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[DE]Connor

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  1. Today’s Hotfix continues last week’s efforts to address community feedback since the changes made in Hotfix 35.5.3. More specifically, we have adjusted Dante’s Dark Verse, Pageflight and Tragedy, Nezha’s Divine Retribution Augment, and Arca Titron’s “Slam Capacity” buff with player sentiment in mind. We have also made quality-of-life changes to Overguard and Line of Sight (LoS) checks on other Warframes based on feedback sparked by Dante’s balance changes. Full details are listed below in dedicated sections. 

    There has been a considerable amount of change in a small amount of time, much of which could have arguably received some more careful consideration prior to release. Balance changes are only ever done with the best of intentions for the overall health of the game, but we have to recognize when we’ve overstepped. The combined changes from last Friday’s and today’s Hotfix acknowledge that and are intended to rectify and course-correct. 

     

    Dante Changes

    As promised last week, we have made more adjustments to Dante as part of our continued effort to address player feedback regarding the balance changes made in Hotfix 35.5.3

    Dark Verse:

    • Made Dark Verse’s Line of Sight (LoS) checks more reliable to bring it in line with Tragedy. 
      • Following the improvements to Tragedy’s LoS last week, we’ve applied the same logic to Dark Verse to ensure enemies within LoS are properly considered to prevent cases where being only partially visible would not trigger the check. This is part of the greater LoS improvements detailed in the “Line of Sight Improvements” section below. 

    Pageflight: 

    • Returned the Status Damage increase applied to enemies hit by its Paragrimms. 
      • At Max Rank, the Status Damage Increase is 50% (scaleable with Ability Strength).
      • This was an undocumented/unintended element of Pageflight at release that we decided to remove, but in doing so, we broke our promise of “not touching damage” with Dante, so we’ve returned it, and it now has proper documentation in the ability UI!

    Tragedy: 

    • Because of the return of Pageflight’s Status Damage increase, we have added a 1 billion damage cap to Tragedy, purely as a preventative measure against game errors. This is our highest damage cap in the game, a testament to how powerful Pageflight and Tragedy can be with the right setup. We will monitor feedback and performance over a longer time span before reviewing again.

     

    Updated Overguard Interactions With Vex Armor, Rage, & Hunter Adrenaline  

    As announced last week, we’ve changed how Overguard interacts with effects that benefit from receiving damage on Warframe to make it more co-op friendly. Specifically, Chroma’s Vex Armor and the Rage and Hunter Adrenaline Mods. The conversations regarding Dante’s abilities with Overguard became a driving factor to look at these interactions and find ways in which we can make them work to benefit co-op play. Overall, these changes aim to create a harmonious arrangement between the often unpredictable Overguard gains from allies and Vex Armor, Rage, and Hunter Adrenaline.

    The following changes are in addition to their existing functionality. 


    Chroma’s Vex Armor

    Previously, Overguard would prevent Chroma from benefiting from his Vex Armor buffs (since it blocked damage on Health and Shields). So, we’ve made the following change to allow players to receive the buffs through all sources of Overguard: 

    Now: Melee kills now grant a 15% Armor increase and ranged kills a 15% increase to Weapon Damage (doubled to 30% for ranged weak point kills). 

    This has the additional perk of self-sufficiency where players have far more control over the buffs, instead of having to rely on the unpredictability of damage dealt by enemies. 


    Rage and Hunter Adrenaline 

    Previously, Overguard granted by allies could prevent you from gaining Energy from these Mods (since it blocked damage dealt to Health). So, in an effort to create a more co-op friendly experience between the two, we’ve made the following change:  

    Now, Rage and Hunter Adrenaline can convert the Damage on Overguard granted by allies to Energy while Shields are inactive. 

    More specifically, they will trigger when the last source of Overguard originates from an ally (includes Warframe Specters with Overguard abilities spawned by allies). This allows shield-less Warframes, such as Inaros and Nidus, to be able to regenerate Energy via these Mods when they would have previously been blocked by Overguard granted by allies. 

    Here are the exact stat details:

    • Rage: +40% (same effectiveness as the base functionality) of Damage on Overguard granted by allies to Energy while Shields are inactive. 
    • Hunter Adrenaline: +45% (same effectiveness as the base functionality) of Damage on Overguard granted by allies to Energy while Shields are inactive.  

    NOTE: Warframes that grant themselves Overguard, like Kullervo or Rhino, will not be able to trigger Rage and Hunter Adrenaline from their own Overguard. Only Overguard granted by allies is eligible because this is the only interaction that is potentially disruptive to your build (i.e your ally puts Overguard onto your Rage-Build Nidus). 

    Necramech Rage and Kinetic Diversion (Archwing) have also had the same changes applied to them with Overguard interactions: 

    • Necramech Rage: Convert +15% of Damage on Overguard gained from allies to Energy. 
    • Kinetic Diversion: Convert +40% of Damage on Overguard gained from allies to Energy. 

    General Overguard Change:

    • Frost’s Icy Avalanche Augment Mod will now grant Overguard to non-player allies in radius (i.e. Sentinels, Companions, Specters). 



    Line Of Sight (Los) Improvements 

    As announced last week, we have revisited LoS checks on other Warframes to bring them in line with the new and improved version of Dante’s LoS added in Hotfix 35.5.4. 

    To reiterate, there are now two variations of LoS checking: 

    1. The first type of check sees if any part of the enemy has been drawn on the screen, so that any part of an enemy, big or small, is considered visible/eligible to pass the LoS check.
    2. The second type of check is for enemies that are not on screen. We now check for LoS to the enemy's head, torso, and feet instead of only to their body which will increase reliability there as well.

    For Abilities that hit enemies in a full circle around you, both checks are used: Once to evaluate enemies that you can see and then a second sweep to check targets to the sides and behind you that aren't visible.
     

    The following Warframe abilities have received the aforementioned improvements: 

    • Excalibur’s Radial Blind (Rendered Check)
    • Excalibur Umbra’s Radial Howl (Rendered Check)
    • Dante’s Dark Verse (Rendered Check)
    • Helminth’s Sickening Pulse (Rendered Check)
    • Hildryn’s Pillage (Rendered Check)
    • Mag’s Pull (Rendered Check)
    • Nova’s Null Star Augment (Rendered Check)
    • Hildryn’s Aegis Storm (Raycast Check from floor where Hildryn is hovering)
    • Khora’s Whipclaw (Raycast Checks from multiple points around the whip's impact)
    • Qorvex’s Chyrinka Pillar (Raycast Checks from top and center of pillar)

    The above changes also tangentially fixes the issue of low FOV preventing LoS checks from occurring (this was most reported for Dante’s Dark Verse, Hildryn’s Pillage, Khora’s Whipclaw, Mirage’s Prism, and Mag’s Pull). 
     

    More LoS Improvements in Future Update: 
    The following Warframe abilities will be receiving the same treatment in a future update, since they require Cert update (more information on what this means here) in order to launch across all platforms. 

    • Ember’s Fire Blast
    • Gyre’s Rotorswell
    • Vauban’s Tesla Bank Augment
      • While a Cert update is required to apply the new LoS checks onto Vauban’s Tesla bank, we have in the meantime fixed the AoE from the mines getting blocked by non-static objects.The Augment was preventing the mines from behaving as they do in their non-augmented state where they check for cover for static objects (level geometry), so we’ve rectified that so that it is subject to the same checks as Tesla Nervos AoE.
    • Zephyr’s Tailwind (Dive Bomb) 

    As written directly above, we are not done with improving LoS and will continue to assess where further improvements can be made. New reports related to LoS will be investigated for future Hotfixes/Updates. Thank you, Tenno! 
     

    Nezha's Divine Retribution Change

    Divine Spears now have a set base radius of 14m (scaleable with Ability Range) instead of the previous 50% Ability Range reduction while the Augment is equipped. 

    After reading player feedback, reducing Divine Spears’ range by 50% rendered the Augment quite limiting and carved heavily into Mod Slot space to accommodate for it. So we’ve instead given it a base Radius to keep it within reason, but also to bring it back to a much more manageable level without dipping into extremes (as it was prior to the changes). 

     

    Arca Titron “Slam Capacity” Trait Changes

    Arca Titron was an outlier to the Slam Attack rework in Dante Unbound, as its Unique Trait allowed for ludicrous damage numbers. We aimed to change its damage output to a more reasonable level, but as a result made the weapon too underpowered. 

    To address this, we’ve made the following changes to the Titron based on the community feedback we received after the adjustments we made to the buff in last week’s Hotfix: 

    • Reduced the max charges from 10 to 5. 
      • We wanted to make it easier for players to achieve max charges so that they can benefit from the Slam Damage and Range increase more often. 
    • We’ve also adjusted the Slam Damage and Range per charge increase to accommodate for the change of max charges: 
      • Increased the Slam Damage increase per charge to +250% (was +100%) for a total of +1,250% (was +1,000%). 
      • Increased the Slam Range increase per charge to 2m (was 1m) for a total of 10m (same as before!). 
    • Fixed Slam Capacity’s guaranteed Electricity Status proc to Slam Attack not occurring. 


    Deep Archimedea Fixes

    • Fixed Void Angel scaling in difficulty based on the squad’s total death count, instead of for the downed individual as intended. 
    • Fixed still earning Reward Points from matching Loadout after swapping off of the options during the mission vote countdown timer. 
    • Fixed being able to awaken multiple Void Angels at once after multiple teammates have fallen and need to be revived. 
    • Fixed Clients being unable to see the “Alchemical Invulnerability” elemental icons on enemies in Alchemy missions. 
    • Fixed being unable to complete Deep Archimedea missions due to Stalker spawning in. 
      • This was due to Stalker spawning on the other side of locked doors, preventing players from completing the mission. We’ve disabled Stalker spawning into (including Stalker Beacon) Albrecht’s Laboratories missions to prevent this and similar issues from reoccurring in Deep Archimedea and the base missions. 
    • Fixed several script errors caused by the Loadout options (notably when Host migration occurs). 
    • Fixed a typo in the description for the “Barbed Glyphs” Mirror Defense mission Deviation. 
    • Fixed unlocalized text appearing in the Deep Archimedea screen for Loadout options. 


    General Fixes 

    • Fixed players being unable to matchmake for Omnia Fissure missions located on the Zariman or Albrecht’s Laboratories. 
    • Fixed the possibility of Distressed Pipes in Alchemy missions spawning under the floor in the new tiles that were released with Dante Unbound - making them untargetable unless with Slam Attacks. 
    • Fixed being unable to trade Mods in the Dojo immediately after Ranking them up. 
    • Fixed Residual Arcanes not triggering while riding Merulina. 
    • Fixed Akjara having strange shot patterning that leads to poor Accuracy. 
      • With no added Multishot, the bug was causing it to shoot its projectiles as a line to the right of the point of aim. With Multishot, they would shoot as a line to the left of the point of aim. Now, it should correctly shoot its projectiles in an averaged radius around the point of aim. 
    • Fixed loss of function after casting Kullervo’s Wrathful Advance while dual wielding a Secondary Weapon with a Glaive Melee. 
    • Fixed Onos’ Evolution V not unlocking after completing a Solo mission with an Incarnon Weapon equipped in every slot (as required) if the player had an Exalted Weapon active while extracting. 
    • Fixed destroyed Murmur Sarcophages not always counting towards the “Find X Murmur Sarcophages” Cavia Bounty Challenge. 
    • Fixed Lohk Surges not spawning reliably to complete the “Find and Activate X Lohk Surges” Cavia Bounty Challenge. 
    • Fixed the Heart of Deimos Quest not progressing if the player reaches the Requiem Cipher door while the “Kill Infested” objective is still active. 
      • Now, the door to the Requiem Cipher will remain locked until after defeating all the Infested enemies to prevent this issue from recurring. 
    • Fixed Styanax’s Tharros Strike infused onto another Warframe via Helminth not having any visible projectiles. 
    • Fixed Mirage’s Hall of Mirror Clones obstructing player’s view (instead of fading out when in reticle) after casting Eclipse with the Total Eclipse Augment Mod. 
    • Fixed being able to have more than 4 players in a Railjack mission. 
    • Fixed Warframe with cyclable abilities missing stats for each of their effects in the ability screen. Specifically:
      • Wisp’s Reservoirs
      • Titania’s Tribute
      • Chroma’s Spectral Scream
      • Xaku’s The Lost
      • Vauban’s Minelayer
    • Fixed the UI backtracking after opening the Archon Shards screen via the Arsenal and quickly selecting the “Archon Shards” button in the Helminth screen. 
    • Fixed Challenge descriptions box in Profile appearing black when switching tabs. 
    • Fixed the glass material on Lavos’ vials and Helmet being too bright in GI lighting areas. 
    • Fixed the Vehicles Arsenal (for Archwing, K-Drive and Necramech) having much darker lighting than the standard Arsenal in the Orbiter. 
    • Fixed a crash related to Yareli’s Merulina getting destroyed after spawning. 
    • Fixed a crash caused by Host migration occurring in a secret part of Albrecht’s Laboratories. 
    • Fixed the Chains of Harrow Quest “Equip Kinetic Siphon Traps” prompt missing instructions on how to acquire them. 
    • Fixed Valkyr’s Carnivex Skin causing her to hold Bows awkwardly in one of her idle animations. 
    • Fixed Onos appearing on Yareli’s left arm instead of the right as intended while using the Loyal Merulina Augment Mod. 
    • Fixed the Onos having too much flickering in its beam motion. 
    • Fixed the Narmer Faction name not being localized in the mission node popup. 
    • Fixed information pop ups in the Foundry appearing on items that don’t have the crafting components being shown. 
    • Fixed environment flickering issues in one of the Albrecht’s Laboratories tiles. 
    • Fixed a gap in one of the doorways in the Albrecht’s Laboratories tileset. 
    • Fixed being unable to destroy the grates in certain areas of the Albrecht’s Laboratories tileset. 
    • Fixed several script errors in Cavia Bounties. 


    iOS Specific Notes:

    • Fixed the Arcane management screen losing functionality when an Arcane is upgraded/selected while using a controller. 
       

    For list of known issues for Dante Unbound, visit our dedicated thread: 
    https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

    • Like 1
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    NEW GAME MODE: DEEP ARCHIMEDEA 

    Embark on perilous research expeditions in Albrecht’s Laboratories! Deep Archimedea is a weekly challenge with three missions that must be completed in a single sequence. Rewards are given based on a number of factors, with the core principle being the higher the risk the higher the potential reward. Read on to learn more!

    Before we get into the nitty gritty here, we're excited to get Deep Archimedea into your hands and will watch for feedback as players engage in this challenging gamemode.

    Please use our dedicated Bug and Feedback Subforums now that this mode is live!


    Requirements

    • Completed the Whispers in the Walls Quest 
    • Rank 5 with the Cavia Syndicate 
      • Upon hitting Rank 5, a special transmission from Necraloid will play, directing you to him in the Sanctum Anatomica for Deep Archimedea. If you were already Rank 5 before the update, when you load into the Sanctum Anatomica it will play automatically and Necraloid will be accessible there to begin Deep Archimedea. 


    Difficulty Level 
    Deep Archimedea has an extremely high difficulty level and is designed to really put you and your Arsenal to the test.

    Enemy Levels: 

    • Normal: 250 - 275 
    • Elite Archimedea: 375-400 (more information on Elite Archimedea in its dedicated section below)

    NOTE ON LOADOUT RESTRICTION: In addition to a variety of difficulty modifiers, there are no opportunities to change your Loadout in between missions. Meaning the Loadout you start Deep Archimedea with is the Loadout you will use throughout all three missions.

    While it can be attempted solo, we highly recommend you go into Deep Archimedea with a Squad that has carefully prepared their Loadouts and is ready to take on the challenges ahead. 
     

    Where & How To Access

    Deep Archimedea begins at Necraloid in the Sanctum Anatomica! Find him stationed on the second level of the Sanctum Anatomica. 

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    How To Begin

    The following simplifies how to jump into Deep Archimedea in three steps, but the sections that follow go into much greater detail on what you can expect in preparation for the missions ahead. 

    1. Interact with Necraloid to open the Deep Archimedea screen & use Search Pulses to unlock: 

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    Players can exchange 2 of their 5 weekly Netracell Search Pulses to access the week’s Deep Archimedea. Doing so gives you unlimited chances to play Deep Archimedea missions, with each reward tier being earned once before each weekly reset on Monday @ 0:00 UTC. 

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    You can view and interact with the Deep Archimedea screen prior to unlocking access each week, but you won’t be able to start the missions until you have sacrificed your Netracell Search Pulses.
     

    Additional Search Pulses for week of Deep Archimedea’s launch: 
    We have given players an additional 5 Netracell Search Pulses for this week with Deep Archimedea’s release to ensure anyone meeting the requirements can participate in Deep Archimedea for its debut! These are in addition to the usual 5 weekly Pulses, so 10 in total if you haven’t used any yet on Netracells this week. These additional Pulses will expire at the next reset on Monday, April 8th @ 0:00 UTC. 

    2. Select Individual Parameters (if any) 
    You have the option to select Individual Parameters which will be applied to all three missions - these increase the overall difficulty in exchange for Research Points, which can unlock Reward Pools. Learn more about unlocking Deep Archimedea rewards in the “Research Points & Rewards'' section further down. These Parameters are not required to begin Deep Archimedea, should you not be up to the extra challenge. 

    Individual Parameters consist of Loadout Modifiers, Personal Modifiers and Elite Archimedea - we cover each of these in detail in their own dedicated sections below. 

    3. Select the “Begin Research” button
    Doing so will begin the mission countdown. Enter the Laboratories to start the missions with all of the parameters you had activated. Good luck, Tenno! 


    Mission Restrictions 

    Deep Archimedea missions, similar to Netracells, have the following restrictions on by default: 

    Empowered Enemies: 

    • Enemies have their Health and Shields increased by 100% and an additional 50% for each squad member, up to a maximum of 300%. 
    • Increased chance of Eximus. 

    Respawn Restrictions: 

    • No Self Revive: Self-reviving is disabled. Instead, 30s after a Tenno has been slain, a dormant Void Angel bearing the glyph of the fallen Tenno, will appear in the mission . Awaken and defeat the Angel to revive the dead Tenno. Each subsequent Void Angel will be much stronger.
      • These Void Angels will only have one health bar and do not include the Ethereal Void Angel stage to defeat them. 
      • Known issue: Clients unable to interact with Void Angels twice in a single mission to revive fallen Host - we are looking to have this fixed hopefully by next Hotfix! 
    • Last Gasp Penalty: Activating Last Gasp Focus ability reduces the timer by 2 seconds. 
    • Bleedout Shortens: The bleedout timer shortens after each revive, to a minimum of 5 seconds.
    • Mortis Strikes: After being dead for 3 minutes you will incur a Mortis Strike. After 3 Mortis Strikes you will not receive any more rewards for this run. A timer will be displayed while you are dead to track time until your next Mortis Strike.
      • All mission rewards earned before receiving 3 Mortis Strikes will be retained, including mission completion rewards.
        • Ex: if you received your 3rd strike in Mission 3, you would still retain earned rewards from Mission 1 and 2. 
      • The Mortis Strike timer only begins once a player’s bleed out timer expires and they have fully died. 
      • The Mortis Strike timer accumulates while a player is dead, awaiting revival. The counter is cumulative and does not reset upon revives, so try to stay alive, Tenno! 

    Consumables Restrictions: 

    • Cooldown Increase: Each type of Restore has a 3 minute cooldown timer applied. This cooldown affects all sizes of Restore type. 


    Individual Parameters

    There are two kinds of Individual Parameters that can be selected by the player: Loadout and Personal Modifiers. 

    Enabling any Individual Parameter increases potential Research Points by one for all three missions (totalling 3 Research Points per Parameter) in exchange for making these already difficult encounters even deadlier. Increasing your Research Points can unlock additional Reward Pools. We cover Research Points in more detail in the “Research Points & Rewards” section.  

    Loadout 
    These Parameters are applied based on your Loadout equipment. Match your Arsenal Loadout to any of the Warframes, Primary Weapons, Secondary Weapons, or Melee Weapons listed in the Deep Archimedea screen to increase your Research Points by one Point per equipment per mission. 

    In order to activate any of the Loadout parameters, players must change their equipment in the Arsenal. Matching Warframes, Primaries, Secondaries, and Melee weapons will activate their correlating parameters automatically. Deactivate them by changing your equipment to something other than what’s listed. 
     

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    Loadout parameters reset weekly Monday at 0:00 UTC.  

    Personal Modifiers
    These Modifiers affect players directly, providing a challenge in exchange for increased Research Points. These are applied individually, allowing a player to increase the challenge for themselves without affecting their teammates.

    In order to activate/deactivate any of the Personal Modifiers, simply select them in the Deep Archimedea screen. 
     

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    Here is the list of all of the possible Personal Modifiers: 

    • Gear Embargo: Gear cannot be used.
    • Powerless: All Abilities are disabled until you kill 50 enemies. 
    • Secondary Wounds: Gain 1 Puncture Status Effect every time you take damage.
    • Lethargic Shields: Shield recharge delay increased 500%
    • Ammo Deficit: Ammo restored by drops and gear is reduced 75%
    • Fractured Armor: Casting an ability reduces armor by 10% for 10s. 
    • Untreatable: Pickups do not heal, and Health Orbs cannot be picked up  
    • Abbreviated Abilities: Ability durations reduced by 75%.
    • Concussive Drain: Taking health damage also consumes 5% of max energy per hit.
    • Transference Distortion: Transference into Operator and Drifter is blocked.
    • Terminal Velocity: You do 0 damage while not moving.
    • Framecurse Syndrome: Activating an Ability inflicts 50 damage upon you.
    • Knifestep Syndrome:  Lose 2 Health when moving. Jumping pauses the effect.
    • Energy Exhaustion: Lose 2 Energy per second for each enemy within 10 meters of you.
    • Ammo Scarcity: Ammo depletes steadily. Battery weapons recharge slowly.
    • Exposure Curse: Shields are removed. 
    • Sanguine Syndrome: Every time you take damage, you also suffer a Bleed Status Effect.
    • Vampyric Syndrome: Lose Health every second. Killing enemies restores Health.
    • Conductive: Take Electrical damage every few seconds.


    Mission Deviations & Risk Variables 

    Each Deep Archimedea mission has its own Deviation and Risk Variable - modifiers which make these missions substantially more difficult. Each individual Elite Archimedea mission also has their own additional Risk Variable to contend with.

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    Deviations 
    Deviations live up to their name - they deviate from the bounds of a standard mission type, forcing new strategies to adapt to their conditions. They are variations of mission elements you may already be familiar with, designed to keep even the most experienced Tenno on their toes. 

    Here is the list of all of the possible Deviations:

    • Necramech Influx: Necramechs appear with greater frequency.
    • Fissure Cascade: Fissures rip into the mission, causing the Enemy Level to go up by 1 every 10s. Destroy them to stop the level from increasing further.
    • Damage Link: Enemies within 10m of each other form a Damage Linked group. Any damage done to an individual is distributed evenly to the entire linked group.
    • Sealed Armor: Enemies take 90% less damage from non-weak point hits.
      • Weak points will be highlighted with this Deviation active. 
    • Parasitic Towers (Survival): Life Support Towers only activate after 20 enemies have been killed within a 15m radius of them. 
    • Hostile Support (Survival): The Life Support Tower delivery system is disabled. Necramechs spawn every 90 seconds, and drop 6 Life Support Modules when killed.
    • Hazardous Areas (Survival): Activate Life Support Towers to clear Hazardous Areas for your squad.
    • Hazardous Goods (Alchemy): Amphors will inflict their associated elemental damage while being carried.
    • Alchemical Invulnerability (Alchemy): 10% of enemies are equipped with an impervious Elemental Barrier that can only be destroyed by an Amphor of the corresponding element.
    • Eximus Amphora (Alchemy): Eximus units always drop Amphor but they are the only units that drop them.
    • Eroding Senses (Mirror Defense): The Auricle and Vitreum take damage over time, collecting the required Vosphene Glyphs will halt the degradation and partially heal them.
    • Glyph Inflation (Mirror Defense): The security system requires twice as much Vosphene Glyphs to activate. 
    • Glyph Trap (Mirror Defense): Some Vosphene Glyphs are booby trapped with a portal that Teleports those that touch it 250m away. After the portal is revealed it lasts 45s.
    • Radioactive Breakdown (Mirror Defense): All enemies are invulnerable and can only take damage when they are inflicted with Radiation Status. Chryrinka Pillars appear randomly and inflict Radiation Status.
    • Barbed Glyphs (Mirror Defense): Each Glyph inflicts a small amount of damage when collected.
    • Coordinated Front (Assassination): Eximus units support The Fragmented Tide and its final form. 
    • Relentless Tide (Assassination): The Fragmented Tide never stops attacking.
    • Angelic Cohort (Assassination): Void Angels fight alongside the final Fragmented form.
    • The Fragmented Two (Assassination): Face two Fragmented forms in the final battle.
    • Engorged Gruzzlings (Disruption): All Gruzzlings are Eximus. 
    • Parasitic Conduits (Disruption): A Conduit's timer is paused unless a player is within 10m, more players in range will accelerate the timer. Conduits will slowly drain the shields of any players in range.
    • Double Demolishers (Disruption): Two Necramech Demolishers will attack any Conduit, but their health is reduced.

    Risk Variables 
    Risk Variables are more focused on enemies and weapons, designed to make the endless waves of enemies more merciless than ever before. Tenno will want to check Risk Variables before diving into a Deep Archimedea to ensure they’re prepared for whatever lies in front of them. 

    Here is a list of all of the possible Risk Variables:

    • Hostile Regeneration: Enemy health slowly regenerates.
    • Vampyric Liminus: Slow moving, immortal, Duviri Liminus drain Health and Energy from allies who get too close. 
      • While immortal, they are affected by CC effects. They also deal increased damage to players with Overguard. 
    • Adaptive Aberrations: Enemies gain resistance to Elemental Damage that has been inflicted upon them. Resistance is lost if no damage is taken from that element for 5s.
    • Bolstered Belligerents: All enemies have Overguard equal to 50% of their max health.
    • Ranged Engagements: Only enemies with ranged attacks are present.
    • Close Quarters: Only enemies with melee attacks are present.
    • Fortified Foes: Guardian Eximus units may be encountered, including Guardian Eximus Necramechs.
    • Myopic Munitions: Enemies will only take damage if a player is within 15m of them.
    • Postmortal Surges: Slain enemies burst with Void energy.
    • Elemental Potency: Enemies deal +100% Elemental Damage and have +85% resistance to Elemental Damage.
    • Eximus Reinforcements: Additional Eximus units will be deployed.

    Additional Endless Mission (Survival & Mirror Defense) Mechanic : Reduce Mission Timer 
    Summoning and defeating a Rogue Necramech Eximus unit will reduce the mission timer by 45 seconds of Survival and Mirror Defense missions. To summon a Rogue Necramech, locate the dispensers that Rogue Culverins use to summon Rogue Necramechs in Albrecht’s Laboratories missions. Interact with the terminal there to summon a Rogue Necramech unit. There is a 50% chance that the unit spawned is an Eximus! Once you have used a terminal, all Necramech dispensers are put on a 60 second cooldown. 
     

    Elite Archimedea

    For the truly courageous Tenno, Elite Archimedea is standard Deep Archimedea cranked up to 11, with increased enemy levels and an additional Risk Variable per mission.

    How to unlock and Enable: 
    Completing all 3 Deep Archimedea missions with a Research Points of 25 or higher will unlock Elite Archimedea permanently. From the Deep Archimedea screen, it’s as easy as selecting the “Elite Archimedea” button to enable it.

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    Research Points & Rewards

    Players can earn up to 5 Rewards (plus resources) each week from Deep Archimedea, depending on their total Research Points. 3 Rewards are available from Deep Archimedea, while all 5 are available from Elite Archimedea should players be up to the challenge. 

    Rewards from each Reward Pool can only be earned once per week, so the only way to earn more rewards is to increase your possible Research Points before heading into your missions. 

    Research Points:
    Research Points determine the rewards that are granted at the end of each successful Deep Archimedea mission. They can be increased by enabling Individual Parameters and Elite Archimedea. 

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    While Deep Archimedea can be attempted an unlimited number of times in a week, Research Points do not stack across attempts. In other words, each attempt is independent from the previous. Rewards are earned based on the singular attempt at hand, not the sum of your attempts over the week.  

    • Completing all 3 missions of a Deep Archimedea awards 3 Research Points.
    • Completing all 3 missions of an Elite Archimedea awards 10 additional Research Points, for a total of 13.
      • Elite Archimedea is unlocked after completing a Deep Archimedea with at least 25 Research Points, which requires players to complete Deep Archimedea with all Individual Parameters enabled.
    • Each Research Modifier adds an additional 1 Research Point per mission, for a maximum of 24 bonus Research Points earned by completing all 3 missions with every Individual Parameter enabled. 
    • The maximum number of Research Points possible is 37 (13 from Elite Archimedea, 24 from Individual Parameters). 

    Reward Pools: 
    Enabling Elite Archimedea and all Individual Parameters gives a maximum of 37 Research Points for unlocking rewards! There are five Reward Pools that can be unlocked via Research Points, and three additional resource bundles. These Reward Pools have their drop tables spread across three different tiers: Silver, Gold, and Diamond.  

    5f6f55c055884c26a06d760a901fdcc6.jpg

    Silver Rewards
    These rewards share their reward pool with Netracells, so obtaining both Silver Rewards is just like you had used your 2 Search Pulses to take on 2 Netracells. 

    NOTE: The Netracell Drop Tables were changed with Dante Unbound, so the following list is the newly updated list of rewards. There’s a full breakdown of what exactly changed in the “Netracell Drop Table Changes” section of the Dante Unbound patch notes.

    • Crimson Archon Shard 
    • Azure Archon Shard 
    • Amber Archon Shard 
    • Melee Arcane Adapter 
    • Melee Crescendo
    • Melee Duplicate 
    • Tauforged Crimson Archon Shard 
    • Tauforged Azure Archon Shard 
    • Tauforged Amber Archon Shard 

    Silver Rewards are available at 5 and 10 Research Points, which means the minimum to receive them is:

    • 5 Research Points: Complete all 3 Deep Archimedea missions with 1 Individual Parameter enabled. 
    • 10 Research Points: Complete Deep Archimedea with at least 3 Individual Parameters or Elite Archimedea enabled. 

    Entrati Lanthorn Bundle
    Completing a Deep Archimedea run with at least 15 Research Points will earn you a bundle of 3 Entrati Lanthorns.

    • 15 Research Points: Complete Deep Archimedea with at least 4 Individual Parameters or Elite Archimedea enabled.

    Gold Rewards
    These rewards contain the same items as the Silver Rewards, but with improved drop chances for the rarest rewards! The chance of receiving a Melee Arcane Adapter is reduced, resulting in an increase to the Melee Crescendo and Melee Duplicate Arcane drop rates. Additionally, Archon Shards are twice as likely to be Tauforged compared to the Silver Rewards!

    NOTE: The Netracell Drop Tables were changed with Dante Unbound, so the following list is the newly updated list of rewards. There’s a full breakdown of what exactly changed in the “Netracell Drop Table Changes” section of the Dante Unbound patch notes.

    • Crimson Archon Shard 
    • Azure Archon Shard 
    • Amber Archon Shard 
    • Melee Arcane Adapter 
    • Melee Crescendo
    • Melee Duplicate 
    • Tauforged Crimson Archon Shard 
    • Tauforged Azure Archon Shard 
    • Tauforged Amber Archon Shard 

    Gold Rewards are available at 20 and 31 Research Points, which means the minimum to receive them is:

    • 20 Research Points: Complete Deep Archimedea with at least 6 Individual Parameters or Elite Archimedea enabled.
    • 31 Research Points: Complete Elite Archimedea with at least 6 Individual Parameters enabled. 

    Vosfor Bundle - Exclusive to Elite Archimedea
    Completing a Deep Archimedea run with at least 28 and 37 Research Points will earn you 20 Vosfor (28 Points) and 50 Vosfor (37 Points).

    • 28 Research Points: Complete Elite Archimedea with at least 5 Individual Parameters enabled.
    • 37 Research Points: Complete Elite Archimedea with all Individual Parameters enabled.  

    Diamond Reward - Exclusive to Elite Archimedea
    This final reward is the absolute best, guaranteeing either a Tauforged Archon Shard or a Legendary Melee Arcane (Melee Crescendo, Melee Duplicate)!

    The Diamond Reward is available at 34 Research Points, which means the minimum to receive the reward is:

    • Complete Elite Archimedea with at least 7 Individual Parameters enabled to reach 34 Research Points.


    Dante Balance Changes

    In the time that Dante has been available to play, he has quickly become a fan favorite! We recognize how much of a blast it's been to play this quill-wielding Leverian wizard, which is something we have kept at the forefront while determining the following balance changes. These changes are not meant to suspend the fun factor but to maintain our philosophy on why we nerf things in Warframe (automated play, disruptive to squad, or overly dominant). 

    After much review and feedback consideration, we recognized that it’s not the damage Dante can deal that needed to be addressed, but rather his accumulation of Overguard. We still believe Dante is in a strong place even with these adjustments, as our goal from the start was never to nerf him into the ground. However, finding balance isn’t found simply in the nerfs, but also in the buffs! So we have also given a little bit of love to Wordwarden and Triumph. 

    • Increased Wordwarden’s weapon damage on warded allies from 30% to 50%. 
      • The Wordwarden felt a bit lackluster in comparison to the rest of Dante’s abilities, so we gave it a boost to encourage players to experiment and engage with it more. 
    • Final Verse’s “Tragedy” now only affects enemies within Line of Sight.
      • This felt like the most reasonable change to Tragedy since it could be cast back to back without much forethought on positioning. So to make it a more active ability, enemies must now be within range in your Line of Sight to be impacted by it. 
    • Reduced the amount of Overguard gained from Final Verse’s “Triumph” from 5000 to 2000 at Max Rank. 
      • For a bit of compensation, we increased Triumph’s base Overguard Regeneration per second from 50 to 100 at Max Rank (can still be modified with Ability Strength). 
    • Reduced the amount of Overguard gained from Light Verse from 500 to 250 at Max Rank (can still be modified with Ability Strength). 
    • Added Overguard Cap stat to Final Verse’s “Triumph” description to make it clear that there are cases where the cap for Light Verse and Triumph can be different (ex: when using the Precision Intensify Mod). 
    • Final Verse’s “Pageflight” no longer applies increased Status Effect Damage to enemies hit by its Paragrimms. 
      • This was an undocumented element of Pageflight, but for the sake of transparency we wanted to inform you of its removal. We believe its removal strikes a better balance and synergy with Status Damage inflicted by Tragedy.
      • NOTE: This is not a removal of the Status Vulnerability added to enemies by Pageflight. We are only removing the unintended additional damage taken from Status Effects. 

    You can continue to share your feedback in the dedicated Dante Feedback sub-forum.

    General Dante Changes & Fixes: 

    • Updated Dante’s Final Verse ability videos to better showcase the custom HUD.
    • Made improvements to cast animations for Dante’s Final Verse to allow for smoother Ability chaining. 
    • Fixed the Archon Intensify Mod triggering upon casts of Dante’s Light Verse regardless if players were actually healed. Now Light Verse will only trigger Archon Intensify if Health is restored. 
    • Fixed Tome skins being upside down when equipped on Noctua.
    • Fixed Dante Specter casting Final Verse interfering with the player's custom Dante HUD that displays which Verses are active. 
    • Fixed several crashes caused by shooting an enemy with Dante’s Noctua while riding Kaithe or K-Drive. 
    • Fixed being unable to shoot weapons after casting Fractured Blast (infused onto Dante via Helminth) at the end of Final Verse’s “Triumph”. 
    • Fixed bug where Melee weapon would briefly appear at the end of each of Dante’s ability casts if it was equipped in hand. 


    Arca Triton’s “Slam Capacitor” Buff Changes & Fixes: 

    With the changes we made to Slam Attacks in the Dante Unbound Update, the Arcan Triton in particular benefitted from the overall buff to Slam Attacks thanks to its Unique Trait “Slam Capacitor.” Since Slam Attacks are now entirely Radial Damage, scale with Mods, and have a 2x Multiplier applied across all Melee weapons, Slam Attacking with the Arca Triton was leading to ludicrous damage numbers (even reaching into the billions). 

    With that in mind, we’ve made the following two changes to bring it back to a more balanced state:  

    1. Changed Slam Capacitor’s Slam Damage buff from multiplicative to additive. 

    • Before: Each Slam Capacitor charge multiplied base Slam Damage by 2 up to a max of 10 charges, which would total out to a 1024x multiplier. A combination of the multiplier at max and the buffs we made to Slam Attacks allowed players to ramp up to those unruly damage numbers in no time. 
    • Now: Each Slam Capacitor charge additively stacks the base Slam Damage up to a max of 10 charges. For comparison sake, it calculates similarly to the Seismic Wave Mod, but at max charges grants a +1000% damage Slam Damage increase.

    2. Changed Slam Capacitor’s charge duration from 20 seconds to infinite. 

    • Before: Charges expired after 20 seconds unless they were refreshed by killing enemies or using them.  
    • Now: Charges are now stored indefinitely, meaning you can use them at any point without having to constantly refresh them. 

    While we were investigating the Arca Triton for the above changes, we found other elements that we can change/fix: 

    • Slam Attacks performed in Stance Combos for the Arca Triton no longer consume Slam Capacitor charges.
      • They were always ineligible to receive the buff in the first place, which meant they were consuming charges without any benefit. So now, you can continue to perform your Combos without worrying about the charges being consumed accidentally. 
    • Fixed an issue where one player doing a Slam Attack with the Arca Triton would clear everyone else's Arca Triton charges in the Squad. 

    Missed Notes from Update 35.5.0:
    Observant Tenno may have noticed some Abilities are no longer interacting with Crowd Control immune foes the same way. This is due to a change that went out with Dante Unbound, but was unfortunately missed in Patch Notes. These particular interactions fell outside of the intended design of CC immunity, so we have removed these outliers to restore expected behaviors. 

    Enemies with Crowd Control immunity (ex: Overguard) have had the following interactions removed: 

    • Frost's Ice Wave Impedance Augment (specifically the frozen trail that slows them)
    • Rhino’s Stomp (slow effect)
    • Primary Obstruct (weapon jamming)
    • Exodia Epidemic (enemy suspension)
    • Zenurik Temporal Drag (slow effect)
    • Wisp’s Breach Surge (blind)
    • Halikar (disarm)
    • Mesa’s Muzzle Flash (blind)
    • Proboscis Cernos (stun and pull)
    • Mag’s Counter Pulse Augment (robotics disabling and disarm)
    • Mag’s Fracturing Crush Augment (immobilization) 
    • Malicious Code (immobilization) 

    Player Overguard Changes:

    • Players with Overguard will no longer be pulled towards Trauma Clamps in the Undercroft. 


    Mobile Specific Notes: 

    • Fixed freezing when selecting a node during “The Wild Hunt” section of The New War Quest. 
    • Fixed the Dynamic Resolution setting only being accessible in the Video Settings by using the Search function. 
    • Fixed being unable to move the Jump button around while customizing the UI control layout. 
    • Fixed only the first round of Exolizers spawning in the Void Cascade stage of the Angels of Zariman Quest, preventing players from progressing in the Quest. 


    Additions:

    • Added a “listen” context action in Dante’s Leverian for those who have already picked up his Prex Card.
    • This allows players to re-listen to Drusus’ dialogue that was triggered upon picking up the Prex!


    Changes:

    • Doubled the Reactant drop rate in Void Cascade Omnia Fissure missions. 
      • We were receiving reports that it was taking a long time to crack Relics due to low drop rates, so we’ve increased it to alleviate the issue.
    • Inaros can now cancel Sandstorm with a Melee attack!
    • Casting Yareli’s Surging Blades will no longer root you in place. 
      • Aquablades already received this change with Dante Unbound, but now her Augmented version also received this treatment. 
    • While the “Divine Retribution” Augment Mod is equipped, the base range of Nezha’s Divine Spears is reduced by 50% (at all Mod Ranks).
      • We didn’t want to change the Mod in a way that would alter the functionality that makes it so effective, so we instead added a range reduction to keep its power within a reasonable level. 
    • Enemies put to sleep by Aero Set Mods are now open to Melee Finishers. 
    • Changed the Polarity of the Dreamer’s Bond Aura Mod from Madurai to Universal, as promised in the Whispers in the Walls: 35.1 Update where it was introduced! 
      • What this means is that it will increase Mod capacity regardless of the Polarity of the Aura slot. 
      • Since this Aura Mod is awarded from completing the Earth to Venus Junction, we wanted to make it that much more new player friendly and useful across Warframes. 
    • Enemies that are already in a ragdoll state will no longer be impaled by Ruvox's Heavy Slam Void Spikes.
      • This fixes several scenarios in which enemies could be insta-killed from a combination of the Void Spikes and other abilities with ragdoll effects (such as Nezha's Divine Spears or Hydroid's Tentacle Swarm).
    • Onos Changes & Fixes: 
      • Increased Impaler Ferocity’s damage buff from +10% to +200% for 10 seconds. 
        • This is a fixed amount and does not stack up to 10x like the previous “+10% up to 10x stacks”. 
      • Increased Swift Deliverance’s Projectile Speed buff from +30% to +50%. 
        • We also fixed an issue where this buff was only being applied to while aiming. 
      • Fixed the “Sequential Skullbuster” Evolution perk not resetting its consecutive headshot stacks after missing a hit on a new enemy. 
      • Fixes to the Onos’ Incarnon Form Projectile ring and shot trail VFX positioning. 
      • Fixed a floating mesh lingering from the Onos while in Incarnon Form after swapping between it with the “Show when Holstered” option is toggled on. 
      • Fixed the Onos’ transition to/from Incarnon sound FX being out of sync with the animation. 
      • Fixed the Onos’ holster position being on the thigh instead of on the hand.
      • Fixed the Onos not being visible while riding K-Drive/Merulina. 
    • Clarified Chroma’s Guardian Armor Augment Mod description to specify “squadmates” instead of “allies” since it only affects player controlled characters. 
      • It now reads: “Chroma's Health takes 50% of damage dealt to squadmates within Affinity Range. Squad kills restore 5% of his Health over 3s and increases Vex Armor duration by 1s”. 
    • Increased the amount of Affinity gained from killing Rogue Bonewidow Eximus to match other Eximus units. 
    • Updated the Incarnon Evolution descriptions to provide more instructions about accessing Incarnon Evolution Challenges.
      • Now reads: “Challenge complete. Select Upgrade to unlock the next challenge.” 
    • Updated Inaros’ Ability preview videos to accurately showcase his rework. 

    Fixes:

    • Fixed issue that could cause players to matchmake into the incorrect Cavia/Holdfasts Bounty difficulty (selecting Steel Path but loading into Normal). 
    • Fixed Glaives failing to throw while airborne if players held down jump while attempting their throw.
    • Fixed Clients being able to earn Bounty completion rewards for Cavia Mirror Defense Bounties if they leave the mission after only one wave. 
    • Fixed Qorvex losing Disometric Guard stacks every 5 seconds by Status Effect procs caused by the game thinking that he was being inflicted by a slowing Status. 
    • Fixed a combination of Protea’s Dispensary and Onos’ Incarnon Form causing Primary Weapons to exceed their Maximum Ammo amount. 
    • Fixed ability stats in the Upgrade screen not updating to show modified Energy cost. 
    • Fixed Banshee’s Sonic Boom ability stripping armor without the Augment equipped. 
    • Fixed the "Incarnon ready" sound FX playing when swapping to/from an Incarnon Form weapon or Transferencing back to your Warframe with an Incarnon Form weapon equipped.
    • Fixed using Transference to return to Warframe while capturing a Conservation animal causing a loss of function and inability to complete the Conservation. 
    • Fixed Caliban’s Fusion Strike visual radius fading out before the actual duration expires.   
    • Fixed the second Railjack Void Fissure mission in a row (when started from Railjack Navigation) not rewarding a Relic reward. 
    • Fixed the screen on the back of the TennoCon 2024 Syandana not properly taking Energy color.
    • Fixed entering an early segment of the Whispers in the Walls Quest as Dante resulting in a progression stop.  
    • Fixed the Foundry showing a Blueprint as craftable even if a player has insufficient Credits. 
    • Fixed being able to equip both Vexing Retaliation and Guardian Armor Augment Mods on Chroma. 
      • Only one Augment is allowed to be equipped per Ability.
    • Fixed being unable to fire weapons after casting Xata’s Whisper from a Xaku that has Dante’s Noctua ability injected via Helminth. 
    • Fixed Halls of Ascension not rewarding Drift Mods. 
    • Fixed remaining Grakata ammo determining how much ammo of Kahl-175’s Corinth has upon pickup in The New War Quest. 
      • Now it will always have full ammo upon pickup!
    • Fixed the option to reduce Clan Tier via the Clan Management screen missing. 
    • Fixed block forward combo sound FX playing for all squad members regardless of distance when using a Staff Melee weapon with the Clashing Forest Stance equipped. 
    • Fixed a stray out-of-bounds volume partially sticking out of a staircase in the Albrecht’s Laboratories tileset. This caused the screen to go black while traversing over this particular spot. 
    • Fixed issue with enemies spawning into the ground in a specific room in the Albrecht’s Laboratories tileset. 
    • Fixed Yareli’s Merulina duplicating after Host migration when the “Loyal Merulina” Augment Mod is equipped. 
    • Fixed Rogue Bonewidow, Rogue Bonewidow Eximus, and Demolisher Bonewidow requiring 20 scans to fully unlock in Codex.     
      • They now only require 3 scans each to complete their Codex entry. If you have completed at least 3 scans or more before this Hotfix, the entry should now be automatically completed! 
    • Fixed the subsumed version of Grendel’s Nourish not using the “Altered” description of the stats in the Upgrade screen. 
    • Fixed Ceramic Dagger Incarnon’s Gun and Blade Evolution Perk using the wrong description and Breacher’s Opportunity being blank. 
    • Fixed Styanax's Final Stand ability using default Spear colors if the Styanax Tonatiuh Skin is equipped. 
    • Fixed the feathers on Styanax Tonatiuh’s shield not using custom tints during his idle animation.
    • Fixed holster positioning issues for pistol and dual pistols on the Styanax Tonatiuh Skin.
    • Fixed a square appearing at Inaros’ feet when casting Scarab Shell with the Sands of Mars Ephemera equipped. 
    • Fixed sections on the underside of Khora Urushu’s helmet and on her posterior not properly taking Energy color.
    • Fixed the neck of Sevagoth’s Ezriel Helmet not being anchored to the body or adjusting based on movement. This was causing the Helmet to clip through the body like a solid piece. 
    • Fixed the scale of Yareli’s Batomorpha Helmet not matching the size of her other Helmets. 
    • Fixed a texture issue on the back of Yareli’s Batomorpha Helmet.
    • Fixed The Archwing Quest appearing at the bottom of the Codex instead of being listed by completion order. 
    • Fixed Kahl’s Grakata disappearing from his hand after a cinematic in the first stage of The New War Quest. 
    • Fixed waypoint in the Heart of Deimos Quest leading players in the wrong direction after returning to the Necralisk from the “Descent to the Heart” stage. 
    • Fixed overlapping UI elements when attempting to Claim or Retrieve Resource Extractors in the Navigation menu. 
    • Fixed the name of a node in the Star Chart overlapping on top of its own UI if there are multiple modes available (ex: Omnia Fissure, Nightmare, etc.). 
    • Fixed a softlock occurring when trying to remove a Clan from an Alliance. 
    • Fixed the music in Disruption missions doubling up or stopping entirely after Host migration. 
    • Fixed special objective markers for certain enemy types (Demolishers, Demolysts, and Gruzzling) appearing when spawned in the Simulacrum. 
    • Fixed Clatharc Planter decoration appearing black when placed in the Orbiter.
    • Fixed loss of function upon Confronting Kullervo if the player spoke to the Warden in Duviri while mid-teleport to a Materlith.
    • Fixed Inaros’ Swarm Kavats HUD buff using Dante’s Pageflight buff icon. 
    • Fixed the “Entrati Crystal” fixture in the Albrecht’s Laboratories tileset not being localized. 
    • Fixed extraction cutscene showing Inaros’s Sarcophagus after entering the extraction zone with Inaros’s Passive active. 
    • Fixed a crash related to Gauss’ Mach Rush ability. 
    • Fixed a crash caused by Mirage’s Sleight of Hand ability at the end of a mission. 
    • Fixes towards a crash caused by Gruzzling’s Sands of Khra ability. 
    • Fixed a rare crash in Armatus Disruption missions.
    • Fixed a crash caused by casting Yareli’s Sea Snares right before entering Bleedout.
    • Fixed several misplaced punctuation issues in some of the entries in Dante’s Leverian. 

    For list of known issues for Dante Unbound, visit our dedicated thread: 
    https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

    • Like 1
  3. Changes: 

    • Updated the Onos and Ruvox Blueprint description to indicate that they also drop in the Armatus Disruption mission on Deimos.
    • Improved teleport volumes in the Albrecht’s Laboratories tileset to prevent issues with players getting spawned in weird spots. 

    Fixes:

    • Fixed Armatus Disruption not rewarding the highest amount of Vessel Capillaries per Necramech Demolishers destroyed in the normal/Steel Path ranges:
      • Normal: 2-4 Vessel Capillaries (only 2-3 were being rewarded before this fix). 
      • Steel Path: 5-7 Vessel Capillaries (only 5-6 were being rewarded before this fix).
    • Fixed the TennoCon 2024 Display (from the TennoCon 2024 Digital Pack) having the wrong dimensions, causing it to appear stretched. 
    • Fixed receiving the incorrect Standing amount (compared to what was advertised in the Bounty UI) from Steel Path Bounties in Albrecht’s Laboratories and the Zariman.
      • EDIT: We're aware that this issue is still occurring. We discovered that there is a bug with public matchmaking that causes Steel Path players to load into the normal version of the Bounty, so you end up receiving the "normal" amount of Standing instead of Steel Path. There seems to be a 50/50 chance that this occurs, so the best workaround at the moment is pre-made Squads, which we understand isn't always a realistic option. But rest assured we'll be tackling this early next week once the team has returned from the long weekend we have here in Canada. 
    • Fixed Clients playing Dante not dealing full damage from Final Verse’s Tragedy. 
    • Fixed cases where Mirage’s Eclipse damage buff was not applying to Melee Weapons.
    • Fixed Mirage’s Hall of Mirrors clones unintentionally being able to indefinitely fire Onos’ charge beam.
    • Fixed Loki’s “Damage Decoy” Augment Mod not applying Radiation Status Effect on enemies. 
    • Fixed using Loki's Switch Teleport ability on friendly AI resulting in other AI turning hostile against it. 
    • Fixed Nidus’ “Parasitic Vitality” Augment Mod not scaling with Ability Strength. 
    • Fixed squad kills not contributing towards the Host Chroma’s “Guardian Armor” Augment Mod, which meant it wasn’t restoring the Host’s Health and didn’t increase Vex Armor’s Duration as intended. 
    • Fixed Saryn’s Toxic Lash only applying one instance of Toxin Damage to weapons with Multishot instead of a second hit of Toxin Damage every damage instance as intended. 
    • Fixed a crash caused by Mirage casting Sleight of Hand within proximity of Yareli’s Merulina with the “Loyal Merulina” Augment Mod equipped. 
    • Fixed progress not tracking for the Onos and Ruvox’s Evolution IV challenge (Open X Conduits in Disruption on Armatus, Deimos), making it impossible to unlock. 
    • Fixes towards being unable to leave Submersible Archwing areas (throwing you back into the water instead of putting you on land) and often experiencing a loss of function after attempting. 
      • Note: It may take a couple of attempts before you are able to successfully exit water volumes after this fix. 
      • Also, if you are playing on a controller, approaching the exit with the analogue stick will allow you to exit the water after a couple attempts. However, using the context action to exit still causes the same issue to occur. 
      • We will continue to look into ways to fix these issues, but they may be code fixes which require a Cert update to deploy. 
    • Fixed non-Legendary Arcanes showing up in the Netracell screen.
      • These were removed from the Drop Tables in Dante Unbound to better balance the overall drop table. Read the full details in the official update patch notes!
    • Fixed certain Incarnon Secondaries missing the new special reticle introduced with Dante Unbound when in Incarnon form.
    • Fixed killed Rogue Bonewidows not contributing to the “Eliminate X Rogue Voidrigs” Cavia Bounty challenge. 
      • We will be updating the title and description of this challenge to reflect this change in a future Hotfix! 
    • Fixed Dante missing his own custom animations while dual wielding Glaive and Secondary Weapon. 
    • Fixed an issue with Onos’ projectiles which prevented them from being absorbed into Mag’s Magnetize bubble and causing them to literally bounce off of it into the stratosphere. 
    • Fixed extreme camera shake when using Kullervo’s Wrathful Advance ability. 
    • Fixed issue where Lohk Surges spawned in the same room could have the same buff. The buffs will now be more randomized!  
    • Fixed a rare crash when picking up a Decree Fragment right as you dismounted Merulina in the Undercroft.
    • Fixed a crash related to Qorvex’s Passive.
    • Fixed Styanax Tonatiuh Skin green color sometimes appearing when changing Helmets. 
    • Fixed seeing broken fur textures when viewing Kubrow Accessories in the in-game Market if your Kubrow is not equipped or is roaming the Orbiter.
    • Fixed the Lua Planter and Pitcher Planter Decorations missing textures when placed in the Orbiter and/or Drifter Camp. 
    • Fixed a teleport volume in the Albecht’s Laboratories tileset spawning players out of the map. 
    • Fixed the Tranq Rifle unintentionally killing Avichaea instead of tranquilizing them (RIP). 
    • Fixed ability tooltips in the Upgrade screen missing their descriptions (only showing stat information). 
      • Also fixed weird spacing occurring the the tooltip for locked abilities. 
    • Fixed the Grimoire missing its Unique Trait description. 
      • Now reads: “Alternate Fire releases a voltaic orb that travels slowly then explodes after 6 seconds, shocking an enemy every second within 6m. Shock will chain to 2 additional enemies within 6m."
    • Fixed Mod slots in the Upgrade screen showing as red instead of green for Mods with the Universal Polarity (ex: Dreamer’s Bond). 
    • Fixed the Fog of War Ephemera not playing nicely with GI Lighting. 
    • Fixed Vessel Capillaries being sorted to the bottom of the End of Missions results screen. It will now be sorted higher to the top. 
    • Fixed overlapping reward UI when killing the last Necramech Demolyst in Disruption.
    • Fixed seeing a PH text when attempting to trigger the Onos’ Incarnon form when on Merulina. 
    • Fixed seeing PH text in the Dojo and Relay Quick Access wheel.
    • Fixed several script errors related to Void Fissure Tears triggering. 
    • Fixed a script error caused by Grendel’s Feast ability.  
    • Fixed a script error caused by Dante’s Passive and Final Verse’s “Tragedy”. 
    • Fixed a script error caused by Nyx’s Psychic Bolts ability. 
    • Fixed a script error in the Duviri Void Mirror objective. 
    • Fixed a script error caused by Rogue Voidrigs in Albrecht’s Laboratories. 
    • Fixed a script error occurring from a combination of the Manifold Bond and Electro Pulse Mods. 
    • Fixed a script error when trying to contribute to the Vault of a Clan in the same Alliance. 
    • Fixed some languages missing localized text in certain menus. 

    For list of known issues for Dante Unbound, visit our dedicated thread: 
    https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/
     

     

    • Like 3
  4. Changes:

    • Adjusted GI Lighting in the Orbiter to improve lighting on various Decorations. 
      • Also fixed an issue with the glass shelves appearing translucent in the Personal Quarters. 
    • Removed the ability to use Noctua in Archwing/Submersible Archwing.
      • This matches the standard for other similar Exalted weapons.
      • This change also fixes cases of Dante losing access to his Secondary weapon and Abilities when in Submersible Archwing with Noctua active.
    • Added a duration cap to Chroma’s Guardian Armor Augment Mod.
      • This Augment was intended to offer players a way to extend its duration but was released uncapped, resulting in some pretty impressive numbers. For the sake of balance, we have capped this bonus time at your current modded Vex Armor duration.

    Fixes: 

    • Fixed being unable to trade newly Unveiled Rivens.
    • Fixed an issue that was causing Tributa Dojo Decorations to load in the wrong order, which would affect the displays players created using them.
    • Fixed context action to access Deep Archimedea appearing in the Sanctum Anatomica.
    • Fixed issues with the new GI Lighting in the Obiter, Railjack, and login screen that caused crucial real-time lights not to appear based on certain Video Settings. 
    • Fixed the Rogue Bonewidow’s Morgha having an extremely high fire rate for Clients compared to Host. 
    • Fixed returning from a Host Migration with Noctua equipped resulting in an unmodded version of Noctua replacing Dante’s secondary weapon.
    • Fixes towards Fog of War being white instead of its original default gray with the new GI Lighting system in Orbiters. 
    • Fixed Elemental FX applying to the entirety of the Tequihua Polearm Skin instead of just the striking end. 
    • Fixed Entrati Lanthorns dropped from the Gruzzling counting as progress towards the “The Hunt is On” (Find X Syndicate Medallions) Nightwave Act. 
    • Fixed a loss of function that could occur when accessing your Incubator’s Imprint list.  
    • Fixed getting stuck auto-meleeing after interacting with the stay/leave screen in the Circuit. 
    • Fix Slam Attacks not benefiting from Melee Slam Damage Mods. 
    • Fixed the “Ammo Pickup” secondary stat not being visible inside of the Magazine tooltip.
    • Fixed Rogue Bonewidow not appearing in the Codex. 
    • Fixed Onos having animation misalignment issues during its Incarnon Form blast attack.
    • Fixed being able to walk out of the map in the Albrecht's Bureau and The Abandoned Vessel Captura Scenes.
    • Fixed a case of leaving the Leverian resulting in a black screen and players having their game be black and white. We will neither confirm nor deny if this brought you back to Warframe 1920.  
    • Fixed issues with the Onos’ beam effect having sporadic motion.
    • Fixed being unable to progress in the Rising Tide Quest if attempting to repair Railjack without being in a Clan (which was an old requirement from back in the day that snuck back in somehow!). 
    • Fixed clipping halfway into the ground when deploying Archwing as Chroma while Effigy is active. 
    • Fixed Protea’s utility belt clipping through many Syandanas. 
    • Fixed getting an error when attempting to purchase something from Cephalon Simaris. 
      • Error message read: “The transaction could not be completed. Your account has not been charged. Please try again later”. 
    • Fixed some minor visual glitches that could occur on some Weapon attachments. 
    • Fixed a crash caused by the “Return to Duviri” context option that appears in the Undercroft lobby when more than 50% of the Squad is still in Duviri (introduced in Dante Unbound).  
    • Fixed a crash caused by the new Armatus node on Deimos. 
    • Fixed a crash caused by Dante’s Final Verse ability.
    • Fixed a crash caused by hovering over the Tenno Guide while in a mission. 
    • Fixed a crash in Captura while in any of the Duviri Landscape Scenes.
    • Fixed several script errors caused by Gruzzling enemies. 
    • Fixed a script error that could break the Chat window if you opened it while being disconnected. 
    • Fixed a script error caused by the Batch Remove option in the Friends list. 
    • Fixed a script error caused by Yareli’s Merulina. 
    • Fixed a script error caused by Loki’s Damage Decoy Augment Mod. 
    • Fixed a script error caused by Incubator UI. 
    • Fixed several script errors caused by Dante’s Final Verse ability. 
    • Fixed a script error caused by Rhino’s Roar ability. 
    • Fixed a script error caused by viewing Crew Members at Ticker. 
    • Fixed a script error caused by Gauss’ Mach Rush ability.
    • Fixed a script error caused by Chroma’s Vex Armor ability.  
    • Fixed a script error caused by Inaros’ Scarab Swarm. 
    • Fixed a script error caused by Kullervo’s Wrathful Advance. 
    • Fixed a script error caused by Rogue Necramechs in the Whispers in the Walls Quest. 
    • Fixed a script error in the Netracell caused by carrying the Knifestep Keyglyph and using Transference/Merulina/Necramech. 
      • Additionally, fixed Knifestep not activating consistently while moving. 
    • Fixed a script error when sorting by Owned/Rarity in the Arcane list accessed from the Upgrade screen (this was causing a loss of function). 
    • Fixed a script error when interacting with the Steel Path Bounties in Cetus, Fortuna, and the Necralisk. 
    • Fixing a script error caused by removing Noctua off Dante via Helminth and then casting his other abilities. 
    • Fixed a script error caused by Dante’s Pageflight ability. 
    • Fixed a script error caused by one of the plaques in Dante’s Leverian. 
    • Fixed a script error caused by the new Map Legend (introduced in Dante Unbound). 
    • Fixed several script errors (notably while riding Merulina/controlling Necramech)  in the Effervo, Assassination mission on Deimos. 

    For list of known issues for Dante Unbound, visit our dedicated thread: 
    https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

    • Like 4
  5. UPDATE 35.5: DANTE UNBOUND

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    Defend the Leverian from the avaricious clutches of Parvos Granum and the Corpus! Drusus, curator and caretaker of the Leverian, requests your help to get out from under Parvos’s gilded thumb. It falls to you to track down his assistant and chief chronicler, the Warframe Dante. Master Dante’s Abilities as you take on new Missions and greater challenges than ever before. Read on to learn more about everything in Update 35.5: Dante Unbound! 

    Happy 11 Year Anniversary, Tenno! 

    The future of the Origin System has never looked brighter, or more chock-full of exciting possibilities! The next era of Warframe is now here and all Tenno, new and old, are invited to join us as we honor both this legacy and our astonishing future — together.

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    The celebrations continue with Dante Unbound! Login now until December 31st, 2024 to earn the Dex Nikana Melee Weapon and Year Eleven Anniversary Glyph. 

    The Dex Nikana also has a Unique Trait: Melee Combo Multiplier increases for every 11 hits. Max Combo Multiplier is 11x. 

    Learn more about what else is going on in Warframe to celebrate its 11 Year Anniversary including in-game Alerts, Giveaways, and more: https://www.warframe.com/news/11-year-anniversary

    Deep Archimedea Launches Next Week! 

    As announced earlier this week, we have made the decision to launch Dante Unbound without the Deep Archimedea game mode. Instead, it will launch in a Hotfix next week on all platforms. 

    Given the complexity of the game mode and all the careful design considerations required in its development, we want to ensure that when it gets to you in its best state!

    As an additional reminder, Deep Archimedea requires 2 Netracell Search Pulses in order to play. With that in mind, we want to reassure you that we will be adding a one-time bonus of 5 Netracell Search Pulses with its release next week, which will last until the following weekly reset (Monday, April 8th @ 0:00 UTC). This will ensure everyone who meets the requirements can attempt Deep Archimedea, even if the weekly five Netracells have been completed!

    There is still so much to explore in Dante Unbound - read on to learn more! 
     

    Dante Unbound is a Mainline Update!
    A Mainline Update means that everything the team has been working on since the launch of Whispers in the Walls is in this update (with the obvious exception of content that is not ready to be released). Like with all Mainline Updates, it is very likely that things slip through the cracks so we will be watching for bug reports and feedback in the Dedicated Dante Unbound Subforums to address in follow-up Hotfixes.

    If any of the terms above are new to you, visit “The Warframe Lexicon for Updates” to learn more about Warframe’s development cycle. 

    Update 35.5: Dante Unbound’s Download Size on Nintendo Switch: ~1.01 GB


    NINTENDO SWITCH SPECIFIC NOTES

    • Added the Chroma Drevni TennoGen Skin by Volkovyi to the Nintendo Switch Market!
    • Fixed The Fragmented’s abilities impacting performance on Nintendo Switch.
    • Fixed a harmless memory leak that would occur when shutting down the game on Nintendo Switch. 
    • Fixed a rare crash for new Nintendo Switch users during login. 
    • Improved performance of the Undercroft portals in Duviri on Nintendo Switch. 
    • Made micro-optimizations to skeletal skinning for Nintendo Switch. 
    • Fixed Hold to Sprint being on by default on Nintendo Switch. 
    • Made optimizations to the Sanctum Anatomica’s particles to help reduce the performance issues that were occurring in this area on Nintendo Switch. 
    • Made fixes towards performance issues (framerate drop) caused by casting Gyre’s Coil Horizon in the Netracells. 

    TABLE OF CONTENTS
    Dante Unbound contains a multitude of additions, changes, and fixes! We highly encourage you to read the following patch notes in full for the best understanding of the contents of this update. But if you are looking for a specific topic, we have provided some of main headers and subheaders for each section below (there is even more to explore in between!) - simply CTRL+F the keywords to jump to its dedicated section: 

    • New Warframe: Dante
    • New Incarnon Weapons
      • Onos
      • Ruvox
    • New Deimos Node: Armatus (Disruption) 
      • Disruption Quality Of Life Changes
    • New Enemy: Gruzzling
    • Albrecht’s Laboratories & Sanctum Anatomica Changes
      • “Research Dante” Store 
      • Albrecht’s Laboratories Tileset Expansion! 
      • Weekly Archon Shard Offering Moved to Sanctum Anatomica 
      • Netracell Drop Table Changes
    • Styanax Tonatiuh Collection
    • Tennogen Unbound
    • New In-Game Market Additions 
    • Archon Shard Expansion: Ascent Fusion
    • New Warframe Augment Mods
    • Warframe Ability Changes
      • Inaros Rework
      • Mirage Eclipse & Prism Changes
      • Gara Passive Change
      • Nourish Helminth Change
      • Loki Ability Changes
      • Yareli Ability Changes
      • Customization For Warframes With Invisibility Abilities
    • Omnia Void Fissures
    • Steel Path Additions
      • The Steel Path: Zariman & Cavia Bounties
      • Steel Path Incursion Expansion: Zariman And Albrecht’s Laboratories
    • New Player Path Improvements
      • Cephalon Simaris Introduction
      • Mote Amp Acquisition
      • Junction Changes
      • Mastery-Rank Locked Inbox Messages
      • Railjack Market Bundle Changes
      • Quest Changes
    • Melee Attack Changes
      • Melee Ground Slam Attack Changes
      • Melee Finisher Improvements
      • Auto-Melee Fixes
    • UI Quality Of Life Changes
      • New UI Sorting Categories 
      • New Fast Travel Menus: Orbiter, Relays, & Dojo
      • Upgrade Screen Changes
      • Warframe, Weapon, And Railjack Stat Ui Rework 
    • Duviri Improvements 
      • Top Quality of Life Changes
      • Circuit Assassination: Corrupted Jackal Changes 
    • Enemy Bonewidow Necramech Rework
    • GI Volume Lighting Updates
    • Kubrow Fur Updates
    • Haztech & Smelter Suit Drifter Conversion
    • General Additions
    • General Changes
    • Optimizations
    • Top Fixes
    • General Fixes

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    NEW WARFRAME: DANTE
    Seeker of knowledge. Keeper of history. Daring researcher of Leverian lore. Dante composes arcane tales to support allies and devastate enemies.

    Abilities 
    Passive: Chronicler’s Mark
    Noctua scans targets, recording information for your Codex. Status Chance increases by 50% on fully scanned targets

    Ability 1: Noctua
    Wield the power of Dante's chronicles. Customize Noctua with Tome Mods that enhance Warframe Abilities and reward strategic combat. Primary attack releases pages that tear into lethal pieces on hits. Its alternate attack releases a wave with infinite Punch Through.

    As an Exalted Weapon, the Noctua can be customized (Tome Skins can be equipped onto Noctua!) and upgraded in the Arsenal. It also has a Unique Trait; there is no restriction to how many Tome Mods can be equipped onto it. 

    Ability 2: Light Verse
    Dante’s vitalizing composition grants him and his allies Overguard and increases their Health.

    This is Dante’s Railjack ability. 

    Ability 3: Dark Verse
    Dante’s composition draws blood from nearby enemies, inflicting Slash Damage upon them.

    This is Dante’s Helminth ability. 

    Ability 4: Final Verse
    Dante must compose two other Verses before his Final Verse.

    TRIUMPH: Two Light Verses cast in succession invigorate allies with a buff that increases Health and grants Overguard. Kills and assists briefly regenerate Overguard. 

    TRAGEDY: Two Dark Verses cast in succession attack enemies. Any Damage Over Time they have suffered accumulates in a single blast. 

    WORDWARDEN: A Light Verse followed by a Dark verse supports allies with copies of Noctua. Noctua copies synchronize their attacks with their designated ally’s attacks. 

    PAGEFLIGHT: A Dark Verse followed by a Light Verse summons Paragrimms that swoop at enemies, making them vulnerable to Status Chance and drawing enemy attacks away from allies. 

    Dante’s Leverian
    Tenno, Drusus desperately needs your help. Visit him in Dante’s Leverian (accessible via the Codex) to learn of Dante and why Drusus is requesting your aid. Dante’s Prex Card can also be yours, if you can blow off the dust in his Leverian to find it.  

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    Entry Requirements: Access to Dante’s Leverian via the Codex requires you have completed both The Deadlock Protocol and Whispers in the Walls Quests. Once you have done so, Drusus will send you an inbox message inviting you to join him in the Leverian. For players who have already completed these Quests, you shall receive this inbox upon downloading the update and logging in. 

    How to Acquire Dante 

    • Armatus (Deimos) Drop Tables: Dante’s Blueprint and Component Blueprints have a chance to be rewarded from the new Disruption Deimos Node, Armatus (more information in the “New Deimos Node” section below). 
    • Loid’s “Research Dante” Store: Dante’s Blueprint and Component Blueprints can also be acquired at Loid in the Sanctum Anatomica using Vessel Capillaries (earned from Armatus). 
    • In-game Market: Dante is available for Platinum individually or as part of the Dante Collection. 

    Maximum Loadout Slot Increase:
    With the release of Dante, the maximum number of purchasable Loadout Slots has been increased from 24 to 25. 
     

    NEW INCARNON WEAPONS 
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    RUVOX
    Albrecht's Void experiments revealed the true destructive potential of this fist weapon. In Incarnon form, perform Heavy Slams to impale nearby enemies with spikes.

    How to acquire the Ruvox: 

    • First and foremost, in order to acquire the Ruvox you must first complete the Whispers in the Walls and The Deadlock Protocol Quests to gain access to Armatus! 
    • Armatus (Deimos) Drop Tables: Ruvox’s Blueprint and Components have a chance to be rewarded from the new Disruption Deimos Node, Armatus (more information in the “New Deimos Node” section below). 
    • Loid’s “Research Dante” Store: Ruvox’s Blueprint and Components can also be acquired at Loid in the Sanctum Anatomica using Vessel Capillaries (earned from Armatus). 
    • In-game Market: Ruvox is available for Platinum individually or as part of the Dante Collection.*

    * Players can purchase this item without the Quest prerequisites, but Whispers in the Walls must be completed to unlock its full potential.  

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    ONOS
    Albrecht's Void experiments revealed the true destructive potential of this wrist-mounted cannon. In Incarnon form, draw in ambient power to deal steadily increased damage to enemies. At full power, release a blast of Heat.

    How to acquire Onos: 

    • First and foremost, in order to acquire the Onos you must first complete the Whispers in the Walls and The Deadlock Protocol Quests to gain access to Armatus! 
    • Armatus (Deimos) Drop Tables: Onos’ Blueprint is rewarded from the new Disruption Deimos Node, Armatus (more information in the “New Deimos Node: Armatus (Murmur Disruption)” section below).
    • Loid’s “Research Dante” Store: Onos’ Blueprint can also be acquired at Loid in the Sanctum Anatomica using Vessel Capillaries (earned from Armatus). 
    • In-game Market: Onos is available for Platinum.*

    * Players can purchase this item without the Quest prerequisites, but Whispers in the Walls must be completed to unlock its full potential.   
     

    NEW DEIMOS NODE: ARMATUS (DISRUPTION)
    Drusus Leverian owes a debt to Parvos Granum, who seeks a total takeover of the Leverian. Without enough donations, funding ran short, and he took a deal with Parvos that could spell the end of the Leverian. Visit Dante’s Leverian to discover just exactly what’s been happening, to both listen to Dante’s story and Parvos’ power grab to remove Drusus from his own museum.

    Murmur Disruption can be accessed via the ARMATUS node on Deimos from either the Star Chart or the Laboratory Navigation in the Sanctum Anatomica. It can also appear as a Bounty at Fibonacci. 

    How to Unlock Node: Complete The Deadlock Protocol and the Whispers in the Walls Quests. This is due to the fact that they provide substantial lore context to the mission!

    What to Expect
    Reaching out to the Tenno to act as field associates, Drusus asks you to retrieve high-value Entrati artifacts from Albrecht’s Conduit system to bolster his financial resistance. Enter the Laboratories once more to defend the Arterial Conduits from hulking Obol-adorned Necramech Demolishers and the Key-consuming Gruzzlings (learn more about this new enemy in its dedicated section below!) to earn new rewards.

    How To Play
    The Gruzzlings hold the keys known as Dockets, each correlating to the Void Tongue symbols of Xata, Lohk, Khra and Vome, instead of the square, triangle, circle and diamond seen in regular Disruption missions. Any enemy destroyed can drop a Docket, like regular Disruption, but you can eliminate roaming Gruzzlings to earn a guaranteed Docket drop.

    Insert the Docket into a Conduit, and expect burdens: enemy buffs or environmental dangers. Or, perhaps Loid will reverse a detriment to become a boon as you face off against any Demolishers.
     

    Rewards

    Rotation Rewards: 

    • Dante’s Main and Components Blueprints
    • Ruvox Blueprint, Blade Blueprint, and Glove Blueprint
    • Onos Blueprint
    • Endo 
    • Void Relics

    Visit the Official Warframe Drop Tables for more information.

    New Resource: Vessel Capillaries
    A crucial sub-component in the construction of Albrecht Entrati’s vessels, these Capillaries are earned by destroying Necramech Demolishers.

    • Normal: 2-4 Vessel Capillaries per Necramech
    • Steel Path: 5-7 Vessel Capillaries per Necramech 

    New Loid Vendor Menu: Research Dante
    Vessel Capillaries can also be traded to Loid in the Sanctum Anatomica for the rotation rewards listed above (Dante Blueprints, Ruvox Blueprints, Onos Blueprints). Additionally, players can purchase Riven Transmuters here for 180 Vessel Capillaries. These were originally exclusive to Eidolon drop tables, but now have an alternative acquisition path via Loid! Learn more about this new shop at Loid in the “Research Dante Store” section below. 

    Disruption Quality Of Life Changes
    With the introduction of the new Disruption node on Deimos, we took the opportunity to make some quality of life changes to the mode overall. 

    While players highly engage with Disruption, requests to de-emphasize the audio component are at the forefront. With accessibility in mind, Disruption has received a few quality-of-life changes so all players can easily manage the game mode. The intention is to better support those who have difficulty with the audio cues. 

    • Locating the Demolishers is now easier! When the beeping is heard, you’ll receive an objective marker leading you to your foe.
      • The closer you are to the Demolisher, the less the marker will fade out.
      • When you’re within line of sight, the enemy marker becomes permanent.
    • The red Conduit is now yellow to promote visual clarity between icons and the Demolisher.
    • The Conduits for the original Disruption nodes have received a sound refresh! 
      • When you insert a key into a Conduit, the insert noise is much more pronounced.
    • Players that have “Enable Hint Transmissions” disabled will no longer hear the tutorial transmissions for Disruption. 

    NEW ENEMY: GRUZZLING
    Greedy creatures born from The Indifference, these little Murmur tricksters love to steal Conduit Dockets and other coveted items from Albrecht's Laboratory.

     In the new Deimos Node, Armatus (Disruption), the Gruzzlings can carry around the Dockets necessary to activate the Conduits. 

    In any other Deimos/Albrecht’s Laboratory missions (including Netracells), these avaricious beings contain within them one of the following:

    • 3x Entrati Lanthorns
    • 1x Echo Voca
    • 1x Common Entrati Melee Arcane:
      • Melee Retaliation
      • Melee Fortification
      • Melee Exposure 
      • Melee Influence 
      • Melee Animosity
      • Melee Vortex

    ALBRECHT’S LABORATORIES & SANCTUM ANATOMICA CHANGES
    “Research Dante” Store 
    A new store has been added to Loid in the Sanctum Anatomica where you can acquire the following items for Vessel Capillaries:

    • Dante Blueprint and Component Blueprints
    • Onos Blueprint
    • Ruvox Blueprint and Component Blueprints
    • Riven Transmuter
    • New Captura Scenes:
      • The Abandoned Vessel Scene
      • Dante's Retreat Scene
    • New Simulacrum Room: Sanctum Simulacrum 
      • Simulate a battle in the Sanctum Anatomica! This Simulacrum allows enemy difficulty to be set 25 levels above the standard maximum. 
    • 100,000 Credits

    Albrecht’s Laboratories Tileset Expansion! 
    Several new tiles (roughly 15!) have been added to the Albrecht’s Laboratories tileset! Explore new passageways, rooms (maybe even some secret ones), and more with this environment expansion. 

    One of the tiles was featured in the Warframe: 1999 TennoCon 2023 demo, first one to find it gets bragging rights. 

    The new tiles also feature the GI lighting and volumetric fog systems, to create a more realistic feel as you navigate through the new areas of this Entrati labyrinth. 

    New Somachord Tones 
    New Somachord Tones have been added to Albrecht’s Laboratories! Scanning them will unlock the following Whispers in the Walls tracks for your Orbiter’s Somachord: 

    • Murum Vull
    • No God Above Knowledge
    • Platform 7
    • Sanctum Anatomica
    • See It In The Flesh
    • The Fragmented
    • Vashtav
    • Yara Jeliira
    • The Master Returns

    Weekly Archon Shard Offering Moved to Sanctum Anatomica 
    Weekly rotating Archon Shard Offerings have been moved out of Chipper’s Store and are now available from Bird3 in the Sanctum Anatomica! The Archon Shard is specifically in their Shiny Treasures offerings.  

    The weekly Archon Shard becomes available once you’ve reached Rank 5 with The Cavia Syndicate and can be purchased for 30k Cavia Standing. 

    Having them at Chipper meant players had to repeat Break Narmer missions weekly to acquire the Stock needed to purchase them. In an effort to make Archon Shards more accessible and to refresh the gameplay path to acquiring them, they have been moved to the Sanctum Anatomica. With this change, we’ve adjusted some of Chipper’s lines to remove mentions of Archon Shards. This chipper line lives on in our hearts: “Got archon shards if you're interested. Only one previous owner. Ha ha HA!”. 
     

    Netracell Drop Table Changes
    In the same vein as the above change to make Archon Shards more accessible, we’ve made the following changes to the Netracell Drop Tables. 

    1. Removed all non-Legendary Arcanes (as listed below) 

    • Melee Exposure 
    • Melee Animosity 
    • Melee Retaliation 
    • Melee Influence 
    • Melee Vortex 
    • Melee Fortification

    2. Adjusted drop rates in light of the removal of the above Arcanes 

    Overall the majority of the rewards have had their drop rate increased by roughly ~40-50%, with the exception of the Melee Arcane Adapter which has been slightly reduced to accommodate for the increased rates for Archon Shards and Legendary Arcanes. 

    Here are the new drop rates for each reward: 

    • Crimson Archon Shard - 17.50% (was 9.17%) 
    • Azure Archon Shard - 17.50% (was 9.17%)
    • Amber Archon Shard - 17.50% (was 9.17%)
    • Melee Arcane Adapter - 15% (was 20%) 
    • Melee Crescendo - 10% (was 5.62%) 
    • Melee Duplicate 10% (was 5.62%) 
    • Tauforged Crimson Archon Shard - 4.17% (was 2.50%) 
    • Tauforged Azure Archon Shard - 4.17% (was 2.50%) 
    • Tauforged Amber Archon Shard - 4.17% (was 2.50%) 

    The Official Warframe Drop Tables have also been updated with the above changes! 
     

    General Albrecht’s Laboratories and Sanctum Anatomica Changes & Fixes: 

    • You can now embrace the Cavia members in the Sanctum Anatomica! The new “Offer Comfort” option appears in their options when interacting with them. For those of you who know, you can agree that they need all the comfort they can get!
    • Fixed the Albrecht’s Laboratories Bounty drop information missing from the Official Warframe Drop Tables.
    • Added new animations to Murmur faction enemies so that they react to Limbo’s Stasis, Rhino’s Stomp, and Mag’s Crush abilities. 
    • Yareli will now be automatically dismounted from Merulina when injecting Atropos Probe to the Vitreum scanners. 
    • Weapons will now be hidden during the animation to inject the Atropos Probe into the Vitreum scanner. 
    • Crucibles in Alchemy missions will now dissolve in/out instead of just spawning/despawning out of thin air. 
    • Added purchase detail diorama for the Decorations available at Bird3 in the Sanctum Anatomica. 
    • Rebalanced The Hollow Vein and The Anatomizer to be less of a bullet sponge, and made The Anatomizer pose more of a threat in missions.
      • Reduced the total health values of these foes to make them easier to take out, especially for Eximus variants. Their large health pool was in place to help their survivability since they have no Shields or Armor, but the result was a little too tanky for our liking.
      • Increased the attack frequency and grenade area of effect for The Anatomizer to make it a more active presence in battle. Also slightly increased the range at which it will engage with players.
      • Also fixed Anatomizer being self-staggered by their own grenades. 
      • Fixed The Hollow Vein’s beam attack damage being tied to frame rate (damage per frame). 
        • The higher the frame rate, the more damage it dealt. So we’ve decoupled it from frame rate and given it a defined tick rate to prevent this from happening.
    • The Hollow Vein is now vulnerable to Warframe abilities, staggers, and knockdowns. 
      • This enemy is already fairly strong and the resistances it had were mostly invisible to players, which made it even more difficult to deal with. 
    • Rogue Bonewidows can now be spawned into Albrecht’s Laboratories by Rogue Culverins. Meaning, there is now a 50/50 chance that either a Rogue Voidrig or Bonewidow spawns (and an additional chance for them to be Eximus units as well). 
      • Enemy Bonewidows have also been reworked! Read more on that in the dedicated “Enemy Bonewidow Necramech Rework” section further down in these patch notes. 
    • Fixed the Anchorhold door in Netracell missions not opening if Host migration occurred after it was hacked but not triggered to open, leaving the returning players unable to start the mission. 
    • Fixed Steel Path missions started via the Sanctum Anatomica Elevator not spawning Acolytes. 
    • Fixed Sentinels breaking open Murmur Sarcophages not counting towards the “Find X Murmur Sarcophages” Bounty challenge.
    • Fixed the containers in Persto (Deimos) not dropping Life Support Capsules. 
    • Fixed Voca pickups not counting towards the “The Hunt is On” Nightwave Act and the “Find X Syndicate Medallions” Riven Challenge. 
    • Fixed Murmur faction enemies who could not be disarmed not taking damage from Disarming abilities (ex: Loki’s Radial Disarm). 
    • Fixed the Anatomizer being able to be disarmed (ex: Loki’s Radial Disarm).  
      • Since the Anatomizer only has a ranged attack, when it is disarmed it has no way to melee attack as a fallback, so it is no longer affected by disarming abilities/attacks. 
    • Fixed Netracells having the incorrect enemy level if a Cambion Drift bounty is started before speaking to Tagfer. 
    • Fixed Mocking/Scathing Whisper getting killed along with the rest of the enemies when the alert level hits 0% in Netracell missions.
    • Fixed Lumbering and Shuffling Fragments never ending up in Grendel’s belly and instead completely despawning when Feast is cast on them. 
      • This was caused by a lack of recovery animations on these enemies, which we have now added! With that, they can also now be properly Regurgitated. 
      • Known issue: They do not have any velocity to them when Regurgitated and will spawn back on top of Grendel when cast. 
    • Fixed a crash when walking up to Loid in the final stages of the Whispers in the Walls Quest. 
    • Fixed script error caused by aborting during the stage of the Whispers in the Walls Quest where you first pick up the Grimoire. 
    • Fixed a random wall from the Albrecht’s Laboratories tileset appearing in unintended locations, causing holes in the map. 
    • Fixed Mocking/Scathing Whisper stretching weirdly in reaction to Warframe abilities. 
    • Fixed Rogue Culverins not firing at players while readjusting positioning. 
    • Fixed Tagfer missing his specific voice lines to react to you accepting or rejecting the Netracell mission. 
    • Fixed Host using the wrong throwing animation to toss Amphors at Crucibles in Alchemy missions after Host migration. 
    • Fixed interacting with and exiting the POM-2 terminal in the Sanctum Anatomica triggering Parazon Mods. 
    • Fixed Atropos Probe stands not updating their light from green to red if picked up by Yareli while riding on Merulina. 
    • Fixed Atropos Probes not appearing in Yareli’s hand for several seconds after if picked up while she’s riding on Merulina.
    • Fixed being unable to throw Alchemy Amphors while riding Merulina. 
    • Fixed throwable items (ex: Voidrig’s Necraweb Canister) missing their arch projection/trajectory preview lines in certain areas of the Albrecht’s Laboratories tileset. 
    • Fixed an issue where you would need to relog or run a mission after completing The New War Quest to access the inbox message that unlocks the Whispers in the Walls Quest. 
    • Fixed more instances where the Heat Vents in Alchemy missions would spawn very far away from players.   
    • Improved how tiles in Albrecht’s Laboratories are randomized to prevent cases where certain tiles would never appear. 

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    STYANAX TONATIUH COLLECTION
    The warrior spirit reincarnates in the image of a god. His collection includes the Tequihua Polearm Skin, Huitzilin Syandana, and Chimalli & Tequihua Decoration for your Orbiter.

    Styanax Tonatiuh Skin
    The warrior spirit reincarnates in the image of a god.

    Includes Auxiliary Attachment: The Styanax Tonatiuh Embellishments are an Auxiliary Attachment that can be equipped/unequipped in the Arsenal.  

    The jade green mosaic on the chest and shoulder area also features a new material that leverages an improved clearcoat feature that’s been added to the shader. It provides that “iridescent” effect when the light hits it at certain viewing angles.

    Tequihua Polearm Skin
    Each strike proves that the serpent is both creator and destroyer.

    Huitzilin Syandana
    Spread your monolithic wings.

    Chimalli & Tequihua Decoration
    You will honor Styanax Tonatiuh when you display these cherished armaments. 

    Gifting Bonus: Gift this bundle to another player and receive the Chimalli & Tequihua Decoration as a Gifting Bonus in return!

    The Styanax Tonatiuh Collection can be purchased from the in-game Market for Platinum. Each item can also be purchased separately. 

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    TENNOGEN UNBOUND
    The first batch of TennoGen for 2024 delivers 6 brand new creations from talented community artists, available on all platforms!

    Sevagoth, Gyre, and Yareli have each received their first ever TennoGen pieces! They arrive with a brand new Syandana, Sword Skin, and Landing Craft Skin to ensure they touch down in style.

    Console and iOS can purchase these items for Platinum via the In-Game Market individually or through one of two bundles: 

    TennoGen Unbound Bundle 1 Includes: 

    • Sevagoth Ezriel Skin skin by Goosmo
    • Ezriel Syandana by Goosmo 
    • Ezriel Sword Skin by Goosmo

    TennoGen Unbound Bundle 2 Includes: 

    • Gyre Kuvael Monarch Skin by Erneix
    • Yareli Batomorpha Alt Helmet by Ventralhound
    • Mantis Vammatar Skin by Ventralhound 


    TennoGen Unbound is Warframe’s first new TennoGen release since the launch of both Warframe on iOS and Cross Platform Save! When it comes to Cross Platform Save, Mobile (iOS & Android when it launches) is sorted into the “Non-PC Platforms” category. Therefore, TennoGen purchased on any Non-PC Platform (PlayStation, Xbox, Nintendo Switch, Mobile) can be used freely across any other Non-PC Platform once Cross Platform Save is set up.

    For example, any of these TennoGen Unbound items can be purchased on Nintendo Switch, and accessed on iOS, PlayStation, or Xbox.

    As stated in the “
    TennoGen and Cross Platform Save” article from November 2023, TennoGen purchased on PC can only be used on PC. TennoGen items purchased for Platinum can be accessed via Cross Platform Save on licensed platforms. 

     

    NEW IN-GAME MARKET ADDITIONS 
     

    Dante Collection
    Write a new chapter for the keeper of history. The Dante Collection includes the Dante Warframe, Ruvox Melee Weapon, and the following:  

    Dante Cantist Helmet
    For those midway upon their journey. 

    As with all newly released Alt Helmets, its Blueprint will be added to the Nightwave Cred Store in the future. 

    Oranist Chest and Shoulder Plates
    Armor reminiscent of gilded vellum pages. 

    Rencowl Syandana
    A Syandana reminiscent of scriptoriums. 

    Noctua’s Paragrimm Decoration
    A Paragrimm ascends from Noctua’s pages to accompany you in your Orbiter. 

    Gifting Bonus: Gift this bundle to another player and receive the Noctua’s Paragrimm Decoration as a Gifting Bonus in return!

    The Dante Collection is available to purchase from the in-game Market! All of the items in the Collection can also be purchased separately. They are also part of the Dante Chronicles Pack. 
     

    Inaros Eternal Bundle
    Honor Inaros with items reminiscent of his desert home. This bundle includes the Sands of Mars Ephemera, King Inaros Glyph, and Inaros Sarcophagus Decoration. 

    Sands Of Mars Ephemera
    Let the familiar sands of Mars accompany you. 

    Inaros Sarcophagus Decoration
    Inaros feels welcome in any space that displays this protective sarcophagus. 

    • Since Inaros’ Passive has changed and he no longer enters his Sarcophagus (more information on that in the “Inaros Rework” section below), you can now have it as a token of remembrance of its former life as a tomb of revival. 

    King Inaros Glyph
    Proudly display the Warframe known as the God King.

    All of the items in the Inaros Eternal Bundle can also be purchased separately.  

    In addition to this brand new Inaros-themed bundle, we have also reworked him! Visit the “Inaros Rework” section to learn about what’s changed. 
     

    Void Adornment Bundle VI
    Make the most of the morphic material created during the Zariman Void Jump. This collection includes the Banshee Voidshell Skin, Loki Voidshell Skin, Nekros Voidshell Skin, and each skin’s matching material structure.

    Banshee Voidshell Collection
    Adorn Banshee in the morphic material created during the Zariman Void Jump. This collection includes the Banshee Voidshell Skin and the Sonar Ripples material structure.
      Loki Voidshell Collection
    Adorn Loki in the morphic material created during the Zariman Void Jump. This collection includes the Loki Voidshell Skin and the Murkray Scales material structure.

    Nekros Voidshell Collection
    Adorn Nekros in the morphic material created during the Zariman Void Jump. This collection includes the Nekros Voidshell Skin and the Necrotic Stitch material structure.
     

    Redliner Emote
    Taunt your enemies with this new emote that was featured in the Gauss Prime trailer!  
    Observant Vitreum Decoration
    A watchful eye for the Orbiter.

    Also available in the Dante Chronicles Pack!


    Ostarus Headgear  
    Manifest the joys of blossoming flowers and hopping Rablits in any season.

    A new Auxiliary cosmetic will be hopping into the in-game Market on April 3rd @ 2 PM ET! Adorn your Warframe with a pair of floppy ears that are sure to make even the most confident of Rablits jealous. 

    They feature the tech implemented in our new Kubrow Fur Updates to give them a true fluffy feel.

    Unlike its seasonal predecessor (Lepus Headgear), the Ostarus Headgear is a permanent Market item and, once purchased, is yours to wear all year round!  

    Note On Seasonal Items: 
    The Lepus Headgear will continue to return each year to the in-game Market for Credits in its usual time-limited fashion. There are currently no plans to make other seasonal items into upgraded and permanent in-game Market items, but we may reassess that in the future. 
     

    Community Art Pack I
    A bundle of glyphs highlighting various Warframes, created by Community Artists CalamityDeath, Kirdy, Ritens, UpsideDownSmore, and StudioCyen.

    • Community Kullervo Glyph
    • Community Chroma Glyph
    • Community Equinox Glyph
    • Community Titania Glyph
    • Community Revenant Glyph

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    This is the first of a new series of bundles - Community Art Packs! These packs will focus on various Warframes and characters, with art crafted in the style of community artists.

    Learn more about the artists who created the glyphs in our article here: https://www.warframe.com/news/introducing-community-art-packs


    11 Year Anniversary Community Glyph Bundle
    A bundle featuring glyphs from Community Artist DarikaArt.

    • Community Cavalero Graffiti Glyph
    • Community Little Duck Graffiti Glyph
    • Community Mother Graffiti Glyph 

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    These glyphs will also be obtainable through our 11 Year Anniversary Twitch Drop campaign. More information on the campaign can be found here: https://forums.warframe.com/topic/1387661-11-year-anniversary-twitch-drops-campaign-starts-march-25/

     


    ARCHON SHARD EXPANSION: ASCENT FUSION

    The process of Ascent Fusion allows for three Archon Shards of the same type to be fused together to create a single Tauforged Shard. 

    Requirements

    • Helminth Archon Shard Segment: The Blueprint is earned for completing the Veilbreaker Quest. 
    • 3 Archon Shards of the same type. 
    • Helminth Coalescent Segment: The Blueprint is purchased from Bird3 in the Sanctum Anatomica. 
      • If you already have the Helminth Coalescent Segment on your Helminth, both Coalescent AND Ascent Fusion are now available to you! 
    • 100 Stela: Resource earned from Albrecht’s Laboratories. 

    How to unlock Ascent Fusion
    The Helminth Coalescent Segment Blueprint can be acquired from Bird3 in the Sanctum Anatomica after reaching Rank 2 (Researcher) in the Cavia Syndicate. Once you have built and claimed it from your Foundry, return to the Helminth Room in your Orbiter to install it.

    For players who already have the Helminth Coalescent Segment Blueprint installed, Ascent Fusion is ready for you to use!  

     

    How to use Ascent Fusion 

    Step 1. After installing the Segment, interact with the Helminth chair and select the “Archon Shards” button. 

    Step 2. Select the new Ascent Fusion icon located on the right of the Archon Shard embed UI.
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    Step 3. Hover over one of the three slots on screen to select the Archon Shard type you’d like to fuse together. Once you’ve selected an Archon Shard, the rest of the slots will be automatically filled with the same type from your inventory (only types with 3 or more Shards will be selectable). The Tauforged Archon Shard fused from the base Shards will appear in the center. Hover over the Tauforged Archon Shard to preview its stats and bonuses. 

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    Step 4. Select the “Fuse” button to complete the process. 

    • Fusion Requirement: 100 Stela for each Fuse. 

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    NEW WARFRAME AUGMENT MODS
    11 new Warframe Augment Mods are available from Syndicate Offerings! 

    Stats below are shown at Max Rank.
     

    Elusive Retribution (Baruuk - Elude)
    Every attack Baruuk Eludes increases his Melee Attack Speed and Melee Critical Damage by 5% up to 6 stacks. Stacks last 6s.

    Available in the Arbiters of Hexis and New Loka offerings.
     

    Guardian Armor (Chroma - Vex Armor)
    Chroma's Health takes 50% of damage dealt to allies within Affinity Range. Squad kills restore 5% of his Health over 3s and increases Vex Armor duration by 1s.

    Available in the Cephalon Suda and The Perrin Sequence offerings.
     

    Recrystalize (Citrine - Crystallize)
    Enemies killed by crystalline growths stagger and spread the crystals to enemies within 16m.

    Available in the Red Veil and Steel Meridian offerings.
     

    Wrath of Ukko (Kullervo - Storm of Ukko)
    Wrathful Advance moves the storm of daggers to the teleportation location and increases its duration by 6s.

    Available in the New Loka and Steel Meridian offerings.
     

    Valence Formation (Lavos - Passive)
    Upon Ability cast, applies the Ability Element as 200% Elemental Damage to your weapons with guaranteed Status for 20s.

    Available in the New Loka and Red Veil offerings.
     

    Damage Decoy (Loki - Decoy)
    Decoy can be cast on enemies. Enemies who attack that decoy receive 5 random Status Effects, and the reflected damage is increased by 350%.

    Available in the Arbiters of Hexis and Red Veil offerings.
     

    Divine Retribution (Nezha - Divine Spears)
    When a speared enemy suffers from a Status Effect, the Status Effect spreads to all speared enemies. Spear explosions apply 1.5x Status Damage.

    Available in the Cephalon Suda and Steel Meridian offerings.
     

    Parasitic Vitality (Nidus - Parasitic Link)
    Nidus and any ally he's bound to gain 4% Max Health per Mutation during Parasitic Link.

    Available in the Steel Meridian and The Perrin Sequence offerings.
     

    Axios Javelineers (Styanax - Axios Javelin)
    A pair of Styanax Specters spawn to throw javelins, creating vortexes on impact. Impale an enemy to increase vortex duration by 5s.

    Available in the Arbiters of Hexis and New Loka offerings.
     

    Warrior’s Rest (Excalibur Umbra - Passive)
    Umbra's Ability Strength increases by 15% but he no longer fights independently alongside his Operator.

    Available in the Arbiters of Hexis and Red Veil offerings.
     

    Loyal Merulina (Yareli - Merulina)
    You no longer ride Merulina. Instead, she follows her and casts Sea Snare on nearby enemies. 2s cooldown.

    Available in the Cephalon Suda and New Loka offerings.


    WARFRAME ABILITY CHANGES

    In addition to the highly anticipated Inaros rework, a few other Warframes have had their abilities tweaked with this update. Here’s a list of what this section will cover: 

    • Inaros Rework
    • Mirage’s Eclipse & Prism
    • Gara’s Passive 
    • Grendel’s Nourish (Helminth only) 
    • Loki’s Decoy and Switch Teleport 

    Upon downloading the update and logging in, all players will receive an inbox message with the following items to help you experiment with new builds and Helminth infusions for these Warframes:

    • 2 x Forma
    • Helminth Resource Bundle, enough to feed your Helminth once per Resource type!
      • 750 Oxium
      • 6000 Rubedo
      • 50 Ganglion
      • 12,500 Polymer Bundle
      • 3,000 Cryotic
      • 4,000 Plastids
      • 5 Cetus Wisps 
         

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    Inaros Rework
    Awaken the king of the desert once more and command the sands with far more ferocity than ever before! 

    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.
      • Now: 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!

    Ability 1: 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). 

    Ability 2: 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 spinning 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 50 Health per second (base, scales with Ability Strength) for each enemy held in his Sandstorm.

    Ability 3: Scarab Shell 
    Inaros' fourth ability has been split into two different abilities that are easier to use and reflect its two main features.

    • Increased Armor from 240 to 350 (at max) and can now be scaled with Ability Strength. 
    • 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.
    • Charging Scarab Shell no longer stops you from moving around.
    • 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.
      • This mechanic was initially part of the "Negation Swarm" Augment Mod, which has been reworked entirely.  
      •  Please see “Augment Changes” below for more info on the retired Negation Swarm.
    • Balanced for Conclave: Scarab Armor does not deal AoE damage while charging. 

    Ability 4: 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 of 3 Swarm Kavats can be active at once).
      • The maximum amount of Swarm Kavats can be increased to 5x with the Dessication’s Curse Augment Mod. 
    • Swarm Kavats can move and attack independently, and their attacks cause additional enemies to be afflicted by the Swarm.
    • Balanced for Conclave: Swarm Kavats do not spawn and the Health scaling is halved.  

    Inaros Augment Mod 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.
      • Mod description reads: “Killing a blinded enemy with a Finisher has a X% chance to summon a Swarm Kavat that will spread Scarab Swarm.” 
    • 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.

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    Mirage Eclipse Rework 

    After a great amount of input from the Community, Mirage’s Eclipse ability no longer determines the buff (Solar or Lunar Eclipse) to apply based on the environment’s light level, will always be at maximum strength, and is now a Tap/Hold ability! 

    In its previous state, Eclipse was quite unreliable. One step in any direction could suddenly switch the buff or lower its strength, which left players little control over its benefits. It also did not function correctly in every area of the game, notably in Open Landscapes and Albrecht’s Laboratories where only the Solar Eclipse buff would be active at full strength - even at night time. 

    The changes listed below affect both Mirage and Eclipse applied via the Helminth (with some notable exceptions listed below its Diminished Effectiveness). 

    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 via the 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%. 

    Mirage Prism Changes
    In its current form, Prism's damage scaling is affected by environmental lighting at Mirage's position, which is impacted by the same inconsistency issues that Eclipse suffered from. The team has reviewed Prism and made similar changes to Eclipse: 

    • Removed 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 used Helminth ability, so we felt it was necessary to reduce its effectiveness slightly for the Helminth version only. Our goal is to remove situations where it feels like “You’re playing wrong if you’re not using Nourish”, without making the ability unusable.

    Nourish when Infused via Helminth now has the following alterations: 

    • Base Energy Multiplier has been reduced from 2x to 1.6x.  
    • Base Viral Damage Buff has been reduced from 75% to 45%. 

    Everything else related to Nourish through the Helminth remains unchanged.


    Loki Ability Changes

    Decoy: 
    Previously, Decoy had a fixed amount of Shield (400) and Health (200). Now, Decoy converts 15% (base, scales with Ability Strength) of enemy Health and Shields within 15m (base, scales with Ability Range) into its own Health and Shields! 

    This should make Decoy much more useful in higher-level missions, as it can survive a lot more exposure to enemy attacks!

    Switch Teleport: 

    • Loki now gains a brief movement speed buff (50% increase for 5 seconds) after using Switch Teleport (scales with Ability Strength and Duration).   
    • Switch Teleport will also no longer root you in place after the teleport. 


    Yareli Ability Changes

    Aquablades & Riptide: 

    • Yareli is no longer rooted in place when casting Aquablades and Riptide! Now the casting animation is upper body only to allow you to stay nimble and mobile. 

    Merulina: 

    • Added a shake animation and VFX to Merulina’s damage absorption UI element in the HUD, to better indicate when it's been destroyed. 


    Customization For Warframes With Invisibility Abilities

    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 in the Arsenal under Appearance > Attachments > Auxiliary Attachments. 

    Instead of Invisibility being completely see-through, players can customize it from being more translucent/semi-transparent to non-transparency with an Energy glow gleaming from your character. 

    Semi-Cloak Option: 
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    Glow-Cloak Option:
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    An alternate, opaque glow, for when the Warframe is cloaked. Does not alter enemy perception. 

    Invisibility colorization is affected by the primary Energy color of your Warframe.

     

    OMNIA VOID FISSURES
    A new type of Void Fissure is available! Found on Star Chart nodes previously untouched by Void Fissures, the new Omnia Fissure allows Tenno to crack Lith, Meso, Neo, or Axi Relics - whatever they choose! 

    There is 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 Conjunction Survival Missions
    • 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)

    STEEL PATH ADDITIONS

    The Steel Path: Holdfasts & Cavia Bounties
    The Steel Path is now available for Holdfasts and Cavia Bounties. Accessing the Steel Path variants is possible through a selection UI when speaking to a Bounty Giver.

    How to change Bounty difficulty:
    When interacting with a Bounty giver, select “Bounties” and change the difficulty at the top left of your screen, below your rank and Daily Standing Cap. 

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    With Steel Path Bounties, you’ll earn 50% more Standing from The Cavia bounties, while The Holdfasts will net you 50% more Voidplume Quills, rounded up (e.g. Tier 5 SP Bounties will reward 8 Plumes)!

    As always, you’ll find many similarities between these Bounties and other Steel Path missions across the Origin System. Enemies are tougher and higher-level, you’ll earn one guaranteed Steel Essence upon Steel Path Bounty completion, and the Acolytes will “torment” you within Zariman & Albrecht’s Laboratories Steel Path Bounties.

     

    Steel Path Incursion Expansion: Zariman And Albrecht’s Laboratories

    Steel Path Incursions are a familiar feature in the Origin System, with five Star Chart nodes being chosen each day that reward an additional 5 Steel Essence each on completion. With Dante Unbound, an additional sixth Incursion will make an appearance daily.

    This new addition will work the same as existing Incursions, but will only appear within the Zariman and Albrecht’s Laboratories, meaning a daily incursion will always be on one of these Tilesets. The existing five Incursions will not see any changes and will not appear on Zariman or Albrecht’s Laboratories nodes.
     

    NEW PLAYER PATH IMPROVEMENTS

    Following our work in Abyss of Dagath and Whispers in the Walls, we have more New Player Path improvements. This batch of changes touches a variety of aspects of the game, including Junction Requirements, Quest Difficulty, and more. 

    Cephalon Simaris Introduction

    We are adding Synthesis to the Junction path (see “Junction Changes” for more details), and have made the following changes to improve a Tenno’s first introduction to Simaris. 

    • Moved the “talk” interaction placement for Cephalon Simaris so players don’t have to get quite so close.
    • Updated tutorial dialogue option to better indicate that it is a tutorial.
      • It now reads “Teach me how to Perform Synthesis”. 
    • Added a waypoint to the Offerings console after completing the Synthesis Simulation.
    • Fixed having to speak to Simaris again after his introductory dialogue. Now the conversation will continue on seamlessly!


    Mote Amp Acquisition

    Receiving your first Amp from Onkko becomes vital soon after The War Within. Right now, an inbox message from a mysterious figure who tells of a secret door in Cetus is all that directs new players to the Quills. New players are never forced to find the door and receive their Amp to progress, which can cause problems by the time they play The Sacrifice.

    To address this, we are now making Mote Amp acquisition an explicit requirement to progress in the main questline:

    • Removed the Mot requirement from Chains of Harrow Quest and replaced it with the requirement to visit Onkko in Cetus. 
    • Added a new inbox after completing The War Within directing players to visit Onkko in Cetus.


    Junction Changes

    • Mercury Junction: 
      • Added “Complete Quest: Vox Solaris” to the Mercury Junction Tasks
      • Removed the “Rescue a Hostage at Linea on Venus” Task
    • Added The Deadlock Protocol as a Saturn Junction Reward.
      • Previously this was rewarded from Vox Solaris, but since it has a Mastery Rank 4 requirement, many new players would not be able to access it. Placing it further along the Junction path gives them more time to gain Mastery Rank before diving. 
    • Added “Perform Synthesis for Cephalon Simaris” task to the Uranus Junction.
      • Performing Synthesis and scanning targets are vital tasks for player progression, so we are adding an official introduction to it via Junctions. 
    • Added “Visit Maroo” to the Phobos Junction Tasks. 
      • We also improved the flow of the “Visit Maroo” button in the Ayatan Treasures screen to match that of Varzia’s. Now players will be presented with an introductory screen about Maroo, and will be taken directly to her Bazaar. 

     

    Mastery-Rank Locked Inbox Messages
    The following content is already locked behind Mastery Rank, but players receive details about it before reaching that Mastery Rank. Now, these messages will not be sent until players have met the Mastery Rank requirement.

    • The Waverider Quest will now be delivered via inbox upon completing Vox Solaris AND reaching Mastery Rank 3. 
    • Otak’s Tyana Pass inbox message will now be delivered upon completing the Heart of Deimos AND reaching Mastery Rank 3. 
      • Tyana Pass originally did not have a Mastery Rank requirement, but we are adding it so as to not distract new players from the Main Questline. 


    Railjack Market Bundle Changes
    With the significant improvements made to acquisition over the years, including adding Rising Tide to the Main Story Path, we have revisited the Railjack Market bundles added back in 2021.  Given the updated ease of acquiring a Railjack, our goal is to amend the cost of Railjacks - players can continue to earn it via the Main Story Path, but for those who want to pilot their own ship before Rising Tide, the 400 Platinum cost felt too steep. 

    To start, we have removed the following items from the Market:

    • The New War Firepower Bundle
    • Railjack
    • Railjack Captain’s Bundle 

    In their place, we are introducing a new Starter Railjack Bundle, offering the following items for 175 Platinum:

    • Railjack
    • 4 x Crew Member Slot
    • 4 x Components & Armaments Slots

    Those who have purchased any of the removed Bundles will receive the value difference via a Platinum refund script in the coming days. Refer to our official PSA for Refund Script details: https://forums.warframe.com/topic/1388577-psa-railjack-market-purchase-refund-script/
     

    Quest Changes

    Saya’s Vigil Improvements and Fixes:

    • Added a white highlight around Glass Shards to make them easier to find and scan. 
    • Removed the requirement to hack the Trailer Door. Now it will spawn open, allowing for players to start searching for and scanning Shards immediately. 
    • Moved one of the Glass Shards to a more visible placement. 
    • Amended enemy levels in the Galleon to be on-par with enemy levels on the Landscape. 
    • Players must now complete the “Prove Yourself” introductory Bounty from Konzu before being able to start Saya’s Vigil. 
      • Previously you would be able to start this Quest if you had been taxi’d into the Plains of Eidolon and completed a different Bounty. Now this introductory Bounty must be completed first!
      • This change also restricts full access to the Plains of Eidolon Bounty board behind this introductory Bounty. Being taxi’d will no longer unlock it for you.
    • Fixed needing to speak to Saya in Cetus twice to start Saya’s Vigil. Now the conversation will continue on seamlessly after her introduction!
    • Fixed an empty box appearing in the Abort Menu instead of saying “Cetus” during Saya’s Vigil Quest. 
    • Fixed Liset not properly animating in the Eidolon Extraction cinematic in Saya’s Vigil. 

    Quest Blueprint Build Times:
    We reduced the following Quest-related blueprint crafting time to 10 seconds, and updated the Rush Cost to be 0 Platinum:

    • Nightfall Apothic, Twilight Apothic, Sunrise Apothic (The Silver Grove)
    • Scorched Beacon, Chroma Signal, Chroma Mark (The New Strange)
    • Railjack Cephalon (Rising Tide)
    • Ascaris Negator (Vor’s Prize)
    • Limbo Theorem Components (The Limbo Theorem)
    • Mandachord (Octavia’s Anthem)
    • Potent Pherliac Pods (The Jordas Precept)

    Other Quest Changes:

    • Added 60 Kuva to The Sacrifice Quest mission rewards so players can more easily build Excalibur Umbra. 
    • Added a waypoint to the Orb that players must interact with to start the Apostasy Quest. 
    • Reduced the Drone health in the Vox Solaris Quest to make it easier to shoot down before hacking. 
    • Added introductory Kuva Lich and Sister of Parvos inbox messages after the completion of their prerequisite Quests (The War Within and Call of the Tempestarii). 
    • The riddles from Hidden Messages will now appear in the TennoGuide to help players more easily find them. (or to help those who accidentally deleted the inbox messages -- oops!).
    • Added a “Obtain Kinetic Siphon” objective to the “Paying with Synthesis” stage of The New Strange Quest. 
    • Re-ordered the Side Quests suggested by the Tenno Guide to prioritize Quests that introduce players to new systems and those that offer Warframes. 


    MELEE ATTACK CHANGES

    Melee Ground Slam Attack Changes

    Prior to Dante Unbound, Melee Ground Slam Attacks were distributed between two damage instances - they appeared in the Arsenal UI (includes the stats window when hovering over equipment as well as the Upgrade screen) as follows: 

    • Slam Attack: Damage inflicted on an enemy by hitting them directly with a Ground Slam Attack. 
      • Note: We’ll refer to this stat as “Slam Direct Hits” moving forward in this section of the patch notes to avoid confusion between all the terms. This term denotes that the damage instance came from the direct Melee hit on an enemy while performing your Ground Slam - effectively Goomba Stomping them, if you will. 
      • Damage on Slam Direct Hits was scaleable with Mods.
    • Slam Radial Damage: Additional damage inflicted to all enemies in the radius of a Ground Slam attack. 
      • Other than a few specific Mods (Seismic Wave, etc.), Slam Radial Damage was locked at a flat value and did not scale with Mods.  

    What’s Changed: 

    1 - Ground Slam Attacks are now entirely Radial Damage
    Ground Slam Attacks now only have one instance of damage: Slam Radial Damage! It is now the whole sum of the damage dealt by Ground Slam Attacks instead of being “additional”. 

    What this means is that Slam Direct Hits are no more. All the damage done by a Ground Slam Attack is now purely Radial. 

    With this change, it's worth noting that we have also maintained the Damage Falloff on Slam Attacks, where damage diminishes the further an enemy is from the point of impact, but with some changes: 

    • Previously: Damage could fall off to ~0% at the edge of the impact radius. 
    • Now: Damage will only ever go as low as 50% (of total damage) at the edge of the impact radius for normal Slam Attacks, and 70% for Heavy Slam Attacks. 

    2 - Ground Slam Attack’s Radial Damage now scales with Mods
    Since Slam Attacks are now purely Radial Damage, we’ve made its damage scaleable with Mods, when previously it wasn’t. This effectively buffs Ground Slam Attacks since you can now directly increase its damage and apply Weapon Status (inherited from Mods), which ultimately improves its scalability for late game content. 

    It’s worth noting that all of the above changes only apply to AERIAL/JUMP Ground Slam Attacks (In air + Aim Downwards + Melee) and AERIAL/JUMP Heavy Ground Slam Attacks (In air + Aim Downwards + Heavy Melee). They do not affect Slam Attacks that are part of Stance Combos. For example, Slam attacks during combos deal flat damage amounts and do not scale with Mods. We currently do not have plans to change this. 
     

    3. Added a 2x Multiplier to its Radial Damage 
    Slam Direct Hits had a 2x-3x multiplier (depending on Weapon Class) to account for the fact that it was actually quite difficult to land them, so the multiplier helped in making those rare instances feel impactful. 

    Since Slam Direct Hits are no more, we have accounted for its removal by applying a 2x multiplier to Slam Attack’s Radial Damage across all Weapon classes. For the reasons listed directly above (Radial Damage now scalable with Mods) and for the sake of balance, the 2x (3x for Heavy Slam Attacks) multiplier on Radial Damage maintains the damage output without going overboard.
     

    How The Changes Appear in the Arsenal:
    Melee Ground Slam Attacks now has only one core stat in the Arsenal: SLAM ATTACK. The number listed beside indicates its Radial Damage. 

    You’ll notice that with all of the above changes, some Melee weapons’ Slam Attack Damage has changed. Previously “Slam Attack” in the UI informed of “Slam Direct Hits”, which for some Melee weapon types (ex: Polearm, Sword, Two-Handed Nikanas, etc.), had a 3x multiplier applied. Now, since “Slam Attack” in the UI indicates Radial Damage and has had a 2x multiplier applied across all Melee types, the damage for those weapons may differ. 
    But now that you can scale Slam Attack Damage with Mods, those differences can be easily recouped and then some. 

    We’ve also added a Slam Radius stat to the tooltip to better inform players in-game: “Ground Slam attack hits all enemies around the point of impact within X meters.” 

    • It’s worth noting that the Slam Radius for each Weapon class has been untouched. 


    Melee Finisher Improvements

    Melee Finishers have been updated to standardize Finisher eligibility across enemies and weapons. Previously, if an enemy did not have a finisher animation prepared for a certain weapon type, then players would not be able to perform that specific Finisher on them. We have added default animations for all weapon types to prevent this restriction, meaning all enemies* should now be eligible for every type of finisher.

    • Also added a new VFX to showcase when an enemy is open to Finishers. You will still need to get into proper position to execute the finisher with this VFX active!
      2d3dd42fa5deb71eb10b04ebff5be0ef.jpg
      • This includes finisher openings created by Warframe abilities (ex: Inaros Desiccation) and Ground Finishers. 
    • *Flying enemies (Corpus Ospreys, The Anatomizer, etc.) are still ineligible for Melee Finishers with this change.
    • Added new unique Mercy Finishers to the Hollow Vein, Severed Warden, The Anatomizer, Lumbering Fragment, and Shuffling Fragment enemies! Each with their own custom animations to really stick it to the Murmur in style. 
      • The context action to perform a Finisher on the airborn Murmur enemies (The Anatomizer and The Severed Warden) are not anchored to their bodies and will instead appear on the HUD when you are within radius of them. This is an experimental approach into finding ways to include Finishers on other airborne enemies in the future. 

    Auto-Melee Fixes

    • Fixed getting locked auto-meleeing (even without input) after interacting with items and other actions while melee attacking. Notably: 
      • Interacting with Golden Hand Tributes
      • Selecting Duviri Decree
      • Entering Sanctuary Onslaught portal
      • Selecting Endless Void Fissure reward
      • Opening Gear Wheel
      • Using Transference
      • Interacting with turrets in Railjack
        • Known issue: We are aware that this issue can occur from the Stay/Leave screen in the Circuit. 
    • Fixed Auto-Meleeing in a certain location in the “Awaken the Sleeper” stage of the Whispers in the Walls Quest causing an interaction to be skipped. 
      • Melee will now be disabled when in this area to prevent key moments from being skipped.
    • Fixed getting locked auto-meleeing after holding the ability menu open and auto-meleeing simultaneously while using a controller. 
    • Fixed getting locked auto-meeling after opening the pause menu/chat window while holding the Melee attack button. 
    • Fixed Auto-melee persisting after exiting a Railjack turret / pilot seat if melee input was held upon entering it. 


    UI QUALITY OF LIFE CHANGES

    New UI Sorting Categories 

    Warframe Arcane Selection Screen (Arsenal): 
    We have added sorting categories to help you find the Arcanes you are looking to equip onto your Warframe. They can now be sorted based on their effects: 

    • Health
    • Shields
    • Armor
    • Resistance 
    • Energy
    • Abilities
    • Weapon Damage
    • Weapon Stats
    • Movement Speed
    • Companion
    • Special 
      • Arcanes that do not fit into the above categories due to their unique effects. For example: Arcane Trickery (On Finisher Kill: 15% chance to become invisible for 5s).  

    Captura Scene Selection Screen: 
    With well over 100+ Captura Scenes to own, scrolling through the Captura menu could be quite tedious to find the scene you were looking for, especially if you couldn’t remember its name. 

    7066653df65f2a974f28dfb81457eb29.jpg

    To help you spend more time Captura-ing instead of scrolling, we have added sorting categories to the Captura Scene screen! Tab between Faction, Syndicate, Quest, Open Landscape, and more themed tabs to find exactly what you’re looking for. Shoutout to all of the incredible Captura Artists out there! 

    Orbiter Decoration Selection Screen: 
    It is now easier than ever to make your Orbiter feel like home with new Decoration sorting categories! Spend more time placing your Floofs so that it looks like they are having a tea party, and less time scrolling through the selection screen to find the Zariman Spoon (a key component to any tea party) with these sorting categories: 

    • Statues
    • Floofs
    • Displays
    • Vendor
      • Decorations that can be acquired from various Vendors (Hombask, Ticker, etc.). 
    • Market
    • Tenno 
      • Includes Decorations rewarded from Quests/Events, Mastery Rank Slates, and more!
         


     

    New Fast Travel Menus: Orbiter, Relays, & Dojo

    3565e5f5a78f428624dd787d94532e9b.jpg

    No longer shall you need to journey through layers of menus to fast travel! You can now hold the Gear Wheel/Decrees binding in the Orbiter and Relays to bring up a radial menu with the following options: 

    Orbiter: 

    • Navigation 
    • Arsenal 
    • Foundry
    • Mods
    • Decorate
    • Helminth (if you have the Helminth Segment installed) 
    • Operator (if you have completed The Second Dream Quest) 
    • Board Railjack (if you have completed the Rising Tide Quest) 
    • Codex
    • Void Relics
    • Friends
    • Market 

    Relays: 
    These options may vary depending on the Relay you are visiting. 

    • Navigation 
    • Arsenal 
    • Teshin
    • Cephalon Simaris
    • Darvo Deal 
    • Syndicates 
      • Selecting this option will open a secondary menu for each Syndicate available in the Relay. 
    • Ergo Glast
    • Arbitration Honors
    • Friends 
    • Void Trader (When Baro Ki’Teer is visiting the Relay you are in) 

    Dojo:
    As expected, if you do not have certain rooms constructed (such as the Dry Dock, etc), they will not appear. 

    • Navigation
    • Arsenal 
    • Set Up Shop
    • Transporter
    • Trading Post
    • Vault
    • Dry Dock 
    • Crimson Branch 
    • Decorate
    • Research Rooms
      • Selecting this option will open a secondary menu for each Research Room in your Dojo (Tenno Lab, Bio Lab, Energy Lab, Chem Lab, Orokin Lab, Ventkids’ Bash Lab, and Dagath’s Hollow). 
    • Friends
    • Clan 

    Upgrade Screen Changes

    • Dragging Mods will now provide more visual information in the Upgrade Screen: 
      • Dragging a Mod will now maintain the same aspect ratio as an “open” Mod but scaled down, so that you can still identify it, its Polarity, and its Capacity Cost when moving it across the screen. 
      • Slots with matching Polarities to the dragged Mod are now highlighted in green and have a slight pulsing effect to indicate that they are eligible. Slots with mismatched Polarities are highlighted in red.1c3cf770cfc20c558b65ec2315f94840.jpg
      • Hovering a Mod over a slot will now show how its capacity cost will be affected based on their Polarities. 
    • Made it more obvious that Damage Type stats are affected when swapping a Weapon or Modding one. Now, when you are making changes, the Damage types that are negatively impacted will shuffle lower in the list and appear slightly transparent, so that it's easier to spot the changes between comparisons.  
    • Added an “OVERLEVELING” tag on equipment that’s Max Rank goes beyond 30 (Kuva/Tenet Weapons, Necramechs, etc.). f4a3cde7d682782d3a087a37885f2812.jpg
    • Added a “VALENCE BONUS” tag for Kuva/Tenet Weapons to indicate that they are eligible for Valence Fusion and to expose their damage bonus type.
       a281d1adbcc30982c24c27feb1ba8bbe.jpg
    • Added a tooltip when hovering over locked Exilus Slots to inform players that it “Requires Exilus Weapon Adapter” to unlock. 
    • Added new VFX when Exilus Slots are unlocked. 
    • Added new VFX when unlocking the Arcane Adapter Slot. 

    Warframe, Weapon, and Railjack Stat UI Rework 

    Looking at a wall of stats can be overwhelming, especially for new players who are familiarizing themselves with all the important information contained in those screens. 

    In an effort to highlight the most important information and reduce the overall visual noise, we have made the following changes to the screens that display Warframe, Weapon, and Railjack stats:  

    • Stats are now organized in order of importance.
      • Core stats (most important) are visible at all times in these screens. 
      • Secondary stats (branched from Core stats) have been moved into tooltips that can be viewed by hovering over their respective Core stat. 
    • Added several new Core and Secondary stats to help communicate more relevant information to players. 
    • Improved how descriptions in core stat tooltips are presented to better distinguish between the Core stat’s description and its Secondary stats.
      • Added a dividing line to separate Core and Secondary stats. 
      • Added arrow icons next to each Secondary stat. 
    • Added new headers to group stats and better organize them. 
    • Added a “Base Stats” and “Upgraded Stats” tag at the top of the stat windows to indicate what kind of stats are being shown. 
    • Certain stats are no longer visible at all times and are now considered “Conditional”, meaning they will now only appear when Mods alter said stat. 
    • Removed/edited certain stats. 

    Exact Details: 
    The following section provides the nitty gritty details on all of the above changes and exactly how they’ll appear for each equipment type. We’ve also provided additional information on the specific changes that have been made for certain stats below as well. 

    Here’s a guide to better understanding how we’ve written out how you will see it in the UI: 

    • Anything marked “New” is a stat that’s been exposed in the UI with this update. 
    • Anything marked “Conditional” is a stat that only appears depending on if correlating Mods have been equipped. 
    • Anything marked “New Header” denotes that a text line has been added to the UI to better categorize stats that follow below it. 

    Warframe Stats: 

    • Health 
    • Shield
      • Shield Secondary Stats: 
        • Shield Gate Duration: When Shields break, gain invulnerability for Xs. Increasing max Shields lengthens the invulnerability time. 
        • Shield Recharge Delay (New): The time in seconds between when Shields are damaged and recharge: Xs. 
        • Shield Recharge (New): The rate Shields recover after being depleted: X%/s. 
    • Armor 
      • Armor Secondary Stats: 
        • Tau Resistance (Conditional) 
          • Condition: Only appears with Umbral Mods equipped. 
        • Elemental Damage Resistance  (Conditional) 
    • Energy
      • Energy Secondary Stats: 
        • Starting Energy (how much you have when loading into missions)
        • Energy Recovery (New): Energy recovers at X/s.
    • Sprint Speed - No Secondary stats 

    Ability (New Header)

    • Duration
    • Efficiency
      • Efficiency Secondary Stats: 
        • (New) Efficiency Calculation: Abilities cost X% of their original cost. 
        • (New) Channeled Abilities Efficiency Calculation: Also accounting for the effects of Ability duration, your channeled abilities cost X% of their original cost.  
    • Range 
    • Strength

    Primary/Secondary Weapon Stats:

    Note: To avoid confusion, the following lists the new order of all Primary & Secondary Weapon stats combined. Meaning, you will see stats that apply to some weapons but not all (ex: weapons with Radial Attack will have the Range stat but not others). 

    • Fire Rate 
    • Multishot
    • Magazine
      • Magazine Secondary Stats:
        • Ammo Maximum (Conditional)
          • Condition: Appears on Weapons that have any amount of Ammo Maximum (>0)  
        • Ammo Pickup 
        • Reload 
    • Accuracy 
      • Accuracy is now displayed as the following: 
        • Very Low
        • Low 
        • Medium 
        • High 
        • Very High 
          • Previously, the numbers that used to be shown in the Accuracy stat were, in fact, not totally accurate to what players were actually experiencing. For example, the Grinlok had a Accuracy of 44.4, which could lead players to assume that its shots wouldn’t be very precise, but they in fact were. So now, in the UI it will properly indicate that it has High Accuracy. 
      • Accuracy Secondary Stats: 
        • Deviation With Aim: X degrees
        • Max Deviation (New): X degrees
      • We also changed the descriptions of Mods that used "Spread" instead of "Accuracy", so that “Accuracy” is the only term we use to describe this attribute across the board. 
    • Trigger 
    • Noise (Conditional) 
      • Silent weapons show this by default. 
      • Condition: Appears with Noise Level Mods. 
        • We also added a new “SUPPRESSED” tag for when noise is modded but not enough to be totally silent. 
    • Punch Through (Conditional) 
      • Weapons with any amount of Punch Through (>0) show this by default.
      • Condition: Appears with Punch Through Mods. 
    • Range 
    • Riven Disposition 

    Damage

    • Critical Chance
    • Critical Multiplier 
    • Status 
      • Status Secondary Stats: 
        • Status Effect Chance per shot (New): Effective Status Effect Chance for each Status per shot. 
        • Radial Status Chance (New): Status Effect chance for each Status per Radial attack. 
    • Impact, Puncture, Slash Damage
    • Elemental Damage 
    • Damage Falloff 
    • Total Damage

    Radial Attack

    • Range
    • Impact, Puncture, Slash Damage (conditional) 
    • Elemental Damage 
    • Falloff 
    • Total Damage 

    Melee Weapon Stats:

    Primary

    • Attack Speed
    • Range
    • Slam Attack 
      • Ground Slam Attacks have received some changes that impacted the way its stats are shown in the UI - more details in the dedicated “Melee Ground Slam Attack Changes” section of the patch notes above. 
      • Slam Attack Secondary Stats: 
      • Slam Radius (New): Ground Slam attack hits all enemies around the point of impact within X meters. 
    • Slide Attack
    • Combo Duration
      • Combo Duration Secondary Stats: 
        • Combo Count Chance (New & Conditional): Additional Combo Count Chance X%
          • Condition: Only appears with Combo Chance Mods. This will also cause its core stat Combo Duration to appear so that this secondary stat is accessible in its tooltip. 
        • Initial Combo (Conditional): New Combos start with X points instead of Zero. 
          • Condition: Only appears when equipping Initial Combo Count Mods. This will also cause its core stat Combo Duration to appear so that this secondary stat is accessible in its tooltip. 
    • Follow Through 
    • Blocking Angle (Conditional)
      • Sword and Shield Melee Weapons have this by default. 
      • Condition: Only appears with Blocking Mods. 
    • Riven Disposition 

    Damage

    • Critical Chance 
    • Critical Multiplier 
    • Status 
      • Status Secondary Stats: 
        • Status Effect Chance per hit (New): Effective Status Effect Chance for each Status per hit. 
    • Impact, Puncture, Slash 
    • Elemental Damage
    • Total Damage (Conditional) 
      • Condition: Only appears when there is more than one Damage type. 

    Heavy Attack 

    • Damage
    • Slam Attack 
      • Ground Slam Attacks have received some changes that impacted the way its stats are shown in the UI - more details in the dedicated “Melee Ground Slam Attack Changes” section of the patch notes above. 
      • Slam Attack Secondary Stats: 
        • Slam Radius (New): Ground Slam attack hits all enemies around the point of impact within X meters. 
    • Tennokai Chance (New & Conditional) 
      • Condition: Only appears with Tennokai Mods (with the exception of the Discipline's Merit Mod, which enables Tennokai opportunities every 4 melee hits instead of at random). 
    • Wind up (Conditional) 
      • Condition: Only appears with Wind Up Mods. 

    Railjack Stats: 

    • Railjack 
    • Hull 
    • Armor
    • Shield
    • Forge Capacity 
    • Engines
    • Shield Recharge 
    • Shield Recharge Delay 

    Battle Mod (New Header) 

    • Strength 
      • Formerly “Battle Mod Strength” 
    • Duration 
      • Formerly “Battle Mod Duration”  
    • Range 
      • Formerly “Battle Mod Range” 

    General UI Changes: 

    • Added “Incarnon Upgrade Available” to the notifications drop-down list to inform players when they have an Incarnon Weapon that has pending Evolutions. Hovering over it will show the list of Incarnon Weapons that are available to update in the Arsenal/at Cavalero. 
      • Note: The tooltip will only list the Incarnon Weapons you have equipped, so a maximum of Weapons (Primary, Secondary, and Melee) will show here. b46d07ec54f95232f202cd67ce519031.jpg
    • Added an “UPGRADE AVAILABLE” category to Cavalero’s “Evolve Incarnon Weapons” screen that’ll sort the weapons available to be upgraded.
      • These weapons also now have an “Evolve” tag, icon, and special backing to indicate they have upgrades available. 
    • Added the ability to view the Augment Mods that are compatible for the selected Helminth ability in the Infuse Ability Screen. Follow the prompt to “VIEW AUGMENTS” for a full list of compatible Augment Mods. 
    • Added a map Legend for Cetus, Fortuna, the Chrysalith, and the Necralisk/Sanctum Anatomica to help players identify and locate where each Vendor is located. 
      • The Legend is accessible by first opening the map and using the binding indicated on screen. 
        • This format also now applies to Dojo Legends. Previously the Legend menu would be ever-present while in Dojos. Now it will appear only when the Dojo Map is opened. 
      • To prevent spoilers, the Legend for the Cavia members in the Sanctum Anatomica is hidden from the Necralisk Legend if the Whispers in the Walls Quest has not been completed. 
    • You can now sort weapons by Mastery Rank in your Profile and Codex. 
    • Newly Unveiled Rivens will now appear first in the Mod screen when sorting by “Recent”.
    • Unidentified rewards will now be sorted at the top of the End of Mission list. 
    • Added an “Owned” tag to the Circuit Rewards tooltips to inform players if they own an item and how many. 
    • Added an “Owned” tag in the tooltip of collected resources in the End of Mission screen. 
    • Warframe Abilities are now viewable from the Arsenal preview screen! Hover over the Ability icons to read their description. 
    • You can now view Warframe Passives from the Arsenal’s Upgrades screen. Hover over the Passive icon to read their description. 
    • Added a bunch more of the missing HUD buff descriptions, most notably Incarnon upgrades, Warframe Augments, Void Fissure buffs, Mod Set bonuses, Sentinel Mods, Weapon Unique Traits, Conclave Mods, Drifter Intrinsics and many many more! 
    • Changed the tooltip next to the “NEW ITEMS” title in the Update screen from “GO TO MARKET” to “VIEW IN MARKET” - the previous tooltip was leading players to believe they could select it to go to the in-game Market, which is not the case.
    • Damage numbers will now appear below reticles and hit indicators to improve visibility.
    • Added a new Reticle for Melee Incarnon weapons to a) better communicate when the Incarnon form is ready and b) better showcase how much Incarnon charge is remaining.
      • Now an indicator will appear at the bottom of the Reticle when Incarnon Form is ready to trigger.
      • A custom reticle appears while in Incarnon Form, which showcases how much Charge is left via a progress bar in the inner section. 75f208d98ebcbfd6edc553e2e9e854e0.jpg
      • Also added new SFX when swapping to and from a weapon in Incarnon form.
      • Known issue: We are aware that some of the Melee Incarnon Weapons are missing this new reticle! We are investigating a fix. 
    • Made some visual updates to the Reticle for Primary/Secondary Incarnon Weapons to improve visibility similar to the changes above for Melee Incarnon weapons:
      • A new indicator will appear at the bottom of the Reticle when Incarnon Form is ready to trigger. 
      • The remaining Charge in the bar is now a blue color (the previous white was at times very difficult to see in contrast with the environment). 1531acb6712a0a45e270fffbe7ae1fe0.jpg
    • Updated the Revive UI to be more visually distinctive in-mission. While making this change, we also updated the reviving sounds for a bit of extra polish! cea0e9fb59ef5056a5b47cac9848e693.jpg
      • Added a new heartbeat-like SFX while players are in bleedout.
      • Added a new SFX when players have died without further revives.
      • Added new reviving SFX and SFX upon successful revival.
    • Added Mod tooltips (hovering over Mods with bold words in their description) for the following terms: 
      • Knockdown:  Enemies fall to the ground, opening them up to melee ground finishers.
      • Sleep:  Enemies become unable to perform actions and open to melee finishers.
      • Disarm: Disarmed enemies lose their firearms and can only engage in melee combat.
      • Lifted: Certain melee attacks can lift enemies into the air, making them temporarily incapable of attacking you.
    • Updated “Health” on-hover description to not be specific to Warframes.
      • Now reads: “How much damage can be sustained before becoming incapacitated.”
    • The in-game Market’s “Back” button will now recall the history of the pages you visit from in the “View Related” button. The “Exit” button will take you to the main Market page when you are several pages deep. 
    • Moved the text describing that a node is locked to a tooltip (on hover) to prevent issues where text could clip outside of the World State Window UI. 
    • The in-game Market has a “NEW” section on the landing page to help you browse all the new additions. 

     

    DUVIRI IMPROVEMENTS 
    Top Quality of Life Changes

    • Rewards and Circuit Progress are now preserved after every completed Stage.
      • For example, if you are in Stage 6 and the Defense Target is destroyed, you will now keep all of the Circuit Progress and Rewards you had earned from the last 5 Stages.  
    • A “!” notification will now appear in the Star Chart and Duviri navigation screen when Circuit rewards are available to claim. f32a2d694aed2faa8a1c1b3a7b9b92e9.jpg2bbf56adf2ec69f93da4aeeb9cd85c47.jpg
    • Added the ability to leave the Undercroft Waiting Area via new “Return to Duviri” context action at the portal. db9a67efb5b7a768ede87aa6082ab770.jpg
      • This context action becomes available provided the teleportation timer has not begun (10 seconds if more than 50% of the players have entered the portal).
      • This should address issues of players becoming marooned in the Undercroft Waiting Area due to their squadmates not joining them.  

    Circuit Assassination: Corrupted Jackal Changes 

    The introduction of the Corrupted Jackal Assassination Circuit mode was designed with a twist to the standard Jackal fight for a bit of a challenging edge. However, players have expressed that the fight can quickly end you and your Squad’s Circuit run due to it being rather difficult to defeat. 

    In an effort to make the fight less arduous and improve its success rate overall, we have made the following changes: 

    • Significantly reduced its turret damage.
    • Significantly reduced the damage and the radius of its Plasma Grenade Cluster attack.
    • The Plasma Grenade Clusters will now only target players outside of the bubble during its Grid Wall state/attack. 
      • Since Plasma Grenade Cluster has a much smaller radius and is much less punishing, we wanted to ensure players are still feeling engaged with this segment of the fight when leaving the bubble. 
    • Slightly increased the delay of when it uses its Plasma Grenade Cluster during its Grid Wall state to give you a bit more time to clear the area. 
    • Removed the nullifying effect from its Massive Shockwave attack. 
    • Fixed Corrupted Jackal having its abilities disabled by Banshee's Silence in the Circuit. 
      • This would temporarily halt progress as it needed to use its Grid Wall attack to proceed with the fight. 

    General Improvements & Fixes 

    • We have made significant infrastructure changes to Duviri missions to address widespread bugs caused by Host Migrations. These changes should address various instability caused by Host Migrations, including specific issues such as the following:
      • Being stuck in the Undercroft or in a permanent loading screen if a Host Migration occurs during the stage completion countdown. 
      • Clients being Duviri Drifter in the Undercroft after returning from a Host Migration. 
      • Migrating at the end of a Void Flood Undercroft stage resulting in loss of mission objective for returning players.
      • Returning players in the Jackal fight having a dark screen in the next Circuit stage. 
      • Migrating during the Stage transition after the Jackal Fight sometimes causing the new Host to crash or be in a broken state. 
      • Host Migration while returning to Duviri from the Undercroft resulting in loss of mission objectives. 
      • Host dying, migrating, and rejoining resulting in not being able to be revived upon their return. 
      • Leaving while dead in the Kaithe stage of the Steel Path Orowyrm Fight resulting in loss of function upon rejoining. 
      • Large hitch for Clients loading into a new Circuit session after a Host Migration.
      • Blue VFX from the second stage of the Steel Path Orowyrm fight persisting for the rest of the fight after Host Migration. 
      • Migration after breaking the final Orowyrm Ring resulting in returning players being unable to complete the fight due to the cutscene not playing properly. 
      • Migration in Undercroft causing one player to be split from the squad into their own session with a randomized Loadout. 
      • Players returning to an Undercroft mission after Host migration as Operator instead of Drifter and getting flung out of the map.  
      • A case of crashing upon migration during the Kaithe stage of the Steel Path Orowyrm fight. 
      • Fixed Host Migration in Teshin’s Cave and re-joining resulting in the player falling through the world as a “SUIT”.
      • Fixed Host Migration during Orowyrm cinematic putting the players back into the arena with no Orowyrm. 
    • The “Decrees Exhausted” message that occurs when opening up the Decrees menu while at the max amount will now only occur once and then will revert back to the Emote Wheel access. 
      • This fixes the issue where players were unable to access the Emote Wheel at all after hitting max Decrees since they use the same binding. 
    • Added UI notification that clarify why they are waiting in the Undercroft while players are loading or 50% of the players are not in the Undercroft.
    • Fixed remaining in Teshin’s Cave if the player is using the Drifter Appearance Mirror while the rest of their squad teleports to the first Circuit Stage. 
    • Fixed teleporting out of the Undercroft while playing the Shawzin Emote causing players to spawn into the Orowyrm fight in a broken state. 
    • Fixed Decree Fragment clipping into the ground for Clients in various Undercroft tiles. 
    • Fixed Duviri minimap markers not populating properly at the edge of the map. 
    • Fixed Duviri map briefly having the incorrect orientation upon opening it. 
    • Fixed Duviri Fish earned from Maw Feeding not using the rare item pop-up. 
    • Fixed being unable to drive Yareli’s Merulina through the Corrupted Jackal’s dome in the Circuit. 
    • Fixed account progress not being accurately updated in Profile when viewing in Duviri. 
    • Fixed disconnected ground textures in the Circuit tilesets (notably the Amphitheater tile). 
    • Fixed getting swung around violently by the Tubular Bell rope in Duviri if another player shoots it at the same time you interact with it. 
    • Fixed the Decree screen being stuck open when pulled into the Circuit lobby from Duviri. 
    • Fixed a long soft lock/hitch occurring to the third member of a squad that gets Host migrated into a new squad in the Circuit. 
    • Fixes towards objective marker pathing from the Duviri caves to the outside not updating if you take a different exit that isn’t part of the intended path. 
      • It won’t update immediately upon leaving the cave, it’ll update when players are about 50 meters above ground. 
    • Fixed rare issue where Clients could get stuck infinitely loading in Duviri after Host migration. 
    • Fixed picking up items in Duviri as Drifter auto-swapping your equipped weapon to the Sirocco.
    • Fixed players getting stuck in Warframe after using Transference immediately after completing the first Undercroft objective in Duviri. 
    • Fixed a grammar error in the confirmation prompt for Duviri Steel Path Circuit reward choice. 
    • Fixed Decree Fragments spawning in the ground in certain Undercroft tiles. 
    • Fixed players remaining in Warframe after using Transference after completing the first Undercroft in Duviri. 
    • Fixed players being stuck in a Warframe T-pose after defeating the Orowyrm.
    • Fixed receiving XP from a previous Orowyrm if you Host Migrated before opening the Chest and loaded into another Duviri mission.
    • Fixed Clients unable to use Transference in the Undercroft after defeating the Orowyrm. 

     

    ENEMY BONEWIDOW NECRAMECH REWORK
    For those who have ventured through Albrecht’s Laboratories and the Isolation Vaults, you may have become very familiar with the robust shield-wielding Necramech known as Bonewidow. Much of what has changed with Bonewidow in this update matches the Voidrig rework that occurred in the Whispers in the Walls update with the same goals: reducing the difficulty and improving the legibility of their attacks and abilities. 

    Ultimately, since defeating enemy Necramechs is key to earning the components needed to build your own personal Necramech, we want their combat sequence to be much more attainable and enjoyable overall!  

    The changes below apply to Bonewidows in the Laboratories and in the Isolation Vaults. 

    General Changes:

    • Bonewidow can now receive damage anywhere (with damage attenuation) instead of just its weak points. Now, when its weak points are targeted it’ll receive increased damage. 
      • This change should make the fight much less taxing, while still incentivizing players to target weak points. Since it is now susceptible to attacks from all angles, damage attenuation (maximum damage per instance and per second caps) was added to maintain a level of difficulty and prevent it from being one-shot.
    • Bonewidow’s weak points have received a visual upgrade to make them easier to identify. They now appear as vials filled with a liquid substance that can be targeted and destroyed. 
    • Changed Bonewidow’s Archgun from the Mausolon to the Morgha (with modified slower Fire Rate). 
      • Voidrig uses the Mausolon so we wanted to give Bonewidow its own Archgun!
    • Removed the small amount of Shields it had (the stat not its actual physical Shield). 
    • The waypoint for Bonewidow will now appear as red (similar to Voidrig).  
    • Bonewidow enemy level will now show in the HUD. 
    • Fixed Bonewidow not recovering right after missing its dash attack.

    Ability & Attack Changes: 

    • General: 
      • Bonewidow will now more frequently alternate between Melee and Ranged attacks to better engage with players. 
      • Added new VFX at the front of Bonewidow during its dash attack to more clearly communicate the damage width.
        • Also fixed a bug where players could get knocked down on the other side of a wall that the Bonewidow dashed into. 
      • Improved the aim direction when Bonewidow is shooting with the Morgha, so that it correctly points its Archgun in the direction of the players it is shooting at. 
    • Firing Line: 
      • Reduced the number of shots per burst from 2 to 1. 
      • Bonewidow will now rotate towards the player before using its Firing Line ability and will stay locked in place for the ability’s duration. 
      • Bonewidow will now pause for a brief moment after Firing Line before continuing other attacks. 
      • Updated the “beams” VFX to launch the “blast” after the beams collapse in on enemies so that the effect looks more impactful. 
        • This change has also been applied to player Bonewidow. 
      • Added new sound FX when Firing Line is cast. 
    • Shield Maiden: 
      • Improved the hitbox of its Shield to make it easier to shoot at and destroy. 
      • Increased Health of the Shield. 
      • Added new VFX when Shield Maiden has been cast (Shield has spawned).  
      • Bonewidow will now stagger when its Shield has been broken. 
      • Added new VFX when you damage its Shield to improve the readability of when it's about to break. 
      • Added new sound FX for when Bonewidow casts Shield Maiden. 
      • Added new sound FX when the Shield takes damage from players and when it has been broken.
        • The sounds will also adjust based on the amount of damage being dealt to the Shield.   
      • Added new VFX to Shield Maiden’s ranged attack to better communicate when it is coming to help players dodge/escape it. 
    • Ironbride (Melee Attack): 
      • When hit by its Ironbride melee weapon, players will now get pushed back slightly and stagger briefly.
      • Added new 90 degrees rotation animation to help the Bonewidow transition more elegantly during its Melee attacks. 
      • Bonewidow can now perform a 3 hit combo attack with its Ironbride. 
        • This originates from the player version of Bonewidow’s Exalted Ironbride!

    Also made the following changes to enemy Voidrigs:

    • Improved the accuracy of the direction enemy Voidrigs will look while they are moving using their dash attack.  

     

    GI VOLUME LIGHTING UPDATES
    The Orbiter, Railjack, and Drifter Camp have had their lighting system updated to the new GI Volume tech that was first introduced in the Whispers in the Walls update. However, all three locations will continue to receive tweaks to perfect the now-present GI Lighting.

    Players will find the Orbiter, Drifter Camp, and Railjack lighting composed of real-time, contrasting lighting elements. We aim to integrate GI Volume lighting to best enhance the spectacle of these areas by portraying the shadows, colors, and character and environmental lighting more closely to how you’d imagine them. 

    To be more specific, our GI Lighting creates better parity between how characters and the environment interact with bounced or ambient lighting. Additionally, the interior of your Orbiter uses many more sources of real-time direct light, much more than before! 

    Whereas previous surfaces may have used little real-time contributions via baked-in lighting, the uptick in dynamic lighting and improved parity from our GI system allow objects to be more accurately lit within their surroundings, whether moving or static. More dynamic lighting typically means better, more interesting dynamic shadows. The goal is to achieve greater accuracy in character and object lighting within their surroundings! 

    The Drifter Camp has introduced new Volumetric Fog systems to enhance the area's feel. With GI Lighting, characters will be more accurately lit relative to their environment. These lighting systems combined create a new Drifter Camp feel. While this is the same system we used in Albrecht’s Laboratories, this is the first time we’ve tailored it to an outside landscape! We’ve further developed this Volumetric Fog system to better suit outdoor environments. Here, the sun bursts through layers of fog and vegetation, while the Orbiter’s lights illuminate the murky fog in front of the Liset’s teleporter. 

    Other GI Volume Lighting Updates:

    • Enabled GI lighting for “glass”/transparent materials on Warframes. Includes (but not limited to) Gara’s glass parts, Sevagoth Glaukus’ transparent parts, Nidus Phryke’s transparent parts, and more. The benefit is that they all look upgraded and improved thanks to the way they interact with areas where GI lighting is enabled. 
      • This fixes Energy colors on Warframes with “glass” materials not taking on their Energy colors and being blown out. This would occur in the Sanctum Anatomica and Albrecht’s Laboratories tileset because it was not playing nicely with the new GI lighting system. So, we’ve enabled GI lighting on these materials so that they interact and look better in these areas!
    • Improved Volumetric Fog's color grading to avoid oversaturation and darkening issues in some instances. 
    • Made optimizations to when Volumetric Fog Quality is set to HIGH.  
    • Made some bug fixes and improvements to Volumetric Fog's sampling math. 

    If you see any broken lighting in the Railjack, Orbiter and/or Drifter Camp due to the new GI Volume lighting, please include a screenshot in your bug report so our incredible lighting team can investigate. 
     

    KUBROW FUR UPDATES
    The long awaited Kubrow Fur Updates are here! Your loyal canine Companions are now sporting more realistic fur that you’ll want to bury your face into. We’ve made the following updates to Kubrow fur to achieve a more true to life feel: 

    • Improved lighting and shading response in different environments for better texture resolution. 
    • Improved fur density so that it looks softer and fluffier.
    • Added depth to fur color and shading. 
      • Players may want to revisit their Kubrow(s) fur fashion to adjust to their liking in light of these changes! 

    The before and after shots below were both taken in the Orbiter with the brand new GI lighting, so the before picture is not perfectly accurate to what you would have seen on the public build before the update, but should give you a good idea of the improvements listed above! 

    BEFORE: 
    f9cbc09b7693ea4c3628e69f1bb4cadb.jpg

     

    AFTER: 
    26a3c16ec027a03bc0b43a5c369886ef.jpg


     

    The above changes only apply to Companion Kubrows for now, Feral/Enemy Kubrows will receive the same updates in a future update. 

    Known issue: Changing the colors of the Nexus Fur Pattern leaves your Kubrow with an orange/green skin under fur. 

     

    HAZTECH & SMELTER SUIT DRIFTER CONVERSION

    Representing the Solaris is now possible with your Drifter! The Smelter and Haztech Masks, Pauldrons, Cuirass, Greaves, and Apparel have all been converted to be able to be equipped onto your Drifter. 

    85cb71421e3651aed044b10ed941dcd8.jpg 
    *Pictured: Haztech Collection (Left) and Smelter Collection (Right) equipped on female Drifters.

    Purchasing or crafting any of these customizations will include both the Operator and Drifter variants! For those of you that already own Smelter/Haztech items, the Drifter versions will be added to your inventory upon downloading the update and logging in. 

     

    GENERAL ADDITIONS

    • New Somachord Tones have been added to [REDACTED]. Scanning them will unlock the following tracks for your Orbiter’s Somachord: 
      • Entwined Forever
      • Granum Void 
    • Over 100 Albrecht’s Laboratories-themed Dojo Decorations have been added. To help you find them in the list, they are each titled with “Entrati Lab”.
    • Added new End of Mission screen medals for the following game modes:
      • Void Cascade - Most Thrax Kills
      • Void Flood - Most Vitoplast Deposited
      • Void Armageddon - Most Argozene Collected 
    • Added teleport volumes to transversal gaps in the Awakening Quest that require you to Bullet Jump over them and smoothed the collision of the rock walls to make them easier to climb.
      • These changes were made to help players along in their process of learning and familiarize themselves with Warframe’s controls. Now, if you fall into the gaps you will spawn on the other side to proceed through the Quest and won’t be as likely to get stuck while climbing the walls.
    • Added new preset Battlegroups to the Simulacrum to allow for players to summon a variety of enemies in one easy step! Each Squad summons 20 predetermined enemies to test your builds on. Each Squad is unlocked once you have scanned 30% of the Faction -- meaning this feature will allow you to spawn in enemies you haven’t fully scanned. Squads are available for the following Factions:
      • Grineer
      • Corpus
      • Infestation
      • Orokin
      • Narmer
      • The Murmur
      • Sentient

     

    GENERAL CHANGES

    • Player avatars no longer get stuck at corners of obstacles when going up a slope or when sliding along a wall that isn't perfectly vertical. Sticky corners be gone!
      • This was a consistent issue for Warframe over its development, and the result of this change should be a more fluid movement and parkour experience for players!
    • We have updated Operator Voice Lines for across various Quests, using the voice actors for Drifters introduced with The New War. While we cherish the contributions of our original Operator Voice Actors, our goal was to ensure that the Drifter voice actors play their Operator counterparts. This ensures voice actor consistency across the game, which is especially important in our main narrative story. 
      • The following Quests and scenarios feature the new dialog recordings:
        • The Second Dream
        • The War Within
        • The Sacrifice
        • Apostasy
        • Chimera Prologue
        • Erra
      • In-mission Operator barks (ex: “My Warframe is strong”) have not been touched in this update, but will be revised in a future release.
    • Secondary and Universal Ammo Pickups will now add charges to the Tome Weapons’ (Grimoire and Dante’s Noctua) Alt-Fire. 
      • Since the Grimoire and Dante’s Noctua have infinite ammo, these pickups had no use. So we’ve given them a purpose for the Grimoire and all Tome weapons in the future. 
    • Kubrow/Kavat Incubator changes: 
      • You can now breed a Kubrow/Kavat Companion while also having one equipped at the same time! 
        • How it used to work: Incubating a new Companion would unequip the one currently equipped for the entire duration of the incubation. This also meant you had no access to the other Companion options available. 
        • How it works now: When you incubate a new Companion while also having one equipped, your equipped Companion will remain active in the Incubator segment in your Orbiter. Meaning you will be able to regress its genetic aging, learn more about it, consign, create Imprints and rename the equipped Companion. Once breeding has completed, the Incubator will close up with a notification to claim and name your new Companion. Once you’ve claimed your new furry friend, it will automatically be put into Stasis to access later, and the Incubator will swap back to displaying your equipped Companion. 
        • If you do not have an equipped Companion at the time of claiming the new one, your furry friend will be automatically set to roam your Orbiter instead. 
      • Imprint Menu Improvements:
        • You no longer need to have the Kubrow/Kavat that you want to create Imprints equipped to do so! 
          • Previously: After creating Imprints of the equipped Companion, it would unequip them. 
          • Now: It will still unequip the Companion if you create Imprints of an equipped Companion, but! You can continue to create Imprints of the Companions that aren’t equipped. This avoids having to equip a Companion via the Arsenal, go to Incubator, create Imprints, and go back to Arsenal to equip a new Companion, etc. etc. 
        • Added the option to mature baby Kubrows/Kavats from the Imprint UI. 
          • This prevents players from having to equip the baby Companion via the Arsenal to then mature it at the Incubator. 
          • Once they are mature, you can continue with the Imprint creation process without ever having to leave this screen!
    • Players who did not receive the Gigelor Prime Syandana with their purchase of the Gigelorum Prime Syandana before Thursday, March 4th @ ~3 PM ET, will now have it in their accounts after downloading the update and logging in! The original PSA provides more context for those interested. 
    • The Inactivity Penalty will now cause your Warframe to drop any crucial mission items (ex: Data Mass) if you are inactive while in control of Operator. 
      • This is to allow active players to continue on the mission by picking up those items from the inactive player. 
    • Tyl Regor should attack players more often in his Assassination missions! Made minor improvements to Manic enemy logic in his fight as well.
    • Slightly reduced jittering animation on the Necramite Decoration. 
    • Updated Archimedean Yonta’s Thrax Plasm dialogue prompt to say “Trade in Lua Thrax Plasm”.
    • Updated Trinity’s Blessing description to accurately communicate the damage reduction offered by it. 
      • Previously the description indicated it “[gave allies] some damage resistance”, which is not accurate as damage resistance is a separate mechanic not offered by Blessing.
      • Now reads: “Restore the health and shields of nearby allies while reducing the damage they take from enemies.”
    • Updated various Open World resource descriptions to indicate the planet they are from, and to more clearly communicate acquisition paths for Mining Resources specifically.
    • Updated “Don’t Blow It” Nightwave Act description to reflect the new Disruption Node on Deimos.
    • Removed mention of needing to ride Merulina in the Surging Blades Augment description to indicate it can be used with the new Loyal Merulina Augment.
      • Now reads: “Activate Aquablades when the ability is in use or cooldown to throw one blade. [...] No cost to throw with Merulina.”
    • Updated Trinity’s Well of Life ability description to better explain its mechanic: 
      • “Create a well of life on an enemy. Allies near the target gradually regenerate health and are immune to Status Effects. Status Effect damage intended for nearby allies will be absorbed by the enemy. Allies gain additional health when they attack the enemy.”
    • Changed Titania’s Tribute Thorns Ability description from “Damage” to “Damage Reduction” to better specify the buff’s effect. 
    • Updated the materials on the Nidus Phryke Skin to increase the overall level of detail and quality of the textures. 
      • Players may need to tweak their fashion frame to accommodate for these adjustments, but should notice an overall improvement on this Deluxe Skin!
    • To fix cases of infinite bleedout (often from a combination of the Undying Will Mod and Oberon’s Renewal), Bleedout Reduction is now capped at 90%. 
    • Added a new method for calculating the low and high Energy colors to add more depth to the colors. Also made minor changes to Energy color blending on VFX for more depth in the colors. 
    • Made subtle updates to the eye shader. 
    • You can now chat link any and all fish types from the Open Landscapes! 
    • The Manus Sumdali can now be chat linked if you own it. 
    • Changed the “Crystal Clear” (Complete 3 waves of Mirror Defense) Nightwave Act name to “Mirror, Mirror”. 
      • The Act was originally named for Tyana Pass (Mars), since it was the only Mirror Defense node. Now that we have Munio (Deimos), we’ve renamed it to better encompass both!
    • Cross Platform Save players who have not received their Synkra Syandana after attempting to update their email address before Hotfix 35.1.2, now have it in their accounts with this update! 
    • Updated the hit VFX from ranged weapons on environment (ex: the bullet holes) - has the added benefit of being more optimized as well. 
    • Slightly updated the Dojo Research icons. 
    • Updated the following Topaz Archon Embed Bonus descriptions to make them more accurate:
      • "Regenerate X Shields when you kill an enemy with Blast Damage.”
      • “Increase Secondary Critical Chance by X% every time you kill an enemy affected by Heat Status. Max X%.” 
    • Added a unique trait description to Acrid’s upgrade screen: “Shots apply a guaranteed Toxin Status Effect”. 
    • Kullervo’s Wrathful Advance teleport visualization will now not appear if teleportation is blocked or not possible (obstacles in the path, gaps, etc.). 
    • Updated the Grimoire’s primary fire throw and release timing to create a more consistent feeling while firing its projectiles (this is purely a visual change!) 
    • You will now receive a message when attempting to invite a Cross Platform Play player while Cross Platform Play toggle is disabled that informs them they need to turn it on to be able to invite them. 
    • The following Eximus Units will now inherit the abilities/attacks of their base unit: 
      • Ancient - grapple player and pull them in
      • Scorpion - grapple player and pull them in
      • Flameblade - teleport 
      • Brood Mother - spawn Maggots 
      • Heavy Gunner - ground slam
      • Shockwave Moa - shockwave
      • Comba - magnetic attack
      • Sniper Crewman - spawn Ratels 
    • Made improvements to waypoint pathing while under water in a specific Grineer Sealab tile.
    • Updated Mod Drop Chance Booster description to include its impact on Endo and Arcane Drop rates. 
      • Now reads: “Doubles the chance that enemies will drop Mods, Endo, and Arcanes.”
    • Improved default orientation and sizes of 3D previews in the Dojo Decoration menu.
    • Cinta’s main Blueprint is now tradeable! 
    • The Prominence Wisp Totem Decoration can now be donated to the Dojo! 
    • Updated the following Riven Challenges descriptions to better explain what is needed to complete it: 
      • “Get a Headshot kill while Aim Glide” is now “Get a Headshot kill during Aim Glide” 
    • The Grimoire will now be in a closed state when holstered, to prevent weird animation issues.
    • Removed the Narmer Thumper and Narmer Thumper Bull Codex entries, since only the Narmer Thumper Doma can spawn during Narmer Bounties, making it impossible to complete these entries. 
    • Helminth now has the "FEED" button available once you've fed it a Resource. Previously you'd get the "FEED" prompt only upon exiting the screen after feeding.

     

    OPTIMIZATIONS

    • Made several optimizations to the memory footprint on all platforms. 
    • Made level memory and level load time optimizations to the Open Landscapes (Orb Vallis, Plains of Eidolon, and Cambion Drift). 
    • Made micro-optimizations to the minimap. 
    • Made systemic micro-optimizations to game code. 
    • Made systemic micro-optimizations to networking CPU usage.
    • Made systemic micro-optimizations to content loading.
    • Made optimizations to the Chat Link suggestions system. 
    • Made micro-optimizations to the UI system and UI rendering.
    • Made systemic micro-optimizations to the script run-time.
    • Made some improvements to prevent freezing while loading into Dojos, Relays, Towns, and Conclave sessions. 
    • Fixed all players in the squad experiencing hitching after hacking one of the Necramech summon terminals in Albrecht’s Laboratories. 
    • Fixed swapping Appearance Slots with Heirloom Skins in the Arsenal causing hitching.
    • Made a number of systemic micro-optimizations to string processing. 
    • Made a number of small optimizations to game startup.
    • Optimized the Grimoire in the moment in the Whispers in the Walls Quest when it is first picked up. 
    • Fixed a small hitch that could occur when the friendly Necramite Drones spawn. 
    • Optimized the VFX that occurs after injecting Atropos Probes into Vitreum scanners to prevent it from causing performance issues. 
    • Fixed several spotloads caused by Operator abilities. 
    • Fixed hitch that could occur when opening the Pause menu in an Open Landscape. 
    • Fixed loading hitch caused by Jen Dro when they mimic a Warframe in the Index. 

     

    TOP FIXES

    • Fixed Shard Ephemeras not properly showing Tauforged VFX for equipped Tauforged Violet, Topaz, and Emerald Archon Shards.
    • Fixed Arctic Eximus creating a brief map-wide slow upon spawning. 
    • Fixed Ally Highlight applying to Sentinels and Companions in the Arsenal. 
    • Fixed Lunaro Arena Captura scene forcing players to use Conclave Loadouts. 
    • Fixed being able to Heavy Attack mid-air. Now mid-air Heavy Attacks will perform a Heavy Ground Slam as intended. 
    • Fixed being unable to perform a Melee Ground Slam if started while in Transference. 
    • Fixed Dreamer’s Wrath description stating that it increases Opportunity Window instead of Opportunity Chance. 
    • Fixed Kullervo’s Wrathful Advance missing SFX on Heavy Attacks. 
    • Fixed some of Wisp’s abilities not consuming Inner Might upon cast. 
    • Fixed various SFX not being replicated for Clients in Alchemy missions. 
    • Fixed enemies in Grendel’s gut instantly dying if he jumps off a cliff with them inside. Now they will respawn safely on the ledge they were thrown off of.
    • Fixed Energy color not applying to the entirety of the transparent materials of Sevagoth’s Glaukus Shoulder Armor, the Gillychap Shoulder Plate, and Sevagoth Glaukus' Shadow. 
      • Players may want to tweak their fashion frame to accommodate for this fix! 
    • Fixed Sporothrix’s Volatile Variant Augment Mod not working for Clients. 
    • Fixed being unable to Solo extract from Alchemy missions. 
    • Fixed Helminth flower placement using the locations chosen from a player’s Cross Platform Save PC account, even if they had chosen a Console account as their primary. 
    • Fixed Wolf Sledge and Sigma & Octantis not being able to activate Tennokai (combo counter was still being consumed). 
    • Fixed bug where Hydroid’s Passive Corrosive mark on enemies would not show up for other players.
    • Fixed Hydroid’s Passive causing other Armor stripping abilities to not work. 
    • Fixed Disclipline’s Merit’s “Opportunities [for Tennokai] occur every 4 melee hits” not counting all the hits from an Exalted Melee Weapon and standard Melee Weapon when equipped on both. 
    • Fixed Yareli being unable to interact with Operatives in the Abyssal Zone mission while she’s riding Merulina. 
    • Fixed Kullervo’s Wrathful Advance path being blocked after swapping to and from Operator. 
    • Fixed the Melee Arcane Adapter not being listed first in the End of Mission screen when rewarded from Netracells. 
    • Fixed the randomize button assigning incompatible weapons to Sentinels and Companions. 
    • Fixed issue where you could end up facing the wrong direction after exiting Nova’s Wormhole if you entered it while Aim Gliding. 
    • Fixed enemies equipped with beam weapons (notably the Fusion Moas) continuing to track and shoot players while they are invisible. 
    • Fixed D-Pad left on controller skipping over the left Emissive Color Slot (when hovering over the right Emissive Color Slot) and instead taking the cursor all the way up to the C Loadout. 
    • Fixed rolling while activating Wukong’s Cloud Walker ability resulting in players being unable to turn while Cloud Walking. 
    • Fixed kills from Styanax’s Final Stand not counting towards the “Power Trip” daily Nightwave Act. 
    • Fixed Vauban’s Minelayer and Bastille not consuming Arcane Steadfast stacks. 
    • Fixed low framerate (below 30 FPS) affecting the efficacy of Damage Attenuation. 
      • A combination of low frame rate and high fire rate/damage weapons was allowing enemies with Damage Attenuation (Archons, Kuva Liches, etc.) to be quickly one-shotted. Basically, low frame rates would extend the time it took for Damage Attenuation to kick-in and ramp up in relation to the damage per second being dealt. We found that this issue was present before the changes we made to Damage Attenuation in the Abyss of Dagath update, but it only really became apparent afterwards due to the increase in maximum damage per damage instance and damage per second. So we’ve fixed this unintended interaction by ensuring frame rate has no impact on Damage Attenuation. For reassurance, this fix has not changed anything about the current intended functions of Damage Attenuation. 
    • Fixed Melee Heavy Slide Attacks not functioning with various mechanics, including but not limited to Tennokai, Heavy Attack Decrees (ex: Salted Wound), etc.
    • Fixed Status Effects negated by Qorvex’s Disometric Guard still causing the Riven Challenges with the “without getting afflicted by a Status Effect” condition to fail. 
    • Fixed Profit Takers Stage 4 cinematic not playing and leading to loss of function in the Steel Path fight. 
    • Fixed equipping a Violet Archon Shard in the rightmost slot of the Embed screen and leaving some of the other slots empty causing the Electricity Damage Bonus to be increased beyond intended values. 
    • Fixed Client weapons only inflicting their damage to enemies in Zephyr’s Tornadoes, but not Status Effects. 
    • Fixed Zephyr’s Tornadoes losing their hitbox for player weapons and lose their adapted Status after reaching the damage cap. 
    • Fixed the Capture target on Jupiter becoming invincible if downed while flying around on their jetpack. 
    • Fixed an issue where if you had any Heavy Attack Efficiency and your Combo Duration was zero, you would immediately get all of your Initial Combo back instead of it regenerating overtime.
    • Fixed the Mandonel retaining a fully charged (unreleased) shot even after performing an action that should reset it as intended (rolling, reloading, etc.). 
    • Fixed Latron Incarnon’s “Swift Punishment” Evolution tooltip missing the  "With Sprint Speed 1.2 or Higher" buff description. 
    • Fixed Familiar and Advances Debt-Bonds rarely showing up in Ticker’s Cases offerings. 
      • Now, the Cases she offers will always include at least 3x Common, 1x Uncommon, 1x Rare Cases to ensure that rare Debt-Bonds can be acquired at any given time. 
    • Fixed case where Survival mission would not start properly if the starting transmission was interrupted by opening the pause menu.   
    • Fixed bug that prevented Gara’s Passive from being triggered by casting Splinter Storm. 
    • Fixed Fishing Spear disappearing from Gear Wheel after being killed and revived in the Heart of Deimos Quest, which caused players to be unable to complete the “The Exocrine Expedition” stage. 
    • Fixed a loss of function after choosing the Relic Pack reward in the Entrati Syndicate’s Rank 2 offerings.  
      • We removed the option to prevent this bug from occuring again. 
    • Fixed Vauban’s Minelayer and Bastille not consuming Arcane Steadfast stacks. 
    • Fixed the Rakta Dark Dagger and Sancti Magistar not giving Shields and Health respectively for damage dealt to enemy Overguard (it previously only counted damage dealt to enemy. Shields & Health). 
    • Fixed context action Finishers not triggering “On Finisher Kill” Arcanes (Arcane Trickery, Arcane Ultimatum, Melee Crescendo).  
       

    GENERAL FIXES

    • Fixed part of the Haztech Apparel missing on female Operators. 
    • Fixed Clients experiencing hitches when using the Arsenal in the Simulacrum. 
    • Fixed being unable to catch Servofish with Qorvex using the Stunna and Shockprod Fishing Spears.
    • Fixed “Catch X fish without missing a throw” Riven challenges resetting after each throw if attempted with Qorvex.
    • Fixed Archon Shard Coalescent Fusion not displaying a success message upon successful Fusion. 
    • Fixed players without a Clan displaying a rank 0 unnamed Clan in their Profile. 
    • Fixed returning to the Dojo from a mission after successfully Unveiled Rivens not revealing the Riven until players go to their Orbiter. 
      • Now the Riven will be revealed upon returning to the Dojo!
    • Fixed Critical Mutation Catabolyst Mod’s buff incorrectly decreasing if players reload while on Merulina, even if 3 enemies are hit. 
    • Fixed roaming companions (ex: Kavats, Kubrows, etc.) disappearing for Titania if she was in Razorwing during a Host Migration. 
    • Fixed Aerodynamic Mod bonus not applying upon installation, requiring players to re-enter the Upgrade screen for it to work.
    • Fixed Augment Mods in Chat Link previews showing as unowned if they are for Infused Helminth Abilities. 
    • Fixed certain Corpus models being stretched weirdly upon death.
    • Fixed Operators entering bleed out in Stage 11 of The Sacrifice Quest if the player has Last Gasp unlocked.
    • Fixed Operator Suit and Hair appearing before the Operator does during a certain cutscene in The War Within Quest. 
    • Fixed Captura Lights sliders showing large decimal numbers when “3 Light Setup” is toggled off. 
    • Fixed the Lone Guardian being affected by Volt’s Speed in Conjunction Survival missions. 
    • Fixed Dojo Decoration build count increasing when a decoration is previewed. 
    • Fixed Clients being unable to pass through a door in Kuva Spy missions. 
    • Fixed a few map holes in the Grineer Forest tileset. 
    • Fixed a floating resource container in the Orb Vallis. 
    • Fixes towards waypoints leading players on confusing paths in the Ara, Capture mission on Mars.
    • Fixed an unintended symbol appearing in the Infested Ship Tileset skybox. 
    • Fixed a missing map section in an Infested Ship tile.
    • Fixed the littlest typo in Aeolak weapon passive description.
    • Fixed Requiem Obelisk SFX playing over and over if initiated in an area filled with Fass Residue. 
    • Fixed the wrong error message appearing after purchasing an item from a Vendor then unsuccessfully attempting to purchase something via the Arsenal. 
    • Fixed a script error if exiting the game while the Star Chart is open. 
    • Fixed a script error related to Security Node lasers from Corpus capital ships in Empyrean missions. 
    • Fixed missing reload SFX for various weapons while on a K-Drive.
    • Fixed Kullervo missing his Skin selection button in the Arsenal. 
    • Fixed Status Effect VFX floating below The Severed Warden instead of on its body. 
    • Fixed a rare case of Railjack fighters not spawning. 
    • Fixed various navigation issues in the Orokin Void tileset. 
    • Fixed various navigation issues in the Orokin Derelict tileset. 
    • Fixed spacing issues between the title text and divider line in the Update screen.
    • Fixed Domestik Drones in Captura Scenes randomly dropping Mods that cannot be picked up (and would stick to Warframe, ruining your photos!). 
    • Fixed issue with Excalibur Umbra’s Noble Animation Set that caused its Bow idle to blend badly with other animations. 
    • Fixed floor piece clipping through neighboring tile in the Orokin Moon tileset. 
    • Fixed being able to escape through the map as Titania in Razorwing in certain areas of the Orokin Moon tileset and Zariman Tileset. 
    • Fixed Qorvex Specter not rotating to face enemies when casting Crucible Blast. 
    • Fixed being able to interact with the Seven Crimes bulletins in Kullervo’s Hold during the fight with Kullervo. 
      • To avoid distracting from the fight or accidentally interacting with them and putting players in a vulnerable position from standing still. Players can still interact with these before or after the fight!
    • Fixed the pause menu getting dragged on top of the camera view of Kullervo’s cell after interacting with one of the bulletins in Kullervo’s Hold. 
    • Fixed the inbox message sent after completing the New War Quest not including the sender based on the end of Quest choice. 
    • Fixed a rare case of Host being unable to return to Cetus from the Plains of Eidolon. 
      • This was caused by the Host transitioning to the Plains of Eidolon from Cetus while Clients were still loading into Cetus. 
    • Fixed offset issues with the Gillychap Shoulder Plate on several Warframes (notably Qorvex and Frost).  
    • Fixed a Client crash that could occur from Warframe Specters casting an ability. 
    • Fixed the search bar not pulling up results if there are hyphens and extra spaces between parts of an item’s name. 
    • Fixed rare crash that could occur when returning to Orbiter when disconnecting from a fight with the Eidolons. 
    • Fixed transmissions idling on screen if the pause menu was opened while they were active during Solo gameplay.
      • It will now fade out when the menu is opened and will resume after exiting the menu. 
    • Fixed all breakable Storage Containers in Grineer Galleon tileset during the Korm’s Belt Railjack floating above the ground. 
    • Fixed Nova’s Molecular Prime’s horizontal ring VFX being quite visible. Toned it down so that it doesn’t block vision. 
    • Fixed a long texture gap on one of the walls in the Galleon Chamber Dojo Room. 
    • Fixed Skittergirl still haunting a player that loads back into a Zariman mission Solo after Host Migration. 
    • Fixed the text in the Update Screen not fitting in the UI bounds for certain languages. 
    • Fixed an expired Clan advertisement in Maroo’s Bazaar preventing the Founder from leaving their own 1-person solo Clan. 
    • Fixed the blade of a Zaw Melee (specifically with the Sepfahn Strike and the Undercutter Skin equipped) clipping out of the sheath and not staying in the sheath when moving forward.  
    • Fixed the “Dormizone” fast travel option appearing in the pause menu while in the Dormizone during the Duviri Paradox Quest. 
      • Selecting this option would prompt the “Leave Duviri” popup and selecting “Yes” would cause a black screen to occur and the Lotus suddenly saying “Dream” in the spookiest jump scare moment. For the sake of our hearts, we have removed that rogue Dormizone button that didn’t belong there in the first place. 
    • Fixed HUD buff icons lingering and overlapping menu UI. 
      • They will now be hidden if there’s any active UI background when the player Profile is open. 
    • Fixed the Corruption VFX applied to enemies by Void Fissures not applying to all parts of the enemy’s body (notably Grineer helmets). 
    • Fixed fade to black not working properly during the Second Dream’s major cinematic reveal. 
    • Fixed the Grimoire’s default model (no skins equipped) not appearing on the ground after being disarmed by a Drahk Master. 
    • Fixed an objective marker in the Corpus Ship tileset Railjack missions leading players to a stairwell that isn’t necessary to travel to extract. 
    • Fixed Sigils being very bright and blown out in the Albrecht’s Laboratories tileset and in the Cambion Drift.
    • Fixed Syndicate Medallions (and other loot) spawning under rubble in the Grineer Shipyards tileset. 
    • Fixed the Rank Up visual and sound FX playing in the “Tune In” Nightwave screen if you have pending rewards. 
    • Fixed an issue where players would be arbitrarily pushed by invisible volumes that are associated with the conveyor belts in the Grineer Shipyards tileset. 
    • Fixed the Solaris Large Access Housing Dojo Decoration having broken textures. 
    • Fixed the Corpus Corporate Flag Dojo Decoration missing its flag and being just a frame. 
    • Fixed an oversized splash VFX appearing when previewing the Waterfall (Gentle) Dojo Decoration. 
    • Fixed the cloth flags on the Ostron Sign (Fish) and Ostron Sign (Fruit) Dojo Decorations floating away from their wooden frames in the preview screen. 
    • Fixed the Sparks Bursting Dojo Decoration not being visible when GPU Particle Quality is disabled. 
    • Fixed several plant Dojo Decorations having partially or fully see-through foliage in the preview screen.
    • Fixed the spores on the Infested Spores Dojo Decoration being flat.
    • Fixed the “placing” yellow diamond still being visible after fully building the Electricity Bolt Dojo Decoration. 
    • Fixed the grid in the Arcane Dissolution screen not displaying correctly when you open it for the first time. 
    • Fixed the Tenno VIP East Sigil having a PH title and description. 
    • Fixed the Tenno VIP East Glyph not having a space between “Tenno” and “VIP” in its name. 
    • Fixed a script error caused by Ghoul Devourer losing track of its target during its jump attack. 
    • Fixed Clients being unable to see the lingering VFX from Caliban’s Fusion Strike ability. 
    • Fixed the Shelves and the Somachord in Personal Quarters appearing through the Vignette VFX.  
    • Fixed a script error after logging out while watching an on-hover video. 
    • Fixed the extraction door appearing duplicated and shrunken during the extraction animation in the Orokin Moon and Orokin Derelict tilesets. 
    • Fixed Kullervo and a couple of the items in his cell in Kullervo’s Hold slightly floating above the ground.
    • Fixed rare script error that could occur when hovering over titles in the Syndicate screen. 
    • Fixed an offset issue with the Glissanda Prime Chest Armor when equipped on Wisp Prime with the Somnium Skin. 
    • Fixed enemies in The New Strange Quest not rushing towards the Defense objective. 
    • Fixed crash related to having square brackets in your Clan/Alliance MOTD. 
    • Fixed the gameplay spheres in a couple of Mastery Rank Tests having extremely blown out VFX. 
    • Fixed Kullervo’s cyst being hidden in his neck. Now they should be fully visible and ready for lancing!
    • Fixed some of Yareli’s water having a different wavy motion than its FX. 
    • Fixes towards performance issues caused by multiple Necramech units exploding at once. 
    • Fixed an animation error for the Lotus during The New War epilogue cinematic.
    • Fixed Grendel stumbling at the end of Pulverize if he runs out of energy but still has enemies in his stomach. He should not be stumbling when he has a full belly!
    • Fixed a crash caused by a host migration while the sphincter door is opening at the start of the second stage of Isolation Vault Bounties. 
    • Fixed players seeing duplicate Bounties from Mother in the Necralisk upon returning from the Cambion Drift after completing an Isolation Vault Bounty. 
    • Fixed random artifacting appearing at the top edge of Glyphs. 
    • Fixed cases of resetting Mod Config names sometimes not working. 
    • Fixes towards performance issues in the Dojo caused by a large amount of Tributa Statue decorations. 
    • Fixed Note Beacon and Tributa Statue decoration text being visible through Dojo walls.
    • Conclave Mod Fixes: 
      • Fixed Sword Alone’s Sprint Speed stat description from “+1.3” to “+30%”. 
      • Fixed the Air Thrusters and Deft Tempo Conclave Mods not affecting slide stats. 
      • Fixed the Tactical Retreat Conclave Mod increasing slide friction instead of decreasing it. 
      • Fixed Armored Acrobatics, Deft Tempo and Tactical Retreat not using % in stat descriptions. 
      • Fixed Tempered Bound accidentally reducing slide by too much. 
    • Fixed the Capture target on Copernicus (Lua) getting stuck in a loop near the Extraction location. 
    • Fixed the objective and required Elements waypoints on the Crucible in Alchemy missions overlapping with one another.
    • Fixed a hitch that could occur after opening your Inbox for the first time in a long time and there are many pending messages. 
      • Now, a loader icon will appear to indicate that the messages are loading.
    • Fixed a crash in Grendel’s Locators missions on Europa. 
    • Fixed artifacting issues on the Mod cards in the UI. 
    • Fixed the Free Flight Railjack node on Earth Proxima counting towards the “Mission Complete” (Complete any 15 missions) Nightwave Act. 
    • Fixed several Open Landscape Resources missing the Planet they originate from in their description. 
    • Fixed loss of function when attempting to preview Warframe from Inventory. 
    • Fixed search boxes being case-sensitive for certain Cyriliic script. 
    • Fixed Excalibur being washed out in the in-game Market preview of the Deimos Tribute Pack. 
    • Fixed being unable to Chat Link the Javi Scrawlings if you do not own them. 
    • Fixed Qorvex’s Agile/Noble Animation set causing left hand to clip into Rifle.
    • Fixed the “Most Demolishers killed” medal in the End of Mission screen only being rewarded to Clients and not to the player who actually had the most kills. 
      • Now, the medal is properly awarded to the player who both killed and assisted with killing Demolishers. 
    • Fixed Daughter having Nights of Naberus transmissions (while the event is live) during the Heart of Deimos Quest. 
    • Fixed a script error caused by Vitriol Phials in Albrecht’s Laboratories. 
    • Fixed rare crash that could occur when idling near a character in the Sanctum Anatomica during the Whispers in the Walls Quest. 
    • Fixed Clients being unable to pass through a door that appears unlocked in Pago’s (Kuva Fortress) Vault C room. 
    • Fixed a crash after killing a Deimos Genetrix in the Cambion Drift. 
    • Fixed offset issues with the Commodore Prime Suit.
    • Fixed an issue where using Melee attack to switch from Operator to Warframe and then immediately using Transference could leave you with an invisible Operator.
    • Fixed a script error when the Void Angel appeared in Void Armageddon missions. 
    • Fixed issues with enemy pathing in the east areas of Duviri. 
    • Fixed a mismatch between movement and animation of NPCs that are on moving platforms. 
    • Fixed multiple Primary Incarnon HUD buffs (Gorgon, Burston, Torrid, Dread, Braton, Paris, and Ghoulsaw) using a generic icon instead of their own. 
    • Fixed issue where certain characters in cinematics would be facing the wrong way. 
    • Fixed one of Dread Incarnon’s Evolution missing localized text. 
    • Fixed shading issues on the Octavia Iridos Skin. 
    • Fixed kneeling Warframe from login screen overlapping onto the pause menu if it is opened immediately after logging in. 
    • Fixed some edge cases where AI would not correctly path towards their target and could spin around in circles. 
    • Fixed some of Qorvex’s dash animations being cut short when using Amalgam Barrel Diffusion.
    • Fixed the inbox messages for The War Within and The Call of Tempestarii not allowing for replay of the opening Quest cinematic. 
    • Fixes towards Decorations in the Dormizone room that are located near the cave entrance hallway door being affected by that room's lighting.
    • Fixed receiving random Deimos resources if you joined a public Cambion Drift mission, left, and joined another Cambion Drift mission.
    • Fixed staying too close to the Plans of Eidolon door during extraction can cause the door not to load. 
    • Fixed Nyx’s Psychic Bolts may cease to apply non-damage effects to targets after playing for a short time for Clients.
    • Fixed canceling Yareli’s Riptide by entering Operator mode desyncing future Riptide casts.  
    • Fixed Kullervo’s Wrathful Advance causing sudden camera movement when using the Syam.
    • Fixed inability to spawn the Hurling Fragment and Shuffling Fragment in the Simulacrum. 
    • Fixed being able to place Decorations close to the Dagath Prex card in Dagath’s Hollow Dojo Room if the decorator had picked it up. 
      • This resulted in being able to block other players from picking up the Prex Card through decoration placement!
    • Fixes towards Grineer ships appearing in Archon Hunt mission skyboxes for Clients.
    • Fixed an explosive barrel in The New War Quest being inconsistent to other barrels. All as one. 
    • Fixed a floating landscape element and unintended blocking volume in the Cambion Drift. 
    • Fixed players being able to get stuck in the corner of a Grineer Forest tile. 
    • Fixed a map hole in the Grineer Asteroid tileset. 
    • Fixed a map hole in the Corpus Outpost tileset.  
    • Fixed a map hole in the Corpus Gas City tileset. 
    • Fixed cases of being stuck in an infinite fall loop in the Lua tileset. 
    • Fixed slight clipping between two tiles in the Orokin Derelict tileset. 
    • Fixes towards a floating Senta Turret in the Infested Ship tileset. 
    • Fixed a case of broken waypoint pathing in Amar Archon Hunt missions. 
    • Fixed a case of endless mirror reflection in a specific Zariman tile. 
    • Fixed being able to walk underwater in a specific pond in the Plains of Eidolon. 
    • Fixed missing collision for a Grineer structure in the Plains of Eidolon. 
    • Fixed Operator skin appearing very shiny when previewing Operator Cosmetics. A little blotting paper goes a long way! 
    • Fixed missing pedestal in the Chamber of the Lotus Captura Scene when in a squad. 
    • Fixed several Infested Dojo Decorations having broken preview models in the preview screen.
    • Fixed performance issues caused by Eximus enemies taking up most of a player’s screen. 
      • Now their Eximus FX will fade out when seen up close to address this issue!
    • Fixed Gauss Prime and Acceltra Prime build requirements descriptions incorrectly referencing Disruption missions.
    • Fixed loss of function for controller users when closing a menu while the cursor is hovering over a notification in the upper right-hand corner of the screen. 
    • Fixed being trapped in the Ropalolyst Arena if a host migration occurs after the Ropalolyst has been killed. 
    • Fixed Operator faces becoming distorted when using the New Loka Piloting and Combat emotes. 
    • Fixed the icon for the Valkyr Carnivex Animation Set appearing stretched in the in-game Market. 
    • Fixed the Gara statue in the Ballroom Simulacrum missing its glass shoulder and back pieces. 
    • Fixed glow FX on the Orphix field locks lingering even after hitting them with Orvius during the Teshin stage of The New War Quest. 
    • Fixed Grimoire’s firing and angles being broken when used with Wisp’s Animation Sets. 
    • Fixed the Vulkar (base and Wraith) being misaligned in Warframe's supporting hand (left), causing the fingers to clip through the body of the weapon. 
    • Fixed an issue where inbox messages coming from Quests and other places would end up having a timestamp of Jan 1st, 1970 and being impossible to mark as read or delete. Shoutout to the inbox messages that have been holding it down for 54 years.
    • Fixed several instances of Albrecht’s name being misspelled across many languages. 
    • Fixed the settings screen after logging in for the first time after account creation displaying the wrong default values for some settings while using a controller. 
    • Fixed a crash that could occur when Kuva Lich/Sister of Parvos performs a finisher on you. 
    • Fixed a crash in the Call of Tempestarii Quest after Vala cinematic in the final stage. 
    • Fixed the Helminth Cyst spawning inside of Gauss Prime’s Helmet instead of on his neck, making it near impossible to see. 
    • Fixed the Red Veil Knee Guards being misaligned on Mag’s Voidshell Skin.
    • Fixed being unable to update the Vignette in the Personal Quarter’s and getting this message "Failed to set new diorama. Please try again later".
    • Fixed the Artisan Abacus Desk Dojo Decoration having a spelling error in its name.  
    • Fixed Puncture’s tooltip incorrectly indicating that it has a 90% damage reduction at max instead of the intended 80%. 
    • Fixed a typo in one of Qorvex’s ability tips.  
    • Fixed the Impetus Prime Syandana not sitting in its intended spot on Warframe’s back. 
    • Fixed one of the robotic arms in the Grineer Ocean tileset missing collision, which meant players could walk right through it. 
    • Fixed lizard in Drifter Camp being stuck t-posing in the ground by the water. 
    • Fixed some minimap marker inconsistencies when they overlap. 
    • Fixed a script error when choosing a gift recipient from a list of players with the same name. 
    • Fixed a soft lock occurring when attempting to load into the first stage of a replay of The War Within Quest. 
    • Fixed crash caused by a combination of ragdolled enemies and Titania’s Razorwing. 
    • Fixed the number 99 appearing in the Upgrade screen when another player’s Xianlong Ephemera passes through the UI while in a Relay/Town. 
    • Fixed a HUD error with the Grimoire. 
    • Fixed tooltips at times not using the selected UI theme (in screen where UI themes are supported). 
    • Fixed Protea's Grenade Fan projectiles sometimes not firing properly. 
    • Fixed a crash caused by casting Warframe ability while in ragdoll after being yeeted off K-Drive. 
    • Fixed a script error caused by Client leaving the mission while Chroma’s Elemental Ward is active. 
    • Fixed a map hole in the ceiling of a tile in the Second Dream Quest. 
    • Fixed map hole in the Grineer Forest tileset. 
    • Fixed getting teleported out of bounds by entering a map hole in Zariman Cascade missions as Titania in Razorwing form. 
    • Fixed a script error when awakening Void Angel in the Zariman
    • Fixed Stalkers spawned using the Stalker Beacons sometimes attacking after their death.
    • Fixed players getting a downed/revived UI message when a squadmate’s Necramech exploded in Albrecht’s Laboratories. 
    • Fixed Aborting to Orbiter then traveling to Necralisk resulting in loading into the Sanctum Anatomica.
    • Fixed progression stopper in Isolation Vault Bounty due to the Host Migrating right as Client player throws the Bait at the door.
    • Fixed various Codex objects in Orb Vallis unable to be scanned after completing The New War.
    • Fixed the following issues in Afentis’ Unique Trait description:
      • Incorrect Reload Speed values - It was showing 100% when it is intended to be 50%.
      • Not showing values for Fire Rate and Ammo Maximum. 

    For a list of known issues, please visit our dedicated Known Issues Thread!
     

    • Like 4
  6. WHISPERS IN THE WALLS: UPDATE 35.1.0

    Hello Tenno! Whispers in the Walls: Update 35.1.0 is an Interim Cert* update that brings many code changes* and fixes, including many new player path improvements and more! 

    It’s worth noting that some of the QOL mentioned in Devstream #176 is in this update but not all - more is planned for March (Inaros Rework, Arsenal Stat Audit, Archon Shard Expansion, etc.) with the release of Dante Unbound! 

    *Learn more about what these terms mean in the Warframe Lexicon for Updates. 
     

    NEW PLAYER PATH IMPROVEMENTS

    The next batch of changes to improve the new player experience are here! In this update, we  address Quest progress obstacles and rebalance the Fortuna Syndicates rank-up requirements to make them more accessible. 


    Quest Changes

    Saya’s Vigil Quest Changes: 

    • “Locate the Shatter-Lock pieces” stage: 
      • The Grineer Armored Vault in the Plains of Eidolon that contains one of the Glass Shards that needs to be scanned will now be opened by default. 
        • Before, you would have to interact with the unlock terminal for the doors to open. This made finding the Glass Shard difficult, as players would, understandably, overlook the locked Vault. 
      • Moved the Glass Shard in the Grineer Armored Vault from a hard to see corner to the floor. 
      • Added a highlight to the Glass Shard to make them more visible. 
    • “Board Hek's Galleon” stage: 
      • Reduced the level of enemies from 5-8 to 4-5. 
      • Reduced the level of the Nox that players have to defeat to progress from 12 to 7. 

    The Sacrifice Quest Changes: 

    • Added 60x Kuva to the “Explore Lua” mission rewards. 
      • Since 60x Kuva is required to craft Excalibur Umbra to proceed in the Quest, we want to prevent players from having to interrupt their Quest flow in order to obtain some. 

    Vox Solaris Quest Changes: 

    • “Talk to Thursby in Fortuna” stage: Lowered the Health of the Corpus Spy Drone (from 8,000 to 2,500) you have to shoot down and hack to progress. 

     

    Solaris United & Vox Solaris Syndicate Sacrifice Changes: 

    The Rank-up Sacrifices for Solaris United and Vox Solaris have undergone a rebalance! Both have had their requirements significantly reduced to help make these Syndicates much more accessible for players. We also made some slight changes to the Rank requirements of some of Little Duck’s Offerings - read on for specifics on all of the above! 

    Solaris United Sacrifice Changes: 

    • Rank 1 “Outworlder”
      • Training Deb Bonds - Reduced to 2 (was 13)
    • Rank 2 “Rapscallion”
      • Shelter Debt Bonds - Reduced to 3 (was 15) 
      • Training Debt Bonds - Reduced to 2 (was 12) 
    • Rank 3 “Doer”
      • Medical Debt Bonds - Reduced to 4 (was 13) 
      • Shelter Debt Bonds - Reduced to 3 (was 15) 
      • Training Debt Bonds - Reduced to 2 (was 10) 
    • Rank 4 “Cove”
      • Advances Debt Bonds - Reduced to 5 (was 13) 
      • Medical Debt Bonds - Reduced to 4 (was 10) 
      • Shelter Debt Bonds - Reduced to 3 (was 12) 
    • Rank 5 “Old Mate” 
      • Familial Debt Bonds - Reduced to 5 (was 10) 
        • Advances Debt Bonds - Reduced to 5 (was 12) 
        • Medical Debt Bonds - Reduced to 3 (was 12) 

    Vox Solaris Sacrifice Changes: 

    • Rank 1 “Operative” - No changes
    • Rank 2 “Agent” 
      • Gyromag Systems - Reduced to 1 (was 8) 
      • Vega Toroid - Reduced to 1 (was 5) 
    • Rank 3 “Hand” 
      • Atmo Systems - Reduced to 1 (was 5) 
      • Calda Toroid - Reduced to 1 (was 5) 
    • Rank 4 “Instrument” 
      • Repeller Systems - Reduced to 1 (was 3) 
      • Sola Toroid - Reduced to 1 (was 5) 
    • Rank 5 “Shadow” 
      • Repeller Systems - Removed (was 3) 
      • Crisma Toroid - Reduced to 1 (was 3) 

    Little Duck’s Offerings Rank Changes: 

    • Changed the Vox Solaris Rank requirement for purchasing Gyromag Systems from Rank 3 to Rank 1 and changed Atmos Systems from Rank 3 to Rank 2. 
      • Since Rank 2 requires a Gyromag System Sacrifice, and Rank 3 requires an Atmo Systems Sacrifice, we adjusted their Rank requirements so that players could acquire them with Standing to rank up. This logic was already applied to the Repeller Systems, which you can purchase at Rank 3 and need for the Rank 4 & 5 Sacrifices, so we did the same with these. 

     

    New Venus Junction Reward: “Dreamer's Bond” Aura Mod
    Upon completing the Venus Junction, players will now be rewarded with a new Aura Mod: 

    Dreamer’s Bond
    Squad receives +0.3 Energy Regen/s and +1.5 Health Regen/s. 

    The intent is to get new players familiar with Aura Mods earlier in the game. Which is also why we have temporarily assigned it the Madurai Polarity, which matches the Aura Slot for our starter Warframes Mag and Volt (Excalibur has an unassigned Aura Polarity). We will be changing its Polarity to Universal (can be equipped onto any Aura Polarity to increase mod capacity) in the Dante Unbound update, so that all Warframes can benefit from equipping it!

    Acquiring outside of Junction:
    For those who have already completed the Venus Junction, Dreamer’s Bond will be sent via inbox message upon login after downloading this update. We have also added it to the Nightwave Cred Offerings rotation! 
     

    Additions: 

    • (This pack is currently not available yet on PlayStation, we are investigating - thank you for your patience!) To celebrate the launch of Warframe on iOS, the new Starter Weapon Pack is available for purchase on all platforms (one per account) and includes: 
      • Aeolak Rifle (Max Rank) 
      • Serration Mod (Max Rank) 
      • 100 Platinum 
    • New Somachord songs are now available at Varzia’s Prime Resurgence Offerings for Aya! Enjoy the signature themes of these Prime Warframe that were featured in their respective trailers.  
      • Gauss Prime Theme (also known as “Redline”
      • Grendel Prime Theme 
      • Gara Prime Theme
      • Hildryn Prime Theme
      • Hydroid Prime Theme
      • Khora Prime Theme
      • Nekros Prime Theme
      • Nidus Prime Theme
      • Oberon Prime Theme
      • Octavia Prime Theme
      • Revenant Prime Theme
      • Vauban Prime Theme
        • Note: The Somachord songs may take a moment to appear in Varzia’s Offerings - rest assured that they will be there momentarily after the update has launched!

    Cross Platform Play/Save Changes & Fixes: 

    • Fixed being unable to progress in the Awakening Quest after Merging an account that had completed with an account that hadn’t yet.  
    • Fixed Exalted Weapons losing their progress after merging accounts. 
      • Since a Warframe can only have a singular Exalted Weapon, the Primary account would override the Secondary’s Exalted Weapon progress, regardless of its state. Now, when accounts are merged, the account with the Exalted Weapon that has more Forma and Rank/Affinity will be prioritized. 
    • Fixed the warning pop-up informing players that they cannot trade Platinum with Nintendo Switch accounts (as intended with the Platform specifications for Cross Platform Trading & Gifting) stating that the trade has failed instead of specifying why. 
      • This would occur specifically when adding Platinum to the Trade window after another item or after attempting to add it a second time. 
    • Fixed cases where players would not be properly Host Migrated if the Host was on a Console platform. 
    • Fixed having both an incubating and equipped Companion active at the same time after merging an account that is Incubating a Companion with an account that has a Companion equipped. 
      • Now, when merging accounts in these states, the equipped Companion will be unequipped. 
    • Fixed players on other platforms being unable to add an Xbox player as a friend if they had spaces in their alias. 
    • Fixed a rare issue where the "You are already logged in. Login here and terminate the other connection?" message would pop up repeatedly after linking a Console account to a brand new PC account and using the Companion App. 
    • Fixed Operator/Drifter Configs not retaining their assigned customizations after making a Console account the primary during merge. This would often appear as if Config A’s customizations had been copied over to all Configs. 
      • Any future merges will now take the primary account’s Configs. For existing merges, the Configs have been reverted to those from the primary account.
    • Fixed case where you could end up with more Loadouts than Loadout Slots after merging accounts.
      • This was caused by Loadout Slots from the Initiate Power Pack and those from Mastery Ranks not carrying over into the merged account. Players would see, for example, “SLOTS 4/3” in the Loadout screen after merging.
        • Note: Merged accounts that were created from an account with the max amount of purchasable Slots (24) with one that also had a lot of Loadouts will likely still have more Loadouts than Slots even with the above fix. These Loadouts are still accessible/usable, but in order to create new Loadouts you will have to get below the 24 Slot limit by deleting some.  

    Albrecht’s Laboratories Changes & Fixes: 

    • Enemies hit with Amphor’s AOE will now count towards the “Hit Enemies with X Amphor” Alchemy Bounty Challenge. 
      • Previously, the challenge required a direct hit to count as progress towards the challenge, so we made it much more forgiving. In light of this change, we have slightly increased the required amount of enemies needed to hit to complete the challenge now that it is easier to gain progress: 
        • Low tier Bounty: From 5 to 6
        • Mid tier Bounty: From 10 to 12
        • Higher tier Bounty: From 15 to 18
    • Vitreum scanning duration now scales according to squad size in the Effervo Assassination mission: 
      • Solo player: 30 seconds
      • Two players: 27 seconds
      • Three players: 24 seconds
      • Full squad: 20 seconds (this was the original duration for all squad sizes prior to this change) 
    • Removed the “Find X Murmur Sarcophages” challenge from Alchemy Bounties. 
      • There was an issue with not enough Sarcophages spawning in Alchemy Bounties, making it impossible to complete the challenge, so it has been removed. 
    • Added an eyelid to the Vitreum that reacts based on its various scanning states. 
    • Fixed Necramites spawning extremely far from players in Netracell missions. 
      • They now have a max spawn distance of 500 meters to help prevent this issue!
    • Fixed only 3 Acolytes spawning in total during Steel Path Alchemy missions. 
      • They will now continue to spawn in intervals as they usually do in endless mission types. 
    • Fixed the maximum number of Vitreums that can be activated simultaneously in the Effervo Assassination mission not scaling based on Squad size if started from Sanctum Anatomica’s navigation. 
    • Fixed Netracell Keyglyphs equipping onto the player closest to the terminal instead of the player that actually selected it. 
    • Fixed Clients seeing Keyglyph names in the Host’s language instead of their own in the pop-up that occurs when picked up.
    • The Netracell search radius will now gradually shrink rather than suddenly jump after hacking the Pom-3 terminals. 
    • Repositioned and condensed the Netracell objective text so that it takes up less screen space. 
    • Fixed Exhaustion Keyglyph’s Energy drain causing the Sanguine Keyglyph to trigger and deal Bleed Status in Netracell missions. 
    • Fixed Host migration causing the next round of pressure vents in Alchemy missions to spawn far from the Crucible’s location. 
    • Fixed Clients switching to their Primary weapon after throwing an Amphor in Alchemy missions instead of their Secondary if they had it equipped upon picking up the Amphor. 
    • Fixed another section in the Netracell being accessible and bypassed by Titania in Razorwing.
    • Fixed enemies continuing to spawn outside of The Fragmented’s arena (Effervo, Assassination node) after Host Migration. 
    • Fixed Murmur Eyes visually lingering after killing their Hurling Fragments with damage over time effects at the same time they expire. 
    • Slight timing tweak to when the audio transmission plays after hacking the terminal in the Persto, Deimos Survival mission. 
    • Made tweaks (pacing, repeat frequency, etc.) to the audio transmissions in the Deimos Assassination (Effervo), Alchemy (Cambire), and Netracell missions. 
    • Made an extremely minor tweak to Eximus units spawn timing in Alchemy missions so that they spawn a tad faster.  
    • Fixed lighting issue that would cause the depth fog to pop randomly in Albrecht’s Laboratories. 

    Changes: 

    • You will no longer be forcibly dismounted from your Kaithe in Duviri when near the Table for Two and Void Mirror objectives. In its place, a message will pop up to inform players that they must dismount first. 
      9c46f1c49441a25a52591cad7f98e3fd.jpg
      • Players are also no longer blocked from mounting Kaithe while engaged with these objectives. 
      • This initial restriction was added due to players on Kaithes causing animation issues for their mirrored Operators. Now your Mirror version will disappear when you are on a Kaithe to prevent those animation issues from occurring.
    • Adjusted Riven type drop rates in Sorties, Archon Hunts, Steel Path Circuit, Nihil’s Oubliette and Acrithis’ and Pallidino’s Veiled Riven Offerings to be more proportional to weapon ratios.
      • In all Riven sources other than Sorties and Archon Hunts, each Riven type has had an equal chance of being rewarded, meaning you are as likely to get a Kitgun Riven as you are a Melee Riven, despite Kitgun Rivens having 6 possible weapons and Melee having well over 100. Now, Kitguns and Zaws are the least likely to be rolled, followed by (in ascending order) Shotguns, Rifle, Pistol, and Melee. This order is applied to both guaranteed and drop table Rivens: 
      • Drop rates for guaranteed Rivens (Acrithis, Pallidino, and Nihil’s Oubliette): 
        • Kitgun 3.5%
        • Zaw 3.5% 
        • Shotgun 8%
        • Rifle 25% 
        • Pistol 25% 
        • Melee 35% 
      • Drop rates for each type have been adjusted in places where Rivens are only a portion of the drop tables (Sorties, Archon Hunt, Duviri Steel Path Circuit). The total chance for a Riven remains the same (ex: Sorties still have a total 28% chance of rewarding a Riven). For full details, visit the public drop tables. 
    • Thrax Centurions and Legatus enemies will now clear all active Status Effects when transitioning to their spectral forms.
      • They were already immune to new Status Effects in their spectral form, but any Status Effects they had before transitioning would still persist. This led to issues such as their transition animation being slowed down considerably by Cold Status Effects that were inflicted while in their corporeal form. 
    • Refined the volume of Tombfinger’s explosion sound effects.
    • Removed the “Arcane” button from the Foundry. 
      • When the Arcane Segment was added to the Orbiter in 2022, this button was left in the Foundry as a means for players to get used to the new location. Now that it’s been over a year, the Arcane Segment is officially the spot for all things Arcanes!


    Optimizations: 

    • Made optimizations to level loading and texture streaming to improve load times for systems that can only render at 30 FPS. 


    Top Fixes: 

    • Fixed Operator getting stuck infinitely Void Blasting after switching from Warframe to Operator while auto-meleeing. 
      • We are aware of and investigating other issues related to Auto-Melee that we’re hoping to fix for Dante Unbound. 
    • Fixed Kullervo’s Wrathful Advance ability not activating Tennokai. 
    • Fixed alt-fire for Secondary weapons and Incarnon Mode not activating when dual wielding with Glaive. 
    • Fixed certain Arcanes (including but not limited to: Arcane Victory, Arcane Avenger, and Arcane Grace) having “0” in their Buff icons instead of the actual stat. 
    • Fixed the Grimoire’s alt-fire not benefitting from Multishot Mods. 
      • Multishot Mods will now properly increase its alt-fire’s chain depth. 
    • Fixed Zephyr’s Tornadoes having an unintended damage cap of 500k. 
      • The cap was causing Tornadoes to lose their adapted Elemental Damages and the ability to absorb new source damage once it had been hit. 
      • Additionally, we fixed Electricity damage endlessly chaining between enemies in the Tornadoes and unintentionally contributing to the absorbed damage total. 
    • Fixed being able to gain Melee Combo by unconventional means if your Melee Combo Duration was negative. Indirectly also fixed Heavy Attacks not consuming from Combo Counter when Melee Combo Duration was negative. 
    • Fixed weapons with a higher max Melee Combo Multiplier (such as Venka Prime) being unable to increase their Combo Counter beyond 12x (and resetting to 0) when using the Rauta and Tandem Bond Mod. 
    • Fixed UI becoming unresponsive in the Upgrades screen of the Arsenal after switching from keyboard/mouse to controller by using the shoulder buttons to swap between categories. 
    • Fixed Melee Animosity no longer functioning after activating and deactivating Titania’s Razorwing. 
    • Fixed Melee Animosity not triggering on Glave hits while dual wielding with Secondary weapon. 
    • Fixed Melee Influence’s buffs applying to clones spawned from Warframe abilities (ex: Mirage’s Hall of Mirror clones). 
      • While this has been a popular combination, it has also been the source of many severe performance issues that can crash players. We have removed this interaction in the name of stability for the game. 
    • Fixed Primary and Melee Arcanes being triggered by Secondary Weapons while on K-Drive/Merulina.
    • Fixed Melee Influence being triggered by Dual Ichor Incarnon’s Toxin fields.  
      • Melee Influence is intended to trigger “On Melee Electricity Status” and not from secondary effects (as they are not considered direct Melee hits). Since the Toxin fields deal damage independently of Melee attacks, it does not meet the Arcane’s criteria of triggering only if the Electricity Status originates from the weapon in hand.
    • Fixed Last Gasp getting canceled (and as a result killing Operator/Drifter) after hitting the Melee attack binding. 
      • Now, the Melee attack binding needs to be held down to end Last Gasp before it times out. 
    • Fixed Clients experiencing a complete loss of functionality if they are Maw Feeding while Host starts the Dax Equitem fight in Duviri. 
    • Fixed a bug with Trinity’s Well of Life and self-stagger-inducing weapons that allowed Thumpers in the Plains of Eidolon to be one-shot. 
      • In order to address this bug, the Well of Life wisps will no longer spawn from self-staggering and as an additional precaution to prevent similar issues from occurring, they now negate 5% (previously 10%) of the maximum Health of non-ability immune bosses (non-boss targets still receive 10%). While we understand this may have been a popular way to use the ability, the interaction with certain boss units, such as Thumpers, allowed players to bypass the intended gameplay loops that make these units challenging in comparison to standard enemies. 
    • Fixed loss of function after selecting the “Visit Maroo” button from the Ayatan Treasures screen when accessed from the Arsenal. 
      • This button will no longer appear if accessing the Ayatan Treasures screen from the Arsenal (Upgrade > Mods > Ayatan Treasures). 
    • Fixed Orokin Eye and Kahl Beacon not consuming Air Support Charges.
    • Fixed being unable to do the quick time event in the “She Gives, We Live” stage of The New War Quest with a controller. 
    • Fixes towards network issues causing Mastery Rank Test completions to register as failures. 
      • In extreme cases, where you lose network connection for 30 seconds or more, it is likely that you can still be forcibly disconnected and mark the Test as failed as a result. We have added a loading spinner to help inform you that we are waiting for network issues to pass to save test results. 

    General Fixes: 

    • Fixed a combination of Magus Aggress and the Tenacious Bond Mod (when equipped on both Khora’s Venari and Companion) causing buff icons to disappear.
    • Fixed being unable to swap Polarities on a Melee weapon if you do not own the Tennokai Segment. 
    • Fixed a crash caused by Status Effects spreading from Melee Influence. 
    • Fixed failing first attempt at the Mastery Rank 19 stealth Test causing enemies to spawn facing the player and detecting them immediately - ultimately causing them to fail the test. 
    • Fixed Gauss’ Noble Animation Set having a noticeable “pop” when looping - it has been smoothed out for a more seamless loop! 
    • Fixed Excalibur Umbra’s Exalted Blade not draining Energy after being disarmed while dual wielding with Glaive. 
    • Fixed Exalted Melee weapons (ex: Excalibur’s Exalted Blade) experiencing animation issues if they were deactivated after parrying. 
    • Fixed being unable to switch back to Secondary weapon after hitting the “Switch Weapon” binding while Exalted Melee weapon is active and you don’t have a Primary weapon equipped. 
    • Fixed the Aero Set Mods unintentionally increasing the duration of Double Tap’s “20% Bonus Damage on next Shot for 2s” buff. 
    • Fixed Weapon Mods and Arcanes that have “on kill” effects (such as Primary Merciliness, Galvanized Chamber, etc.) being triggered all at once upon entering a Rampart Turret. 
    • Fixed the Akarius appearing in Teshin’s Cave instead of Akarius Prime if you own both. 
    • Fixed the Grimoire’s Default Config in Teshin’s Cave using Rifle Mods instead of Secondary Mods. 
    • Fixed the blue VFX from the Kaithe stage of the Steel Path Orowyrm fight lingering for the rest of the fight after Host migration. 
    • Fixed opening pause menu while transitioning from Open Landscape to Town (ex: Orb Vallis to Fortuna) leading to a loss of function. 
    • Fixed an objective marker in Octavia’s Anthem Quest leading players into a room that has a difficult to find exit. The marker has been adjusted to properly guide players to where they should be going. 
    • Fixed Argo & Vel being unable to damage enemies through bushes/foliage in Duviri.
    • Fixed the Argo Mace (of the Argo & Vel Melee weapon) turning invisible after exiting the Shawzin Emote (including when playing it as an  objective in Duviri). 
    • Fixed Endo and Orokin Catalyst/Reactor Blueprints missing from the Sortie & Archon Hunt rewards UI in the world state window.
    • Fixed the friendly Necramech in the “Locate Father Within the Cambion Drift” stage of the Heart of Deimos Quest dropping resources from Albrecht’s Laboratories instead of the Cambion Drift. 
    • Fixed the Shadows created from Sevagoth’s Shadow Haze Augment not using the Glaukus Skin if equipped.  
    • Fixed Riven Challenge descriptions in the Challenges screen being cut short. 
    • Fixed Father using unranked Entrati Syndicate voice lines regardless of what Rank you are in the Entrati Syndicate. 
    • Fixed Daughter saying a line about Brother when visiting her for the first time in the Heart of Deimos Quest (at this point in the Quest, you had not met Brother yet, which was understandably confusing). 
    • Fixed audio not triggering correctly when marking Tomes in the Paragrimm’s Tomes Recovery Duviri side objective. 
    • Fixed Kullervo’s Wrathful Advance missing its special sound effect when performing a Heavy Attack, as reported here: https://forums.warframe.com/topic/1381691-kullervos-wrathful-advance-no-longer-growls-on-heavy-attacks/
    • Fixed parts of certain Drekar Grineer units being completely black. 
    • Fixed missing sound during “Finding Squad” after selecting mission node.
    • Fixed the minimap markers for Hyena Pack being yellow instead of the intended red. 
    • Fixed Conclave/Index scoreboard UI overlapping with the other options in the mission progress screen. 
    • Fixed a couple of crashes in Conclave Dedicated Servers.
    • Fixed minor typo in the Ekhein’s Blueprint Market description. 
    • Fixed “Tradeable” label appearing in the Relic Pack Market UI. 
      • The Relics themselves are tradeable, not the pack - this was creating confusion that the pack itself was its own standalone item that could be traded. 
    • Fixed lip sync missing on some transmissions in the Saya’s Vigil Quest. 
    • Fixed Ordis inbox transmissions repeating. 
    • Fixed the Exilus Slot appearing for Melee weapons in the Upgrade screen even if you don’t own the Tennokai Segment. 
    • Fixed Mod Slots overlapping in the Zaw Gild screen if the Tennokai Segment isn’t installed. 
    • Fixed Erra getting stuck in certain areas during the “Approach Praghasa” stage of The New War Quest. 
    • Fixed clipping issues with the Operator’s Zariman Suit during the final cinematic of The Second Dream Quest. 
    • Fixed offset issues with the Doppline Prime Armor set on several Warframes. 
    • Fixed players being unable to deploy Extractors on Deimos if they haven’t completed the Albrecht’s Laboratories nodes. 
      • Players only need to complete the base nodes (pre-Whispers in the Walls Quest) to be able to use Extractors on Deimos. 
    • Fixed lighting issues with Rhino’s Iron Skin that would cause it to look black. 
    • Fixed Yareli getting stuck in an infinite respawn loop after falling off of Merulina into the lake in the center of Vay Hek’s arena (Oro, Earth). 
    • Fixed Drone in the “Escort the Drone to Safety” Bounty stage getting stuck going up a hill near Gara Toht Lake in the Plains of Eidolon. 
    • Fixed the Dual Swords Lunaeus Skin missing its ribbon attachments. 
      • Also adjusted Sugatra offsets on the skin to work better with the ribbons.
    • Fixed Velocitus’ projectile speed being 100 m/s instead of the intended 500 m/s. 
    • Changed it to accelerate from 100 m/s to 500 m/s extremely fast, so that enemies within 8m can still be hit. 
    • Fixed performance issues after entering Command Mode as Kahl in the “Prison Break” Break Narmer. 
    • Fixed Clients with connectivity issues seeing four identical symbols on the Isolation Vault door.  
    • Fixed the Tenno Guide prioritizing side objectives and quests (Mastery Rank Tests, Junctions, etc.) instead of the main story Quests. 
    • Fixed the videos in the Drifter Intrinsics screen not being cropped. 

    PlayStation Specific Notes:

    • Fixed the Batch Remove Friends option not working on PlayStation. 
      • Also fixed a confusing/unrelated pop-up when attempting to batch remove friends. 
    • Fixed being able to gift TennoGen items that are not available on Nintendo Switch from an Xbox or PlayStation account to a Switch account that is not linked to an Xbox or PlayStation account. 
      • Since TennoGen item availability can differ per platform (due to each item requiring licensing for use on Console platforms, as outlined here), we want to prevent players from purchasing a gift that the receiver cannot use. It’s worth noting that TennoGen items that are available on Switch can still be gifted regardless of account link status.
    • Like 4
  7. PSN Whispers in the Walls: Hotfix #11

    Hello Tenno! This hotfix predominantly contains behind-the-scenes changes in preparation for today’s launch of the 2024 Lunar New Year celebration items for the Year of the Dragon 🐉

    Fixes: 

    • Fixed a script error in the Clan/Alliance Message of the Day that would cause chat to break for players who interacted with it. 
    • Fixed the UI in the Shiny Treasures Offerings in the Sanctum Anatomica not indicating if a Decoration is “owned” and how many the player has in their inventory. 
       
    • Like 1
  8. Greetings Tenno!

    I’ll make this fast - Gauss Prime has sprinted onto all platforms, so let’s blow past the first Riven changes of 2024.

    In our last series of changes, we announced that we would try our best to avoid Disposition decreases, instead focusing on more direct changes to weapons and specific interactions if necessary. This is still our philosophy for the year going forward, so enjoy the following Riven Disposition increases - thanks everyone!


    PRIMARIES

    Spoiler

    Afentis: 0.95->1

    Cinta: 0.85->1

    Ferrox: 1.15->1.2
    Tenet Ferrox: 0.95->1

    Fulmin: 0.85->0.9
    Fulmin Prime: 0.6->0.65

    Lenz: 1->1.05
    Prisma Lenz: 0.7->0.8

    Perigale: 0.95->1.05

    Rauta: 0.75->0.85

    Rubico Prime: 0.6->0.65

    Steflos: 0.95->1.05


    SECONDARIES

    Spoiler

    Afuris Prime: 0.9->0.95

    Cyanex: 0.95->1

    Grimoire: 0.5->0.55

    Zylok Prime: 0.5->0.65


    MELEES

    Spoiler

    Argo & Vel: 0.7->0.85

    Azothane: 0.8->0.85

    Cobra & Crane Prime: 0.95->1

    Corufell: 0.75->0.8

    Dorrclave: 0.5->0.7

    Edun: 0.8->0.9

    Ekhein: 0.5->0.7

    Gunsen Prime: 0.65->0.75

    Halikar Wraith: 1.15->1.2

    Hespar: 0.85->0.9

    Masseter Prime: 0.5->0.7

    Prisma Ohma: 0.7->0.75

    Sampotes: 0.9->1
    (we actually missed a note on the last workshop where Sampotes went from 0.75 to 0.9, apologies!)

    Sarofang: 0.8->0.9

    Slaytra: 0.9->0.95

    Vericres: 1->1.05


    ARCHGUNS

    Spoiler

    Mandonel: 0.5->0.6

    • Like 13
  9. Cross Platform Save Fixes:

    • Fixed the inability to Merge your Console account if you had to make a new PC Account in order to Merge.
      • If you encountered the issue and did not link the accounts, the website should now say the accounts will be merged
      • If you encountered the issue and did link the accounts, please contact support
    • Fixed some Merged accounts not getting various Quest inboxes which resulted in an inability to start the Quests.
    • Fixed Helminth abilities from the merged account being unlocked on the Primary Account. Helminth abilities are determined by the chosen Primary Account.
    • Like 3
  10. Cross Platform Save Fixes:

    • Fixed the inability to Merge your Console account if you had to make a new PC Account in order to Merge.
      • If you encountered the issue and did not link the accounts, the website should now say the accounts will be merged
      • If you encountered the issue and did link the accounts, please contact support
    • Fixed some Merged accounts not getting various Quest inboxes which resulted in an inability to start the Quests.
    • Fixed Helminth abilities from the merged account being unlocked on the Primary Account. Helminth abilities are determined by the chosen Primary Account.
    • Like 3
  11. Cross Platform Save Fixes:

    • Fixed the inability to Merge your Console account if you had to make a new PC Account in order to Merge.
      • If you encountered the issue and did not link the accounts, the website should now say the accounts will be merged
      • If you encountered the issue and did link the accounts, please contact support
    • Fixed some Merged accounts not getting various Quest inboxes which resulted in an inability to start the Quests.
    • Fixed Helminth abilities from the merged account being unlocked on the Primary Account. Helminth abilities are determined by the chosen Primary Account.
    • Like 3
  12. PSN Whispers in the Walls: Hotfix #5

    Topaz Archon Shard Fixes:

    • Fixed Topaz Archon Shard traits applying the buffs every 5 kills instead of every kill where described.
    • Fixed the Shield regen buff provided by a Topaz Archon Shard not functioning. 
      • You will not get the Shield regen buff when a Blast damage is applied.
    • Fixed the Secondary Critical Chance buff provided by the Topaz Archon Shard not functioning.

    Fixes:

    • Fixed various Abilities not respecting Boss immunity status on all Octopede bosses.
      • Octopede bosses are now more in line with other enemy bosses.  
    • Fixed a crash related to Rogue Culverins using Necramech consoles.
    • Fixed a crash related to The Severed Warden.
    • Fixed another case where you could place multiple Vigil Jahu Gargoyle’s in the Dojo.
      • Additionally, we’ve added an error message when you attempt to duplicate the Decoration. 
    • Fixed the World State Window in your Orbiter displaying 0% below your actual progress % for Operation: Gargoyle's Cry.
      • Hotfix #4 had a partial fix for this, it should be working properly now.  
    • Fixed incorrect throwing animation during the Alchemy mission if you re-joined the squad due to a Host Migration. 
    • Like 1
  13. Whispers in the Walls: Hotfix #5

    Topaz Archon Shard Fixes:

    • Fixed Topaz Archon Shard traits applying the buffs every 5 kills instead of every kill where described.
    • Fixed the Shield regen buff provided by a Topaz Archon Shard not functioning. 
      • You will not get the Shield regen buff when a Blast damage is applied.
    • Fixed the Secondary Critical Chance buff provided by the Topaz Archon Shard not functioning.

    Fixes:

    • Fixed various Abilities not respecting Boss immunity status on all Octopede bosses.
      • Octopede bosses are now more in line with other enemy bosses.  
    • Fixed a crash related to Rogue Culverins using Necramech consoles.
    • Fixed a crash related to The Severed Warden.
    • Fixed another case where you could place multiple Vigil Jahu Gargoyle’s in the Dojo.
      • Additionally, we’ve added an error message when you attempt to duplicate the Decoration. 
    • Fixed the World State Window in your Orbiter displaying 0% below your actual progress % for Operation: Gargoyle's Cry.
      • Hotfix #4 had a partial fix for this, it should be working properly now.  
    • Fixed incorrect throwing animation during the Alchemy mission if you re-joined the squad due to a Host Migration. 
    • Like 1
  14. Whispers in the Walls: Hotfix #4

    Operation: Gargoyle’s Cry Changes and Fixes:

    • You can now access the Operation Store via Vigile Jahu Gargoyles in other players’ clans! 
      • Note: You cannot contribute to their Curse progress, but you’ll be able to purchase wares with Grotesque Splinters. 
    • Increased reward sorting importance for Curses and Grotesque Splinters so they now appear near the top of the list in the Mission Progress screen. 
    • The Fragmented Trio (Anchorite/Suzerain/Zelator) will now search out cloaked opponents if they sense a hiding enemy nearby, instead of just giving up.
      • Now, these enemies will use their area-of-effect attacks to find you if they sense you're hidden nearby!
    • Adjusted the Fragmented Trio's beam attack to better match its effects.
    • Adjusted secret boss’s Cascading Fragmentation ability to deal more damage and scale more aggressively, but be triggered later in the fight.
    • Fixed secret boss not dropping Stela. 
    • Fixes towards killing the Void Angel not registering in Effervo, preventing players from completing the mission.
    • Fixed Titania still being able to float if Razorwing was disabled in secret boss fight. 
    • Fixed Steel Path Effervo Assassinate enemy level calculation to be more consistent. 
    • Fixed Gargoyle’s Cry not appearing at the top of the Operation tab in the Star Chart.
    • Fixed various crashes related to host migrations on Effervo (Deimos).
    • Fixed a script error related to Operation: Gargoyle’s Cry.
    • Fixed the ability to place multiple Vigile Jahu Gargoyles in Clan Dojos.
      • These decorations have 0 capacity cost so as to not restrict Clans from placing them -- as a result, they are limited to 1 per Dojo with performance concerns (and your tolerance for a certain Cavia member’s sass) in mind.  
    • Fixed Operation rewards being affected by boosters if picked up in a specific way.
    • Fixed the World State Window in your Orbiter displaying 0% progress for the Operation. Also fixed goal progress being shown here if you did not complete Whispers in the Walls.


    Changes:

    • Updated the description in the confirmation window of Archon Shard Coalescent Fusion to indicate it is a permanent action. Players will now be prompted to type “Confirm” to complete the fusion.
      • “Archon Shard fusion is permanent. This action cannot be undone. Type CONFIRM to confirm.”
      • ceda83b651e97853863d19fb78c03bc0.png
    • Added a waypoint marker to lore fragment drops from Mocking/Scathing Whispers. 
    • Changed Mocking/Scathing Whispers’ enemy waypoint to be white to help it stand out amongst other objective waypoints.
    • The Tennokai Mod Bundle no longer requires completion of the Whispers in the Walls Quest to purchase in the Market.
      • Players can access Tennokai without the Melee Upgrade Segment installed in their Arsenal, so we see no reason to lock it behind Quest completion. 
    • Changed Cavia Syndicate minimap markers to be yellow to improve visibility.
    • Renamed “Promotion” Clan Role to “Promoter” to be consistent with other Role naming. 
    • Updated Topaz Archon Shard Blast Damage embed bonus description to more clearly communicate the effect.
      • Now: “Gain X Health per enemy killed with Blast Damage."
    • Added missing sound effects to the Bounty Portal in Sanctum Anatomica. 
    • Adjusted the Sanctum Anatomica elevator sound effects to have a clearer spool up and tweaked the sounds to be at less of a high pitched frequency.
    • Reduced the amount of Rogue Culverin weak points required in the Cavia bounty challenge to address players having difficulty completing it.
    • Adjusted Rogue Culverin weak point explosion to scale with level and do less damage to players. 

    Optimizations:

    • Made various small server optimizations.

    Fixes:

    • Fixes towards Heavy Attacking while using Transference causing players to be stuck in an endless Void Blast loop as Operator/Drifter.
      • We cannot guarantee this is a perfect fix, but after testing we hope that this issue should be less prevalent at the very least!
    • Fixed Murmur Spawners leaving behind an incredibly bright light in Albrecht’s Laboratories missions.
    • Fixed additional cases of Whispers in the Walls Quest completion inboxes not being received by players. 
      • Those who were still missing Quest rewards should see the messages in your inbox upon login!
    • Fixed The Severed Warden not counting towards "Kill x Flying Murmur Enemies" Cavia bounty challenges.
    • Fixed The Murmur Assassination (Effervo) and Alchemy (Cambire) missions on Deimos not having session lock checkpoints. Now players will not be able to join your squad once the following objectives are complete in your missions:
      • After the first Vitreum scanner is deployed on Effervo
      • After the first Crucible is filled on Cambire. 
    • Fixed enemy levels not increasing over time in Steel Path Alchemy missions.
    • Fixed failing a Netracell mission counting towards the weekly limit if the player aborted or failed the mission after the Vault was opened.
    • Fixed Topaz Archon Shard Secondary Crit buff not functioning as intended. Also fixed the Tauforged variant being capped at 50% instead of the 75%.
    • Fixed Topaz Archon Shard bonuses being capped at the value of 1 Shard regardless if multiple Shards were embedded. 
      • Now if you have 5 Topaz Shards embedded, your Secondary Crit Chance would be capped at 250% instead of only 50% before, as an example.
    • Fixed Melee Influence spreading status effects applied to invulnerable enemies. 
    • Fixed Melee Influence being able to trigger Exodia Force.
    • Fixed Critical Mutation Catabolyst Augment incorrectly applying its Critical Chance and Critical Damage buffs, leading to significantly higher than intended damage output. 
    • Fixed Hydroid’s Tentacle Swarm throwing Murmur enemies into the air instead of grabbing them. 
    • Fixed Nautilus’ Cordon Precept affecting enemies that should be immune to crowd control effects. 
    • Fixed Yareli not automatically dropping off Defixio in the Extraction zone when she is riding Merulina in Abyssal Zone missions. 
    • Fixed Steel Path Effervo Assassinate enemy level calculation to be more consistent. 
    • Fixed Voruna’s Shroud of Dynar not being extended with melee kills.
    • Fixed Aerodynamic’s Wall Latch duration stat not properly scaling with Mod Rank in the Arsenal or Mod Menu. 
      • This was a UI only bug and had no impact in-mission.
    • Fixed players not retaining rewards or Affinity from Stage 1 of the Whispers in the Walls Quest. 
      • The End of Mission screen will not appear upon extraction as a stylistic decision, but you should actually keep all that you’ve earned now!
    • Fixed Mocking/Scathing Whispers becoming invulnerable if affected by Cold procs during certain points of the fight. 
    • Fixed Loid having a nose ring in a cutscene in the Whispers in the Walls Quest.
    • Fixed a crash related to the Cataboylst Critical Mutation Augment. 
    • Fixed a wall clipping into the map on an Albrecht’s Laboratories tile. 
    • Fixed Loid missing collision in Stage 9 of Whispers in the Walls Quest.
    • Fixed animation warping for Rogue Culverins when interacting with consoles.
    • Fixed using the wrong throwing animation upon rejoining an Alchemy mission. 
    • Fixes towards new inbox message notification popping up while in Quest Complete screens. You’ll still get those notifications when you leave the screen, now they won’t ruin the moment.  
    • Fixed Vitreum scanner dispensers still rotating towards players when they are inactive. 
    • Fixed enemies on Tyana Pass spawning in front of players. 
    • Fixed only receiving the first round Mirror Defense rotation rewards when playing a bounty on Munio (Deimos).
    • Fixed Saryn’s Molt, Titania’s Razorwings, and Loki’s Decoy spawning Alchemy amphors on death.  
    • Fixed being unable to extract in Survival Bounties on Persto (Deimos) if Life Support runs out. 
    • Fixed Stalker being able to drop multiple items in Munio Mirror Defense. 

    Check out our Known Issues thread!

    • Like 2
  15. Whispers in the Walls: Hotfix #2

    Changes: 

    • Reduced the Cavia Rank required to acquire the Helminth Coalescent Fusion Segment from 4 to 2.
      • This relates to Loid sending you an Inbox message upon reaching Rank 2 that the Segment is now available.  
    • Temporarily replaced the “Kill X Dargyn Pilots before they hit the ground” Riven challenge with “Kill X Enemies with Headshots”. 
      • There is a bug that prevents this challenge from gaining progress (as reported here), so we have replaced it while we continue to investigate. 
    • Added motion blur to Ayatan Sculptures, a particularly depressed character, and the Necramite drone in the Sanctum Anatomica. 
    • Added the Netracell rewards to the public Drop Tables.
      • The team is working on fixing other discrepancies such as missing Cavia Bounty tables, and Alchemy/Mirror Defense being listed incorrectly.  UPDATE: The information currently listed for Netracells and other Albrecht's Labs missions is not currently accurate. We are investigating and will remedy in a future hotfix. 
    • Improved visibility of the “Dissolve Arcanes” button in the Arcane Dissolution vendor screen in the Sanctum Anatomica. 
    • Updated the Duviri Senate Seat Orbiter Decoration’s colors to differentiate it from the Dojo version, which has also been renamed to Duviri Slipper Chair. 
    • Changed Mandonel’s crosshair to remove unnecessary charge bar and fix cases of flickering. 
    • Reduced Cavia member collisions so players don't bounce off of them.

    Whispers in the Walls Quest Changes & Fixes: 

    • Energy Orbs will now drop from enemies during the Arthur segment of the quest to let you cast his abilities more often!
    • Fixed players not receiving items from the quest (notably the Grimoire) if they encountered network issues at the point they’d be delivered to their accounts. 
    • Fixed mission failing in the first stage of the quest. 
      • The quest would progress but players would see “Mission Failure” and not receive the items they had collected during the mission. 
    • Fixed the objective marker pointing to the Netracall during the quest being duplicated. 
    • Fixed cases where the waypoint markers for the Necramite Drones wouldn’t appear during the Netracell stage of the quest. 
    • Fixed being able to sell the Grimoire to prevent progression issues in the quest. 
      • If you have sold the Grimoire and are unable to progress in the quest, please create a ticket with our Support Team. 
    • Fixed being able to interact with the Grimoire as Sevagoth’s Shadow during a pivotal fight of the quest. 
    • Fixed certain VFX not appearing for Drifter during finale of quest. 
    • Fixed the door to Laboratory Navigation in the Sanctum Anatomica opening when it should be locked during certain stages of the quest. This was causing confusion since players would hear it opening but the door before leading to it was locked. 
    • Fixed a certain gate not being locked in the quest if you got there too early. 
    • Fixed a rare script error related to a camera in the Sanctum Anatomica during the quest. 
    • Fixed a several script errors in the quest. 
    • Fixed your companion’s icon showing up in the HUD during the 1999 section of the Whispers in the Walls Quest.
    • Fixed players becoming permanently slowed if they were Operator/Drifter during a certain segment of the first mission in the quest. 
    • Fixed players being able to extract early from a certain quest mission without completing the objective (and missing out on some cool cutscenes, if we do say so ourselves). 

    Netracell Changes & Fixes: 

    • Necramite drones in the Netracell missions now have Health Bars to better identify them as the ones needing to be destroyed. 
    • Added an additional react sound effect to the Necramite Drones in the Netracell missions when they are hit. 
    • Added a UI sound for when the Netracell is ready to be opened. 
    • Fixed teleporting into the Netracell after clipping through the map at a certain location. It will now teleport players to the waypoint outside of the Netracell. 
    • Fixed the Necratite Drones that need to be destroyed in Netracell missions rarely having their pulsing blue VFX. Now that this has been fixed, you should be able to better identify them for destruction! 
    • Fixed the hacking progress bar in Netracell missions momentarily resetting after Host Migration. 
    • Fixed a script error when Host Migrating after hacking terminal during a Netracell mission. 

    Cavia Bounties Changes & Fixes: 

    Cavia Bounties offer new challenges to complete, but sometimes the tiles generated for the mission prevented players from progressing, or players otherwise had issues completing them. As a result, we have either removed or fixed the following challenges to help improve Bounty flow!

    • Temporarily removed the “Kill X Rogue Necramechs” Bounty challenge. 
      • There is an issue with Rogue Necramechs not always spawning that we are still investigating, so we have removed this challenge for the time being since it is difficult to complete while this bug is active. 
    • Temporarily removed “Kill X Flying Murmurs” challenges from Cavia Bounty rotations as only one flying Murmur enemy type was counting as progress towards it. 
      • We aim to re-add this challenge once we’re able to fix the issue. 
    • Temporarily removed the “Summon Necramech” challenge from Cavia Bounty rotations as players were unable to consistently complete them.
      • We aim to re-add this challenge once we’re able to fix the issue. 
    • Fixed not enough Murmur Sarcophages spawning in the Mirror Defense (Munio, Deimos) mission to complete the “Find X Murmur Sarcophages” Bounty challenge. 
      • We also made it so that tiles with guaranteed Murmur Sarcophage spawns will always appear in Survival (Persto, Deimos) missions to address the same issue of being unable to complete the challenge.
      • Also increased the number of Murmur Sarcophage spawns in various Albrecht’s Laboratories tiles to further improve player chances of finding them.
    • Removed the “Douse enemies in Vitriol” Bounty challenge from the Exterminate (Nex, Deimos) and Assassination (Effervo, Deimos) missions. 
      • It was possible to complete these missions before this challenge, which would make enemies stop spawning and therefore make it impossible to extract (since the Bounty challenge was not complete). 

    Albrecht’s Laboratories Mission Changes & Fixes: 

    • Adjusted resource drop rates in Albrecht's Laboratories Entrati Coffers and Murmur Sarcophages to slightly decrease rates in more common crates, and increase rates in rarer ones.
    • Fixed Stela having an unintentionally high drop rate on various Murmur enemies.
    • Fixed players being unable to select Steel Path missions in the Sanctum Anatomica’s mission selection screen. 
    • Improved the way the Auto Breach Parazon Mod interacts with the new hacking terminals to make it clearer that had been used. 
    • Improved waypoint pathfinding in Albrecht’s Laboratories missions.
    • Fixed Entrati Obols falling through the map.
    • Fixed rewards earned during the Alchemy (Cambire, Deimos) not appearing in the mission progress screen. 
    • Fixed the reward pop-up after completing a round of Survival on Persto, Deimos not occurring. Also fixed the rewards not appearing in the End of Mission screen after extracting. 
    • Fixed Alchemy Crucible progress in the UI resetting and not tracking properly after Host Migration. 
    • Fixed multiple Crucibles appearing after Host Migrations in Alchemy missions. 
    • Fixed the ground rifts that Fragmented enemies crawl out from not appearing in non-quest Albrecht Laboratories’ missions while the quest is active. 
    • Fixed the explosion preview VFX for the Vitriol Phials not appearing in Albrecht’s Laboratories if the mission was started as a Bounty or from the Laboratory Navigation.  
      • This is a new feature that was released with Update 35 that allows you to see the explosion radius by hovering your reticle over the explosive item!
    • Fixed rare care of tileset issues occurring (lighting and map holes) when transitioning between defense targets in the Mirror Defense (Munio, Deimos) mission. 
    • Fixed a script error in Assassination mission (Effervo, Deimos). 
    • Fixed several script errors from abilities cast by a certain bookbound enemy. 
    • Fixed the bookbound enemy’s avatar lingering after death. 
    • Fixed several script errors when extracting from Albrecht’s Laboratories missions. 
    • Fixed a map hole in the tileset. 
    • Fixed various minor map holes and a spot where players could get stuck in Albrecht’s Laboratories tileset. 
    • Fixed a crash in the missions. 

    General Fixes: 

    • Fixed the Tyana Pass, Mars Mirror Defense mission not starting after entering the defense target’s radius. 
    • Fixed the Update Highlights screen using the previous update instead of the latest.
      • If you’d like to read through the previous updates in that screen there is a “Update History” button!
    • Fixed player’s Warframe casting a “shadow” over the Update Screen windows, resulting in players being unable to read the text.
    • Fixed Cavia members saying the wrong voice lines if players were Rank 0 in the Syndicate. 
    • Fixed lighting issue in Qorvex’s in-game Market diorama. 
    • Fixed Sevagoth’s energy VFX in the diorama for Sevagoth’s Glaukus Collection appearing black instead of the default white. 
    • Fixed Albrecht’s Notes Fragments not showing up in the order they are unlocked in the Codex. 
    • Fixed Wisp not having her custom running animation when using the Grimoire. 
    • Fixed weapons going invisible after deploying Heavy Archgun in open zones. 
    • Fixed being unable to interact with the Duviri Torch Flame Dojo Decoration after placing it.
      • Also fixed its capacity cost being 1 instead of the intended 20. 
    • Fixed several offset issues with Sevagoth’s Glaukus Skin. 
    • More fixes to come! 
    • Fixed several script errors from a particular machine in the Sanctum Anatomica. 
    • Fixed a script error when selecting a Warframe in the Arsenal. 
    • Fixed a script error in Qorvex’s Chyrinka Pillar ability. 
    • Fixed several script errors when Ranking up a Mod. 
    • Fixes towards a crash caused by Grimoire's Alt Fire

    Check out our Known Issues thread!

    • Like 2
  16. Abyss of Dagath: Hotfix #7

    Companion Changes & Fixes: 

    • Contagious Bond: Enemies inflicted by damage over time Status Effects will now spread 50% of the tick damage when killed to other enemies. 
      • Prior to this change, damage over time procs would only tick 1 damage on enemies it spread to. Now, it’ll apply 50% (at max rank) of the tick damage originating from the killed enemy. 
    • The following Companion Precept Mods now benefit from Manifold Bond: 
      • Diriga’s Electro Pulse 
      • Djinn’s Fatal Attraction 
        • The ability cooldown effect from Manifold Bond already applied to Fatal Attraction, but not its Status Effect application to Companion weapons, so now it properly and wholly benefits from the Mod. 
    • Djinn’s Fatal Attraction will no longer cause affected enemies to focus fire solely on Djinn after they’ve been lured. 
      • Prior to this change, Djinn could get incapacitated very quickly after luring. Now enemies will return to their default targeting after being lured to help keep the little guy alive after doing his job. 
    • Fixed enemies killed by Contagious Bond’s spread Status Effects not granting Affinity. 
    • Fixed damage dealt to enemies from Contagious Bond’s spread Status Effects not registering for other Companion mod triggers (e.g. Energy Generator, Synth Deconstruct, etc.). 
    • Fixed performance issues caused by Dethcube (with Fired up, Firestorm, and Fire Rate and Multshots Mods) attacking enemies trapped in Zephyr’s Tornado.
    • Fixed MOA Companions permanently dying if they were ragdolled a certain way. 
    • Fixed a script error with the Mecha Mod set. 

    Changes: 

    • Warframe idle audio will now be muted when in the Dojo Research menus. 

    Fixes: 

    • Fixed Dagath’s Rakhali’s Cavalry stripping defenses from bosses with resistances to Warframe abilities (e.g. Eidolons and Profit-Taker). 
    • Fixed Clients receiving self-damage while shooting the Furis in Incarnon Form inside of a bullet attractor field (notably Xaku’s Whisper). 
    • Fixed raising/lowering Clan tier not properly adjusts the Research costs of active research resulting in zero/negative values. As reported here: https://forums.warframe.com/topic/1368438-clan-research-costs-are-negative/
    • Fixed getting a “Reconfiguration could not be completed. Your account has not been charged. Please try again later” error when quickly cycling a Riven back to back. 
    • Fixed the Energy numbers in the Railjack HUD and Tactical Map displaying incorrectly. 
    • Fixed the “Incarnon Upgrade Available” Orbiter pop-up occurring when you already have all of the Incarnon’s upgrades unlocked.  
       
    • Like 3
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    ABYSS OF DAGATH: UPDATE 34

    Gather round and listen well, Tenno: Grandmother is back with another spine-chilling Naberus tale to commemorate the spookiness of the season! Build and enter the new Dagath’s Hollow Dojo Room to learn the sullen and tragic backstory of the faceless horse rider who stalks the Origin System in search of retribution: the terrifying 54th Warframe, Dagath.

    A doomed Abyssal Zone Exterminate mission calls for Tenno aid aboard a drifting Galleon. Answer the cry for help and be rewarded for your efforts! Rewards from completing the mission are used to craft Dagath and her signature weapon Dorrclave. 

    Grendel Prime Access is also here! Feast your eyes and gain instant access to Grendel Prime, Masseter Prime, Zylok Prime, and his Prime Accessories. 

    This update also features heaps of Quality of Life changes, improvements and more covering a wide array of content. Including the Hydroid Rework, Companion Rework, New Player Path Improvements, Accessibility & HUD Improvements, and much more!

    As announced in Devstream 173, Cross Platform Play Clans will also be launching in the near future now that Abyss of Dagath is live! A dedicated thread will be posted on launch with all of the details.

    Abyss of Dagath is a Mainline Update!

    Meaning that everything the team has been working on since the launch of Echoes of Duviri is in this update (with the obvious exception of content that is not ready to be released). It is very likely, as it is with all Mainline updates, that things slip through the cracks so we will be watching for bug reports and feedback in the Dedicated Abyss of Dagath Subforums to address in follow-up Hotfixes.

    If any of the terms above are new to you, visit “The Warframe Lexicon for Updates” to learn more about Warframe’s development cycle. 

    Download Size: ~1.24 GB*
    *Accounts for the new shaders with the Enhanced Graphics Renderer, Mainline content and  large sound asset file sizes** that require a secondary 400 MB download to occur within the Warframe launcher after downloading the update from Nintendo. **We are investigating a fix for this for the next cert update!

    Dedicated Abyss of Dagath Subforums
    A dedicated update subforums is available for all of your feedback and bug reporting: https://forums.warframe.com/forum/1844-update-34-abyss-of-dagath/

    Known Issues: https://forums.warframe.com/topic/1368148-known-issues-abyss-of-dagath/


    Enhanced-Only Graphics Renderer on Nintendo Switch
    Nintendo Switch now officially uses the Enhanced Graphics Renderer and joins the rest of the console platforms who are now also exclusively using it with the release of Abyss of Dagath. This means that the Classic Graphics Renderer has officially been retired on consoles. 

    PlayStation 5 and Xbox Series X launched with Enhanced, and last-gen have been using it by default since Citrine’s Last Wish. Now that it has been brought to Nintendo Switch with the release of Abyss of Dagath, we have met our goal of unifying the rendering framework across all platforms! 

    Now, all Tenno can experience the new GI volume lighting system, decal system, tattoos, facial hair, and more that help raise the overall quality of Warframe. Which is very exciting, as the next major update in 2023 for Warframe “Whispers In The Wall” was built on all its features and tools to create a stunning visual experience!

    Learn more about the Enhanced Graphics Renderer on Nintendo Switch and share bug report/feedback in the dedicated post: 
    https://forums.warframe.com/topic/1368105-psa-enhanced-graphics-engine-coming-to-nintendo-switch-with-abyss-of-dagath/

    Nintendo Switch-Specific Notes: 

    • Made micro-optimization to rendering on Nintendo Switch. 
    • Fixed an issue on Nintendo Switch where friends could incorrectly appear in the friend’s list with a Mastery Rank of 0, regardless of their actual Rank.
    • Fixed potential performance issue when changing the Color Correction option on Nintendo Switch. 
       

    NEW EXTERMINATE NODE: ABYSSAL ZONE

    A group of initiates, sent jointly by the Pledged Syndicates need help finishing a doomed mission to recover Orokin Era Defixios from a Galleon of Grineer raiders adrift in the Abyssal Zone, looming near Ceres. These tablets were plundered from an archaeological dig site known as Villa Irillia, former home to a powerful and debaucherous Orokin couple. They possess a certain cursed energy, inflicting those who carry it in sinister ways. Cut down the Grineer forces to keep them out of their hands and to clear a path for the initiates to make their escape. All while reaping the reward that lies within the salvaged Defixios. 

    Requirements: 
    Achieve Rank 2 in any of the Pledged Syndicates (Steel Meridian, Arbiters of Hexis, Cephalon Suda, The Perrin Sequence, Red Veil, and New Loka). An inbox message is sent upon doing so!

    How to Play: 
    Abyssal Beacons are the key to locating the Grineer Galleon in the Abyssal Zone near Ceres, otherwise perpetually obscured by darkness. Acquire them with 5,000 Standing from any of the Pledged Syndicate’s Offerings to pinpoint the Abyssal Zone Node on Ceres. Players can tackle the task either solo or with a premade squad - one Abyssal Beacon is consumed upon completing the mission (from the player who started the mission vote). 

    In this mission you have two objectives:
    1. Exterminate the required amount of enemies
    2. Recover a Defixio by delivering it to the Extraction Point

    There are a total of 8 Defixios hidden on the ship, but only one per player is required to be recovered and deposited in the Extraction Zone (4 total for full squad) to complete the mission. 

    While only one Defixio per player is required, you can assist your squadmates by dropping off more in the zone after you have successfully delivered your own. Upon entering the zone, the extra Defixios will count towards your squadmates’ objective. Players carrying Defixios outside of the extraction zone when the timer runs out will also have their deposit counted. 

    Syndicate Agents, desperate to escape the hellscape they found themselves in, are hiding around the Galleon and are eager to share their intel on the location of Defixios - look for their Ally map markers and interact with them to mark an area on the map where a Defixio can be found. 

    Look for the telltale red glow around a Defixio to find it and pick it up. Similar to Datamasses, players carrying a Defixio will still be able to use their Secondary and Melee weapons, and can pick up or drop their payload at will. 

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    Mission Hazards: 
    Finding and extracting Defixios comes at a cost, Tenno. A random debuff is applied for the duration that it is carried, making the journey to Extraction more challenging. The following debuffs can be applied: 

    • Phantom Curse: Gravity is reduced.
    • Scarcity Curse: Your Ammo depletes steadily. Battery weapons recharge slowly. 
    • Echo Curse: Take damage when you cast Abilities. 
    • Hunter Curse: Take damage as you move. Land jumps for a brief reprieve from this curse.
    • Exposure Curse: Your Shields get removed. 
    • Blood Curse: Your Health drains steadily. Killing enemies restores it. 
    • Weariness Curse: Your energy drains steadily.
    • Shadow Curse: Your light source dims steadily. Melee kills brighten it. 

    Additionally, nearing the required amount of slain enemies will trigger a call for reinforcements, turning your mission into an Eximus Stronghold until you successfully extract.

    Steel Path Modifiers: 
    The usual Steel Path difficulty modifiers are enabled in the Abyssal Zone, but with a toxic twist! Grineer Nox reinforcements have a higher chance of spawning in The Steel Path. 


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    Reward - New Resource: Vainthorn
    Completing the mission rewards 6-8x Vainthorns (8, 11, and 12 on The Steel Path) - a new resource found within Defixios. The rare thorn of an extinct rose, and a vital component in Orokin Defixios and other technology. It is used to craft Dagath and the Dorrclave.  
     

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    NEW WARFRAME: DAGATH 
    Never underestimate the power and wrath of sullen sadness. Dagath’s malice deals high damage. 

    Passive: Abundant Abyss
    There is a 35% chance that Energy and Health Orbs will be 300% more effective on Dagath.

    Wyrd Scythes
    Wyrd Scythes surround Dagath and seek out nearby enemies. Those struck are slowed and suffer Viral Damage with a guaranteed Status Effect. The scythes also spread Doom and extend its duration.

    Wyrd Scythes is Dagath’s Helminth ability (Altered: Diminished Slow) and Railjack ability. 

    Doom
    Condemn nearby enemies to their doom. A portion of the initial damage Dagath deals is revisited upon them by a Wyrd Scythe. They also suffer Viral Damage.

    Grave Spirit
    Supercharge Dagath’s weapons with extra Critical Damage. The effects are doubled on Doomed enemies. Escape fatal blows by briefly assuming a spectral form.

    Rakhali’s Cavalry
    Phantom Kaithes charge forth, inflicting Viral Damage upon all in their path. Their attack strips the defenses of Doomed enemies.

    How To Acquire Dagath: 
    Dagath can be purchased for instant access in the in-game Market for Platinum or her Blueprints can be collected from the new “Dagath’s Hollow” Dojo Room (read below to learn more) and crafted using Vainthorn earned from the new Abyssal Zone Exterminate Node. 

    With the release of Dagath, the number of purchasable loadout slots has been increased from 21 to 22. 
     

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    DAGATH GANCEANN HELMET
    Glory in the ghoulish splendor of a pierced skull.

    How To Acquire Dagath’s Ganceann Helmet: 
    The Helmet can be purchased from the in-game Market. Its Blueprint will be added to the next Nora's Mix Series store  - we will update you in the near future on when to expect it. 

    NEW WEAPON: DORRCLAVE 
    After 10 kills or assists, Dorrclave enters a spectral state that doubles weapon Follow Through and guarantees Status Effects for the next 10 attacks (Buff Name: Rising Vendetta). In Dagath's hands, each active Status Effect heals her by 6 Health. 

    How To Acquire Dorrclave: 
    Acquire Dorrclave’s Blueprints from the new Dagath’s Hollow Dojo Room (read below to learn more) and earn Vainthorn from the new Abyssal Zone Exterminate Node to craft its components. 

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    NEW DOJO ROOM: DAGATH’S HOLLOW 
    Resurrect a Naberus legend with a new Dojo Room; Dagath’s Hollow. Here you will find the Shrine of Dagath, where you can acquire Dagath and Dorrclave’s Blueprints to be crafted in your Foundry. Interact with the pillar to listen to Grandmother tell the haunting tale of a Dax cavalry woman, her beloved steed, and the fate bestowed upon both of them by those who had once treasured her. 

    The spirit of Dagath’s Kaithe Rakhali is strong here - allowing you access to your Kaithe and all of its customization options. 
     

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    GRENDEL PRIME ACCESS
    The insatiable hunger of Grendel Prime is here! Join the feast and gain instant access to a new Prime Warframe, his signature Prime Weapons and Accessories as well as 90-Day Boosters and more.

    Grendel Prime
    Primal. Insatiable. Grendel Prime devours all who oppose him.

    Zylok Prime
    A lightweight weapon that packs a punch worthy of its golden design.

    Masseter Prime
    A greatsword for those with an insatiable hunger for victory. Grendel is immune to crowd-control when he performs Heavy Attacks with this weapon.

    Exclusive Grendel Prime Glyphs

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    Grendel Prime Accessories feature: 

    • Sumbha Prime Syandana - The signature Syandana of the gilded gourmand, Grendel Prime.
    • Oni Prime Ephemera - Take on the look of a monster that can devour an enemy in a single bite.
    • 90-Day Resource Booster
    • 90-Day Affinity Booster

    Instantly gain access to Grendel Prime from the in-game Market or earn Relics in-game to craft Grendel Prime, Zylok Prime, and Masseter Prime in your Foundry. 

    Now that Grendel 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.

    • Harrow Prime
    • Scourge Prime
    • Knell Prime 

    With this Vaulting comes the shift of the following Syndicate Sacrifices:

    • Replaced Rank 5 Cephalon Suda sacrifice of Harrow Prime Neuroptics to Khora Prime Chassis
    • Replaced Rank 4 The Perrin Sequence sacrifice of Knell Prime Barrel to Hystrix Prime Receiver
    • Replaced Rank 5 Red Veil sacrifice of Harrow Prime Systems to Garuda Prime Systems

     
    Riven Disposition Changes:
    As with each round of Prime Access come updated Riven Disposition numbers, but we have taken a different approach for this update and have postponed Disposition decreases - check the full details here: https://forums.warframe.com/topic/1368075-october-2023-riven-dispositions/

     


    NEW IN-GAME MARKET ITEMS & BUNDLES
    Visit the in-game Market for brand new customizations and more! 

    DAGATH COLLECTION
    Gaze into the mirror that accuses. This collection includes the Dagath Warframe, her Dorrclave weapon, the Dagath Ganceann Helmet, and Aumen Kaithe Gear. Each item in this collection is available for purchase individually. 

    Please note that Dagath’s Kaithe shoulder skull is actually an Armor Attachment, titled Dagath Armor, you can equip as desired! We’re aware of an issue that the Dagath Armor unequips itself the first time you enter the Arsenal after purchasing Dagath. Re-equipping will fix this for now! 


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    AUMEN KAITHE BUNDLE
    Dress your Kaithe as Rakhali, Dagath’s noble steed. The Bundle includes the Aumen Chamfron, Aumen Saddle, and Aumen Tail. Each can also be purchased separately.


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    NEW VOIDSHELL COLLECTIONS
    Adorn Mirage, Nidus, and Protea in the morphic material created during the Zariman Void Jump with their own Voidshell Skins and material structures. 

    Mirage Voidshell Collection
    This collection includes the Mirage Voidshell Skin and Amarast Facets material structure. 

    Nidus Voidshell Collection
    This collection includes the Nidus Voidshell Skin and Petrified Isos material structure. 

    Protea Voidshell Collection
    This collection includes the Protea Voidshell Skin and Circuit Effect material structure. 

    Void Adornment Bundle V
    Make the most of the morphic material created during the Zariman Void Jump. This collection includes the Mirage Voidshell Skin, Nidus Voidshell Skin, Protea Voidshell Skin, and each skin’s matching material structure.
     

    75f45afe2fdc3c21a33f761dc9022b75.png

    CHILLING GLYPH BUNDLE (LIMITED TIME) 
    A limited time collection of morbidly festive glyphs. Includes the Shadows of the Dead, Peeking Paragrimm, Sentinel Spooks, and More for Mummy Glyphs. Get them while the spooky season still lasts! 
     

    411190137c46a958e50f522cb22da98d.jpg

    AWLSPAN SYANDANA
    Bring forth the look of your inner beast. 

    CAVUM SENTINEL BUNDLE
    A deliciously nightmarish set of accessories for your Sentinel. Includes the Cavum Sentinel Mask, Wings and Tail (these are also available to be purchased individually). 

    CHIROPTERA COLLECTION
    Spread your wings and hunt through the night. This collection contains chiropteran cosmetics for both you and your Sentinel (Cavum Sentinel Accessories and the Awlspan Syandana). 
     

    71401389e9de66594970b840aaa33d34.png

    NEW NABERUS LOTUS SKIN
    A vampiric look for Lotus to wear during the ancient festival of death and mischief. Purchase this new permanent skin from the Lotus customization options in Personal Quarters located in your Orbiter. 
     

    c37812bb6f2f72393f66b77fb93dfe87.png

    DAY OF THE DEAD V: COMPLETE COLLECTION
    Enjoy every cosmetic from Day of the Dead V. Includes: 

    • Suparna Day Of The Dead Syandana
    • Vetala Day Of The Dead Shoulder Plate
    • Vetala Day Of The Dead Chest Plate
    • Vetala Day Of The Dead Ankle Plates 
    • Skiajati Day Of The Dead Skin 
    • Acceltra Day Of The Dead Skin 
    • Corvas Day Of The Dead Skin 
    • Cycron Day Of The Dead Skin 
    • Gammacor Day Of The Dead Skin II 

    Each can also be purchased individually and are permanent in-game Market items.  
     

    VETALA DAY OF THE DEAD ARMOR BUNDLE
    Strike fear into the hearts of your enemies by cladding your Warframe in this ancient battle attire. The bundle includes: 

    • Vetala Day Of The Dead Shoulder Plate
    • Vetala Day Of The Dead Chest Plate
    • Vetala Day Of The Dead Ankle Plates 

    Each can also be purchased individually and are permanent in-game Market items. 

     

    DAY OF THE DEAD V: WEAPON SKIN PACK

    Haunt wherever you go with new morbidly festive weapon skins. Includes:

    • Acceltra Day Of The Dead Skin 
    • Corvas Day Of The Dead Skin 
    • Cycron Day Of The Dead Skin 
    • Gammacor Day Of The Dead Skin II 
    • Skiajati Day Of The Dead Skin 

    Each can also be purchased individually and are permanent in-game Market items. 

    c028b9679de31908a75cb9a6fc79a48a.png

    TENNO III COLOR PALETTE
    Unlocks additional color options reflecting the default colors used on each standard Warframe in release order from Garuda to Dagath!
     


    SYSTEM CHANGES AND GENERAL QUALITY OF LIFE

    This section covers the following topics (in order):

    • Warframe Shield Changes
    • Base vs. Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
    • Focus Lens Conversion Buff
    • Nightwave Changes
    • Break Narmer Mission Improvements
    • Archon Hunt Damage Attenuation Changes 

    Warframe Shield Changes
    There are many avenues for Tenno to approach Warframe survivability. Usually, it’s through increasing Health and Armor values, or making use of damage resistance features of certain Mods or Abilities, etc. For Shields, however, there is an incentive to do the opposite: the meta prior to this update encouraged players to reduce Shield values as much as possible to make use of Shield Gating mechanics. 

    As Developers, we’re stuck in a strange position. On one hand, we see player ingenuity and creative ways of engaging with mechanics, but on the other, we see proof that Shields are not offering the same value to players as other survivability tools - to the point where you are rewarded for having the lowest Shield stat possible. 

    We have changed this so that Tenno are incentivized to increase their Shield stat instead of reducing it. To do so, we have approached this challenge in two key ways:

    Firstly - we’ve buffed Tenno Shields overall!
    Previously: Tenno Shields offered a 25% resistance to all damage types.
    Now: Tenno Shields will offer a 50% resistance to all damage types. 

    We’ve also buffed a few Shield-specific Mods with Recharge rate in mind! 
    (values below are at max rank)

    • Fast Deflection: Added -45% Shield Recharge Delay
    • Fortitude: Increased the Shield Recharge value from +80% to +100%. 
      • Also increased Chance to Resist Knockdown from +20% to +40%. 
    • Vigilante Vigor: Added -30% Shield Recharge Delay

    These Mod buffs feed directly into the other half of our approach:

    Secondly - we’ve reworked Shield Gating!
    Shield Gating was added to the game back in 2020 with Update 27.2.0 as a way to prevent one-shots, especially at higher-level content. We feel that this mechanic accomplished that goal, but the implementation of it had an unintended side-effect: players were rewarded for having the smallest Shield stat and fastest Shield Recharge stat to make use of the Full Shield Break mechanic.  

    As mentioned above, our intention is to offer players more benefits for having larger Shield values, so Shield Gating has been reworked. The core mechanic is staying: when you lose all Shields, you gain a period of invulnerability. What has changed is how this period of invulnerability scales with the amount of Shields you have. 

    The changes outlined below have been made with that vision in mind:

    Part 1 - Shield Gate Duration will scale with the amount of Shields you had upon Shield Break.

    Previously: Full Shields upon Shield break offered a 1.3-second window of invulnerability. 

    Now, depending on your Modded values, this window could be anywhere from 0.33 seconds (minimum duration) to 2.5 seconds (capped at 1150 Shields). To receive the original 1.3-second Shield Gate, players will now need around 325 Shields upon Shield Break. 

    You can see a full overview of the Gate Duration vs. Shields Depleted in the graph below: 
    6e8b49a5ecc09da41bd420c53b1ea9d5.png


    Part 2 - Partially Depleted Shields do not have a separate Shield Gate Duration.

    Previously, shield breaks on Shields that were not fully regenerated offered 0.33 seconds of Shield Gating.

    Now, Partially Depleted Shields are treated with the same scaling values outlined above. For example, if you had a max Shield value of 1200, but your Shields were broken with only 350 available, you would receive ~1.3 seconds of Shield Gating!

    With these changes, the more Shields you have and the faster they regenerate, the more you’ll get out of the Shield Gating system!


    Part 3 - We’ve added a new Corrupted Mod: Catalyzing Shields
    With the changes to Shield Gating, we still wanted to offer players different ways to interact with this system without always having to Mod for the most Shields possible. To accomplish this, we have introduced a new Corrupted Mod: Catalyzing Shields.

    7869590ea1281b2ee7a4dd3548cbe4bc.png


    This Mod reduces your maximum Shields by 80% but also changes how Shield Gating Scaling works for your Warframe with a guaranteed 1.33 seconds of Shield Gating upon full Shield depletion. With this Mod equipped, Shield Gating duration scales from 0.33 to 1.33 based on your maximum Shield values, regardless of what they are.

    For example, if my maximum Shields are 100 with Catalyzing Shields equipped, I would expect the following Shield Gating durations:

    • 100 Shields at Shield Break: 1.33s of Shield Gating
    • 75 Shields at Shield Break: 1.0s of Shield Gating
    • 50 Shields at Shield Break: 0.67s of Shield Gating
    • 25 Shields at Shield Break: 0.34s of Shield Gating
    • 10 Shields at Shield Break: 0.33s of Shield Gating
      • As a reminder, 0.33s is the absolute minimum duration for Shield Gating!

    How to acquire Catalyzing Shields: 
    Since this is a new Corrupted Mod, it is obtainable via Orokin Vaults on Deimos.

    An Alert for the Catalyzing Shields Mod will be available in the near future to give players faster access to this Mod to test in their builds. We will share start/end dates for that Alert soon The Alert for the Catalyzing Shields Mod is now live!

    Part 4 - Decaying Dragon Keys have been updated to debuff both Shields and Shield Gating. 
    With revised Shield Gating, we felt it was important to update Decaying Dragon Keys as well. These Gear items were previously used to lower the threshold needed for Full Shield Breaks with Shield Gating, and while we loved to see players finding unique interactions between various mechanics, Dragon Keys are intended to increase difficulty when equipped.

    With that intention in mind, Decaying Dragon Keys now cap player Shield Gates to 0.33s maximum. 

    Part 5 - A few other details to cover!

    • Hildryn’s Passive has been buffed from 3s Shield Gating Duration to 3.5s Shield Gating Duration!
    • Updated Grenade Fan’s description to better communicate how Shield Satellites work with Shield Gating. 
      • “(HOLD) SHIELD SATELLITES - Protea reconfigures Grenades to work as overcharging shield generators, protecting her, her allies and companions. When Shields break, a Satellite is destroyed to double minimum Shield Gate invincibility time.”  
    • Shield Regeneration Delay Reduction is now capped at 80%. Many Mods have now been updated to offer this benefit, leading to the possibility of stacking Shield Regen to be faster than Shield Gate expiring. Now, players should have easier access to reducing the regeneration time, without risking issues with permanent invulnerability. 
      • Guardian Break Shield Regeneration delay reduction has been decreased from 90% to 80% at max rank as a result. We have buffed this effect’s duration 8s to 12s at max rank to compensate!
    • Updated the Shield stat on-hover description in the Upgrade Screen to describe Shield break functionality and include Shield Gate duration for your current modded max Shields. 
    • It is NOT intended for Overshields to count for Shield Gate duration. We will be removing this with required Code in our next Cert build.

    There are many variables that will impact the overall outcome of these Shield changes with Abyss of Dagath, and we’ll be keeping a close eye on player feedback now that this is in the community’s hands. With this update’s release, you’ll be seeing many changes in your Arsenal Upgrade screens -- both for Shield changes listed above, and the following overhaul:

    Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

    If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding. 

    Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

    Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health. 

    In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300. 

    With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change. 

    To remedy this, we approached this problem in two ways:

    1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
    Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

    • Vitality: Reduced from +440% to +100% Health
    • Redirection: Reduced from +440% to +100% Shield Capacity
    • Steel Fiber: Reduced from +110% to +100% Armor
    • Flow: Reduced from +150% to +100% Energy Max

    Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.

    Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do. 

    So, our next step:

    2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible. 
     

    With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally. 

    While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal. 

    In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats. 

    For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes. We will only be listing Base stats for Armor changes, unless the Warframe has a different Armor stat at Max Rank. 

    Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.  Here are a few outliers before we get into the nitty-gritty of it:

    • Lavos, Nidus, Nidus Prime, and Kullervo all have buffs to their Armor values as a result of this change.
      • Ex: Nidus Prime’s Armor stat increased from 910 (previous) to 1,050 (new with this update) with max Steel Fiber Equipped. With all 3 Umbral Warframe Mods equipped, this buff results in a difference of 1198 Armor (previous) to 1470 Armor (new with this update).
    • Garuda and Garuda Prime’s received buffs to their Modded Energy pool.
      • ie. Garuda Prime’s Energy stat has been increased from 800 (previous) to 912 (new with this update) with max Primed Flow equipped.

    To better contextualize how these numbers have changed, we’ve also prepared a comparison asset using Excalibur: 

    7b519dddbc898859360ebdf23f16cb0f.png

    Warframe Stat Changes:
    Note: for those comparing Dev Workshop values and final values, the major change you will see in the stats below is a general increase in Base Rank Health and Shields. This is due to a change to how Health/Shields are earned per rank, to increase survivability of unranked Warframes, which was not properly captured in our initial Dev Workshop stats.

    Spoiler

    ASH
    Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    ASH PRIME
    Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Armor: Base Rank - 185 (from 175)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    ATLAS
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 475 (from 450)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    ATLAS PRIME
    Health: Base Rank - 550 (from 175) / Max Rank - 650 (from 525)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 500 (from 475)
    Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

    BANSHEE
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    BANSHEE PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

    BARUUK
    Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 185 (from 175)
    Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

    BARUUK PRIME
    Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Armor: Base Rank - 240 (from 225)
    Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

    CALIBAN
    Health: Base Rank - 170 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 450 (from 175) / Max Rank - 650 (from 525)
    Armor: Base Rank - 290 (from 275)
    Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

    CHROMA
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 370 (from 350)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    CHROMA PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 450 (from 425)
    Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

    CITRINE
    Health: Base Rank - 400 (from 135) / Max Rank - 500 (from 405)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 265 (from 250)
    Energy: Base Rank - 130 (from 120) / Max Rank - 180 (from 180)

    EMBER
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    EMBER PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Armor: Base Rank - 160 (from 150)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    EQUINOX
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    EQUINOX PRIME
    Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 160 (from 150)
    Energy: Base Rank - 200 (from 165) / Max Rank - 250 (from 248)

    EXCALIBUR
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 240 (from 225)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    EXCALIBUR PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 315 (from 300)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    EXCALIBUR UMBRA
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 315 (from 300)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    FROST
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 315 (from 300)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    FROST PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 550 (from 175) / Max Rank - 650 (from 525)
    Armor: Base Rank - 315 (from 300)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    GARA
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 160 (from 150)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    GARA PRIME
    Health: Base Rank - 345 (from 120) / Max Rank - 445 (from 360)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 200 (from 190)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    GARUDA
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 315 (from 300)
    Energy: Base Rank - 140 (from 120) / Max Rank - 240 (from 270)

    GARUDA PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 420 (from 400)
    Energy: Base Rank - 220 (from 160) / Max Rank - 320 (from 360)

    GAUSS
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 185 (from 175)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    GRENDEL
    Health: Base Rank - 1095 (from 350) / Max Rank - 1295 (from 1050)
    Shields: Base Rank - 95 (from 25) / Max Rank - 95 (from 75)
    Armor: Base Rank - 370 (from 350)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    GYRE
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 550 (from 175) / Max Rank - 650 (from 525)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 190 (from 160) / Max Rank - 240 (from 240)

    HARROW
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 185 (from 175)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    HARROW PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 640 (from 175) / Max Rank - 740 (from 525)
    Armor: Base Rank - 185 (from 175)
    Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

    HILDRYN
    Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Shields: Base Rank - 1280 (from 450) / Max Rank - 1780 (from 1575)
    Armor: Base Rank - 315 (from 300)
    Energy: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)

    HILDRYN PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 1380 (from 475) / Max Rank - 1880 (from 1662.5)
    Armor: Base Rank - 315 (from 300)
    Energy: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)

    HYDROID
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Armor: Base Rank - 240 (from 225)
    Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

    HYDROID PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 550 (from 175) / Max Rank - 650 (from 525)
    Armor: Base Rank - 290 (from 275)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    INAROS
    Health: Base Rank - 2110 (from 550) / Max Rank - 2310 (from 2200)
    Shields: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)
    Armor: Base Rank - 240 (from 225)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    INAROS PRIME
    Health: Base Rank - 2215 (from 575) / Max Rank - 2415 (from 2300)
    Shields: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)
    Armor: Base Rank - 240 (from 225)
    Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

    IVARA
    Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

    IVARA PRIME
    Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 250 (from 200) / Max Rank - 300 (from 300)

    KHORA
    Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 290 (from 275)
    Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

    KHORA PRIME
    Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Armor: Base Rank - 345 (from 325)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    KULLERVO
    Health: Base Rank - 1005 (from 325) / Max Rank - 1205 (from 975)
    Shields: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)
    Armor: Base Rank - 550 (from 325) / Max Rank - 650 (from 650)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    LAVOS
    Health: Base Rank - 540 (from 200) / Max Rank - 740 (from 600)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 575 (from 450) / Max Rank - 675 (from 675)
    Energy: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)

    LIMBO
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    LIMBO PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

    LOKI
    Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    LOKI PRIME
    Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

    MAG
    Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

    MAG PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

    MESA
    Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    MESA PRIME
    Health: Base Rank - 400 (from 135) / Max Rank - 500 (from 405)
    Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

    MIRAGE
    Health: Base Rank - 200 (from 80) / Max Rank - 300 (from 240)
    Shields: Base Rank - 120 (from 80) / Max Rank - 300 (from 240)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    MIRAGE PRIME
    Health: Base Rank - 200 (from 80) / Max Rank - 300 (from 240)
    Shields: Base Rank - 310 (from 110) / Max Rank - 410 (from 330)
    Armor: Base Rank - 185 (from 175)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    NEKROS
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 235 (from 90) / Max Rank - 335 (from 270)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    NEKROS PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

    NEZHA
    Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150)
    Armor: Base Rank - 200 (from 190)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    NEZHA PRIME
    Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150)
    Armor: Base Rank - 265 (from 250)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    NIDUS
    Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Shields: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)
    Armor: Base Rank - 350 (from 300) / Max Rank - 450 (from 450)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    NIDUS PRIME
    Health: Base Rank - 550 (from 175) / Max Rank - 650 (from 525)
    Shields: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)
    Armor: Base Rank - 425 (from 350) / Max Rank - 525 (from 525)
    Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

    NOVA
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    NOVA PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

    NYX
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    NYX PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    OBERON
    Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 185 (from 175)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    OBERON PRIME
    Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 240 (from 225)
    Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

    OCTAVIA
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Armor: Base Rank - 160 (from 150)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    OCTAVIA PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 160 (from 150)
    Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

    PROTEA
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    REVENANT
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 735 (from 225) / Max Rank - 835 (from 675)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

    REVENANT PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 825 (from 250) / Max Rank - 925 (from 750)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    RHINO
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 240 (from 225)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    RHINO PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 290 (from 275)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    SARYN
    Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 240 (from 225)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    SARYN PRIME
    Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 315 (from 300)
    Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

    SEVAGOTH
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 235 (from 90) / Max Rank - 335 (from 270)
    Armor: Base Rank - 160 (from 150)
    Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

    SEVAGOTH'S SHADOW
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150):
    Armor: Base Rank - 475 (from 450)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    STYANAX
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 825 (from 250) / Max Rank - 925 (from 750)
    Armor: Base Rank - 265 (from 250)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    TITANIA
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    TITANIA PRIME
    Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

    TRINITY
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    TRINITY PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    VALKYR
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150)
    Armor: Base Rank - 630 (from 600)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    VALKYR PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150)
    Armor: Base Rank - 735 (from 700)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    VAUBAN
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Armor: Base Rank - 160 (from 150)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    VAUBAN PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 210 (from 200)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    VOLT
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    VOLT PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

    VORUNA
    Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 200 (from 190)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    WISP
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Armor: Base Rank - 185 (from 175)
    Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

    WISP PRIME
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 210 (from 200)
    Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

    WUKONG
    Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 265 (from 250)
    Energy: Base Rank - 130 (from 120) / Max Rank - 180 (from 180)

    WUKONG PRIME
    Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Shields: Base Rank - 345 (from 120) / Max Rank - 445 (from 360)
    Armor: Base Rank - 290 (from 275)
    Energy: Base Rank - 145 (from 130) / Max Rank - 195 (from 195)

    XAKU
    Health: Base Rank - 269 (from 97) / Max Rank - 359 (from 291)
    Shields: Base Rank - 239 (from 89) / Max Rank - 329 (from 267)
    Armor: Base Rank - 145 (from 137)
    Energy: Base Rank - 160 (from 153) / Max Rank - 230 (from 230)

    YARELI
    Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

    ZEPHYR
    Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 105 (from 100)
    Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

    ZEPHYR PRIME
    Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
    Armor: Base Rank - 135 (from 125)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    Warframe Mod Changes:
    As promised, here is the comprehensive list of Mod changes to go with the stat changes above. 
    *the values below are at Max Rank!

    Spoiler

    Health-Specific Mods:

    • Vitality: +100% Health (was +440%)
    • Umbral Vitality: +100% Health (was +440%)
      • +130% and +180% with set bonuses (was +550% and +770%)
      • The 2-Mod set bonus for Umbral Vitality is more substantial than it was before, so builds that use Umbral Vitality and only one other Umbral Mod should see a buff to their Health stat.
    • Archon Vitality: +100% Health (was +440%)
    • Physique: +20% Health (was +90%)
    • Gladiator Resolve: +40% Health (was +180%)
    • Nira's Hatred: +35% Health (was +150%)

    Shield-Specific Mods:

    • Redirection: +100% Shield Capacity (was +440%)
    • Augur Accord: +70% Shield Capacity (was +180%)
    • Boreal's Hatred: +65% Shield Capacity (was +150%)

    Armor-Specific Mods:

    • Steel Fiber: +100% Armor (was +110%)
    • Umbral Fiber: +100% Armor (was +110%)
      • +130% and +180% with set bonuses (was +137.5% and +192.5%)
      • The 2-Mod set bonus for Umbral Fiber is more substantial than it was before, so builds that use Umbral Fiber and only one other Umbral Mod should see a buff to their Armor stat.
    • Stand United: +25% Armor (was +25.5%)
    • Armored Agility: +40% Armor (was +45%)
    • Amar's Hatred: +25% Armor (was +30%)
    • Gladiator Aegis: +40% Armor (was +45%)
    • Mecha Pulse: +60% Armor (unchanged) 
    • Ironclad Charge: +50% Armor (unchanged)

    Energy-Specific Mods:

    • Flow: +100% Energy Max (was +150%)
    • Primed Flow: +185% Energy Max (was +275%)
    • Archon Flow: +185% Energy Max (was +275%)
    • Endurance Drift: +10% Energy Max (was +15%) 

    Mods with Various Stats:

    • Vigor: +50% Shield Capacity, +50% Health (was +120% each)
    • Primed Vigor: +75% Shield Capacity, +75% Health (was +220% each)
    • Carnis Carapace: +55% Armor, +20% Health (was +60% Armor,+90% Health)
    • Jugulus Carapace: +55% Armor, +20% Health (was +60% Armor,+90% Health)
    • Saxum Carapace: +55% Armor, +20% Health (was +60% Armor,+90% Health)

    Necramech and Archwing Changes

    Necramechs and Archwings have also been updated to apply Health / Shield / Energy / Armor values to Max Rank stats. We’ve prepared the following Stat and Mod changes with this in mind.

    Mod Changes:
    (values shown at max rank)
     

    Spoiler

    Health:
    Necramech Vitality: +100% Health (was +120%)
    Enhanced Durability: +100% Health (was +150%)

    Shields:
    Necramech Redirection: +100% Shield Capacity (was +220%)
    Energy Inversion: +100% Shield Capacity (was +120%)

    Armor:
    Necramech Steel Fiber: +100% Armor (was +90%)
    Argon Plating: +100% Armor (was +90%)

    Energy:
    Necramech Flow: +100% Energy Max (was +150%)
    Auxiliary Power: +100% Energy Max (was +90%)

    Necramech Stat Changes:
     

    Spoiler

     

    BONEWIDOWHealth: Base Rank - 1880 (from 1800) / Max Rank - 2880 (from 3600)
    Shields: Base Rank - 430 (from 300) / Max Rank - 630 (from 600)
    Armor: Base Rank - 480 (from 500)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    VOIDRIG
    Health: Base Rank - 1400 (from 1500) / Max Rank - 2400 (from 3000)
    Shields: Base Rank - 850 (from 500) / Max Rank - 1050 (from 1000)
    Armor: Base Rank - 385 (from 400)
    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

     

    These changes in action using Voidrig!

    9c3581bb130c9a067af8d30319f8a8dd.png

     

    Archwing Stat Changes:

    Spoiler

    AMESHA
    Health: Base Rank - 650 (from 400) / Max Rank - 900 (from 1200)
    Shields: Base Rank - 220 (from 200) / Max Rank - 420 (from 600)
    Armor: Base Rank - 195 (from 200)
    Energy: Base Rank - 220 (from 200) / Max Rank - 270 (from 360)

    ELYTRON
    Health: Base Rank - 765 (from 450) / Max Rank - 1015 (from 1350)
    Shields: Base Rank - 745 (from 450) / Max Rank - 945 (from 1350)
    Armor: Base Rank - 145 (from 150)
    Energy: Base Rank - 120 (from 125) / Max Rank - 170 (from 225)

    ITZAL
    Health: Base Rank - 200 (from 400) / Max Rank - 450 (from 600)
    Shields: Base Rank - 220 (from 200) / Max Rank - 420 (from 600)
    Armor: Base Rank - 50 (from 50)
    Energy: Base Rank - 220 (from 200) / Max Rank - 270 (from 360)

    ODONATA
    Health: Base Rank - 425 (from 300) / Max Rank - 675 (from 900)
    Shields: Base Rank - 430 (from 300) / Max Rank - 630 (from 900)
    Armor: Base Rank - 100 (from 100)
    Energy: Base Rank - 85 (from 100) / Max Rank - 135 (from 180)

    ODONATA PRIME
    Health: Base Rank - 650 (from 400) / Max Rank - 900 (from 1200)
    Shields: Base Rank - 640 (from 400) / Max Rank - 840 (from 1200)
    Armor: Base Rank - 100 (from 100)
    Energy: Base Rank - 85 (from 100) / Max Rank - 135 (from 180)

    These changes in action using Odonata!

    d8ff4b8ad5f17c7d80ccf8eb2551671d.png

    d8ff4b8ad5f17c7d80ccf8eb2551671d.png 

    While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens! 

    Focus Lens Conversion Buff
    Focus acquisition can take a significant time investment, especially for those who prefer more passive farming methods. Completing all of your Focus Schools acts as a long-term goal for many players, but we felt the need to mitigate the time investment slightly. 

    Now, Focus Lenses will offer greater conversion rates, as follows:

    • Regular Lens: 1.25 > 2%
    • Greater Lens: 1.75 > 3%
    • Eidolon Lens: 2.25 > 4.25%
    • Lua Lens: 3.25 > 5.5%

    Additionally, all Convergence Orbs now offer a flat 5,000 Focus bonus to your equipped Focus School upon pickup. 

    Nightwave Changes
    Nora Night has been gracing our airwaves since 2019, and word is she felt it was time for a little refresh. While many of our changes are shipping in our next Nightwave Series (as outlined in our Dev Workshop), Abyss of Dagath has brought some changes to keep Nora’s Acts fun, accessible, and as always, incentivizin’. 

    Revised Nightwave Acts
    In the 4 years of Nightwave history, many Acts have come and gone. This update brings revisions to existing Nightwave Acts that have been reworked with two approaches: a) to reduce the grind required to complete some Acts, and b) to expand the ways in which players can complete them!

    Any existing progress on these Acts will remain intact! In the case where an Act has had its requirements reduced and you have already hit that new requirement, you may need to do a single instance of the task to trigger completion (e.g. if you had 10/20 enemies killed while sliding for the Accelerator Act prior to this update, you would have to kill one more enemy while sliding for it to be marked as complete). 

    • Accelerator: Kill 10 Enemies while Sliding (was: 20)
    • Conservationist: Complete 3 different Perfect Animal Captures in Orb Vallis (was: 6)
    • Earth Bounty Hunter: Complete 3 different Bounties in the Plains of Eidolon (was: 5)
    • Earth Fisher: Catch 3 Rare Fish in the Plains of Eidolon (was: 6)
    • Earth Miner: Mine 3 Rare Gems or Ore in the Plains of Eidolon (was: 6)
    • Eternal Guardian: Complete 2 Void Armageddon missions (was: 3)
    • Everything Old is New Again: Complete 1 Transmutations (was: 3)
    • Glider: Kill 15 Enemies while Aim Gliding (was: 20)
    • Invader: Complete 6 Invasion missions of any type (was: 9)
    • Night and Day: Collect 10 Vome or Fass Residue in the Cambion Drift. (was: 15)
    • Night Terror: Complete 5 Nightmare missions of any type (was: 10)
    • Researcher: Scan 15 Objects or Enemies (was: 25)
    • Sanctuary Researcher: Complete 3 Scans for Cephalon Simaris (was: 5)
    • Supporter: Complete 5 Syndicate missions (was: 10)
    • Survival: Complete a Survival mission reaching at least 20 minutes (was: 30)
    • Venus Bounty Hunter: Complete 3 different bounties in the Orb Vallis (was: 5)
    • Venus Fisher: Catch 3 Rare Servofish in the Orb Vallis (was: 6)
    • Venus Miner: Mine 3 Rare Gems or Ore in the Orb Vallis (was: 6)
    • Animator: Retrieve the Ayatan Statue for Maroo in Maroo's Bazaar
      • Previously was: Fully Socket 3 Ayatan Sculptures
    • Now Boarding: Complete 3 different K-Drive races in Orb Vallis on Venus or in Cambion Drift on Deimos. 
      • Previously was limited to only Orb Vallis races.
    • Thrill Rider: Kill 20 Enemies while riding a K-Drive, Kaithe, Velocipod, Merulina
      • Expanding the eligibility of this Act to all of your trusty steeds. 
      • Previously named "Surfs Up!"
    • The Hunt is On: Find 5 Syndicate Medallions
      • Players will no longer have to be the one to pick up the Medallion for this to count.
    • The Personal Touch: Place 1 decoration in your Orbiter or Dormizone
      • Only Orbiter decorating used to count!
    • Cache Hunter: Find 6 caches across any Sabotage missions
      • Previously was: “Find all caches in 3 Sabotage missions”
    • Saver: Pick up 15,000 Credits
      • Mission credit rewards will now count towards this Act!
    • The Many Made Whole: Functionality remains, updated description to be more accurate.
      • Previously was: “Convert 10 Riven Slivers into a Riven Mod” 
      • Now: “Exchange 10 Riven Slivers for a Riven Mod” 

    Introductory Nightwave Screen
    The first time you log in with a Nightwave Series available (Awakening and Vor’s Prize Quests must be completed), a pop-up screen will appear highlighting various Series rewards, a brief description, and a button to visit the Nightwave menu!

    We’re adding this to increase visibility of Nightwave for newer players who may be unfamiliar with Nora, and as a reminder when a new Nightwave has dropped! 

    9765bf13d3b3080b2cf618d7b331d1ee.png

    Note: The 3 Permanent Weekly Acts that were mentioned in Devstream 173 will be coming with the next Nora’s Mix Volume. 

    Break Narmer Mission Improvements

    Kahl’s missions are a great way to earn an extra Archon Shard every week, but there is no denying that playing the same 3 Break Narmer missions can get repetitive. After looking at Community feedback and reflecting on our own experiences after almost a year of this content being available, we’ve prepared some Quality of Life changes and a few ways to spice up these familiar missions. 

    General Kahl-ity of Life Changes:

    • Kahl see more! 
      • Kahl now has Loot Radar and Enemy Radar. This will allow you to plan your offensive, and find key pick-ups to complete your Stock challenges faster!
    • Kahl go fast! 
      • Kahl’s max speed and overall walking speed have been increased.
    • Kahl earn stock! 
      • Added Stock Pickups to Break Narmer missions. 8 to 12 Stock Pickups will spawn per mission, offering 2 Stock each. These will appear on your Loot Radar and will respawn if the mission is replayed. Extraction is required to earn the picked-up Stock. 


    Expanding Kahl’s Garrison:
    Kahl will now find additional weapons next to his fallen Brothers as a way to add more variety to his overall gameplay. Three different weapons will spawn randomly each time you play! 

    In Junk Run* and Prison Break missions, you can find the following:

    • Ogris
    • Gorvakk (new shotgun found only in Break Narmer missions!)
    • Ignis
    • Tonkor
    • Grinlok
    • Jat Kittag

    *Once Kahl equips the Salvaged Kuva Ayanga in the Junk Run mission, these optional weapons are removed. Once the Tusk Thumper has been defeated, they will respawn. 

    As for Sneaky Sabotage, since this mission has specific weapon restrictions, there are no plans to offer additional weapons to this mission at this time. 
     

    Archon Hunt Damage Attenuation Changes
    Speaking of earning Archon Shards, Damage Attenuation (or “damage pillows”) may be a familiar mechanic for those who frequent Archon Hunts each week. 

    This was a hot topic, especially near the end of 2022. Since then, we’ve taken our time to assess player feedback and devise a plan to address it -- and we’re finally at a place where we can execute it. 

    Damage Attenuation is one tool of many to increase enemy difficulty by limiting how much damage they take from player weapons, etc. 
    Our current form of Damage Attenuation has resulted in many weapons feeling lackluster due to the high attenuation values, and damage output was reduced significantly to balance out the post-attenuation modifiers -- meaning that Archon fights felt like a slog if players did not use a limited set of optimal builds.

    This is not a favorable outcome, so we have made the following changes:

    1 - Maximum Damage Caps have increased

    • Maximum Damage per Damage Instance has been increased 
    • Maximum Damage Per Second has been increased 

    Our goal is to make big hits still feel like big hits, especially for low-rate-of-fire weapons. We’re able to reduce the damage cap significantly because of the next change:
     
    2 - Modifiers now apply before Damage Attenuation

    Critical Multipliers (and other modifiers) applying post-damage-cap allowed for many of the One Shot builds to function, and for full transparency, we want to prevent One Shot Archon builds as much as possible. By changing where these modifiers apply, we can increase the Damage Caps to a much less punishing level for players.

    Our goals with these changes are to:

    • Increase player damage output, thereby reducing the overall time to kill for Archons
    • Make “big hits” feel impactful by no longer throttling them to such an extreme degree
    • Encourage overall build diversity for Archon Hunts
    • Reduce the ability to use one-shot builds

    We’re excited to see what Archon Hunts look like for players with these changes in the live build! Now that these changes have been released, we'll be keeping a close eye on player feedback and the resulting time-to-kill for Archons to see if further iteration is needed. 

    Please share any bug reports and feedback related to any and all of the above System Changes And General Quality Of Life Changes in the official Abyss of Dagath subforums.

     



    NEW PLAYER PATH IMPROVEMENTS

    This section covers the following topics (in order):

    • Removal of Flawed Mods and MK1 Weapons from Vor’s Prize
    • Early Game Inbox and Junction Adjustments
    • Universal Enemy Radar
    • Quest Improvements 
      • Including Waverider, The Glast Gambit, Natah, and Vox Solaris
    • Assassination Target Improvements
    • Cetus Wisp and Necramech Acquisition Changes


    Removal of Flawed Mods and MK1 Weapons from Vor’s Prize

    Flawed Mods 

    Flawed Mods are a special variant of Mods that are only accessible via the Vor’s Prize Quest and were intended to be an early introduction for players to the Modding system. Over the years, we have come to understand that these Mods have the unintended effect of players investing Endo that would be better used in the non-flawed variants. 


    As a result, we have removed Flawed Mods from Vor’s Prize and replaced them with the normal variants. Additionally, players who already own Flawed Mods have had them replaced with the normal variant with this update's release -- excluding the April Fool’s Flawed Ammo Drum from 2016, of course. The conversion maintained the Mod rank, so a Rank 3 Flawed Vitality has become a Rank 3 Vitality, etc. 

    Any equipped Flawed Mods have been uninstalled, so be sure to check your builds if this affects you!

    Flawed Mod Storage Site
    After posting our initial Dev Workshop outlining the Flawed Mods removal, many players expressed their desire to keep them for a variety of reasons. Luckily for those Tenno, we managed to find the original (disposal) storage site of the Flawed Mods and have made them available to players once more.

    Seek out the storage site near Cressa Tel  in Iron Wake on Earth to purchase them anew. We did our best to price these rare finds fairly, keeping in mind that these are now collector’s items of course, so they can be yours for the cost of a few (thousand) Credits!

    64e7dc9a71ba3b1be45c8a229642b852.jpg

    While this is a tongue-in-cheek implementation of new Flawed Mods acquisition, we appreciate the value that these Mods offer to certain players and wanted to keep them available for those who requested it. 

    Note: Due to the unique acquisition method for these Mods, players will not be able to dissolve Flawed Mods for Endo or Transmute them.

    Adjusting for Increased Mod Drain
    As Flawed Mods are being removed, we want to ensure that new players can still create their early builds and equip Mods onto their equipment. Since normal Mods have a higher drain than their Flawed variants, we’re approaching this problem in two ways:

    Firstly, we’ve added 90k Bonus Affinity to the completion of the Vor’s Prize Quest, split up across the 6 missions. Each mission earns new players an additional 15k Affinity upon first completion only.

    NOTE: With the extra Affinity earned throughout Vor’s Prize, we have removed the ability for players to attempt Mastery Rank tests until they have completed this Quest. 

    Secondly, we’ve reduced the base Drain for a few core Mods by 2. This will allow these Mods to fit into early game builds more easily, but also has the benefit of reducing their overall Drain at all ranks.

    Here are the Mods that have been reduced from a Drain of 4 to 2 at Rank 0:

    • Fast Deflection - new Max Rank Drain of 7
    • Redirection - new Max Rank Drain of 12
    • Enemy Sense - new Max Rank Drain of 7
    • Continuity - new Max Rank Drain of 7


    MK1 Weapons
    Along the lines of Flawed Mods, the less powerful MK1 variants of the Braton, Paris, Kunai, and Bo have been removed from the Vor’s Prize Quest. Now, new players will be presented with the normal variants of these weapons.

    Rest assured that all MK1 weapons still remain available for purchase with Credits in the Market!
     

    Early Game Inbox and Junction Adjustments

    Updated Early Game Inbox Messages
    Continuing with our plans for improving the new player path, we have updated the completion Inbox messages for the following Quests:

    • Vor’s Prize
      • Added new Ordis voice lines when interacting with the Mod Segment during the Quest to set expectations around Modding this early on in the game: “Ordis realizes modding may seem a tad overwhelming, but everything will soon make sense.” 
    • Saya’s Vigil
      • Added Gara’s Blueprint to this inbox message instead of it being a Quest Completion screen reward!


    Following the completion of Saya’s Vigil, we have also written a new inbox from The Business directing players to visit Fortuna.

    Known Issue: We have identified an issue causing this inbox message to not be delivered with this Update’s launch. We have fixed the issue and it will be coming in an upcoming hotfix.

    Our goal is to better guide newly awakened Tenno through the Star Chart. At the end of Vor’s Prize, they will be directed to Cetus to learn about Codex Scanners and receive their first Warframe Blueprint with a light introduction to Resource and Blueprint acquisition. Then they will be encouraged to follow the Junction path to the next planet.
     
    We have plans to continue improvements along the Junction path in future updates with the new player experience in mind.

    Junctions
    Speaking of Junctions, we’ve made the following adjustments to the Venus and Mercury Junctions:

    Venus

    • Removal of the “Collect 20 Mods” and “Apply 4 mods to a Single Warframe or Weapon” tasks. 
      • With the removal of Flawed Mods, the “Apply 4 Mods” challenge may become more difficult. Our goal for Junction tasks is to both teach new Tenno about the game, and guide them where to go next -- neither of these challenges quite fit that vision. 
    • NEW TASK: “Complete Quest: Saya’s Vigil”
      • Similar to the Inbox changes, our goal is to direct new players to Cetus early in their journey! It’s an opportunity to meet those the Tenno protect while learning about Codex Scanners and Warframe Blueprints.
    • Reduced the Rank requirement from 2 to 1 for the “Upgrade any mod through the fusion process” task. Simplified the description as well to better explain how to complete it: 
      • Was: Use ENDO to upgrade Mods at the MOD STATION in your Orbiter.
      • Now: FUSION requires ENDO and CREDITS and is available at the MODS bench in the middle-deck of your Orbiter. 

    Mercury

    • Added Incubator Power Core to Junction rewards 
      • Howl of the Kubrow is a Quest unlocked from the Mercury Junction, which requires an Incubator Power Core to complete. The free path to this item was not available until the Mars Junction was completed, which we felt was confusing to many new Tenno eager to hatch their first furry friend.  


     

    Universal Enemy Radar
    Players now have a Universal Enemy Radar set to 30m to help new players navigate through their missions. Warframe is more fun when you know where your foes are, and we felt that this important mechanic no longer needed to be tied to game progression.

    Existing Enemy Radar Mods will simply add to the base Enemy Radar values!
    ie. your Enemy Radar with Enemy Sense equipped would now be 60m!


    Quest Improvements

    Waverider Quest
    For those who didn’t grow up playing Tony Hawk Pro Skater, the Waverider Quest may be a stopping point for you to acquire Yareli. Simply put: the gameplay requirements are not what you see in your average Warframe mission, being K-drive focused. While we love adding variety to our game, accessibility, and enjoyment is also an important factor -- especially since this is the free path to earning Yareli. 

    With that in mind, we have made the following changes to the Waverider Quest:

    • We’ve reduced the number of challenges per page from 5 to 3, resulting in a whopping reduction of overall Quest requirements from 25 to 15 challenges!
    • With fewer challenges overall, we’ve reworked the remaining challenges with the focus of making them simpler and easier to complete while still showcasing the breadth of gameplay available on your K-Drive!
    • Added the Quest Challenges to the pause menu while it is active to increase visibility and reduce the inconvenience of reopening the comic every time you need to check your progress. Hovering over a challenge will also provide you with a “how-to” description, offering more details on how to complete the listed objective!
    • Added Quest icon to the prompting text lines when interacting with Boon in Fortuna, to help players identify which dialogue prompt to click to proceed with the Quest stages. 
    • The Yareli Comic is now accessible in the Vent Kids’ Clubhouse in Fortuna while the Waverider Quest is active. Instead of having to return to your Orbiter to check challenge progress, players have an additional option of visiting Boon and reading the comic there!
    • Added a “Skip All” button to the Yareli Comic Pages for players who want to skip past the narration and read the pages themselves. 

    Here's a look at what the Waverider Quest Challenges are now: 
    PAGE 1:

    • Copter x 5
    • Complete a K-Drive Race
    • Kill 5 enemies with a Secondary Weapon while riding a K-Drive

    PAGE 2

    • Nose Planker or Tail Planker x 5
    • Obtain 5 seconds of air-time on a K-Drive
    • Get 5 Headshot Kills with a Secondary Weapon while riding a K-Drive

    PAGE 3:

    • Keep a K-Drive trick chain alive for 10 seconds
    • Frontside Rollout x 5
    • Backside Rollout x 5

    PAGE 4:

    • Perform 2 x10 combos
    • Complete 2 different K-Drive races
      • This challenge is a rework of the “Earn X points in a K-Drive race” challenges, which were impossible to do for certain K-Drive races.
    • 5 slam kills with the K-Drive
      • This works if you simply land on enemies or kill them with Slam Shockwaves!
      • We've also buffed Slam Shockwave radial damage from 5 to 100! Direct impacts still deal 1000 damage, but now missed maneuvers will do as much damage as a bullet jump.

    PAGE 5:

    • Kill 5 enemies while mid-air/during a trick chain
    • Collect a total of 10,000 race points
    • Earn 500 points in a K-Drive trick chain

    Vox Solaris Quest
    As we want to encourage new Tenno to venture to both Cetus and Fortuna, we’ve reduced the overall difficulty of Vox Solaris with them in mind:

    MISSION 1:

    • Reduced enemy level from 6-8 to 5, matching subsequent missions in this Quest.
    • Increased Drone Health and Shields from 3k to 8k, respectively.
    • Reduced the number of required kills from 30 to 20.

    MISSION 2:

    • Reduced enemy level from 6-8 to 5, matching subsequent missions in this Quest.

    MISSION 3:

    • Increased Excavator shields from 500 to 3k to match Health values.

    MISSION 5:

    • Reduced enemy starting level to 7 from 9.
    • Increased Coolant Tower Health and Shields from 3k to 10k, respectively. 

    The Glast Gambit Quest
    There’s not much we can do to stop Nef Anyo’s scheming, but we did manage to negotiate the following changes to The Glast Gambit:

    • Reduced the length of each Index round from 3 to 2 minutes. Since you have to play multiple Index rounds per mission, we felt it dragged on too long.
    • Increased the Victory Margin from 10 to 20. While Nef may be balking at your success, we understand that the original margin was a pain point for many players, and we hope this improves that!

    Natah Quest
    This Quest is such an important stepping stone on your Tenno’s journey, so we are not planning on making sweeping changes. However, we have a few QOL tweaks to address Quest initiation:

    • Reduced the MR requirement from 3 to 2, meaning Oculysts will now spawn in Uranus missions once you are MR 2!
    • Updated the Uranus Junction challenge description to better indicate how to start this Quest. 
      • “Unlock this Quest via a special event in Grineer missions on Uranus. These events only trigger if you are Mastery Rank 2 or above.” 
    • Reduced the number of Defense waves from 10 to 5 in the “Seal the Tomb” mission.

    Misc. Quest Changes:

    • The Archwing: Reduced Odonata build time from 10 minutes to 1 minute.
    • The Limbo Theorem:  Reduced Limbo Blueprint craft times from 12 hours to 1 minute. We are also reducing the number of Proof fragments required for the Theorem Blueprints from 3 to 1. 
    • Saya’s Vigil: Removed the MR 1 requirement to access Saya’s Vigil as part of our other early game journey changes. 
    • Rising Tide: Reduced the Railjack Cephalon Blueprint build time from 10 mins to 1 min.
    • Apostasy Prologue: Added “how to unlock” hint text in Codex to guide players to complete the Chains of Harrow Quest and install the Personal Quarters Segment.


    Assassination Target Improvements

    With the grind reduction pass we did on Quests, we also took a moment to look at certain Assassination Targets as well. Our goals were to reduce the overall time to complete some of these fights and improve waypointing where possible.

    Ambulas:

    • Reduced round timer from 120 to 90 seconds. 
    • Reduced required number of Hacked Ambulas
    • From 4 to 3 for single player squads
    • From 5 to 4 for two player squads
    • From 6 to 4 for three and four player squads. 
      For experienced squads, taking down the Ambulas could lead to long periods of waiting. With these changes, we hope to reduce the amount of overall downtime in this fight, while not making it too difficult for those who have yet to master it. 

    Vay Hek:

    • Reduced Invulnerability period from 10 to 6 seconds. 
    • Increased maximum damage received before becoming invulnerable from 25% to 35%. 
      These changes should increase the frequency at which Vay Hek becomes vulnerable to damage, therefore speeding up the fight!


    Tyl Regor:

    • Waypoint on Tyl Regor now disappears when he is hiding.
      • Previously it would direct players to a locked door, possibly leading to confusion.
    • Added Waypoint Markers to Manics while they are active. 


    Cetus Wisp and Necramech Acquisition Changes

    Another part of a Tenno’s path is improving their gear, especially once they’ve unlocked their Operator. In addition to the Focus Point acquisition changes covered above in the System Changes section, we’ve made the following tweaks to improve player acquisition for Amps and Necramechs:

    • Cetus Wisps no longer disappear! These are crucial crafting costs for many early-game Amps, and while we did add the ability to purchase this resource from Onkko at Rank 5 Quills, this change should improve player acquisition earlier on in their journey. 
      • As similar pickups like Scintillant and Toroids were added to the game, this timed mechanic for Cetus Wisps felt unnecessarily complicated in contrast. 
      • The Cetus Wisp description was changed in Update 33.6.8 and now the functionally is live to match its new state: “Most common at night, these stone lifeforms are drawn to shorelines touched by the Eidolon. They linger around lakes on the Plains of Eidolon at all hours. Their origin remains mysterious.”
    • Voidrig crafting costs have been updated to require Cambion Drift resources only. Some of the resources required investment in other Hub Syndicates and Railjack, adding further obstacles for players on their journey to their Necramech. The updated crafting changes are as follows:
      • Voidrig Casing - replaced Venerdo Alloy with 5 Cranial Foremount
      • Voidrig Engine - replaced Isos with 6 Cabochon Embolos
      • Voidrig Capsule - replaced Marquise Veridos with 50 Devolved Namalon
      • Voidrig Weapon Pod - replaced Charc Electroplax with 6 Trapezium Xenorhast
    • Added Damaged Necramech Components to Loid’s Store for purchase. Players can purchase Damaged Necramech Casings, Engines, Pods, and Weapon Pods from the Necraloid Syndicate at Rank 1 for 2,500 Standing each. 
      • With the number of components needed to build your Necramech, the drop tables may not always be in your favor. Similar to Voruna and Citrine, we are adding the ability to purchase missing components directly from a vendor as a way to offset the grind.

    Please share any bug reports and feedback related to any and all of the above New Player Path Changes in the official Abyss of Dagath subforums.

     


    ACCESSIBILITY & HUD IMPROVEMENTS
    This section covers the following topics (in order): 

    • Character Highlighting System
    • Conservation Accessibility and QOL Improvements
    • Auto Melee 
    • Buffs and Debuffs in Pause Menu
    • New Update History Screen
    • Other UI / HUD Additions and Changes

     

    Character Highlighting System
    The enemies you face in Warframe tend to be well-themed to their tilesets -- while this adds visual cohesion to the game, it also means that your foes can sometimes blend into the landscape. To improve enemy and ally visibility, we’ve added a new “Character Highlighting” section to our Accessibility menu. 

    With this new system, players can now apply a Highlight on both enemies and allies, with a variety of customization options. Whether you want to improve avatar visibility or simply turn them a fun color (or both!), you will be able to select the hue and intensity to your liking through the various settings:
    98c4669db0724cf88330e2cf62678bc9.png


    In the screenshot above, you can see the full array of settings available to you in our Accessibility Settings Screen:

    • Enemy Highlights Toggle - Toggling this on applies the Highlight Aura to all enemies.
    • Enemy Highlight Color - Select the color of choice using the Accessibility Color Palette or any other owned Color palette.
    • Enemy Highlight Intensity - Choose how bright you’d like the Highlight to be using this sliding scale. 
    • Ally Highlights - Toggling this on applies the Highlight Aura to all allies, including but not limited to: Squad Members, Companions / Sentinels, and Specters.
    • Self Highlight - Apply the Ally Highlight settings to your player avatar.
      • This will persist anywhere you take your Warframe or Tenno, such as your Orbiter, Quests, etc!
    • Ally Highlight Color - Select the color of choice using the Accessibility Color Palette or any other owned Color palette.
    • Ally Highlight Intensity - Choose how bright you’d like the Highlight to be using this sliding scale. 

    Interacting with the Color and Intensity options will preview the effect on your Warframe in the menu screen, giving you an idea of what it’ll look like in-mission! Here is a preview of gameplay with this system in action:

    A few key characteristics of note for this system:

    • “Friendly” enemy units such as those seen in Invasion missions or those affected by Revenant’s Thralls / Nyx’s Mind Control units / etc. will use the Ally Highlight settings to differentiate them from your true foes.
    • Character Highlight Settings are accessible in-mission should you need to make any tweaks on the fly!
    • Our intentions are for the majority of Quest cutscenes you will not see Character Highlights in action, except if Self Highlights are applied. Currently this is not the case and all allies and enemies are highlighted. We have a code fix that will come with our next Cert build.


    Conservation Accessibility and QOL Improvements

    Conservation has had a long storied history with quality of life and accessibility changes, but we can confidently say that this is the biggest batch of improvements yet! Because there’s so much to cover, we’ve broken it down per Conservation stage: 

    Icons on the map:

    • The animal's name now appears when hovering over the trail icons in the advanced map!
    • Holding your Tranq Rifle will now show the icons of the closest Trail Start Points in your minimap!
      • Only one icon will appear per animal, to help you better plan your route on foot. 
    • Each animal trail icon now uses the animal's silhouette (instead of the generic pawprint) and is color-coded for quicker visual identification! The hue matches that of their Echo-Lure.
      • This slipped out a little earlier than planned with Echoes of Duviri (Update 33.6)!
    • Players can now select an Icon on the advanced map to spawn a special waypoint marker to the Trail Start Point. This marker will persist even after putting your Tranq rifle away!

    Trail Start Points:
    It all starts with scat! Unfortunately, many trail start points can blend into the landscape and otherwise be difficult to find. We’ve made the following changes with this in mind:

    • Trail Start Points will now be highlighted with a diamond marker with the Tranq Rifle equipped. Simply holding the Tranq Rifle will show these markers at 20m away, while aiming down the scope will reveal them from up to 50m away.
      • This diamond marker functionality already existed with Echo-Lures, but we are extending it to Tranq Rifles as well. 
    • Trail Start Points will now glow similar to footprints when viewed through the Tranq Rifle scope.      

    Follow Tracks:

    • Updated our footprint shader to improve animal footprint visibility and address issues of them disappearing below rocky terrain.
    • Once interacting with a Trail Start Point, a yellow area highlight will appear in your minimap over the last section of the tracks you found. Additionally, we have added diamond markers at key checkpoints in the footprint path that appear when looking down the Tranq Rifle scope.
      • If you happen to lose the trail or get turned around, these two mechanics should help you!     

    Locate and Tranquilize:

    • Adjusted the audio and visual cues from the Tranq Rifle to play more or less frequently depending on how far away the animal is.
      • The more often they appear, the closer you are! 
    • Ally Character Highlights will apply to Conservation targets as an extra way to distinguish them from the landscape, should you wish to use that system!
    • Added a flashing paw icon that points you in the direction of the animal when looking down the Tranquilizer scope.
      • With the successful use of the Echo-Lure, the replying animal call already comes from the direction that they spawn in. We’re adding this new visual clue for Conservationists in addition to the existing audio cue! 
      • Note: This functionality also applies to free-roaming wildlife you find on the Landscape, no Echo-Lure required!


    Auto Melee 

    Adding an Auto Melee button has been a frequently requested topic over the years as a way to mitigate repeated button presses. Your days of spamming E are over with the new Auto-Melee functionality! Here’s how it works:

    With Auto Melee, players can trigger melee swings through the familiar repeated melee inputs, or they can simply hold the melee input button to repeatedly swing their melee weapon for as long as that input is held. Combos can be executed while auto-meleeing by simply adding the required inputs -- i.e. to start Slide Attacking, simply start sliding while holding the Melee Input, etc.

    In short, the Warframe melee that you know isn’t changing - the only difference is that instead of needing to press your E hundreds of times, you only need to press (and hold!) it once. 

    Our goal is not to alter the main way you play Warframe melee if you prefer the precision of individual inputs - auto-meleeing is an additional way to play the game. This mechanic has been released as a permanent functionality of the Melee system, as we’ve designed this so that both individual input and auto-melee can co-exist without issue. 

    Since Auto-Melee is removing a lot of the active element of meleeing, we are working on an addition to this system called “Perfect Heavy Attacks” that aim to release with Whispers in the Walls. 

    Exclusions to Auto Melee
    Due to the mechanics of Auto Melee mirroring that of thrown melee weapons, the following weapons will not have Auto Meleeing enabled for them:

    • All Glaive Weapon Types     
    • Wolf Sledge

     
    Buffs and Debuffs in Pause Menu

    The meme of players giving their squadmates enough buff indicators to look like an MMORPG screen is real and valid. Worry not! We have not changed the buffs you get, we’re simply adding the ability to see what the actual Buff and Debuff Icons mean when entering your Pause Menu:

    image.jpeg.b39f1f1bfa8bd48fcc1623bc39445

    As you can see in the screenshot above, hovering over the icon will show you the effect’s name and possibly the description. We've done our best to add descriptions for Arcanes, Mods, Decrees, Focus Abilities, and Weapon Abilities in time for this update. As the majority of descriptions are still being added, we ask that any bug reporting is done on incorrect or incomplete descriptions instead of missing ones! 
     

    New Update History Screen 

    Whether you’re jumping straight into a new Update or returning to the game after a break, our New Update History Screen is designed to contextualize and highlight the latest content. This screen offers a variety of new tools for us to showcase everything that is available in our major update releases. 
    8519142f7c847dba55442fed33d31072.jpg

        
    In the screenshot above, you’ll see various sections designed to contextualize and highlight released in the specific update, including:

    • General overview blurb for the update!
      • Familiar as this is what we’ve done for past updates. 
    • Patch highlights, which can be interacted with to reveal a pop-up window with lengthier descriptions of new features, game modes, etc., released in the update!
    • Direct link to the update notes on our website. 
    • New item showcase to highlight new content available in the market.
    • “How to Play” button that will either direct you to a tutorial or take you straight to the Star Chart to engage with the new content. 
    • Update History at the bottom of this screen, allowing you to look at Update Screens for previous releases.
      • Abyss of Dagath and the Seven Crimes of Kullervo are currently available!


    Where to find this screen
    This new Update History Screen will present to players the first time they log into the game following an update, but it can also be accessed any time at two locations:

    • In the pause menu above the Nightwave button.
      7345af67156ba4de066d38a89336b126.png
    • Via the new banner over the News console in your Orbiter!
      e107d4763df6b7ef1f032fca87d4ad21.png

          
    Other UI / HUD Additions and Changes

    • Added a Weapon Trait Display in the Arsenal! 
      • Weapons with specific traits or passives now display this information in the Upgrade Arsenal screen of the respective weapon. These traits were often hidden in weapon descriptions or otherwise required players to learn about them via outside sources - now you can directly see any special traits a weapon has and incorporate that knowledge into your builds. 
        icon.png.daa702c7ccc80346f8ebbc039f1de29
        • Each and every single trait was written for this update, which means some may have slipped by! Please let us know if there are weapons missing their own trait description. Thank you!
    • This new Trait display is placed where the previous “Rank Bonuses” information lived. We have moved the “Rank Bonuses” section of the Upgrade Screen just above the Ability Icons, where players can still access that information on-hover. 
    • Added a preview feature when adjusting the Visual Effects Intensity slider.
    • You can now swap Incarnon Evolutions in the Arsenal! 
      • Note: You will still need to visit Cavalero to unlock each Evolution, but once that’s done, you can swap to your heart’s delight from the comfort of your Orbiter.   
    • Updated the reticle’s reaction when hitting headshots and weak points to a much more visible and red indicator. 
    • Added a new "Damage Number" color slot for non-critical damage. Default is white but can be customized in the “Customize HUD Colors” settings.
    • Players can now see how many open Slots they own when hovering over an item that requires Slots in the Foundry! The number and slot type will appear at the bottom of the Foundry screen when hovering over an applicable Blueprint.
      • Knowing how many open Slots you have is an important part of expanding your Arsenal, but this information can be hard to find if you don’t know where to look! This change allows players to get that information much more quickly, and offers more transparency on how the Slot mechanic works for those unfamiliar with it!
    • Railjack Crew members can now be customized by hovering over their character models. Doing so will display all of the options in a single menu, a much more convenient way to personalize your team! 
      a0d31a65bf3f978aff3b611fc76166a9.png
    • Added a new pop-up when picking up Convergence Orbs to explain Convergence functionality. 
      • The message “Eliminate enemies to earn bonus Focus for the next 45s” will now appear briefly below the bonus Focus pop-up. For more information on the bonus Focus pop-up, read on to the Focus Lens Conversion Buff section. A follow-up message will now also appear once you have reached the daily cap. 
    • Added a “Claim Rewards” indicator on the Nightwave Button accessed via the pause menu when you have a Nightwave reward pending. 
    • Removed the ability to see how many Trades Remaining the other player has in the Trading Interface. 
      • This change was the result of fixing a bug where the Trade Remaining number was not accurate. Ultimately it was decided that this information is not really relevant for other players to know, so it was removed.
    • Added drop shadow to Buff Icons in the HUD to improve their visibility, especially when in light colored environments. 
    • Added new VFX feedback when Health and Shields are restored. The HUD color (default gray) is also customizable with the new “Restored Shields and Health” option in the Customize HUD Colors Accessibility settings. 
       

    COMPANION REWORK (PHASE 1)

    This section covers the following topics (in order): 

    • Companion Immortality 
    • Companion Stat Changes
    • Companion Healing 
    • Companion Mod Changes & Additions
    • And more! 

    Your furry, robotic, fleshy, and everything in between pals have received a rework! Read on to learn how the way you use, Mod, and interact with your Companions has changed in this first phase of the Companion system overhaul. 
     

    Our high-level objectives for this Companion rework are:

    1. Make Companions more viable in high-level gameplay by making them immortal. 
    Companions can no longer die! This avoids frustrating scenarios where you are relying on your Companion to provide some feature or bonus only to have them get removed from play. The base stats of Companions have also been increased significantly to help them in difficult missions.

    2. Introduce more interactive Mods that offer ways to play alongside your Companion instead of it being mostly autonomous like a specter.

    3. Changes to many Companion Mods, mostly to support the first two goals of removing death states and improving basic survivability. 
    Some Mods were inconsistent in their naming or stats, and we have improved this. We have rebalanced some Mods that players felt were not good enough, or ones that we've observed are SO good that they are considered "essential."
     

    COMPANION IMMORTALITY 
    We've all seen the memes with people giving their Companions funny names, only to see the message over and over every few minutes: "Your Companion is down!"  Dying Kavats and Kubrows have been demanding attention on your HUD, and spontaneously combusting Sentinels have been robbing you of your Vacuum and Animal Instinct for years.

    All that changes with this update. Going forward, Companions will still have Health and Shield values, and they can be knocked out, but they will not die if you fail to revive them. When they reach zero Health, Companions will instead become Incapacitated for a base duration of 60 seconds. All Companions will automatically revive at the end of their Incapacitate period, and there is no limit to the number of times this can happen. Upon reviving all Companions have 5 seconds of invulnerability to get back on their feet safely! 

    Here are the specifics to how each Companion behaves while Incapacitation: 

    • Kavats, Kubrows, MOAs, and Predasites will now collapse on the ground and can be, optionally, manually revived to get them back into action quicker.
    • Sentinels cannot be manually revived, but they will fly along with you in a damaged state while performing their automatic self-revive.
    • Vulpaphylas still have their usual tricks instead, where they morph into a Sentinel-like state for a short period and then recover.
    • Khora's Venari still uses its usual behavior of temporarily disappearing if defeated, but you can override its time-out by spending Energy to cast her Venari Ability.
    • Worth noting that Vacuum and Animal Instinct work while the Companion is Incapacitated.
    • With Incapacitation, Companions can now recover from being downed in Arbitration missions, instead of staying dead for the duration of the mission. 

    Several Mods have been modified or introduced that also change when or how your Companion deals with Incapacitation - see the “Companion Mod Changes & Additions” section below for specifics.
     

    COMPANION STAT CHANGES
    Two broad changes have been made with regard to your Companion's base stats to increase their staying power: 

    1. Health, Shields and Armor have been refactored across the board. 
    This simple numeric buff was made with the goal of increasing Companion survivability. This also means that the choice of whether to use, for example, Enhanced Vitality or Linked Vitality, will depend on your Warframe choice instead of the Linked Mod always being strictly superior.

    2. Non-Sentinel Companions now gain their full Health and Shield values immediately when you acquire them. 
    Historically Health and Shield values would increase as your Companion ranked up, which you could see as "Rank Bonuses" in the Upgrades screen. We've removed this behavior and simply given Companions what would end up being their Rank 30 values at Rank 0. This should let you immediately take your Companions on more difficult missions after earning them!

    Including both the removal of Companion Rank bonuses, and the base increase to stats, the following lists the stat changes for all Companions at Rank 0: 

    Spoiler

    Revised Kubrow Stats:

    • Huras Kubrow: 560 Health (from 150),  490 Shield (from 125), 200 Armor (from 50)
    • Raksa Kubrow: 750 Health (from 200), 390 Shield (from 100), 200 Armor (from 50)
    • Sahasa Kubrow: 940 Health (from 250), 290 Shield (from 75), 200 Armor (from 50)
    • Sunika Kubrow: 830 Health (from 220), 350 Shield (from 90), 200 Armor (from 50)
    • Chesa Kubrow: 940 Health (from 250), 290 Shield (from 75), 200 Armor (from 50)
    • Helminth Charger: 710 Health (from 190), 330 Shield (from 85), 200 Armor (from 50)

    Revised Predasite Stats (all types):

    • 710 Health (from 190), 350 Shield (from 90), 200 Armor (from 50)

    Revised Vulpaphyla Stats (all types):

    • 680 Health (from 180), 370 Shield (from 95), 200 Armor (from 50)

    Revised MOA Stats (all types):

    • 350 Health (from 100), 350 Shield (from 100), 350 Armor (from 100)
    • MOA base stats can be modified further by their components and via Gilding

    Revised Kavat Stats:

    • Adarza Kavat: 310 Health (from 80), 270 Shield (from 70), 200 Armor (from 50)
    • Smeeta Kavat: 390 Health (from 100), 230 Shield (from 60), 200 Armor (from 50)
    • Vasca Kavat: 310 Health (from 80), 270 Shield (from 70), 200 Armor (from 50)
    • Venari: 900 Health (from 300), 350 Armor (from 350)
    • Venari Prime: 1050 Health (from 350),  450 Armor (from 450)

    Revised Hound Stats:

    • Adlet Hound: 350 Health (from 100), 450 Shield (from 150), 350 Armor (from 100)
    • Garmr Hound: 350 Health (from 100), 350 Shield (from 100), 450 Armor (from 150)
    • Raiju Hound: 450 Health (from 150), 350 Shield (from 100),  350 Armor (from 100)
    • Hound base stats can be modified further by their components and via Gilding

    Revised Sentinel Stats:

    • Carrier: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
    • Carrier Prime: 650 Health (from 400), 200 Shield (from 100), 150 Armor (from 150)
    • Dethcube: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
    • Dethcube Prime: 600 Health (from 300), 200 Shield (from 100), 150 Armor (from 150)
    • Diriga: 700 Health (from 350), 150 Shield (from 50), 80 Armor (from 50)
    • Djinn: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
    • Helios: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
    • Helios Prime: 700 Health (from 250), 200 Shield (from 100), 100 Armor (from 100)
    • Nautilus: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
    • Oxylus: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
    • Shade: 600 Health (from 350), 130 Shield (from 50), 80 Armor (from 50)
    • Shade Prime: 700 Health (from 350), 200 Shield (from 100), 100 Armor (from 100)
    • Prisma Shade: 600 Health (from 300), 130 Shield (from 50), 80 Armor (from 50)
    • Taxon: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
    • Wyrm: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
    • Wyrm Prime: 450 Health (from 225), 600 Shield (from 300), 150 Armor (from 150)

     


    CONSISTENCY IN COMPANION HEALING

    Previously, the Mod “Link Health” could cause your Companions to gain some of the healing that your Warframe did. This invisible feature was not indicated by the card, and it was never explained what forms of healing worked or why. Additionally, Companions were using some of the same mechanics that things like mission objectives did, which limited the effects of some healing or defensive powers. We've decided to remove both of these obscure mechanics and restrictions.

    Companions will no longer gain Health when your Warframe does if using certain Health-absorbing powers together with the Mod “Link Vitality” (formerly Link Health). The restrictions of the following abilities and features, as they apply to granting Health, Shields, or Damage Resistance to Companions have been removed:

    • Nezha’s Warding Halo
    • Trinity’s Blessing
    • Ember’s Immolation
    • Garuda’s Blood Altar
    • Gara’s Splinter Storm
    • Styanax’ Intrepid Stand
    • Mirage’s Eclipse
    • Volt’s Discharge
    • Baruuk’s Desolate Hands
    • Harrow’s Penance
    • Harrow’s Thurible
    • Equinox’ Mend & Maim
    • Sancti Magistar’s Heavy Attack Heal
    • Vazarin’s Protective Sling
       

    COMPANION MOD CHANGES & ADDITIONS

    Changes To Existing Mods
    Several Mods have been modified to interact with how your Companion deals with Incapacitation. 

    Stats below are shown at Max Rank.

    Spoiler

    Sentinel Survivability Mod Changes:

    • Calculated Redirection changed from max 275% Shields to max 250% Shields
    • Enhanced Vitality changed from max 220% Health to max 250% Health
    • Metal Fiber changed from max 110% Armor to max 250% Armor
    • Regen has been changed significantly. Because your Sentinels no longer die after reaching zero Health, Regen instead reduces the Incapacitation time of your Sentinel by 20 seconds, and provides 10 seconds of Invulnerability after reviving.
    • Primed Regen provides a greater benefit: Incapacitation time is reduced by 35 seconds, and provides 10 seconds of Invulnerability after reviving.
    • Sacrifice still allows your Sentinel to automatically revive you; however, the Sentinel now goes into Incapacitation instead of being destroyed. Adds 15 seconds to your Sentinel's Incapacitation time.
    • Repair Kit has been changed from providing your Sentinel with 6 Health per second to 18 Health per second.

    Companion Survivability Mod Changes:

    • Link Health has been renamed to Link Vitality, and changed from max 165% of your Warframe's Health shared with Companion, to max 125% shared Health.
    • Link Shields has been renamed to Link Redirection, and changed from max 110% of your Warframe's Shield shared with Companion, to max 125% shared Shield.
    • Link Armor has been renamed to Link Fiber, and changed from max 110% of your Warframe's Armor shared with Companion, to max 125% shared Armor.
    • Medi-Pet Kit has been changed from providing your Companion with 6 Health per second and 72% Bleedout Reduction, to providing 12 Health per second and reducing Incapacitation time by 15 seconds.
    • Accelerated Deflection (+90% Shield Recharge) has been changed from being only equipped on Sentinels, to the Robotic category, which means it is now also compatible with Hounds and MOAs. Additionally, it also provides -45% Shield Recharge Delay.

    Other Companion Mod Changes:

    • Djinn's "Reawaken'' has been changed. Now it will reduce Djinn's Incapacitation time by 6 seconds for each Energy Orb you pick up. Djinn will also revive with 300 points of Overshield for each collected Orb. Djinn’s max Overshields increase by 900. 
      • Since every Sentinel now has a free immortality feature, Djinn needed something to be special again.  
    • Pack Leader has been changed. Instead of healing your Companion by 36% of melee damage inflicted, it now restores 100 Health per melee hit. Excess healing becomes Overguard instead, with a maximum of 1200 Overguard.
    • Primed Pack Leader increases Pack Leader effect to 183 Health restored per hit, and increases Overguard cap to 2200.
      • Pack Leader's healing was so strong that, functionally, any upgraded melee weapon would fully heal your Companion in a single hit. You would hit an enemy for several thousand damage, and your Companion would proportionately receive thousands of Health. This change tries to make the healing values more sensible so that you can heal your Companion efficiently but not *instantly*. By letting you overflow into Overguard, it also provides some extra ability to tank large hits.
    • Sentinel Sanctuary and Companion Shelter Mods have been improved. The shield globe, while the player is performing a revive, has been increased from 600 Health to 1800 Health.
    • Self Destruct has been modified. Formerly this would cause Sentinels to cause 600 Blast damage in an 18-meter radius on death. Now Sentinels cause radial damage on Incapacitation instead.
    • Loyal Companion has been reworked entirely. Formerly it provided a 90% Bleedout-Link so that your Companion had a longer period of time where it could be revived. Since Companion death is no longer a factor: Loyal Companion applies 75% Damage Resistance to your Warframe for 10 seconds, and causes your Companion to become invulnerable and taunt enemies to draw fire to itself for 10 seconds, if your Warframe falls below 35% Health. There is a 60-second cooldown between activations.
    • (Parazon) Hard Reset: Changed from instantly reviving your Companion if you achieved 3 Mercy Kills within 40 seconds, to reducing your Companion's Incapacitation time by 15 seconds on each Mercy Kill.
      • We found that this was fairly difficult to achieve. Changing it to allow incremental progress makes it more reliably beneficial to use this.
    • Fired Up has been both improved and simplified. Previously this would require that your Sentinel has been shooting continuously for some period of time, and then added a Heat damage multiplier. This has been changed so that the Sentinel gains a 5% bonus Heat damage on every weapon hit up to 100%. The bonus resets after 5 seconds if the Sentinel has not landed a hit during that time. 
      • This Mod was difficult to understand and only worked if the Sentinel weapon already did some amount of Heat damage. The mechanics are now more intuitive and the bonus applies the same way adding a Mod would, so your Sentinel's weapon doesn't need to already do Heat damage to benefit.
    • Spare Parts: Previously Spare Parts would cause Sentinels to drop rare materials on death. This Mod now causes your Sentinel to mark an enemy for 5 seconds, choosing a new target every 15 seconds. Killing the marked enemy increases their loot drop chance by 200%.
      • Since Companions no longer die, we wanted to change their resource drop to something that was more interactive and rewards combat instead of your Sentinel randomly exploding.

    New Companion Mods
    Referring back to the introduction, one of our goals with the Companion rework is to add opportunities for the player to work together with the Companion. Instead of a Mod that only affects your Companion, we looked for ways that you and your Companion could amplify each other.

    The following new Mods aim to do just that!

    These Mods are available to acquire at the Conservation vendors in Cetus (Master Teasonai), Fortuna (The Business), and the Necralisk (Son). 

    *Stats below are shown at Max Rank. 

    Available In Master Teasonai’s Offerings (Cetus): 

    Tandem Bond 
    Companion melee hits increase your combo by 6. Heavy Attacks increase Companion melee damage by 30% of melee damage multiplied by your combo multiplier for 30s. 

    Covert Bond
    Finisher and Mercy Kills grant your Companion 10s of stealth that attacks will not disrupt, up to 60s.

    Mystic Bond
    After your Companion uses Abilities with cooldowns 5 times, you may cast a Warframe Ability without expending Energy. 

    Restorative Bond 
    Health Orbs restore 60 more Health and reduce Companion Recovery by 3s. 

    Available In The Business’ Offerings (Fortuna): 

    Aerial Bond
    Airborne kills decrease Companion Recovery timer by 3s and 9s for headshot kills. Companion creates a field of Cold that increases up to 35% Status chance and 10m radius while Warframe is airborne, lasting for 3s after returning to the ground.

    Astral Bond 
    Damage dealt by Operator or Drifter grants 120% Void damage to your Companion’s attacks for 10s. Companion Void damage adds +30% Amp and Energy Efficiency to Operator or Drifter for 5s. 

    Momentous Bond 
    Killing Eximus enemies grants 120% bonus of a random Elemental Damage to your Companion for 30s and reduces Companion Recovery by 12s. 

    Reinforced Bond 
    If the Companion exceeds 1200 maximum shields or Overshields, then your fire rate is increased by 60%. Reloading restores 150 Overshields to your Companion.

    Tenacious Bond
    Headshot kills reduce Companion Recovery timer by 3s. If the Companion’s Critical Chance is over 50% then you gain +0.6x Final Critical Damage Multiplier. 


    Available In Son’s Offerings (Necralisk): 

    Duplex Bond
    Companion will clone itself each time you expend 100 Energy, up to 3 Clones. Clones live for 30s and their kills have a 50% chance of dropping Energy Orbs.

    Seismic Bond 
    While a channeled Ability is active, Companion melee attacks create a 4m shockwave for 30% of their melee damage. Damage dealt by your Companion increases your Ability Efficiency by 3% for 12 seconds. Max 10 stacks. 

    Vicious Bond 
    Companion melee attacks strip 15% of enemy armor. Melee attacks on enemies recently damaged by Abilities apply the effect in a 9m radius. 

    Contagious Bond 
    When your Companion kills an enemy afflicted with a Status Effect, 50% of the Status Effect spreads to other enemies within 9m.  

    Manifold Bond (Robotic)* 
    Companion Precept Mods apply Status Effects from Companion weapons. Killing enemies with 3 or more unique Status Effects reduces Companion Ability cooldowns by 3s.

    *Work is still ongoing for this mod, we are aware of some Robotic Companion Precepts which do not trigger the bonus Status Effects.
     

    FURTHER COMPANION QUALITY-OF-LIFE CHANGES
    A few further changes that are worth mentioning:

    • Sentinels now avoid damage from Arson Eximus explosions if you also avoid damage with a successful dodge.
    • The improvement to Shield Gating where it now scales with maximum Shield strength and fully resets as long as you have any Shield charge at all, also applies to Companions.
    • Companions can now gain Overguard (behaves the same as player Overguard) and Overshield. 
    • Health and Energy conversion will now enable picking up Orbs at max capacity. This applies to the Equilibrium Mod as well. 
    • Added map icons for each Companion type to help identify their location. 
    • Reduced the amount of Alloy Plates required to craft the Kavat Incubator Upgrade Segment from 120,000 to 60,000. 
    • Improved Companion HUD information: 
      • Removed notifications for when other players’ Companions are downed (Incapacitated) to reduce HUD noise. You will now only get notified for your own Companion. 
      • Your Companion now has its very own icon in the HUD. 
    • Updated the Imprints error message to be more accurate: 
      • Was: "Cannot make imprints of pets when they have not yet matured. Wait for active pet to become an adult before creating imprint."
      • Now: "Cannot make imprints of pets when they have not yet matured. Mature to an adult before creating imprint."
    • Oberon's Passive now applies to all Companion Types.
      • Previously only Kavats, Kubrows, Predasites, and Vulpaphylas would receive +25% Health, Armor, and Shield links, plus the 1 instant revive per mission.
    • Companions are no longer able to be staggered! 
      • Because staggering would often stop your pets in-place, it opened them up to being re-staggered, which then often led to their swift demise. This should fix that issue, and allow your furry and not-so-furry friends to have more impact in-mission. 


    Please share any bug reports and feedback related to any and all of the above Companion Changes in the official Abyss of Dagath subforums.
     


    HYDROID REWORK

    For those of you with an interest in the sea, who wish to use the murky depths to drown your foes, the wait is over! Hydroid has received a rework! 

    As with many of our Warframe Reworks, a Forma Inbox will be sent to all players at 11:30am ET on October 18th after Abyss of Dagath launches. 

    The goal of the Hydroid rework was to keep his unique style while making him both easier to use and bringing his power more in line with other Warframes. This means changing how his abilities work through changes to their damage types, removing charging mechanics, and making enemies easier to hit while they are wrapped up in his abilities. Additionally, it meant reworking his passive and removing the Undertow ability, replacing it with the new Plunder ability.

    For a closer look at our deadly marauder of the deep, let's dive right in!

    Abyss_of_Dagath_Rework_Images_Hydroid_10

    Changing Impact and Magnetic Damage to Corrosive Damage and Status 

    Previously, Tempest Barrage and Tidal Surge both dealt Impact damage, while Tentacle Swarm dealt Magnetic Damage. These have been changed to Corrosive Damage, which can apply Corrosive Status. Corroding Barrage has been a widely used Augment Mod by Hydroid players, which caused Corrosive Status for Tempest Barrage, and due to its popularity, we looked to incorporate its effect into Hydroid at a base level.

    We felt changing Damage to Corrosive Damage in Hydroid’s abilities makes them more thematic to the sea while also incorporating Corroding Barrage’s current effect in a meaningful way. With this change in mind, Corroding Barrage will now apply Viral Status instead of Corrosive - more details on that below.

    Passive Changes
    Hydroid’s previous Passive had a chance to spawn a tentacle when performing a melee slam attack. We have removed that passive entirely and replaced it with an entirely new effect.

    The nature of Hydroid’s previous Passive pushed players to a very specific playstyle (regular usage of melee slam attacks), while not guaranteeing anything useful from each individual slam. We wanted to make the passive feel more reliable and impactful.

    New Passive: Enemies damaged by Hydroid are more vulnerable to Corrosion Status, with initial status reducing armor by 50%. 

    Hydroid’s new Passive affects an enemy once Hydroid damages them, lasting until their death. It makes the first instance of Corrosive Status on an enemy remove 50% of their Armor rather than 26%. Not only does this make the first Corrosive Status stronger, but it also means Corrosion Status can reach 100% Armor Reduction with full stacks!

    To clarify, this means Hydroid does not need to apply all, or even any, of the Corrosive Status Effects on an enemy. As long as Hydroid has damaged the enemy, the Corrosive Status Effects can be applied from any source and will receive the benefit.

    You can see the Passive in action in the Ability clips below.

    Removing Charge Mechanics
    In an effort to make Hydroid more approachable, we have removed the charge mechanic on Tempest Barrage and Tentacle Swarm. The full charge values will now apply baseline to each cast of the abilities.

    For example, previously, an uncharged Tentacle Swarm would have 40% of the tentacles and 33% of the radius compared to a fully charged cast. With this change, both tentacle count and radius will always be the maximum, what a fully charged cast was previously.

    This change makes Hydroid’s play more fluid, with more time spent attacking rather than charging abilities for their maximum effect.


    Ability Changes

    Tempest Barrage:

    • Damage dealt causes enemies to stagger, rather than ragdoll.
      • This should make enemies easier to kill, as they will stay in the range of Hydroid’s other abilities and be more open to Headshots. 
    • The Corroding Barrage Augment Mod has been renamed Viral Tempest and now has a chance to apply a Viral Status Effect, rather than Corrosive Status Effect. It also no longer grants Ability Strength.
      • Changing the Impact Damage of Tempest Barrage to Corrosive Damage meant the Corrosive Status Effect from the Augment was already included. We changed this to Viral to maintain its relevance with the other changes. In light of the punch Corrosive and Viral packs in comparison to Corrosive and Impact, the Ability Strength buff was removed for balance purposes. 
    • Added new sound effects to go with the ability.

    TempestBarragePassive.gif.11cf133014d837

    Tempest Barrage staggers enemies instead of ragdoll, making them easier to target. 
     

    Tidal Surge:

    • Allows some steering of the wave for more control over where Hydroid and his enemies end up when the ability is finished.
    • Exiting Tidal Surge early by jumping now also works while airborne.
    • Tidal Surge’s base speed has been increased and will no longer scale off Ability Range.
      • This change was made to ensure controlling the wave behaves consistently, including where enemies are deposited when the ability ends.
    • Tidal Surge no longer violently flings carried enemies at the end of the surge, and will instead deposit them where the surge ends. 
      • This should make Tidal Surge a better ability for grouping enemies and quick killing, as opposed to flinging them across the room.
    • Tidal Surge now applies Corrosive Status Effects to enemies based on how long they are carried by its waves.
    • Tidal Surge now cleanses all of Hydroid’s negative Status Effects.
      • This brings one of the benefits from the Tidal Impunity Augment Mod into the ability directly, granting Hydroid some survivability in his abilities with Undertow’s removal.
    • Added new sound effects to go with the ability.

    TidalSurge.gif.ec2ec84e1cd7c0d41c3fc29d7

    Tidal Surge now carries enemies with the wave, depositing them where the wave ends instead of throwing them forward.

    Undertow (Replaced with Plunder):

    • This ability has been removed and replaced with Plunder.
      • Undertow was an ability which we feel made Hydroid a bit less fun to play as, or play with. There are two main reasons we decided to replace this ability:
      • It forced the player to remain stationary, while many objectives rely on regular movement.
      • It absorbed enemies without instantly killing them, which could lead to instances of hiding enemies that a teammate was trying to kill.

    Plunder:

    • A new ability added to Hydroid’s third ability slot.
    • All enemies in range will have Corrosive Status Effects remove their armor permanently, increasing Hydroid’s armor and granting bonus Corrosive damage to weapons. 
      • This ability is stronger based on the number of Corrosive Status Effects applied to the enemies affected by Plunder.
      • This means with a full stack of Corrosive Status Effects, their Armor will be removed permanently.
    • The Curative Undertow Augment Mod has been renamed Rousing Plunder and it causes Plunder to heal Hydroid and his allies within Affinity Range.

    PlunderArmor.gif.acfe530808ea737251c2c75

    Plunder removes Armor based on Corrosive Status Effects on an enemy. It also provides an Armor and Damage Buff, tracked in the lower-right corner of the HUD.

    Tentacle Swarm:

    • Now holds enemies in a steadier position, making it easier to eliminate enemies locked down by Tentacles.
    • If a tentacle’s held enemy dies, it will move to grab a new enemy in the Tentacle Swarm’s area of effect.
    • Updated Tentacle sound and visual effects.

    TentacleSwarm.gif.6814ab48987ce625f1c37c

    Tentacle Swarm now holds enemies still for easy targeting, rather than violently shaking them about.

    Please share any bug reports and feedback related to any and all of the above Hydroid Changes in the official Abyss of Dagath subforums.


     

    ZAUBA & COMMODORE PRIME SUIT CONVERSION 

     

    As part of our ongoing efforts to convert Operator Skins for Drifter use, the Operator Zauba and Commodore Prime Suits can now be equipped onto your Drifter!

    d7b013c7c8a141770f8a2e07d158e7bc.png

    *Raven Drifter is seen in the above image. 

    Future purchases of these customizations will now include the matching Drifter variants. For those of you that already own these collections, the Drifter versions will be added to your inventory upon log-in. 
     

    Explosive Barrel Changes

    Explosive Barrels on paper may seem like a blast, but their impact in-mission is not quite up to snuff. In this update, we’ve brought these environmental hazards back with a bang with the following changes:

    • Explosive Barrels now deal a % of an enemy’s Health to help them scale with higher level content. Players will receive a reduced amount of damage from Barrels to prevent deadly accidents -- on par with the amount of damage they would have received before this change.
      • Previously, these barrels dealt a flat damage value which had little impact on high-level foes. 
    • LN2 Barrels (Cold) and Spent Radium Barrels (Radiation) will now deal full stacks of Cold and Radiation Status Effects respectively for enemies standing within the shockwave.
    • Removed the 0.35s delay before explosion upon Barrel destruction. 
    • Reduced the range of explosion from 15m to 10m and added scaling damage values based on how close the enemy is to the Barrel.
    • Improved overall VFX of the Barrel explosion to showcase the blast radius, and make the kills feel punchier. 
    • Fixed explosion line of sight checks being blocked by other enemies. Explosions will still respect environmental obstacles (walls, etc.), but now enemies within the blast radius will not survive simply because they were standing behind someone else!

    Additions: 

    • Added two new Reward Options to the Steel Path Circuit Reward Path: Rivens and Kuva!
      • With Drifter Opportunity Intrinsics at Rank 9, you will be presented with reward options of a Veiled Riven or 20k Kuva in addition to the weekly Incarnon rotation for your Circuit Reward Path!
      • Just like the Incarnon Geneses, the order you pick these rewards will determine what Rank you need to complete in the Circuit to earn them.
    • Added VFX when toggling between the Normal and Steel Path modes in the Star Chart screen.
    • Added several new post-Quest voice lines to Saya in Cetus! 
    • Added a sound effect to mid-air rolls. Your aerial rolling will be silent no more!
    • Added new Ordis’ lines from the Cephalon Joke-a-Thon Contest winners. 
    • Added the Argo & Vel Blueprint to Simaris’ wares for those who own the Drifter variant!
       

    Changes: 

    • Added a popup to indicate how you are friends with someone upon hovering over their alias in the Friends/Clan screen. If you are friends with someone through Warframe’s Cross Platform Play, it will appear as “Warframe Friend”. If you are friends with someone via your platforms’ friend feature, it will appear as “[Insert Platform] Friend”. 
    • Ground Finishers now ignore the Armor value of enemies as other types of Finishers do. This affects the following: 
      • Hunter’s Bonesaw now grants 120% Finisher Damage instead of Status Chance since Ground Finishers now deal Finisher Damage which does not proc Status.  
    • Fixed several cases where the game was not recognizing a Ground Finisher for the activation of Mods and Arcanes. The intent is that Ground Finishers, Stealth Finishers and Parazon Finishers should be equivalent unless explicitly stated otherwise:
      • Duviri Decrees will now accept Ground Finishers (Tamm's Fortune, Brimon's Nerve, Molten Mettle)
      • Inaros' Desiccation Curse augment will now create sand minions on Ground Finishers
      • Arcane Trickery will now activate from Ground Finishers
      • Arcane Ultimatum will now activate from Ground Finishers
      • Exodia Might will now activate from Ground Finishers
    • Improved the accuracy of water ripples when running through a body of water.
    • Voruna’s Ulfrun's Descent kills will now count as Melee for synergy with Lycath's Hunt Health orb drops. 
    • We’ve revamped how the game audio mix is handled when casting Warframe abilities and firing weapons to improve spatial sound awareness. Now, you’ll be able to hear the environment and gameplay sounds much more clearly in certain scenarios. We also fixed some issues with certain abilities and weapons causing gameplay sounds to playback too quietly. 
    • Gaining Health, Shields, and Overguard now provide more gradual feedback in the health bar instead of instantly changing.
    • Improved the Decree rerolling randomization to prevent the same Decrees from appearing again after rerolls. 
    • Improved the Incarnon UI VFX to better indicate when charges have been depleted. 
    • In preparation for the introduction of Cross Platform Play Clans, the way resources are refunded from canceling Dojo Rooms and Decorations has been changed to ensure parity between Cross Platform and non-Cross Platform Play Clans. Instead of the resources returning to the contributing players’ inventories, it will now be refunded to the Clan Vault. 
    • Buffs or mechanics that are triggered upon Health or Energy Orb pickup can now be triggered if your Health or Energy pools are at max. This includes Mods like Equilibrium!
      • If your buffs are fully stacked, you will no longer pick up these Orbs at max Health/Energy. 
    • Orokin Vaults on Deimos can now be highlighted by the Orokin Eye Air Support ability.
    • Adjusted Auto-Install prioritization based on new Warframe Health and Shield values, as well as checking for Shield Recharge Delay. 
    • Operator Amps can now interrupt Dax abilities in the Undercroft similar to how weapon fire can. 
    • Ash and Stalker (playable) can now cast Teleport on Defense objectives. 
      • This was previously fixed in Hotfix 33.0.7 due to the issues and inconsistencies with the landing spot (getting stuck in objective upon landing). We have now improved the targeting to prevent that and have re-enabled it! 
    • Updated the Imprints error message to be more accurate: 
      • Was: "Cannot make imprints of pets when they have not yet matured. Wait for active pet to become an adult before creating imprint."
      • Now: "Cannot make imprints of pets when they have not yet matured. Mature to an adult before creating imprint."
    • Grand Master Founder aliases are now highlighted in the Relays’ Honored Grand Masters panels. 
    • Updated Entropy Burst and Napalm Grenade’s descriptions to clarify that it applies after Mods like Rifle Aptitude by changing “Base Status Chance” to “Final Status Chance”. 
      • Was: +20 Base Status Chance, +1 ‘Entropy’
      • Now: +20 Final Status Chance, +1 ‘Entropy’ 
    • Updated some Archwing HUD assets with higher resolution ones. 
    • The Secondary Outburst Arcane has received some overall buffs! Additionally, we’ve fixed it not functioning properly and its description being inaccurate. The new description is as follows:
      • On swapping to Secondary Weapon, consume all Combo Multipliers to increase Secondary Weapon Critical Chance and Critical Damage by 5/7/9/12/16/20% per Combo consumed for 30s.
    • Changed the Thermal Sunder Helminth ability to have an altered attribute of “Scaling from Heat Status on enemies capped to 10x ability damage.” 
      • A deeper dive into its Subsumed version on other Warframes showed us there was a Damage Over Time issue where Heat procs were scaling with unlimited exponential damage, therefore, we have implemented the cap. 
    • Changed the Faction Damage Mod (includes Bane, Cleanse, Expel, Smite, Railjack, and Riven Faction Stats) descriptions to use multiplier instead of percentage based stat formatting. Damage values have not changed! Just the way they are communicated. 
      • For example: Smite Corpus (at max rank) 
        • Was: “+30% Damage to Corpus.” 
        • Now: “x1.3 Damage to Corpus.” 
      • This change better communicates how Faction Damage is calculated, since calculation occurs when you hit the enemy, as opposed to when you shoot like other damage sources (since it needs to know what Faction is being hit). For that reason, multipliers apply to final damage as a whole and not just part of the formula! 
    • Updated Zariman Extraction button in the Elevator to start a 60 second Extraction timer for Hosts in endless missions. 
      • Clients will still be automatically extracted from the mission when using this button. We have added this special functionality for Hosts to allow Clients the option to extract as well, should they wish to avoid a Host Migration. 
    • Reduced Shields on Corpus Allies in the “Prison Break” Break Narmer mission to be more in line with Grineer Brothers total health values. 
    • Non-Critical Little Duck transmissions in Disruption missions can now be turned on or off with the "Enable Hint Transmissions" toggle in the Audio Options.

    Optimizations

    • Optimized trail particles count on the Latron Incarnon Genesis’ projectile.  
    • Made systemic micro-optimizations to memory footprint for all platforms.
    • Optimized screenshot capturing to reduce the hitch time. 
    • Fixed a hitch in performance when opening the Railjack Tactical Menu. 
    • Fixed a rare issue where Clients could experience long hitches in Archwing Rush missions if remaining players stayed at spawn.
    • Made systemic micro-optimizations to memory on all platforms. 

    Known Issues: https://forums.warframe.com/topic/1368148-known-issues-abyss-of-dagath/

     

    Top Fixes: 

    • Fixed Hema’s magazine size shrinking when it's used with Equinox equipped with the Duality Augment Mod. 
    • Fixed Mirage’s Eclipse not providing the Damage Reduction buff when positioned in the shadowed areas of Duviri and the Undercroft. 
    • Fixed Undercroft Jackal being overly affected by Cold Status Effects which would drastically slow down the fight. 
    • Fixed Gorgon Incarnon challenge for Evolution IV not resetting when reloading if you’re the Client.
    • Fixed Nova’s Antimatter Drop damage being inconsistent between Host and Client. 
      • With the same Mod loadout, Clients were doing significantly less damage than the Host (who had the intended damage output). 
    • Fixed Decrees going missing after reconnecting to an active Duviri or Circuit session. 
    • Fixed Host migration causing Clients in the Circuit to not receive their Decree from collecting all the Decree Fragments and completing the stage.
    • Fixed Orowyrm becoming immortal after destroying all its rings, causing a halt in progress. 
    • Fixed an issue where shooting enemies in Zephyr's Tornadoes would not register critical hits (notably with the Stahlta). 
    • Fixed weapons with Incarnon Genesis not being offered as options in Teshin's Cave. 
    • Fixed older accounts seeing incorrect on-screen controller callouts  for the “Chord” binding in the Shawzin Duviri side-objective. 
    • Fixed Styanax’s Intrepid Stand Augment Mod unintentionally granting mind control immunity to Nyx’s mind-controlled enemies and Revenant’s Thralls.
    • Fixed a bug where Atlas's Tectonics wall wouldn't respawn or roll when destroyed by enemies as a Client.
    • Fixed Chroma’s elemental damage defaulting to Heat in the Undercroft regardless of the selected emissive colors.
    • Fixed an issue in The Duviri Experience where players would lose their Decrees after Host migration.
    • Fixed a loss of function after opening the Decree menu while being staggered in The Duviri Experience. 
    • Fixed the Data Mass in The Greenway Zariman Mobile Defense mission disappearing  when attempting to pick up a Zarium Accolade.
    • Fixed freezing in place while attempting to pick up items.
    • Fixed Orokin Vaults not giving players an “Unidentified Reward” pop-up and reward in their Mission Progress Screen once players interact with the corrupted artifact. 
      • While players earned a random Corrupted Mod and Orokin Cipher through unlocking these vaults, these rewards were never used the “Unidentified Reward” pop-up that was introduced later in Warframe’s development. We’re adding it now to reduce any player confusion!
    • Fixed an issue that allowed multiple Thumper weak points to be destroyed at the same time, resulting in it becoming invulnerable. 
    • Fixed triggering Galvanized Aptitude on the Telos Boltor Incarnon granting it far more direct hit damage (at times tenfold) than intended. 
    • Fixed being able to gain Affinity from Ember's Inferno when no enemies are within range. Affinity on Ability cast is tied to Energy cost, and since Inferno has a free-cast trait this slipped by!
    • Fixes towards the Dex Drifter/Operator Suit not taking on black and dark saturated colors very well. 
      • Pure black ended up to be more of a shiny medium silver, and saturated colores ended up with a lot of white mixed in. Only very pale colors accurately reflected player color choices prior to this fix. 
    • Fixed the Codex being accessible during The New War Quest after restarting the game. 
    • Fixed the controller button callout missing in the HUD tip to use Transference on Umbra in The Sacrifice Quest. 
    • Fixed Kullervo being unable to move as well as getting permanently stuck in walls after using Wrathful Advance’s teleport mode (hold cast). 
    • Fixed Decrees from previous session being active in a new session after aborting from Duviri. Also fixed Decrees being active in non-Duviri missions. 
    • Fixed Decree UI from your last Duviri session appearing in non-Duviri missions. 
    • Fixed the Decree reroll button disappearing in Teshin’s Cave after selecting Warframe. 
    • Fixed case where players can get stuck in a bright white screen during the transition between Circuit stages. 
    • Fixed animation bug that caused Corufell’s Heavy Attack projectiles to add to the Combo Counter. 
    • Fixed Dread Incarnon not expending its remaining charges upon switching back from Incarnon Mode. 
    • Fixed Dread Incarnon’s Stalker’s Resentment perk (with Hate and Despair Equipped: Hits increase damage by +10, stacks up to 5x. Resets on missed shot)  resetting if ANY arrow in a volley is missed. This has been changed to be much more forgiving, and will now reset if ALL arrows miss. Each projectile still contributes to the stacks. 
    • Fixed Specters ignoring ammo drops from Protea’s Dispensary. 
    • Fixed camera snapping 180 degrees upon triggering Last Grasp and Transference. 
    • Fixed Steel Path difficulty modifiers not applying to Void Angels. 
    • Fixed Ash’s Shruikens pathing being widely inconsistent when pressed up against objects (walls, etc.) when cast, causing them to not fly directly towards enemies. 
    • Fixed the Evolution IV challenge (Kill 40 enemies while airborne) for the Gammacor Incarnon (base and Synoid) tracking kills while not in the air as required. 
    • Fixed Overguard disappearing from the UI while riding K-Drive/Merulina. 
    • Fixed Excalibur Umbra sometimes ceasing to function after getting impaled by Void Angels. 
    • Fixed enemies remaining disarmed permanently from a disarming ability (e.g. Baruuk’s Desolate Hands) after Host migration. 
    • Fixed getting hit by Jackal's gridwall attack even while taking cover in a spot below it and made other general improvements to lasers vs. obstacle interactions.  
    • Fixed Ropalolyst becoming immune after Host migration during the final stage. 
    • Fixed the Navigation and other fast travel options disappearing from the pause menu upon aborting from a Railjack mission and returning to a Featured Dojo.
    • Fixed Orowyrm having Shields unintentionally which made it impossible to defeat, even after destroying its rings. 
    • Fixed FOV settings getting reset to default upon restarting the game. 
    • Fixed Archon Nira getting downed and stuck in walls during her grapple ability. A small invulnerability phase has been added when she performs this ability to prevent this issue from occurring. 
    • Fixed enemy armor indicators not working properly with Steel Path modifiers. 
      • Maximum armor is now determined as the highest amount of modified armor the damage controller has had, rather than limited to explicit changes to the base armor rating since Steel Path doesn't change the base armor.
    • Fixed a Host Migration issue for the Ropalolyst fight that allowed players to see a charged pillar which in reality was not charged at all!
    • Fixed a Host Migration issue for the Ropalolyst fight that could leave Clients locked in the arena after the fight. 
    • Fixed a Host Migration issue that caused a Client to lose functionality when entering The Lone Story Undercroft. 
    • Fixed a Host Migration issue where not enough enemies would spawn during a Duviri Undercroft Defense.
    • Fixed Pathocyst’s heavy charged projectile dealing the same damage as quick attack.
    • Fixed Rauta's passive not adding Combo Counter to Melee weapons if the Melee has not already accumulated 1x Combo Counter through use.
    • Fixed being able to apply crowd control effects to the Jackal on Venus, preventing unintended behavior.
    • Fixed Braton Incarnon’s Prelude of Might perk always applying instead of on its intended trigger condition (with Critical Chance Below 50%). 
    • Fixed Hildryn missing controller rumbles for all of her abilities.
       


    General Fixes:

    • Fixed becoming permanently stuck in Operator mode if a squadmate migrates while you are on a K-Drive or Merulina.
    • Fixed using Transference after reviving with Last Gasp would cause strange camera snapping.
    • Fixed Limbo being able to Banish Open Zone Excavators, which is inconsistent to other mission Excavators.
    • Fixed certain causes of getting punted back to the Undercroft waiting area if you died in the Undercroft having not moved.
    • Fixed the Captura Slow Motion setting applying to the pause menu UI motion and Arsenal UI motion.
    • Fixed the skybox in both the Courtier’s Bliss and Harbinger's Pass Dojo Rooms turning default when another player is adding or destroying a Dojo Room.
    • Fixed magazine remaining in the Warframe's left hand if the reload for the Tenet Flux Rifle is interrupted. 
    • Fixed being unable to enter the portals in Duviri (Teshin’s Cave and Undercroft) as Limbo while dashing. 
    • Fixed the extraction timer resetting after switching to Operator in the extraction zone. 
    • Fixed Saryn’s Molt lingering in the Railjack after completing a mission, which could damage nearby players when it explodes. Molts will now despawn upon returning from missions. 
    • Fixed friend invite notifications not showing up in many cases. 
    • Fixed Clients experiencing a loss of function after trying to visit the Host’s Dojo. 
    • Fixed Titania in Razorwing not rotating to match the direction players are facing when using Transference to swap between Warframe and Operator. 
    • Fixed Clients being unable to clear their Waypoint by holding the “Place Marker” input. 
    • Fixed Host getting stuck loading into Deck 12 after triggering it before Clients load into the Orb Vallis.  
    • Fixed becoming invisible after switching from Warframe to Operator quickly while inside a Sanctuary Onslaught Conduit. 
    • Fixed Ropalolyst’s health bar turning gray (UI-only issue, damage could still be dealt) after Client falls off the stage during the final sequence of the fight.
    • Fixed enemies spawned during the Steel Path Ropalolyst fight not having the Steel Path modifiers applied to them. 
    • Fixed music disappearing in the second stage of The Deadlock Protocol Quest. As reported here: https://forums.warframe.com/topic/1364528-mission-of-deadlock-protocol-the-music-disappears-a-few-seconds-after-the-briefing-starts-in-the-back-room/
    • Fixed Ammo Dispensers in the Plains of Eidolon not giving ammo if interacted with as Operator. 
    • Fixed the “Defeat Archon” objective text in Archon Hunts for Clients appearing in the Host’s language. 
    • Fixed Nightmare mode UI displaying in the Host's language.
    • Fixed Kaithe running free in Teshin’s Cave, making it impossible to preview changes to its appearance in its dedicated spot. We have installed a carrot to the ceiling in that spot to prevent this from happening again. 
    • Fixed case where enemies spawned into the Simulacrum were overlapping one another. 
    • Fixed the Ack & Brunt clipping through itself in Teshin’s Cave. 
    • Fixed the Syam and Sun & Moon displaying and equipping incorrectly in Teshin’s Cave (attempting to select the Syam would equip the Sun & Moon and vice versa). 
    • Fixed one of the Akvasto Prime pistols appearing as its base variant in Teshin’s Cave. 
    • Fixed Tonfa weapons appearing wonky in Teshin’s Cave. 
    • Fixed issues with how arrows appear in quivers for big Bow weapons (they will no longer appear to prevent future issues). 
    • Fixed Clients getting stuck in A-pose after Host migration occurs while playing as Operator. 
    • Fixed weird number formatting issues (seen mostly in damage numbers) for certain languages that could cause decimals to appear in the wrong place. 
    • Fixed issue where Warframes and Weapons in Teshin’s Cave offerings would not show the equipped skins from their Appearance Config A. 
    • Fixed the Emotion Module preview diorama for MOA companions applying their animations to the equipped Corpus Hound, creating a MOA/Hound creature of nightmares. 
    • Fixed the textures of the Cetus door leading to the Plains of Eidolon flickering for Clients. 
    • Fixed the author for the Alliance Message of the day not updating after it’s been changed by a different player. 
    • Fixed the Verdilac ending up in a broken pose at the end of attack animations. 
    • Fixed several offset issues with multiple armor attachments when equipped onto the Mag Heirloom Skin. 
    • Fixed several offset issues with the Verv Armor Set when equipped onto certain Warframes and Skins. 
    • Fixed several offset issues with the Sorex Armor Set when equipped on most Warframes and Skins. 
    • Fixed several offset issues with the Aesopex Armour Set when equipped on many Warframes and Skins. 
    • Fixes towards lighting pops that could occur on camera cuts in cinematics. 
    • Fixed missing texture and black boxes in certain areas of the Grineer Forest tileset.
    • Fixed a script error caused by pets spawning in the Dormizone. 
    • Fixed several script errors caused by the SPROUT resource extracting system in Teshin’s Cave. 
    • Fixed an issue with ground textures in Duviri. 
    • Fixed ground texture issue in Drifter’s Camp.
    • Fixed incorrect capitalization in localized text.
    • Fixed a Railjack Tactical Menu orientation misalignment when opened alongside the map overlay.
    • Fixed Drifter occasionally using the wrong animation after death.
    • Fixed a crash that could occur when entering the Undercroft.
    • Fixed a map hole in the Orokin Void tileset, just big enough for a Razorwing Titania to fly through. 
    • Fixed a bug in Simulacrum and Captura where pausing enemy AI would not always work as intended for Tomb Guardians. 
    • Fixed a crash occurring during Helene (Saturn) mission on Steel Path.
    • Fixed Warframe and Operator sometimes posing incorrectly on the login screen, in the Orbiter, and in missions. 
    • Fixed a bug where inviting a pending friend gave a misleading "user is already a friend" message.
    • Fixed a ceiling gap in the Orokin tileset.
    • Fixed a crash occurring during the Paragrimm’s Tomes objective.
    • Fixed several offset issues with the TennoCon 2022 Armor Set when equipped on Kullervo.
    • Fixed text display issues in the in-game Market after opening a chat link. 
    • Fixed a UI-only currency formatting issue which could cause price discrepancies.
    • Fixed a UI-only numbers rounding issue on Rivens with the Initial Combo bonus stat. 
    • Fixed melee-based enemies spinning rapidly when attacking Gara’s Mass Vitrify wall. 
    • Fixed a rare crash when going from town to landscape and failing to connect.
    • Fixed cooldown timers for Ammo Dispensers in the Plains of Eidolon not counting down and refreshing.
    • Fixed collision in Unum Tower causing shapes to be broken or missing during The New War Quest. 
    • Fixed unintentionally voting “no” to a mission due to a controller binding issue when the pause menu is open.
    • Fixed an issue where new players were not receiving resources from SPROUT (Self-Perpetuating Regular Operation for Utilizing Terrain) in Teshin's cave after completing The Duviri Paradox Quest. 
    • Fixed returning to mission after Host migration defaulting players to Warframe even if they were playing as Operator before migration occurred. 
    • Fixed an issue in The New War Quest where Operator eyes appear too bright.
    • Fixed the camera positioning for Operator face and hair customization being too low when viewing various options. 
    • Fixed an issue with the Loid Sentinel Skin equipped on the Oxylus Sentinel becoming stretched and distorted when attacking. 
    • Fixed Host migration causing Clients to return as Drifters instead of Warframes in the Orowyrm arena after defeating it. 
    • Fixed rendering issues with the Cobra & Crane melee weapon when set to "Visible While Holstered”. 
    • Fixed AI Excalibur Umbra being able to enter the “no-Warframe-zone” room in the Necralisk after using Transference.
    • Fixed a minor texture issue in one of the Undercroft tilesets. 
    • Fixed a tree clipping through the island in the Harbinger's Pass Dojo room. 
    • Fixed being unable to change Sampotes’ energy color.
    • Fixed a rare shop rotation issue players could receive duplicate Steel Path Honors shop purchases. 
    • Fixed being unable to donate Acolyte Noggles to Clan Dojos.
    • Fixed being unable to move the Conquera Virmink Floof after it has been placed. 
    • Fixed Konzu and Saya dialogue not having subtitles when starting the Saya’s Vigil Quest. 
    • Fixed missing Dive binding callout as the Orowyrm in The Duviri Paradox Quest. 
    • Fixed Corpus allies remaining standing when downed instead of falling to the floor in “Investigate the Murex” Break Narmer missions. 
    • Fixed a noticeable hitch that could occur when opening the Mission Progress screen in Break Narmer missions.
    • Fixed a large hitch that could occur during specific cutscenes in The Sacrifice Quest. 
    • Fixed function loss caused by attempting to melee as Drifter in a specific segment of the The New War Quest, resulting in a total progression stop. 
    • Fixed being able to interact with the Spectral Drifter in “The Wild Hunt” segment of The New War Quest, resulting in a variety of unintended behaviors. 
    • Fixed various Exalted Weapons using the wrong Stance when previewed in the Arsenal. 
    • Fixed Cascadia Empowered Arcane and Wyrmling’s Aid Decree being able to trigger each other recursively. 
    • Fixed energy color not applying to Zhuge’s bow string. 
    • Fixed enemies with Overguard being affected by the Malicious Code Parazon Mod when they should be immune to crowd control effects. 
    • Fixed the Ludoplex being unable to be placed in various sections of the Orbiter. 
    • Fixes towards Companion MOAs with Security Override being unable to hack certain terminals in Jupiter Spy missions, resulting in pathing issues. 
    • Fixes towards function loss when using Transference and interacting with Merulina in rapid succession as Yareli while experiencing high latency. 
    • Fixed a script error that could occur when loading into various Captura scenes. 
    • Fixed the Domestik Dais Drone’s headpiece being doubled while moving. 
    • Fixed Gammacor being incorrectly rotated in Teshin’s Cave.
    • Fixed Spira and Spira Prime appearing too large in Teshin’s Cave.  
    • Fixed offset issues with the Impetus Prime Syandana while equipped on Wisp. 
    • Fixed being unable to open the Mods screen from the Railjack Upgrade screen in the Dry Dock. 
    • Fixed Incarnon Genesis Weapons having stretched UI icons. 
    • Fixed player names persisting above inactive Warframe while controlling Necramech if they have Lasp Gasp unlocked in their Focus School. 
    • Fixed the “Incarnon Form” UI indicator missing for the Burston Prime while it is active. 
    • Fixed the Salvaged Kuva Ayanga in the “Junk Run” Break Narmer mission duplicating and lingering on Kahl after switching to melee. 
    • Fixed the sound effects for the final Kaithe race gate not triggering for Clients when crossed. 
    • Fixed Valkyr's Hysteria dampening too much of the player's game sound.
    • Fixed Clients not receiving Conservation transmissions upon successful capture. Now, all Conservation transmissions are squad-wide!
    • Fixed not spawning in the Observatory when returning to the Dojo from a mission that was started in the Observatory.
    • Fixed being able to explode two Immunodes at the same time in the Veilbreaker Quest. 
    • Fixed being unable to chat link the Gotva Prime. 
    • Fixed being unable to chat link many Resource-based, Prex Card, Floof, Steel Path, Fighter and Mastery Slate Decorations (e.g. Alloy Drum Decoration). 
    • Fixed non-Duviri rewards being awarded after spawning Kaithe during The Steel Path Orowyrm fight. 
    • Fixed the description for the Hounding Kubrow Sigil missing punctuation. 
    • Fixed issues with the Void Angels’ animations after being attacked by Khora’s Venari. 
    • Fixed being unable to place Dojo Decorations if Warframe is within a certain vicinity. 
    • Fixed a small gap in a Kuva Asteroid room’s ground texture. 
    • Fixed the Thrax Centurion having walking animation issues.
    • Fixed Thrax Centurions’ Shields and Armor not resetting after using their revive ability. 
    • Fixed Waistbands attaching to Drifter’s feet when equipped onto the Clearvoy Prime Suit. 
    • Fixed Lephantis’ Grineer head disappearing briefly during cutscene. 
    • Fixed the hole in the Lephantis arena having collision after defeat, causing players to float above it. 
    • Fixed being unable to cancel the Bullet Jump animation in Lunaro. 
    • Fixed Sugatras not attaching correctly to the Venka’s left claw and most Hammer Weapons and Skins. 
    • Fixed Cavalero’s mission complete transmission playing after aborting Zariman missions via the elevator. 
    • Fixed crash related to Ropalolyst’s beam attack. 
    • Fixed the guiding light in the Apostasy Prologue Quest not moving. 
    • Fixed Pazuul Axium's having loot markers when they are invisible. 
    • Fixed Converted Kuva Lich not firing their weapons (notably Arch-Gun Weapons) when attacked by enemies. 
    • Fixed the animations of a Converted Sister of Parvos not playing properly if they have the Tenet Diplos equipped. 
    • Fixed Steel Path Teshin transmissions playing when completing normal Zariman missions. 
    • Fixed Grand Master Founders seeing their name replaced with numbers when looking at the Honored Grand Masters panel in the Relays. 
    • Fixed Drifter’s hood getting put back on after conversing with Teshin in his Cave during The Duviri Paradox Quest. 
    • Fixed the Little Helper Hat not sitting correctly on Kubrows with the Fabled Kubrow Fur Pattern equipped.
    • Fixes towards Scorpion enemies propelling players into the air when grappling from higher elevation. 
    • Fixed the Kuva Kraken’s alt-fire not leaving behind surface hit effects. 
    • Fixed Dax Herald and Dax Arcus enemies leaping very large distances across Undercroft maps. 
    • Fixed flickering occurring in the “Prison Break” Break Narmer Mission tileset. 
    • Fixed Medusalyst Towers missing their projectile turrets if you die before reaching that room in the “Prison Break” Break Narmer Mission. 
    • Fixed rare case where the double release room could be skipped in the “Prison Break” Break Narmer Mission. 
    • Fixed an unlit wall in the Infested Ship tileset. 
    • Fixed blurry ground texture in the Undercroft Park Captura Scene, Upperhaven in Duviri, Mount Nang in the Plains of Eidolon, and the underside of some Landing Crafts during Extraction cutscene if the High Shader Quality if toggled off. 
    • Fixed Affinity showing as “Expired” in the end of mission screen when loading back into the Orbiter after completing a mission with a Quest active. 
    • Fixed the Sun & Moon missing its aerial attack slash trail VFX. 
    • Fixed Altra Sentinel Mask’s description being a filepath. 
    • Fixed offset issues with many Chest attachments when equipped on the Dex Drifter Suit. 
    • Fixed several offset issues with the Iridos Chest Plate. 
    • Fixed three Nightwave Acts planned for the next Nora’s Mix appearing in rotation without being properly hooked up. They will become available once the next Nora’s Mix has begun! 
    • Fixed the Domestik Dais Drone not roaming around the Dojo. 
    • Fixed being able to push ragdolled enemies around with beam weapons.  
    • Fixed the axis rotation arrows being unnecessarily large for the Duviri Dojo 16m Railing Dojo Decoration. 
    • Fixed Volt Prime’s details on his lower back flailing around while you run. 
    • Fixed weird animation issues when interrupting a double jump with a normal jump. 
    • Fixed Shawzin emote not deactivating when another player activates Extraction. 
    • Fixed Archwing reticle not being affected by increasing HUD scale in settings. 
    • Fixed the “Ammo Maximum” stat for Kitguns showing in the millions when viewed in the Inventory screen. 
    • Fixed Clients losing function after returning to the Host’s Dojo after a mission. 
    • Fixed Signa offset height not matching the players settings in the Look Link diorama. 
    • Fixed the “To enter Chrysalith, first invite all Squad Members to your Dormizone” pop-up occurring in the middle of the screen after changing the HUD scale. 
    • Fixed script error and squad UI becoming unresponsive as Client if Host leaves just prior to returning to Dry Dock. 
    • Fixed several agents missing walk behavior, causing them to stand still. 
    • Fixed a rare issue that allowed players to pause the game for everybody in their squad.
    • Fixed damage numbers for orbs from Kaithe races appearing above Brimon.
    • Fixed being able to bring the protective sphere from the Void Angel fight back to the Zariman.  
    • Fixed Dual-Wield Pistols counting for “The Old Ways” Nightwave Act.
    • Fixed the Intrinsics menu getting stuck on screen when squad loads into Duviri from Teshin’s Cave portal. The menu will now close when loading in to prevent this from occurring. 
    • Fixed Virminks losing their original body colors. Happy critter noises.
    • Fixed some Arcane Helmets not being allowed in Conclave and Lunaro and are purely cosmetic in Conclave game modes!
    • Fixed Last Gasp UI sometimes not appearing on subsequent uses of this ability in one mission. 
    • Fixed Diriga's Electro Pulse Precept applying additional Electricity status effects based on FPS.
    • Fixed scaling on Star Chart Nodes sometimes causing them to appear squished or hard to see.
    • Fixed on-hover Stat descriptions in Market dioramas showing “|amount|” instead of the % value for Armor reduction. 
    • Fixed “Build Armament” menu persisting if the Pause Menu is opened while it is active. 
    • Fixed a case of screen tearing in the Veilbreaker Quest opening cinematic. 
    • Fixed a noticeable hitch when opening Navigation due to the Naberus event tab icon. 
    • Fixed squadmate names appearing in incorrect positions with HUD scaling over 100 on very low Video Resolutions. 
    • Fixed wall panel in Corpus Ship Spy vaults flickering in and out of view. 
    • Fixed Glyph on Sacred Vessel from the Sands of Inaros Quest appearing transparent. 
    • Fixed flickering on Viral Status effects on the Volnus.
    • Fixed unintended ground texture in Undercroft Tileset. 
    • Fixed ground texture seam in the Amphitheatre Undercroft Tile. 
    • Fixed casting Vauban’s Photon Strike with the Imperator equipped in the Orowrym fight causing the player to be stuck in a looping Archgun equip animation. 
    • Fixed a bug where distant textures would be streamed in at max-resolution. 
    • Fixed the Corpus Reinforcement Beacons not expanding when at the edge of the screen. 
    • Fixed case where Reflex Denial’s pulse damage was greatly reduced after initial pulse. 
    • Fixed overlapping transmissions if opening the Codex while a transmission is currently playing. 
    • Fixed Status Proc icons appearing under squadmate username when aiming over their player avatar. Now these icons will appear beside their name to improve legibility. 
    • Fixed Drifter beards clipping through the Dex Drifter Hood while opened. Equipping the Dex Hood with the hood opened will now make facial hair disappear.
    • Fixed Conquera II Ephemera particles not reacting to the player kneeling or crouching. 
    • Fixed Purified Bloom Ephemera effects constantly flickering.
    • Fixed glow on Archwing Articula being very bright when viewed from far away.

    Code Changes/Fixes From Previous Updates/Hotfixes: 
    The following list includes the changes and fixes that were unable to launch alongside PC updates/hotfixes due to them affecting code (Warframe Lexicon for Updates). 

    • Fixed a crash related to Specters being unable to pick up certain types of ammo.
    • Fixed several offset issues with Syandanas equipped onto Saryn’s Voidshell Skin. 
    • Fixed a rare crash when going from town to landscape and failing to connect.
    • Fixed a crash that could occur if Host returned to a town hub before Client managed to get into the open landscape. 


    Congrats Tenno!! You made it to the end of 77 pages of patch notes! Thank you for reading and thank you for Warframe - we hope you enjoy Abyss of Dagath! :community:

    • Like 6
  18. Greetings Tenno!

    Grendel Prime Access has rolled out across all platforms, along with our Abyss of Dagath update - read on for a heaping helping of Riven Disposition talk.

    Some of you may recall that our last Riven Disposition changes involved a “pause” on Disposition decreases, as we observed usage stats on the newest Incarnon weapons. While these weapons are obviously quite powerful, our stats show that 6 months after their release, none of them are problematically meta-defining. So unless that changes, we plan to leave Rivens which affect Incarnons untouched for the foreseeable future!

    In the grand scheme of Warframe, Rivens contribute less to a weapon’s overall power than they did on release in 2016. So while adjustments do help us fine-tune usage and strength, we’ve heard your reactions to regular Disposition decreases, and have decided to try things a bit differently going forward.

    We will try our best to avoid decreases from now on. We still withhold the right to address overinflated values where necessary or change this approach if it doesn’t work out, but if a weapon is problematically powerful, we would ideally ensure the base weapon is in the right place before we consider a Disposition reduction.

    So similar to last time, here’s our current round of Riven Disposition adjustments. Thanks everyone!


    PRIMARIES

    Spoiler

    Cinta: 0.7->0.85

    Fulmin: 0.8->0.85
    Fulmin Prime: 0.5->0.6

    Gotva Prime: 0.5->0.65

    Nataruk: 0.6->0.65

    Perigale: 0.85->0.95

    Prisma Lenz: 0.5->0.7

    Rauta: 0.6->0.75

    Steflos: 0.8->0.95


    SECONDARIES

    Spoiler

    Afuris Prime: 0.85->0.9

    Tenet Plinx: 0.6->0.65


    MELEE

    Spoiler

    Argo & Vel: 0.5->0.7

    Azothane: 0.7->0.8

    Cobra & Crane Prime: 0.9->0.95

    Corufell: 0.65->0.75

    Edun: 0.7->0.8

    Gunsen Prime: 0.5->0.65

    Hespar: 0.8->0.85

    Prisma Ohma: 0.5->0.7

    Sarofang: 0.75->0.8

    Slaytra: 0.85->0.9

    Stropha: 0.5->0.55

    Sun & Moon: 0.7->0.8

    Syam: 0.65->0.75


    ARCHGUNS

    Spoiler

     

    Larkspur Prime: 0.6->0.65

    • Like 18
  19. XBOX Echoes of Duviri: Hotfix #8

    Changes:

    • Updated the Cetus Wisp description to better indicate how to obtain them. 
      • “Most common at night, these stone lifeforms are drawn to shorelines touched by the Eidolon. They linger around lakes on the Plains of Eidolon at all hours. Their origin remains mysterious.”
      • We have an additional QOL change coming to Cetus Wisps in the upcoming Abyss of Dagath Update - stay tuned! 

    Fixes:

    • Fixed being unable to chatlink the Gotva Prime.
    • Fixed being able to use Transference in the second stage of the Duviri Paradox Quest, resulting in players being stuck as the Drifter.
    • Fixed various pathing issues with Executioner Zura in Dog Days. 
    • Fixed Medusalyst Towers not having their projectile weapon if Kahl has died before reaching them in the “Prison Break” Break Narmer mission.

    Click here for the Known Issues List

    • Like 1
  20. NSW Echoes of Duviri: Hotfix #7

    We are back in action after an incredible TennoCon! Thank you Tenno for joining us in celebrating 10 Years of Warframe and sharing your excitement for the future with each reveal. 

    Today we have a Hotfix with changes and fixes we wanted to get out to you before the DE team heads off into a long weekend to get some much needed rest. We will officially be back on Tuesday, September 5th, but will continue to monitor for issues that would need addressing upon our return. Thank you! 

    Changes: 

    • Increased Platinum amounts in the Frost and Mag Heirloom Packs - full details available in the official PSA: https://forums.warframe.com/topic/1364919-psa-heirloom-collection-platinum-changes-lessons/
    • Updated the Gotva Prime description to clarify its unique perk, it now reads: "Long before clone-rot set in, elite Grineer Commanders protected the surviving Orokin from rebelling Warframes with these formidable rifles. When Gotva Prime inflicts a Status Effect its next shot has a chance to be a Super Critical hit."
    • Made updates to Gotva Prime’s audio (cease fire SFX, Host/Client mixing, and firing mixing).  

    Optimizations: 

    • Optimized the VFX on the Frost Heirloom Signa. 

    Fixes: 

    • Fixed several issues with Double Tap’s buff indicator: 
      • (Latron and Latron Wraith) Fixed the buff indicator being stuck at 100% and not adjusting based on hits.
      • (Latron Prime) Fixed the buff icon not showing up in the HUD (this was a UI issue only, the intended damage bonus was still applying). 
    • Fixed the Melee Combo Count from the Rauta lasting indefinitely when Combo Duration is set to 0 (ex: equipping the Melee Guidance Aura that reduces Combo Duration for self by 6s).  
      • Now if the Combo Duration has no positive value, the Rauta will not increase the Melee Combo Count just as it wouldn’t for any other Melee. 
    • Fixed the Rauta having an extremely long reload time for Clients after receiving the infinite ammo buff from cracking Void Relics in Fissure missions. 
    • Fixed Drifter Loneryder items being unintentionally given with the Dex Operator and Drifter Suit 10 Year Anniversary inbox. 
      • Those who have received the Loneryder items prior to this Hotfix are yours to keep! Happy Anniversary! 
    • Fixed the Vigorous Swap Mod applying in Dog Days when switching between the Soaktron and Lob Blobs. 
      • With the inclusion of the Lob Blobs Secondary, this Mod just slipped by the “no Mods, Buffs, Companions, or Abilities” rules of Dog Days. 
    • Fixed Frost Heirloom Signa’s VFX lingering after it has been unequipped in the Arsenal. 
    • Fixed Clients gaining more progress than intended when finding a Paragrimm’s Tome in Duviri. 
    • Fixed the following Dojo Decorations having off-centered anchor points, making it difficult to move and position them: 
      • Electricity
      • Electricity Arcs
      • Glow Bright  
    • Fixed the TennoCon logo still appearing in the Relays. 
    • Fixed the Laetum Incarnon’s bullets facing the wrong direction. 
    • Fixed being unable to chat link Frost Prime and Mag Prime Relics. 
    • Fixed the “Titan Extractor Prime” being listed twice in the description of Varzia’s Prime Resurgence offerings instead of including the Blueprint as well as the built Extractor. 
    • Fixed a script error after failing a mission. 
    • Fixed a script error with the Lob Blobs tutorial popup in Dog Days. 
    • Fixed a rare crash that could occur when using DirectX 12 after upgrading drivers. 


    Click here for the Known Issues List

    • Like 3
  21. NSW Echoes of Duviri: Hotfix #6

    Don’t mind us, Tenno! This is a totally inconspicuous hotfix completely unrelated to our exciting TennoCon event tomorrow. We’re looking forward to seeing you all in London, Ontario -- or virtually at twitch.tv/warframe. The fun starts at 12:30pm ET!

    Fixes: 

    • Fixed stealth kill sound effects not playing at the proper time for the Argo & Vel. 
    • Fixed being staggered while opening the Decrees Menu resulting in function loss. 
    • Like 4
  22. Don’t mind us, Tenno! This is a totally inconspicuous hotfix completely unrelated to our exciting TennoCon event tomorrow. We’re looking forward to seeing you all in London, Ontario -- or virtually at twitch.tv/warframe. The fun starts at 12:30pm ET!

    Fixes: 

    • Fixed stealth kill sound effects not playing at the proper time for the Argo & Vel. 
    • Fixed being staggered while opening the Decrees Menu resulting in function loss. 
    • Like 1
  23. Happy TennoCon week, everyone! The team is buzzing with anticipation for the big day on the 26th and we can’t wait to see you. This Hotfix tackles a couple of things we wanted to get out before Saturday, including the Anku Incarnon changes that were mentioned in last week’s Hotfix. See you soon!

    Incarnon Changes & Fixes: 

    • Added clarification to Anku’s Incarnon Form description and function. Now, successful slide attacks grant +3 Range and inflict guaranteed Bleed Status Procs for all attacks for 6s. 
      • Previously, the Anku’s Incarnon form would increase the bias towards Slash damage, but the result was not as impactful as we hoped. Now, this has been replaced with guaranteed Bleed Procs.
      • While making this change, we found that all melee attacks following a Slide Attack were able to maintain the Incarnon buff (instead of just the intended Slide attack), so long as the attack animations were uninterrupted. We have fixed this issue and incorporated this functionality as a 6s timer, to better facilitate this unintentional, but obviously desirable interaction. So overall, the mechanic is now much more comprehensible and achievable!
      • Added clarification: Some may have noticed that after last week’s Hotfix the description had been changed, but not the functionality - which is now live! 
    • Increased Anku’s Evolution II damage buffs for the Edge of Justice and Guardian’s Promise upgrades from +20 to +50. 
    • Updated Angstrum’s Incarnon Form description to specify that “direct hits” charge Transmutation, as per the change that went out in last week’s Hotfix. 
    • Fixed the Gammacor Incarnon not clearing its charges when reverting back to its non-Incarnon form. 
    • Changes: 
    • Added design credit to community fan artist Illusive19 in the Nihil Recall Glyph’s description. 

    Fixes: 

    • Fixed Titania remaining in Razorwing form during the extraction animation if triggered as Operator. 
    • Fixed the Warframe selection UI in the second stage of The Duviri Paradox Quest lingering on screen after choosing to return to Orbiter from the pause menu. 
    • Fixed the Shockwave Dojo Decoration being invisible and non-interactive after it has finished building.  
    • Fixed a wall in the Host’s Landing Craft in the Drifter Camp having no collision and appearing low-res to invited Clients.
    • Fixed several script errors related to Transference in the Undercroft in the first stage of The Duviri Paradox Quest. To prevent further issues, Transference is now disabled during this Quest stage. 
    • Fixed a script error related to Garv in the Cambion Drift Bounties. 
    • Fixed interacting with your pet in the Dormizone causing them to freeze in place. 
    • Fixed getting stuck infinitely loading in Deck 12. 
    • Fixed Scyto Raknoid jumping into the ceiling and out of the arena in the “Sneaky Sabotage” Break Narmer mission. 
    • Fixed the teleport volumes in the new player tutorial stage of The Duviri Paradox Quest  sending players back to the beginning of the course. 
    • Fixed a rare issue where Platinum prices in the in-game Market on-hover description would not match the intended prices seen in the detailed purchase screen. 
       

    Click here for the Known Issues List

    • Like 1
  24. PSN Echoes of Duviri: Hotfix #4

    Playstation Specific Notes:

    • Fixed the Odonata Obsidian Skin not reverting the Odonata Prime mesh to its base version, causing weird geometry. 
    • Fixed offset issues with the Right Obsidian Azura Shoulder Plate when equipped onto the Drifter Keeler Suit. 
    • Fixed being unable to switch to the Emote Wheel using controller input.

    Incarnon Genesis Changes:
    A little over two weeks have passed since the Gammacor, Angstrum, Boar, and Gorgon Incarnon Geneses became available to earn on the Circuit. This has given you time to put them to work in-mission and share your thoughts with us and much of the feedback we’ve seen has consisted of requests to improve their Incarnon Forms. So today’s Hotfix brings you tweaks to reduce the friction to charging Transmutation and to increase the fluidity between modes. Paired with some other general stat improvements and fixes, take them for another spin and see how they feel! 

    The changes below apply to the base and variant versions of the weapons. Please note that we’re also reviewing the Anku Incarnon for our next Hotfix. 

    Gammacor: 

    • Charging the Incarnon Transmutation gauge is now twice as fast!
    • Increased the explosion damage of its Incarnon projectile from 620 to 660 (Synoid from 760 to 800). 
    • Increased the Critical Chance bonus from Evolution IV Perk 1 (Critical Parallel) from 18% to 20% (Synoid from 6% to 10%). 
    • Increased the Critical Chance from Evolution IV Perk 2 (Survivor's Edge) from 10% to 12% (Synoid from 4% to 6%) and the Status Chance from 6% to 10% (Synoid from 4% to 6%). 
    • Increased the Status Chance from Evolution IV Perk 3 (Elemental Balance) from 12% to 20% (Synoid from 6% to 10%). 

    Angstrum: 

    • Now uses direct projectile hits instead of headshots to charge its Incarnon Transmutation gauge. 
    • The projectile must physically hit an enemy in order for it to count towards the charge, not the AOE damage dealt to them within proximity of the projectile. 
    • Improved tracking, speed and targeting of the Incarnon projectiles and added more ricochets off the walls to make it easier for them to land. 
    • Increased the Critical Chance bonus from Evolution IV Perk 1 (Critical Parallel) from 10% to 14% (Prisma from 6% to 10%). 
    • Increased the Critical and Status Chance bonus from Evolution IV Perk 2 (Survivor's Edge) from 6% to 9% (Prisma from 4% to 6%). 
    • Fixed being unable to reload the Prisma Angstrum after switching to Incarnon Form. 
    • Fixed Angstrum’s Incarnon Form altering the ammo pool of the equipped Primary weapon. 

    Boar:

    • Changed the way Elemental Balance’s Status Chance bonus (we will be doing the same for Survivor’s Edge in a follow up hotfix) applied to be consistent with the Strun Incarnon: Now it applies to each projectile instead of being divided by the Multishot count.
      • Prior to the above change, Elemental Balance’s 12% Status Chance bonus would grant 7.5% - 9% per projectile. Now it grants 7.5% - 19.5% per projectile. 

    Gorgon: 

    • Removed the initial charge delay on Incarnon projectiles fired and replaced it with an automatic trigger type. 
      • In other words, you can now hold the fire weapon input to continuously fire its projectiles as long as a charge is available. The former 1.2 second charge delay is its new auto fire rate. 
    • Adjusted projectile detonation times so that it better matches the fire rate of each variant (base version having the longest and Prisma the quickest).   
      • This goes hand in hand with the two above changes, with the initial charge delay removed and replaced with an automatic trigger there was room to establish a better rhythm for detonation while firing in auto. Instead of many projectiles taking a while to detonate, they will now roughly do so around the next auto shot fired.   

    General Incarnon Fixes: 

    • Fixed the Evolution VI Incarnon Challenge (Complete a mission with an Incarnon Weapon in every slot) not completing for the Felarx, Innodem, Laetum, Phenmor and the Praedos when using weapons with Incarnon Geneses installed. 
    • Fixed the Lex Incarnon Genesis’ final evolution challenge (Get 5 Headshots with this weapon in Incarnon form in a single mission) considering headshots from all weapons. 
    • Fixed the Sibear Incarnon Genesis’ Evolution II “Thane’s Wrath” perk missing its UI icon.  
    • Fixed the “Incarnon Form” text missing from the bottom right UI elements for the Gammacor and Synoid Gammacor while in Incarnon Form. 

    Overguard Changes: 

    • Player Overguard now protects against Arctic Eximus’ slow auras.  
    • Overguard granted by Styanax’s Intrepid Stand Augment Mod is now capped at 15k (at 100% Ability Strength), which scales with Ability Strength. 
      • Outside of maintaining the status quo (excluding Rhino’s Iron skin, which requires skillful timing to scale), the Augment allowed for infinite amounts of Overguard to be stacked effortlessly and quickly, which could trivialize challenging content and limit future design space. The survivability and team support element that players have been enjoying on Styanax is still preserved, just at a more practical level to encourage more dynamic play.
    • Overguard granted by Frost’s Icy Avalanche Augment Mod now stacks on cast (up to 15k, which scales with Ability Strength) instead of keeping the highest value from the original or recast. 

    Corrupted Jackal Undercroft Assassination Changes: 

    The following changes have been made to address feedback that the fight feels a tad too challenging on the Steel Path. 

    • The Corrupted Jackal Asssassination mission will now appear at stage 4 and onwards in The Circuit to ensure players have had a chance to earn more Decrees before taking it on. 
    • Slightly reduced Jackal’s health and the number of grenades Jackal fires in phases 1 & 2. 

    General Changes: 

    • Wisp Prime’s cowl cloth has been returned to her helmet instead of her body as intended. As reported here:
    • The Prisma Ohma is now tradeable! 

    Fixes: 

    • Fixed active Warframe Abilities (ex: Voruna’s Ulfrun’s Endurance Augment Mod, Equinox’ Maim, Gauss’ Redline, and Ember’s Immolation) getting deactivated and reset at the end of each Stage in the Circuit. 
      • This was caused in our attempt to fix the issue with being able to teleport out of the Undercroft and back into the Duviri landscape using Wisp’s Breach Surge or Wil-O-Wisp in the Echoes of Duviri update. We have reverted that fix in order to address all abilities being affected.  
    • Fixed melee weapons with projectiles launched from heavy attacks (Glaives, Gunblades, Edun, Argo & Vel, etc.) causing Kullervo’s Wrathful Advance to potentially miss its target. 
    • Fixed dual wielding Glaive and Pistol causing loss of function after casting Kullervo’s Wrathful Advance. 
    • Fixes towards being revived causing the camera to turn 90 degrees after Transference. As reported here: 
      • This is a workaround non-code solution to address the majority of the camera issues with reviving. A Code fix is still required to fix it in its entirety, which means that you may still encounter it in certain scenarios (e.g. Last Gasp). 
    • Fixed slow loading players being prevented from entering Deck 12 if another player began the fight during the loading process. Those players will now be automatically teleported to the fight upon loading in. 
    • Fixed the Prime Details toggle missing for Wisp Prime while her Dex Skin is equipped.
    • Fixed the flame VFX missing from Wisp Prime’s Helmet. 
    • Fixed Atlas’ Landslide not increasing the amount of rubble dropped from Petrified enemies by 50% as intended. 
    • Fixed being invisible after closing the game and rejoining the in-progress Orowyrm fight during the Kaithe stage.  
    • Fixed the new Captura Scenes released with Echoes of Duviri not appearing in Acrithis’ Wares. 
    • Fixed general control binding callouts appearing during The Duviri Paradox Quest instead of the intended Drifter ones. 
    • Fixed incorrect binding callouts appearing during the Drifter combat tutorial in The Duviri Paradox Quest if the “Melee with Fire Weapon Input” option is enabled.  
    • Fixed being able to fire weapons during Wisp’s Sol Gate ability after casting it and then immediately following it with Dispensary (Helminth). 
    • Fixed “HUD not initialized” dialog appearing when starting Exterminate and Mobile Defense missions from the Crysalith elevator. 
      • Also fixed the enemy kill count to not displaying correctly in Exterminate missions under the same start condition. 
    • Fixed stealth melee kills not counting towards the “Close Up Kills” Break Narmer challenge (Kill 3 enemies with melee). 
    • Fixed Grineer allies disappearing after dying and respawning in the “Junk Run” and “Prison Break” Break Narmer missions.
    • Fixed an error popup (“You must complete the Vox Solaris Quest”) preventing players from speaking to Eudico after returning from the Orb Vallis during stage 5 of the Vox Solaris Quest. 
    • Fixed the Wisp Prime Skin icon in the Arsenal appearing as a blank square. 
    • Fixed shields (from Sword and Shield Melee weapons) sitting backwards on Baruuk’s arm when his Doan Skin is equipped.  
    • Fixed the Protovyre Apex Syandana clipping into the Drifter Keeler Suit. 
    • Fixed offset issues with the Left Prisma Daedalus Shoulder Guard when equipped onto the Drifter Keeler Suit. 
    • Fixed the right Emblem offset being too far forward on all Limbo skins when equipped on Limbo Prime.  
    • Fixed several offset issues with leg attachments equipped on Kullervo. 
    • Fixed offset issues with chest attachments equipped on the Drifter Saita Prime Suit. 
    • Fixed offset issues with the Imugi Prime Shoulder Plate equipped on Gauss. 
    • Fixed offset issues with shoulder attachments equipped on the Nova Atomica Skin. 
    • Fixed being unable to equip the Balefire Einheri skin on Hildryn’s Balefire Prime. 
    • Fixed the Cognitive Relay Facial Accessory sitting weirdly on the Duviri Drifter. 
    • Fixed the Demolyst’s beep SFX at times slightly offset if in a far away room.
    • Fixed the Syam, Azothane, Edun, and Sampotes missing several SFX with various Melee Stances. 
    • Fixed an issue with the sample used for Sevagoth’s Sow SFX. 
    • Fixed the Bronco Prime not leaving bullet holes in the environment. 
    • Fixed a rare bug where Nihil’s health bar could go missing. 
    • Fixed several HUD script errors related to the Nihil fight. 
    • Fixed double spacing in the Wisp Prime Accessories Pack. 
    • Fixes towards being unable to chat link several Kavat and Kubrow Fur Patterns. 
    • Fixed being unable to chat link the 2023 Pride items and the Pride Celebration Color Palette. 
    • Fixed text appearing cut off in the in-game Market after opening a chat link. 
    • Fixed being able to equip Primary weapons in the Dojo after using the Shawzin emote. 
    • Fixed the Accessibility Color Palette not being available in the Customize HUD Colors screen if accessed in-mission. 
    • Fixed Kahl (summoned from Skaut’s “Kahl Beacon” Air Support) not shooting when commanded to hold position. 

    Click here for the Known Issues List

     

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