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[DE]Connor

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  1. PSN Echoes of Duviri: Hotfix #3

    Changes:

    • Temporarily removed the ability to purchase additional Operator/Drifter Appearance Config Slots in Teshin’s Cave, as it would cause players to crash. 
      • This is a quick patch as the real fix requires Code. Players should have this functionality restored with our next Cert build.
      • Note: You are still able to purchase additional Operator/Drifter Appearance Config Slots in your Orbiter or Hubs (Cetus, etc.). 
    • Updated Swooping Miasma Decree’s description to better indicate that players “Gain +x mid-air jumps”, and fixed capitalization. 
    • Updated Incarnon Genesis descriptions to reduce important information being cut off in the Steel Path Circuit Reward selection screen. 

    Fixes:

    • Fixed Sevagoth’s Shadow Haze Augment buff applying inconsistently based on Ability Range. The Critical Chance bonus will now be consistent regardless of your modded Ability Range stat. 
    • Fixed Kahl being unable to aim down sights after exiting security cameras in Break Narmer missions. 
    • Fixed Client Drifter Melee appearing invisible and not saving customization when their appearance is changed via the Mirror in Teshin’s Cave. 
    • Fixed being unable to customize the Sun & Moon sheath in Teshin’s Cave. Drifters will now see the missing “Attachments” option in this weapon’s Appearance menu. 
      • This also fixes Drifter Attachment colors applying to the Sun & Moon sheath in Duviri. 
    • Fixed Swooping Miasma Decree not applying Viral status to enemies who are asleep. 
    • Fixed Kexat’s Pounce Decree not being triggered while airborne during Titania’s Razorwing, Hildryn’s Aegis Storm, or Yareli’s Merulina. 
    • Fixed a % appearing before Chatlinks in a Clan’s Message of the Day as per: https://forums.warframe.com/topic/1361894-clan-motds-have-incorrect-formatting-for-item-links/ 
    • Fixed a [PH] tag appearing for returning players of a host migration after completing the Orowyrm fight. 
    • Fixed being unable to Chatlink various items, including:
      • TennoCon 2023 Digital Pack items
      • Various Star Days Glyphs
      • Rhino Dex Noggle
    • Fixed a script error that could occur when attempting to customize your Drifter in the Orbiter. 
    • Fixed Jackal restoring health and spawning enemies for returning players if a host migration occurred during the final finisher of the fight.
    • Fixed becoming invisible and losing physics after dying as Sevagoth’s Shadow in the Undercroft. 
    • Fixed blocking in the Drifter Melee tutorial in the Duviri Paradox Quest not being counted if players swapped to a different Drifter Config via the Mirror in Teshin’s Cave.
    • Fixed “Waiting for Players” message remaining indefinitely on Client screens if Host is pulled into the Confront Kullervo objective while Maw Feeding. 
    • Fixed black pixels appearing on the right side of the screen that could occur for PS5 players.

    Click here for the Known Issues List

    • Like 1
  2. Echoes of Duviri: Hotfix #2

    Additions:

    • Added Incarnon descriptions to the on-hover pop-up in the Steel Path Circuit reward selection screen.
    • Added the ability to dismount the Ropalolyst via the melee input. 

    Fixes:

    • Fixed mashing the Cipher button resulting in a total loss of input, meaning players would not be able to leave the hacking screen. 
    • Fixed players losing functionality after accessing cameras in Break Narmer missions.
    • Fixed Facial Accessories no longer appearing with the Stranger’s Hood equipped and Hood toggled off. 
    • Fixed Circuit Assassinate Jackal not being given the same “boss-type” classification as other assassination targets.

    Click here for the Known Issues List
     

    • Like 2
  3. PSN Echoes of Duviri: Hotfix #1

    Official Drop Tables URL Change: 
    The official Warframe drop table URL has been updated. Players who are looking for drop locations of Wisp Prime’s relics or other future content, make sure to update your bookmarks to the following URL: https://warframe-web-assets.nyc3.cdn.digitaloceanspaces.com/uploads/cms/hnfvc0o3jnfvc873njb03enrf56.html 

    You can also access this page by visiting warframe.com/droptables to be redirected. Even if you use the old link, don’t fret -- it should now redirect to you the correct page as well. 

    Duviri Steel Path progression fix for Consoles
    On Friday we resolved some last cases from our previous fix to make sure that every person who was actively playing Duviri Steel Path got credit for completing the different map nodes.  This should now mean that everybody who meets the requirements for Steel Path can select and play those nodes.  

    Further, any players who had previously played every Duviri mission on Steel Path mode but did not get a trophy, should now find that their trophy has been delivered.

    Changes:

    • Increased the Larkspur Prime Riven disposition from 0.5 to 0.6. 
      • As mentioned in our Riven Disposition changes post  -- it simply missed the update! 
    • Updated the “Duviri Steel Path is locked” message to indicate which nodes need to be completed in order to gain access.

    Fixes: 

    • Fixed Clients attempting to do Finisher the Jackal in the Circuit sometimes not properly registering, allowing players to deal damage without progressing the fight stage, leading to players becoming progstopped.
    • Fixed Host Migrating in the middle of a Pazaron Finisher to the Jackal in the Undercroft resulting in the remaining players being progstopped. 
    • Fixed Enhanced Damage Numbers missing their outline. 
    • Fixed players receiving self-damage from the Glaive that spawns from the Argo & Vel Heavy Attack. 
    • Fixed the ability to sell/dissolve Mods in the Vor’s Prize Quest, resulting in a progstop. 
    • Fixed various offset issues with the Clearvoy Drifter Suit. 
    • Fixed a crash related to Specters being unable to pick up certain types of ammo.
      • As this fix requires a Code change, we have given all Specters (excluding Wukong’s Celestial Twin) infinite ammo on consoles until our next Cert build. 
      • For a refresher on Code changes and Cert builds, check out our Warframe Lexicon
    • Fixed missing “How to Obtain” description for the new Duviri Captura Scenes that appears when they are unowned. 
    • Fixed missing pieces of floor in the Void Tileset. 
    • Fixed Argo & Vel’s shield appearing to float on certain Warframes. 
    • Fixed incorrect Sugatra attachment point on the Argo & Vel. 
    • Fixed the Accessibility color palette using the Easter Palette icon.
    • Fixed Brimon’s dialogue options appearing in all caps. The Drifter no longer yells “CHALLENGE ACCEPTED”, but you are still welcome to in your free time. 
    • Fixed Wisp skins without custom Motes not using Mote Prime when equipped on Wisp Prime.
      • Note: This does not affect Wisp Skins that have custom Mote textures (like certain TennoGen items, etc.)
    • Fixed Iron Skin in Conclave giving Rhino 60s of invulnerability instead of the intended 0.5s once depleted. 
    • Fixed issue where Anku Incarnon didn't properly benefit from Range and Slash Damage bonus on Slide Attacks, and didn't inflict any status effects.
    • Fixed Grendel’s Feast not functioning correctly for Clients, resulting in the inability to use Nourish or Regurgitate, amongst other issues. 


    Missed Notes:

    • With the new Ability Damage qualifier with the Enhanced Damage Numbers system, some players may think that certain Warframe abilities have had their Critical Chance nerfed. In truth, some Warframe abilities had a Critical Chance multiplier simply to add “oomph” to their damage numbers, without having an actual impact on Damage output. With this new Enhanced Damage System, that extra oomph is no longer needed, so those non-functional Critical Change values were removed, but the overall damage of these abilities are unchanged. 

    Click here for Known Issues List
     

    • Like 1
  4. Please visit our "Known Issues" thread for an update on the top priority bugs and issues we are currently tracking.

    CLICK HERE TO SHARE FEEDBACK AND BUG REPORTS IN THE DEDICATED SUB-FORUMS

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    Update 33.6: Echoes of Duviri

    Echoes of Duviri is a Mainline Update!

    Meaning that everything the team has been working on since the launch of The Seven Crimes of Kullervo 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 can slip through the cracks so we will be looking at reports here for any fixes and changes for follow-up Hotfixes to come. 

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

    The total download sizes for this update are as follows:

    • PlayStation 4: 16.4 GB
    • PlayStation 5: 6.87 GB

    PS4 Remaster: 
    The large download size (~16.4 GB) for this update is due to the remastering of textures in the game, which will reduce the overall size of Warframe on PS4 from ~42 GB down to ~40 GB once the Update has finished downloading. 

    TennoGen
    The Liset Vammatar Skin by Ventralhound is also now available on consoles!

    6e17fd3129cdbd47623224ad56dc571e.png 

    General: 

    • Fixed Emblems attaching on the arms instead of shoulders on the Oberon Obsidian Skin. 
    • Replaced the 3125 Platinum pack with the 3210 Platinum pack in the PlayStation EU store to be on-par with other regions and consoles.

    Missed Notes of Code Fixes from The Seven Crimes of Kullervo: 

    • Clicking on items in the in-game Market that are purchasable via the PlayStation Store will now open the item’s details in the Market first instead of going straight to the Store. Now when you want to move forward with purchasing after learning the details from the PlayStation Store you simply click “Purchase”. 
    • Fixed permanently losing your thrown melee weapon if you throw it just before entering an Undercroft portal.
    • Fixed Clients experiencing wonky camera positioning after dismounting from K-Drive or Merulina. 
    • Fixed camera shifting to the last spot you summoned your K-Drive after summoning it again at a distance.
    • Fixed respawning in unexpected locations after Host Migration. 
    • Fixed being unable to purchase from Acrithis’ store in Duviri with resources that you had collected during that session. 
    • Fixed a rare crash while riding Kaithe. 
    • Fixes towards a crash that could occur if you were pulled into the Undercroft while a member of your squad was doing Conservation efforts in Duviri. 
    • Fixed crash when skipping cutscenes in The Duviri Paradox Quest. 
    • Fixed massive hitch that would occur when leaving Teshin’s Cave back to the Orbiter.
    • Fixed a hitch affecting players with most Focus trees unlocked.
    • Fixed an extremely rare crash that could occur in the Undercroft. 
    • Fixed a rare crash that could occur when the Ripkas were unequipped while in Teshin’s Cave.
    • Fixed the Rank 1 Endurance Intrinsic “Fortifying Decrees” (Each active Decree grants +25 Health to Drifter) granting more than +25 Health if there are several of the same Decree already active. 
    • Fixed crash caused by ragdolled enemies.
    • Fixed very long hitch that would occur to the third member of a squad when loading into Teshin’s Cave right as Host migration occurs. 
    • Fixed a rare crash. 
       

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    WISP PRIME
    Wisp Prime’s gilded splendor haunts the battlefield. Allies welcome her interdimensional beauty.

    c34a7726c7ee4eb72d6c27e4bd486f2f.png 
    WISP PRIME SHROUD
    Wisp Prime's signature adornment.

    * Players can equip or unequip this Shroud on Wisp Prime as an Auxiliary attachment. 

    FULMIN PRIME
    Wield a storm. Fulmin Prime's electric rounds switch between lightning beams and short-range bursts. Wisp quickly swaps between each mode with her elemental prowess.

    GUNSEN PRIME
    Command the beauty and lethality of these ornate warfans.

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    ENTHEOR PRIME SYANDANA
    Call upon the preternatural with Wisp Prime’s signature Syandana.

    CLEARVOY PRIME SUIT
    A look worthy of one who has the power to straddle realities. Fitted for the Drifter and the Operator.

    Instantly gain access to Wisp Prime from the in-game Market or earn Relics in-game to craft Wisp Prime, Fulmin Prime, and Gunsen Prime in your Foundry. 

    Now that Wisp 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.

    • Nidus Prime
    • Strun Prime
    • Magnus Prime

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

    • Replaced Rank 4 The Perrin Sequence sacrifice of Magnus Prime Barrel with Knell Prime Barrel. 
    • Replaced Rank 5 Steel Meridian sacrifice of Nidus Prime Neuroptics with Garuda Prime Neuroptics. 
    • Replaced Rank 5 New Loka sacrifice of Nidus Prime Neuroptics with Garuda Prime Neuroptics. 

     
    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:


    CURIOSITY VISAGE INK COLLECTION
    Embrace the spirit of discovery. The Curiosity Visage Ink Collection includes Academe, Circuit, Kiai, and Verula Ink designs.

    Purchase the Collection in the in-game Market or purchase each individual Visage Ink from the Drifter Appearance tab. 


    NEW DRIFTER MELEE: ARGO & VEL
    Argo & Vel bolster the warrior who stands fast. Blocking will activate its staggering energy shield. Power Strike knocks down enemies and inflicts Bleed Status. Perfect Parry restores your Power Strike. 

    Warframe Version: Its Heavy Attack sends forth a glaive that ricochets off enemies.

    Gain instant access to the Argo & Vel for both Drifter and Warframes with Platinum from Teshin’s Cave or the in-game Market. Or unlock it with Pathos Clamps for Drifter use and gain its blueprint to craft in the Foundry for Warframe use.

     

    UNDERCROFT CHANGES

    New Undercroft Tiles:
    We have added two new tiles to the Undercroft for you to tackle Warframe combat in: Fractal Pastures and Amphitheatre. The Fractal Pastures is a large open tile with plenty of space for farming Tamms -- if it weren’t for the dangers of the Undercroft, that is. With the new Amphitheater tile, you can reminisce about the calming sounds of Shawzins heard on the Duviri landscape, but replace them instead with the cries of your enemies. All five existing game modes are available in the Fractal Pastures and Amphitheatre.

    Jackal Assassination is here!
    The Undercroft is gaining a sixth game mode available exclusively in the Fractal Pastures: Assassination! No longer in the confines of a Corpus laboratory, The Jackal can be found ruining crops in the Fractal Pastures, devastating the natural beauty with its laser grids and rockets. Take on the Jackal in this newest game mode to reach the Undercroft. 

    In order for the expected time to complete Assassination to stay in line with other game modes, the Jackal fight has been modified from its original form on Venus. Jackal in the Undercroft will have three phases instead of four, and will be protected by reinforcements between phases. 

    On defeat, Jackal will drop Rune Marrow and has a chance to drop the Jackal Sigil.

    Undercroft Trauma Clamp: 
    The Undercroft is a dangerous place, Drifter. Trauma Clamps have begun appearing across the Undercroft that can be used to your advantage. 

    Trauma Clamps are hazards that can be found throughout the Undercroft. Breaking them open will pull in both Tenno and their foes alike, trapping them for a moment and imparting effects determined by the current Spiral. The range at which players will be drawn in is smaller than that of your enemies, but still take care when activating them. Use these strategically, as only a few spawn per Undercroft Tile. However, as the Void does work in mysterious ways, there is a chance of further Trauma Clamps spawning after a hazard is unleashed.  

    e10e1aa3a44fb9793dc3c096d231e099.jpg

    Thrax’s Spirals will augment Trauma Clamps with the following effects:

    • Sorrow: Cold Damage and Status
    • Anger: Heat Damage and Status
    • Fear: Electricity Damage and Status
    • Envy: Toxin Damage and Status
    • Joy: Void Damage and Status, plus healing that will seek out nearby players.

     

    NEW INCARNON GENESES 

    New Incarnon Geneses are being added to the Circuit Steel Path reward path! Once acquired, players can install them into the applicable weapons by visiting Cavalero on the Zariman. 

    Boar (base and Prime) 
    Awaken this weapon’s ability to fire three short-range beams that chain link enemies in Incarnon Form.

    Gammacor (base and Synoid)
    Awaken this weapon’s ability to fire projectiles that pull enemies into a Cold Damage explosion in Incarnon Form.

    Angstrum (base and Prisma) 
    Awaken this weapon’s ability to launch target-seeking fireballs that ricochet toward enemies in Incarnon Form.

    Gorgon (base, Wraith, and Prisma) 
    Awaken this weapon’s ability to fire embedding projectiles that explode with Heat Damage in Incarnon Form.

    Anku 
    Awaken this weapon’s ability to increase Range and Slash Damage during slide attacks in Incarnon Form.

    Circuit Reward Path Rotation Date: Sunday, July 30th 
    With respect to current Circuit Reward Path rotation, we wanted to give players fastest access to these new Incarnons as possible. As a result, we are altering the current Steel Path Circuit reward rotation to ensure they show up next week (July 30th). 

    Here is the updated Offering Rotation Schedule for the Steel Path Circuit:

    Week 1: Braton, Lato, Skana, Paris, Kunai (this week’s offerings)
    Week 2: (NEW) Boar, Gammacor, Angstrum, Gorgon, and Anku 
    Week 3: Bo, Latron, Furis, Furax, Strun 
    Week 4: Lex, Magistar, Boltor, Bronco, Ceramic Dagger 
    Week 5: Torid, Dual Toxocyst, Dual Ichor, Miter, Atomos
    Week 6: Ack & Brunt, Soma, Vasto, Nami Solo, Burston 
    Week 7: Zylok, Sibear, Dread, Despair, Hate 

    New Incarnon Geneses Acquisition Method: Incarnon Market at Cavalero 
    In addition to acquiring these new Incarnon Geneses via the Steel Path Circuit Rewards, they will also be available for purchase at Calavero with Platinum in the Incarnon Market starting the week they are available on the Circuit Reward path. 

    As previously discussed on Devstream 172, the intention behind this experiment is to offer players the option to pay-to-skip should they desire, while ensuring that the free acquisition path is not prohibitive for players. Only these 5 new items will be available for Platinum via this experiment, and will become available following the Weekly Reset on July 30th. 

    The “Incarnon Market” option will appear at Cavalero on July 30th once the rotation to the new Incarnon Geneses occur and will be permanently accessible as a one-time purchase for players who have unlocked The Steel Path

     

    NEW WARFRAME AUGMENT MODS

    Brand new Warframe Augment Mods are available from Syndicates Offerings! 

    *Stats below are shown at Max Rank. 

    Temporal Erosion (Protea - Temporal Anchor)
    While Temporal Anchor is active, each strike of Grenade Fan and Blaze Artillery strips 10% Armor from enemies. 

    Available in the Arbiters of Hexis and The Perrin Sequence offerings. 

    Shadow Haze (Sevagoth - Reap) 
    Increase Critical Chance by 50% on enemies inflicted with Death Harvest. A new Shadow emerges from those enemies when they perish. Limit of 3 Shadows. 

    Available in The Perrin Sequence and Cephalon Suda offerings. 

    Ulfrun’s Endurance (Voruna - Ulfrun’s Descent) 
    During Ulfrun’s attack, enemies that die from Bleed within 20m restores Voruna’s charges. 

    Available in the Red Veil and Steel Meridian offerings. 

    Intrepid Stand (Styanax - Final Stand) 
    Each javelin that hits an enemy grants 60 Overguard to Styanax and 30 Overguard to his allies within Affinity Range. 

    Available in the New Loka and Arbiters of Hexis offerings. 


    NEW DECREES 
    New Decrees have been added to the randomized pool of options upon completing Duviri Spiral stages and side objectives! 

    Values marked with an asterisk* can be stacked and are shown at max. 

    Stable Stance 
    Gains 25% resistance to knockdown for each enemy within 20m. 

    Swooping Miasma
    Gain +3* jumps. Jumping slide kicks cause 300* Viral Damage and status in an area around hit enemies. 

    Kexat’s Pounce
    Jump higher. Gain +180%* damage while airborne. Effect wears off 2s after landing. 

    Baneful Harmony
    Inflicting Cold or Toxin status effects also inflicts Viral status. 

    Consuming Rage (Spiteful)
    Heavy Attacks and Power Strikes consume 10% of Energy or Transference Bar, but gain +300% damage. 

     

    NEW DUVIRI CAPTURA SCENES
    Explore even more Captura opportunities with these Duviri scenes. Find them in Acrithis’ rotating Wares in the Dormizone or find her in the Duviri landscape! 

    • Undercroft Dax Camp Scene
    • Undercroft Lodging Scene
    • Undercroft Lunaro Scene
    • Undercroft Township Scene
    • Undercroft Outskirts Scene
    • Crater Cay Scene
    • Dais Cay Scene
    • Winding Isles Scene
    • Little Cay Scene
    • Basin Cay Scene


    NEW DUVIRI DOJO ROOMS
    Open a passage to the Harbinger’s Pass and Courtier’s Bliss islands via these new Dojo Rooms. Once placed, enter the portal to free roam the islands to your heart’s content! 

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    Image above shows view of the entry to the Harbringer’s Pass Dojo Room. 

    d7023c1221b02a6812c923235a03e69c.jpg 
    Image above shows a view of the inside of the Courtier’s Bliss Dojo Room. 

    These rooms come equipped with the ability to change the backdrop from the Room Options console. Select from all of the Duviri Spirals (Joy, Anger, Envy, Sorrow, Fear) to set the mood. 

    Due to the unique nature of these rooms, only one of each can be placed in your Dojo. 

     

    BALANCE IMPROVEMENTS AND QUALITY OF LIFE CHANGES
    As first announced in the dedicated Dev Workshop, we have made changes to the following systems: 

    • Enhanced Damage Numbers
    • Overguard for Warframes
    • Cold, Impact, and Puncture Status Changes

    Enhanced Damage Numbers
    Warframe is a numbers game, whether you’re Modding your Warframe or your Weapons to do as much damage as possible. With that in mind, we have introduced a new Enhanced Damage Number setting with the goal of properly communicating the impact of your attacks and increasing the overall legibility of damage numbers in-game. 

    This new setting can be found in the Interface: HUD Category of your Settings Menu under “Show Damage Numbers.” You can cycle between the new Enhanced system and the familiar Legacy system or turn off damage numbers altogether!

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    For our visual learning Tenno, take a look at the Enhanced Damage Numbers in action with Lead Game Designer Pablo!

    Overall Damage Number Changes:
    Whether you are using Legacy or Enhanced Damage Numbers, these new settings will be available with Echoes of Duviri:

    Commas in Damage Numbers on Consoles
    This was initially released on PC and required some extra work to get on consoles, but now you can see them in all of their glory!

    Damage Number Scale
    Custom scaling of your damage number text size, from 50 to 300!

    Additionally, Damage numbers will no longer scale with HUD scale setting as they used to. So you can customize the HUD and the numbers separately. 

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    Compact Damage Numbers
    This Toggle will shorten large numbers for legibility (i.e. 100,357 would be shortened to 100k)

    2217856d7217d549c381f1cce40fbb74.png 
    Enhanced Damage Numbers Setting
    With this new setting toggled on, players can expect to see the following:

    Refreshed Damage Number Appearance
    A punchier presentation of damage numbers, with an updated font treatment to improve legibility. For reference of what this looks like in action, refer to Pablo’s video above. 

    Prioritized Critical Hits
    Player damage output varies wildly from damage over time (DOT) from Status Effects to powerful Critical Hits. Previously all types of Damage were treated the same in the Damage Number cycle: meaning, Critical Hit Damage Numbers often disappeared quickly if there were a lot of small DOT procs happening concurrently. From a gameplay side, this had no impact on the actual damage done to your enemies, but it meant the true impact of your Critical Hits was not always communicated to you as clearly as we would like.

    Now, your Critical Hits will be prioritized over smaller damage numbers. Those smaller numbers will still appear but now disappear sooner if higher-priority damage is done. Additionally, this prioritization system applies to Critical Hit Tiers as well, meaning Super Critical Hit Damage Numbers will linger longer than regular Critical Hits.

    Custom Ability Damage Treatment
    Since your Abilities traditionally cannot Crit, these attacks tend to have less oomph. Now Ability Damage has its own Damage Color so that it will stand out amongst the rest!

    Like all other Damage Numbers, you can customize Ability Damage colors in the “Customize Hud Colors” menu (found in the Interface category of your Accessibility Settings).

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    Melee Damage Numbers
    With Legacy settings, Damage Numbers appear at the point of contact, often off-screen or otherwise obstructed by Melee attacks. 

    With Enhanced settings, Melee Damage numbers will now travel with you to improve visibility and will travel with the attack movement as well. Again, this is best illustrated in Pablo’s video for those who want to see this in action!
     

    Player Overguard Improvements
    With Duviri came the first instance of Warframes using Overguard, and The Seven Crimes of Kullervo solidified this mechanic as a part of various Warframes’ kits. 

    Now that players have access to Overguard consistently, we have made some adjustments to improve the quality of life in this new health state: 

    Consistent Proc Immunity
    Due to the variety of sources of Overguard, there were occasionally inconsistencies in how it behaved in regard to Proc Immunity. With Echoes of Duviri, all sources of Player Overguard will offer Full Proc Immunity while active. 

    Overguard Depletion Protection
    Similar to Shields, Player Overguard will now offer a brief moment of invulnerability (currently 0.5s) once depleted. This window will prevent players with Overguard from being one-shot, as damage to Overguard will no longer carry over into your Health or Shield pool once depleted. 

    Upon launch, we will closely monitor feedback on this mechanic change to see if further adjustments are needed.

    NOTE: This Overguard Depletion Protection applies only to Player Overguard, not Overguard seen on enemies. 

    Hit Impact Visuals 
    Similar to taking damage to your Health or your Shields, Overguard now has its own unique appearance when attacked. Damage will no longer cause blood splatters while Overguard is active, and we have added a unique metallic hit effect that better communicates having a layered shell protecting you.

    Additionally, players will no longer flinch while taking damage with Overguard active. 
    (NOTE: This has no gameplay function other than looking cool)


    Status Changes
    With the variety of Status effects in Warframe, there are certain types that may be seen as less favorable than others. Cold, Puncture, and Impact tend to have a lesser impact on the battlefield, so we felt it was time to revisit the value they added to player kits:

    Puncture Changes:
    Weakened Status Effect Buffs:

    • Increased the debuff to enemy attacks from 30% to 40% on the first stack.
    • Reduced the maximum amount of stacks from 10 to 5.
    • Increased per-stack debuff from 5% to 10%. 
    • Increased the total debuff at Max Stacks from 75% to 80%. 

    Weakened Status Effect Additions:

    • Increases Critical Chance threshold on enemy by 5% per Stack, to a maximum of 25% at 5 Stacks. This is additive after mods, not before. Does not apply to Abilities or AOE damage. 

    Impact Changes:
    Stagger Status Effect Changes: 

    • Reduced the maximum amount of stacks from 10 to 5.
    • Increased the Mercy Threshold from 4% to 8% per stack. 

    Functionally, this allows for players to trigger early Mercy kills with less stacks required!

    NOTE: These changes should not affect the functionality of Impact Stacks for Mods such as Internal Bleeding or Hemorrhage.

    Cold Changes:
    Freeze Status Effect Changes:

    • Increased the maximum amount of stacks from 8 to 9.
    • Increased the additional per-stack Slow from 3.5% to 5%. 
    • Increased the maximum Slow effect from 75% to 90%. 
    • While we previously mentioned buffing Cold Slow Effect to 85% in our Citrine’s Last Wish update, we mistakenly only increased it to 75% instead. 

    Freeze Status Effect Additions:

    • Increased the Critical Damage taken by an enemy by 10% on initial Status Effect Subsequent Stacks increase this debuff by 5%, up to a maximum of 50%. This is additive after mods, not before.

     

    ADDITIONS:

    • Added a “Drifter Mastery” category to the Mastery Breakdown on player profiles. 
      • Previously, Drifter Intrinsics were counted in the Railjack Mastery category. 
    • Added on-hover tooltip in the Melee Combos screen to provide more details (Stats, Status Effects, etc.).
      • 12885b9a516bc94448ecfd05844b0681.png 
    • You can now purchase additional Appearance Config Slots for your Operator/Drifter! Click on the + icon next to the ABC configs to purchase with Platinum. 
    • Added a new “Hermit’s Landing” label to the Duviri Minimap. 
    • Added a pop-up countdown message when players are being teleported to the Confront Kullervo objective in Duviri.

     

    DUVIRI CHANGES:

    • Updated the Duviri Steel Path access message to properly indicate what nodes must be completed to access the Steel Path, as previously announced in this PSA
    • Removed the Duviri Starting Path from the New Player Experience. Now, all new Tenno will start with the Vor's Prize Quest, and the Duviri Paradox will be available to them after its completion. 
      • After months of review of player behavior, we are making this change to give all new players an accurate representation of core Warframe gameplay before we introduce them to the magic of Duviri.  Offering two Starting Paths for new players was an experiment -- and not one we regret -- but a key part of experimentation is continued iteration after the fact to ensure the best player experience possible. Tenno who already chose the Drifter Path should not be affected!
    • Removed a Dax Arcus spawn point in Castle Town that could bother players visiting Acrithis after the Orowrym fight. 
    • Pathos Clamps, Kullervo’s Bane, and Steel Essence will now appear in the reward banner that appears at the top of the screen in Duviri instead of sliding in from the side. 
    • Updated the waypoint marker functionality when retrieving the Orvius from the Rablit in the Orowyrm fight. Upon approaching the area where the Rablit spawns, a new waypoint will appear on the Rablit directly, telling you where to grab your Orvius from!
    • Added improvements to the area marker for the “Hidden Chest” objective to help guide players to the Chest. The area marker will shrink as time passes, and will disappear entirely once the Chest is found.
    • Improved the transition from Paragrimm back to Drifter after completing the “Recover the Paragrimm’s Tomes” Objective. Now, the screen will fade to black during the transition, and the Tome on the Paragrimm's pedestal will no longer glow once the objective is completed.
    • Missed note: Removed Luscinia’s Opera singing in the Undercroft. 
      • Due to the smaller tile, the singing was easily triggered a lot with players crossing paths with it often which created a lot of auditory noise. 
    • Enable Hint Transmissions toggle in your Audio Settings will now also apply to non-critical game mode transmissions in the Undercroft. When toggled off, Teshin will wax a little less poetic about Void Angels and choose instead to watch your progress silently from afar.
    • The Duviri Shawzin screen will now auto-close after completing the song and earning the side objective reward. Re-entering the Shawzin screen after the initial completion will not automatically exit you out for any further songs you play. 
      • This change was made to remove the awkward waiting period after finishing your song before you earned your Decree. Now it will automatically close once your Decree is earned, and you can simply interact with the Shawzin again if you wish to continue your jam session.

     

    GENERAL CHANGES:

    • Modular Components that can earn Mastery will now show if that component is Mastered when viewed in a Vendor Menu (ex: viewing Zaw Strikes at Hok).
    • Reduced the intensity of camera static effect when using Security Cameras in Break Narmer missions. As per: https://forums.warframe.com/topic/1359305-khal-sneaky-sabotage-bugs-wc-3-july-2023/?ct=1688389719  
    • Improved the visibility of Cortege’s beam when using a black energy color with lower GPU Particle Quality settings. 
    • Kullervo will now turn to face the direction of the reticle when casting Collective Curse while stationary.  
    • Adjusted Kullervo’s Wrathful Advance teleport to accommodate for his melee attack movement, meaning players are less likely to slide right past enemies. 
    • Improved the transition between the death and ragdoll animations to be more natural and smooth. Also improved enemies getting up and recovering from a ragdolled state. 
    • Slightly smoothed and improved the Rifle aiming animation. 
    • Player HUD and Chat scale values now change based on chosen video resolution if those settings are set to the default values, or if you are starting the game for the first time.
    • Increased the IPS (Impact, Puncture, Slash) Damage of the following Mods: 
      • Rupture - Increased Impact Damage from 30% to 90% 
      • Disruptor - Increased Impact Damage from 30% to 90%
      • Piercing Hit - Increased Puncture Damage from 30% to 90% 
      • Flechette - Increased Puncture Damage  from 30% to 90% 
      • Sawtooth Clip - Increased Slash Damage from 30% to 90%
      • Shredder - Increased Slash Damage from 30% to 90%
      • Concussion Rounds - Increased Impact Damage from 60% to 90%
      • No Return - Increased Puncture Damage from 60% to 90%
      • Razor Shot - Increased Slash Damage from 60% to 90%
    • Updated the Incarnon Form transformation animations for the Dual Toxocyst. 
    • Updated the Conservation animal map icons to match their respective Echo Lure colors. 
      • f5b6781e11be2185842e435271c04619.png 
    • Updated the Platinum and Regal Aya purchase screens to be more streamlined. 
      • e4216b0b6bdae2fb012202657c2b3868.png
    • Common Cambion Drift resources (Ganglion, Lucent Teroglobes, and Pustulite) no longer trigger the special resource notification when picked up in the landscape. 
      • These special resource notifications are meant to highlight uncommon or rare pick-ups in-mission. Players will still be able to see common Cambion Drift resources via the regular resource pick-up notification -- we’re just saving that special pop-up for harder to find items! 
    • Removed a feature where certain bosses scaled their level based on your equipped Mods.
      • This is a remnant of an older Warframe system that scaled difficulty based on your Mod loadout. As a result, enemies like Captain Vor might be anywhere from level 10 to 30, depending on how “powerful” your equipped Mods were during your encounter. 
      • With this feature removed, now all bosses will always spawn at a consistent level on the regular Star Chart.
    • Increased the size of the Polychrome context action so that it's more accessible at odd angles.
    • Blitz Eximus will no longer target Defense Targets with their shockwave attack, but the Defense Target can still be injured by it if hit.

     

    OPTIMIZATIONS: 

    • Made micro-optimizations to memory footprint in the resource system to save over 70 KB. 
    • Made micro-optimizations to engine startup and level loading. 
    • Made systemic micro-optimizations to level loading for all platforms. 
    • Made optimizations to sound pathing. 
    • Made systemic micro-optimizations to rendering performance. 
    • Made optimizations to level loading. 
    • Made systemic micro-optimizations to the content update system.
    • Made small performance fixes when playing The Duviri Paradox Quest. 

     

    TOP FIXES: 

    • Fixed Decrees with a mobility trigger (ex: Temporal Acceleration, Ranger's Reload, etc.) not applying while Yareli is riding Merulina. 
    • Fixed the “Between the Eyes” Decree not applying bonus damage to Melee and Power Strike damage. 
    • Fixed Table for Two side objective near Mathila’s Farm being uncompletable due to inaccessible void beam spawn point. 
    • Fixed self-damage being dealt to Grendel after Feasting on enemies that are taking damage from Status dealt by allies. As per: https://forums.warframe.com/topic/1358166-torid-direct-hits-grendels-feast-self-damage/ 
    • Fixed Undercroft Portals not spawning if squadmates were speaking to the Warden or confronting Kullervo. 
      • These were disabled to fix issues caused by part of the squad being in the Undercroft waiting room when the Kullervo fight started. Now, these Portals will spawn but cannot be entered until the Kullervo encounter has ended (or you say "no" to the Warden).
    • Fixed the Secondary Outburst Arcane consuming one less than the indicated Combo Counter (e.g. the UI displayed 15 but the value used for the Arcane was 14). 
    • Fixed side objective and main Spiral stage Undercroft Portals repeating the same mission back to back. 
      • The same mission type can still appear in the same session (i.e. Survival → Excavacation → Survival), but now they will not be all the same for all portals (Survival → Survival → Survival). 
    • Fixed Eximus in the Undercroft, Simulacrum, and Sanctuary Onslaught not dropping their guaranteed ammo.
    • Fixed Drifter Power Strikes getting canceled if you block or quickshot while it is spooling up. 
      • Normal Drifter melee attacks can still be canceled by blocking and quickshots. 
    • Fixed Kaithe not spawning for players in Steel Path Orowyrm fight if they are riding Merulina as Yareli. 
    • Fixed Clients getting stuck as Drifter in the Undercroft after getting pulled into the lobby and using Transference.  
    • Fixed being unable to use Transference in the side objective Undercroft missions after completing the Orowyrm fight in The Duviri Experience. 
    • Fixed dying before the Orowyrm cutscene causing the cinematic to be completely empty and losing function after it has completed. 
    • Fixed consecutive Heavy Attacks not resetting the Melee Combo multiplier.  
    • Fixed Clients being unable to rejoin Undercroft missions. 
    • Fixed Rauta’s melee combo counter increase not applying with Garuda’s Talons equipped as your melee weapon. 
    • Fixed Kullervo’s Wrathful Advance ability always equipping your Primary weapon after casting, even if your Secondary weapon was equipped prior to the cast. 
    • Fixed Dax units in Duviri having an increased resistance to cold procs.
    • Fixed floating Silphsela disappearing when the Sun Silph they spawned from is destroyed.
    • Fixed Kullervo’s Wrathful Advance dealing inconsistent damage when used with Gunblades.
    • Fixed all weapons that gain charges from kills (not headshots) to activate their alt-fire (ex: Trumna, Sepulcrum, etc.) not gaining charges from kills caused by their own status damage. 
    • Fixed Exodia Might not triggering on Mercy Kills. Previously it would only trigger on Finishers performed by your actual Zaw (versus your Parazon, etc.).

     

    INCARNON FIXES:

    • Fixed Torid’s Renewed Horror perk not doubling duration on the damage field duration on first shot as intended. 
    • Fixed Evolution perks not being reflected in the Incarnon Weapon’s upgrade screen stats in Teshin’s Cave. 
    • Fixed Latron’s Incarnon Mode not benefiting from the Double Tap Augment Mod. 
    • Fixed Furis’ Haven Foray Incarnon perk not applying its bonus damage from Overshields. 
    • Fixed being able to self-stagger using the Ceramic Dagger Incarnon heavy attack. 

     

    UI/HUD FIXES:

    • Fixed rewards and resources earned not appearing in the End of Mission screen upon extracting via the “Leave Duviri” option. 
      • These were already awarded upon leaving via this method, they simply were not reflected properly in this End of Mission Screen!
    • Fixed subsequent Excavation Stages in the Circuit not showing Cryotic progress UI. 
    • Fixed the Relic rarity gauge UI always showing as Radiant in the Fissure Mission Relic selection screen. 
    • Fixed being unable to start certain missions from the Alerts Bar (ex: Void Fissures) when selected on the Duviri Region Screen. 
    • Fixed cases of Main Story objectives in Duviri not appearing in the HUD if players moved far from the objective and then returned.
    • Fixed Sirocco’s Overcharge reticle UI missing when reloading while mounted on Kaithe as Client. 
      • Also fixed Sirocco’s magazine count going down by more than one after the first shot. 
    • Fixed interacting with the “Incarnon Upgrade Available” prompt in your HUD while already in the “Evolve Incarnon Weapons” Menu at Cavalero resulting in function loss.
    • Fixed a case of double Objective UI caused by having a Kaithe Race story stage after completing an Undercroft Portal on Duviri.
    • Fixed Objective Waypoints not appearing on the Advanced Duviri Map. 
    • Fixed a case of double Objective UI caused by having a Kaithe Race story stage after completing an Undercroft Portal on Duviri. 


    FIXES: 

    • Fixed Host migration sending Clients to another Host that has their matchmaking set to Solo, leaving them in a non-functional state. 
    • Fixed an issue where Clients would see other players fall through the map when they mount a Kaithe.  
    • More fixes towards Recompense putting Kullervo into bleed-out if Ability Strength is high enough. 
    • Fixed Vulpaphyla Larvae being able to block Kullervo’s Wrathful Advance. 
    • Fixed Host migration causing the graves in Duviri to lose their context action for the remaining players. 
    • Fixed ammo for Drifter and Warframe weapons getting auto-refilled upon mounting Kaithe. 
    • Fixed hitching that would occur when loading into Teshin’s Cave to select a Warframe during The Duviri Paradox Quest. 
    • Fixed Clients being unable to perform a Ground Slam if they have Excalibur Umbra equipped. 
    • Fixed players that are permanently downed (no revives left) being revived after Host migration. 
    • Fixed Hema consuming more Health than intended on reload if equipped with a “Reload While Holstering” Mod. 
    • Fixed the camera standing still after transitioning to the Paragrimm in the "Recover the Paragrimm's Tomes" objective.
    • Fixed being able to begin Maw Fishing while the Confront Kullervo objective starts, resulting in your Drifter being teleported into the water instead of to Kullervo’s Hold.
    • Fixed loss of function caused by accessing other menus while Maw Feeding. 
      • As a result, we have disabled the ability to use the Pause Menu while partaking in this activity.
    • Fixed a floating Ueymag on Kullervo’s Hold. 
    • Fixed Sythel appearing on the Duviri Landscape during the Fear Spiral. 
    • Fixed players experiencing function loss if Transferring to their Operator while sliding. 
    • Fixed Akstiletto skins not replacing the magazine type on the Prime model. 
    • Fixed Transference Excalibur Umbra going invincible and A-posing instead of kneeling when defeated. 
    • Fixed Excalibur Umbra being stuck in a kneeling pose if Transference is used while spamming inputs. 
    • Fixed being able to walk behind the portal in Teshin’s Cave without being teleported to Duviri. 
    • Fixed Vor continuing his monologue if killed before he starts talking in the Circuit Exterminate.
      • To remedy this, his monologue starts sooner upon spawning.
    • Fixed Jordas Golem sometimes getting stuck after spawning. 
    • Fixed players floating mid-air if standing upon the Juggernaut Behemoth boil before it spawns in Jordas Golem Assassinate missions.
    • Fixed a hitch in the Cambion Drift Steel Path Bounty stage “Cleanse the Land”. 
    • Fixed Mods sometimes not applying to Garuda’s Talons in Duviri. 
    • Fixed being able to slide as Drifter while performing a Power Strike. 
    • Fixed the glowing FX from the Apostasy Prologue Quest persisting in the Personal Quarters after completing the Quest. 
    • Fixed being able to exit the map using Kullervo’s Wrathful Advance. 
    • Fixed being able to teleport out of the Undercroft and back into the Duviri landscape using Wisp’s Breach Surge or Will-O-Wisp (if there was a Reservoir placed in the landscape prior to entering the Undercroft). 
    • Fixed kills done with certain Decrees (such as “Bombastine’s Malice”) counting as Ability Kills for the Nightwave Act “Power Trip”. 
    • Fixed broken textures near a cave on Kullervo’s Hold. 
    • Fixed a map hole in the Corpus Ship tileset, just big enough for a Razorwing Titania to fly through. 
    • Fixed a console in the Gas City tileset missing its screen. 
    • Fixed the Gas City skybox having a blank space.  
    • Fixed a map hole in one of the roads on the west side of Duviri.
    • Fixed a spot-load that could occur while spawning Liminus. 
    • Fixed a few short hitches that could occur in The Duviri Paradox Quest. 
    • Fixed Kuva Liches with Dual Pistols equipped using single-handed weapon aim poses when crouched.
    • Fixed the Conclave team rebalancing message being localized to the Host's language regardless if the Client uses a different language launcher.
    • Fixed offset issues for the Avia and Protovyre Chest pieces on the Orizu Drifter Suit. 
    • Fixed offset issues for the Asa, Kunshu, and Telos Syandana on the Orizu Drifter Suit. 
    • Fixed offset issues for Vetala Prime shoulder and leg pieces on Railjack Crew. 
    • Fixed various offset issues with the Iridos Chest Plate. 
    • Fixed offset issues for leg armor on the Baruuk Doan Skin. 
    • Fixed the Iridos, Ki'Teer and Maggor Chest Pieces not laying flat on Kullervo’s chest. 
    • Fixed Emblems attaching at weird points on Revenant Prime after removing the Revenant Prime Armor and swapping skins.
    • Fixed various offset issues with Krtrima Armor pieces on several Warframes. 
    • Fixes towards several offset issues with Arm and Chest attachments on the Bishamo Hawk and Lark Armor set for Drifter. 
    • Fixes towards several offset issues with Arm and Chest attachments on the Bishamo Hawk and Lark Armor set for Drifter. 
    • Fixed various offset issues with Aesopex Armor pieces. 
    • Fixed a rare crash that could occur when clicking on a look link from chat. 
    • Fixed crash related to Corrosive procs. 
    • Fixed a brief flash of brightness in the end of the mission screen. 
    • Fixed rare crash when dying as a Warframe while being ragdolled. 
    • Fixed rare crash related to enemy AI movement.
    • Fixed rare crash when loading into the Duviri Experience. 
    • Fixed rare crash related to the Kullervo boss fight. 
    • Fixed a crash that could occur when loading procedural levels. 
    • Fixed a rare case of desync between Client and Host after idling for a long time in Duviri.
    • Fixed rare crash in Kaithe section of the Steel Path Orowyrm Fight if a player lost their Kaithe after a host migration. 
    • Fixed a rare crash caused by going through the Portal in the “Shades of the Undercroft” section of The Duviri Paradox Quest after idling for a significant amount of time. 
    • Fixed a rare case of disconnecting from the server after very long play sessions.
    • Fixed camera swinging around wildly when mounting Kaithe in Duviri. 
    • Fixed being unable to unequip Archgun in the Orowrym fight after deactivating an Exalted ability (e.g. Hildryn’s Aegis Storm) with the Archgun equipped.
    • Fixed the aliases of recently added friends not appearing in the UI list (only their platform and Mastery Rank icons would be seen). 
    • Fixed Clan Affinity not updating immediately after rushing a Dojo room / decoration that gives Clan Affinity.
    • Fixed Clans earning Clan Affinity for rooms that are not fully constructed. This only affects existing Clans that have those rooms placed in their unfinished state, and those Clans who build these rooms following this update.
    • Fixed Waterfall (Gentle) Dojo Decoration VFX disappearing when viewed from certain angles. 
    • Fixed enemies getting stuck on one of the catwalks in the Grineer Galleon tileset. 
    • Fixed script error related to Yareli. 
    • Fixed script error related to Cipher hacking.
    • Fixed Clients maintaining Drifter UI while playing as Warframe after being teleported into the Orowyrm Arena. 
    • Fixed Orowyrm rings not taking damage from Hildryn’s Balefire.  
    • Fixed texture flickering in the extraction area in the last stage of The Archwing Quest. 
    • Fixed being unable to chat link the following: 
      • Several Sigils
      • Several Regular and Prime Noggles (Harrow, Revenant, Khora, Garuda) 
      • Operator Accessories
      • Lanex Syandana
      • Ogris Iridos Skin 
      • Orowyrm's Sanctum Display
      • Eximus Advantage and Metamorphic Magazine Mods
      • Hero of Duviri Display
      • Drifter Keeler Suit
    • Fixed the Orowyrm Orvius Rablit spawning mid-air if the Materlith statue is by bushes. 
    • Fixed floating resource container in the cave east of The Agora in Duviri. 
    • Fixed being able to see through the map from a staircase in the Orokin Tower tileset. 
    • Fixed Grineer enemies taking cover and not attacking unless damaged by players. 
    • Fixed script error related to Cipher hacking.
    • Fixed using the Navigation console after a completed Railjack mission and attempting to go to the dry dock resulting in an endless timer.
    • Fixed Landing Crafts appearing blurry docked in Relays with Motion Blur on. 
    • Fixed camera hanging after interacting with the “Find the Paragrimm’s Lost Tomes” pedestal in Duviri. 
    • Fixed an issue where Liminus enemies would ambush players if the Host was AFK in Teshin’s Cave. 
    • Fixed Mods being rewarded for Spiral stages after completing the Kullervo fight. 
    • Fixed rare case where two Orowyrms could spawn during the Steel Path fight, causing several issues. 
    • Fixed Void Flood objective UI lingering into the next Undercroft stage.  
    • Fixed Rescue the Prisoner objective as a Spiral stage taking a long time to officially end after successfully completing it (in other words, it would take a long time to transition to the next stage). 
    • Fixed performance getting progressively worse in the Duviri landscape after triggering a Ghost Mirror side objective. 
    • Fixed the Drifter Vest being see-through at certain angles. 
    • Fixed issue where certain conditional animations would stop working under specific        circumstances (e.g. head tracking would stop working while playing a looping emote once you had the camera facing behind the player, never to reactivate for the duration of that emote). 
    • Fixed extraction portal VFX doubling if Host migration occurs in the extraction zone in Duviri. 
    • Fixed Clients being targeted and attacked by enemies in Duviri while controlling the Paragrimm. 
    • Fixed offset issues for several Syandanas when equipped on Kullervo. 
    • Fixed the “Gather Enough Samples” Bounty objective UI no longer showing a counter for the collected samples. 
    • Fixed the Rune Marrow dropped from Corrupted Vor in the Undercroft appearing as a Mod. 
    • Fixed losing UI and not seeing the Dax Gladius cutscene if squadmates triggered it while you are far away. 
    • Fixed the Gauss Nitrolyst Helmet animations and VFX not appearing correctly during Redline. 
    • Fixed becoming invisible on the bridge in the Castle Town Captura Scene. 
    • Fixed unlit rocks by the Chamber of the Muses in Duviri. 
    • Fixed a flat texture sticking out of the ground by the Lunaro Court in Duviri. 
    • Fixed small texture gap by the Upperhaven in Duviri. 
    • Fixed several pillars and walls in the Orowyrm arena missing collision. 
    • Fixed multiple parts of Kullervo’s Hold clipping or missing textures. 
    • Fixed the extraction timer triggering from town hub to open landscape (e.g. Cetus to Plains of Eidolon) even if Client doesn’t leave the tunnel. 
    • Fixed several languages translating “+10x” stat lines incorrectly. 
    • Fixed being able to install the wrong Segment during the Vor’s Prize Quest, resulting in a progression stop. 
    • Fixed Clients not receiving rewards from Maw Feeding if they are Feeding at the same location and the same time as the Host. 
    • Fixed Undercroft enemies not spawning if a Host Migration occurred while in the Undercroft waiting room. 
    • Fixed being stuck in a loading tunnel if you experienced a host migration during the End of Mission Screen after abandoning a Railjack Mission.
    • Fixed the “Repeat Mission” button in the Circuit End of Mission screen not taking you to the Circuit Menu. 
    • Fixed various terrain issues (including a floating tree!) across the Duviri landscape. 
    • Fixed Host migrating while on the Duviri Landscape resulting in a non-functional waypoint marker being added to the map if the player has enough Intrinsics to rank up. 
    • Fixed a script error triggered by the Phage in the End of Mission screen. 
    • Fixed the Energy Orb drop chance of Trinity’s Pool of Life Augment not scaling with Power Strength, as per: https://forums.warframe.com/topic/1340564-pool-of-life-augment-is-bugged/ 
    • Fixed an issue where Specters spawned by Sisters of Parvos would incorrectly clone your modular weapons, leading to occasional crashes and an otherwise non-functional melee weapon for the Specter. As a bonus, your cloned Specter will now properly apply your weapons’ color schemes so you can fight them in style. 
    • Fixed dying in Duviri sometimes resulting in you respawning in the wrong area (ex: respawning in the Undercroft waiting room after you’ve already been teleported to the actual Undercroft mission, etc.). 
    • Fixed a piece of floating grass in the Undercroft waiting room. VERD-IE would be proud!
    • Fixed Clients being invisible if they were in the middle of Maw Feeding at the conclusion of the first stage of the Orowyrm fight, and were transported to the Arena while still in Maw-form. 
    • Fixed Clients not seeing the lit torch lights in the Undercroft Waiting Room. 
    • Fixed the Defense, Survival, and Void Flood missions only using the Undercroft Opera Tile for Bounty Stage Undercroft portals. 
    • Fixed a crash caused by Sister of Parvos-spawned Kullervo Specter using Wrathful Advance. 
    • Fixed exiting and re-entering the "Recover the Paragrimm's Tomes" Objective resulting in the player exiting the objective without any input.
    • Fixed a performance issue that could be caused by an interaction between Kullervo's Collective Curse and Sentient faction damage resistances.
    • Fixed the Golden Maws in The War Within Quest not rendering properly during cutscene in which the Maws capture the Operator. 
    • Fixed an issue with decal clipping in the Zariman Ten Zero tileset.
    • Fixed certain areas of the Grineer Forest tileset having see-through areas.  
    • Fixed an antenna hanging in mid air in one of the Enigmas in Duviri. 
    • Fixed an Aggristone Formation floating in the air near Royalstead Pastures in Duviri. 
    • Fixed a wall missing lighting in the Grineer Sealab tileset. 
    • Fixed the Kullervos in the cells in Kullervo’s Hold having an odd VFX between their feet.
    • Fixed Titania getting stuck in an endless falling loop during the Chains of Harrow Quest due to Razorwing.
    • Fixed the Kullervos in the cells in Kullervo’s Hold having an odd VFX between their feet.
    • Fixed the Foundry “crafting started” SFX occasionally not playing. 
    • Fixed the Drifter Melee Power Strike charging SFX continuing even after it has been executed.
    • Fixed a lighting issue on the Akjagara. 
    • Fixed Styanax’s Tharros Strike triggering an unintended sound effect for Clients. 
    • Fixed a leftover blocking volume near Bombastine in The Duviri Paradox Quest. 
    • Fixed the Drifter occasionally using the wrong idle animation. 
    • Fixed a case of broken waypoint navigation in the Grineer Sealab tileset. 
    • Fixed Host migration causing the Operator model in the Table for Two side objective to have stretched out neck and limbs.
    • Fixed Broken Turbines in the "Reconnect the Power Lines" objective on Duviri where it still appeared broken even if the objective was completed.
    • Fixed players slightly clipping into the ground upon disembarking their Liset in the Relay arrival cinematic.
    • Fixed teleport sound playing for all squad members invited to the Drifter Camp when transitioning between sections of the Orbiter.
    • Fixed elevated floor collision in the Grineer Shipyard tileset. 
    • Fixed Clients being targeted by enemies while playing the Shawzin Side Objective on the Duviri Landscape. 
    • Fixed players that are invited to a friend’s Drifter Camp seeing Kahl’s Garrison fully ranked even if the Host has not reached max rank in the Syndicate. 
    • Fixed being unable to install Helminth Segments if another Orbiter Segment is queued to be installed. 
      • Example: Unable to install the Helminth Archon Shard Segment if a Kubrow is waiting to be claimed and the Kavat Incubator Segment is queued to be installed.
    • Fixed the skybox disappearing when loading into stages of The Circuit.
    • Fixed a few rare crashes when leaving Duviri and returning to the Orbiter. 
    • Fixed a rare crash when leaving your mission during the 'Assemble the Shrine' objective on Duviri. 
    • Fixed Wisp using the incorrect reload animation for throwing knives. 
    • Like 1
  5. Greetings Tenno!

    Our latest update The Duviri Paradox introduced some big shake-ups to the Warframe weapon ecosystem, and with Wisp Prime Access comes our regularly scheduled Riven adjustments.

    Let’s talk about the Incarnon Genesis system. When we normally release a brand new weapon, it starts at the minimum 0.5 disposition, because we know decreasing high Dispositions has never been popular. Instead of being totally new weapons, Incarnon Geneses add huge power to existing weapons with high dispositions, which left us in a difficult position. We didn’t want to give Incarnon-equipped weapons their own 0.5 disposition, forcing players to sacrifice powerful Rivens in order to experience the new content, so we decided to leave Dispositions untouched for launch.

    Due to the time-restricted acquisition for Incarnon Geneses, shifts in weapon popularity are still ongoing months after The Duviri Paradox’s release. With all things considered, we have decided to postpone all Disposition decreases in this set of changes. Our regular Disposition increases for newer weapons will continue, and can be found listed further below. 

    We are still considering how to approach this going forward - our current plan is to closely inspect stats during the next Prime Access, and only decrease weapons that are deemed problematic in their influence to the game as a whole. As of right now, no existing weapon meets this criteria, but we will continue to monitor the situation as needed and read your constructive feedback over the coming months. Thanks everyone!


    PRIMARIES

    Spoiler

    Afentis: 0.85->0.95

    Cinta: 0.5->0.7

    Perigale: 0.7->0.85

    Phantasma Prime: 0.7->0.75

    Rauta: 0.5->0.6

    Steflos: 0.65->0.85

    Tenet Ferrox: 0.75->0.85


    SECONDARIES

    Spoiler

    Aegrit: 0.65->0.75

    Afuris Prime: 0.7->0.85

    Tenet Plinx: 0.55->0.6


    MELEE

    Spoiler

    Azothane: 0.5->0.7

    Cobra & Crane Prime: 0.75->0.9

    Corufell: 0.55->0.65

    Dual Keres Prime: 0.6->0.65

    Edun: 0.5->0.7

    Sampotes: 0.5->0.75

    Sarofang: 0.65->0.8

    Slaytra: 0.8->0.85

    Sun & Moon: 0.5->0.7

    Syam: 0.5->0.65


    ARCHGUNS

    EDIT: One change that we missed in this build - expect the following increase in our first hotfix!

    Spoiler

    Larkspur Prime: 0.5->0.6

     

    • Like 14
  6. NSW The Seven Crimes of Kullervo: Hotfix #6

    Small hotfix to address the following priority issues.

    Fixes: 

    • Fixed being unable to trade Arcanes due to them appearing as Mods in the trading UI. 
    • Fixed The Duviri Experience node not registering as complete after finishing The Duviri Paradox Quest, which was preventing the other Duviri nodes (Circuit and Lone Story) from being marked correctly. This led to the Steel Path not unlocking or completing for most players (since the intended flow of needing the normal nodes completed first was not being fulfilled). 
      • Since the other nodes were not registering as complete due to the above issue, in order to unlock Duviri on The Steel Path now, you may need to replay and complete The Circuit (complete at least one stage) and Lone Story (complete all stages, including defeating the Orowyrm) on their normal difficulty. A UI pop-up will occur to generally indicate if any of the normal nodes needs to be completed before The Steel Path can be unlocked for Duviri. An additional change that specifies exactly which node will be coming in the next update.

    Click here for Known Issues List

    • Like 2
  7. The Duviri Paradox: Hotfix 33.0.10

    We wanted to get this really quick top level priority fix out before the weekend so you can continue to enjoy the Spiral Stories and the Duviri Paradox Quest. Thank you all! 

     

    Fixes:

    • Fixed script error that would cause players to lose functionality for the ‘Guiding Hand’ ability in the Quest and in regular Spiral missions.
    • Like 30
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    UPDATE 32.3: CITRINE’S LAST WISH

    Gaze upon the Crystal Bastion with our 52nd Warframe, CITRINE! Her crystalline might supports allies on the battlefield. Combat only enhances her fractal beauty.

    Watch over Belric and Rania’s crystallized remains in the new Mirror Defense mission uncovered on Mars, accessible to those who have completed the Heart of Deimos Quest. Their love sustains the link between them, bridged by the Void. Visit Tyana Pass to protect them from two different onslaughts -- one Corpus and one Grineer.

    Much more awaits you in Citrine’s Last Wish! Read below to learn about everything this update brings, including new Arcanes and Augments, Tauforged Probability Changes, new cosmetics, Quality of Life changes, and more!

    Citrine’s Last Wish is a Mainline Update, meaning that everything the team has been working on since the launch of Lua’s Prey last year 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 can slip through the cracks. We’ll be watching for these potential issues with the help of your reports to address in future hotfixes - thank you! 

    Share bug reports and feedback in the dedicated Citrine’s Last Wish subforumhttps://forums.warframe.com/forum/1805-update-323-citrines-last-wish/

    NEW WARFRAME: CITRINE 

    Gaze upon the Crystal Bastion. Citrine’s crystalline might supports allies on the battlefield. Combat only enhances her fractal beauty.

    PASSIVE: GEOLUMINESENCE
    Citrine grants nearby allies health regeneration over time. Pick up a Health Orb to increase the amount of health regeneration (up to 25 per second)!

    FRACTURED BLAST
    Slash and stagger enemies with a crystal blast that inflicts Bleed. Enemies afflicted with this Status Effect have an increased chance of dropping Health and Energy Orbs.

    *Fractured Blast is Citrine’s Helminth Ability at 50% strength. 

    PRESERVING SHELL
    Citrine guards herself and nearby allies with a crystalline shell that gradually decays. Kills and assists increase the defensive power of the shell.

    PRISMATIC GEM
    Deploy a gem that shoots prismatic beams. The gem targets enemies that are taking weapon damage from Citrine and her allies. Its beams inflict Heat, Cold, Toxin, and Electricity Status Effects. Status Chance and Status Duration increase for nearby allies.

    *Prismatic Gem is Citrine’s Railjack ability - can be used to deploy a gem via the Tactical Menu.

    CRYSTALLIZE
    Citrine summons crystal fractals. The fractals rush forward, seeking enemies. Enemies touched by the fractals are paralyzed by crystalline growths. Hit the growths to deal increased damage.

    In lieu of the Leverian, you can dig up Citrine’s precious origins by visiting Otak in the Necralisk on Deimos (after completing the Heart of Deimos Quest) and by playing the new Tyana Pass Node on Mars. Her Prex Card can also be obtained from Otak in his special “Unearth Citrine” Offerings. 

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    Citrine can be purchased from the in-game Market, or by earning her Blueprints either from the rotation rewards from the new Tyana Pass Node on Mars and/or by trading with Otak in the Necralisk. 

    CITRINE KALITE HELMET 

    The crystalline interior shimmers like a fire from within.

    NEW PRIMARY SHOTGUN: STEFLOS 

    An energy projectile bursts forth from the Steflos and grows as it rushes toward enemies. The projectile's duration increases when it hits an enemy. When Citrine fires the Steflos, its projectile speed increases.

    The Steflos can be purchased from the in-game Market or by earning its Blueprint and Components from the rotation rewards in the new Tyana Pass Node on Mars and/or by trading with Otak in the Necralisk. 

    NEW HEAVY SCYTHE MELEE: CORUFELL 

    Heavy attacks briefly transform the Corufell into a Gunblade. After the shotgun fires, the Corufell returns to its Heavy Scythe state. Its transformation is fastest in Citrine’s hands.

    The Corufell can be purchased from the in-game Market or by earning its Blueprint and Components from the rotation rewards in the new Tyana Pass Node on Mars and/or by trading with Otak in the Necralisk. 
     

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    NEW DELUXE SKIN: RHINO DEATHWATCH

    Become a harbinger of death. This skin features some special shader work to accommodate for the shiny, iridescent look of his hardened carapace. 

    The skin comes with the custom Deluxe Noble and Agile Animation Sets and the Rhino Deathwatch Wings Auxiliary attachment to add/remove his wings as desired. Listen closely and you may hear the faintest fluttering of wings

    Available for purchase via the in-game Market. 

    NEW VOIDSHELL COLLECTION: EMBER

    Adorn Ember in the morphic material created during the Zariman Void Jump. This collection includes the Ember Voidshell Skin and Phenareus Bark material structure. 

    Available for purchase via the in-game Market. 
     

    NEW DRIFTER CUSTOMIZATION: VISAGE INK 

    Take your Drifter customization to the next level with Visage Ink! Purchase and select from a wide range of designs that can be customized to your liking via the new “Visage Ink” option under “Features”. 
     

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    The following Visage Ink Collections can be purchased via the in-game Market. Each Visage Ink can also be purchased separately. These bundles will only be visible to players that have completed The New War Quest.   

     

    MULTIFORM VISAGE INK BUNDLE
    Enjoy an eclectic variety of expressive designs. The Multiform Visage Ink Bundle includes the Gneissic Visage Ink and all the designs from the Cloned Flesh, Taxmen, and Devotion Visage Ink Collections.


    CLONED FLESH VISAGE INK COLLECTION
    Set yourself apart. The Cloned Flesh Visage Ink Collection includes Bulwark, Exome, Helix, Hunter, and Siege Visage Ink designs.

    TAXMEN VISAGE INK COLLECTION
    Invest in self-expression. The Taxmen Visage Ink Collection includes Airlock, Collateral, Dividend, Futures, and Hull Breach Visage Ink designs.

    DEVOTION VISAGE INK COLLECTION
    Wear your heart on your sleeve. The Devotion Visage Ink Collection includes Affections, Amorous, Cherub, and Eros Struck Visage Ink designs.

    Note that Visage Ink can only be applied to Drifter.* 

     

    CRYSTAL BASTION COLLECTION
    Seize fractal power. This pack includes the Citrine Warframe, Steflos and Corufell weapons, Alumeti Sugatra, Citrine's Kalite Helmet, Belric and Rania Reunited Decoration, and Citrine’s Sigil*. Interact with the Belric and Rania Reunited in your Orbiter for a truly remarkable glimmer of these ill-fated companions. 

    The Citrine Collection can be purchased via the in-game Market. Gifting the Crystal Bastion Collection will also award you with an additional Belric and Rania Reunited Decoration! *Citrine’s Sigil and the Belric and Rania Reunited Decoration are exclusive to the Crystal Bastion Collection.   
     

    NEW MARS NODE: TYANA PASS (MIRROR DEFENSE) 

    Forever crystallized by the Warframe Citrine, Belric and Rania reside at either end of a tunnel etched through the Void. Apart but eternally intertwined, their preserved bodies maintain this perplexing link between Mars and Venus. But the Void draws in many curious and dangerous minds to it, threatening the very entities holding it together. TYANA PASS on Mars is the access point, travel to it and defend the remains of Belric and Rania. 

    How To Unlock Node: Complete the Heart of Deimos Quest. 

    What To Expect: 

    The fundamentals of this MIRROR DEFENSE are the same as your typical Defense mission: protect a Defense Target against an onslaught of enemies seeking to destroy it, but with a twist. In order to successfully complete a round of Mirror Defense, you are required to protect RANIA’S CRYSTAL remains that reside on Mars, and then proceed through the Void Tunnel to Venus (with the return of the nostalgic Xini tile!) to defend BELRIC’S CRYSTAL on the other side.

    Their resting places are not self-regenerating, so additional protection from the Grineer and Corpus threat can be earned by collecting CITRINE’S REMNANTS -- vestiges of her act to crystalize the two lovers. Use your parkour skills to pick up the required 50x of her Remnants, and you’ll replenish Health and grant Overshields at full Health to the Crystal you are currently defending. Doing so also awakens the PRISMATIC WARD, a weapon remnant of their protector Citrine that hovers above the Belric and Rania Crystals and blasts enemies targeted by your weapons  with prismatic force.

    Citrine’s Remnants pick-ups are shared squad-wide, so squadmates can safely divide and conquer objectives as a team! You can continue to collect Remnants after Reinforcing your Crystal to earn more rewards for your entire squad. Keep an ear out for a soft ringing if you can’t see the tell-tale sparkle, or utilize Loot Detector mods to see where and when they spawn! Killing foes will encourage more of Citrine’s Remnants to be revealed. 

    In lieu of Defense Waves, players must protect both Crystals for 2 1/2 minutes each to complete one rotation (i.e. 5 minutes total of active Defense). Doing so earns you a guaranteed reward of Belric and Rania Fragments*, in addition to rewards from the mission drop table. 

    * We’ll go into more detail about this New Resource and how it is used further below!

    This node is also available on the Steel Path.

    Rotation Rewards:

    • Citrine’s Main and Components Blueprints
    • Steflos Blueprint, Barrel, Receiver, & Stock
    • Corufell Blueprint, Barrel, Receiver, & Handle
    • New Arcanes: *Stats are shown at Rank 5
      • Arcane Steadfast (Warframe) - On Ability Cast: 20% chance the next three abilities will not cost energy. 
      • Arcane Double Back (Warframe) - Gain +25% damage resistance for 4s per Dodge, Double Jump and Bullet Jump. Stacks up to 3x.
      • Primary Plated Round (Primary) - On reload: Deal increased damage per round loaded based on max magazine size. Lasts for 10s.
      • Secondary Encumber (Secondary) - On Status Effect: +24% chance to trigger a second random Status Effect.
      • Secondary Kinship (Secondary) - While Buffing Ally Warframes +20% Critical Chance per buff. 

    Visit the official public drop tables for more information. Note that Mirror Defense will not apply to the ‘Defense’ Nightwave Act as its Waves are different from a typical defense mission, and would take far longer than a regular Defense mission to complete. 

    New Resources: Belric & Rania Fragments 

    Bits of the past, fragments of the crystal masses in which Belric and Rania reside. There are two ways to earn these new resources via the Mirror Defense mission: 

    1. Guaranteed rotation reward: Successfully defending both Belric and Rania counts as one round and will reward 5x Belric Fragments and 5x Rania Fragments. 

    2. Collecting Citrine’s Remnants: Collecting the required amount of Citrine’s Remnants in Mirror Defense earns you either 5x Belric or Rania Fragments (alternating back and forth) and 7   on the Steel Path version of the node. 

    Players can continue to collect Citrine’s Remnants even if they’ve completed this objective for their current wave of Mirror Defense!

    These new resources can be traded at Otak in the Necralisk on Deimos for the Mirror Defense rotation rewards listed above, and for additional goods such as Critrine’s Prex Card and the Citrine’s Last Wish Factory Captura Scene!

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    New Codex Entries:
    Scanning the Crystalized Belric and Rania Defense Targets in Mirror Defense will unlock new Codex Entries for an additional lore nugget. Upon unlocking the Belric Crystal and Rania Crystal in the Codex, they can be found in the ‘Objects’ category.


    NEW WARFRAME AUGMENT MODS 
    Elevate your Arsenal with these new Warframe Augments for Revenant, Yareli, Gyre, and Gara!

    *Stats below are shown at max rank. 

    Revenant: Mesmer Skin Augment: Mesmer Shield
    Revenant receives +50% Mesmer Skin Strength and allies within Affinity Range are granted a maximum of 5 charges. 

    *Available via the Cephalon Suda and The Perrin Sequence Syndicate Offerings.

    Yareli: Merulina Augment: Merulina Guardian
    Enemies eliminated during Sea Snares heal 20% of Merulina's health. Upon healing, gain +200% Reload Speed and Fire Rate on Secondary weapons for 20s.

    *Available via the Cephalon Suda and New Loka Syndicate Offerings. 

    Gyre: Cathode Grace Augment: Cathode Current
    Eliminating an enemy while Cathode Grace is active will release an additional discharge from Rotorswell with 200% Damage and extend its duration by the same amount.

    *Available via the Arbiter of Hexis and Perrin Sequence Syndicate Offerings. 

    Gara: Shattered Lash Augment: Shattered Storm 
    When Gara breaks her Mass Vitrify ring with Shattered Lash, enemies struck by the glass suffer Splinter Storm at 100% Strength. 

    *Available via the Arbiters of Hexis and New Loka Syndicate Offerings. 

    TAUFORGED ARCHON SHARD PROBABILITY CHANGE

    PLEASE NOTE: The following changes to Tauforged Archon Shard probability will officially begin at the weekly Archon Hunt reset on Monday, February 20th @ 00:00 UTC (7:00 PM ET)  to not interfere with the current active Hunt. 

    We have tweaked the Archon Hunt reward system to increase the odds of receiving a Tauforged Archon Shard if not received after a successful hunt. Each player has their own probability per Shard based on their individual Hunt activity.  

    Each time a specific Tauforged Archon Shard (Amber, Azure, Crimson) is not your reward from completing an Archon Hunt (i.e. you received a regular Amber, Azure, or Crimson Archon Shard), your chance to receive a Tauforged Shard of that variant increases in the next respective Hunt. 

    The base probability is 20% and increases by 20% (up to 100%) for each Hunt that does not reward that specific Tauforged Shard. The probability resets back to 20% once that Tauforged Shard variant is rewarded. Earning a Tauforged Shard does not alter the probability to receive Tauforged of other variants. The chance % is indicated via the Archon Hunt Navigation panel for the Shard color that is currently available. 

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    Here is an example of how several weeks could play out: 
    (This is not a reflection of the current/upcoming Archon Hunt rotations)

    Week 1: Archon Nira is active with a 20% chance of a Tauforged Amber Shard. Completing the Hunt does not reward Tauforged, your chance increases by 20% to earn a Tauforged Amber Shard the next time Archon Nira is active. 

    Week 2: Archon Boreal is active with a 20% chance of a Tauforged Azure Shard. Completing the Hunt does not reward Tauforged, your chance increases by 20% to earn a Tauforged Azure Shard for the next time Archon Boreal is active. 

    Week 3: Archon Amar is active with a 20% chance of a Tauforged Crimson Shard. Completing the Hunt does not reward Tauforged, your chance increases by 20% to earn a Tauforged Crimson Shard for the next time Archon Amar is active. 

    Week 4: Archon Nira is active with a 40% chance of a Tauforged Amber Shard. Completing the Hunt rewards Tauforged - huzzah! Your chance resets to 20% for the next time Archon Nira is active. 

    Week 5: Archon Boreal is active with a 40% chance of a Tauforged Azure Shard. Completing the Hunt does not reward Tauforged, your chance increases by 20% to a total of a 60% chance to earn a Tauforged Azure Shard for the next time Archon Boreal is active. 

    Rinse and repeat! 

    Tauforged Archon Shards are hotly pursued items, understandably so! We made this change to create a healthy reward cycle and expectation for the players interacting with the Archon Shard system and putting in the effort to play through Archon Hunts. Thank you for your patience while we worked on a solution to improve access to the Tauforged Shards.

     

    New Dojo Room & Decorations: Grineer Galleon Chamber

    Themed after the Grineer Galleon tileset, a new Grineer Galleon Chamber room and close to 90 decorations are here! 

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    Cold Status Effect Changes: 

    Cold Damage has traditionally been one of the lesser-used and valued Status Effects within the community, as its effect on foes may not be as noticeable compared to its peers. As a result, we’ve decided to to make the following changes: 

    • Increased base Slow from 25% to 50%.
    • Max stacks reduced from from 10 to 8.

    Final result of the above is an overall increase in the Max Slow from 70% to 85%.


    Cloth Improvements: 

    We softened cloth to reduce the jaggedness that could result from motion causing the fabric to bend, so cloth will now appear more smooth. 
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    We also fixed one-frame jitter/stuttering on cloth in motion, specifically when rotating around quickly. This was most noticeable with the cloth on the Drifter Vest and Sleeves where a small “snapping” could occur on rotation. 

     

    Sun Bounce Lighting Changes

    As a continuation of the changes we made to lighting in the Echoes of the Zariman update, we have made improvements to allow reflections intensity to better match the lighting environment when using the Enhanced Graphics Engine. In other words, indirect light from the sun and sky now uses the color of its surroundings to bounce light around, making it much more realistic and dynamic with time of day changes! These changes have been applied to all Open Landscapes and Towns, Railjack levels, and the Vor’s Prize Quest. 

    These changes may be applied in other Warframe areas in the future, but for now we’re testing the waters with environments that will see the most benefit from a more realistic light application! 


    New Enhanced Graphics Engine Options:

    The following two options have been added to the “Video” options menu to further adjust performance for your machine while the Enhanced Graphics Engine is enabled. 

    Sun Shadows Toggle 
    Enables sun shadows, can be disabled to improve performance. 

    Deferred Decals Toggle 
    Enables deferred decals, can be disabled to improve performance. 

    Note that this is a part of our ongoing efforts to improve the Enhanced Graphics Engine before phasing out our Classic Renderer, as discussed on Devstream 165.

     General Additions: 

    • Added Archon Shards Filter in the “Sort By” in the Arsenal to sort your Warframes by which have Archon Shards equipped.  
    • Added a new react animation to several Grineer and Corpus units when Warframes vanish in front of them (using Abilities or other mechanics). 
      • This also applies to their Narmer variants.
    • Added an “Infused ability removed successfully” popup after removing an Infused ability at Helminth. 
    • Added motion blur to the grass in the Zariman. 

    General Changes: 

    • Gara’s Splinter Storm now receives bonus damage from destroying Mass Vitrify with Shattered Lash from both inside and outside of the ring.
      • Previously, only shattering from the outside of Mass Vitrify would benefit Splinter Storm if within range. Now you can weave in and out and shatter all the same. A nice QOL change to make this synergy between all of the abilities far more convenient.
    • Increased the pickup range of the time-increasing particles in the Granum Void. 
      • With its former pickup range, you had to basically be exactly aligned with the particles in order to pick them up. The difficulty to collect was also exacerbated by them dropping high off the ground, requiring even more precision while jumping. The slight increase to the pick-up range makes grabbing these more forgiving, while ensuring players still need to seek them out to earn the time bonus! We’ll be monitoring these changes to see if further tweaks to pick-up range need to be made. 
    • Improved the accuracy of line of sight checks in rare cases. 
      • Previously, line of sight (LOS) checks weren’t as reliable as they should be and in some rare cases would fail seemingly at random. In other words, casting an ability that has intended LOS requirements to affect enemies was occasionally inconsistent. For example, Mag’s Pull could fail to pull all enemies within range when too many enemies were collected directly in the LOS, which confused it for a surface that should block LOS. These scenarios should now better identify when LOS checks should be successful. 
        • Note that this change will affect regular gameplay, but this issue will still persist in the Simulacrum.  
    • The Steel Path Honors store now has a limit of 25 per week for each of the 10,000 Kuva and the Relic Pack offerings. 
      • We have made this change to Teshins store as it is an unlimited source of Kuva and Void Relics in-game. We took a careful look at Steel Path and decided this would be the best method to ensure a small handful of players couldn’t buy absurdly large quantities of these resources at once, without making changes that would affect all Players on the Steel Path. 
    • Changed Synth Charge’s bonus damage on final shot applying to the Tenet Plinx’s and the Azima’s alt-fire. 
      • Synth Charge is only intended to apply to the last shot in a weapons magazine, but the Alt-fire on both the Tenet Plinx and the Azima were receiving the damage bonus from Synth Charge on the entire magazine. Synth Charge should only apply to the final shot in a magazine of multiple rounds, and not to the entire magazine being dispelled in one shot. 
    • Players who were affected by the bug of “being unable to earn the Emergent tier on a purchased Protovyre Armor if the Apex tier has already been achieved on another set” that was fixed in Hotfix 32.0.1, will have an inbox message on login to give the missing Protovyre items.
      • Apologies for the delay! This account update required more time to sort out the specifics on the backend to get players their missing items. 
    • Vendors with weekly offerings (such as Palladino, Chipper, Teshin, etc.) will now reset those items on Monday at 0:00 UTC/7:00 PM ET to be in sync with all the other reset timers. 
      • Palladino used to reset on Thursday at 0:00 UTC/7:00 PM ET, but will now reset on Monday at 0:00 UTC/7:00 PM ET. 
      • Chipper and Teshin was set to time of purchase + one week, but will now reset on Monday at 0:00 UTC/7:00 PM ET.
    • Changed Wisp’s Breach Surge to apply multiplier before the cap to fix the Ability resulting in billions of damage.
      • Currently: adds 100 damage up to 5m cap, then multiplies by multiplier * Power Strength
      • New: add 100 damage * multiplier * power strength up to 5m cap
    • Replaced the “Stun Deacons” (“Stun 5 Deacons using the Veilbreaker”) Challenge from the “Junk Run” Break Narmer mission with a “Kill X Enemies” Challenge. 
      • This change will only apply (for the next mission) for those that have beat the current mission after the update going live. For players that beat “Sneaky Sabotage” before the Hotfix, they will still have the “Stun Deacons” challenge when their next mission on weekly reset is “Junk Run.”  
      • We have also added the “Kill X Enemies” challenge to the other two Break Narmer Missions (Prison Break and Sneaky Sabotage.) 
    • The other 50% of the Affinity gained from Parazon Mercy Kill will now go to the weapon you had equipped before the Parazon Mercy Kill started. 
      • Prior to this change, only 50% of the Affinity gained benefitted the Warframe while the other 50% was not assigned to anything else. Now 100% of the Affinity is distributed, 50% to the Warframe and 50% to the weapon you had equipped before the Mercy Kill. 
    • Valkyr’s Prolonged Paralysis stun duration now causes a knockdown on affected enemies instead of a standing stun.
      • In the Lua’s Prey Update, we re-worked the Prolonged Paralysis Augment Mod so that pull distance didn’t scale with Ability Strength, and the enemies were stunned standing instead of a grounded stun. We thought players would prefer standing finishers due to synergies with other Arcanes and modifiers, but in response to feedback, we are changing it back to a knockdown for grounded finishers outputting raw damage.
    • Improved the responsiveness dismounting from K-Drive, Merulina, Archwing and Dargyn.  \
      • Meleeing to dismount now occurs right when hitting the button, instead of on release. 
      • Holding to dismount will now occur when the brief hold timer is up, instead of on button release after holding for the required duration (specific to Dargyn). 
      • Dismounting a vehicle no longer requires holding the Context Action button if the “Reload with Context Action Input” option under binding settings is toggled off.  
      • Changed some mission types to display information related to your mission success in the end of mission screen.  
    • This change applies to the following mission types:
      • Defense 
      • Survival
      • Excavation    
        • Previously a small icon would display which wave you reached, the amount of time survived, or the amount of Excavators successfully defended for these missions. This icon wasn’t always clear in terms of what it indicated, and it appeared in rewards despite not being one. Adding this information to the top of the end of mission screen should make this more clear. 
    • A “Purchase Limit Reached” tag will now appear over items once their purchase limit has been reached (ex: Archimedean Yonta’s 1 x Voidplume type per trade rotation) instead of the item disappearing from the list after purchasing. 
    • Platinum UI Improvements:
      • Added “Personal Platinum” amount to the on-hover description for Platinum in the UI.  d809e97f69f637601c487d01388ca95f.png
        • “Personal Platinum” can be won through official Warframe giveaways and cannot be used for trading or gifting.
        • The error message when attempting to gift using “Personal Platinum” will now indicate that you must purchase additional regular Platinum.
        • The on-hover Platinum description now indicates interacting with the icon will open the Platinum store. 
    • Removed the “Starting Energy” stat that was added in Hotfix 32.2.9 and merged it with the existing “Energy” tooltip.cfa1c83bfbcf5b1a274b03b8e65a3218.png
      • Also fixed incorrect calculation of Mod upgrade to Energy drain, which resulted in incorrect calculation of Energy players receive on spawn. 
    • Umbra now uses Secondary weapon if the last weapon before Transference is the Secondary or if the Primary weapon runs out of ammo. 
      • Running out of ammo on the Secondary will also switch back to Primary. 
      • Meleeing behavior remains the same: always attack in melee range, but otherwise prioritize following the player even if it means not attacking at all. 
    • Necramechs can now be healed by Vazarin’s Protective Sling. 
      • When we launched Orphix Venom: Update 29.6 , we removed a few ways that Necramechs could be unintentionally healed to keep it consistent with other healing abilities not affecting the Necramech, especially for Orphix Venom. On revisiting Vazarin’s Protective Sling, we now feel that it should have the functionality to heal Necramechs for some added synergy between Operators and Necramechs.  
    • Bundles in the in-game Market will now display the total price for multiple items when they can only be purchased in bulk. 
      • In the past, they would display only the cost of a single unit on the bundle, instead of the quantity that is only available for purchase
      • In this example, you are purchasing 50 Platinum worth of Kavat Genetic Code, instead of displaying 1 x Kavat Genetic Code for 5 platinum.
                        6f5ab2a759b67258bfea02584150060a.png
    • Specters in the “Hold” position will now continue attacking when moving back to their original held position, whenever they are made to move away from it (via enemies, or using movement abilities), instead of casually strolling back. 
    • Customizations in the Arsenal are now sorted by name to make item searching easier. 
    • We have added a new tag in the in-game Market that will show players the weapons they recently unlocked access to after a successful Mastery Rank test! The tag will be highlighted for a week after completing their Mastery Test, and will be hidden if they have a new Mastery Rank test to completed3c5f036b6dfe58121606c9e911cc582.png
    • Updated several stat tool-tip descriptions on hover to clarify and explain in more detail how that stat applies to Warframe and Weapons when applying Mods in the Arsenal. 
    • Changed the Somachord autoplay button to look identical on all platforms.
      • This also fixes the issue where the autoplay was not functioning for users on Console when using mouse and keyboard. 
    • Adjusted the colors used for the “Hold X to” UI label in-game to help with visibility when using custom UI colors. 
    • Fixed “Hold X” UI labels appearing to have partial progress when activating if a similar label appears nearby. 
    • Updated the Velocipod’s hitbox to be more accurate to their appearance. 
    • Adjust the spacing for some context UI labels in-game. 
    • Adjusted how frequently the Helminth discusses their hunger in-game. 
    • Improved motion vector precision. This fixes some pixel-wobbling issues and improves motion blur quality when playing at higher resolutions (4K). 
    • Improved the fire animation of the Larkspur to better match its audio FX. 
    • Improved Shade’s “Ghost” precept to more closely match how the Huras Kubrow’s “Stalk” works:  The activation range is now 24 meters (up from 10 meters), and the precept doesn’t check Line Of Sight anymore.
    • Also decreased the amount of time to re-cloak after disrupting your cloak. 
    • Increased the weapon damage bonus from Shade’s “Ambush” augment from 120% to 240%, for 3 seconds when you break out of invisibility.
    • Changed how Enemies throw grenades to ensure they don’t get embedded inside Defense targets. 
    • Added a “Random Materials” button in the Arsenal Voidshell Skin customizations menu
    • Increased Merulina’s Damage Reduction to 90%.



    Cross-Platform Play Changes & Fixes: 

    • You can now host your own Cross-Platform Play Dedicated Conclave Server! 
      • To do so, the following change is required in your config files. Simply add “allowXPlatform=1” in your LotusDedicatedServerSettings. Learn more about dedicated servers here.
    • Changed the error message when inviting someone with an alias that does not exist from “Cannot sync to Warframe database due to no internet connection” to “No online player found with alias X”. 
    • Using the /invite command in chat will only send invites to players on your friends list if their alias is used by another player on another platform. If their alias is used on multiple platforms but none of the players are on your friends list, using /invite will still present the option to pick between the two. 
      • Previously, all /invite commands would offer you the option to choose which player you want but it is more likely you want to /invite the player on your friends list. We are making this change to reduce that friction. If you saw the other non-friended player online and wanted to send them an invite you can still do so using the Invite Squad Member functionality. 
    • An error message will now pop up if you typed the name of someone to invite, but the only online account that was found was yourself: “Player is already in your session.” We are not responsible for any existential crises that may result from this message. 
    • Fixed “Recent Players” list not showing numeric suffixes. 
    • Fixed Profile and Clan stats from other platforms showing incorrectly. 

    Optimizations

    • Made systemic micro-optimizations to the network code. 
    • Optimized launcher download speeds for slower PCs. 
    • Made a micro-optimization to game loading and streaming. 
    • Made minor performance optimizations for Towns/Relays.
    • Made small optimizations to UI code. 
    • Made micro-optimizations to gameplay scripts. 
    • Made systemic micro-optimizations to memory usage for all platforms. 
    • Optimized the memory footprint. 
    • Optimized the in-game Market UI for players with a very large number of placed decorations. 
    • Optimized chat-link parsing to reduce hitches that could occur when tabbing back to a chat window that had many many links you hadn’t yet seen. 
    • Reduced memory usage on some targeting ring FX textures, notably Sprag’s Manticore attack. 
    • Optimized foliage in the Orb Vallis. 
    • Improved responsiveness and stability when quitting the game or aborting an update. 
    • Improved performance of the Kulstar and Zymos’ explosion and projectile trail FX (especially with multishot Mods and when used by Mirage’s Hall of Mirrors). 
    • Improved performance of the Mutalist Cernos’ Toxin cloud particles. 
    • Fixed extensive spot loading during Loadout changes.
    • Fixed FPS dropping considerably when flying in Archwing toward the Catabolic Gutter in the Cambion Drift during an Isolation Vault Bounty. 
    • Fixed performance issues due to infinitely picking up ammo when spawning in a Specter with Vacuum and Ammo Mutation Mods equipped. Also fixed the repeating ammo pickup sound FX playing.
    • Made some optimizations to the Warframe Launcher while it is idle. 

    Fixes: 

    • Fixed Sargas Ruk, Lech Kril, Exploiter Orb, Lephantis, Vay Hek, and the Archwing Pursuit Ship not taking damage from single target weapons (only AOE weapons could damage the weak spots).
      • In Hotfix 32.2.5 we had made some temporary fixes to prevent the complete inability to defeat these bosses due to the above issue. The above fix reverts the tweaks that were made to how Bosses operate so that they could be defeated over the holiday break. The following issues from these tweaks are now also fixed: 
        • Fixed Secondary mechanics that rely on hitting things are not always triggering.
        • Fixed punch-through letting you hit weak points on the opposite side of a target. 
    • Fixed Madurai’s Chained Sling costing more Focus than intended at higher levels.
      • Players that paid the unintentionally inflated price will receive an inbox message refunding the cost difference in Eidolon Shards shortly after the update’s launch.
    • Fixed chat-linked Mod Config’s with Polarized Aura Mods from Mastery Rank 30+ 
    • Fixed weapons with negative damage values (mainly through Riven Mods providing a negative damage value ie. -50.6% impact) unintentionally doing massive amounts of damage during the Archon fight in Archon Hunts. 
    • Fixed the Magus Cloud Arcane removing the ability to ragdoll enemies when using Void Sling.
    • Fixed the Magus Cloud Arcane disabling Vazarin’s Protective Sling.
    • Fixed “On Status Effect” Arcanes not triggering when the ability/attack does 0 damage. 
      • Now these Arcanes will trigger when a Warframes Ability or Weapon hits an enemy and applies a Status Effect, even when there is no damage value applied.
    • Fixed Arcane Blessing stacks not giving Health after Host migration. 
    • Fixed Voruna’s Fangs of Raksh not properly spreading Electricity proc damage.
    • Fixed the numerical stats for Voruna’s Shroud of Dynar not changing to red/green when changing the Ability Duration via Mods. 
    • Fixed Elemental Damage Mods not combining correctly for Venari (base & Prime) in the Arsenal and when attacking. 
    • Fixed the Augur Mod Set bonus (Energy spent on abilities is converted to Shields) giving you Overshields when your current max Shield is 0 after activating the Helminth Parasitic Armor ability (Sacrifice Shields to reinforce Armor for a period of time).
    • Fixed Nyx’s Absorb and Garuda’s Dread Mirror not absorbing damage. As reported here.
    • Fixed the Felarx’s Mounting Momentum buff dissipating or being triggered when reloading your Secondary weapon. 
    • Fixed Wisp being able to fire her weapon during Sol Gate when the Helminth ability Empower was cast directly before.
    • Fixed enemies not pausing/unpausing when their time immunity changes (ex: Overguard is removed or added) and they're inside Limbo’s Rift with stasis active.
    • Fixed an issue where Rhino’s Roar and faction-specific damage mods (ex. Expel Grineer) wouldn't work while riding a K-Drive or Merulina. 
    • Fixed Scourge projectiles swirling around Grendel after casting Feast on enemies affected by its alt fire. 
    • Fixed Tenet Ferrox’s and Opticor’s (base and Vandal) primary fire explosions not dealing damage to enemies right next to the target (within 4 meters for the Tenet Ferrox and 6 for the Opticor). 
    • Fixed the Afentis’ alt-fire not pinning or stunning nearby enemies. 
    • Fixed the Javlok’s guaranteed Impact proc from alt-fire not applying to the enemy directly hit and only affecting nearby enemies. 
    • Fixed being able to gain infinite Health via Health Orbs while riding Merulina with Arcane Blessing equipped. 
    • Fixed Client losing ability to use Transference if they used Transference while their Warframe is being held by the Ropalolyst. 
    • Fixed out-of-sight enemies targeted by Ash’s Seeking Shuriken Augment Mod not having their armor stripped. 
    • Fixed Zephyr’s own Tornadoes ragdolling her when affected by Radiation proc. 
    • Fixed Yareli’s Aquablades Slash damage numbers not appearing on enemies trapped in Riptide. 
    • Fixed spamming Yareli’s Riptide on an enemy potentially causing them to appear stuck in their recovery animation.
    • Fixed issues with the hand position animations on Rifles when using Voruna’s Noble Animation set. 
    • Fixed Yareli’s Riptide spawning directly next to her instead of where you are aiming while Vazarin Guardian Shell is active. 
    • Fixed backing out of renaming Railjack causing a blank screen. 
    • Fixed Grendel’s Feast sound FX not playing when cast while in Pulverize. 
    • Fixed being able to fall through the map in Grendel’s Pulverize when a Kuva Lich uses their slam attack.
    • Fixed Kuva Liches being unable to properly throw Grendel while he is in Pulverize form. 
    • Fixed Inaros’ Scarab Swarm HUD buff showing too many numbers after the decimal point. 
    • Fixed crazy long decimal in the damage reflection percentage stat for the Reflex Denial Hound Precept Mod. 
    • Fixed long decimals appearing in the slow-motion settings in Captura.
    • Fixed crazy long decimals appearing in the Hacking Rate % in Railjack Corpus POIs and in the Data Gathered % during the Profit Taker fight.  
    • Fixed Reinforcement Beacons in the Orb Vallis being indestructible if the enemy placing it is affected by Revenant’s Thrall. 
    • Fixed Styanax’s Rally Point buff end FX appearing in 2D on players that aren’t buffed. 
    • Fixed the Gladiator Mods equipped on Garuda Prime not applying its set Critical Chance bonus to her Prime Talons.
      •  Gladiator Mods apply to Garuda Prime Talons because they are not an exalted weapon, and don’t interact with other melee mods on their regular melee weapon. The Garuda Prime Talons are similar to Titania’s Diwata in this case, which is why the Gladiator set bonus doesn’t apply to Excalibur’s Exalted Blade and Valkyr’s Talons. 
    • Fixed Garuda’s custom HUD for her passive shifting to the middle of the screen after entering a loading tunnel (ex: Zariman elevator). 
    • Fixed Spearguns thrown at Profit Taker or the Exploiter Orb scaling up to massive sizes.
    • Fixed Spearguns (held in Warframes hand) reverting to their compact/stored state after being thrown. 
    • Fixed Stropha not adding to Combo Counter when attacking ragdolling enemies. 
    • Fixed Beacons not working if you start a Zariman mission via the elevator instead of Navigation. 
    • Fixed Acolyte spawns stopping indefinitely in the Steel Path if a Host Migration happens at the same moment one spawns or while one is alive. 
    • Fixed the Parazon Mercy Kill Health threshold UI indicator showing over Overguard if you hit an enemy with enough Impact procs (which was confusing since you cannot Mercy Kill enemies with Overguard active). 
    • Fixes towards mining veins spawning inside of rocks, making them inaccessible. 
    • Fixed selecting a non-Railjack mission via the Event, Quest, Alert, etc. tabs not loading in if the Railjack Navigation is active. 
      • Selecting these missions while in Railjack Navigation will now switch back to the default Navigation to start the mission. 
    • Fixed duplicate Nightwave Weekly Acts appearing in the same rotation. As reported here.
    •  Fixed being able to select Operator/Drifter skin colors from general color palettes by selecting the “All Colors” option. 
      • As a reminder from when we released the Refacia Kit, our desire is to maintain a lore-driven feature that fits within the ecosystem of Warframe for all to enjoy. The “All Colors” option being selectable was not intended and allowed access to colors that aren’t lore appropriate. 
    • Fixed the Prelude to War Codex screen opening when selecting the Quest guide tab in Navigation for a different Quest. 
    • Fixed the red circle FX showing up on grenades thrown by friendly NPCs. The red is designated for grenades thrown by enemies, not our pals. 
    • Fixed multiple issues with entering a mission  with no Melee weapon equipped and then using an Exalted Melee weapon: 
      • Fixed being able to Parazon Mercy Kill with an invisible weapon (normally disabled when you have no melee weapon).
      • Fixed Parazon Mercy Kills being disabled.
      • Fixed cooperative emotes (like handshakes) being disabled. 
    • Fixed issues with the Pox’s lingering smoke FX. 
    • Fixed placement issues with the Tenet Ferrox’s FX.  
    • Fixed the blood FX from Nagantaka’s projectiles not taking on custom energy color. 
    • Fixed extremely bright FX when using the Concealed Explosives Mod on throwing Secondary weapons. 
    • Fixed the “Show UI in Screenshot” toggle in the Interface Options not working. 
    • Fixed cases of the Host being stuck in the vote screen on the Profit-Taker boss fight if their squadmates reject the mission. 
    • Fixed being stuck in a loading screen when the Host forces a mission vote while a Client is in menus until said Clientleaves the squad.
    • Fixed Host force starting a mission while a Client is joining a squad with a slow connection causing the Client to get permanently stuck in an End of Mission screen. 
    • Fixed Clients with slower internet connections getting stuck on the End of Mission screen after Host force starts a follow-up mission. 
    • Fixed Hosts with slower internet connections dropping squad members when loading into Deck 12 for the Exploiter Orb boss fight. 
    • Fixed Client and Host getting stuck being unable to open the main menu and return to Dojo after Host initiates a return to Dojo countdown from Railjack. 
    • Fixed Client with slow internet connection speeds getting stuck behind in mission (regular, open landscape, and Railjack) if Host aborts and loads into their next mission before the Client gets to the end of mission screen. 
    • Fixed players who have completed The New War Quest being able to matchmake with and bring players who have not completed the Quest into the post-New War open landscapes. 
    • Fixed Moas killed by camera traps not counting towards “Kill 20 Narmer Moas” in the  “Sneaky Sabotage” Break Narmer mission. 
    • Fixed kills for the “Made for This” Break Narmer challenge counting twice. 
    • Fixed being stuck on the End of Mission screen after failing a Railjack mission. 
    • Fixed more than usual NPCs overlapping each other in the Relay when returning from a Railjack mission. 
    • Fixed quick weapon switching with the Phenmor in Incarnon Mode causing weapons to remain holstered while Warframe animates invisible weapons as if they were being held. 
    • Fixed the last Excavator exploding automatically in the Orb Vallis Excavation Bounty. 
    • Fixed the Okuri Tails Ephemera ignoring the second energy color if the primary energy colour wasn’t selected. 
      • With this fix, we changed how all attachments react to energy color selection. Now, primary energy color can inherit the secondary energy color if only that one is selected (same to how Warframes do). 
    • Fixed the Okuri Tails Ephemera reverting to default colors after Mirage’s Eclipse expires. 
    • Fixed issues with placing and interacting with the Baruuk Prime Mandala Decoration. 
    • Fixed the Scylla Syandana having some clipping issues with some Warframe skins.
    • Fixed texture scaling issue on the Frost Voidshell Skin. They now match the textures on the body better. 
    • Fixed the Drifter’s feet being off screen in their Clothing Appearance screen. 
    • Fixed Voidshell Material Structures appearing on non-Voidshell Skins when previewing them in the Arsenal. 
    • Fixed pistols with the Protokol Tekna Skin not animating during reload. 
    • Fixed the magazine on a pistol with the Protokol Vekesk Pistol Skin equipped disappearing after the second reload. 
    • Fixed the Kukri Prime Armor’s FX color reverting to default when in Navigation. 
      • Also fixed the FX disappearing entirely in the Syndicate management and login screens. 
    • Fixed selected decoration floating off screen while rotating it if surface snapping is enabled. 
    • Fixed Polychrome lighting changes affecting neighboring rooms in the Dojo. 
      • Some lights in Dojo rooms have such a large radius that they would extend into adjacent rooms. When searching for lights to apply Polychrome colors to, the lighting system would find all lights in the room, but this was also including lights from neighboring rooms. Now it will only include lights whose primary zone is in the room with the Polychrome. It is however still possible for the lights to “leak out” into other rooms, but only when the doors are open (which makes sense!). 
    • Fixed the Distilling Extractor Prime and Titan Extractor Prime having “Blueprint” in their name in the Foundry. 
    • Fixed becoming stuck in a turret previously controlled by Railjack Crew. 
    • Fixed the sprinting animation locking while holding the sprint button, making the Warframe appear as if they are gliding. 
    • Fixed completing multiple Conservation captures immediately one after another (ex: from a group of Pobbers) causing the animation for future captures and Archwing Blink to not play.
    • Fixed the Revenant Specter in the Mask of the Revenant Quest cycling between all kinds of animations (other than his intended death animation) after defeating him in combat. 
    • Fixed being unable to interact with your pets in the Dormizone. Time for scritches! 
    • Fixed Companions not teleporting with the player during the first phase of the Archon Hunt Assassination.  
    • Fixed instances of enemies getting stuck spinning in circles on the spot. 
    • Fixed the Spectralyst Volt clones at times creating opaque and stretched textured walls instead of the transparent Shield Volt casts. 
    • Fixed the 4-character minimum restriction for Clan/Alliance names not applying in-game. 
    • Fixed the "Get to the objective. Players waiting for you: 0" prompt lingering on screen after a player has aborted a mission via the Zariman elevator. 
    • Fixed the Cetus fast travel option for Fisher Hai-Lok missing a description of him. 
    • Fixed a Life Support Tower floating in the Yuvarium Conjunction Survival mission. 
    • Fixed being able to clip through certain walls/areas using Transference. 
    • Fixed a map hole by a pillar in the Tycho, Lua Survival node. 
    • Fixed several map holes found in Conjunction Survival missions on Lua. 
    • Fixed being able to go out of bounds in the Corpus Ice Planet tileset. 
    • Fixed map hole right in front of Extraction in the “Save the Reservoir” stage in The Second Dream Quest. 
    • Fixed an extraction trigger in the Jupiter Gas City tileset being very small. 
    • Fixed an unintended blacked out cover panel being intractable in the Orokin Moon tileset.
    • Fixed floor texture flickering issues in front of the vault in the Amalthea, Spy mission on Jupiter. 
    • Fixed Necramech getting stuck on terrain if spawned against a specific wall in Conjunction Survival missions. 
    • Fixed a rock missing collision in the Grineer Forest tileset. 
    • Fixed soil scaling issues in the Zariman. 
    • Fixed Lone Guardian in Conjunction Survival nodes getting stuck on terrain while walking to Life Support Tower. 
    • Fixed enemies getting stuck on terrain in the Phobos, Memphis Defection node.
    • Fixed several ramps in the Phobos, Memphis Defection node missing their bottom half to connect them to the ground. 
    • Fixed Grineer enemies ignoring attacks from wild Kubrows and not retaliating. 
    • Fixed being able to enter an inaccessible area in the Vor’s Prize Quest. 
    • Fixed enemies getting stuck under a staircase in the Tycho, Lua Survival node. 
    • Fixed enemy pathing issues in the Grineer Galleon tileset found in the regular Star Chart as well as Railjack missions. 
    • Fixed enemies becoming stuck and unable to activate the alarms during Capture missions in the Corpus ship tileset. 
    • Fixed individual Voidshell Collections not linking to their respective Void Adornment Bundles in the in-game Market. 
      • Also fixed individual items that are a part of bundles not showing the bundle that they are a part of in their Market page. 
    • Fixed the Warframe who initiated the Right/Left Hand of Eros Emote having height offset issues when linking the two hands. 
    • Fixed Warframe holding a weapon in-hand when using the Right/Left Hand of Eros Emote with another player. 
    • Fixed weapons that formerly used Sniper ammo appearing when using the term “sniper” to search in the Arsenal despite not being categorized as a Sniper weapon. 
      • This would affect a weapon like the Lenz, which now uses Primary Ammo. It can still be found in the Arsenal when searching using the term “Bow”. You can still find your Rubico Prime using the term “Sniper”, so worry not!
    • Potential fix for excessive offset on truncated Squad member names. 
    • Fixed mounting/dismounting K-Drive/Merulina as Client dramatically shifting the camera position. 
    • Fixed Exo/Gyre Gokstad Pilots spawning Kosma Roller Sentries instead of Exo/Gyre Roller Sentries. 
    • Fixed becoming a K-Drive (without a rider) permanently when using Transference into a body of water after jumping off of K-Drive. 
    • Fixed areas of the exocrine rivers being dried up in the Cambion Drift. Replenished them with a fresh delivery of Infested excretions. 
    • Fixed fish spawning below the Exocrine surface in the Cambion Drift. 
    • Fixed the mirror in Deimos Isolation Vault Bounties missing skybox on one side.
    • Fixed Ayatan Stars not sitting properly in the Ayatan Sculpture after using the Auto Install button. 
    • Fixed UI temporarily freezing if players attempt to manually install Ayatan Stars too quickly.
    • Fixed Necramechs floating in the Conservation capture screen when a player re-enters the Necracmech immediately after a successful capture. 
    • Fixed the lighting properties on many attachments and accessories being black in certain Captura scenes.
    • Fixed a lighting issue in the Corpus Ice Caves found in the Venus Proxima. 
    • Fixed a small white FX lingering during the reward selection screen in endless Void Fissure missions. 
    • Fixed Osprey radius FX being green instead of blue. 
    • Fixed a red square appearing in place of the Parazon Mercy Kill icon over downed Candidates and Larvlings. 
    • Fixed Companions sometimes freezing in place during Archon Hunts. 
    • Fixed custom reticles (Incarnon weapons for example) overlapping with default reticles in the UI when swapping between weapons.
    • Fixed the Cedo’s description mentioning Shotgun Ammo instead of Primary Ammo. 
    • Fixed stat tooltips not showing in the Arsenal Upgrade screen. 
    • Fixed the icon for Syndicate Weapon radial effect appearing while it is not equipped. 
    • Fixed the Armor break FX appearing on the Brachiolysts when they’re killed. 
    • Fixed tooltip popup not appearing when hovering over stats in some screens. 
    • Fixed the login screen not showing selected custom UI Theme or Background. 
    • Fixed the CAPS Lock warning on the login screen being difficult to see with the Lunar Renewal UI Theme. 
    • Fixed the Lunar Renewal Theme not displaying properly on log-in. 
    • Fixed flickering textures when previewing Baruuk, Ivara, Nidus, Protea, and Styanax in the in-game Market.
    • Fixed in-game Market Bundles with blueprints not displaying their content information “on hover” in the in-game Market. 
    • Fixed the “Ends In” Nightwave UI overlapping with the mission progress screen. 
    • Fixed alignment issues with the Star Chart node info popup.
    • Fixed friend menu screen overlapping over inbox UI after accepting a friend request. 
    • Fixed getting stuck looking at Simaris for a bit after purchasing from his Offerings. 
    • Fixed the notifications for sales and coupon discounts using the same generic Market icon. 
    • Fixed some lighting issues in the Dormizone.
    • Fixed music from Varzia playing while viewing Prime Resurgence in the in-game Market. 
    • Fixed some screens not allowing double select to equip items. 
    • Fixed the Incarnon mode reticle appearing when it has not yet been unlocked for that Incarnon Weapon. 
    • Fixed the Lex Conclave skin clipping issues on the Lex Prime. 
    • Fixed script error with the Conquera II Ephemera. 
    • Fixed script error related to the Break Narmer end of mission screen. 
    • Fixed script error when exiting the security cameras in the “Sneaky Sabotage” Break Narmer mission. 
    • Fixed script errors when using Transference to Operator. 
    • Fixed script error in the final stage of The Waverider Quest. 
    • Fixed script errors with Yareli’s Riptide. 
    • Fixed script error with Chroma’s Spectral Scream. 
    • Fixed crash related to the Lua Spy coop doors.  
    • Fixed crash that could occur when starting a Quest mission from within a Dojo.
    • Fixed rare crash that would occur when attempting to board Merulina while receiving lethal damage.
    • Fixed crash related to texture scaling when loading into the Corpus Outpost tileset as Host. 
    • Fixed crash caused while having all of Chroma’s abilities active and traveling from Free Flight to the Dojo in Railjack. 
    • Fixed a very rare crash that would occur when rolling a Riven Mod. 
    • Fixed one of Legs’ Memory Fragments in the Orb Vallis being unscannable, it has now been moved to a scannable location. 
    • Fixed being able to use Decorate mode to go out of the Map when customizing the Dormizone. 
    • Fixed the End of Mission screen music overlapping with Profile music when inspecting other players after just having finished a mission.. 
    • Fixed Client getting stuck in Railjack loading tunnel if Host migration occurs right before.
    • Fixed a host migration issue when selecting a bounty in the Plains of Eidolon putting the player back in Cetus when that player was originally hosting the squad and had completed the New War Quest and their squadmate had not. 
    • Fixed some spawning locations for ambient animal encounters in the Plains of Eidolon. 
    • Fixed the ceiling of the Reliquary Drive room found in Void Armageddon missions sometimes disappearing. 
    • Fixed having no UI during Daily Tribute screen on log-in, when using a UI theme and logging in on the same device with a user who uses a different UI theme
    • Fixed players on controller selecting the ‘repeat mission’ key as the end of mission screen causing both the navigation and end of mission screen to appear. 
    • Fixed being unable to scan a Dusklight Sarracenia found in the Grineer Shipyard Tileset.
    • Fixed the Golden Instinct being invisible when using the Titania Donann skin with default colors. 
    • Fixed the Vastilok from having an unusually high blocking angle compared to other gunblades. 
    • Fixed a sigil appearing on Banshee when viewing the Banshee Soprana Collection in the in-game market. 
    • Fixed the “Abandoning Objective” UI appearing off-center and on an angle in Open World Bounties. 
    • Fixed Nightwave Ending soon banner overlapping text with the in-game Menu in missions.  
    • Fixed the Tusk Hellion in the Legendary Rank 2 Test using a shield, it has since been swapped with a regular Hellion. 
    • Fixed the Particle Ram mod displaying 940 damage per second instead of 840 damage per second at rank 6. 
    • Fixed a Tonkor grenade appearing in the player's hand for the duration of the mission if they happen to roll and reload at just the right time. 
      • This fixes the issue while using both the Tonkor and Kuva Tonkor.  
    • Fixed the Felarx holding animation being broken when using some Warframe abilities while reloading. 
    • Fixed Clients with poor connections being stuck in the End of Mission screen and unable to exit when in a squad. 
    • Fixed the explosion FX for the Kuva Ayanga being extremely bright. 
    • Fixed players getting duplicate Inbox messages when they complete an area of the Map on Steel Path mode, if they had already finished that area before.
    • Fixed the fog on the Cambion Drift appearing much more thick than usual. 
    • Fixed the Growing Power Aura Mod not applying in Archwing Missions. 
    • Fixed the Skaut Landing Craft appearing to have black lines on certain loading screens. 
    • Fixed disbanding from your squad and loading into the Plains of Eidolon alone if your squad has selected the Plains of Eidolon and you have the Angels of the Zariman quest active. 
    • Fixed Clients not receiving Relic reward in a Void Storm Survival mission if they play through the entire wave (5 minutes) as Operator. 
    • Fixed rare case of an Ayatan Sculpture spawning in an inaccessible place on Eris. 
    • Fixed unintended placeholder reflection showing in some reflective materials in the Gas City tileset.
    • Fixed the Passive ability icon in the Codex > Universe tab not matching the others.
    • Fixed Solaris United characters still having the unrevealed sound FX applied on their voices in the Syndicate consoles in the Orbiter after hitting Rank 5 in the Syndicate. 
    • Fixed the scale of many Decorations in the Decoration preview screen being too small. 
    • Fixed Ratels spawned by Corpus Sniper Crewmen while under the effect of Xaku’s Accuse becoming invincible to all incoming attacks, and allied to Xaku for the remainder of the mission. 
    • Fixed Hyekkas spawned from Hyekka Masters while under Xaku’s Accuse being invincible until the Hyekka Master dies. 

    KNOWN ISSUES: 

    • When using Secondary Encumber with a chaining weapon (ie. Atomos) the primary target does not receive any bonus Status Effects from the arcane, while the secondary targets that receive damage do. 
      • This is a fix that requires code and will come with a later build.
    • The Rhino Deathwatch Wings will not animate during Deathwatch Noble/Deathwatch Agile animations, unless you are also wearing the Deathwatch Skin. We intend to add support for the wing animations for other Rhino appearances at a future date.
    • Like 30
  9. Greetings Tenno!

    Players who have completed The War Within quest will be familiar with Riven Mods. These special weapon Mods with randomized stat rolls offer powerful customization options from the mysterious Cephalon Samodeus. Those who have been with us a bit longer may have noticed that the stats on these Mods can change over time - we wanted to outline the reasons for that, and share some Riven facts you may not already know!

    Each weapon has a unique “Disposition”, applied as a multiplier on your Riven’s stat rolls. Any weapon that you own a Riven for will have Riven Disposition “dots” in the Arsenal, indicating strength - the higher the number, the stronger the stats. 
    Warframe2158.png

    These numbers are curated by our developers during each Prime Access release, to help gently maintain the top-end balance of weapon power levels. Since Rivens can be high value trade commodities, we have developed a number of rules to keep things as fair as possible, so everybody knows what to expect.

    Here’s everything you need to know about Riven Dispositions!

    THE BASICS:

    • Riven Dispositions generally span from 0.5 to 1.5. The Arsenal dots are not a static representation of these numbers, but representative of percentages - so a weapon with 1 dot is in the bottom 20% of Dispositions, while a weapon with 5 dots is in the top 20%.
    • Newly released weapons start at the minimum of 0.5. This gives us the opportunity to see how a weapon performs in players’ hands, so that we can make educated changes instead of starting at an artificially higher number. This saves us, and players, from having to constantly reduce new weapons after release. 
    • Although Rivens can be equipped to an entire “weapon family”, Dispositions are given to each individual weapon. You can equip the same Riven Mod onto Braton, Braton Prime and Braton Vandal, but the stats of the Riven may differ slightly depending on which weapon you are modding. 
    • In the Riven Cycle screen, you can see how stats differ between weapon types you own by changing the option in the bottom right.
      Warframe2161.png
    • We will only make adjustments to Riven Dispositions during Prime Access releases, roughly once every 3 months. Since these updates release simultaneously across all platforms, this makes it impossible for traders to gain an unfair advantage using knowledge gained from other platforms.

    THE NUMBERS:

    • For each set of adjustments, we generate a “recommended” value for each weapon. This number is based 50% on usage stats from players at high Mastery Rank, and 50% from an “internal ranking”.
    • These internal rankings are maintained by Digital Extremes developers based on a weapon’s perceived strength, and are adjusted when opinions change, or when a stronger variant of a weapon is released. Internal rankings are applied per family of weapon - this allows us to keep Dispositions within a family relatively close to each other, to avoid a situation where a weaker weapon becomes the stronger choice once a Riven is applied. 
    • Any change will adjust the number by at least 0.05. If the suggested change is smaller, then we leave the number as-is.
    • We will never reduce a Disposition by more than 0.2 at one time. There is no upper limit on how much we increase a weapon’s Disposition, allowing us to bring a new weapon up to speed quickly if it is underperforming.
    • All Disposition changes are reviewed by several people within the company. Changes are only approved if we believe they are good for the game overall.

    Warframe has a long history of reworks and system changes that can shift the power dynamic drastically over time. This is why Rivens are an ever-changing system: Tenno should have a reason to use their favorite weapons, instead of choosing solely based on power. With the knowledge that these Riven Mods can change over time, we encourage Tenno to remain flexible and experiment in response to changes, to truly master their Arsenals even further.

    Thanks for reading Tenno!

    • Like 57
  10. Hail Tenno - sorry to all those affected by this issue! We've been trying to track down a fix for a few days now, and while we are getting closer, it will not be fixed for this weekend. 

    If you lost Focus due to this issue, please make a support ticket, and they should be able to reimburse you: https://digitalextremes.zendesk.com/hc/en-us

    We suspect the issue is caused by players redeeming large amounts of Focus through shards, then spending it on Focus upgrades without leaving the upgrade menu. To avoid this issue for the time being, I suggest fully exiting the upgrade menu after claiming shards, before spending any of your points. Thank you for your patience and understanding!

  11. Just now, Voltage said:

    Should we wait until after the hotfix to submit a ticket?

    No need. The fixes will unfortunately not award you the poster retroactively - it only fixes potential issues for players who have yet to acquire all scans. Since we're not releasing another frame in the immediate future, support is the best avenue for a quick fix :thumbup:

  12. Hello again - sorry to those of you who are still having issues. We've identified more edge cases that could cause players to have missed their poster, which will be fixed in the upcoming hotfix.

    However, if you've already acquired all fragments with no poster to show for it, your best bet is to open a support ticket and wait for our team to make things right: https://digitalextremes.zendesk.com/hc/en-us

    Sorry for the inconvenience!

  13. Hey Tenno, I have good news!

    With this week's update, we will be adding Frame Fighter character data for our newest warframe Revenant - if you did not acquire your poster upon completing the roster before, scanning this latest fragment on Earth after this update releases should do the trick.

    Thanks for your reports and patience in this matter :thumbup:

  14. Hail Tenno!

    With big plans for 2018, it seemed like an appropriate time to revisit a core element of Warframe - the Warframes themselves! We spent most of January reading your feedback and analyzing gameplay stats, and as February kicks off we have some plans to share!

    Each Warframe’s stats and ability kits combine into a unique entity that offers different strengths and weaknesses. With 34 Warframes to choose from (and the 35th on the way), a Tenno may find there is no challenge they cannot overcome by making good use of the swiss army knife that their Arsenal offers. Some well-rounded frames do multiple things well, while others greatly excel in specific circumstances.

    When reviewing the Arsenal over time, our developers often find themselves asking: 'is this fun?’. That's the most important question to us, from the perspective of both the active player and their three squadmates. We understand the importance of power fantasy, but overbearing abilities can make squadmates feel ineffective by seriously disrupting intended gameplay flow. Conversely, when a Warframe doesn’t do enough, players may simply choose a “better” frame, sacrificing personalization and diversity for efficiency. Neither of these situations are ideal, so let’s shake things up!

    Everything you're about to read is subject to change. In response to statistics and player feedback, we are planning the following adjustments to Warframe abilities and Augments (appearing in alphabetical order!):
     

    ASH

    Bladestorm - Upon activating Bladestorm, Ash’s clones will do the stabbing, leaving the player free to act. Ash can choose to join in the execution by using Teleport on a marked enemy.
     

    As one of three “stealth” frames that offer invisibility, Ash serves as a more offensive alternative to Ivara and Loki. In practice, his Bladestorm ultimate falls short of those expectations - although the ability is sufficiently lethal, players would be locked into cutscenes as Ash and his clones finished the job on marked targets.

    With the above changes, the Ash player can continue moving and shooting after activating Bladestorm, while his clones do the dirty work! Plus, as an added feature, if a player wants to take advantage of the invincibility offered by the cutscenes (or just thinks they look cool), they can use Teleport on a marked target after activating Bladestorm to join in on the stabbing fun.

     

    ATLAS

    Rubble (new mechanic) - Comes from killing petrified enemies. Atlas collects rubble to restore his health, or temporarily increase armor if already at max health.

    Landslide - Does bonus damage on petrified enemies. Killing petrified enemies with Landslide generates bonus rubble. We have also increased the contact radius at max rank from 1.5m to 2m.

    Petrify - Can use Petrify on Tectonics’ bulwarks to increase rolling velocity and damage. Can also be cast on Rumblers to heal them. Able to cast any ability while Petrify is active - use Landslide to move between enemies or erect rumblers and bulwarks, without Petrify ever turning off! Petrifying speed is also more effective at longer ranges now.

    Rumblers - While casting, creates an AoE around Atlas that will petrify any enemy that comes close. Rumblers create rubble when they expire, based on how much health they had.
     

    Released in late 2015, Atlas fills the role of a beefy brawler Warframe. While his first ability Landslide really packs a punch, the rest of his kit falls short in comparison to other frames. We saw this reflected in Atlas’ usage stats, where he was the generally the least-used frame that didn’t have a Prime variant.

     

    Similar to other recent reworks, we aim to give Atlas more synergy between the abilities at his disposal. Petrify is now a versatile ability that does not limit the casting of other abilities, and can be used to buff bulwarks and heal Rumblers. Introducing the Rubble mechanic improves Atlas’ survivability, while rewarding players for taking advantage of the frame’s synergies. The instant AoE Petrify upon casting his Rumblers ultimate also helps protect players during the cast animation.

     

    BANSHEE

    Resonating Quake (augment) - Upon cast, places a Quake that does not require channeling to maintain, meaning Banshee can move freely. Has a short duration, and does not move with the player. Has double the range of a regular Soundquake, but does more damage near the center.
     

    Banshee’s abilities fill both offense and support roles, offering damage boosting, crowd control, and area of effect capabilities. But for many, her gameplay has become centralized around an augment for her ultimate, Resonating Quake. Since sound waves can hit through walls, the humongous area of effect can prevent enemies from getting anywhere near the objective, while the casting player is left with nothing to do but wait. From our own public play experiences, Resonating Quake is what we as creators of Warframe find to be the most unfun ability- “I want to enjoy this horde shooter, but where are the hordes?”

    Instead of creating a less effective version of the same augment, Resonating Quake will now offer an alternative playstyle, providing a stationary Quake that does not restrict player movement. The augment will still lock down a very wide area, but with a short duration and less damage on the outskirts of the Quake, it should be less effective at killing enemies your squadmates cannot yet see. Effective usage will now require frequent casting and strategic placement, encouraging a more active playstyle.

     

    CHROMA

    Spectral Scream - Removed walk speed and jump restrictions You can now freely move while this is active! Damage output is now also affected by the Vex Armor's Fury bonus!
     

    Vex Armor - Fixed a longstanding issue with number calculation being multiplicative. Boosts now apply before upgrades instead of after, making the ability consistent with all other damage boosting abilities. Overshields are now considered for Vex Armor. Chroma's Vex Armor remains one of the top performing damage-multipliers in the game - and it's now an aura! Instead of just being focused on Chroma, it can now benefit allies in range.


    The only change that comes with a full history lesson!

    Fixed an issue where Chroma would deal no damage with Vex Armor active. While this may sound like a simple fix, if you're a Chroma user please read on!
    Solving Vex Armor actually takes as back to Chroma's beginning. On original power creation, we used some less-than-ideal calculation methods to create Scorn and Fury's effects. If you are an avid Chroma user, you probably know the power maximizing this ability brings. At some point in Chroma's future we will need to revisit and use ideal methods for his Abilities; we will inform you well in advance when Chroma is under review.”

     

    Chroma is a complex frame that players usually acquire further on in their Tenno journey. As referenced above, much of that complexity stems from some questionable back-end calculations, which caused Vex Armor to calculate damage boosts AFTER upgrades instead of before. Although the UI may indicate that damage/armor is buffed by a few hundred percent, the actual buff amounts would be much higher. Furthermore, compound elements would effectively be multiplied twice for Fury’s damage boosting, leading to some ludicrous results.

    Back in April 2017, extreme damage boosting was not really a problem, so we left the ability as is. However, the Plains of Eidolon update marked a shift in community mindset by introducing Teralysts - featuring multiple large health pools on each weakpoint, damage boosting abilities became an important part of efficient hunting teams. While other damage boosting options require more team coordination, a single self-damaging Chroma could bypass the weakpoint damaging portion of the fight in an instant. At its simplest, we do not want our Eidolons one-shotted.

    Chroma’s usage was already somewhat narrow, so we want him to remain a competitive option for Teralyst damage boosting, while also improving other parts of his kit. Although the magnitude of his boost will be lowered, it will still be one of the strongest boosting abilities in the game, and both damage/armor increases will now apply to all teammates in a nearby radius. Furthermore, Spectral Scream without movement restrictions allows players to be the aimgliding, fire-breathing dragon they’ve always dreamed of! We will continue to observe how these changes affect Chroma (and the Teralyst hunting squads) in the coming weeks, and consider further tweaks if needed.

     

    EMBER

    World On Fire - 5 seconds after casting, a percentage will begin counting up on the ability icon. As this percentage scales from 0% to 100% over 10 seconds, the ability’s energy cost and damage dealt both grow to double, while the ability radius shrinks to half.
     

    Ember is the original damage caster frame, offering low survivability in exchange for high offense. Her ultimate, World on Fire, is unmatched in terms of widespread lethality - while many Warframes specialize in certain mission types, Ember’s specialty is “anything under level 30”. By simply bullet jumping through levels with World on Fire active, enemies become a non-factor, making Ember a ubiquitous pick across most of the Star Chart. Like a mobile Resonating Quake, this monopoly on kills can leave squadmates struggling to keep up, in an attempt to see the enemy before they melt. These changes increase lethality at higher levels, while addressing the ability’s huge range.

    World on Fire will continue working similarly to how it does now, but with changing effects over time. The gradually increasing energy cost should encourage most players to toggle the ability when needed, instead of the current “set and forget” approach. Players who can afford to run the ability at max charge may need to get more up close and personal, but the increased damage should help Ember out against higher level enemies.  World on Fire is still very capable of clearing rooms and sweeping hallways, but should now be applied more deliberately!

     

    GARA

    Mass Vitrify - Wall health scales based on health and shields of the enemies it glasses over.
     

    Our latest Warframe Gara is a versatile frame on the cutting glass edge, with a tool for most situations. After recent changes to her Mass Vitrify, the ability is serviceable against most of the star chart, but doesn’t hold up well to higher level content.

    While this is tough to showcase in a gif, in practice the wall has gotten stronger because it has covered many enemies in this cast!

     

    To help the ability scale better, the health of Mass Vitrify’s wall will increase based on the health and shields of the enemies who are “glassed” by the ability’s cast. This added incentive for letting enemies get close to the objective should add an interesting risk/reward element to Gara’s gameplay.

     

    MAG

    Polarize - Shards created by Polarize now scale based on power strength, as well as the percentage of damage done to that specific enemy.

    Crush - Each stage of crush emits a shield heal from Mag. Restores shields to nearby allies per damage instance, based on the number of enemies affected.
     

    Mag has seen many changes over Warframe’s history - her major rework in 2016 reinforced her role as a fragile crowd control caster, widening her usability across all factions. Although she performs well in the right hands, some of the synergies introduced in that rework did not have quite the impact we wanted. Plus as a starter frame, we want new players to feel like choosing Mag is a more viable option.

    Increasing the damage of shards created by Polarize should give Mag more kill power. Additional shield restore on Crush also offers a way to passively support your team while clearing crowded rooms!

     

    VOLT

    Discharge - Removed the damage cap. Increased base damage output from 750 to 1200. Damage and stun duration are halved for enemies further away from Volt (affected by Mods).
     

    Removing Discharge’s damage cap has been a common request since Volt’s rework in early 2016. We tried testing this version of the ability internally, and decided it was too much  - stunning all enemies for 20+ seconds, through walls and inside spawn closets, had a seriously disruptive effect on gameplay. However, we understand why this is a common request, and have done our best to make it work.

     

    Lightning strikes most fierce at the center. To accompany the damage cap removal, Discharge is now less effective at medium to long range, doing less damage and stunning for less time. The damage reduction is mostly offset by an increased base damage on the ability, but the reduced stun at long range should keep mission flow in check.

     

    ZEPHYR

    Some of Zephyr's abilities are cheaper to cast while airborne - details in progress.

    Tail Wind - Combined into a single ability with Dive Bomb. Can be charge cast on the ground, launching Zephyr into the air where she then hovers. In the air, Tail Wind still flies in whatever direction you’re looking, and Dive Bomb activates if cast while looking straight down.

    Air Burst - New ability replacing Dive Bomb. A projectile that causes an AoE burst on contact, ragdolling enemies. Can be fired into Tornadoes to make them bigger.

    Tornado - Now spawn where player is aiming and can be steered. The closest tornado will move to your aimpoint, meaning you can move them around. Tornado damage type now determined by largest amount of elemental damage absorbed, instead of last type absorbed. Tornadoes do a better job of keeping enemies captured, and shooting Tornadoes will do damage to enemies trapped inside.
     

    Zephyr, the warrior of the skies, has seen little change since being introduced in early 2014. Four years later, her ability kit is showing its age - Parkour 2.0 improved mobility across all Warframes, making her reduced gravity and Tail Wind less useful by comparison. Turbulence is consistently useful, but all other abilities leave something to be desired.

    To give Zephyr new wind beneath her wings, her Tail Wind and Dive Bomb will now be the same ability, cast depending on which direction the player is looking. This makes room for her new ability Air Burst, which gives Zephyr new ways to rain death from the skies. We do not have a gif ready for this yet. Combined with Tornado tweaks intended to make the ability more consistent and useful, Zephyr’s more well-rounded kit should help reassert her air superiority.


     

    We believe these changes make our wide Warframe roster more diverse and fun to play. We will be listening to your responses, so please keep feedback respectful and constructive. While not final, these changes will likely go out in a state very close to what is listed above. Once players have had a chance to try the changes themselves, we will consider further actions.


    Thanks Tenno!

    TL;DR, if you don't want to read all this, we're doing an impromptu livestream at twitch.tv/warframe to walk you through it live! 
    Stream over now, thanks to everybody who tuned in! The VOD can be found here, once it's done processing: https://www.youtube.com/watch?v=kDzUK17NkVk

     

     

    EDIT: I've answered some FAQs in a spoiler tag below - will continue to update as more questions arise!

    Spoiler

     

    ASH:

    Q: Does casting Teleport to join in on Bladestorm cost energy?
    A: Nope! It's completely free.

    Q: Can Ash's clones still proc Arcane Trickery?
    A: Yes they can!

    ATLAS:

    Q: More info on Atlas' Rubble, please!
    A: Sure! When you collect rubble while at full health, you gain 75 armor for a period of time. Multiple pieces of rubble can stack, but each stack has its own duration.

    BANSHEE:

    Q: Will enemies far away be affected by less stun, or only less damage?
    A: Stun is still consistent at any point on the Quake. First hit has changed to a ragdoll as well!

    CHROMA:

    Q: What is the new formula for damage and armor calculation?
    A: Instead of [(Base * Mods) * Vex Armor], it is now [Base * (Vex + Mods)], like all other damage boosting abilities.

    Q: Do Chroma's damage buffs stack with other Chromas?
    A: Yes, right now they do!

    Q: Do allies need to take damage in order to benefit from Vex Armor?
    A: Nope! The benefit from Chroma's damage taken is automatically spread to all teammates in range.

    EMBER:

    Q: Is the charge time affected by power duration mods?
    A: No it is not - you will reach max charge after 15 seconds regardless of mods.

    MAG:

    Q: Will Crush provide overshields?
    A: Yes!

    Q: Are you increasing Mag's energy pool?
    A: Yes! 125 energy on the base Mag, 175 energy on her Prime.

    ZEPHYR:

    Q: Will shooting into Tornado act like shooting into Hydroid's Undertow currently does?
    A: Yes! Currently the difference is Hydroid Undertow does 50% damage divided evenly among all targets inside, whereas Tornado will do 100% of the damage to every target.

    Q: How will the Dive Bomb augment work, now that it is part of Tail Wind?
    A: The augment will be changed - stay tuned!

     

     

    • Like 36
  15. Plains of Eidolon: Hotfix 22.0.7

    General Plains of Eidolon Changes

    • Changed bounty reward tables:
      • Lower level bounties will have less stances, and more useful mods for new players.
      • Higher level bounties will offer Kuva and Void Traces.
    • Reduced crafting costs of operator arcanes:
      • Several reduced to 3 Eidolon Shards instead of 5.
      • Breath of Eidolon requirements replaced with common and uncommon resources.
    • Void Shadow no longer costs 40 Eidolon Shards to craft.
    • Rare and Legendary fish baits now hint to the location of the fish.
    • Added a fast travel option in your pause menu for all Cetus vendors.

    Another update, another set of economy tweaks! Please stay tuned as we continue iterating on Cetus and its various interlocking systems.

    Fixes

    • Fixed an issue where players could not donate gems or cores to Cetus and Quills respectively.
    • Fixed a memory corruption error when using the mining tool.
    • Fixed hair not being covered by paper mache masks.
    • Fixed mining deposits overlapping on certain rocks.
    • Added underwater VFX to certain bodies of water in the Plains.
    • Fixed players not seeing the explosion of other players' embedded grenade launcher projectiles.
    • Added Tusk Recon Commander to the Codex.
    • Added Swooping Falcon, Carving Mantis, Twirling Spire and Stinging Thorn to the Codex.
    • Fixed the “focusing” sound for aiming with a fishing spear not working for clients.
    • Fixed Virtuos Ghost and Virtuos Shadow not having percentage values.
    • Fixed magnetic water in the Plains affecting Limbo while in Rift Walk. 
    • Fixed Ivara’s Artemis Bow always shooting with a horizontal spread.
    • Improved performance issues when hitting multiple enemies with Valkyr’s Paralysis.
    • Improved scripting for Hydroid’s Tempest Barrage and Tentacle Swarm.
    • Fixed Gara’s Spectrorage nullifier checks being too high.
    • Further fixes for Gara’s Mass Vitrify not being properly dispelled by nullifiers.
    • Fixed Gara’s glass armor appearing to fade in every time a new cosmetic option is chosen in the arsenal.
    • Fixed Vazarin’s Guardian Shell not having unique values for the last 2 upgrade levels.
    • Fixed Naramon’s Power Spike affecting sniper combo counter decay.
    • Fixed Unairu’s Void Shadow being able to cloak defense objectives.
    • Fixed a crash caused by Unairu’s Void Chrysalis.
    • Fixed an issue where using Transference for the first time upon entering the plains causing any invisibility on your Warframe to break.
    • Fixed Zaw weapons using sword holsters.
    • Fixed several common crashes.

    Changes

    • Added a message when changing donations to syndicates, Cetus or Quills if the new total would cause you to exceed your daily cap or max rep.
    • Tweaked text elements in the donation UI screens.
    • Disabled powers in the tunnel between Cetus and Plains to reduce capacity for script errors.
    • Moved cut gems into the Resources tab of your inventory.
       
    • Like 7
  16. Hydroid Prime: Hotfix 21.6.1

     

    Changes

    • Improved objective marker pathing in the Grineer Asteroid tileset.
    • Rearranged quest order in the codex to help guide newer players.

     

    Fixes

    • Fixed a popular crash that could occur if an NPC was firing a projectile weapon when you ran far enough away (this would often occur when doing Syndicate missions).
    • Fixed an invisible material above the Jordas Verdict Stage 2 elevator that was blocking movement.
    • Fixed performance degrading and possibly crashing the game when using Melee weapons with Mods that reduce the weapon's Range.
    • Fixed range mods not affecting whips when invisible.
    • Fixed an issue where Nami Skyla and Nami Skyla Prime were displaying different Riven dispositions.
    • Fixed the Jat Kusar charge attack exploding in your face if invisible.
    • Fixed instances of Ballistica Prime not properly spawning ghosts.
    • Fixed the color of the Prime Ballistica ghosts flickering for Clients.
    • Fixed Ballistica Prime not unfolding correctly if no primary is equipped.
    • Fixed incorrect glass material in several tileset.
    • Fixed level holes in the Corpus Outpost and Orokin Moon tilesets.
    • Fixed minimap issues in the Corpus Outpost and Ice Planet tilesets.
    • Fixed “building” VFX appearing on crafted weapons waiting in the foundry.
    • Fixed several emblems that were appearing too bright or too transparent.
    • Fixed an issue where players would get stuck ascending the ramp of their Liset.
    • FIxed various other crashes and added diagnostics to help isolate others.

     

    Conclave Changes & Fixes

    • Fixed using the Viper with the Skull Shots Mod or a Grakata with the Brain Storm Mod, activating the headshot bonus with the final shot in your magazine resulting in the weapon to fire much faster than intended in Conclave.
    • Like 1
  17. 24 minutes ago, BeanBandit said:

    Mesa's Peacemaker still isn't back to 100% I still cast while looking directly at an enemy or group of enemies and no matter how much I click I don't get any shots from peacemaker. It is working better than the day before though. It actually shoots more frequently, but it is still inconsistent in when it actually starts to fire. Some times you go into the stance and no matter how much you mash fire you get no shots to go off even if they were in the original reticle.

    To everyone experiencing issues with Peacemaker, we've got a fix ready to go for Monday!

    The main issue we observed involves holding Shift while activating the ability - for this weekend, let go of Shift when pressing 4 and you should have better luck :thumbup:

  18. Hey guys - first of all, thanks to those who have messaged me. Although we have not yet found the solution, we do have a workaround that has seen some success. The issue is related to the host's display settings, which are located in a file called EE.cfg. This file can usually be located in /Users/your.name/AppData/Local/Warframe/.

    TO HELP US SOLVE THE ISSUE PERMANENTLY:
    If you have hosted games where client(s) have seen the issues described in this thread, please copy-paste the contents of that file into a private forum message, and send them to me. I will use these files to hopefully isolate the cause of the issue.

    TO FIX THE ISSUE LOCALLY:
    Inside the previously mentioned EE.cfg file, there will be a line that says something like [Windows_Config,/EE/Types/Base/Config]. Locate it, clear everything below that line, and save the file. This will clear your display settings in-game. Upon relogging, you are free to change the settings back to whatever they were before.

    This solution has worked for ourselves and some other players - but I repeat, this only works as a solution for the host. If you are experiencing this issue as a client, performing this trick won't help. If you find yourself with this bug in a public mission, dying and reviving will also solve the problem for the duration of the mission.

    Thanks in advance for any help, and I hope this solution works for you!

  19. Please DEConnor while they're making adjustments to Terminal Velocity have them making the mod equippable on sentinel weapons as well.

     

    The mod currently doesn't show for sentinel rifles like other rifle mods.  I posted about it here:

     

    https://forums.warframe.com/index.php?/topic/457125-terminal-velocity-doesnt-appear-when-modding-sentinel-rifles/#entry5089168

     

    Thank you!  =)

     

    Hmm, not sure why that is. Duly noted!

     

     

    I have experienced this issue with the Supra also(at least the hitscan part, never noticed the bullets disappearing since I haven't been using it that much lately).  My build is:

    Top: Stormbringer, Infected Clip, Terminal Velocity, Rifle Ammo Mutation

    Bottom: Shred, Split Chamber, Serration, Heavy Caliber

    All mods maxed except for Serration, which is rank 8, if ranks matter.

     

    DEConnor, the Lanka is the only weapon of the four that has innate punch through.  My build has Shred for punch through, perhaps try the other three with punch through mods?

     

    Tried your loadout, still no luck. I'm pretty sure any fix would apply to all weapons, though.

     

    Thanks for the help everyone!

  20. Hey MadKirby, thanks for the thorough report. I've tested the four weapons you listed and could only reproduce the issue with the Lanka. Were you using any other mods on the automatic weapons, or anything else that might affect projectile speed?

     

    Regardless, the team will be made aware of the issue!

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