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Heart of Deimos: Update 29.1.0


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Heart of Deimos: Update 29.1.0

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





This series is dedicated to the first weapons new Tenno come across as they begin their Warframe journey. You can find all of these in the in-game Market!



Augment your Warframe with this Subtle and sturdy Armor set.


Jump into the future with the high-tech style of the Oscira Collection. Includes the Oscira Armor, Sugatra, and Syandana. Plus, Oscira skins for Pistol, Rifle, Staff, Throw blade, Bow, and Longsword.


All of these can be purchased outside of the Bundle/Collection:












*Edit: Corrected the Oscira weapon skin names. Originally they were dedicated to the new player starter weapons, but we then changed them to be universal Staff, Pistol, Thrown Blade, Rifle, Bow, and Longsword Skins.




This distinctive serpentine Sigil adds venomous menace to any Necramech. As a bonus, a Warframe compatible Snake Sigil is included when purchasing the snake Necramech Sigil!


Rusty but trusty. This skin revives the glory of the legendary Old War Necramech, Snake.

*Find both the Snake Necramech Sigil and the Snake Voidrig Skin with the Necraloid Syndicate for Platinum in the Necralisk!




Transform your K-Drive into a Velocipod! You can choose Purple, Green, and White Velocipod variants - you can color customize the bodies to suit your liking of course, the difference between them being their unique eye designs!


*Find the Velocipod K-Drive Skins from Son’s Offerings for Standing in the Necralisk!


The Great Ensmallening - Phase 1:

This update is a bit larger than normal (6.9GB) because it contains the first phase of our efforts to save you disk space! We didn’t quite save as much as earlier tests had suggested but it looks like this should save people at least 5GB after everything is finished. 

Note that when downloading the update the launcher will do an automatic optimize pass before downloading more (this is necessary to free up space for the new remastered content).

For full in depth details please visit The Great Ensmallening Dev Workshop: https://forums.warframe.com/topic/1223735-the-great-ensmallening/



Xaku Changes & Fixes:

Keeping within the realm of the “community-created Warframe” project, Xaku has received numerous changes based on your feedback! We welcome your feedback post launch in the official Dev Workshop: https://forums.warframe.com/topic/1223976-upcoming-xaku-changes/  

We consider these changes “Round 1” with more to come once players have graciously again provided their feedback! 


Xaku’s Passive: 

  • Including AOE damage reduction as part of Xaku’s Passive. 

    • How it will work: AOE damage will simply take a 25% damage reduction (75% while The Vast Untime is active).

    • Currently, Xaku’s Passive provides a chance that incoming projectiles will fail to hit the warframe at all, instead going right through. But does not include any protection from enemy AOE damage. For example, if a Bombard shot a rocket at Xaku, the projectile itself would have a 25% chance to pass through them and deal no damage (75% with The Vast Untime), but the explosion following would have the full effect. With this change, Xaku’s Passive additionally grants them 25% damage reduction on the following AOE explosion from that rocket. That’s increased to 75% when Xaku is running around bare bones!


Xata’s Whisper:

  • We are making Void damage ‘True Neutral’ by removing the 50% resistance of Void damage on Cloned Flesh and Fossilized enemies - a long desired request for Void damage.

    • Currently, Void damage is relatively ineffective against Cloned Flesh and Fossilized enemies which greatly limits the use of Xata’s Whisper on Grineer and Infested enemies. In an effort to give it (and Void damage in general) more utility across enemy categories, we are removing this resistance so that it aligns with its neutral effectiveness against the other enemy types. It is important to note that Eidolons, Amalgams, and certain bosses will still maintain this resistance.


Grasp of Lohk:

  • Increasing the speed at which enemies are disarmed so that it occurs earlier in the casting animation. Also increasing the casting animation speed overall. 

    • Currently, the point of when enemies are disarmed once Grasp of Lohk is cast is far too delayed. 

  • Increased Grasp of Lohk’s disarming range from 8m to 15m.

    • Not to be confused with firing range, this increase allows a bigger berth for choosing victims to disarm with Grasp of Lohk. 

  • Allowing Grasp of Lohk to be recast. 

    • How it will work: Any existing Grasp of Lohk weapons will simply be replaced by the new cast up to the maximum amount of targets.

    • Currently, once Grasp of Lohk is cast, you are locked with the weapons that were grabbed until the end of the ability’s duration. This is obviously limiting if the ability was cast with undesired effect. To counteract this limitation, we are adding the option to recast with the added benefit of resetting the ability’s duration and disarming a new set of enemies where/when desired. 


The Lost: Deny

  • Adding synergy between Deny and Grasp of Lohk that increases Deny’s damage output.

    • How it will work: The number of weapons orbiting Xaku from Grasp of Lohk act as a damage multiplier for Deny’s Void beam. For example: If you have 4 weapons orbiting Xaku, Deny’s damage will be granted a 5x multiplier. 

  • Increasing the casting speed of Deny. 

    • More firepower… faster!


The Vast Untime:

  • Removing the Energy drain and keeping it a duration based ability. 

    • Currently, the Energy drain on top of its casting cost and duration is far too restrictive and punishing. 

  • Adding Synergy between The Vast Untime and all of Xaku’s other abilities. 

    • How it will work: Emphasis on “Untime”, when Xaku is in their skeletal form their other active abilities’ duration will become frozen in time. Once The Vast Untime expires, the duration of those active abilities resume. This was suggested in our feedback readings and we quite enjoyed the play on the ‘untime’ theme and the added benefit to Xaku overall! We feel that since this no longer has an Energy drain, and that it halts the timer on other abilities, the energy demands of Xaku’s kit will be significantly lessened. 

      • Note: This will not apply to Helminth abilities and abilities from other Warframes from Helminth subsuming.

Xaku Fixes:

  • Fixed Deny having poor hit detection on ragdolled or suspended enemies.

  • Fixed targets affected by Accuse have inconsistent hit detection based on weapon type (beam, bolt, etc).

  • Fixed a case of dealing self damage via Xata’s Whisper.


Marked for Death Changes:

Before we jump into the nitty gritty, let’s revisit what the ‘Marked for Death’ Helminth Infusion is: Stun an enemy; a portion of the next damage you deal to it will be dealt to all enemies around it.

It’s important to note that the description mentions ‘a portion of the next damage’, which was always our intent, meaning we have some bugs to fix and explanations to make on the next steps here.


With Marked for Death now in the wild and being experimented with, it was apparent to not be working as intended by overwhelmingly nuking enemies left, right, and center when combined with certain loadouts and due to certain bugs. We recognize the players who brought this forward with understanding that it needs to be addressed. Let’s get into the meat of it:  

  • Fixed Mods applying twice to the Marked for Death Damage portion dealt in the AOE.

  • Fixed base Damage using the Health/Shield Damage dealt and not capped at the Health+Shield the target had prior (e.g. enemy with 5 Health gets hit by 100 damage, and 100 damage is shared in AOE. It should just be the 5).

    • Radial damage was never meant to exceed the target’s Health and this was our bad. The desired strategy we wanted was players prioritizing tank units like Heavy Gunners to do AOE clears since heavy units have more Health than normal, thus the radial AOE would likely be lethal, not just normal units. This issue combined with numerous bugs of Mods stacking meant this was way over powered. A key part of reviewing these changes will be ensuring that players understand the best case scenario we envision for the power is targeting high-Health enemies to do radial damage to weaker enemies. 

  • Removed Critical Chance from Marked for Death radial AOE. 

  • Capped Damage multiplier stat to 75% and normalized Damage type mults.

    • Here’s an example of normalized Damage type: if the Damage you deal is 0.5 Impact, 0.4 Slash, 0.3 Heat that sums to 1.2x but after normalizing they become 0.42 Impact, 0.33 Slash, 0.25 Heat.

  • Fixed Marked for Death with Arcane Trickery equipped triggering invisibility almost every time, because each enemy hit by the AoE has its own 15% chance to activate Arcane Trickery.


Conservation Changes & Fixes:

  • An accumulation of Community and Developer feedback have brought forth a handful of Avichea changes and fixes:

    • Avicheas now correctly fly in circles around the spawn call area once they reach it instead of hovering directly above it, sometimes widely out of range.

      • This brings Avicheas in line with other flying animals like the Sawgaw, where they fly closer to the call point and land near it. 

    • Diversified ambient Avichea encounters so that they can either be encountered flying around an area or low down perched on the ground.

      • Previously ambient Avicheas were only found flying high in the sky, which could easily be missed to the busy eyes. 

    • Increased the spawn chances of ambient Avichea encounters.

    • Improvements towards Avichea animations.

      • This also fixes cases of ambiently spawned Avichea’s 'slowly ascending to the heavens'. 

    • Fixed Avicheas (and Mergoos) not flying away when gunfire is nearby.

      • Birds do as birds do - Warframe ain’t no different! Being stealthy is key for catching these animals.

  • Fixed some Conservation trail start points appearing under the endocrine goo in the Cambion Drift.

  • Fixed inability to move, shoot, switch weapons or use Warframe abilities after hitting a dissolving corpse with the Infested Ebisu or Spari Spear whilst fishing. 


Please note that the Conservation team has more planned in terms of quality changes and fixes - stay tuned!


Fishing Changes & Fixes:

  • Improved spawn rate of Fish in the Cambion Drift to be closer to past Free Roam behaviour. You should generally have a maximum time between fish of ~15 seconds instead of ~50 seconds.

    • We welcome your feedback if even further changes are needed! 

  • Reduced the number of Fish parts required per Daughter Exocrine Assignment from 3 down to 2. This brings Daughters economy in line with Son, where the max number of requested parts is 2.

  • Fixed some various script errors that sometimes resulted in an inability to catch Fish.

  • Fixed Cambion Drift Fish spawning in the same spot over and over if you didn’t move.

  • Fixed throwing your Fishing Spear into Mag's Magnetize can lead to temporary or complete loss of functionality.

  • Fixed some jittery hands animations that play throughout the Fishing Spear throw+recall sequence.


Necramech Changes & Fixes:

  • Currently there is a 3 minute cooldown on every use of the Necramech Summon Gear item. We’ve changed the cooldown behavior of the Necramech Summon to reflect the following:

    • If the player's Necramech is still active, then the Necramech Summon only has a 10 second cooldown. Summoning it this way will move the Necramech to the player's desired position but NOT restore its Health/Shields/Energy.

    • If the player's Necramech has been destroyed, then the Necramech Summon has a 3 minute cooldown, and will have its Health/Shields/Energy refilled on summon.

  • Reduced the Necramech’s Shocking Iron ability sound loop.

  • Fixed summoned Necramech’s not having their Modded values when summoned again after dying.

    • This was an issue before the cooldown changes.

Fixed summoned Client Necramech’s having 0 Energy when summoned again after dying.

    • This was an issue before the cooldown changes.

  • Fixed rare case of a player's Warframe ceasing to exist after Transferring into a Necramech, resulting in an inability to Transference back into your Warframe.

  • Fixed personal Necramech losing all functionality after Transferring into a fallen Necramech and then summoning your own Necramech.

  • Fixed ability to interrupt the Necramech ground slam attack with another ground slam attack or normal melee attack. 

  • Fixed Client Necramech’s appearing to run in place after Transferring out of the Necramech with forward momentum. 

  • Fixed the Necramech appearing crushed around an Excalibur when viewed via Look Link or Mod Link.

  • Fixed the Necramech model clipping/overlapping with the Upgrade screen when accessed in a Hub/Town.

  • Fixed Necramech UI and regular weapon crosshair overlapping when attempting to access the Gear wheel via controller while in the Necramech. 

  • Fixed Necramech weapon appearing blurry after Transferring into a summoned Necramech before the weapon opening animation finishes.


Sepulcrum Changes & Fixes:

  • Decreased the unguided flight time of the Alt Fire on launch from 0.06s to 0.03secs.

  • Decreased the unguided flight time of the Alt Fire smoothing from 1s to 0.4secs.

    • This makes the Alt Fire projectile start to home in on their targets faster and curve more acutely towards them.

  • Decreased Alt Fire re-arming delay from 0.2s to 0.01secs.

    • This decreases the time between being able to lock onto additional targets after the first.

  • Increased max lock distance from 60m to 80m.

  • Increased loose lock distance from 80m to 100m.

    • This increases the distance you can lock onto targets with Alt Fire from 60m to 80m, and lock won't be lost unless the targets move beyond 100m.

  • Fixed cases of the Sepulcrum Alt Fire not properly targeting enemies. 



  • Optimized performance of several user interfaces including the Nightwave and Void Relic Refinement screens.

  • Optimized download of some parts of Warframe.

  • Made a large number of small optimizations to the UI system.



  • General polish and cleanup of sounds in the Arsenal to remove unintended sounds.


Helminth Fixes:

  • Fixed a crash when hovering over the Roar ability in the Upgrade screen on a Hildryn which had Balefire replaced by Roar via Helminth.

  • Fixed a crash that occurred when sitting in the Helminth chair with poor connection quality. 

  • Fixed Infested Mobility buff effects never ending when under Rank 3.

  • Fixed Infested Mobility not being affected by Strength like the Arsenal stat screen claims.

  • Fixed Infusing a new ability via the Helminth to Config D, E, or F not showing the ability has been applied until the player loads into a mission.

  • Fixed Titania's Tribute HUD not working if Razorwing was overwritten via Helminth.

  • Fixed rare case of the UI showing that you have the exact Secretion % required but won’t let you perform the action. This was due to rounding values in the back end that aren’t visible in the UI.

  • Fixed missing check mark beside recently earned Helminth Rank until you close and re-open the Helminth interface.



  • Fixed inability to progress through some Corpus/Grineer Invasion missions due to an inability to enter the portal, and just getting put through a never ending loop that goes nowhere.

  • Fixed Carnis Set Mods not functioning for both Host or Client players.

  • Fixed cases where Limbo’s Banish could be cast with 0 Energy.

  • Fixed the Soma Prime's Hata-Satya Mod not respecting Multishot for Clients.

  • Fixed ability to apply Status Effects to the Deimos Saxum before Femurs have been broken. Femurs must be destroyed first before Status Effects will affect the Saxum. 

  • Fixed Zymos seeking swarms not being able to critically hit.

  • Fixed Zymos not spitting out the homing spore projectiles after the headshot explosion triggers for Clients.

  • Fixed Garuda’s Dread Mirror Damage Capture Multiplier/Projectile Damage not matching ability screen numbers in the Arsenal.

  • Fixed ability to go under the floor with a combination of Transference and Titania’s Razorwing.

  • Fixed Garv and his Grineer hooligans not de-spawning after doing a Bounty such as Anomaly Retrieval or Core Samples. This results in multiple Garv’s in the Cambion Drift when doing back to back Bounties.

  • Fixed issues with the Purify Deimos Bounty, where the 'samples' UI will decrease from 35-15 when a Host migrates. However, the collected amount doesn't reflect this switch and will be greater than the UI limit indicates.

  • Fixed the Latrox Une ‘upload’ phase skipping if there's a Host migration while collecting samples for Latrox Une.

  • Fixed the Deimos Claw Skin not applying properly to the Keratinos.

  • Fixed inability to quickly select the Secondary Emissive and Energy colors when attempting to customize Warframe/Weapon colour Appearance using the controller d-pad.

  • Fixed the default icons for Mutagen and Antigen samples in the Predasite/Vulpaphyla Revivification menu (Son at Necralisk) being swapped. 

  • Fixed a section in the Harindi Crater within the Orb Vallis that resulted in your Warframe turning invisible, the minimap changing, and enemies not attacking you.

  • Fixed inability to spawn Deimos Saxum/Deimos Saxum Rex in the Simulacrum. 

  • Fixed Tokens appearing in End of Mission screen with common items. Should now appear above regular Resources and Mods.

  • Fixed Khora appearing mangled in the End of Mission screen diorama.

  • Fixed Loki’s Invisibility ability aggressively color grading your surroundings - very noticeable in the Cambion Drift when your Energy color is neon green (lol).

  • Fixed towards the Necralisk door opening animation playing when the door is already open. 

  • Fixed Inbox Gift messages not displaying the amount of items Gifted (ie 5 Forma, etc).

  • Fixed inability to exit the Shawzin with a controller if a key binding is changed since Start then becomes unbound.

  • Fixed the Gear Wheel overlapping the Void Fissure End of Mission Reward screen.

  • Fixed Credits Icon appearing slightly larger than intended in the End of Mission screen,

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

  • Fixes towards poor Extraction waypoint pathing in the Grineer Shipyards tileset.

  • Fixed Paris bow 3D draw sound not cutting off when bow is fully drawn.

  • Fixed some spot-loading that would occur when selecting an Infested Companion in the Arsenal.

  • Fixed possible spot-loading when going into a Town/Relay/Hub.

  • Fixed numerous script errors when encountering Latrox Une in the Cambion Drift.

  • Fixed a script error related to having Hildryn’s Balefire active while transitioning from Free Roam to Hub/Town.

  • Fixing a script error with the Railjack Tactical Menu.


Side Note:

Isolation Vault reward tables have been added to warframe.com/droptables!

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Why not?:

В 19.06.2020 в 13:22, Aeon94 сказал:

I have been playing with Garuda Hinsa skin and noticed that she is missing Dread Mirror skin. Not only colouring is hard with different textures and materials of Deluxe Skin and base Dread Mirror, she also feels incomplete without matching Dread Mirror. Hope it gets added into the game.

ArtStation - Garuda, deluxe skin. Warframe., Arsen Asyrankulov



В 19.09.2020 в 02:23, -Potato-13 сказал:

All these hot fixes and you still don't fix garuda not being able to use blood rush and weeping wounds..


Garuda's Blood Altar bad contact with Rollers and Bursa:






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No need to write a bunch of gibberish about M4D, we all knew it was gonna get completely gutted. But I'm finding the "The desired strategy we wanted was players prioritizing tank units like Heavy Gunners to do AOE clears" part really hard to take seriously tbh. You have statistical data on weapon usage guys. How many people use Acid Shells, Vulcan Blitz or Thermagnetic Shells which have forever worked kinda the same way?




Onto Xaku now. One of the reasons why we shouldn't be taking 6 forma builds into account when balancing their kit. I've seen some since Xaku's release, they're so tight for mod capacity that we're stuck with certain mods just to be able to slot the others in or to reach certain thresholds (200% str for Gaze, decent range and duration for their other skills).

Xaku's kit doesn't allow for versatility with their current base stats. Again, just taking Gaze into account here for example you want 200% str. That means two to three mod slots occupied by strength mods alone (some used power drift, I went for R8 transient fortitude and Umbral intensify). Ok, now you want Grasp to be worth something so you're now stuck with Stretch+Augur Reach unless you go for Overextended and mess up the threshold for Gaze. Natural Talent feeling pretty much mandatory and so on.

With most builds I've seen so far, including my 6 different loadouts, there's no reliable way to make them versatile and have utility mods in unless you compromise the whole purpose of their kit.

Also while efficiency is usually the first stat you'd think on ditching because Arcane Energize, exodia brave and some other means we have to restore energy quickly that doesn't mean Xaku should be balanced around that. Not everyone has those, even less so the playerbase you want to log into the game the most based on DE's statistics.

Garuda used to need 200% STR too to get that 100% bleed chance sweet spot. Now takes about a third of that power strength to reach that threshold. She can work with less than 100% bleed chance too (compared to armor, where a 99% decrease still makes Grasp of Lohk do barely anything to enemies in regular SP content) She also got her casting times decreased. Hopefully it won't take over a year to make Xaku truly viable while trying to have build versatility (Garuda was released Nov 8th 2018 and the changes I'm referring to were introduced Nov 22nd 2019 ).

Besides that I agree with what most people have stated in here so far. Void dmg is not worth using (stat proc works effectively like a self debuff; makes it easy to figure out which skill to swap out with helminth, right?). Evasion is not a good survivability stat to rely on while playing (It also works against mods like Adaptation for example), even less so vs AOE or lingering dmg sources (like the ones that infested Moas use, toxin clouds from infested ospreys and Scorch fire patches). Grasp and Gaze need both higher range, duration and target aquisition range for Grasp specifically. Lastly I haven't read through all 13 pages we have on this thread so far, but I'm fairly certain some people might've addressed Grasp of Lohk aiming enemies caught by Gaze too.

I really wanted to like this warframe. Bought Xaku's collection on release. Threw about four forma in iirc before I realized In practice their kit feels quite underwhelming no matter what you do. Also please DE, make Attachments/Syandanas being shown while using Vast Untime a toggle. What's the point in slapping all the cosmetics we worked so hard and/or exclusively paid to own if we can't see them while using what seems to be one of the focuses from this workshop? If Vast Untime ends up working like you're suggesting, then it's safe to say we're gonna want to use it quite often. Not a fan of running around as a naked skeleton with only color changes to differenciate Xaku players on the same team.

PS: Yeah, I copy pasted the whole msg I wrote at Xaku's dev workshop. Glad to see a couple changes but Xaku's main issues still stand, like Grasp focusing Gaze targets and its firing range remaining unchanged. And yeah, I'm quite salty here. I'm starting to empathize a lot with all the people who have been asking for deserved fixes for over two years now.

PS2: Revise Exodia Contagion.

PS3: Did you just gave us a primary rifle UNIVERSAL SKIN?!





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I hope to get actual hotfix for a change not hotbug :clem:




Fixes towards poor Extraction waypoint pathing in the Grineer Shipyards tileset.

How about fixing Deimos hunt starting points aka FIX YOUR 💩?

Poop pathfinding is out of whack! Marking specific animal hunt start point on the map most of the time leads me through caves only to discover the actual poop is far outside of the cave.

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10 minutes ago, [DE]Megan said:

Old War Necramech, Snake.

Kept you waiting, huh?

I want some more!

9 minutes ago, [DE]Megan said:

Necramech Changes & Fixes:

More once more:

  • Companion Mods (Vacuum/Fetch, Animal Instinct) should still function
  • Innate Health and Energy Regeneration.
  • Smoother transitions after charging. The pauses after the charges are pace-breaking.
  • Adjust the modding as even with 9 Formas, you can't slot a final mod into the mech's 12th slot.
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DE, plz consider taking a look on the following issues:

- Subsequent vault bounties often not being t2 and t3 as expected
- Not being able to use archwing after leaving mechs
- Fetch/vacuum not working while in mech
- Not being able to pick up stuff/revive tenno while in mech
- Mech often not spawning but triggering its cooldown Fixed! gj
- Missleading waypoints/loc-pins in HoD
- Amps self knockdown
- A way to check cycles BEFORE entering HoD
- Cant release pet with son if you have max standing (even though it doesnt give any standing)
- If your mech is destroyed while not being host u might get stuck in an operator with no focus till the end of the mission (even after u die) Fixed! Nice
- Balance Bile materials

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Thanks for the update!

Glad to see our feedback about Sepulcrum's homing and lock-on have been taken into consideration.


edit: The sepulcrum's alt fire feels much more responsive now (playing as the host) thanks to the timing tweaks. However, and while Zymos seems to work fine now both for hosts and clients, unfortunately Sepulcrum's missiles still don't home in at all if i'm not the host :(

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