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SgtSquirrel34

EUPHRATES PET ARMOR PACK

Contains Euphrates Pet Armor for both Kubrow and Kavat, modeled on the intimidating, bladed look of the Tigris Shotgun.

 

NEW KAVAT:

Introducing Vasca! A true child of the night, and a drinker of life. 

How to obtain:

Bring your Kavat to the Plains of Eidolon at night to meet a Vasca Kavat - snoot to snoot. If your Kavat becomes tainted by a Vasca bite, Imprint it and breed 2 together for your own bloodthirsty kitty.

Don’t want your Kavat to carry the virus? Visit Master Teasonai in Cetus for the Vasca Curative. 

Vasca Precepts:

Vampiric Bite: Vasca’s bite bypasses armor, draining her prey of life, adding to her own.

Transfusion: When her master is in bleedout, Vasca sacrifices some of her Health to raise them.

PLUS, new Vasca Floofs can be acquired by Master Teasonai!

Don’t feel like getting in a cat fight? Check out the Market for the Vasca Kavat Starter Kit!

 

c5650aa1d6003a521f49458c7581eeb7.jpg 

WEAPON EXILUS DESIGNATION + WHY! 

Introducing a new Exilus Weapon Adapter that unlocks an Exilus Weapon Mod Slot for your Primary and Secondary weapons, granting you extra capacity to equip utility Mods. You can find the Exilus Weapon Adapter as an Offering from the main 6 Syndicates, from the new Requiem Relics, or in the in-game Market!

These Adapters will be for Primary and Secondary weapons only. Once we have finished making changes to the Melee system, we will re-evaluate the need for a Melee variant.

The conversation of tight capacity already exists without the addition of the Exilus Weapon Mod Slot, so we’re making these Slots default Polarities, meaning all Exilus Weapon Mods are - (Naramon) or V (Madurai) Polarity. 

If you’re familiar with Exilus Mods, they are utility or movement Mods, not sustained DPS grants. Below is a list of eligible Exilus Weapon Mods that sustain the utility intention. Anything not included in this list was deemed DPS affecting and not true ‘Utility’: 

Eligible Exilus Weapon Mods:
Ammo max:

  • Ammo Drum
  • Shell Compression
  • Trick Mag 

Mutation:

  • Rifle Ammo Mutation
  • Primed Rifle Ammo Mutation
  • Shotgun Ammo Mutation
  • Primed Shotgun Ammo Mutation
  • Pistol Ammo Mutation
  • Primed Pistol Ammo Mutation
  • Arrow Mutation
  • Sniper Ammo Mutation
  • VIGILANTE: Supplies

Zoom:

  • Eagle Eye
  • Broad Eye
  • Overview
  • Air Recon
  • AERO: Periphery 

Movement:

  • Agile Aim
  • Snap Shot
  • Spry Sights 

Recoil modifying:

  • Gun Glide
  • Double-Barrel Drift
  • Stabilizer
  • Vile Precision
  • Strafing Slide
  • Steady Hands 

Accuracy:

  • Guided Ordnance
  • Narrow Barrel
  • Targeting Subsystem 

Silence:

  • Hush
  • Silent Battery
  • Suppress 

Holstering Speed:

  • Soft Hands
  • Twitch
  • Reflex Draw 

Reload Whilst Holstered:

  • Lock and Load
  • Tactical Reload
  • Eject Magazine 

Projectile Speed:

  • Terminal Velocity
  • Fatal Acceleration
  • Lethal Momentum 

Oddities:

  • Adhesive Blast
  • Cautious Shot
  • Fomorian Accelerant
  • Kinetic Ricochet
  • Tether Grenades 

As a result, the following Mods have been tweaked: 

General Changes

  • Ammo Drum increased to +90% Ammo
  • Shell Compression increased to +90% Ammo 
  • Vile Precision is now -90% Recoil 

Drain Reductions (at maximum rank):

  • Lock and Load from 13 to 9
  • Tactical Reload from 13 to 9
  • Eject Magazine from 13 to 9
  • Vile Precision from 11 to 9
  • Cautious Shot from 12 to 10
  • Rifle Ammo Mutation from 9 to 7
  • Primed Rifle Ammo Mutation from 14 to 10
  • Shotgun Ammo Mutation from 9 to 7
  • Primed Shotgun Ammo Mutation from 14 to 10
  • Arrow Mutation from 9 to 7
  • Pistol Ammo Mutation from 9 to 7
  • Primed Pistol Ammo Mutation from 14 to 10
  • Sniper Ammo Mutation from 9 to 7

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SgtSquirrel34

Melee PHASE 2: TECHNIQUES 

Update 26 brings change to Warframe - it iterates on the game and Melee is no exception. For months Phase 1 has been in your hands, and it’s time for Phase 2. What follows is a detailed overview of our design direction and intentions with this new Phase. 

We are not touching Melee Riven Dispositions until we get updated data - expect advance notice when we close in on a date for this. 

We want you to know how your use of melee and feedback on the systems have helped form Phase 2, and how some changes are included to allow for a more cohesive Melee experience. Our tools made Spin attacks optimal at the cost of the more interesting Melee system, and we’re trying to rectify that overall.  

Previously we made several changes to the Melee system (as detailed in the Melee Rework Phase 1 Dev Workshop thread) including: 

  • Introducing a new quick-melee attack
  • Full VFX overhaul on elemental damage types
  • Aimed Slam Attacks instead of impacting directly below an airborne player.  

While select changes are to be rolled back (yes - see below before you react), the rest of the system served as a good foundation for this much more expansive Phase 2. 

Please bear in mind that these changes are not set in stone, and some aspects of the new Melee system will be tweaked during the usual QA process. There are some more features being added later on, introduced in Melee Rework Phase 3 at a later date. 

So what is covered in Melee Update Phase 2? 

THE GAMEPLAY

  1. The Return of Equipped Melee and Manual Blocking!
  2. Dodge Cancelling and Tactical Dodging

THE COMBOS

3.            Stance Changes, Combos and You!

4.            Smoother Combo Transitions

5.            Combo Counter Rework

THE TOOLS

6.            Changes to Slam Attacks

7.            Goodbye Channeling, Hello Heavy Attacks and Lifting!

8.            Weapon Stats, Mastery Limits and General Melee Changes

9.            Mod Rebalancing / Functionality

10.          Exalted Weapons

11.          The Screens: Arsenal Changes

THE TECHNICAL BITS

12.          Aim Assist

13.          Sticky Fingers when Equipping Melee!

THE FUTURE

14.          Channelling 2.0 AKA “Rage Mode” and Future Plans! 

As you can probably tell, this section is going to be a bit of a lengthy one, so make sure you sit comfortably, drink a nice cup of Greedy Milk and get ready to read all about how you can better turn your enemies into salsa with your favorite melee weapon! 

An overarching note before you get started, is that every Melee weapon that was originally a single Elemental damage type has been converted to Physical + Element, allowing for more Status reliability as well (Silva and Aegis excluded given Flame Blade).

 

THE GAMEPLAY 

  1. Equipping Melee and Manual Blocking!

One of the bigger changes added to the Melee Rework: Phase 1 was the addition of fluid swapping between melee and Primary / Secondary Weapons. However, some players preferred the ability to manually block, making some of their builds less easy to manage. While we restored manual blocking for players playing ‘sword alone’, it wasn’t quite the same.  

The good news is that both functions are back! Holding the weapon swap button will equip melee fully again, and the aim button will manually block when in this mode. Holding the Weapon Swap button while Exalted Melee is in play will also lock you into Exalted Melee mode! (Don’t worry, Auto Blocking is still a thing!)

We also have redesigned the utility of blocking: Blocking will now prevent 100% of damage,  with a blocking angle that is dependent on the melee weapon equipped. All successful Blocks will also add to the new Combo Counter!

 

BlockingAngleDiagram.png.a47772a79a2ebfa  

 

In the above example, sword and shield weapons (such as the Silva & Aegis) have a blocking angle of 70 degrees, centered on the front of the player, where as a dagger weapon (such as the Dark Dagger) will only have a blocking angle of 45 degrees. (Previously all weapons had a locked blocking angle of 45 degrees upon the introduction of Auto Blocking.) 

 

2.            Dodge Cancel and Tactical Dodging

One of the older and larger complaints of the melee combo system has been the animation locks. Completing 7 step combos feels great, but the animations completely lock you into the movements. We are introducing two new ways to put more control in your hands: 

  • Dodge Cancel - Allows a player to activate a dodge any time during a melee attack to end the combo immediately and dodge out of the way.  
  • Tactical Dodging - Dodging while blocking now performs this Tactical Dodge, keeping the distance short, and allowing you to remain within melee range. This is an effort to not break the flow of combat after cancelling out of an attack, but also if you need to make a quick escape!

 

THE COMBOS 

3.            Stance Changes, Combos and You

By far, the biggest change you will see in the new Melee system is the alterations made to Stances, as well how Combos interact with one another. In the old (current) system, Combos are an effect of button presses, all leading into a chain of animations. In Melee Rework Phase 2, attacks are buttery-smooth and adaptable!

This rework of Combos applies to every Stance, not just the weapon types. For example, Tempo Royale (a Heavy Weapon Stance Mod) will still have different Combos than the Cleaving Whirlwind Stance, even though both Stances fit the Heavy Weapon melee type. The difference now, is that both share a design that uses common movements and attack types. 

We also wanted melee attacks to feel more intuitive. For example, if you are aiming down the sights of a primary weapon or blocking incoming fire, and then hit the melee button, you most likely want to get in close! If you are not inputting a movement key while meleeing, it’s usually a sign you want to finish off your target. We wanted the new Combos to reflect that that existing movement, and so the new inputs reflect that situational awareness.

In most cases, the following improvements can be applied to any given Stance Mod equipped to a weapon (not just individual weapon types!): 

  • Forward Combo (Forward + Melee) - This allows you to attack without initially interrupting movement with the first 1-3 swings (depending on the weapon Stance). The last attack in the sequence will loop seamlessly into the first, so that you can keep a level of mobility while attacking.
  • Forward Tactical Combo (Forward + Block/Aim + Melee) - This move is usually a distance-closing opener, bringing you closer to the enemy and getting you within range to continue a harder-hitting string of attacks. The beginning or end of this combo can have a slam effect, allowing you to control the enemy, and during the mid-point of the combo, attacks will be large and sweeping, allowing multiple enemies to be hit.
  • Neutral Combo (Melee button only) - Hard hitting, movement-free attacks to allow a player to destroy their target. The last attack can either have a knockdown effect, or throw them into the air and hold them there, if one set of strikes does not finish the job.
  • Neutral Tactical Combo (Block/Aim + Melee) - First hit will likely be a longer thrust or throw of a weapon to increase range. Further attacks will be hard-hitting, and will often finish in a ragdoll effect or a Lifting Attack, as opposed to a knockdown or stagger. Lifting attacks are detailed in Section 7 of this workshop.
  • Air Combo (Melee while Jumping) - Perform a combo in the air without sacrificing movement.
  • Hover Air Combo (Back + Melee while Jumping) - Holds the player in place while the combo completes, and overrides the slam attack angle to keep the action going! 

Pro Gamer Move Example: Use the first, opening attack in the Forward Tactical Combo (Forward + Block/Aim + Melee) to close the distance on the target, then transition into either a Neutral Combo (Melee Only) or a Neutral Tactical Combo (Block/Aim + Melee) to finish off the target. 

All of these fresh Stance changes has shone light on Whip Stances in particular not being as desirable in comparison to the others. We’re aware of this and are working on a new Whip Stance!

 

4.            Smoother Combo Transitions

In the old system, only the first follow up attack inputted would remain in ‘memory’ and would execute at the end of the initial attack animation. Any kind of input entered after the initial follow up was ignored until the next attack had started. In the new system, the next attack is being constantly updated, depending on the last input received.  

This allows for last-second decisions on combo changes to occur immediately after the first attack has finished. No more waiting for a combo attack animation to end before you can start spamming the attack button again! Embrace the fluidity!

 

5.            Combo Counter Rework

The Combo Counter will be getting a new functionality pass. Rather than just providing flat bonuses to damage, the Combo Counter will now also act as an expendable resource for new heavy hitting combat: HEAVY ATTACKS! This will replace channeling's key binding, and Section 7 below covers those changes. This counter will be increased in a more granular and rapid way, and can be built by using melee attacks, blocking damage, radial damage from Slam Attacks and hits from a thrown weapon (such as the Glaive). 

As an expendable resource the Combo Counter should be easy to replenish, and the changes made should reflect how easy you can acquire and spend the Combo Counter resource. In addition, the ‘heaviness’ of an attack will have a measured difference on the amount of Combo Counter it increases. As a general rule, lighter, swift attacks will give lower additions to the Combo Counter than slower, heavy attacks will. Swing for the fences, Tenno! 

A SIDE NOTE: as a result of this new Combo Counter system, certain Mods are changing, but there are also some Mods whose stats will remain untouched, such as Body Count, as it retains the same functionality. All Riven Challenges related to Channeling have been changed to reflect ‘Combo Counter’. For example, Riven Mods can now have a + / - to not gain Combo Points on hit. The Mods that will see some changes are listed below, in Section 9. 

ANOTHER SIDE NOTE: Abilities that use the Combo Counter (such as Ash, Atlas, etc.) will scale at 25% of their former values, to make up for the ease of building a much higher Combo Counter Multiplier. This value is pending review for balance passes. 

  • Combo Duration is now displayed as a bar underneath your Combo Counter!

 

THE TOOLS 

6.            Changes to Slam Attacks

The ragdoll effect of the Slam Attack is being removed (with some weapon-specific exceptions *cough*JatKittag*cough*), however it is being replaced with an effect that will push enemies back or knock them down, giving the player some breathing room, and setting the enemy units up for follow-up attacks.

Melee Rework: Phase 1 introduced the global use of ragdoll effects on Slam Attacks, so this is the second item to be rolled back, and replaced with a better way to rain down death from above! 

Also, all Melee weapons have received an updated Slam FX - come on and SLAM (attack), and welcome to the jam! 

 

7.            Replacing Channeling with Heavy Attacks and the ‘Lifted’ Status

Channeling will be saying its final farewells in the Melee Rework: Phase 2 update, and instead is being replaced with a new form of Heavy Attack, as well as a new Lifted status effect. As we said before, Channeling Mods will also be changed to support this new system, as well as providing a larger pool of utility to choose from in your builds. 

These are the changes planned: 

  • Heavy Attacks (Alt-Fire for Melee) - Heavy attacks can now occur at any time, simply by pressing the Alt-fire button while you have melee equipped or in your hand. This costs all of your Combo Counter (affected by Mods), so make sure you lay down the hurt! If you don’t have any Combo Counter active, you will use a Heavy Attack, but it will not benefit from any damage bonus from the Combo Counter. 
  • Heavy Slam Attacks (Jump + Alt-Fire for Melee) - This new Slam Attack will create a new effect on targets, known as the LIFTED STATUS. When a target is Lifted, it is held suspended in the air, allowing a player to follow up on attacks while the target is held helplessly aloft. Again, if you do not have any Combo Counter active, this will act as a Heavy Slam attack without a damage bonus, and minimal Lifting Status. 

But what about the Channeling FX you ask? Prime Armor Channeling FX will now appear when the Combo Counter reaches 2!

 

8.            Weapon Stats and Mastery Limits

With this new change, there is a broad-sweeping review of Melee weapons and how they function with the new system: 

  • Mastery Rank - Weapons have been reviewed to make sure their function and power are aligned with an appropriate Mastery Rank, similar to passes made on Primary and Secondary weapons.
  • Base Damage - Since the Combo Multiplier will apply to Heavy Attacks only, the base damage of all melee weapons has significantly increased.
  • Base Range - Along with damage, range has also been increased to make sure you get the most chop for your buck. While base range is being increased, Range Mods are going to have a different calculation applied to them. This is detailed in Section 9.
  • Mod and Arcane Channeling Functionality - As mentioned above, any Mods or Arcanes with functionality tied to Channeling have had their stats altered to increase Lifted Status, Heavy Attack damage and Combo Counter modifiers.

9.            Mod Re-balancing and Functionality Changes

Since the base damage of melee is being buffed, some notable Mods are getting a balance and/or functionality pass. With the wide amount of changes happening to Channeling and Heavy Attacks, some Mods have had to be reworked into other systems or have had changes to the way their damage scales.  

For full transparency, some of these are nerfs to specific Mods, but we felt these were necessary to truly allow Phase 2 to be treated as a new beginning for melee. Our intention is to create engaging melee and Modding variety, which is not possible when there is a one-best loadout or single Mod that can kill almost anything in the game. We love killing things effectively, but we also want the combat to be engaging and feel powerful. Spin attacks still exist, but the repetition of them is something we’re trying not to force you to use. To reiterate: select tools made Spin attacks optimal at the cost of the more interesting Melee system, and we’re trying to rectify that.  

At the moment, the current list of Mods and their proposed changes are listed below.

  • All Channeling Mods - have been changed to the Melee Parent type to bring them in line with Melee Phase 2 changes
  • Amalgam Organ Shatter - Description changed from Charge Attacks to Heavy Attacks.
  • Blood Rush - Will now scale differently, using a stacking multiplier based on the Combo Counter, raising 60% per Combo Counter tier (something much easier to achieve in Phase 2).
  • Condition Overload - Now uses a stacking multiplier based on how many Status Effects are on the target at 120% damage per Status.
    • During this whole Melee rebalance, Condition Overload remained a persistent outlier. Since launch, it has had an unintended stacking mechanic, that nothing else uses in the game: it grew exponentially, making it too volatile to balance. We know there’s nothing worse than ‘how can you call this unintended’, so let’s explain the history: initially it did the stacking on final damage, which, as you know from previous changes, we have been trying to move away from. This is because this type of stacking makes for very hard to control damage progression, and tends to be very confusing as to which damage, Melee/Proc etc, applies where. This new version of the mod makes Condition Overload’s damage multiplication become equal to Pressure Point when the enemy has 1 Status applied, better than Primed Pressure Point at 2 Statuses applied, and from there it just grows and grows. Even though the maximum potential damage is lower now, we think it is still an extremely powerful Mod in its latest iteration.
    • The new ‘Lifted’ Status also counts for Condition Overload calculation. Revised Stances and the new Heavy Attack give reliable ways of applying Status to enemies, which greatly increases the reliability of Condition Overload
  • Corrupt Charge - Adds a large amount to the Combo Counter, but significantly reduces the time it takes for the Combo Counter to drain.
  • Covert Lethality - is remaining as a Dagger Mod for now with +16 Initial Combo and 100% Finisher damage, pending later review. (Note: This has changed from what was laid out in the recent Dev Workshop)
  • Dispatch Overdrive - Increases player movement on a Heavy Attack hit.
  • Enduring Affliction - Increases the Status Chance on enemies suffering from the Lifted Status.
  • Enduring Strike - Increases the Combo Counter chance when hitting Lifted enemies.
  • Focus Energy - Add Electrical damage to an attack, as well as increasing Combo Counter generation.
  • Focused Defense - Adds an additional 20 degrees to a weapons blocking angle.
  • Gladiator Mod Set - Adds a multiplier with the Combo Counter up to 60% for the whole set.
  • Guardian Derision - Will add more to the Combo Counter for blocking hits. (Note: The Taunt mechanic is still in place.)
  • Killing Blow - Increases Heavy Attack damage and decreases the ‘wind-up’ time for Heavy Attacks
  • Life Strike - Heavy Attacks will now regenerate Health.
  • Maiming Strike - Changes from an additive buff to a stacking buff, but base functionality increased 150%. 
  • Quickening - Grants +40% Attack Speed, +20% Combo Count Chance
  • Reach / Primed Reach - Will now increase range in a way that has been normalized. In the previous incarnation, long-range weapons were getting too much of a benefit, while short-range weapons were barely seeing any increase at all.
  • Reflex Coil - Increased Combo Point Efficiency when using Heavy Attacks.
  • Reflex Guard - +100% Combo Count Chance while Blocking.
  • Spring-Loaded Blade - Will now provide a maximum of 2 additional stacks of Melee Range.
  • True Punishment - Add 40% Critical Chance, but reduces the chance to add to the Combo Counter by -10%
  • Weeping Wounds - Increases Status chance in a Stacking Multiplier, 40% per combo tier.
  • This update will also see some changes to the following Weapon, Arcane and Focus School buffs: 

  • Zenurik - Inner Might - Has been changed to provide 60% Combo Efficiency, instead of Channeling Efficiency.
  • Synoid Heliocor, Furax Wraith and Fragor Prime - All receive bonus initial Combo Count to offset the boosted Channeling Damage they had previously.
  • Exodia Triumph Arcanes - Have been changed to +50% chance to increase the Combo Counter on hit.
  • Exodia Valor Arcanes - Have been changed to +200% chance to increase Combo Count when hitting Lifted Enemies.
  • Exodia Brave Arcanes - Now grants +5 Energy Generation when killing an Enemy with a Heavy Attack. This can stack up to 3 times. 
  • Again, some of these changes are subject to review and change. Now that Melee Rework: Phase 2 has been rolled out, there will surely be additional balance passes as usability and effectiveness are used (or abused).

     

    10.          Exalted Weapons

    All melee-based Exalted Weapons have received the Phase 2 functionality treatment, gaining access to the combo changes. For those of you who may have missed it, Wukong’s Exalted Iron Staff has already had this functionality implemented (with the exception of the new Heavy Attacks and changes to the Slam Attacks).
     

11.          New Screens: Arsenal Changes!

Part of Update 26 involves a change of the Arsenal Screen, and how information is displayed. In the current system, your Arsenal screen looks something like this: 

OldArse.png.8581a0d062ec16a186e0b94edfda

 

In Update 26, this screen is being reorganized to include Loadouts, Companions and Vehicles in tabs, while also giving more information about a weapon when selected:

 

As you can see, new stats for Heavy Attacks and Heavy Slam have been added, with channeling statistics removed. 

 

THE TECHNICAL BITS 

12.          Selective Aim Assist

Aim assist can be a help or a hindrance depending on what type of attack you wish to perform. While the current system either applies to all or none (on or off), the new system will have more intelligence on aim assist on a per-attack basis. As a general rule under the new system, Aim Assist will be disabled for almost all attacks in the Forward and Tactical Forward Combos, and enabled for most of the Neutral and Tactical Neutral Combo attacks. Of course if you don’t wish to use aim assist at all, you can disable it from the settings menu as normal.

 

13.          Sticky Fingers when Equipping Melee!

Another common issue in user feedback was the unequipping of Gear Items (like the Codex Scanner), or dropping the ‘football’ (usually a pickup for Mobile Defense or Sabotage Missions) when equipping melee or using a melee attack. This has now been changed so that you will no longer drop items or unequip Gear Items when either equipping melee or using a Melee Attack! 
 

THE FUTURE 

14.          Lastly: Channeling 2.0 AKA “Rage Mode”

There has been a lot of discussion around this addition, and while it will not be included in the Phase 2 update, there is a lot of work being put into its application. This system is very special and we want to make sure that it is not just a cool addition, but that it has roots in Warframes lore, and a story behind it. This is something we want to implement with a lot of in-game fanfare and details will become available as progress is made. 

For now, that’s it!

 

Arbitration Changes & Fixes:

Some time has passed since our recent Arbitration tweaks - after observing stats and listening to your feedback, here are our findings and plans going forward:

-The initial purpose of the changes, rebalancing the different mission types, was a success! Vitus Essence output is now more consistent across the board when tracking earnings per mission type. 

-We heard your thoughts regarding the droptables, especially the points about Mod drops. We think there is value to having both purchasable offerings as well as luck-based drops, but we can see how these items “diluting” Endo drops would be a concern.  

We are addressing this desire for more consistent Endo from two angles: 

  1. More of the droptable Mods that have been available since Arbitrations’ release (Vigorous Swap and Rolling Guard) will be moved to the Arbiters’ offerings for Vitus, replacing their percentages with more Endo.  
  2. We are adding a new way for players to gain even more Endo, if they so choose. Read on for details!
     

Due to the addition of Vitus Essence dropping from Drones, overall Vitus earnings are..... higher than we anticipated. We've decided to leave these values as-is, but will be closely watching the impact Arbitrations has on Kuva economy overall. 

BUT! With all that Vitus, we wanted to offer something else to spend it on. Therefore, a new Ayatan Sculpture, Ayatan Zambuka, is now available from the Arbiters Honors store! You may have seen this sculpture in Cetus - Old Man Suumbaat is a shrewd negotiator, but the Arbiters have their ways. Offering a purchasable Sculpture allows players to make consistent progress towards resource-based goals, even if players already have certain items in the droptables. 

26d48f80119bfad31432db5063b38e46.jpg

 

  • Reduced the number of Kavor Defector squads required for a reward in Defection Arbitration missions to match other mission types.
    • Reward is now every 2 Defector squads instead of every 4 squads
  • Added a Vitus Essence Decoration to the Arbitration Honors Store.
  • Tweaked the Vitus pickup FX to be larger and red.
  • Fixed Vitus pickups sometimes falling through the floor. 

Catchmoon Changes:

If you’ve made it to this part of the Update notes, you’re well aware that a lot of the Warframe meta may shift in new directions. With the current path Catchmoon weapons are on, it was time to bring Catchmoon weapons to a more reasonable power level, while still keeping them effective.

  • Decreased fall off damage from 100 to 10.
  • Decreased range of projectile from 40m to 20m and fall off range from 20-30m to 8-16m. 

Please note that we are monitoring item usage for other weapons who use similar projectiles (Fulmin / Arca Plasmor), but will provide notice before we consider changing anything. We are simply monitoring at this phase. 

 

Heat Status Proc Changes:

Heat Status procs now reduce targets' armor to 50% of the original value, with subsequent Heat procs refreshing the duration. Not hot enough for you? Applying the Status proc multiple times also turns up the Heat, dealing more damage per tick as the flames increase.

 

Titania Changes:

  • Titania can now Transfer to the Operator during Razorwing.
  • Titania’s cast animations are now an upper body animation only (except Razorwing), alleviating momentum cancelling lower body animations and trimming cast time.
  • Thorns Tribute now has Damage reflected AND reduced to help our little bug feel a little less squishy.
  • Titania can spawn up to four more Razorflies if all Tributes are active, one per Tribute.
  • Razorflies can now pick up Tributes.
  • Enemies directly affected by Titania’s Lantern will now have any damage they take dealt to them when the Ability ends (a la Mind Control).
     

Tonemapping Changes:

Our goal with changes to tonemapping is to alleviate fatiguing images by introducing darker midtones. Things may appear more washed out in contrast to how it was before, but don’t worry, it’s all intentional. If you spot things that are out of the ordinary and real wack, please let us know! 

BEFORE:

67f71c61f935a5505e8e91345a18d6ed.jpg

 

AFTER:

174f45921d14ed833dc8c91fba142818.jpg

 

General Additions:

  • Added 2 new Challenges:
    • The Abyss Gazes Into You - Create a Kuva Lich
    • That Which Kills Us Makes Us Stronger - Vanquish a Rank 5 Kuva Lich
  • Missing the handsome Zealoid Prelate calling you beautiful? Find the Orokin Derelict Emissary Assassinate Blueprint (Reusable) in the Market now!
  • Added the option to buy more Mod Config (max 3 extra per item) and Appearance Config Slots (max 3 extra per item) in their respective Arsenal screens! We view this as a more comprehensive way to customize your favourite Warframes, Weapons, etc, not necessarily everything you own. With that being said, we have reduced the Platinum price from 20 to 10 (as shown on Prime Time #266). 
    • Please note that Mastery Rank 10 is required to purchase these.
  • A new Mastery Rank 28 Test has been added for soon-to-be eligible Tenno!
  • Added new boss health bar introduced in the Emissary boss fight to all bosses except Jackal, Vor and Lech Kril, the Raptor, Hyena Pack, Ambulas and Lephantis.
  • Added an Infested category to the Dojo Decoration list.
  • Added a tip to the Look Link screen that indicates Sigils are not applied in Look Link.
  • Added an option to fast travel to the Clan Vault Decoration. 
  • You can now ‘Reset Main Room Decorations’ in your Orbiter. As a fail-safe the following screen upon selection will ask you to type RESETROOM to complete the operation.

Optimizations:

  • Made some micro-optimizations to FX rendering.
  • Fixed a script error when trying to start the Chimera Prologue/Apostasy Prologue/The Glast Gambit quests.

General Changes:

  • The Options screen, Ayatan Treasures screen, and Dojo Room Options UI have received a fresh new look!
  • The loading screen now puts your Liset at the forefront in a new formation!
  • Tekko Prime now gains additional Status Chance when used with Atlas and/or Atlas Prime.
    • Base status = 10%, Prime = 26%
  • Each Kavat can now give you 3 Imprints (up from 2). This will apply to all Kavats that predate this update. If you’ve already used 2, you'll find 1 more ready to go!
  • You can now enter your own Dojo from the Clan screen when visiting someone else's Dojo, instead of having to return to your Orbiter first.
  • You can now double-click on a Dojo Decoration to place it, rather than being required to select a Decoration and hit the Place Decoration button.
  • Increased volume of Lua Rescue Alarm as per player feedback.
  • Pressing ‘enter’ in the Loadout selection while using the search box will now equip the first Loadout in the resulting grid.
  • Increased the Exposing Harpoon duration from 10 seconds to 15 seconds.
  • Swapped the Kuva Bombard Crimson Dervish and 80 Endo drop to Condition Overload.
  • Allies will no longer attack Synthesis Targets, thus giving you full control on if you want to Scan.
  • Weapon stats will now be reflected in a slightly more rounded way. Innate Damage is added before anything on the weapon happens - boosting the weapons base Damage and then renormalizes the Damage percentages. This makes Elemental Mods stack in a way you would expect.
  • Moved the ‘Tips’ section in the Arsenal Upgrade screens to the button bar at the bottom.
  • Increased the ‘Additional Item Drop Chance’ of certain Amalgam enemies from 2% to 4% due to discovery that this drop was broken (fixed below). Happy hunting! 
  • The Riven Cycle screen now gives you the option to view the Riven stats on every owned variant of said weapon. For example, I can now select either my normal Lex or my Lex Prime to view it’s said Stats.

 

Fixes:

  • Fixed Vitus Essence dropping in a completely different spot then where you initially destroyed the Arbitration Shield Drone.
  • Fixed Amalgams not dropping the additional Kavat's Grace, Anti-Grav Array, Gale Kick, and Odomedic Mods.
  • Fixed Elite Sanctuary Onslaught tileset order changing if a Host Migration occurs.  
  • Fixed Client’s Riven Challenge progress not being tracked if a Host migration occurs.
  • Fixed Mesa’s Peacemakers not firing after holding down fire while rolling with Mesa’s Waltz equipped.
  • Fixed inability to unveil multiple equipped Rivens at once that have similar Challenges (catch one fish, mine one ore or metal, etc). As reported here: https://forums.warframe.com/topic/1129245-multiple-rivens-cant-be-unveiled-simultaneously/ 
  • Fixed cases where each kind of Relic wasn’t available for a Void Fissure mission. There will now always be a Void Fissure mission available for each Relic Era. 
  • Fixed missing Gear item descriptions in the Gear wheel.
  • Fixed Corrupted Vor appearing poorly lit when showing up to the party in the Void.
  • Fixed misaligned firing from the Plinx.
  • Fixed the Tekko Prime rotating in your hands each time you change the color.
  • Fixed the Diva Chest Armor clipping into Hydroid/Hydroid Prime.
  • Fixed removing Decorations that you’ve just placed resulting in the item not stacking in your Inventory with ones you already own, and showing up as Ayatan Sculptures until you refresh the screen.
  • Fixed sometimes seeing Rank 61 in the Nightwave ‘Tune In’ screen.
  • Fixed slow loading UI when switching between the Warframe options in the Vor’s Prize tutorial quest.
  • Fixed Gauss, Khora, and Wukong’s custom HUD warping oddly when in Dual Wield mode.
  • Fixed some HUD buffs (e.g. Mirage Total Eclipse) duplicating when the player Transfers to their Operator and the buff value changes.
  • Fixed the Navigation Alert bar overlapping your UI when viewing your Profile.
  • Fixed not seeing your Platinum/Credit balances when viewing a Chat linked item in the Market.
  • Fixed an enemy icon flashing very briefly on screen if you skip the introduction cutscene when going to a Relay.
  • Fixed incorrect Mod UI when viewing a Venari Mod Link.
  • Fixed seeing your Kavat dissolve when viewing a Kavat Mod Link.
  • Fixed inability to view K-Drive Scrawls in the Market when you don’t own a K-Drive.
  • Fixed ability to walk around in the Vehicle Arsenal screen. As reported here: https://forums.warframe.com/topic/1130110-arsenalarchwing-bug/ 
  • Fixed Decoration mode scaling incorrectly. As reported here: https://forums.warframe.com/topic/1129541-decoration-resize-bug-and-how-to-get-around-it/ 
  • Fixed always seeing the Dax Shawzin when playing the Emote after purchasing a Shawzin for the first time.
  • Fixed experiencing a hitch when opening the Market.
  • Fixed inability to see Katana Holster options when the Blind Justice Stance is equipped.
  • Fixed the Etheria Shoulder Plates appearing misaligned on Mirage Prime.
  • Fixed the Battacor’s Charge state FX not always triggering for Clients.
  • Fixed Client’s Warframe continuously firing the Quatz after Transferring to the Operator.
  • Fixed the Combat Discipline Mod killing Warframes that are invincible (Nyx’s Absorb etc).
  • Fixed the Combat Discipline Mod causing a white screen if your Warframe dies because of it while controlling the Operator.
  • Potential fix for inability to move around in Decoration Mode.
  • Fixed overlapping UI when viewing a Look Link when in the Arsenal.
  • Fixed Kitguns losing sound when Dual Wielding and using Archwing.
  • Fixed becoming unarmed and unable to get your weapon back while in Revenant’s Danse Macabre. 
  • Fixed Wisp Mote’s not keeping their Energy color when picked up by a non-Wisp player.
  • Fixed words not wrapping in the Venus Junction UI.
  • Fixed a case of Atlas’ Rumblers not being destroyed upon spamming the Ability.
  • Fixed Kuva disappearing from the ‘Last Mission Results’ after closing and reopening it.
  • Fixed paused enemies in the Simulacrum sometimes getting stuck in weird animation loops.
  • Fixed exiting the Custom Obstacle Course/Duel Room not returning the player to the room.
  • Fixed having to restart when using a controller and visiting the Mod screen through the Arsenal during the Tutorial (before you’ve unlocked the Mod Segment).
  • Fixed the Invite UI pop up not changing when Menu Scale is changed (until after you relog).
  • Fixed Operator Amp Slots showing up in the Market before you’ve completed the Second Dream quest.
  • Fixed changing from a loadout with Natural Talent equipped to a loadout without Natural Talent in the Simulacrum not updating your cast speed.
  • Fixed running on an angle when attempting to run straight in Conclave.
  • Fixed your Kubrow/Kavat’s appearance always being Config A when loading into the Orbiter until you enter the Arsenal.
  • Fixed ability to pet your Kubrow/Kavat while using the Shawzin Emote.
  • Fixed Titania’s Dex Pixia not being equipped if Razorwing is cast while holding an Arch-Gun.
  • Fixed a floating NPC in the Hydroid Relay.
  • Fixed cases where your Archwing is invisible during a fly-in cinematic (The Jordas Precept, etc). 
  • Fixed some pixelation on Volt’s chest.
  • Fixed players always seeing your Operator’s Clothing Config A customization when viewing your Profile.
  • Fixed Condrocs flying away too early during their takeoff animation.
  • Fixed the Cryona Syandana clipping with some Warframe stances.
  • Fixed the Jotunheim’s Spirit Oculus not taking both Tints.
  • Fixed the Lahnss Polearm Skin not equipping correctly on the Sydon/Vaykor Sydon.
  • Fixed certain enemies not maintaining their velocity/movement after you unpause in Captura.
  • Fixed losing Ivara’s Sleep/Cloak Arrow UI timer when Transfering to the Operator.
  • Fixed inability to read the full stats list of Mod Link weapon due to it having multiple alternate firing modes. 
  • Fixed Ticker's bundles not displaying their prices and being fully grayed out if you own some of the items in the bundles.
  • Fixed names doubling up in the Chat member list.
  • Fixed a level hole in the Grineer Sealab tileset. As reported here: https://old.reddit.com/r/Warframe/comments/djtd61/i_went_through_a_hole_in_the_wall_ended_up 
  • Fixed the Staticor’s Charged shot firing rapidly a large number of times when Ammo is fully depleted while using Mirage’s Hall of Mirrors.
  • Fixed the Massif Prime Syandana not sitting properly on Wisp.
  • Fixed the Diva Chest Armor clipping through Chroma/Chroma Prime.
  • Fixed the Boltor Bravura Skin being overly jittery.
  • Fixed MOA lockers being infinitely hackable. 
  • Fixed inability to fire your Mote Amp as the Operator after switching back and forth in your Gear wheel.
  • Fixed Pyrana Prime’s passive not animating correctly. As reported here: https://forums.warframe.com/topic/1085383-pyrana-primes-passive-not-animating-correctly/ 
  • Fixed the Gram/Gram Prime having bad animations when equipped with the Mortier Heavy Blade Skin. 
  • Fixed inability to see Hunhow during the Second Dream opening cinematic. 
  • Fixed inability to jump after firing the Sarpa and falling off an edge.
  • Fixed Mirage Eclipse’s damage buff not increasing the damage of Miter shots and by extension not increasing the damage of Slash procs caused by it.
  • Fixed cases of Client Operators Transferring back to their Warframe and unable to use Warframe Abilities.
  • Fixed missing Spy Vault lasers in the Orb Vallis. 
  • Fixed your Kavat taking appearance from a previously equipped Kavat.
  • Fixed the Synth Reflex Mod bonus not activating without Companion.
  • Fixed having 0% Accuracy when using the Battacor exclusively.  
  • Fixed the Fulmins detached barrel lingering for Clients after switching weapons.
  • Fixed enemy ragdolls sometimes going wild for Clients when they are killed by Excalibur’s Radial Javelin.

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SgtSquirrel34

The Old Blood: Hotfix 26.0.1

Known Issues:
Some items not in this Hotfix include an issue with Kuva Siphon missions not rewarding Relics, which we are looking into.


Optimizations:
•    Fixed some getting a script error when attempting to purchase an item that doesn’t have multiple purchases available. 

Changes:
•    Removed irrelevant Parazon upgrade screen tip.
•    Tweaks to offset Armor pieces on Grendel.

Fixes:
•    Fixed an issue related to keybindings that would cause multiple issues (anything from not being able to roll, to Titania not being able to use her Diwata). If you reset your bindings to fix this, reset them again to cure!
•    Fixed a crash related to Melee weapon ranges in the Arsenal. 
•    Fixes towards animation issues when reloading the Boltor with the Boltor Bravura Skin equipped.
•    Fixes towards Kuva Lich Armor alignment.
•    Fixed a typo in the Fass Requiem Mod.
•    Fixed issues with lighting in certain boss tiles. 
•    Fixed an AI navigation issue in the Grineer SEttlement tileset due to door-framing.
•    Fixed Operator eyeballs having spotty black textures. 

  •  

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SgtSquirrel34

A bunch of Gifts of the Lotus is live now! 

20191101180040_1.jpg

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SgtSquirrel34

The Old Blood: Hotfix 26.0.4

It’s been 5 days since the launch of Old Blood and we’ve got our hands full with some great player feedback so far! As of yesterday afternoon 15,000+ Kuva Lich’s have been Converted and 85,000+ have been Vanquished; you’ve been putting in that work! To keep everyone in the loop, we’re working on some bigger picture mechanics for the Kuva Lich system coming soon:

  • Stockpiled Kuva Weapons: Receiving a better duplicate Kuva weapon after you’ve put work/Forma into an existing one can feel rather disappointing. With that in mind, we’re working on a “duplicate consumption” mechanic where you can combine 2 of the same Kuva weapons, thus transferring its buffs while preserving your Forma, Exilus, Potato, and Lens investment, ergo relieving you of your inner turmoil. 
    • An example for further clarification: everything you've done on Kuva Seer A will stay (Forma, Potato, Lens, Mod Configs, Appearance Configs, etc) when Kuva Seer B is consumed. The buff from Kuva Seer B will be passed onto Kuva Seer A, and Kuva Seer B will cease to exist in your Inventory.
  • Larvling Lich creation will be truly opt-in. Some people want to see the world drown in Kuva and others just want to live a Lich free life! For those that don’t want to be hounded by a Kuva Lich, we’re changing the way Larvlings are killed in order to attain a Kuva Lich. Larvlings will have the same pre death setup as Thralls, except the Mercy action is only available to the player who damaged them last. At that point you either walk up and press X to initiate the Mercy (required for Kuva Lich creation), or just walk away and leave them to eventually die on their own after 15 seconds, thus opting out of Kuva Lich creation.

Stay tuned!

Melee Phase 2 Changes & Fixes:
We have some cherry-picked fixes for Melee today while we review the larger feedback picture. 

  • Fixed Sigma & Octantis and Cobra & Crane not consuming the Melee Combo Counter on Heavy Attack.
  • Fixed the Parry Mod counter functionality not working properly. Also removed the ‘Channeling’ requirement.

Kuva Lich Phase 2 Changes & Fixes:
With 5 days of feedback under our belts, we have a substantial number of changes to the Kuva Lich system rolling out today. There will be more to come this week that are a bit more developer intensive. 

  • Mercying a Thrall now has a 5% chance to drop a Requiem Relic, adding another reward vector in the steps that are required to Vanquish/Convert a Kuva Lich. Requiem Relics play a very key part in the Kuva Lich system, and our goal with this change is to conjoin the Thrall hunt on (what is currently) normal mission modes with your eventual Requiem Relic hunt.
  • Increased the drop chance of each Requiem Relic in Kuva Siphon missions from 30% to 50%.
  • Tweaked the Requiem Murmur discovery requirements for each hint to reduce initial ramp-up:
    • Instead of each Murmur requiring the same amount of Hints, the first and second Murmur require 60% of what they used to, with the last Murmur requiring 140%.
  • Excess Murmur progress now carries over to the next Murmur to allow for faster Murmur discovery.
  • Known Requiems that you discover from using your Parazon on your Kuva Lich are now immediately visible on the UI as a permanent known Requiem.
  • Requiem Mods and Relics can no longer be Taxed by your Lich.
  • Ingame Murmur popups now show progress, in the form of a progress bar, from your previous Murmur discovery. This progress bar will not be displayed if you’ve solved all the Murmur hints.
  • Testing a Requiem on a Lich now advances Murmur progress by roughly 10x more than a Thrall on average
  • A transmission will now play when a Kuva Larvling fails to spawn.
  • Tweaked Murmur display in Lich screen to be clearer.
  • Added vocals for Kuva Larvlings as they wait on the ground for that sweet Parazon.
  • Added a number next to Lich attempt history so you can tell the order. 
  • Updated Lich name text to make certain letters more distinguishable.
  • Lich’s rank will now update immediately from a failed attempt, so you can see the new rank right away during a mission.
  • Alerts and Kuva missions now include a ‘Reward Already Received’ entry if you replay one you’ve already completed.
  • Removed unintended sounds from Kuva Ephemeras.
  • Kuva Tonkor reload speed decreased from 1.7 to 1.5 seconds.
  • Fixed End of Mission screen not showing all recovered Kuva Lich items (Ephemera, Kuva Weapon Blueprint, etc). Each case we looked into “The Lich didn’t return my (X)” showed that items were returned in all cases, just the UI was bugged. 
  • Fixed Nekros' Shadows of the Dead being able to spawn as Kuva Thralls.
  • Fixed Liches in Codex using current Lich’s name in subtitles, and other inconsistencies.
  • Fixed Kuva Larvling spawning in mission where everyone in the squad already has a Lich.
  • Fixed Kuva Larvling transmission appearing before the Larvling has spawned. 
  • Fixed incorrect transmission playing at Kuva Larvling spawn.
  • Fixed Excavation Power Cell Carriers and Capture Targets spawning as Thralls, rendering the mission uncompletable.
  • Fixed Sensor Regulars in Grineer Spy missions and deployed Latchers being able to spawn as Kuva Thralls.
  • Fixed Lich weapons showing unicode immediately after being claimed.
  • Fixed Thrall music potentially playing at the same time as Kuva Lich music.
  • Fixed missing Lich portrait and transmission in several situations. 
  • Fixed Kuva lich being affected by Out of Sight Mod.
  • Fixed vanquished Liches coming to assist.
  • Fixed being able to spawn more Thralls than intended per mission.
  • Fixed Requiem mods showing [PH] text when Trading.
  • Fixed an issue where Liches would stop playing their finisher animation immediately after starting it.

Optimizations:

  • Fixed a crash when selecting a loadout if your loadout name contains HTML characters such as "<" in the name.
  • Fixed a loss of functionality when petting a mature Kubrow.
  • Fixed a Client crash related to performing a finisher on a Kuva Thrall/Lich.
  • Fixed loss of functionality if an enemy attempts to activate an alarm on a previously hacked panel. 
  • Fixed a crash related to ragdolls.
  • Fixed cases of a game hang on the End of Mission screen if you were retrieving your stolen items from your Kuva Lich, causing you to relog to escape the screen.
  • Fixed massive hitch when the Lich shows up to assist.
  • Fixed script error when the game checked if an ally Lich should spawn. 
  • Fixed script error if the Kuva Lich takes an invalid item. 
  • Fixed script error that could occur at End of Mission due to the Lich Tax. 
  • Fixed script error that could occur when exiting hacking. 
  • Fixed script error that could occur when initiating a hack in high-level missions. 
  • Fixed script error in squad UI when loading into a mission.
  • Fixed script error when using mouse wheel to scroll through loadout.

Parazon Mod Changes & Fixes:

  • Untraceable will now refresh it’s 18 second invisibility buff if it activates while already active (ie hacking another terminal within the 18 second window). 
  • Increased the Runtime Sprint Speed buff from 50% to 75%, and the Duration from 10 seconds to 15 seconds.
  • Increased the Hit and Run duration from a 12 second to a 15 second Parkour speed boost on Mercy.
  • Live Wire now only Shocks enemies who are aware/alerted within 24 meters, thus not ruining your stealth gameplay.
  • Fixed Untraceable invisibility buff triggering when you fail and abort a Corpus hack panel.

Vauban Changes:

  • Hot off the feedback train with more to come as we dive deeper:
  • Increased the casting speed of Vauban’s Tesla Nervos’ and Orbital Strike.

Changes:

  • Removed the [PH] Orbiter Scene from the Captura Scene screen. It will return at a more appropriate date 😉  
  • Nyx’s Psychic Bolts infested movement speed debuff is now affected by Power Strength.
  • Grendel’s missions now start with a HUD call out for ‘No Mods Mode’.
  • Removed some scratches and grime on the Kuva Lich Armor metallics to allow a more consistent material for Accessories.

Fixes:

  • Fixed the Operator not being able to Void Blast in mid-air.
  • Fixed ability to equip certain Fur Patterns on Vasca Kavat hybrids (Infected Kavat bred with a normal Kavat) that result in broken textures. This follows suit with the pure Vasca Kavat. 
  • Fixes towards cases where Grendel would swallow his allies. Sometimes you just get real hungry ya know...
  • Fixed another case of NPCs aiming at targets they can't see.
  • Fixed Titania Empress Skin not using the correct wing mesh during Razorwing and missing the flapping animation.
  • Fixed NPCs getting stuck and not animating on emplacements (Turrets, etc).
  • Fixed Exilus UI prompt showing ‘weapon’ text when installing on a Warframe. 
  • Fixed excessive Syandana clipping on Grendel. 
  • Fixed Exilus Weapon Adapter not being Chat linkable.
  • Fixed not being able to move Vasca Floof after placing in your Orbiter.
  • Fixed Legendary Core inbox message not being sent to accounts that are MR3. 
  • Fixed Oxium Osprey lens flares showing when swallowed by Grendel.
  • Fixed Magnetic proc sounds being audible mission-wide.

The Old Blood: Hotfix 26.0.4.1

Fixes:

  • Fixed Thralls dropping Requiem Mods instead of the intended Requiem Relics on Mercy (added to Thrall droptable in Hotfix 26.0.4). We’ve also removed the 500 Kuva from the Thrall droptable. With less rewards to pick from means a better shot at that Requiem Relic!
    • Players who received Requiem Mods or Kuva while the Thrall drop was incorrect will get to keep them. Santa came early!
  • Fixed Thrall drops being Taxed by the Kuva Lich.
  • Fixed the Vasca Kavat Starter Kit not displaying how many Vasca Imprints you already own.
  • Fixed UI overlapping when opening a Chat link while in the Relic Refinement screen.
  • Fixed Warframe’s appearing backwards when viewing a Moustache diorama in the Market.
  • Fixed a loss of functionality in the End Of Mission screen due to invalid items trying to be Taxed by the Kuva Lich.

https://forums.warframe.com/topic/1139431-the-old-blood-hotfix-2604-26041/

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SgtSquirrel34

The Old Blood: Hotfix 26.0.5

Optimizations:
We have added an option to enable a faster method for Warframe to send frames to Windows which should improve framerate for Borderless Fullscreen and Windowed display modes.

On a laptop with a GTX 1650 running at 720p, a view from the Vallis elevator rose the framerate from 199 to 215 FPS with this option; the gains might be even more significant when playing at high-resolution.

Look for this option under the Display settings panel (Note: it does require restarting the game after changing).

Unfortunately, this option is only available on Windows 10 and may require Windows updates to enable (the Windows 10 Fall Creator’s Update in 2017 optimized out a frame of latency with this method).

Note that Native-Fullscreen and console platforms do not need this optimization because there’s no desktop window to composite the frame onto in those cases.
 
As a bonus this option should also improve our Dynamic Resolution optimizations when Vertical Sync is enabled because it allows us to get accurate GPU timings again; for more information on this see https://forums.warframe.com/topic/1040892-max-framerate/We need testing and feedback, especially from Streamers and Content Creators, to ensure this option works with their software (since they intercept the frame we send to Windows and this option changes that process). Ideally after some broader testing we can enable it by default and everyone can benefit.

 


Kuva Lich Phase 2 Changes & Fixes:

  • Larvling Lich creation is now a true opt-in mechanic. Some people want to see the world drown in Kuva and others just want to live a Lich free life! For those that don’t want to be hounded by a Kuva Lich, we’ve changed the way Larvlings are killed in order to attain a Kuva Lich. Larvlings will have the same pre-death setup as Thralls, except the Mercy action is only available to the player who damaged them last. At that point you either walk up and press X to initiate the Mercy (required for Kuva Lich creation), or just walk away and leave them to eventually die on their own after 15 seconds, thus opting out of Kuva Lich creation.
  • Changed the Murmur progress UI to display multiple rings to indicate which Hint you are currently working towards:
    • Progress ring for Hint 1, progress and middle ring for Hint 2, progress and both inner rings for Hint 3
    • 43820439e57be01256c9146c1e3f7c2d.png 
  • Naramon’s Disarming Blast will no longer affect the Kuva Lich. This resulted in the Kuva Lich being literally stripped of its body (how scandalous) and forcing them to use a Sheev, thus breaking them completely. 
  • Requiem Relics obtained from a Thrall Mercy will display as a banner in the UI, similar to Argon, Toroids, etc for maximum exposure!
  • Fixed ALL players receiving Kuva Lich Requiem Murmur progress whenever someone in the squad fails to kill their Kuva Lich instead (is only meant to apply to the player that did the failing). While all Thralls share Requiem Murmurs, the Lich entity itself is exclusive to a player. This also fixes receiving Requiem Murmur progress when successfully killing a Kuva Lich - only failure/testing of your Requiem on a Kuva Lich will grant Murmur progress.
  • Fixed ability to spawn more than the maximum amount of Thralls per mission if you leave them waiting for Mercy. Literally. 
  • Fixed a crash that occurred if you perform a Mercy and then some time later a Kuva Lich performs a finisher/throw on you.
  • Fixed ability to equip Taxed Mods that were displayed as new to your Inventory on your Parazon. After this Hotfix you’ll see them vanish as they’ve been properly Taxed by your Lich from which you must get them back!
  • Fixed certain cases where players would see an incorrect LOHK Requiem Mod in their known Requiems (sometimes appearing as a duplicate). It should be replaced by a correct Requiem Mod now.
  • Fixed Thralls being immune to Status procs.
  • Fixed Arcanes attempting to display as Mods when recovered from a Kuva Lich.
  • Further fixes towards Turrets and Security Cameras spawning as Thralls.
  • Fixed missing Kuva Larvling death sounds.
  • Fixed a script error on the End of Mission screen when an Ayatan Sculpture gets Taxed from a Kuva Lich. 
  • Fixed a loss of functionality when returning from a mission after Vanquishing or Converting a Kuva Lich. 
  • Fixed a script error when logging out during a Kuva Lich transmission.

Melee Phase 2 Changes & Fixes:
Continued fixes and changes to Melee Phase 2 with more to come:

  • Fixed ground slamming without anyone around as Client counting as a melee strike, which refreshes the Melee Combo Counter.
  • Fixed Client Initial Combo modifier not working correctly.
  • Fixed players unable to see Melee slam animation pose for other players.
  • Fixed Gladiator Mod Set Bonus not applying correctly.
  • Fixed Weeping Wounds Mod not applying its bonus correctly.

Grendel Changes & Fixes:

  • Grendel can now cast Nourish while Pulverize is active - to which we’ve added a new sound!
  • Grendel Feast expel deals increased damage based on the number and level of enemies. Also deals the same damage as a radial AoE.
  • Grendel Regurgitate damage radius increased from 3/3/3/3 to 3/4/5/5 and increased damage scaling.
  • Grendel Pulverize no longer ends when he runs out of consumed targets, instead it starts draining Energy like Ember’s Immolation.
  • Grendel also gets extra acceleration for Pulverize if he uses Nourish during it.
  • Added sound to when Grendel stumbles due to running out of Energy.
  • Fixed Grendel having fast legs after using Pulverize.

Changes:

  • Changed Swift Momentum and Empowered Blades Mods description from Charged Attacks/Charged Attack Speed to Heavy Attacks/Heavy Attack Windup Speed.
  • Tweaked Melee sounds for Scythe, Nunchaku, and Hammer weapons.
  • Further tweaks for Titania’s Empress Razorwing Skin to address cloth issues.
  • If a Mod is rewarded during an Endless Mission, the ‘Battle or Extract’ screen will now display how many of that Mod you currently own.
  • Improved the Clan Emblem Removal Inbox message to provide more clarity.  
  • Removed overzealous blockers preventing players from going fast. As reported here: https://old.reddit.com/r/Warframe/comments/drwatr/cant_go_through_most_if_not_all_of_these_corner/

Fixes:

  • Fixed some players not being able to purchase the Vasca Kavat Starter Kit.
  • Fixed a few places where players would get stuck where they would previously be able to move freely (i.e. launching Archwing in Plains or the Mastery Rank 25 test). 
  • Fixed some NPCs crouch-walking preventing their pathing from being completed in some cases.
  • Fixed Mods given during an Endless Void Fissure mission covering up the timer on the UI.
  • Fixed the Mining success UI appearing to have a blocky FX.
  • Fixed Emblems appearing incorrectly when equipped on a Sentinel Skin.
  • Fixed Submersible water clipping through levels where there’s no swimming allowed. 
  • Fixed a crash when placing a waypoint on certain objects.

 

 

 

 

https://forums.warframe.com/topic/1139999-the-old-blood-hotfix-2605/

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SgtSquirrel34

The Old Blood: Hotfix 26.0.7

Kuva Lich Changes & Fixes

We are several Hotfixes into ‘The Old Blood’, and we’ve got a sizeable amount of tweaks to add to the pile:

Converted Lich Trading is here: If you have a Converted Kuva Lich, you may trade them with another player who may be looking for a specific Kuva Lich Weapon or Ephemera. This system includes the use of a brand new Dojo Room inspired by the early ‘War Room’ design from the King Pin System! Liches can only be traded once - you cannot re-trade a Converted Lich past one person! 

The Crimson Branch: This room serves the purpose of trading Converted Kuva Liches, and will scale up to future entries in the system with other factions! 

Back-to-back Duplicates - Your Kuva Lich will no longer have the same weapon twice in a row. While you may get a duplicated weapon down the road, your Kuva Lich will have a guaranteed different weapon than its immediate predecessor.

RECYCLE YOUR REQUIEM - 4 Defiled Requiem Mods can now be Transmuted into a random, fully charged, Requiem Mod. This gives them some additional use, as well as helping you clean up your Inventory.

 

  • Void Fissure Missions will now appear on all Kuva Fortress nodes! Previously, only Rescue/Survival missions on the Kuva Fortress were eligible due to other missions having an Archwing restriction; now the whole Fortress is eligible! 
  • A bug now turned feature; Ephemera’s obtained from a Kuva Lich can now be equipped on Sentinels and Companions! For FX sake, this will be a slightly subdued version of the selected Ephemera. Non-Lich Ephemera functionally is in the works! 
  • Increased the chance of your Kuva Lich to have an Ephemera from 5% to 10%. Newly birthed Liches will have the 10% chance, while existing Liches will still be at 5%. Old Liches that are traded and "reactivated" will also be at 5%.
  • Added new Parazon finishers for you to stabby stab the baddies with! 
  • Added a Kuva Lich icon beside Star Chart regions/nodes that are under the influence of your Kuva Lich to address color blind concerns regarding the ‘Kuva Stain’.
  • Increased the base damage (before elemental bonus) of the Kuva Ogris from 454 to 714.
  • Grineer Prosecutors will no longer spawn as Thralls, as they were essentially invincible to everything except area-of-effect abilities.
  • Ghoul Expired will no longer spawn as a Thrall due to their suicide death mechanic. 
  • Removed Pigments from the list of eligible items the Kuva Lich can Tax.
  • Removed rewards obtained specifically from completing a Junction from the list of eligible items the Kuva Lich can Tax.
  • Reduced the camera shake of the Kuva Ayanga explosions.
  • Fixed Kuva Lich weapons that do damage on both impact and explosion (Kuva Ogris, Kuva Ayanga, etc) doing significantly less overall damage than expected. This was due to the Elemental bonus only being applied to the "on impact" of the projectile itself and not the explosion.
  • Fixed Kuva Siphon/Flood Rescue missions not giving out a Requiem Relic at End Of Mission if you completed the mission without setting off the alarms.
  • Fixed Kuva Siphon/Flood Spy missions not giving rewards for cracking the Spy vaults.
  • Converted Kuva Lich allies will no longer spawn in Archwing missions, as they ignore the complete lack of oxygen and requirements needed to fly. As reported here: https://www.reddit.com/r/Warframe/comments/dv6ofx/til_kuva_lichs_can_help_on_archwing_missions/  
  • Fixed no Kuva Lich being born if sentient Umbra performs a Mercy on the Larvling.
  • Fixed no Kuva Lich being born if Mirage’s Hall of Mirrors or Wukong’s Wuclone downs the Larvling and you perform a Mercy.
  • Fixed no Kuva Lich being born if you perform a stealth Mercy on a Larvling.
  • Fixed the Kuva Lich momentarily shrinking when attacking Hydroid in his Undertow.
  • Fixed the Kuva Lich becoming allied until downed when the effects of Revenants Enthrall ability expire. 
  • Another fix for Ayatan Statues Taxed by the Kuva Lich not showing up with the rest of the Recovered items in the End of Mission screen.
  • Fixed getting duplicate and/or invisible Kuva Liches after a Host migration occurs.
  • Fixed an issue where ‘Paranoid’ Liches would kill players even after being Converted: https://old.reddit.com/r/Warframe/comments/dsx2yt/so_my_converted_lich_decided_to_help_me_with_my/
  • Fixed Client throws occurring in the wrong direction. 
  • Fixed an issue where Larvling spawns were not working 100% of the time.
  • Fixed an issue where Kuva Lich weapons were not properly localizing. This fixes future occurrences of this bug, not existing cases. 
  • Fixed a crash that would occur if you opened up your Inbox while the Kuva Lich was in a downed state, ready to be Vanquished or Converted. 
  • Fixed a rare game hang if you somehow managed to use the Parazon on two Kuva Liches in one mission.
  • Fixed Kuva Lich ability descriptions excluding Damage type icons.
  • Fixed losing the Kuva Lich symbol icon when renaming the weapon acquired from it.
  • Fixed a script error that could occur after Vanquishing your Kuva Lich.
  • Tweaked the sound of the Kuva Karak. 


Melee Phase 2: Technique Changes & Fixes
While most of our previous Hotfixes have focused on base functionality and bug fixes of Melee: Phase 2, this Hotfix takes a stab at some balancing in the wake of all the changes. This Hotfix also adjusts some Stances based on feedback. 

Overall Changes:

 

  • UI: Split ‘HEAVY ATTACK’ Stats into their own category to better organize the various stats associated with all Melee Weapons. 
  • ‘Hold Melee’ will now perform heavy attack like it did before Phase 2.
  • Removed Combo Hit Multiplier with Glaive's hit damage. Only explosive damage will use the Combo Multiplier. 
  • Madurai Rising Blast can now be held vs tapped for either a charged or uncharged shot.

Mod Changes:
The Critical Chance game has largely allowed Blood Rush to shine for active melee players, and with the ‘Steel’ series of Mods applying at the Base Critical Chance level, it’s led to players feeling they are obsolete. We are significantly buffing these Mods to give players a different option for Critical Chance builds. We want to give a more upfront Critical Chance and hard-hitting Heavy Attacks to builds that don’t rely on maintaining a high combo multiplier.

  • True Steel increased from 60% to 120% Critical Chance (x2 for Heavy Attack) at Max Rank. 
  • Sacrificial Steel increased from 88% to 220% Crit Chance (x2 for Heavy Attack) at Max Rank. 

Stance & Weapon Changes: 

  • Crimson Dervish:
    • Fixed Crimson Dervish not having it’s sliding heavy attack hooked up.
    • Increased the damage and combo-point value of Crimson Dervish's Neutral (Twisting Flurry) and Forward+Block (Coiling Impale) combos
  • Gun Blade:
    • Added a free movement shooting attack to the first move in the Forward Combo for High Noon (Vagabond Blitz) and Bullet Dance (Magnum Mamba).
    • The Heavy Attack shot is no longer free movement (the wind up remains free movement). 
  • High Noon
    • Neutral Combo (Desperado Zeal) is now Tactical Forward Combo (Final Showdown), and vice versa.
    • Switched the order of the two Tactical Forward attacks and increased the forward distance of the first attack
  • Bullet Dance
    • Moved the first attack of the Neutral Combo (Samba Slash) to the end of the combo chain. 
    • Bullet Dance - Neutral Combo (Samba Slash)  is now Neutral Block (Automatic Rhumba) and vice versa.
  • Rapier: Vulpine Mask
    • Swapped the order of the first two attacks in the Neutral Combo (Assailant Guise). 
  • Nunchaku Stance: Atlantis Vulcan
    • Decreased the forward movement of the first attack in the Tactical Forward Combo (Blazing Vortex) and increased it in the second.
  • Wize Razor 
    • Second attack in Forward Combo (Cut Thrice)  is now free movement
    • The last attack in the Neutral Combo (Threshing Grain) is now the first attack, damage multipliers and combo points adjusted accordingly
    • The last attack in the Tactical Forward Combo (Calling Thunder) is now the first attack with increased gap closing movement, damage multipliers and combo points adjusted accordingly.
  • Dark Split Sword Heavy Blade
    • increased Critical Chance from 10% to 15%
    • increased Puncture Damage from 68 to 78
  • Zenistar
    • Combo Multiplier applied to disc recall explosion.

Fixes: 

  • Fixed Blood Rush / Weeping Wounds resetting when using a normal attack on Gunblades.
  • Fixed Exodia Valor considering every target to be Lifted whether they actually are or not. 
  • Fixed Zenurik Inner Might not applying correctly. 


Launcher Area-Of-Effect Change:
Area-of-effect Damage is now a separate stat with its own header in the Arsenal (plus everyone else that stats are shown), and AOE damage radius is now also displayed. Previously, AOE damage values were merged with regular on hit damage values. 


Changes:

  • Tweaked the density of Ember’s Ability FX on nearby hits. 

Fixes:

  • Fixed Requiem Relics not counting towards "Unlock Relics" Nightwave Acts.
  • Fixed ‘Blood for Ammo’ not working if you don’t have both a Primary and Secondary weapon equipped.
  • Fixed another case of the Vasca Curative not working/curing infected Kavats
  • Fixes towards Ayatan Stars and other pickups that can’t be vacuumed launching themselves into unreachable corners. 
  • Fixed having to be very close to initiate your Archwing Melee lock on mechanic. 
  • Fixed missing hit notification sounds on the Acceltra. 
  • Fixed an erroneous [PH] on Dojo Fast Travel. 
  • Fixed issues with enemy navigation in the Grineer Galleon. 
  • Fixed overlapping music at end-mission. 
  • Fixed a game hang when throwing any fishing Spear leading to inputs not working for several seconds.
  • Fixed a Lunaro bug where air attacks and combos were not working. 
  • Fixed Ukrainian text missing in many cases. 
  • Fixed some Amalgam enemies dropping Resources that looked like Mods. 
  • Fixed an issue where the Corpus hacking mini-game would lock up if another player starts it right while you finish. 
  • Fixed an issue where you would be unable to use Corpus Hack Panels. 
  • Fixed AI struggling to navigate in Grineer Spy mission tilesets.
  • Fixed a script error that could occur with Ember’s Fireball. 
  • Fixed a script error that could occur with Gauss’ Thermal Sunder. 
  • Fixed missing Localizations across the game. 
  • Fixed cases where the Sari Syandana was covering UI menus.
  • Fixed Teshin missing a description for his Conclave Loadout Slot.
  • Fixed the Polarize screen not displaying the correct max rank of weapons that go over 30 (Paracesis, Kuva weapons, etc).
  • Fixed waypoints pointing you towards dead ends in Corpus Archwing missions.
  • Fixed a Kitgun Riven Disposition always displaying 3/5, even if the Riven disposition itself is lower than that.
  • Fixed some UI screens not applying your chosen UI theme border color.  
  • Fixed weapons requiring Health to reload to only partially reload if you don't have enough Health for a full reload.
  • Fixed inability to rename your weapon if you don’t own a max rank Kitgun.
  • More fixes towards Infested Corpus ship doors clipping into other rooms.
  • Fixed terrain clipping into the Orb Vallis Spaceport building. As reported here: https://old.reddit.com/r/Warframe/comments/dw3ojs/found_a_weird_panel_sticking_out_at_the_top/
  • Fixed a level hole in the Corpus Ice Planet tileset. As reported here: https://old.reddit.com/r/Warframe/comments/dw3wim/found_a_hole_on_europa/
  • Fixed Vasca Kavat Floof description reading Orb Vallis instead of Plains of Eidolon.
  • Fixed inability to see what players are selling in Maroo’s Bazaar. 
  • Fixed weapons above Rank 30 (Paracesis, etc) not maintaining their Rank if a Host migration occurs. This also fixes some Mods being ignored due to Mod capacity being in excess of the standard 30 Ranks.
  • Fixed gaining Melee Combo when you have a ‘Chance to not gain combo’ Riven that is over 100%. 
  • Fixed Archwing enemy UI markers stacking in doorways.

 

 

 

 

https://forums.warframe.com/topic/1142475-the-old-blood-hotfix-2607/

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SgtSquirrel34

The Old Blood: Hotfix 26.0.8

cd1f762e4e714567e82890ffbc8571b3.jpg 

PRIME VAULT!

Vauban Prime and Ash Prime have emerged from the Prime Vault with their signature Prime Weapons, Accessories, and more!

Find their Relics in the Void or Bounty rewards today! 

Or check out the Prime Vault program here: https://www.warframe.com/prime-vault

Saryn Prime and Valkyr Prime, as well as their signature Prime Weapons, Accessories, have reentered the Prime Vault and have been removed from the drop tables. 

*If you already wield the power of these Primes or have their Relics in your Inventory, they will remain after the Vaulting.


General Additions:

  • Added a new Arsenal stat titled ‘Embed Delay’. Some Area of Effect weapons, like the Zakti or the Lenz, have a delayed explosion after the projectile has hit its target. Embed Delay is the time it takes after impact until the projectile explodes.
    • Note that the Embed Delay stat will only show for weapons with an Embed Delay value greater than 0.

Kuva Lich Changes & Fixes
The following fixes are for content that was ready by the time we arrived at our Prime Unvaulting Date. We are still experimenting with balancing additional reward Drops (Kuva) on Kuva Liches themselves to aid in the hunt! 

  • Kuva Quartakk now has force feedback sounds when aiming down its sights.
  • Fixed Traded Kuva Liches always being Rank 5. They will now be the appropriate Rank 1! This fix was made serverside on Thursday 
  • Fixed Traded Kuva Liches retaining the Requiem Mod guesses from its previous owner. This fix was made serverside on Friday. 
  • Fixed ability to trigger the Lich Trading context action while the Crimson Branch is still in the process of being built.
  • Fixed Kuva Lich Ephemera’s appearing too subtle or sometimes not at all when equipped on Companions. This also fixes some Lich Ephemera’s not able to be equipped on some Companions. We’ll continue to tweak where needed!
  • Fixed Kuva Larvlings not spawning in certain situations, for real this time
  • Fixed Requiem Mod UI lingering on the screen perpetually after failing to Parazon stab the Kuva Lich.
  • Fixed cases where the Kuva Lich won’t stop throwing taunt lines at you in the Kuva Lich screen.
  • Fixed Melee swing speed Mods affecting Parazon finishers on the Kuva Lich. Resulting in broken animations.
  • Fixed a missing Parazon finisher animation. 
  • Fixed misaligned Kuva Lich Influence in the Star Chart.
  • Fixed a few localized languages having compressed Kuva Lich name font.
  • Fixed Kuva Lich weapon names not being localized in player loadouts on the End of Mission results screen.

Changes:
While not in this Hotfix, we have more changes coming for Critical stats on Rivens, Amalgam Ripkas, and True Punishment. Our audits continue! 

  • Clarified Melee Rivens that have the negative attribute of ‘Chance to not gain combo counter’ by replacing that line with ‘Additional Combo Count Chance’ that is seen on other Mods.
  • Melee Heavy Slam color and camera shake is now only seen on the local player (the one doing the slamming). Clients will still see the awesome FX though! 
  • Removed the warning that you need to restart after changing the ‘Vertical Sync’ mode in the in-game Options (this was only true on WinXP).

Fixes:

  • Fixing ability to hack a single Corpus Spy console repeatedly, thus gaining an endless amount of XP. 
  • Fixed the Mod Workbench showing Mod Ranks incorrectly after viewing a Ranked Requiem Mods.
  • Fixed Riven stats for modular weapons (Kitguns) displaying incorrectly in the Upgrade screen and Riven Cycle screen.
  • Fixed Zhuge Prime not showing its Radial Attack in Arsenal stats.
  • Fixed weapons with radial damage and a secondary fire not showing all of their stats in the Market tooltip. 
  • Fixed issue where Decorations wouldn't properly reset their local position when picked up and placement was cancelled.
  • Fixed loss of functionality if you scroll too quickly after opening up the loadout selection menu. 
  • Fixed potential loss of functionality on squad panel UI when entering a mission.
  • Fixed a number of UI lock-ups if you launched from Discord and attempted to buy Loadout slots or rush items in the Foundry and didn't have enough Platinum to do so.
  • Fixed a script error if you transitioned to/from Cetus or Fortuna while selecting a song on the Shawzin.
  • Fixed a script error in the Arsenal when trying to search for a loadout name that does not exist.
  • Fixed a [PH] tag on some Leverian Prex Cards.
     

The Old Blood: Hotfix 26.0.8.1

Changes:

  • Replaced the Lith V7 Forma Blueprint reward with the Vectis Prime Barrel to address missing Vectis piece.
  • Improved diagnostics for GPU-driver crashes (we now send you to the website for help).

Fixes:

  • Fixed Riven stats in the Arsenal displaying values as if the weapon has a Disposition of 1, making it appear as if your Riven attributes were cut in half. 
  • Fixed "unfinished room" error showing up when trying to trade using a regular Trading Post in the Dojo.
  • Fixed a script error when the console hacking screen closes.
  • Fixed a script error when viewing a Chat linked Mod.

https://forums.warframe.com/topic/1143840-the-old-blood-prime-vault-2608-26081/

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SgtSquirrel34

Everyone on board the hypetrain!

 

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Kragar

It is coming soon!!!

  • Like 1

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EbbCubed

This is what I've been waiting for

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SgtSquirrel34


*We've added clarification that the Shipyard tileset on Ceres and Europa Ice Planet tileset on Europa are the nodes that will yield these new Resources. 

Mining will reward 2 of the new Resources:
Plains of Eidolon: Pustrels (ORE)
Orb Vallis: Copernics (ORE)

 

0de40393d2a58919aac91c3bf15dab26.jpg


ORBITER 2.0
Your Orbiter just got an upgrade, Tenno! See the stars through the new viewing ports and marvel at the improved lighting and materials coming with the Dry Dock update. Your decorations will mostly survive the transition, with a small chance for error near certain walls. Simply move pieces around, or start from scratch with the ‘RESET DECORATIONS’ option from Update 26!

 

76d19ce5032f6587f6d5eb8e6533e469.jpg

EQUINOX ANTONYM COLLECTION
Kill with contrast using this signature collection for Equinox. This collection includes the Antonym Equinox Skin, Astreos Sword and Shield Skin and Circadian Syandana.

EQUINOX ANTONYM SKIN
Few things are more destructive than a secret. Unleash your opposite with this skin for Equinox.

STRATUS PISTOL SKIN
A billowing new skin to provide a unique, ethereal look to your pistol.

ASTREOS SWORD AND SHIELD SKIN
Husband and wife, dawn and dusk. A signature Sword and Shield skin for Equinox.

CIRCADIAN SYANDANA
Rise and fall, ebb and flow, peace and war. A signature Syandana for Equinox.

 

d5a5bfa0722e904feabea8d175e8c884.jpg

CUMULUS COLLECTION
A cosmetic collection as ethereal as a misted mountain and as striking as a thunderclap. Contains the Stratus Pistol Skin, Cumulus Syandana and Cirrus Armor Set.

CUMULUS SYANDANA
Roiling and swirling with the promise and threat of a thunderhead, the Cumulus Syandana is for those Tenno who dwell among the clouds.

CIRRUS ARMOR BUNDLE
The preferred armor set of those who call both the mists of morning and the fog of war home. A perfect complement to the the Cumulus Syandana.

THE ORIGIN PACK
The Origin Pack is the best possible value for a Tenno looking to boost their Arsenal and get some spectacular new Cosmetics! The Origin Pack features the new Parotia Syandana and 200 Platinum.


General Additions:

Added 2 new in-game Challenges:
We're Gonna Need a Bigger Boat: Enter the Dry Dock.
Some Assembly Required: Assemble a Railjack.

Melee Changes & Fixes:
Critical Chance On Rivens
We recently increased the stats of the ‘Steel’ Category of Melee Mods (True Steel, Sacrificial Steel). We are now doing this for Rivens among other Mods to bring them up! 

Doubled the amount of Critical Chance on Melee Rivens and gave the Critical Chance 2x for Heavy Melee.
Amalgam Ripkas changed to 187% Critical Chance (x2 for Heavy Attacks).
True Punishment changed to 100% Additional Combo Count Chance, -50% Combo Duration.
General Melee Changes & Fixes:

Increased the Combo Counter cap of the Venka Prime from 220 to 240.
Defiled Snapdragon Stance has received some spice:
Added a Slash proc to the third and fourth attacks in the neutral combo.
Added a Slash proc to the second and third attacks in the block+forward combo.
Increased the damage and combo point value of the last hit in the third attack of the block+forward combo.
Fixed ‘Chance to not gain combo count’ Riven curse not applying at all. This Riven curse has been reworded to ‘% chance to gain Combo Count’ for further clarification.
Kuva Lich Changes & Fixes: 
We have 2 design changes to Liches to aid in the co-op nature of our missions, as well as the general mission flow. 

Rank 1, 2, 3, and 4 Liches now drop Kuva for all squad members when a Parazon is used on them - whether that leads to defeat or ranking up, the Kuva is yours on Ranks 1 through 4! You will recall there was a brief window where Thralls could drop Kuva or a Requiem Relic. We removed the Kuva, and are now applying it to Liches. Kuva numbers are balanced against Siphons / Kuva Survival missions, and take into account the fact that multiple Liches spawn in missions. The aim is to not make this the best Kuva run, just an added value. Siphons and other missions are meant to be the optimal path. Rank 5 Liches do not have Kuva as a drop as they could intentionally be kept alive for a vector to acquire Kuva. The Drops are: Rank 1: 150, Rank 2:  200, Rank 3: 250, Rank 4: 300. This is lower than some other discussed numbers because we are now letting it share across Squadmates. 
Liches now run away (but don’t rank up) if you’ve downed them 3 times, but don’t use your Parazon on them. This allows you to overpower your Lich and have it flee, instead of having the only way to remove it from a Mission be your failure to know a Requiem. 
 

Operators can no longer perform Mercy kills on Larvling or Kuva Lich. Your Warframe is armed with the Parazon for a reason!
More fixes towards Requiem Mod UI lingering on the screen perpetually after failing to Parazon stab the Kuva Lich.
Fixed issue with Requiem Mod UI lingering and not updating properly after performing a Mercy on Kuva Lich as Wisp.
Fixed Kuva Lich despawning after getting downed while temporarily friendly from Revenant's Enthrall.
Fixed issues with the Vanquish / Convert context action appearing on Kuva Liches for Clients.
Fixed Kuva Lich weapons showing as fully Mastered in player Profile before hitting rank 40. Affected accounts should now see the corrected Mastered status based on progress.
Fixed Kuva Lich weapons not being localized in the End Of Mission results screen if you abort or look at last mission results.
Fixed Kuva Lich screen overlapping with the Market UI if the Market is opened while viewing said Kuva Lich screen.
Archwing Flight & Itzal Changes:

Blink has become a universal ability for all Archwings! Your ‘Roll’ binding in Archwing triggers its new Blink mechanic that Blink mechanic that propels over 2x the distance of original Blink (but can't be increased by Mods), with a cooldown of 3 seconds to prevent spamming - but at no Energy cost to you! Adding to the mix, we’ve changed how Afterburner is triggered to allow for simultaneous upward movement during its burn. Previously, the default Afterburner was to hold Shift to Sprint and Space Bar to initiate Afterburner. Now, holding Shift to Sprint and W will trigger the Afterburner once you get some momentum going. This new method may feel weird at first, and we’ll be watching for feedback as we continue to polish for a fluid flight experience.

ARCH LINE has replaced Itzal’s Blink ability:
Launch a tethered hook that either pulls enemies close, or pulls the Warframe towards any stationary objects it hooks onto.


Optimizations:

Improved handling of alt-tab when fullscreen, particularly when using the experimental flip-mode optimizations. Please try it again if you had problems before! Please note that there are known issues with Experimental Optimized Flip-Mode when using on cloned displays.
Made the optimized flip-model work if you booted up in native fullscreen before switching to borderless or windowed.
Improved diagnostics for GPU-driver crashes (we now send you to the website for help).
Optimized batch removal of friends to reduce server load.
Made some micro-optimizations to screens with a button-bar.
Made some micro-optimizations to the categorized grid UI.
Made some micro-optimizations to the Mod and Upgrade screens.
Made some micro-optimizations to certain UI scripts.
Made some micro-optimizations to sorting Mods by "recent".
Garuda Changes & Fixes:

Added a projectile explosion range FX to Garuda’s Dread Mirror blood projectile for the local player (one doing the casting) so you can see your output.
Slight trim to the Bloodletting cast animation.
Bloodletting now gives 35% Energy instead of 25%.
Reduced Seeking Talons charge time by around 15%.
Increased Seeking Talons Status Chance from 50 to 75%.
Fixed motion blur on Garuda's Dread Mirror.

General Changes:

Increased maximum Dojo Room capacity from 100 to 128 to accommodate for the new Crimson Branch and Dry Dock additions!
Added a new Captura Orbiter Scene so you can finally take a family photo with you and your 99 Domestik Drones - now with a new skylight!
We now allow the use of Skins on Zaws - this 2 year old request is finally seeing the light of day after some under-the-hood restructuring. If you come across any issues with Exodia, or odd behaviours, please let us know! Skin compatibility is automatically determined by Strike! 
Restored Mirage’s Eclipse granting its ‘light’ buff when Mirage is on fire AND when under the effect of an Electricity Status Effect.
Capatilized Ember’s name in her Inferno ability description.
Fixes:

Fixed progression stopper in the Profit Taker fight due to inability to rehack the console.
Fixed enemies in the Mastery Rank 28 test not taking damage when ragdolled by certain CC Abilities. 
Fixed small invisible ledge sticking out along the Plains of Eidolon boundary wall closest to The Ribs.
Fixed a small corridor in the Grineer Shipyard tileset appearing darker than intended from the outside.
Fixed the Zealoid Prelate getting stuck underneath staircases in the Orokin Derelict Emissary Assassinate node.
Fixed Archwing Gox enemy ending up with Storm Trooper level aim when players are too close to it after its laser arm weapon is destroyed.
Fixed a [PH] tag appearing in the verification prompt when trading Requiem Mods.
Fixing enemies losing their weapons permanently if an Ivara casts a Sleep Arrow on them while using a Rampart.
Fixed Atlas, Frost, Valkyr, Nidus, and Oberon's left arm bending in an unsettling way when holding the Opticor with their Noble Animation Sets equipped.
Fixed Corinth being attached to your Warframe’s left hand in an awkward position if reload was interrupted.
Fixed K-Drives being able to capture Cases in Fortuna Bounties. As reported here: https://old.reddit.com/r/Warframe/comments/d9gspt/apparently_the_kdrive_can_capture_cases_tried_a/
Fixed rare case of loading screen hanging when loading into Caloris, Mercury and Relays.
Fixed certain enemies (mostly Hyekkas, Drahks, and Feral Kavats/Kubrows) having poor hit detection while held in Vauban's Bastille.
Fixed passive Focus buffs not being given or restored if the Arsenal is entered/exited in the Simulacrum.
Fixed enemies in Gas City Sabotage not rushing when a hacking console is failed.
Fixed Alad V firing his electric shield ability out of his rear during his boss fight.
Fixed Ballistica's alt fire ammo not being reloaded properly for Clients if equipped with Mods that reload while holstered (ie. Tactical Reload).
Fixed firing and reload animations for Titania’s Hawkmoth Skin for her Dex Pixia exalted weapon.
Fixed "No Mods Mode" UI prompt not appearing for Clients in Grendel's Locator missions.
Fixed hitting an Eidolon Lure with a Heavy Slam Attacks causing it to disappear after the lifted status ends and respawn far away.
Fixed level hole in Grineer Shipyard tileset. As reported here: https://old.reddit.com/r/Warframe/comments/duaye8/just_a_killerkarpfen_post/
Fixed level hole in Orokin Moon tileset. As reported here: https://old.reddit.com/r/Warframe/comments/dtwsp7/lua_map_hole_imgur_link_with_screenshots_for_the
Fixed counter for Razorflies missing for Client Titanias until one is either killed or spawned.
Fixed Captain Vor being affected by the melee "Lifted" status in the "Vor's Prize" Quest. He will now stay firmly grounded as he does in all other scenarios.
Fixed the Kohm and Kuva Kohm's Energy ring in the middle of the weapon not using the chosen Energy color.
Fixed Mirage's Hall of Mirrors Clones dealing Modded damage in Grendel's "No Mods Mode" missions.
Fixed being dragged under the floor after hacking a panel in the "Follow the Stalker" mission in The Second Dream quest.
Fixed being unable to cast Nova's abilities for a period of time after casting Null Star. As reported here:

Fixed Atlas being unaffected by Vauban's Vector Pads. Rocks gotta go fast too.
Fixed the Golden Maw in The War Within quest pursuing the player at a crawl after dropping into the pit.
Fixed Golden Maws in The War Within quest not attacking player-controlled (Transference) Maw.
Fixed being able to Synthesis Scan more than than the maximum number of Scans required per target. 
Fixed "new message" Inbox status being cleared immediately when viewing a new message -- now the message title will stay bold/white along with the green "unopened" envelope icon until you actually click off it (or exit the Inbox screen).
Fixed inability to switch to Primary from the Gear wheel if no Secondary is equipped.
Fixed Domestik Drones colliding with their own spawn points - was causing wobbly pathing as they ran over them.
Fixed Inaros no longer using his Sarcophagus if he dies at any point after using Archwing.
Fixed a small collection of enemies such as Sentients and Amalgams when not alert not turning around to look at you when they should, even if you were pumping their backs full of bullets.
Fixed an incorrect spawn location that was located inside an ice block in the Corpus Ice Planet tileset.
Fixed enemies being unable to get up if they got Rhino Stomped while they were under a Heavy Ground Slam ‘lifted’ effect.
Fixed the "Advance Time" tool in Captura causing your Warframe's upper body to swivel when aiming down sights/blocking with melee.
Fixed enemy AI having trouble turning around when very close to their target.
Fixed AOE Status Effects such as Electricity or Gas not occurring on killing blows.
Fixed jittering issues with the Jotunheim Syandana's cloth bits.
Fixed Naru Syandana violently clipping through Warframes.
Fixed Khora’s movement breaking when inside a Corpus Nullifier bubble with Strangledome active.
Fixed script errors in when Wisp casts her Reservoirs.

 

 

 

 

https://forums.warframe.com/topic/1144842-rising-tide-update-261/

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SgtSquirrel34

Rising Tides: Hotfix 26.1.2

Changes:

  • Improvements towards Orokin Derelict mission markers to address pathing issues.
  • Reduced Orbiter machine sounds while in Menu screens.

Railjack Resource Changes & Fixes:

  • Swapped the planet locations of Cubic Diodes and Carbide to match their Resource type:
    • Cubic Diodes = Eximus units on Europa Ice Planet tileset
    • Carbides = Eximus units on Ceres Shipyard tileset
  • Fixed Cubic Diodes and Carbide Resources not dropping 50% of the time. For further clarification, *abilities that increase loot drops do not apply to these Resource drop type: Cubic Diodes and Carbides have a 100% chance to roll the table for a 50% chance, can't boost that 100% any further!
  • Fixed various issues with ground-mission Cubic Diodes and Carbide pickups, such as: Waypointing them resulted in a generic waypoint and not an item specific tag, and pickup FX being removed as soon as someone picked them up resulting in confusion as to where the Resource actually is on the ground.

Fixes:

  • Fixed an issue where the ‘Chimera’ Prologue could not be completed. 
  • Fixed the Orb Vallis Coildrives driving in erratic circles and sometimes becoming stuck when going off course. This also fixes an inability to complete Coildrive Bounties!
  • Fixed a recurring issue where hacking a panel on a Corpus tileset would prevent you from hacking it again in the future, potentially locking the player in the room during lockdown.
  • Potential fix towards Stalker not remaining in the mission if a Host migration occurred while he was out for blood.
  • Fixed low number of spawns in the second Rising Tide quest mission.
  • Fixed Companions getting distracted by Roller Floofs while being viewed in the Arsenal, making them near impossible to customize.
  • Fixed some Dry Dock skyboxes appearing rotated.
  • Fixed inability to Revive after getting clocked by a submersible mine underwater.
  • Fixed the ‘Ordis Volume’ slider option applying to Cy Transmission volume. Cy Transmission volume are now affected by the ‘Transmission Volume’ slider.
  • Fixed Archwing boost sound playing when using Titania’s Razorwing.
  • Fixed misaligned Link when viewing the Kludgekil Machete Zaw Skin.
    • We’re chasing a related issue of the FX also being misaligned. 
  • Fixed a script error when casting Baruuk’s Serene Storm ability.
  • Fixed some holes within the new Orbiter.
  • Fixed missing description for the Navarr Prime Armor.
  • Fixed Audio Options text appearing as boxes or otherwise being smaller than expected.

https://forums.warframe.com/topic/1146388-rising-tides-hotfix-2612/

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SgtSquirrel34

Rising Tides: Hotfix 26.1.3

Additions:

  • Added a new slider for Orbiter ‘Wear & Tear ’in the Equipment > Orbiter > Orbiter Appearance menu! This new ‘Wear & Tear’ section allows you to choose how much internal amount of nicks and scratches you want the Arsenal section of your Orbiter to reflect AND what color those markings are.
    • Eventually these markings will apply to sections of the Orbiter outside of the Arsenal area once they have been given their updated looks!

Melee Phase 2 Changes:

  • Added Lifted status to Ooltha Heavy Slam radial attack when used with a one handed Zaw.
  • Added Lifted status to Rabvee Heavy Slam radial attack when used with a two handed Zaw.
  • Added Lifted status to the Paracesis on a Heavy Ground Slam attack.

Fixes:

  • Fixed ability to prematurely launch your Railjack into a never ending vortex. These babies aren’t ready to fly yet! 
  • Fixed Nightwave progress being reset for existing challenges that you didn't make progress towards during the mission that just ended. This was fixed live Monday night!
  • Fixed Kuva Larvling spawns automatically setting off the alarms.
  • Fixed a crash when using Baruuk’s Desert Wind's Heavy Attack.
  • Fixed several ways Warframe could crash while trying to gracefully handle systems running out of memory.
  • Fixed the Dojo tool tip for new Railjack Resources indicating the wrong planet location due to the planet swap in yesterday’s Hotfix 26.1.2.
  • Fixed teleport volumes to catch players going wildly out of bounds in The Sacrifice quest not doing exactly that. As reported here: https://old.reddit.com/r/Warframe/comments/e1jxm6/i_dont_think_this_is_intentional_but/
  • Fixed overzealous ceiling teleporters to make the ceiling less invasive, allowing you to jump higher in the Grineer Settlement tileset
  • Fixed inability to pick up Domestik Drones once they’ve been placed in Decorator Mode.
  • Fixed a script error in the Syndicates screen when shutting down to load into mission.
  • Fixed a script error related to Companions losing their original pathing instructions once you’ve left a zone (Onslaught, Vallis, Plains, etc).
  • Fixed hole in the Railjack that allowed you to fall out.
  • Fixed a script error when casting Octavia’s Resonator ability.
  • Fixes towards weird camera collision in the Orbiter. 
  • Fixed poor lighting in areas of the Orbiter.
  • Fixed a crash when in Archwing mode.
  • Fixed Dry Dock Repair Railjack Panel text extending outside the box when viewed in a localized language. 
  • Fixed Acceltra sounds being heard from other players.
  • Fixed missing sounds when using the Syachid Skin with Zaws.

https://forums.warframe.com/topic/1146782-rising-tides-hotfix-2613/

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Kragar

Empyrean is now live!!!  I have my railjack built and will be online in about an hour if anyone wants to join me.

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typwnagain

 

The Steel Path: Update 28.1.0



THE STEEL PATH



It is time to take on a new challenge. The Origin System is ever-changing. Our enemies grow more powerful - only the Tenno with true mastery of their Arsenal will overcome what awaits us. Once you have found yourself with a completed Star Chart, you may choose to arm yourself for a higher tier of enemies in Warframe. With this Update, we are introducing ‘The Steel Path’, a way to replay the Star Chart with all regions receiving +100 enemy levels. You will earn exclusive Emotes and Trophies by completing each region. Team up or go alone - good luck!



If you are not ready for this challenge, fear not, it’s not going anywhere. One day you may be ready for The Steel Path. 



Your weapons make music, and the enemy calls for a song. Visit Teshin to learn more, if you’re ready.



Requirements:

A completed Star Chart (access to Arbitrations) is required for The Steel Path. Teshin will invite you to seek him out in any Relay once you’ve met the criteria. 



What you need to know about The Steel Path

Since launching our weekend Public Test Cluster project, we have made some changes to The Steel Path for launch. These changes will be indicated below (but this is not an exhaustive list).





You can toggle on/off The Steel Path in the Star Chart, which will automatically change the Star Chart to reflect which path you wish to play.

Mastery can be earned by completing each mission on The Steel Path (similar to normal Star Chart, Mastery is earned once per node).

Enemies on The Steel Path are +100 Levels higher than their normal mission counterparts, and have enhanced defenses. Their enhanced defenses are not quite as high as Sortie modifiers, but enemies do have a 1.5x multiplier on Health + Armor + Shields. This decision was made based on Test Cluster feedback. 

The original Test Cluster Feedback change brought a 1.75x multiplier that we then reduced to 1.5x after further testing. We also realized some inconsistences with what we stated and what was truly live on the Test build leading up to now. To clarify what this equates to:

Enemy Health/Shield/Armor: 1+1.5 = 2.50 (250%)

The Steel Path has Custom Gear Rules: 1 Minute Cooldown on Restores.

Open Worlds (Orb Vallis and Plains of Eidolon) have a special Steel Path Bounty you must complete to progress. It is the 6th tier Bounty only accessible on The Steel Path!  

The Steel Path Eidolon levels will increase respective of their difficulty for Tenno who seek a challenge, and also drop 1 Steel Essence on death:

Teralyst: Level 110

Gantulyst: Level 120

Hydrolyst: Level 130

Junction Specters must be fought at their new 100+ level to proceed in the Star Chart. 

You’ll notice that the ‘Junction Tasks’ popup on hover will not appear in The Steel Path as those items are not required nor rewarded for completing the Junction.

Eximus enemies have a chance at dropping Riven Slivers and Steel Essence. 

Archwing Missions within The Steel Path will contain enemies with a 50+ level increase instead of 100+, and the 1.5x Health + Armor + Shield multiplier will not be applied. This decision was made based on Test Cluster feedback.

Note: Railjack is not a part of The Steel Path.



Progression Rewards

As you progress through The Steel Path Star Chart, Teshin will award you for each Region completed with its respective Planet Decoration and Planet Emote, as well as 2x Steel Essence per Region (which can also be earned simply by playing)!



The Steel Path Honors & Steel Essence

In addition to those Rewards, Teshin now has The Steel Path Honors: a store only accessible when The Steel Path is unlocked. Similar to the Arbitration Honors store, The Steel Path Honors takes Steel Essence as currency. Steel Essence can be found as a Resource drop from Eximus enemies within The Steel Path. 

THE BISHAMO ARMOR SET: Uphold the elite warrior tradition of Teshin and the Dax in the Bishamo Armor Set. This Orokin-designed collection includes a Helmet, Cuirass, Pauldrons, Greaves, and apparel. Earn the Blueprints by trading Steel Essence from The Steel Path Honors.

Kuva x 10,000

Random Relic Pack (3 Random Relics) 

Stance Forma Blueprint





KHORA DELUXE



Khora Urushu Skin

Personify the avenging spirit of the forest in armor flowering with deadly blooms. Buying the Urushu skin unlocks the Maculatia Skin only for your Venari.



Maculatia Venari Skin

Venari becomes the dark and dangerous woods in this deluxe Pet Skin.



Khora Urushu Collection

Embody the galaxy’s most dangerous flora with the Urushu Collection. Includes the Khora Urushu Skin, the Veratria Blade and Whip Skin, and the Maculatia Skin for Venaru or your favourite Kavat. 



Veratria Blade and Whip Skin

Tangle your target in a thorny vine with this deceptively floral weapon Skin.



Maculatia Kavat Skin 

Nature at its most brutal comes alive in this deluxe skin for your Pet. Buying this version of the skin allows the Maculatia to be used on any kavat.





General Additions:

Nightwave Glassmaker Episode 3 is now live! What games do the Glassmaker have in store for you?



Xoris Interaction Changes:

Certain Warframe Abilities and Exalted weapons will now reset the Melee Combo Counter only if the Xoris is being used. The overwhelming Damage output of certain Warframe Abilities was not our intention with an infinite Melee Combo weapon, and the conversation of ‘Xoris or you’re doing it wrong’ is greatly restrictive in terms of player choice.



Warframe Abilities / Exalted Warframe weapons affected by this are:

Ash Bladestorm

Atlas Landslide

Baruuk Serene Storm

Excalibur Exalted Blade

Gara Shattered Lash

Khora Whipclaw

Valkyr Talons

Wukong Iron Staff



The full breakdown can be read in the Forums.



Granum Void Changes & Fixes:

Golden Hand Shrines will no longer be accessible in Invasion missions if you don’t side with the Corpus.

This also fixes Golden Hand Shrines consuming a Granum Crown but not opening the Granum Void if you were sided with a Faction other than Corpus.

NPC’s spawned within or brought into Granum Void (Beacon summoned Assassins, Rescue Targets, etc) will now be teleported back to the Corpus Ship alongside you when the timer expires.

This also fixes NPCs spawned in Granum Void resulting in a teleportation ping-pong between the Corpus Ship and Granum Void upon the Granum Void timer running out.

A Revive Tower will now be spawned beside the Golden Hand Shrine if a player goes down within the Granum Void in a Corpus Ship Arbitration mission.

This fixes missing Revive Tower upon exiting the Granum Void and Resurgence Tokens still spawning, resulting in imposing the stacking Resurgence Burden debuff for the rest of the mission unless the "lost" player leaves.

Fixed ability to go over the Void Traces cap from Granum Void rewards.



Kuva Lich Changes:

To help prevent accidental Kuva Lich generation from quick tapping the Mercy action, you must now ‘Hold X’ to perform a Mercy on a Kuva Larvling.



Changes:

Added a strength slider to the Color Blind Compensation filters.

The Relay ‘CONCLAVE’ Fast Travel option has been changed to say ‘TESHIN’ as this option now serves a new role with The Steel Path. This will also now place you in front of the Conclave station instead of in the Conclave screen.

Beacons are now disabled in Junctions.

This is a solo fight to show off those skills! 

The Star Chart Quest FX indicator will now still appear when you are zoomed out. 

Visibility improvements towards the Jackal’s stomp ability FX.

Removed the ability to open up the main menu with a controller when using Navigation or browsing Ayatan Treasures (could result in a loss of functionality).



Optimizations:

Made manually-triggered Cache Optimize passes run before downloading new content so if you're low on space you can try to reclaim space first.

Improved handling of certain types of network problem when getting content updates.

Made systemic micro-optimizations to the script system.

Made several micro-optimizations to the log subsystem.

Made systemic optimizations to game startup time.

Fixed error handling for MSI builds so that failure is detected sooner.

Potential fix for Warframe disconnecting on the loading screen on Intel HD3000 cards.



Railjack Fixes:

Fixed Maxima and Hull Weave Avionics missing from respective Earth Proxima and Viel Proxima enemies.

Fixed the Archwing Slingshot breaking after the first use if it was used to board a Crewship.

Fixed spawning thousands of meters away from your Railjack if you Transfer back into your Warframe after launching a Railjack mission as the Operator.

Fixed getting stuck in Orbiter/Railjack walls when entering the Arsenal as the Operator.

Fixed viewing Railjack Components/Armaments and switching tabs after making a selection not properly deselecting the selected item, resulting in the Valence Fusion and Scrap buttons disappearing.

Fixed the Avionics screen showing the incorrect callout for "remove"when using a controller. 

Fixed right-D-pad equipping Omni-tool (or doing nothing in regular Archwing missions) instead of cycling to the next Warframe/Archwing ability.



Nightwave Fixes:

Fixed not receiving progress for the ‘Ascendant’ Nightwave Act upon completing the Agility Test on Lua.

Fixed not being able to complete ‘Just Visiting’ Nightwave Act by visiting a Featured Dojo higher than Ghost. 



Ropalolyst Fixes:

Fixed Clients becoming stuck riding the Ropalolyst if two Client players attempt to ride it simultaneously.

Potential fix towards the Host being able to interrupt a Client mounting the Ropalolyst, resulting in a crash.

Fixed players not animating properly when landing on the central platform after crashing the Ropalolyst into one of the towers.

Fixed the Ropalolyst cutscene intro not playing for Clients.

Fixed Client players teleporting forward in the Ropalolyst cutscene.

Fixed a script error that resulted in infinitely falling/respawning when falling into a teleport volume as the Operator during the Ropalolyst fight.

Fixed potential script errors caused by using the central laser in the Ropaloylst fight.





Protea Fixes:

Fixed Protea losing her Temporal Anchor actions during rewind if during the ability she walked through Volt’s Electric Shield. 

Fixed Protea's Blaze Artillery not targeting enemies in Mag's Magnetize bubble if Mag is Modded to have a high Power Strength. 



Fixes:

Fixed a crash upon viewing Vay Hek’s Codex entry. Did you really believe it would be this easy?!

Fixed some rare Host migration issues where you would sometimes after migration join a session you didn't expect (hosted by someone who used to be connected to your host, but has left long time ago... mostly possible in Open Zone missions).

Fixed broken Defense objectives in Corpus Ship missions after a Treasurer spawns and the squad migrates.

Fixed Vomvalysts appearing to move slower than usual.

Fixed Ivara’s Artemis Bow sometimes firing the previously selected Quiver type instead of the one currently selected.  

Fixed Octavia’s Resonator spamming 0 Damage numbers in between doing charm Damage.

Fixed Enemies that are converted by Revenant's Enthrall energy pillar not appearing to have the Enthralled visuals around their head despite being friendly/affected.

Fixed a few more cases where Titania could clip through the floor in Razorwing.

Fixed the ‘Relentless Combination’ Mod not building Melee Combo from Slash Status Effects.

Fixed Fishing Bait not functioning in some Orb Vallis caves.

Fixed Pets facing backwards when interacting with the Incubator.

Fixed Pets using the wrong skeleton and appearing mutated when swapping to a loadout of a different Pet (Kubrow vs Kavat) before claiming your Incubated Pet when using a controller.

Fixed being able to interact with Pets that haven't yet been named/claimed which could cause a functionality loss.

Fixed flickering/invisible issues with Pets when accessing an Arsenal outside the Orbiter (Cetus, Captura, etc).

Fixed Incubated/unnamed Pets showing up in your Inventory as an unnamed level 0 Kubrow.

Fixed Excavation Rewards not displaying in the ‘Mission Progress’ screen.

Fixed enemies in the Corpus Ship Defense tileset sometimes getting stuck on door frames.

Fixed enemies sometimes not responding properly due to a visual block by pickups.

Fixed flinging yourself halfway across an Open Zone (Plains/Vallis) by using a Melee Heavy Slam Attack on an elevated surface.

Fixed cases of using a Grustrag Three Beacon to escape a mission prematurely and it counting towards Star Chart progression.

Fixed ability to teleport to old Operator positions when exiting Transference and using the /unstuck command.

Fixed the 30 second warning Transmission from the Lotus not playing in Arbitration Survival missions.

Fixed Orbiter ‘Scene’ Decorations reverting after logging out/back in.

Fixed not being able to see unowned Bundle-only fur patterns for Kubrows/Kavats in the Arsenal item grid when selecting a pattern.

Fixed a potential issue with the latest Windows 10 update that may cause incorrect audio panning (resulting in sounds being perceived as coming from the left when they should be on the right).

Fixed the Star Chart UI breaking when selecting an Invasion mission from the WSW with the Railjack Star Chart open.

Fixed setting the ‘Master Volume’ slider between 1-4 resulting in no volume.

Fixed the Prisma Lotus Sigil not having it’s two-toned style.

Fixed the Vetala Armor not attaching properly to the Trinity Strega Skin.

Fixed Platinum Coupon UI text overlapping.

Fixed Valkyr's Bastet Helmet to make certain metal areas the proper untintable dark that matches the rest of the Helmet. It still won't be tintable but it should now match the correct color channel.

Fixed the Decoration Mode ‘AIM TO MOVE’ text string not being properly localized in the German game client.

Fixed movement sound looping for Titania Prime.

Fixed some audio timing issues with Liset fly-in cinematics.

Fixed seeing "previous kick still in progress" for Clan or Alliance Chat moderation.

Fixed a script error when your Sentinel attempts to Revive you. 

Fixed a script error related to hacking an Eidolon Lure.

Fixed a script error when Vay Hek attempts to zap you.
 

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Kragar

Heart of Deimos goes live Aug. 25th!

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TheDigitalAlchemist_

Heart of Deimos: Update 29.1.0

As we’re now well into post Heart of Deimos launch, Hotfix notes will contain spoilers, such as accurate Entrati member terms, more descriptive Quest phase fixes, etc. 

 

NEW COSMETICS!

THE OSCIRA SERIES

This series is dedicated to the first weapons new Tenno come across as they begin their Warframe journey. You can find all of these in the in-game Market!

OSCIRA ARMOR BUNDLE

Augment your Warframe with this Subtle and sturdy Armor set.

OSCIRA COLLECTION 

Jump into the future with the high-tech style of the Oscira Collection. Includes the Oscira Armor, Sugatra, and Syandana. Plus, Oscira skins for Pistol, Rifle, Staff, Throw blade, Bow, and Longsword.

All of these can be purchased outside of the Bundle/Collection:

OSCIRA STAFF SKIN

OSCIRA PISTOL  SKIN

OSCIRA CHEST PLATE

OSCIRA THROWN BLADE SKIN

OSCIRA RIFLE SKIN

OSCIRA BOW SKIN

OSCIRA LEG PLATES

OSCIRA SHOULDER PLATES

OSCIRA LONGSWORD SKIN

OSCIRA SUGATRA

OSCIRA SYANDANA

SNAKE NECRAMECH SIGIL

 

This distinctive serpentine Sigil adds venomous menace to any Necramech. As a bonus, a Warframe compatible Snake Sigil is included when purchasing the snake Necramech Sigil!

SNAKE VOIDRIG SKIN

Rusty but trusty. This skin revives the glory of the legendary Old War Necramech, Snake.

 

*Find both the Snake Necramech Sigil and the Snake Voidrig Skin with the Necraloid Syndicate for Platinum in the Necralisk!



 

VELOCIPOD K-DRIVE SKINS

Transform your K-Drive into a Velocipod! You can choose Purple, Green, and White Velocipod variants - you can color customize the bodies to suit your liking of course, the difference between them being their unique eye designs!

 

*Find the Velocipod K-Drive Skins from Son’s Offerings for Standing in the Necralisk!

 

The Great Ensmallening - Phase 1:

This update is a bit larger than normal (6.9GB) because it contains the first phase of our efforts to save you disk space! We didn’t quite save as much as earlier tests had suggested but it looks like this should save people at least 5GB after everything is finished. 

Note that when downloading the update the launcher will do an automatic optimize pass before downloading more (this is necessary to free up space for the new remastered content).

 

For full in depth details please visit The Great Ensmallening Dev Workshop: https://forums.warframe.com/topic/1223735-the-great-ensmallening/



 

Xaku Changes & Fixes:

Keeping within the realm of the “community-created Warframe” project, Xaku has received numerous changes based on your feedback! We welcome your feedback post launch in the official Dev Workshop: https://forums.warframe.com/topic/1223976-upcoming-xaku-changes/

We consider these changes “Round 1” with more to come once players have graciously again provided their feedback! 

 

Xaku’s Passive: 

Including AOE damage reduction as part of Xaku’s Passive. 

How it will work: AOE damage will simply take a 25% damage reduction (75% while The Vast Untime is active).

Currently, Xaku’s Passive provides a chance that incoming projectiles will fail to hit the warframe at all, instead going right through. But does not include any protection from enemy AOE damage. For example, if a Bombard shot a rocket at Xaku, the projectile itself would have a 25% chance to pass through them and deal no damage (75% with The Vast Untime), but the explosion following would have the full effect. With this change, Xaku’s Passive additionally grants them 25% damage reduction on the following AOE explosion from that rocket. That’s increased to 75% when Xaku is running around bare bones!

 

Xata’s Whisper:

We are making Void damage ‘True Neutral’ by removing the 50% resistance of Void damage on Cloned Flesh and Fossilized enemies - a long desired request for Void damage.

Currently, Void damage is relatively ineffective against Cloned Flesh and Fossilized enemies which greatly limits the use of Xata’s Whisper on Grineer and Infested enemies. In an effort to give it (and Void damage in general) more utility across enemy categories, we are removing this resistance so that it aligns with its neutral effectiveness against the other enemy types. It is important to note that Eidolons, Amalgams, and certain bosses will still maintain this resistance.

 

Grasp of Lohk:

Increasing the speed at which enemies are disarmed so that it occurs earlier in the casting animation. Also increasing the casting animation speed overall. 

Currently, the point of when enemies are disarmed once Grasp of Lohk is cast is far too delayed. 

Increased Grasp of Lohk’s disarming range from 8m to 15m.

Not to be confused with firing range, this increase allows a bigger berth for choosing victims to disarm with Grasp of Lohk. 

Allowing Grasp of Lohk to be recast. 

How it will work: Any existing Grasp of Lohk weapons will simply be replaced by the new cast up to the maximum amount of targets.

Currently, once Grasp of Lohk is cast, you are locked with the weapons that were grabbed until the end of the ability’s duration. This is obviously limiting if the ability was cast with undesired effect. To counteract this limitation, we are adding the option to recast with the added benefit of resetting the ability’s duration and disarming a new set of enemies where/when desired. 

 

The Lost: Deny

Adding synergy between Deny and Grasp of Lohk that increases Deny’s damage output.

How it will work: The number of weapons orbiting Xaku from Grasp of Lohk act as a damage multiplier for Deny’s Void beam. For example: If you have 4 weapons orbiting Xaku, Deny’s damage will be granted a 5x multiplier. 

Increasing the casting speed of Deny. 

More firepower… faster!

 

The Vast Untime:

Removing the Energy drain and keeping it a duration based ability. 

Currently, the Energy drain on top of its casting cost and duration is far too restrictive and punishing. 

Adding Synergy between The Vast Untime and all of Xaku’s other abilities. 

How it will work: Emphasis on “Untime”, when Xaku is in their skeletal form their other active abilities’ duration will become frozen in time. Once The Vast Untime expires, the duration of those active abilities resume. This was suggested in our feedback readings and we quite enjoyed the play on the ‘untime’ theme and the added benefit to Xaku overall! We feel that since this no longer has an Energy drain, and that it halts the timer on other abilities, the energy demands of Xaku’s kit will be significantly lessened. 

Note: This will not apply to Helminth abilities and abilities from other Warframes from Helminth subsuming.

Xaku Fixes:

Fixed Deny having poor hit detection on ragdolled or suspended enemies.

Fixed targets affected by Accuse have inconsistent hit detection based on weapon type (beam, bolt, etc).

Fixed a case of dealing self damage via Xata’s Whisper.

 

Marked for Death Changes:

Before we jump into the nitty gritty, let’s revisit what the ‘Marked for Death’ Helminth Infusion is: Stun an enemy; a portion of the next damage you deal to it will be dealt to all enemies around it.

It’s important to note that the description mentions ‘a portion of the next damage’, which was always our intent, meaning we have some bugs to fix and explanations to make on the next steps here.

 

With Marked for Death now in the wild and being experimented with, it was apparent to not be working as intended by overwhelmingly nuking enemies left, right, and center when combined with certain loadouts and due to certain bugs. We recognize the players who brought this forward with understanding that it needs to be addressed. Let’s get into the meat of it:  

Fixed Mods applying twice to the Marked for Death Damage portion dealt in the AOE.

Fixed base Damage using the Health/Shield Damage dealt and not capped at the Health+Shield the target had prior (e.g. enemy with 5 Health gets hit by 100 damage, and 100 damage is shared in AOE. It should just be the 5).

Radial damage was never meant to exceed the target’s Health and this was our bad. The desired strategy we wanted was players prioritizing tank units like Heavy Gunners to do AOE clears since heavy units have more Health than normal, thus the radial AOE would likely be lethal, not just normal units. This issue combined with numerous bugs of Mods stacking meant this was way over powered. A key part of reviewing these changes will be ensuring that players understand the best case scenario we envision for the power is targeting high-Health enemies to do radial damage to weaker enemies. 

Removed Critical Chance from Marked for Death radial AOE. 

Capped Damage multiplier stat to 75% and normalized Damage type mults.

Here’s an example of normalized Damage type: if the Damage you deal is 0.5 Impact, 0.4 Slash, 0.3 Heat that sums to 1.2x but after normalizing they become 0.42 Impact, 0.33 Slash, 0.25 Heat.

Fixed Marked for Death with Arcane Trickery equipped triggering invisibility almost every time, because each enemy hit by the AoE has its own 15% chance to activate Arcane Trickery.


 

Conservation Changes & Fixes:

An accumulation of Community and Developer feedback have brought forth a handful of Avichea changes and fixes:

Avicheas now correctly fly in circles around the spawn call area once they reach it instead of hovering directly above it, sometimes widely out of range.

This brings Avicheas in line with other flying animals like the Sawgaw, where they fly closer to the call point and land near it. 

Diversified ambient Avichea encounters so that they can either be encountered flying around an area or low down perched on the ground.

Previously ambient Avicheas were only found flying high in the sky, which could easily be missed to the busy eyes. 

Increased the spawn chances of ambient Avichea encounters.

Improvements towards Avichea animations.

This also fixes cases of ambiently spawned Avichea’s 'slowly ascending to the heavens'. 

Fixed Avicheas (and Mergoos) not flying away when gunfire is nearby.

Birds do as birds do - Warframe ain’t no different! Being stealthy is key for catching these animals.

Fixed some Conservation trail start points appearing under the endocrine goo in the Cambion Drift.

Fixed inability to move, shoot, switch weapons or use Warframe abilities after hitting a dissolving corpse with the Infested Ebisu or Spari Spear whilst fishing. 

 

Please note that the Conservation team has more planned in terms of quality changes and fixes - stay tuned!

 

Fishing Changes & Fixes:

Improved spawn rate of Fish in the Cambion Drift to be closer to past Free Roam behaviour. You should generally have a maximum time between fish of ~15 seconds instead of ~50 seconds.

We welcome your feedback if even further changes are needed! 

Reduced the number of Fish parts required per Daughter Exocrine Assignment from 3 down to 2. This brings Daughters economy in line with Son, where the max number of requested parts is 2.

Fixed some various script errors that sometimes resulted in an inability to catch Fish.

Fixed Cambion Drift Fish spawning in the same spot over and over if you didn’t move.

Fixed throwing your Fishing Spear into Mag's Magnetize can lead to temporary or complete loss of functionality.

Fixed some jittery hands animations that play throughout the Fishing Spear throw+recall sequence.

 

Necramech Changes & Fixes:

Currently there is a 3 minute cooldown on every use of the Necramech Summon Gear item. We’ve changed the cooldown behavior of the Necramech Summon to reflect the following:

If the player's Necramech is still active, then the Necramech Summon only has a 10 second cooldown. Summoning it this way will move the Necramech to the player's desired position but NOT restore its Health/Shields/Energy.

If the player's Necramech has been destroyed, then the Necramech Summon has a 3 minute cooldown, and will have its Health/Shields/Energy refilled on summon.

Reduced the Necramech’s Shocking Iron ability sound loop.

Fixed summoned Necramech’s not having their Modded values when summoned again after dying.

This was an issue before the cooldown changes.

Fixed summoned Client Necramech’s having 0 Energy when summoned again after dying.

This was an issue before the cooldown changes.

Fixed rare case of a player's Warframe ceasing to exist after Transferring into a Necramech, resulting in an inability to Transference back into your Warframe.

Fixed personal Necramech losing all functionality after Transferring into a fallen Necramech and then summoning your own Necramech.

Fixed ability to interrupt the Necramech ground slam attack with another ground slam attack or normal melee attack. 

Fixed Client Necramech’s appearing to run in place after Transferring out of the Necramech with forward momentum. 

Fixed the Necramech appearing crushed around an Excalibur when viewed via Look Link or Mod Link.

Fixed the Necramech model clipping/overlapping with the Upgrade screen when accessed in a Hub/Town.

Fixed Necramech UI and regular weapon crosshair overlapping when attempting to access the Gear wheel via controller while in the Necramech. 

Fixed Necramech weapon appearing blurry after Transferring into a summoned Necramech before the weapon opening animation finishes.

 

Sepulcrum Changes & Fixes:

Decreased the unguided flight time of the Alt Fire on launch from 0.06s to 0.03secs.

Decreased the unguided flight time of the Alt Fire smoothing from 1s to 0.4secs.

This makes the Alt Fire projectile start to home in on their targets faster and curve more acutely towards them.

Decreased Alt Fire re-arming delay from 0.2s to 0.01secs.

This decreases the time between being able to lock onto additional targets after the first.

Increased max lock distance from 60m to 80m.

Increased loose lock distance from 80m to 100m.

This increases the distance you can lock onto targets with Alt Fire from 60m to 80m, and lock won't be lost unless the targets move beyond 100m.

Fixed cases of the Sepulcrum Alt Fire not properly targeting enemies. 


 

Optimizations:

Optimized performance of several user interfaces including the Nightwave and Void Relic Refinement screens.

Optimized download of some parts of Warframe.

Made a large number of small optimizations to the UI system.

 

Changes:

General polish and cleanup of sounds in the Arsenal to remove unintended sounds.

 

Helminth Fixes:

Fixed a crash when hovering over the Roar ability in the Upgrade screen on a Hildryn which had Balefire replaced by Roar via Helminth.

Fixed a crash that occurred when sitting in the Helminth chair with poor connection quality. 

Fixed Infested Mobility buff effects never ending when under Rank 3.

Fixed Infested Mobility not being affected by Strength like the Arsenal stat screen claims.

Fixed Infusing a new ability via the Helminth to Config D, E, or F not showing the ability has been applied until the player loads into a mission.

Fixed Titania's Tribute HUD not working if Razorwing was overwritten via Helminth.

Fixed rare case of the UI showing that you have the exact Secretion % required but won’t let you perform the action. This was due to rounding values in the back end that aren’t visible in the UI.

Fixed missing check mark beside recently earned Helminth Rank until you close and re-open the Helminth interface.

 

Fixes:

Fixed inability to progress through some Corpus/Grineer Invasion missions due to an inability to enter the portal, and just getting put through a never ending loop that goes nowhere.

Fixed Carnis Set Mods not functioning for both Host or Client players.

Fixed cases where Limbo’s Banish could be cast with 0 Energy.

Fixed the Soma Prime's Hata-Satya Mod not respecting Multishot for Clients.

Fixed ability to apply Status Effects to the Deimos Saxum before Femurs have been broken. Femurs must be destroyed first before Status Effects will affect the Saxum. 

Fixed Zymos seeking swarms not being able to critically hit.

Fixed Zymos not spitting out the homing spore projectiles after the headshot explosion triggers for Clients.

Fixed Garuda’s Dread Mirror Damage Capture Multiplier/Projectile Damage not matching ability screen numbers in the Arsenal.

Fixed ability to go under the floor with a combination of Transference and Titania’s Razorwing.

Fixed Garv and his Grineer hooligans not de-spawning after doing a Bounty such as Anomaly Retrieval or Core Samples. This results in multiple Garv’s in the Cambion Drift when doing back to back Bounties.

Fixed issues with the Purify Deimos Bounty, where the 'samples' UI will decrease from 35-15 when a Host migrates. However, the collected amount doesn't reflect this switch and will be greater than the UI limit indicates.

Fixed the Latrox Une ‘upload’ phase skipping if there's a Host migration while collecting samples for Latrox Une.

Fixed the Deimos Claw Skin not applying properly to the Keratinos.

Fixed inability to quickly select the Secondary Emissive and Energy colors when attempting to customize Warframe/Weapon colour Appearance using the controller d-pad.

Fixed the default icons for Mutagen and Antigen samples in the Predasite/Vulpaphyla Revivification menu (Son at Necralisk) being swapped. 

Fixed a section in the Harindi Crater within the Orb Vallis that resulted in your Warframe turning invisible, the minimap changing, and enemies not attacking you.

Fixed inability to spawn Deimos Saxum/Deimos Saxum Rex in the Simulacrum. 

Fixed Tokens appearing in End of Mission screen with common items. Should now appear above regular Resources and Mods.

Fixed Khora appearing mangled in the End of Mission screen diorama.

Fixed Loki’s Invisibility ability aggressively color grading your surroundings - very noticeable in the Cambion Drift when your Energy color is neon green (lol).

Fixed towards the Necralisk door opening animation playing when the door is already open. 

Fixed Inbox Gift messages not displaying the amount of items Gifted (ie 5 Forma, etc).

Fixed inability to exit the Shawzin with a controller if a key binding is changed since Start then becomes unbound.

Fixed the Gear Wheel overlapping the Void Fissure End of Mission Reward screen.

Fixed Credits Icon appearing slightly larger than intended in the End of Mission screen,

Another fix towards missing the Entrati Rank up cutscene if you opened the ESC menu right before the cutscene starts. 

Fixes towards poor Extraction waypoint pathing in the Grineer Shipyards tileset.

Fixed Paris bow 3D draw sound not cutting off when bow is fully drawn.

Fixed some spot-loading that would occur when selecting an Infested Companion in the Arsenal.

Fixed possible spot-loading when going into a Town/Relay/Hub.

Fixed numerous script errors when encountering Latrox Une in the Cambion Drift.

Fixed a script error related to having Hildryn’s Balefire active while transitioning from Free Roam to Hub/Town.

Fixing a script error with the Railjack Tactical Menu.

 

 

 

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lilamls

I'm here for the first time I found this board and found it really useful and it helped me a lot. I hope I can present something in return and help others like you have helped me.

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