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Vendredi 20 décembre 2019
 
Empyrean - Ivara Prime 27.0.8

Railjack Changes & Fixes

    Significantly increased the amount of Common Resources awarded by the End of Mission Rewards. This touches on our plans for Economy balancing within Railjack, and should lend a hand to furthering your Wreckage and Payload crafting projects!
    Crewship projectiles no longer seek after Archwings! They’ll still attempt to fire at you but they will no longer seek and one-hit-KO your Archwing.
    Fixed inability to enter the ‘Investigate Anomaly’ objective on Ruse War Field.
    Fixed screen turning completely black when inside a Blackhole, forever searching for that guy from that space movie with the books.
    Fixed players becoming stuck in an infinite loading tunnel when launching from the Orbiter.
    Fixed common crash that could occur when a Crewship was destroyed while someone was aboard.
    Fixed a crash when trying to access the Payload screen during Host migration, or at the start of the mission before it's done loading.
    Fixed Non-Elite Exo Fighters unable to spawn in Veil Proxima.
    Fixed Gyre Elites not dropping Avionics.

Fixes

    Fixed characters in certain languages such as Simplified Chinese not showing correctly in input fields.
 
[DE]Megan


Jeudi 19 décembre 2019
 
Empyrean - Ivara Prime 27.0.7

Railjack Changes & Fixes

    We’ve added improved visuals towards the Forge Stations in Railjack to better illustrate when a Station is busy. The floor ring located at the base of each Station will now appear lit when the Station is ready for Forging, and will appear unlit when the Station is busy. This also fixes missing progress circle UI for the Forge Stations to indicate when a Station is busy.
    Enemy Crewship UI markers will now always be displayed no matter what the range is to fix tedious scouring to find that poor last victim. We are also working on improving flow overall.
    Fixed missing controller key callouts on the Railjack Tactical Menu. You may notice no callout at all, which means the Tactical Menu is not bound to anything and you must bind it first.
    Fixed max ranked Battle Forge Railjack Avionic trying to subtract 3.4E+38 seconds (more than the age of the universe) from remaining Forge cooldown time.
    Fixed Railjack Engines and Reactors displaying as equipped on the wrong part of the Railjack (Engines on Wing Turrets, etc).
    Fixed activating the Omni gear recall twice in succession resulting in breaking the UI timer, not teleporting you, and inability to use it again.
    Fixed an unhackable console in a Grineer Galleon Railjack base
    Fixed End of Mission screen popping up and 2nd mission not starting when you fail a mission in Railjack, return to Dry Dock, and then try to start another mission.
    Fixes towards crashes occurring from Crewships.
    Fixed a crash related to Railjack encounters activating during a Host migration.
    Fixed a script error if Client is going from Dry Dock to a session hosted from the Orbiter.
    Fixed some Railjack interior textures appearing more ‘Wear & Tear’ than others.

Fixes

    Fixed Fulmin (only when reduced to below 10 rounds on Semi-Auto firing mode), Flux Rifle, Kitguns with the 'Gaze' Chamber type and Pax Charge Arcane, Imperator/Vandal, Cycron, and Larkspur not recharging correctly.
    Fixed Aksomati Prime and Baza Prime having the same Riven Disposition as their normal variants despite the UI displaying their correct Disposition of 1.
    Fixed misplaced meshes in the Corpus Ship Exterminate tileset.
    Fixed a script error if the Host selects a mission while the Client is still loading into the squad.
 
[DE]Megan


Mercredi 18 décembre 2019
 
Empyrean - Ivara Prime 27.0.6.1

Railjack Changes & Fixes

    Fixed Crewships being spawned as Tenno Faction, which resulted in numerous issues such as not attacking you, Fighters attacking it instead, and Railjack Turrets not doing any damage to it. This also fixes a fatal crash related to this bug.
 
[DE]Megan


Mercredi 18 décembre 2019
 
Empyrean - Ivara Prime 27.0.6

Railjack Changes & Fixes

    Asteroids now drop multiple Resources! Alongside other Resources, this significantly increase Titanium gains; a prominent feedback request!
    You may notice a blinking indication on Veil Proxima from time to time. We suggest investigating...
    Pennant and Quellor Blueprints are now shared pickups; no longer required for all players to manually collect the pickup! Thanks for your patience as we work toward the rest of the on-foot items being picked up.
    You can now trade Avionics in your Dojo or Maroo’s Bazaar!
    Increased chance to get common and uncommon Resources from associated crates onboard Crewships and other Points of Interest to aid in your Forging and overall Resource required crafting needs. This increase in commons and uncommons was achieved by directing Rare resources to be space-combat only drops, and having common and uncommon more dominant on-foot.
    Points of Interest and Crewships that launch Ramsleds will now only do so 4 times. This fixes Crewships launching an infinite amount of Ramsleds to knock at your door.
    Changed the pips of Avionic Ranks vs Grid Ranks to better illustrate between the two.
    Added House icons to Avionic names for clarity.
    The Railjack name text now has its own separate color slot in the ‘Primary Text Color’.
    Optimizations towards performance when Piloting the Railjack.
    Removed scannable lore items from the ‘Investigate Anomaly’ objective nodes. They shall return when ready!
    Added visual variety to the asteroids in Saturn Proxima and Veil Proxima.
    Ramsleds have been given an upgrade the farther you progress into the Railjack Star Chart! Be on the lookout for shielded variants that will require precise aim and firepower!
    Revised description for error message about unable to find an open squad:

      Could not find an Open Squad. Please try again, or launch a new session from your personal Railjack stationed in a Dojo's Dry Dock.

    Fixed players being blocked from returning to Dry Dock after new Update/Hotfix/Host migration. You’ll now see a nice message telling you to return to the Dry Dock to get your goodies!
    Fixed incorrect droptable for all enemies in nodes that give you the ‘Investigate Anomaly’ objective.
    Fixed infinite spawn exploit from the Assassinate target, Blite in Galleon Points of Interest. The cooldown for him to spawn new minions now ramps up over time.
    Fixes towards cases where the End of Mission screen displays more Intrinsic earned than you actually did.
    Fixed being in all types of broken states if the Crewship you’re piloting blows up.
    Fixed Host migration after exposing a radiator in a point of interest (Pulse Turbine, Shipkiller Platform, etc) resulting in an inability to complete the mission.
    Fixed the Hyperflux Flux Capacity buff not properly applying to the Railjack.
    Potential fix towards losing Railjack objective markers after a Host migration.
    Potential fix for the Asteroid Hanger Crewship being stuck, resulting in an inability to complete the mission.
    Fixed inability to progress past certain doors in the Railjack Missile Platform interior. As reported here
    Fixed the shortcut path not opening up for Clients when destroying the Core in the Missile Platform.
    Fixed for certain weapons still damaging the Elite Kosma Flak through it's shield ability.
    Fixed Rhino’s Iron Skin FX applying to the Nose/Wing Turrets.
    Fixed seeing tiny asteroids back in your Orbiter/Dry Dock.
    Fixed a script error if an encounter triggered during a Host migration.

Fixes

    Fixed inability to equip the Astrea Skin/Helmet on Ivara Prime. As reported here
    Fixed ability to yeet the Jordas Golem with Itzal’s Arch Line ability, thus breaking the mission.
    Fixed Excalibur Zato’s visor appearing to jitter instead of being rigid.
    Fixed missing Melee sounds on Zaws equipped with a Scythe or Nikana Skin.
    Fixed the Arit Longsword Skin being invisible and having no sounds if used on a Zaw.
    More fixes towards Elemental FX being misaligned on Zaw Skins.
    Fixed Trinity Prime having weird tail cloth physics.
    Fixed the Massif Prime Syandana getting stuck on Ivara Prime’s skirt cloth.
    Fixed the Ivara Kuvael Huntress Helmet floating away from Ivara Prime’s body.
    Fixed a script error when clicking an unnecessary Replicate button on Researched Dojo Pigments.
 
[DE]Megan


Mercredi 18 décembre 2019
 
Empyrean - Ivara Prime 27.0.5

Avionics Drop Chance Increase + Dirac Resource Drop Change:

Dirac is one-size-fits-all resource for Railjack upgrading - from Grid to Avionics. Wreckage can be scrapped for it, Avionics can be scrapped for it, and it can be found virtually everywhere in Railjack missions. Avionics are an important part of your Railjack customization and power experience, and are only found in a few places.

For this round of changes, we are doing the following:

    Removed Dirac from Grineer Fighter Drop Tables. This now means everywhere else (mission complete, scrapping, point of interest, etc) are the best sources for Dirac. Having Grineer Fighters be the best source for everything was overkill - they now are Avionics and Resource focused.
    Increased Avionics Drop Chance from 10% to 15% from Grineer Fighters. This means you will come across Avionics more frequently, thus - more chances at ones you don’t have, and more Dirac chances from your duplicates.
    Increased the Wreckage Dirac Scrap Values across the board by 3x.

      MK I Wreckage increased from 25 to 75 Dirac.
      MK II Wreckage increased from 50 to 150 Dirac.
      MK III Wreckage increased from 75 to 225 Dirac.

    This also fixed an issue with Clan Engines not all scaling correctly.

Next up on our list is Resources overall, universal Loot Pickup sharing, and more!

Railjack Changes & Fixes

    Crewships now have their own unique enemy marker to differentiate them from all other fighters around!
    Removed (for real this time) Credit Caches from the Railjack rewards, as the ‘bonus rewards’ still included Credits.
    Elite Kosma Flaks will now only use their shield ability if facing their target.
    Removed Resource collection sound for all items except: Carbides, Copernics, Cubic Diodes and Pustrels due to a constant stream of that specific sound because it happens for every single pickup. Sound is now reserved for important Forging Resources!
    Fixed an exploit where Turret encounters would infinitely respawn despite not being intended to (nor Grineer having the means to generate infinite turrets, yet).
    Fixed inability to complete a Railjack mission with a Pulse Turbine objective if a Host migration occurred, due to vulnerable radiators respawning and breaking the objective.
    Fixes towards Clients taking a longer time than normal to load back into a Railjack mission after a Host migration has occurred. Clients will typically take longer than the Host to load back in, but hopefully this cuts down the load time a bit.
    Fixed Armament Wreckage not showing their innate bonuses before and after Repair. The before Repair stats can be seen by selecting the Armament Wreckage and pressing TAB.
    Fixed unequipping and equipping Railjack Components resulting in their upgrades stacking.
    Fixed a potential script error with the Missile Platforms in Railjack missions.
    Fixed a script error when using the Railjack Particle Ram.

Fixes

    Fixed Octavia using the default songs for Clients.
    Fixed Kubrow animations popping/jittering when returning to the Incubator after the menu is opened.
    Fixes towards Syandana’s clipping through Excalibur Zato Skins body.
    Fixed a script error when the Eidolon Teralyst screams.
    Fixed a script error when casting numerous Archwing abilities.
    Fixed a script error when casting numerous Warframe abilities.
 
[DE]Rebecca


Mardi 17 décembre 2019
 
Empyrean - Ivara Prime 27.0.4

Ivara Prime has arrived!

Practice stealth as you track your prey, then strike with ruthless precision as Ivara Prime! No hunt is complete without the Baza Prime and Aksomati Prime!

Ivara Prime

As regal and lethal as a nighttime wood, this is the queen of the hunt in her ultimate form.

Baza Prime

The Orokin-engineered definition of silent lethality.

Aksomati Prime

The elegant Aksomati precisely refined to its ultimate manifestation.

You can find Ivara Prime, Baza Prime, and Aksomati Prime Relics in their classic spots (Void, Derelict, Defense, Survival, etc) with the addition of Railjack missions - All Credit Cache Rewards have been replaced with Relics! Check your in-game Codex for Relic drop locations.

Get the newest Prime gear with Ivara Prime Access and Prime Accessories here: https://www.warframe.com/prime-access

With this Vaulting comes the shift of the following Syndicate Sacrifices:

    Replaced Steel Meridian’s Sacrifice of Zephyr Prime Chassis with Equinox Prime Neuroptics
    Replaced Arbiters of Hexis’ Sacrifice of Kronen Prime Blade with Tipedo Prime Handle 
    Replaced Perrin Sequence’s Sacrifice of Zephyr Prime Chassis with Wukong Prime Chassis

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

Railjack Changes & Fixes

    Added Railjack Health perks for performing repairs on the Railjack:

      15% of max Health for Fire and Electricity Traps
      20% of max Health for Ruptures
      30% of max Health for Hull Breaches

    Currently a Hull Breach Repair grants you 10 seconds of Railjack invulnerability. With the added Health perk for Hull Breaches, we’ve tweaked the Railjack Invulnerability time to grant a benefit to those with haste to compensate! Repairing a Hull Breach now grants Railjack invulnerability scaled to the amount of time left on the ‘Catastrophic Failure Imminent' timer. You can get anywhere from 5 - 15 seconds of Railjack invulnerability based on your Hull Breach Repair urgency.
    Removed Credit Caches from the Railjack reward table! Relics have been added in Railjack missions to compensate for this.
    Increased the cooldown of the Elite Kosma Flak's Shield ability and fixed the shield not actually blocking damage sometimes.
    Adjusted hit boxes on the Elite Kosma Flak for improved accuracy.
    Adjustments to the Archwing Cannon firing animation for a less janky launch.
    Removed a certain floating prison found in Railjack missions due to numerous collision/sizing issues. It shall return at a later date!
    Enabled Push-To-Talk in Railjack keyboard bindings.
    Removed Crewship eligibility from the Simulacrum.
    Fixed the Sover Strait node missing from Earth Proxima.
    Fixed attempting to load to the Dry Dock through the Railjack from the Orbiter sometimes causing infinite loading or a crash.
    Fixed a soft lock when attempting to Repair Wreckage in someone else's Dojo.
    Fixed a crash when attempting to load into a Railjack mission with a Friend.
    Fixed a crash when returning to the Dry Dock from a failed mission.
    Fixed a crash when selecting a Shield Array MK III.
    Fixed having to re-complete the Railjack objectives if there was a Host migration.
    Fixed getting numerous script errors after completing multiple missions and a Host migration occurred. This could result in objectives breaking or not updating after the migration.
    Fixed Pilot Intrinsic “Ramming Speed” not functioning.
    Fixed missing Railjack Health after a Host migration occured.
    Fixed the ‘Ramming Speed’ Pilot skill not functioning.
    Fixes towards infinite Railjack Void tunnel when transitioning from different levels.
    Fixed being placed in a weird state if you tried to launch out of the Railjack Cannon right after the Host did.
    Fixed enemy Crewships attempting to fire at things that aren't visible, either due to cover or via being invisible (ie. Itzal).
    Fixed discrepancies with End of Mission Intrinsics gained sometimes not displaying correctly.
    Fixed Railjack End of Mission results getting stuck on screen if kept open during return to Dry Dock.
    Fixes towards Clients not seeing all their gained items on the End of Mission screen when returning to the Dry Dock.
    Fixed not being awarded the Forging Bay Resources from your Railjack mission upon returning to the Dry Dock.
    Fixed some Railjack Components not having their upgrades unapplied when the Component is removed.
    Fixed Shield Arrays with the Shield redirection buff giving the Railjack an infinite buff. This also removes the resistance buff from the shield redirection buff. Wing Turrets still receive the same damage bonus on next shot.
    Fixed the Avionic Scrap screen not displaying the Ranks of Avionics.
    Fixed the Avionic Scrap screen perpetually appearing when opening your Inventory screen if you accessed the Scrap screen prior.
    Fixed turning invisible if you were in another players Railjack Arsenal when the mission started.
    Fixed Railjack walls appearing invisible when a Ramsled hits you while you're in the Nose Turret AR (Augmented Reprojection) mode.
    Fixed Warframe ability sounds not playing properly when in a Railjack Turret.
    Fixed the Dry Dock platform used to enter the Railjack clipping into it if the Caballero Railjack Skin is equipped.
    Fixed base Components displaying a rank [0]. These are base items that have no rank.
    Fixed ability to craft more Munition than you can afford in the Payload screen, thus going into the negative values and receiving an error.
    Fixed Dredger and Outrider projectiles going through collisions.
    Fixed a script error when the Forward Artillery Cannon is charging while someone is transitioning between the Railjack and Archwing.
    Fixed cases of the Forward Artillery Cannon becoming stuck when attempting to face your target.
    Fixed the Forward Artillery Cannon not functioning after a Host migration has occurred.
    Fixes towards the Railjack appearing very dark (Cy forgot to pay the hydro bill).
    Fixed seeing the wrong prompt when attempting to further rank up an already max rank Intrinsic.
    Fixed missing texture in the Tactical Menu minimap when it's opened while returning to the Dry Dock.
    Fixed duplicate description text for Reactors with the "chance to automatically seal a breach" perk.
    Fixed Outriders being stuck to Turrets in their Codex diorama.
    Fixed losing your chosen UI Theme when Piloting a Railjack.
    Fixed Client audio replication bugs on the Radar Tower in Railjack.
    Fixes to some Archwing Cannon sounds not playing correctly.
    Fixed Octavia Abilities not properly ducking ambient and combat music in Railjack.
    Fixed some overly repetitive Cy transmissions.
    Fixed missing transmissions for Gallen/Asteroid Base points of interest.
    Fixed missing descriptions for Chat linked Railjack Resources.
    Fixed a script error when using the Omni.
    Fixed a script error when viewing/closing the Tactical Menu.
    Fixed a script error in the Railjack HUD.
    Fixed a script error when a Crewship encounter started.
    Fixed script error that can occur when reviving after dying in a Turret.

Fixes

    Fixed inability to play the Kuva Fortress Pago Spy node.
    Fixed being loaded into a completely different mission when attempting to play a dynamic mission types (Kuva Siphons, Syndicate etc) when using Public matchmaking. This only occurred if there were more than one of that mission-type on the same planet at the same time.
    Fixed Sawgaws being near impossible to Tranq.
    Fixes towards Excalibur Zato’s front cloth clipping which could sometimes result in weird triangle cloth textures.
    Fixes towards clipping issues with Excalibur Zato’s left shoulder fur cloth.
    More fixes towards Syandanas clipping into Titania’s Empress Skin.
    Fixed the Gear wheel not having correct tooltips when switching back and forth between Gear and Emotes.
    Fixed two different weapon sounds being heard when firing Titania’s Dex Pixia with the Hawkmoth Skin equipped.
    Fixed a script error when viewing Profit-Taker Orb in the Codex.
    Fixed script error that could occur when Nullifier dome collides with a Kuva cloud.
    Fixed a script error related to Venari.
    Fixed script errors when your Kuva Lich would attempt to Dodge or Decoy.
    Fixed script errors for numerous Warframe ability castings.
    Fixed a script error when the Molecular Conversion Taxon Precept Mod deactivates.
    Fixed a script error when being pulled by a Grineer Scorpion.
    Fixed an issue with Grineer Ghouls causing a script error.
    Fixed missing translations in some languages that were being presented in English.
 
[DE]Rebecca


Lundi 16 décembre 2019
 
Empyrean - Hotfix 27.0.3

Railjack Changes & Fixes

    Corrected Zetki Cryophon stats to their intended values. This fixes the Zetki Cryphon not having stronger damage than the base Cryphon.
    Tweaked flares and explosion FX of Fighters and Crewships in Railjack missions.
    Fixed incorrect scale and lighting of a certain prison.
    Fixed missing collision on some Crewships in Railjack.
    Fixed a crash when attempting to join a player’s Railjack from their Orbiter.
    Fixed a script crash that could kill your Railjack HUD.
    Fix for Clients not seeing turret weapon attachment animations in Railjack.

Changes

    Removed an unnecessary friendship door from Saturn Grineer Asteroid tileset interior.

Fixes

    Fixed missing in-world transmissions on Jupiter's Gas City tileset.
    Fixed Terra Embattor Moa's mortar attack breaking if a target was destroyed while being targeted.
    Fixed script crash if an Arbitration Shield Drone tried to protect certain types of NPC.
    Fixed a network race condition that could lead to missing Client-side FXs in Hijack missions.
    Fixed broken HUD elements in Hijack missions after a Host migration.
    Fixed a script error that would occur if a Client joined a fishing party in progress.
    Fixed a script error when casting Volt’s Discharge ability.
    Fixed a script error when casting Nova’s Molecular Prime ability.
    Fixed a script error related to Kavats.
    Fixed a potential script error in the Revenge Sentinel Precept.
    Fixed a potential script error in the Unleashed Kubrow Precept.
 
[DE]Megan


Vendredi 13 décembre 2019
 
Empyrean - Hotfix 27.0.2

Please bear with us as we triage and fix issues with the surprise Update! Warframe: Empyrean is indeed here! We will be working diligently to fix major game-breaking issues as they appear. Solid reproduction steps will help us greatly in appropriate forums! 

Railjack Changes & Fixes

    Increased the vacuum radius on Archwing and Railjack 

      Railjack 200-250
      Archwing 25-50

    Reduced the the hold time to upgrade Avionics by 50%.
    Made the number of Fresnels and Nullstones that drop match the number dropped by other rare resources.
    Doubled the amount of End of Mission Railjack commons and slightly increased uncommons.
    Changed RailJack ‘Form A Crew’ button to also include ‘Select A Mission’ instruction
    Railjack Avionics, Dirac, and Wreckage can now vacuumed by Archwing.
    Changed spawning balance near end of Skirmish missions so there are fewer Crewships and Fighters as objectives near completion.
    Reduced damage multiplier on Crewship engines.
    Made Crewships more resilient to Archwing fire.
    Fixed tooltips reporting the wrong Engineering Intrinsic ranks while trying to craft Munitions and Doma Charges during missions
    Fixed Clients bypassing pre-death state of Crewships, causing them to die prematurely.
    Fixed Grineer Railjack Boarding Party having some incorrect Melee FX.
    Fixed screen staying dark sometimes after leaving the Railjack customization screen.
    Fixed camera getting suck on Reactor Room screen when closing Railjack customization.
    Fixed unlocked Railjack Research showing when selecting ‘Hide Owned’.
    Fixed ‘Hide Owned’ not working for Railjack Research.
    Fixed Railjack randomize customization so it only selects from owned items.
    Fixed cases of not being able to swap Glyphs on Railjack.
    Fixed BENDAR CLUSTER node missing from Earth Proxima.
    Fixed Fire Rate random buff not applying on Wreckage Railjack Armaments.
    Fixed being able to install multiple Railjack Avionics of same parent type, if you have an Avionic of a base type equipped (AKA two of the same Hull Wave Avionics).
    Fixed Ramsleds not despawning between Railjack missions.
    Fixed being able to board the Archwing Slingshot in the Railjack while still in Hyperspace.
    Fixed the Archwing Slingshot breaking for Clients if they tried to use it immediately after the Host.
    Fixed Railjack malfunctions (Hull Breaches, etc) not being cleared on return to Dojo
    Fixed a lingering fade-to-black when entering the Railjack from the Dry Dock.
    Fixed a crash that occurred if you opened a locker before the Master Key Parazon Mod triggered.
    Fixed Crewships not disengaging and warping away after an objective is finished.
    Fixed Railjack HUD scaling not saving properly.
    Fixed Orbiter Star Chart not checking Intrinsic requirements for joining Railjack missions.
    Fixed script error in Railjack Point of Interest weak point script after a Host migration.
    Fixed a bug for Clients where spinning Pulse Turbine blades animation will look laggy.
    Fixed a bug with electricity FX not appearing after Pulse Turbine cable destruction.
    Fixed left hand clipping on Excalibur Zato idle animation.
    Fixed script crash that could occur when a Crewship spawns.
    Fixed script crash that could occur from Fighter Escort spawns.
    Fixed script crash that could occur when Fabricating in the Dry Dock.
    Fixed script crash that could occur from Railjack pilot and guns.
    Fixed explosion sounds in Railjack not respecting sound sliders.

Fixes

    Fixed a harmless network race condition that could lead to a script error.
    Fixed a number of network race conditions that could break the portal in Sanctuary Onslaught.
    Fixed script crash that could occur from Rhino’s Iron Skin ability.
    Fixed script crash that could occur from Energy Shell.
    Fixed script crash that could occur from Nekros’ Desecrate ability.
    Fixed script crash that could occur from Gauss’ Redline ability.
    Fixed script crash that could occur from Mirage’s Sleight of Hand ability.
    Fixed script crash that could occur from Wukong’s Cloud Walker ability.
    Fixed script crash that could occur from Wisp’s Reservoirs ability.
    Fixed script crash that could occur from enemies using Switch Teleport.
    Fixed script crash that could occur from Fishing.
    Fixed script crash that could occur from completing a Bounty.
    Fixed script crash that could occur when fighting Vay Hek.
    Fixed script crash that could occur when fighting the Raptor.
    Fixed script crash that could occur from Vauban’s Minelayer ability.
    Fixed script crash that could occur in the Disruption gamemode.
    Fixed script crash that could occur from Hildryn’s Balefire ability.
    Fixed script crash that could occur from a Grineer Scorpion enemy.
    Fixed a script crash that could occur when dealing damage with Rakta Dark Dagger.
    Fixed script crash that could occur when picking up a Convergence Orb.
    Fixed script crash if an Ancient Healer tried to protect certain types of NPC
    Fixed script crash that could break specific encounters on the Orb Vallis.
 
[DE]Megan


Vendredi 13 décembre 2019
 
Empyrean - Hotfix 27.0.1

The first of many Hotfixes, no doubt! Please bear with us as we triage and fix issues with the surprise Update! Warframe: Empyrean is indeed here! We will be working diligently to fix major game-breaking issues as they appear. Solid reproduction steps will help us greatly in appropriate forums! 

General Changes

    Sentients in the Railjack Key retrieval mission no longer drop loot to address farming infinite Resources. This mission is intended to be a one-and-done mission to give you your Railjack Reliquary Key. 

Fixes

    Fixed not being able to join a Railjack mission from the Star Chart if you hadn't already completed the node.
    Fixed Intrinsic not showing on the End of Mission screen when returning to Dojo from Railjack.
    Fixed getting a duplicate Avionic pickup when just picking up one in a Railjack mission.
    Fixed script error when starting a mission from your Orbiter, proceeding to the Dry Dock instead, and then starting a Railjack mission from Dry Dock and skipping the cinematic.
    Fixed the Railjack Wing Turrets FX lingering across the game until you restarted.
    Fixed a crash when on the Railjack Pilot seating during level level transition.
    Fixed a crash when transitioning to missions from the Railjack.
    Fixed a crash when failing a Railjack mission.
    Fixed a crash when in the Intrinsics screen.
    Fixed a crash when in the Options menu.
    Fixed a crash when firing the Acrid.
    Fixed a crash related to the Inbox.
    Fixed a crash when looking at Warframe Ability videos in the Arsenal.
    Fixed a script error when casting Revenant’s Enthrall ability.
    Fixed a script error when casting Rhino’s Iron Skin ability.
    Fixed a script error when casting Nekros’ Desecrate ability.
    Fixed a script error when casting Vauban’s Minelayer ability.
    Fixed a script error when casting Gauss’ Redline ability.
    Fixed a script error when casting Wisp’s Reservoirs ability.
    Fixed a script error when casting Mirage’s Sleight Of Hand ability.
    Fixed a script error when casting Wukong’s Primal Fury ability.
    Fixed a script error when casting Harrow’s Thurible ability.
    Fixed [HC] text appearing for ‘Waiting For Players’ and ‘Leaving Soon’.
 
[DE]Megan


Vendredi 13 décembre 2019
 
Empyrean - Update 27

Empyrean: Take flight

Update 27 has arrived.

Empyrean has arrived - your journey with your Railjack has just begun.

We’re here to answer one simple question for you: “How do I play Empyrean?”

If you have completed the ‘RISING TIDE’ Quest, you are ready. If not - squad up with a Railjack-ready Tenno, or begin the Quest yourself.

Earth Proxima, Saturn Proxima, and Veil Proxima are destinations your Railjack can access with this Update. Things get harder the further from Earth you stray - prepare yourself and your squad. It will take time to master your Railjack.

Empyrean brings the foundations of a new progression system - INTRINSICS, as well as completely new Avionics, Gear, and Resources for you to earn and find. You and your crew will need to stay together to stay alive.

This is the beginning of Empyrean. War is coming.

Is your Crew ready?

The Warframe Team

Hello, and thank you for flying with Warframe Empyrean! The following notes are your go-to manual and guide towards the success of your own Railjack experience. We’ve split the Empyrean category of the notes into 2 main sections:

PRE-FLIGHT, everything you need to know to arm your vessel for grofit, and IN-FLIGHT OPERATIONS, what you will experience whilst aboard your Railjack.

1. Pre-flight

If you’ve been following along with the development of Empyrean you’ll know that this ambitious content is highly geared towards the Co-op experience. It is entirely possible Solo, but the difficulty may be overwhelming. Greater Solo support will be coming in 2020 with the Command Intrinsic (explained below under INTRINSICS).

Finished “RISING TIDE”? The time has come to breathe life into your dormant Railjack. Enter your Railjack and proceed to the Reliquary located in the aft. From there you’ll initiate a mission to seek the missing piece before you can Take Flight… good luck, Tenno.

Research

The RESEARCH console in your Dry Dock allows access to different ARMAMENTS and COMPONENTS towards your Railjack in your Clan. The Research will be Clan-wide, and players will be able to Fabricate the completed Research for their respective Railjack.

*Further clarification: Fabrication requirements are per player, Research requirements are per Clan.

The base MK of each COMPONENT, (Shield Array, Engine, Reactor) and ARMAMENT (Nose Turret, Wing Turrets, and Ordnance) are available to Research. Once you have fully Researched the base MK, the next MK is unlocked for Research (with MK 3 being the max).

Wreckage

COMPONENTS and ARMAMENTS can also be found in missions as WRECKAGE items from long-destroyed Railjacks from The Old War. These WRECKAGE parts require Repairs to bring them back to their former glory, which you can either Fund (similar to Foundry) or with the use of a Rush Repair Drone in the CONFIGURE panel to instantly turn it from WRECKAGE to usable gear  (find it in the Market!).

Each WRECKAGE part has its own unique set of stats that can be applied, such as Status Effects, increased Fire Rate, etc. If you decide this WRECKAGE part is not needed in your Inventory you can choose to SCRAP it in 2 different ways:

    SCRAPPING a WRECKAGE item before Repairs grants Dirac, the currency used to upgrade your AVIONICS GRID, or your Avionic themselves (similar to Endo).
    SCRAPPING a WRECKAGE item after Repairing gives you back your crafting materials you spent to Repair it (Titanium, Carbides, etc).

WRECKAGE parts belong to their respective House -- Lavan, Vidar, and Zetki -- which you will see also referred to in the AVIONICS section.

You can have a capacity max of 30 WRECKAGE in your Inventory. Any new WRECKAGE obtained will be automatically scrapped for Dirac, so managing your Inventory and Repairing when able is important!

Configure railjack

The CONFIGURE RAILJACK console in your Dry Dock is the home for the guts of your Railjack and for your own personal set of skills as a Tenno.

Components

Equip your desired Shield Array, Engines, and Reactor to your Railjack! Here is where you can also Repair or SCRAP your WRECKAGE COMPONENTS.

Shield Array: Determine your Railjack’s Shield capacity and regeneration rate/decay.

Engines: Determine your Railjack’s top speed, acceleration, and handling (turning rate).

Reactor: Determine your Railjack’s Avionics Capacity for Avionics, as well as Flux Energy Capacity for Tactical Abilities and Battle Avionics.

Armaments

Equip your desired Nose Turret, Wing Turrets, and Ordnance for your Railjack! Here is where you can also Repair or SCRAP your WRECKAGE ARMAMENTS.

Nose Turret: The Railjack Turret solely used by the Pilot.

Wing Turrets: The Railjack Turrets that are located on both the port and starboard side of the Railjack, and can be used by non-pilot crew members.

Ordnance: Ordnance weapons are more powerful than your Turrets, but are limited by Munitions, to get you out of some hairy situations.

Avionics

This is where you can really boost your Railjack's core functionality - AVIONICS attribute to your Railjack's overall performance and destructive capabilities!

All Players will be provided 3 complimentary Avionics to give them a head start on outfitting their Railjacks:

Bulkhead - Increases your Railjack’s Hull!

Hyperstrike - Increases all Turret Damage!

Hull Weave - Increases your Railjack’s Armor!

The AVIONICS screen is split into numerous sections:

STATISTICS: Shows the accumulated stats for the Railjack after all the Avionics, Components, and Armaments are installed.

BATTLE: Onboard systems, unique to the Railjack. These work like Warframe Abilities, but are Railjack specific.

INTEGRATED: Passive stat increased for the Railjacks weapons, shields, and more.

TACTICAL: Real time utility Avionics for heated battle decisions.

Upgrading

Just like Modding anything in Warframe, Railjack has an Avionics Capacity, which represents the space available to add Avionics. By using Dirac, the currency gained from SCRAPPING or completing Railjack missions, you can Upgrade in AVIONICS for 2 purposes:

    GRID: The slots which Avionics are placed. Each GRID can be Upgraded with Dirac to a max of 3 times, thus being able to hold stronger Avionics.
    AVIONICS: Avionics themselves can also be Upgraded by using Dirac. Similar to the Mods you know now: the higher the upgrade, the higher cost to equip it in your GRID.

Houses

Meet House Lavan, makers of Railjack technology from the Old War. Specializing in engines and shields, House Lavan focused on delivering rock-solid technology at a lower resource cost.  Their components were the backbone of the Orokin fleet but lacked the customization required by elite units.

Meet House Vidar, makers of Railjack technology from the Old War. House Vidar were material specialists that made a name for themselves with the shrewd balancing of performance and cost.  The ability of their hull and armor components to withstand extreme elements earned them the loyalty of specialized units.

Meet House Zetki, makers of Railjack technology from the Old War. House Zetki's components were considered the best of the best. However, their exorbitant resource and energy requirements meant that only the fleet's most important vessels could be outfitted with Zetki technology.

There are different Houses of Railjack COMPONENTS, ARMAMENTS, and AVIONICS (Lavan, Vidar, and Zetki) that offer different strengths and weaknesses, allowing you to further customize your Railjack upgrading experience. Many of the same Avionics exist across the Houses. For example, you will find 3 different versions of the Avionic ‘ANODE CELL’ - a Lavan version, a Vidar version, and a Zetki version.

SCRAPPING can also be done to your Avionics for more Dirac.

New Railjack Damage & Status Effect Types:

Throughout the COMPONENTS, ARMAMENTS, and AVIONICS options you’ll notice new Damage & Status Effect types. These new Damage & Status Effect types are unique to Railjack’s escalated combat space - things get crazy out in space!

    Particle Damage results in a Tear Status Effect:

      Tears holes into the hull of the enemy ship. Allowing players to deal increased damage.

    Ballistic Damage results in a Concuss Status Effect:

      Concuss the crew aboard the ship. Enemy has reduced aim and damage.

    Plasma Damage results in a Decompress Status Effect:

      Puncture holes into the armor/shields of the enemy ship. Decreasing the overall shield/armour value.

    Incendiary Damage results in a Sear Status Effect:

      Rounds burn through the hull of the ship dealing Damage Over Time.

    Ionic Damage results in a Scramble Status Effect:

      Temporary disable the enemies flight controls.

    Chem Damage results in a Intoxicate Status Effect:

      Confuses Enemy pilot. Enemy will target anyone around them.

    Frost Damage results in an Immobilize Status Effect:

      Ship controls freeze causing the enemy ship to fly forward to a stop.


Payload

Prepare for your mission at hand by stocking up in the Dry Dock! By consuming specific Resources you can craft the following in advance:

    Revolite

      The Omni gear item requires Revolite to carry out repairs on your Railjack as you take damage in battle.

    Flux Energy

      Battle and Tactical Avionics use Flux Energy.

    Dome Charge

      Dome charges are consumed by Forward Artillery.

    Munitions

      Munitions are required to launch Ordnance.

These items can also be crafted in your Railjack in the heat of battle as you collect Resources in realtime (explained below under RESOURCE FORGE), so don’t worry if your Resource wallet is a bit dry before you take flight.



Intrinsics

This skill point based system is your personal home base for core progression aboard your Railjack! Intrinsics determine how efficient and effective your personal skills are when in flight, from the artillery you can equip, your Railjack maneuvering skills, and much more! Each Intrinsic has a max rank of 10, with each rank granting a better boost towards its respective Intrinsic. As the Intrinsic rank grows, so does the cost at which it requires to be ranked up!

Each Intrinsic Point Spent earns you 1,500 Mastery. If you complete 10 ranks in a given Intrinsic, that will be 15,000 Mastery. Months from now, if you complete 10 ranks in every Intrinsic, that will be 60,000 Mastery!

Earning: Intrinsics are earned by completing Railjack missions, and by performing actions to aid in the success of the mission: repairs, boarding party combat, etc.

Spending: Intrinsics are a general skill currency that can be allocated to whichever Railjack skill you want. These can be boosted when you're back in your Dry Dock or in the Profile Menu screen back in your Orbiter.

Tactical

Increase your focus on the big picture of battle. Improved Tactical skills such as recalling back to the Railjack, powerful Tactical deployment abilities, and more.

Piloting

Forge a bond with the vessel. Improved Pilot skills with Railjack maneuvers like Dodge and Drift, asteroid collision damage reduction, and more.

Gunnery

Unlock the deadly power of your Arsenal. Improved Gunnery skills towards your Railjack’s weaponry, access to the Archwing Catapult, and more.

Engineering

Mend the scars of battle and feed the war machine. Improved Engineering skills to bolster battle crafting yields, forge payload items in real time, and more.

Command* 2020.

In an upcoming Empyrean expansion the Command Intrinsics will be available to increase the efficiency of your on-board Railjack crew.

*When the COMMAND Intrinsic launches in 2020, we will also offer a chance to rebalance your Intrinsic skills, thus refunding you all your spent Intrinsics to edit your skills however you please with the addition of COMMAND.



Customization

Truly the most important and crucial element to a Railjack are the customizations! Here you can choose your Railjacks exterior and interior colors, give it a personalized name fit for battle, slap on a Glyph of your choice, apply a Railjack Skin if you’re a Jar Jar Binks hater, and choose the ‘Wear & Tear’ level! Sticks and stones won’t break Tenno bones but the void of space will judge your fashionframe choices.

Railjack mission regions

Proxima: Earth, Saturn, Deep space.

A new selection of missions in the PROXIMA regions of planets and space have appeared.

If you don’t have a Railjack or are wanting to join another crew, you can do so using the “Join a Crew” toggle in the Star Chart. If you want to use your own Railjack, you can “Form a Crew” and host the mission by starting it from Navigation in your Railjack.

You can enter your Railjack from the Dry Dock itself, via the Railjack express console at the back of your Orbiter (located just outside the Personal Quarters area), or by accessing the “Board Railjack” option in the Menu from your Orbiter (option to “Return to Orbiter” is also available while on the Railjack!). 



Change your Warframe's Loadout before taking flight by accessing the Arsenal located within your Railjack, across from the boarding port.  The Arsenal is disabled once you have taken off, so select the best gear for the mission before hand.

Earth proxima

Earth Proxima is the beginning region for Empyrean. It is here where you will experience the tried-and-true Exterminate missions, with the added twist of taking down Points of Interest that offer you additional challenge. You will be able to earn important Avionics and Resources here to grow more powerful. All Affinity Earned will count toward INTRINSIC POINTS, which allow you to progress in your chosen Intrinsics - you can specialize, or be a jack of all trades! The choice is completely up to you. 

1) FREE FLIGHT - We recommend starting here. A free-flight mode that allows you to practice flying / boarding / and more. No Affinity is earned here.

    SOVER STRAIT
    POSIT CLUSTER 
    MINHAST STATION 
    PHANGHOUL SATELLITES
    IOTA TEMPLE 
    JEX LANES
    OGAL CLUSTER
    KORMS BELT
    RIAN BELT
    BENDAR CLUSTER

SATURN PROXIMA: Requires RANK 3 INTRINSIC in any Category. 

Once you have completed all Earth Proxima nodes, you or a crewmember may have enough Intrinsic Points to unlock SATURN PROXIMA. Here you will find better gear, and missions that have more complexity than just Exterminate. Good Luck!  

MORDO CLUSTER

KASIO'S REST

VILA GAP

SPIRO GAP

NODO GAP

LUPAL PASS

VAND CLUSTER

VEIL PROXIMA: Requires RANK 7 INTRINSIC in any Category. 

VEIL PROXIMA is a mysterious region. Only the best will survive it, and what they find will change things forever. 

RYA

FLEXA

GIAN POINT

RUSE WAR FIELD

NSU GRID

GANALEN'S GRAVE

H-2 CLOUD

R-9 CLOUD

2. IN-FLIGHT OPERATIONS

While the heat of battle rages on outside the glass of your Railjack, there will be plenty to do inside to maintain not only your Railjack’s survivability, but also your team’s survivability! 

There are 3 Turrets aboard this Railjack. One in the pilot seat, and two on the port and starboard sides. Each Turret is also equipped with Ordnance for your destruction pleasures. The Railjack has 6 emergency exits that will eject you into space via your Archwing. Towards the top aft of the Railjack holds your Archwing Catapult that Gunnery Intrinsic Rank 3 will be able to access!

BOARDING PARTIES

Sometimes the fight gets brought to you, Tenno! Incoming enemy Ramsleds will puncture your Railjack with enemies spilling out into your interior for combat. Their job is to inflict as much damage as possible to the Railjack, resulting in continued fires, while also seeking out your crew. Taking out these boarding parties will be crucial to the health of your Railjack!

TACTICAL MENU: Prerequisite Tactical Intrinsic Rank 1

The higher your Tactical Intrinsic skill, the more enhanced your Tactical Menu will become! By pressing the default ‘L’ key, your view will shift to aid in you and your squadmates’ realtime actions. 

Railjack Tactical Abilities

    Located on the Tactical Menu screen, your chosen Railjack Tactical Avionics that you equipped back in the Dry Dock are accessed here. These Abilities affect the Railjack as a whole, such as Void Cloak, etc. Although these Tactical Abilities do have a cool down, they do not draw from the Railjack Flux Energy pool. 

Minimap, Squad Stats & Tasks

    The initial minimap shown represents your own. Pressing the default ‘TAB’ key will shift the view between your squadmates and their minimap location. Here you will also see their vitals, location name, and option to remote drop their respective Warframe Ability! If things are on fire (literally) or your Railjack Flux Energy pool is depleted, you can suggest tasks for squadmates to do, which Cy will graciously instruct them to do.

Remote Warframe Abilities

    The Tactical Menu allows you to remote detonate Warframe Abilities respective to the Warframes in your squad! See your Wukong squadmate being overtaken while aboard an enemy Crewship? Remote drop a Celestial Twin right beside them for backup!

These Warframe Ability drops require Flux Energy at the cost of your Railjacks Flux Energy pool - so use wisely! Those with a top tier Tactical Intrinsic rank will see reduced Flux Energy costs and reduced cooldown times.

FIRES & HULL BREACHES

Upon the Railjack taking Health damage, fires will start to litter the many levels and corners of the Railjack! By equipping the Omni item in your gear wheel that is automatically given to you when you board a Railjack, you can target these fires and extinguish them!

If you fail to extinguish all the fires with haste, a Hull Breach will occur! Hull Breaches are represented in the minimap as red flame icons as opposed to normal fires which are orange. A Hull Breach is serious business, and Cy isn’t messing around when he says that critical failure is imminent. Once fires and Hull Breaches have been fully extinguished the Railjacks Health will be restored! If Hull Breaches are not extinguished within the given time on the UI, the mission will fail.

The Omni is not infinite, and does require its own ammo, called Revolite. Revolite can be crafted in the PAYLOAD screen back in the Dry Dock, or onboard the Railjack in real time (see RESOURCE FORGE section).



RESOURCE FORGE

Located in the aft bunker of the Railjack is the Forging Bay! Similar to the PAYLOAD screen in the Dry Dock, you can Forge Revolite, Flux Energy, Dome Charges, and Munitions in real time as the mission progress! Copernics, Cubic Diodes, Carbides, and Pustrels collected throughout the mission are directly attributed to this screen and are eligible for Forging!

All Resources earned in Railjack missions that are not spent Forging will be awarded upon a successful End of Mission!

New resources

Railjack Resources are littered out in that vast starry void of never ending stars! These will be crucial to collect to advance the technology of your Railjack:

    Isos
    Aucrux Capacitors
    Gallos Rods
    Komms
    Trachons
    Bracoid
    Kesslers
    Fresnels
    Titanium
    Nullstones
    Asterite

New rewards

Alongside the Resources listed above, new and familiar rewards await you in Railjack missions:

Wreckage (components and armaments)

    Components and Armaments from The Old War exist as WRECKAGE in the Proxima regions. Find these and Repair them to use them! You can Repair these by contributing Resources, like in the Foundry but done in the Dry Dock, or instantly with a Repair Rush Drone.

Avionics (battle, integrated, tactical)

    AVIONICS are your key to Upgrading your Railjack. Obtain these to increase your offensive, defense, and tactical prowess! These can be upgraded with DIRAC (below). Avionics drop from Railjack enemies in space - destroy them for your Avionics!
    Over 60 Avionics are out there - find them all, Tenno!

Riven sliver

    Introduced in Update 26: The Old Blood, bring 10 of these to Palladino for a Riven! Limited to 1 Riven per week.

Forma blueprint

    Players have often requested an alternate path to obtain Forma Blueprints. Forma Blueprints can be found within the rewards of Railjack!

Dirac 

    Dirac is a powerful Resource that makes your Avionics and Railjack stronger. Use it to Upgrade your Railjack’s Grid and Avionics!

Kuva

Captura scenes & more mysteries within veil proxima

The deeper you venture into the unknown, the greater the quality of the reward!

And thus concludes our guide to Railjack! We hope you have a safe and pleasant flight!

New deluxe items

Excalibur Zato skin

He who has nothing to lose is truly free. This skin for Excalibur embodies the nomadic, unbowed spirit of those who call every world home.

Oku Nikana skin

This Nikana skin is an ode to a beautiful life cut short. A signature Nikana skin for Excalibur Zato.

Excalibur Zato collection

Wander the world, beholden to none. The Excalibur Zato bundle includes the Excalibur Zato Skin, Zato Sugatra and the Oku Nikana Skin.

Excalibur Zato animations

Both Excalibur Zato’s Agile and Noble Animations are available for purchase in the Market! These animations can be equipped on any Warframe of your choosing.

Operator Zato collection

The System is yours with this Excalibur Zato-inspired cosmetic collection for your Operator. Includes Zato Oculus, Zato Earpiece and Zato Facial Accessory for your Operator.

NEW REINFORCEMENTS

Quellor

The Quellor was standard-issue to Dax Railjack crews of the Old War, dating back to the earliest, pre-Sigma craft. A rapid-fire assault rifle with a hefty magazine-size, the Quellor is an all-round workhorse.

Pennant

The steel flag of Old War Railjack crews, the Pennant was invaluable in repelling boarders.

New cosmetics

Zundi pistol skin

As no Zundi weapons survive from the Old War, this formidable pistol skin was created to honor them. Stout, distinctive, and intimidating - it is a reminder of times past.

Sigma series sugatra

A Sugatra that was traditionally clipped to the weapons of Old War Railjack crews.

Sigma series armor bundle

The hardened Sigma Series Armor was recognized battle dress for Old War Railjack Warframes.

Sigma series parazon skin

This Parazon model was gifted to the first Warframe Railjack crews.

Sigma series syandana

This Syandana was a mark of honor, and part of the battle dress of Warframe Railjack crews.

Sigma series kavat armor

Old-War-era battle-shell for shipboard mascots, service animals, and attack beasts.

Empyrean grand bundle

This massive bundle includes the full Sigma Series cosmetic range: Armor Set, Kavat Armor Set, Syandana, Sugatra and Parazon Skin. Also contains the Zundi Pistol Skin, Quellor Rifle, and Pennant Great Katana. Also includes 3-Day Affinity and Credit Boosters.

Caballero railjack skin

Conquer the skies with this noble Railjack Skin.

Sungem railjack skin

Swoop in and attack with this streamlined Railjack Skin.

New market items

Dirac

Consumed to upgrade the Railjack Grid and Avionics.

Rush repair drone

This single-use item instantly repairs Wreckage in the Dry Dock.

Lavan avionics bundle

This Avionics Bundle showcases the House Lavan range of Avionics.

Zetki avionics bundle

This Avionics Bundle showcases the House Zetki range of Avionics.

Vidar avionics bundle

This Avionics Bundle showcases the House Vidar range of Avionics.

Arch-gun changes

We have re-balanced Arch-guns in Archwing mode only, held Arch-guns in atmospheric (ground) combat is unaffected. Submersible Archwing now uses your weapons like open world Archwing does. 

    Arch-Guns in Archwing mode

      All hitscan Archwing weapons converted to projectile when in space
      Increased fall off range from 200-400 to 300-600
      Increased min fall off damage from 10% to 50%
      Increased projectile speed of the Kuva Ayanga while in space.

Riven Disposition Changes

Christmas has come early! Initially these changes were planned for the release of Ivara Prime, but it has snuck into Empyrean so we’re rolling with it! For those that missed our previous Riven Workshop, this is our first time balancing Dispositions per weapon instead of per weapon family, as this functionality was added with The Old Blood update. Check out the Dev Workshop on how we’ve chosen to undergo these changes: https://forums.warframe.com/topic/1151402-december-2019-riven-disposition-updates/

    Primaries

      Acceltra: 1->0.8
      Argonak: 1.2->1.25
      Boar: 1.34->1.4
      Boltor: 1.05->1.2
      Telos Boltor: 1.05->1.1
      Boltor Prime: 1.05->1.1
      Braton: 1.2->1.3
      MK1-Braton: 1.2->1.35
      Braton Vandal: 1.2->1.25
      Burston: 1.3->1.4
      Cernos: 1.15->1.25
      Rakta Cernos: 1.15->1.2
      Cernos Prime: 1.15->1.2
      Daikyu: 1.3->1.25
      Dera: 1.3->1.35
      Dread: 1.2->1.25
      Fulmin: 0.8->0.65
      Glaxion: 1.25->1.3
      Gorgon: 1.3->1.4
      Gorgon Wraith: 1.3->1.35
      Grakata: 1.15->1.25
      Prisma Grakata: 1.15->1.2
      Grinlok: 1.25->1.3
      Hek: 0.95->1.1
      Vaykor Hek: 0.95->1
      Hema: 1.25->1.3
      Ignis: 0.55->0.6
      Karak: 1.28->1.35
      Komorex: 1->1.1
      Lanka: 0.8->0.9
      Latron: 1.3->1.4
      Latron Wraith: 1.3->1.35
      Lenz: 0.9->0.95
      Nagantaka: 1.2->1.25
      Opticor Vandal: 1.05->1
      Paris: 1.3->1.35
      MK1-Paris: 1.3->1.4
      Penta: 1.3->1.35
      Quanta: 1.35->1.4
      Rubico: 0.65->0.7
      Simulor: 1.1->1.2
      Synoid Simulor: 1.1->1.15
      Snipetron: 1.25->1.3
      Soma: 0.85->1
      Soma Prime: 0.85->0.95
      Stradavar: 1->1.05
      Strun: 1.35->1.4
      MK1-Strun: 1.35->1.45
      Supra:0.8->0.9
      Supra Vandal: 0.8->0.85
      Sybaris: 1.05->1.2
      Dex Sybaris: 1.05->1.15
      Sybaris Prime: 1.05->1.1
      Tenora: 1.05->1.1
      Tetra: 1.45->1.5
      Tiberon: 0.85->0.9
      Tigris: 0.55->0.65
      Sancti Tigris: 0.55->0.6
      Vectis: 0.8->0.95
      Vectis Prime: 0.8->0.85
      Vulkar: 1.4->1.45
      Zhuge: 1.15->1.2

    Secondaries

      Afuris: 1.39->1.45
      Akbolto: 0.8->0.95
      Telos Akbolto: 0.8->0.9
      Akbolto Prime: 0.8->0.85
      Akbronco: 1.25->1.35
      Akbronco Prime: 1.25->1.3
      Akjagara: 0.9->0.95
      Akjagara Prime: 0.9->0.85
      Aklex: 0.8->0.9
      Aksomati: 1.2->1.25
      Akstilletto: 0.5->0.6
      Akstilletto Prime: 0.5->0.55
      Akvasto: 1.2->1.25
      Angstrum: 1.3->1.35
      Arca Scisco: 1->1.05
      Ballistica: 1.1->1.2
      Rakta Ballistica: 1.1->1.15
      Ballistica Prime: 1.1->1.15
      Bronco: 1.35->1.4
      Castanas: 1.35->1.4
      Cyanex: 0.85->0.8
      Cycron: 1.15->1.2
      Detron: 1->1.1
      Dual Cestra: 1.3->1.35
      Dual Toxocyst: 1.3->1.35
      MK1-Furis: 1.35->1.4
      Gammacor: 0.95->1.05
      Synoid Gammacor: 0.95->1
      Gaze: 1->0.9
      Hikou: 1.05->1.2
      Hikou Prime:1.05->1.15
      Hystrix: 1.1->1.15
      Knell: 1.2->1.25
      Kulstar: 1.25->1.3
      Lato: 1.35->1.4
      Lex: 1.05->1.15
      Lex Prime: 1.05->1.1
      Marelok: 0.95->1.05
      Vaykor Marelok: 0.95->1
      Ocucor: 1.1->1.15
      Pandero: 1->1.05
      Plinx: 1.1->1.15
      Pyrana: 0.65->0.7
      Pyrana Prime: 0.65->0.6
      Rattleguts: 0.75->0.7
      Sicarus Prime: 1.1->1.2
      Sonicor: 1->1.05
      Spectra Vandal: 1.46->1.4
      Spira: 1.15->1.2
      Stubba: 1.3->1.35
      Tombfinger: 0.7->0.65
      Prisma Twin Gremlins: 1.2->1.15
      Twin Vipers: 1.41->1.45
      Tysis: 1.51->1.45
      Vasto: 1.35->1.4
      Viper: 1.35->1.4

Optimizations

    Improved network protocols to improve matchmaking, presence, and game-invitations in certain Eastern European regions without open access to the internet.
    Optimized hitches when joining popular Chat channels (eg Region) when you have a large number of Friends or are part of a large Clan.
    Made a micro-optimizations to Oberon Primes FX.
    Made a small optimization and fixed a potential crash in rendering.
    Made some micro-optimizations to memory management to save a few MB on large levels.
    Made some micro-optimizations to AI avoidance.
    Made some micro-optimizations to rendering.
    Fixed a memory leak that could occur when certain types of lights were in view.
    Fixed slow leak that would degrade performance in missions like Sanctuary Onslaught.
    Fixed missing textures on the leg of the Infested Ancient.

General Additions

    Added 2 new Challenges:

      I'm The Captain Now - Pilot a hijacked enemy Crewship during a Railjack mission.
      From out of the Sun - Shoot down 100 enemies while in a Railjack.

General Changes

    If you so choose, you can now ride the barges in the Dry Dock!
    Mite Raknoid spawn time between broods will now increase over time if the Exploiter Orbs vents are not dealt with to address endless spawn abuse.
    Improvements towards the algorithm of dynamic vendor (Hok, Ticker, etc) items to guarantee even appearances.
    Reduced the input lag of the universal Blink mechanic when using a controller and fixed the Blink binding not being automatic.

Fixes

    Fixed being able to start the Rising Tide quest before completing Second Dream if you set it as your active quest from the World State Window.
    Fixed inability to Install Cephalon Cy in the Dry Dock after initiating the Rising Tide quest while in the Dojo.
    Fixed a loss of functionality when attempting to modify your Parazon on another players Orbiter.
    Fixed Kuva Lich having the attention span of a squirrel when surrounded by Nidus’ Maggots.
    Fixed Kuva not appearing Taxed on the End Of Mission screen.
    Fixed the World State Window's "Next Objective" panel directing players to the the Mars->Ceres Junction before Mars->Phobos Junction.
    Fixed Grineer Guardsmen blocking 100% of damage.
    Fixed enemies like Sentients being put into a ‘lifted status’ and playing wonky or popping animations because they weren't set up to ragdoll or rise from ragdoll.
    Fixed Ancient Healer Specters not teleporting to players in Orb Vallis or Plains of Eidolon. As reported here: here
    Fixed Coildrive hacking console not appearing for Clients.
    Fixed the Vitruvian power surge during The Sacrifice quest causing the Orbiter ‘Wear & Tear’ to strobe as if it were a light.
    Fixed the Orbiter floor not matching the amount of ‘Wear & Tear’ as the rest of the Orbiter when at the lowest value.
    Fixes towards Elemental FX being misaligned when using a Zaw Skin - some alignment issues still remain.
    Fixed the Astreos Sword And Shield Skin being opened by default when loading into a mission.
    Fixes towards the Cumulus Syandana clipping through numerous Warframes.
    Fixed text being crunched for some languages in the Kuva Lich UI when it spawns.
    Fixed collision volumes in the Orbiter Arsenal wall.
    Fixed filepath text when attempting to add a Friend on a newly created account. As reported here: here
    Fixed a script error when removing your Cyst.
    Fixed loot appearing under the floor in the Corpus Gas City tileset.
    Fixed a level hole in a Plains of Eidolon cave. As reported here: here
    Fixed numerous level holes across the Grineer Asteroid and Grineer Fortress tilesets..
    Fixed a script error from Inaros’ Undying Passive.

Missed Change

    Vauban’s Flechette Orb Damage multiplier now scales based on average enemy level in range.
 
[DE]Megan


Mardi 26 novembre 2019
 
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.
 
[DE]Megan


Lundi 25 novembre 2019
 
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 Narvarr Prime Armor.
    Fixed Audio Options text appearing as boxes or otherwise being smaller than expected.
 
[DE]Megan


Vendredi 22 novembre 2019
 
Rising Tides - Hotfix 26.1.1

Changes

    Titania now uses the new Archwing flight model. This fixes her current situation of being very janky while in Razorwing.
    Removed an unnecessary Railjack camera binding that was a text filepath.

Fixes

    Fixed a crash when attempting to Decorate your Dojo.
    Fixed a crash when a Host migration occurred.
    Fixed failed Kuva Lich Parazon stabs showing as two fails. This was just a UI bug, and not actually counting towards two fails.
    Fixed low number of spawns in the Rising Tides Quest Defense mission.
    Fixed inability to dodge in Archwing.
    Fixed overly bright Melee FX when attacking with the Astreos Sword and Shield Skin equipped.
    Fixed flickering UI when viewing the Syndicate detail screen.
    Fixed out of memory handler requiring memory to show you the error message.
    Fixed a script error when pressing ‘L’ in the Dry Dock.
    Fixed cases where the Contribution screen in the Dojo would show values past the required amount (ie 600/45 instead of 45/45). This was a rare UI bug that was influenced by the hot server issues experienced shortly after launch.
    Fixed broken lighting and reflections in the Grineer Settlement tileset.
    Fixed a script error when attempting to change the Personal Quarters (Aquarium, Stencil, etc). This was also influenced by the hot server issues attempting to update the database.
    Fixed a script error that could occur if Revenant tried to Enthrall without a target.

Known issues

    Arch-Melee target homing mechanic no longer functions correctly on some Arch-Melee weapons.
    Struggles with triggering universal Blink on a controller unless bindings are manually rebound.
 
[DE]Rebecca


Vendredi 22 novembre 2019
 
Rising Tide - Update 26.1

Dry Dock

The Dry Dock has arrived - it’s time to prepare with a new QUEST: RISING TIDE. By the end of this quest you’ll have assembled a Railjack, but it is not ready for flight. The time will come, Tenno.

The balance of power is tipping.  An imminent threat grows stronger, surging across the Origin System. Will you stand against it? Keep pace in the arms race by starting construction on your Clan’s Dry Dock!

Build the Dry Dock, assemble your Railjack and prepare for the coming battle. What will begin as a hangar will evolve into your sanctuary, a space to hone and upgrade your ship with powerful technology to become the weapon you’ll need. Build the Dry Dock by rallying your clan and contributing Resources to its construction. After that, if you have completed the Second Dream Quest, start the Rising Tide Quest to begin forging your Railjack.

Building your railjack: rising tide quest

The Grineer threat is mounting and you must rise to meet it. Track down the pieces of a long destroyed Railjack and breathe new life into it with the help of the newest Cephalon, Cy!

    The Lost Cephalon

      Building your Railjack begins with recruiting a Cephalon to pilot it. Begin by researching the Railjack Cephalon in at the Railjack Research Console in your Dry Dock. Once the research is complete, return to the Railjack Research Console to purchase a Railjack Cephalon blueprint and begin the process of crafting him in your Orbiter Foundry and installing him in the Dry Dock.

    The Broken Vessel

      Time has not been kind to the Railjacks. You’ll need to work with Cephalon Cy to find viable salvage from wreckage across the Origin System. After Cephalon Cy is installed in the Dry Dock, locate the six necessary Railjack components, retrieve them, then return back to the Dry Dock to restore them to glory. Once your Railjack is rebuilt, you’ll be able to board and explore your ship. Ignition and flight command requires additional components, which have yet to be located by Cephalon Cy.

New resources preview

This update previews new Resources for future update EMPYREAN! When Empyrean launches, a wide variety of Railjack Specific resources will launch in missions, but we are previewing 4 new Resources early to aid in the construction of your Railjack:

    Eximus Units will Drop 2 of the new Resources:

      Eximus units on Ceres *Shipyard = Cubic Diodes
      Exmius units on Europa *Ice Planet = Carbides

*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)

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!

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.

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. 

1. 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.

2. 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.
 
[DE]Megan


Mardi 19 novembre 2019
 
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.
 
[DE]Megan


Mardi 19 novembre 2019
 
The Old Blood - Hotfix 26.0.8

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.
 
[DE]Megan


Vendredi 15 novembre 2019
 
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.
 
[DE]Megan


Jeudi 7 novembre 2019
 
The Old Blood - Hotfix 26.0.6.1

Fixes

    Fixed Valence Transfer not applying to the Kuva Shildeg and Kuva Ayanga.
 
[DE]Megan


Jeudi 7 novembre 2019
 
The Old Blood - Hotfix 26.0.6

We’re back again with our 7th Hotfix since The Old Blood’s initial release 7 days ago! We have a major improvement in the pipeline to release very soon: Kuva Lich Trading! There are also two issues we are looking to solve in a calculated and better thought-out way to avoid the scenario we created yesterday with fixing a bug. The first issue is making the co-operative aspect of Lich hunting rewarding, and the second is treating the condition of downing your Lich (despite not having the right Requiems) have a different flow in a mission.  Thank you for your patience!

We do have one feature that speaks to Duplicate weapon feedback available in this Hotfix: VALENCE TRANSFER!

New Kuva Weapon Combining: Valence transfer

Replace a Kuva weapon’s innate damage bonus with one from another Kuva weapon of the same kind. This process destroys the donor weapon and overrides the previous Kuva weapons damage bonus.
 
For example: 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.

    1. Head to your Arsenal
    2. Navigate to the Upgrade screen of the desired Kuva weapon
    3. Select ACTIONS and then the new VALENCE TRANSFER option
    4. Select the Kuva weapon you would like to consume
    5. Type TRANSFER into the prompt to confirm the consumption - this also displays what buff you are replacing
    6. Grofit!


NOTE AS OF 5:49 EST: We are aware of an issue surrounding some Valence Transfers not working. We are looking into it right now.

General Kuva Lich Phase 2 Changes & Fixes

    Improved the Kuva Lich “push beam” ability to not take as long to ramp up and not take as long to ramp down.
    Fixed Kuva weapon Blueprints staying in the End Of Mission screen indefinitely after Vanquishing a Kuva Lich, regardless of missions run afterwards.
    Fixed Recovering all your Taxed items, including the Kuva weapon Blueprint, if you Vanquish your Kuva Lich and then abort the mission.
    Fixed the Kuva Lich spawning inside Defense consoles, thus rendering them invincible.
    Fixed a case where Kuva Lich’s could break out of their downed state for Clients (and very, VERY rarely on Host) preventing the Mercy success/fail animations from playing.
    Fixed Clients being left wielding their Parazon after Vanquishing their Kuva Lich.
    Fixes towards Clients not playing the Mercy animation if a Host has already executed a Mercy.
    Fixed the Kuva Ogris not creating a fireball or any fire FX on impact if the Nightwatch Napalm Mod is equipped.
    Fixed text on the Vanquish/Convert Kuva Lich screen being cut-off in localized languages.
    Fixed a script error when performing a Mercy on a Thrall.
    Fixed a script error leading to frozen UI (and other things) if a player is killed during the Lich-stabbing sequence.

Melee Phase 2 Changes & Fixes

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

    Updated numerous Channeling Mods to read MELEE instead of CHANNELING.
    Removed the tactical dodge multiplier when doing Parry+Dodge in Air. This resulted in a slow mid-air that was not useful for momentum.
    Fixed Exodia Valor increasing combo points on every Melee hit instead of just lifted enemies.
    Fixed Focused Defense not applying correctly.
    Fixed True Punishment not applying correctly.
    Fixed Enduring Strike not detecting Lifted enemies.
    Fixed Reflex Guard not applying correctly.
    Fixed broken references to Heavy Slams on several weapons.

Fixes

    Fixed inability to charge Operator Void Blast for Madurai Rising Blast. 

      Due to Melee Phase 2 removing ‘hold to charge’ attacks, you’ll now always have a fully charged up Void Blast before attacking with Rising Blast. We’re investigating some other options to bring back its original functionality, where you can release the charge early, with the new Phase 2 mechanics.

    Fixed Out of Sight Blind mechanic not functioning if the Mercy kill animation doesn’t play due to the target being awkwardly placed (close to a wall, etc). Out of Sight will now trigger if the Mercy animation doesn't play due to those restrictions.
    Fixed Blood for Ammo Parazon Mod not working if you don't have both a primary and secondary weapon equipped.
    Fixed not being able to hit certain enemies with projectile weapons or if your shot started too close to them (most commonly seen in the Teralysts fights).
    Fixed the Vasca Curative not working on your infected Smeeta Kavat. As reported here: https://forums.warframe.com/topic/1137524-vasca-curative-doesnt-work-on-my-smeeta-kavat/
    Fixed Corpus Nullifier bubbles regrowing when inside Grendel’s gut.
    Fixed Ash’s Bladestorm mark FX not appearing on Ash if used while invisible.
    Fixed a large amount of spot-loading when changing Loadouts in the Arsenal.
    Fixed Mecha Mod set bonus being applied to the Helminth Charger.
    Fixed custom colors not applying to Titania’s Empress Skin when in Razorwing.
    Fixed Titania’s Dendrite Gunblade Skin not displaying properly in its diorama.
    Fixed an FX memory leak with Ember’s Fireball.
    Fixed an FX memory leak with the Spore Ephemera.

The Old Blood: Hotfix 26.0.6.1

Fixes

    Fixed Valence Transfer not applying to the Kuva Shildeg and Kuva Ayanga.
 
[DE]Megan


Jeudi 7 novembre 2019
 
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

    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.
 
[DE]Megan


Mardi 5 novembre 2019
 
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.
 
[DE]Megan


Mardi 5 novembre 2019
 
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 and Exilus investment, ergo relieving you of your inner turmoil.
    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 having to toggle Sprint every time you Melee.
    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 500 Kuva or 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.
 
[DE]Megan


Samedi 2 novembre 2019
 
The Old Blood - Hotfix 26.0.3

As you can see by the title - this is our third Hotfix! As indicated in prior threads, we wanted to spend as much time working toward important fixes in the ‘Bug Track’  in the days following the release of Update 26. The Constructive Feedback we’ve been receiving has been extremely helpful so far for Hotfix plans next week and the following.

Also please note that we’re aware of some Melee attacks forcing you to toggle Sprint every time you Melee, as reported here: https://www.reddit.com/r/Warframe/comments/dpy5vl/melee_stops_sprinting/

General Additions

    Kuva Siphons/Floods have been added to the World State Window Alert section in Navigation for increased exposure!

Optimizations

    Fixed a crash if you failed a Kuva Lich Requiem combination as Wukong with your Iron Staff equipped.
    Fixed petting Kubrow puppies causing a loss of functionality.
    Fixed a script error/loss of functionality if you scrolled your mouse too soon after opening Look Link.
    Fixed several script errors related to Ember’s Inferno ability.
    Fixed a script error when viewing a Kuva Lich transmission in the Dojo.
    Fixed a script error when choosing to Vanquish or Convert your Kuva Lich.
    Fixed script error when selecting the W config on Wyrm’s Appearance (Wyrmius minigame).
    Fixed a script error when casting Grendel’s Regurgitate ability.
    Fixed a script error when casting Grendel’s Feast ability.
    Fixed a script error when casting Vauban’s Minelayer ability.
    Fixed a script error when viewing the Options screen.
    Fixed a script error when auto installing Mods on Sentinel Weapons.

Melee Phase 2 Changes & Fixes

    Removed the Mastery Rank 10 requirement for the MK1-Bo and restored it back to 0 (Prime rules were applying here accidentally).
    Archwing Melee attacks (including Titania's Razorwing) now properly home in on their targets again.
    Sigma & Octantis and Cobra & Crane will now throw their shields again when equipped with a Stance other than the default no Stance.
    Quickening Melee Mod now applies its Attack Speed increase correctly.
    Zaws now block 100% damage.
    Changed the Volnus Blocking to 100% and Parry Angle to 50.
    Fixed Prova series, Kreska, Sheev, Machete series, Mire, Scoliac, Kama, Nami Solo, Plasma Sword and Destreza series not consuming Combo Counter on Heavy Attack.

Changes

    Defection nodes that are under a Kuva Lich influence will now become Exterminate nodes. This fixes an issue where Kavor Defectors could spawn as Kuva Thralls, rendering the mission impossible.
    The Grendel missions now display its ‘Condition’ of ‘Mods Disabled’ in the Star Chart.
    Removed a Kuva Lich voice line that wasn’t meant to ship.
    Lowered volume of Parazon hacking consoles. Hacking with Operator will have regular interaction sounds.
    Increased the size of the Kuva Stragh Leg Plates on all Warframes since it was a little too small before.
    Corrected instances of possessive contraction in localization.

Fixes

    Potential fix for inability to Vanquish or Convert your Kuva Lich, rendering you immobile and having to shut down the game. As reported here: https://forums.warframe.com/topic/1137254-kuva-lich-wont-die/ More fixes towards Kuva Siphons and Kuva Siphon Flood missions not giving Requiem Relics.
    Fixed a progression stop in Saya’s Vigil where the the Ostron Coffer was behind the Plains of Eidolon barrier.
    Fixed a long standing issue where UI might not have refreshed at the moment an Alert/Sortie/Fissure/etc mission expired if another, longer-running dynamic mission was also scheduled at that location.
    Fixed Inaros’ Negation Swarm Augment Mod not preventing any Status Effects from applying to the player after using the Arsenal in the Simulacrum.
    Fixed some of Grendel’s Regurgitated victims not shooting where the reticle is aimed.
    Fixed Kuva Lich rank up screen displaying when you fail to Vanquish him and it is already at max rank.
    Fixed the Lanka, Opticor, Helios, Convectrix & Arca Plasmor Research missing from the Energy Lab.
    Fixed ability to double Bullet Jump.
    Fixed missing sounds for Baruuk’s Desert Wind.
    Fixed AI struggling to navigate properly in the Simulacrum.
    Fixed Titania Razorwing not showing the number of Razorflies active after returning from Operator.
    Fixed Titania’s Dendrite Gunblade Skin missing its FX.
    Fixed Edo Prime Armor not showing Electrical FX when your combos build up.
    Fixed towards the Vasca Kavat’s neck textures being separate from its body.
    Fixed button mapping discrepancies in the Kuva Lich screen when using a controller.
    Fixed Melee attacks losing their hit sounds when using Gauss Redline & Kinetic Plating.
    Fixed numerous Kuva Lich tutorial screens not appearing in their correct localized language.
    Fixed Focused Defense Mod description being written in all caps.
    Fixed incorrect localization text for Heavy Attacks in the Combo screen.
    Fixed typos in the Vasca Imprint screen.
 
[DE]Megan


Jeudi 31 octobre 2019
 
The Old Blood - Hotfix 26.0.2

Changes

    Updated the Customize Controller Options to read ‘Secondary Fire/Heavy Melee’ where ‘Channeling’ was.
    Removed some Kuva Lich name generation options. To be frank, it was Titt. Sorry to those Titts out there who had their Titt taken away. Titt had to be done.

Fixes

    Fixed an issue where Requiem Relics not being rewarded in certain Kuva Siphon Mission types. This was fixed serverside! Please note that to confirm you’ve got the fix, you’ll need to play fresh Kuva Siphons to your account.
    Fixed Kuva Lich not spawning on first Thrall-kill of final influence node as intended.
    Fixed Lich influence not spreading after clearing an influenced node.
    Fixed a few typos.
    Fixed an issue where you could crash if your Loadouts had a defunct vehicle slot.
    Fixed an issue where you could lock yourself out of re-naming configs if you had too many characters in your name.
    Fixed a crash related to Melee.
    Fixed a script error related to Ember’s Immolation.
    Fixed Titania’s Skirt not being attached in Razorwing. How lewd.
    Fixed issues with players who have not completed The War Within were getting Liches. Naughty!
 
[DE]Rebecca


Jeudi 31 octobre 2019
 
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.

We have done a Serverside fix for this and will deploy it permanently in the next Hotfix, you should all be okay now to collect your Relics!

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.
 
[DE]Rebecca


Jeudi 31 octobre 2019
 
Update 26 - The Old Blood

This update is born of our goal to deliver you a motley of content - too much to list out in a letter, but it’s all one click away. The Highlights:

    Grendel: Consume in feeding frenzy fashion with our 42nd Warframe! The Leverian reveals all...
    Melee changes phase 2: Melee has evolved again with a focus on TECHNIQUE - Stance/Combo reworks, the return of Equipped Melee, and MUCH more.
    Vauban & ember rework: Revisited to better accent their themes and offer more ways to play!
    Kuva liches: Twisted new Kuva spiked foes await - The death of Grineer bathed in crimson fuels an undying thirst for its creator: YOU.

Welcome to Update 26: The Old Blood! It’s a hefty read below that we appreciate you taking the time to go through. Before you get started, you can look forward to a friendly in-game Inbox message with a few items from us to you. We know you’ve put a lot of time and resources into some of the things we’re changing (Melee, Vauban, Ember, etc), so please enjoy these free items by logging in before December 31st 11:59PM ET:

    3 Forma
    7-Day Affinity Booster

PLUS to those eligible (MR 3+ and account created before we announced the Legendary Core on October 18th) 1x Legendary Core will be delivered in a separate Inbox message! This criteria is necessary to avoid awarding dormant accounts that could use this gift to abuse trading.

There will also be a total of eight time-limited Alerts starting Friday, November 1st @ 2 PM ET until Monday, November 4th @ 2 PM ET: 

    With the hefty changes that Melee Phase 2: TECHNIQUES brings, you can also expect three Melee-only Alerts to help you get a feel for how the changes performs against the three main Factions in different mission settings. Each Alert rewards a fully built Forma upon completion - giving you even more options to make adjustments to your Melee weapons where you see fit.
    The introduction of Kuva Liches brings a special new kind of Relic - Requiem Relics. There are four Relics in total that contain Requiem Mods, the Exilus Weapon Adaptor, and more! For more details, continue down to the Kuva Lich section. To get you a headstart with the Kuva Liches, there will be four Alerts on Sedna that will each reward one of the four unrefined Requiem Relics. Since completing The War Within quest is required to access the Kuva Fortress, these alerts are only available to those that have completed the Sedna Junction and Sedna’s Nodes.
    As a fun bonus, you can also play an Alert for the “Grendel in Action” Glyph!

Kuva liches

We Maggots live… not long.
We hope more life… work… killl… maybe Queens notice…

Maybe… they share… the Old Blood.
We are maggots. But eventually even maggots can fly.

Update 26 brings a completely new breed of enemy, gameplay, and reward: The Kuva Liches have arrived. This system is what the Kingpin system, first shown on Devstream #88, has become over time, despite being put on hold for quite some time! This will continue to be expanded throughout Warframe’s factions and will be expanded to include a Clan aspect in a future update.

This system is meant to be challenging. It’s meant to be a threat. It’s meant to posit a vengeful and immortal enemy against you until you can decipher how to defeat them. It will demand your best gear and game knowledge! The Update notes will outline the essentials, the game will teach you the rest. Let’s begin, Tenno.

The Parazon

The Parazon is the first and most crucial piece to taking down your Kuva Lich, but it is not exclusive to the Kuva Lich system. This is a new tool given to ALL Tenno of any level and is now a part of the Tutorial. It is an interactive tool with widespread use in the game, from basics like hacking, to deeper gameplay like decoding the means to Assassinate your Lich.

Parazon mods

We have moved some Warframe Mods (ex: Intruder) over to become Parazon Mods, and are adding new Parazon Mods (listed below). Our approach with these is that they provide benefits to the Parazon’s various uses, instead of taking up slots on Warframes. All core Cipher (Hacking) Parazon Mods can be found in Spy Vaults throughout the Origin System, and Assassin (Finisher) Mods can be found on various Bosses!

The Parazon will have 3 Normal Mod Slots, and 3 REQUIEM MOD Slots (covered below).

Cipher mods - Think of these as upgrading the tool aspect of ‘hacking’. These make hacking easier or give small benefits when hack is completed successfully!

    Intruder: + Additional Seconds to hacking.
    Live Wire: Shock Enemies within 24 meters while hacking.
    Auto Breach: 30% Chance to autohack!
    Runtime: +45% Sprint Speed after hack.
    Master Key: Unlock nearby lockers after hacking
    Untraceable: Become invisible for 18s after hacking.
    Failsafe: 50% Chance to retry a failed hack.

Assassin mods - These are for the new PARAZON ‘MERCY’ FINISHERS that can occur at anytime in game on eligible enemies.

    Blood for Life: 50% chance to create a Health Orb on Mercy.
    Blood for Energy: 50% chance to create an Energy Orb on Mercy.
    Blood for Ammo: Mercy refills magazine by 100%
    Hit and Rune: On Mercy: +60% Parkour speed for 6 seconds
    Out Of Sight: Blind Enemies with 18 meters on ‘Mercy’ kill.

Parazon finishers: Aka ‘mercy’

Parazon Finishers are a new lethal technique that can occur in any mission on almost any unit. They are optional, as you can still kill the enemy without using them. Enemies eligible for Mercy will have a Parazon icon over their head!

Requiem mods

New Requiem Mods have arrived and they are the only way to end your Kuva Lich. Your Lich is immortal until you figure out the correct combination of Requiem Mods - the precise order matters, and the only way to glean the order is by seeking ‘Requiem Whispers’ from your Lich’s Thralls and trying them out on you Lich.

The 8 Requiem Mods are:

    LOHK

      From brooding gulfs are we beheld
      By that which bears no name

    XATA

      Its heralds are the stars it fells
      The sky and Earth aflame

    JAHU

      Corporeal laws are unwrit
      As suns and love retreat

    VOME

      To cosmic madness laws submit
      Though stalwart minds entreat

    RIS

      In luminous space blackened stars
      They gaze, accuse, deny

    FASS

      Roiling, moaning, this realm of ours
      In madness lost shall die

    NETRA

      Carrion hordes trill their profane
      Accord with eldritch plans

    KHRA

      To cosmic forms from tangent planes
      We end as we began

Requiem Relics also contain an all new item - a Riven Sliver! A fragment of a sundered Riven. It is known that, with enough Slivers, Palladino is capable of reforging a complete Riven. 

Earning Requiem Mods

The Void is reacting to the Lich experiments on the Kuva Fortress, and for the first time: Void Fissures are appearing on the Kuva Fortress! But these are unlike the others, and they only respond to REQUIEM RELICS.

There are 4 Requiem Relics - each with 2 Requiem Mods. Collect them all!

    You can get Requiem Relics from KUVA FLOOD SIPHON MISSIONS, guaranteed.
    You can get Requiem Relics from normal KUVA SIPHON MISSIONS, 30% of the time.
    These can be refined like Lith, Meso, Neo, and Axi Relics. A 5th Tab has been added for REQUIEM RELICS in your Void Relic Refinement screen.

Requiem Mods have a limited amount of charges (3), but only consume charges when you successfully kill a Lich. Repeat Requiem Mods in your collection will eventually go to good use. 

Onto the liches

The enemy

    Killing A KUVA LARVLING is the first step to creating a Lich. These can be found on any regular level 20+ Grineer mission in the Origin System - not including Sorties/Fissure/Quests/Special Regions, etc. for now. They are only available for players who have reached The War Within or beyond, this is the required prerequisite for getting a Lich.
    You can only have one Lich active at a time.
    The only way to get rid of your Lich is by using your Parazon with the correct Requiem Mods in the correct order - but you won’t be able to do this until you’ve found your Lich. Read on to learn how to do that.
    Only you and your Parazon can be lethal to your Lich - your squadmates can help you weaken the foe, but you are the key to victory.

The hunt & the influence

    - Once your Lich has set its sights on you, the hunt begins. You will know you have your Lich when this Icon appears in your Navigation and Menus, allowing you to view your Lich status at any time: https://gfycat.com/fabulousfrayeddaddylonglegs - Follow the mouse to see everything from Lich Level, Requiem Mod Attempts, and More!
    - Beware the red stain on the Origin System - the Nodes the Lich influences will be available for you to play by selecting in the Mission screen.
    -Any node of influence has REWARD TAX. Only defeating your Lich will return all of what was Taxed! The less influence nodes, the lower the Tax.
    - Influenced Nodes contain LICH THRALLS. You must use your Parazon on these to glean clues on how to destroy your Lich using the correct 3 REQUIEM MODS in the correct order.
    - Clearing Nodes and Killing Thralls leads to progression toward revealing your Lich’s 3 fatal Requiem Mods.
    - Once you know the 3 Mods, figuring out the Order is a matter of trial and error in battles against your Lich - good luck!

The fights

Your Liches likelihood to hunt you down is indicated by a bar on your Lich menu. The angrier they are, the more likely to spawn. Once you’ve drawn your Lich out to fight by destroying their Thralls and Influence nodes, fights against your LICH can go one of two ways:

DEFEAT- if your Parazon does not have the proper order of Requiem Mods. You will be defeated, and your Lich escapes, and grows stronger.

VICTORY - if your Parazon does have the proper order of Requiem Mods. You will be victorious. 

The victory!

Defeating your Lich gives you two options:

    Vanquish

      Vanquishing your Lich with your Parazon ends its immortality, and grants you its Kuva Weapon.

    Convert

      Converting your Lich with your Parazon corrupts it and turns it to your side, and will have a chance to appear in battle to aid you.


The Kuva weapons

When you Vanquish a Lich, you’ll get its Kuva Weapon variant that is completely unique to your Lich. The base weapons are as follows, with custom stats depending on your Lich:

    Kuva Karak: The custom weapon of a fearsome Kuva Lich. It has greater reload speed, lower recoil, and greater accuracy than the standard-issue Karak rifle.
    Kuva Quartakk: Unlike a standard Quartakk, this Kuva Lich variant fires automatically from the hip and reloads faster while retaining its signature feature: annihilating targets with four simultaneous shots.
    Kuva Ogris: The custom weapon of a fearsome Kuva Lich. Unlike the basic version the Kuva Ogris fires detonite-infused casings semi-automatically, from a smaller clip, while dealing greater damage per shot.
    Kuva Kohm: The Kuva Kohm variant has a higher fire rate than the original. For every shot fired in rapid succession, the Kuva Kohm releases an additional bolt and grows more lethal.
    Kuva Tonkor: This Lich-variant grenade launcher hurls mayhem and destruction with an increased reload speed.
    Kuva Drakgoon: The Kuva Drakgoon flak cannon sends volleys of intensely hot shrapnel ricocheting around the room that do not slow down. Larger clip size and reload speed. Can be fired in wide or concentrated bursts.
    Kuva Stubba (AKA Twin Stubba): Double-fist rapid-fire bursts of pain with these dual-wield variants of the Grineer submachine gun. Higher fire-rate and clip capacity.
    Kuva Seer: This variant pistol has higher fire rate and magazine capacity. Superior zoom capabilities, plus projectiles have a small Corrosive burst.
    Kuva Kraken: A custom variant that fires three quick shots with a single pull of the trigger, or can alt-fire burst the remainder of its clip. Higher fire rate, magazine capacity and reload speed.
    Kuva Brakk: This Lich-variant semi-automatic hand cannon delivers a lot of punch in a small package. Higher fire rate, magazine capacity, and reload speed.


NEW

Kuva chakkhurr - A high-damage flintlock rifle that does additional Damage on head shots!

Kuva shildeg - A massive hammer for the smashing!! 

Kuva ayanga  - An Arch-Gun that can be turned into a Heavy Weapon with a Gravimag. 

Other rewards and secrets:

If Kuva Weapons or Lifelong Companionship aren’t your thing, there’s more! The birth of a Kuva Lich from a Larvling has a chance to create a Lich with some added flair - one of Seven new Ephemeras that you can only earn from Vanquishing or Converting your Lich (if it has one equipped)! These are a bit more special and rare, so don’t expect every Lich to have one, but we will be balancing over time.

Brand new Market items are available to help jump-start your Kuva world domination if that’s the road you wish to take. As with all our Platinum priced Market goods, these Packs are geared towards attaining convenience, at which they are priced accordingly: 

    Essential Parazon Mod Bundle

      A Bundle featuring new Mods for your Parazon that give perks to Hacking or performing ‘Mercy’ kills on enemies. Purchased Mods are unranked.

    Radiant Requiem Relic Pack

      4 Radiant Requiem Relics, one of each type, I, II, III,and IV.

    Kuva Lich Hunter Collection

      Get a taste of the Old Blood with this exclusive, one-time purchase, of Kuva Lich items. Includes a full set of Requiem Mods, the Radiant Requiem Relic Pack, Kuva Warframe Armor, and an assortment of Kuva Lich themed color pallets.


New warframe: Grendel

Consumer of worlds and everything else.

Passive

Each enemy consumed grants 50 bonus Armor.

Feast

Swallow an enemy whole and store it in Grendel’s gut. Not satisfied? Keep eating, but beware, each foe in Grendel’s belly slowly consumes Energy. Hold to vomit out stored enemies covering them in toxic bile.

Nourish

Consume the enemies in Grendel’s gut and nourish nearby squad members with a radial buff.

    Nourished Energy - Energy buff
    Nourished Armor -  Armor buff
    Nourished Strike -  Damage Multiplier buff

Regurgitate

Violently puke out a bile soaked enemy from Grendel’s gut, turning the unfortunate creature into a toxic projectile.

Pulverize

Powered by feasting, Grendel curls into a ball and knocks over anyone in his path. Jumping slams Grendel into the ground and generates a damaging shockwave.

Grendel can be earned for free through means based on the lore of his Leverian entry. Once you’ve listened, you’ll begin your hunt for Grendel by acquiring:

    Grendel Neuroptics Locator
    Grendel Chassis Locator
    Grendel Systems Locator

These Keys are found in Arbitrations and will expose hidden missions on the planet mentioned in his Leverian for you. Grendel helps those in need - and only those who are truly ‘empty’ will earn his pieces, guaranteed.

Grendel Glutt helmet

Dinner is served. An iconic helm for Grendel.

Sumbha Syandana

A most curious Syandana and one favored by the gallant gourmand, Grendel.

Masseter

Tear and chew through enemies with this unusual crankshaft-style greatsword. Grendel's signature weapon. 

*When using Grendel with his signature Masseter, he will be immune from crowd-control procs while doing Heavy Attacks.

Grendel collection

It's all you can eat with this collection for the gallant gourmand. Includes Grendel Warframe, Glutt Helm, Masseter Greatsword, Sumbha Syandana and 3-day Credit and Affinity boosters.

Ember revisited

New Passive: Receive 5% Ability Strength for every enemy within a 50m engulfed in flame (up to a cap).

Fireball

Works fundamentally the same as it does now - tap for quick fire, hold to charge for greater impact. Enemies already inflicted by any Heat Status effect will now take additional damage.

Fireball has a casting combo, if you use it multiple times rapidly it gets stronger.

The damage output and charge speed also scale off of one of Ember’s newest abilities...

Immolation (replacing Accelerant)

Time for a history lesson! Prior to Update 11.5, Ember’s second ability used to be “Overheat”, offering an aura of heat damage which also protected her from enemy fire. Almost SIX years later, it’s time for this ring of fire to come full circle.

When cast, Ember Immolates herself with protective fire armor. Her current level of self-Immolation is indicated by a unique UI indicator; the higher the heat, the more damage resistance, and the more effective Ember’s other abilities become. 

The Immolation meter will build slowly at first - using Ember’s Fireball or Inferno causes the meter to build faster. But be warned! If the meter reaches maximum, Ember will “overheat” and Immolation will cost progressively more energy per second the longer you stay in an overheated state. To prevent this from happening, use Fire Blast to expel a portion of your heat meter, or toggle Immolation off to reset meter build. 

Fire blast

Casting time has been greatly reduced, and the ability now strips armor from nearby enemies. The amount of armor removed scales in effectiveness based on current Immolation levels. On cast, this immediately reduces your Immolation level by up to half. 

INFERNO (replacing World On Fire)

Upon casting Inferno, all enemies currently within sight are struck by a fiery comet, lighting each target ablaze in a personal ring of fire. Inferno costs Energy per each target in sight, with the cost capped at 10 targets, at which other enemies are then free. 

If an enemy ignited by Inferno comes in contact with another unit, the fire will spread, igniting them as well with a fresh ability duration. Damage of the heat AoE scales with current Immolation level.

 With these changes, players will take a more active role in “bringing the heat” to all that stand in their way, with added protection that encapsulates Ember’s volatile nature. 

    Ember Augment Changes

      1. Fireball: Fireball Frenzy: This augment is unchanged.
      2. Immolation: Flash Accelerant is now Immolated Radiance: Allies within Affinity range will receive 50% of Immolation’s Damage Reduction.
      3. Fire Blast: Fire Fright is now Healing Flame: Each enemy hit heals Ember by 25 to 50 based on the level of the Immolation meter.
      4. Inferno: Firequake is now Exothermic: Enemies killed while under the effect of Inferno have a 15% chance to drop an Energy Orb.

Vauban revisited 

When revisiting Vauban, we aimed to retain his status as a crowd control powerhouse, while increasing his mobility and lethality to keep up with 2019 Warframe’s lightning-quick pace. 

Tesla nervos (replacing Tesla Grenades)

Instead of sticking to surfaces, these new Tesla Drones will roll around, following the player. Once an enemy comes within range, these Drones will latch on and emit a shock that stuns the target and nearby enemies. Each Drone has a limited number of shock charges before it must be replaced. Hold cast to summon multiple Tesla Nervoses at once! 

Minelayer

All four of his mines have been replaced with new options: 

    1. Tether Coil pulls a number of nearby enemies to wherever it sticks, rendering them immobile.
    2. Flechette Orb fires high velocity nails in all directions, inflicting puncture damage to any unlucky enough to be nearby.
    3. Vector Pad lays down a walk pad, granting a boost of speed in a chosen direction (indicated by arrows). Players must be moving in the same direction as the pad to receive a boost, while enemies are affected no matter which way they wanted to go.
    4. Overdriver will latch onto a nearby ally or yourself, enhancing their damage output for a period of time.

Photon strike (Bastille moved to #4)

A deployable beacon marks a location on the map. After a short countdown, the area is struck by a massive orbital laser explosion (and yes, it does work indoors). 

Bastille (combined with Vortex)

Vauban’s two marquee powers have been combined into a new and devastating ultimate ability! 

When deployed, a Bastille will capture nearby enemies, stripping them of their armor over time. Players standing within a Bastille’s radius will gain a temporary armor increase, building up over time based on how many targets are currently being held in the Bastille.

When a Bastille’s duration expires, it collapses into a brief Vortex at the center of the cast for easy group kills. Want the Vortex to appear sooner, or last longer? Holding the cast key will collapse all active Bastilles early, or if you have no Bastilles, holding will deploy a new Vortex instead.

Overall, many of Vauban’s powers have been streamlined or replaced, making his tools less redundant, and much more versatile for keeping up with the pace of an average Warframe mission.

    Vauban Augment Changes

      1. Tesla Nervos: Tesla Bank: While a target has a Nervos attached, any damage dealt to it will be absorbed by the Nervos and channeled into a 8m burst of Electricity on death.
      2. No Augment for Minelayer.
      3. Photon Strike: Photon Repeater: If Photon Strike hits at least 5 enemies, the next cast will cost no Energy.
      4. Bastille: Repelling Bastille: Since Bastille and Vortex have merged, their Augments have merged as well. Enemies within the Bastille have a 100% chance to be repelled every 4s. Plus, Vortex’s duration is increased by 70% of its Maximum Duration for each additional Vortex thrown into it.

*Vauban and Ember have been removed from Conclave in the meantime for balancing.

Titania empress collection

The trappings of royalty. Includes the deluxe Titania Empress Skin, Hawkmoth Skin for the Dex Pixia exalted weapon, the Mot Skin for the Diwata sword, Titania’s Heartwood Armor Set and the Dendrite Gunblade Skin. 

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!

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

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!

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:

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. 

    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

After

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.
 
[DE]Megan


Vendredi 18 octobre 2019
 
Atlas Prime - Hotfix 25.8.2

Nightwave Changes

The following Acts for future Nightwaves have been changed based on player feedback:

    The ‘Polarized’ Act has changed from 3 Forma to 1 Forma.
    The ‘Grove Guardian’ Act has changed from killing 3 Silver Grove Specters to 1.

Disruption Relic Reward Changes

Based on some great player feedback we’ve shifted Relic types around per Rotation for some Disruption nodes to better balance the reward vs length of time you’re dedicating to the mission:

    Sedna/Kelpie

      Rotation A Rewards now drop Meso Relics, replacing Lith Relics
      Rotation B Rewards now drop Neo Relics, replacing Meso Relics
      Rotation C Rewards now drop Axi Relics, replacing Neo Relics

    *Uranus/Ur

      Rotation A Rewards now drop Meso Relics, replacing Lith Relics
      Rotation B Rewards now drop Neo Relics, replacing Meso Relics
      Removed Axi Relics from Rotation C Rewards, it now only has Neo Relics
      Added Neo C1 Relic to Rotation B and Rotation C rewards

    Lua/Apollo

      Rotation A Rewards now drop Neo Relics, replacing Lith Relics
      Rotation B Rewards now drop Axi Relics, replacing Meso Relics
      Rotation C Rewards now drop Axi Relics, replacing Neo Relics

    Jupiter/Ganymede

      Rotation A Rewards now drop Meso Relics, replacing Lith Relics
      Rotation B Rewards now drop Neo Relics, replacing Meso Relics
      Rotation C Rewards now drop Axi Relics only, Meso Relics have been removed

    Mars/Olympus

      Removed duplicate Lith Relic from Rotation A Rewards
      Rotation B Rewards now drop Lith Relics, replacing Meso Relics
      Rotation C Rewards now drop Meso Relics, replacing Neo Relics

Optimizations

    Minor performance improvements when killing Infested Crawlers.
    Fixed a script error/loss of functionality if you fail to complete a trade in Maroo's Bazaar.
    Fixed possible UI lock-up when attempting to contribute to incomplete Solar Rail Research (currently disabled).

Changes

    Swapped a duplicate Axi P2 Relic in numerous Interception mission drop tables with the correct Axi A6 Relic.
    Swapped duplicate Relics on Rotation A of some Interception missions and replaced with correct Relics (Neo Z3 and Neo C1).

Fixes

    Fixed sometimes being locked out of spawning your K-Drive if you fail to spawn it due to being too close to the Plains of Eidolon boundary.
    Fixed players being left floating if they were standing on an Excavator or a Capture Case when it is destroyed.
    Fixed Hexenon and Orokin Cell drops from Amalgams appearing as Mods.
    Fixed red emissives on the Venus Terra Moas.
    Fixed some UI screens not having correct icons/textures displayed after a level transition.
    Fixed a spawn point in the Corpus Ship Onslaught tileset.
    Fixed a level hole in the Corpus Outpost tileset.
    Fixed wonky plant spawns in the Grineer Shipyards tileset. As reported here: https://old.reddit.com/r/Warframe/comments/dfk69f/de_fix_when/
 
[DE]Megan


Vendredi 11 octobre 2019
 
Atlas Prime - Hotfix 25.8.1.1

Optimizations

    Disabled some overzealous bug-reporting that could cause UI lockups on poorly-timed UI events.

Changes

    Improved the Jotunheim’s Syandana material to fix texture issues.
 
[DE]Megan


Vendredi 11 octobre 2019
 
Atlas Prime - Hotfix 25.8.1

One (maybe) last Hotfix before the team goes full heads down for the upcoming Mainline; featuring Grendel, Ember / Vauban Rework, and more! We’ll be back if Hotfix emergencies are required!

Additions

    Added 2 new tips regarding Gauss' Abilities.

Optimizations

    Made sweeping optimizations to the script runtime:

      Eliminated 356KB of generated code by removing redundancy and writing custom interfaces.
      Packed runtime data to save 136KB of memory and improve cache-locality.
      Specialized RTTI system where possible to radically reduce overhead. On an i5-5960X this eliminated 100us of script execution.

        While these numbers may seem small, it's worth noting that many processors have only 32K of instruction cache; for systems with slower memory the performance impact is expected to be greater.

    Made some micro-optimizations to loading into Orbiter and Dojos.
    Fixed an FX hitch when casting Khora’s Strangledome.

Touchpad/Mousewheel Changes

    Improved support for touch-pad "scroll" gestures (not all laptop drivers support DirectInput).
    Added support for analog input mousewheel input so you can scroll windows to the top or bottom quickly.
    Fixed Warframe stealing mousewheel focus in borderless fullscreen when scrolling another window.

Hyena Change (Razorback mission only)

An Orokin Cell farming exploit was brought to our attention by not only players, but also our internal flagging system when such a method is tripped for misuse. In short, players were forcing the Hyena’s to spawn infinitely by entering/exiting rooms knowing that their Orokin Cell drop rate is 100%. As a result of this misuse, the Orokin Cell drop rate for the Hyena’s in the Razorback mission will diminish the more you spawn, to still allow for multiple drop attempts but without giving away the entire cake. Please note that players who are trade banned due to triggering this exploit will be manually unbanned after this Hotfix. 

Gauss Changes

    Improved visibility during Mach Rush and reduced camera shakes during longer jogs.

Changes

    Atlas Prime’s Rumblers will maintain their Primed appearance even if another Atlas Skin is equipped on him. 

      The only exception is if the Atlas Karst Skin is equipped, as it has Rumblers of its own.

TennoGen Changes & Fixes

    Updated the Wisp Damas Helmet textures to better match her body.
    Subtly tweaked the Ivara Kuvael Skin skirt texture.
    Fixes towards reducing cloth clipping with the Wisp Damas Helmet.

Fixes

    Fixed the Tusk Thumper Doma (and potentially others) sometimes jumping away and despawning.
    Fixed Arcane Pistoleer not giving infinite Ammo at 100% efficiency for weapons that fire more than one bullet at a time.
    Fixed Nightwave Emissary Assassinate ‘lantern’ illumination FX drastically changing when going through doorways.
    Fixed Nightwave Emissary Assassinate ‘lantern’ illumination FX appearing different when on the ground vs being held.
    Fixed an issue that prevented Donating your last of a type of Ayatan Sculpture to the Clan Vault.
    Fixed Ziplines kicking you off if you bump into geometry instead of just stopping you short of overlapping. Also fixed colliding with other players/enemies on Ziplines when you should be able to pass through.
    Fixed certain cases where kills were leading to Achievements completing twice as fast.
    Fixed Gas City Dropships potentially despawning before you ever had the chance to see it.
    Fixes towards Condor Dropships in Vallis getting stuck in the sky and refusing to drop off their units.
    Fixed Khora’s Strangledome beam FX appearing incorrect.
    Fixed Executioner Harkonar missing a description in the Codex.
    Fixed Pax Charge sounds not playing properly.
    Fixed a whole bunch of out of bounds decoration meshes that were poking into other tilesets as seen here: https://old.reddit.com/r/Warframe/comments/dc0zjh/i_was_in_the_middle_of_a_syndicate_spy_mission_in/
    Fixed unreachable loot in the Infested Corpus tileset. As reported here: https://old.reddit.com/r/Warframe/comments/ddgo8x/worst_pain_known_to_tenno/
    Fixed a typo in The Jordas Precept fight.
    Fixed spelling discrepancy of ‘Armor’ in the Shepherd Aura Mod.
    Fixed "start elevator" appearing unlocalized at the bottom of one of the elevators in the Plains of Eidolon.
 
[DE]Megan


Mardi 2 octobre 2019
 
Atlas Prime - Hotfix 25.8.0.1

Changes

    Atlas Prime’s Tectonics rock wall now has a Primed appearance! 

TennoGen Fixes

    Fixed Gara Zamariu’s Helmet dangles not applying chosen Energy color.

Fixes

    Fixed inability to use Warframe Abilities / Transference if Atlas’ Titanic Rumbler Augment Mod is activated due to bindings.
 
[DE]Megan


Mardi 2 octobre 2019
 
Atlas Prime - Update 25.8.0

Embody the herculean strength of the mountain with Atlas Prime. This titanic warrior comes with the Tekko Prime, the Dethcube Prime Sentinel and more!

Get the newest Prime gear with Atlas Prime Access and Prime Accessories here: https://www.warframe.com/prime-access

    New Axi Relics for Atlas Prime, Tekko Prime, and Dethcube Prime now also drop in Rotation C of Galleon Disruption, Lua Disruption, and Jupiter Disruption.
    A 3-Day Mod Drop Chance Booster has been added in the following places:

      Baro Ki'Teer to his offerings over several visits during Atlas Prime Access
      In place of the Sortie Credit Booster reward.

Mirage Prime, Kogake Prime, and Akbolto Prime have entered the Vault!

With this Vaulting comes the shift of the following Syndicate Sacrifice:

    Replaced Arbiters of Hexis Syndicate Sacrifice of Mirage Prime Systems for the Equinox Prime Neuroptics.

With the addition of this new Prime Access comes the next wave of Riven Disposition changes! Please read our Dev Workshop post for all the changes: https://forums.warframe.com/topic/1131603-october-2019-riven-disposition-updates/

General Additions

    Added new “fast whooshing” sounds to the Pathocyst.
    Added a subcategory on the player Profile stats screen called "MOST USED EQUIPMENT".

Warframe Looting Ability Changes

Warframe Loot Abilities will again be able to yield multiple-drops from already looted corpses. A single enemy can be looted by at most one Ability from each group - which is how it worked before, this just clarifies it. Warframe Looting Abilities have been split into separate functionality groups for clarity:

    1. Loot while alive: Ivara
    2. Loot petrified: Atlas
    3. Loot on death: Wukong, Khora, Hydroid. An enemy can only be killed once, they can’t ‘die’ multiple times.
    4. Loot corpse: Nekros, Chesa

These changes stem from a bigger conversation that was addressed yesterday regarding not providing closure on the Loot Frame changes from The Jovian Concord. All the information can be found here: https://forums.warframe.com/topic/1131506-the-mod-booster-and-free-to-play/

TennoGen Changes & Fixes

    Improved tinting on the Kuvael Ivara Skin and Kuvael Jester Mirage Skin.
    Improved volume definition in several areas of the Ivara Kuvael Skin.
    Improvements towards the Wisp Damas Skin to remove seam line of top of her hood.
    Tweaked Wisp Graxx Helmet cloth to be heavier.
    Tweaked Ash Ryuga Helmet ponytail cloth as per creators request to fix deformation.
    Updated Saryn Ion Skin textures.
    Fixed the Jotunheim Syandana not applying chosen Energy color.

Changes

    Atlas' Rumbler summons will now create a burst of rocks when summoned/destroyed.
    Increased Neptune, Laomedeia Disruption Credit Cache rewards based on feedback:

      Rotation A is now solely a 100% chance for a 2x 10,000 Credits Cache.
      Rotation B is now solely a 100% chance for a 3x 10,000 Credits Cache.
      Rotation C is now 95% chance for a 5x 10,000 Credits Cache.

        Universal Medallion still remains as a 5% chance reward

      You’ll recall when we launched this node, we mentioned that “Expect higher-than-usual Credit Rewards from this Endless mode. While it may not be a perfect competition for the Index, it’ll be a change of pace for those looking to get some Credits with a change of scenery.” We still aren’t in Index territory, but it should at least be more rewarding. Let us know what you think! 

    Veiled Sentinel weapon Riven Mods can now be equipped on any Sentinel weapon type instead of a specific type (e.g. shotgun).  All Veiled Sentinel Riven Mods are now "Companion Weapon Riven Mod".
    Updated the terminology for Aim Glide/Latch Time to Aim Glide/Wall Latch Duration.
    Teralyst vocals will now be ducked more when an Onkko transmission is playing.

Optimizations

    Fixed a script error when casting Gara’s Mass Vitrify. 

Gauss Changes & Fixes

    Passive

      Increased Shield regeneration speed buff from 80% to 120% max.
      Increased Battery charge rate from moving by 25%. Going from 0% to 100% at full (unmodded) sprint now takes 20s vs 25s previously.
      Battery will no longer drain during the Sanctuary Onslaught Zone teleport.
      Gauss Spectres will start with 80% battery.
      Fixed battery gain not taking vertical velocity into account.

    Mach Rush

      Now grants 1% Battery charge per enemy hit during the dash.
      Increased Battery charge rate during continuous run by 33%.
      Can now jump from ground while running (cannot jump in air) without cancelling the dash.
      Added small synergy with Thermal Sunder; running through a bubble will add its damage to your dash and impact burst.
      Fixed the ability screen showing "distance per energy" and unintentionally applying both Efficiency and Duration under the hood, resulting in Energy drain not matching the UI when you had Duration Mods. Changed Energy per meter stat into Energy per second: unmodded Energy drain remains the same, and while speed Mods previously increased Energy drain (more distance covered), they now no longer do. Thus, Energy drain will be either the same or better than before, never worse.

    Kinetic Plating

      Decreased Battery drain from damage by 33%.
      While active, Melee weapon hits will grant a small amount of Battery charge.

    Thermal Sunder

      Increased bubble Duration from 4/6/8/10 to 6/9/12/15.
      Increased minimum radius from 33% max to 50% max.
      Split damage into two stats for Cold vs Heat. Increased damage for Heat mode by 2x.
      Removed Blast damage stat, the Blast will use the damage of the mode you are applying (Cold or Heat) + the additional damage for cancelling the Status.
      Blast Armor removal increased from 0-50% to 0-100%.
      Blast Armor removal will now apply before the Blast damage is dealt, causing it to be more effective.

    Redline

      Increased Redline % gain rate by 33%.
      Increased projectile seek chance from 33% to 50%.
      Decreased passive Battery drain by 33%.

    General

      Added new sounds to Gauss when his Redline is filled and when it has been exceeded!
      Fixed aimglide applying while holding aim with sword alone during Gauss Mach Rush, allowing you to become Zephyr.
      Fixed jumping while using Gauss Mach Rush across water giving you no height, resulting in you getting wet.
      Fixed Slash Status Effects dealing full damage to Gauss while Kinetic Plating is active. Status damage will be determined by current damage reduction at the time the Status occurs.

Fixes

    Fixed allies losing their Tidal Impunity buff if you cast Tidal Impunity elsewhere. 
    Fixed losing scrolling functionality in Menus upon binding mouse scroll to Shawzin keys.
    Fixed enemy health bar remaining yellow on armored enemies that have their armor reduced to 0 for Clients.
    Fixed doing too much damage to Corrupted Vor causing him to become invincible and stuck in an animation.
    Fixed Arch-Gun animation playing when swapping weapons in an Archwing mission.
    Fixed Note Beacon text not appearing for Orbiter guests.
    Fixed Corpus console being used in a Grineer tileset. As reported here: https://old.reddit.com/r/Warframe/comments/daxl4c/i_just_realized_something_this_corpus_console_has/
    Fixed a hole in the Corpus Outpost Defense tileset. As reported here: https://old.reddit.com/r/Warframe/comments/dbdzqw/found_this_hole_on_corpus_defence_map/
    Fixed AI trying to move through windows in the Grineer Sealab tileset. As reported here: https://old.reddit.com/r/Warframe/comments/dbih0j/im_trapped_in_a_glass_case_of_emotion/
    Fixed inability for Clients to see waypoints in the Corpus Ice Planet tileset after completing an Exterminate mission. 
    Fixed a poorly lit hallway in the Grineer Sealab tileset.
    Fixed door clipping through walls in the Infested Corpus Ship tileset.
    Fixed tree with missing collision in the Grineer Forest tileset.
    Fixed Clients in Archwing not seeing the "Projectile Incoming" message.
 
[DE]Megan


Jeudi 26 septembre 2019
 
TennoGen & Nightwave Episode 5 - Hotfix 25.7.8

Optimizations

    Fixed the game crashing if it fails to synchronize your inbox on login (i.e. due to internet connection failure).

Changes

    Airborne resistance from Mods is now capped at 90% to prevent stacking past 100% in some cases.

Nightwave Changes & Fixes

    Emissary boss rewards will now only be revealed at the End of Mission screen to prevent aborting the mission if you didn’t receive the part you wanted.
    Lowered the Zealoid Prelate and Zealoid Bastion Codex scans from 30 to 3.
    Removed Zealoid Prelate and Zealoid Bastion from the Simulacrum due to breaking functionality.
    Fixed Zealoid Prelate walking in place if it’s killed without picking up Arlo's Flame.

Fixes

    Fixed Arcane Blade Charger displaying the damage increase factor (2%) instead of as a percentage (200%). The Arcane still behaved correctly and applied 200%. As reported here: https://forums.warframe.com/topic/1130656-tennogen-nightwave-episode-5-hotfix-2577/page/5/?tab=comments#comment-11055621
    Fixed the Norg’s Mask and Mother’s Mask having a temporary price of 1 Credit.
    Fixed cloth physics on both the Wisp Graxx Helmet and Wisp Damas Helmet.
    Fixed the Ash Ryuga Helmet missing its ponytail cloth.
    Fixed the Gara Rouen Helmet stating the incorrect creator name in the description.
    Fixed the Loki Jotunheim Skin not applying chosen Energy color.
    Fixed the Jotunheim Oculus, Konvalyst Oculus, and Yureilyst Oculus not applying chosen Energy color.
    Fixed email lock icon not pulsing in your chosen UI Theme colors.
    Fixed missing localization for Aim Glide/Latch Duration in the Aerodynamic Mod.
 
[DE]Megan


Jeudi 26 septembre 2019
 
TennoGen & Nightwave Episode 5 - Hotfix 25.7.7

Developer Note

Tenno! We have intentionally left September as a bit of a ‘light’ month for releases. We wanted to give ourselves time internally to focus the whole team on finishing that infamous Whiteboard. However, our amazing and dedicated TennoGen community generate their success on our Updates! So you’ll find the headline of this week is dedicated to TennoGen Round 17. 

Regarding our recent Arbitration reward changes: the team is viewing not only feedback, but also statistics. Currently, our statistics are looking at the effects of adding Vitus to Drones, reward balance between different mission types, and the overall reward output, comparing Arbitrations both before and after changes. Stay tuned for changes coming in the near future.

The final episode of Nightwave: Series 2 is live on all platforms!

We also have an official end date for Nightwave: Series 2! You have until October 13th to rank up and earn rewards, including the Emissary Operator Suit, Nikana Maligna Skin, Spore Ephemera and more! 

A note on Episode 5

Without spoiling too much on what Episode 5 brings, we wanted to provide a bit of information on ZEALOT CODES. 

Zealot Codes are required to engage in a new encounter brought in Episode 5.

What’s a Zealot Code? If you’ve noticed this, you’ll know completing these gives you access to Zealot missions:

(1 Zealot Code is acquired from completing 3 Infested Outbreak missions on a planet under an Outbreak. 2 planets are always under an Outbreak at all times, meaning you can get 2 Zealot Codes per day.)

If you have Zealot Codes in your Inventory, you can engage that respective amount of times plus with the more Codes you can continually earn. 

Fun fact: this mysterious encounter will return after Nightwave Series 2 ends on October 13th as a permanent new boss fight.

Tennogen round 17

Warframe skins


Alt helmets

Chest armor pieces

Operator accessories

Syandanas

Weapon skins

Optimizations

    Made experimental optimizations to content update speed especially when anti-virus programs are enabled.

    Made some micro-optimizations to content update and game loading.
    Optimized engine startup slightly.
    Made a micro-optimization to level loading and eliminated a bunch of harmless log warnings.
    Fixed a crash that could occur if a squadmate summoned a Specter and then quit the game.
    Fixed a game hitch when picking up a Stance Mod in mission.
    Fixed script error when cycling a Riven Mod that is not in the currently selected collection grid category.

Missed Vaporize Changes from Update 25.7.0

This was initially meant for the upcoming release of Dethcube Prime, but it squeezed through the Mainline cracks.

    Vaporize's base Damage of 600 now multiplies with Mods equipped to your Sentinel's gun.
    Increased Vaporize’s max Range to 30 meters from 4 meters.
    Decreased the cooldown to 10 seconds from 30 seconds.

Additional Vaporize Changes

    Vaporize now has Punchthrough and can hit multiple enemies at once.
    Updated the FX of Vaporize.

Changes

    The Norg Mask, Mother’s Mask, and Grineer Mask now have a higher chance of appearing in Nakak’s store. This also fixes an issue where they would never appear - sorry!
    Sentinel Rivens will no longer get the ‘with an active pet’ requirement. Existing Rivens with this requirement have been changed to ‘without dying or becoming downed’.
    Removed reflection textures from Operator heads to reduce shininess.
    Change Nightwave Silent Eliminator Act description to clarify that the minimum enemy level must be 30+, not the maximum

      Previous

        Complete an Extermination mission with level 30 or higher enemies without triggering alarms

      New

        Complete an Extermination mission with only level 30 or higher enemies without triggering alarms

    Revenant’s Reave ability is now an upper body animation only; alleviating momentum cancelling lower body animations.
    Increased the Glaive’s radial audio so it’s bouncing can be heard.

Disruption Changes/Fixes

    Reduced minimum range at which Demolyst markers hide when close to the player to 5 meters from 8 meters.
    Fixed the red visual marker hint for Demolysts not appearing in Gas City.

Fixes

    Fixed remaining players being unable to complete the Mask of the Revenant specter fight after a Host migration occurs.
    Fixed enemies standing around in Sanctuary Onslaught.
    Fixed enemies not spawning in the first half of the final mission in the Archwing quest.
    Fixed Warframe Look Links applying to Operators.
    Fixed the Akarius not homing in on enemies when playing as a Client.
    Fixed Hunter Synergy crit chance boost not actually being taken into account when rolling for crits for pet.
    Fixed Void Dash not applying movement in The War Within or if you try to use it immediately after Transferring to the Operator.
    Fixed Gauss Collection description having typo in ‘Credit’.
    Fixed part of the Melee Toxin FX not taking on Energy colors as per: https://old.reddit.com/r/Warframe/comments/d6a5aa/toxin_on_melee_weapons_tends_to_result_in_the
    Fixed Eidolon Hunt Bounties showing veiled rewards.
    Fixed misleading objective marker in final Archwing quest mission.
    Fixed Ivara Empowered Quiver stat display saying Crit Chance when it should be Crit Damage.
    Fixed Arcane Primary Charger, Arcane Blade Charger, Arcane Pistoleer, and Arcane Bodyguard not listing “+1 Arcane Revive” at max Rank.
    Fixed duplicate subtitles in transmission from Darvo in Vor's Prize.
    Fixed inability to complete the Kuva Fortress Defense mission if you Nyx Mind Control a turret.
    Fixed Vauban Prime's coat tails not being replaced by the regular non-Prime coat tails when toggling his ‘Prime Details’.
    Fixed the random relic login reward saying 'Relic Pack' instead of 'Relic'.
    Fixed certain snowy terrain in The War Within not playing the right footstep sound.
    Fixed seeing a ‘Gear’ prompt when switching from the Trading screen to the Emote screen.
    Fixed text on the Void Fissure reward screen appearing difficult to read when the chosen UI Theme is bright.
 
[DE]Megan


Jeudi 19 septembre 2019
 
Arbitrations Revisited - Hotfix 25.7.6

Abritrations Revisited

Last week we released a Dev Workshop (link on those words: https://forums.warframe.com/topic/1128051-arbitrations-revisited-part-2/) outlining our plans to improve Arbitrations, revisiting the droptables and improving reward frequency to be more consistent between modes. From new players who just completed the Star Chart, to veterans returning for new Arcanes and Aura mods, we hope these changes result in a more satisfying gameplay experience overall. 

All changes are potentially subject to later changes based on feedback, so try out a few mission types and tell us your thoughts!

Reward and Rotation Changes

In the original Arbitrations, Excavation missions were the clear outlier in terms of reward output for time spent. The following changes are intended to bring all other missions to the same level as Excavation, and also iterate on other community feedback:

    Arbitrations now use regular rotation length for their rewards, with the exception of Excavation. Excavation timers have been adjusted to compensate. Example:

      EX: In lieu of a reward every 10 waves of Defense, you will now receive a reward every 5 waves.

    Arbitration rotation cadence has been changed from “ABCCCCC...” to “AABBCCCCC...”, so that the same level of time investment is encouraged.
    Reduced Endo Rewards drop percentage in the drop tables. Rare non-endo reward drop rates are unchanged - you’ll just get twice as many chances!
    Arbiter Drones will now have a small chance to drop Vitus Essence on kill.

      Vitus Essence dropped by destroyed Arbitration drones will have the special pickup notification. 

New Arbitration Rewards

The following rewards have been added to the Arbitrations drop tables:

Stats shown at max rank*

    New Aura Mods

      Aerodynamic: 6 seconds added to Aim Glide/Wall Latch time, decreases damage taken while Airborne by 24%*
      Swift Momentum: 30% faster Charge Attack speed, 6 seconds added to  Melee Combo time*
      Shepherd: Increases Companion Armor by 180 and Companion Health by 300*
      Combat Discipline: Allies gain 20 Health when they make a kill, but the aura bearer loses 10 Health when the bearer makes a kill.*
      Melee Guidance: Reduces Melee Combo timer on Self by 6 seconds, increases Melee Combo timer for Allies by 12 seconds*

    New Arcanes

      Arcane Primary Charger: On Melee Kill: 20% chance that Primary Weapon damage is increased by 200% for 8 seconds*
      Arcane Blade Charger:  On Primary Weapon Kill: 20% chance that Melee damage is increased by 200% for 8 seconds*
      Arcane Pistoleer: On Pistol Headshot Kill: 30% chance to gain 100% ammo efficiency for 4 seconds*
      Arcane Bodyguard: On Six Melee Kills Within 30 seconds: Heal companion by 600*
      Arcane Tanker: On Heavy Weapon Summon: Gain 1200 armor for 16 seconds*
      Per usual rules, an equipped maximum rank Arcane will also grant an extra Arcane Revive

        Note: You may notice that the new Arcanes have default icons - we will be updating these in the near future with unique imagery.

      Added 3 x Vitus Essence bundle to the Arbitrations drop table.

Arbitrations Changes and Fixes

    With the increased reward cadence resulting in more than double the Vitus Essence Output as before, prices in the Arbiter’s reward manifest have increased by roughly 1.5 times. To offset this change, we have run script to increase players’ existing Vitus stockpiles by an equivalent amount. Your Vitus should be increased to the correct amount upon login!
    Arbitration Disruption Missions: 

      Changed the extraction requirements for Disruption missions in Arbitrations from 8 completed Conduits to 4.
      Added “extraction available” pop up when it is ready if the round is reached and 4/4 Conduits were completed.
      Fixed round counter missing from the UI. 

Additions

    Added “Dayform” and “Nightform” icons beside the emissive color selection in Equinox’s Appearance screen. Choosing a dark or a light color for your emissive will change what form you spawn into mission as -- this just makes it easy to see which one!
    Added “Yo” Scale to the Shawzin. ‘Sup.

Changes

    Ghoul Purge inbox messages will no longer automatically open your inbox or play the transmissions if you have completed all of the Encrypted Journal Fragments.
    Tweaked weather patterns in the Plains of Eidolon to prevent lengthy rainy periods.
    Increased brightness of Ash’s Bladestorm mark slightly to improve visibility.
    Ally NPCs will no longer attack Garuda’s Blood Atlar Victims.
    Updated Umbral Forma’s description to properly reflect the items it can be installed on (Warframes and Melee Weapons). Removed the ability to use Umbral Forma on K-Drives and Archwing Melee.
    Tweaks Ostron eyes to make them less glowy.
    Limited Shawzin to 30 notes per second to prevent macros playing ridiculous amounts of notes and causing issues.
    Enemies may now “react” (without changing their Alert state) to you by stopping and looking around if you shoot a Silent weapon within 2-3m of them several times quickly.
    Applying a Look Link to the same item (ex: a Nova Look Link applied to a Nova) that uses default colours will now properly apply the default color. Previously, the original color would remain unchanged.

Optimizations

    Made micro-optimizations to core math libraries.

Fixes

    Fixed title of ‘Thank You’ messages running off screen.
    Fixed momentum carrying over when Bullet Jumping and immediately entering Void Mode after.
    Fixed a crash due to corrupt data that could occur while updating.
    Fixed chat linked Veiled Rivens not showing the unveiling challenge information.
    Fixed incorrect Operator Hair icon.
    Fixed hitting an enemy caught in Strangledome with your Whipclaw not transferring damage to other foes held in the Strangledome if you are a Client.
    Fixed unintended fire rate increase for Acceltra while jumping.
    Fixed mysterious Plains of Eidolon fragment showing up in the Codex.
    Fixed exploit with Titania’s Razorwing and Syndicate weapons.
    Fixed Synth Fiber not working correctly when equipped on Venari.
    Fixed missing “Jog” callout for the Golden Maw section of The War Within Quest.
    Fixed dropping the Datamass off the cliffs around the Extraction point on the Grineer Earth Tileset resulting in the Datamass teleporting to an unreachable location.
    Fixed cases where enemies would be standing around idle in Sanctuary Onslaught instead of storming towards you.
    Fixed “long clicks” (more than half a second) in the Shawzin song menu cancelling the Shawzin emote.
    Fixed Saryn’s Spores costing no Energy when casted if the Venom Dose Augment is equipped.
    Fixed Nightwave button appearing dark when accessing menus in Operator mode in the Orbiter.
    Fixed Veiled Companion Weapon Rivens issues when chatlinking.
    Fixed Saryn’s Venom Dose Augment’s effects not properly applying to allies as per: https://forums.warframe.com/topic/1127477-saryns-1-with-the-augment-venom-dose-can-be-cast-on-any-ally-without-effect/
    Fixed Khora’s Whipclaw healing enemies instead of damaging them when equipping Mods for negative Puncture damage.
    Fixed small grammatical errors in the Training section of the Codex.
    Fixed hole in the Harrow Hieropha Helmet.
    Fixed K-Drive races not appearing properly on the minimap when using the default K-Drive from the Vox Solaris Quest.
    Fixed Warframes running at a weird angle in Conclave.
    Fixed missing audio queues in the Chains of Harrow Quest.
    Fixed some weirdness with the Paracyst’s projectile FX.
    Fixed Clients being unable to see theirs or the Host’s Glyph when deployed in mission.
    Fixed “Reset All Decorations in Room” option for appearing in the Decorations UI when in an Orbiter room with no decorations placed.
    Fixed Growing Power Aura effects not triggering when equipped on Excalibur Umbra after transferring to and from Operator.
    Fixed Mesa being unable to use abilities or melee when using the Venka after casting Peacemaker.
    Fixed the Norg Mask not appearing in Nakak’s Masks and Oddities rotation.
    Fixed camera panning through the ship when accessing the Focus Tree via the Arsenal.
    Fixed Teralysts (and other Eidolons) taking more damage to weak points than they should be.
    Fixed Saryn’s Molt not properly cleansing her of Nox’s sludge.
    Fixed  "Complete X to unlock this Act" showing X as broken code for French.
    Fixed unowned Baro offerings showing credit cost instead of Ducat cost in the Void Trader screen.
    Fixed enemy Tenno minimap markers showing up as white in Conclave.
    Fixed the “D” key resetting Shawzin songs. Now you can hit the D key all you want.
    Fixed Mesa Immortal Skin not applying properly to Mesa Prime.
    Fixed enemies in the Simulacrum not recovering from Stomp cast by a Rhino Specter.
    Fixed exploit tied to Tenno Spectres.
    Fixed issues when previewing cosmetics in the Arsenal that are part of a bundle, like the Harrow Reliquary Skin.
    Fixed UI bug when previewing unowned skins in the Arsenal and backing out of the menu.
    Fixed waypoint marker not updating to the closest enemy in Archwing Exterminate missions.
    Fixed crawler pathing to help them stop getting stuck.
    Fixed Infested units sometimes preferring to vomit projectiles they have the opportunity to melee their target instead. I will take any option that involves less vomit, thank you.
    Fixed enemies on Dropships popping into view briefly for Clients.
    Fixed the hostages in the “Rescue the Hostages” mission during the Vox Solaris quest not all behaving in the same cowering way. Cowards...
    Fixed Wisp not aiming her rifle up when firing upwards.
    Fixed in-construction Dojo decorations sometimes going invisible.
 
[DE]Megan


Mardi 10 septembre 2019
 
Prime Vault - Hotfix 25.7.5

Optimizations

    Optimized level loading and level streaming (you'll have to optimize your cache once to use the new system).
    Increased estimate for free-space needed to optimize download cache to avoid some people with nearly-full drives running into problems.
    Fixed crash when changing maps in Conclave (among other rarer cases).
    Fixed softlock when opening Chat.
    Fixed Chat functionality in Shawzin screen.
    Fixed a script error when "joining the hunt" from Simaris.

Shawzin Changes

    Chat button on Controllers can no longer be rebound in the Shawzin controller bindings. If this key has already been bound due to not having this restriction previously, rebinding what's there will fix it.
    Changed the name ‘Vibrato’ to ‘Whammy’ to more accurately reflect its function.

Changes

    Tweaked Liset “sky” loading screen emissive/lighting.
    Updated reflections in Captura Scenes.
    Augur Mod Set Bonus will now continue to grant more Overshields up to the maximum amount of Overshield.
    Toned down the brightness of Gauss’ Thermal Sunder Ability.
    Operator Ear Accessories will now be visible when the Saturn Six mask is in the closed position.
    Updated terminology for Damage Types in Portuguese.

Fixes

    Fixed Catchmoon Kitguns, Arca Plasmor, and a few other weapons not being able to damage the Ropalolyst Synovia.
    Fixed Nova’s Antimatter Drop exploding prematurely when aiming with your gun, and looking down a bit. We attempted to fix this in 25.7.4 but it actually broke it more!
    Fixed ability to equip Arcanes you do not own through Mod Link. As reported here: https://forums.warframe.com/topic/1126678-stumble-upon-duplicating-glitchyesnomaybe/
    Fixed the Lua Lens appearing as the same basic Lens icon in the Arsenal/Inventory screen.
    Fixed Mag Prime appearing super glossy.
    Fixed Operators running on air as a Client if you use Transference just as you're falling off a level. As reported here: https://forums.warframe.com/topic/1126136-video-flying-bug-fall-down-and-transference-at-the-same-time-as-client/
    Fixed a number of different Operator accessories excessively clipping with the Norg Mask and Mother's Mask when ‘Hood Opened” is selected.
    Fixed Horrasque's not appearing in the Codex..they were shy and hiding underground.
    Fixed Host Revive FX being replicated for Clients.
    Fixed inability to complete the Mastery Rank 12 test if you fall off the starting platform.
    Fixed the Etheria Armor set clipping with many Warframes/Skins.
    Fixed duplicate color names in the Heino Kubrow Gene-Masking Kit.
    Fixed typo in name of Deaelra Kavat Skin (switched an L to an I).
    Fixed a text string appearing when dismantling Servofish in Fortuna.
    Fixed elevator control panels hovering in the air in the Corpus Outpost tileset.
    Fixed enemies spawning inside walls in the Corpus Outpost Exterminate tileset.
    Fixed enemies not being teleported when falling into pits in the Orokin Derelict Exterminate tileset.
    Fixed Teleporters in Featured Dojos sometimes teleporting back to your own Dojo.
 
[DE]Megan


Jeudi 5 septembre 2019
 
Prime Vault - Hotfix 25.7.4.1

Changes

    When previewing Kubrow/Kavat Armor that cannot be equipped on your current Kubrow/Kavat (Hyekka, Moonless, etc) it will now display the compatible Kubrow/Kavat Skin.

Fixes

    Fixed inability to initially move when logging into the game.
    Fixed some overly glowing ice textures.
    Fixed hard to reach loot spawn that was stuck in mesh collision in the Corpus Ice Planet tileset. As seen here: https://old.reddit.com/r/Warframe/comments/d02t3e/level_holes_in_void_and_derelict_extraction_tiles/ez5w4rx/?context=3
 
[DE]Megan


Jeudi 5 septembre 2019
 
Prime Vault - Hotfix 25.7.4

Optimizations

    Fixed a crash in player Inventories.
    Fixed a Dx11 crash.

Rendering Changes

As mentioned back in 25.7.2, the team has been relentlessly working to fix issues brought up with the Rendering changes brought in Update 25.7.0. The most prominent feedback was related to ‘dull looking metal’, and you weren’t wrong!

We’ve applied a shader change to the entire game for an overall wash of the dull metal textures to reduce roughness. This should be most noticed on characters (Warframes, Operators, etc) where your Fashionframe eye is trained to spot imperfection.

Please keep in mind that even though rendering is more accurate/consistent now, some legacy materials could suffer. Let us know if you spot something funky!

Disruption Changes

    Disruption Arbitration now requires 8 completed Conduits to extract. It was always meant to be 8, but Mainline didn’t include that change!

      Rewards are still given every other round: 4 Conduits per Round = 2 Rounds to extract.

    Joining a Disruption mission in progress will now lock when either 2 Conduits are completed or 1 Conduit has failed, as opposed to locking after 1 Conduit is completed/failed.
    Changes to reduce marker clutter:

      Markers only show for active Conduits or if a player has picked up a Conduit key for it.
      One marker will always be shown if there are no active Conduits and no Conduit Keys picked up.
      Conduit Keys on the ground for a matching Conduit will be removed as soon as it is activate

Shawzin Changes & Fixes

    Added custom Shawzin keybind settings for keyboard and controller!

      Keyboard defaults are: Fret keys have moved from mouse to arrow keys.
      Controller defaults are: Exit is now the start button (unbindable) so it does not cause accidental Shawzin exits. Notes are defaulted to the bottom three buttons. 

    Added unique open/close sounds for the Nelumbo Shawzin (this time without causing crashes).
    Fixed chosen Shawzin not retaining when switching to a different Shawzin.
    Fixed a second player equipping a Shawzin with different notes resulting in your Shawzin notes being overwritten.
    Fixed inability to reload if you play the Shawzin with less than max Ammo on your equipped weapon.
    Fixed inability to be Gifted a different type of Shawzin then the one you already own.
    Fixed the Shawzin no longer playing notes after playing for a prolonged time.

Gauss Changes & Fixes

    Gauss’ battery meter now builds when Reviving a teammate!
    Fixed firing Exergis at the right time as Gauss’ Redline is activated causing you to be able to fire it continuously without needing to reload.
    Fixed not being able to Gauss Mach Rush across the coolant in Orb Vallis Captura Scene.

Universal Syndicate Medallion Change

As stated in Update 25.7.0, the Universal Syndicate Medallion is now useable for Ventkids and Simaris Standing! After some internal discussion and player feedback, we decided against allowing the Universal Medallion to apply to Conclave. It didn’t feel right to add a PvE path for a PvP gamemode, especially towards those you have actively played Conclave to get their Standing. Apologies for the chain yank!

Toroid Changes & Fixes

    Increased drop rate from 1.1% to 2%.
    Fixed Toroids not dropping from non-Raknoid enemies at Spaceport, Research Base, and Temple of Profit in Orb Vallis.

Changes

    Further decreased the max size of Atlas’ Rumblers ever so slightly so they no longer get caught in certain doors.
    Sniper scopes and Mining will no longer show the player if they're cloaked and zooming in (Loki’s Invisibility etc).
    Removed Nightwave tips that were showing incorrectly for certain item previews.
    The ‘unowned’ label in Mod Link preview will only appear now when you don't own at least one Mod.
    Tweaked Interception HUD by moving and aligning UI.
    Removed Railjack binding options from the Controller customization screen.
    Removed a radar dish in Plains of Eidolon due to it blocking a turret from firing.

Fixes

    Fixed enemies in Nightmare missions spawning at different levels than advertised in the Star Chart UI.
    Fixed Corpus Mankers not spawning in the Profit Taker fight.
    Fixed momentum from your Warframe being carried through to your Operator if you Transferred and then Void Dashed.
    Fixed an issue where Cloud Walker being deactivated would launch Wukong in the direction he was traveling before activating it. He now maintains the momentum that he was traveling with during Cloud Walker.
    Fixed Nova’s Antimatter exploding prematurely when aiming with your gun, and looking down a bit.
    Fixed Ivara's Sleep arrow sometimes causing birds to fall through the ground.
    Fixed Nezha’s Pyroclastic Flow Augment kicked fire remaining indefinitely and damaging allies when Nezha dies and respawns.
    Fixed Mirage’s Hall of Mirror clone kills not counting towards ‘kills’ for relevant Challenges/Acts.
    Fixed ability to install an Umbra/Aura Forma on Archwings and Sentinels. As reported here: https://forums.warframe.com/topic/1122503-aura-forma-installed-on-archwing/
    Fixed Mod drops no longer showing in the Codex.
    Fixed Bundle dioramas for Operator cosmetics not applying your Operator attributes.
    Fixed (for real this time) Sigils not stacking in your Inventory when obtaining multiple copies.
    Fixed some Archwing enemies having behavioural problems when at a certain, exact distance away from the player.
    Fixed Archwing enemies that move while facing the target having problems if directly underneath or over their target.
    Fixed opening a Look Link while in the main menu using a controller resulting in the preview being overly dark.
    Fixed part of Harrow’s Reliquary Thurible being visible when loading into missions.
    Fixed missing Sanctuary Onslaught Portal FX.
    Fixed Melee Elemental FX not always showing up when you swing the weapon. As reported here: https://forums.warframe.com/topic/1126060-elemental-fx-on-melee-weapons-arent-showing-up-in-game/
    Fixed Solo players still moving in the direction the elevator was moving when the game is paused.
    Fixed Trinity Link's beam flickering (and likely some others. As reported here: https://forums.warframe.com/topic/1125006-photosensitive-epilepsy-migraine-warning-saint-of-altra-made-trinitys-link-flash-and-blink-dangerously/
    Fixed the Operator Dual Oculus Lenses being too opaque after recent changes. It's now closer to what it was before. As reported here: https://www.reddit.com/r/Warframe/comments/cxpuaz/so_the_dual_oculus_went_from_being_glasses_to/
    Fixed Akarius ammo parts not hiding with invisible frames (Loki, Ivara, etc).
    Fixed Volatile Orokin Containers having a blue light instead of the intended red.
    Fixed Secondary and Bonus Bounty objectives pertaining the Host language for Clients.
    Fixed ‘PICK UP KUVA CATALYST’ being incorrecting translated in Japanese.
    Fixed filepath showing instead of  "INSERT SHARD" text in Teralyst Bounty.
    Fixed picking up Heavy Weapon Ammo showing "|NAME| cooldown reset".
    Fixed stuck loot in the Corpus Ice Planet tileset. As reported here: https://old.reddit.com/r/Warframe/comments/czy8jf/as_long_as_i_can_remember_theres_been_a_breakable/
    Fixed Chat linked Sentinel weapons not showi