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Echoes of the Zariman: Update 31.6


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Echoes of the Zariman: Update 31.6 is our last major update before TennoCon (July 16th, 2022)! This update includes new Zariman content and a plethora of quality of life changes that were heavily motivated by player feedback. This isn’t the first time we’ve used the “Echoes of X” as an update title - we did the same with “Echoes of War”, the succeeding update to The New War. Moving forward, we will be using this title prefix for these kinds of updates that are direct follow-ups to major content releases.

We encourage you to continue to use the spoiler-safe Angels of the Zariman sub-forum to discuss lore heavy topics. 

Echoes of the Zariman: Update 31.6 has a total download size of 4.5 GB on PC, 2.6 GB of that accounts for a sound remaster that requires we recompress a few GB of sound - hence the larger download size! In other words, we improved the accuracy of our sound compression library - your ears will thank you. 

 

NEW CAVALERO OFFERINGS 

The following weapons, Arcanes, and special items have been added to Cavalero’s Offerings in the Chrysalith! 
 

NEW INCARNON WEAPONS

Cavalero has dug up two new Incarnon weapons previously used for ceremonial purposes. 

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 FELARX (Shotgun)

The Felarx invokes ancient times when aristocrats hunted game. For ceremonies, Orokin elites bred creatures reminiscent of game birds of old to reanimate cultural myths. The Orokin gave the Zariman crew Felarx and a brace of birds as a sign of acceptance into elite society. The brace of birds becomes a pair of powerful pistols at the hands of the Void.


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INNODEM (Dagger) 

In the early Orokin Empire, elites wore Innodem as a symbolic reminder to defend the defenseless. The tradition fell out of style, but nostalgic elites acknowledged the sentiment in the form of a gift. The Void amplifies that ideal. Void energy strengthens Innodem gliding aerial attacks and the wielder is increasingly resilient as they perform finisher attacks in Incarnon Form.

Incarnon Weapon Changes & Fixes: 

  • Updated the Incarnon Form charge gauge in the Incarnon weapon reticle to improve readability on when there is charge/when it is at full charge. 
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  • The Phenmor can now equip owned Rifle skins! 
    • The Laetum and the Praedos were released with this option enabled, it is now the Phenmor’s turn! 
  • Updated Incarnon Weapon Evolution screen to include stat comparisons when selecting Evolution perks in Cavalero’s evolve screen. From the original known bugs list.
  • Changed Laetum’s ‘Overwhelming Attrition’ Evolution duration from 20 to 10 seconds.
    • Overwhelming Attrition was simply too powerful to justify using the other two Tier 5 Evolutions for the Laetum. This change was made to encourage build diversity for the Laetum. 
  • Made some slight adjustments to framing of Incarnon weapons in Cavalero’s Evolution screen. 
  • Updated Praedos transformation Sound with Void FX.
  • Fixed cases where the Laetum and the Phenmor were not counting headshots for Incarnon Form charge. 
  • Fixed the Laetum’s "Overwhelming Attrition" Evolution perk triggering much less frequently for Clients than for Hosts. 
    • If any projectile in the multishot group was a critical hit or status effect, the entire thing became invalid and would not get the buff for Clients.
  • Fixed Clients gaining Incarnon Form charges added and then partially resetting and counting back up in high latency situations. 
  • Fixed the Laetum’s Evolution V ability “Devouring Attrition” not providing its 50% chance of receiving a 2000% damage buff on non-critical hits for Clients. 
  • Fixed Incarnon weapons using Skins in Incarnon form. From the original known bugs list.
  • Fixed Laetum Reaper’s Plenty Evolution applying to all equipped weapons.
  • Fixed cases of Evolution perks not working for Clients. 
  • Fixed the transformation timing on the Phenmor Evolution which cut off the sound FX.
  • Fixed Incarnon Evolutions UI persisting in the Loadouts screen. 
  • Fixed the Praedos’ Evolution III challenge working on non-Thrax enemies.

NEW ARCANES 

*All values below are shown at Rank 5. As always, values that were shown on Devstream #162 were subject to change and that is reflected below as further considerations and testing was done. 

Eternal Onslaught (Amps)
On Energy Depleted: +180% Critical Chance for 8s.

Eternal Logistics (Amps)
On Void Sling: +72% Amp Ammo Efficiency for 8s.

Molt Augmented (Warframe) 
On Kill: +0.24% Ability Strength. Stacks up to 250x. 

Molt Reconstruct (Warframe) 
Heal yourself and allies within Affinity Range 6 Health for each point of Energy spent on the initial casting cost of abilities. 

Cascadia Flare (Secondary) 
On Heat Status Effect: +12% Damage for 10s. Stacks up to 480%.

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NEW AMP ARCANE ADAPTER

The Amp Arcane Adapter fuses with an Amp to unlock an additional Arcane Slot. These can be purchased with Holdfast Standing from Cavalero.

To install the Amp Arcane Adapter and unlock an additional Slot, go to your Operator Equipment > Select the Amp you wish to unlock an additional Slot > Select the ‘Locked’ slot and hit “ok” to install the Amp Arcane Adapter. 

With the addition of several new Amp Arcanes with Angels of the Zariman and Echoes of the Zariman, this new Slot allows you to make the most of your growing Arcane collection! 

This new Arcane slot is only visible in the Operator Equipment screen once the Angels of the Zariman quest has been completed since Cavalero must be visited in the Chrysalith to get the Amp Arcane Adapter. 

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NEW EPHEMERAS 

Cavalero has also updated his wares with new Ephemeras that are very inspired by Void Angel and Void Energy designs. Purchase the Blueprints for Standing and craft them to imbue yourself with the ethereal nature of the Void.  

Raptwing Ephemera
Take on the majesty of an angel’s wings. Give yourself an extra set of helping hands with this Angel-inspired Ephemera. The Ephemera’s arms will move to mirror your original set of arms. 

Seraphayre Ephemera
Walk in the echo of an ethereal song. Cloak your Warframe in Void Energy with this new Ephemera.


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NEW: VOID’S SONG SHAWZIN

Kira played her shawzin to uplift the spirits of Zariman crewmembers. Her song and her memory live on in the Void.

This Shawzin has breathy airy tones, and can be purchased for Platinum via the in-game Market!
 

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NEW: PARALLAX LANDING CRAFT 

A new Landing Craft has been added! The Parallax was designed for Zariman interplanetary research. It can deploy the advanced Orokin Eye Air Support*, which would have allowed colonizers to study areas rich in rare resources before landing. Ordis scans the area (within 150m) for rare items. 

The Parallax can be purchased via the in-game Market for Platinum or players can craft it by purchasing its Blueprint for Credits and finding its component blueprints via the Reinforced Carrypods located in the Zariman. 

The Parallax also has 4 skins available for purchase in the in-game Market! They can each be purchased separately or in the Parallax Landing Craft Collection. 

*Players who own the Parallax can equip its Orokin Eye Air Support on their other Landing Crafts. 

 

OPERATOR CHANGES 

MULTIDIRECTIONAL VOID SLING

We have added multidirectional movement to Void Sling! 

Before: Void Sling would only let you sling forward in the direction of the camera. 

Now: Void Slings are all about player direction input, no longer dependent on the camera.

How to execute

To BACK SLING, hold the S key and Void Sling - observe the Operator slinging towards the camera instead of away. The back sling will always be backwards, regardless of camera angle. Same goes for slinging sideways, hold either A or D and Void Sling - observe the Operator slinging in the direction the Operator is running.

To STRAFE, when in the air hold directional key and Void Sling to strafe side to side.

If you are using a controller: Tilt the left analog stick down and Void Sling (Tap A and Hold A) - observe the Operator slinging towards the camera instead of away. The back sling will always be backwards, regardless of camera angle. Same goes for slinging sideways, tilt the left analog stick left or right and Void Sling - observe the Operator slinging in the direction they are running.
 

CAPSULE CHANGES

We made some improvements to the Operator projection positioning tech so that it produces a more accurate result of the final position where the Operator can pass through. This should help alleviate scenarios where the Operator could appear to Void Sling under a door but instead bonked their head. More work will be done to improve in other areas, notably issues with the Operator’s lower half colliding with the environment during Void Sling travel (we’ve got some broken ankles on the court). 

 

Operator Cosmetic Fix & Additions 

You may recall on Devstream 162 we had an open conversation about a newly surfaced bug where you could change the Operators facial appearance with any color available within your Color Palette inventory. While this was not intended, the team has discussed how to develop it into an appropriate feature based on Community sentiment. 

Introducing REFACIA KIT! Open up an enticing array of radical new artificial skin colors using Refacia. Includes imitation Orokin Blue!

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Players with access to a Focus School’s Represent Store (unlocked by fully maxing all of the Nodes within a School) can purchase the Refacia Kit with Focus Points to add an additional 15 artificial skin colors.

We wanted to add an investment path towards earning the Refacia Kit for a couple key reasons: 1) prevent new player confusion who have yet to reach that level of lore within Warframe, and 2) having a cosmetic to strive for in the later game. 

We understand that the artificial colors given are on the subdued side compared to the Infested Palette hot pink and neon green. Our desire is to take the enjoyed bug and turn it into a lore-driven feature that fits within the ecosystem of Warframe for all to enjoy!


General Operator/Focus Changes & Fixes:

  • Added Operator Stats to the Operator Customization screen.
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  • Updated the Anti-Warframe field (Exolizers in Void Cascade and Kuva Trokarian’s Anti-Warframe Grenades) to no longer nullify Warframe abilities on forced Transference. As mentioned in the Hotfix 31.5.10 notes.
  • Updated the FX on Zenurik’s Temporal Drag. 
  • Changed Temporal Drag and Temporal Shot so that only one damage number pops up when headshotting a slowed enemy. 
    • The reason behind this change simply is less damage number pop-up spam and consistency with other damage buffs across the game. Precision headshot damage buffs, for example, buff the damage on headshots but only display the one aggregated damage number per shot. Before this change, headshotting enemies affected by Temporal Drag would show two damage numbers, one for the base damage and one for the bonus. Now it will behave exactly like normal precision headshot buffs, only it will be conditional on the target enemy being slowed by the Temporal Drag ability. 
  • Temporal Shot’s bonus headshot damage on targets can now be affected by another player’s Temporal Drag. 
  • Slightly reduced Caustic Strike’s opacity FX from enemies that enter the bubble.  
  • Note on Transference cooldown progress: We mentioned during Devstream #162 that the slight Transference cooldown is not intended. And that continues to be the case - but the changes are not situated well enough yet to release as it involves careful consideration around server tech that we have to be delicate around. Work continues for a future release! 
  • Fixed Temporal Drag not using chosen Energy colors. 
  • Fixed certain Operator Hairstyles appearing with black dots while using the Enhanced Graphics Engine. 
  • Updated Operator Amp animations to be one handed when shooting and aiming. 
  • Fixed Magnetic Flare lasting 30 seconds across all Ranks instead of scaling with level as intended. 
  • Fixed Unairu Wisp only being spawned if the target is vulnerable to Caustic Strike. 
    • The wisp will spawn even if the target cannot have their armor removed by Caustic Strike. 
  • Fixed being unable to choose the Transfererence option using the ‘Next/Previous Power’ and ‘Use Selected’ input bindings (5 on Keyboard or left/right bumpers on controller). 
  • Fixed being able to clip into walls in certain tilesets using Transference. 
  • Fixed being able to clip through closed doors in the Dormizone using Transference. 
  • Fixed bug where getting grabbed by Ropalolyst when in Last Gasp, or entering Last Gasp while in Ropalolyst grab, would cause players to be invulnerable and unable to use Transference.
  • Fixed being unable to use the Melee button to Transference back into Warframe if the ‘Use Abilities on Selection’ option is disabled. 
    • This ultimately fixes being unable to use Naramon’s ‘Opening Slam’ and ‘Killer Rush’. 
    • This also fixes being unable to do Mercy finishers on enemies when triggered as Operator. 
  • Fixed being unable to swap Focus schools in the Simulacrum as Client.
  • Fixed rare Crash occurring from using Temporal Drag.  
  • Fixed an issue where toggling Void mode while your spectral form is traveling would disable knockdown invulnerability and damage reduction. 
  • Fixed Health not returning to normal amounts after Transference Static wears off. 
  • Fixed Warframe animations appearing while customizing the Operator.
  • Fixed issue of Amp customization only affecting Operator appearance.
  • Fixed Voidshell materials not applying to both versions of the Voidshell suit when customizing in the Arsenal. 
  • Fixed crash when attempting to copy Operator suit colors to Sirocco. 
  • Fixed error upon opening the Amp customization screen. 
  • Fixed the description for the Zariman Sleeves on the Operator outfit. 
  • Fixed Spoiler character using weapon animations while in the Dormizone.
  • Fixed the Spoiler character waistband appearing underneath them.
  • Fixed wonky arm animations while hip firing as Operator. 
  • Fixed bug where "player was revived" message would show in the HUD when a player with a pet equipped activated Last Gasp. Also fixed "Player is down" message also showing when being forced back to downed Warframe.
  • Fixed Transferencing in and out of the Operator on the Orbiter removing the player's ability to open the pause menu.
  • Fixed script error when using Transference while being Switch Teleported by a Kuva Lich. 

EXIMUS CHANGES 

  • Modified Overguard ratios to bring Eximus Units Overguard down and slightly increase their Health/Shields to balance out the reduction.  
    • Reduced Eximus Overguard by 50% and transferred the 50% to their Health pool. 
      • While this may read as a big increase to the Health pool, it is not a 1-to-1 trade due to the overall pool sizes of Overguard vs Health. Imagine you have a watermelon (Overguard) and half an orange (Health). I take away half a watermelon and I give you half an orange - and together we eat a fruit salad. For clarity: Overguard has a larger pool than Health, so reducing it by half still amounts to less HP across Eximus Units across all HP values. By increasing the amount of Health and Shields an Eximus Unit has, it also increases the window for successful Mercy kills. 
    • Increased Shield Scaling multiplier by 50%
  • Nox Eximus Helmets can now be destroyed when Overguard is active. Breaking their helmet will remove Overguard entirely!
    • Note that Nox Damage resistance has been decreased and armor increased to balance this change. This change applies to both Nox Eximus and base Nox enemies. 
  • Fixed Overguard counting as Health and taking damage from Viral Status Effect.
    • Overguard situates itself in a new category of “protection”. It differs from Shields, Armor, and Health. That said, Viral Status Effects affecting Overguard was unintentional and has been changed to not only fit the original design for Viral damage, but also Overguard. 
      • We originally mentioned in the Eximus Reborn Dev Workshop that the only Status Effect that would work on Eximus while Overguard is present is Cold Status Effects (up to 4 stacks!).
  • Blitz Eximus damage is now more consistent:
    • Now will only take 1 instance of damage per wave. Previously you could get knocked back into more explosions to take multiple subsequent hits.
  • Lifesteal now works on damage dealt to Overguard.
    • Considering Overguard is another health pool for an Eximus/Thrax and that Lifesteal already works on Health and Shields, Overguard is now susceptible to Lifesteal to give players another way to tactically engage with them. The fights with Eximus can be quite challenging, so having another avenue of survivability is always encouraged! 
      • This change was also made in mind to Lifesteal survivability builds, it would be too difficult to lose all of your survivability when encountering many enemies with Overguard at one time (from either Void Armageddon or an Ancient Healer etc.) 
      • Additionally, there are some Weapons and abilities that aren’t strictly classified as Lifesteal that won’t currently work, but will in a future update! This currently affects specific conditions for the:
        • Hema
        • Hirudo 
        • Garuda’s Blending Talons augment
        • Gauss’ Kinetic Plating 
        • Protea’s Temporal Anchor 
        • Zephyr’s Target Fixation augment
      • If there are any other cases where Lifesteal isn’t applying from Overguard, please let us know on the Forums and we will take a look!
  • Eximus units no longer spawn at a higher level than the mission level. 
    • Eximus spawning at increasingly higher levels felt unnecessary with the introduction of Overguard.
  • Killed Eximus units now drop a guaranteed Energy Orb and 2 Health Orbs. 
    • There is a known bug that this currently doesn’t apply to the Eximus units found in Onslaught game types
  • Fixed Arson Eximus blast attacks not hitting through Limbo’s Rift.
  • Fixed Baruuk being unable to damage Eximus units with his Serene Storm waves.  

ZARIMAN MISSION CHANGES

NEW: Chrysalith Bounty Fast Travel Portal

To ease the flow from Quinn to the Chrysalith elevator and vice versa, we have added portals! 

Before: You would either have to run back and forth between the two or use a complex combination of Fast Travel menu hopping (Pause > Fast Travel > Quinn > Pause > Fast Travel > Zariman Navigation). This would interrupt gameplay flow when wanting to play back to back Bounties.

Now: A portal will spawn after selecting a Bounty at Quinn, walking into it will take you to the elevator where you can load into the mission. After completing the Bounty, a portal will be available for you to use upon exiting the elevator that will take you right back to Quinn to select your next Bounty. 

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NEW: Lohk Surges 

A new dynamic gameplay element has been added to Zariman missions: Lohk Surges! They’re intended to be an overall benefit to your mission, but come with a bit of risk should you choose to engage with them.

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Three Lohk Surges spawn throughout the tileset for players to find - each with their randomized buff to activate! Upon finding it, the icon will reveal the buff it offers. Whenever you trigger it, it will spawn an Eximus that you have to defeat.

There are 7 possible temporary 45 second buffs that apply to both Warframe and Operator (buffs persist between Transference):

  • Secondaries have guaranteed red crits.
  • Any Health Orbs picked up grant 25 max Health for the rest of the mission.
  • Any Energy Orbs picked up grant 1 Energy per second for the rest of the mission.
  • 1% life leech on all your damage and guaranteed bleed procs. 
  • No Energy cost on abilities and increase casting speed.
  • 200% extra Affinity gain.
  • Infinite ammo and 50% fire rate (affects Amps as well!). 

There is a 10-minute cooldown for Lohk Surges after activating the buff, but once that’s finished you can go back and activate another Lohk Surge.

Lohk Surge challenges have also been added to the Zariman Bounties! 

Void Cascade Mission Changes: 

  • In-Mission Tutorial Screen: We have added a new tutorial screen in the Void Cascade mission! To access it, simply open the main menu and select the “i” icon in the bottom right corner. This is the first tutorial setup of its kind, and we will be slowly considering more tutorials of this nature based on the feedback we receive.
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  • Moved Mission progress tracker above the Threat meter. 
  • Added tracker for successful rounds to Mission UI. 
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  • Reduced the amount of different Threat states to 4. The Threat states are now: 
    • THREAT: MINIMAL
    • THREAT: MENACING
    • THREAT: SEVERE
    • THREAT: CRITICAL CASCADE 
  • Increased the transition time between threat states so that you can spend more time in the last one before transitioning. 
    • This now triggers a final state that has a 5 minute timer before extraction.
  • Added message for when Thrax are corrupting an Exolizer. 
  • Added mid-mission icons to the first set of Void rifts encountered during the Void Cascade mission in the Angels of the Zariman Quest. 
  • Tweaked timing of transmissions during Void Cascade missions. 
  • Fixed the final State (CRITICAL CASCADE) immediately triggering, now you can exist in the final threat state before it ends. 


Thrax Enemy Changes: 

  • Reduced the Energy drain from Magnetic procs from 50 to 20 per tick. 
    • This not only applies to Thrax enemies, but to Magnetic damage across the game (laser doors, magnetic water in the Plains of Eidolon, etc.)! A default Magnetic proc used to drain 250 Energy, now it will do 100. 
  • Overguard resistance/base amount will now show up on Thrax enemies in the Codex.
  • Adjusted Thrax enemy spawns in Mobile Defense to scale based on the size of the squad:
    • Solo: 2 Thrax spawns per Console 
    • 2 Player squad: 3 Thrax spawns per Console 
    • 3+ Player squad: 4 Thrax spawns per Console 
      • For any Tenno not playing in a full squad, we found the Thrax spawns in Mobile Defense were far too difficult to manage either solo or with fewer Tenno. We’ve since scaled the spawns to compensate!
  • Fixed an issue with the Thrax Legatus’ beam damage tick rate being doubled. 
    • If you were standing in its beam attack, the damage you receive would be astronomical, even at lower levels (Level 10 Legatus enemies could down a full health Valkyr in one beam attack). What was happening is that the Legatus would be dealing multiple instances of damage instead of constant single tick. This has now been resolved, so there should be no one hit wonders.
  • Fixed Thrax Legatus enemies being able to inflict Magnetic Status procs on Warframes with a Rank 5 Arcane Nullifier equipped (102% chance to resist Magnetic Status Effects entirely). 

NEW: Trade Resources for Voidplumes 

Voidplumes can now be earned from Archimedean Yonta by trading in resources found throughout the Zariman! Voidplumes rotate every 8 hours, a Time Left to Trade timer is available to indicate the next upcoming rotation. 

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General Zariman Mission Changes & Fixes: 

  • Added individual extraction to endless Zariman missions (Void Cascade, Void Flood, and Void Armageddon).
    • In order to solo extract from endless Zariman missions, simply head to the elevator and hold to extract at the panel. Traditionally, in other endless missions you could solo extract by waiting out the timer at the extraction point, but doing that here will only extract once all team members have joined you in the elevator. We may explore this option for Zariman missions, but for now manual solo extraction is available! 
  • Added a 5th Tier Bounty category to the Zariman Bounties! 
    • This also means that all Mission types will be available at one time via Bounties in the Chrysalith. 
    • The Hespar and Aeolak Blueprints have also been split into separate Bounties, meaning these two rare rewards are now housed in their own independent Bounty table, instead of having both of them in one. 
    • The Voidplume Quill amount for completing Bounty challenges has been increased by 1 for all Tier 3 and higher Bounties. 
  • Voidplume pickups will now count towards the Syndicate Medallion Riven challenge. 
  • Kuva Trokarian enemies are receiving some changes to make them feel like more of a threat when they appear in-mission. 
    • Similar to their Thrax compatriots, these foes are intended to add an extra level of difficulty to the player’s gameplay loop, so these tweaks are made with that goal in mind.
      • Added Overguard to the Kuva Trokarian (but at a lesser value than the Eximus Overguard)
      • Increased their Void Damage slightly. 
      • Increased Armor from 250 to 300. 
      • Increased base Health from 450 to 500. 
      • Increased Affinity earned from killing a Kuva Trokarian from 500 to 750. 
  • Added input callouts for the fast select turret options in Void Armageddon missions.
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  • Added Chrysalith and Orbiter options when attempting to leave Zariman missions from the pause menu. 
  • Added Chrysalith and Orbiter options when attempting to leave the Dormizone from the pause menu. 
  • The Mission Select screen accessed in the Chrysalith will now mark which missions you have not completed as “Unexplored”. 
  • Made several minor changes to the audio volume in the Void Armageddon (Oro Works) mission. 
  • Updated the audio for the Exodampers in Void Armageddon. 
  • Updated the Seesaw physics in the Zariman for all of our Seesaw purists out there.
  • Fixed an issue where doors in the Zariman would not render, making it impossible to progress through the mission. From the original known bugs list
  • Fixed glass material flickering if there is active VFX behind it (notably with the yellow Exolizer bubble in Void Cascade missions). 
  • Fixed a small issue with the Armament turrets ambient VFX in Void Armageddon missions.  
  • Fixed certain Warframes (notably while using Yareli’s Merulina and Sevagoth’s Exalted Shadow) losing functionality and getting stuck in t-pose after entering the Void Cascade Exolizer anti-Warframe bubbles. 
  • Fixed a missing water teleport volume in the Zariman Exterminate mission. 
  • Fixed being able to escape Void Angel ground spikes by transferring back to Warframe immediately after being impaled as Client. 
    • This also fixes remaining in the impaled pose animation wherever transference occurred. 
  • Fixed pause menu lingering on-screen if a player is impaled by a Void Angel with it open. 
  • Fixed a black panel with invisible collision in the Zariman tileset. 
  • Fixed a crash related to Host migration while loading in through the Chrysalith elevator. 
  • Fixed Zariman Bounties not being listed in the Codex as a drop source for Relics. 
  • Fixed players being unable to matchmake to Steel Path Zariman nodes while in the Chrysalith mission select screen. As previously mentioned in the Hotfix 31.5.9 patch notes.
  • Fixed issues being caused by Vacuum picking up Argozene when the squad is already at maximum carry amount in Void Armageddon missions. 
  • Fixed Clients crashing when attempting to load into an active Bounty stage if the Host aborted the mission after that stage or started a new Bounty. 
  • Fixed Void Angel's ground spikes sometimes overshooting the target when they're moving slow.
  • Fixed Void Angels becoming invisible for Clients while going into their down state while also teleporting. 
  • Fixed Void Angels teleporting into the ground.
  • Fixed Void Angels not appearing in their downed state to players who join in-progress missions. 
  • Fixed unintentended tentacle-like VFX when deploying the armaments in Void Armageddon missions. 
  • Fixed an issue with display distance calculations being inconsistent for Melica Cache minimap markers. 
  • Fixed Clients being unable to see progress UI on turrets or crates in Void Armageddon.
  • Fixed black screen experienced when fast traveling to the Zariman navigation in the Chrysalith and immediately trying to load into an Exterminate mission. 
  • Fixed Voidplumes not being grouped together in the End of Mission screen. 
  • Fixed Zariman Bounty challenges resetting on fail after they’ve already been completed. 
  • Fixed script error when attempting to /join a squad in a Zariman mission.
  • Fixed waypoint showing up for Clients to get to the Chrysalith elevator after selecting a Bounty. 
  • Fixed the Grustrag Three breaking extraction in the elevator if they invade during Zariman missions. 
  • Fixed certain loot markers in the Zariman not updating their position when you’re in minimap range of the destination, which was causing confusion as the markers would suddenly appear behind you. 
  • Fixed being able to remove the Zariman Bounty objective mid-mission and still receive the Bounty completion reward regardless. 
  • Fixed being unable to load into a Bounty using the Chrysalith elevator after aborting a mission using the panel in the elevator. 
  • Fixed more issues related to the Void Angels impale ability across Hosts and Clients in a squad.
  • Fixed the Void Angel Bounty challenge remaining incomplete after completing successfully. 
  • Fixed Zariman Bounties with objective timers resetting after the Host leaves and causing a Host migration. 
  • Fixed Vitoplast VFX expanding outside of the Drone after Host migration in Void Flood mission. 
  • Fixed Vitoplast VFX flashing for Clients after Host migrates in Void Flood mission. 
  • Fixed migrating immediately upon the first rupture causing the second rupture to appear prematurely in Void Flood missions. 
  • Fixed Skittergirl’s pathing being broken while traversing over very obvious jumpable bridges in the Zariman. 
  • Fixed being able to leave the Zarium Accolade in the Elevator, allowing you to take it with you back to the Chrysalith.
  • Fixed Zariman Bounty description using plural text when only singular was needed.
  • Fixed issue of Turret lifespan UI flashing briefly for Clients in Void Armageddon. 
  • Fixed repeat back-to-back Zariman Exterminate missions sometimes having the incorrect kill count and auto completing.

 

NEW: Open Landscape Fast Travel - Blinkpads!

You can now fast travel in Open Landscapes (Plains of Eidolon, Orb Vallis, and Cambion Drift) using Blinkpads! Blinkpads can also be interacted with while in Archwing, but upon arrival you will be returned to foot so that you can choose your next mode of transportation. 

Players can teleport to other Blinkpads by interacting with ones they come across within the Landscape, or by selecting the Blinkpad they wish to travel to from their Advanced Map (accessed by holding their bound Show Level Map key). 

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ARCANE STAT CHANGES PER RANK

We’ve adjusted the values of older Arcanes with the goal of making lower rank Arcanes more viable, and more desirable while collecting as a result. In short, there are three stats that each Arcane tends to have (speaking generally) -- for example, a percentage chance, a stat buff, and the duration of the buff. 

Certain Arcanes increase all of these stats per rank (making them scale exponentially), but we are changing it so that only one stat is affected by rank (making it scale linearly). The other stats will now be at the max-rank value regardless of the Arcane Rank, thereby buffing lower-rank Arcanes as a result.

For example, using Arcane Fury.

  • Previous: 
    • The unranked values were as follows: “On Critical Hit: 10% chance for +30% Melee Damage to Melee Weapons for 3s”
    • The max rank values were as follows: “On Critical Hit: 60% chance for +180% Melee Damage to Melee Weapons for 18s”
  • New: 
    • With these changes, the unranked values are as follows: “On Critical Hit: 60% chance for +30% Melee Damage to Melee Weapons for 18s”
    • With these changes, the max rank values remain the same as before: “On Critical Hit: 60% chance for +180% Melee Damage to Melee Weapons for 18s”

This change mostly affects older Arcanes that don’t already fit this new formula (with the exception of Arcane Barrier*), as the majority of newer Arcanes already follow this system. The Arcanes listed below are formatted to showcase which stats have been changed from scaling to constant (with the old “Unranked” value in brackets), and which stats will still increase with rank, using the # / # format. For the sake of clarity, we are only sharing unranked and max rank stat values, not the incremental value changes for ranks between them.

*Arcane Barrier is the one true exception to the Arcane changes below, since it has two scaling stats, but one of those stats actually becomes worse with rank. Rank 3-4 for example increases the cooldown from 4s to 5s. So if we were to change it to have constant cooldown like the others, we would be increasing the cooldown duration for the lower ranks - which is something we want to avoid! Any other possible changes might have to alter how the Arcane works overall, so we ultimately decided to leave it untouched.
 

WARFRAME ARCANES

Arcane Acceleration 
On Critical Hit: 30% (was 5%) chance for 15%/90% Fire Rate to Primary Weapons (excluding Shotguns) for 9s (was 2s)

Arcane Aegis 
On Shield Damaged: 3% (was 1%) chance for 5%/30% Shield Recharge for 12s (was 2s) 

Arcane Agility
On Damaged: 60% (was 10%) chance for 10%/60% Parkour Velocity for 18s (was 3s)

Arcane Arachne
On Wall Latch: +25/150% damage for 30s (was 5s)

Arcane Avenger
On Damaged: 21% (was 4%) chance for +7.5%/45% Critical Chance for 12s (was 2s)

Arcane Awakening
On Reload: 60% (was 10%) chance for +25%/150% Damage to Pistols for 24s (was 4s)

Arcane Blade Charger
On Primary Weapon Kill: 30% (was 5%) chance for +50%/300% Melee Damage for 12s (was 2s)

Arcane Consequence
On Headshot: 100% (was 25%) chance for +10%/60% Parkour Velocity for18s (was 3s)

  • Now that the chance is guaranteed, the new description is “On Headshot: +10%/60% Parkour Velocity for 18s”

Arcane Energize
On Energy Pickup: 60% (was 10%) chance to replenish 25/150 Energy to self and allies within 15m (was 5m). 15s cooldown

Arcane Fury
On Critical Hit: 60% (was 10%) chance for +30%/180% Melee Damage to Melee Weapons for 18s (was 3s). 

Arcane Grace
On Health Damaged: 9% (was 2%) chance for +1%/6% Health Regeneration/s for 9s (was 2s). 

Arcane Guardian
On Damaged: 15% (was 3%) chance for +150/900 Armor for 20s

Arcane Momentum
On Critical Hit: 60% (was 10%) chance for +25%/150% Reload Speed to Sniper Rifles for 12s (was 2s). 

Arcane Phantasm
On Block: 45% (was 8%) chance for 10%/60% Speed for 18s (was 3s)

Arcane Pistoleer
On Pistol Headshot Kill: 60% (was 10%) chance for +17%/102% Ammo Efficiency for 12s (was 2s)

Arcane Precision
On Headshot: 100% (was 20%) chance for +50%/300% Damage to Pistols for 18s (was 3s)

  • Now that the chance is guaranteed, the new description is “On Headshot: +50%/300% damage for 18s on Secondary Weapon”

Arcane Primary Charger
On Melee Kill: 30% (was 5%) chance for +50%/300% Primary Weapon Damage for 12s (was 2s)

Arcane Pulse 
On Health Pickup: 60% (was 10%) chance to restore 50/300 Health to allies within 25m (was 10m). 15s cooldown

Arcane Rage
On Headshot: 15% (was 3%) chance for +30%/180% Damage to Primary Weapons for 24s (was 4s)

Arcane Strike
On Hit: 15% (was 3%) chance for +10%/60% Attack Speed to Melee Weapons for 18s (was 3s)

Arcane Tanker
On Archgun Equipped: +200/1200 Armor for 60s (was 10s)

Arcane Tempo
On Critical Hit: 15% (was 3%) chance for +15%/90% Fire Rate to Shotguns for 12s (was 2s)

Arcane Trickery
On Finisher Kill: 15% (was 3%) chance to become invisible for 5s/30s

Arcane Ultimatum
On Finisher Kill: 100% (was 25%) chance for +200/1200 Armor for 45s (was 8s)

  • Now that the chance is guaranteed, the new description is “On Finisher Kill: +200/1200 Armor for 45s”

Arcane Velocity
On Critical Hit: 90% (was 15%) chance for +20%/120% Fire Rate to Pistols for 9s (was 2s)

Arcane Victory
On Headshot Kill: 75% (was 13%) chance for +0.5%/3% Health Regeneration/s for 9s (was 2s)

Theorem Contagion
Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globe will strike the nearest enemy within 15m dealing 150 (was 25) damage increasing their vulnerability to the globe’s damage type by 25%/200% for 6s (was 1s). Globes will persist for 30s (was 5s) upon leaving the zone.

Theorem Infection
Standing in a zone created by a Residual Arcane increases damage of companions and summoned allies within 90m (was 15m) by 4%/24%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.

 

OPERATOR ARCANES

Emergence Dissipate
WHILE IN VOID SLING: Press the weapon firing input to dissipate the endpoint in a 10m (was 7.5m) radius. Enemies hit have a 100% (was 50%) chance to create a short lived Void Mote that replenishes 5/10 energy on pick up.

  • We have also made the following changes to Emergence Dissipate: 
    • Void Motes are no longer affected by ‘vortex’ abilities like Void Snare. 
    • Added a 1.5 second delay between generating Void Mote from the same enemy. 
      • Emergence Dissipate was conceptualized as a weaker alternative to Zenurik’s energy gain, but ended up being even stronger than the Energy-focused school in certain cases, going against the Focus rework goals of each school having a unique niche. The above changes also seek to maintain the original goals we had with Void Sling; to encourage a more controlled behavior instead of a spam-centric loop. The slight cooldown motivates more mindful gameplay, but with the benefit of the stat buffs it has received for lower levels.
  • Now that the chance is guaranteed, the new description is “WHILE IN VOID SLING: Press [fire input] to dissipate the endpoint in a 10m radius. Enemies hit create a short lived Void Mote that replenishes 5/10 energy on pick up.

Magus Cadence
On Void Sling: 100% (was 25%) chance for +15%/90% Sprint Speed for 12s (was 2s)

  • Now that the chance is guaranteed, the new description is “On Void Sling: +15%/90% Sprint Speed for 12s”

Magus Cloud 
On Void Mode: +50%/300% Void Sling Radius for 6s (was 1s) 

Magus Drive 
On Transference In: Increase K-Drive Speed by 25%/150% for 30s (was 5s)

Magus Elevate 
On Transference In: 95% (was 30%) chance to restore 50/300 Health to Warframe

Magus Firewall
On Void Mode: Generate Void Particles every 1s (was 6s) up to 6 particles, each granting 12.5% Damage Reduction for 10s/60s. Taking damage consumes a particle.

Magus Lockdown
On Void Sling: Drop a mine that tethers up to 10 (was 2) enemies in 3m/15m for 4s.

Magus Melt 
On Void Sling: Increase Heat Damage in Operator Mode by 30% (was 5%) for 15s (was 2.5s), stacking up to 2x/7x

Magus Overload 
On Void Sling: Stun robotic enemies for 3s, which then discharge Electricity Damage dealing 15%/80% of their Max Health to anyone within 25m (was 5m).

Magus Repair 
On Void Mode: Heal Warframes within 30m (was 5m) by 5%/25% Health/s.

Magus Replenish 
On Void Sling: 100% (was 25%) chance to heal 5%/30% Health

  • Now that the chance is guaranteed, the new description is “On Void Sling: Heal 5%/30% Health”

Virtuos Fury
On Status Effect: 20% (was 5%) chance for +7.5%/30% Damage for 4s (was 1s)

Virtuos Ghost 
On Headshot: 40% (was 10%) chance for +15%/60% Status Chance for 12s (was 3s)

Virtuos Null 
On Kill: +5%/20% Amp Energy Regeneration for 4s (was 1s)

Virtuos Shadow
On Headshot: 40% (was 10%) chance for +15%/60% Critical Chance for 12s (was 3s)

Virtuos Strike
On Critical Hit: 20% (was 5%) chance for +15%/60% Critical Damage for 4s (was 1s)

Virtuos Tempo
On Kill: 60% (was 15%) chance for +15%/60% Fire Rate for 8s (was 2s)

 

KITGUN ARCANES 

Pax Bolt 
On Headshot Kill: 100% (was 25%) chance for +7.5%/30% Ability Efficiency and +7.5%/30% Ability Strength on the next Ability used within 4s (was 1s)

  • Now that the chance is guaranteed, the new description is “On Headshot Kill: +7.5%/30% Ability Efficiency and +7.5%/30% Ability Strength on the next Ability used within 4s”

Pax Seeker
On Headshot Kill: 100% (was 25%) chance for 1/4 projectiles burst from the enemy and seek the heads of nearby enemies.

  • Now that the chance is guaranteed, the new description is “On Headshot Kill: 1/4 projectiles burst from the enemy and seek the heads of nearby enemies.”

Residual Boils*
On Kitgun Kill: 20% (was 5%) chance to spawn volatile hives for 3s/12s that explode when enemies approach for 80 (was 20) Heat Damage in 10m (was 2.5m). Standing in the area applies Heat Damage type to Theorem Arcanes.

Residual Malodor*
On Kitgun Kill: 20% (was 5%) chance to create a frigid mist for 3s/12s, dealing 40 (was 10) Cold Damage/s. Standing in the area applies Cold Damage type to Theorem Arcanes.

Residual Shock*
On Kitgun Kill: 20% (was 5%) chance to spawn an electrified spike for 3s/12s, dealing 200 (was 50) Electricity Damage to enemies within 10m (was 2.5m). Standing in the area applies Electricity Damage type to Theorem Arcanes.

Residual Viremia*
On Kitgun Kill: 20% (was 5%) chance to create pool of toxic blood for 3s/12s, dealing 40 (was 10) Toxin Damage/s. Standing in the area applies the Toxin Damage type to Theorem Arcanes.

*As a bonus for the four Residual Arcanes above, we’ve added some extra improvements - all four have had their buff radius increased to 9m, and each now has a 20% chance to proc their status type on all damage instances!
 

ZAW ARCANES

Exodia Brave
On Heavy Attack Kill: +1.3/5 Energy Rate for 4s (was 1s). Stacks up to 3x

Exodia Force
On Status Effect: 50% (was 5%) chance to deal 50%/200% Weapon Damage to enemies within 6m (was 3m).

Exodia Hunt
On Ground Slam: 50% (was 20%) chance to pull enemies within 6m/12m into melee range

Exodia Might
On Finisher Kill: 50% (was 13%) chance for +7.5%/30% Life Steal for 8s (was 2s)

 

Lighting Changes: 

We have made the following changes to lighting to improve how it interacts with details in open landscapes! 

  • Separated sky lighting from the rest in lightmaps, resulting in improved lighting quality because samples coming from opposite directions will no longer cancel each other out.
    • Lighting at night will now pop much more! Prior to this change, everything would be tinted in dark blue. Now, each lighting source will have much more vibrance in contrast to the dark backdrop of night.  
    • Lighting during the day will now have a lot more textural details especially when viewing things at distance. Prior to this change, details would tend to get lost at a distance and resemble more clay-like, without any grit or grain to it. 
  • Added sun bounce to the enhanced graphics engine. 
  • Enhanced graphics engine also offers more detail at a distance. 

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You may also notice in the above image that we have also made foliage blend improvements. 

b5d513afde15abb7ce7027272659e6e4.png

Enemy Grappling Hook Rework: 

Scorpions, Ancients, and Tusk Predators have had their grappling hook mechanic reworked! An age-old enemy mechanic from the early beginnings of Warframe, they’ve been grappling Tenno left and right for years - it’s time to break free! Since its introduction, the grappling hook attack has consistently knocked players down or dragged them around, providing no opening for combative counterplay. 

NOW Scorpion, Ancient, and Tusk Predator grappling hooks will tether to you, followed by a slight delay (1 second) before they attempt to slowly pull you in. Tenno who are agile enough can now Melee attack in the direction of the rope to destroy it and stagger the enemy. Additionally, Bullet Jumping or dodging during the pulling animation can cause a stagger to the enemy. 

*Isolator Bursas have not received the cut mechanic since the mechanic works a bit differently for these enemies.

Dog Days Returns! 
Dog Days returns on all platforms today at 2 p.m. ET and will run until June 29th at 2 p.m. ET. This year your favorite rewards return but there are some new additions that can be earned!

 

  • Dog Days Night Scene
  • Dog Days Kavat Glyph
  • Dog Days Kubrow Glyph
  • Fishy Ephemera


The event also features a new day and night cycle so you can test your soaking skills in the dark. Read up more about this tactical alert here: https://forums.warframe.com/topic/1313502-dog-days-returns-on-all-platforms/

ADDITIONS: 

 

  • Syndicate Rank Sigils have been added to Offerings in their respective Town hubs. These Sigils are purely cosmetic and do not offer Standing while equipped. 
    • Ostron Sigils - Old Man Suumbat in Cetus 
    • The Quills Sigils - Quill Onkko in Cetus 
    • Solaris United Sigils - Smokefinger in Fortuna 
    • Vox Solaris Sigils - Little Duck in Fortuna 
    • Ventkids Sigils - Roky in Fortuna 
    • Entrati Sigils - Son in Necralisk 
    • Necraloid Sigils - Loid in Necralisk 
    • The Holdfasts Sigils - Cavalero in Chrysalith 
       

UI CHANGES:

  • Updated the context action UI! 
    a7d66562ab1f48ecc0deba175d3c8733.png
  • Added a search bar to the Options menus! 
    7e91854c7585403a8132ec898c1ea7e1.png
  • “New” tag in the in-game Market will no longer show for items you already own. 
  • Updated several in-game Market bundle images. 
  • Updated various Customization screens:
    • Railjack Customization
    • Landing Craft selection 
    • Orbiter Interior customization 
    • Spoiler character customization 
      b62865aa9bd0a8d7c8e65d3383867ed8.png
  • Added darkening layer over in-game Market dioramas while scrolling through items so that the images are more prominent. 
  • Added FX backdrop to equipped Arcanes in the Operator Equipment screen.
  • Changed color on Amp Arcanes to all use the same green. 
  • When hovering over a bundle, the content icons will now rotate.
  • Updated Polish language Character support to display in the Star Chart properly.
  • Made adjustments to Polish character text alignment to prevent cluttering.
  • Updated the Tenno Guide icon texture. 
  • Added option to sort Friends list by most days spent Offline.
  • Updated Arcane icons back to being square.
  • Increased the size of the Syndicate screen in the Orbiter to accommodate larger text. 
  • Invulnerability icons on boss health bars will now only appear on health segments that have not been depleted. 
    • Before: All segments got the icon no matter what.
    • Now: Only segments that still have health get the icon.
  • Added a fade-in FX for current Requiem Mod combination and history in the Kuva Lich/Sister of Parvos screen in the Codex. 
  • Added some UI flair to the Clan management screen:
    • On-hover icon enlargement to buttons.
    • Clan Rank icon has had some outer glow added to it. 
    • Message of the Day graphic now has a fancy shimmer shader. 

 

OPTIMIZATIONS:

  • Made systemic optimizations to memory footprint (approximately 40MB of RAM saved in the Orb Vallis). 
  • Reduced memory consumption in DirectX 12 mode which helps towards fixing crashes on low-spec systems. As reported here: https://forums.warframe.com/topic/1310761-insufficient-video-memory-with-directx-12-only/
  • Made micro-optimizations to facial animation performance.
  • Made systemic micro-optimizations to loading and streaming performance. 
  • Made several Orb Vallis collision optimizations (saving around ~10MB). 
  • Made micro-optimizations to game start up. 
  • Made a small optimization to DX12.
  • Made several memory, foliage, and lighting optimizations in the Plains of Eidolon, Orb Vallis, and Cambion Drift. 
  • Made micro-optimization to the base game code.
  • Made systemic micro-optimizations to loading and streaming performance. 
  • Made micro-optimizations to the network code. 
  • Made a micro-optimization to Towns, Relays and Dojos.
  • Optimized collision meshes in the Orb Vallis (down to 34mb from 79mb originally). 
  • Optimized the Orokin Storage Container FX. 
  • Optimized environment rendering on DX12, improving rendering time for shadows by roughly 50%.
  • Optimized memory footprint of the game for all platforms. 
  • Optimized various animated icons to flip between images rather than animate for significant performance savings. 
  • Optimized various animated textures. 
  • Improved texture performance during Landing Craft mission intro cinematic. 
  • Made improvements to End of Mission rewards that increases accuracy and memory usage.
  • Reduced memory consumption in DirectX 12 mode which should stop the game crashing on low-spec systems.
  • Improved the performance of the screens on the Barrels in the Gas City Tileset.
  • Fixed DX12 Crash related to Nezha’s Divine Spears. 
  • Fixed an FX leak if killed during Equinox Prime’s Metamorphosis. 
  • Fixed significant loading times after the end of Teshin’s mission in The New War. 
  • Fixed a hitch that could occur when a Kavat is in the player's loadout and they enter the Dormizone or Orbiter Captura scene. 
  • Fixed spot-loading issues when selecting a bundle in the in-game Market. 
     

GENERAL CHANGES:

  • Made the following changes to the Grendel Locator missions:
    • Lowered the Enemy level in the Grendel Locator Missions from 40-45 to 25-30. 
      • This change was made thanks to Community feedback on the difficulty of the Eximus units in the Grendel missions after their rework, but it was also decided to lower the enemy levels overall as these missions were deemed too difficult. 
    • Reduced the length of the Grendel Chassis Locator Defense mission from 15 waves to 10 waves. As reported here: https://www.reddit.com/r/Warframe/comments/uigpd9/grendel_missions_impossible_now_with_eximus_rework/i7fk209/?utm_source=share&utm_medium=web2x&co
      • The changes to Eximus units in the Angels of the Zariman update made this particular mission much longer compared to the rest because you are required to clear all the Eximus at the end of every wave. Even with the changes we’ve made to Overguard in this update, we have reduced the waves to compensate for the added difficulty/time we found Eximus units continued to bring to the mission. 
    • Syndicate Death Squads will no longer spawn in the Grendel Locator missions. 
  • Garuda’s Dread Mirror now blocks all radial damage in front of it and grants stagger/knockdown immunity. 
  • Changed the reticle of several weapons with a charge mechanic to no longer use energy colors for their charge indicators.
    • While it’s desirable to have the reticle of these weapons take on the energy color, it sacrifices too much clarity for the weapon charge indicator.
      • This applies to: 
      • Laetum transmutation gauge 
      • Phenmor transmutation gauge
      • Morgha charge reticle
      • Cortege charge reticle
      • Sepulcrum charge reticle
      • Trumna charge reticle
      • Mausolon charge reticle
  • Updated the description of Magus Nourish to indicate that it heals a set amount, and does not apply healing over time. 
    • This is always how the Arcane has functioned, we are simply updating the description.
  • Terminal Velocity is now compatible with the Aeolak. 
  • Added abilities videos to the Necramech abilities screen. 
  • Added new ‘Premium Bundles’ and ‘Supporter Packs’ categories to the in-game Market.
    • The ‘Premium Bundles’ category includes Prime Access and Prime Vault packs. 
  • Future community driven in-game Alerts will now be called a “Tenno United Alert” to indicate that they are the result of community efforts! 
  • These can be Alerts unlocked from charity events, ARGs, etc. 
  • Clan Recruitment Changes:
    • Increased the ad duration timer from 8 hours to 12 hours.
    • Added the ability to report an applicant’s message if needed.
    • Added the ability for Advertisers to accept or reject requests.
    • Added the ability to sort the Pending Tab of the Clan Menu so that it is easier to see all applicants together.
    • Fixed an issue where Rank 7 and 8 Clans could not accept requests.
    • Fixed case where Clan Ads could be posted without consuming the required resources. 
  • A “Thank You” inbox message will now be sent upon making purchases from the in-game Market. 
  • Updated the Oull Requiem Mod icon to an animated icon that displays all possible Requiem Mods.
    • The Oull Requiem Mod was replaced by an animated version to make its functionality more clear.

  • Disabled Archwing Blink during the detection beams stage in the War Within quest. 
    • Blink was removing the difficulty and purpose of that mission which requires you to use the cover of the ship to pass through the beams undetected. 
  • Minor character collision improvements (when colliding with high obstacles). 
  • Replaced item of significance at the end of the Angels of the Zariman Quest in the Chrysalith. 
  • Polished some of Gyre’s idle animations. 
  • Updated Lephantis’ taunt sounds in the Star Chart. 
  • Made tweaks to in-game Market dioramas to keep items from clipping through the floors.
  • Adjusted the camera in an effort to make items more viewable in the in-game Market. 
  • Display and Articula Orbiter decorations are now chat-linkable!
  • Made improvements to the look of cloth collision. 
  • Chat linked Rivens now support showing more than 1024 rerolls. 
  • Upon throwing a Thermia Canister, you will now switch back to your Primary weapon if that’s what you were using upon pick-up. 
    • This applies to the Mastery Rank 28 test as well as the Profit-Taker Orb fight
  • Made improvements to the dialogue animations of Relay NPC’s.
  • Made improvements to the appearance of the Voidshell Helmet.
  • Added more blinks and more active eye tracking to Cavalero’s idle animations.
  • Updated the textures of all Chrysalith NPC’s.
  • Made slight adjustments to Motion Blur FX.
  • Made improvements to the tintmask of the Chrysalith NPC’s.
  • Made slight improvements to the look of all foliage in all open world zones.
  • Updated the appearance of Hombasks’ neck and hands.
  • Updated the muzzle flash position on the Komorex. 
  • Updated the Kavat and Kubrow Market preview dioramas. 
  • Added more animations to VERD-IE. 
  • Updated the material shaders on Rocks. 
  • Improved pet behavior when loading into the Dormizone via elevator from Chrysalith, and while roaming around.
  • Updated lighting in the post-New War Orb Vallis. 
  • Updated the FX on Oberon's Hallowed Reckoning to be more visible. 
  • Made minor adjustments to Cephalon Suda’s appearance at the end of Octavia’s Anthem Quest. 
  • Changed all category names in the Inventory to be plural (Warframes, Prime Parts, etc.). 
  • Made some slight updates to the Rifle idle animations. 
  • Slightly increased the Shield recharge delay on most Corpus and Narmer enemy types. 
  • Cleaned up some generic explosion FX used throughout the game. 
  • Improved the spawning of Corpus Units in the Orb Vallis areas that had issues, such as the Temple of Profit. 
  • Slightly increased the Sound FX volume of the Sirocco amp. 

FIXES:

  • Fixed Dormizone Vista Suite lighting issues. As reported here: https://forums.warframe.com/topic/1312121-dormizone-vista-suite-lighting-issue-known-fix-coming/
  • Fixed custom Dormizone decorations not showing up in the Dormizone Captura scene.
  • Fixed the Sirocco Amp Skin overriding the sound FX of the Amp it's equipped to. 
  • Fixed crash that would occur when aborting a Railjack mission. 
  • Fixed rare crashes that could occur if a user interface screen was closed and unloaded before it could finish rendering. 
  • Fixed Evolution inbox messages for the Vasero Apex Sekhara being sent three times. 
  • Fixed being able to stack the effects of certain mods (notably the Galvanized set) when equipped on Exalted weapons that are cast multiple times back to back as Client.  
  • Fixed the Corvas’ reload sound FX spamming.
  • Fixed a spoiler character appearing in the final scenes of the War Within and The Sacrifice, causing issues in the cinematics. 
  • Fixed the intended heavy attack wind up time not applying to Gunblades when spammed. 
    • This also fixes melee charges (from any melee weapon) being ignored when spammed. 
  • Fixed the Boomie Glaive Skin and the Proto Glaive Skin causing the Glaive it is equipped on to shrink when its colors are adjusted. 
  • Fixed a map hole in the Grineer Sealab tileset. 
  • Fixed Wukong’s Celestial Twin having the original player loadout instead of just the Paracesis in the final stages of The New War quest. 
  • Fixed frame rate dependent camera shake during the final stage of The New War quest. 
  • Fixed getting your Railjack stuck inside the Corpus Ship after evading the Tempestarii in the Call of the Tempestarii quest and attempting to enter a blackhole portal on the map. 
  • Fixed difficulty passing the stage in The War Within mountain pass after the Maw due to Void Blast’s removal. 
    • We have added a platform for the player to land on after Void Slinging across. 
  • Fixed drop sources for non-refined Relics not appearing when previewed in the Inventory menu. 
  • Fixed the Ordis Sentinel Skin having no idle animation when equipped on Dethcube or Dethcube Prime. 
  • Fixed the Kerulyst Sentinel Skin missing its head bobbing animations.
  • Fixed custom emissive colors on the VERD-IE Sentinel skin not applying. 
  • Fixed a long-standing bug that could result in random crashes. 
  • Fixed map hole in one of the Grineer Forest caves. 
  • Fixed Nidus’ Virulence not always creating a trail for Host if stomping down on forced Transference bubbles from above (such as in Void Cascade).
  • Fixed a bunch of camera popping issues that were causing errors.  
  • Fixed several icon issues:
    • Fixed the Arcane icons being improperly sized when equipped. 
    • Fixed the Javlok Capacitor icon appearing squashed when linking in chat.
    • Fixed the Exilus Weapon Adapter icon appearing squashed. 
  • Fixed Weapon and Mod buffs having unlimited duration when exiting Archwing as Client.
  • Fixed being able to equip multiple Arcanes on Kitguns through chat-link. 
  • Fixed exploding barrels triggering weapon Arcanes. 
  • Fixed NPC animations not lasting as long as the dialogue is spoken. 
  • Fixed an issue with Titania’s Razorwing where the Razorflies would not appear to spawn.
  • Fixed Dormizone Warframe display loadout not updating when changed while visiting as Client.
  • Fixed issue where Client could see Host with duplicate Operator and Warframe after entering Dormizone from Chrysalith.
  • Fixed a map hole in one of the Deimos tileset.
  • Fixed Tram door in Deimos not visually opening for client. 
  • Fixed reloading animation on the Rubico Prime when using the Rubico Verv skin.
  • Fixed the rending of Trees in the background of the Spoiler Camp in The New War Quest during ‘The Aftermath.’ 
  • Fixed logo on Quinn’s buckle in the Chrysalith. 
  • Fixed issues with camera location and Companions while customizing Companions in the Dormizone.
  • Fixed issues with enemy FX shortly after using Loki’s Switch Teleport. 
  • Fixed case of an Excavator not visually touching the ground on Mars. 
  • Fixed map hole in The War Within that was made accessible with Void Sling during the mission Return to the Mountain Pass: Earth. 
  • Fixed Glacia Syandana not fitting well on Yareli. 
  • Fixed Atlas Rubble not being created if you’ve replaced Petrify with a Helminth ability. 
  • Fixed Atlas’ Path of Statues Augment not working if you’ve replaced Petrify with a Helminth ability. 
  • Fixed Atlas’ Ore Gaze Augment always applying at 20% even if you don’t have the Mod equipped. 
  • Fixed rare crash that would occur when exiting after making a purchase from Hombask.
  • Fixed Protea’s Grenade Fan and Shield Satellites appearing massive when using Archwing.
  • Fixed missing hand textures for Quinn. 
  • Fixed Amp color customization affecting all loadout slots. 
  • Fixed Orphix Resonators spawning in hidden rooms on the Corpus Ship tileset.
  • Fixed slightly floating benches in the Zariman School interior. 
  • Fixed Ion Shoulder armor blocking the players view while aiming down the sights with Chroma Prime.
  • Fixed Sevagoth’s Gloom FX being applied to dead Amalgam Spectralysts. 
  • Fixed rare Crash related to duplicating a Decoration. 
  • Fixed multi-shot spawning the wrong number of projectiles in some cases.
  • Fixed being unable to chat link the following:
    • Ayatan Hemakara Sculpture
    • Shawzin
    • Luxxum Ornaments
    • Atlas Prime Noggle 
    • Gara Prime Noggle 
    • Nidus Prime Noggle 
    • Octavia Prime Noggle 
    • Landing Craft skins
  • Fixed the Aeolak, Kuva Hek, and Euphona Prime not playing the proper reload animation when the last shot in the magazine is from its alt fire. 
  • Fixed equipped Shedu disappearing when wall latching. As reported here:
  • Fixed Clients only being able to do one trick on the K-Drive no matter which trick prompt they use. No more one trick ponies! 
  • Fixed Rhino’s Iron Skin VFX not applying properly to all (except the Palatine) Rhino Skins.  
  • Fixed motion blur issues on Rhino’s Iron Skin.
  • Fixed Nyx being able to Mind Control stationary turrets in the Plains of Eidolon and the Orb Vallis, causing them to teleport to her when she gets far enough away. 
  • Fixed the Vox Solaris Mask positioning issues on a spoiler character. 
  • Fixed the Kestrel’s boomerang sound not stopping if using a Warframe ability during melee attacks. 
  • Fixed Helminth’s Nourish ability being unable to be cast by Lavos and Hildryn (since they do not use Energy). 
    • Lavos will now have a cooldown and Hildryn’s Shields will be consumed in its place so that the ability can be cast. 
  • Fixed script error related to Harrow’s Penance.
  • Fixed TennoGen icon in the in-game Market having a misaligned black square behind it. 
  • Fixed the friend list reporting that players who are in the Necralisk are in the Chrysalith. 
    • This also fixes being unable to join a squad in the Necralisk if you haven’t completed the Angels of the Zariman quest. It will now properly block the node until the Heart of Deimos quest has been completed. 
  • Fixed the Golden Maws in the War Within quest not detecting Operator in most of the area they are traversing. 
  • Fixed script error with Moa attacks. 
  • Fixed camera positioning when hovering over Operator Arcanes.
  • Fixed crash while loading into Plains of Eidolon from Orbiter as Client. 
  • Fixed Vistagraph not updating when attempting to change in the Dormizone’s Vistagraph. 
  • Fixed text overlapping in the weapon description Arsenal UI for Kuva and Tenet weapons. 
  • Fixed Daily Standing Limit text in the Holdfasts UI overlapping in different languages.
  • Fixed minimap disappearing for Clients after Host migration.  
  • Fixed some slight blockiness that was occurring on the Titanium Sheen and Oxium Gloss Voidshell Materials.
  • Fixed the Rubble Heap Augment mod not granting free casts of Atlas’ Landslide if Inner Might was equipped. 
  • Fixed being able to open the page to purchase Platinum by clicking Platinum amount mid-mission. Players will still be able to open the purchase Platinum page by clicking the icon while in the Orbiter. 
  • Fixed description for the Gokstad Pilot Codex entry. 
  • Fixed Nyx’s Psychic Bolts not removing enemy defenses or stunning them if the Pacifying Bolts Augment mod is equipped. 
  • Fixed some Corpus ships in the Codex not having the ‘Elite’ classification. 
  • Fixed Crash related to Ash Specters using Bladestorm, it will now be more friendly to Clients. 
  • Fixed a script error when customizing Yareli in the Arsenal. 
  • Fixed players being able to purchase the Dormizone’s Vista Suite Key multiple times.
    • If you have accidentally purchased the Dormizone Vista Suite Key multiple times, please contact Warframe Support and they will help rectify your standing. 
  • Fixed script error when being detected by lasers in The War Within. 
  • Fixed Aeolak’s Riven disposition being 1.25 instead of 0.5. 
  • Fixed Ash’s Bladestorm clones spawning as headless ghosts in T-pose. 
  • Fixed tabs in the Foundry being hard to read against the bright backdrop of the Foundry itself. 
  • Fixed missing backers for sub-categories in the in-game Market. 
  • Fixed the description for The New War Firepower Pack overlapping with other UI elements. 
  • Fixed crash when attempting to load back into a Railjack mission. 
  • Fixed crash related to the Ignis’ fire tracing. 
  • Fixed right input icon to tab through categories in the Inventory screen overlapping when using a controller. 
  • Fixed a completely unlit door in the Orokin Moon tileset. 
  • Fixed entering the cutscene at the end of the Second Dream while on Yareli’s Merulina causing no collision, amongst many other issues.
  • Fixed script error when using the Railjack Archwing Slingshot. 
  • Fixed some root motion issues with Saryn and Nova’s speargun animations. 
  • Fixed Client crashing when Host attempts to enter a Crewship in Railack missions. 
  • Fixed the “Swatter” (Kill 3 Drones or Ospreys with your Melee Weapon) Nightwave Act not counting other Drones/Ospreys that aren’t Corpus.
  • Fixed the "Press to view profile" text no longer appearing when hovering over players. 
  • Fixed being unable to progress past the turret segment in the For My Brothers stage of The New War quest due to no Sentients spawning.
  • Fixed controller losing function after using d-pad to scroll to the bottom of the Options page.
  • Fixed Oro collection in the Conclave Annihilation sessions not counting towards score. 
  • Fixed crash related to the Mercy kills on Deacon enemies in The New War quest. 
  • Fixed Client becoming invincible after being downed once with Emergence Savior equipped. 
    • Also fixes Emergence Savior not triggering at all. 
  • Fixed the Emoji color selector displaying two of the same teal color options in a row.
  • This also fixes selecting the second teal option appearing pink in chat. 
  • Fixed the number counts for kills and deaths in Rathuum arena missions drifting to the left each time a name leaves and enters the screen.
  • Fixed crash related to the Oxium Ospreys self-destruct. 
  • Fixed script error when transitioning between the Chrysalith and the Dormizone. 
  • Fixed Captura options menu not appearing in screenshots even with the “UI in Screenshots” option enabled. 
  • Fixed Lavos’ Transmutation Probe not consistently working on ammo drops in open landscapes. As reported here: https://forums.warframe.com/topic/1302047-universal-ammo-bugged/
  • Fixed Shadow Stalker’s Health/Shields overlay UI replacing the active bosses UI (e.g. Jackal). 
  • Fixed FX issue of Zephyr’s Tornado lingering on screen if it’s being observed when the duration ends. 
  • Fixed case of Hildryn’s Helminth abilities costing less Shields if Inner Might was equipped.
  • Fixed case of Ved Xol getting stuck while trying to melee with his Prova in the Index. 
  • Fixed script error related to Last Gasp.
  • Fixed Launcher not being able to display several Cyrillic characters.
  • Fixed Maroo’s Ayatan Hunt mission not being referenced in the End of Mission screen.
  • Fixed Gara’s Mass Vitrify not appearing transparent when surrounding the Defense cryopod on Sedna. As reported here: https://forums.warframe.com/topic/1232706-bugglitch-gara-wall-visual-my-friend-dont-wa[…]n-sednahydron-or-saturnhelena-cause-they-cant-see-anything/
  • Fixed Legendary blessings and Baro transmissions on Relay screens not appearing properly. 
  • Fixed script error when falling out of bounds in The War Within quest. 
  • Fixed a spot where Coildrives could spawn and get stuck, causing troubles with reinforcement flow on Orb Vallis in the vicinity of the Fortuna gate.
  • Fixed white explosion particles in the Grineer ship’s FX in Archwing missions. 
  • Fixed bug where hopping on K-Drive with Nyx Absorb active causing her to be ragdolled off.
  • Fixed the Akarius explosion FX defaulting to its original blue color when not Hosting. As reported here: https://forums.warframe.com/topic/1283536-akarius-explosion-fx-color-does-not-follow-energy-color-if-you-are-not-host/
  • Fixed issue where spawns in Open Landscape missions could get locked up when playing solo on certain mission (eg. Drone Defense on PoE). 
  • Fixed incorrect description showing for the Deadzone option in Controller options. 
  • Was: [PH] Legacy Aim Deadzone Tooltip]
  • Now: Switch to Warframe's original analog stick deadzone mapping.
  • Fixed invisible wall in the Gas City tileset preventing bullets from traversing through it. 
     
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Posted (edited)

Thanks for the update
 

42 minutes ago, [DE]Danielle said:
  • Fixed the Laetum’s "Overwhelming Attrition" Evolution perk triggering much less frequently for Clients than for Hosts. 
    • If any projectile in the multishot group was a critical hit or status effect, the entire thing became invalid and would not get the buff for Clients.
  • Fixed Clients gaining Incarnon Form charges added and then partially resetting and counting back up in high latency situations. 
  • Fixed the Laetum’s Evolution V ability “Devouring Attrition” not providing its 50% chance of receiving a 2000% damage buff on non-critical hits for Clients. 

This is what I've been waiting on! I think I made 3 bug reports on this but never got any response. I can now play the game with less anxiety regarding I got host/client.
  

42 minutes ago, [DE]Danielle said:

Added a 1.5 second delay between generating Void Mote from the same enemy. 

  • Emergence Dissipate was conceptualized as a weaker alternative to Zenurik’s energy gain, but ended up being even stronger than the Energy-focused school in certain cases, going against the Focus rework goals of each school having a unique niche. The above changes also seek to maintain the original goals we had with Void Sling; to encourage a more controlled behavior instead of a spam-centric loop. The slight cooldown motivates more mindful gameplay, but with the benefit of the stat buffs it has received for lower levels.

 

Welp, this sucks... The arcane is dead at this point and we're just going to go back to energy pads. A delay is pretty big nerf, especially at the heart of something to cause an arrhythmia

Edited by Damocles
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Posted (edited)

Thanks for the update i have a few complaints 

Where are the augment changes/reworks

Why introduce challenging gameplay( overguard) if you nerf if after noobs cried about it

Why do you give us a useless landcraft ability
This ability has a 5 minute cooldown and 150 range, at least make it mark the rare resources on the entire map for 2 minutes duration to make it somewhat useful for farming argon crystals or something

 

Edited by FSK41
explained further
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Posted (edited)
23 minutes ago, [DE]Danielle said:

Fixed the Akarius explosion FX defaulting to its original blue color when not Hosting. As reported here: https://forums.warframe.com/topic/1283536-akarius-explosion-fx-color-does-not-follow-energy-color-if-you-are-not-host/

FINALLY!!!!!!!!!!!!!!!!!!!!!!!!! That took way too long to get fixed.

Edited by XHADgaming
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Posted (edited)

Thanks for all of your hard work, DE & Staff!

Almost missed this:    Magus Elevate is in a terrible state, having the HP given to the warframe with a delayed timer, still leaving you open to die after transference-ing back into your frame. 

Felarx Reload Animation Bugged:  Shooting one pellet from the weapon forces you to reload twice (two shells) in the animation, rendering reload time slower than it should be. 

Edited by Halo
Magus Elevate Broken / Animations
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30 minutes ago, [DE]Danielle said:

Note on Transference cooldown progress: We mentioned during Devstream #162 that the slight Transference cooldown is not intended. And that continues to be the case - but the changes are not situated well enough yet to release as it involves careful consideration around server tech that we have to be delicate around. Work continues for a future release! 

Soon ™️

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29 minutes ago, [DE]Danielle said:

There are 7 possible temporary 45 second buffs

Ten minute cooldowns, only lasting 45 seconds, and no permenent buffs or ability to dictate what buff you get?  Plus having to go out of my way during the gameplay loop to activate? 

Useless. Why not allow only one buff up at a time but it last for the mission duration? Or even a ten minute buff (so you have to keep returning to those surge points.)

Also, no fixes to the hespar, caliban, or the lightning ball gun? Given when these items appear and what is needed to farm them they are insultingly weak. Take the hespar for example. The railjack two handed nikana outclasses it statwise and has a passive buff to increase speed on heavy attack kills, which is generally as of right now how it is used. 

Then there's the Dissipate arcane changes. This is, frankly expected because we're having too much fun with it, it's making too many things viable. However I'm still disappointed.

Still, a lot to enjoy here even with my complaints. 

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Made it through most of those patch notes before my brain quit XD Looks fantastic! I'm especially excited about the second amp arcane slot, individual extract, the new arcanes, the arms and fishy ephemeras, and ofc TINY SHIP

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34 minutes ago, [DE]Danielle said:

In order to solo extract from endless Zariman missions, simply head to the elevator and hold to extract at the panel. Traditionally, in other endless missions you could solo extract by waiting out the timer at the extraction point, but doing that here will only extract once all team members have joined you in the elevator. We may explore this option for Zariman missions, but for now manual solo extraction is available!

Love this. Please apply this to other endless types. There are 4 landing craft extraction panels, typically, so I suggest improving immersion by making this tile dynamic. A player can go up to an unused landing craft door and solo extract. Once the ship departs, that door is then sealed off. 

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Posted (edited)

Holy... Finally. I sent in a suggestion for strafing with your void dash (now sling ofc) like 4-5 years ago lol. I stopped playing a few years back and now that I started again, it's finally here haha. Thank you.

Edited by WarriorWolfLRB
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Posted (edited)

Please look into making Voidshell materials compatible with all skins.

A bug that has been going on since Zariman has made them work already with 60% of the base skins.

 

 

Edited by krazox
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