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Gara Prime: Update 30.3.0


[DE]Rebecca
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1 minute ago, cittran said:

Conceptually I have no issue with it at all. I'm ambivalent to the actual change. I do have an issue with people angrily complaining about it when DE literally explained the exact reason for it in the update post itself.

And as you just said, we have a ton of bugs already and might have very well introduced many more with the recent UI changes, so why would be a good idea to introduce the possibility of even more bugs when they could instead just switch it off entirely.

It's an incredibly minor cosmetic change, and the fact that some people can still feel justified in rudely complaining is my issue. If all the people bringing it up were saying stuff along the lines of "Hey, we get why you didn't do it, but here's a bunch of people who've voted in this poll we made to show that yeah, there are plenty of people who actually want the option."

DE listened to the community and made Splinter Storm not explode her armor, and as soon as the community finds out we've already got people bellyaching about it.

Rock and a hard place, and these people have no idea what coding goes into something like that, but still feel entitled to the exact way they want something and it being a priority.



Don't take this as me white-knighting for DE, because there's definitely stuff they've done before that I didn't like.
But if you're going to offer criticism about something, it generally makes the message more likely to succeed if the criticism isn't built on ignorance or anger -- unless it's something incredibly egregious, which this isn't.

I'll agree with you in part. So far except for a couple exceptions I've been getting answers by the same people who always go out of their way to defend the undefendable on every single hotfix thread. Don't worry, I'm not taking it as if you're white knighting DE, regardless of the not so subtle "ignorance or anger" jab you threw at me.

Please let me be please clear about this. I'm not angered nor ignorant about the topic. The change actually goes in my favour, as I've layed down on my very first post on this thread and explained my reasoning further on later replies. My issue here is the people that got screwed over being open minded and helping with a cause they didn't agree with but also didn't hurt anyone either. They got screwed for no reason.

That said out of all the threads I've read regarding Gara's armor, the majority of the comments pointed to it being a toggle so everyone could be content, even those who didn't want the change for themselves (Including myself -please refer to previous answers I gave to understand this- and a couple others who I answered to in this very thread).

Regarding priorities. Take the Nikana sheathing bug that's been seemingly fixed on this hotfix (haven't tested it myself yet, but I also chimed in with a couple videos of my own a couple years ago). I'm sure most of us would've rathered they focused on game breaking glitches instead, for sure, but history has proven otherwise. Conclave, Lunaro, Pets 2.0, modular Archwing rework, Duviri Paradox, you name it. Some of these we do have ingame and are largely forgotten and broken. The others teased years ago. Wouldn't you say it would've also been great if they hadn't gone through all the time, money and development time needed to present the Duviri Paradox two years ago at Tennocon and instead focused those resources on improving what we already have?

Aside that, this hasn't been the first time we've been through this. Chroma's default helmet on launch was Drac's, and it also got changed to what we now recognize as his default helmet due to negative feedback. (disclaimer: Drac's one of my fave free helmets). Venari got changed to acting on its own thanks to community feedback, and while relying on its AI is highly debatable as a solution, at least it didn't end up being another Nekros' desecrate pre-rework.

As for the bugs over changes thing, please refer to my latest reply above yours. We've had long withstanding bugs since forever, there's a reason why people are still re-posting those threads on every hotfix thread. That's never going to change. So I see no reason why they chose one over the other when even the links they provided at the start of the post were asking for something different that could please both opinions instead of what we were given. This just creates more vitriol among the community. As if we didn't have enough already.

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4 hours ago, [DE]Rebecca said:

Fixed multiple issues with the Nikana Zaw (Sepfahn Strike):

  • Fixed sheath disappearing after attacking for the first time in a mission.

  • Fixed the sheath sharing it's colour channels with the blade instead of being coloured in attachments.

  • Fixed the sheath not showing in Captura.

  • Fixed issue when using Sepfahn strike without a skin (rotating on every holster/unholster), was previously fixed only with skin applied.

Thanks for this, and for all the other QOL changes!!!

Cheers

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13 minutes ago, Leqesai said:

Super Troopers Yes GIF by Searchlight Pictures

 

1 hour ago, Leqesai said:

Empathy? Ew.

Yeap, as expected. So easy to see through you... Between that and this other quote, looks like you showed your true colours.

Edited by metvincent
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On 2021-05-25 at 10:26 PM, PublikDomain said:

If it were just for Gara, sure. But there are a lot of frames which would benefit from this kind of setting. DE could have:

  1. Done nothing, which would leave some Gara players upset and the others happy.
  2. Changed Gara and given players no choice, which pleases some Gara players but pisses off the others.
  3. Added a toggle to just Gara, which would have made both halves happy but would have involved an iota more work. How terrible! 😱
  4. Approached this as a system and expanded cosmetics options to support alternate ability effects, which would have required some more work 😱 but would have made all Gara players happy and added a bunch of functionality to other frames like Rhino, Nova, Hydroid, Ivara, etc. and given DE a new type of cosmetic to sell.

They had a chance to improve the game in a not-insignificant way, but instead they took the lowest effort way out and traded one group of unhappy players for another.

I completely agree that such a feature would have a use but it is fair to expect something like this is a non-priority to them when there are so many other things being worked on right now. 

This is DE we're talking about. Expecting them to do this in a really comprehensive manner that is ammicable for all players is really not realistic. They just don't have the track record to suggest that they execute changed/added features in a non-buggy feature-rich manner. I don't mean to sound like a negative Nancy but its true. DE just kind of muddles through, releasing sandwich after sandwich of great-stuff meat surrounded by buggy half-broken bread. Then we get a trickle of bugfixes and rebalances spread out over months/years.

Love the game. Been around long enough to know that lower expectations generally gives more favorable results, with regard to Warframe and DE.

Now I'm gonna go back to throwing money at DE because that's what I do.

On 2021-05-25 at 11:15 PM, metvincent said:

 

Yeap, as expected. So easy to see through you... Between that and this other quote, looks like you showed your true colours.

Maybe... Maybe not.

Honestly I would love to have an intelligent conversation about the subject but your projection of false-assessments of my character is kind of disheartening. It isn't very productive to argue with someone who sees fit to approach topics in such a way.

Especially since I don't disagree with much of what you've said. I more disagree with the way you've approached the problem. 

 

I'm also perfectly happy to be a turd.

bump braxton GIF

Edited by Leqesai
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Any chance you could maybe turn up the base crit chance and crit damage on gara's prime weapons a little more? while they look great, I gotta admit I'm a bit underwhelmed in their functionality compared to some of the touch ups some of the other prime weapons got towards increasing their viability.

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2 minutes ago, sthenobeast said:

Any chance you could maybe turn up the base crit chance and crit damage on gara's prime weapons a little more? while they look great, I gotta admit I'm a bit underwhelmed in their functionality compared to some of the touch ups some of the other prime weapons got towards increasing their viability.

Gotta agree a bit here. 1.8x crit damage on the melee is a bit low considering it is a fairly viable hybrid weapon. 

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54 minutes ago, Leqesai said:

Maybe... Maybe not.

Honestly I would love to have an intelligent conversation about the subject but your projection of false-assessments of my character is kind of disheartening. It isn't very productive to argue with someone who sees fit to approach topics in such a way.

Especially since I don't disagree with much of what you've said. I more disagree with the way you've approached the problem. 

 

I'm also perfectly happy to be a turd.

bump braxton GIF

I always read every hotfix thread up to the last page. You built that image of you yourself. It's not like I'm the first person you've had way more heated and personal arguments in here than what I've ever had with others.

There's no intelligent conversation to be had here if you're ultimately resorting to one liners and actually prouding yourself in your apathy. If all you wanna do is hear your own like-minded voice and that's the hill you wanna die on, that's on you.

Points to you though since you didn't end up like the last person whom I argued with here that dug his/her own grave with a xenophobic remark towards me out of the blue to somehow try and justify his argument about the game 🙄 I'm guessing he/she tried his/her worst to be dismissive yet ended up talking ill of him/herself way worse than I'd ever could've. As funny and cringy as it was too read that at least you didn't stoop that low.

Edited by metvincent
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25 minutes ago, sthenobeast said:

Any chance you could maybe turn up the base crit chance and crit damage on gara's prime weapons a little more? while they look great, I gotta admit I'm a bit underwhelmed in their functionality compared to some of the touch ups some of the other prime weapons got towards increasing their viability.

Couldn't agree more. Although I'd very much rather they get rid of the forced impact proc on the primary shot. Reminds me in a way of Akstiletto Prime a couple years ago, it was a PITA to land consecutive headshots with it back when we had no Ensnare or Magus Lockdown and Bastille was buggy enough to let enemies drop from it on and off regardless of how much power strength you had on Vauban. And now that we do it just forces us into using those skills/frames/arcanes.

I think Astilla Prime would be a LOT more enticing if they did that.

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50 minutes ago, Leqesai said:

I completely agree that such a feature would have a use but it is fair to expect something like this is a non-priority to them when there are so many other things being worked on right now. 

If that's really what's blocking this feature then they should say that instead of hiding behind a weak excuse like "it might cause bugs".

52 minutes ago, Leqesai said:

Expecting them to do this in a really comprehensive manner that is ammicable for all players is really not realistic. They just don't have the track record to suggest that they execute changed/added features in a non-buggy feature-rich manner. I don't mean to sound like a negative Nancy but its true. DE just kind of muddles through, releasing sandwich after sandwich of great-stuff meat surrounded by buggy half-broken bread. Then we get a trickle of bugfixes and rebalances spread out over months/years.

I don't think this particularly absolves them of anything. They make a lot of dumb decisions all the time and they like to take the easy way out whenever they can. That doesn't mean we should be cheering them on when they don't even try.

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On 2021-05-26 at 12:10 AM, metvincent said:

As funny and cringy as it was too read that at least you didn't stoop that low.

Sometimes it is fun to stoop low, though. I've certainly done my share of stooping ;)

But I don't really take the forums too seriously. Behind the wall of anonymity people tend to do/say things that are pretty rude. But I don't think most of what we say on here is worth taking personally. 

But you better believe I aint readin' no huge block of text. You give me a TLDR and I'm taking it. 

full house you got it dude GIF

 

On 2021-05-26 at 12:18 AM, metvincent said:

Although I'd very much rather they get rid of the forced impact proc on the primary shot.

Does the new impact to slash mod work with this? I haven't tested it yet. I can't remember if there is a shotgun version of the mod.

 

On 2021-05-26 at 12:20 AM, PublikDomain said:

If that's really what's blocking this feature then they should say that instead of hiding behind a weak excuse like "it might cause bugs".

I agree.

I mean.. "it might cause bugs" is completely inaccurate anyway. It WILL cause bugs. But that has to do with DE's track record more than the difficulty of programming such a feature, I imagine. 

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5 hours ago, [DE]Rebecca said:

PLUS! As an added Gara QoL change, her glass armor no longer disappears during Splinter Storm!

You have requested many times (many, many, times) to have a UI toggle that will give you control over whether Gara's glass armor parts will "shatter" while using Splinter Storm. You want to use this power all the time, but it makes your warframe look so much less... shiny when you do.

 

Given how persistent and unified this feedback is, we've decided to simply make this power not remove her armor plates while it is active. Adding a toggle adds significantly more complexity to the code and significantly more chances for things to break than just not having the effect at all.

 

We hope this change will be appealing to everybody living on the cutting edge of Gara fashion.

I hope you guys decide to revisit this in the near future and add in the option, and I hope you let us know if or when you do. Every feedback thread there asks for an option - I think for a good reason, as I believe you'll find some people would rather lose the armour parts on Splinter Storm cast for lore consistency / realism / indicator of ability activation, so on and so forth. It may add extra complexity, but I think it's worth it for enhancing good-will. Y'know, showing you're all willing to put in the effort, going above and beyond for the things we like.

That and maybe it's not a bad spot to think about ways to clean up and untangle code on a more fundamental level? In theory if you have the two states ready to go and decently modularized, you should just have to surround those states in conditionals. "If (option ticked) { showGlass(); }" sort of stuff. I understand things are likely very tangled up and make that a lot more difficult to do, requiring a good bit of cleanup here, there, and everywhere. But, besides a clean workspace leading to far fewer problems in the future (I mean, this is kind of a prime example!), something like "option for Gara's armour" is something tangible. You can make a SMART goal to untangle things so that putting in an option isn't such a headache. 

Moreover, that makes it the sort of thing you guys, as developers, could walk us through: "here's what we're trying to do, here's the problems and the sorts of things its connected to, this is the progress we've made on that front this week". Something that just pops in as a hotfix or update footnote here and there. I don't think that kind of long-term goal-showing communication happens often and, I think, it's kind of to a detriment. We as players do our best to understand the amount of work required for even simple things, just because games are so complicated. But we're also freaking dumb: we have no earthly idea. Our guesses are often about as educated as kindergarteners. That probably doesn't help when we see something that should seem simple not get implemented because it's secretly super freakishly complicated. Lots of people get frustrated with those kind of perceptions: we neither see nor understand the complication, even on a rudimentary level.

Take that for what it's worth, of course. I think it'd be a good idea to just have that kind of (small but long-term-impacting) goal and that kind of communication with the community saying "here's the headache we're working through, this is where we've gotten so far, please send emergency Timbits the for loop isn't terminating". And it's also just a peek into the development world when we're mostly presented with design, sans the nuts and bolts.

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12 minutes ago, Leqesai said:

Does the new impact to slash mod work with this? I haven't tested it yet. I can't remember if there is a shotgun version of the mod.

Internal Bleeding. It's only for rifles. Even if it worked on shotguns, Astilla's forced impact proc only happens on the primary fire, so it wouldn't be worth it regardless since its main source of damage and the main gimmick of the weapon is the AOE.

It's like slapping the mod on Lenz.

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12 minutes ago, metvincent said:

Internal Bleeding. It's only for rifles. Even if it worked on shotguns, Astilla's forced impact proc only happens on the primary fire, so it wouldn't be worth it regardless since its main source of damage and the main gimmick of the weapon is the AOE.

It's like slapping the mod on Lenz.

Yeah that's a bummer for sure. 

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Il y a 6 heures, [DE]Rebecca a dit :

Gara Prime: Update 30.3.0

 

You will notice the download size is 2.2 GB. There’s a few reasons why. First, it’s a Mainline. If you don’t know what that means, it’s when we deploy all pending changes to the game in a big batch. Second, it’s jammed with Quality-of-Life that is listed below for you to enjoy.

 

GARA PRIME HAS ARRIVED!

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GARA PRIME

Continue the legend of the glass-armored warrior Gara. Dominate the battlefield with the power and purity of crystal.

 

ASTILLA PRIME

Loose explosive glass slugs that tear through enemies with Gara’s signature shotgun. Presented here in its spectacular Prime form.

 

VOLNUS PRIME

The glorious original Orokin casting of Gara’s signature glass hammer. Deceptively light and swift, while remaining lethally effective.

867969f17a8ad43d167dd24ae51b3a54.jpg

 

Get the newest Prime gear with Gara Prime Access and Prime Accessories here: https://www.warframe.com/prime-access

 

7b70fcdd03831a4221992a2824df0756.jpg


 

Wukong Prime, Zhuge Prime, and Ninkondi Prime have entered the Vault!

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

 

  • Replaced Perrin Sequence Sacrifice of Wukong Prime Chassis with Atlas Prime Chassis.

  • Replaced Perrin Sequence Sacrifice of Ninkondi Prime Handle with Baza Prime Stock.

  • Replaced Steel Meridian Sacrifice of Zhuge Prime String with Pangolin 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 Disposition Changes:

As with each round of Prime Access come updated Riven Disposition numbers. See the full Disposition changes here:

https://forums.warframe.com/topic/1265139-may-2021-riven-disposition-updates/ 

 

PLUS! As an added Gara QoL change, her glass armor no longer disappears during Splinter Storm!

You have requested many times (many, many, times) to have a UI toggle that will give you control over whether Gara's glass armor parts will "shatter" while using Splinter Storm. You want to use this power all the time, but it makes your warframe look so much less... shiny when you do.

 

Given how persistent and unified this feedback is, we've decided to simply make this power not remove her armor plates while it is active. Adding a toggle adds significantly more complexity to the code and significantly more chances for things to break than just not having the effect at all.

 

We hope this change will be appealing to everybody living on the cutting edge of Gara fashion.


 

Railjack Changes & Fixes: 

 

  • Command Intrinsic Crew Changes & Fixes:
    The following changes are a prelude to the release of the Rank 10 Command Intrinsic coming in the Sisters of Parvos Update! 

    • Added a ‘Contracts’ tab to Ticker's ‘Hire Railjack Crew Members’ in Fortuna.

      • You can also end Contracts with the Crew Members that are not equipped from here. 

      • This has been highly requested! You can now review your current Crew Contracts while perusing potential Hires to see what positions you have to fill or who might have to be replaced (get the boot!). 

    • Converted Kuva Liches can now be used as ‘On Call’ Crewmates.

    • Crew Members now have more relaxed behaviour when not on a mission.

    • Crew Members will now play transmission voice lines whenever they are being customized in the Dry Dock. More personality for your team!

    • Crew Competencies are now visible in the Tactical Map when hovering over Crew Members. 

      • This was highly requested to help make an informed decision when swapping Crew roles in the heat of battle.
        ec0b04b8fc01c253fca5b0c9a3aedfd7.jpg

    • Crew Piloting the Railjack will now hold position when you are either in the Archwing Slingshot or using the Forward Artillery. 

      • To help players engage their targets, the Pilot will prefer to point the ship at targets that you are aiming at.

      • This is also our first attempt at this function, so some future tweaking is to be expected!

    • Crew piloting Railjack will now fly to attack the weak-point marker at the end of Railjack Volatile missions. 

    • Updated all of New Loka Crew's mouth shapes for the visemes to improve the overall quality.

    • Fixed Crew attempting to get into the Forward Artillery and/or Pilot harness after giving all three Crew the ‘Gunner’ role.

    • Fixed hitch related to On-Call Crew Member attachments (Armor and Syandana).

    • Fixed Crew getting stuck in turrets if you tried giving them another order while they were still getting into the gun.

    • Fixed long Kuva weapon names escaping the bounds of the pop-up when viewing in Crew Equip and Contracts screens. 

    • Fixed a case where the Crew Pilot would stop if all targets were too far away.

    • Fixed Crew assigned to Gunner after assigning another Crew member to the same position being unable to go into or stay in any of the Railjack turrets.

  • Improved the ‘Abort’ Railjack mission flow by changing and fixing the following:
    These changes come after reviewing why Clients in Railjack missions would often find themselves feeling unable to leave after mission completion in public squads. We determined that the language used in these scenarios was unclear/confusing and that there were several other issues related to how rewards were shown in the UI and saved to inventory that we have resolved below!

    • ‘Abort Mission’ will now update to ‘Leave Mission’ in the pause menu after successfully completing a Railjack mission. 

      • It will also prompt a new message that better describes what will occur: “Leave Mission: You will keep mission rewards and XP earned to this point, but will disconnect from your squad. Are you sure you want to leave this mission?” vs. the previous “Abort Mission: You will keep progress but forfeit the completion rewards and bonuses. Are you sure you want to abort this mission?”

    • Fixed Clients not being able to ‘Abort’ Mission and retain their rewards once the mission objective has been completed. 

    • Fixed the End of Mission screen not showing the full collection of rewards earned in the mission when returning to the Orbiter. 

    • Fixed ‘Aborting’ Railjack Mission not awarding items earned from POIs.

  • Reduced the opacity on Railjack Armament Reticle UI that cannot be used during ‘Railjack Blink’.

  • Added “A Railjack is required to access Railjack Research” message to the Railjack Research console if you do not own a Railjack yet. 

  • Added the ability to rebind the ‘Reload’ function in the Railjack bindings. 

  • Made updates to the machine sounds and radius in the Corpus POI airlocks.  

  • Fixed crash related to waypoint position in Pluto Proxima. 

  • Fixed the Corpus Troop Spawn Racks in the POIs malfunctioning & ejecting you into space if you get caught underneath it as it's coming down. 

  • Fixed being unable to leave the Railjack or fast travel when returning from a Railjack mission to a Relay. This also fixes the pause menu showing Dojo options instead of Relay. 

  • Fixed using the Dojo Arsenal during Railjack mission countdown creating duplicate companions. 

  • Fixed enemies not spawning in Volatile missions (after mission complete) when you had previously run an Exterminate or Sentient Anomaly mission and travelled directly to the next Volatile mission. 

  • Fixed being unable to exit the Railjack Pilot and Turret seats after returning to the Dry Dock via pause menu.

  • Fixed Railjack Mods popup on pickup in mission using the old UI when they were still Avionics. They will now popup on the left side as Mods like other Mod pickups!

  • Fixed Electricity Hazards on the Railjack also affecting players’ HUD that are on Crewships. 

  • Fixed being unable to use the Tactical Map while piloting stolen Crewships.

  • Fixed Railjack Shield gauge turning black instead of purple when the Railjack has Overshields. 

  • Fixed another case of infinite loading from Dry Dock on the second mission if Host migration occurred after successful first mission. 

  • Fixed Host and Client getting trapped in an infinite loading tunnel after aborting to Dry Dock from Void Storm mission. 

  • Fixed location HUD popup being blank when entering the Dry Dock. 

  • Fixed crash when entering Pulse Turbine POI.

  • Fixed script error when using ‘On Call’ crew. 

  • Fixed cargo train entry objective marker not updating position after ejecting each car. 

  • Fixed certain dropships not spawning in the Orb Vallis.

  • Fixed not being able to switch off of the Railjack Mods screen when viewing the Railjack console in the Orbiter. 

  • Fixed Orphix missing collision in Orphix Railjack mission - making it impossible to melee. 

  • Fixed several FX lighting issues in the Gas City tileset that were causing bright light flashes.

  • Fixed sound FX popping on trams in the Corpus POIs. 

  • Fixed ‘No Ability Found’ popup in Railjack HUD not being localized.

  • Fixed the ‘X’ button not working in the Railjack Crew Management screen while using a controller. 

  • Fixed loss of functionality with the Pause Menu in Railjack missions if the player opens the Quick Progress View “P” as the “Mission Complete” pop-up appears.

  • Fixed being able to set up a Trade Shop in a docked Railjack. 

    • This also fixes your Warframe getting stuck with their arm up in the trade position during the entirety of the mission.

  • Fixed Contributing and Rushing Wreckage causing the scroll position to reset to the top of the list. 

  • Fixed ‘Wear and Tear’ slider not resetting when using the ‘Reset Default’ option in the ‘Customize Railjack. 

  • Fixed researched Prerequisites in the Research console showing as ‘Not Researched’ and having a white background. 

  • Fixed Larval state of Vulpaphyla Companion blocking view when in the Pilot seat.

  • Fixed hitches when viewing the Railjack End of Missions screen.

  • Fixed Corpus Railjack Capital Ship airlock not actually teleporting Clients into the Capital Ship.

  • Fixes towards transparency issues with a sign in the Corpus Railjack ship.

  • Fixed some Corpus Railjack Codex dioramas having flashing lights.

 

New Player Experience Changes: 

  • Increased the Daily Standing cap you get before including Mastery, slightly reduced the amount you get from Mastery. All players before MR 30 will have a higher Daily Standing cap than they used to, while players at MR 30 will have the same cap as before.

    • In addition to giving more room for Tenno to get to that final rank with their Syndicates, this will ultimately help reduce the time new players spend ranking up with their chosen Syndicates. Previously, if you were Mastery Rank 10, you would have a daily Standing cap of 16,000. Now, with the changes we’ve made, your daily Standing cap for MR 10 is 21,000.

  • The Limbo Theorem and Hidden Messages Quests no longer requires you to finish crafting the Warframe components to move onto the next stage of the Quest.  Simply earning the Blueprint is now enough to progress.

  • Junctions now award Credits upon completion! 

    • A script will be run to give Credits to players who have already completed the following Junctions:

      • Earth to Venus: 5,000

      • Venus to Mercury: 10,000

      • Earth to Mars: 15,000

      • Mars to Ceres: 20,000

      • Mars to Phobos: 20,000

      • Ceres to Jupiter: 30,000

      • Jupiter to Europa: 40,000

      • Jupiter to Saturn: 40,000

      • Saturn to Uranus: 60,000

      • Uranus to Neptune: 80,000

      • Neptune to Pluto: 80,000

      • Pluto to Eris: 100,000

      • Pluto to Sedna: 100,000

UI Changes: 

 

We have done update passes on some of the social aspects of Warframe, with particular attention paid to screen reworks for Friends and Clans this time around!

 

Multiple screens have been refreshed with a new look and certain new functionalities! All of the screens listed below also now all take on your chosen UI theme. 

 

  • ‘Junction Tasks’ Screen Changes: 

    • Rewards will now automatically scroll across the screen to give you a full preview of what will be earned on successful Junction completion.

    • Each task now has a descriptive blurb to help direct you on how to get started on the task.
      a437306216cc63b81a701d6761f7b0a8.jpg 

  • ‘Clan’ Screen Changes:

    • Everything is now more neatly displayed on a single screen. Previously tucked away features such as ‘Edit Hierarchies’, ‘View Alliance’, ‘Invite Member’, and ‘Message of the Day’ are now immediately visible and accessible. 

    • In addition to your MOTD, you can now also have a much longer Clan and Alliance message displayed below! All display on the right hand side of the Clan screen in the ‘News’ Tab. The option to edit the MOTD and message below is available in this window for those with permissions to do so.

    • Added more Clan information to the screen:

      • Added the total number of Clan members to the screen. 

      • Added the ‘Founding Warlord’ to the screen. 

    • The Alliance Screen has also been reskinned: 

      • Added the total number of members to the screen (in addition to the previously live ‘Allies’ count).

        2d11f39a640e1a39b00bf7e8e63351b8.jpg

  • ‘Friends’ Screen Changes:

    • Everything is now more neatly displayed on a single screen. Previously tucked away features such as ‘Recent Players’, ‘Available Sessions’, and ‘Batch Remove’ are now immediately visible and accessible. 

    • Added ‘Recruit Tenno’ option - This will take you directly to the ‘Refer a Friend’ page on the Warframe website to recruit your pals and earn rewards for doing so.eb7d5f349166bbfa63867df6ad8bbdd4.jpg

    • You can now “Favorite” Friends in your Friends list by right clicking on their name. Favoriting Friends will add a star next to their name and will bump them to the top of your lists, both when they are on and offline. If you wish to “Unfavorite” simply right click on their name again and select that option.  49bc3ad77b2293a244d25bd80b891c27.png

CHANGES:

  • Added a "To be continued..." label to The New War in Codex if the third entry cinematic has been viewed. The third cinematic entry has also officially been titled “The Maker”.

    • This section now also displays completion state for cinematic entries.

  • Added a new dropdown to Quest Codex screen so players can now filter which Quests are displayed (ALL / STORY / SIDE / WARFRAME), ALL is the default option so that players aren't confused as to where all of their Quests went.

  • Removed the ‘BETA’ tag on the ‘Enhanced’ option under ‘Graphics Engine’ Display settings. 

    • We’ve been working on this improved graphical mode for quite a while! It’s been available  to PC players since last year, and deferred rendering is now the standard for our current-gen console players. At this point we don’t have any reservations in encouraging everybody to try this mode.

  • The Verglas now has custom sounds for weapon fire!

  • The pickup animation now turns your Warframe to face the item being picked up. 

  • Moved camera on Baro Ki’Teer in his Offerings screen to be far more flattering during his Relay Visits. 

  • Added FX when setting a Research Target or accepting a Daily Synthesis task from Simaris.

  • Added Minimap colors options to the HUD color customization options (does not apply to Tactical Map):

    • Ground

    • Outline

    • High Elevation Outline

    • Low Elevation Outline

  • Updated Incubator Power Core description at the Incubator to include how to find them when you do not currently own one: “The first Power Core can be acquired by completing the Mars Junction. Additional recipes can be bought in the Market and built in the Foundry.” 

  • Updated Nora Night’s visemes so that it uses all the correct mouth shapes.

  • Eximus units will now drop from the drop tables twice: Once from the base enemy type table and once from the Eximus table. 

  • Made numerous AI Navigation fixes and improvements in the Orb Vallis. 

  • Updated Zephyr’s Tornado FX to the latest from her rework at the Clan Dojo Backdrops Research console.

  • Updated the daily Standing reached pop-up to "You have reached your Daily Standing Limit with [Insert Syndicate]. Come visit again tomorrow.".

    • The previous “Standing is at maximum for this syndicate” was misleading!

  • Changed the Eris and Pluto Relays in the list of marked Relays in the Rising Tide Quest to the Saturn Relay if you aren’t in a Clan. 

  • Redeeming a Promo Code in the ingame Market will now show the claimed items in the success message.

  • Changed the “None” Dojo Backdrop to a default option instead of a Recipe that must be researched.

    • We made this change because “None” is every room’s default when first constructed. We want this option always available instead of requiring more research on the part of Clans who wish to return a room to how it first appeared.

    • This change will deduct 1K Affinity from Clans that completed the research, but it will not affect the tiers of Clans who upgraded to a higher tier using this 1K Affinity. We will be running a script to refund Clans who spent Credits on “None” Backdrop research.

 

OPTIMIZATIONS:

  • Fixed some potential hitches when accessing various Friends lists on the Orbiter. 

    • This also fixes spot-loading with Sentinel weapons if you had no Sentinel equipped and Necramech equipment if you didn't have the Necramech Summon equipped. 

  • Fixed a large amount of spot-loading when returning to the Dojo from a mission.

  • Loading optimizations, mostly aimed at new consoles. 

  • Improved compression of Codex Fragment artwork. 

 

FIXES

  • Fixed Excalibur's Exalted Blade being invisible when using Pistols and Glaives.

  • Fixed an issue where Saryn's Molt would not spawn in the correct spot when transitioning from idle to jog.

  • Fixed Maroo’s Bazaar dock floor light having wrong texture/missing light.

  • Fixed a rare crash that could occur when a player using Sevagoth abandoned a mission.

  • Fixed quest tileset appearing in regular Grineer Sealab Defense missions.

  • Fixed issue in the 'Search for Father' stage in the Heart of Deimos Quest where the mission would not progress if you were on K-Drive before the objective appeared and got off before reaching the Necramech. 

  • Fixed Necramech in the first stage of the Heart of Deimos Quest appearing in the wrong position.

    • This also fixes enemy spawn issues in this stage.

  • Fixed giant Moa standing in the camera view while configuring Moa companion at Legs in Fortuna. 

  • Fixed Quests no longer being sorted to the top when they aren’t complete.

  • Fixed Vaulted Relics from appearing in codex/chat link as available.

  • Fixed AFK detection not working on players that were using moving parts in the Corpus Ship Defense missions. 

  • Fixed Credit count in the Mission Progress screen showing as doubled when picked up as Operator.

  • Fixed music getting desynced (mostly between drums and melody) in the Corpus Ship tileset. 

  • More fixes to overlapping UI while Lavos is dual wielding, as reported here: https://www.reddit.com/r/Warframe/comments/md8wid/lavos_infusion_hud_element_overlaps_with_melee/

    • Also added a dual wield custom HUD offset handling for Atlas, Gara, and Saryn. 

  • Fixed missing teleport volume in the Mastery Rank 15 Test causing players to fall out of the level. 

  • Fixed an explosive barrel in Rotuma, Kuva Fortress ignoring the room lighting and shining bright like a diamond.

  • Fixed ugliness on certain enemies when they become Corrupted, and other instances of this style of effect.

  • Fixed some broken Bonewidow animations.

  • Fixed misaligned Pillar (was allowing visibility through the level to outside) in the Corpus Ice Planet tileset. 

  • Fixed possible duplicate nodes appearing in the Codex as locations for certain rewards (like Relics). 

  • Fixed incorrect Polish translation for “No Session Found”. 

  • Fixed Host Operator Transference in the Orbiter Captura Scene disabling the pause menu for Clients.

  • Fixed lighting issues in the Grineer Shipyard tileset causing a large straight line above the horizon. 

  • Fixed missing lighting on the extraction cinematic causing the Landing Craft to appear completely black in the Grineer Sealab tileset. 

  • Fixed a purple overlay appearing in the Grineer Shipyard Hijack tileset textures (ex. Ludi, Ceres). 

  • Fixed Kuria appearing almost completely black in the Gas City tileset. 

  • Fixed blinding lights in the Orokin Derelict tileset in areas where water is present.

  • Fixed doors appearing too bright in the Infested Ship tileset. 

  • Fixed extreme purple reflections on the exterior of the Orb Vallis with Deferred Rendering enabled.

  • Fixed black boxes appearing in the Kuva Fortress tilesets. 

  • Fixed being unable to chat link Vaulted Relics unless you specifically had an unrefined version of it.

  • Fixed a light popping in and out of view in the Orb Vallis near the caves by the Temple of Profit. 

  • Fixed the Credit icon for the Razorback Armada rewards in the World State Window being affected by your UI theme. 

  • Fixed being unable to see squad members Reactant progress when both players are using Necramechs or K-Drives. 

  • Fixed Father’s Part Requisition menu items that involve Vome or Fass Residue appearing greyed out, even if you have all the required resources for it. 

  • Fixed Helios UI scan sounds playing loudly during Orbiter fly in cinematics. 

  • Fixed Ephemeras not being visible while using skins on the Shade Sentinel. 

  • Fixed collision issues on certain doorframes in the Corpus Ship tileset.

  • Fixed multiple issues with Mirage’s Hall of Mirrors Clones while in Archwing:

    • Fixed them not using Archwing weapons. 

    • Fixed jittery movement. 

    • Fixed them being very far from Mirage. 

  • Fixed Vulpaphyla’s infected by Vasca Virus creating an Imprint that cannot be used for breeding.

    • Vulpaphyla’s can no longer be infected. 

  • Fixed switching to Steel Path mode in the Star Chart causing the UI to swift and overlap with other UI elements while using a controller. 

  • Fixed issues with the Flux Rifle’s FX. 

  • Fixed several Corpus enemy types not attacking or repositioning at certain ranges in Railjack missions.

  • Fixed being able to chat link the Railjack Instant Access Pack since it cannot be purchased in the in-game Market. 

  • Fixed bug that caused the Mother's Mask to appear untintable.

  • Fixed the position of the Jotunheim Music TennoGen Syandana sitting too low on the Warframe’s back. 

  • Fixed script error with the Corpus Optio abilities.

  • Fixed killing with Sevagoth’s Shadow Claws not earning Affinity for the Claws. 

  • Fixed the campfire heat wave effect appearing behind the corpse in The War Within quest mountain pass stage instead of above the fire.

  • Fixed crash after selecting and placing Personal Decorations in the Dojo. 

  • Fixed script error with the Friends list. 

  • Fixed Orbiter Captura Scene not showing player’s custom colors on the ramp.

  • Fixed Orbiter Captura Scene missing the default Helminth flowers. 

  • Fixed Triple Tap Conclave mod description showing ‘0’ as the duration stat. 

    • This also fixed other issues where mods with descriptions that have up to 3 decimal places if there are no other significant digits. 

  • Fixed the Khora Fiera TennoGen Helmet dangles getting tangled during quick movement.

  • Fixed being able to go out of bounds in the Grineer Sealab tileset during the Second Dream quest.

  • Fixed Warframe and/or weapons becoming invisible depending on where you are standing in the Jackal Assassination mission. 

  • Fixed Juno Elite Crewman’s Supra shots doing AOE damage. 

  • Fixed elemental particle effects on the Kuva Shildeg not matching its shape.

  • Fixed Mobile Defense Terminals facing the wall at an angle in the Grineer Shipyards tileset.

  • Fixed script error when traveling between Dojo and Relays. 

  • Fixed being unable to turn in Syndicate Medallions at the respective Syndicates in the Relays if you are in negative Standing with them. 

  • Fixed Glyphs with backgrounds appearing low res and having transparency issues.

  • Fixed script error with Arsenal UI popups. 

  • Fixed incorrect amount of Standing in the UI after turning in Medallions. 

  • Fixed numerous textures that would incorrectly render black textures as transparent.

  • Fixed Nekros’ Soul Punch no longer creating a Shadow of the Dead after 7 Shadows if you replace his Shadows of the Dead ability via Helminth. 

  • Fixed Sly Vulpaphyla not being affected by Ivara’s Prowl invisibility while downed and after being revived. 

  • Fixed Platinum price showing with Landing Craft and Skins in the Orbiter customization menu even though you already own the item.

  • Fixed cases where a soft-lock could occur after host migration during squad voting. 

  • Fixed the icon for the Ki’Teer Atmos Mask missing the whole mask on the Operator. 

  • Fixed being able to highlight the Mail/Foundry/Boosters/etc icon while walking around the Orbiter. 

  • Fixed text in certain languages wrapping and overlapping in the Syndicates Daily Standing box.

  • Fixed a soft-lock that would occur on a surviving Client if the Host left the squad vote for a Prophet Taker Bounty.

  • Fixed improper Melee sounds when hitting Sentients.

  • Fixed getting stuck in a Glaive throwing loop when using a Glaive that's modded for high Attack Speed.

  • Fixed Vitus Illumina Decoration becoming completely invisible at Low graphics.

  • Fixed Cosmetic Masks from Cetus for Operators (eg. Mag Mask) appear enlarged when switching to Operator in open zone hubs (eg. Necralisk).

  • Fixed script error when focusing on In Progress Research in the Clan screen.

  • Fixed incorrect positioning of Sugatras on numerous Melee weapons.

  • Fixed incorrect VFX when shooting the Defense Terminal with Ivara’s Cloaking arrow.

  • Fixed Helminth Charger Emblems clipping into shoulders.

  • Fixed inconsistent search results in the ingame Market when adding/removing characters0

  • Fixed the "Apply Forma" picker screen in the Arsenal coming up even if the player only has the basic kind of Forma and no other types are available to purchase. 

  • Fixed arm cannon type (Epitaph, Gammacor, Atomos) reticle area being blocked by a part of Zephyr Harrier's shoulder element.

  • Fixed inability to use Melee Heavy Attack after second Sevagoth Shadow summon unless Melee is already in hand.

  • Fixed Endurance Drift not actually increasing your Warframe parkour velocity.

  • Fixed misalignment issues with Graxx, Fiera, Delphi, and Laveau Helmets on the Khora Urushu skin body. 

  • Fixed black screen and “waiting for Client to load” issues. 

  • Fixed the Tek Enhance mod not increasing the Duration of the Sly Vulpaphyla’s Survival Instinct Precept. 

  • Fixed being unable to swap Khora’s Venari's Polarities in the Arsenal.

  • Fixed multiple issues with the Nikana Zaw (Sepfahn Strike):

    • Fixed sheath disappearing after attacking for the first time in a mission.

    • Fixed the sheath sharing it's colour channels with the blade instead of being coloured in attachments.

    • Fixed the sheath not showing in Captura.

    • Fixed issue when using Sepfahn strike without a skin (rotating on every holster/unholster), was previously fixed only with skin applied.

  • Fixed multiple issues with armor and Regalia not appearing properly on Khora.

  • Fixed Challenges (Achievements, Nightwave) involving mission completion gaining progress when returning to town from an Open Zone mission, or when returning to the Dojo from a Railjack mission. 

    • This was allowing certain Challenges (e.g. "Complete a mission with only a sword", "Complete a mission with a Kubrow", etc.) to gain progress just by going in and out of the town gates, or in and out of free flight.

  • Fixed choosing Conservation Lure type while using Archwing not filtering the animal tracking locations on the map.


 

Finally, the Nikana Stepfahn is finally fixed

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7 hours ago, [DE]Rebecca said:

Increased the Daily Standing cap you get before including Mastery, slightly reduced the amount you get from Mastery. All players before MR 30 will have a higher Daily Standing cap than they used to, while players at MR 30 will have the same cap as before.

  • In addition to giving more room for Tenno to get to that final rank with their Syndicates, this will ultimately help reduce the time new players spend ranking up with their chosen Syndicates. Previously, if you were Mastery Rank 10, you would have a daily Standing cap of 16,000. Now, with the changes we’ve made, your daily Standing cap for MR 10 is 21,000.

Wowee, thanks for nothing. Again.

 

Also I had no clue that any player that hasn't reached MR30 qualifies as a "new player". My eyes have been opened.

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Quote

Fixed killing with Sevagoth’s Shadow Claws not earning Affinity for the Claws. 

Great!

One step closer to fixing this: Sevagoth still cannot gain focus as Shadow. Which means affinity gain is bugged on Shadow still.

My theory is that since shadow is another 'frame', when you activate it you lose the lens from sevagoth. So either the bug needs to be fixed where anything killed in shadow form provides affinity to sevagoth (then have shadow leach its XP off that), or automatically apply whatever lens is equipped to Sevagoth to Shadow, even if its background code.

This needs to be looked at. Not only because it makes leveling Sev weird, but also because it completely makes shadow 100% useless when a focus orb spawns. (And if you are in Shadow, focus orbs wont even spawn)

 

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there were several updates and great fixes on this download ...
taking advantage of the opportunity that added some improvements to the dojo interfaces and others, I would like to suggest a simple option, which would disable the relics that are in the vault and leave visible, only the current relics in the game

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Yay Gara Prime ✌️

 

Btw... I am not seeing any 'Steel Path Kuva Survival Acolyte spawn fix' in the list of fixes.. or I am missing something? 🤔

It's been 3-4 months already iirc, still waiting for the fix for that..

 

Anyway thanks for the update and bunch of fixes

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10 hours ago, [DE]Rebecca said:

 

  • Converted Kuva Liches can now be used as ‘On Call’ Crewmates.
    • Crew Members now have more relaxed behaviour when not on a mission.

    • Crew Members will now play transmission voice lines whenever they are being customized in the Dry Dock. More personality for your team!

Would be really cool that when you spawn crew members in, especially Kuva Liches, that they have a voice line attached with them for either you or your party to hear. I finally obtained enough Intrinsics to level my Command up to 9 so I can spawn in some of my customized crew, or favorite converted Liches, only to be slightly dissapointed that they don't have voice lines. I could understand for the normal crew hired off Ticker but Liches already have entry lines programmed in, so I found it rather odd not to have them say any. They don't say any lines at all for that matter, which would be nice if they did considering the different personalities and such, but at least an entry line would be good enough for me.

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