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Everything posted by [DE]Helen

  1. Tenno, This week, we’re continuing our working from home community streams! Members of the community team will be live during our regularly scheduled times, broadcasting from their homes to connect with you and enjoy some casual Warframe gameplay! These at-home streams won’t have the same production value as our usual streams, but they will have the same Warframe, fun times, and familiar faces! Looking forward to squadding up with you. Join us at twitch.tv/warframe or mixer.com/playwarframe for the following:
  2. Get your Warframes and weapons ready. Missions award twice the Affinity this weekend! The Double Affinity Weekend is live Friday, March 27 at 2:00 PM ET - Monday, March 30 at 2:00 PM ET on all platforms! This boost is only available for a limited time. Enjoy ranking up your gear, Tenno!
  3. The winning theme is Broken Warframe submitted by eaterofstorms! Community artist, Eornheit has received the theme and is now designing the next community-created Warframe. Once it's ready, we'll share the final design here! We're looking forward to seeing everything come together.
  4. The winning theme is Broken Warframe submitted by eaterofstorms! Community artist, Eornheit has received the theme and is now designing the next community-created Warframe. Once it's ready, we'll share the final design here: We're looking forward to seeing everything come together!
  5. Play tricks on your enemies before decimating them as the terrifying temptress, Titania Prime. The mischievous pixie arrives with the Pangolin Prime, Corinth Prime and more! TITANIA PRIME ACCESS FEATURES Titania Prime Tempting and terrifying, this is Titania in her ultimate form. Pangolin Prime Honoring one of the first Tenno clans, their house sword has been beautifully redesigned. With each killing thrust one can almost hear it sing. Corinth Prime Heavy in the hand with a bone-crunching kickback. This shotgun has two firing modes: buckshot and grenade projectile. Titania Prime Glyphs Display your Titania Prime loyalty. TITANIA PRIME ACCESSORIES Gigelorum Prime Syandana Cicada Prime Skin Titania Prime's signature Archwing skin can be equipped on all Archwings! 90-Day Credit Booster 90-Day Affinity Booster Get these items instantly with Titania Prime Access or earn Blueprints in-game for Titania Prime, Pangolin Prime and Corinth Prime! Titania Prime Access begins March 31 on PC, PS4, Xbox One and Nintendo Switch. For full regional dates for PS4, please see below: March 31: America April 1: Europe, Oceania, Africa & Asia April 2: Japan When Titania Prime enters Prime Access, the following items will be entering the Prime Vault: Limbo Prime Pyrana Prime Destreza Prime
  6. The first Operation of 2020 is in development for Nintendo Switch! We are grabbing everything from the recently released 27.3.0 update on PC, which of course includes Operation: Scarlet Spear and much more! We will also be grabbing Hotfixes that will be going live on PC over the next while that address bugs and bring changes necessary to improving the Operation and anything else that needs polish. Once we have sent it to Cert we will update this thread with the news and include the total download size so that you have time to manage space if needed. Now let's get into what you can expect with Operation: Scarlet Spear: 27.3.0. Console Specific Notes: Controller Changes & Fixes: Fixed inability to activate Railjack Abilities bound to the same button as ‘MOVE_UP’. Fixed context actions sometimes not displaying the correct button callout to use them. Fixed nonfunctional button callouts when upgrading avionics and attempting to filter the type. Fixed the button callouts for "Toggle Interior" and "Randomize All" in the Railjack Customization Menu not functioning properly. Fixed two Callouts for the same button, Sort and Distill, in the Arcane Manager Screen. Fixed Rank Up button not appearing outside of the Arcane Equip screen when opened via Foundry. The following additions that came with PC’s Update 27.2.0 are still in development for Switch and will not be available in this update: HDR Preview + Deferred Rendering Preview: We are still looking into the tech support to potentially bring this to Switch, but that depends entirely what the console allows. We will be exploring, but are apprehensive on saying it will absolutely be coming in the future as we do not know the extend at which we would be able to make this work on Switch. We will update you if that changes! Audio dynamics processing to master output: The code to support this is currently not ready to go live on Switch with this update! We are still working towards it for a future release. Switch Specific Notes: Fixed the slider for the Field of View option showing “0.025” after using the right arrow icon past the 90 max. Fixed Credit total in the End of Mission screen not taking into account Kuva Lich tax while Credit Booster is active. Fixed objective markers moving wildly in Plains of Eidolon and Fortuna missions depending on the player's position while in Archwing. The “known issues” list that was posted in the last update thread have been resolved: Fixed blown out and generally all around broken environment assets in Railjack missions, as reported here: https://forums.warframe.com/topic/1162947-graphics-assets-and-ui-are-broken-plz-fix/ We are still monitoring other areas of the game where this might occur. Made fixes towards matchmaking and network issues occurring when your Switch resumes from sleep more as reported here: https://forums.warframe.com/topic/1162994-unable-to-join-public-railjack-missions/ We have also looked at and improved on other net related issues while working on the above. Fixed hard hit on FPS when being boarded in Railjack missions as seen live on our Nintendo @ 10 Switch stream: https://www.youtube.com/watch?v=ZLhg3bdDvuQ&feature=youtu.be&t=3645 Operation: Scarlet Spear “It’s a two-prong attack - Ground team and Railjack team! “ - Little Duck This update features Operation: Scarlet Spear - a brand new event that will require the ultimate effort from the Tenno. The fight against the Sentient Threat has reached new heights - and the Tenno will be using the new “Operation Link” aka OpLink! Ground teams and Space teams will be connected realtime using OpLink - working together to deter the Sentients! For a limited time, you’ll be able to earn a new Weapon, a new Weapon Variant, Stance Forma Blueprint, Medals, Arcanes and more! A forum thread will be posted detailing Operation: Scarlet Spear and how you can participate in the fight against the Sentients once it is live on Switch. NEW AVIONICS Arm yourself with new Railjack Avionics to bring aid in the wake of Operation Scarlet Spear! You will be able to find these Avionics from new Sentient Fighters, officially known as Gyrix and Ionix, in the Railjack mission of Scarlet Spear. Breach Adrenaline: Increase Shield Regen during a Breach Sentient Fortitude: Decrease Shield Damage from Sentients Revo Reducer: Omni Revolite consumption reduced Sentient Scalpel: Increased Gunnery Damage vs Sentients Hardened Casing: Reduce Breach Chance Overloader: Increase Maximum Ordnance Munitions NOVA ATOMICA COLLECTION Harness the reactive power of Nova Atomica. Features the Nova Atomica Skin, Alamos Sniper Skin, and Radia Syandana. TIAMAT SHAWZIN Compose ballads of old threats risen anew, with this Shawzin. NEW SENTIENT THEMED DOJO DECORATIONS If Biomasses, Biofluid and Bones are your vibe then strap yourself in for an abundance of new Sentient themed Dojo Decorations! NEW ARBITRATIONS MODS (Max Rank) Add these new Mods to your Arsenal to spice up your life! These Mods will be available for purchase from the Arbitrations Honors store in Relays. Preparation (Warframe): +100% Energy on Spawn Aerial Ace (Rifle): On Kill: Refresh Double Jump up to 6x while Airborne Mending Shot (Rifle - No AoE): Shoot Health Orbs to obtain them with +110% extra effect Energizing Shot (Pistol - No AoE): Shoot Energy Orbs to obtain them with +110% extra effect NEW WARFRAME DISABLE AUGMENTS (Max Rank) Not everyone desires the Passive attributes that Zephyr, Nezha, and Titania bring, but still want to use them in battle. With these new Augments you can now rid yourself of their attributes and bring them to a more grounded version. Zephyr: Anchored Glide: Disable Zephyr passive ability. Increase power strength by 15%. Nezha: Controlled Slide: Disable Nezha passive ability. Increase power strength by 15%. Titania: Ironclad Flight: Disable vacuum in Razorwing. Reduced damage by 40% while airborne. The New War Chapters: As you may already know, in Warframe Revised we added The New War Chapters section of the Codex that allows you to shortcut to the Chimera Prologue and the Erra Quest (Sacrifice Quest completion required). For those who have not logged in since before Warframe Revised, you will be presented with a welcome screen once the update is live that will include a direct shortcut to The New War Chapters to get you up to speed before you play Operation Scarlet Spear. We’ve made a few changes to The New War Chapters section of the Codex: Selecting a completed New War Chapter will show the End of Quest screen. Selecting a New War Chapter in progress will show the Quest details like in the Codex. Ensure you’re ready for the next chapter in The New War! General Additions: Open your eyes to a new Drusus tale with the Nova Leverian! Access the Leverian through the Codex or Market (via Nova). Mastery Rank 28 Tenno will soon be able to practice the Mastery Rank 29 Test in Cephalon Simaris’ Relay room! Added an option in Captura to ‘Enable Self-Knockdown’. Added custom reload sounds for the Miter! Impact Changes: Instead of ending in a knockdown or ragdoll, accumulating 5+ Impact Effects in this update will result in a "big stagger" with smaller staggers leading up to it, which has a random chance to activate a Parazon Finisher if the enemy is under the Health threshold. Each Impact Status adds 10% chance for the Parazon Finisher to be available. Gas Changes: Gas Effects will continue to tick radial Damage-over-Time for the average of the remaining Effect duration if their host dies. Gas Status Area-of-Effect radius increases with the number of stacks, to a max of 10 stacks. Removed Gas damage resistance from Toxic Ancient Auras. Status Chance Mod Changes: Increased Hammer Shot Status Chance from 40% to 80%. Increased Shattering Justice Status Chance from 20% to 90%. Shattering Justice has also changed from being an additive rankup to a multiplicative rankup. Increased Stunning Speed Status Chance from 10% to 30%. Kuva Lich Changes: Based on feedback with the recent overhaul to Status Effects in Warframe Revised 27.2.0, the conversation of how Status Effects should react with Bosses or VIPS has started. Our first step down this road is starting with Kuva Liches. Currently, there are two special rules to this “Boss Status enabling”: No Status Effect will exceed a maximum of 4 stacks, with the exception of Impact which can stack up to 6 times. Keep in mind there is a cooldown to how quickly you can stack up Impact Status Effects to avoid stunlocking the Kuva Lich. Radiation does not change the enemy’s Faction, and instead of increasing Damage done to enemies with stacks, it increases the Damage taken from enemies who have turned on him/her. Optimizations: Further performance improvements towards Titania’s Lantern when cast on a large group of enemies. Improved cache optimization to clean up even more space in the download cache. Improved world-state synchronization for Alerts, Sorties and other global events (there may have been up to a minute of desync). Optimized backdrop rendering performance in all levels. Fixed Codex generation randomizing the block order of the Fragment entries (this should be deterministic to avoid updating several MB of resource for no reason). Improved game synchronization in hostile network environments. Railjack Changes & Fixes: Added Battle and Tactical Avionic categories in the Avionics Upgrade screen. Crewship boarding will be denied when the meltdown timer has 3 seconds remaining. This is to avoid multiple issues with being put into a broken state due to the boarding cinematic competing with the Crewship exploding/attempting to teleport you out. Removed the hanger door of the Grineer POI with the ‘Steal the Destroyer’ objective to resolve issues of the door not opening. When in doubt take it out! Upon returning back to the Railjack after exiting through the Archwing Cannon, in this update you’ll be spawned at the back of the Railjack bridge instead of near the Forging Bay. Enemies that you’re focused on while in a Turret in this update will display their Status Effect stacks. Fixed Exo Skold Crewships in the Veil Proxima dropping Mk I Armaments. In this update they will drop MK III Armaments as intended. Fixed the UI in the Super Weapon Platform not updating after the Radiator is destroyed for Clients. Fixed inability to disengage bombs placed by Grineer Boarding Parties if a Host migration occurs during a Railjack mission. Fixed incorrect Archwing movement animations if you exit the Railjack while Bullet Jumping (Moving left will play the forward animation, moving forward will play the moving right animation, etc). Fixed a bug where the screenshake from a Grineer Crewship reactor meltdown would linger forever if it was active when the Crewship exploded. Fixed Vidar Reactors Mk III missing their component modifiers. Fixed Tactical Menu not displaying correct Battle Avionic values that have had their Grid Upgraded in the Dry Dock. Fixed case of Crewships sometimes staying completely still. Fixed seeing black boxes when in Turret AR mode. Fixed Railjack fighters sometimes going out of level bounds while in combat. Fixed the ‘Forge All’ button having no effect or sound. Fixed having to select the ‘Railjack Crew’ button twice when selecting it from Dojo Navigation. Fixed Railjack name text lingering behind when joining another player’s squad and loading into their Dry Dock. Fixed missing looping sounds for Ramsleds in the Saturn Proxima and Veil Proxima. Fixed a script error when casting the Railjack Void Hole ability. Foundry Crafting Time Change: As per player request, we’ve reduced Forma, Orokin Catalyst, Orokin Reactor, and Exilus Warframe Adapter build time to 23 hours so that 1 can be built consistently every day. Magus Lockdown Changes: We are making changes to Magus Lockdown due to it being virtually one of the best CC and Damage combinations in the game. In some cases you can clear waves of Elite Sanctuary Onslaught without even using a Warframe or Weapon, and simply spam Magus Lockdown to victory. This goes well beyond the intended use of it and we are changing it to a CC only Arcane - true to its name - Magus Lockdown! Magus Lockdown will no longer apply Puncture damage to tethered enemies. The amount of active Tethers is now limited to 2 per player. For example, Void Dash once > one Tether, Void Dash again > 2nd Tether, Void Dash a 3rd time > 3rd Tether, 1st Tether dies etc.. Magus Lockdown no longer affects the Golden Maw due to the Arcane killing the Maw and preventing Quest completion. This also fixes a script error when Magus Lockdown activates while encountering a Golden Maw. Grendel Changes: Grendel’s Nourish now mimic’s Titania’s Tribute buff selector. If you’re unfamiliar with Titania’s Tribute buff selector, this means that Nourish is a tap to cycle/select buff and hold to cast. This is a reverse of how it functioned prior to this Update. When consumed by Grendel, Sentients now have a max duration they can be consumed before popping out that is affected by diminishing returns. This change was made to prevent Grendel from prog stopping missions where all Sentients must be exterminated for the mission to succeed. Grendel can now consume Grenades - cause why not! Titania Changes & Fixes: Titania has a new Passive: Titania generates Health for herself and nearby Allies every time she casts an Ability (4hp/second for 20 seconds)! The personal Titania Parkour Boost is staying, just the communal Trampoline isn't. Titania can now use Blink while in her Razorwing ability! Fixed casting Titania’s Razorwing right as you fall into a teleport volume in the Simulacrum resulting in an infinite white screen. Arcane UI Changes: Updated the Arcane ‘DISTILL’ term to ‘BREAK DOWN’ to acquaint new Arcane Management mechanics. Added tips to the Arcane screen for ‘BREAK DOWN’, Arcanes that refresh, and how to obtain respective Arcanes. Arcanes are now displayed with their respective Icon in the HUD, instead of the generic Arcane icon. The Rank-Up button 'ZR' is now displayed to the left of the next Arcane Rank in the Arcane Upgrade screen. Arcanes that are sold in Vendor Offerings will now only show Max Rank tooltip information, and UI indication that the Arcane you’re purchasing is Unranked. This fixes Arcane tooltips expanding off screen when viewed in Vendor Offerings. Clarified Arcane requirements for Arcane Trickery, Arcane Ultimatum, and Exodia Might by adding ‘Kill’ to the ‘On Finisher’ line. General Changes Increased Status Chance for the Gunblade type weapons to match new Shotgun Status Chance values. Made Fall Off changes to the following weapons: Redeemer Fall Off increased from 20-40m to 10-20m. Redeemer Prime Fall Off increased from 20-40m to 10-30m. The Rakta Dark Dagger Shield bonus when damaging an enemy afflicted by Radiation in this updater will only be granted if you have Shields. Atlas’ Immovable Passive in this update will also apply to Staggers. The Warframe Upgrade Arsenal stats in this update will display Resistance values granted by Mods: Made spawn changes to improve flow of enemies in the Lua Survival tileset. Removed knockdown from Elite Shield Lancer grenades. Charging weapons, like the Staticor, previously only showed Charged Attack Damage in the Arsenal stats, in this update we additionally show Quick Shot Damage values below the Charged Attack stats. You will no longer receive Ghoul Threat Inbox messages due to their redundancy. Fixes: 3 pages of fixes are coming with Update 27.3.0. The full list will be posted once the update is live!
  7. These graphical issues will be fixed in the next update! Thanks again for providing screenshots.
  8. This bug was fixed in Update 27.2.2! Thanks again for your reports:
  9. We have closed the Open Call for Warframe Theme Ideas and reviewed all submissions to choose the Top 10! Design Council voting has begun and closes on Thursday, March 26. The theme with the most votes will become the next community-created Warframe! Top 10 Themes: Calligraphy: "A vision of a monk and a scholar, deadly yet sophisticated." Submitted by JareeZy Hive: "Hosts a swarm of bloodthirsty flying swarm insects seeking enemies to feast upon." Submitted by xX_ReiMar_Xx Broken Warframe: "It's obviously not put together correctly and it's pretty much the epitome of making a bug a feature." Submitted by eaterofstorms Morpheus: "Based on the Greek god of sleep and dreams." Submitted by JONNY_AFRO_ Falconer: "A falconer based Warframe from Cetus, that has a companion, like Khora, that is a condroc." Submitted by DerpasaurasRex0 Ballerina: "A ballerina based frame, dancing majestically over the battle field." Submitted by Jarranna Ghost in the Machine: "Based around the idea of hacking, setup and data transfer." Submitted by Sekan Arawn, King of Annwn: "Believed to set the Cŵn Annwn loose to hunt mundane creatures." This Warframe's Cŵn Annwn would be a Kubrow, a spectral hound. Submitted by Avenka Kamaitachi: Japanese yokai beast that rides devilish winds and attacks people with limbs like that of a sickle or razor. Submitted by AmdorElensar Gargoyle: A stone monster believed to frighten away evil spirits. Submitted by Horizon Ultima
  10. Thank you so much for sharing your creative ideas with us! It was a pleasure to read your ideas for lore and admire your art. We have reviewed all of your submission and chosen the Top 10 Warframe Theme ideas. Design Council voting has begun and closes on Thursday, March 26! The theme with the most votes will become the next community-created Warframe. Here are the Top 10 Themes: Calligraphy: "A vision of a monk and a scholar, deadly yet sophisticated." Submitted by JareeZy Hive: "Hosts a swarm of bloodthirsty flying swarm insects seeking enemies to feast upon." Submitted by xX_ReiMar_Xx Broken Warframe: "It's obviously not put together correctly and it's pretty much the epitome of making a bug a feature." Submitted by eaterofstorms Morpheus: "Based on the Greek god of sleep and dreams." Submitted by JONNY_AFRO_ Falconer: "A falconer based Warframe from Cetus, that has a companion, like Khora, that is a condroc." Submitted by DerpasaurasRex0 Ballerina: "A ballerina based frame, dancing majestically over the battle field." Submitted by Jarranna Ghost in the Machine: "Based around the idea of hacking, setup and data transfer." Submitted by Sekan Arawn, King of Annwn: "Believed to set the Cŵn Annwn loose to hunt mundane creatures." This Warframe's Cŵn Annwn would be a Kubrow, a spectral hound. Submitted by Avenka Kamaitachi: Japanese yokai beast that rides devilish winds and attacks people with limbs like that of a sickle or razor. Submitted by AmdorElensar Gargoyle: A stone monster believed to frighten away evil spirits. Submitted by Horizon Ultima
  11. Good things come in twos! For this contest, we want to see dynamic duos and partners in crime. Dress up your Warframe and another Warframe or Operator as a famous duo and take a Captura image of the pair! This contest is inspired by NeoRetro10K’s incredible Metroid Prime Warframe and Operator pairing on the Warframe Subreddit! Check it out here. How to enter Take a Captura image of your Warframe and another Warframe or Operator dressed as a famous duo and share it in this official forum thread for judging. Let us know which duo you have recreated in a comment with your submission! OR Tweet your Captura image on Twitter with the hashtag #CapturaTakeTwo to enter the contest. Only entries posted between Friday, March 20 at 1 p.m. ET - Thursday, April 2 at 1:00 p.m. ET will be considered. Entrants must be following the @PlayWarframe Twitter. Need an example? Rules: Only 1 submission per person Only 1 Captura image can be submitted. Make it your best! Include a description of which duo you have recreated with your submission If your Captura image includes another player, include that player’s alias with your submission Post to either the forums or Twitter. We’ll check both, so you don’t need to submit twice! Captura image must be appropriate for the Forums Captura images must be your own Entrants who submit their Capturas on Twitter must use the hashtag #CapturaTakeTwo and must be following @PlayWarframe on Twitter Submissions that do not follow these rules will be disqualified Prizes: 1st place – The newest Prime Access and your Captura posted on the Warframe Twitter! 2nd place – 1000 Platinum and your Captura posted on the Warframe Twitter! 3rd place – 750 Platinum and your Captura posted on the Warframe Twitter! 4th place – 750 Platinum! 5th place – 500 Platinum! If your Captura image includes another player, you will both receive a prize! Winners will be determined based on the creativity and quality of their Captura images. Make your image something you are proud to show off! This contest starts now until Thursday, April 2 at 1:00 p.m. ET! ALL PLAYERS FROM EACH PLATFORM CAN PARTICIPATE It’s time to double down, Tenno. Good luck!
  12. Hotfix #2 Along with the fix listed below this Hotfix includes behind the scene changes for an upcoming release. Fixed Amesha's Warding Grace not slowing Railjack enemies as reported here:
  13. We’re ringing in 2020’s First Mainline with a Double Affinity Weekend Friday, March 20 at 9:00AM ET - Monday, March 23 at 9:00AM ET! Check out all that’s been reviewed, revised, and refreshed while leveling your gear at double the speed. Get ready to squad up and conquer your missions!
  14. We’re ringing in 2020’s First Mainline with a Double Affinity Weekend Friday, March 20 at 9:00AM ET - Monday, March 23 at 9:00AM ET! Check out all that’s been reviewed, revised, and refreshed while leveling your gear at double the speed. Get ready to squad up and conquer your missions!
  15. We’re ringing in 2020’s First Mainline with a Double Affinity Weekend Friday, March 20 at 9:00AM ET - Monday, March 23 at 9:00AM ET! Check out all that’s been reviewed, revised, and refreshed while leveling your gear at double the speed. Get ready to squad up and conquer your missions!
  16. Thank you for the images and added detail! We're investigating these Dojo bugs now
  17. On March 31, Ivara Prime Prowls out of Prime Access! This is your last chance to get instant access to Ivara Prime, Baza Prime, Aksomati Prime and exclusive Cosmetics. Ivara Prime Access Ivara Prime: As regal and lethal as a nighttime wood, this is the queen of the hunt in her ultimate form. Baza Prime: The Orokin-engineered definition of silent lethality. Aksomati Prime: The elegant Aksomati precisely refined to its ultimate manifestation. Ivara Prime Glyphs: Display your Ivara Prime loyalty Ivara Prime Accessories Apavada Prime Syandana Anasa Ayatan Prime Armor 90-Day Credit Booster 90-Day Affinity Booster Prime Items Entering the Vault Limbo Prime Pyrana Prime Destreza Prime If these Prime Weapons and Warframe (or their Blueprints/Components and Relics) are already in your Inventory, they will remain after the Vaulting.
  18. Hotfix #1: Fixed Revive text saying to hold A to revive when it should say to hold Y to revive Fixed bindings not working in the Railjack customization screen
  19. Hey Blester! I think the issue is that the text asks you to hold A to revive, but you actually need to hold Y to revive. We will get this fixed in-game asap! Can you please try holding Y to revive and let us know if that works for you?
  20. Warframe Revised: Update 27.2.2 We have grabbed everything from Hotfix 27.1.1 - 27.2.2, which of course includes the “Review, Revise, Refresh” Warframe Revised update. Warframe may feel a little different this Update. Depending on where you are in your Warframe journey, you may notice big or small changes. A player who has not yet completed 'Rising Tide' will find building their Railjack a lot easier. A player with an extensive Arcane collection will see most Arcanes can now achieve 5 Ranks, and duplicates can no longer be equipped together. A player using the Kuva Bramma will notice Self Damage is gone. A player with Multishot mods equipped should see some changes in their Upgrade Menus with the addition of a new Multishot Stat. All players will notice Shield Gating has been added to the game, and all enemies have had their Health, Armor, and Shields re-balanced. That’s just scratching the surface. However you play Warframe, it’s likely the ‘Warframe Revised’ Update has touched some part of the game for you. Please take the time to review our Update Notes to familiarize yourself with the changes - big and small. And please use your powerful feedback responsibly - we all lift together. Warframe always aims to become a better version of itself. Warframe is still about power and you being a destructive force in the Origin System with hundreds of tools at your disposal - go forth, Tenno! This Warframe Revised update is roughly ~800 MB, meaning it will bring Warframe’s total size to be right on the ~20 GB base memory allowance on Nintendo Switch. For the Tenno out there who have not equipped their Nintendo Switch with an SD card and have no other games downloaded, we want to give you an early heads up that managing and/or adding space on your Nintendo Switch (depending on what you have downloaded on it) will soon be necessary to accept future updates. We have done remaster updates in the past to accommodate for updates that spill over the base memory allowance - we are exploring the potential options for the updates that follow. We will keep you informed as we determined if this a possibility or not. Thank you as always for your understanding! Console Specific Notes: Similarly to when we deployed Warframe Revised on PC, our Switch Tenno can expect a 2x Affinity Weekend to follow the week that the update is deployed. We will post a PSA once the bonus weekend is live! Controller Changes & Fixes: Added a new Railjack pilot control “Pilot Centered Crosshair” option that, when set, the look input will only turn the Railjack and will not affect your crosshair. To enable/disable go to Options > Controls > Scroll down to “Railjack”: You are already familiar with the enabled state of this option as it was the previous default and only crosshair option. Now, when you disable this option, the left stick will move your Railjack (forward/back/side to side), and the right stick will now allow you to freely move the reticle across the screen. Railjack Pilot Cenetered crosshair_1.mp4 Increased the smooth time for non-centered reticles while piloting/using turrets in the Railjack. Fixed missing bumper functionality when cycling through Components and Armaments categories in the Configure Railjack panel. Fixed both the "on" and "off" state of the Railjack Ability Menu not getting bound to the Custom Ability Menu keybind. Fixed an issue where rebinding the Ability Menu in the Railjack controller options would allow you to open it with the new binding, but force you to use the default binding to close it. Rebinding the Ability Menu will now use the new binding to open and close it. Fixed customizing your Railjack controls always showing them as their default button regardless of the changes. Fixed “Vector Maneuver” and “Drift Maneuver” not functioning as intended (only boosting) due to binding conflicts. Fixed an issue where performing a Dodge while piloting Railjack would only ever cause it to lunge downwards. Fixed Blink not working who have never customized their controls (ie. using defaults). Fixed custom Railjack bindings not applying to hijacked Crewship turrets. Fixed ability to endlessly descend the Railjack by holding down bumpers while Piloting. Fixed “Search” and “Show Ranked” being bound to the same button, causing priority issues on selecting in the Avionics screen. Fixed an issue where “Move Up/Down” couldn't be rebound in the Railjack controller options. Fixed excessive “rise/fall” sound triggering when Piloting Railjack due to controller issues. Fixed script error when equipping Armaments onto your Railjack due to controller issues.Increased the smooth time for non-centered reticles while piloting/using turrets in the Railjack. Fixed missing button functionality to swap through tips in the Railjack Configure screen. Fixed “Search” and “Show Ranked” being bound to the same button, causing priority issues on selecting in the Avionics screen. Fixed script error when equipping Armaments onto your Railjack due to controller issues. Fixed excessive “rise/fall” sound triggering when piloting Railjack due to controller issues. Fixed Railjack and Decoration placement headers appearing under the Archwing settings in Options > Controls. Fixed “Search” and “Show Ranked” both being bound to 'Left Stick Button' when using a controller, causing priority issues on selecting in the Avionics screen. Fixed an issue where “Move Up/Down” couldn’t be rebound in Railjack controller options. Fixed an issue where rebinding the Ability Menu in the Railjack tab controller options would allow you to open it with the new binding, but force you to use the default binding to close it. Rebinding the Ability Menu will now use the new binding to open and close it. Fixed customizing your Railjack controller controls always showing them as their default button regardless of the changes. Fixed “Vector Maneuver” and “Drift Maneuver” not functioning as intended (only boosting) due to controller issues. Major optimization for Survival missions geared predominantly to improve performance on consoles. The following additions that came with PC’s Update 27.2.0 will not be live in this update for XB1: HDR + Deferred Rendering Preview: We are looking into the tech support to potentially bring this to Switch, but that depends entirely what the console allows. We will be exploring, but are apprehensive on saying it will absolutely be coming in the future as we do not know the extend at which we would be able to make this work on Switch. We will update you if that changes! Audio dynamics processing to master output: The code to support this is currently not ready to go live on Switch with this update! We are working towards it for a future release. Switch Specific Notes: Motion Control Changes and Fixes: In case you missed our note on the “Reset Motion Controls” option and the changes it will bring, it is all arriving in this update! You can read more on that in the PSA we posted in early February: https://forums.warframe.com/topic/1168443-switch-new-motion-controls-option-and-default-binding-change/ This new binding option will allow you to reset motion controls to their 0 position, bringing them back to the center of your screen without you needing to toggle motion controls on and off. The Right D-Pad currently cycles your Warframe Abilities by default. After the update is live, the Right D-Pad will instead Reset Motion Controls by default. Once part of the default bindings, “Reset Motion Controls” will also be moved from Railjack to General Controls. Fixed Railjack steering unexpectedly when you're in pause menu with Motion Controls on. Switch Specific Fixes: Fixed being unable to perform emotes when selected from Gear Wheel due issues around the motion control accelerometer input interrupting emote. Made changes to the garbage collector on Switch to reduce the frequency of unexpected broken scripts. Fixes towards Clients experiencing lag and rubber-banding issues when another Client is piloting the Railjack. We posted a “known issues” list in the last update thread and have updates their current status for this update: Made fixes towards matchmaking and network issues occurring when your Switch resumes from sleep mode as reported here: https://forums.warframe.com/topic/1162994-unable-to-join-public-railjack-missions/ We have also looked at and improved on other net related issues while working on the above. We have made progress on blown out and generally all around broken environment assets in Railjack missions, as reported here: https://forums.warframe.com/topic/1162947-graphics-assets-and-ui-are-broken-plz-fix/, but have not nailed down specific fixes for this update. We are still investigating the hard hit on FPS when being boarded in Railjack missions as seen live on our Nintendo @ 10 Switch stream: https://www.youtube.com/watch?v=ZLhg3bdDvuQ&feature=youtu.be&t=3645 The New War Chapters: A Codex Quest chapter entry for The New War has been added for those who have completed the Sacrifice Quest! As you might be aware, The New War has started, and with Scarlet Spear coming soon we want players to be properly informed as The New War develops. If you have yet to complete the Chimera Prologue or the Erra Quest, head to The New War Codex Quest entry to access a shortcut to these Quests. Railjack Onboarding Changes: The Rising Tide Quest gives you your very own Railjack, but the barrier to entry is - conclusively with months of stats - too high. We are releasing a revised series of Blueprints (BP) in the Quest that sees costs reduced between 66% - 75% for Railjack parts, and building time reduced to 6 hours each. There are 3 situations players may find themselves in: 1. Haven't started Rising Tide. Anyone just beginning will have fully new reduced BP costs. 2. Has started Rising Tide. Anyone with any progress at all gets 1x Rush Repair Drone, and will transition to new costs on the next Stage. Any old costs will be refunded. 3. Rising Tide Complete. Anyone with a complete quest gets 2x Rush Repair Drone. All cost differences will be refunded. WHY: Upon Review, stats show truly the only people that saw Rising Tide to completion were our veterans, which was originally our intent to design content for veteran players. However, to sustain the cost of future development and events like Scarlet Spear, accessibility is key and we have to adjust the barriers to entry for Railjack. For those who were early adopters, 2x Rush Repair Drones will be given out. Anyone with the Rising Tide Quest active will receive 1x Rush Repair Drone. For those unfamiliar with Rush Repair Drones: these items can only be acquired via rare drop in the Veil Proxima, as they allow you to instantly complete a given Armament or Component. Railjack Changes & Fixes: Added a new Crewship in Veil Proxima missions: Exo Skold Crewship! It is a variant of the Gokstad but it has an impenetrable shield - you'll have to get crafty to figure out how to take it down, Tenno. Added a 'Forge All' button on the Railjack Payload screen in the Dry Dock. Avionics Screen no longer uses 'Hold to Confirm'. Intrinsics Screen no longer uses 'Hold to Confirm'. Avionics that are over capacity will now appear as “disabled” instead of being outright removed. In a continued effort to avoid getting downed in Railjack situations you can't control: 4 seconds of invulnerability will be given when entering a Crewship via the Archwing Slingshot. 2 seconds of invulnerability will be given when using context actions and the Omni Recall. The Railjack Payload screen will now show the total Ordnance Ammo you have in your account when you're in the Dry Dock, to make it clear that you aren't wasting anything if you craft more than your Railjack can carry. Disabled migrations during Railjack level transitioning (Void tunnel) to avoid putting new Host in completely broken states. Disabled ability to enter the Archwing Slingshot while in a level transition (Void tunnel) due to loading into the Railjack mission in many broken states. Improved Railjack Grineer Fighter variety across all 3 Proxima regions. The way the levels were set up on the various Grineer Fighters, some of the nodes had level ranges that were too high for all the varieties to appear (The Elite varieties on Earth never spawned for example). So we re-adjusted the level ranges for the various Grineer fighters (Kosma, Gyre, Exo) across all 3 regions , so that there was a better spread of the different fighter types across the nodes. In other words, the lower level nodes of a region will spawn the basic fighter types and then as the difficulty of the nodes progress the Elites are slowly introduced. When a Railjack mission completes, downed/dead players will be Revived and all Revives will be reset. Allowing you and your squad to continue on your Railjack journey instead of having to return to the Dry Dock. This fixes staying stuck in spectator mode in all Railjack missions if all Revives have been used up. Quick Meleeing with the Omni tool in hand will no longer unequip the Omni. This is now consistent with other Gear items, like Fishing/Mining. In an effort to increase stat exposure and reduce clickthrough scenarios, we've made some changes to how Railjack Armament stats are displayed: Railjack Armament stats now show up below the description in the info popup without having to navigate to the second tab. Upon selecting an Armament that is not equipped, the UI will display it's comparison stats with your current equipped weapon side by side. You can now scrap as much Wreckage as desired when prompted due to being at max capacity before missions instead of just the minimum amount. We found it quite cumbersome to have to go back to the Railjack Configure panel in the Dry Dock to clear out your Wreckage inventory over and over again. The previous implementation forced players to run into this prompt often and could cause them to fail loading into a mission (or worse causing instant migrations if Host). This new implementation prevents this issue from occurring and gives more freedom on how much Wreckage to clear outside of the Configure panel. Enemy Crewships will now take on the Health and Armor values of the player's Railjack when hijacked. Shield values do not apply here as Grineer enemies do not have Shields. The Forward Artillery will now fire on release instead of auto firing immediately after charge is complete. After 3 seconds of holding the charge, the Cannon will auto fire. This brief time allows you to have more control over where you want that cannon fire to land. Added “Sigma” category to sort through Sigma series Components and Armaments in your Railjack Configure panel. Improved the wing cam when using the Tactical Map - it should be much more instant when transitioning! Increased Railjack's Energy tube material brightness to make it a bit more obvious with darker tints. Changed material tinting across all Railjack Skins so that it matches and is more consistent with the base Railjack. Improved the Crewship meltdown FX so that it is more obvious from the exterior. Avionics that are incompatible with the selected Grid slot will be auto listed at the bottom and appear greyed out to avoid confusion as to why it can't be equipped. Armaments/Components that are equipped in the selected slot are now marked as "equipped", Armaments/Components equipped in other slots are still marked as "equipped on X". This directly correlates to the below fix: Fixed Railjack Armaments/Components UI not displaying the correct name of the selected Armament/Component when Scrapping, resulting in accidental Scrapping of your equipped Armament/Component. Improved performance of enemy fighter markers in Railjack missions. Reduced brightness on the Dome Charge FX. Fixed Railjack Clients crashing aboard the Missile Platform after destroying the core. Fixed a loss of functionality for Clients upon loading into a Railjack mission. More specifically, this issue would result in the Client appearing to skate around instead of walk, hold an invisible weapon, and getting completely stuck when mounting a Turret. Fixed progression stopping bug if a Host migration occurred after the first radiator has been exposed on a Pulse Turbine POI, and players then proceed to destroy the exposed radiators. After the Host migration, both radiators would be visible and vulnerable, at which destroying both of them would leave the mission broken due to having nothing to destroy after hacking the second console for the second radiator. Fixed loading into a Railjack mission from friends Orbiter leaves Client screen black. Fixed Clients having no Archwing if the Railjack mission was launched after being invited to an Orbiter. Fixed falling in an endless void after using the Archwing Slingshot as a Client into an exploding Crewship and attempting to leave the ship. Fixed Clients experiencing infinite loading when attempting to load into the Dojo from the Star Chart with the Host. Fixed an edge case where performing a finisher at the moment the Crewship reached metldown punting you back to the Railjack in a very dead state. Fixed an edge case where using a Turret or doing a finisher in a Crewship when the Omni tool's countdown expired could leave you in a broken state and not recalling you. Fixed Railjack Breaches sometimes being unrepairable when joining an active mission. Fixed inability to use certain Intrinsics during a Railjack mission as the Operator. Fixed Clients sometimes not being able to activate Railjack Battle Avionics. Fixed ability to gain Railjack Flux Energy for free from killing enemies with a Battle Avionic. Fixed the Intrinsic skill "Tactical Efficiency" (Tactical Rank 6) not modifying the Flux Energy cost of using Battle Avionics in a Railjack mission. Fixed the Intrinsic skill “Reflex Aim” (Gunnery Rank 10) not snapping the player's targeting reticle to the nearest enemy lead if using a Railjack hit-scan laser weapon. Fixed inability to use Archwing Sprint if you were crouching/sliding as you exited the Railjack. Fixed max Ranked Railjack 'Tether' Avionic not tethering up to 6 enemies as intended. Fixed more cases of the never ending tunnel when loading into Railjack missions after 2 players select different nodes at the same time. Fixed missing markers for Command Link when Piloting or using a Turret. Fixed the reticle getting stuck on the right side of the screen when you aim down sights while Piloting with Rank 10 Gunnery. Fixed Railjack Turrets aiming towards the Tether Avionic projectile when cast, causing them to point in weird directions Fixed Ramsled boarded enemies remaining frozen in place after casting the Tactical Avionic 'Intruder Stasis' even after they've died. Fixed Ramsleds not getting affected by Status Effects. Fixed an issue where Heat Avionics were not being applied correctly. Fixed description for 'Void Cloak' in The Tactical Menu not displaying the correct cooldown time if Tactical Rank is 7+. Fixed being able to close the Tactical Menu during “Recall Warp” which caused further attempts to use “Recall Warp” to no longer function. Fixed gaining max Health and Shields, Power Strength and presumably any other Archwing-specific bonuses while using Titania's Razorwing mode in Railjack. This is due to the Intrinsic Ranks that grant Archwing bonuses ( Vigilant Archwing, Vengeful Archwing, etc). These only apply to your true Archwing, not tiny fairy mode. Fixed projectile speeds of certain Armaments causing bandwidth issues for Clients. Fixed getting stuck on alt camera angle while piloting Railjack. This also fixes the issue of losing HUD when swapping back to Piloting view after being at an alt angle. Fixed Void Hole appearing offset if activated by a Client who is Piloting the Railjack. Fixed being equipped with your Parazon or completely unarmed if you use the Crafting Forge in your Railjack while your Omni Tool or Scanner is equipped. Fixed several issues when entering the transportation tubes in the Sentient Anomaly: Fixed automatic weapons continuously firing while traveling in the tube. Fixed issues with staying in the tube if attempting to move around in all kinds of directions. Fixed Operators in Void Mode speed running in the tube. Fixed issues with getting stuck in the Pause menu while traveling in the tube. Fixed inability to use Transference after spamming Transference while trying to exit the Railjack. Fixed crash when using Transference at the same time as entering the Railjack Slingshot. Fixed loading into the Archwing Slingshot with an Arch Gun active, causing players to fire the Arch Gun instead of hurling their Warframes out of the Slingshot. Fixed Companion Pets sometimes being gigantic on the Railjack. Fixed your Warframe having disjointed hips when Bullet Jumping into the Forward Artillery. Fixed cases of the Asteroid Base being invisible in Railjack unless you had geometry detail set to High. Fixed Avionic and Salvage pickup markers at times not showing distance values. Fixed inconsistent Crewship meltdown timers if you had numerous Crewships in meltdown mode. Fixed being put in a broken state when attempting to execute a Crewship pilot at the same time as the Crewship enters meltdown mode. Fixed some edge cases where players could get stuck when trying to pilot an enemy Crewship that is in meltdown mode. Fixed a rare case where your weapons function as Unmodded when boarding an enemy Crewship as a Client. Fixed projectiles from stolen Crewship looping around in a circle before disappearing. Fixed a script error that could occur if you executed the pilot of an enemy Crewship just as it was exploding. Fixed mission objective UI appearing and overlapping the Options menu when you pause the game while using a Turret in the Railjack or stolen Crewship. Fixed projectile Armaments like the Apoc or Cryophon ignoring the gigantic rocks in front of enemies and damaging them anyways. Fixed a 'Hold to Revive' prompt appearing outside the top of the Railjack during a Catastrophic Failure. Allowing you to actually revive the Railjack's Health with that apparently very effective green hand gas. Fixed various collision issues in the Railjack that allowed Titania to exit the railjack while in Razorwing. Fixed missile-distraction abilities from Odonata and Elytron being ineffective against missiles that stop tracking halfway in Railjack missions. This notably affects the long-range Grineer Crewship missiles (not the shorter range cannons, which aren't homing). Fixed scaling issue with the Imperator Vandal's muzzle smoke FX in Railjack missions. Fixed Railjack Glyphs sometimes appearing when inside the Archwing Slingshot. Fixed not seeing your custom Railjack name when viewing the Railjack while in Archwing. Fixed a copy of your Warframe being created after selecting the Dry Dock as Operator and Transferring back to Warframe. This also fixes issues of having a bunch of sentient Excalibur Umbras running around. More fixes towards broken Dry Docks when some players have different progression into the Rising Tide Quest. Potential fix towards Clients unable to exit the Railjack once back in the Dry Dock from a mission. Fixed Operators taking on the color scheme of the Railjack interior after exiting any of the turrets in the Railjack. Fixed Clients not seeing Host's Railjack customizations (colors and Skin). More fixes towards scrolling back to top issue when contributing or rushing a Railjack weapon or component. Now when you contribute or rush the window will remain where the item is as to not force you to search for it again. Fixed Railjack Configure UI screen overlapping with the Trading window when invited and accepting to trade in the Dojos. This also fixes being unable to accept invites while on the Intrinsics menu. Fixed an issue where a "Select All" option was appearing in the Railjack Scrap menu, but had no functionality. Fixed a black shadow replacing one of the Wreckage icons when selecting MR tabs in the Railjack Configure panel. Fixed Wreckage having to be deselected and reselected to show available options after you previously Contributed to it. Fixed Scrapping equipped Reactor causing issues with re-equipping Avionics that were auto-unequipped to fit back under capacity. Fixed selecting 'Ask Me Later' on the over capacity Wreckage prompt causing a long delay. Fixed missing warning when attempting to Trade an already equipped Avionic. Fixed some cases where the Grid in the Railjack Configure panel would show less elements than intended. Fixed inability to use the 'Change Loadout' button functionality in the Railjack Navigation screen when anchored in the Dry Dock. Fixed Rank checkmarks in the Intrinsic Details list not automatically updating after you've Ranked up. Fixed the new chosen colours of your Railjack not saving if you go into the Payload screen right after changing colours. Fixed Client players UI Theme color persisting on screen if said player is viewing the Payload, Avionic or Intrinsics screen when the Host launches a mission. Fixed Platinum price of Glyphs/Railjack Skin displaying when hovering over the already purchased and selected Glyph/Railjack Skin in the Customization screen. Fixed Railjack Customization UI lingering after purchasing and equipping a Railjack Skin. Fixed selecting the Companion loadout in the Railjack Arsenal starting from a black screen and moving to the Companion station in the Dojo. Fixed Dry Dock docking clamps disappearing at certain angles form viewed from inside the top level of the Railjack. Fixed Codex missing descriptions for the Exo Raider, Exo Raider Carver, and Exo Raider Eviscerator. Fixed missing localization when loading into the “Railjack Key Mission” in the Rising Tide Quest. It is now properly localized to “INVESTIGATE COORDINATES ON LUA”. Fixed a script error as well as a case where some of the effects of the Forward Artillery gun in Railjack lingered forever if you started and stopped charging it very rapidly. Fixed the banners in the Dry Dock near the entrances not using the Clan Emblem. Made fixes towards POI marker inconsistencies. Potential fix for a script error that occured when collecting loot in a Railjack POI. Fixed script error with host migration after exiting Railjack. Fixed unlocalized Avionics. Fixed a couple cases of Grineer Mines being unlocalized. Fixed inability to complete the Sentient Anomaly mission due to objective resetting. Fixed Railjack Battle Avionic icons appearing white in mission. Fixed a script error when dismounting the Archwing Cannon in Railjack. Fixed a script error when attempting to Scrap a selected Armament. Fixed a script error after Scrapping Wreckage. Fixed ability to spawn Crewships almost indefinitely, resulting in exploitive Intrinsic farming. Fixed getting a black screen after exiting the Railjack while Transferring to the Operator at the same time. Fixed inability to Scrap the Fiery Phoenix Battle Avionic due to the description exceeding the screen limits. Fixed an invisible blocking volume when a Clan Hall is placed just below the Drydock Fixed a lengthy hitch when switching Loadouts in the Railjack Navigation panel. Fixed the Avionic Upgrade window auto scrolling up after Upgrading an Avionic, instead of leaving you in the position you were in prior. Fixed seeing ‘[HC] Vidar Fire Suppress’ when using the Tactical Intrinsic Ability Fire Suppression when your Railjack has both fire and electrical damage. Fixes towards a script error after returning to the Dry Dock from a Railjack mission. Fixed a script error in the Sentient Anomaly mission. Kuva Lich Changes & Fixes: We have removed the back-to-back Kuva Lich weapon mechanic where your Kuva Lich would have a guaranteed different Kuva weapon than its immediate predecessor. With the change of the Kuva Larvling now displaying its birthed Kuva Lich weapon, there was no need to maintain the back-to-back restriction as you can now just choose to ignore or take the back-to-back weapon if you wish you use it for Valence Fusion. Requiem Murmurs from failing a Kuva Lich Parazon stab will now be shared with the entire squad! If we take a trip down memory lane, we'll arrive at The Old Blood: Update 26.0.6, where a fix was included from PC's Hotfix 26.0.5 that fixed all players receiving Kuva Lich Requiem Murmur progress whenever someone in the squad failed to kill their Kuva Lich. This was never actually live for our console players as the same update that introduced it also included the fix that removed it. Our intentions to have the Kuva Lich tied exclusively to the respective player were genuine, but the feedback has shone light on what is a worthwhile feature for the Kuva Lich system given its pace towards success. We have bigger plans for Liches for connecting them to other Systems, but this change is the only one ready for Mainline! Kuva weapon innate bonus damage values now show when you are equipping the weapon in the Arsenal! Removed the Kuva Bramma from Conclave eligibility due to not being Conclave balanced yet. Added fancy new FX when Valence Fusion has been successfully completed! The Kuva Lich section of the Codex now has tabs for Active, Vanquished, Converted, and Traded Liches! Decreased the chances of Kuva Lich controlled sectors forcing an Exterminate situation to allow for more gamemode chances. Fixed Clients unable to use the pause menu after Parazon stabbing a Kuva Lich. Fixed the Kuva Nukor, Kuva Hind, and Kuva Bramma weapon progression showing as complete in the Codex when at Rank 30 instead of it's true completed Rank of 40. Fixed only 1 Kuva weapon maintaining its innate bonus damage attribute and respective Kuva Lich name when claiming multiple Kuva weapons using the 'Claim All' button in the Foundry. This retroactively fixes the Kuva weapons that lost out on their innate bonus damage by giving them back their random buff. Unfortunately, the Kuva Lich name can't be easily associated with the Kuva weapon, so these fixed weapons will have the default Kuva weapon name (Kuva Tonkor, Kuva Bramma, etc). Fixed Kuva Larvling not spawning Kuva Lich if downed before Host migration and captured after Host migration. Fixed becoming stuck on a Rampart after Parazon stabbing your Kuva Lich on it. Fixed more instances where Parazon Finishers were applying your Melee weapon's attack speed with equipped Melee mods in Kuva Lich controlled missions. Fixed existing Kuva weapon name not being displayed when attempting to rename the weapon. Fixed an issue that would cause the Kuva Lich to slide when downed while doing a dodge. Fixed downed Kuva Lich still proceeding to break backs (which was removed in 27.1.0) in an invisible state. More fixes towards Kuva Liches with the “Ruse” ability not having the same Warframe Helmet on the clones if an alternate helmet is equipped upon Lich creation. Fixed the Kuva Lich button not appearing in the UI in the rare case where a Nightwave season is not active. Fixed small FX offset issues with the Kuva Bramma when reloading. Fixed being able to bypass the cooldown between scoped shots with the Kuva Quartakk and Quatz by scoping and unscoping between shots. Fixed issue where Requiem Mods would always appear in their Defiled version when viewing them in the Codex. Fixed squad members of a player who is in the middle of selecting their Kuva Lich's fate being unable to unlock Lockers. Fixed Kuva Larvlings downed by Warframe abilities not displaying their Kuva weapon above their head. Fixed Ally Kuva Liches having the Enthrall ability and Enthralling Tenno factions like Defense Consoles, Sentinels, etc. Fixed inability to Vanquish/Convert your Kuva Lich if a player in the mission is dead. Fixes towards diminished Health on a Kuva Lich not being maintained after a Host migration occurs. Fixes towards Kuva Liches spawning midair in the Jupiter Gas City tileset and falling forever into teleport volumes. Fixed cases of default Corpus enemies spawning in a Kuva Lich controlled Jupiter Gas City Spy, Sabotage, or Rescue mission once the Objective has been reached. Fixed numerous issues if a Host migration occurred during a Kuva Lich mission: Fixed getting stuck on the Vanquish/Convert screen if a Host migration occurred while a Client is Vanquishing their Kuva Lich. Fixed Clients able to kill a recently migrated Host’s Kuva Lich, resulting in 1,200 Kuva being rewarded, as well as being able to see the Lich's head mesh idling/walking in place after defeat. Fixed broken reward UI after a Host migration occurs. Fixed Parazon being stuck equipped after a Host migration occurred during a Kuva Lich Kill attempt. Fixed duplicates of Kuva Lich Taxed Rivens not being returned when the Kuva Lich is Vanquished/Converted. Fixed being in a perma-ragdolled state after attempting to stab a Kuva Lich and failing the Requiem guess. Fixed mission map lingering on screen after opening the Kuva Lich screen. Fixed a script error when attempting to kill the Kuva Lich and a squadmate disconnects. Fixed a crash that occurred when a Host migrated while a Kuva Lich was downed. Fixed a crash that could occur if a Kuva Lich applied a Radiation Status Effect to the Defense target on the Lua Stöfler node. Armor and Damage Changes (Enemy): This section will go over before and after scenarios with our enemy Armor, Health, and Shield changes. Reading this section should give you a conceptual and on-paper understanding of what we're changing and why, but practical experiences will tell the full story here. You may need to refresh some aspects of your Builds to truly optimize your power against your enemies. Before: Armor, Shields and Health on an Exponential Curve After: Armor Shields and Health on an S curve Damage Changes: Enemy Damage output should still be close to what is was in the previous Live version of the game before the update, but we have made a few changes that will affect how players take Damage in-game. Damage-Type Changes: Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor. Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields. Player Changes: Player Shields, Health, and Armor used to be shared with all AI, so they had all the weaknesses and resistances that their AI counterparts did. Now Players have their own unique Shield, Health, and Armor type classified as TENNO! These have all weaknesses and resistances neutralized (for now). Player Shields now reduce 25% of incoming damage. Player Shields now recharge with custom player-only logic. Shield recharge delays are based on depleted or partial depleted shields. Partially depleted shields (any amount) is a 1 second recharge delay. Full depletion is a 4 second recharge delay. These changes to Player shields are in addition to the Shield Gating changes, which you can read about in our Shield Gating section! Why: Armor Scaling and enemy Damage Reduction was the nucleus for this change. For years Tenno have had the tools to deal with these things, but the tools were uniform: Use Corrosive Projection, or else. While this is a simplification, it removed the feeling of choice. With these changes, we hope players experience a feeling of variety and choice when taking on enemies. By changing the scaling for Armor, we could consistently change the scaling for all! Infested Damage: We did not want to overlook the Infested in our review. Infested are close-range enemies that telegraph most attacks - and now if one of those attacks hits you, it simply does more damage. Stay agile, stay moving, and the mission is as good as won! Why: Having Infested simply deal more Damage encourages you to use mobility in ways that is not the norm for their ranged counterparts. Rewarding mobility is a key part of Warframe. AI Aimbots Up until now in Warframe, the higher the enemy level, the better their accuracy. High-level enemies would be pinned at the best Accuracy they are capable of - not quite 100%, but getting pretty close! Things like your movement and Mods would reduce accuracy, but the potential for bad 'Aimbot' moments was too high. We have spread this progression across a greater range of AI now. We are decoupling enemy accuracy from level to reduce the overall 'Aimbot' like behaviours you face at higher levels. Why: This change allows us more accurate balancing of foes at higher levels. This change alone would be noticed by simply sometimes 'getting hit less', but in conjunction with the numerous other changes we are making to enemies, it is part of a holistic Refresh to the underlying mechanics behind Warframe's enemies. Shield Gating: Friend and Foe Friend: First, let's answer 'What is Shield Gating?' when it applies to you as a player. In this implementation, Shield Gating is the mechanic of preventing an instance of lethal ('1-shot') damage if you have Shields active. Simply put, the goal is to reduce the number of '1-shots' you take when your shields are up, particularly for Shield-based frames. When any shields are active, an incoming hit that depletes your last bit of Shields will not continue into your Health pool, and also triggers a brief time where your Health is protected. Once that period is over you can take Health damage normally. Additionally, you will no longer take Slash Status Effect damage to your Health while Shields are up. Foe: Enemies - Corpus in particular - also have received a bit of a Shield Gating, but with skillful gameplay you can overcome this. Any Headshots or shots to Weakspots completely bypass Corpus enemy Shield Gating. In addition, 5% of the damage dealt when hitting the shield gate will target enemy Health - this allows you to take your Forma fueled weapons back to low level enemies and hit them hard instead of hitting the shield gate. The goal here is to make Shields a mechanic you want to play against with Mods (Auras, Elemental) or to bypass with skill (Headshots). Slash Status Effects will now deal damage over time to Shields, Toxin damage remains as-is (bypassing Shields to directly affect enemy Health). Damage from Warframe Abilities will ignore the enemy Shield Gate (i.e if an instance of Damage from an ability is greater than the Shield value, it will go into health as well). Why: Giving both Friend and Foe shield gating has two purposes: we want to reward skill a bit more in all Corpus missions, and give the 'squishier' frames a bit more viable edge and a chance to really explore Shield-focused builds. Toxin Damage and Status Effects are still your friend against Corpus or Shielded enemies! Arcane Changes After years of Arcanes as a system - with several additions to the offerings and replacement locations, we are doing several things: Increasing the maximum Rank of Warframe and Operator Arcanes to 5, up from 3. Arcane Revives are a bonus that begins on Rank 3. Adjusting the power of Arcanes at Rank 5 to generally behave as if you had 1.5 equipped, list as follows - Expand the spoilers to see the full list of power adjustments for Arcanes: Magus Arcane Changes: Expand spoilers below to see full list of changes to Magus Arcanes: Removing the ability to Equip two of the same Arcane simultaneously. Added the ability to Distill assembled Arcanes back into multiple unranked ones. Added an ‘Incomplete’ category to Arcane management screen when accessed via Foundry. Arcanes that can trigger again while the Arcane is active are indicated in the Arcane Manager screen with a 'Duration Can Refresh' text. Arcanes will require 21 Arcanes to reach the new Max Rank of 5. Scarlet Spear will feature a buy-what-you-want shop for Arcanes based on the currency earned in the event. It will launch sometime after this Mainline. Why: The reasoning here is mainly toward the ability to equip two of the same Arcane. This reasoning is one of past inconsistency and time determining intent. There are a lot of builds that specialize the use of two Arcanes, but we want to encourage a variety instead of duplication. Arcanes are the only Upgrade system in the game that allows two of the exact same upgrade to be equipped - and we would rather players have variety than duplications. In the same way you can't equip Amalgam Serration and regular Serration, you can't equip multiple Rivens per weapon, or any duplication of Mods at all, Arcanes will follow. But we are making major changes to the Ranking (up from 3 to 5 with power changes). Instead of having 2 of the same Arcane with a double effect, you can now choose between 2 different Arcanes that behave (generally) at 1.5x efficacy than before. Self Damage Changes: We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it's now 'Stagger'. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or 'Stagger' - to varying degrees if you aren't careful. The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger. With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing 'Jump' at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe. Stagger Video (slo mo on recovery).mp4 In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player's part. The Weapons include: Kuva Chakkurr Opticor Opticor Vandal Battacor Simulor Synoid Simulor Ferrox Astilla Shedu Kuva Seer Cyanex Staticor Pox Tombfinger Granmu Prism Exard Scaffold In the original Dev Workshop, we said: As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact. This is no longer accurate after continued testing. What we are doing now is: No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno. AoE Weapon Radial Fall Off Changes: Arsenal Stats now show Radial data and fall off when viewing a Weapon! The following lists the specific AoE weapons Radial Damage Falloff from central impact: Primary: Mutalist Quanta: 50% Kuva Chakkurr: 30% Opticor: 60% Opticor Vandal: 60% Battacor: 40% Acceltra: 50% Ogris: 80% Kuva Ogris: 80% Penta: 50% Secura Penta: 60% Simulor: 60% Synoid Simulor: 60% Tonkor: 70% Kuva Tonkor: 70% Zarr: 50% Ferrox: 40% Javlok: 30% / Alt Fire 60% Scourge: 30% / Alt Fire 60% Astilla: 30% Phantasma: 50% Komorex: 40% Zhuge Prime: 30% Lenz: 70% Shedu: 60% Secondary: Kuva Seer: 30% Cyanex: 20% Angstrum: 40% Prisma Angstrum: 40% Kulstar: 40% Stug: 30% Akarius: 70% Staticor: 30% / Alt Fire 90% Castanas: 40% Sancti Castanas: 40% Talons: 50% Pox: 50% Kitgun: Tombfinger: 30% Arch-Gun: Grattler: 50% Kuva Ayanga: 50% Larkspur: 60% Operator Amp: Granmu Prism: 30% Shraksun Scaffold: 40% Phahd Scaffold: 40% Exard Scaffold: 30% Dissic Scaffold: 60% Propa Scaffold: 70% Glaive: Cerata: 50% Falcor: 50% Glaive: 50% Glaive Prime: 50% Halikar: 50% Kestrel: 50% Orvius: 50% Pathocyst: 50% Corinth and Kuva Bramma remain unchanged. Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that's conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game's most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices. With the removal of Self Damage, Cautious Shot Mod has been changed to be Rifle compatible and reflect the new Stagger mechanic: +90% chance to reduce the Stagger effect from self-imposed Radial Attacks. Excavation Health/Shield Scaling Changes: Excavation missions have had the same property since launch: all Excavators have 500 Shield, 2500 Health no matter the mission level. Now, both Health and Shields will scale following the same formula as Mobile Defense Terminals. Shield Regeneration of Excavators will be a percent of health vs. flat value to deal with scaling shields. Why: This change will bring Excavation in line with existing mission types that have scaling properties after several years of having flat values. True to our initial goal of fixing inconsistencies, we are making these mission objectives scale in a consistent manner to other mission objectives. Titania Changes: Spellbind: Hold Titania's Spellbind to cast Status Immunity on yourself. Previously you had to cast it while looking at the ground to accomplish this! Tribute: You can now select which Tribute to cast, by cycling through the different buffs like Ivara's arrows, or Vauban's Minelayer. Lantern: Lanterns are now locked in place, allowing for more easily-controlled CC. Razorwing has a new FX upgrade! Razorwing flight model has been brought more in line with Skywing controls. Broad Warframe Armor Change - not just Vauban! To provide a minor bump in survivability if your CC or strategies fail you, a handful of “squishy” Warframes/Primes have received Base Armor increases! Ash: 65 to 100 Ash Prime: 150 to 175 Banshee: 15 to 100 Banshee Prime: 65 to 125 Baruuk: 150 to 175 Ember: 100 to 125 Ember Prime: 125 to 150 Equinox: 100 to 125 Equinox Prime: 120 to 150 Gara: 125 to 150 Gauss: 150 to 175 Harrow: 150 to 175 Hydroid: 200 to 225 Hydroid Prime: 250 to 275 Inaros: 200 to 225 Ivara: 65 to 100 Ivara Prime: 65 to 125 Limbo: 65 to 100 Limbo Prime: 85 to 125 Loki: 65 to 100 Loki Prime: 65 to 125 Mag: 65 to 100 Mag Prime: 65 to 125 Mesa: 65 to 100 Mesa Prime: 85 to 125 Mirage: 65 to 100 Mirage Prime: 150 to 175 Nekros: 65 to 100 Nekros Prime: 65 to 125 Nezha: 175 to 190 Nova: 65 to 100 Nova Prime: 65 to 125 Nyx: 15 to 100 Nyx Prime: 50 to 125 Oberon: 150 to 175 Octavia: 125 to 150 Revenant: 105 to 125 Rhino: 190 to 225 Titania: 65 to 100 Trinity: 15 to 100 Trinity Prime: 15 to 125 Vauban: 50 to 150 Vauban Prime: 100 to 200 Volt: 15 to 100 Volt Prime: 100 to 125 Wisp: 150 to 175 Zephyr: 15 to 100 Zephyr Prime: 75 to 125 Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes. Reward Cleanup: Base Missions: Base Missions have gotten a small cleanup for this Mainline. This change will be told from the perspective of a single node for example purposes, but the logic applies gamewide to Base Missions - which is to say, the Node on the Star chart (excluding special missions like the Index, Open Worlds, Rathuum, Assassination). Consider the node Memphis, Phobos. Base Missions like Memphis are receiving a bit of 'fat trimming' in terms of the lowest-point rewards available within them. For example,'Memphis' on 'Phobos' will have its 500, 1,000, 1,500 Credit Caches removed, as well as the 15 and 50 Endo. This will only leave the 2,000 Credits Cache, and the 100 Endo drop for each category, with a drop chance of the sum of all prior denominations. Why: This is more of a Review and clean up for some of the less-rewarding aspects of missions. Right now the base Solar Map nodes exist to progress from planet to planet, while providing either general rewards (Mods, Credits) or specific return rewards (Ivara, Nidus, etc). By getting rid of the lower value items on the general rewards, people playing for the first time should come across a bit of a bump in their resources and credits. We have more plans for this to write about at a later date. UI QOL: This is a summary of the UI changes announced in a recent Dev Workshop "Why Do We UI Like We UI: Part II?". 'Item Labels' are now set to 'On' by default, but can still be turned off. Avionics Screen no longer uses 'Hold to Confirm'. (As mentioned in RJ Changes) Intrinsics Screen no longer uses 'Hold to Confirm'. (As mentioned in RJ Changes) Razorwing has a new FX upgrade! (As mentioned in Titania Changes) Hold to Confirm added to Revive to avoid accidental aborts, particularly during Arbitration missions. Added a 'Forge All' button on the Payload screen in Dojos. (As mentioned in RJ Changes) More stats on DPD (Detailed Purchase Dialog). This screen has been re-tooled to be less hover-dependent and provide stat information at a glance: If the Warframe/Weapon has been Mastered. In the case where it has not been fully Mastered, it will show the current rank. The number of “Blueprints Owned” (if applicable). The “Purchase”, “Blueprint”, and “Gift” buttons have all shifted to accommodate all this new info display! General scrollbar usability improvements. Why: As outlined in the original Dev Workshop, we are looking to course correct some UI decisions based on feedback. Profit Taker Change: Due to the frequency of the Profit Taker Ability being too high and frustrating, we have made a minor QoL change to the Profit Taker encounter. The cooldown has been increased on a very specific, but noticeable, attack: The Blue shield projectile knockdown attack. 100x Restore Blueprints (Scaling Costs): We have added a new series of Restore Research and Blueprints that yield 100 of given Restore. Visit the Clan Dojo Tenno Lab to research, and prepare your Railjack Resources accordingly! Upon research, you will be able to build in batches of x100 with costs scaled from the x10 Blueprints!! Why: The frequency at which players use these in missions vs. the 1 minute wait times for building 10x meant we could level up the batches here. Railjack Resources are being used for Research to give another use for what you are picking up! Sharing Sentinel Mods: Shared Usage Allowed: Sentinel Weapons and Warframe weapons cannot share Mods, which is to say: if you have 1 Maxed Serration Mod, your Sentinel's Weapon cannot use it if you have a Primary Weapon with it equipped. You either switch your Sentinel Weapon to a different class (Shotgun, Melee), or acquire and max a duplicate Mod. We are removing this condition and now your Mods can be simultaneously equipped. Why: Over time, the amount of systems to put your time into have increased. The appeal of grinding out a Duplicate Mod for Sentinels just isn't a proposition we want players to be faced with in the context of everything else the game has to offer! Greater than 100% Status having meaning: Years ago we added Orange and Red Critical Damage numbers when you land a Critical with greater than 100%. For years, Status being greater than 100% has done nothing except guarantee Status - which is good, just not an added incentive to go over 100%. We have changed that this update. When you hit a Status Chance greater than 100%, a single damage instance will be able to create two Status Effects. This means if you have a Shot with 200% Status Chance modded with both Blast and Toxin Damage, that single shot will result in both Status Effects! It is worth noting we haved fixed a UI inconsistency that is 'Display Only'. Previously, the Arsenal shows Status Chance affected by Multishot, which made reading the new >100% value confusing. For example, the Arsenal might say 120% but really the Status Chance is 80%. We don't have Multishot affect any Critical Stats (Chance or Multiplier), so we haved fixed this display inconsistency. Multishot now has its own Stat. Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case. Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet. Stacking Status Effects: But wait - THERE'S MORE! In addition to being able to achieve two Status Effects on a single shot with >100% Status, we are also adding new meaning if you get a duplicate Status Effect on an enemy overall. This section will outline exactly what this means for each Status type, including information on how multiple Status Effects behaved with stacking prior to this Update. Type - Stacking Behaviour when a duplicate Status Effect Occurs: Slash - Each Slash Status has its own duration, but now we only show a maximum of 10 damage numbers in the HUD, damage is unaffected, but reducing how many damage events we show helps with performance Impact - Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (removed previous change of adding Ragdoll as maximum Stagger consequence). Puncture - The first Puncture Status Effect has an enemy deal 30% less Damage. Subsequent Puncture Status add +5% weakening, leading to up to 75% (capped). Each Puncture Status has a duration of 6 Seconds. Cold - The first Cold Status Effect deals 25% slow. Subsequent Cold Status Effects deal +5% slow for a total of 70% slow at 10 procs. Each Cold Status has a duration of 6 seconds. Heat - No Change. Toxin - See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds. Electric - AoE Electric Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electric Status Effect. Blast - Grants the Blast Status Effect a single target. Blast Status reduces enemy accuracy by 30% base. Subsequent Blast Status Effects add +5% innacuracy for 75% total at 10 stacks. Each Blast Status has a 6 second Duration. Corrosive - The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal. Each Corrosive Status Effect lasts 8 seconds. Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall. Radiation - The first Radiation Status Effect has an enemy deal 100% Damage to allies. Subsequent Radiation Status adds +50% damage, leading to up to 550% (capped). Each Radiation Status Effect has a duration of 12 seconds. Magnetic - New Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds. Viral - New Status Effect entirely: enhanced Damage! First Viral Status Effect deals 100% additional Health damage, subsequent Viral Status add +25% for a total of 325% (capped). Note: Before Viral would halve a target's health pool and simply refresh the duration. Now it deals 2x Damage to Health, and can scale up to 4.5x Damage on repeat Status Effects. Gas - The base duration of a Gas Status Effect now matches Slash for 6 seconds. No longer does AoE with forced Poison Status Effect (resulting in Poison DoT for enemies in radius), instead it does AoE DoT Gas damage around the target. In addition, we increased the base Status Chance of Exalted Blade and Desert Wind to 15%, while also changing the Chromatic Blade and Reactive Storm Augments to stack in the same manner other Status Mods do. The following reflects the new Maximums: Chromatic Blade 50% to 300% Status Chance Reactive Storm 35% to 250% Status Chance Players - aka Tenno - can only have a Maximum of 1 Stack on them - you cannot receive Stacked Status Effects as a player from enemies, fear not! Why: The inclusion of enhanced or different stacking of Duplicate Status Effects is one to refresh the appeal of Status. In addition, we've removed 0.25x Multiplier for Elemental Status Effects, meaning all Elemental Status Effects are 4x more likely. Why: Critical has long been king - and while we are leaving Critical as is, our goal is to bring Status into the Arsenals in a new light for all Primary, Secondary, and Melee weapons. Our long-term goal with this change is to build upon this series of changes to eventually allow Status to impact bigger threats like Liches and Eidolons. Faction Aura Changes We are rebalancing the faction Auras to not completely bypass our rebalancing effort. More importantly though, with the complete rescale these Auras (mostly Corrosive Projection) will not be as necessary as they were. Corrosive Projection, Shield Disruption and Infested Impedance new Rank values are: Unranked: -3% Rank 1: -6% Rank 2: -9% Rank 3: -12% Rank 4: -15% Rank 5: -18% Why: We think being consistent is key. Passively removing 100% of an enemy's defenses is not an interesting choice, and we were completely inconsistent in this regard with Auras (i.e the efficacy of 4x Corrosive Projections vs 4x Shield Disruptions). Status Chance Mod Buffs: The Status Chance Mods we released many years ago have not been considered worthwhile - there are simply better options within the Status Mod builds (Dual Stats) or Critical builds are more appealing. We are buffing all Standalone Status Chance Mods to increase the appeal of building for Status on your Weapons: Rifle Aptitude increased from 15% Status Chance to 90% Status Chance Melee Prowess increased from 15% Status Chance to 90% Status Chance Sure Shot increased from 15% Status Chance to 90% Status Chance Shotgun Savvy increased from 30% Status Chance to 90% Status Chance Why? This is a long overdue change that will thrive when paired with the above change of giving >100% Status meaning. The goal is to give your Arsenals a shake up in terms of what Status may mean for some of your Collection! This is a power output increase across the board for Status. We will review the other Status Mods at a later date, but have no firm plans for them now. Grenade Markers: Sometimes the devious enemies of Warframe decide they'd rather stay safely behind cover and throw explosive surprises at the Tenno instead of rushing in. They do this when you are stationary for long periods of time. Some time ago we added an audio warning so that thrown grenades would chirp or tick, but experience has shown that they are still easy to miss during the chaos of fighting. A visible HUD marker and a warning glow have been added to grenades that are thrown at you to give you a better chance to react. PLUS, you can now shoot the grenade before it explodes, allowing for increased tactical revenge! Why: More awareness on where Grenades are has been a longstanding community request to help the flow of battle. We are adding it to allow for more player tactical choice. Grenade hud.mp4 Fun extra fact: Saryn's Molt will shed an attached grenade!] FOV Maximum Change Fresh from the oven comes a hot bonus change: we've increased the max FOV value from 78 to 90! Why: Out of the players that do change their FOV setting, ~84% change it to the max. You may be wondering “why not max it even further??”. It comes down to the potential of the diegetic UI, FX, etc breaking when going plus ultra FOV. We hope you enjoy this bump for now! Mag Magnetize Change: You'll notice a new Arsenal stat for Mag's Magnetize ability called 'Magnetic Pull'. This value now represents Mag's force of gravity that pulls targets towards a central enemy. 'Magnetic Pull' is scaled with Magnetize's Rank and can be Modded with Ability Strength Mods. Magnetic Pull' stat has been added to address enemies that are only affected by the pull for brief moments or those that ignore it completely, as opposed to getting pulled towards the central target. Gear Wheel Changes and Fixes: Added “drag and drop” functionality to the Gear Wheel! Simpy select the item with 'A' and drag it to the desired slot with the left stick. To accommodate for this change, we have removed the 'R' button in the Arsenal that would swap to the Emote Wheel to now remove items from selected Gear Slots. When removing items from a Slot, the first 13 slots will not reposition due to the first 12 allowing custom bindings. Anything above slot 13 will reposition if items are removed. For example, if you have something in slot 13 and 14 and remove the item in 13, the item will now be in slot 13. Deactivating Gear items by selecting the item in the Gear Menu a second time will now re-equip the weapon you previously had equipped, rather than always equipping your Primary. Gear Wheel Changes - console.mp4 Fixed mounting a K-Drive with a Scanner equipped not restoring it after dismounting. Fixed any equippable Gear item not restoring properly after performing a Hack or Finisher on an enemy. Optimizations: Expand the spoilers below for the full list: Rewrote how Navigation caches the active session counts to reduce latency and reduce server load (it should now update roughly 5x as frequently). Optimized the Kuva Bramma cluster bombs with and without Mirage’s Hall of Mirrors, to address issues with crashing due to FX overload. Optimized the Hillside Ruin cave in Plains of Eidolon. In some cases, this will result in an increase in performance by as much as 100FPS! Made systemic micro-optimizations to the UI system (the HUD most importantly). Improved robustness of the script system by adding native resource tracking to the auto-generated bindings. Made a micro-optimization when opening the Navigation console. Made improvements towards a hang that could occur when selecting “Appearance” in the Arsenal to improve performance. Heavily optimized Survival missions. Replaced the old script used in Survival missions with a new one that can perform up to 90% faster! Optimized the projectiles of Carcinnox and Apoc Armaments to improve performance. Made a micro-optimization to the Resource management system. Optimized how custom shadow quality settings are applied. Cleaned up generic explosions by replacing certain effects that were causing performance issues. Explosions should now be more optimal and consistent across the board. Optimized the Kuva Nukor's FX. Optimized lighting across many Dojo rooms. Optimized enemy awareness code. Optimized the way the Codex is stored to save nearly 3.5 MB of memory. Optimized the way the Star Chart is stored to save nearly 2MB of memory. Optimized language cache preprocessing. Optimized Hydron, Sedna to improve performance. Optimized the effects on Titania's Lantern ability to improve performance. Made more optimizations to the Kuva Fortress tileset to improve overall performance. Optimized Hildryn's Aegis Storm to improve performance. Optimized the Silver Grove shrine by reducing the number of particles. Fixed a memory leak in dojos that could result in a crash after entering a large number of rooms. Fixed random zombie players you would often see in the airlock of Relays and optimized performance in Relays in general. General Additions: Added new Elite Shield Lancers to Asteroid, Forest, Shipyard and Galleon missions that have level 25+ Grineer. Added new “hit reaction” animations to Grineer enemies! Before this change Grineer would only “flinch” when attacked - Now, with the updated hit reactions, it'll be much easier to see when an enemy has been hit. These hit reactions are also much more dynamic to improve your Grineer crushing experience. Added “Browse Wares' ' option to Onkko (Cetus), Roky (Fortuna), and Little Duck (Fortuna). We removed the extra step required to get to their offerings! Instead of having to select “The Quills' Standing” and then “view offerings”, you now have the option to do so right away. We also updated all mentions of “View Offerings” to “Browse Wares”. Added a “Trading Policy” that will appear when Trading for the first time! Safe trading tips have also been added to the Trade UI. Trading is an essential part of Warframe and we felt it important to inform players on how to proceed with trading in a safe manner. All players will be presented with the “Trading Policy” window when trading for the first time ever (Mastery Rank 2 players who have just unlocked trading), and for the first time since downloading the update. This applies to any instance of trading in the Dojo and in Maroo's Bazaar. Once you've accepted the Policy you may access it from the “Trading Policy” button when trading if desired. Added a 'COMPANION INVINCIBILITY' option in the Simulacrum! Added an AkLex Conclave Skin to Teshin's Conclave Offerings! Added the following categories to the Arsenal stat damage section: “Damage” or “Damage/Projectile”. Total damage counts that takes multishot into consideration. “Status” for weapons with built-in multishot will now read “Status/Projectile”. Added a new sound to the Staticor to indicate that it is fully charged! Added a new explosive sound to the Javlok's alt fire! General Changes: Nova's Wormhole will now teleport players' weapon fire - You may remember we discussed the possibilities of this on Devstream #137. Well we saw your reaction to the possibility and we thought...why not make it a reality! Reb's Nova Wormhole Vid.mp4 Kitguns can use Skins now! Increased Cernos Prime 10% Status Chance per projectile to 30% Status Chance per projectile. Slightly toned down Wisp's cloak particles as they have gotten too large with some distance scaling. Slightly increased the size of Garuda's Dread Mirror shield. We noticed that enemies were still able to shoot Garuda's feet, so this increase is to help avoid those stray foot bullets. Hildryn's Haven ability now also provides invulnerability to all damage for 3 seconds for her Allies upon their Shields being depleted. Due to the changes with regard to how Viral Status stack, Saryn's Miasma will now only apply a single Viral Status on its initial hit rather than each time Miasma applies damage. This change may sound scary, but you will still get that same 6 seconds of initial doubled damage, just stacking now. If you play Saryn, you know it's rare that enemies even survive Saryn's damage output! The Firestorm Mod is now compatible with all Primary weapons! Updated the Firestorm Mod description to reflect this compatibility. The Fulmination Mod is now compatible with all Secondary weapons! Updated the Fulmination Mod description to reflect this compatibility. The Codex console in your Orbiter will now display Leverian Prex Cards instead of cycling through the Codex. There is also a brand new 'Leverian' section specifically for the Codex that you can access the respective Warframe's Leverian! The Quest section of the Codex now orders itself in Active > Incomplete > Complete to reduce having to scroll through alphabetical order. Changed the Focus Convergence in-world marker to a lighter yellow color so it isn't as easily confused with the main objective marker. Removed “Exterminate enemies” stage in Sortie Spy missions. This was done to fix some issues related to being unable to complete the mission due to this stage appearing. Increased the frequency in which missions from the Void appear as Void Fissures. Removed camera shake and color correction for other players in your squad when firing the Kuva Bramma for less eye bleed! Updated the Mastery Test UI screen with more information and style! Updated loading screen with a fancy new diamond loader and updated the loading screen tip font! New Loading Screen.mp4 Updated the 'Network Not Responding' icon to be more jazzy and on brand! Significantly increased the chance for the Juggernaut to drop Pherliac Pods Blueprint from 10% to 90%. Increased the max Waypoint range from 100 to 250 meters. In addition to the Revive screen receiving the 'Hold to Confirm' Revive/Abort function, we've made a few other changes/fixes when in spectator mode after an unfortunate death: The Squad panel, minimap, and HUD trackers will now be visible during your time spectating. The spectator camera now also follows the movement of the player's camera more closely. You can spectate the other fallen corpses of your Allies. Fixed missing controller bindings callouts in the spectator screen. Fixed an issue with the "current target" icon not always appearing over the name of the player actually being spectated. Disruptions missions will no longer be eligible Syndicate missions below level 15, as Demolysts don't spawn at that level, thus an inability to complete the mission. Palladino's Riven Mod Offering screen now also includes the option to purchase Riven Mods Slots! You can now equip Veiled Kitgun Rivens on your Primary! This feature is in preparation for Primary Kitguns coming in the Scarlet Spear update! Reduced the pulsing FX frequency and size on the Eidolon Vomvalysts in their energy form. Baruuk's Reactive Storm Augment Mod will now also apply its Status Chance and damage type matching to enemy weakness on Serene Storm's AOE attacks. Previously the Augment was only applying to close-combat attacks - we decided to extend this to Serene Storm's AOE waves to give more flexibility to the Augment's use. We'll be monitoring the change as you play and test it for any potential adjustments. Upon review, the falloff range for a few Arch-Guns were not consistent with what the Arsenal was displaying. The changes below fixes these issues: Increased the speed of Corvas and Fluctus projectiles to fix them dying before reaching their intended falloff ranges. Increased the Grattler projectile lifetime so it can reach its intended falloff range. Ivara Prime's starry night FX when invisible will apply to any form of invisibility, not just her abilities (Prowl, Cloak Arrow). This fixes other invisibility FX sources (for example: Untraceable and Ghost Mods) stacking with hers and looking awful/causing performance issues. Removed Security Cameras and Turrets in Corpus Ship survival missions. During an optimization pass we realized these environment hazards in Survival missions were extra AI overhead and annoyances when there's already a lot going on. Significantly reduced the damage of slide attacks for dual swords in the Conclave. After reviewing how slide attacks perform with dual swords vs. other weapons, we determined it far exceeded them and needed to be rebalanced. Made some minor UI tweaks in Survival missions to improve readability. Projectiles from Crossbows equipped with the Dali Ballistica Skin will now match the Skin. Updated naming conventions for Dojo Decorations. For example: “Small Topiary Bush” is now “Topiary Bush (Small)”. Made adjustments to the brightness of trees in the Orokin Moon tileset. Changed Nova's Molecular Prime casting FX to have better positioning. The Grineer Shield Lancer has been given a brand new reload animation! Updated the reload animation for the Miter to better suit its uniqueness. Kuva Lich and Ayatan Star in-world markers will start to fade as you approach them within certain distances: Kuva Lich: At 20m marker will begin fade Ayatan Star: At 5m marker will begin fade Reduced overall transmission frequency in Survival missions. Updated the Survival tower icon for in-world markers so that it matches the objective UI. Increased the Health and Damage Resistance on Simaris' Synthesis Targets so that they don't get accidentally nuked while attempting to scan them. Reduce volume/ radius of Domestic Drones in Orbiter. Slightly toned down Wisp's cloak particles as they have gotten too large with some distance scaling. You can now access Ivara’s Leverian when viewing Ivara Prime in the Codex. Tweaked Toxic Ancients Area of Effect blast FX timing so the FX is visible before the actual damage (at the moment, you'll always be damaged before you see the attack). Fixes: Expand spoilers below for full list of fixes Hotfix #1: Fixed Revive text saying to hold A to revive when it should say to hold Y to revive Fixed bindings not working in the Railjack customization screen Hotfix #2: Along with the fix listed below this Hotfix includes behind the scene changes for an upcoming release. Fixed Amesha's Warding Grace not slowing Railjack enemies as reported here: https://forums.warframe.com/topic/1176175-ameshas-warding-grace-not-working-on-railjack-enemies-investigating/
  21. Warframe Revised: Update 27.2.2 has passed Cert and is launching TODAY at ~ 3 p.m. ET!
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