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Chains of Harrow: Update 21.4.0


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Chains of Harrow: Update 21.4.0


Hydroid Revisited

The sea has a revamped fear creeping in the depth, and his name is Hydroid.

With Hydroid Prime emerging to the surface soon, the team took another glance at Hydroids powers and what we could do in order to achieve ability synergy. Hydroid now brings barrages, surges, puddles, and tentacles into a deadly oceanic horror. 

Feedback appreciated here: 

General Hydroid Changes:

  • Hydroid’s base Shield and Armor has received a buff! 
    • Shield is now 375 from 345. 
    • Armor is now 200 from 65.

Tempest Barrage:

  • Tempest Barrage can be cast while in Undertow and will now hit enemies submerged in Undertow.
  • Tempest Barrage can now be charged for longer Duration (more explosions) and more Damage for more Energy.

Tidal Surge:

  • Tidal Surge can be used to move around without cancelling Undertow (note that Tidal Surge speed - and hence distance - is halved when used in Undertow).
  • Tidal Surge will now pull enemies along for the ride.
  • Tidal Surge can be interrupted at any point by casting Undertow to go into your puddle, sinking enemies being pulled along.


  • Hydroid can pull enemies into Undertow by aiming and clicking on them.
  • Undertow can be cast while in air.
  • Jump and roll will break Hydroid out of Undertow.
  • Hydroid can now move while in Undertow at the expense of Energy.
  • Submerged enemies in Undertow receive Damage Per Second, increasing every second they are submerged.
  • Enemies that die will be released from Undertow instead of dragging their dead bodies along for the ride.

Tentacle Swarm:

  • Hold onto your ships, Tentacle Swarm has received a new look straight from the depths of the sea! Can you summon the Kraken?
  • Tentacle Swarm can be charged to get more tentacles over a larger area for more Energy.
  • Hydroid tentacles will now seek out nearby enemies and attempt to slam on top of them rather than just always flailing randomly and hoping they hit something.
  • Tentacle Swarm will protrude from Hydroid’s Undertow if active when cast. 

General Additions

  • Added Spring-Loaded Broadhead to the Conculyst drop table and buffed Mod drop rate to counteract the dilution (the rares are still the same chance but the uncommons are now slightly easier to get).


  • Made improvements towards load-times. 
  • Adjusted the release time of charged throws for all thrown weapons in Dual-Wield mode to improve collision.
  • Removed unused tint masks from a bunch of materials to make them render slightly faster.
  • Improved the variety of cycled Sortie missions types.
  • Removed the explosion delay from Javlok's spear when thrown fully charged. Quick throw retains the delay to facilitate getting out of range before it detonates.
  • The "Hacker" mission challenge (hack 1 console) will no longer appear if the mission has no consoles to hack. Additionally, it can no longer be rolled in Survival, Hijack, or Defection, because those mission types give you a console to hack for free at the beginning.
  • Removed mission challenges from Junctions.
  • Removed the "Stealth" mission challenge from missions where you're not likely to be able to complete it:
    • Will no longer be rolled for any Infestation mission
    • Will no longer be rolled for the mission types: Defense, Survival, Interception, Excavation, Defection
    • Will no longer be rolled for public matchmaking missions, since other players are likely to go loud and alert the enemies
  • Removed the "Style Kill" challenge (get 5 kills while sliding) in Archwing missions.


  • Fixed the "forget what you're doing and kill everyone" objective randomly kicking in during Invasion missions (the faction you're supporting probably isn't going to be happy about paying you to kill their own troops...) as per:
  • Fixed a potential script error with the Rifleman and Pistol Master mission challenges.
  • Fixed Inaros’ passive breaking when having to revive.
  • Fixed crates from Vor’s Prize unintentionally spitting out Void resources (e.g. Argon Crystal).
  • Fixed Operator getting stuck in a t-pose after Void Dashing in The War Within quest.
  • Fixed receiving the "Player has joined/left the game" notifications in every Chat tab.
  • Fixed the Lunaro ball appearing in the Navigation screen after viewing Conclave loadout.
  • Fixed an issue where various glow FXs wouldn't appear to apply to attachments in certain cases, most notably on the Kavat's head.
  • Fixed white "Defense" health bar that can appear instead of the objective's health due to high latency.
  • Fixed players not being able to revive when their Sentinel uses Sacrifice.
  • Fixed a script error that could occur if an enemy gets destroyed immediately in Hydroids Undertow (e.g. Infested Runners).
  • Fixed several weapons using the incorrect model mesh when disarmed by a Drahk Master.
  • Fixed Clients not being able to see the Arcata in Lunaro Captura Arsenal.
  • Fixed Warframe Ability stats not being properly updated when using the Simulacrum Arsenal.
  • Fixed some dead ends in the Corpus Gas City tileset being missing on the minimap. 
  • Fixed Syndicate Medallions (and perhaps other booty) spawning inside a wall in the Grineer Forest tileset. 
  • Fixed a case of taller enemies getting stuck under low hanging rocks in the Grineer Sealab tileset. 
  • Fixed a map hole in the Grineer Earth tileset and Lua Spy mission tileset. 
  • Fixed jumping off the map as Operator in the Corpus Outpost tileset killing you and then soft locking you if you try to switch to your Operator again.
  • Fixed PhysX effects from Acid Shells not working on certain enemies. 
  • Fixed the Law of Retribution "arming tritium battery" UI stopping progressing if a player looks at the mission progress.
  • Fixed a bug where low framerates could cause Clients to be unable to open the Arsenal in the Simulacrum/Captura.
  • Fixed 'Abilities' option showing up in the top menu when playing as Operator (causes a script crash if selected).
  • Fixed overlapping text in the Arsenal when Modding weapons with high damage numbers.

Conclave Additions, Changes & Fixes

  • Added an 'Alliance only' matchmaking mode in Conclave.
  • Removed Corrosive radial AoE from Scourge in Conclave.
  • Scourge's bullet attractor now lasts 3 seconds in Conclave.
  • Increased the damage for all Bow’s charged shots in Conclave. 
  • Increased the damage for all Sniper Rifles (apart from Lanka) in Conclave.
  • Increased the damage Castanas do on impact in Conclave.
  • Increased the damage of Hydroid's Tidal Surge in Conclave.
  • Reduced the damage of the Tenora in Conclave. 
  • Reduced the damage of the Stradavar’s full auto mode in Conclave.
  • Reduced the damage of the charged throw of Orvius in Conclave.
  • Reduced the duration of Hydroid's passive in Conclave.
  • Reduced Energy drain of Hydroid's Undertow in Conclave.
  • Reduced the mobility of Hydroid in Conclave.
  • Hydroid now loses Energy when shooting the center of Undertow in Conclave.
  • Fixed the Castanas not doing damage when detonated while airborne in Conclave.
  • Fixed Banshee's Sonar in Team-based Conclave overriding team-markers, resulting in opponent team seeing red markers for each other.
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Thanks! Fix some other bugs too please:

  • Opening item in the market and opening a link from chat (mods, weapons etc) freezes any UI (and screen becomes darker) with menu (pause menu, navigation, arsenal etc) until player hits /profile to exit the screen and the UI is reseted either by changing map (starting a mission, going to dojo/relay);
  • Minimap position (Overlay map) resets to top left after "leave/stay" screen to default position. I find it more convinient for me to use minimap in right side of screen and has appropriate setting on, so why does it reset? Same for UI in the Index and "infested salvage" modes: stations health gets lost after "leave/stay" screen and player usually needs to reset it by pressing M (changing minimap mode) twice;
  • Kuva amount is hidden in mods section until one selects riven mod. Either show it or hide endo too.
  • Crafting: reduce amount of owned blueprints by one after crafting process has been started. (ex. I have 2 BPs of forma, I craft it and when it's built it still shows I have 2 BPs. I press "claim" and suddenly it becomes 1 BP. It's confusing.)
  • Mirage and Zenistar. Aren't Mirage's doppelgangers supposed to copy all things she do? When Mirage releases Zenistar's disk, then casts "Hall of Mirrors" and then does charged attack, Zenistar's disk returns to player, while doppelgangers throw 4 disks.
  • Sprint detection: holding shift while standing still will break Ivara's Prowl (just why, it should be SPRINT-modifier + walking to count as Sprinting);
  • Bald operators: if you hold 5, operators spawn as bald. Same when they return to warframe.
  • As per https://forums.warframe.com/topic/765831-pets-ui-operators-sprint-detection-bugs-annoying-as-fieldron/#comment-8460615





Edited by Noktin
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Edit : it's more a nerf than a buff :( like really 4 Meters range for undertow IT WAS 18  to just be able to move at turtle speed remove the ability to move and put the range back ..... and tentacul swarm from 20 METERS to 5  .... really DE nothing is listed ... please hydroid needed a buff not a nerf....

Edited by DeathGold
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Request #14 for some acknowledgment of this:

Cycuta Prime sigil from Saryn Prime Access (and according to others the Velorum Prime from Nova Prime Access, and even FOUNDER Sigils) still aren't properly metallic, contrary to Update 21 patch notes.

The textures on this cosmetic have been broken for almost a year AT LEAST.

Could this please get looked at again?



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