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Update 36.1.0: The Lotus Eaters


[DE]Megan
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UPDATE 36.1.0: THE LOTUS EATERS

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NEW PROLOGUE QUEST: THE LOTUS EATERS 

A strange call comes from beyond and must not go unanswered. 

Concerned with a strange disturbance in the Man in the Wall's domain, the Lotus bids you to investigate. This kicks off The Lotus Eaters, a short prologue Quest that will set the stage for Warframe: 1999 and the battles yet to come this winter. 

Quest Prerequisite 

You must complete the Whispers in the Walls Quest to begin The Lotus Eaters Quest from your Codex. 

Quest Reward

Answer the call, Tenno.

Share feedback & bug reports on The Lotus Eaters in the dedicated subforum. 

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SEVAGOTH PRIME ACCESS

The dark helmsman re-emerges, powerful and pristine. With the regality of a dashing naval commander, Sevagoth Prime (and his gilded Shadow) are armed and ready for any encounter — on the high seas, in the Proximas, or beyond.

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Sevagoth Prime

The gilded helmsman emerges from the tempest, his shadow a lure for doomed souls.

We’ve also added extra Polarities (more than the typical Prime variant) to Sevagoth Prime, his Shadow Prime and Shadow Claws Prime. Since Sevagoth Prime has two Exalted items we wanted to help reduce the overall Forma needed for him!

  • Sevagoth Prime has an additional Naramon Polarity. 
  • Sevagoth’s Shadow Prime has additional Naramon and Vazarin Polarities. 
  • Shadow Claws Prime has an additional 3x Madurai Polarities. 

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Epitaph Prime

Send shivers down your enemies' spines with this wrist-mounted sidearm. As the signature weapon of Sevagoth Prime, it deals additional headshot damage when wielded by him.

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Nautilus Prime

This brave deckhand defends his crew with Verglas Prime.

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Sevagoth Prime Accessories 

  • Maginav Prime Signa - Present yourself as an esteemed captain with Sevagoth Prime’s signature Signa.
  • Navic Prime Sentinel Bundle 
    • Navic Prime Mask
    • Navic Prime Wings
    • Navic Prime Tail
  • 90-Day Affinity Booster
  • 90-Day Resource Booster

Instantly gain access to Sevagoth Prime Access from the in-game Market or earn Relics in-game to craft Sevagoth Prime, Epitaph Prime and the Nautilus Prime in your Foundry. 

Now that Sevagoth Prime Access is available, the following items have been added to the Prime Vault for a future Prime Resurgence rotation. If you have Relics that contain these items they will remain in your Inventory.

 

  • Revenant Prime
  • Phantasma Prime
  • Tatsu Prime

Riven Disposition Changes:

As with each round of Prime Access come updated Riven Disposition numbers - check the full details here: https://forums.warframe.com/topic/1409184-august-2024-riven-dispositions/

Sevagoth Fixes: 

  • Fixed Sevagoth’s Shadow not having its temporary invulnerability on subsequent casts after its initial spawn. 
  • Fixed Sevagoth Shadow Claws having a Naramon polarity in the Stance slot.
    • Since Shadow Claws’ pre-installed Stance has no polarity, this had no effect on gameplay but the recent changes to polarity modding UI brought this discrepancy to light. Players who rearranged their polarities in the past will not have their polarities fixed.
  • Fixed various armor offset issues on the Sevagoth Glaukus Skin. 
  • Fixed lingering Melee Incarnon Combo VFX while using Sevagoth’s Exalted Shadow. 
  • Fixed getting teleported outside of the level after being downed as Sevagoth in a Crewship when it explodes during a Railjack mission. 

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TENNOGEN SHADOWS 3

TennoGen Shadows has been expanded with even more eye-popping creations from the Warframe community's talented artists!

Check out the latest Kuva- and Grineer-themed gear along with a hot new Skin for Styanax and more:

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Styanax Ares Skin 

A unique skin for the Styanax Warframe, designed by blazingcobalt and Vis. 

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Rhodora Syandana

A syandana for your Warframe, designed by led2012 and Xtygian. 

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Impaktor Fist Skin

A unique fist weapon skin designed by Travelling Merchant. 

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Kuvael Ximitotix Heavy Blade Skin 

A unique heavy blade skin, designed by Erneix and edwino22. 

NEW PLAYER EXPERIENCE CHANGES & FIXES

  • Increased innate Player Enemy Radar in Open Landscapes from 30m to 80m.
  • Waypoint markers will now appear on enemies in certain Open Landscape Bounties when the following conditions are met. The intention of these markers is to offer players assistance when they are having difficulty with the Bounty!
    • Exterminate Bounty: when 2 minutes remain.
    • Defend an Area: when Control Level falls below 30%.
    • Supply Sabotage: Carrier enemy is marked with 3 or fewer enemies remaining. 
  • Made the following changes to lower-level missions to offer more engaging combat. Our goal is to strike a balance between not being too punishing, but also encouraging players to adopt behaviors that will help them take on harder content -- ie. not just standing still and shooting folks. 
    • Increased enemy spawns on Mercury, Venus, Earth, Mars, Phobos, Ceres, and Jupiter (base version only, Steel Path remains the same).
    • Increased accuracy of Grineer and Corpus enemies below level 55. 
    • Adjusted Grineer Trooper behavior to work more closely within their effective weapon range. 
    • Increased base damage multiplier for Grineer and Corpus, but amended how it scales to compensate. The goal is to make them hit harder at lower levels, but keep things the same for higher difficulty content.
  • Reduced the amount of enemy spawns around the Spy Vault during the Vox Solaris Quest to make that section a bit less difficult for new players. 
    • This level reduction has also been applied to Venus Spy missions below level 20. 
  • Players are now unable to play regular missions during the Vor’s Prize Quest. This prioritizes the tutorial missions and reduces confusion on what nodes they should be playing -- ie. the only one available to them will be the next mission in this Quest!
    • Once players have completed Vor’s Prize, the nodes they have unlocked will become accessible once more.
  • Improved the flow of the Saya’s Vigil Quest as follows:
    • Integrated Konzu’s “Prove Yourself” Bounty into Saya’s Vigil Quest instead of players needing to complete it and then initiate the Quest. The Tenno Guide will now take players to Cetus to talk to Konzu to streamline the process.
    • Improved waypoints and objective text to clarify next steps for players.
    • Removed “Refuse” voice line option when talking to Saya, as players can simply leave Cetus if they do not want to continue. Selecting it would require them to reload Cetus if they wanted to proceed.
    • Accepting Saya’s Quest will now direct players to walk through the Cetus doors instead of immediately teleporting them out into the Plains of Eidolon. This reinforces expected behavior of how to enter the Plains from Cetus once the Quest is complete. 
    • Changed Vendor icons on the Cetus Map to white instead of yellow to contrast them from Quest objectives. 
  • Changed Excavation waypoints and objective text as follows to better explain mission mechanics:
    • Once Extraction becomes available, the Extraction waypoint marker now remains completely visible for the remainder of the mission. “Get to Extraction” is now the Main Objective once players have completed one dig, with “Complete Additional Excavations” listed below it as a Bonus Objective.
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      • For players who are learning this game mode, this ensures they know when and how they can leave. Experienced players will know to stick around for additional digs, if they wish!
      • Also rearranged “Digs Completed” HUD element to be below a new “Excavation” header to make room for the Bonus Objective text. 
    • Updated mission transmissions to better explain mission mechanics and added additional hint transmissions.
  • Fixed players being teleported to the end of the Bullet Jump tutorial in the Awakening Quest if they fall into a certain teleport volume. Now they will be teleported to the start of the section they failed so they can re-attempt it!
  • Fixed the Necramech at the end of the Heart of Deimos Quest being a regular Necramech instead of the Quest-specific boss.
    • Also increased the overall health and tankiness of this foe.
  • Fixed Caches in the Vox Solaris Quest not being properly embedded in the ground. 
  • Fixed enemies spawned during the Captain Vor fight in the Vor’s Prize Quest being level 10 instead of 3 (to match mission level). 

Share feedback & bug reports on these new player experience changes in the dedicated subforum. 

ADDITIONS

  • Added a 100 x Air Support Blueprint Recipe to the Tenno Lab in your Clan Dojo!
  • Added an In Memoriam shrine to honor a Digital Extremes Tenno.

CHANGES

  • Increased the number of Forma Blueprints earned from Uncommon Void Relic rewards from 1 to 2.
    • This was a common request from the community, now made reality!    
  • Reduced Steel Path Mirror Defense incursion waves from 5 to 2. 
  • Updated all Mining Tool descriptions to include “Travel far from Hub settlements for the best chance of mining rare minerals”.
  • Reduced the sound muffling when using Ash's Smoke Screen, Banshee's Silence, Ivara's Prowl, and Loki's Invisibility. 
    • High importance gameplay-related sounds will no longer have any muffling applied to them when these abilities are in-use.
  • Removed the ability to donate Duviri Orbiter Decorations to the Dojo if a Dojo Decoration recipe also exists for that item. 
    • This was causing certain Dojos to be inaccessible if they marked a room containing the Duviri Orbiter Decoration variant for destruction.
    • Affected Duviri Orbiter Decorations in Clan Vaults have been replaced with appropriate resources to build the Dojo Recipe. Placed Duviri Orbiter Decorations in Dojos have been swapped to the Dojo Decoration variant as well.
  • Bundles containing color palettes will now list included the item as "[Name] Color Palette" on-hover to help clarify pack contents.
  • Adjusted the audio mix on the Tenet Glaxion.
  • Players can now interact with their parked Landing Crafts in the Chrysalith to leave the Hub, just like in Relays.
  • Reworked Mission 2 of the Duviri Paradox Quest to remove its tutorial elements, and added a small introduction to the Tales of Duviri book.  
    • Since the Duviri Paradox was initially designed as an alternative starting point for new players, its early missions included various tutorial elements for Warframe gameplay. These are no longer necessary due to the Quest now being locked behind the Uranus Junction as of 36.0.8.
  • Added more space between subtitles and UI options lists so that they don’t overlap. 
  • Changed the button on unowned equipment in the Arsenal from “Purchase” to “View Details” to clarify that it will take you to its Market page instead of inferring that it will be purchased upon selecting that button. 

OPTIMIZATIONS

  • Optimized Duviri memory usage.
  • Fixed performance issues caused by Warframe Articula using a Loadout equipped with Harrow. 
  • Fixed cases of spamming Transference causing significant performance issues for Clients. 

FIXES

  • Fixed misaligned enemy markers in Railjack missions.
    • Also fixes cases of enemy markers being misaligned with custom HUD scaling.
  • Fixed scaling issues for various Railjack HUD elements with custom HUD scaling applied.
  • Fixed Akmagnus appearing in Teshin’s Cave if players own Akmagnus Prime.
  • Fixed being unable to Chat Link the Axi M5 Relic.
  • Fixed offset issues with the Pyraxis Chest and Arm armor on the Ember Heirloom skin.
  • Fixed Tenacious Bond stacking multiple times when using a Panzer Vulpaphyla with Panzer Devolution.
  • Fixed Tenacious Bond’s buff icon not appearing in the HUD if equipped on both Venari and a Companion.
  • Fixed Tenacious Bond’s buff not deactivating when Venari dies, to be consistent with how it works on other Companions.
  • Fixed using Transference rapidly while flying into a wall in Titania's Razorwing causing players to become invincible. 
    • Also fixes the camera disconnecting from player if the pause menu is opened during this state. 
  • Fixed Void Trader fast travel via the Gear Wheel placing players behind Baro. 
  • Fixed Kuva Pump Chest Plate not appearing when equipped on Protea. 
  • Fixed Hidden Chest waypoints persisting after a host migration in Duviri.
  • Fixed Trumna’s alt fire missing SFX.
  • Fixed Sancti Magistar missing stats tab on-hover. 
  • Fixed parts of the Verdilac not properly taking energy color.
  • Fixed missing custom texture shoulder attachments for the Oberon Wendigo Skin.
    • Tenno who already purchased this skin will receive the Oberon Wendigo Armor in their inventory upon login. 
  • Fixed missing transmission portrait for The Business in the Deadlock Protocol Quest. 
  • Fixed missing transmission portrait for Rude Zuud in the Exploiter Orb fight. 
  • Fixed floating Cyst on the Hydroid Rakkam skin. Now the Cyst should be nicely nestled in his neck where it belongs!
  • Fixed the fly-in cutscene for the Zanuka Hunter Recovery Mission not showing Jupiter. 
  • Fixed various armor offset issues for the Drifter while wearing Vahd Pauldrons. 
  • Fixed the right Syrinx Leg armor being slightly offset on Lavos. 
  • Fixed broken water texture and various map holes in the Tyl Regor fight arena.
  • Fixed background music not playing when directly loading into a specific mission in The New War Quest.
  • Fixed a map hole in the Grineer Asteroid tileset. 
  • Fixed various map holes in the Orb Vallis.
  • Fixed some of the Corpus Air Drop Caches in the Vox Solaris Quest hovering above ground. 
  • Fixed a bug with the Heron Operator voice. 
  • Fixed Ki’Teer Lux Pedestal clipping into the floor of its diorama.
  • Fixed a crash. 
  • Fixed weekly Conclave challenges not working (this was preventing rewards from being received after completing challenges). 
  • Fixed the stats list for Kuva/Tenet weapons above rank 30 not filling the whole space in the UI. 

For list of known issues for The Lotus Eaters that require future code changes and cannot be addressed in a Hotfix, visit our dedicated thread:  

 

Edited by [DE]Taylor
clarified enemy radar change
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3 minutes ago, [DE]Megan said:

Sevagoth Prime Accessories 

  • Maginav Prime Signa - Present yourself as an esteemed captain with Sevagoth Prime’s signature Signa.
  • Navic Prime Sentinel Bundle 
    • Navic Prime Mask
    • Navic Prime Wings
    • Navic Prime Tail
  • 90-Day Affinity Booster
  • 90-Day Resource Booster

No Vithil prime syananda aka Sevagoth's SIGNATURE syananda, We lost fr

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4 minutes ago, Harutomata said:

Please fix the Verdilac energy colors (whip "string part" and the energy projectiles on guard attack) it's been THREE YEARS.

We did. :)

Quote
  • Fixed parts of the Verdilac not properly taking energy color.
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still no fixes for these old detrimental 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 are wrong too)
  • slams from operator launching you in the wrong direction or failing(probably may be fixed with the new low frame latency option)
  • waypoints(multiple different bugs in different areas), codex/simulacrum scans,
  • 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 (crashes seem to be fixed, but ID reuse issues might be the cause of some disconnections/host migrations)
  • Moonwalk after transference (still happens as of 2024/07/15)
  • 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)
  • Duviri(all modes) is still full of different bugs
    for example: getting a duviri drifter when using transference in the circuit(yes, it still happens)
  • Revived vulpaphyla and sentinels don't have invisibility if you have it on until you recast invisibility.
  • If you use quick melee then swap the weapon and shoot fast enough, the weapon swap will be cancelled(but it'll show a different weapon in the bottom right corner right before you shoot). Usually weapon swap cannot be cancelled.
  • If you use quick melee then quickly do a heavy slam attack, it can sometimes do a regular slam instead or do no damage at all(but you'll lose combo in any case)
  • Exalted melee interactions with regular melee combo, initial combo and gladiator set bonuses are a buggy mess.
  • Getting softlocked in navigation after opening it (opening foundry by clicking on "X items ready to claim" notification always helps tho, and opening then closing chat usually helps too)
  • If you join a random squad from the orbiter, you might be sent to the host's dojo after the mission if they started from there.
  • Automatically using parazon on fallen liches even when not pressing any buttons at all.
  • Bulllet jump may malfunction when done right after landing or after regular attack of"shattering storm"(hammer) stance. Seems to be a collision issue.
  • Zenistar disc lasting 100s when you throw it at x12(it returns at 20s left out of 120)
  • Screen shake setting resetting if you alt-tab after turning it off.
  • 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.
      This has happened as recently as 24/06/2024, where 2 of my squad members weren't able to get the 10th reactant because there were no enemies left on the map, and none were spawning.
    • 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 562 of arbitration defense(it reaches lvlcap at that wave, it 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

    Some new bugs introduced in the Jade update:

  • Using transference while falling into a killing floor(aka off the map) may disable your abilities permanently. I'm not sure if the transference is 100% needed for it to happen, many people report having abilities permanently disabled because of nullifiers' bubbles as well. Edit: still happens as of update 36.1.0
  • With Total Eclipse augment, dashing as operator often disables Eclipse. Edit: still happens as of update 36.1.0
  • With "Fire Manual Trigger Weapons Continuously” some(scourge and ferrox do but afentis doesnt) spearguns may temporarily block shooting and melee https://forums.warframe.com/topic/1401946-unable-to-shoot-or-throw-scourge-prime-after-switching-from-secondary/ Edit: still happens as of update 36.1.0
  • New knockdown+electric proc (from magnetic status on OG/shield break) seems to proc on you(in both warframe and operator) for seemingly no reason, even if there are no enemies nearby
    You can randomly get knocked down with an electric proc on zariman missions. Seems to be an issue with corpus derivator units, but the reason could be different.
Edited by Megazawr
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God Sevagoth Prime is so hot

 

One concern though: why increase enemy psychic ability. Did you guys test how it interacts with invisibility? Or are you guys just going to let enemies psychically attack a perfectly stealthed user still?

Edited by Flannoit
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Thanks for pausing the hotfixes and instead of working on fixing more than 1 bug which you adressed, the railjack UI, everything else is still the same, glad we got a literal 3 minute quest!xhnOSor.jpeg

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Not seeing these listed in the newly created known issues thread nor seeing them listed here so have to ask, why are these two bugs that can lead to game soft locks not listed in a purported top issues thread? I have provided crystal clear examples showcasing them leading to soft locks.

 

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