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Whispers in the Walls: Update 35.1.0


[DE]Danielle
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WHISPERS IN THE WALLS: UPDATE 35.1.0

Hello Tenno! Whispers in the Walls: Update 35.1.0 is an Interim Cert* update that brings many code changes* and fixes, including many new player path improvements and more! 

It’s worth noting that some of the QOL mentioned in Devstream #176 is in this update but not all - more is planned for March (Inaros Rework, Arsenal Stat Audit, Archon Shard Expansion, etc.) with the release of Dante Unbound! 

*Learn more about what these terms mean in the Warframe Lexicon for Updates. 

 

NEW PLAYER PATH IMPROVEMENTS

The next batch of changes to improve the new player experience are here! In this update, we  address Quest progress obstacles and rebalance the Fortuna Syndicates rank-up requirements to make them more accessible. 


Quest Changes

Saya’s Vigil Quest Changes: 

  • “Locate the Shatter-Lock pieces” stage: 
    • The Grineer Armored Vault in the Plains of Eidolon that contains one of the Glass Shards that needs to be scanned will now be opened by default. 
      • Before, you would have to interact with the unlock terminal for the doors to open. This made finding the Glass Shard difficult, as players would, understandably, overlook the locked Vault. 
    • Moved the Glass Shard in the Grineer Armored Vault from a hard to see corner to the floor. 
    • Added a highlight to the Glass Shard to make them more visible. 
  • “Board Hek's Galleon” stage: 
    • Reduced the level of enemies from 5-8 to 4-5. 
    • Reduced the level of the Nox that players have to defeat to progress from 12 to 7. 

The Sacrifice Quest Changes: 

  • Added 60x Kuva to the “Explore Lua” mission rewards. 
    • Since 60x Kuva is required to craft Excalibur Umbra to proceed in the Quest, we want to prevent players from having to interrupt their Quest flow in order to obtain some. 

Vox Solaris Quest Changes: 

  • “Talk to Thursby in Fortuna” stage: Lowered the Health of the Corpus Spy Drone (from 8,000 to 2,500) you have to shoot down and hack to progress. 

 

Solaris United & Vox Solaris Syndicate Sacrifice Changes: 

The Rank-up Sacrifices for Solaris United and Vox Solaris have undergone a rebalance! Both have had their requirements significantly reduced to help make these Syndicates much more accessible for players. We also made some slight changes to the Rank requirements of some of Little Duck’s Offerings - read on for specifics on all of the above! 

Solaris United Sacrifice Changes: 

  • Rank 1 “Outworlder”
    • Training Deb Bonds - Reduced to 2 (was 13)
  • Rank 2 “Rapscallion”
    • Shelter Debt Bonds - Reduced to 3 (was 15) 
    • Training Debt Bonds - Reduced to 2 (was 12) 
  • Rank 3 “Doer”
    • Medical Debt Bonds - Reduced to 4 (was 13) 
    • Shelter Debt Bonds - Reduced to 3 (was 15) 
    • Training Debt Bonds - Reduced to 2 (was 10) 
  • Rank 4 “Cove”
    • Advances Debt Bonds - Reduced to 5 (was 13) 
    • Medical Debt Bonds - Reduced to 4 (was 10) 
    • Shelter Debt Bonds - Reduced to 3 (was 12) 
  • Rank 5 “Old Mate” 
    • Familial Debt Bonds - Reduced to 5 (was 10) 
      • Advances Debt Bonds - Reduced to 5 (was 12) 
      • Medical Debt Bonds - Reduced to 3 (was 12) 

Vox Solaris Sacrifice Changes: 

  • Rank 1 “Operative” - No changes
  • Rank 2 “Agent” 
    • Gyromag Systems - Reduced to 1 (was 8) 
    • Vega Toroid - Reduced to 1 (was 5) 
  • Rank 3 “Hand” 
    • Atmo Systems - Reduced to 1 (was 5) 
    • Calda Toroid - Reduced to 1 (was 5) 
  • Rank 4 “Instrument” 
    • Repeller Systems - Reduced to 1 (was 3) 
    • Sola Toroid - Reduced to 1 (was 5) 
  • Rank 5 “Shadow” 
    • Repeller Systems - Removed (was 3) 
    • Crisma Toroid - Reduced to 1 (was 3) 

Little Duck’s Offerings Rank Changes: 

  • Changed the Vox Solaris Rank requirement for purchasing Gyromag Systems from Rank 3 to Rank 1 and changed Atmos Systems from Rank 3 to Rank 2. 
    • Since Rank 2 requires a Gyromag System Sacrifice, and Rank 3 requires an Atmo Systems Sacrifice, we adjusted their Rank requirements so that players could acquire them with Standing to rank up. This logic was already applied to the Repeller Systems, which you can purchase at Rank 3 and need for the Rank 4 & 5 Sacrifices, so we did the same with these. 

 

New Venus Junction Reward: “Dreamer's Bond” Aura Mod
Upon completing the Venus Junction, players will now be rewarded with a new Aura Mod: 

Dreamer’s Bond
Squad receives +0.3 Energy Regen/s and +1.5 Health Regen/s. 

The intent is to get new players familiar with Aura Mods earlier in the game. Which is also why we have temporarily assigned it the Madurai Polarity, which matches the Aura Slot for our starter Warframes Mag and Volt (Excalibur has an unassigned Aura Polarity). We will be changing its Polarity to Universal (can be equipped onto any Aura Polarity to increase mod capacity) in the Dante Unbound update, so that all Warframes can benefit from equipping it!

Acquiring outside of Junction:
For those who have already completed the Venus Junction, Dreamer’s Bond will be sent via inbox message upon login after downloading this update. We have also added it to the Nightwave Cred Offerings rotation! 
 

Additions: 

  • To celebrate the launch of Warframe on iOS, the new Starter Weapon Pack is available for purchase on all platforms (one per account) and includes: 
    • Aeolak Rifle (Max Rank) 
    • Serration Mod (Max Rank) 
    • 100 Platinum 
  • New Somachord songs are now available at Varzia’s Prime Resurgence Offerings for Aya! Enjoy the signature themes of these Prime Warframe that were featured in their respective trailers.  
    • Gauss Prime Theme (also known as “Redline”
    • Grendel Prime Theme 
    • Gara Prime Theme
    • Hildryn Prime Theme
    • Hydroid Prime Theme
    • Khora Prime Theme
    • Nekros Prime Theme
    • Nidus Prime Theme
    • Oberon Prime Theme
    • Octavia Prime Theme
    • Revenant Prime Theme
    • Vauban Prime Theme
      • Note: The Somachord songs may take a moment to appear in Varzia’s Offerings - rest assured that they will be there momentarily after the update has launched!

Cross Platform Play/Save Changes & Fixes: 

  • Fixed being unable to progress in the Awakening Quest after Merging an account that had completed with an account that hadn’t yet.  
  • Fixed Exalted Weapons losing their progress after merging accounts. 
    • Since a Warframe can only have a singular Exalted Weapon, the Primary account would override the Secondary’s Exalted Weapon progress, regardless of its state. Now, when accounts are merged, the account with the Exalted Weapon that has more Forma and Rank/Affinity will be prioritized. 
  • Fixed the warning pop-up informing players that they cannot trade Platinum with Nintendo Switch accounts (as intended with the Platform specifications for Cross Platform Trading & Gifting) stating that the trade has failed instead of specifying why. 
    • This would occur specifically when adding Platinum to the Trade window after another item or after attempting to add it a second time. 
  • Fixed cases where players would not be properly Host Migrated if the Host was on a Console platform. 
  • Fixed having both an incubating and equipped Companion active at the same time after merging an account that is Incubating a Companion with an account that has a Companion equipped. 
    • Now, when merging accounts in these states, the equipped Companion will be unequipped. 
  • Fixed players on other platforms being unable to add an Xbox player as a friend if they had spaces in their alias. 
  • Fixed a rare issue where the "You are already logged in. Login here and terminate the other connection?" message would pop up repeatedly after linking a Console account to a brand new PC account and using the Companion App. 
  • Fixed Operator/Drifter Configs not retaining their assigned customizations after making a Console account the primary during merge. This would often appear as if Config A’s customizations had been copied over to all Configs. 
    • Any future merges will now take the primary account’s Configs. For existing merges, the Configs have been reverted to those from the primary account.
  • Fixed case where you could end up with more Loadouts than Loadout Slots after merging accounts.
    • This was caused by Loadout Slots from the Initiate Power Pack and those from Mastery Ranks not carrying over into the merged account. Players would see, for example, “SLOTS 4/3” in the Loadout screen after merging.
      • Note: Merged accounts that were created from an account with the max amount of purchasable Slots (24) with one that also had a lot of Loadouts will likely still have more Loadouts than Slots even with the above fix. These Loadouts are still accessible/usable, but in order to create new Loadouts you will have to get below the 24 Slot limit by deleting some.  

Albrecht’s Laboratories Changes & Fixes: 

  • Enemies hit with Amphor’s AOE will now count towards the “Hit Enemies with X Amphor” Alchemy Bounty Challenge. 
    • Previously, the challenge required a direct hit to count as progress towards the challenge, so we made it much more forgiving. In light of this change, we have slightly increased the required amount of enemies needed to hit to complete the challenge now that it is easier to gain progress: 
      • Low tier Bounty: From 5 to 6
      • Mid tier Bounty: From 10 to 12
      • Higher tier Bounty: From 15 to 18
  • Vitreum scanning duration now scales according to squad size in the Effervo Assassination mission: 
    • Solo player: 30 seconds
    • Two players: 27 seconds
    • Three players: 24 seconds
    • Full squad: 20 seconds (this was the original duration for all squad sizes prior to this change) 
  • Removed the “Find X Murmur Sarcophages” challenge from Alchemy Bounties. 
    • There was an issue with not enough Sarcophages spawning in Alchemy Bounties, making it impossible to complete the challenge, so it has been removed. 
  • Added an eyelid to the Vitreum that reacts based on its various scanning states. 
  • Fixed Necramites spawning extremely far from players in Netracell missions. 
    • They now have a max spawn distance of 500 meters to help prevent this issue!
  • Fixed only 3 Acolytes spawning in total during Steel Path Alchemy missions. 
    • They will now continue to spawn in intervals as they usually do in endless mission types. 
  • Fixed the maximum number of Vitreums that can be activated simultaneously in the Effervo Assassination mission not scaling based on Squad size if started from Sanctum Anatomica’s navigation. 
  • Fixed Netracell Keyglyphs equipping onto the player closest to the terminal instead of the player that actually selected it. 
  • Fixed Clients seeing Keyglyph names in the Host’s language instead of their own in the pop-up that occurs when picked up.
  • The Netracell search radius will now gradually shrink rather than suddenly jump after hacking the Pom-3 terminals. 
  • Repositioned and condensed the Netracell objective text so that it takes up less screen space. 
  • Fixed Exhaustion Keyglyph’s Energy drain causing the Sanguine Keyglyph to trigger and deal Bleed Status in Netracell missions. 
  • Fixed Host migration causing the next round of pressure vents in Alchemy missions to spawn far from the Crucible’s location. 
  • Fixed Clients switching to their Primary weapon after throwing an Amphor in Alchemy missions instead of their Secondary if they had it equipped upon picking up the Amphor. 
  • Fixed another section in the Netracell being accessible and bypassed by Titania in Razorwing.
  • Fixed enemies continuing to spawn outside of The Fragmented’s arena (Effervo, Assassination node) after Host Migration. 
  • Fixed Murmur Eyes visually lingering after killing their Hurling Fragments with damage over time effects at the same time they expire. 
  • Slight timing tweak to when the audio transmission plays after hacking the terminal in the Persto, Deimos Survival mission. 
  • Made tweaks (pacing, repeat frequency, etc.) to the audio transmissions in the Deimos Assassination (Effervo), Alchemy (Cambire), and Netracell missions. 
  • Made an extremely minor tweak to Eximus units spawn timing in Alchemy missions so that they spawn a tad faster.  
  • Fixed lighting issue that would cause the depth fog to pop randomly in Albrecht’s Laboratories. 

Changes: 

  • You will no longer be forcibly dismounted from your Kaithe in Duviri when near the Table for Two and Void Mirror objectives. In its place, a message will pop up to inform players that they must dismount first. 
    9c46f1c49441a25a52591cad7f98e3fd.jpg
    • Players are also no longer blocked from mounting Kaithe while engaged with these objectives. 
    • This initial restriction was added due to players on Kaithes causing animation issues for their mirrored Operators. Now your Mirror version will disappear when you are on a Kaithe to prevent those animation issues from occurring.
  • Adjusted Riven type drop rates in Sorties, Archon Hunts, Steel Path Circuit, Nihil’s Oubliette and Acrithis’ and Pallidino’s Veiled Riven Offerings to be more proportional to weapon ratios.
    • In all Riven sources other than Sorties and Archon Hunts, each Riven type has had an equal chance of being rewarded, meaning you are as likely to get a Kitgun Riven as you are a Melee Riven, despite Kitgun Rivens having 6 possible weapons and Melee having well over 100. Now, Kitguns and Zaws are the least likely to be rolled, followed by (in ascending order) Shotguns, Rifle, Pistol, and Melee. This order is applied to both guaranteed and drop table Rivens: 
    • Drop rates for guaranteed Rivens (Acrithis, Pallidino, and Nihil’s Oubliette): 
      • Kitgun 3.5%
      • Zaw 3.5% 
      • Shotgun 8%
      • Rifle 25% 
      • Pistol 25% 
      • Melee 35% 
    • Drop rates for each type have been adjusted in places where Rivens are only a portion of the drop tables (Sorties, Archon Hunt, Duviri Steel Path Circuit). The total chance for a Riven remains the same (ex: Sorties still have a total 28% chance of rewarding a Riven). For full details, visit the public drop tables. 
  • Thrax Centurions and Legatus enemies will now clear all active Status Effects when transitioning to their spectral forms.
    • They were already immune to new Status Effects in their spectral form, but any Status Effects they had before transitioning would still persist. This led to issues such as their transition animation being slowed down considerably by Cold Status Effects that were inflicted while in their corporeal form. 
  • Refined the volume of Tombfinger’s explosion sound effects.
  • Removed the “Arcane” button from the Foundry. 
    • When the Arcane Segment was added to the Orbiter in 2022, this button was left in the Foundry as a means for players to get used to the new location. Now that it’s been over a year, the Arcane Segment is officially the spot for all things Arcanes!


Optimizations: 

  • Made optimizations to level loading and texture streaming to improve load times for systems that can only render at 30 FPS. 


Top Fixes: 

  • Fixed Operator getting stuck infinitely Void Blasting after switching from Warframe to Operator while auto-meleeing. 
    • We are aware of and investigating other issues related to Auto-Melee that we’re hoping to fix for Dante Unbound. 
  • Fixed Kullervo’s Wrathful Advance ability not activating Tennokai. 
  • Fixed alt-fire for Secondary weapons and Incarnon Mode not activating when dual wielding with Glaive. 
  • Fixed certain Arcanes (including but not limited to: Arcane Victory, Arcane Avenger, and Arcane Grace) having “0” in their Buff icons instead of the actual stat. 
  • Fixed the Grimoire’s alt-fire not benefitting from Multishot Mods. 
    • Multishot Mods will now properly increase its alt-fire’s chain depth. 
  • Fixed the Volumetric Fog Quality setting not changing when switching the Graphic Quality Preset, which could cause performance issues for low-spec machines. 
  • Fixed Zephyr’s Tornadoes having an unintended damage cap of 500k. 
    • The cap was causing Tornadoes to lose their adapted Elemental Damages and the ability to absorb new source damage once it had been hit. 
    • Additionally, we fixed Electricity damage endlessly chaining between enemies in the Tornadoes and unintentionally contributing to the absorbed damage total. 
  • Fixed being able to gain Melee Combo by unconventional means if your Melee Combo Duration was negative. Indirectly also fixed Heavy Attacks not consuming from Combo Counter when Melee Combo Duration was negative. 
  • Fixed weapons with a higher max Melee Combo Multiplier (such as Venka Prime) being unable to increase their Combo Counter beyond 12x (and resetting to 0) when using the Rauta and Tandem Bond Mod. 
  • Fixed UI becoming unresponsive in the Upgrades screen of the Arsenal after switching from keyboard/mouse to controller by using the shoulder buttons to swap between categories. 
  • Fixed Melee Animosity no longer functioning after activating and deactivating Titania’s Razorwing. 
  • Fixed Melee Animosity not triggering on Glave hits while dual wielding with Secondary weapon. 
  • Fixed Melee Influence’s buffs applying to clones spawned from Warframe abilities (ex: Mirage’s Hall of Mirror clones). 
    • While this has been a popular combination, it has also been the source of many severe performance issues that can crash players. We have removed this interaction in the name of stability for the game. 
  • Fixed Primary and Melee Arcanes being triggered by Secondary Weapons while on K-Drive/Merulina.
  • Fixed Melee Influence being triggered by Dual Ichor Incarnon’s Toxin fields.  
    • Melee Influence is intended to trigger “On Melee Electricity Status” and not from secondary effects (as they are not considered direct Melee hits). Since the Toxin fields deal damage independently of Melee attacks, it does not meet the Arcane’s criteria of triggering only if the Electricity Status originates from the weapon in hand.
  • Fixed Last Gasp getting canceled (and as a result killing Operator/Drifter) after hitting the Melee attack binding. 
    • Now, the Melee attack binding needs to be held down to end Last Gasp before it times out. 
  • Fixed Clients experiencing a complete loss of functionality if they are Maw Feeding while Host starts the Dax Equitem fight in Duviri. 
  • Fixed a bug with Trinity’s Well of Life and self-stagger-inducing weapons that allowed Thumpers in the Plains of Eidolon to be one-shot. 
    • In order to address this bug, the Well of Life wisps will no longer spawn from self-staggering and as an additional precaution to prevent similar issues from occurring, they now negate 5% (previously 10%) of the maximum Health of non-ability immune bosses (non-boss targets still receive 10%). While we understand this may have been a popular way to use the ability, the interaction with certain boss units, such as Thumpers, allowed players to bypass the intended gameplay loops that make these units challenging in comparison to standard enemies. 
  • Fixed loss of function after selecting the “Visit Maroo” button from the Ayatan Treasures screen when accessed from the Arsenal. 
    • This button will no longer appear if accessing the Ayatan Treasures screen from the Arsenal (Upgrade > Mods > Ayatan Treasures). 
  • Fixed Orokin Eye and Kahl Beacon not consuming Air Support Charges.
  • Fixed being unable to do the quick time event in the “She Gives, We Live” stage of The New War Quest with a controller. 
  • Fixes towards network issues causing Mastery Rank Test completions to register as failures. 
    • In extreme cases, where you lose network connection for 30 seconds or more, it is likely that you can still be forcibly disconnected and mark the Test as failed as a result. We have added a loading spinner to help inform you that we are waiting for network issues to pass to save test results. 

General Fixes: 

  • Fixed a combination of Magus Aggress and the Tenacious Bond Mod (when equipped on both Khora’s Venari and Companion) causing buff icons to disappear.
  • Fixed being unable to swap Polarities on a Melee weapon if you do not own the Tennokai Segment. 
  • Fixed a crash caused by Status Effects spreading from Melee Influence. 
  • Fixed failing first attempt at the Mastery Rank 19 stealth Test causing enemies to spawn facing the player and detecting them immediately - ultimately causing them to fail the test. 
  • Fixed Gauss’ Noble Animation Set having a noticeable “pop” when looping - it has been smoothed out for a more seamless loop! 
  • Fixed Excalibur Umbra’s Exalted Blade not draining Energy after being disarmed while dual wielding with Glaive. 
  • Fixed Exalted Melee weapons (ex: Excalibur’s Exalted Blade) experiencing animation issues if they were deactivated after parrying. 
  • Fixed being unable to switch back to Secondary weapon after hitting the “Switch Weapon” binding while Exalted Melee weapon is active and you don’t have a Primary weapon equipped. 
  • Fixed the Aero Set Mods unintentionally increasing the duration of Double Tap’s “20% Bonus Damage on next Shot for 2s” buff. 
  • Fixed Weapon Mods and Arcanes that have “on kill” effects (such as Primary Merciliness, Galvanized Chamber, etc.) being triggered all at once upon entering a Rampart Turret. 
  • Fixed the Akarius appearing in Teshin’s Cave instead of Akarius Prime if you own both. 
  • Fixed the Grimoire’s Default Config in Teshin’s Cave using Rifle Mods instead of Secondary Mods. 
  • Fixed the blue VFX from the Kaithe stage of the Steel Path Orowyrm fight lingering for the rest of the fight after Host migration. 
  • Fixed opening pause menu while transitioning from Open Landscape to Town (ex: Orb Vallis to Fortuna) leading to a loss of function. 
  • Fixed an objective marker in Octavia’s Anthem Quest leading players into a room that has a difficult to find exit. The marker has been adjusted to properly guide players to where they should be going. 
  • Fixed Argo & Vel being unable to damage enemies through bushes/foliage in Duviri.
  • Fixed the Argo Mace (of the Argo & Vel Melee weapon) turning invisible after exiting the Shawzin Emote (including when playing it as an  objective in Duviri). 
  • Fixed Endo and Orokin Catalyst/Reactor Blueprints missing from the Sortie & Archon Hunt rewards UI in the world state window.
  • Fixed the friendly Necramech in the “Locate Father Within the Cambion Drift” stage of the Heart of Deimos Quest dropping resources from Albrecht’s Laboratories instead of the Cambion Drift. 
  • Fixed the Shadows created from Sevagoth’s Shadow Haze Augment not using the Glaukus Skin if equipped.  
  • Fixed Riven Challenge descriptions in the Challenges screen being cut short. 
  • Fixed Father using unranked Entrati Syndicate voice lines regardless of what Rank you are in the Entrati Syndicate. 
  • Fixed Daughter saying a line about Brother when visiting her for the first time in the Heart of Deimos Quest (at this point in the Quest, you had not met Brother yet, which was understandably confusing). 
  • Fixed audio not triggering correctly when marking Tomes in the Paragrimm’s Tomes Recovery Duviri side objective. 
  • Fixed Kullervo’s Wrathful Advance missing its special sound effect when performing a Heavy Attack, as reported here: https://forums.warframe.com/topic/1381691-kullervos-wrathful-advance-no-longer-growls-on-heavy-attacks/
  • Fixed parts of certain Drekar Grineer units being completely black. 
  • Fixed missing sound during “Finding Squad” after selecting mission node.
  • Fixed the minimap markers for Hyena Pack being yellow instead of the intended red. 
  • Fixed Conclave/Index scoreboard UI overlapping with the other options in the mission progress screen. 
  • Fixed a couple of crashes in Conclave Dedicated Servers.
  • Fixed minor typo in the Ekhein’s Blueprint Market description. 
  • Fixed “Tradeable” label appearing in the Relic Pack Market UI. 
    • The Relics themselves are tradeable, not the pack - this was creating confusion that the pack itself was its own standalone item that could be traded. 
  • Fixed lip sync missing on some transmissions in the Saya’s Vigil Quest. 
  • Fixed Ordis inbox transmissions repeating. 
  • Fixed the Exilus Slot appearing for Melee weapons in the Upgrade screen even if you don’t own the Tennokai Segment. 
  • Fixed Mod Slots overlapping in the Zaw Gild screen if the Tennokai Segment isn’t installed. 
  • Fixed Erra getting stuck in certain areas during the “Approach Praghasa” stage of The New War Quest. 
  • Fixed clipping issues with the Operator’s Zariman Suit during the final cinematic of The Second Dream Quest. 
  • Fixed offset issues with the Doppline Prime Armor set on several Warframes. 
  • Fixed players being unable to deploy Extractors on Deimos if they haven’t completed the Albrecht’s Laboratories nodes. 
    • Players only need to complete the base nodes (pre-Whispers in the Walls Quest) to be able to use Extractors on Deimos. 
  • Fixed lighting issues with Rhino’s Iron Skin that would cause it to look black. 
  • Fixed Yareli getting stuck in an infinite respawn loop after falling off of Merulina into the lake in the center of Vay Hek’s arena (Oro, Earth). 
  • Fixed Drone in the “Escort the Drone to Safety” Bounty stage getting stuck going up a hill near Gara Toht Lake in the Plains of Eidolon. 
  • Fixed being unable to play Komi using Steam Input/Steam Deck during The Sacrifice Quest. 
  • Fixed the Dual Swords Lunaeus Skin missing its ribbon attachments. 
    • Also adjusted Sugatra offsets on the skin to work better with the ribbons.
  • Fixed Velocitus’ projectile speed being 100 m/s instead of the intended 500 m/s. 
  • Changed it to accelerate from 100 m/s to 500 m/s extremely fast, so that enemies within 8m can still be hit. 
  • Fixed performance issues after entering Command Mode as Kahl in the “Prison Break” Break Narmer. 
  • Fixed Clients with connectivity issues seeing four identical symbols on the Isolation Vault door.  
  • Fixed the Tenno Guide prioritizing side objectives and quests (Mastery Rank Tests, Junctions, etc.) instead of the main story Quests. 
  • Fixed the videos in the Drifter Intrinsics screen not being cropped. 
Edited by [DE]Danielle
Added missed note on Necramite spawn distance fix
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Alchemy functioning as an endless mission gamemode fix when??? You cannot extract as if it was an endless gamemode.


And when is the Cavia bounties going to be added to the Warframe drop tables?

 

Super disappointed to not see these listed.

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still no fixes for these old bugs:

  • unable to see each other in dojo thus not being able to trade
  • mag, mirage, mesa (and in very rare cases ash) locking their abilities (and sometimes weapons)
  • ash's 4 showing wrong numbers
  • slams from operator launching you in the wrong direction or failing
  • waypoints(not just in duviri), codex/simulacrum scans,
  • yareli bugs
  • kahl getting stuck in a rampart on a "Junk run mission"
  • not enough enemies spawning in railjack skirmish missions
  • "More than MAX_REMOTE_OBJECT_ID replicated entities, out of IDs"  crash
  • Moonwalk after transference (yes, it still happens)
  • Sanctuary Onslaught breaking if host migraton happens right before the portal spawns

also thraxes having no viral in ghost from sucks for lvlcap runners

Edited by Megazawr
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5 minutes ago, [DE]Danielle said:
  • Adjusted Riven type drop rates in Sorties, Archon Hunts, Steel Path Circuit, Nihil’s Oubliette and Acrithis’ and Pallidino’s Veiled Riven Offerings to be more proportional to weapon ratios.
    • In all Riven sources other than Sorties and Archon Hunts, each Riven type has had an equal chance of being rewarded, meaning you are as likely to get a Kitgun Riven as you are a Melee Riven, despite Kitgun Rivens having 6 possible weapons and Melee having well over 100. Now, Kitguns and Zaws are the least likely to be rolled, followed by (in ascending order) Shotguns, Rifle, Pistol, and Melee. This order is applied to both guaranteed and drop table Rivens: 
    • Drop rates for guaranteed Rivens (Acrithis, Pallidino, and Nihil’s Oubliette): 
      • Kitgun 3.5%
      • Zaw 3.5% 
      • Shotgun 8%
      • Rifle 25% 
      • Pistol 25% 
      • Melee 35% 
    • Drop rates for each type have been adjusted in places where Rivens are only a portion of the drop tables (Sorties, Archon Hunt, Duviri Steel Path Circuit). The total chance for a Riven remains the same (ex: Sorties still have a total 28% chance of rewarding a Riven). For full details, visit the public drop tables. 

Finally no more flood of Zaw and Kitgun rivens.

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1 hour ago, [DE]Danielle said:

Thrax Centurions and Legatus enemies will now clear all active Status Effects when transitioning to their spectral forms.

  • They were already immune to new Status Effects in their spectral form, but any Status Effects they had before transitioning would still persist. This led to issues such as their transition animation being slowed down considerably by Cold Status Effects that were inflicted while in their corporeal form. 

 

Make this for all enemies while in their immune phase!!! PLEASE! A regular boss fight should not have to take ten times as long because I activated an ability like silence accidentally.

 

1 hour ago, [DE]Danielle said:

Fixed Melee Influence being triggered by Dual Ichor Incarnon’s Toxin fields.  

  • Melee Influence is intended to trigger “On Melee Electricity Status” and not from secondary effects (as they are not considered direct Melee hits). Since the Toxin fields deal damage independently of Melee attacks, it does not meet the Arcane’s criteria of triggering only if the Electricity Status originates from the weapon in hand.

 

Hold up, then how does the archon mods interact with Garuda's Talons then??? On some it is considerred an ability and works fine but for the other two it doesn't work.

1 hour ago, [DE]Danielle said:

Fixed Orokin Eye and Kahl Beacon not consuming Air Support Charges.

RIP, is it possible to add 10x and 100x crafting recopies then for air support beacons please?

1 hour ago, [DE]Danielle said:

New Earth Junction Reward: “Dreamer's Bond” Aura Mod
Upon completing the Earth Junction, players will now be rewarded with a new Aura Mod: 

Dreamer’s Bond
Squad receives +0.3 Energy Regen/s and +1.5 Health Regen/s. 

The intent is to get new players familiar with Aura Mods earlier in the game. Which is also why we have temporarily assigned it the Madurai Polarity, which matches the Aura Slot for our starter Warframes Mag and Volt (Excalibur has an unassigned Aura Polarity). We will be changing its Polarity to Universal (can be equipped onto any Aura Polarity to increase mod capacity) in the Dante Unbound update, so that all Warframes can benefit from equipping it!

Acquiring outside of Junction:
For those who have already completed the Earth Junction, Dreamer’s Bond will be sent via inbox message upon login after downloading this update. We have also added it to the Nightwave Cred Offerings rotation! 

Universal polarity for Excal??? That is going to be huge might actually build him up in addition to umbra form then for the purposes of precision intensify. I would've personally liked the aura to be naromon (line) polarity as that seems to be the most common polarity but I guess maduari makes sense.

E:I've been informed that the mod's polarity is being changed to universal rather than Exal's. I guess that does make sense and might make me use it now that it is naromon compatible but Excal is still lacking in the aura-less polarity department.

New aura, eh whatever not naromon so probably won't use it that much.

 

Text box moving bug is still here :(

Edited by Numerounius
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Sevagoth's Glaukus skin still has bugs:

 

As well as the the emissive colors not linked to anything while both the jellyfish-like parts and abilities colors are linked to the energy colors, and the white flashbang occuring in the new Entrati Lab tileset.

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9 minutes ago, [DE]Danielle said:

New Earth Junction Reward: “Dreamer's Bond” Aura Mod
Upon completing the Earth Junction, players will now be rewarded with a new Aura Mod: 

Dreamer’s Bond
Squad receives +0.3 Energy Regen/s and +1.5 Health Regen/s. 

The intent is to get new players familiar with Aura Mods earlier in the game. Which is also why we have temporarily assigned it the Madurai Polarity, which matches the Aura Slot for our starter Warframes Mag and Volt (Excalibur has an unassigned Aura Polarity). We will be changing its Polarity to Universal (can be equipped onto any Aura Polarity to increase mod capacity) in the Dante Unbound update, so that all Warframes can benefit from equipping it!

Acquiring outside of Junction:
For those who have already completed the Earth Junction, Dreamer’s Bond will be sent via inbox message upon login after downloading this update. We have also added it to the Nightwave Cred Offerings rotation! 

Uh, We haven't had an Earth Junction since we started on Saturn...  Did you actually mean Venus Junction? Because that's where it is now: 

image.png?ex=65e74ad6&is=65d4d5d6&hm=1ba

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10 minutes ago, [DE]Danielle said:

Note: Merged accounts that were created from an account with the max amount of purchasable Slots (24) with one that also had a lot of Loadouts will likely still have more Loadouts than Slots even with the above fix. These Loadouts are still accessible/usable, but in order to create new Loadouts you will have to get below the 24 Slot limit by deleting some.  

I smell an exploit.

11 minutes ago, [DE]Danielle said:

The Netracell search radius will now gradually shrink rather than suddenly jump after hacking the Pom-3 terminals. 

That seems more of a downgrade.

12 minutes ago, [DE]Danielle said:

You will no longer be forcibly dismounted from your Kaithe in Duviri when near the Table for Two and Void Mirror objectives. In its place, a message will pop up to inform players that they must dismount first. 

Thank you

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16 minutes ago, [DE]Danielle said:

Fixed alt-fire for Secondary weapons and Incarnon Mode not activating when dual wielding with Glaive. 

Manual detonation for glaive while dual-wielding still isn't fixed. Please just remove dual-wielding at this point.

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14 minutes ago, [DE]Danielle said:
  • Fixed Melee Influence being triggered by Dual Ichor Incarnon’s Toxin fields.  
    • Melee Influence is intended to trigger “On Melee Electricity Status” and not from secondary effects (as they are not considered direct Melee hits). Since the Toxin fields deal damage independently of Melee attacks, it does not meet the Arcane’s criteria of triggering only if the Electricity Status originates from the weapon in hand.

Dude I just built this yesterday!!! 🤬

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I can´t say how much i appreciate Old content/new player experience getting looked over, i am sure you notice how much it actually helps the game gain players with little changes.

What a concern of mine is... There are certain aspects which are way too easy. Like even on a newbie level. 
For example the necramech Bossfight for heart of deimos, i seen multiple people pretty much just standing still and shooting it, and it dies within 5 seconds. 
All of them were disapointed. The Necramechs before were DEFINITIVELY broken and needed a nerf, but that side effect, i don´t think anyone has a problem with the games difficulty. Sure Venus is a harsh bump, but it is also needed. That Nox enemy in Saya´s vigil, people won´t even notice it now cuz they could kill it with 3 melee´s pretty much. 

Without any difficulty, people won´t experience the love put into certain designs, the Jackal being overrun by vet´s is okay, since you still could die and mess up by yourself, 
but cutting a nox levels down, while vayhek bloats about it...

Another thing, if you are concerned with people who aren´t too concerned with the story, a 3rd Difficulty multiplier would be very welcome. 
A sort of base multiplier to your damage output, or reduced enemy spawns for people who want to just get through the game for story and lore,
But actually bump up the base version, so enemies on earth aren´t one-hits when you hit the feet, Captain vor could manage to kill you. 

Probably not a humble Request, but Steel-path Quests is also a thing i would love to see. I want to get beat up by a lvl 100 Sentient when i do octavia´s anthem, and an easy reward of 10 steel essence would also be very sweet and worth it. 

Otherwise, keep up the great work <3

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Great update! Loving the QoL recently.

Since the drop rates for Rivens were updated... is there any plan to adjust the drop rates for regular Melee Arcanes in Netracells? For some pretty special/unique content it seems pretty wasteful to me that the regular Melee Arcanes are dropping in Netracells when they're also purchasable with standing and they are reward drops from the Whispers. It's honestly painful to run 5 of those missions a week and 4 of the drops are the basic arcanes we already get in abundance. I feel like they shouldn't even be part of the drop table personally.

Edited by johnnydwellens
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12 minutes ago, [DE]Danielle said:

Fixed Melee Influence being triggered by Dual Ichor Incarnon’s Toxin fields.  

Aww... :(

I mean, totally fair, and I get it. Still, that was a cool synergy. Sad to see it go.

Ah well, weapon's still really strong with an Influence build even without the Incarnon buff active, so it's not a huge deal.

15 minutes ago, [DE]Danielle said:

Fixed Orokin Eye and Kahl Beacon not consuming Air Support Charges.

Dang. Thought they hadn't noticed.

Can we get bigger crafting recipes for Charges, then? Maybe 25x, or even 100x? It's a bit tedious crafting them as is.

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15 minutes ago, [DE]Danielle said:

Thrax Centurions and Legatus enemies will now clear all active Status Effects when transitioning to their spectral forms.

Speaking of the Thraxes, their abilities need some addressing. There's no meaningful counterplay to their abilities as they get complete invulnerability and they tend to use their abilities upon seeing you within range.

Legati are particularly more notorious with their Magnetic Beam clones, as cilents can't disable the Clones nor does destroying the clones deal any ill effects to the real Legatus. The Void Angels and even the Fragmented Trios have ccounterplay to their attacks that can even stagger them, but what about the Thraxes?

With the more recent frames getting innate armor stripping, defensive perks, and innate higher damage overall in one kit, there are frames and their Augments that should be addressed. For instance, Garuda's Blood Altar is perfectly usable, but many would simply favor Sevagoth's Gloom. Oberon is serviceable, but the Reckoning synergy with Hallowed Ground is starting show age. His Smite shouldn't have its damage heavily split considering some frames easily outdamaging the scaling.

Several older Augments should be innate while being reworked to be more interesting. Plans of new Augments shouldn't be alotted to just QoL (think of people asking Titania's Tribute to get one similar to Wisp's Fused Reservoirs), but Augments like Harrow's Lasting Covenant and Hildryn's Balefire Surge should complement and add something interesting to their kits/their teams.

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25 minutes ago, [DE]Danielle said:
  •  
  • Fixed a bug with Trinity’s Well of Life and self-stagger-inducing weapons that allowed Thumpers in the Plains of Eidolon to be one-shot. 
    • In order to address this bug, the Well of Life wisps will no longer spawn from self-staggering and as an additional precaution to prevent similar issues from occurring, they now negate 5% (previously 10%) of the maximum Health of non-ability immune bosses (non-boss targets still receive 10%). While we understand this may have been a popular way to use the ability, the interaction with certain boss units, such as Thumpers, allowed players to bypass the intended gameplay loops that make these units challenging in comparison to standard enemies. 
  •  

I don't mind you guys fixing this but you should increase the drop chance of augur secrects/seeker . You have to run a bounty for like 10 mins to have a chance for the mod to drop,farming them is a waist of time. I used to farm them for 3 hours and have to give up and bought them from the market 

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22 minutes ago, Numerounius said:

Universal polarity for Excal???

The mod will be getting universal polarity, not excal:

 "We will be changing its (the mod's) Polarity to Universal (can be equipped onto any Aura Polarity to increase mod capacity) in the Dante Unbound update, so that all Warframes can benefit from equipping it (the mod)!"

Edited by Naroxas44
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30 minutes ago, [DE]Danielle said:
  • “Locate the Shatter-Lock pieces” stage: 
    • The Grineer Armored Vault in the Plains of Eidolon that contains one of the Glass Shards that needs to be scanned will now be opened by default. 
      • Before, you would have to interact with the unlock terminal for the doors to open. This made finding the Glass Shard difficult, as players would, understandably, overlook the locked Vault. 
    • Moved the Glass Shard in the Grineer Armored Vault from a hard to see corner to the floor. 
    • Added a highlight to the Glass Shard to make them more visible. 
  •  

in my time spent watching people struggle with this part of the quest i would say one of  the main issue is that the quest doesnt point you straight to the floating text that tells you what to do. instead they are lead to a large orange circle in which they have not paid enough attention to have any idea what they are doing let along notice the float text that is near the edge of the orange circle.

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Would it be possible to change Vay Hek's mission node's mastery rank 5 requirement to be a main quest instead like Second Dream or War within to give the players more of a motivation to do those main quests instead of grinding for mastery rank because of a "beginner planet" requirement

 

image.png?ex=65e75088&is=65d4db88&hm=59a

Edited by MathyAdaptationX
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also pls fix those cascade/thrax bugs:

  • in cascade clients often can't see some of the void tears they cleared (this is very rare for hosts)
  • for clients, some thraxes(probably self-revived) can look like ghosts, but act like in a regular form and being immune to status effects and some abilities(can be damaged in warframe tho)
  • if you kill thraxes' physical form when they start recapturing an exoliser, they may still keep recapturing it while transforming into the ghost form.
  • thraxes are shown as invincible(grey healthbar) when they are actually not
  • sometimes killed(in physical form) thraxes can become invisible and invincible in a ghost form. they can only be noticed by sound and a minimap marker. this is quite rare, but it has ruined some people's void flood missions.
  • in very rare cases thraxes can become immune to any form armor strip(this is not the case of bug with 14 corrosive stacks)
  • in very rare cases thraxes can become invisible and invincible in a physical form, which lets them recapture exolisers
  • in rare cases there can be an invincible(but visible) ghost thrax that is doing nothing near an exoliser
  • in some cases exoliser can stop spawning at al l(same condition as exoliser delays below: 3-3-3 or 3-3-4 tile and doing it fast)

exoliser wrong order(skips and jumps, and delays):

  • exoliser skip: instead of going in order 1-2-3-4 in a certain room, they go in the order of 1-2-4 or (1st skipped) 2-3-4. this bug is quite common
  • exoliser jump: usually happens to skipped exoliser: instead of order 1-2-3-4, it goes 3-1-2-4(3rd spawns before other three). this bug is quite rare
  • exoliser delay: when the 30s exoliser spawn timer reaches 0, it says that new exoliser has spawned when it actually hasn't. usually next exoliser spawn after the next 30s(rarely after 2 delays in a row).
    this happens very often if you do the mission fast enough in a squad and the total amount of exoliser spawn points is low(for example if you have rooms with 3, 3 and 4 spawn points).



 

Edited by Megazawr
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Recompense is still bugged.
Sometimes just gets ignored or doesn't grant invulnerability as it should. Might be wrong but if dmg is high enough to take entire shield in one hit along with HP then it's "saved" similar to Quick Thinking mechanic. Being stuck in place, autotargeting long gone target or perma gray health bug(feature?), still occuring but I GUESS DE can fix the obvious.
Do you even get reports about this or just ignore I don't even. Why it's scalling lineary with Wind-Up speed. Doesnt make sense to pick up any Fast or Quick Wind Up weapons, best even, just give it to any frame for free shieldgate THATS MORE DEPENDABLE THAN THIS USELESS RECOMPENSE NOT EVEN WORKING ON HIGHER LEVELS AT ALL. Hello?

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