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PC Nightwave: Nora's Mix Vol.6: Update 35.6


[DE]Megan
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NIGHTWAVE: NORA’S MIX VOL. 6
Note: Nora’s Mix Vol.6 begins today at 2 PM ET. 

Seize the day with Nora’s Mix Vol. 6! Complete Nightwave Acts to unlock new rewards, including new Weapon Augment Mods, Daybreak Cosmetics and more. 

Like previous editions of Nightwave, we will include duplicate protection for rewards you have already unlocked. Identical to Nora’s Mix Vol. 5, Tenno can expect to be compensated with Nora’s Mix Vol. 6 Creds instead of the previous unlocked reward.


New Tier Rewards 

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Cedo Daybreak Skin
Watch your enemies fall before this weapon of the sunrise. A vibrant skin for the Cedo.
 

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Glaive Daybreak Skin
Send your enemies into the long night with this dawn inspired Glaive skin.
 

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Nukor Daybreak Skin
Make this sunrise your enemy’s last with this luminous Nukor Skin.
 

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Daybreak Armor Bundle
Dazzle friends and enemies alike, with this armor’s solar brilliance.

  • Note: Certain Warframes have offset issues in Chatlink previews of the Armor pieces which will be addressed in a future Hotfix/Update. 

Daybreak Vanquished Banner
Rise up and raze your enemies with this radiant Syandana.

Daybreak Emote
Greet the new day with this brilliant emote.

Daybreak Kubrow Gene-Masking Kit
The Orokin engineered this DNA structure to make their Kubrows embody the season of renewal. Includes: 

  • Daybreak Kubrow Fur Pattern - Make your Kavat’s fur shine with solar majesty. 
  • Fur Colors: 
    • Dusk Pink
    • Evening Purple
    • Morning Yellow

Daybreak Kavat Gene-Masking Kit
The Orokin engineered this DNA structure to make their Kavats embody the season of renewal. Includes: 

  • Daybreak Kavat Fur Pattern - Make your Kavat’s fur shine with solar majesty. 
  • Fur Colors: 
    • Dawn Pink 
    • Horizon Pink 
    • Lua Purple 
    • Sol Yellow 

Clip Delegation (Sobek Augment Mod)
On Reload : Next Magazine has Status Chance and Multishot increased by 15% per shot landed with current Magazine. Max 15 stacks. 

Photon Overcharge (Glaxion Augment Mod)
On Kill or Assist: Slain enemies have a 2% chance to drop an Energy Orb per Cold Status affecting them. +90% Critical Damage. 

Khora In Action Glyph
A Glyph for your profile.


Nightwave Cred Store Additions
The following new and returning rewards from previous Nightwave Series have been added to the Cred Store and will appear in future rotations:
 

  • Qorvex Raxpart Helmet Blueprint
  • Dante Cantist Helmet Blueprint 
  • Napalm Grenades (Penta Augment Mod)
  • Deadly Maneuvers Mod (Magnus Augment Mod)
  • Dizzying Rounds Mod (Bronco Augment Mod)
  • Bursting Mass Mod (Mutalist Quanta Augment Mod)
     

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NEW KUVA & TENET WEAPONS 
The Arsenal of the Kuva Liches and Sisters of Parvos have expanded with the Kuva Sobek and Tenet Glaxion! Hunt down Larvlings and Candidates for a chance at these Kuva and Tenet variants.  

Kuva Sobek 
The Kuva Sobek’s exceptional Reload Speed, Critical Chance, and Status Chance make it a natural fit for the Kuva Lich’s dominant spirit. 
 

Tenet Glaxion
Advances on microelectronics have improved a Corpus classic. Tenet Glaxion’s photon beam strikes up to four enemies at once. It also boasts superior Damage, Critical Chance, and Status Chance. 
 

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NEW TENNOGEN 

The next batch of TennoGen Unbound items are here! Enjoy 4 new creations from talented community artists. 

  • Revenant Wight Skin & Alt Helmet by Malaya & Jadie & Awk'Q-Luz 
  • Mag Celestis Skin & Alt Helmet by Malaya & Jadie & Awk'Q-Luz 
  • Baruuk Peacemaker Skin & Alt Helmet by Ventralhound
  • Nikana Minos Skin by Malaya & Scharkie

As stated in the “TennoGen and Cross Platform Save” article, TennoGen purchased on PC can only be used on PC. TennoGen items purchased for Platinum can be accessed via Cross Platform Save on licensed platforms. 
 

ADDITIONS 

  • Protea Prime’s signature theme featured in her trailer is now available to own as a Somachord song! Acquire “Protea Prime Theme” from Varzia’s Prime Resurgence Offerings for Aya. 

 

CHANGES

  • Mobility-type abilities (i.e. Void Sling, Nezha’s Blazing Chakram, Kullervo’s Wrathful Advance, Ash’s Teleport, etc.) can now be used any many times as you like (Energy permitting) during the Ropalolyst fight, with the exception of the wire traversing portion of Phase 1. 
    • Previously, the Ropalolyst would use its Nullifying Scream immediately after a mobility-type ability was used.  
    • Now, the Ropalolyst will only use its Nullifying Scream after a mobility-type ability is used while attempting to bypass the wires. 
      • There was a bug with Nullifying Scream that made it inconsistent and unpredictable. It would allow every 3rd or 5th cast of a mobility-type ability and then nullify completely, instead of doing so after the first cast. So we decided to fix the issue by allowing these abilities to be used freely during the fight and only trigger Nullifying Scream when cast during the wire stage. This is so that we can maintain the intended challenge and design of that Phase. 
  • Fixed the cooldown for Void Sling not ticking down while playing as a Warframe nullified by Ropalolyst’s Nullifying Scream. 
    • Previously, the cooldown would stop while playing as a Warframe and would only continue while playing as the Operator. 
    • Now, the cooldown ticks down while in Warframe and Operator, so that you can Void Sling faster while switching between the two.
  • Removed the nullifying field around enemy Necramechs. 
    • In addition to abilities being nullified unpredictably, there were no visual indicators for this field which made it extremely difficult to counter/dodge, so we’ve just removed it entirely. This only affected a few specific Abilities, including Void Sling, so we felt it was no longer necessary to maintain. 
  • "Scattered Justice" Augment Mod is now compatible with the Kuva Hek.
    • When we first made the decision to prevent this Mod from being equipped on the Kuva Hek many years ago, we felt it was the right decision for the time. Our goal was to keep the Kuva Hek in check and avoid it being significantly more powerful than all other shotguns, which would have been limiting to the all-important player choice in the Arsenal. Revisiting this decision now in 2024, there are other sufficient weapons and upgrades to make the Kuva Hek & Scattered Justice a good choice but not the ONLY choice. Note that Scattered Justice remains incompatible with the Vaykor Hek because it already has a built in "Justice" effect.
  • “The Price Of Freedom” (Free one Captured Solaris using a Granum Crown) Nightwave Act will now only appear if you’ve completed The Deadlock Protocol Quest - since Granum Crowns are not accessible until then. 
  • Updated the music in the in-game Market to make it more ambient and added full length tracks in place of the short music snippets. 
  • Added correlating icons whenever one of the 14 main Damage or Status Effects are mentioned in Nightwave Act descriptions to increase readability. 
  • Updated the names of the Pride Glyphs and Displays. 
     

OPTIMIZATIONS

  • Made a number of optimizations to the Friends, Clan and Alliance members lists. 
  • Fixed performance issues caused by extremely intense blue/white VFX taking over the screen during the Kaithe phase of the Steel Path Orowyrm fight. 

FIXES

  • Fixed completing Omnia Fissure missions not counting towards the “Unlock Relic” Nightwave Act. 
  • Fixed loss of function when casting Dante’s Noctua ability after completing the Kaithe stage of the Steel Path Orowyrm fight. 
  • Fixed players with Overguard being affected by the Gruzzling’s slow AOE. 
  • Fixed the VFX from the “Devil’s Bargain” Risk Variable in Deep Archimedea being extremely intense and reducing visibility. 
  • Fixed the Corrupted Jackal in the Undercroft disappearing if all players are downed at the same time during the fight, causing a halt in Undercroft/Circuit progress. 
  • Fixed player getting zapped by the Negate Mod equipped on their Wyrm Sentinel every 5 seconds after opening Arsenal in a Relay/Town. 
  • Fixed Inaros’ Negation Armor Augment Mod causing a loss of function when put into his Undying Passive state.  
  • Fixed Nataruk’s Magazine stat (and by relation, its secondary Reload Time stat) not being visible in the Arsenal. 
  • Fixed Wisp’s Reservoir Mote counter disappearing from the HUD after switching to and from Operator. 
  • Fixed player Necramechs spawning through the floor in Albrecht’s Laboratories instead of from the dispenser. 
  • Fixed the Credit amount displayed in the End Of Mission screen for Index missions being greater than what was actually earned. 
  • Fixed being unable to Chat Link a majority of the Emotes. 
    • There are still more to be fixed (notably the “Handshake” Emote) - we will be addressing these in a future Hotfix/Update. 
  • Fixed several map holes in the Orokin Tower tileset. 
  • Fixed the “Kill X Enemies” Nightwave Act title appearing as a file path. 
  • Fixed a crash when attempting to dismiss a Railjack Crew Member. 
     
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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(damage and kills in statistics too)
  • slams from operator launching you in the wrong direction or failing
  • waypoints(multiple different bugs in different areas), codex/simulacrum scans,
  • yareli bugs
  • kahl getting stuck in a rampart on a "Junk run mission" (but who cares, we don't need to do it anymore)
  • "More than MAX_REMOTE_OBJECT_ID replicated entities, out of IDs"  crash (seems to be fixed)
  • Moonwalk after transference (it still happens)
  • Sanctuary Onslaught breaking if host migraton happens right before the portal spawns(I think it's in the game since its release)
  • Xata's whisper on clients creates bubbles not where you shot the enemy(usually on legs, which makes headshots impossible)
  • Getting a duviri drifter when using transference in the circuit(yes, it still happens)
  • The Circuit is still full of different bugs
  • Valac on Europe is not what it says in the description.
  • Different enemy spawn issues:(I prob forgot something in this list)
      Hide contents
    • Not enough enemies spawning on railjack skirmish missions, resulting in inability to finish it.
    • Vomvalysts not spawning well if you run around the map too much
    • Dargyns spawning in wrong places on Koro (Kuva fortress assault)
    • Enemies not spawning well enough on most exterminate missions(railjack, zariman and new deimos tileset are an exception). This often results in inability to get 10 reactant if you reached the objective. Often you have to run back and forth near extraction so more enemies spawn so you can finish the mission.
    • Enemies can spawn right in front of you on Lua exterminate mission(might be a feature). Same with thraxes on void cascade.
    • Enemies don't spawn after wave 570 of arbitration defence(might've been fixed, but it's hard to test it)
    • On very rare occasions a LOT(like 100) of enemies can spawn in one of the vaults of Archon spy mission on Jupiter.
    • On netracell missions: if your map has a U-shape generation(room where you kill enemies is at one end of this U), enemies can spawn on the other side of this "U", which can be up to a kilometer away.

     

also pls fix those cascade/thrax bugs:

  •   Hide contents
    • 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(and finish recapturing it while in 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
    • 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 very rare cases exoliser can stop spawning at all(same condition as exoliser delays below: 3-3-3 or 3-3-4 tile and doing it fast)
    • sometimes in fissure cascade exolisers can become impossoble to clear after they are recaptured by a thrax(this is extremely rare outside of fissure missions)
    • there are also a lot of fissure specific bugs that I'm too lazy to list here

    exoliser wrong order(skips, 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).

Also during netracells if you have a U-form tile enemies can spawn up to 1km away, which makes the mission obnoxiously long

 

Edited by Megazawr
typos and removed some outdated into
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4 minutes ago, [DE]Megan said:

Scattered Justice" Augment Mod is now compatible with the Kuva Hek.

Oh nice!! People will be happy about this one.

 

Might have gotten mixed up on what's coming out this update and the next one. But are there new Warframe Augments coming with this update? Thanks!

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Just now, TeaHands said:

Oh nice!! People will be happy about this one.

 

Might have gotten mixed up on what's coming out this update and the next one. But are there new Warframe Augments coming with this update? Thanks!

New Warframe Augments coming in our next update: Jade Shadows

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17 minutes ago, [DE]Megan said:

"Scattered Justice" Augment Mod is now compatible with the Kuva Hek.

  • When we first made the decision to prevent this Mod from being equipped on the Kuva Hek many years ago, we felt it was the right decision for the time. Our goal was to keep the Kuva Hek in check and avoid it being significantly more powerful than all other shotguns, which would have been limiting to the all-important player choice in the Arsenal. Revisiting this decision now in 2024, there are other sufficient weapons and upgrades to make the Kuva Hek & Scattered Justice a good choice but not the ONLY choice. Note that Scattered Justice remains incompatible with the Vaykor Hek because it already has a built in "Justice" effect.

 

YESSSS!!!!!! THANK YOU! It was an awful decision back then with a dev comment on a bug report being the only source of that interaction.

17 minutes ago, [DE]Megan said:

Fixed being unable to Chat Link a majority of the Emotes. 

  • There are still more to be fixed (notably the “Handshake” Emote) - we will be addressing these in a future Hotfix/Update. 

 

Is it possible to add arcane and exilus adapters to be chat linked? I currently have them wishlished in order to see how many I have in-mission since I can't chat-link them.

17 minutes ago, [DE]Megan said:

Mobility-type abilities (i.e. Void Sling, Nezha’s Blazing Chakram, Kullervo’s Wrathful Advance, Ash’s Teleport, etc.) can now be used any many times as you like (Energy permitting) during the Ropalolyst fight, with the exception of the wire traversing portion of Phase 1. 

  • Previously, the Ropalolyst would use its Nullifying Scream immediately after a mobility-type ability was used.  
  • Now, the Ropalolyst will only use its Nullifying Scream after a mobility-type ability is used while attempting to bypass the wires. 
    • There was a bug with Nullifying Scream that made it inconsistent and unpredictable. It would allow every 3rd or 5th cast of a mobility-type ability and then nullify completely, instead of doing so after the first cast. So we decided to fix the issue by allowing these abilities to be used freely during the fight and only trigger Nullifying Scream when cast during the wire stage. This is so that we can maintain the intended challenge and design of that Phase. 

 

Will be interesting to see how this changes the fight. And to be in-line with intent of the boss design. But there is one glaring flaw that I have been heavily requesting. Can we please finally fix the rift status (and other states such as Cloud Walker) and its interaction with objectives both friendly and foe? Why does rift not work against Jackal Lasers yet we can't use it to pick up Void Flood particles yet Murmur eyes is still able to be picked up? Heavy double-standard there that clashes with the intent of what the rift is supposed to interact with that I hope will get fixed.

Edited by Numerounius
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Could you please look at CODEX BUGS? There are some bugs that prevent players to complete some codex entrees, such as: The Silver Grove shrines not completing/unlocking for some players, (Kuva Fortress Scanner) scans counts as Corpus Security Camera, Infested Deimos enemies (Deimos Swarm Mutalist Moa / Deimos Swarm Mutalist Moa Eximus / Deimos Leaper) don't exist or spawn anymore, Sentient (Choralyst) even fully scanned do not unlock the entry and (Condrix) is not possible to scan anymore. Narmer Dropships (Buzzard and Condor) even fully scanned do not unlock the entrees. Thanks.

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Buff Pathos clamp drop quantity or at least make them be affected by boosters and blessings, they are one of the longest and most boring farms in the game, we need thousands of them and we get them at the rate of 10 every 15-20 minutes. Steel path's 5 extra clamps doesn't help at all.

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1 minute ago, Adversary said:

Buff Pathos clamp drop quantity or at least make them be affected by boosters and blessings, they are one of the longest and most boring farms in the game, we need thousands of them and we get them at the rate of 10 every 15-20 minutes. Steel path's 5 extra clamps doesn't help at all.

Same sentiment, but for Corrupted Holokeys. These ancient/outdated farms of excessively insufferable grind need to be reigned in.

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5 minutes ago, Hexerin said:

Same sentiment, but for Corrupted Holokeys. These ancient/outdated farms of excessively insufferable grind need to be reigned in.

When farming holokeys, you also get your mission rewards, endo/credits(which is quite ok for new players), possibly bonus stuff from derelicts and ofc primes from relics.
In duviri, you only get pathos clamps, all other stuff you get is useless.

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5 minutes ago, LittleLeoniePrime said:

how about just giving us the reload stat in the stat sheet back huh?

Also show the Wind Up numbers again without a need to put a Mod on to see any number at all.  It's totally shady to hide numbers that have importance.  Stop hiding ANY values in pop-ups its clunky and no one benefits from such UI shenanigans.  Give us back our numbers please!

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