread:
  2. Today’s Hotfix continues last week’s efforts to address community feedback since the changes made in Hotfix 35.5.3. More specifically, we have adjusted Dante’s Dark Verse, Pageflight and Tragedy, Nezha’s Divine Retribution Augment, and Arca Titron’s “Slam Capacity” buff with player sentiment in mind. We have also made quality-of-life changes to Overguard and Line of Sight (LoS) checks on other Warframes based on feedback sparked by Dante’s balance changes. Full details are listed below in dedicated sections. There has been a considerable amount of change in a small amount of time, much of which could have arguably received some more careful consideration prior to release. Balance changes are only ever done with the best of intentions for the overall health of the game, but we have to recognize when we’ve overstepped. The combined changes from last Friday’s and today’s Hotfix acknowledge that and are intended to rectify and course-correct. Dante Changes As promised last week, we have made more adjustments to Dante as part of our continued effort to address player feedback regarding the balance changes made in Hotfix 35.5.3. Dark Verse: Made Dark Verse’s Line of Sight (LoS) checks more reliable to bring it in line with Tragedy. Following the improvements to Tragedy’s LoS last week, we’ve applied the same logic to Dark Verse to ensure enemies within LoS are properly considered to prevent cases where being only partially visible would not trigger the check. This is part of the greater LoS improvements detailed in the “Line of Sight Improvements” section below. Pageflight: Returned the Status Damage increase applied to enemies hit by its Paragrimms. At Max Rank, the Status Damage Increase is 50% (scaleable with Ability Strength). This was an undocumented/unintended element of Pageflight at release that we decided to remove, but in doing so, we broke our promise of “not touching damage” with Dante, so we’ve returned it, and it now has proper documentation in the ability UI! Tragedy: Because of the return of Pageflight’s Status Damage increase, we have added a 1 billion damage cap to Tragedy, purely as a preventative measure against game errors. This is our highest damage cap in the game, a testament to how powerful Pageflight and Tragedy can be with the right setup. We will monitor feedback and performance over a longer time span before reviewing again. Updated Overguard Interactions With Vex Armor, Rage, & Hunter Adrenaline As announced last week, we’ve changed how Overguard interacts with effects that benefit from receiving damage on Warframe to make it more co-op friendly. Specifically, Chroma’s Vex Armor and the Rage and Hunter Adrenaline Mods. The conversations regarding Dante’s abilities with Overguard became a driving factor to look at these interactions and find ways in which we can make them work to benefit co-op play. Overall, these changes aim to create a harmonious arrangement between the often unpredictable Overguard gains from allies and Vex Armor, Rage, and Hunter Adrenaline. The following changes are in addition to their existing functionality. Chroma’s Vex Armor Previously, Overguard would prevent Chroma from benefiting from his Vex Armor buffs (since it blocked damage on Health and Shields). So, we’ve made the following change to allow players to receive the buffs through all sources of Overguard: Now: Melee kills now grant a 15% Armor increase and ranged kills a 15% increase to Weapon Damage (doubled to 30% for ranged weak point kills). This has the additional perk of self-sufficiency where players have far more control over the buffs, instead of having to rely on the unpredictability of damage dealt by enemies. Rage and Hunter Adrenaline Previously, Overguard granted by allies could prevent you from gaining Energy from these Mods (since it blocked damage dealt to Health). So, in an effort to create a more co-op friendly experience between the two, we’ve made the following change: Now, Rage and Hunter Adrenaline can convert the Damage on Overguard granted by allies to Energy while Shields are inactive. More specifically, they will trigger when the last source of Overguard originates from an ally (includes Warframe Specters with Overguard abilities spawned by allies). This allows shield-less Warframes, such as Inaros and Nidus, to be able to regenerate Energy via these Mods when they would have previously been blocked by Overguard granted by allies. Here are the exact stat details: Rage: +40% (same effectiveness as the base functionality) of Damage on Overguard granted by allies to Energy while Shields are inactive. Hunter Adrenaline: +45% (same effectiveness as the base functionality) of Damage on Overguard granted by allies to Energy while Shields are inactive. NOTE: Warframes that grant themselves Overguard, like Kullervo or Rhino, will not be able to trigger Rage and Hunter Adrenaline from their own Overguard. Only Overguard granted by allies is eligible because this is the only interaction that is potentially disruptive to your build (i.e your ally puts Overguard onto your Rage-Build Nidus). Necramech Rage and Kinetic Diversion (Archwing) have also had the same changes applied to them with Overguard interactions: Necramech Rage: Convert +15% of Damage on Overguard gained from allies to Energy. Kinetic Diversion: Convert +40% of Damage on Overguard gained from allies to Energy. General Overguard Change: Frost’s Icy Avalanche Augment Mod will now grant Overguard to non-player allies in radius (i.e. Sentinels, Companions, Specters). Line Of Sight (Los) Improvements As announced last week, we have revisited LoS checks on other Warframes to bring them in line with the new and improved version of Dante’s LoS added in Hotfix 35.5.4. To reiterate, there are now two variations of LoS checking: The first type of check sees if any part of the enemy has been drawn on the screen, so that any part of an enemy, big or small, is considered visible/eligible to pass the LoS check. The second type of check is for enemies that are not on screen. We now check for LoS to the enemy's head, torso, and feet instead of only to their body which will increase reliability there as well. For Abilities that hit enemies in a full circle around you, both checks are used: Once to evaluate enemies that you can see and then a second sweep to check targets to the sides and behind you that aren't visible. The following Warframe abilities have received the aforementioned improvements: Excalibur’s Radial Blind (Rendered Check) Excalibur Umbra’s Radial Howl (Rendered Check) Dante’s Dark Verse (Rendered Check) Helminth’s Sickening Pulse (Rendered Check) Hildryn’s Pillage (Rendered Check) Mag’s Pull (Rendered Check) Nova’s Null Star Augment (Rendered Check) Hildryn’s Aegis Storm (Raycast Check from floor where Hildryn is hovering) Khora’s Whipclaw (Raycast Checks from multiple points around the whip's impact) Qorvex’s Chyrinka Pillar (Raycast Checks from top and center of pillar) The above changes also tangentially fixes the issue of low FOV preventing LoS checks from occurring (this was most reported for Dante’s Dark Verse, Hildryn’s Pillage, Khora’s Whipclaw, Mirage’s Prism, and Mag’s Pull). More LoS Improvements in Future Update: The following Warframe abilities will be receiving the same treatment in a future update, since they require Cert update (more information on what this means here) in order to launch across all platforms. Ember’s Fire Blast Gyre’s Rotorswell Vauban’s Tesla Bank Augment While a Cert update is required to apply the new LoS checks onto Vauban’s Tesla bank, we have in the meantime fixed the AoE from the mines getting blocked by non-static objects.The Augment was preventing the mines from behaving as they do in their non-augmented state where they check for cover for static objects (level geometry), so we’ve rectified that so that it is subject to the same checks as Tesla Nervos AoE. Zephyr’s Tailwind (Dive Bomb) As written directly above, we are not done with improving LoS and will continue to assess where further improvements can be made. New reports related to LoS will be investigated for future Hotfixes/Updates. Thank you, Tenno! Nezha's Divine Retribution Change Divine Spears now have a set base radius of 14m (scaleable with Ability Range) instead of the previous 50% Ability Range reduction while the Augment is equipped. After reading player feedback, reducing Divine Spears’ range by 50% rendered the Augment quite limiting and carved heavily into Mod Slot space to accommodate for it. So we’ve instead given it a base Radius to keep it within reason, but also to bring it back to a much more manageable level without dipping into extremes (as it was prior to the changes). Arca Titron “Slam Capacity” Trait Changes Arca Titron was an outlier to the Slam Attack rework in Dante Unbound, as its Unique Trait allowed for ludicrous damage numbers. We aimed to change its damage output to a more reasonable level, but as a result made the weapon too underpowered. To address this, we’ve made the following changes to the Titron based on the community feedback we received after the adjustments we made to the buff in last week’s Hotfix: Reduced the max charges from 10 to 5. We wanted to make it easier for players to achieve max charges so that they can benefit from the Slam Damage and Range increase more often. We’ve also adjusted the Slam Damage and Range per charge increase to accommodate for the change of max charges: Increased the Slam Damage increase per charge to +250% (was +100%) for a total of +1,250% (was +1,000%). Increased the Slam Range increase per charge to 2m (was 1m) for a total of 10m (same as before!). Fixed Slam Capacity’s guaranteed Electricity Status proc to Slam Attack not occurring. Deep Archimedea Fixes Fixed Void Angel scaling in difficulty based on the squad’s total death count, instead of for the downed individual as intended. Fixed still earning Reward Points from matching Loadout after swapping off of the options during the mission vote countdown timer. Fixed being able to awaken multiple Void Angels at once after multiple teammates have fallen and need to be revived. Fixed Clients being unable to see the “Alchemical Invulnerability” elemental icons on enemies in Alchemy missions. Fixed being unable to complete Deep Archimedea missions due to Stalker spawning in. This was due to Stalker spawning on the other side of locked doors, preventing players from completing the mission. We’ve disabled Stalker spawning into (including Stalker Beacon) Albrecht’s Laboratories missions to prevent this and similar issues from reoccurring in Deep Archimedea and the base missions. Fixed several script errors caused by the Loadout options (notably when Host migration occurs). Fixed a typo in the description for the “Barbed Glyphs” Mirror Defense mission Deviation. Fixed unlocalized text appearing in the Deep Archimedea screen for Loadout options. General Fixes Fixed players being unable to matchmake for Omnia Fissure missions located on the Zariman or Albrecht’s Laboratories. Fixed the possibility of Distressed Pipes in Alchemy missions spawning under the floor in the new tiles that were released with Dante Unbound - making them untargetable unless with Slam Attacks. Fixed being unable to trade Mods in the Dojo immediately after Ranking them up. Fixed Residual Arcanes not triggering while riding Merulina. Fixed Akjara having strange shot patterning that leads to poor Accuracy. With no added Multishot, the bug was causing it to shoot its projectiles as a line to the right of the point of aim. With Multishot, they would shoot as a line to the left of the point of aim. Now, it should correctly shoot its projectiles in an averaged radius around the point of aim. Fixed loss of function after casting Kullervo’s Wrathful Advance while dual wielding a Secondary Weapon with a Glaive Melee. Fixed Onos’ Evolution V not unlocking after completing a Solo mission with an Incarnon Weapon equipped in every slot (as required) if the player had an Exalted Weapon active while extracting. Fixed destroyed Murmur Sarcophages not always counting towards the “Find X Murmur Sarcophages” Cavia Bounty Challenge. Fixed Lohk Surges not spawning reliably to complete the “Find and Activate X Lohk Surges” Cavia Bounty Challenge. Fixed the Heart of Deimos Quest not progressing if the player reaches the Requiem Cipher door while the “Kill Infested” objective is still active. Now, the door to the Requiem Cipher will remain locked until after defeating all the Infested enemies to prevent this issue from recurring. Fixed Styanax’s Tharros Strike infused onto another Warframe via Helminth not having any visible projectiles. Fixed Mirage’s Hall of Mirror Clones obstructing player’s view (instead of fading out when in reticle) after casting Eclipse with the Total Eclipse Augment Mod. Fixed being able to have more than 4 players in a Railjack mission. Fixed Warframe with cyclable abilities missing stats for each of their effects in the ability screen. Specifically: Wisp’s Reservoirs Titania’s Tribute Chroma’s Spectral Scream Xaku’s The Lost Vauban’s Minelayer Fixed the UI backtracking after opening the Archon Shards screen via the Arsenal and quickly selecting the “Archon Shards” button in the Helminth screen. Fixed Challenge descriptions box in Profile appearing black when switching tabs. Fixed the glass material on Lavos’ vials and Helmet being too bright in GI lighting areas. Fixed the Vehicles Arsenal (for Archwing, K-Drive and Necramech) having much darker lighting than the standard Arsenal in the Orbiter. Fixed a crash related to Yareli’s Merulina getting destroyed after spawning. Fixed a crash caused by Host migration occurring in a secret part of Albrecht’s Laboratories. Fixed the Chains of Harrow Quest “Equip Kinetic Siphon Traps” prompt missing instructions on how to acquire them. Fixed Valkyr’s Carnivex Skin causing her to hold Bows awkwardly in one of her idle animations. Fixed Onos appearing on Yareli’s left arm instead of the right as intended while using the Loyal Merulina Augment Mod. Fixed the Onos having too much flickering in its beam motion. Fixed the Narmer Faction name not being localized in the mission node popup. Fixed information pop ups in the Foundry appearing on items that don’t have the crafting components being shown. Fixed environment flickering issues in one of the Albrecht’s Laboratories tiles. Fixed a gap in one of the doorways in the Albrecht’s Laboratories tileset. Fixed being unable to destroy the grates in certain areas of the Albrecht’s Laboratories tileset. Fixed several script errors in Cavia Bounties. For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/
  3. The LoS changes Pablo mentioned in the OP launched today! So we're closing this thread to direct everyone to the latest updates: Deployed Hotfix today to improve Tragedy's Line of Sight checks (full details in patchnotes) Shared our plans for a hotfix next week that will address the following (full details here): Adding back and formalizing the Status Damage Vulnerability to Dante's "Pageflight". In other words not just making enemies take more Status procs, but also increasing the damage of their Status Improving the co-op play between Warframes that give their teammates Overguard and Warframes that rely on taking damage. In an effort to centralize feedback, you can continue to share your thoughts in the dedicated Dante Feedback Subforum.
  4. We've had many PSAs over the past couple of days, so we're closing this thread to direct everyone to the latest updates: Deployed Hotfix today to improve Tragedy's Line of Sight checks (full details in patchnotes) Shared plans on how we will be general improvements to Line of Sight checks as a whole in a future update (full details here) Shared our plans for a hotfix next week that will address the following (full details here): Adding back and formalizing the Status Damage Vulnerability to Dante's "Pageflight". In other words not just making enemies take more Status procs, but also increasing the damage of their Status Improving the co-op play between Warframes that give their teammates Overguard and Warframes that rely on taking damage.
  5. The last Hotfix unintentionally changed this week’s Deep Archimedea missions, modifiers, deviations and risk variables, so we’ve reverted it back to its previous state. It will properly refresh as scheduled on Monday at 0:00 UTC. You will not lose any Research Points in the revert. Fixes: More fixes towards Conduits in Armatus Disruption missions having glowing blue orbs. For full visibility on our Hotfix plans for next week, please see our PSA here: https://forums.warframe.com/topic/1392156-dante-unbound-our-plans-for-next-week-3555 For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/
  6. Hey Tenno! Sharing here that we also have plans for a Hotfix next week that will address the following: Adding back and formalizing the Status Damage Vulnerability to Dante's "Pageflight". In other words not just making enemies take more Status procs, but also increasing the damage of their Status. Improving the co-op play between Warframes that give teammates Overguard and Warframes that rely on taking damage. Full details here:
  7. Hey Tenno! Sharing here that we also have plans for a Hotfix next week that will address the following: Adding back and formalizing the Status Damage Vulnerability to Dante's "Pageflight". In other words not just making enemies take more Status procs, but also increasing the damage of their Status. Improving the co-op play between Warframes that give teammates Overguard and Warframes that rely on taking damage. Full details here:
  8. Hey Tenno! Sharing here that we also have plans for a Hotfix next week that will address the following: Adding back and formalizing the Status Damage Vulnerability to Dante's "Pageflight". In other words not just making enemies take more Status procs, but also increasing the damage of their Status. Improving the co-op play between Warframes that give teammates Overguard and Warframes that rely on taking damage. Full details here:
  9. Hey Tenno! Sharing here that we also have plans for a Hotfix next week that will address the following: Adding back and formalizing the Status Damage Vulnerability to Dante's "Pageflight". In other words not just making enemies take more Status procs, but also increasing the damage of their Status. Improving the co-op play between Warframes that give teammates Overguard and Warframes that rely on taking damage. Full details here:
  10. Hey Tenno! Sharing here that we also have plans for a Hotfix next week that will address the following: Adding back and formalizing the Status Damage Vulnerability to Dante's "Pageflight". In other words not just making enemies take more Status procs, but also increasing the damage of their Status. Improving the co-op play between Warframes that give teammates Overguard and Warframes that rely on taking damage. Full details here:
  11. Dante Changes & Fixes Tragedy Line of Sight (LoS) Changes & Fixes: As a result of yesterday’s Hotfix and the understandable feedback we’re receiving, we wanted to address the clearly broken state of Dante’s Tragedy LoS checks. It was not implemented to our standards, and that is on us. We know that this has been an unpopular change, which was greatly aggravated by the fact that a) it launched in a defective state and b) that LoS checks in general suffer from broad inconsistencies. Our first step is improving how LoS checks work with Tragedy to fix the inconsistencies and ineffectiveness. We’ll use our learnings from this incident to review other cases of LoS check issues for a future update. Improved Tragedy’s Line of Sight checks per enemy to be much more forgiving and reliable to fix the many cases players reported of not being able to hit enemies at all. Now, it considers not only the enemies that Dante sees but also those visible on screen/via the camera—so any part of them, big or small, is considered visible/eligible to pass the LoS check. To break that down a bit deeper: Enemies positioned directly behind or in front of Dante We have made it so that enemies within 5 meters of Dante are automatically considered visible; no LoS checks are required. Enemies barely in cover or who had just run to cover Enemies positioned at a different height to Dante where they are still partially in view Enemies that are not caught by the "Is the enemy on screen?" check (behind or to the sides of you) use an improved target detection where we now check for line of sight to the target's head, torso, and feet. Previously we only checked for their torso. This will improve the reliability of hitting enemies even when they are not directly on the screen. Fixed Tragedy not hitting/affecting ragdolled enemies that are in LoS. This was a particularly brutal bug considering the number of abilities, weapons, and other effects that can cause enemies to be ragdolled. This issue also contributed to the many scenarios in which Tragedy did not apply at all. With the changes above, this is where Tragedy’s LoS should have been originally. As mentioned above, we are also taking what we’ve learned from Dante and will be making general improvements to LoS checks as a whole in a future update. We provided details on how we plan to do that in the post we made today, but in short we will be making LoS checks across the board far more reliable than they are currently. Light Verse and Triumph Overguard Increases: The second pillar of feedback we want to address is our changes to Dante’s Overguard capabilities. We went too deep with the initial decrease and are, therefore, bumping up the Overguard gain from Light Verse and Triumph to a middle ground between their pre- and post-balance states. Increased the Overguard gained from Light Verse from 250 to 350 at Max Rank. Increased the Overguard gained from Triumph from 2000 to 3000 at Max Rank. We knew we could tackle LoS improvements and Overguard bumps today without hesitation. However, this is just the tip of the feedback iceberg, and we know there’s more that’s been shared beyond what we can accomplish today regarding both LoS, Overguard, and more. So we’ll continue to digest and evaluate feedback, and we encourage you to keep sharing in the dedicated Dante Feedback subforum. We value your input and how it helps us iterate and improve together. Thank you, Tenno. Deep Archimedea Fixes: Fixed Clients being unable to interact with Void Angels to revive fallen Host for the second time in a mission due to the context action missing. Fixed the Loadout options resetting daily instead of weekly (at usual reset time) as intended. All conditions for Deep Archimedia are on a weekly reset, so the Loadout Modifiers follow this standard. Fixed the message to defeat the Void Angels to revive downed players lingering on screen for Clients. Fixed [PH] tag appearing in the additional Search Pulses tooltip in the Netracell screen. Fixed a script error that could occur between missions. Fixes: Fixed a crash caused by the “Complete an Exterminate mission in 6 minutes” Cavia Bounty challenge. Fixed the Void Angel in the Angels of the Zariman Quest, as well as those in Void Armageddon missions, not having an objective marker. Fixed the lighting in the interior of the Orbiter (not on Drifter Camp) changing from bright to dark as you move around when the Dynamic Lighting or Sun Shadows settings are disabled. Fixes towards some surface artifacting occurring in the Drifter Camp. Fixed the splash sound FX from throwing Amphors at Crucibles being heard throughout the level. Fixed given Grimoire to friendly NPC (i.e. Rescue Target, etc.) causing Secondary ammo pickups to stick to the player. Fixed Blueprints that have crafting costs that exceed a player’s owned Credits appearing at the top of the Foundry list when sorted by “State”. Fixed glowing blue orbs appearing on the Conduits in the Armatus Disruption mission. Fixed broken lighting throughout the Grineer Sealabs Assasination (Titania) tileset. Fixed [PH] tag appearing in the TennoGuide when instructed to visit Onkko after completing The War Within Quest. Fixed some hitching when loading into Venus missions. Fixed crashes caused by Keyglyphs being reassigned to players after Host migration. Fixed a script error in Isolation Vault Bounties. For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/
  12. Cross-posting replies for visibility here as well:
  13. Hey Tenno! While we are calling this a hotfix, it is actually a small CERT update to specifically address a PS5-specific crash. It will appear and download as your usual Warframe update. Learn more about what “Cert” means in our Warframe Lexicon for Updates. PlayStation Specific Notes: Fixed a PS5 crash related to memory corruption bug associated with Graphics. Last week we had disabled fog in the graphics settings to help prevent the crashes while we worked on this fix, so we have re-enabled it now that this has been resolved! Fixed screen shake being active even after disabling it in settings. NEW GAME MODE: DEEP ARCHIMEDEA Embark on perilous research expeditions in Albrecht’s Laboratories! Deep Archimedea is a weekly challenge with three missions that must be completed in a single sequence. Rewards are given based on a number of factors, with the core principle being the higher the risk the higher the potential reward. Read on to learn more! Before we get into the nitty gritty here, we're excited to get Deep Archimedea into your hands and will watch for feedback as players engage in this challenging gamemode. Please use our dedicated Bug and Feedback Subforums now that this mode is live! Requirements Completed the Whispers in the Walls Quest Rank 5 with the Cavia Syndicate Upon hitting Rank 5, a special transmission from Necraloid will play, directing you to him in the Sanctum Anatomica for Deep Archimedea. If you were already Rank 5 before the update, when you load into the Sanctum Anatomica it will play automatically and Necraloid will be accessible there to begin Deep Archimedea. Difficulty Level Deep Archimedea has an extremely high difficulty level and is designed to really put you and your Arsenal to the test. Enemy Levels: Normal: 250 - 275 Elite Archimedea: 375-400 (more information on Elite Archimedea in its dedicated section below) NOTE ON LOADOUT RESTRICTION: In addition to a variety of difficulty modifiers, there are no opportunities to change your Loadout in between missions. Meaning the Loadout you start Deep Archimedea with is the Loadout you will use throughout all three missions. While it can be attempted solo, we highly recommend you go into Deep Archimedea with a Squad that has carefully prepared their Loadouts and is ready to take on the challenges ahead. Where & How To Access Deep Archimedea begins at Necraloid in the Sanctum Anatomica! Find him stationed on the second level of the Sanctum Anatomica. How To Begin The following simplifies how to jump into Deep Archimedea in three steps, but the sections that follow go into much greater detail on what you can expect in preparation for the missions ahead. 1. Interact with Necraloid to open the Deep Archimedea screen & use Search Pulses to unlock: Players can exchange 2 of their 5 weekly Netracell Search Pulses to access the week’s Deep Archimedea. Doing so gives you unlimited chances to play Deep Archimedea missions, with each reward tier being earned once before each weekly reset on Monday @ 0:00 UTC. You can view and interact with the Deep Archimedea screen prior to unlocking access each week, but you won’t be able to start the missions until you have sacrificed your Netracell Search Pulses. Additional Search Pulses for week of Deep Archimedea’s launch: We have given players an additional 5 Netracell Search Pulses for this week with Deep Archimedea’s release to ensure anyone meeting the requirements can participate in Deep Archimedea for its debut! These are in addition to the usual 5 weekly Pulses, so 10 in total if you haven’t used any yet on Netracells this week. These additional Pulses will expire at the next reset on Monday, April 8th @ 0:00 UTC. 2. Select Individual Parameters (if any) You have the option to select Individual Parameters which will be applied to all three missions - these increase the overall difficulty in exchange for Research Points, which can unlock Reward Pools. Learn more about unlocking Deep Archimedea rewards in the “Research Points & Rewards'' section further down. These Parameters are not required to begin Deep Archimedea, should you not be up to the extra challenge. Individual Parameters consist of Loadout Modifiers, Personal Modifiers and Elite Archimedea - we cover each of these in detail in their own dedicated sections below. 3. Select the “Begin Research” button Doing so will begin the mission countdown. Enter the Laboratories to start the missions with all of the parameters you had activated. Good luck, Tenno! Mission Restrictions Deep Archimedea missions, similar to Netracells, have the following restrictions on by default: Empowered Enemies: Enemies have their Health and Shields increased by 100% and an additional 50% for each squad member, up to a maximum of 300%. Increased chance of Eximus. Respawn Restrictions: No Self Revive: Self-reviving is disabled. Instead, 30s after a Tenno has been slain, a dormant Void Angel bearing the glyph of the fallen Tenno, will appear in the mission . Awaken and defeat the Angel to revive the dead Tenno. Each subsequent Void Angel will be much stronger. These Void Angels will only have one health bar and do not include the Ethereal Void Angel stage to defeat them. Known issue: Clients unable to interact with Void Angels twice in a single mission to revive fallen Host - we are looking to have this fixed hopefully by next Hotfix! Last Gasp Penalty: Activating Last Gasp Focus ability reduces the timer by 2 seconds. Bleedout Shortens: The bleedout timer shortens after each revive, to a minimum of 5 seconds. Mortis Strikes: After being dead for 3 minutes you will incur a Mortis Strike. After 3 Mortis Strikes you will not receive any more rewards for this run. A timer will be displayed while you are dead to track time until your next Mortis Strike. All mission rewards earned before receiving 3 Mortis Strikes will be retained, including mission completion rewards. Ex: if you received your 3rd strike in Mission 3, you would still retain earned rewards from Mission 1 and 2. The Mortis Strike timer only begins once a player’s bleed out timer expires and they have fully died. The Mortis Strike timer accumulates while a player is dead, awaiting revival. The counter is cumulative and does not reset upon revives, so try to stay alive, Tenno! Consumables Restrictions: Cooldown Increase: Each type of Restore has a 3 minute cooldown timer applied. This cooldown affects all sizes of Restore type. Individual Parameters There are two kinds of Individual Parameters that can be selected by the player: Loadout and Personal Modifiers. Enabling any Individual Parameter increases potential Research Points by one for all three missions (totalling 3 Research Points per Parameter) in exchange for making these already difficult encounters even deadlier. Increasing your Research Points can unlock additional Reward Pools. We cover Research Points in more detail in the “Research Points & Rewards” section. Loadout These Parameters are applied based on your Loadout equipment. Match your Arsenal Loadout to any of the Warframes, Primary Weapons, Secondary Weapons, or Melee Weapons listed in the Deep Archimedea screen to increase your Research Points by one Point per equipment per mission. In order to activate any of the Loadout parameters, players must change their equipment in the Arsenal. Matching Warframes, Primaries, Secondaries, and Melee weapons will activate their correlating parameters automatically. Deactivate them by changing your equipment to something other than what’s listed. Loadout parameters reset weekly Monday at 0:00 UTC. Personal Modifiers These Modifiers affect players directly, providing a challenge in exchange for increased Research Points. These are applied individually, allowing a player to increase the challenge for themselves without affecting their teammates. In order to activate/deactivate any of the Personal Modifiers, simply select them in the Deep Archimedea screen. Here is the list of all of the possible Personal Modifiers: Gear Embargo: Gear cannot be used. Powerless: All Abilities are disabled until you kill 50 enemies. Secondary Wounds: Gain 1 Puncture Status Effect every time you take damage. Lethargic Shields: Shield recharge delay increased 500% Ammo Deficit: Ammo restored by drops and gear is reduced 75% Fractured Armor: Casting an ability reduces armor by 10% for 10s. Untreatable: Pickups do not heal, and Health Orbs cannot be picked up Abbreviated Abilities: Ability durations reduced by 75%. Concussive Drain: Taking health damage also consumes 5% of max energy per hit. Transference Distortion: Transference into Operator and Drifter is blocked. Terminal Velocity: You do 0 damage while not moving. Framecurse Syndrome: Activating an Ability inflicts 50 damage upon you. Knifestep Syndrome: Lose 2 Health when moving. Jumping pauses the effect. Energy Exhaustion: Lose 2 Energy per second for each enemy within 10 meters of you. Ammo Scarcity: Ammo depletes steadily. Battery weapons recharge slowly. Exposure Curse: Shields are removed. Sanguine Syndrome: Every time you take damage, you also suffer a Bleed Status Effect. Vampyric Syndrome: Lose Health every second. Killing enemies restores Health. Conductive: Take Electrical damage every few seconds. Mission Deviations & Risk Variables Each Deep Archimedea mission has its own Deviation and Risk Variable - modifiers which make these missions substantially more difficult. Each individual Elite Archimedea mission also has their own additional Risk Variable to contend with. Deviations Deviations live up to their name - they deviate from the bounds of a standard mission type, forcing new strategies to adapt to their conditions. They are variations of mission elements you may already be familiar with, designed to keep even the most experienced Tenno on their toes. Here is the list of all of the possible Deviations: Necramech Influx: Necramechs appear with greater frequency. Fissure Cascade: Fissures rip into the mission, causing the Enemy Level to go up by 1 every 10s. Destroy them to stop the level from increasing further. Damage Link: Enemies within 10m of each other form a Damage Linked group. Any damage done to an individual is distributed evenly to the entire linked group. Sealed Armor: Enemies take 90% less damage from non-weak point hits. Weak points will be highlighted with this Deviation active. Parasitic Towers (Survival): Life Support Towers only activate after 20 enemies have been killed within a 15m radius of them. Hostile Support (Survival): The Life Support Tower delivery system is disabled. Necramechs spawn every 90 seconds, and drop 6 Life Support Modules when killed. Hazardous Areas (Survival): Activate Life Support Towers to clear Hazardous Areas for your squad. Hazardous Goods (Alchemy): Amphors will inflict their associated elemental damage while being carried. Alchemical Invulnerability (Alchemy): 10% of enemies are equipped with an impervious Elemental Barrier that can only be destroyed by an Amphor of the corresponding element. Eximus Amphora (Alchemy): Eximus units always drop Amphor but they are the only units that drop them. Eroding Senses (Mirror Defense): The Auricle and Vitreum take damage over time, collecting the required Vosphene Glyphs will halt the degradation and partially heal them. Glyph Inflation (Mirror Defense): The security system requires twice as much Vosphene Glyphs to activate. Glyph Trap (Mirror Defense): Some Vosphene Glyphs are booby trapped with a portal that Teleports those that touch it 250m away. After the portal is revealed it lasts 45s. Radioactive Breakdown (Mirror Defense): All enemies are invulnerable and can only take damage when they are inflicted with Radiation Status. Chryrinka Pillars appear randomly and inflict Radiation Status. Barbed Glyphs (Mirror Defense): Each Glyph inflicts a small amount of damage when collected. Coordinated Front (Assassination): Eximus units support The Fragmented Tide and its final form. Relentless Tide (Assassination): The Fragmented Tide never stops attacking. Angelic Cohort (Assassination): Void Angels fight alongside the final Fragmented form. The Fragmented Two (Assassination): Face two Fragmented forms in the final battle. Engorged Gruzzlings (Disruption): All Gruzzlings are Eximus. Parasitic Conduits (Disruption): A Conduit's timer is paused unless a player is within 10m, more players in range will accelerate the timer. Conduits will slowly drain the shields of any players in range. Double Demolishers (Disruption): Two Necramech Demolishers will attack any Conduit, but their health is reduced. Risk Variables Risk Variables are more focused on enemies and weapons, designed to make the endless waves of enemies more merciless than ever before. Tenno will want to check Risk Variables before diving into a Deep Archimedea to ensure they’re prepared for whatever lies in front of them. Here is a list of all of the possible Risk Variables: Hostile Regeneration: Enemy health slowly regenerates. Vampyric Liminus: Slow moving, immortal, Duviri Liminus drain Health and Energy from allies who get too close. While immortal, they are affected by CC effects. They also deal increased damage to players with Overguard. Adaptive Aberrations: Enemies gain resistance to Elemental Damage that has been inflicted upon them. Resistance is lost if no damage is taken from that element for 5s. Bolstered Belligerents: All enemies have Overguard equal to 50% of their max health. Ranged Engagements: Only enemies with ranged attacks are present. Close Quarters: Only enemies with melee attacks are present. Fortified Foes: Guardian Eximus units may be encountered, including Guardian Eximus Necramechs. Myopic Munitions: Enemies will only take damage if a player is within 15m of them. Postmortal Surges: Slain enemies burst with Void energy. Elemental Potency: Enemies deal +100% Elemental Damage and have +85% resistance to Elemental Damage. Eximus Reinforcements: Additional Eximus units will be deployed. Additional Endless Mission (Survival & Mirror Defense) Mechanic : Reduce Mission Timer Summoning and defeating a Rogue Necramech Eximus unit will reduce the mission timer by 45 seconds of Survival and Mirror Defense missions. To summon a Rogue Necramech, locate the dispensers that Rogue Culverins use to summon Rogue Necramechs in Albrecht’s Laboratories missions. Interact with the terminal there to summon a Rogue Necramech unit. There is a 50% chance that the unit spawned is an Eximus! Once you have used a terminal, all Necramech dispensers are put on a 60 second cooldown. Elite Archimedea For the truly courageous Tenno, Elite Archimedea is standard Deep Archimedea cranked up to 11, with increased enemy levels and an additional Risk Variable per mission. How to unlock and Enable: Completing all 3 Deep Archimedea missions with a Research Points of 25 or higher will unlock Elite Archimedea permanently. From the Deep Archimedea screen, it’s as easy as selecting the “Elite Archimedea” button to enable it. Research Points & Rewards Players can earn up to 5 Rewards (plus resources) each week from Deep Archimedea, depending on their total Research Points. 3 Rewards are available from Deep Archimedea, while all 5 are available from Elite Archimedea should players be up to the challenge. Rewards from each Reward Pool can only be earned once per week, so the only way to earn more rewards is to increase your possible Research Points before heading into your missions. Research Points: Research Points determine the rewards that are granted at the end of each successful Deep Archimedea mission. They can be increased by enabling Individual Parameters and Elite Archimedea. While Deep Archimedea can be attempted an unlimited number of times in a week, Research Points do not stack across attempts. In other words, each attempt is independent from the previous. Rewards are earned based on the singular attempt at hand, not the sum of your attempts over the week. Completing all 3 missions of a Deep Archimedea awards 3 Research Points. Completing all 3 missions of an Elite Archimedea awards 10 additional Research Points, for a total of 13. Elite Archimedea is unlocked after completing a Deep Archimedea with at least 25 Research Points, which requires players to complete Deep Archimedea with all Individual Parameters enabled. Each Research Modifier adds an additional 1 Research Point per mission, for a maximum of 24 bonus Research Points earned by completing all 3 missions with every Individual Parameter enabled. The maximum number of Research Points possible is 37 (13 from Elite Archimedea, 24 from Individual Parameters). Reward Pools: Enabling Elite Archimedea and all Individual Parameters gives a maximum of 37 Research Points for unlocking rewards! There are five Reward Pools that can be unlocked via Research Points, and three additional resource bundles. These Reward Pools have their drop tables spread across three different tiers: Silver, Gold, and Diamond. Silver Rewards These rewards share their reward pool with Netracells, so obtaining both Silver Rewards is just like you had used your 2 Search Pulses to take on 2 Netracells. NOTE: The Netracell Drop Tables were changed with Dante Unbound, so the following list is the newly updated list of rewards. There’s a full breakdown of what exactly changed in the “Netracell Drop Table Changes” section of the Dante Unbound patch notes. Crimson Archon Shard Azure Archon Shard Amber Archon Shard Melee Arcane Adapter Melee Crescendo Melee Duplicate Tauforged Crimson Archon Shard Tauforged Azure Archon Shard Tauforged Amber Archon Shard Silver Rewards are available at 5 and 10 Research Points, which means the minimum to receive them is: 5 Research Points: Complete all 3 Deep Archimedea missions with 1 Individual Parameter enabled. 10 Research Points: Complete Deep Archimedea with at least 3 Individual Parameters or Elite Archimedea enabled. Entrati Lanthorn Bundle Completing a Deep Archimedea run with at least 15 Research Points will earn you a bundle of 3 Entrati Lanthorns. 15 Research Points: Complete Deep Archimedea with at least 4 Individual Parameters or Elite Archimedea enabled. Gold Rewards These rewards contain the same items as the Silver Rewards, but with improved drop chances for the rarest rewards! The chance of receiving a Melee Arcane Adapter is reduced, resulting in an increase to the Melee Crescendo and Melee Duplicate Arcane drop rates. Additionally, Archon Shards are twice as likely to be Tauforged compared to the Silver Rewards! NOTE: The Netracell Drop Tables were changed with Dante Unbound, so the following list is the newly updated list of rewards. There’s a full breakdown of what exactly changed in the “Netracell Drop Table Changes” section of the Dante Unbound patch notes. Crimson Archon Shard Azure Archon Shard Amber Archon Shard Melee Arcane Adapter Melee Crescendo Melee Duplicate Tauforged Crimson Archon Shard Tauforged Azure Archon Shard Tauforged Amber Archon Shard Gold Rewards are available at 20 and 31 Research Points, which means the minimum to receive them is: 20 Research Points: Complete Deep Archimedea with at least 6 Individual Parameters or Elite Archimedea enabled. 31 Research Points: Complete Elite Archimedea with at least 6 Individual Parameters enabled. Vosfor Bundle - Exclusive to Elite Archimedea Completing a Deep Archimedea run with at least 28 and 37 Research Points will earn you 20 Vosfor (28 Points) and 50 Vosfor (37 Points). 28 Research Points: Complete Elite Archimedea with at least 5 Individual Parameters enabled. 37 Research Points: Complete Elite Archimedea with all Individual Parameters enabled. Diamond Reward - Exclusive to Elite Archimedea This final reward is the absolute best, guaranteeing either a Tauforged Archon Shard or a Legendary Melee Arcane (Melee Crescendo, Melee Duplicate)! The Diamond Reward is available at 34 Research Points, which means the minimum to receive the reward is: Complete Elite Archimedea with at least 7 Individual Parameters enabled to reach 34 Research Points. Dante Balance Changes In the time that Dante has been available to play, he has quickly become a fan favorite! We recognize how much of a blast it's been to play this quill-wielding Leverian wizard, which is something we have kept at the forefront while determining the following balance changes. These changes are not meant to suspend the fun factor but to maintain our philosophy on why we nerf things in Warframe (automated play, disruptive to squad, or overly dominant). After much review and feedback consideration, we recognized that it’s not the damage Dante can deal that needed to be addressed, but rather his accumulation of Overguard. We still believe Dante is in a strong place even with these adjustments, as our goal from the start was never to nerf him into the ground. However, finding balance isn’t found simply in the nerfs, but also in the buffs! So we have also given a little bit of love to Wordwarden and Triumph. Increased Wordwarden’s weapon damage on warded allies from 30% to 50%. The Wordwarden felt a bit lackluster in comparison to the rest of Dante’s abilities, so we gave it a boost to encourage players to experiment and engage with it more. Final Verse’s “Tragedy” now only affects enemies within Line of Sight. This felt like the most reasonable change to Tragedy since it could be cast back to back without much forethought on positioning. So to make it a more active ability, enemies must now be within range in your Line of Sight to be impacted by it. Reduced the amount of Overguard gained from Final Verse’s “Triumph” from 5000 to 2000 at Max Rank. For a bit of compensation, we increased Triumph’s base Overguard Regeneration per second from 50 to 100 at Max Rank (can still be modified with Ability Strength). Reduced the amount of Overguard gained from Light Verse from 500 to 250 at Max Rank (can still be modified with Ability Strength). Added Overguard Cap stat to Final Verse’s “Triumph” description to make it clear that there are cases where the cap for Light Verse and Triumph can be different (ex: when using the Precision Intensify Mod). Final Verse’s “Pageflight” no longer applies increased Status Effect Damage to enemies hit by its Paragrimms. This was an undocumented element of Pageflight, but for the sake of transparency we wanted to inform you of its removal. We believe its removal strikes a better balance and synergy with Status Damage inflicted by Tragedy. NOTE: This is not a removal of the Status Vulnerability added to enemies by Pageflight. We are only removing the unintended additional damage taken from Status Effects. You can continue to share your feedback in the dedicated Dante Feedback sub-forum. General Dante Changes & Fixes: Updated Dante’s Final Verse ability videos to better showcase the custom HUD. Made improvements to cast animations for Dante’s Final Verse to allow for smoother Ability chaining. Fixed the Archon Intensify Mod triggering upon casts of Dante’s Light Verse regardless if players were actually healed. Now Light Verse will only trigger Archon Intensify if Health is restored. Fixed Tome skins being upside down when equipped on Noctua. Fixed Dante Specter casting Final Verse interfering with the player's custom Dante HUD that displays which Verses are active. Fixed several crashes caused by shooting an enemy with Dante’s Noctua while riding Kaithe or K-Drive. Fixed being unable to shoot weapons after casting Fractured Blast (infused onto Dante via Helminth) at the end of Final Verse’s “Triumph”. Fixed bug where Melee weapon would briefly appear at the end of each of Dante’s ability casts if it was equipped in hand. GI Lighting Changes & Fixes: Increased the overall luminosity of the Orbiter to better account for shadows and player’s Decorations. Improved lighting in the Orbiter Arsenal by balancing the shadows so that they aren’t so dominant. This was a prevalent feedback point from players as it was causing colors to appear darker than what is seen in the color palette, making it rather difficult to fashionframe. Improved lighting in the walkway of the Transference room to fix the lighting looking blocky. Improved the lightning when transitioning between the Landing Craft and the Orbiter in the Drifter Camp. Fixed broken lighting on the portal between the Landing Craft and the Orbiter in the Drifter Camp. Fixed issues with reflections and gaps in the GI Lighting volumes. Fixed reflection volume line appearing in the glass materials in the Helminth room. Fixed Decorations with reflective glass-like surfaces showing up as bright low-resolution circles. Fixed the Arsenal, Transference Room, and Helminth Room not being lit properly when Dynamic Lighting is disabled in settings. Fixed several Decorations having very little lighting on them when the Graphics Preset is set to low, notably: Prex Cards Argon Pegmatite Agkani Stone Ludoplex Fixed issues of GI lighting volumes clipping through into other levels in the Albrecht’s Laboratories tileset. Fixed the water surface in the Helminth room having an unnatural blue tint caused by GI lighting. Arca Triton’s “Slam Capacitor” Buff Changes & Fixes: With the changes we made to Slam Attacks in the Dante Unbound Update, the Arcan Triton in particular benefitted from the overall buff to Slam Attacks thanks to its Unique Trait “Slam Capacitor.” Since Slam Attacks are now entirely Radial Damage, scale with Mods, and have a 2x Multiplier applied across all Melee weapons, Slam Attacking with the Arca Triton was leading to ludicrous damage numbers (even reaching into the billions). With that in mind, we’ve made the following two changes to bring it back to a more balanced state: 1. Changed Slam Capacitor’s Slam Damage buff from multiplicative to additive. Before: Each Slam Capacitor charge multiplied base Slam Damage by 2 up to a max of 10 charges, which would total out to a 1024x multiplier. A combination of the multiplier at max and the buffs we made to Slam Attacks allowed players to ramp up to those unruly damage numbers in no time. Now: Each Slam Capacitor charge additively stacks the base Slam Damage up to a max of 10 charges. For comparison sake, it calculates similarly to the Seismic Wave Mod, but at max charges grants a +1000% damage Slam Damage increase. 2. Changed Slam Capacitor’s charge duration from 20 seconds to infinite. Before: Charges expired after 20 seconds unless they were refreshed by killing enemies or using them. Now: Charges are now stored indefinitely, meaning you can use them at any point without having to constantly refresh them. While we were investigating the Arca Triton for the above changes, we found other elements that we can change/fix: Slam Attacks performed in Stance Combos for the Arca Triton no longer consume Slam Capacitor charges. They were always ineligible to receive the buff in the first place, which meant they were consuming charges without any benefit. So now, you can continue to perform your Combos without worrying about the charges being consumed accidentally. Fixed an issue where one player doing a Slam Attack with the Arca Triton would clear everyone else's Arca Triton charges in the Squad. Missed Notes from Update 35.5.0: Observant Tenno may have noticed some Abilities are no longer interacting with Crowd Control immune foes the same way. This is due to a change that went out with Dante Unbound, but was unfortunately missed in Patch Notes. These particular interactions fell outside of the intended design of CC immunity, so we have removed these outliers to restore expected behaviors. Enemies with Crowd Control immunity (ex: Overguard) have had the following interactions removed: Frost's Ice Wave Impedance Augment (specifically the frozen trail that slows them) Rhino’s Stomp (slow effect) Primary Obstruct (weapon jamming) Exodia Epidemic (enemy suspension) Zenurik Temporal Drag (slow effect) Wisp’s Breach Surge (blind) Halikar (disarm) Mesa’s Muzzle Flash (blind) Proboscis Cernos (stun and pull) Mag’s Counter Pulse Augment (robotics disabling and disarm) Mag’s Fracturing Crush Augment (immobilization) Malicious Code (immobilization) Player Overguard Changes: Players with Overguard will no longer be pulled towards Trauma Clamps in the Undercroft. Additions: Added a “listen” context action in Dante’s Leverian for those who have already picked up his Prex Card. This allows players to re-listen to Drusus’ dialogue that was triggered upon picking up the Prex! Changes: Doubled the Reactant drop rate in Void Cascade Omnia Fissure missions. We were receiving reports that it was taking a long time to crack Relics due to low drop rates, so we’ve increased it to alleviate the issue. Inaros can now cancel Sandstorm with a Melee attack! Casting Yareli’s Surging Blades will no longer root you in place. Aquablades already received this change with Dante Unbound, but now her Augmented version also received this treatment. While the “Divine Retribution” Augment Mod is equipped, the base range of Nezha’s Divine Spears is reduced by 50% (at all Mod Ranks). We didn’t want to change the Mod in a way that would alter the functionality that makes it so effective, so we instead added a range reduction to keep its power within a reasonable level. Enemies put to sleep by Aero Set Mods are now open to Melee Finishers. Changed the Polarity of the Dreamer’s Bond Aura Mod from Madurai to Universal, as promised in the Whispers in the Walls: 35.1 Update where it was introduced! What this means is that it will increase Mod capacity regardless of the Polarity of the Aura slot. Since this Aura Mod is awarded from completing the Earth to Venus Junction, we wanted to make it that much more new player friendly and useful across Warframes. Enemies that are already in a ragdoll state will no longer be impaled by Ruvox's Heavy Slam Void Spikes. This fixes several scenarios in which enemies could be insta-killed from a combination of the Void Spikes and other abilities with ragdoll effects (such as Nezha's Divine Spears or Hydroid's Tentacle Swarm). Onos Changes & Fixes: Increased Impaler Ferocity’s damage buff from +10% to +200% for 10 seconds. This is a fixed amount and does not stack up to 10x like the previous “+10% up to 10x stacks”. Increased Swift Deliverance’s Projectile Speed buff from +30% to +50%. We also fixed an issue where this buff was only being applied to while aiming. Fixed the “Sequential Skullbuster” Evolution perk not resetting its consecutive headshot stacks after missing a hit on a new enemy. Fixes to the Onos’ Incarnon Form Projectile ring and shot trail VFX positioning. Fixed a floating mesh lingering from the Onos while in Incarnon Form after swapping between it with the “Show when Holstered” option is toggled on. Fixed the Onos’ transition to/from Incarnon sound FX being out of sync with the animation. Fixed the Onos’ holster position being on the thigh instead of on the hand. Fixed the Onos not being visible while riding K-Drive/Merulina. Clarified Chroma’s Guardian Armor Augment Mod description to specify “squadmates” instead of “allies” since it only affects player controlled characters. It now reads: “Chroma's Health takes 50% of damage dealt to squadmates within Affinity Range. Squad kills restore 5% of his Health over 3s and increases Vex Armor duration by 1s”. Increased the amount of Affinity gained from killing Rogue Bonewidow Eximus to match other Eximus units. Updated the Incarnon Evolution descriptions to provide more instructions about accessing Incarnon Evolution Challenges. Now reads: “Challenge complete. Select Upgrade to unlock the next challenge.” Updated Inaros’ Ability preview videos to accurately showcase his rework. Fixes: Fixed issue that could cause players to matchmake into the incorrect Cavia/Holdfasts Bounty difficulty (selecting Steel Path but loading into Normal). Fixed Glaives failing to throw while airborne if players held down jump while attempting their throw. Fixed Clients being able to earn Bounty completion rewards for Cavia Mirror Defense Bounties if they leave the mission after only one wave. Fixed Qorvex losing Disometric Guard stacks every 5 seconds by Status Effect procs caused by the game thinking that he was being inflicted by a slowing Status. Fixed a combination of Protea’s Dispensary and Onos’ Incarnon Form causing Primary Weapons to exceed their Maximum Ammo amount. Fixed ability stats in the Upgrade screen not updating to show modified Energy cost. Fixed Banshee’s Sonic Boom ability stripping armor without the Augment equipped. Fixed the "Incarnon ready" sound FX playing when swapping to/from an Incarnon Form weapon or Transferencing back to your Warframe with an Incarnon Form weapon equipped. Fixed using Transference to return to Warframe while capturing a Conservation animal causing a loss of function and inability to complete the Conservation. Fixed Caliban’s Fusion Strike visual radius fading out before the actual duration expires. Fixed the second Railjack Void Fissure mission in a row (when started from Railjack Navigation) not rewarding a Relic reward. Fixed the screen on the back of the TennoCon 2024 Syandana not properly taking Energy color. Fixed entering an early segment of the Whispers in the Walls Quest as Dante resulting in a progression stop. Fixed the Foundry showing a Blueprint as craftable even if a player has insufficient Credits. Fixed being able to equip both Vexing Retaliation and Guardian Armor Augment Mods on Chroma. Only one Augment is allowed to be equipped per Ability. Fixed being unable to fire weapons after casting Xata’s Whisper from a Xaku that has Dante’s Noctua ability injected via Helminth. Fixed Halls of Ascension not rewarding Drift Mods. Fixed remaining Grakata ammo determining how much ammo of Kahl-175’s Corinth has upon pickup in The New War Quest. Now it will always have full ammo upon pickup! Fixed the option to reduce Clan Tier via the Clan Management screen missing. Fixed block forward combo sound FX playing for all squad members regardless of distance when using a Staff Melee weapon with the Clashing Forest Stance equipped. Fixed a stray out-of-bounds volume partially sticking out of a staircase in the Albrecht’s Laboratories tileset. This caused the screen to go black while traversing over this particular spot. Fixed issue with enemies spawning into the ground in a specific room in the Albrecht’s Laboratories tileset. Fixed Yareli’s Merulina duplicating after Host migration when the “Loyal Merulina” Augment Mod is equipped. Fixed Rogue Bonewidow, Rogue Bonewidow Eximus, and Demolisher Bonewidow requiring 20 scans to fully unlock in Codex. They now only require 3 scans each to complete their Codex entry. If you have completed at least 3 scans or more before this Hotfix, the entry should now be automatically completed! Fixed the subsumed version of Grendel’s Nourish not using the “Altered” description of the stats in the Upgrade screen. Fixed Ceramic Dagger Incarnon’s Gun and Blade Evolution Perk using the wrong description and Breacher’s Opportunity being blank. Fixed Styanax's Final Stand ability using default Spear colors if the Styanax Tonatiuh Skin is equipped. Fixed the feathers on Styanax Tonatiuh’s shield not using custom tints during his idle animation. Fixed holster positioning issues for pistol and dual pistols on the Styanax Tonatiuh Skin. Fixed a square appearing at Inaros’ feet when casting Scarab Shell with the Sands of Mars Ephemera equipped. Fixed sections on the underside of Khora Urushu’s helmet and on her posterior not properly taking Energy color. Fixed the neck of Sevagoth’s Ezriel Helmet not being anchored to the body or adjusting based on movement. This was causing the Helmet to clip through the body like a solid piece. Fixed the scale of Yareli’s Batomorpha Helmet not matching the size of her other Helmets. Fixed a texture issue on the back of Yareli’s Batomorpha Helmet. Fixed The Archwing Quest appearing at the bottom of the Codex instead of being listed by completion order. Fixed Kahl’s Grakata disappearing from his hand after a cinematic in the first stage of The New War Quest. Fixed waypoint in the Heart of Deimos Quest leading players in the wrong direction after returning to the Necralisk from the “Descent to the Heart” stage. Fixed overlapping UI elements when attempting to Claim or Retrieve Resource Extractors in the Navigation menu. Fixed the name of a node in the Star Chart overlapping on top of its own UI if there are multiple modes available (ex: Omnia Fissure, Nightmare, etc.). Fixed a softlock occurring when trying to remove a Clan from an Alliance. Fixed the music in Disruption missions doubling up or stopping entirely after Host migration. Fixed special objective markers for certain enemy types (Demolishers, Demolysts, and Gruzzling) appearing when spawned in the Simulacrum. Fixed Clatharc Planter decoration appearing black when placed in the Orbiter. Fixed loss of function upon Confronting Kullervo if the player spoke to the Warden in Duviri while mid-teleport to a Materlith. Fixed Inaros’ Swarm Kavats HUD buff using Dante’s Pageflight buff icon. Fixed the “Entrati Crystal” fixture in the Albrecht’s Laboratories tileset not being localized. Fixed extraction cutscene showing Inaros’s Sarcophagus after entering the extraction zone with Inaros’s Passive active. Fixed a crash related to Gauss’ Mach Rush ability. Fixed a crash caused by Mirage’s Sleight of Hand ability at the end of a mission. Fixes towards a crash caused by Gruzzling’s Sands of Khra ability. Fixed a rare crash in Armatus Disruption missions. Fixed a crash caused by casting Yareli’s Sea Snares right before entering Bleedout. Fixed several misplaced punctuation issues in some of the entries in Dante’s Leverian. For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/
  14. Hey Tenno! We have a Hotfix coming momentarily to fix the crashing on PS5! Worth noting here that while we are calling this a hotfix, it is actually a small CERT update to specifically address a PS5-specific crash. It will appear and download as your usual Warframe update. Learn more about what “Cert” means in our Warframe Lexicon for Updates. Thank you :) Enjoy Deep Archimedea!
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