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PS4 Buried Debts: Update 24.5.0 (Equinox Prime + Hotfixes!)


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PS4 Buried Debts: Update 24.5.0

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Launching shortly after this Update is live is our first Operation of 2019. This entire Update is about 3 GB*, get ready! What follows is a summary of the Operation post!

*This update includes everything from Fortuna: Hotfix 24.2.13 to Buried Debts: Update 24.5.1. Many of you are experienced with what comes with a mainline update, but for those of you who might not know - they tend to be quite bulky in size when first released on PC, and since we want to give you guys the most we can in a single cert build, that usually includes a big chunk of content from everything that was released after mainline.
 

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OPERATION: BURIED DEBTS

We bring you our first Operation of 2019. It's big, deep, and it starts soon! Buckle in, Tenno. While we have no clan leaderboard with this Operation, you can earn many rewards by participating and unlocking the mysteries of Fortuna.

We’re doing things a bit differently with the launch of the Operation on PS4 for the first phase (Thermia Fractures and Data-Hash scanning) and onward (“Escalation” boss fight). You may be aware of the fixes that are being worked on for PC to address some painful bugs in the boss fight: crashes, Host migration issues, etc. In light of this, we will be sending another build to cert as soon as possible with whatever fixes are needed. We aren’t comfortable having the boss fight go live in its current condition as it is very unstable and fun-breaking. Ideally, we want to deliver it in its best quality form for a smoother and more enjoyable experience.  

This does change the pacing of the Operation as we require the fixes to go live on PC first, and the time to properly test and submit our builds to cert. So! That said, here’s what you can expect. 

March 25th Edit: We've got some great news to share - After the hard work of the team, we no longer need to send to Cert for the next stages of the Operation. Meaning that Data-hash and Escalation will be coming much sooner than originally anticipated! We hope you've been enjoying closing up those blasted Thermia Fractures, all your efforts will soon lead you to the next stages of Buried Debts. 

March 26th Edit: Surprise! We got news that Tenno across PS4, Xbox One, and Nintendo Switch could enter Deck 12 without having to enter the code earned from data-hash scanning and start the Exploiter Orb fight sequence! This is obviously not how we intended the next stage of the Operation to go as the data-hashes provide story behind Deck 12, so we will be diagnosing the issue tomorrow (March 27th) when everyone is awake and back in the studio. More info here: 

Phase 1 - Thermia Fractures (live now!) and Data-Hashes (to come!)

As intended for Phase 1, you can participate in the closing of the Thermia fractures out in the Orb Vallis. Thermia fractures are cracking open the surface of Venus, a consequence of Nef Anyo’s unrelenting greed. He’s willing to do whatever it takes for a quick profit, including putting the whole Orb Vallis at risk. By figuring out how to stop the Thermia fractures, you're able to earn these rewards:

  • Operation Emblem
  • Amalgam Mods x4
  • Operation Sigil
  • Opticor Vandal

A bird's eye view will help you find Thermia fractures! Kill Coolant Raknoids to take their canisters and put them on a Thermia fracture. When the canister is ready, you'll need to defend it from Corpus enemies.     

You get 1 point for each Thermia Fracture you close - if you close 4 Fractures with 1 Coolant canister, you get 3 bonus points (7 total)! You can track your personal progress via the Navigation panel.    

Now that we’ve got you on the right path to sticking it to Nef Anyo and his Thermia fractures…

The Data-Hash scanning portion of Phase 1 will be postponed since it is tied to the boss fight. This will go live around the time we send the bug fix build to cert. But in the meantime, you’ll notice the Hashes are still scattered around the Vallis. You can get a head start in discovering their locations now, so that when when the time comes for you to put the pieces together, you’ll be ahead of the game! 

Phase 2 “Escalation” - Boss Fight and Hildryn (to come!)

We are hoping for a speedy turnaround for the cert builds, but this does depend heavily on fixes going live on PC. We will keep you updated as we go along. We appreciate your patience, especially since we know you are excited to get to collecting Hildryn’s components via the boss fight. Rest assured that even though we have changed up the pacing of the event, Hildryn will remain a completely free Warframe for you to earn once the fight is live! 

For now, you can play to earn the Operation Emblem, new mods, Sigil, and Opticor Vandal via Thermia fractures. Good luck out there, Tenno! 

Brief note about difficulty intention: some players may find some of the combat encounters of this operation difficult. It is intended that this is a higher difficulty.    

Brief note about event recurrence: we have this set up to occur as a world event frequently. This will not be a case of Hildryn being inaccessible as Thermia Fractures will occur in the Orb Vallis regularly, enabling the boss fight (in its newly polished post-cert state). It will be frequent to make sure she is available to all! This event is cycled similarly to Baro Ki'Teer in cadence. In the same way you can get Sands of Inaros from Baro Ki'Teer with Ducats when he visits regularly, you can use Thermia to get Hildryn. Fractures will occur often - like ghouls - to keep Thermia in high supply.  

Visit our Operation: Buried Debts FAQ thread for more information on how to participate in the Thermia fracture sequence! 
 

NEW WARFRAME: HILDRYN

The best defense is a good offense. Hildryn draws from her Shields to fuel her Abilities, while Energy works to recharge them. Take to the skies and rain down destruction with Hildryn, the newest Warframe.

PASSIVE:
Become invulnerable for a brief moment after Shields are depleted. This ability is restored when Shields fully recharge.

BALEFIRE
Charge and launch devastating bolts of fire.

SHIELD PILLAGE
Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn’s own Shields and Overshields. Also removes status effects from Hildryn and her allies.

HAVEN
Create a Shield aura around allies. Enemies that approach Shielded allies will take damage.

AEGIS STORM
Take the skies and rain Balefire rockets down on the enemy. Nearby enemies are blasted into the air where they will create an Energy Orb every few seconds. When Shields runs out the enemies are smashed into the ground.

  • Hildryn can use her custom dodge while in Aegis Storm at the cost of her Shields (50). We're starting with this cost because many abilities of this nature have movement restrictions that can be overcome with Augments (Peacemaker, Resonating Quake, Assimilate). We want to try out a movement cost before we tweak further based on feedback. 

Hildryn can be obtained via the in-game Market, Little Duck Offering (Main BP), and as drops from a new Boss fight to come!

NEW REINFORCEMENTS:

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HILDRYN ASURON HELMET
The battle-visage of a formidable warrior. Inscrutable as a monolith, implacable as a hammer-blow.

Hildryn Asuron Helmet can be acquired in the in-game Market and in Nightwave’s next Series Offerings.

SURATOR SYANDANA
A Syandana with kick, as robust as Hildryn herself.

Surator Syandana can be acquired in the in-game Market.

LARKSPUR
From death blooms the Larkspur. A unique and menacing Archgun with a wild initial attack that locks onto a target then chains other targets close to the first. It also sports an explosive projectile mode. In Hildryn's grip the Larkspur carries more reserve ammo.

Larkspur can be acquired in the in-game Market and in the Tenno Lab Clan Research.

HILDRYN COLLECTION
Load up with Hildryn and several iconic additions for this stolid Warframe: the robust Surator Syandana, the intimidating Asuron Helmet and the distinctive Larkspur Archgun. Includes 3-Day Affinity and Credit Boosters as well as an Archgun Gravimag device.

Hildryn Collection can be acquired in the in-game Market.

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QUARO SYANDANA
Extol the virtues of Profit with this Corpus-styled Syandana.

Quaro Syandana can be acquired in the in-game Market.

 

LIMBO LIMINA DELUXE SKIN
War-garb for the liminal; a new form for the in-between.

TAROCK THROWN BLADE SKIN
New rule: with this one-of-a-kind the house always loses.

SIDEREAL SYANDANA
A Syandana that dances upon the eddies of battle and void-currents alike.

INTERGA SUGATRA
This Sugatra has been seen adorning the weapons of myths and monsters alike, its provenance unknown.

LIMBO LIMINA COLLECTION
Standing in the doorway between one world and another, be sure to cut a memorable figure. This bundle includes the Limbo Limina Skin, Tarock Thrown Blade Skin, Interga Sugatra and the Sidereal Syandana.

Limbo Limina Collection can be acquired in the in-game Market.

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TATSU
Fearsome and noble, the elegant two-handed Nikana is the pride of any Arsenal.

Tatsu can be acquired in the in-game Market.

WISE RAZOR (Two-Handed Nikana Stance Mod)
Deftly executed sweeps and slashes.

Wise Razor can be acquired from a new Raknoid enemy.
 

MELEE REVISIT: PHASE 1: "Flow"

Tenno - your favorite melee weapon probably feels a little different today. Today we bring you Phase 1 of 2019’s melee upgrade - we hope you love all the gorgeous new visual effects, streamlined combat, and high fidelity hit reactions! Here's what you can expect:

Let The Gun & Blade Flow
Swap between your gun and melee at the press of a button, no holstering required! Combos will be able to be executed and resumed between movement and more. Blocking will be automatic in melee mode when aiming at an attacking enemy. Your stance combos may change, so be sure to check out the Stance interface when the update goes live!

Death From Above
A Tenno is a master of aerial tactics - soon you will be able to better target enemies on the ground with deadly and responsive aimed ground slams.

Effects Upgrades
We've done a complete overall of all Melee Effects! Hit animations, elemental effects and slam attacks: making melee look as good as it feels!

  • Because this is Phase 1, it means all the unique weapons will have new generic FX for a little while (Jat Kittag etc.) until we can get through them all and make new clean variants.
  • New and cleaner FX have been created with the idea of beautifully short, highly detailed lifespans. Not infinite - meaning the 'Constant Weapon Trail' option will be removed as a result of this change (at least for Phase 1, we really do think it looks better removed).


More to Come

Fundamentally, we aim to upgrade Melee. This is Phase 1.

No one knows the power of their Arsenal better than the Tenno - your adaptability and skill with the blade will be tested, and as we continue these changes, we rely on your feedback! If you missed the full workshop discussing Phase 1, you can find it here: https://forums.warframe.com/topic/1063446-melee-changes-phase-1/


The following will summarize the information from within the Workshop, plus denote additional information from mainline:

1) Uninterrupted Combat - firearm to equipped melee (and vice versa) states are instant.
Bonus 1.a) Combo Resume.

2) Ground Slams are more controllable, cleaner, and simpler.
All melee weapons have had their ground-slam ranges increased and new FX added:

  • Glaive slam range increased to 5m
  • Warfan slam range increased to 5m
  • Dagger slam range increased to 5m
  • Dual dagger slam range increased to 6m
  • Claw weapon slam range increased to 6m
  • Gunblade slam range increased to 5m
  • Nunchaku slam range increased to 6m
  • Sword and Shield slam range increased to 7m
  • Single Sword slam range increased to 7m
  • Blade Whip slam range increased to 7m
  • Rapier slams increased to 6m
  • Dual Sword slam range increased to 8m
  • Tonfa slam range increased to 8m
  • Machete slam range increased to 7m
  • Nikana slam range increased to 6m
  • Hammer slam range increased to 9m
  • Staff slam range increased to 6m
  • Polearm slam range adjusted to 7m
  • Scythe slam range increased to 8m
  • Heavy Blade slam range increased to 8m
  • Fists weapon slam range increased to 8m
  • Sparring weapon slam range increased to 7m
     

3) Visual FX: 2019 style!

A full Visual FX pass has been done for Phase 1! Because this is Phase 1, it 'means all the unique weapons will have new generic FX for a little while (Jat Kittag etc.) until we can get through them all and make new clean variants'.

New and cleaner FX have been created with the idea of beautifully short, highly detailed lifespans. Not infinite - meaning the 'Constant Weapon Trail' option will be removed as a result of this change (at least for Phase 1, we really do think it looks better removed).

4) Control Bindings! 

Please restore your controller bindings to default to experience the changes.

Notable Control Binding changes:

General:

  • Your Triangle button will exclusively swaps between Primary and Secondary weapons with a tap.
    • Pressing Triangle when in Melee mode will switch you back to your "other" weapon. For example, if your Primary weapon is equipped when you trigger a Melee attack, you will return to your Primary weapon when you aim or fire. If you instead press Triangle while in Melee mode, you will equip your Secondary weapon.
  • Your R2 trigger will be gun fire, always, instantly.
  • Your L2 trigger will always aim, instantly.

Channeling: 

  • Channeling will be a toggle set to your alt-fire button when in melee mode.
  • Melee Channeling will no longer be able to be rebound due to it completely breaking the Melee changes. We apologize for the discomfort this may cause for those who have built their controllers comfortably around a different binding. 

Blocking:
Blocking with a melee weapon is now automatic when facing enemies who are dealing damage to you in melee mode. Your Reticle determines all!  

However, we have also included Manual blocking/parry when players wield only a Melee weapon in a mission (i.e NO Secondary or Primary equipped). This is possible because in this specific state, some bindings are free to allow this manual blocking. We do not plan on adding it to any other state yet. 

The default binding to block with Melee-only equipped will now be the L2 trigger (“Aim Weapon”)! Which will require a bit of a muscle memory adjustment, as expected with the rest of the binding changes. This is mostly due to the toggle we have added to enable Melee attacking with the Fire Weapon input: 

We have added a toggle to preserve one aspect of the older melee system. You will be able to toggle it, allowing you to continue melee attacks with the R2 trigger once in melee mode. You will find it under Options > Controls > “Melee with Fire Weapon Input”. 
 

Additional Information and Changes:

  • Updated Reticles: Melee mode has received its own reticle!
  • Archwing: Arch-Melee & Archgun now also use the 'instant swap' behaviour.
  • Dual Wield (i.e Glaive & Single Secondary) is still supported!
  • Exalted weapons will also benefit from the uninterrupted swaps! Be aware that Energy will still drain, even when swapping between weapons!
  • AI hit reacts are getting updated! Enemies will have a more visceral/realistic response to the various hits you dish out.
  • With Melee Blocking now automatic, the Blocking angle has been reduced to 45 degrees.
  • Sigma & Octantis and Cobra & Crane Shield throw animations have been shortened and speed increased.
  • If using no custom Energy color, the weapon will inherit the colors of the Elemental FX (or base trails if no elements are present). This unifies all colors (swing FX, trails, hit FX, etc).
  • Rakta Dark Dagger’s equipped bonus is now an innate upgrade that triggers on equip and lasts for 30 secs (refreshed on Melee equip).
  • Vaykor Sydon’s Radial Blind now triggers upon toggling Melee Channel on/off if you have the required charges stored.

 

NEW SPECIAL FX: EPHEMERA

Introducing a new way to customize your Warframe: Ephemera! These new 'ATTACHMENTS' can only be earned and crafted by the brave. Once you acquire an Ephemera Blueprint and craft it, the ability to equip an Ephemera will appear in your Arsenal under Attachments!

  • Seeding Step Ephemera (obtained from Arbitrations)
  • Freezing Step Ephemera (obtained from upcoming New Boss Fight)
  • Shocking Step Ephemera (obtained from upcoming New Boss Fight)
  • Blazing Step Ephemera (obtained from Elite Sanctuary Onslaught)
  • Bleeding Body Ephemera (obtained from Arbitration Honors)
  • Smoking Body Ephemera (obtained from Stalker)

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NEW OPERATOR HAIR:

3 new curly haired Operator Hairstyles are now available! Choose from Curly Bun, Curly Braid, or Curly Ponytail.

In addition, Operator hairline has been improved to show less scalp. The Tenno have improved their hair care routine and it shows!
 

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NEW CORPUS K-DRIVE:

Corpus inspired Highbrow, Two-Sloops, and Thugs Blueprints are available from Roky! 

K-Drive Changes: 

  • K-Drive races now award Affinity towards the actual K-Drive, not just Ventkid Standing!
  • K-Drive Race Standing has been doubled!
    • Standing gained per Gate is now 200
    • Max Standing gained per Race is now 6000

General Additions:

  • A Mastery Rank 27 Test has been added!
  • Added a shockwave that ragdolls nearby enemies when using the Archgun Deployer.
  • Added new Business and Hai-Luk VO lines about Fish rarity.
  • Added different aim pose animations for enemy MOAs.
  • Added a hint sound to the Fishing Spear during Profit-Taker Bounty Phase 1.
  • Added sword impact sound effect to Excalibur’s Slash Dash for a little added oomph as your slice through your foes!
  • Added whooshing sounds to Valkyr’s Hysteria heavy attack.
  • Added FX to Heavy Weapon equip of the Grattler and Fluctus.

Plains of Eidolon Changes:

  • Bounties are now available out in the Plains of Eidolon! Certain tents placed throughout the Plains contain a console that encompasses the power to contact Konzu himself.
  • With Bounties now available out in the Plains, Incursions have been removed. These were meant to give players something optional to do as they spend their time in the Plains, but since Bounties can be activated on command, they no longer serve a purpose.

Orb Heist: Profit Taker Changes:

We've reduced the number of enemies that can trigger knockback to players during the Orb Heist Profit Taker fight.

New Player Experience Changes:

  • Polished numerous Junction boss fights to have better power usage and combat pacing.
  • Rewrote Melee section of the “Training: Basics” Codex entry.
  • Rewrote Melee 2.0 section and renamed to “Advanced Melee” and moved to be beside "Advanced Movement".
  • Removed "Dark Sectors" section from the Training Codex.

UI Additions, Changes, & Fixes:

  • The Warframe Abilities screen has received a visual and functional overhaul! 
     
    • Added stats to your Warframe’s Passive description in the Abilities menu.
    • Ability information is now displayed in a more condensed form, with hover-over functionality to display specific Stats and expand the information.
    • A new ‘Tips’ section has been added that covers a range of information  on the Warframe’s abilities from synergies to modding tips, and more!
    • Respective Ability videos now also appear upon hover-over to add that little extra spice! This initial Ability video aspect is currently functional for Excalibur, Mag, Volt, Garuda, Baruuk, Revenant, and Hildryn! More to gradually come!
    • Your chosen UI Theme is now thematically reflected.
  • The Arcane Manager has received a visual overhaul to match the chosen UI Theme! Along with the new visual appeal, the Manager now also:
    • Lists which Arcanes you do not own (hovering over will display information)
    • Arcane Ranks displayed on the right-side are now selectable, allowing for a more direct Rank Up mechanic. 
  • The Dojo Trading screen has received an overhaul!
    • 6 Trading Slots instead of 5!
    • Faster item selection responsiveness and improved UI to help you easily find the items you want to Trade.
  • The Trading UI screen now has chosen UI Themed particle FXs.
  • The Trading screen now contains a Riven category and specific search functionality!
  • Added checkmark to the ‘Ready to Trade’ UI screen.
  • Respective Warframe Ability stats can now be seen in the Warframe Arsenal Upgrade screen. 37d04a8482b3d9bb4753c9e0cc7791bb.jpg
  • Arcanes can now be unequipped in the Warframe Arsenal Upgrade screen the same way Mods are. 
  • The Dojo Decoration screen and Dojo Room Construction screen now reflects your chosen UI Theme!
  • HUD Damage Numbers and Affinity Numbers can now be separately toggled in the Interface Settings!
  • If Coupons, Boosters, 2x Events, etc are active, hovering over the Icon in the top right will display a list of the respective active events.
    • Selecting the Foundry notification in the UI will take you to the appropriate Foundry screen to claim.
  • Swapped the order of Operator Hair ‘Tips’ and ‘Highlight’ in the customization menu so it made more sense with the tint masks used.
  • Scrollbars now default to a condensed mode where necessary. Hovering over their hitbox will expand them to a normal size.
  • Improved successful Mining discrepancies where it would appear you hit the perfect sweet spot in the heat gauge but were told otherwise.
  • Updated all mentions of Solar Map/Solar Chart to Star Chart.
  • Added a checkmark for prerequisite Dojo Research preview and completed material requirements.
  • Adjusted the size and positioning of the generic notification popup.
  • Removed “.” period characters from names of Weapons and Pets.
  • Numerous widespread changes to capitalized vs lowercase UI text.
  • Fixed Valkyr’s Warcry UI not reflecting the Eternal War Mods timer increase.
  • Fixed some UI Themes not maintaining respective text color.
  • Fixed issue where colors didn’t match chosen UI themes in Warframe and weapon stat popups.
  • Fixed the ‘Lost Connection’ UI popup not fully reflecting chosen UI Theme.
  • Fixed stats when previewing Amp Parts while the Preview Gilded option is toggled appearing as Ungilded > Gilded. Now, it compares Gilded > Gilded with the new Amp Part.
  • Fixed the Mining UI disappearing if killed while Mining.
  • Fixed UI lock after selecting ‘Replicate’ and then closing the Research screen in the Dojo.
  • Fixed UI breaking when sending someone a Gift and then traveling to Fortuna.
  • Fixed the UI not reflecting a new Trade Offering correctly after a player offered Platinum and switched it to something else.
  • Fixed Gear Spiral items displaying darker than expected when viewed in the Arsenal.
  • Fixed an unnecessary plural pronoun in the Inbox notification UI popup.
  • Potential fix for the Daily Tribute Vignette sometimes not being attached to the edge of the screen.
     

Revenant Changes & Fixes:

  • The homing energy projectiles that Enthrall pillars emit now have a chance to Enthrall enemies while inflicting damage if there is room in the Enthrall cap. This allows Enthrall to spread more organically, and as the cap is reached, damage continues on other targets.
  • Fixed Revenant becoming stuck in his spinning animations if he becomes downed during Danse Macabre.
  • Fixed Mesmer Skin consuming multiple charges when getting hit multiple times in the same frame from the same enemy (e.g. a projectile that hits you and explodes).

Mining Additions & Changes
Smokefinger has been hard at work on improving the Sunpoint Plasma Drill. Similar to Synthesis Scanner Widgets, Tenno can now purchase upgrades for their Sunpoint Plasma Drill from Smokefinger himself! Upgrades are auto-installed upon purchase, and offer the following benefits:

  • Sunpoint Plasma Drill Range Widget: Increases plasma beam range.
  • Sunpoint Plasma Drill Silencer Widget: Mine in peace and avoid alerting nearby enemies with this drill silencing widget.
     
  • Reduced Focused Nosam Cutter standing cost to 750 and Advanced Nosam Cutter cost to 1000.

Conservation Changes:

  • Lowered the Standing cost of the Tulok and Param Fishing Spears to 500 and made them available at Rank 0.

Dojo and Clan Changes:

  • Improved the visibility of the Color Pigment Research in the Clan Log by adding further detailed information as well as color coded texted to each respective Pigment.
  • Added a new Clan Role of ‘Fabricator’:
    • Enabled (default) - Ability to replicate Clan research
    • Disabled - Inability to replicate Clan research

Orb Vallis Assassinate Bounty Changes and Fixes:

  • Assassinate encounters are no longer global, they are now localized to a specific area within a radius.
    • The encounter can be abandoned by leaving the radius.
    • We made this change because we received feedback that players are getting frustrated that they are so widely separated when trying to achieve the same goal in Bounties.
  • Changed bonus objective of the Corpus Assassinate Bounty on Vallis: the Bounty will now fail if enough Credits are not gathered before the timer runs out, and Tenno will earn a bonus for collecting enough Credits within a shorter amount of time. This Bounty didn’t have a failstate like others, so we tweaked the objective and bonus objective for consistency.
  • The timer now scales based on how many players are in the squad.
    • The less players there are the more time is granted to complete.
  • Assassinate target now scales based on how many players are in the squad.
  • Changed the cover evaluator for the Assassination targets in Orb Vallis Bounties so that they don’t run as far to find cover.

Individual Extraction: Non-Wave Endless!
You are now able to extract from Survival, Excavation, and Defection missions independent of your squad.

  • Once the 'mission complete' interval is met, players can head to extraction any time they choose (i.e 5 minutes for Survival).
  • Any player at extraction triggers a countdown timer.
  • If all players leave the extraction zone, the countdown timer is cancelled.
  • When the timer is up, the extraction ship arrives and any players in the extraction zone leave.
  • Anyone still playing can extract later any time they choose.

Client-Authoritative Changes:

We have made some much requested changes to the responsiveness of two things in Warframe: Weapon swapping and automatic doors. Right now in Warframe, if you are connected as a client you may have experienced delays in responsiveness of either of these essential things! The changes should result in a much smoother experience:

  • Swapping weapons as a Client will now feel more responsive because we've made it Client-Authoritative.
  • Automatic Doors have been made Client-Authoritative. Previously there were cases of door not opening in tandem with the Host if any latency was experienced.

Captura Changes & Fixes:

  • Cameras now have a number indication to help differentiate them when viewing a large number of cameras together in one scene.
  • Visualized cameras can now be selected by gazing at them in Free Cam Mode.
  • Minor fixes for camera animation and post process lingering after Free Cam Mode is exited.
  • Fixed the Flox Syandana not unfolding its wings in the Arsenal and Captura.

Foundry Changes:
The following weapons have had their Foundry Rushing cost changed to balance disproportions between Rushing and Purchasing costs:

  • VIPER
  • KRAKEN
  • ANKYROS
  • ATTICA
  • KESTREL
  • KUNAI
  • TEKKO
  • MIRE
  • TYSIS
  • SPIRA
  • LESION
  • AMPHIS
  • DUAL SKANA
  • FURAX
  • KARAK
  • PENTA
  • KOGAKE
  • HALIKAR
  • GLAIVE
  • GRAKATA
  • HIRUDO
  • MAGNUS
  • BO
  • OBEX
  • MARELOK
  • TIPEDO
  • KARYST
  • ZHUGE
  • MACHETE
  • FERROX
  • DUAL KERES

Changes:

  • The Navigation Window (where Alerts used to propagate) now displays more information about current activities such as the Plains Time of Day, Orb Vallis Temperature, Nightwave Acts, and more!
  • The Chesa Kubrow Retrieve Precept has been changed to reflect the following mechanic:
    • Chesa Kubrow now attempts to retrieve the single closest loot, the same way Nekros’ Desecrate does.
  • Changed the following when Thunderdrum Loader is used with Catchmoon Chamber:
    • Critical Chance increased from 13% to 17%
    • Status Chance decreased from 35% to 28%
  • Removed Synthula from Rotation A (Survival, Defense, Interception) rewards and made into a Clan Research Blueprint.
  • Increased Stim buff duration to NPC’s from 30 seconds to 120.
  • Corinth Mastery Rank requirement reduced to 8 from 10.
  • Changed Burston building requirements to 600 Ferrite instead of 600 Nano Spores.
  • Increased the Conservation Tranq Rifle clip size from 1 to 3 tranqs!
  • Changed the Mutalist Quanta Alt Fire damage type from Electricity to Toxin and slightly increased the Explosion Range from 6m to 8m.
  • Updated the firing FX of the Opticor.
  • Cleaned up Gammacor and Staticor FX.
  • Operator Void Dash no longer 'collides' with enemies if you didn't actually move with your Void Dash.
  • Exodia Contagion now requires you to be Aim Gliding to launch the Infested energy projectile.
  • Magus Revert now has a 3 second cooldown. This cooldown is a result of macro abuse in conjunction with Magus Lockdown and Madurai Meteoric Dash in order to deal an absurd amount of damage all at once. This change also fixes the issue:
    • Fixed ability to Void Dash contentiously for no Energy cost when Magus Lockdown, Magus Revert, and Madurai Meteoric Dash are triggered.
  • Reflex Guard Mod has changed from 55% Auto Parry Chance to +100% Parry Angle.
  • Renamed Limbo’s Haven Augment Mod to Rift Haven.
  • Nova’s Neutron Star Augment has been updated to reflect the following mechanic change:
    • Null Stars (on recast) are shot to enemies within 30 meters (closer enemies prioritized), on contact they explode for the same area-of-effect they do today. If it can't find any enemies they explode like they do now.
  • Melee combo damage multiplier now affects Baruuk Desert Wind waves.
  • Improved the camera shake on Baruuk’s Serene Storm ability.
  • When Titania is in Razorwing, melee strikes on the butterflies no longer cause screen shake.
  • Changed Limbo’s Stasis to no longer affect temporarily friendly enemies (Nyx’s Mind Control, Revenant’s Enthrall).
  • Changed Garuda’s FX to green ooze and other particles for Tenno with Gore disabled.
  • Shockwaves caused by Heavy Impact or Rhino’s Passive now use your Energy colour.
  • Re-enabled ability to equip multiple Echo-Lures to the Gear Wheel. This allows for quicker access to desired Echo-Lure when in that heated Conservation moment!
  • Corpus have improved their vent construction by removing momentum killing edges as reported here: https://old.reddit.com/r/Warframe/comments/azz6m4/de_can_we_for_the_love_of_lotus_remove_those_tiny/
  • Widened a damaged bunker opening in the Kuva Survival tileset. You know the one.
  • Slight improvements towards hitches occurring when approaching Bases in Orb Vallis.
  • Made some improvements to what Mods are prioritized when using auto install.
  • Improved hand placement in the kneeling animation when logging into Warframe where larger Warframes appeared to have their hands clipping through their legs.
  • Polished the Exergis reload animation for smoothness.
  • Small tweak towards the Corpus Sapping Osprey mine area-of-effect to better convey the hazardous radius.
  • Tweaked Corpus Ospreys movement to have more bodily rotation.
  • Tweaked Vallis Terra enemy lasers to be thinner/fade near the end, and to be more freezing/snow looking versus electric.
  • All Orbs in the Orb Vallis are now immune to the effects of Corrosive Projection.
  • Increased the radius of the Profit-Takers final explosion.
  • Improved the Corpus Dropship explosions on Vallis.
  • Increased the distance at which you can see Dropships warping in/out on the Plains of Eidolon.
  • Lowered Health of Grineer Arc Traps so they can be easily destroyed by a Melee radial slam.
  • If Alad V is killed before his taunt transmissions finish, the transmissions will now be cut off by his death cry.
  • Cleaned up grenade sounds across all enemies - Corpus and Grineer now have unique grenade warning beeps and explosions!
  • Reduced volume of Archgun load and reload sounds.
  • Adjusted overly loud ice crack sounds in the Corpus Ice Planet tileset.
  • Improved mesh details on the Operator chair.
  • Updated Jackal's materials to PBR.
  • Improved Shield Lancer strafing movement.
  • Tweaks to the Leech Osprey projectile mesh to fix it floating when stuck to the player.
  • Removed [PH] from Codex descriptions of Raknoid and Orb enemies.
  • Made several micro-optimization texture, rendering, memory management, and more.
  • Optimized Landscape level visibility and zoning of Orb Vallis minimap.
  • Optimized certain effects when hidden (such as the Edo Prime shoulder plate channelling electricity).
  • Improved performance for Oberon’s Hallowed Eruption Augment.
  • Improved performance for the enemy MOA leap ability in Orb Vallis.
  • Improved sky fog in the Grineer Sealab tileset.
  • Improved lighting & certain ramp sizes in the Grineer Sealab tileset.
  • Improved environmental AI on the Grineer Sealab tileset.
  • Improved AI jump actions in the Grineer Forest Defense tileset to alleviate getting stuck on their path to the Defense Target.
  • Improvements towards AI pathing in the Grineer Asteroid Defection tileset.
  • Improvements towards minimap marker pathing.

Fixes:
Expand the spoilers for full list of fixes! 

Spoiler
  • Fixed a long-standing issue with Ivara being able to remain cloaked while performing a Bullet Jump when using Prowl, while Solo or Host. Parkour is intended to break Prowl's cloak.
  • Fixed Mag’s Crush granting Overshields to Operators.
  • Fixed Mag’s Magnetize not affecting ragdolled enemies, but still draining Energy upon attempted cast.
  • Fixed Ratels spawned from a Corpus Sniper shadow (Nekros’ Shadows of the Dead) not appearing purple or having a Health decay, thus resulting in an inability to progress through certain missions (Defense waves, etc).
  • Fixed cases of Rift Surge not always banishing enemies as they exit Limbo’s Rift.
  • Fixed Titania’s Razorwing disabling your primary after equipping a heavy weapon of the same type.
  • Fixed the Mirage Immortal Skin not appearing on her Hall of Mirror clones.
  • Fixed an issue with Mesa's Ballistic Battery not working with the Ignis.
  • Fixed Harrow’s Penance recast not refreshing Duration.
  • Fixed Gara’s Splinter Storm self timer not being refreshed when affected by Mass Vitrify.
  • Fixed Baruuk's Desert Wind slam attack not working. Slam attack now always pushes enemies away (would previously pull if you were parrying).
  • Fixed Baruuk’s Restraint amount changing following a Host migration for Clients.
  • Fixed glitchy textures in Baruuk’s diorama.
  • Fixed inability to destroy Nullifier bubbles when inside Khora’s Strangledome.
  • Fixed Mutalist Quanta Alt Fire orbs not stacking.
  • Fixed the Cyngas becoming an auto-burst weapon in Atmosphere Archgun mode.
  • Fixed the Opticor (and likely others) not drawing a new beam with high Fire Rate Mods.
  • Fixed a delay in Tonkor’s grenade explosion that occurred when the grenade passed through Volt’s Shield.
  • Fixed Exard Scaffold not resetting damage resistances on Sentients.
  • Fixed Sepfahn Zaws dealing only Heat damage.
  • Fixed some Heavy Zaws applying their innate damage multiplier to the base damage of Warframe’s with abilities that scale off their equipped melee (Atlas, Khora, etc).
  • Fixed missing Zaw preview when the Sepfahn Strike is selected.
  • Fixed the War not reflecting your chosen Energy color.
  • Fix Magus Repair reviving downed Allies and applying to Operators.
  • Fixed the Magus Repair replenishing your Warframe’s Health twice as quickly as intended.
  • Fixed Clients able to permanently continually heal your Warframe’s Health by Transferring in succession with Magus Repair equipped.
  • Fixed Magus Repair not affecting Excalibur Umbra.
  • Fixed the Magus Lockdown using the wrong physical grenade mine mesh.
  • Fixed Clients appearing to fire from only the right Akjagara Prime pistol.
  • Fixed using Transference while simultaneously being knocked down as a Client resulting in an inability to cast Warframe Abilities, dodge, or use Transference. This archaic bug forced players to die/revive in order to continue performing such actions.
  • Fixed issue with Clients not being able to accept the vote for Orb Heist Bounty in Fortuna.
  • Fixed Clients not seeing Orbiter changes made by the Host whilst visiting.
  • Fixed Drahk Master permanently stealing weapons from Clients.
  • Fixed Client players not having their weapons in their hand properly when leaving Cetus/Fortuna via Gate/Elevator.
  • Fixed an issue with Vallis Cache Recovery Bounties immediately failing when transitioning to the next phase.
  • Fixed Vallis Reinforcement Beacons triggering Spy Bounty alarms if they were placed before the Bounty phase started.
  • Fixed a case of the Courier Ambush Bounty insta-failing in Orb Vallis.
  • Fixed Orb Vallis being improperly lit due to landscape surface shading. You should notice a eye-pleasing visual upgrade to your snowy surroundings!
  • Fixed improperly ranked Solaris United players joining Orb Heists by rejoining a previous squad.
  • Fixed pathing issue on the Orb Vallis that caused Sawgaws to get stuck on mushrooms during Conservation.
  • Fixed inability to proceed in the Vox Solaris quest if the timer runs out during the ‘Investigate the Area’ phase.
  • Fixed center piece of the Host’s K-Drive not having customized colors in the Orb Vallis.
  • Fixed cases of some enemies not attacking in Plains or Orb Vallis.
  • Fixed enemies getting pulled through the floor of Orb Vallis’ bases.
  • Fixed issue with Orb Vallis Investigation and Rescue Bounties where the mission would not start if the player was on a K-Drive.
  • Fixed broken objective marker in the Tyl Regor Assassination mission.
  • Fixed ability to re-enter Lua puzzle rooms by rejoining a Host migrated mission.
  • Fixed Operator Amps sometimes causing the Kuva cloud to disappear without properly giving Capture credit in a Kuva Siphon mission.
  • Fixed MOA Companions with the Security Override Mod no longer hacking terminals in Spy missions.
  • Fixed zoom bounce that would occur when selecting “repeat mission” at the end of a mission.
  • Fixed issue in Sabotage Invasion missions where the blast door terminal is located on the opposite side of the boarding pod when moving it to the to Corpus base.
  • Fixed a progression stopper in the Sands of Inaros quest from an inability to defeat the Tomb Guardians. 
  • Fixed a progression stopper in the Kela De Thaym boss fight where she would become invulnerable. 
  • Fixed Operators not appearing invisible in Plains/Vallis when in Void Mode if Operator was used in Cetus/Fortuna.
  • Fixed Conclave Challenges not showing their progress correctly in the pop up UI after completion. 
  • Fixed inability Transfer back to your Warframe after having fallen off the map while in Operator mode in The Index.
  • Fixed missing in-world objective marker in the Lua Zeipel tileset until reaching the Rescue hack panel room.
  • Fixed Decorations not aligning to surfaces when using surface snapping.
  • Fixed the Note Beacon text appearing in Navigation dioramas if placed behind the Navigation console.
  • Fixed some Companions not appearing in the Codex until they have been Incubated.
  • Fixed the Trail Blazer K-Drive Mod not functioning.
  • Fixed the Quick Escape K-Drive Mod resulting in players taking massive damage upon crashing.
  • Fixed certain cases of not receiving Ghoul Purge rewards.
  • Fixed an issue where interrupting the Atomos reload could leave it with parts detached.
  • Fixed Resource Caches sometimes spawning inside caves and outside caves at a much farther distance in Plains Bounties.
  • Fixed opening two hidden Resource Caches at the same time preventing progression during a Bounty.
  • Fixed issue where Redeemer and Redeemer Prime charged attacks had no Critical Chance.
  • Fixed the 'Synth Charge' Mod being erroneously equippable on some Exalted Weapons.
  • Fixed deploying your Heavy Weapon prior to the Jordas Golem Assassinate cutscene resulting in inability to use Archwing weapons during the fight.
  • Fixed being able to cast Warframe abilities while pulling yourself up over a ledge, resulting in broken animations. Now you have to wait to pull yourself up before you can cast!
  • Fixed Frost’s Snow Globe no longer causing enemies to go flying if they are caught within cast.
  • Fixed Smeeta Kavats being unreachable when becoming downed in mid-air.
  • Fixed enemies appearing ‘stretched’ when dying from the Glaxion.
  • Fixed releasing sprint while banking in Archwing would not clear bank velocity for the next time you sprinted.
  • Fixed flashlight persisting from the Operator after Transferring back to your Warframe.
  • Fixed Operator Vent Pobber Ventkid Mask head placement.
  • Fixed an issue with the Mastery Sigil not properly working on Operators.
  • Fixed Mastery Sigil not appearing as intended the first time you enter the Operator Appearance tab.
  • Fixed some issues with the Atavist Prime Armor channeling FX being permanently present.
  • Fixed the Fluctus looking fuzzy when equipped.
  • Fixed an issue with the Infested Ancient 'stretchy arm' attack never hitting, ever.
  • Fixed wonky Boss intro camera angles.
  • Fixed incorrect placement of the Lex Conclave Skin on the Lex Prime.
  • Fixed the Perla Pistol Skin losing its clip on certain weapons.
  • Fixed incorrect mesh pieces when equipping the Hammers Palatine Skin on the Volnus.
  • Fixed Butcher-type enemies having problems missing their third attack.
  • Fixed the Tributa Statue Dojo Decoration not having any collision or text function.
  • Fixed Elemental Beast Companion Mods not allowing all Status combinations. 
  • Fixed Revenant Reave being able to give a Mesmer Skin charge to Operators.
  • Fixed Crates not spawning in Orb Vallis after returning to Fortuna.
  • Fixed Nightwave Dailies appearing as progress for Weekly challenge completions.
  • Fixed Nora Night ‘Fugitive success’ transmission playing regardless of success or fail.
  • Fixed the Razorback appearing to have a fresh coat of blue paint.
  • Fixed headless Warframes in the Archwing Ability screen.
  • Fixed Darvo running in slow motion in an attempt to keep up with you.
  • Fixed repeatedly restarting walk animations when aim firing the Operator Amp and then walking.
  • Fixed cases of your Sentinel roaming freely around your Orbiter.
  • Fixed your Companion jumping when exiting the Arsenal in Fortuna.
  • Fixed excessively bright light emitting from the Lua Pavlov Spy vault glass panels.
  • Fixed issue where players could not leave a message at any panel in the Dojo.
  • Fixed issue where Pheromone count did not update during Conservation.
  • Fixed in-game Market diorama of the Tenno Kindred Rug to let Tenno properly see the rug they’re buying.
  • Fixed inability to Trade an Ayatan statue if it includes an Ayatan Star.
  • Fixed missing metal piece on the knee of the Saita Prime Operator Suit.
  • Fixed broken materials on engine block and tech pieces in the Arboretum room in the Void.
  • Fixed inability to jump after exiting the Trading screen in the Dojo if the Trade an initiated while on a Kneeling Pad.
  • Fixed footprints bug in the final cutscene of The War Within.
  • Fixed issue with Titania’s Dex Pixia muzzle flash scale.
  • Fixed Lancer and Temporal Dreg becoming visible again after being destroyed.
  • Fixed missing Nikana swipes not playing during a Parry Finisher.
  • Fixed Little Duck floating outside during the Profit-Taker Bounty 1.
  • Fixed Articula’s not displaying their respective equipped weapons.
  • Fixed Quick Thinking allowing multiple damage hits while knocked down.
  • Fixed an issue where some Arbitration Shield Drones would not work.
  • Fixed jittery legs on players when covering large distances or moving extremely quickly.
  • Fixes towards Rescue Targets moving while downed.
  • Fixed the Kuva Specter appearing broken when in Operator Void Mode in The War Within.
  • Fixed K-Drive hovering on trees.
  • Fixed K-Drives appearing black when viewing them in the Arsenal.
  • Fixed ability to Dojo Duel your own Operator.
  • Fixed inability to Gift the Akrabu and Flox Syandana.
  • Fixed issue where Eximus enemies would fall out of formation with other enemies when using their abilities.
  • Fixed enemies not spawning correctly in the Grineer Sealab Exterminate tileset.
  • Fixed flickering occurring when the camera enters/leaves a fog volume.
  • Fixed flickering lake in Grineer Shipyards Mobile Defense tileset.
  • Fixed Plains of Eidolon sometimes looking desaturated at times.
  • Fixed Cave minimaps appearing incorrectly.
  • Fixed the Hydrolyst lightning strike all striking at the same angle/rotation.
  • Fixing sometimes seeing black squares when casting Nyx's Chaos ability.
  • Fixed some enemies spawning in ceilings and walls in Fissure missions which can often lead to lack of progression.
  • Fixes and numerous improvements towards AI spawning and navigation in the Grineer Forest and Corpus Outpost tileset.
  • Fixed enemies sometimes triggering detection beams that should only trigger for Tenno in the Lua tileset.
  • Fixed a long game hitch when switching loadouts in the Simulacrum Arsenal.
  • Fixed Syandanas not being covered by the Snow VFX when out in the Orb Vallis after a period of time.
  • Fixed the Plinx being misaligned with the Warframe’s hand.
  • Fixed out of sync VO for Boon during K-Drive races.
  • Fixed looping sounds when firing the Ignis/Ignis Wraith.
  • Fixed Lotus and Ordis transmissions overlapping radio transmissions.
  • Fixed missing sound when re-Casting Volt’s Speed Ability.
  • Fixed issue where Tenno slide sound continued to play if the player performed a roll action during a slide.
  • Fixed Kitgun reload sounds playing when firing with Pax Charge equipped.
  • Fixed incorrect Impact sounds of Kronsh Zaws.
  • Fixed kneeling sound FX playing before the login screen.
  • Fixed hearing Headshot sounds when firing the Flux Rifle.
  • Fixed missing energy FX on the Flox Syandana.
  • Fixed Fissure Corruption FX not applying to Kitguns or Zaws.
  • Fixed ice FX on Teshin’s Orvius appearing too dim in The War Within cutscenes.
  • Fixed position of “pickup” FX on Profit-Taker Orb Articula.
  • Fixed VFX and particle effects from other player models appearing when talking to vendors in Cetus and Fortuna.
  • Fixed minor issue with the context action indicator FX where the particles would "lag behind" as you walked around it.
  • Fixed halo FX from Nezha’s Safeguard Augment appearing too low on Sentinels.
  • Fixed Magus Firewall Arcane’s FX not appearing for Clients.
  • Fixed Cobra & Crane VFX distortions when holstered.
  • Fixed incorrect FX color on impact when casting Ember’s Fireball ability.
  • Fixed missing FX/texture for Rhino’s Iron Skin.
  • Fixed missing Elemental FX for the Glaive Prime.
  • Fixed part of the Capture FX not appearing correctly if you were invisible (with Loki, for instance, the sparks wouldn't be directed into his hands).
  • Fixed the FX of the Operator's Void Blast spawning in the ground below their feet.
  • Fixed incorrect Codex image for the Nightwatch Lancer.
  • Fixed missing Trigger stat for Gaze Chamber Kitguns in Rude Zuud’s crafting screen.
  • Fixed the Terra Raptor appearing tilted when hovering.
  • Fixed a UI lockup when following a Chat link to any item with a Sugatra while you have a Zaw equipped.
  • Fixed UI lockup that would occur if you checked Abilities for an Archwing.
  • Fixed missing UI icon when crafting an Amp with Little Duck.
  • Fixed a UI overlap when attempting to Trade in the Dojo while browsing your Inventory.
  • Fixed Saturn Six Fugitives displaying target UI and Capture context in the Simulacrum.
  • Fixed the Star Chart UI not maintaining your previous ‘Episode Status’ or ‘Resource Drone’ selection.
  • Fixed the Fugitives UI persisting when in Orb Vallis/Plains if not all Fugitives are Captured while in an active encounter.
  • Fixed missing Staticor Ammo UI upon swapping.
  • Fixed overlapping UI in the Nightwave Tier Rank up screen.
  • Fixed broken Glyph image when Trading.
  • Fixed a level hole in Relays and Maroo’s Bazaar that allowed players to escape.
  • Fixed floor gaps in the Grineer Fortress tileset that resulted in Ayatans falling through to an unreachable place.
  • Fixed hole in Ocean surface on Grineer Sealab tileset.
  • Fixed misaligned Elevator call context action in the Grineer Asteroid tileset.
  • Fixed collision issue with machinery in the Grineer Forest tileset.
  • Fixed enemy AI getting stuck in the Grineer Forest Defense tileset.
  • Fixed Orokin Derelict meshes poking through non-Derelict tilesets.
  • Fixed a level hole in the Stealth Orokin Challenge.
  • Fixed an escapable level hole in the Lua tileset.
  • Fixed lighting issues on the Lua tileset.
  • Fixed gaps in terrain, improved performance and added raycast fog on a Grineer Forest tile.
  • Fixed Mesa’s Regulators name not appearing in the HUD when ranking up.
  • Fixed incorrect Scimitar Fuselage component description.
  • Fixed not being able to @ people in Chat if their name included a '.'.
  • Fixed Banshee Sonar reading "CRITICAL MULTIPLIER" when it’s actually "DAMAGE MULTIPLIER".
  • Fixed The Index Sigil reading ‘Emblem’ instead of ‘Sigil’.
  • Fixed a localization issue with Arcane Fury and Arcane Awakening.
  • Fixed multiple crashes and script errors! 

Additional mentions: 

  • Update on TennoGen Round 14 and 15: As you may know, the most recent TennoGen bundles launched with The Profit Taker: Update 24.2.12. They included items from Round 14 (Operator cosmetics, and Warframe + weapon skins), but not all. Now that Round 15 is live on PC, we have posted an update on what you can expect for future releases on PS4: https://forums.warframe.com/topic/1070994-tennogen-round-15-now-live-on-pc-what-to-expect-on-consoles/
  • An important write up was made in the Buried Debts: Update 24.5.0 thread regarding Arcanes. The change that was reverted in that update will not be going live with this update (as it was the reason for many issues with Arcanes + Abilities on PC), however, it is important for us to point your attention to our intentions moving forward with Arcane balancing, as all Platforms will be affected eventually. We will let you know and it will be the result of a lot of consideration. Design changes like this need to be more tempered and considered. 
  • The following list of changes went live with Nightwave and some were already listed in the Alert Dev workshop, but we felt they were worth mentioning here in case they were missed! 
    • Increased chance of Kavat scans yielding Genetic Codes to 25% and made drop chance/amount Boosters apply to all scans that yield Resources.
    • Removed the Radio Chatter toggle trigger in the Orbiter and moved into the Settings > Audio

March 26th Buried Debts: Hotfix 1

Hotdropped Changed:

PRIME VAULT CLOSED

The following items have returned to the Vault and their Relics have been removed from drops:

  • Ember Prime
  • Frost Prime
  • Latron Prime
  • Reaper Prime
  • Sicarus Prime
  • Glaive Prime

As always, if you own the now Vaulted Relics they will remain in your Inventory until you use/trade them.

Assassin Changes:
Assassins (Stalker, Wolf of Saturn Six, The Grustrag Three, Zanuka Hunter, etc) now scale levels based on player counts, not based on the weapon levels of the target player. 

  • Slightly decreased the Wolf of Saturn Six’s Health.
  • Slightly increased the Wolf of Saturn Six’s damage output.

Nightwave Fix:

  • Fixed the ‘Day Trader’ Nightwave Act not being marked complete after meeting the requirements. The appropriate Standing was delivered behind-the-scenes, but the UI neglected to accurately display that. Completing the Index requirements again post Hotfix will correct your UI, but note that the Standing has already been delivered. 

Fixes:

  • Fixed a crash related to the Coolant Raknoids.
  • Fixed inability to search anything in the Dojo when typing in UPPERCASE.
  • Fixed the TennoCon 2019 Armor not sitting properly on Hildryn.
  • Fixed your Warframe not looping the TennoCon 2019 animation.
  • Fixed wonky arm animations when Dual Wielding. 

 

Equinox Prime: Hotfix 2
e119dbb56e99bca2a1c27bbff9852818.jpg

EQUINOX PRIME!
Embrace the balance of duality with Equinox Prime. This harmonious warrior comes with the Stradavar Prime rifle, the Tipedo Prime staff and more!

Equinox Prime Access Features

  • Equinox Prime: Night and Day in final balance.
  • Equinox Prime Glyphs: Display your Equinox Prime loyalty. 
  • Stradavar Prime: Never fail to call down a devastating finale.
  • Tipedo Prime: Sever your foes with this lithe and lethal staff.

Equinox Prime Accessories

  • Isabeau Prime Syandana
  • Narvarr Prime Armor
  • 90-Day Credit Booster
  • 90-Day Affinity Booster
     

Equinox Prime, Stradavar Prime and Tipedo Prime Blueprints can also be earned in-game through Relics!

Get the newest Prime gear with Equinox Prime Access and Prime Accessories in the in-game Market! 

For full regional dates for PS4, please see below:

  • April 2: America
  • April 3: Europe & Asia
  • April 4: Japan
     

EquinoxPrime_Accessories_Keyart.thumb.pn

Oberon Prime, Silva & Aegis Prime, and Sybaris Prime have entered the Vault!
With this Vaulting comes the shift of the following Syndicate Sacrifices:

  • Replaced Arbiters of Hexis’ Sacrifice of Sybaris Prime Barrel to Kronen Prime Blade
  • Replaced Cephalon Suda’s Sacrifice of Oberon Prime Chassis to Chroma Prime Chassis
  • Replaced Steel Meridian’s Sacrifice of Sybaris Prime Stock to Destreza Prime Handle

If you already wield the power of these Primes or have their Relics in your Inventory, they will remain after the Vaulting.

Riven Changes:
As mentioned in our previous Riven Workshop, the Equinox Prime Access which just released brings with it the first in a series of regular Riven disposition tweaks!  A full breakdown of the Riven disposition changes can be found in the Developer Workshop: 

Changes:

  • Removed all wildlife killing Riven Mod Challenges. All existing Rivens with wildlife killing Challenges will be retroactively updated with a new Challenge. This change is in preparation for the upcoming Plains Conservation! 
  • Optimized significant performance deterioration when talking to Vent Kids on the Orb Vallis; this was most noticeable during the initial dialogue when starting a K-Drive Race.
  • Optimized Coolant Raknoid sloshing effects to eliminate calculations when off-screen.

Fixes:

  • Fixed inability to trade the Prisma Veritux. 
  • Fixed Profit-Taker appearing to have its Shield FX active when killed as a Client. 
  • Fixed custom colors not applying to areas of Equinox.
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This is a load of crap. I've been playing warframe for quite a while (at least a year or two) And I have been satisfied for the way it has been changed. But with this new update, people are going to start quitting warframe. Because of this, the way I play is completely gone now. The melee system really has to change back to the way it was warframe... Or else people will start to leave.

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Thank you for the update.  My first stop had to be Melee, as a predominately melee user, my concern over the future changes has been lingering since I heard about it.  From some short time in the Simulacrum, these are my thoughts so far:

- The Kronen are my Melee of choice.  This is one that had a "block" button combo in the stance.  I notice the key for this has switched sides, so now it is locked into Aim instead of the before Block (now Fire) key.  While this will take some getting used to, I am noticing that when performing a block/aim button combo, the Melee weapon disappears immediately after the combo has ended.  When performing other combos, the melee weapon stays drawn.  I have tried this on multiple weapons, and each time the game defaults to my primary/secondary weapons once the combo utilizing the Aim buttom has ended.

- The notes state that some combos have changed due to the Block button no longer existing.  But if effort was made to change some combos already, why do we still have pull-back combos? Specifically, Tempo Royale and Crushing Ruin both have a combo that requires pulling away from the fight to execute.  Meanwhile, Carving Mantis has a "push left" away from the fight button in combo.  On a Keyboard where aim is handled by mouse, this may be inconsequential (I don't know, haven't used it), but with a controller, you literally are required to pull away from the enemies in front of you to execute a specific combo.

- Channeling rebound to alt-fire and toggle is going to be a challenge.  Specifically because I imagine Melee users like myself use it predominately for Life Strike.  In the previous state, it could be used sparingly, utilizing it for specific strong attacks (i.e. a Kronen slide) and dropping it immediately after the single strike to conserve energy.  I understand the idea is to define Channeling as a new state of attack, but it is more difficult to manage energy consumption in the middle of fast-moving combos when the button is a toggle.  I still wonder how Life Strike will fit into the grander scheme, but my primary concern is that right now, it is harder to see, visually, when Channeling is active.  It could be a result of my color scheme, but I can no longer tell, when looking, if Channeling is on or off - unless I notice my energy draining on attacks.  The distinction is no longer clear.

Those immediate concerns aside, I do want to say that the effects on melee are more vibrant and stunning.  Visually, the elemental choices look good on the weapons.

Thank you for listening/reading.

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Melee channel is supposed to be fixed to the Left Trigger, if I'm not mistaken, but I somehow was able to bind it to different buttons. Right now it's bound to Right Thumbstick even when resetting to default again. HELP!!!

...and why cant Secondary Fire and Melee Channel share the same button like before?

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Melee Channel and Secondary Fire should be the same button.  If you move Secondary Fire, that should be your Melee Channel button.

Having just tried the new Melee in Onslaught, I can say that I feel Melee healing with Life Strike is no longer a viable option.  This breaks a lot of Melee's effectiveness in battle under heavy fire. Yes, Life Strike works.  But in order to use it, I have to stop what I am doing, turn on channeling, try to perform an attack that restores health without completely draining my energy, then pause my combo again to turn it off.  The fluidity is no longer there.

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Most of my players have already quit because of your nightwave events, and the fact that someone with a life doesnt have time to complete them (Or new players dont have standing, wtf?). Now your completely destroying combat styles and player friendly melee. This better be undone soon, like tonight. My clan went from a dozen or more online at any time to 1-2 because of your changes. Your destroying this game in a matter of weeks, after being so great for years. Im done with this if its not resolved tonight. Undo melee changes, make nightwave tasks feasibly doable for new players as well as vets, and stop fixing what isn't broken.

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1 hour ago, (PS4)azul86sapphire said:

Melee Channel and Secondary Fire should be the same button.  If you move Secondary Fire, that should be your Melee Channel button.

Having just tried the new Melee in Onslaught, I can say that I feel Melee healing with Life Strike is no longer a viable option.  This breaks a lot of Melee's effectiveness in battle under heavy fire. Yes, Life Strike works.  But in order to use it, I have to stop what I am doing, turn on channeling, try to perform an attack that restores health without completely draining my energy, then pause my combo again to turn it off.  The fluidity is no longer there.

I get the message "You cant bind secondary fire to a button that has melee stance action bound to it". I been messing with it for a bit now. im disheartened trying to find a new binding configuration when i feel the binding section isnt working properly. Otherwise Id find a new configuration without complaining. Swear its glitching out...

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3 minutes ago, (PS4)TX_CHAINSAW_81 said:

I get the message "You cant bind secondary fire to a button that has melee stance action bound to it". I been messing with it for a bit now. im disheartened trying to find a new binding configuration when i feel the binding section isnt working properly. Otherwise Id find a new configuration without complaining. Swear its glitching out...

honestly, i don't even have room for secondary fire on my DS4 gamepad - because they don't allow open/ close gear wheel to be bound to the touchpad swipe directions (and because for me all 4 Warframe powers need their own separate key of course). but it's still not that there would be too many things to bind, oh no - far from it - it's that DE went way too restrictive with what can be bound where and what always has to have what as it's secondary command when held. i could for example bind open map to a touchpad swipe direction - but this then means that i would have to "hold touchpad swipe in that direction" (which is impossible since a held swipe would be no swipe...) to open the world map in the open worlds. but if i could bind just open normal map or open full map separately to swipe directions, i would finally have a D-pad button free for alternative fire again! 

 

but instead of them letting us fix their issues - they even double down on restrictiveness of what always has to be where together with what "since it otherwise would break THEIR idea of a controller setting"? how arrogant and besides the point of a custom setting! DE really needs to get a copy of Elite Dangerous on console (prolly works for gamepads on PC the same way even) to learn how a proper customise controller option looks like: absolute gazillions of different commands per play situation all freely bindable in the same gamepad commands configuration without any issue - and DE doesn't even get it right with this comparatively absolutely pathetically few Warframe has? yeah, no - they have an easily overcomable deficit here that annoys the heck out of so many console/ gamepad Warframe players. 

 

which unfortunately will mean for me: no melee channelling command available then anymore (which also means three to four of my Warframe loadouts that are Life Strike builds will collect dust until this issue is finally resolved)! i didn't use it like ever outside of rare Life Strike builds anyway - despite that i would just love to be able to do it all the time to get to enjoy the cool lightsaber and desintegration animations! and also despite being even with Zenurik and therefore having maximum Inner Might! still though this total relic of a Warframe gameplay mechanic is absolutely not worth using in my mostly Life Strike less builds that rather do finishers forced via stance or Warframe abilities. and not even because channelling would lack in power (as it's an additional independent multiplier from what i think to understand), but because it absolutely screws up any frame's energy usage flow always no matter what.

 

it defies the very basic mechanics of this game and needs a drastic rework - hopefully it will be part of their newest melee rework. like keep the cool animations for less stealth but parry enabling, and let us toggle it off for drastically more stealth (which also would allow the like 95% IMO not very Ninja like feeling Warframes to feel a bit more Ninja again). and that's like it. it cannot be a damage boost for no cost as that would be too meta - but it also cannot cost energy or really much else as that would let it continue to be a forgotten, out-of-place relic from early versions of the game. 

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4 hours ago, (PS4)HELLHOUND_ROCKO said:

honestly, i don't even have room for secondary fire on my DS4 gamepad - because they don't allow open/ close gear wheel to be bound to the touchpad swipe directions (and because for me all 4 Warframe powers need their own separate key of course). but it's still not that there would be too many things to bind, oh no - far from it - it's that DE went way too restrictive with what can be bound where and what always has to have what as it's secondary command when held. i could for example bind open map to a touchpad swipe direction - but this then means that i would have to "hold touchpad swipe in that direction" (which is impossible since a held swipe would be no swipe...) to open the world map in the open worlds. but if i could bind just open normal map or open full map separately to swipe directions, i would finally have a D-pad button free for alternative fire again! 

 

but instead of them letting us fix their issues - they even double down on restrictiveness of what always has to be where together with what "since it otherwise would break THEIR idea of a controller setting"? how arrogant and besides the point of a custom setting! DE really needs to get a copy of Elite Dangerous on console (prolly works for gamepads on PC the same way even) to learn how a proper customise controller option looks like: absolute gazillions of different commands per play situation all freely bindable in the same gamepad commands configuration without any issue - and DE doesn't even get it right with this comparatively absolutely pathetically few Warframe has? yeah, no - they have an easily overcomable deficit here that annoys the heck out of so many console/ gamepad Warframe players. 

 

which unfortunately will mean for me: no melee channelling command available then anymore (which also means three to four of my Warframe loadouts that are Life Strike builds will collect dust until this issue is finally resolved)! i didn't use it like ever outside of rare Life Strike builds anyway - despite that i would just love to be able to do it all the time to get to enjoy the cool lightsaber and desintegration animations! and also despite being even with Zenurik and therefore having maximum Inner Might! still though this total relic of a Warframe gameplay mechanic is absolutely not worth using in my mostly Life Strike less builds that rather do finishers forced via stance or Warframe abilities. and not even because channelling would lack in power (as it's an additional independent multiplier from what i think to understand), but because it absolutely screws up any frame's energy usage flow always no matter what.

 

it defies the very basic mechanics of this game and needs a drastic rework - hopefully it will be part of their newest melee rework. like keep the cool animations for less stealth but parry enabling, and let us toggle it off for drastically more stealth (which also would allow the like 95% IMO not very Ninja like feeling Warframes to feel a bit more Ninja again). and that's like it. it cannot be a damage boost for no cost as that would be too meta - but it also cannot cost energy or really much else as that would let it continue to be a forgotten, out-of-place relic from early versions of the game. 

It took me a long time to get a good configuration going. I...had one. I could work with reconfiguring again but it seems the configuration section is buggy. Melee channel, I believe, is supposed to be bound to Left Trigger. However, I can bind it to other buttons when choosing actions in some order. You cant bind too many other actions with melee channel nor is there a "Clear Slot" option that maybe could help move and assign actions. It's very frustrating.

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Im liking how warframes like limbo and hildryn have a unique dodge roll/dodge charge and i think every warframe deserves a bit of their own unique dodge roll/ dodge charge depending on their powers and capabilities it would make each warframe have an extremely unique dodge or whatever it gets classified as to make it more entertaining or just fun so DE if this could be done i think it would work, in the endits up to you DE, oh and im loving the tatsu to me it looks like a daitou (Japanese for longsword/long katana) and it slices enemies effectively too 

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Zitat

The Data-Hash scanning portion of Phase 1 will be postponed since it is tied to the boss fight. This will go live around the time we send the bug fix build to cert. But in the meantime, you’ll notice the Hashes are still scattered around the Vallis. You can get a head start in discovering their locations now, so that when the time comes for you to put the pieces together, you’ll be ahead of the game! 

That's the explanation. Completely overlooked.

 

Thanks to Vanthenos.

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