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Here to provide an additional update to this conversation. Regarding players losing purchases due to being ineligible for a Merge and therefore can only Link, the team is discussing a potential solution regarding respective purchased items. Still, more time is needed to discuss, implement, and test before we can share the specifics. We will make a broader announcement once we have a more concrete plan of action in place.
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Dante Unbound - Dev Workshop: General Quality of Life
[DE]Megan replied to [DE]Megan's topic in Developer Workshops
Apologies - I've clarified the post! Nothing has changed with Decoy's aggro. -
Dante Unbound - Dev Workshop: General Quality of Life
[DE]Megan replied to [DE]Megan's topic in Developer Workshops
No, this references the amount of enemies (15%) that Decoy will essentially aggro within that range by drawing their attention. Fixed wording: Decoy now also draws 15% of the Health and Shield totals of enemies within a base of 15m, scaling with Ability Strength and Range, respectively. -
Hello, Tenno! Devstream #177 noted a handful of quality-of-life changes for the upcoming update: Dante Unbound! This Dev Workshop aims to provide you with a written outline of these changes and note some new ones that have developed since the Devstream. Let’s get into it! Upon downloading Dante Unbound and logging in, all players will receive an Inbox message containing 2x Forma (built) that can be used (at your discretion) towards experimenting with these upcoming changes. LOKI ABILITY CHANGES Decoy now also draws 15% of the Health and Shield totals of enemies within a base of 15m, scaling with Ability Strength and Range, respectively. This should make Decoy much more useful in higher-level missions, as it can survive a lot more exposure to enemy attacks! via GIPHY Additionally, Switch Teleport will no longer root you in place after the teleport and will now grant you a short burst of movement speed at 50% increased speed for 5 seconds, scaled by Strength and Duration. via GIPHY MIRAGE ECLIPSE & PRISM CHANGES Eclipse After Devstream 176, we asked the community their preference for adjusting Mirage’s Eclipse. As a refresher, Eclipse changes its effect based on the light level surrounding the player, but this effect does not work correctly with GI lighting and open landscapes. The consensus from players was to change the Light / Dark functionality to a toggle, so that is what we’re doing! Here’s a look at how this manifests for Mirage’s Eclipse: How it works: Tapping Eclipse provides the Lunar Eclipse buff (Increased Damage Reduction). Holding Eclipse provides the Solar Eclipse buff (Increased Weapon Damage). Scaling change: Since the ability no longer depends on level lighting to determine the buff type, the buffs themselves also no longer scale based on light level. Instead, their previous maximum effect is now the base (affected by Ability Strength): Solar Eclipse now has a base 200% increased Weapon Damage. Lunar Eclipse now has a base 75% Damage Reduction. We have lowered the Damage Reduction cap to 90% (previously 95%) to bring it in line with other Damage Reduction abilities (Gara’s Splinter Storm, Citrine’s Preserving Shell, etc.). Helminth Diminished Effectiveness Change: Eclipse has been one of the most popular Helminth abilities, so by fixing its unreliability related to light sources and making its buffs guaranteed, a rebalance was in order to compensate. This change does not affect the ability for Mirage, only when applied from Helminth. Solar Eclipse has a base 30% increased Weapon Damage. This was previously 150%, it was reduced to match the Diminished Effectiveness of Rhino’s Roar. Lunar Eclipse has not changed. It still provides a base 75% Damage Reduction. The Damage Reduction cap also remains the same at 75%. You may be asking yourself, why choose to Subsume Eclipse over Roar? Roar also affects Abilities and double dips on damage over time. If pure damage is the goal, one would probably choose Roar. Eclipse can switch between defensive and offensive buffs for situational gameplay choices. The idea is they are equal-ish for weapon damage. Prism In its current form, Prism's damage scaling is affected by environmental lighting at Mirage's position, which poses the same inconsistency issues that Eclipse suffered from. The team has reviewed and made similar changes: Remove damage scaling based on environmental lighting. Prism now has extrinsic synergy with Eclipse! If Solar Eclipse (Weapon Damage) is active, Prism’s damage is increased by 100%. If Lunar Eclipse (Damage Reduction) is active, then the Energy per second cost of Prism is reduced by 50%. This Energy cost is calculated after Ability Efficiency is considered, allowing it to exceed the normal cap for Efficiency. GARA PASSIVE CHANGE Similarly to the Mirage Eclipse/Prism changes, we realized Gara’s Passive also relied on “standing in light” and, therefore, would have the same issues as Mirage regarding GI Lighting and inconsistent lighting areas. We have removed the scaling with illumination (standing in light) and made the following changes: When casting an ability, there’s a base 15% chance to radially blind nearby enemies for 10s. Each cast without a blind increases your chances by 20% until it creates a radial blind. NOURISH HELMINTH CHANGE Nourish is by far the most popular Helminth ability, so we felt it was necessary to reduce its effectiveness slightly for the Helminth version only. Our goal is not to make this ability unusable but to avoid situations where it feels like “you’re playing wrong if you’re not using Nourish.” Nourish when Infused via Helminth now has the following alterations: Energy Multiplier has been reduced from 2x to 1.6x. Viral Damage Buff has been reduced from 75% to 45%. Everything else related to Nourish through the Helminth remains unchanged. In light of the changes, upon downloading the update and logging in you will receive an inbox message containing Helminth Secretion resources. We recognize past resource investment needed to infuse Nourish onto your Warframes and want to provide some compensation. Patch notes will provide the exact numbers! ENEMY BONEWIDOW CHANGES The Bonewidow finally joins in with the Voidrig in the enemy Necramech changes. Like Voidrigs, Bonewidows now receive damage anywhere (with damage attenuation) instead of just their weak points. When their weak points are targeted, they’ll receive increased damage. The intent is to ensure Bonewidow fights are less taxing while maintaining a benefit to weak point damage. Since it’s susceptible to all attack points, damage attenuation (maximum damage per instance and per second caps) was added to maintain a level of difficulty and to prevent one-shots Bonewidow weak points had their looks updated to highlight them better. The weak points now appear as vials filled with a liquid substance that can be targeted and destroyed. Enemy Bonewidow’s Shield Maiden ability has similarly seen some changes! We’ve improved the hitbox of its Shield, so shooting and destroying it is easier. Additionally, new VFX will appear when you damage the Shield to improve readability when it’s near breaking, and Bonewidow will stagger when its Shield is broken. DISRUPTION ACCESSIBILITY CHANGES Disruption is receiving changes to better accommodate audio issues! While players engage with Disruption, we know there have been requests to de-emphasize the audio element that dictates where the Demolyst is originating. So, with accessibility in mind, Disruption is receiving the following changes: When the Demolyst beeps are heard in-game, an enemy marker will fade in and out in the direction of the Demolyst The closer you get to the Demolyst, the more permanent the enemy marker becomes. Within line of sight, the enemy marker stays permanent. The red Conduit is now yellow to better prompt visual clarity between the icons and Demolysts. Our intention is to better support those who may struggle with audio cues by improving accessibility and gamemode design. ARSENAL QOL CHANGE: CUSTOMIZATION FOR “INVISIBLE” WARFRAMES Warframes now have Invisibility customization—no longer will you have to be strictly transparent! Warframes with Invisibility abilities (Loki, Ivara, Ash, Octavia, and Voruna) will now find customization options within their Auxillary Attachment menus! Instead of Invisibility being strictly see-through, players can customize it from being more translucent/semi-transparent to non-transparency with an Energy glow gleaming from your character. Invisibility colorization is affected by the primary Energy color of your Warframe, should you select a choice that is affected by coloring. Option A: Semi-Transparent Option B: Non-Transparent with Glow NETRACELL DROPTABLE ADJUSTMENTS Netracell Drop Tables are being adjusted as part of Community feedback from Whispers in the Walls that the high-value rewards (Archon Shards) were too rare and potentially realistically unobtainable. We’re removing all non-exclusive Arcanes from the Drop Tables, and the remaining items will have their drop rates adjusted accordingly. The Official Warframe Drop Table site will be updated accordingly with Dante Unbound to reflect these adjustments. OMNIA VOID FISSURES A new variant of Void Fissure has appeared! Found on Star Chart Nodes previously untouched by Void Fissures, a new, powerful Omnia Fissure will appear, allowing Tenno to crack Lith, Meso, Neo, or Axi Relics, whatever they choose! Just like other Fissure types, there will be one Omnia Fissure available at all times on both standard and Steel Path difficulties. Tenno must have access to the respective node on the Star Chart in order to access the correlating Omnia Fissure, including any Quests necessary for the node: The War Within Quest for Lua Angels of the Zariman Quest for Zariman Whispers in the Walls Quest for Albrecht’s Laboratories Omnia Fissures can be found on: Lua: Yuvarium (Conjunction Survival) Lua: Circulus (Conjunction Survival) Zariman: Everview Arc (Void Flood) Zariman: Tuvul Commons (Void Cascade) Albrecht’s Laboratories: Cambire (Alchemy) Albrecht’s Laboratories: Persto (Survival) THE STEEL PATH: ZARIMAN & ALBRECHT’S LABORATORIES BOUNTIES The Steel Path arrives to the Zariman and Cavia Bounties alike. Accessing the Steel Path variants is possible through a selection UI when speaking to a Bounty Giver. With Steel Path Bounties you’ll earn more Standing from The Cavia bounties, while The Holdfasts will net you more Voidplume Quills. This list is not exhaustive, there is much more QOL planned for Dante Unbound to look forward to, such as New Player Path Improvements, changes to UI selection screens, Orbiter Fast Travel, Corrupted Jackal changes (Circuit), Melee Slam Changes, and much more! Official patch notes will provide full details. Thanks, Tenno!
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Hello, Tenno! Devstream #177 outlined our plans for the upcoming Inaros Rework in the Dante Unbound update. We wanted to provide this Dev Workshop to house the information and note some development tweaks we have made since the Devstream. Let’s begin! Upon downloading Dante Unbound and logging in, all players will receive an Inbox message containing 2x Forma (built) that can be used (at your discretion) towards experimenting with these upcoming changes. For my visual learning Tenno - please enjoy this video breakdown from Lead Game Designer, Pablo, which we showed on Devstream 177: https://www.twitch.tv/videos/2071736679 PASSIVE Inaros still heals from performing Melee Finisher Kills on enemies. This is unchanged. Inaros' special bleedout state where he could pull enemies toward his Sarcophagus and leech their Health has been replaced: When Inaros dies, he turns into a Sand version of himself with normal movement and a Melee attack. Land a certain number of hits on enemies before time runs out in order to respawn -- but the more often you die, the more enemies you have to hit! via GIPHY DESICCATION Largely unchanged, but we have fixed issues with certain enemies not being vulnerable to Melee Finishers! Now, this should be more consistent. Desiccation is now Inaros’ Railjack Ability (was previously Devour). via GIPHY SANDSTORM (was Devour) Devour has been removed entirely and replaced by an improved Sandstorm. Inaros becomes a Sandstorm whirlwind, now with faster animations and movement, so it feels less punishing. Inaros is now invulnerable while in Sandstorm. Sandstorm now has a duration instead of being a channeled power. (Will not block Energy Regeneration while in Sandstorm mode). You can still choose to end the power early if you like. Instead of throwing enemies everywhere around the level, it drags enemies beneath your feet so you can use Melee Ground Finishers if you choose. Inaros regenerates Health per second for each enemy held in his Sandstorm. via GIPHY SCARAB SHELL Inaros' fourth ability has been split into two different abilities that are easier to use and reflect its two main features. Scarab Shell can be charged up by spending Health to give you Armor. There is now a unique indicator on your HUD that shows the current charge level of Scarab Shell. Charging Scarab Shell no longer stops you from moving around. Armor has been increased from 240 to 350 and scales with Ability Strength. The "Negation Swarm" Augment Mod has been retired, its special effect is now part of the base ability: While Scarab Shell is active, hostile Status Effects are ignored at a small cost in Armor. Please see “Augment Changes” below for more info on the retired Negation Swarm. via GIPHY SCARAB SWARM Scarab Swarm no longer requires you to charge up the ability by investing Health. On cast, enemies in a cone are attacked by scarabs that do 1/10th of Inaros Max Health as Corrosive damage per second. Enemies that die while affected by Scarab Swarm turn into a Swarm Kavat (maximum 3 Swarm Kavats, but can be increased to 5 with the Desiccation’s Curse Augment). Swarm Kavats can move and attack independently, and their attacks cause additional enemies to be afflicted by the Swarm. via GIPHY INAROS AUGMENT CHANGES Desiccation's Curse: Instead of enemies turning into a sandy copy of their former selves on death, they become Swarm Kavats capable of applying Scarab Swarm on their targets. Elemental Sandstorm: No changes! Negation Swarm has been replaced by Negation Armor: When Inaros takes fatal damage, consume Scarab Shell to heal and become briefly invulnerable. Inaros is affected by a strong Bleed Status when this ends. We’re looking forward to getting the newly reworked Inaros into your sandy hands with the Dante Unbound update! Thanks, Tenno!
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bunyhopper started following [DE]Megan
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Tenno! We bring you a very special Devstream #178 LIVE from the main stage at PAX East! Rebecca, Geoff, Megan, and special guest Ben Starr will be on stage to talk Dante Unbound, reveal our next Prime Warframe, and premiere a Warframe: 1999 teaser you won’t want to miss! Anyone attending PAX East can join us in the live audience and have a chance to ask a question during the Q&A segment! There will be no Twitch Drop for Devstream #178 due to the offsite streaming. We’re so excited to see you in person and virtually in chat! See you at twitch.tv/warframe AND twitch.tv/pax on March 22nd at 3 p.m ET.
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ZerO_Manzoku started following [DE]Megan
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Whispers in the Walls: Hotfix 35.1.2 Changes: Tusk Dargyns will no longer spawn in the Plains of Eidolon during Saya’s Vigil Quest. Killing these airborne enemies can be a challenge for new players, so we have removed them as they could prevent players from progressing through the Quest. Players with Overguard are now immune to the slow effect from enemy Necramech’s Necraweb ability. Slightly turned down the Grimoire’s projectile firing and impact sounds. Tweaked Konzu’s transmission timing when completing Eidolon Hunt Bounties. Cross Platform Save Change: Changed how the Synkra Syandana is delivered based on Cross Platform Save linking status: Prior to this Hotfix, the Syandana was exclusively rewarded for including an email address in the Console “Account” tab in Settings. Now, once a player has linked a Console account, they will automatically receive the Synkra Syandana instead of going through the aforementioned steps. Note: Console players who have not linked accounts will still be able to receive the Synkra Syndana by adding their email address in the “Account” tab in Settings (full steps on how to do so here). Moving forward, the email address option will no longer appear for Cross Platform Save Console accounts. This is so that we can prevent potential issues associated with being able to change your email address to something other than your PC account’s address (which is required to retain your PC login access). For Cross Platform Save players who have not received their Synkra Syandana after attempting to update their email address before this Hotfix, the Dante Unbound Update in March will deliver it to you once it has launched. Fixes: Fixed Overguard earned on Warframe in Duviri from the Killer’s Confidence Decree causing players to be indefinitely invulnerable in the Undercroft. Now, Overguard earned from the Decree will be cleared from Warframe after entering the Undercroft. Fixed Lohk Surges not spawning in Zariman missions when started from the Chrysalith immediately after completing the Angels of Zariman Quest. This also resolves being unable to progress in Bounties that had the “Find and activate X Lohk Surges”. Fixed Companions being able to pick up Keyglyphs in the Anchorhold, which would prevent Squads from being able to interact with the terminal to begin the search for the Netracell. As reported here: https://forums.warframe.com/topic/1381469-unable-to-proceed-past-1st-room-in-netracell-mission/ Fixed the Munio, Mirror Defense mission not counting towards the “Crystal Clear” Nightwave Act (Complete 3 waves of Mirror Defense). Fixed case where pre-New War players replaying the Vox Solaris Quest could matchmake with post-New War players after selecting a Bounty in Fortuna. Fixed Clients being unable to use the interactable Blinkpads in Open Landscapes. Fixed casting Grendel’s Feast on the Dax Equitem in Duviri causing the Dax to disappear off his Kaithe, rendering the fight impossible to complete. To prevent similar issues from occurring, the Dax Equitem is now properly immune to Warframe CC abilities as intended for a mini-boss. Fixed unread Clan/Alliance Inbox messages at times causing players to be unable to login. Fixed Clients at times falling out of the map after rush chomping while Maw Feeding in Duviri. Fixed being able to pull out a fishing spear while Titania is in her Razorwing form, causing the player to lose functionality. Worth noting that she was never able to actually use the spear in this form, as intended. Fixed the Railjack Cephalon Blueprint still being available for purchase in the in-game Market. Since the Whispers in the Walls Update, the Blueprint is now sent via Inbox message after starting the Rising Tide Quest from the Codex - so there is no longer a need for it to still appear in the Market. Fixed physics getting whacky after using Qorvex’s Chyrinka Pillar to dive into a Sanctuary Onslaught portal or to approach the closed Fortuna elevator doors in the Orb Vallis. Fixed the Shard Hex and Shard Bane Ephemeras not properly reflecting the correct yellow color of embedded Amber Archon Shards. Fixed Translocators (where enemies spawn from) in The Index missions creating a huge field of low-rest blue particles that hang in the air indefinitely. Fixed extreme blowout VFX after equipping the Bloodshed Sigil on both the front and back of your Warframe and setting its colors to white. We’re aware of a similar issue occurring with the Catena Prime Ephemera. Fixed the Legacy Mastery Sigil not appearing correctly for certain Legendary Mastery Ranks. Fixed a crash related to dealing damage to Thrax enemies in the Zariman. Fixed a crash after placing a Domestik Drone in the Orbiter and going to the Drifter Camp Captura Scene. Fixed a script error in Zephyr’s Tail Wind ability.
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Hi Tenno, We want to clarify two things here: Our stance and why we decided not to allow Merging if a Migration took place Confusion on where/how to best share your feedback on the topic The FAQ, for those who may not have seen, holds our stance and reasoning: This was not a decision that was taken lightly during Cross Save development. We recognize that it’s frustrating for players who decided years ago to Migrate to be now limited in their Cross Platform Save options. To address the second point, Support can assist with Cross Platform Save issues you encounter (missing items, error when linking etc), and the Forums are a place where we welcome your feedback and constructive suggestions. Apologies for the confusion on where the best place was to go to get clarification or provide your thoughts. Thank you. 3/18/2024 Update:
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(XBOX)Obelisk2022 started following [DE]Megan
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Tenno! Join us on February 23rd at 2 p.m. ET for Devstream #177! The team has some exciting dates to share and a further deep dive into our next major update: Dante Unbound! Don’t miss out on the gameplay reveal of our 56th Warframe: Dante, a look at the upcoming Entrati Disruption gamemode, an overview of new Warframe Augments, a breakdown of the Inaros Rework, and much more. Earn yourself an Archon Shard Twitch Drop by tuning in! See you at twitch.tv/warframe on February 23rd at 2 p.m. ET.
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Solaris7518 started following [DE]Megan
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Changes: Continued updates to the sounds in the Awakening Quest’s Warframe select screen. Cross Platform Save Fixes: Fixed case where a merged account could be a member in two different Clans. This was caused by merging a Console account in a Clan with a PC account that has a pending Clan request that was accepted after the merging. Affected accounts have been returned to the Clan they were in on their Console account prior to the merge. Fixes: Fixed Clients experiencing performance issues when using the Astral Bond Mod on their Sentinel. Fixed Sentinel customizations purchased from the Arsenal not equipping onto the Sentinel and causing the customization UI to disappear from the screen. Fixed disabling the Depth of Field option in Captura for the first time not doing anything. Fixed the amount of Aya owned not updating in the Syndicate “Next Title” popup after using it for Rank 4/5 Pledge Sacrifices. Fixed Gauss’ battery gauge overlapping the combo counter UI if higher than 2x. Fixed the Zenurik Badge being comically big and positioned above Gauss Prime’s head. Fixed several offset issues with Emblems (when Gauss Prime has a skin equipped), the Prisma Latron Armour Set, and the base Protovyre Chest and Leg Armor on Gauss Prime. Fixed the Coildrives in the Orb Vallis having erratic pathing, often leading them to drive into walls and drift from side to side. So basically, what you see on the road during Canadian winters. Fixed the “owned” status for non-Platinum packs (ie. Prime Access, Supporter Packs, etc.) in the in-game Market not appearing for players who are purchasing for the first time. Fixed artifacting issues caused by lens flares. Fixed potential script error from Alliance/Clan’s having special characters in their Message Of The Day. Fixed script error in the End of Mission screen. Fixed script error in Teshin’s Cave when the game is selecting a Mod Config for your Warframe’s Exalted Weapon.
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We're working on it :) Apologies for the wait.
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Whispers in the Walls: Gauss Prime: Hotfix 35.0.9
[DE]Megan replied to [DE]Megan's topic in PC Update Notes
We're investigating the current Server issues that are causing issues like this. -
Whispers in the Walls: Gauss Prime: Hotfix 35.0.9 GAUSS PRIME ACCESS Leave your enemies in the dust with Gauss Prime, now entering Prime Access! Gauss Prime Quicksilver takes form. Gauss Prime brooks no talk of defeat. Acceltra Prime Engage your enemies with deadly speed. This weapon reloads even faster when its wielder sprints, faster still with Gauss. Akarius Prime Wield a golden pair of rocket launchers. Sprint to reload them faster. They reload fastest when wielded by Gauss. Altra Prime Syandana A shining garment befitting the Saint of Altra. Exclusive Gauss Prime Glyphs Gauss Prime Accessories feature: Doppline Prime Armor: The signature armor of Gauss Prime’s aesthetic. Altra Prime Syandana: A shining garment befitting the Saint of Altra. Gauss Prime Blazargaze Helmet*: Style meets aerodynamics. Noggle Statue - Gauss Prime*: A small wobbly statue of Gauss Prime. Gauss Prime Floof*: A cuddly floof of golden thread. Prime Noggles for each Prime Warframe are historically given out via Inbox messages at the end of the year. Since Gauss hates to keep anyone waiting, we’re giving them the spotlight they deserve alongside bonus additions including the adorable Gauss Prime Floof and the aerodynamic Gauss Prime Blazargaze Helmet. 90-Day Resource and Affinity Boosters *This round of Prime Accessories features bonus items of the Blazargaze Prime Alt Helmet, Gauss Prime Noggle, and Gauss Prime Floof! These items are limited to the Prime Accessories Pack (including the Complete Pack) but will be offered in his future Prime Resurgence rotation. Instantly gain access to Gauss Prime from the in-game Market or earn Relics in-game to craft Gauss Prime, Acceltra Prime, and Akarius Prime in your Foundry. Now that Gauss Prime Access is available, the following items have been added to the Prime Vault for a future Prime Resurgence rotation. If you have Relics that contain these items they will remain in your Inventory. Garuda Prime Nagantaka Prime Corvas Prime Syndicate Sacrifice Change: Starting with this Vaulting, all Rank 4 and 5 Pledged Syndicate Sacrifices have been replaced with Aya: Rank 4 = 2 Aya Rank 5 = 3 Aya This change reduces the amount of time spent acquiring and crafting specific Prime parts to rank up in a Syndicate, and offers players additional uses for their Aya. Since Aya drops from many sources, reaching those higher ranks is now much more accessible as it is no longer wholly tied to Relic RNG. Riven Disposition Changes: As with each round of Prime Access come updated Riven Disposition numbers - check the full details here: https://forums.warframe.com/topic/1380863-january-2024-riven-dispositions/ Changes: Removed the ability for enemies to deal critical hits to players, Defense targets, Extractors, Rescue targets, and all other friendly targets. In most cases, enemies equipped with “player” weapons (Grineer Ballista using the Vulkar for example) could land critical hits due to those weapons using the same crit setup as their player counterpart. With a lack of feedback to inform players as to why or how sudden damage spikes were occurring, these enemies could easily jeopardize a mission. Additionally, while it makes sense to reward players for landing critical headshots, whether an enemy hits a head or not is outside of player control - which ultimately made countering it near impossible. So, in an effort to provide more consistent and predictable damage output from enemies, we have removed their ability to deal critical hits. Changed the Nightwave “Episode Status” button to “Nightwave Status” in the Navigation menu. This button appears when players have toggled on to Resource Drones view in their Navigation. Made updates to the sounds in the Awakening Quest’s Warframe select screen and cinematics. (Hot-dropped on Monday) Re-enabled the ability to decrease your Clan Rank. As explained in the PSA, this temporary measure was taken during Operation: Gargoyle’s Cry to address a bug that prevented Clans from being able to progress in the Operation after decreasing their Rank. Since the Operation concluded on Monday, you can now decrease. Albrecht’s Laboratories Changes & Fixes: Fixed the map search radius for Necramite Drones not appearing in Netracell missions (including the Whispers in the Walls Quest stage). Fixed the “kill enemies to lower security level” radius marker in Netracell missions spawning very far from the Security Matrix. Fixed heat vents in Alchemy missions spawning very far from players. Fixed Mocking Whispers becoming indefinitely invulnerable after using its Exalted Bladestorm attack and hitting a Revenant player that has Mesmer Skin active. Fixed being unable to do the quick time event at the end of the Whispers in the Walls Quest if Melee Attack is bound to scrolling the mouse wheel up/down. In order to fix this issue and potential others, you can now tap during these events even if the “Repeated Button Presses” option is set to “Hold” (for both the Keyboard/Mouse and Controller settings). Fixed Murmur Sarcophages becoming unbreakable after Host Migration. Fixed Bounty objectives appearing in Netracell missions after starting a Netracell from the Sanctum Anatomica while the Bounty vote is active. Fixed Clients not hearing the alarm during the “kill enemies to lower security level” stage of the Netracell mission. Fixed the sound FX for the doors in the Sanctum Anatomica and a vent wall in the Labs being out of sync with their animations. Tweaked the Vitreum seeking alarm sound FX duration in the Assassination, Effervo mission to match the pulsing VFX. Improved the balance between sounds that occur when opening the Netracell. Fixed certain Vitriol Phials having mesh scaling issues with their puddles. Fixed the Operator’s head doing a 180 twist while placing an Atropos Prove into a Vitreum in the Assassination, Effervo mission. Cross Platform Save Fixes: Fixed a primary account being automatically selected for you if either of the accounts being linked had been created after the merge cutoff date (November 24 at 2 p.m. ET). Now in the case where both accounts were created after the cutoff, you can now choose either as the primary during the linking process. This only applies to first time linking (as has been the case since launch) - once the PC account has had other accounts linked in, that PC account is set as the primary. (Hot-dropped on Monday) More fixes towards various issues (ex: being unable to equip/unequip Kubrow) occurring when merging accounts that both have Kubrows in various states (incubating, incubated, etc.). To prevent further issues, newly merged accounts automatically put 1 of the 2 Kubrows into Stasis. Fixes: Fixed the synergy between Sevagoth’s Reap and Sow abilities (enemies explode when hit by Reap while seeded with Sow) not working for Clients. Fixed the Dreamer’s Wraith mod only increasing Heavy Attack Critical damage by 20% instead of the intended 32% (at max rank). Fixed the following issues with Secondary Outburst when used by Clients: Fixed Clients’ Combo Multipliers not being consumed when switching to Secondary. Fixed Clients’ Secondary dealing less than the intended damage while Secondary Outburst’s buffs are active. Fixed an additional +25% (+37% for Tauforged) applying on top of the Violet Archon Shard’s “Gain +25%/+37% Melee Critical Damage. When max Energy is over 500, the damage boost doubles” embed bonus. This bug caused the bonus to exceed well beyond its intended and described values. To break it down, when below 500 Energy the Shard granted +50%/ +74% and when above 500 it granted +75%/+111% (resulted from +25%/+37% applying on top of the intended +50%/+74%). As far as we can tell, this bug has been live since the release of the Violet Archon Shard in the Whispers in the Walls update, so we understand if this fix is disappointing for those who have been using it in this state since then. But in the interest of properly executing the intended bonuses as outlined in the UI, we have restored it to its original design. Fixed Wukong’s Clone being inactive at the start of the first and second phase of the Archon Hunt fight. Fixed cases where Exalted Weapons could be unmodded in Duviri. Exalted Weapons use the Mods in the Config you select for your Warframe in Teshin’s Cave, but in the case where a Config didn’t have Mods equipped onto the Exalted Weapon, there was no fallback system to ensure you didn’t go into Duviri with it unmodded. Now, if a Warframe Mod Config is selected that doesn’t have any Mods equipped for the Exalted Weapon, the game will choose the Exalted Mod Config that uses the most Mod Capacity (as is the case with other equipment in Teshin’s Cave) to prevent players from going into Duviri with a bare bones Exalted Weapon. Fixed the introductory cinematic in the Heart of Deimos Quest not playing for players on low spec machines, causing them to be unable to progress in the Quest. Fixed level 6 Terra Sniper Crewmans being able to one-shot Corpus Drones in Fortuna Bounties. They were capable of doing over 1000 damage per shot, so we modified their Snipers while they weren’t looking to be more appropriate for those lower level Bounties. Fixed the “Auxiliary” tab appearing in the Arsenal even if the Warframe does not have any Auxiliary customizations available. Fixed bundle items disappearing from the Bundle’s in-game Market page after hitting the “Cancel” button from the “Confirm Purchase” options. Fixed Nyx’s Chaos Sphere ring VFX appearing as a very thin line. Fixed the Skaut’s “Kahl Beacon” Air Support missing its name and description in the HUD. Fixed Daughter and Son using their unranked Entrati Syndicate voice lines at Rank 5. Fixed a rare issue that could allow a Dojo Room’s construction to be canceled when it had already finished. Fixed hitch occurring when selecting a placed Grimoire Altar Decoration while in decorating mode. (Missed note from Hotfix 35.0.7) Fixed the Grimoire Altar Decoration missing a panel on the bottom.
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Whispers in the Walls: Hotfix 35.0.8 Hello Tenno, today’s Hotfix includes more behind the scenes changes as well as the handful of fixes below - see you tonight at twitch.tv/warframe for our first Prime Time of 2024! Fixes: Fixed Sevagoth’s Glaukus Skin missing its custom deluxe Tombstone. Fixed Tenacious Bond’s Final Critical Damage Multiplier not functioning. While the UI indicated that it was active, it was not actually triggering and applying to the player. It will now! Fixed a script error after dismissing the “Not Enough Platinum” pop-up. Fixed a script error caused by Melee Duplicate. Fixed a script error caused by Necramech summon terminals. Fixed a rare crash caused by a player leaving (notably during Duviri sessions). Fixed a crash possibly caused by a combination of Mirage and certain upgrades. Missed Notes: Fixed the Helminth Perspicacity ability not being consumed after it successfully hacks a terminal in Albrecht’s Laboratories. Fixed rare issue where changing the spawn point in your Dojo from a room console would also move placed Decorations and Transporters. If you encountered this issue before today’s hotfix, you can submit a ticket to support.warframe.com.
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We are seeing AMD/DX12 stability post-Hotfix 35.0.7! We kindly ask that you manually reenable DX12 and let us know if you experience the crashes. Thank you for sticking with us and providing reports as we dig/monitor.