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Heart of Deimos: Hotfix 29.0.8 +


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Heart of Deimos: Hotfix 29.0.8

As we’re now 2 weeks post Heart of Deimos launch, Hotfix notes will contain spoilers, such as accurate Entrati member terms, more descriptive Quest phase fixes, etc. 


Necramech Changes & Fixes:

  • Necramech’s can no longer interact with Ramparts or hack Alarm Towers in the Plains of Eidolon.

    • This fixes a functionality loss when interacting with a Rampart while in a Necramech and hacking issues specifically with the Plains Alarm Tower.

  • We have adjusted the Necramech Drop tables to have a mix of Mods in the Necraloid Syndicate as well as on Necramechs outright. 

  • Removed Necramech Vitality, Refuel, Necramech Intensify, and Necramech Pressure Point from Necramech Drops and moved to Loid’s Necraloid Offerings for Standing. warframe.com/droptables has been updated!

  • Fixed becoming stuck mid-Transference when attempting to exit your Necramech while going through Deck 12 in Orb Vallis.

  • Fixed inability to Operator Void Dash after getting nullified by a Necramech during the Isolation Vault Bounty.

  • Fixed ability to bypass the Plains of Eidolon and Cambion Drift perimeters with a Necramech. This also fixes the ability to summon a Necramech when out of bounds.

  • Fixed ability to ignore teleport volumes and walk along lake-beds with the Necramech by keeping constant forward momentum in the Plains of Eidolon.

  • Fixed the Host Necramech UI getting overlapped if a Client squadmate exits their Necramech. 

  • Fixes towards blank ‘Mission Progress’ screen when viewed while in a Necramech. 

    • Still some issues with going from Warframe > Operator > then to Necramech.


General Weapon Changes:

  • Trumna

    • Removed Punch Through on the Trumna Alt Fire projectile. 

      • The main feature of the Alt Fire is the radial attack on each bounce, and Punch Through can make it disappear through geometry. Disabling on the projectile only allows Punch Through to be used with the Primary Fire without affecting the Alt Fire.

  • Quassus

    • Increased Heavy Attack projectiles from 35 to 76

      • Also fixed Quassus Heavy Attack projectiles being slowed down to 15% of their original speed after punching through an enemy.

    • Reduced horizontal spread of projectiles

      • Quassus throws 12 projectiles with a pretty wide horizontal spread, spreading the Damage across multiple targets. Individual damage was not where we wanted it. Increasing it over 100%, narrowing the spread and making sure it will hit additional targets after passing through, increases its lethality to intended levels.

  • Zymos

    • Decreased projectile spread of Multishot projectiles

    • Increased projectile speed from 59 to 79

      • Decreasing spread from Multishot and increasing the projectile speed makes landing headshots with all the projectiles a bit easier.


Helminth Fixes:

  • Fixed losing weapon functionality when casting Resonator on a Warframe other than Octavia (Subsumed). 

  • Fixed getting double prompted to Rush a Subsume if you rejected the first prompt and then went to Feed the Helminth.

  • Fixed being able to fire your weapon during Undertow or Danse Macabre if active while certain abilities inherited from Helminth expire.



  • Improved diagnostics for bugs in the Corpus Researcher Cambion Drift Bounty.

  • Made a few micro-optimizations to HUD Damage indicators.

  • Made some micro-optimizations to HUD rendering.



  • The ‘Awakening’ cinematic now supports translated subtitles.

  • Added Ether Daggers to Simaris’ Offerings for players who might have sold theirs.

  • Updated Deimos Mutagen and Antigen descriptions to indicate which animal they are designated for (Predasite vs Vulpaphyla). 

  • Improvements towards Operator eye textures and shading to look less flat. Look, look with your special eyes!



Infested Companion Fixes:

  • Fixed many cases where the Sly Vulpaphyla wouldn't respect cooldowns, would fail to trigger, or would result in Client FX not getting cleaned up. 

  • Fixed inability to swap Polarities via Forma on Infested Companions.

  • Fixed the name of newly Gilded Infested Companions not appearing in the Arsenal.


Deferred Rendering Fixes:

  • Fixes towards volumetric lighting issues when Deferred Rendering is enabled.

  • Fixes towards scenarios where the Operator appears visually blown out in the Orbiter when Deferred Rendering is both enabled or disabled.

  • Fixes towards overly waxy looking skin for the Operator when Deferred Rendering is both enabled or disabled.

  • Fixed Wyrm Residue puddles not scaling in size properly with Dynamic Resolution enabled alongside Deferred Rendering. As reported here



  • Fixed the Arquebex having an unintended 9th Mod Slot. 

    • Any Polarizations done to this now removed 9th Mod Slot have been transferred over to a free universal (blank) Mod Slot upon login of this Hotfix. In the very rare case of having Polarized the 9th Mod Slot to be universal (blank), the Forma is refunded.

  • Fixed a case where Latrox Une wouldn’t spawn if Garv’s encounter happened before it, and Garv was still around.

  • Fixed inability to progress past the first mission of Saya’s Vigil Quest when replaying it. 

  • Fixed parts of the HUD breaking after attempting to open the ESC menu during a ‘Mission Complete’ animation (going from Free Roam to Town/Hub). As reported here!

  • Fixed ability to clip through wall meshes via Operator Transference. 

  • Fixes towards players unable to launch Archwing after multiple Transference activations.

  • Fixed certain Warframe abilities (Mesa's Shattered Shield, Mag's Magnetize) that create reflecting bullets counting towards hits that increase the Hata-Satya Critical Chance buff. Only hits performed by Soma Prime should increase the Hata-Satya Critical Chance buff.

  • Fixed Smeeta Kavat's Mischief ability, Carnis Mod Set bonus, and Survival Instinct modifying evasion incorrectly, and instead acting as a debuff as opposed to the proper buff.

  • Fixed Clients always hitting a fade-to-black teleport volume when entering the Isolation Vault.

  • Fixed Ash’s Shuriken ability not being affected by Power Strength Mods. 

  • Fixed Limbo not gaining Energy from enemies killed in the Rift.

  • Fixed spot-loading when previewing Revivification combinations with Son in the Necralisk. 

  • Fixed certain Excavation spawns not scaling in level with the rest of the enemies.

  • Fixed Mining, Fishing or Conservation marking the Free Roam node as completed before the Bounty is done.

  • Fixed Scan Aquatic Lifeforms Mod sometimes not revealing fish on Orb Vallis and Plains of Eidolon. As reported here!

  • Fixed cases where the Hata-Satya Mod HUD buff may remain on screen, and not resetting if you enter bleedout in the middle of a casting animation.

  • Fixed missing the Entrati Rank up cutscene if you opened the ESC menu right before the cutscene starts. 

  • Fixed Parvos Granum appearing visually blown out in some cases.

  • Fixed Hydroid’s Relay Captura Scene having too many NPCs. 

  • Fixed Nidus’ infestation not applying color properly. As reported here!

  • Fixed Vauban’s coattails missing the PBR treatment. He should match/blend much better now! As reported here!

  • Fixed an issue where you could not release an animal in the Necralisk if you had no Daily Standing left. 

  • Fixed erroneous text descriptions telling players things exist in the ‘Derelicts’ and that Vor’s Prize is related to Pluto. 

  • Fixed the ESC menu saying ‘Deimos’ where it should have said Necralisk while in the Syndicates menu. 

  • Fixed Cortege prompting to install a Gravimag first as opposed to a Catalyst. This weapon comes with a Gravimag pre-installed, it will only ask you for a Catalyst if you wish to add one.

  • Fixed Protea’s Dispensary minimap icon not disappearing if you’re not in the same tile when the ability expires.

  • Fixed missing 'Hide Owned' Toggle for the Necralisk Oddities Offerings.

  • Fixed missing ‘Owned’ icons for the Necralisk Oddities Offerings if you owned only 1 of the item.

  • Fixed artifacting visuals in the Cambion Drift Wyrm debris puddles.

  • Fixes towards Deimos Carnis enemies lingering on the ceiling too long when they should be attacking.

  • Fixed Wisp not reflecting visual customizations in her Abilities diorama screen.

  • Fixed Chat Linked Reflex Guard Mod appearing as its old version (Parry Chance).

  • Fixed a terrain hole in the Orb Vallis. As reported here!

  • Fixed in-game search not supporting some Turkish characters; including store Offerings, Inventory and especially Chat Link.

  • Fixed grammatical errors in Executioner Garesh’s Codex description.

  • Fixed script error if you tried to press the Rank up button on a Syndicate screen right after pressing ESC to back out to the all Syndicate view.

  • Fixed a script error related to Syandanas that open/close in certain situations.

  • Fixed a script error potentially related to Hildryn’s Pillage ability.


Heart of Deimos: Hotfix


  • Deimos Landscape Captura Scene is now an option for Rank 5 Entrati Syndicate Reward.

    • A Fish Trophy is great, but it needed a bit more variety!

  • Blueprints and Entrati Tokens will now appear closer to the top of the End of Mission Reward section when ordered by ‘Importance’, instead of being buried under Mods and Resources. 

Necramech Fix:

  • Fixed fallen Necramech’s Guard Mode ability not functioning, and instead just draining Energy. 

Helminth Fixes:

  • Fixed Atlas’ Rumblers no longer Petrifying enemies in radius when casting Rumblers if you replace the Petrify ability via Subsumed ability.



  • Fixes towards failing to match-make while in a Town/Hub. 

  • Fixes towards failing to match-make after accepting to replay Saya’s Vigil Quest. 

  • Fixed inability to Chat Link Rivens.

  • Fixed changing from Cooperative Loadout to Conclave Loadout in the Simulacrum Arsenal not allowing you to switch back to your Cooperative Loadout.

  • Fixed Garuda’s Talons not being visible on the End of Mission screen.

  • Potential fix towards a script error caused by Sly Vulpaphyla Survival Instinct triggering.

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Will there be anything of value for reaching Rank 5 Entrati in the future? A fish trophy and a captura scene is all that is available. Necraloid is looking just as bad, despite adding mods to purchase.

I'm really worried about the replay value of this open world if we have nothing left to spend standing on after the one time purchase of blueprints, mods, and weapons.

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Dear DE,


Heart of Deimos is so full of timed missions that are artificially stretched to limit player progression. Please stop with that, it would be nice if missions were less designed about waiting and more about actually playing the game, fighting powerful enemies, doing all that fancy ninja stuff we can do. I don't understand why most missions consist of standing on a spot for 4 minutes and killing enemies, we already have defense, survival, interception, and a lot of nodes these can be played on. Latrox Une is the most notorious example for this tedious system. We don't have a single mission about chasing a target, stealthing something or a nice boss to fight. The killing enemies part is not the problem, but the standing on a spot with a timer and waiting for it to pass is. Please implement some acceleration mechanisms like the purifier mission has, please reward active play.

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Thanks for the updates. A good amount of stuff that needed to be.  Though can we get a command for killing our frame? Sometimes its not possible to die in some cases when getting bugged and need it to refresh our frame unbugged.  Since I don't see any bug fix here about the fishing spear one getting stuck and unable to move. I'd really implore to have a command like this. Being stuck as inaros who cannot die or an ivara while invisible for 56 minutes is not ideal.

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2 minutes ago, [DE]Megan said:

Removed Punch Through on the Trumna Alt Fire projectile. 

  • The main feature of the Alt Fire is the radial attack on each bounce, and Punch Through can make it disappear through geometry. Disabling on the projectile only allows Punch Through to be used with the Primary Fire without affecting the Alt Fire.

Could we get the same treatment for the spearguns? Punch-through is a good stat on them, but it makes the staff fall through the ground when thrown.

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28 minutes ago, [DE]Megan said:

Removed Necramech Vitality, Refuel, Necramech Intensify, and Necramech Pressure Point from Necramech Drops and moved to Loid’s Necraloid Offerings for Standing. warframe.com/droptables has been updated!


Yeah but this is still garbage. You know we can only kill a few necramechs every 30m right? 0.2% drop rates on mobs that die at a rate of 2-6 per hour is insane.

Necramech (Level 0 - 40) Mod Drop Chance: 10.00%
  Necramech Redirection Very Common (75.88%)
  Necramech Steel Fiber Uncommon (22.11%)
  Necramech Thrusters Rare (2.01%)
Necramech (Level 41 - 50) Mod Drop Chance: 10.00%
  Necramech Reach Uncommon (25.29%)
  Necramech Blitz Uncommon (25.29%)
  Necramech Slipstream Uncommon (25.29%)
  Necramech Continuity Uncommon (22.11%)
  Necramech Seismic Wave Rare (2.01%)
Necramech (Level 51 - 100) Mod Drop Chance: 10.00%
  Necramech Fury Very Common (75.88%)
  Necramech Stretch Uncommon (11.06%)
  Necramech Hydraulics Uncommon (11.06%)
  Necramech Streamline

Rare (2.01%)

    I have no idea how to fix this extra space... its from pasting the drop tables. Sorry.
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