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Mardi 26 mai 2020
 
Prime Vault - Hotfix 27.5.6

Trinity & Nova Prime Vault!

Trinity and Nova. When these two forces collide, their strength is unparalleled. 

Find their Relics in the Void or Bounty rewards today! 

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

*Reminder that the Prime Gene Masking Kit will be available in both the Trinity Prime Pack AND the Trinity Prime Accessories Pack: https://forums.warframe.com/topic/1195208-trinity-prime-vault-accessories-pack-clarification/

Oberon Prime and Nekros 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.

Nightwave Fixes

    Fixed cases of Glass Fissures causing spot-loading during stream-in so severe that Clients lose connection.
    Fixes towards Glass Fissures opening during the Extraction cinematic.
    Fixed the Confiscated Act of ‘Hijack a Crewship from the enemy’ awarding the Weekly Act amount of Standing instead of the Daily Act Standing amount.

      This change will be reflected the next time this Act appears. For now you can enjoy this bank error in your favor! 

Changes

    Valkyr’s Enraged Hysteria Augment now has a 1 time Energy cost of 50 instead of draining Energy over time. This also allows you to gain Energy while it's active!
    Moved some Sawgaw Conservation start points to not start in a cave.

Optimizations

    Made systemic micro-optimizations to the smart-callback library and hardened it against hardware bugs on vintage CPUs.
    Optimized the Excavation HUD initialization to try to eliminate delays where race-condition bugs can sneak in.
    Made numerous micro-optimizations to the string handling code.

Fixes

    Fixed Relays overflowing to 100 players by returning its max capacity to 50.
    Fixed Baruuk’s Desolate Hands daggers not fully working with your Companion.
    Fixed certain controls (move up/down and roll left/right) in Captura not working if you had any custom bindings.
    Fixed inability to Pilot the Railjack downwards if you're Piloting using your Operator with a controller.
    Fixed inability to interact with your MOA Companion in your Orbiter.
    Potential fix for a crash when loading into the Orb Vallis as a Client if a Conservation was started by another player.
    Fixed Conservation waypoints marked at the entrance of a cave even though the start points themselves were outside the cave.
    Fixed Clients not seeing the Void Fissure tear FX that connects the Corrupted enemies to the Void tear.
    Fixed incorrect Riven Disposition displaying when viewing a Chat linked Zaw/Kitgun Riven.
    Fixed Defiled Mods counting towards your total Mods owned via Chat link or the End of Mission reward screen.
    Fixed the End of Mission screen popping in for a split second when transitioning from a Railjack mission to the Dry Dock.
    Fixed knockdowns not interrupting weapon-reload. This now intentionally follows suit with self staggers.
    Fixed Silver Grove Shrine Scene, Harrow's Temple Scene, Hunhow's Chamber Scene, Kuva Throne Scene, and the Mycona Colony Scene missing from their respective Syndicate Offerings.
    Fixed the Impetus Prime Syandana having an invisible mesh on Mag.
    Fixed several script errors that could occur if an Amalgam Osprey were killed just as it attempted to create Spectralysts.
    Fixed some Platinum packs appearing in the TennoGen section of the in-game Market.
 
[DE]Megan


Jeudi 21 mai 2020
 
Nightwave Series 3 - Glassmaker - Hotfix 27.5.5

Fixes

    Fixed the Blood Rush Critical Chance boost not resetting when the Melee combo counter is reset.
    Fixed a hack panel in the Corpus Ship Sabotage tileset that would spawn enemies every time it was hacked, resulting in an abundance of Moas! 
    Fixed a script error when deactivating Valkyr’s Hysteria with the Enraged Augment equipped.
    Fixed script error that could occur when joining a mission in progress with a Valkyr using the Enraged Augment.
    Fixed a script error during a Conservation encounter in the Plains of Eidolon.
    Fixed a script error that could occur when entering the Orb Vallis while a Thermia Fracture is being sealed.
    Fixed a script error that would occur when viewing a Kavor Defector in the Codex.
    Fixed a script crash that could occur on Clients if a dagger from Baruuk's Desolate Hands tried to fire at an enemy that was killed immediately.
    Fixed a harmless script error that could occur if a Companion Moa's Tractor Beam Precept was active as you streamed back into Cetus or Fortuna.
 
[DE]Megan


Mercredi 20 mai 2020
 
Nightwave Series 3 - Glassmaker - Hotfix 27.5.4

New Warframe Augments (max Rank)!

Head to the respective Syndicate Offerings to add these new Warframe Augments to your Arsenal!

    Atlas - Passive - Rubble Heap

      When above 1400 Rubble, Landslide costs no Energy, deals 2x Damage, and travels 2x faster.

    Nidus - Passive - Abundant Mutation

      Nidus gains an additional 200 max stacks of Mutation. Undying has a 30s cooldown.

    Valkyr - Hysteria - Enraged

      Damage increased by 200%, Critical Chance increased by 200%. Hysteria lasts for 15s, and receives a matching cooldown.

    Saryn - Spore - Revealing Spores

      Infected enemies within 40m will show up on the Minimap.

Nightwave Changes & Fixes

    Your move speed in Glassmaker Crime Scene #1 now matches the Leverian move speed. Inspect with more haste!
    Cephalite Resonance is now linkable in Chat which can also reveal the amount in your Inventory.
    Fixed a script error that could occur if an enemy was Glassed while on a mounted turret.

Changes

    Baruuk’s Desolate Hands will no longer consume a charge from Baruuk when sharing with Allies.
    From player requests, the Directed Convergence Mod has been converted to an Exilus Mod.

Optimizations

    Improved robustness of the launcher in the face of hostile networks (this may solve cases where an update is not visible to some users immediately).
    Fixed an issue with certain particle effects when running the game at very high frame-rates. As seen here:

Fixes

    Fixed a crash that could occur in Sortie Defense missions due to Defense Targets patrolling outside of the combat zone.
    Fixed inability to target Baruuk’s Desolate Hands and Nezha’s Warding Halo on Defendable objects.
    Fixed ability to hack a Bursa for free if you exited the hack via the pause menu.
    Fixed Blood Rush, Gladiator Mod Set, and Weeping Wounds bonuses not resetting if you’re the Operator when the Combo expires.
    Fixed Parazon Mods not remaining equipped after a Host migration.
    Fixed an abrupt Mission Failed due to Arbitration Defense targets dying randomly when attempting to teleport to the player when falling behind or just simply falling through the ground to their demise.
    Fixed Wardens in Rescue missions sometimes teleporting ahead of the player en route to extraction.
    Fixed downed Kuva Larvlings sometimes teleporting ahead of the player en route to extraction.
    Fixed Hildryn’s Ability Drain not updating in Arsenal Stats.
    Fixed another case of the Vasca Curative not working on Kavats.
    Fixed Nezha and Zephyrs Passive disable Augments giving the incorrect amount of Strength.
 
[DE]Megan


Lundi 18 mai 2020
 
Nightwave Series 3 - Glassmaker - Hotfix 27.5.3

Nightwave Changes & Fixes

    Another potential fix towards Cephalite enemies remaining invulnerable after having their glass destroyed. This case specifically related to the Cephalite enemy being ragdolled.
    Fixed Cephalite Resonance in Railjack not being shared between all squadmates.
    Fixed Kuva Larvlings and Silver Grove Specters spawning as Cephalites.
    Fixed a rare crash when exiting the Nightwave crime scene.
    Fixed a script error that could occur when a Glassed enemy was ragdolled.

Railjack Fixes

    Fixed some Railjack Battle Avionics not firing where the reticle is aimed for Clients.
    Fixed the default Railjack Skin not being first in the Railjack Skin list.

Changes

    The Larkspur now has force feedback when using a controller.
    Reduced Floof and Noggle Dojo Decoration cost from 20 to 5 (matching the Orbiter).
    Rotated the Suprema heavy sword skin so it faces the proper way.

Optimizations

    Made a micro-optimization to K-Drive races.

Fixes

    Fixed a few cases where bindings under the General tab would sometimes override a binding in a more specific tab. For example, on a controller, if you bound Right-D-Pad to Tactical Menu under General and bound it to Omni-Tool under Power Menu, it would open the Tactical Menu even when you were using the Power Menu.
    Fixed a case where you would change a controller binding, and the list of actions to bind would still show the default binding.
    Fixed the Basmu reload not providing Health if you’re the Client.
    Fixed ability to equip the Mending Shot Mod on the Shedu. Mending Shot is a Rifle (no AOE) Mod.
    Fixed Entropy Spike equipped on a Bolto causing self damage. This will now accurately cause self stagger.
    Fixed Kinetic Siphon Traps sometimes not working on Synthesis Targets.
    Fixed Titania Prime’s lateral dodges not moving you as far as they should.
    Fixed an ambiguity when getting Relics as a Daily Tribute (the description was the same as a Relic pack which implied you were getting 5).
    Numerous fixes towards NPC dodge behaviour issues, such as NPCs never switching up their dodge patterns and teleporting randomly after dodging.
    Fixed Somachord music playing in the background when entering the Leverian.
    Fixed a loud gun sound playing when inspecting items in Gauss’ Leverian.
    Fixed not changing directions when using afterburners in open zone Archwing while facing backwards.
    Fixed a case where the squad UI could become unresponsive if a player leaves during the loading screen transition.
    Fixed squad UI breaking if you selected a Star Chart mission then toggled to Railjack mode during the zoom-in animation.
    Fixed disabling Melee Auto Targeting in Options not actually disabling it.
    Fixed Market Bundles that include multiples of items displaying the multiple quantity, but the single item price, causing confusion on thinking you will get the multiple items for the single price.
    Fixed the pause menu overlapping with the Dojo Architect screen.
    Fixes towards a crash caused by a Host migration while in Archwing.
    Fixed numerous script errors that could occur if a K-Drive race were interrupted by a Host migration.
    Fixed a script error that could occur when joining a mission with a K-Drive race in progress.
    Fixed script errors that could occur when joining a mission in progress right when someone deploys an Arch Gun Deployer or other Gear Items.
    Fixed a harmless script error that could occur when joining a Grineer Shipyards Hijack mission in progress.
    Fixed numerous script errors when using Kinetic Siphon Traps.
 
[DE]Megan


Jeudi 14 mai 2020
 
Nightwave Series 3 - Glassmaker - Hotfix 27.5.2

Nightwave Changes & Fixes

    Resized the glass FX on Cephalite enemies based on their scale. This also adjusts the Cephalite glass weak point hit box, which if you haven’t figured out already; shoot the glass first.
    Potential fix towards Cephalite enemies remaining invulnerable even when their glass has been destroyed.
    Swapped the ‘Friendly Fire’ Act to be a Weekly challenge and the ‘Explorer’ Act to be a Daily challenge, as the latter is the easier Railjack Act to complete thus making it a Daily.
    Fixed the Heavy Ordnance Act not providing a kill count progress.
    Fixed Titania’s Razorflies contributing toward the Heavy Ordnance Act Arch Gun kill count.
    Fixed Somachord music playing in the background of Nightwave crime scenes.

Changes

    Tweaked tooltip in launcher to avoid people confusing themselves with the bulk download option.
    Cleaned up Profile Stats by removing the list of scanned items since that information is in the Codex already.

Optimizations

    Fixed content updates stopping abruptly when encountering certain types of network problems.
    Fixed a crash that could occur during certain types of network problem.

Railjack Fixes

    Fixed inability to exit the Railjack for a while after returning to the Dry Dock from a Railjack mission.

Fixes

    Fixed an issue where if you rebound the left shoulder controller button to another action such as Power Menu, it would trigger Roll instead.
    Fixed Kavats being re-infected with Vasca after being cured and then completing a mission with said Kavat.
    Fixes towards overly high bloom on Bows with ember/spark FX.
    Fixed missing Corpus Ship asteroid materials. 
    Fixed a couple script errors that could occur when joining a mission with a K-Drive Race in progress.
    Fixed a script error that would occur if someone riding a K-Drive triggered Sonic Boost just before flying into the Cetus gate.
    Fixed harmless script error that would occur if you joined an open-world map (Vallis/Plains) right as someone was throwing some Fishing Bait.
    Fixed a script error caused by dying when attempting to catch a Vallis Fish while it is struggling.
    Fixed a script error when casting Titania’s Lantern ability.

Missed Note

The Pluto Oceanum (Corpus Outpost Spy) tileset has been changed to the Corpus Ship tileset on the Star Chart to provide it with the newly refreshed Spy Vaults. Apologies that this one slipped through the Mainline cracks!

 
[DE]Megan


Mercredi 13 mai 2020
 
Nightwave Series 3 - Glassmaker - Hotfix 27.5.1

Fixes

    Fixed Ash's Helmet having a vestigial tail in Leverian.
    Fixed floating text in Ash's Leverian.
    Fixed a crash / issue that could occur when viewing transmissions.
    Fixed an issue where opening the Codex too quickly would cause a complete functionality loss.
 
[DE]Rebecca


Mercredi 13 mai 2020
 
Nightwave Series 3 - Glassmaker - Update 27.5.0

After a string of mysterious murders, investigate the latest crime scene to stop a cryptic killer from striking again. Step into Nora's crime-simula to witness the gruesome work of the Glassmaker. Check the shadows, search for clues and follow the trail of “glassed” bodies to crack the case… before it’s too late.

Beyond the interactive narrative, Nightwave: Series 3 also introduces new Daily and Weekly Acts! Don’t have a Railjack of your own? Railjack Acts can be completed by joining any open crew from the Star Chart.

Nightwave Act Additions

    Added the following Nightwave Acts:

    Daily

      Gatherer: Collect 100 Resources
      Deep Impact: Suspend 5 or more enemies in the air at once with a Heavy Slam Melee Attack
      Friendly Fire: While piloting a hijacked Crewship, destroy 3 enemy Fighters
      Child at Heart: Play a game of Frame Fighter, Happy Zephyr, or Wyrmius
      Patron: Donate to the Leverian
      Doppelganger: Deploy a Specter
      Swordsman: Complete a Mission with only a Melee Weapon equipped
      Hands Full: Complete a Mission with only a Primary Weapon equipped
      Sidearm: Complete a Mission with only a Secondary Weapon equipped
      No Mercy: Mercy Kill an Enemy
      Hush: Kill a Kuva Thrall
      Reclaimed: Clear a personal Kuva Lich Influenced Node
      Just Visiting: Visit a Featured Dojo

    Weekly

      Explorer: Complete 3 Railjack Missions
      Forward Thinking: Destroy a Crewship with Forward Artillery
      Flawless: Clear a Railjack Boarding Party without your Warframe taking damage
      Confiscated: Hijack a Crewship from the enemy
      Heavy Ordnance: Kill 500 enemies with an Arch Gun

    Elite Weekly

      Grand: Kill The Exploiter Orb
      Choose Wisely: Kill or Convert a Kuva Lich
      Elite Explorer: Complete 8 Railjack Missions
      Machine Interface: Complete a Spy mission with 3 manual console hacks and no alarms
      Speedster: Finish a Capture mission in less than 90 seconds

    ASH Shroud Skin

      Where once was fire is now cold resolve. A signature look for a prestige killer.

    Cremata Syandana

      With time and fire the truth of bone is revealed. The signature Syandana of Ash Shroud.

    Causta Bow Skin

      Born of heat and cold as death, this is the signature bow skin for Ash Shroud.

    ASH Shroud Collection

      All that remains is blood and dust. Become the shadow with the Ash Shroud Collection, which includes the cold-blooded Ash Shroud Skin, the venerable Causta Bow Skin and the forged-from-fire-and-bone Cremata Syandana.

Leverian Additions & Changes

    A new Leverian has been added for Ash! Drusus has a new tale to tell about....The Scoria!
    Added a text box to the items displayed in the Leverian that shows the whole script of that item, so you can better follow Drusus' tale if you fail to read the subtitle in time.

Double Tap Mod Changes & Fixes

    Changed the Double Tap Mod description to include its stacking function when equipped outside of Conclave:

      Double Tap (Latron): On Hit: 20% Bonus Damage on next Hit for 2s. Stacks up to 20x outside of Conclave.

    The Latron HUD now displays the buff combo status when equipped with the Double Tap Mod.
    Fixed the Double Tap Mod resetting its buff on every shot, as opposed to the intended reset on miss.

Optimizations

    Added a workaround for content update on improperly configured computers.
    Improved content update support for local proxy servers on Windows 8.1 and Windows 10.
    Optimized out hitches in item preview when a customized Warframe Skin is already equipped.

Railjack Fixes

    Fixed inability to tag items in Chat when using the Chat window while on a Railjack Turret.

Fixes

    Fixed Nezha’s Warding Halo blocking 100% of Damage instead of the intended 90%.
    Fixes towards another case of not gaining Focus XP when switching between your Arch-Gun in both air/ground forms.
    Fixed Vauban’s Nervos not reflecting chosen Skin overrides for Clients.
    Fixed the “Modify Parazon” button in the Kuva Lich menu not appearing when in the Dojo.
    Fixed the "X Items Ready To Claim" Foundry UI quantity not updating in your Orbiter unless you claim everything.
    Fixed Skins in the Market saying you didn't own a compatible item when you did.
    Fixed items in the in-game Market not displaying "Mastery Rank Locked" icons to indicate as such.
    Fixed lighting intensity in the Grineer Galleon extraction cinematic.
 
[DE]Rebecca


Mardi 12 mai 2020
 
Ondes Nocturnes: Série 3 - Les Mystères du Verre

Suivez la piste du tueur et gagnez de nouvelles récompenses.

Pouvez-vous résoudre l'affaire, Tenno?

Nora est de retour avec les Ondes Nocturnes: Série 3 - Les Mystères du Verre, disponible sur toutes les plateformes. Accédez à la scène de crime virtuelle de Nora pour traquer un tueur tordu aux méthodes pas banales. Progressez à travers les 30 Rangs pour gagner de nouvelles récompenses, dont un Vaisseau de Débarquement Ondes Nocturnes, des Augmentations et des éléments de personnalisation sur le thème des Cephalons pour votre Warframe, votre Opérateur et vos Armes de Mêlée!

Ondes Nocturnes: Série 3 - Les Mystères du Verre

Après une série de meurtres mystérieux, enquêtez sur la dernière scène de crime pour empêcher un tueur énigmatique de frapper à nouveau. Entrez dans la simulation de crime de Nora pour être confronté à l'horrible travail du Chagall. Vérifiez les ombres, recherchez des indices et suivez la trace des corps ''vitrifiés'' pour résoudre l'affaire... avant qu'il ne soit trop tard.

Au-delà du récit interactif, les Ondes Nocturnes: Série 3 présentent également de nouveaux Actes quotidiens et hebdomadaires! Vous n'avez pas votre propre vaisseau? Les Actes Railjack peuvent être complétés en rejoignant n'importe quel équipage de la Carte Céleste.

Nouvelles Récompenses

Commencez sans tarder et gagnez des récompenses des Ondes Nocturnes: Série 3.

    Au Rang 5, déverrouillez la Sugatra Boolean inspirée des Cephalons.
    Testez vos [Manœuvres Mortelles] avec la nouvelle Augmentation Magnus au Rang 7.
    Personnalisez votre Opérateur avec les Boucles d'oreilles Cogna au Rang 10.
    Équipez [Tirs Déroutants] au Rang 20.
    Débloquez la Syandana Boolean au Rang 28 pour vous distinguer.
    Atteignez le Rang 29 pour obtenir les Épaulières Frakta.
    Et pour nos Tenno les plus dévoués, atteignez le Rang 30 pour gagner la récompense ultime: un vaisseau de débarquement Ondes Nocturnes exclusif.

Une fois que vous avez atteint le Rang 30, terminez les Rangs de Prestige pour gagner des Jetons de Cristal supplémentaires. Utilisez-les dans la Boutique des Ondes Nocturnes pour acheter de l'Extrait de Nitain, des Réacteurs Orokin, des Catalyseurs, des Schémas et plus encore!

Collection Ash Shroud

Il ne reste que du sang et de la poussière. Devenez une ombre avec la Collection Ash Shroud, qui comprend l'Aspect Ash Shroud, le vénérable Aspect Causta Bow et la Syandana Cremata forgée à partir de feu et d'os.

Gardez les yeux ouverts, Rêveurs. Le Chagall va forcément frapper à nouveau.

FAQ Ondes Nocturnes

    Que sont les Ondes Nocturnes?

      Un programme de radio pirate animé par Nora Night, les yeux et les oreilles du Système Origine. Chaque Série des Ondes Nocturnes se déroulera sur plusieurs semaines et racontera une toute nouvelle histoire. Terminer des défis quotidiens et hebdomadaires - appelés Actes - débloquera des récompenses à durée limitée.

    Comment puis-je gagner des récompenses des Ondes Nocturnes?

      Accomplissez des Actes et améliorez votre classement des Ondes Nocturnes pour gagner des objets puissants, des personnalisations exclusives, des devises spécifiques aux Ondes Nocturnes et plus encore! Assurez-vous de terminer les 30 Rangs avant la fin de la Série pour gagner toutes les récompenses.

    Combien de temps durera la Série 3?

      Nous n'avons pas encore de date de fin exacte, mais attendez-vous à ce que la Série 3 dure au moins deux mois. Une annonce officielle sera faite sur nos forums à une date ultérieure! Chaque Série est un nouveau départ pour tous les joueurs, ce qui signifie que les Jetons de Cristal expireront lorsque la Série sera terminée. Dépensez-les avant qu'ils ne disparaissent!

    Que sont les Épisodes? Quand les nouveaux Épisodes sortiront-ils?

      Les Épisodes sont introduits tout au long d'une Série des Ondes Nocturnes; ils font avancer l'histoire et peuvent inclure des changements dans le jeu (par exemple, plus d'ennemis, ou des ennemis plus forts).
 
 


Jeudi 7 mai 2020
 
Warframe Revised - Railjack Revisited (Part 1) - Hotfix 27.4.4

Railjack Changes & Fixes

    Changed the Valence Fusion popup if you have no compatible Fusion items but you do have Wreckage partially funded, this popup will indicate that you cannot use partially funded Wreckage for Valence Fusion (you can of course get refunded for cancelling the repair and then Valence Fusion will work).
    Void Mode will now be disabled when Operators use a Railjack Turret.
    Fixed Scrapping unrepaired Wreckage displaying that you gained the wrong Resources. When Scrapping unrepaired Wreckage the UI should only show you that you obtained Dirac.
    Fixed another case of Fire Malfunctions not damaging the Railjack in higher level missions.
    Fixed Radial explosions from weapons (Penta, etc) not doing damage to Crewship Reactors.
    Fixed the Join Warp feature not bringing your Pet Companion with you.
    Fixed (for real this time) Cruising Speed Avionic not applying its 80% increase for Railjack speed when more than 3000m away from any enemy ships.
    Fixed using a Forging Bay as the Operator not correctly tracking which Forge you were trying to use, causing Forges to appear “Busy” when they really weren’t.
    Fixed weird Operator animations when using the Forward Artillery on the Railjack.
    Fixed ‘Countermeasures’ and ‘Fiery Phoenix’ Avionics descriptions not matching their updated functionality. 

Optimizations

    Hardened content update system against 3rd-party proxies with corrupt or stale data.
    Fixed content updates stopping abruptly when encountering any network problem.

Changes

    Enemy summons can now be mind-controlled by abilities. Previously, there was a mechanic where 'owned' NPCs would not be affected by mind control, but now this only applies to allied owned NPCs (Sentinels, Pets, followers) so that there's no misleading things happening with Mind Control abilities.

Fixes

    Fixed crashing when buying an Appearance Slot for the Arcata in the Arsenal.
    Fixed a functionality loss when opening the pause menu while the in-game Market is loading.
    Fixed inability to capture Manifestations during the Chains of Harrow quest. As reported here
    Fixed the Kuva Ayanga causing self-damage when out in space.
    Potential fix for losing Focus XP in certain cases.
    Fixed cases where some Damage/Status Effects might bypass Rhino’s Iron Skin.
    Fixes towards many NPC's leaping abilities potentially causing them to land off-navigation and becoming stuck. (This also contributed to Defense missions that use NPCs as the objective randomly failing)
    Fixed performing a Mercy kill while Atlas’ Rumbled Augment is active giving you back your regular weapon during Rumbled.
    Fixed for Zaw's using weapon Skins covering the Warframe with the weapon's Elemental FX. As reported here
    Fixed Melee polearms becoming greatly stretched when equipped with the Polearm Jotunheim skin.
    Fixed Titania Prime not playing proper movement and dash sounds when equipped with Skins.
    Fixed Hydroid’s Immortal Skin not applying correctly to his body.
    Fixed for missing adhere and explosion sounds for the Pox.
    Fixed ‘Recently Met Players’ list populating and then removing all player names.
    Fixed a script error when launching a Railjack mission from the Dojo Navigation.
    Fixes towards line breaks for languages without spaces.
 
[DE]Megan


Lundi 4 mai 2020
 
Warframe Revised - Railjack Revisited (Part 1) - Hotfix 27.4.3

Railjack Changes & Fixes

    Your Pet Companions will now teleport alongside you when transitioning between different regions in a Railjack mission (ie Omni Recall, Archwing Slingshot, boarding a Crewship via Archwing, etc). 

      This addresses feedback that Pet  Companions could take many seconds to catch up, or if it's bleeding out, won't catch up at all, thus dying frequently. This also fixes Pet Companions sometimes dying on an exploding Crewship that you’ve already departed from. 
      A lingering issue we’re chasing is the Join Warp feature not bringing your Pet Companion with you.

    Fixed a functionality loss when Recalling back to the Railjack while performing a finisher.
    Fixed Cruising Speed Avionic not applying its 80% increase for Railjack speed when more than 3000m away from any enemy ships.
    Fixed base of the Railjack Wing Turret appearing to float in front of the Client player when mounting said Wing Turret.

Changes

    Stance Forma is now eligible to be installed on Garuda’s Talons due to the Talons using standard Stance Mods instead of an Exalted Stance.

Fixes

    Fixed Hold cast/charge abilities becoming nonfunctional if interrupted by a Parazon finisher.
    Fixed Torid Toxin grenades dealing self-damage.
    Fixed inability to approach Orb Vallis Coildrives to initiate a hack due to the Coildrive constantly shocking and knocking you back.
    Fixed Grattler projectiles sometimes immediately exploding when fired which sometimes resulted in a crash.
    Fixed a misleading spike in the launcher download speed indicator when a lot of updates are aborted at once.
    Fixed a script error in Rell's Condemn ability.
 
[DE]Megan


Lundi 4 mai 2020
 
Warframe Revised - Railjack Revisited (Part 1) - Hotfix 27.4.2

Railjack Fixes

    Fixed Clients using Join Warp (Rank 10 Tactical) teleporting ten-thousands of meters away instead of next to the squad member they are trying to teleport to.
    Fixed Particle Ram FX flickering if you weren’t the person flying the ship.
    Fixed a script error that could occur if you were viewing the Railjack Tactical Menu while en route to the Dry Dock.
    Fixed Seeker Volley having no drop location - it now drops from Kosma Taktis.
    Fixed killing Crewship Engines not affecting crew count before the ship has been boarded.
    Fixed a crash associated with Crewships.
    Fixed Garuda not being able to Melee after leaving and re-entering Railjacks. 

Archwing Launcher Changes

We have reverted our recent changes to the Archwing Launch Blueprint and brought it back to basics for now.

    The Archwing Launcher Blueprint is no longer consumed on use, and will always be available to craft in the Foundry like before mainline. 

Changes

    Removed Stance Forma eligibility on Exalted weapons due to Stance Forma providing no benefit to these weapons.
    Removed inaccurate information found in the in-game Market tooltip for Titania Prime Accessories. 

Fixes

    Fixed a major issue with Projectiles having more Critical Chance than intended. This issue was introduced with the Warframe Mainline that launched Friday.
    Fixed an issue with Jackal / Razorback functionality in terms of boss properly navigating rooms.
    Fixed functionality loss when selecting the category bar in the Mods section of the Codex and attempting to search.
    Fixed not receiving the correct Kavat Genetic Code when purchasing the Kavat Start Kit from the in-game Market. 

      We’re working on a script to provide the correct Kavat Genetic Codes to those who purchased the Kit - we’ll update the thread here when the script has run/finished. 
      *The script has started! Will update here when it has finished.
      *The script has finished!

    Fixed Arch Melee in normal Archwing missions teleporting you into abrupt and incorrect places as well as the magnetism working irregularly. We are still working on polishing this up. 
    Fixed Exodia Contagion’s projectiles being invisible when a Skin is equipped.
    Fixed the Jackal getting stuck in various room geometry.
    Fixed Clients inability to see themselves perform any further Emotes after performing an Emote.
    Fixed the Operators having black teeth due to not understanding the importance of flossing. As reported here
    Fixed some missing UI Icons in the in-game Market.
    Fixed a script error that would occur if you received a transmission from a Converted Kuva Lich while in Fortuna, Cetus, or a Relay.
    Fixed a script error that could occur if Sargus Ruk attempted to swing his flamethrower wide and spray you with fire before actually acquiring you as a target.
    Fixed a script error that could occur for Clients if someone died during the energy-draining phase of the Power Drift puzzle.
    Fixed a couple script errors that could occur while fighting the Cunning Drift Security Eye.
    Fixed a script error when playing Happy Zephyr/Wyrmius while not logged in.
 
[DE]Megan


Jeudi 30 avril 2020
 
Warframe Revised - Railjack Revisited (Part 1) - Update 27.4.1

We are working on some urgent fixes here and will be reading feedback and playing Railjack for next steps to greatness! Thanks for your patience, all!

Railjack Fixes

    Quadrupled the XP gain from removing Railjack Hazards:

      Fire Hazard: From 600 to 2400
      Electricity Hazard: From 600 to 2400
      Ice Hazard: From 600 to 2400
      Hull Breach: From 600 to 2400
      Hull Rupture: From 1000 to 4000

    Changed confirmation text when Valence Fusing Railjack components to be clearer.

      It now reads ‘Choose a stat’ instead of ‘Choose which stat to fuse’.

    Fixed Railjack Fire Hazards not causing correct damage to the Railjack. You should feel Fire Hazards (max 1 at a time) hitting a lot harder to your Railjack now as intended.
    Fixed Cruising Speed Avionic stacking its effect if you equip/unequip it repeatedly in the Loadout screen.
    Fixed sometimes crashing when casting the Void Hole Battle Avionic.
    Fixed a script error when using Valence Fusion in the Railjack Configure panel.
    Fixed a script error when initiating a Railjack mission right when someone else is Contributing in the Dojo.
    Fixed a script error when Upgrading Avionics.

Grattler Changes

    Removed self-damage when in space. The Grattler will apply the self-stagger mechanic now while in space.

Changes

    The Archwing Launcher Blueprint will now be consumed upon Craft as you only need 1 Archwing Launcher in your Gear.

      We’re looking at adding the Archwing Launcher Blueprint to Cephalon Simaris’ Offerings for those that need it post Archwing Quest (i.e. accidentally sold it), as well as some other related issues we’ve found.

    Added Oberon’s Ability videos to his Arsenal - we’re all caught up now!
    Returned Simulor vortex lifetime to 5 second duration in Conclave.
    Removed an unreleased UI Theme - check back in Deadlock Protocol!

Fixes

    Fixed the Mutalist Cernos and Pox Damage over Time applying self-damage.
    Fixed the Atlas Rumbled Augment Damage absorption not blocking all Damage to Shields/Health and Pressure Point style Damage Mods not affecting Damage.
    Fixed Larkspur not showing Lead Indicator when it is in Alt-Fire Mode.
    Fixed Primary Kitgun Grips being visible for preview at Rude Zuud's shop.
    These are rescheduled for the Deadlock Protocol Update.
    Fixed every Chat Linked Relic displaying a Lith S8 Relic.
    Fixes towards Vallis/Plains NPCs that sometimes end up in navigation-less areas becoming completely stationary when there is no way for them to get to proper land, instead of at least fighting back.
    Fixed some missing Pause Menu text.
    Fixed some explosion FX being absent.
    Fixed some Market items displaying singular Platinum/Credit prices.
    Fixed a script error that could break the Excavation HUD.
    Fixed a server script error when changing Arcanes.
    Fixed a script error when casting Atlas’ Petrify ability.
    Fixed a script error when dying in Rathuum or The Index.
    Fixed a script error when selecting a new color in a Color Palette.
    Fixed a script error when Fishing that resulted in inability to use Dye, Fish not moving, etc.
 
[DE]Megan


Jeudi 30 avril 2020
 
Warframe Revised - Railjack Revisited (Part 1) - Update 27.4

Railjack Revisited (Part 1)

Tenno! We are continuing our Warframe Revised update pattern - this time with a focus on Railjack. Earlier this year we released ‘Warframe Revised’ which touched a lot of Warframe, but also included a big batch of bug fixes for Railjack. Now it’s time to dive deeper into key areas: Pacing, Balance, and Tools of the Trade.  Not included in this Revisit: Intrinsics, Missions, and other areas. These are bigger undertakings for later Parts, but expect more revisions to come (to Malfunctions too)!

In Part 1, we are revising Pacing, Balance, and Tools because these 3 make up the foundation of all Railjack gameplay: what’s the pace of Railjack missions? How hard are you hitting enemies (and vice versa)? What are your tools for the trade? This update provides new answers to all of these questions in a new foundation to the Railjack you’ve known since launch. The key intention behind this Railjack Revisited update is to make Railjack better paced and more fun, while also being more rewarding for your time.

You may notice some items listed below are striked-through! Over the weekend, we posted a Dev Workshop of these changes, also ran our first ever Public Test Cluster, where Tenno could playtest these Railjack changes before they went live. As we iterated on the feedback gathered, we wanted to show this in our update notes: if we iterated on a change following feedback, we have listed the original planned change with strike-through for the sake of comparison! The notes that follow are the Dev implementation of that feedback, which are now live! Whether you participated in the Public Test Cluster or shared your thoughts on the Dev Workshop, thank you again for providing thoughtful feedback on these Railjack changes prior to release, we look forward to more opportunities to do the same. 

General Changes

    Doubled the Railjack’s innate loot-pickup (Vacuum) Range.

      We’ve also improved the way that Vacuums pull items towards the player and the Railjack. The maximum amount of time it takes for the pick-up to reach the player should be a little more consistent now (about 0.75 seconds in most cases).

    The Sentient Anomaly in the Veil Proxima now has no downtime - it rotates every 30 minutes to a different node with no downtime in between.
    Changing the pacing and general feel of all Railjack Piloting and movement to be less reliant on the optimal strategy of “Single strafe Boost then Repeat”: 

      Doubled the Railjack’s base Speed.
      Lowered Boost Speed by 75%
      Increased the Boost Speed cost of dodge.
      Increased Boost Drain

    Made scale a factor in damage reduction and bonuses. This means Archwings and their weapons will do more damage to ships, while also taking less damage from them.
    Fixed inconsistencies with the sensitivities of the emplacement positions (side turrets now match the pilot turret)
    Doubled Revolite crafting yield from 50 to 100.
    Tripled values of Titanium and Asterite resource drops.
    Grineer on-foot enemies now drop Archwing Mods, and Captains drop Operation and Dual Stat Archwing Mods.
    Added an Omni Tool binding when using a controller! The default binding is RB + Right Directional-Pad button, to customize go into your Options > Controls > Customize Controller > Ability Menu > Bind ‘Equip Omni’. 

      The Omni Tool will only be equipped using this shortcut option if it is in the Gear Wheel!

    The Omni tool will now slot into the first available slot in the Gear Wheel when given to players instead of being appended to the end.
    Removed unnecessary ability to use the Omni tool outside of Railjack missions.
    Railjack sessions now lock after 5 minutes or if 50% of the Fighters have died - similar to normal sessions.
    Removed the whirly spin move of one of the Sentient fighters. He was having just a little bit too much fun and the other Sentients were just not having any of his funny business.
    Updated the look of the Taktis Grineer Fighter ships.
    Made slight visual updates to the search bar in the Avionics screen.
    When transitioning between Railjack missions, your Warframe/Operator Health/Shields will be restored as well as any Vazarin instant Revives.
    Railjack Missions now reward more Credits at End of Mission to tie some of the main currencies into the reward structure more heavily. 
      Earth Proxima Missions reward 30,000 - 45,000 Credits depending on the node.
      Saturn Proxima Missions reward 50,000 - 75,000 Credits depending on the node.
      Veil Proxima Missions reward 80,000 - 150,000 Credits depending on the node.

Ship Combat Changes

    Changed all Health, Shield and Armour to use the new Tenno versions introduced in Warframe Revised.
    Halved the Health and Armour of all Grineer Fighters.
    Randomized the amount of Fighters required to be killed during the Extermination portion of the Skirmish mission so it’s not always the same.
    Decreased the amount of time between landing the killing shot to the enemy explosion on Fighters (0.1 - 1 sec) down from (1-3) seconds. The effect of this will be not only a quicker pace, but also a quicker time to spawn any drops.
    Decreased Railjack Shield Recharge delay from 5 to 3 seconds. Shield Recharge delay remains at 5 second based on Public Test results.
    Railjack Weapon heat build up changes:

      Apoc - Sigma/Lavan/Vidar heat build up reduced from 20 to 12. Zetki from 40 to 20
      Carcinoxx - Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zetki from 20 to 12
      Cryophon - Zetki from 400 to 350
      Photor - Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zetki from 20 to 12

    Railjack Weapon changes:

      Milati Multi Missile

        Reload speed increased from 5 secs to 2 secs
        Projectile speed increased from 250 to 400

      Pulsar damage increased:
      Sigma/Lavan/Vidar

        MK 0 - 43 to 52
        MK 1 - 78 to 94
        MK 2 - 133 to 160
        MK 3 - 213 to 256

      Zetki

        MK 1 - 117 to 141
        MK 2 - 200 to 240
        MK 3 - 320 to 384

On-Foot Combat Changes

    Reduced the Health of all on-foot Grineer Railjack enemies by half.
    Removed scaled damage controllers from all on-foot Grineer Railjack enemies.

Railjack balance feedback megathread

Pacing Changes

    Added Caps for the amount of simultaneous Railjack Hazards (Fire, Electric, and Breaches). Your Railjack can only have 1 of each Hazard active at a time.
    Made each RJ Hazard type more harmful to the ship. Made each RJ Hazard type even more, MORE harmful to the Railjack based on Public Test results.
    Reduce Railjack Speed and Damage when Railjack is in “Catastrophic Failure” mode.
    Increased the amount of Omni Revolite required to remove hazard events, but increased the XP gained.
    Increased the number of fighters in all alert stages.
    Enemies now spawn much closer to the Railjack vs. 1000+ km away.
    Destroying all engines on a Crewship now disables weapons.
    Destroying all engines on a Crewship kills half the crew on board.

Archwing Changes / Fixes

    Longstanding issues with the usability of Archwing Melee has been fixed.

      Made numerous changes here based on Public Test results, including further Melee weapon rebalancing.
      Increased base Melee magnetism range from 100 to 140m
      Decreased chance of Enemy Fighters performing a maneuver to break away from Melee attacks from 100% to 10%.
      Increased camera offset from Enemy Fighters from 25 to 30m to help show action.

    Archwing Melee Range Mods now affect aim assist lock-on range.
    Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats.
    UI Lead indicator has been added to relevant Archwing Guns.

Systemic Changes

    The Kuva Lich ‘Valence Fusion’ has been added for built Armaments and Components. Introducing RAILJACK VALENCE FUSION - players can now fuse duplicate built or unbuilt stats to their favorite built parts, boosting them. Based on Public Test Cluster feedback, this no longer requires built Armaments and Components to Valence Fuse: Wreckage can be used, with a resource cost (Max 40%!). Built Armaments and Components can also be used and consumed, with a Dirac cost.

      Requires Dirac to perform if VALENCE FUSION occurs for built Armaments and Components.
      Requires Resources and Credits if VALENCE FUSION occurs for Wreckage of Armaments and Components.
      Combining matching tiers gives 10% boost in stats
      Combining lower tiers gives 5% boost in stats.
      Two tiers removed (MK3 with MK1) is 2% boost
      You can only VALENCE FUSE the same House and type of Armaments and Components across all MKs - much like Kuva Lich Weapons.  Also Sigma equipment (your starting equipment or purchased from the Dojo) cannot be upgraded in this way.

Affinity and Intrinsic Gain Changes

    Doubled Affinity-to-Intrinsic Point conversion. You will now gain Intrinsics 2x faster.
    Increased the earned Affinity on killing Elite Fighters and Outriders.

Avionics Changes

When it comes to Avionics changes, there’s an overarching goal: Simplify Avionic management.

    Each Integrated Avionic Type will now only exist with a single Manufacturer rather than three Manufacturer flavors. What this means is that there won’t be 3x variants of the same Avionic.
    Consolidated Avionics have had their Avionic Capacity Drain altered so that on average the Integrated Avionics now consume 20% less. This ensures players can more comfortably fit the builds they want in the new consolidated system based on Feedback from the Public Test Cluster.
    The ‘retired’ Integrated Avionics will be removed from players inventory via a script on login.
    The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of its Type.
    ALL Dirac used to upgrade Integrated Avionics will be refunded. This applies to both retired and remaining Avionics.
    ALL remaining Integrated Avionics will have their Upgrades drained.
    Added ‘Incomplete’ tab/category to the Avionics screen in the ‘Configure Railjack’ panel, Mods Segment screen, and the Codex.  

      Avionics, Mods, and Arcanes that are not owned are marked as ‘preview’ in this category and those that you own but have not ranked to Max are also in this category.

    You can now Chat Link Avionics!

Battle Avionic Refresh

    Munitions Vortex

      Reverted to ‘as is’ based on Public Test results, albeit with brand new FX for understanding scale / effect of Avionic.
      Vortex is now attached to the front of your Railjack
      Increased Vortex radius from 30 to 60
      Increased radius from 150 to 200

    Countermeasures

      Initial use cost of 5 Flux Energy, double cost if used again within 4 secs up to a cap of 40 energy (5/10/20/40)

    Blackout Pulse

      Display range stat on all marked targets while projectile is in flight
      Increased radius from 100 to 200
      Increased damage from 250 to 500

    Particle Ram

      Requires forward velocity to be active
      Increased speed of projectile when its launched
      Increased length of projectile so targets stay within the damage field as long as they did before with slower projectile
      50% more Damage during a Vector Maneuver
      100% more damage when launching the Particle Ram
      Now accepts Energy colour.

    Shatter Burst

      Display range stat on all marked targets while projectile is in flight
      Range increased from 120 to 200
      Damage increased from 500 to 1000
      Radius increased from 60 to 80
      Fall off decreased from 100% to 50%

    Void Hole

      Decreased duration from 25 to 12 secs
      Increased attraction strength

    Fiery Phoenix

      Decreased energy drain from 5 to 2.5 per sec

    Seeker Volley

      Increased damage from 1000 to 1600
      Increased Critical Chance from 20 to 40%
      Increased speed from 120 to 260

Tactical Avionic

    Fire Suppression

      Changed the Fire Suppression Tactical Avionic to always fix only one Hazard, and upgrading the rank reduces the cooldown.

        Previously the only reason you would have upgraded this avionic was to handle more Hazards at once, but now your Railjack can only have 1 Hazard at a time. Reducing the cooldown instead still gives you a reason to rank it up.

New Avionics!

Find these new Avionics from Earth, Saturn, or Veil Proximia Grineer Fighters to enhance your Railjack (these values are with Max Rank Avionic and Max Grid Rank):

Deep Hold (Lavan)

    Increase Forge Capacity by 60%.

Cruising Speed (Zetki)

    Increase Speed by 80% when no enemies within 3000m.

Quicklock (Lavan)

    Decrease Ordnance Lock-on time by 75%.

Artillery Cheap Shot (Zetki)

    Forward Artillery has a 50% chance to not consume Dome Charges.

Ordnance Cheap Shot (Lavan)

    Ordnance weapons have a 50% chance to not consume Munitions.

Turret Velocity (Vidar)

    Increase Turret Range by 25.3%. Increase Turret Projectile Speed by 55%.

Archwing Melee Stat Refresh (NEW based on Public Test Feedback)

    Mastery Rank 0-3

      Veritux

        Damage increased from 300 to 360 470

      Onorix

        MR increased from 0 to 1
        Damage increased from 290 to 320 412

      Agkuza

        MR increased from 0 to 3
        Damage increased from 350 to 436
        Status chance increased from 10% to 15%

    Mastery Rank 4-6

      Kaszas

        MR increased from 0 to 4
        Damage increased from 325 to 392
        Status chance increased from 15% to 20%
        Critical chance increased from 10% to 15%

      Rathbone

        MR increased from 0 to 6
        Damage increased from 280 to 340 450
        Status chance increased from 7.5% to 12%
        Critical chance increased from 15% to 20%

    Mastery Rank 7-9

      Knux

        MR increased from 0 to 7
        Damage increased from 325 to 340 445
        Critical chance increased from 10% to 13%

      Centaur

        MR increased from 0 to 8
        Damage increased from 280 to 290 376

      Prisma Veritux

        MR increased from 0 to 8
        Damage increased from 300 to 320 394
        Critical chance increased from 15% to 30%

    Arch-Gun Changes

      Grattler

        Proximity fuse has been added to Grattler rounds in space so they explode when they are near a target.

      Phaedra

        Phaedra accuracy increased.

      Imperator Vandal

        Imperator Vandal accuracy increased.

      Dual Decurions

        Recoil reduced for Dual Decurions in space.
        Increased accuracy.
        Decreased zoom FoV.

Larkspur

    Reduced the collision size of Larkspur's Alt Fire projectile.

    Velocitus

      Increased size of Velocitus projectile in space.
      Quick shot Damage increased from 200 Magnetic to 150 Impact, 150 Puncture, 150 Slash and 150 Magnetic.
      Quick shot Critical Chance increased from 25 to 30%.
      Charged shot Damage increased from 1200 Magnetic to 400 Impact, 400 Puncture, 400 Slash and 400 Magnetic.
      Charged shot Critical Chance increased from 30 to 60%.
      Charged shot Critical Damage increased from 3 to 3.6x.

    Corvas

      Minimum Fall Off Damage increased from 175 to 440.
      Charged Shot Critical Damage increased from 2.6 to 3x.

    Kuva Ayanga

      Ammo regen delay decreased from 1 sec to 0.7 secs.
      Ammo regen rate increased from 10 to 66.
      Fall Off min Damage increased from 120 to 137.

Railjack Fixes

    Fixed attempting to exit the Railjack right when the Host selects another mission to warp to resulting in the left-behind player dying and sometimes unable to Revive.
    Fixed lingering Revo Reducer buff after equipping and unequipping the Revo Reducer Avionic until they complete a mission or leave their Dojo.
    Fixed cases where the doors in the Railjack would have collision and prevent players from passing through them.
    Fixed inability to load into the Dojo via Railjack Navigation.
    Fixed Railjack Reactors that have the “50 Shield per unused Avionics Capacity” perk not applying the perk when first loading into a Railjack mission.
    Fixed Clients having a 5 minute Arch-Gun Deployer cooldown if you were outside the Railjack when a Host migration occurred.
    Fixes towards an inescapable black screen if you were inside a Crewship as the Operator when it exploded.
    Fixed Client's inability to destroy a Grineer Crewship with the Forward Artillery if the Crewship was near disabled.
    Fixed ‘Reflex Aim’s’ snap aiming not properly targeting the ships from a split Gyrex. 

      The target lead indicators will now follow the ships split from the Gyrex, but since radial damage does not hurt them, ‘Target Sync’ will not lock-on to them. This was set this way so that players do not waste their Munitions. 

    Fixed Chroma Elemental Ward issue where casting it on yourself through the Railjack Tactical Map, then overriding it with your own cast causing the bonuses from the Tactical Map cast to never expire.
    Fixed a functionality loss when using Transference while transitioning through a loading tunnel (Void tunnel).
    Fixed Clients out in space that experience a Host migration, resulting in an ability to take your Heavy Weapon into the Railjack and POIs as a regular ground weapon (Primary).
    Fixed being placed inside an Artillery and falling through the level to escape if you used Join Warp on a player on said Artillery.
    Fixed your Warframe’s body not moving with camera aim when using the Railjack’s Forward Artillery.
    Fixed using Transference when Piloting or using side Turrets in Railack as Operator causing it to cast the first slotted Battle Avionic.
    Fixed Clients loading into an untextured level when sitting in the Archwing Slingshot during a Host Migration.
    Fixed Focus Convergence Orb markers appearing in Space instead of inside the ship when piloting Railjack.
    Fixed starting a second Railjack mission preventing Melee Finishers from working until respawned.
    Made multiple fixes for jittery and weird cloth physics when hanging out in the Railjack. This also fixes issues of rigid cloth after dismounting from the Pilot seat.
    Fixed Clients loading into Railjack missions from Dry Dock after accepting an invitation from Host getting stuck in infinite loading.
    Fixed issue where Clients would get stuck in the Forward Artillery and above the intended area in the Railjack when entering and exiting the Forward Artillery back to back.
    More fixes towards players finding themselves in all kinds of brokenness when using Archwing Slingshot on a Crewship that had just been destroyed.
    Fixed elements of the Tactical Menu map disappearing in certain aspect ratios.
    Fixed Clients getting left behind when starting a second Railjack mission from the Dry Dock and Hosts getting stuck in infinite load.
    Fixed objective markers sometimes not showing after subsequent Railjack runs as Host.
    Fixed fighter/Crewship objective markers reappearing after migration when they had already been completed.
    Fixed Operator faces getting all messed up when piloting Railjack. Space fighters are thankful they no longer have to witness that horror anymore.
    Fixed meltdown projector showing for players that are still inside the Crewship.
    Fixed multiple issues related to Railjack for Clients invited to someone’s Orbiter including: 

      Fixed an issue where using "Board Railjack" / "Return to Orbiter" from the top menu while not close to the action itself would fail to execute it.
      Fixed an issue where Clients would spawn in a "random" spot on the Railjack instead of in the bridge like the Host does if they were still in the Orbiter.

    Fixed the Railjack Sungem and Caballero skins having the Ordnance and Nose Turret weapons clipping with parts of the Railjack/Skin.
    Fixed the waypoints for Commanders in Railjack missions not having distance information.
    Fixed Dragon Key debuff indicator appearing as a red dot in the HUD when Piloting the Railjack.
    Fixed purchasing a Glyph to equip on your Railjack only applying the icon, but not setting the selected item. This resulted in the Glyph slot name not updating and selecting to equip a new Glyph would auto focus the old Glyph you had before the purchase.
    Fixed teammate buttons in the Railjack Tactical Menu overlapping the location text.
    Fixed super long Railjack names overwhelming the Railjack HUD.
    Fixed UI becoming unresponsive after opening the Nightwave screen as the Operator when returning to the Dry Dock from a Railjack mission.
    Fixed Elemental Resistance Avionics not Ranking up properly.
    Fixed accessing the Railjack Arsenal from the Orbiter leading to camera placement issues.

Defendable Objects: Healing AoE and Damage Reduction Changes

Our Healing AoE / Damage Reduction changes posted back on April 3rd have arrived! If you’re unfamiliar, ultimately what we want is more ‘Healing’ Abilities to work to allow for more strategies to emerge in various mission types. Healing these objectives can serve well as an alternative or a complement to the commonly used defensive Abilities, such as Frost's Snow Globe, Gara's Mass Vitrify, Limbo's Cataclysm. 100% heals is not what we want to do, so we are instead allowing the effects with some objective-specific adjustments as to not trivialize the game modes.

All the initial information can be found in the Dev Workshop: https://forums.warframe.com/topic/1181914-dev-workshop-healing-defendable-targets/

Heal Source

Normal effect

Effect on all types of static Defendable objects (Cryopods, Excavators, etc)

How did this work before this Update?

Gara - Mending Splinters

3 HP per sec for each active splinter

Fine as is.

As is

Hildryn - Haven

500 Max Shields
80% faster Shield recharge

Fine as is, will inherit the Normal effect behavior.

On live does nothing

Trinity - Blessing

Up to 100% HP and Shield restore

Previously did nothing. Now, will Heal for 500 over 5 seconds, can’t stack

On live does nothing

Equinox - Mend

25 Shields for each enemy killed
Burst heal based on how much damage was dealt
Notes: Since the heal amount is based on player damage, the numbers are astronomical which will lead to imbalances outside our goal here.

Previously did nothing. Now, Allow the Shields component to work and heal for 500 over 5 seconds, can’t stack.

Does not affect (health nor shield)

Vazarin - Protective Dash

5 seconds invulnerability
60% Heal over 5 seconds

No invulnerability
Heal for 500 over 5 seconds, can’t stack

Works at full effect

Khora - Venari

Heal for 50 hp/sec

Fine as is. Will return functionality that kicked this whole Workshop off.

We will be returning the functionality it had before

Hydroid - Curative Undertow

Heals 30% hp every 1.5 secs when ally stands on it

Previously did nothing. Heal for 100 per 1.5 sec

On live does nothing

Harrow - Penance

Heals allies for a % of damage dealt
Notes: Similar to Equinox, very hard to balance for this since it’s based on damage dealt.

Heals are capped up to 50 per second.

On live does nothing

Oberon - Renew

125 burst heal
50 health per sec

Previously did nothing. Now, Fine as is and will inherit this behavior.

On live does nothing

Garuda - Blood Siphon

Heals by % of missing health

Doesn’t apply, for flavor we think this shouldn’t.

On live does nothing

Inaros - Scarab Swarm

Heals for damage dealt by Swarm Projectile divided by allies in range.

Fine as is, will inherit this behavior.

On live does nothing

Nidus - Ravenous

Heal allies standing on it for 20 HP per second

Fine as is, will inherit this behavior.

On live does nothing

Wisp - Vitality Mote

Increase max hp by 300 and heal for 30 hp  per second

Fine as is, will inherit this behavior.

On live does nothing

Volt - Capacitance

Grants shields based on 3% of damage dealt

Capped at 250 shields, no overshields

On live does nothing

Titania - Passive

4 Heal Per Second for 20 Seconds,

Fine as is

On live does nothing

Sancti Magistar

Heals for damage dealt in an AoE

Heal for up to 500 over 5 seconds, can’t stack with other players. Going from a burst to Heal over Time.

Going from burst to heal over time

Ancient Healer

Heal for 100 HP every 20 seconds

Fine as is

As is

Rejuvenation Aura

Heal 3 HP per sec

Fine as is

As is

Arcane Pulse

60% Chance to heal for 150 HP when picking up a globe with a 15 sec cooldown.

Fine as is

As is

Damage Reduction

Damage Reduction Source

Normal effect

Effect on all types of static Defendable objects (Cryopods, Excavators, etc)

How did this work before this Update?

Trinity - Blessing

50% Damage reduction

Capped at 50% Damage Reduction

On live does nothing

Mirage - Total Eclipse

Grants 75% Damage reduction to allies

Capped at 50% Damage Reduction

On live does nothing

Titania - Thorns

50% damage redirected to enemies

Fine as is (no effect)

On live does nothing

Gara - Splinter Storm

70% Damage reduction

Capped at 50% Damage Reduction

Works at full effect

Ember - Immolated Radiance

50% of Immolates Damage reduction applies to allies

Capped at 50% Damage Reduction

On live does nothing

Baruuk - Desolate Hands

80% Damage reduction

Capped at 50% Damage Reduction

On live does nothing

Harrow - Warding Thurible

40% Damage Reduction

Capped at 50% Damage Reduction

Works at full effect

Nezha - Warding Halo

Absorbs 90% of damage

Capped at 50% Damage Reduction

On live does nothing

Conclave Mods Converted to PVE

The following Conclave Mods have been converted/balanced to PvE Mods! If you already own these Mods they will automatically be available in your Arsenal. You can still obtain these Mods via Conclave, but will also be added to Nightwave Series 3: Glassmaker Cred Offerings.

    Warframe PVP to PVE Mods (listed at max Rank)

      Rumbled (Atlas, Rumblers Augment): Atlas becomes a Rumbler with Rock Armor that can absorb up to 300% of max Health worth of Damage. 

        Please note that this Augment did not convert correctly and we will be fixing it in a near Hotfix!

      Prism Guard (Mirage, Prism Augment): Prism follows above Mirage. Duration changed to 4s.
      Purifying Flames (Ember, Fire Blast Augment): Allies hit by the expanding ring of fire will be granted 4s of Status immunity.
      Power of Three (Ivara, Quiver Augment): Quiver fires three arrows and consumes 20 more Energy.
      Deceptive Bond (Loki, Decoy Augment): 50% of damage Loki takes is transferred to Decoy, and vice versa.
      Singularity (Nyx, Absorb Augment): Create a ring every 3s that drags in enemies at 15m/s.
      Recharge Barrier (Volt, Electric Shield Augment): Allies that pass through have 35% Shields restored.
      Purging Slash (Excalibur, Slash Dash Augment): Allies in the path of Slash Dash have 4 debuffs removed and 100% Shields restored.

    Weapon PVP to PVE Mods (listed at max Rank)

      Ambush Optics (Rubico): -50% Zoom.
      Brain Storm (Grakata): On Headshot: +100% Ammo Efficiency for 1s.
      Directed Convergence (Supra): +100% Accuracy when Aiming.
      Focused Acceleration (Tetra): When Aiming: +80% Projectile Speed.
      Shrapnel Rounds (Marelok): +200% Multishot, -66% Damage.
      Skull Shots (Viper): On Headshots: +100% Ammo Efficiency for 2s.
      Double Tap (Latron): On Hit: 20% Bonus Damage on next Hit for 2s.

Simulor/Synoid Simulor Changes

    We have made the following changes to the Simulor/Synoid Simulor:

      Increased per stack damage for stacked orbs:

        Simulor: 20 to 50
        Synoid Simulor: 20 to 80

      Increased damage of exploding vortexes:

        Simulor: 75 to 100
        Synoid Simulor: 75 to 240

    Increased the duration of active vortexes to 20 seconds before they explode (unless done so manually).
    Reduced the lifetime duration of a single Orb before it explodes. 

      This allows single projectiles to be used offensively as they now detonate quickly and have had their damage increased significantly. 
      Creating vortexes now happens rather quickly. Shoot 4 orbs in quick succession to create a fully powered vortex. With this we also added a max number of active Orbs to 4. 

    Added a max number of active vortexes at a time to 3 and increased the orb stack count to reach a fully powered vortex from 3 to 4.

      With the significant increase in damage and lifetime of active vortexes, and with the added bonus of individual orbs providing more utility, adding a cap to the number of active vortexes and increasing the orb count for maxed vortexes felt appropriate to strike balance with the changes. 
      Once 3 fully maxed vortexes are active, the Simulor will now default to single-shot orbs - with the reduced lifetime of a single orb, there are now more ways to use the Simulor against enemies!

    Removed the initial stagger on enemies that would occur on vortex creation. 

      We removed this effect so that enemies aren’t pushed out of range of the vortex as much. 

    Updated Simulor and Synoid Simulor’s FX!

Controller Changes & Fixes

    Selecting “Defaults” in the ‘Customize Controller’ Options will now give you the option to choose to either default ‘All’ bindings or just those in the current tab.

    Fixed some issues with controller bindings not saving if swapping between using a controller or KBM to select bindings tabs. 

      Any changes made in individual tabs will now save locally in the tab until you close out of Options, at which point it’ll save them if desired. 

Kuva Lich Fixes

    Fixed the game unpausing in Solo missions when the Menu is open after viewing Kuva Lich information page.
    Fixed the decoy created by the “Ruse” Kuva Lich ability having a red HUD marker. To avoid confusion of who the real Kuva Lich is, this additional marker will no longer appear.
    Fixed cases where your Kuva Lich Vanquish transmission wouldn’t show the correct Kuva Lich name.
    Fixed ally Kuva Lich name/Health bar overriding enemy Kuva Lich UI.
    Fixed the Kuva Bramma’s projectiles not getting pulled into Mag’s Magnetize and instead bouncing off of the area and yeeting into the sky.
    Fixed getting damaged by ally Kuva Liches who cast Plasma Eruption.
    Fixed Requiem Relic Kuva reward not stating how much Kuva you’re actually getting.
    Fixed a case of Kuva Larvlings not spawning due to having an Amp with a specific name.

Optimizations

    Optimized shader upload particularly when not using Deferred Rendering.
    Optimized load-times and memory footprint for Orbiter, Relays and Towns and Dojos.
    Made numerous improvements to diagnostics submitted when the game crashes, particularly for crashes coming from Graphics drivers.
    Made optimizations to the Grineer Settlement, Corpus Ice Planet, Orokin Moon, Grineer Galleon, Grineer Shipyard, and Grineer Fortress tilesets.
    Cleaned up FX to improve performance with the Detron/Mara Detron, and tweaked their projectile lifetime to 3-5 seconds.
    Continued performance improvements towards Mirage’s Hall of Mirror clones when using a Multishot weapon.
    Improved hitch that would occur when opening the in-game Market. A spinner icon will now appear briefly instead when loading.
    Fixed a large game hitch that could last up to 10 seconds when replacing a Dragon Key in the Gear wheel with a K-Drive Launcher.
    Fixed a long game hitch when equipping the Legacy Theme and opening the Star Chart.
    Made optimizations to the sound thread which might improve performance on low end machines.
    Improved screen space reflections to sit better with cubemap reflections with Deferred Rendering enabled! You may notice a slight quality bump with this change.

General Additions

    Added a ‘click’ sound when cycling through zoom options with Sniper Rifles.

General UI Changes

    The in-game Market has received a refreshed look with the addition of top level filters:

      Your chosen UI Theme is now reflected when viewing the in-game Market! 

        Now that the Market uses Themes you can now see more details about items on hover and can Tab to see Weapon stats.

      Moved Market filters to be grouped with the search bar.

        Added filter to ‘Hide Mastered’ items.

      Added "NEW" tag for new items.
      Added new starburst FX to the “Thank You for Your Purchase” screen in the in-game Market. Such pizazz!

    Added ‘Preview’ button (right-mouse click) to items in your Inventory that will take you to their page in the in-game Market.

      Also added this feature for Prime items in your Inventory to learn more about them!

    Added a new ‘LANDING CRAFT’ option under Equipment. The previous ‘Select Landing Craft’ and ‘Customize Landing Craft’ that were part of the ‘ORBITER’ option will be housed there now.
    Updated the Relic Pack Relic contents screen (when purchased in the in-game Market and from Syndicates) - it will now show each Relic’s contents better categorized by rarity.

      Also added ‘Common’, ‘Uncommon’,  ‘Rare’ tooltips over rarity icons.

    The Invite screen has a fresh new look and has been polished:

      Added count of online friends and Clan members.
      Improved the hover indicator to be clearer when selecting from the list.

    Added ‘Daily Standing Cap’ information to the Bounties screens in Cetus and Fortuna.

    The Leaderboard screen has been refreshed to apply your chosen UI Theme and display information/options in a cleaner way.
    You’ll now be met by a confirmation prompt when choosing to close Warframe by using the X in the game window.
    Added Riven compatible items component to Riven Unveil screen when Unveiling a Riven and when viewing a Riven via Chat Link!

    The Trading screen will now prompt you with a warning when you’re about to Trade an Arcane that is currently equipped.
    You can now search the Mods Codex section via Drop Location by entering the location in the search bar (ie Arbitrations, Nightwave, Earth, etc).
    Banshee, Excalibur Umbra, Frost, Nekros, Nova, Nyx, Saryn, Valkyr, and Zephyr Ability videos have been added to their respective Arsenals!
    Reduced spacing between mini-map and objective text when fighting Eidolons.

General Changes

    Titania Prime has been given her own unique dodge/roll animations that flow better with her floating movement! As requested here
    Instead of having to re-aim at your placed Waypoint to remove it (or spam G twice), now you can remove your Waypoint by holding G! G, isn’t that helpful!
    Improved the look of rain with Deferred Rendering enabled in the Plains of Eidolon on surfaces so that they look less like grey, boring puddles.
    Helminth Cysts can now be removed in the Helminth Infirmary after one day as opposed to waiting a whole week.
    You can now sell your duplicate Garuda, Harrow, Octavia, Revenant, and Nidus Blueprints for 2500 Credits from your Inventory.
    You can now sell Syndicate 10x Restores for 2500 Credits.
    Increased the Status Chance of the Twin Grakatas to match their mechanic of firing 2 rounds at once.
    Polished the handless cartwheel and knock back animations from self-interrupt weapons. Also fixed the knock back distance and slide to be more aligned so that the Warframe isn’t just standing still.
    Changed Grendel's Nourish ability description to "Inflict Toxin damage on Feasted enemies in Grendel's gut one by one, adsorbing nourishment to buff allies. Tap to cycle through buffs and hold to cast."
    Updated the grunge on the Corbu Shawzin to make it edgier for all your shredding needs.
    Polished the Grattler Heavy Gun’s fire and reload animations. Also fixed an errant animation that played when equipped.
    Update FX for Corpus Osprey projectiles.
    Improved camera collision against water so that it doesn’t penetrate and go underwater as much.
    Improved Mirage's Sleight of Hand's detection of light and dark areas to decide which booby trap to spawn. Also fixed a bug where the 'package' could use the wrong type of explosion based on light/dark in certain situations.
    Made some slight changes to Corinth Prime’s sound mix.
    Multiple invites from players will no longer stack the invite received sound FX to save your ears from the increasing volume.
    If a player sends an invite to someone who has “Do Not Disturb” mode on it will now say “(Player Name) is using Do Not Disturb and will not receive invitations”.
    Reduced the Basmu’s firing sound FX from other players.
    Khora’s Spikes (her default back attachment) are now an Auxiliary attachment to give players more customization options with Syandanas.
    Added support to Sword & Board skins to have consistent main-hand holster positions and scaling regardless of base weapon.

      This also fixed Sigma & Octantis shield popping closed and opened again when holstering. 

    This also fixed Sigma & Octantis shield popping closed and opened again when holstering.
    Made updates and optimizations to several weapon FX including Kitguns.
    Made minor general explosion FX updates.
    Increased the text fields on the Mastery Rank Up message to better accommodate other languages.
    Updated the Orokin Tree mesh and materials to be higher quality. Yay fresh trees!
    You can now customize your Kavat’s Emissive color, which will affect their tail and eye color.

      This option also fixes not being able to change the color of the fan-like Kavat tails due to it being based on energy color.

    Titania can no longer play the Shawzin while in Razorwing due to it resulting in a very broken flying state.
    Improved Liset previews (Xiphos, etc) by adding respective Liset animations, FX, etc.
    Reduced Shedu’s projectile brightness FX.
    Domestik Drones will no longer start semi-hidden in the Decoration placement mode. They will now be fully visible instead of its previously glowy state!
    Updated Infested hit/stagger reactions to give the player more understanding of when player attacks are landing!
    Minor tweaks to Excalibur’s Radial Javelin cast effect and gave it some ground interaction (ice chunks when cast over ice, etc).

Fixes

    Fixed Scarlet Spear score not showing in your Profile.
    Fixed Exodia Contagion projectiles ignoring Limbo’s Rift status of enemies/the player, letting it hit enemies across the Rift.

      This allowed for Limbo to attack from a position of invulnerability, where normally damage cannot cross the Rift unless it’s a Warframe ability of some kind. We intentionally did not fix this until after the Scarlet Spear event, but it is a bug. 

    Fixed Lech Kril not being affected by Viral Status Effects. 

      The same rule of Status Effects reacting with Bosses or VIPS (added in 27.3.0) applies here.

    Fixed a functionality loss after exiting a self-stagger multiple times.
    Fixed inability to fly up/down in Archwing if the Tranq Rifle or Lure is equipped.
    Fixed a Host migration during a Disruption mission resulting in the UI becoming broken and the next round will not start.
    Fixed Ability Range Mods not affecting Titania’s Lantern ability.
    Fixed inability to equip Flight Speed Mods, such as Terminal Velocity, on the Basmu.
    Fixed enemies getting stuck inside the portal when defending the consoles in Orokin Sabotage.
    Fixed the “waiting for players” button missing in the UI when loading into Elite Sanctuary Onslaught.
    Fixed objective marker never pathing through doors to one of the cells in Caliban, Uranus.
    Fixed crash in Conclave due to the “x was killed by x” message.
    Fixed Saryn’s Molt doing idle animations when using certain skins.
    Fixed “awaiting revive from teammates” message missing in revive UI until players are out of revives.
    Fixed some animation inconsistencies with the Aerolyst.
    Fixed loss of functionality after swapping Primary and Secondary weapons right at the moment you die.
    Fixed an energy FX clipping through into an unintended area in Augustus, Mars.
    Fixed being unable to use Transference to Operator while Tranq Rifle or Fishing Spear is equipped.
    Fixed the Sniper Ammo Mutation mod not appearing under the Exilus category in the Mod screen.
    Fixed certain boss attacks (Ropalolyst’s laser attack and Profit Taker’s missile for example) not respecting Shield Gating and killing players in one hit.
    Fixed multiple issues with Cetus’ and the Plains of Eidolon skybox related to fog, ambient clouds, and the weather systems.
    Fixed an issue with the Sabotage mission on Thebe, Jupiter where the Client’s defense progress could deviate from the Host.
    Fixed several Syandanas (Altra, Centuria, Kerata, Kuva Braid, Maggor, Sigma Series, and Vaykor) not sitting correctly on Nova’s Atomica skin.
    Fixed an issue with featured Market items cycling while viewing your profile with the in-game Market open.
    Fixed an edge case where emote hotkeys could cancel ability animations.
    Made multiple fixes for the Golden Maw becoming invisible during attacks, when underground, or when generally not doing anything.
    Fixed the Zealoid Prelate in the Derelict Emissary Assasinate mission looking like he’s riding an invisible motorcycle (as if he wasn’t edgy enough) and getting stuck that way if he falls off a small ledge.
    Fixed fire rate mods not working on the Prisma Burst Laser.
    Fixed pipes in the Forge room at the back of Railjack not properly lining up with sockets.
    Fixed partial themed background in Syndicate screen when selecting ‘View Offerings’ before the Syndicate transmission is fully shown.
    Fixed Cestra’s clip ejecting in the wrong directions when reloading. Also tweaked the reload animation timing so that you can see the arm rotating instead of looking like it pops.
    Fixed Emblems on Rhino Prime and Wukong Prime equipped with any TennoGen skin (except for Vojnik for Rhino) sitting too far off from the shoulders with Prime details toggled off.
    Fixes towards Warframe still performing custom reload animations with the Stratus Pistol skin equipped.
    Fixed the Mergoos being barely visible in their Codex icons.
    Fixes towards Melee weapons equipped with the Kopesh Longsword skin clipping into Warframe.
    Fixed the Codex dioramas for the Gantulyst and Hydrolyst appearing as the Teralyst.
    Fixed the Fluctus Arch-Gun’s stats not indicating that it has ‘Infinite’ punch-through. Go forth and punch-through all of the things, Tenno!
    Fixed Akarius’ projectiles not homing onto enemies for Clients.
    Fixed armor offsets for Saryn to prevent clipping into TennoGen skins. This also fixes the clipping issues with the Pakal Chest Plate and Kuva Leg Plates.
    Fixed clicking on chat-linked Zaws overlapping UI screens that are already open with the Zaw inventory select screen.
    Fixed the Kavat Starter Pack only giving 1x Kavat Genetic Code instead of the intended 10x. This also fixed purchasing Kavat Genetic Codes from the Kavat Starter Pack only giving 1x, when the UI indicated 10x.

      We removed the ability to purchase them in the bundle to prevent this issue, but they can still be purchased individually in the in-game Market outside of the bundle. 

    Fixed the Daikyu with a skin equipped folding in the middle when unequipped and set to ‘Visible When Holstered’.
    Fixed Galvanik Shoulder Plates, Quaro, and Narvarr Prime armor clipping through Equinox’s shoulders on both of her forms.
    Fixes towards clipping issues from upper leg armor pieces on Excalibur.
    Fixed Excalibur’s Ion Helmet appearing as his default in the Conclave Arsenal after being equipped in the co-op Arsenal. This also fixed being unable to equip the Ion helmet while in the Conclave Arsenal.
    Fixed the cloth ribbon on the Karak/Karak Wraith when equipped with the Desert-Camo and Conclave skin appearing distorted and behaving strangely.
    Fixed reload animation issues on the Karak/Karak Wraith when equipped with the Desert-Camo and Conclave skin.
    Fixed the Acolyte Sigil icon in the Inventory and Arsenal menus appearing squashed.
    Fixed several Emblem icons appearing stretched and lower resolution in the Arsenal menu.
    Fixed the Braton Vandal being sellable for only 1 Credit. We increased the sell price to 7500 Credits so that it matches most other Primary Weapons.
    Fixed tilted position of the Telos Boltace when holstered on Mesa’s back.
    Fixed the icons for the Braton Nocturne Skin and Kintsugi Skin missing its clip in the in-game Market and Arsenal.
    Made fixes towards clipping issues with Bow quivers and Khora’s Spikes.
    Fixed icon for the Vahd Pauldrons not reflecting the look of the in-game item.
    Fixed icons for the Akjagara Prime and Redeemer Prime showing blue energy instead of the intended orange.
    Fixed Mirage’s Mithra skin icon having different colors than the actual skin.
    Fixed Loki Dojo statues having a different material on its head than on its body.
    Fixed reward and ‘Rank Up!’ UI popups having dark backgrounds with HDR enabled.
    Fixed black pixels appearing during fly-in cinematic when loading into missions with HDR enabled.
    Fixed the Vahd Pauldrons doubling up on the right shoulder pad on Operators.
    Fixed spelling of ‘Suumbaat’ in Kickbots auto replies.
    Fixed the Hammers Palatine skin changing sizes when equipped on the Arca Triton and Fragor Prime. It will now be the same size across the board.
    Fixed Volt's Shield causing Exodia Contagion's projectile to never explode.
    Fixed the Azima playing double the amount of shots per “fire” sound FX for other players.
    Fixed Zenith’s firing sound FX doubling for other players.
    Fixed ‘ctrl + left/right’ in a text field adding a unicode character (displayed as *).
    Fixed certain instances where Sentients would stand still. and not do or attack anything.
    Fixed cases where Skyboxes were rendering black after switching Deferred Rendering on.
    Fixed some floating geometry that was outside of bounds in the Gas City tileset.
    Fixed Shawzin strings showing up as black boxes when HDR is enabled.
    Fixed lag issues when playing the Shawzin.
    Fixed missing assets in the Orb Vallis Diorama for Personal Quarters.
    Fixed a couple map holes in Lares, Mercury.
    Fixed floating platforms appearing way in the distance in the Mastery Rank 29 test.
    Fixed camera snapping behind you when standing idle and reloading, just like when you're shooting.
    Fixed stackable projectiles not resetting correctly.
    Fixed broken glow on Relic Rewards screen in-mission around Boosters section with HDR enabled.
    Fixed inability to clear number values after attempting to type a number in the Options menu.
    Fixed ability to clip through the Helminth Infirmary chair after having your Helminth Cyst removed.
    Fixes to numerous clipping issues with the Solstice Centuria Syandana.
    Fixed the Ocucor Arsenal stat displaying a Multishot value of 2 with no Mods equipped.
    Fixed the Ocucors energy tendril that can home-in on enemies not being affected by Multishot.
    Fixed the Mod Drop Chance Booster text getting cut off in the Booster UI section.
    Fixed equipping a TennoGen Skin onto a polearm Zaw removing the Sugatra placements at both ends of the polearm.
    Fixed [Pause > Equipment -> Arsenal] teleporting you to the Railjack Arsenal if your Dojo doesn't have an Observatory. Option no longer shows if you don't have a completed Observatory; normally we never teleport to the Railjack one if the Observatory is complete.
    Fixed [Pause > Navigation] in the Dojo not doing anything if you have a Dry Dock/Railjack, but no Observatory room. Option no longer shows if you don't have a completed Observatory.
    Fixed Kuva Jesters growing surprisingly large on the shoulders of Kuva Guardians when affected by Ivara’s Sleep Arrow.
    Fixed Clients only seeing Sentinel Burst Laser weapon only firing 1 bolt instead of 3.
    Fixed a case of Titania’s motion/animations breaking when going in and out of Razorwing.
    Fixed incorrect Melee sounds playing when using a Gilded Polearm Zaw with a Skin.
    Fixed Mod Station Mods list appearing cut off if the Nightwave screen is opened while counting down to enter a Relay or Town and the loading starts with the Nightwave screen remaining open.
    Fixed Arch-Guns becoming invisible when equipped while casting Gauss’ Redline ability.
    Fixed both Charged Damage and Quick Shot Damage of Hildryn’s Balefire Charger Damage displaying the same value in the Arsenal.
    Fixed a script error caused by a Mirage Sleight Of Hand trap wanting to explode after it has already expired.
    Fixed enemies not being affected by Heat or Impact Status Effects when under the effect of Harrow’s Condemn.
    Fixed a case of Hildryn’s Haven doing zero damage to enemies it links to.
    Fixed a rare crash when the squad Host migrates while loading into a Relay.
    Fixed Dojo Decoration preview disappearing after selecting another Decoration.
    Fixed Arcane tooltip in your Inventory showing more information than necessary. The tooltip of the selected Arcane should only show the Rank information.
    Fixed incorrect Melee grip on all Heavy Blade skins.
    Fixed enemies switching their target to your Sentinel while you’re attempting a Parazon Finisher.
    Fixed Plinx becoming unusable if a negative Multishot Riven is equipped on it.
    Fixed a script error that could occur if a Saryn Specter considered casting Spore with only 1 enemy within 15 meters.
    Fixed several script errors that could occur during screen-shake events, particularly if you just joined the mission or died abruptly during a shake.
    Fixed Zaws remaining in your Warframe’s hands when switching Arsenal views to your Primary/Secondary.
    Fixed a script error that could occur when joining a mission in progress while an Ivara was using Prowl.
    Fixed a script error that could occur when joining a Ropalolyst mission in progress or suffering a complete party-wipe before it uses a special attack.
    Fixed a script error that could occur if you were swinging Excalibur’s Exalted Blade at the same time as you activated a context action.
    Fixed a script error that could occur as a result of various flash-bang NPC attacks mis-firing on non-player targets.
    Fixed your Melee weapon appearing in your hand when Interacting with you Companion in your Orbiter.
    Fixed the Scourge projectile trail FX appearing distorted.
    Fixed a script error when logging out while the Saya's Vigil Quest is active.
    Fixed a script error when entering Orb Vallis as a Client while Thermia Fractures are active
    Fixed Rescue Prisoner Guards spawning inside the ground during the ‘Rescue the Prisoner’ phase of a Rescue Ghoul Defector Bounty in the Plains.
    Fixed some flickering on the Ki'teer Ephemera as it wasn't properly using the Attachment Energy color.
    Fixed seeing a [PH] Equip Omni Tool under the Customize Controller > Ability Menu.
    Fixed the Executioner Harkonar Noggle face being offset.
    Fixed cases of overlapping UI when opening the Pause Menu while viewing other screens.
    Fixed some general AI navigation and collision issues.
    Fixed multiple issues with notification icons in UI popups not appearing solid white, notably the Invasion icon.
    Fixed a crash when a player would try to get into an emplacement and then before finishing the emplacement, the player is knocked out of it.
    Fixed color issue with Gauss’ Speed Gauge UI.
    Fixed context actions appearing on Drums being used as structural decorations in the Observatory in the Dojo.
    Fixed a case where you could perform a Melee Slam backwards if you happened to be aiming at your Sentinel.
    Fixed dual wielding the Spectra Vandal with a Glaive causing the Spectra Vandal to look like the ordinary Spectra.
    Fixed Planets/ships sometimes popping into view during the fly-in cinematic.
    Fixes towards Client rewards never catching up to Host in Elite Sanctuary Onslaught.
    Fixed a script error related to restoring Health after Host migration.
    Fixed not being able to fuse a Mod if you had the exact amount of Credits to afford it.
    Fixed a script error that could occur when leaving an open world area with a Chesa Kubrow using the Retrieve Precept.
    Fixed script error related to Helminth Chargers Strain Eruption Maggots exploding.
    Fixed a crash that could occur when loading large levels on low-end hardware caused by the system being unable to handle large IO queues.
    Fixed script error that could occur if someone quit the game instead of picking a Void Fissure reward.
    Fixed script error that could occur when jumping down into the darkness in the Apostasy Prologue as Excalibur Umbra.
    Fixed script error related to Mirage’s Sleight of Hand ability.
    Fixed issue where Sword & Board weapon Skins would not preview with the shield opened.
    Fixed some rendering artifacts (black squares) that could appear if you killed an enemy and their ragdoll had severed body parts (notably with Frost's Avalanche).
    Fixed Vauban’s Flechette Orb being destroyed if thrown into a Mutalist Quanta orb.
    Fixed script error that could occur when entering the Plains of Eidolon at the same time as someone sacrifices a Brilliant Eidolon Shard.
    Fixed custom holstered locations for Zaw Staves defaulting after exiting the Arsenal.
    Fixed being unable to jump as Client after performing a recovery move from self-stagger.
    Fixed crash that could occur with projectiles and Wisp’s Motes.
    Fixed the Rahk Fluctus skin on ground Arch-gun flickering between it and the default skin when being viewed by another player.
    Fixed crash related to casting Oberon’s abilities.
    Fixed multiple script errors related to Host migrations in Arbitration missions.
    Fixed issues where enemies would not spawn in some Archwing Mobile Defense missions.
    Fixed crazy glass flickering issues in the floor of the Larunda Relay.
    Fixed being all kinds of broken if you enter Sharkwing areas as Titania in her Razorwing mode.
    Fixed being more kinds of broken if you transition from Sharkwing to land while Dual Wielding.
    Fixed inaccurate waypoint markers for Syndicate Medallions when picked up.
    Fixed Rathuum Arena scoreboard opening FX spamming constantly once opened.
    Fixed missing reticle when Transferring to Operator while in Titania’s Razorwing.
    Fixed the Corinth Prime playing an Alt Fire animation that does no damage if only 3 shots are left with no Ammo remaining.
    Fixed Rhino Stomp, Convergence Orbs, and the Ignis shooting FX appearing translucent when Adaptive Exposure is enabled.
    Fixed having Mission Progress open when completing a Mastery Test preventing loading back to the Relay.
    Fixed Executioner Harkonar decoy counting as a kill in the Rathuum Arena.
    Fixed not receiving a warning for going over the Cetus Daily Standing Limit when providing Fish.
    Fixed ending up with no UI if you were killed in an Arbitration mission before a Host migration and did not spawn until the migration was complete.
    Fixed script errors when casting numerous Warframe abilities.
    Fixed a harmless script error that would occur at the end of a Fomorian Assault mission if any core nodes were destroyed right as the shields were going back up.
    Fixed a script error that would occur if you died trying to reach a safe distance from a Fomorian before it exploded.
    Fixed script error that would occur if you crashed during a Fomorian Assault and managed to restart and reconnect to the mission during the escape sequence.
    Fixed GPU particles sometimes not taking the proper energy colors upon being recycled.
 
[DE]Megan


Vendredi 24 avril 2020
 
Scarlet Spear - 27.3.16

Railjack Fixes

    Fixed inability to access the Tactical Menu while Piloting or using side Turrets the Railjack with a controller as reported here
    Another fix towards getting stuck on a black screen when using the Archwing Slingshot into an exploding Crewship and then trying to leave.
    Fixed the Intrinsics screens not showing the correct button callout for keyboard users when you view the descriptions.
    Fixed a script error leading to broken/missing Railjack HUD when Piloting or using Turrets after loading into a Railjack mission as a Client (or following Host migration).

Fixes

    Fixed the Basmu's healing pulse receiving exponential copies of equipped Mods with each pulse when under the effect of some conditional buffs, which led to unintended amounts of damage.
    Fixed Penta/Secura Penta grenades becoming stuck when Napalm Grenades is equipped, thus rendering the Penta unusable. As reported here
    Fixed Grendel being able to Feast on Vauban’s deployed traps; a snack that contains no nutritional daily value.
    Fixed a noticeable hitch when picking up Bullet Jump Mods.
    Fixed an issue where you'd sometimes not get the ‘NEW!’ tag on a Bullet Jump Mod if you already owned some other Bullet Jump Mod.
    Fixed Grineer Dargyns in Erpo Earth mission flying in odd spirals.
    Fixed missing "Your access to in-game chat has been suspended" message.
    Fixed an edge case crash that could occur when suffering a bad connection.
    Fixed a script error that could affect people playing the New Strange or the Silver Grove Quests when joining other missions or quitting the game.
    Fixed a script error that could occur if a Kuva Lich transmission triggers while quitting the game.
    Fixed a script error if you log out (i.e. drop connection) while customizing Warframe/Weapon/etc colors.
    Fixed a script error when joining an Eidolon Hunt in progress.
    Fixed a script error that could occur while playing the Saya's Vigil Quest.
    Fixed a script error that would show up in Gas City Spy vaults but only in Sortie missions.
    Fixed a script error that could occur when becoming a Host due to a Host migration.
    Fixed a script error when loading into a mission and casting Baruuks Lull ability.
    Fixed a script error when summoning a friendly Saryn Specter.
    Fixed a script error that could occur while playing a Survival mission.
    Fixed a script error that could occur when opening a Resource Cache in a Sabotage mission.
    Fixed a script error when encountering the Halls of Ascension Endurance Test.
    Fixed a script error when placing Decorations in the Dojo.
 
[DE]Megan


Vendredi 17 avril 2020
 
Scarlet Spear - 27.3.15.1

Changes

    Changed the Alliance MOTD to read "EDIT ALLIANCE MESSAGE" instead of “EDIT CLAN MESSAGE” when attempting to edit said message. 

Fixes

    Fixed a script error that resulted in a UI soft-lock if you open a Look Link with an Archwing in it.
    Fixed a script error related to having a Cyst.
    Fixed a script error when returning to the Liset after a mission.
    Fixed a script error after returning to the Relay from mission.
    Fixed a script error with Baruuk's Lull ability when used with Railjack Ability Kinesis.
    Fixed a script error that could occur in Spy missions as a Client under hostile network conditions.
    Fixed script error you could encounter as a Client playing an Archwing Pursuit mission.
    Fixed script error you could encounter when joining an Archwing Pursuit mission in-progress.
    Fixed a script error that could occur on Gas City missions when joining a mission in progress .
    Fixed a script error that could occur if a Ghoul Rictus' hook-shot grabbed onto something that was destroyed before it could reach.
    Fixed a script error that could occur if a Ghoul Rictus' hook-shot grabbed onto something right as you exited the mission.
    Fixed a script error when casting Titania’s Tribute ability.
 
[DE]Megan


Vendredi 17 avril 2020
 
Scarlet Spear - 27.3.15

Operation: Scarlet Spear Fix

    Fixed mission objective UI icon to “Retrieve the OpLink Satellite” showing as “*” instead of the mission objective marker. With this we also fixed other UI screens not showing the correct icons or key bindings (such as the ability menu while piloting the Railjack with a controller). 

Railjack Changes and Fixes

    Made the hit notification sounds clearer when making contact with an enemy fighter.
    Fixed UI becoming unresponsive if the ‘view mission progress’ screen was open while transitioning to another Railjack level or Dry Dock. 

Optimizations

    Made a micro-optimization to the Carabus heat beam effects.
    Attempted further improve our script error diagnostics and better expose problems with errors caused by joining Hosts under hostile network conditions.

Changes

    Grineer Forest tileset ferns will now dither when the camera is close to them to help visibility when shooting.

Fixes

    Fixes towards some Earth tileset boundaries that allowed players to escape outside the level.
    Fixed friendly Specters suffering knockdown when deployed and taking entirely way too long to recover.
    Fixed the “Cut Fish” preview window at Fisher Hai-Luk and the “Dismantle” preview window at The Business cutting the top row of items making it impossible to see the amount of each item.
    Fixed an issue where an Eidolon Wail could hit players in Limbo’s Rift after a Host migration.
    Fixed a script error that could result in the Kuva Siphon not spawning correctly.
    Fixed a script error in Vor's Prize if you happened to kill an enemy after recovering the Nav Segment; apart from a few cosmetic things this would have broken the extra Affinity you would have earned for optionally destroying the Reactor.
    Fixed a script error that would prevent Sanctuary Onslaught Conduits from appearing.
    Fixed a script error that could occur in Ambulas Assassinate missions if an Ambulas was picked up by a Condor Dropship while a Drone was still tethered to it.
    Fixed multiple other script errors with the Ambulas Assasinate mission.
    Fixed a script error that could be caused by various NPC attacks that temporarily blind the player.
    Fixed a script error that could occur when fighting Eidolons if an energy wave was still propagating as the Eidolon died.
    Fixed a script error with the Helminth Cyst.
    Fixed Host migration script errors in Orokin Sabotage missions.
    Fixed a script error that could occur if joining a mission right when a Harrow casts Condemn.
    Fixed a script error that would occur for any Client observing a Gara cast Spectrorage; this would have resulted in missing customization effects for all Clients.
    Fixed a script error that could occur when joining a mission right when a Gara casts Spectrorage.
    Fixed several script errors related to Ammo Dispensers in open-world maps that would occur when joining missions in progress.
    Fixed a script error with Magus Lockdown.
    Fixed a script crash that could occur when killing an enemy while having the Peculiar Growth Mod equipped.
    Fixed a harmless script error that would occur if you aborted a mission while a Teralyst was gathering Vomvalysts to shield it.
    Fixed a script that could occur if you flipped off your K-Drive at the right moment and sent it flying into the hallway between Cetus and the Plains of Eidolon.
    Fixed a script error that could occur if you killed a Carabus while it was still blasting you with its heat ray.
    Fixed a script error that could occur with various Sentient and Corpus types.
    Fixed a script error that could occur if the Ropalolyst lost its target.
    Fixed a script error that could occur when joining Exterminate missions in progress.
    Fixed several script errors that could occur during a Kuva Lich's Tactical Inversion (Switch Teleport) ability if the victim died during the cast animation.
    Fixed a script error that could occur when loading between regions wearing certain types of Armor (Etheria Shoulder Plates, Ki'teer Foros Leg Plates, Saturn Six Knee Plates, etc.)
    Fixed a script error that could occur when joining a mission in progress while someone is opening a locker.
    Fixed a script error that would occur if all Tenno were down during an air-strike on Hades (Pluto).
    Fixed a script error that could occur if a Kuva Lich escaped or was killed while casting a fire-blast attack.
    More fixes towards a Void Fissure script error mistakenly causing the Fissures to spawn on the ground, not slightly above it.
    Fixed a script error that could occur for Clients joining a mission in progress in the Power Drift Hall of Ascension room.
    Fixed script crashes related to Operators using Madurai’s Void Radiance or Unairu’s Void Chrysalis Focus Ways and Clients with slower connections to the Host.
    Fixed a script error that would occur when joining a mission that has alarm buttons under hostile network conditions.
    Fixed a script error that would occur for Clients if you loaded into a Capture mission after the Target-capturing animation had started.
    Fixed a harmless script error that could occur if you aborted a mission while Energy Conversion was active.
    Fixed a harmless script error that could occur when joining a Capture mission in progress right as the Target was downed.
    Fixed a script error that could occur if certain types of objects were pushed into teleport volumes.
    Fixed a script error that could occur if you dismounted a K-Drive at the last second and sent it flying into a loading tunnel while another Tenno watched.
    Fixed a script error if you managed to destroy a Kuva Fortress Shrapnel Mine before it could explode.
    Fixed a script error that could occur when joining a squad where someone using the Mecha Mod set kills the marked target right at the same time.
    Fixed a script error in the Shockwave Actuators Precept that could occur if the enemy in the blast area was destroyed while it was being knocked back.
    Fixed a script error occurring when your Sentinel attempts to Revive you.
    Fixed a script error with Nova’s Antimatter Drop with the Atomica Skin equipped.
    Fixed a script error with Smeeta Kavat’s Mischief precept.
    Fixed multiple script errors when casting Warframe abilities.
 
[DE]Megan


Mercredi 15 avril 2020
 
Scarlet Spear - 27.3.14

New Warframe Augments (max rank)!

Head to the respective Syndicate Offerings to add these new Warframe Augments to your Arsenal (and become a flying meatball).

    Titania - Spellbind Augment - Spellbound Harvest

    • Hitting at least 4 enemies with Spellbind will grant Titania 50 Energy.

    Harrow - Condemn Augment - Tribunal

    • Other players will proc 50% of the effects of Penance and Thurible when attacking chained enemies.

    Grendel - Pulverize Augment - Catapult

    • Middle mouse button to launch Grendel in your aim direction. Costs 10 Energy.

    Hildryn - Shield Pillage Augment - Blazing Pillage

    • Enemies affected by Haven will be set ablaze for 200 Heat Damage and restore 50 additional Shields to Hildryn.

General Change

    Titania Primes Razorwing Energy wings will now be hidden when aiming to avoid blocking your sight. 

Scarlet Spear Fix

    Fixed script errors if Kill Code is received while quitting Murex Raid mission to return to Flotilla.

Railjack Fix

    Another fix towards "Tactical Efficiency" (Tactical Rank 6) not modifying the Flux Energy cost of using some Battle Avionics.

You’ll notice that a majority of these fixes are related to ‘script errors’, which are no stranger to Hotfix notes, but the list below is a bit girthier than usual. We implemented some backend code to expose harmless yet lingering script errors for our team to squash! 

Fixes

    Fixed temporarily losing the ability to aim, shoot, swap weapons, or type if the player attempts to Mercy in the middle of a knockback animation.
    Fixed Motus Impact not extending the Melee range of Titania’s Diwata.
    Fixed Terra Attack Drones in the Orb Vallis idling on the ground when not in combat instead of flying around like a good Drone should.
    Fixed being stuck in the Transference Chair in the Orbiter Captura Scene if you Transferred to the Operator.
    Fixed markers not pathing properly in the Infested Salvage mission.
    Fixed a red frame appearing around the themed Stats box briefly in some places (ex: Market).
    Fixed a script error slower PCs might encounter loading in the Kuva Fortress that would prevent the assembly hall tileset from being populated properly.
    Fixed script errors that could occur when joining Kuva Fortress missions as a Client if the level contained an assembly hall tileset.
    Fixed a script error when a Host migration occurred when using Magus Lockdown.
    Fixed a script error when damaging Grineer Surveillance Drones.
    Fixed a script error that could occur if a security camera spotted you just as you were knocked slightly out of the world.
    Fixed a script error that could occur if you killed a Kuva Lich while it was using a Fire attack.
    Fix ability script errors that could occur in the transition between phases in Mastery Rank 14 test (and possibly others).
    Fixed a number of script errors that could occur if you died during an in-world transmission in Rathuum.
    Fixed a harmless script error that would occur if you aborted a mission at the exact moment your Dethcube's Vaporize Precept fired.
    Fixed script error that could occur when joining Exterminate missions in progress.
    Fixed script error that would occur if someone was dead in spectator mode when the first person reached extraction; this may have broken the trigger and required you to move away from extraction and back again to try again.
    Fixed several script errors that could occur when transitioning to a new area while carrying the Shedu.
    Fixed script error that could occur in the Power Drift Hall of Ascension room.
    Fixed a script error if the Orokin laser trap had one of its caps destroyed before it started extending.
    Fixed a couple script errors if you Rank up after Taxon activates its Molecular Conversion.
    Fixed a script error if your Sentinel died while being nullified.
    Fixed a script error if a Client's Warframe died after applying the last Void Strike bonus damage.
    Fixed a script error that would occur sometimes when applying DNA Stabilizers to your Pet Companion.
    Fixed a script error that could occur in Infested Salvage if you died and were in spectator mode.
    Fixed a script error that could occur if you Transferred to your Operator at the right moment in an Invasion mission at the cross-over point between the ships.
    Fixed a script error if a Ghoul Expired jumps at a target who dies by the time they get there.
    Fixed a script error that could break Ghoul Purge Bounties if a player died while bringing the Grokdrul processor to the injector.
    Fixed a script error that could occur when reaching the Cetus doors to enter the Plains of Eidolon.
    Fixed a script error related to the Tusk Mortar Bombard attacking you in the Plains of Eidolon.
    Fixed a script error related to Eidolon Lures.
    Fixed script error that could occur if a Kuva Fortress mine was destroyed mid-way through it's spawn animation.
    Fixed a script error related to the Ropalolyst doing an ‘angry animation’.
    Fixed a script error when looking at the Archwing category in the Market.
    Fixed a script error related to Clan Pigment Research.
    Fixed a script error related to Shade’s Ghost Precept.
    Fixed a script error that could occur when using the Ludoplex.
    Fixed a script error with Limbo's Rift Torrent Augment that could occur if Rift Surge was cast after a Railjack warp.
    Fixed a script error when casting Volt’s Discharge ability right when another player was joining-in-progress.
    Fixed a script error when casting numerous Warframe abilities.
 
[DE]Megan


Mardi 14 avril 2020
 
Scarlet Spear - 27.3.13

Railjack Fixes

    Fixed "on hit" Arcanes triggering when using Railjack weapons.
    Fixed a script error when refreshing the Railjack Armaments screen after Scrapping some Wreckage.
    Fixed a script error when moving at the speed of light through a Void tunnel.
    Fixed a script error when exiting a Crewship and going into Archwing.
    Fixed a script error when firing the Forward Artillery.

Optimizations

    Optimized network connections to Relays, Towns and Dojos for people around the world. Not only will this improve player movement but it should also help accelerate Kill Code transmission for Scarlet Spear Murex Raids that would have previously had a very high-ping to our servers.

Fixes

    Fixed a crash that could occur when using Archwing in Orb Vallis or the Plains.
    Fixes towards Void nodes not being selected for Neo or Axi Void Fissure missions.
    Fixed dynamically generated missions (daily Syndicate mission) on Void nodes preventing it from also being a Void Fissure mission.
    Fixed being punted back to the Relay when attempting to load into the Simulacrum. Also fixed a crash that could accompany this attempt.
    Fixed Companions trying to attack enemies that are in Inaros’ Devour trap, which we don’t want cause we wish to snack on said enemy.
    Fixed the Corinth/Corinth Prime Alt fire grenades shooting out sideways.
    Fixed Tonkor projectiles colliding with themselves when Multishot is used, causing them to instantly stagger players when fired during certain movements
    Fixed Clients not seeing the "Slam Capacitors" buff being given when using the Arca Titron.
    Fixed a script error that could break Defection missions that had already failed because too many Kavor Defectors had been killed - if a Defector evacuated during the countdown to extraction the script would break and not be able to force the mission to fail.
    Fixed a script error in Infested Salvage missions if you joined right as someone was activating a Vaporizer.
    Fixed a script error that could occur in Infested Salvage missions after a Host migration that would prevent the HUD from being updated.
    Fixed a script error that could occur after a Host migration of a mission with in-world transmission screens (Kuva Fortress, Rathuum, etc).
    Fixed a script error that could occur if someone started your Guild's Ascension Ceremony right while you were loading into a mission.
    Fixed a script error that could occur if a Host Migration interrupted an Eidolon Hunt while the Shrine was enabled.
    Fixed a script error that would occur if you viewed the Excavator Codex entry.
    Fixed a script error that could occur during Ghoul Purge Bounties.
    Fixed a script error when quitting Warframe while in Cetus.
    Fixed a script error related to Garuda’s Talons.
 
[DE]Megan


Mardi 14 avril 2020
 
Scarlet Spear - 27.3.12

Yesterday we Hotdropped a fix that addressed the generic Rifle Riven by removing the ability to roll/Trade a generic Rifle Riven. 

For those that own a generic Rifle Riven, this Hotfix will overwrite & reroll to an eligible Riven of a specific weapon, and then refund any Endo/Kuva that was spent on the generic Rifle Riven.

If you have Traded for X and you do not like your replacement Riven please contact Support for further options!

Scarlet Spear Fixes

    Fixed UI breaking in Murex Raid due to Host vs Client load times.
    Fixed an erroneous amount of Flotillas being created around the start of a Murex Wave.
    Fixed Arcane Momentum not activating for Critical shots on the Condrix.
    Fixing script error occurring when the Aerolyst uses its wing attack.
    Fixed a script error when completing a Condrix wave in the Ground Assault mission.

Railjack Fixes

    Fixed Randomizing Railjack Glyph through the "Randomize All" option not applying the new Glyph until Railjack Configuration menu is exited.
    Fixed a script error when deactivating the Fiery Phoenix Avionic.

Controller Fixes

    Fixed an issue where resetting keyboard/mouse controls for a specific game mode (i.e. Railjack) would break bindings for other game modes (i.e. Jump would be unbound for your general Warframe controls).
    Fixed controller triggers not working correctly if bound to an analog action (such as camera up/down in Decoration mode).
    Fixed inability to select duplicates of a Mod when using direct text input with a controller. As reported here: https://forums.warframe.com/topic/1184766-bug-selected-quantity-of-mods/

Optimizations

    Fixed regression in network bandwidth throttling introduced last week that could cause excess lag and inconsistent game state on clients.
    Optimized network connectivity for Towns, Dojos, Relays and Scarlet Spear Kill-Codes.
    Optimized shader upload particularly when not using Deferred Rendering.
    Optimized Orbiter performance slightly.

Fixes

    Fixed the UI for Clients breaking when playing a Survival mission.
    Fixed some cases where context actions and other UI elements would show the incorrect binding after you change your bindings/settings.
    Fixed certain cases where the UI button callout like the one to open Chat would not appear correctly (either no icon or the explicit loc-tag).
    Fixed relevant Companion Mods not displaying when filtering by beast/robotic Mod types in the Mod Workbench.
    Fixed ability to set lower than the minimum accepted value for the Decoration Placement option sliders.
    Fixed UI overlapping when viewing Arcanes and then opening a Chat link.
    Fixed the firewall rules created for the crash handler (they were still pointing to the old path).
    Fixed a script error when initiating a K-Drive Race in the Orb Vallis.
    Fixed a script error when initiating the ‘Help Clem’ quest.
    Fixed a script error occurring when playing a Survival mission.
 
[DE]Megan


Vendredi 10 avril 2020
 
Operation - Scarlet Spear - TennoGen 27.3.11

Scarlet Spear Changes & Fixes

    Increased the Murex Raid Satellite’s Armor.

      This change was brought forth by feedback regarding the Satellites being too squishy against Crewships as you progress into the Murex Raid mission. 

General Changes

    Refined the logic that decides when to direct crashes to https://www.warframe.com/en/memory or to our bug database.
    The Yooka Floof is now available in the Market for 1 Credit!

      We’ve given the Yooka Floof a home in the Market for players that missed the Inbox opportunity window. 1 per person! 

Railjack Fixes

    Fixed Heat Accretion stat comparison appearing backwards.
    Fixed a script error when a Boarding Party comes knockin.
    Fixed a script error when transitioning through the Void tunnel.
    “Reset Defaults” and “Randomize All” buttons in Railjack cosmetics screen now resets the camera to the overview when viewing the exterior. This makes more sense as these buttons apply changes to the entire ship, and also fixes an issue where if you were focused on the decal or name then the position would be wrong after changing the Railjack skin. 

Fixes

    Fixed non-Sentient/Amalgam enemies being affected by diminishing returns when affected by Limbo’s Stasis. This specifically applies to enemies in the Index.
    Fixed Frost’s Snowglobe not blocking certain Sentient Attacks.
    Fixed the Aerolyst enemy giving less-than-intended Affinity.
    Fixed hit indicators not appearing if the ‘Damage Numbers’ setting was toggled.
    Fixed and disabled Exalted Weapon Rivens from generation. Any of these will be re-rolled on login.
    Fixed Moa pets doing silly short hops when moving really slowly, or fast-walk strides when moving really fast.
    Fixed issues when combining Octavia’s Resonator and Mallet causing Mallet  to not absorb damage anymore
    Fixed an issue where previewing unpurchased Weapons or Warframes would cause hitches.
    Fixed Specter’s accuracy with Bows being quite poor and their fire rate not reflecting realistic usage.
    Fixed an error that could break the HUD for Clients joining Interception missions.
    Fixed Ambulas falling into pits when hopping around.
    Fixed Step-based Ephemeras not working on Titania Prime.
    Fixed Titania’s Thorns Tribute not reducing damage taken by the player.
    Fixed Titania’s Full Moon buff not applying to her Razorflies.
    Fixed Titania’s Reticle missing when entering Operator Mode from Razorwing.
    Fixed the Corinth Prime alt-fire Projectile having incorrect orientation.
    Fixed Atlas’ Passive preventing Atlas from having any collision in Jordas Golem fight.
    Fixed the Demolisher Juggernaut in Disruption missions getting very distracted and moving very slowly to its destination.
    Fixed Arcane "Upgraded" counter including equipped Arcanes even if they are not at max rank.
    Fixed Jad Teran not following the Scrambus rules for disabling abilities.
    Fixed Scrambus nullifications being permanent on friendly AI.
    Fixed sleep animations on Kuva Jester’s causing them to stand oddly on shoulders of Guardians.
    Fixed slightly overlapping UI trackers when playing a Disruption mission.
    Fixed issues with Coildrive damage volumes not reflecting the actual size of the Coildrive.
    Fixed a script error that could occur when joining a squad hunting animals in either Orb Vallis or Plains of Eidolon.
    Fixed a script crash when encountering a Capture objective in Orb Vallis.
    Fixed a number of script crashes that could occur if you joined a squad on Merrow right when people were breaking into Kela de Thaym's lair.
    Fixed a script crash that could occur during a Defection mission.
    Fixed a script crash that could occur during a Disruption mission.
    Fixed a script crash when spawning a Specter.
    Fixed script error that could occur if you tried to equip your Fishing Spear in a Dojo Dual.
    Fixed a script error that could break waypoints when joining Infested Salvage missions in progress.
    Fixed a script error that could break Infested Salvage missions if you Transferred to the Operator at the wrong time.
    Fixed a script error when using Fireworks.
    Fixed a script error when using Simaris’s Kinetic Siphon Trap.
    Fixed a script error when killing a Kuva Thrall.
    Fixed an error that would occur when the game was determining attack logic for Atlas Rumblers.
    Fixed a script error in Defection missions.
    Fixed a number of script errors that would occur if you died during an in-world transmission like the ones seen on screen in Rathuum, etc.
    Fixed a number of script errors that would occur if you failed Bounties.
    Fixed a script error with Excavator missions.
    Fixed errors associated with Scarlet Spear and Survival host migration.
    Fixed issues with localization strings appearing in Nightwave.
    Fixed localization issues with capitalization.
 
[DE]Megan


Jeudi 9 avril 2020
 
Operation - Scarlet Spear - TennoGen 27.3.10

Scarlet Spear Serverside Hotdrop

Last night at roughly 7:10pm ET we deployed a serverside fix to address the cases of Murex Raid Space teams not receiving Kill Codes. Due to the serverside fix, the Flotilla that ended just before the hotdrop (Murex Wave from 4:10 to 7:10 ET) yielded no Victory Payout for eligible Tenno. We’re working on a script to provide the missing Victory Payout - we’ll update you in this Hotfix thread when the script has started/ended.

We’re still monitoring the overall issue now that this Hotfix is live, as it also contains more logging for this scenario.

Scarlet Spear Changes & Fixes

    The Murex Raid Satellite now must be towed to its correct location before you can deploy the Oplink. 

      Upon digging into the logs we’ve been receiving for the “No Kill Codes” issue, we found that a number of these reports were not receiving Kill Codes because their Satellite was not properly in place, thus making the squad ineligible to receive Kill Codes. Most squads followed this flow already so it shouldn’t feel too different - just a precaution for those who don’t park their Satellite in its designated zone! 

    The Aerolyst canister mechanic now has a 10 second cooldown before the canisters refill after becoming stunned from destroying all of them. 

      Our intentions here are to alleviate some frustration over the Aerolyst canister mechanic that we’ve been receiving. If you were quick to dispatch the Aerolyst before you likely won’t notice a difference!

    Fixed inability to destroy the Aerolyst’s canisters if you were attacking in Limbo’s Rift.
    Fixed Operator Magus Arcanes not functioning in consecutive Murex Raids.
    Fixed a rare progression stopper where the Condrix remains invulnerable while open after a Host Migration occurs.
    Fixed an edge case where Clients who joined a Murex Raid mission in progress wouldn't receive intermittent rewards that appear after each Murex is driven away.
    Fixed an edge case script error that occurred when receiving a Kill Code, which could result in not receiving said Kill Code.
    Fixed a script error when a Murex Wave succeeds during a mission.
    Fixed a script error when deploying your Oplink in the Ground Assault mission.

Kuva Lich Fix

    Fixed various script errors related to stabbing a Kuva Lich.

Railjack Fix

    Removed the mention of ‘Archwing Catapult maneuvers’ from the Engineering Intrinsics description due to none of its Ranks relating to the Archwing Slingshot. You can find Archwing Slingshot improvements under the Gunnery Intrinsic!

General Changes

    Replaced the Atlas Prime Helmet Blueprint with the Atlas Prime Systems blueprint in the Lith N4 Relic that was recently indeed to the mix. 

      The Atlas Prime Helmet Blueprint was accidentally put into the Uncommon slot, when it is indeed a Rare piece. 

    Fast Traveling to Little Duck in Fortuna as your Warframe will no longer initiate the unskippable dialog with her. Instead, you’ll Fast Travel to right beside her but won’t initiate the conversation, giving you time to Transfer to your Operator to talk to her.
    Updated the Garuda Sakhura Helmet to better match the reflectivity of the body.

Optimizations

    Small optimizations towards lighting/shadows on low-end machines when Deferred Rendering in enabled.

Fixes

    Fixed Sentient Battalyst laser party ability not respecting physical Shield abilities, such as Frost’s Snowglobe and Atlas’ Tectonics, and instead going through the barriers to injure players.
    Fixed Client Mercy kills not counting towards Riven ‘Finisher kills’ challenges.
    Fixed incorrect mesh scaling when equipping the Heavy Blade Mizar Skin, making the weapon appear smaller than intended. 
    Fixed holding the Corinth Prime incorrectly if the Solstice Skin is equipped on it.
    Fixed the Tenno Affinity Icon in the Squad/Player List on the HUD overlapping with the message of Bleeding Out and Reviving.
    Fixed some missing FX on Titania’s Tribute ability.
    Fixed a script crash that could occur if you boarded a K-Drive too soon after entering an open level (Vallis/Plains).
    Fixed a script error that could occur when joining a Corpus Gas City mission while someone was activating a secret puzzle.
    Fixed a script error when joining-in-progress on a Titania with multiple Tribute buffs active.
    Fixed a script error that could occur if Index points were deposited right as you left the Index mission. 
    Fixed a script error when Rushing a Dojo room.
    Fixed a script error when casting Exacalibur’s Radial Javelin.
    Fixed a script error when being downed.
 
[DE]Megan


Jeudi 9 avril 2020
 
Operation - Scarlet Spear - TennoGen 27.3.9

Scarlet Spear Fixes

    Fixed players ending up in "ghost Flotillas" if they were in a squad where the Host used a different language and then they left the squad (or the Host disbanded it).
    Fixed a case where players would experience a “broken” Flotilla. This could result in getting kicked from the Flotilla, not receiving updates to the Flotilla progress, etc.
    Fixed Clients having to ‘Skip Cutscene’ twice when entering a Murex.

Scarlet Spear Logging

Additional logging has been added to troubleshoot some cases of Space teams not receiving Kill Codes. Our lengthy attempts to reproduce this scenario on our end have not led to success thus far. We’re very grateful for the diligent bug reporting and time from people impacted by this as we continue hammering away at this bug. After this Hotfix, if you are the Host of a Space squad who are not receiving Kill Codes, please immediately open at support.warframe.com ticket with your EE.log file (warframe.com/logs) with “ATTN: KILLCODES” in the subject. 

Railjack Fix

    Fixed a case of not receiving your collected items (Avionics, Resources, etc) in Railjack missions until you head back to the Dry Dock.
    Fixed the Orokin Derelict showing "Missile Platform" as the name when you aim at it in a Railjack mission.

Kuva Lich Fix

    Fixed inability to use context actions after stabbing a Kuva Lich.

Titania Change

    Prevented frozen in time (Atlas Petrify, Limbo Stasis etc) enemies from being affected by Titania’s Lantern. The Energy spent to cast will be refunded if the cast fails.

      This fixes casting Titania Lantern on an enemy that is frozen in time, resulting in the ability appearing to cast (costs Energy, performs animation) but the target enemy is not affected. 

General Changes

    Added a new Lith N4 Relic that contains the Bronco Prime Blueprint.

      This was added to address the issue of no Relics containing the Bronco Prime Blueprint.

Optimizations

    Vastly improved the responsiveness of the launcher when shutting it down during a network failure.
    Fixed the game possibly having high memory usage if someone was spawning Spore Ephemera in the other room and the game wasn't properly cleaning up due to the player being out of sight.

Fixes

    Fixed Corinth Prime Alt Fire not being affected by Multishot Mods.
    Fixed a rare crash when the camera does "warp speed" zoom effects so hard that it breaks the laws of cameras.
    Fixed becoming invincible when interrupting the Basmu reload and Transferring to the Operator and using Unairu Void Spines.
    Another fix towards all future Basmu damage dealing lifesteal to enemies if the ‘heal on reload’ is interrupted as a Client.
    Fixed the Pox missing its AoE Gas cloud.
    Fixed being able to exit the Input Bindings screen without something bound to Melee Heavy Attack, which could result in wonky Melee Combo icons.
    Fixed a script error when attempting the Sands of Inaros quest.
    Fixed a script error that could occur during a mission load due to long Inventory sync.
    Fixed a script error that could occur in a large Dojo.
    Fixed a script error when attempting to Fish.
 
[DE]Megan


Jeudi 2 avril 2020
 
Operation - Scarlet Spear - TennoGen 27.3.8.2

Scoring Calculation Issues

Earlier yesterday we released a revised scoring post with the following details:

Ground Assault missions started at 8 Points per Kill Code, reaching a possible 4104 points by Round 17!

    After: Murex Raids now start at 12 Points per Kill Code, reaching a possible 3888 by Murex 5!

However, players were receiving a 2820 and 3672 for Space and Ground respectively. While this is still an increase from before, it is not the amount we announced.

The correct numbers in this Hotfix will be:

    After: Ground Assault missions will reach a possible 4131 points by Round 17!
    After: Murex Raids missions will reach a possible 3960 by Murex 5!

We sincerely apologize for another day of unintended scoring results.. We know this has been confusing and we regret that we’ve caused so many misunderstandings due to calculation errors.

Scarlet Spear Fixes

    Fixed Clients having an incorrect Murex Score in the ‘Skirmish Complete’ popup when completing 5 Murex Waves.
    Fix towards Clients experiencing an infinite load tunnel into Murex Raid if the Host experiences lag.
    Fixed a script error when joining in progress as a "Kill Code Transmission" starts to play.

Fixes

    Fixed a few tintmasks on the Wisp Delusion Skin to make her tint values consistent vs her various Helmets.
    Fixed a script error occurring during a Host migration when playing a Defection mission.
    Fixed a script error for Clients during The Jordas Precept.
    Fixed a script error when throwing the Fishing Spear.
 
[DE]Megan


Jeudi 2 avril 2020
 
Operation - Scarlet Spear - TennoGen 27.3.8.1

Kuva Lich Fix

We’ve fixed a code change that resulted in numerous Kuva Lich issues:

    Fixed Kuva Lich Codex History and current Kuva Lich being incorrect (Names, Weapons, etc).
    Fixed missing Kuva Lich UI button.
    Fixed having no Kuva Lich Influenced Nodes.
    Fixed inability to birth a new Kuva Lich via Kuva Larvling.

This Hotfix will put everyone’s Kuva Liches back to the way they were prior to Hotfix 27.3.8.

Scarlet Spear Fixes

    Potential fix for both Host and Client players not seeing Kill Code transmissions from other players, only Kill Code transmissions personally sent.
    Fixed a script error when being attacked by the Aerolyst.

Fixes

    Fixed enemies becoming immune to all Status Effects when Titania’s Lantern and Spellbind is cast on them.
 
[DE]Megan


Jeudi 2 avril 2020
 
Operation - Scarlet Spear - TennoGen 27.3.8

TennoGen Round 18!

Crafted by our master Tenno, a pristine collection of 18 brand-new Customizations is available now! 

Warframe Skins

Warframe Helmets

Operator Accessories

Weapon Skins

Syandanas

Chest Armor Pieces

Scarlet Spear Additions & Changes

First: Scarlet Spear will be extended by 1 week due to the early launch issues. April 28 is the new End Date for Scarlet Spear on PC. 

Second: Ground Assault and Murex Raid Scoring have been increased - which means Scarlet Credit earning has been increased!

    Before: Ground Assault missions started at 5 Points per Kill Code, reaching a possible 2295 points by round 17.
    After: Ground Assault missions now start at 8Points per Kill Code, reaching a possible 4104 points by round 17!
    After: Ground Assault missions will reach a possible 4131 points by Round 17!
    Before: Murex Raids started at 10 Points per Kill Code, reaching a possible 1875 by Murex 5.
    After: Murex Raids now start at 12 Points per Kill Code, reaching a possible 3888 by Murex 5!
    After: Murex Raids missions will reach a possible 3960 by Murex 5!

Scoring Calculation Issues

Earlier today / we released a revised scoring post with the following details:

Ground Assault missions started at 8 Points per Kill Code, reaching a possible 4104 points by Round 17!

    After: Murex Raids now start at 12 Points per Kill Code, reaching a possible 3888 by Murex 5!

However, players are receiving a 2820 and 3672 for Space and Ground respectively. While this is still an increase from before, it is not the amount we announced.

The correct numbers in the next Hotfix will be:

    After: Ground Assault missions will reach a possible 4131 points by Round 17!
    After: Murex Raids missions will reach a possible 3960 by Murex 5!

We sincerely apologize for another day of unintended scoring results, and this will be fixed next Hotfix. We know this has been confusing and we regret that we’ve caused so many misunderstandings due to calculation errors.

Third: Rare and Legendary Arcanes have been added to Little Duck’s Scarlet Spear Trade!

We have added the Rare and Legendary Arcanes to Little Duck’s Trade for 2000 Credits Per Rare and 4000 Credits Per Legendary.

Scarlet Spear Fixes

    Fixed players not getting into the ‘Busy’ Flotillas that they selected.

      The scenario here occurred when selecting a ‘Busy’ Flotilla due to the Flotilla filling up very quickly with players. The fix here is to allow for extra room in the Flotilla if you attempted to join when there was still room available. You may now see Flotillas with more than 50 people from this change.

    Fixed Clients not joining Scarlet Spear Flotilla Chat if they join the squad while the Host is transitioning to either Murex Raid or Ground Assault.
    Fixes towards becoming stuck on infinite loading if either a Murex Raid or Ground Assault mission started before the Clients finished loading into Flotilla.
    Fixed the OpLink denied sound playing for Host when it is denied for Client.

Healing AOE Review

We made a hasty change in Hotfix 27.3.6 that removed Venari’s Heal aura from affecting Oplinks AND Defense Targets. Firstly, the terminology of calling Venari’s Defense Target healing a ‘fix’ was incorrect, so apologies there on my behalf. It’s correct to say it was a feature for Venari, considering it had its own Tip for it! The change stemmed from our desire to resolve Operation exploits as quickly as possible, and we didn't communicate this properly.

We’re doing a deeper review on abilities that heal Defense Targets that we can speak to in the coming days.

Apologies as well for the late reply on this topic. We’ll update everyone when we’ve dug deeper and have an action plan.

General Changes

    Limbo’s Stasis duration now has diminishing returns on Sentients and Amalgams when the power is used repeatedly. This choice was made for 2 main reasons:

      1) Limbo’s Stasis usage makes the gameplay of the Scarlet Spear far too trivial.
      2) Sentients by design have Adaptation - and the diminishing returns on recasting adheres to the adaptive nature of the enemy.
      This is not intended to change the way Stasis interacts with other enemy factions.

    Removed Titania’s Exalted weapons appearing in the Codex Weapon section, as Exalted Weapons do not show here.

Optimizations

    The Pox, Acceltra, and Shedu have been given explosion FX tweaks for visual and performance improvement.
    Optimized the Attica’s embedded projectiles to help CPU and GPU performance.
    Optimized the Hystrix projectile trail and spark FX.
    Removed the replication of the Basmu reload Health FX so that only the user will see the FX to aid in performance.
    Performance improvements towards Grineer Crewships when their engines explode.

Railjack Fixes

    Fixed Sentient Exterminate objective randomly starting on POI hints.
    Fixed Vidar Reactors Mk III missing their component modifiers for Warframe clients that are not in English.
    Fixed script crash that could occur if you joined a Railjack mission at exactly the wrong moment.

Fixes

    Fixed ability to trigger the Shedu’s radial explosion multiple times during its cooldown.
    Fixed Titania Prime’s energy wings not applying to her Razorwing when other Skins are equipped.
    Fixed Titania’s Ironclad Flight Augment not functioning.
    Fixed Titania/Grendel buff wheels showing up when the ability has not been unlocked yet. Also fixed the buffs being greyed out until you leveled up enough.
    Fixed the Kuva Tonkor and Phantasma requiring an Orokin Catalyst to unlock its Exilus Slot instead of an Exilus Adapter.
    Fixed inability to Polarize the Dark Split-Sword with Stance Forma or Umbra Forma.
    Fixed the Corinth Prime missing its pump action animation.
    Fixed some players appearing to be eligible for a Mastery Rank Test but upon selecting it would be rejected.
    This was due to some weapons being considered as ‘Mastered’ when they were not.
    Fixed the Shedu and Basmu reload FX being visible while invisible.
    Fixed inability to Chat link Shedu and its parts.
    Fixed Pennant sounds not playing correctly for Melee Stance Combos.
    Fixed broken/missing UI for Clients in Hijack missions.
    Fixed a script error after Host migration occurred during a Void Fissure mission.
    Fixed a script error when playing Infested Salvage on Eris.
    Fixed a script error when transitioning from Vallis/Plains to Fortuna/Cetus with the Synthesis Scanner equipped.
    Fixed a script error when summoning the K-Drive.
    Fixed a script error when catching a boot while Fishing.
    Fixed a script error when casting Titania’s Tribute.

Scarlet Spear: TennoGen 27.3.8.1

Kuva Lich Fix

We’ve fixed a code change that resulted in numerous Kuva Lich issues:

    Fixed Kuva Lich Codex History and current Kuva Lich being incorrect (Names, Weapons, etc).
    Fixed missing Kuva Lich UI button.
    Fixed having no Kuva Lich Influenced Nodes.
    Fixed inability to birth a new Kuva Lich via Kuva Larvling.

This Hotfix will put everyone’s Kuva Liches back to the way they were prior to Hotfix 27.3.8.

Scarlet Spear Fixes

    Potential fix for both Host and Client players not seeing Kill Code transmissions from other players, only Kill Code transmissions personally sent.
    Fixed a script error when being attacked by the Aerolyst.

Fixes

    Fixed enemies becoming immune to all Status Effects when Titania’s Lantern and Spellbind is cast on them.

Scarlet Spear: TennoGen 27.3.8.2

Scoring Calculation Issues

Earlier yesterday we released a revised scoring post with the following details:

Ground Assault missions started at 8 Points per Kill Code, reaching a possible 4104 points by Round 17!

    After: Murex Raids now start at 12 Points per Kill Code, reaching a possible 3888 by Murex 5!

However, players were receiving a 2820 and 3672 for Space and Ground respectively. While this is still an increase from before, it is not the amount we announced.

The correct numbers in this Hotfix will be:

    After: Ground Assault missions will reach a possible 4131 points by Round 17!
    After: Murex Raids missions will reach a possible 3960 by Murex 5!

We sincerely apologize for another day of unintended scoring results.. We know this has been confusing and we regret that we’ve caused so many misunderstandings due to calculation errors.

Scarlet Spear Fixes

    Fixed Clients having an incorrect Murex Score in the ‘Skirmish Complete’ popup when completing 5 Murex Waves.
    Fix towards Clients experiencing an infinite load tunnel into Murex Raid if the Host experiences lag.
    Fixed a script error when joining in progress as a "Kill Code Transmission" starts to play.

Fixes

    Fixed a few tintmasks on the Wisp Delusion Skin to make her tint values consistent vs her various Helmets.
    Fixed a script error occurring during a Host migration when playing a Defection mission.
    Fixed a script error for Clients during The Jordas Precept.
    Fixed a script error when throwing the Fishing Spear.
 
[DE]Megan


Mardi 31 mars 2020
 
Operation - Scarlet Spear - Titania Prime 27.3.7

The Modified Gigelorum Prime Syandana, officially named Gigelor Prime Syandana, has been distributed to those who have purchased the Titania Prime Accessories (or Titania Razorwing Pack) via a script that we’re working on right now. The Gigelor Prime Syandana will be included in purchases of the aforementioned Packs moving forward.

Titania has had a history of clipping with Syadanas due to her wingspan features, and when designing her Gigelorum Prime Syandana it became apparent that it wasn’t going to sit right on her features. Considering it can look awesome on other Warframes, we started work on the shorter Gigelor Prime Syandana that will position nicely with Titania Prime’s features!

*Consoles will receive the Gigelor Prime Syandana script and addition to the Prime Accessories Pack with Operation: Scarlet Spear.

We’ll update this thread when the script is complete!

*The Gigelor Prime Syandana script is now running! We'll update this thread when the script has finished.

The Gigelor Prime Syandana script has finished! Please relog!

We’ve made some slight collision and offset tweaks to have the Gigelorum Prime Syandana sit nicer between Titania’s wings. 

General Scarlet Spear Changes & Fixes

    Made another fix towards Scarlet Spear Scores not getting uploaded, thus resulting in no Score on the Flotilla Leaderboards and no Victory Payout at the end of the Murex Wave.
    Fixed the Aerolyst remaining invulnerable with its canisters destroyed, if disarmed by Naramon Disarming Blast.

Fixes

    Fixed unreleased Railjack node being selectable in the Star Chart, resulting in endless loading cause it doesn’t actually exist and it was all a dream.
    Fixed Warframe Ability preview videos not continuing if you hover on them after hovering on the Passive ability.
    Fixed areas disappearing when viewed from long distances in the Hydron Defense tileset.
    Fixed certain UI elements (Boss health bar, Markers, Enemy statuses) sometimes tinting red for the rest of the mission.
    Fixed Lua and Kuva Fortress sometimes disappearing when zooming far out in the Star Chart.
    Fixed a script error that could occur in Lua Disruption missions during Moonquakes (particularly of joining the mission mid-quake).
    Fixed a script error that could occur in Lua Disruption missions if there was a Host migration during a Moonquake.
    Fixed a script error when opening the Nightwave screen.
    Fixed a script error when becoming downed while switching from your weapon to the Mining Cutter.
 
[DE]Megan


Mardi 31 mars 2020
 
Operation - Scarlet Spear - Titania Prime 27.3.6

Titania Prime has arrived!

Play tricks on your enemies before decimating them as the terrifying temptress, Titania Prime. The mischievous pixie arrives with the Pangolin Prime and Corinth Prime!

    Titania Prime

      Tempting and terrifying, this is Titania in her ultimate form.

    Corinth Prime

      Heavy in the hand with a bone-crunching kickback. This prime version of the shotgun adds remote detonation of the weapon’s airburst round. The Corinth Prime boasts a 20-shot magazine with a reload that applies to the whole magazine vs. one shell at a time!

    Pangolin Prime

      Honoring one of the first Tenno clans, their house sword has been beautifully redesigned. With each killing thrust one can almost hear it sing.

You can find Titania Prime, Corinth Prime, and Pangolin Prime Relics in their classic spots (Void, Derelict, Defense, Survival, etc) with the addition of Railjack missions. PLUS the Relic rewards from Ground Assault and Murex Raid missions have been replaced by these new Relics in Operation: Scarlet Spear. Check your in-game Codex for Relic drop locations!

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

*For the Gigelorum Prime Syandana, please be aware we are working a second bonus version of this that is better optimized for Titania Prime's state changes / design. This means anyone who purchases the Accessories / Razorwing bundle will receive a bonus "Modified Gigelorum Prime Syandana". Stay tuned for images / more details on this throughout this week and next!

Limbo Prime, Pyrana Prime, and Destreza Prime have entered the Vault.

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

    Replaced Steel Meridian’s Sacrifice of Destreza Prime Handle with Redeemer Prime Blade.

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

The usual Riven Disposition changes that come with each new round of Prime Access is being held back until Consoles have been caught up to date with Operation: Scarlet Spear: here

General Scarlet Spear Changes & Fixes

    Added a ‘Waiting for Satellite’ UI line when players are in the Murex Raid with their Oplinks down but have neglected to place the Satellite first. A few cases of ‘not receiving codes’ were a result of user error that this should fix.
    Increased the Sentient AI count per player when Defending Oplinks in the Murex Raid mission.

      Previously the number of spawns didn’t match up with how many players there were in the squad, and oftentimes there was nothing to Defend against. This should feel more to scale with the number of squadmates present. 

    The Flotilla Instance number now displays alongside the Flotilla progress at the center hologram of the Flotilla.
    Murex Raid Score is now shown in the mission UI just as it is in the Ground Assault mission.
    Players that have not completed the activation of their Railjack (via Reliquary Key) will no longer be allowed to Host the Murex Raid mission, due to conflicting objectives occurring while playing.
    Potential fix for players sometimes not uploading their scores, resulting in no placement on the Flotilla leaderboards and no rewards at the end of the Murex Wave.

      We’ve also integrated some internal tracking to better determine the cause of this issue if it continues to happen.

    Fixed Solo player squad mission status not being wiped when exiting mission to return to the Flotilla, which resulted in seeing your name in one of the active squads for a Ground/Murex mission.
    Fixed a case of players ending up in Scarlet Spear Flotilla 0, even though they were invited to a different Flotilla.
    Fixed a case of being in the incorrect Flotilla when inviting a player post Ground/Murex mission.

      This could result in numerous issues such as not being connected to the Flotilla chat and inability to form a squad with a player from the same Flotilla.

    Fixed the UI incorrectly stating that you were ‘Sending Kill Codes’ when an Oplink is deployed in a Murex Raid. It will now properly state that you’re ‘Awaiting Kill Codes’.
    Potential fix for having no objective when starting a Murex Raid.
    Potential fix for receiving a ‘Mission Failed’ screen during a Murex Raid if the Flotilla reached 100/100.
    Fixed Little Duck’s Murex Wave Ending Inbox not indicating the difference between a successful versus failed Murex drive off.

      In some cases this was causing confusion as to why Victory Payout was not being received, when in reality the Flotilla they participated in did not successfully meet the 100/100 goal. There are still cases where Victory Payout did not work, but this should mitigate confusion. 

    Fixed Flotilla Instance not appearing in Flotilla UI after returning from a Ground/Murex mission.
    Fixed a game hitch every time you received a transmission during a Ground/Murex mission.

      We’re still chasing some hitching transmissions but this fix should solve a good amount of them.

    Fixed sometimes spot-loading Railjack cosmetics when loading into a Murex Raid.
    Fixed Oplinks placed by a squadmate who has disconnected lingering perpetually.
    Fixed objective marker disappearing for squadmates who haven’t caught up to the player who sped their way to the Condrix in the Ground Assault mission, leading to some players getting lost on their way to the Condrix.
    Fixed Mag’s Crush ability forcing the Condrix to close.
    Potential fix for a back-to-back Host migration occurring due to the second Host attempting to catch up on rewards during the migration and thus migrating themselves.
    Potential fix for a Host migration resulting in the next Condrix not spawning in the Ground Assault mission.
    Fixed the Basmu Alt Fire mode not healing on reload.
    Fixed Venari’s Healing aura affecting the Oplink.

      The Oplink is intended to not be affected by Abilities.

    Fixed the Murex II and Murex III Emblems using the Condrix II and Condrix III icons when viewed in Inventory.
    Fixed a script crash that could occur if you were standing on a Railjack exit while travelling between locations.
    Fixed script error that could occur when warping in your Railjack
    Fixed a script error that occurred when your Railjack had a Hull Breach.
    Fixed a script error when placing your Oplink in the Ground Assault mission.
    Fixed numerous script errors when exiting an enemy Crewship.

General Changes

    Removed Umbra Forma Blueprint from the Rare Crate drops due to a security issue. Nightwave Series 3: Glassmaker will bring back Umbra Forma as a reward, and we are looking at more secure places to include it back into the droptable.
    Clarified the Split Flight Mod to include ‘Non-AOE Bows’ in the description.

      This is to address that Split Flight cannot be equipped on the Lenz, Kuva Bramma, or Ivara’s Artemis Bow.

Fixes

    Fixed Gara’s Mass Vitrify walls blocking Coildrives.
    Fixed weapons losing function until you land if the Shedu is equipped while in Archwing and you attempt to switch weapons.
    Fixed melee magnetism not functioning with Titania's Diwata in Razorwing.
    Fixed a rare crash when a zone gets destroyed (Sanctuary Onslaught, etc) in the same frame as a connectivity update.
    Fixed Venari’s Healing aura affecting Defense Targets.
    Fixed the Preparation Mod not functioning if you have no extra Mod Capacity.
    Fixed losing Melee functionality after Deploying then swapping the Dual Decurions.
    Fixed your Warframe spinning endlessly if exiting the Arsenal while previewing a weapon with a controller.
    Fixed the Drimper Moa Bracket appearing incorrectly when viewed in Legs’ Offerings.
    Fixed the Partner MR Locked message when Trading not stating the Mastery Rank. It will now appear as ‘PARTNER <MASTERY_RANK> LOCKED’.
    Fixed weapon ‘Damage Total’ in the Arsenal not appearing for weapons with only one Damage type but can be affected by multishot.
    Fixed minor issue in Arsenal Upgrade screen where the stats scrollbar would be out of bounds if you had scrolled to the bottom of a long list of stats and then removed Mods to remove a large amount of those stats.
    Fixed a material mismatch between Nova Atomica’s Helmet and body.
    Fixed Prisma Latron Armor being misaligned when equipped on Nova’s Atomica Skin.
    Fixed script error if you were upgrading a weapon from Arsenal, then accepted a Trade invite and tried to select Mods to Trade.
    Fixed a script error when a Host migration occurred in a Survival mission.
    Fixed a script error that could occur when playing a Defection mission.
    Fixed a script error that could occur when playing an Infested Salvage mission on Eris.
    Fixed a script error when attempting to play the Shawzin.
    Fixed a script error when using Fireworks.
 
[DE]Megan


Vendredi 27 mars 2020
 
Operation - Scarlet Spear - Hotfix 27.3.5

Our first weekend of Operation: Scarlet Spear approaches! Thanks to diligent bug reports, the team has been able to cross off some top issues before the weekend. We’ll be continuing to monitor for any big issues that arise over the coming days. 

General Scarlet Spear Changes & Fixes

    Potential fix towards Clients having no Oplink UI in Murex Raids. This issue also resulted in having no ‘Kill Code Receiver' score upon returning to the Flotilla.
    Fixed players being redirected to completed Flotillas (100/100) if the Flotilla they tried to enter filled up. Now, you’ll no longer redirect to completed Flotillas, as it will try to pick a Flotilla that best matches the progress of the Flotilla you originally selected. If there is no exact match, you’ll be put into a Flotilla that has less progress than requested, if possible.
    Fixed Client players having zero functional controls if they were talking to Little Duck and the Host forced a Murex Raid.
    Fixed ‘Reconnect to Lost Flotilla?’ prompt after a disconnect always sending you to Instance 0.
    Fixed Sentient Fighter spawns drying up in Murex Raid missions.
    Fixed all future Basmu damage dealing lifesteal to enemies if the ‘heal on reload’ is interrupted. This had to be timed very correctly by actions such as Transferring to the Operator, casting Abilities, etc.
    Fixed Flotilla NPCs missing their helmets for Client when returning from a Murex Raid.
    Fixed squadmates’ Railjacks stealing the Host Railjack name who invited them.
    Fixed cases of players still being connected to a Flotilla when playing non-Scarlet Spear missions. The Flotilla chat would be present alongside a very long list of players' names. This also caused the “Arsenal” button to disappear from the main menu if you were affected.
    Fixed a script error occurring when a Murex Wave ends while you’re in your Orbiter/Liset.
    Fixed a script error related to the Condrix health bar in the Ground Assault mission.

Fixes

    Fixed UI lockup if you viewed Stats for a player that had never killed anything ever.
    Fixed a crash that could occur in a Survival mission.
    Fixed a crash that could occur in a Defection Rescue mission.
    Fixed ability to apply a Toxin Status Effect on yourself when using Saryn and casting Toxic Lash while using an AOE weapon.
    Fixed Profile Star Chart progress showing an outrageous number of total nodes.
    Fixed Domestic Drones not being hidden when in the Mandachord Interface.
    Fixed a script error when removing a Decoration in the Clan Dojo.
 
[DE]Megan


Jeudi 26 mars 2020
 
Operation - Scarlet Spear - Hotfix 27.3.4

Scarlet Spear Scoring Changes & Fixes

If you have accrued any Scarlet Credits, you will receive an Inbox upon login to grant you a duplicate of that amount. The duplicate amount of Scarlet Credits will be reflective of your total Scarlet Credit score over the entire Operation, regardless of if you spent any already.

For Example:

If you’ve earned 7,900 Scarlet Credits, you will receive an inbox with 7,900 more.

To break down the changes and fixes regarding Scarlet Spear Scoring, let’s look at what the main issues were:

    Players were receiving the wrong amount of Victory Payout respective to the Rank which is earned in the Flotilla.
    Players were earning Victory Payout for Flotillas that didn’t reach 100/100 Murex Driven Away.
    Players who reached the 100/100 Murex Driven Away that jumped to a different Flotilla and played a mission, would not receive Victory Payout from the completed Flotilla once the timer expired.
    Not all players receive Scarlet Credits upon manual extraction from a Murex Raid mission.

All of these Scoring issues were caused by what we call a ‘desync’ between 2 factors; the players Scarlet Credit score not being uploading at End of Mission, and the Flotilla x/100 progress not matching what’s recorded in the Database.

To address the ‘desync’ issues across the board, we’ve changed Scarlet Credit scores to be uploaded at certain checkpoints throughout both Ground Assault and Murex Raid missions. This Scoring upload change will keep the Database and the Flotilla more in sync to fix all of the above issues.

For further clarification on the Scarlet Credit compensation Inbox:

Due to the previous errors in scoring, some players have received more Scarlet Credits they were actually intended to based on their Event Score.  The compensation Inbox that was distributed is based on your Event Score (see your Profile Stats or the event information on Navigation). Players that benefited from this error will not have the excess Scarlet Credits taken away, it just isn't included in the compensation amount.

If you did not receive the amount shown in your Profile Stats please let us know with screenshots.

General Scarlet Spear Changes & Fixes

    Lowered the Health scaling for the Condrix in the Ground Assault mission. Players should notice that the Condrix feels easier across the scaling levels with its max Health leveling out around the 10th Condrix mark.
    We’ve also relaxed conditions for players joining the squad at Ground Assault mission start. Now joining is available either before the 'Deploy an Oplink' stage or until 5 minutes expires, whichever is first.
    Scarlet Spear Tutorial and Tips have been added to Little Duck’s screen in the Flotilla to give players more robust information within the game on how to approach the Operation and to answer common questions players might have! In addition, you can find Tutorial prompts at the stations surrounding the Oplink Deployments.

    Scarlet Credits will now be displayed in the End of Mission screens for both Ground Assault and Murex Raid. Scarlet Credits also appear in the ‘Skirmish Complete’ UI when completing a Murex Raid.
    The Navigation panel now displays Murex Wave timer in the World Cycle section, allowing you to view the timer without having to click through to the Flotilla Instances.
    Fixed rejoining a Flotilla that you were booted from resulting in seeing no Flotilla chat or players, making it appear that no progress is happening and you’re deeply alone.
    Fixed cases where players were not receiving Kill Codes in a Murex Raid even though players are uploading Codes in the Ground mission.
    Fixed names of Murex Raid Host players that have migrated (no longer in the mission) appearing in the Oplink Reinforcement panel, allowing Flotilla members to waste a Reinforcement.
    Fixed a script error when a join-in-progress player attempts to deploy their Oplink in the Murex Raid.

*The issue of zombie Flotillas with ‘No Murex Waves Detected’ continues to be investigated.

General Changes

    Updated several Damage type tips in the mission load screen and removed outdated tips. Also moved a Volt ability tip to its proper home in his Arsenal.
    Adjusted the "Holsom Yurr Armor" text position in Nova’s Leverian, to make sure it is readable in certain languages.

Railjack Fixes

    Fixed Ramsleds trying to initiate a Boarding Party after the mission is complete.
    Fixed a script error when entering a Crewship via Archwing Slingshot.

Fixes

    Fixed a Client-side crash that could occur after Host migration.
    Fixed Operators mobility ceasing to function if Unairu Void Shadow was used with the Zato Earpiece equipped.
    Fixed Client inability to use context actions after a Plains of Eidolon Bounty Capture Target was captured.
    Fixed the Archwing Rush mission Drones protecting the Cargo ships appearing unlit.
    Fixed missing "user is offline" error message when trying to open a private message to someone.
    Fixed Heliocor having the incorrect Energy color.
    Fixed a script crash that could occur if you tried to escape your new Kuva Lich by quitting the game while en route back to your Orbiter.
    Fixed a script error in Dojo Contribution screens.
    Potential fix for crashing when Transferring to the Operator.
 
[DE]Megan


Mercredi 25 mars 2020
 
Operation - Scarlet Spear - Hotfix 27.3.3

Hotdropped last night

    Fixed inability to Trade.

Scarlet Spear Victory Payout Change

    We have changed the way Bonus Victory Payout is calculated to benefit all participating players in Murex Victories. Previously, your Victory Payout was determined by your Rank in the Flotilla (I, II, or III). Now, Victory Payout is calculated by your Best Higher Total Score between Ground or Space multiplied by 2 (capped at 10,000). 100/100 Murex Driven Away before the timer expires is still required to receive Victory Payout.

      As an example - if you earn 300 points in a Ground Assault in a Flotilla that drives the Murex away, you will earn 600 Scarlet Credits as a Victory Payout. 
      As another example - if you earn 4,000 points in a Murex Raid in a Flotilla that drives the Murex away, you will earn 8,000 Scarlet Credits as a Victory Payout. 
      This aims to address some feedback we’ve been receiving about players who join a Flotilla in progress (ex 70/100 Murex Driven Away, etc) who aren’t able to reach a Rank in the Flotilla before it reaches 100/100 Murex Driven Away.

A known issue that we’re aware of/investigating are the reports of receiving the wrong amount of Victory Payout respective to the Rank which is earned in the Flotilla. However, there are reports of players receiving the correct amount of Victory Payout, which is why we’re continuing to investigate the discrepancies. We have some fixes in the works that will be tested overnight before we submit for a Hotfix.

We have several other known issues we are investigating for Flotilla Kill Code upload progress and bug reports have been helpful in tracking down the issues. 

General Scarlet Spear Changes & Fixes

    Railjack owners now have the option to either Host a Murex Raid with their own Railjack or Join another Murex Raid.
    Squads whose OpLinks are in good condition will now continue to show 'Scanning Kill Codes' as their status to avoid confusion (previously it could change from ‘Scanning Kill Codes’ to ‘Deploying OpLink’ if a healthy OpLink status was updated).
    Your Scarlet Spear Credit count will now display in Little Duck’s store UI similar to how Credits, Platinum, etc are displayed.
    Fixed inability to invite other players in the same Flotilla to form a squad.
    Fixes towards the Condrix not spawning once you reach the waypoint in the Ground mission.
    Fixed scoring discrepancies if a Host migration occurred after the first Condrix in a Ground mission was completed:

      The score does not increase at all for the next Condrix that is completed.
      The 3rd Condrix is completed and the score only goes up by 5 for each Kill Code (as if this was the first Condrix to be completed).

    Fixed Murex Raid Satellite waypoint not disappearing if a Host migration occurred after driving away the respective Murex.
    Fixed a crash when trying to Host a session to rejoin a Scarlet Spear Flotilla.
    Fixed a crash when the Aerolyst spawned.

      This was a result of the Aerolyst instantly dying when spawned due to player AoE damage. The Aerolyst will now spawn invulnerable for 1 second to avoid this crash and give the poor guy a chance to wiggle his fingers at you!

    Fixed Sentient Ramsleds not being removed after warping between Railjack missions.
    Fixed a script error when Crewships are encountered in the Murex Raid.
    Fixed a script error if Sentient Fighter reinforcements spawn just as the Satellite is destroyed in a Murex Raid.

Railjack Fixes

    Fixed Heat Accretion stat comparison not working in the Railjack Configure panel.
    Fixed a script error when encountering the Sentient Anomaly POI.

Deferred Rendering Fixes

    Fixed Ice Spring not having any textures with Deferred Rendering enabled.

Optimizations

    Optimized out a number small memory bloats in the type-dep database to reduce the risk of crashes due to relocation (player loadouts in relays, procedural levels, etc).
    Fixed high GPU Effects time when shooting Profit Taker's legs with the Imperator Vandal.
    Fixed a crash that could occur on slow internet connections if you quit the game while loading into a Relay.

Fixes

    Fixed a crash caused by mashing "Launch Mission" button while matchmaking service was already trying to find/Host/join a mission.
    Fixed a crash when viewing Warframe Ability videos in the Arsenal.
    Fixed several types of crashes that could occur when travelling to or from Towns, Relays or Dojos.
    Fixed Operators not having correct body customizations/proportions.
    Fixed certain Armor pieces not fitting correctly on Companions.
    Fixed incorrect Energy color on the Nezha Yaksha Helmet. As reported here
    Fixed the transport ships at the end of the Rush mission (Kepler, Phobos) Shield Drones having no hit box, resulting in an inability to complete the mission.
    Fixed inability to Chat link Stance Forma.
    Fixed a script error that resulted in a crash if a Host migration occurred when you returned to the Orbiter from a Survival mission.
    Fixed a script error occurring when loading into a mission while the Pause Menu was open.
 
[DE]Megan


Mercredi 25 mars 2020
 
Operation - Scarlet Spear - Hotfix 27.3.2

8+ Hours into Operation: Scarlet Spear has provided some great feedback and bug reporting thanks to you! We have been piling a list together of the Top Feedback Items that the team will be addressing in the coming days:

Scarlet Spear Changes & Fixes

    Lowered the Condrix Health scaling for 2-4 player squads.

      Further Ground mission changes in terms of scaling are being discussed - stay tuned!

    The Murex Wave timer displayed in the Scarlet Spear Instance selector will now just display at the top, instead of redundantly beside each Instance.
    Improved UI/HUD messages for squads whose OpLinks require Reinforcements from players in the Flotilla.
    Reduced the distance at which you will see Emblems above players heads in the Flotilla.
    Fixed a crash for heavily loaded Scart Spear Flotillas.
    Fixed a Client crash that occurred when a Host migrated and said Client was punted back to their Orbiter.
    Fixed a crash that could occur when loading into a Railjack/Murex Raid mission.
    Fixed not receiving earned rewards in a Murex Raid if you returned to the Flotilla manually (less than 5 Murex).
    Fixed score discrepancies in the UI when a Host migration occurred in the Ground mission.
    Fixed cases of enemies not spawning after multiple mission runs with the Oplink.
    Fixed OpLink spawning more FX each time it gets spawned, and duplicate FX being created for each Client. This fix should also slightly improve performance!
    Fixed Oplink state appearing as a filepath in the Flotilla squad labels above the Murex/Earth holograms.
    Fixed a ghost of Flotilla players appearing in your Railjack upon starting a Murex Raid.
    Fixed a script error that resulted in an inability to deploy an Oplink if one was previously destroyed in the mission.
    Fixed a script error if the Railjack dies in a Murex Raid.
    Fixed a script error in the Scarlet Spear Ground mission due to destroyed OpLink.

Fixes

    Fixed a crash related to Sentinels.
    Potential fix for Vulkan drivers crashing the Steam overlay after it's injected into the Launcher.
    Fixed the Wreckage capacity limit pulse FX in the Railjack Configuration UI pulsing even when you aren’t reaching the limit.
    Fixed incorrect reference lines in Nova’s Leverian.
    Fixed a script error that occurred due to enemies attempting to flee while players are transitioning a level.
    Fixed a script error that resulted in forcing squadmates to log out.
 
[DE]Megan


Mercredi 25 mars 2020
 
Operation - Scarlet Spear - Hotfix 27.3.1

Scarlet Spear Clarity + FAQ

How does the Scarlet Spear Credit Trade store work?

Everything you see there will be there for the whole event. Nothing is getting rotated out.

We are Adding more Arcanes to complete the collection.

Scarlet Spear Changes & Fixes

    Squads Oplink state is now displayed with their respective label above either the Murex or Earth holograms. If you choose to deploy Oplink Reinforcement this information displays which squad could use your help the most!

      We're aware that this appears in filepaths currently. The urgency to Hotfix the crashes took precedent!

    Reduced Stance Forma Blueprint Nitain cost from 10 down to 5.
    Fixed crash when attempting to run Murex Raids or Ground missions in Scarlet Spear.
    Fixed Clients seeing a double fly-in cinematic when returning to the Flotilla from a Murex Raid.
    Fixed squad labels displayed above the Ground/Murex missions in the Flotilla overlapping each other.
    Fixed a script error related to Sentient Fighters attacking in the Murex Raid.

Fixes

    Fixed a DX10 crash that occurred shortly after launching Warframe with Deferred Rendering enabled.
 
[DE]Rebecca


Mercredi 25 mars 2020
 
Operation - Scarlet Spear - 27.3.0

Operation: Scarlet Spear

“It’s a two-prong attack - Ground team and Railjack team! “ - Little Duck

Introducing Operation: Scarlet Spear - a brand new event that requires the ultimate effort from the Tenno. The fight against the Sentient Threat has reached new heights - and the Tenno will be using the new “Operation Link” aka OpLink! Ground teams and Space teams will be connected realtime using OpLink - working together to deter the Sentients! 

Eligible Tenno will be presented with a brand new Cinematic detailing the state of the world as THE NEW WAR is waged. 

For a limited time, earn a new Weapon, a new Weapon Variant, Stance Forma Blueprint, Medals, Arcanes and more! Operation: Scarlet Spear ends on April 21st at 2 p.m ET!

During your voyages into the unknown you will stumble across new Sentient enemies - be prepared!

Once again your favourite cross-armed lady, Little Duck, has taken her interest of Exotic Goods even further to aid you in Operation Scarlet Spear. Keep in mind that you won’t see all Arcanes in Little Duck's Trade Offerings - we'll be added those manually over time:

OpLink (REQUIRED FOR OPERATION)

    A device used to manage coordination and resources during Operation Link missions.

Basmu Blueprint

    This Sentient war instrument can either barrage targets with explosive bolts, or draw on its regenerative battery to create twin plasma beams that chain through targets. When fully drained, Health is leached from nearby foes for a short period.

    Ceti Lacera Blueprint

      Forged for veterans of the Scarlet Spear conflict, this Lacera has been modified to enhance nimbleness and lethality. 

    Warframe Arcanes (Unranked)
    Phased Clan Sigil
    Glyphed Clan Sigil
    Gilded Clan Sigil
    Scarlet Spear Hologram Decorations

      Murex Console

        A Sentient Murex projection for the Orbiter.

      Earth Console

        A planet Earth projection for the Orbiter.

    The Ballroom Simulacrum

      A new arena for the Simulacrum. Who will you invite to dance?

    Stance Forma

      Modifies a Stance slot on a Melee weapon to be compatible with any Mod Polarity.

New Avionics

Arm yourself with new Railjack Avionics to bring aid in the wake of Operation Scarlet Spear! Find these Avionics from new Sentient Fighters, officially known as Gyrix and Ionix, in the Railjack mission of Scarlet Spear.

Breach Adrenaline

Increase Shield Regen during a Breach

Sentient Fortitude

Decrease Shield Damage from Sentients.

Revo Reducer

Omni Revolite consumption reduced.

Sentient Scalpel

Increased Gunnery Damage vs Sentients.

Hardened Casing

Reduce Breach Chance.

Overloader

Increase Maximum Ordnance Munitions.

Nova Atomica skin

A crucible of reactive energy harnessed within a streamlined facade.

Nova Atomica collection

Harness the reactive power of Nova Atomica. Features the Nova Atomica Skin, Alamos Sniper Skin, and Radia Syandana.

Tiamat Shawzin

Compose ballads of old threats risen anew, with this Shawzin.

New sentient themed dojo decorations

If Biomasses, Biofluid and Bones are your vibe then strap yourself in for an abundance of new Sentient themed Dojo Decorations! 

New arbitrations mods (Max Rank)

Add these new Mods to your Arsenal to spice up your life! These Mods can be purchased from the Arbitrations Honors store in Relays.

Preparation (Warframe)

+100% maximum Energy is filled on spawn.

Aerial Ace (Rifle)

On Kill: Refresh Double Jump up to 6x while Airborne.

Mending Shot (Rifle - No AoE)

Shoot Health Orbs to obtain them with +110% extra effect.

Energizing Shot (Pistol - No AoE)

Shoot Energy Orbs to obtain them with +110% extra effect.

New Warframe disable augments (Max Rank)

Not everyone desires the Passive attributes that Zephyr, Nezha, and Titania bring, but still want to use them in battle. With these new Augments you can now rid yourself of their attributes and bring them to a more grounded version. Find these in their respective Syndicate Offerings!

Zephyr: Anchored Glide

Disable Zephyr passive ability. Increase power strength by 15%.

Nezha: Controlled Slide

Disable Nezha passive ability. Increase power strength by 15%.

Titania: Ironclad Flight

Disable vacuum in Razorwing. Reduced damage by 40% while airborne.

The New War Chapters

As you may already know, in Warframe Revised we added The New War Chapters section of the Codex that allows you to shortcut to the Chimera Prologue and the Erra Quest (Sacrifice Quest completion required).

For those who have not logged in since before Warframe Revised, you will be presented with a welcome screen that now includes a direct shortcut to The New War Chapters to get you up to speed before you play Operation Scarlet Spear.

We’ve made a few changes to The New War Chapters section of the Codex:

    Selecting a completed New War Chapter will show the End of Quest screen.
    Selecting a New War Chapter in progress will show the Quest details like in the Codex.

Ensure you’re ready for the next chapter in The New War!

General Additions

    Open your eyes to a new Drusus tale with the Nova Leverian! Access the Leverian through the Codex or Market (via Nova).
    Mastery Rank 28 Tenno can now practice the Mastery Rank 29 Test in Cephalon Simaris’ Relay room!
    Added custom reload sounds for the Miter!
    Added an option in Captura to ‘Enable Self-Knockdown’.

Impact Changes

Instead of ending in a knockdown or ragdoll, accumulating 5+ Impact Effects will now result in a "big stagger" with smaller staggers leading up to it, which has a random chance to activate a Parazon Finisher if the enemy is under the Health threshold. Each Impact Status adds 10% chance for the Parazon Finisher to be available. 

Gas Changes

    Gas Effects will continue to tick radial Damage-over-Time for the average of the remaining Effect duration if their host dies.
    Gas Status Area-of-Effect radius increases with the number of stacks, to a max of 10 stacks.
    Removed Gas damage resistance from Toxic Ancient Auras. 

Status Chance Mod Changes

    Increased Hammer Shot Status Chance from 40% to 80%.
    Increased Shattering Justice Status Chance from 20% to 90%.

      Shattering Justice has also changed from being an additive rankup to a multiplicative rankup.

    Increased Stunning Speed Status Chance from 10% to 30%.

Kuva Lich Changes

Based on feedback with the recent overhaul to Status Effects in Warframe Revised 27.2.0, the conversation of how Status Effects should react with Bosses or VIPS has started. Our first step down this road is starting with Kuva Liches. Currently, there are two special rules to this “Boss Status enabling”:

    No Status Effect will exceed a maximum of 4 stacks, with the exception of Impact which can stack up to 6 times.

      Keep in mind there is a cooldown to how quickly you can stack up Impact Status Effects to avoid stunlocking the Kuva Lich.

    Radiation does not change the enemy’s Faction, and instead of increasing Damage done to enemies with stacks, it increases the Damage taken from enemies who have turned on him/her.

We look forward to your constructive feedback and we work towards applying this to other Bosses/VIPS.

Optimizations

    Further performance improvements towards Titania’s Lantern when cast on a large group of enemies. This particularly affected systems set to Low Particle Quality.
    Improved cache optimization to clean up even more space in the download cache.
    Improved world-state synchronization for Alerts, Sorties and other global events (there may have been up to a minute of desync).
    Optimized backdrop rendering performance in all levels.
    Fixed Codex generation randomizing the block order of the Fragment entries (this should be deterministic to avoid updating several MB of resource for no reason).
    Improved game synchronization in hostile network environments.

Railjack Changes & Fixes

    Added Battle and Tactical Avionic categories in the Avionics Upgrade screen.
    Crewship boarding will be denied when the meltdown timer has 3 seconds remaining.

      This is to avoid multiple issues with being put into a broken state due to the boarding cinematic competing with the Crewship exploding/attempting to teleport you out.

    Removed the hanger door of the Grineer POI with the ‘Steal the Destroyer’ objective to resolve issues of the door not opening. When in doubt take it out!
    Upon returning back to the Railjack after exiting through the Archwing Cannon, you’ll now be spawned at the back of the Railjack bridge instead of near the Forging Bay.
    Enemies that you’re focused on while in a Turret will now display their Status Effect stacks.
    Fixed Exo Skold Crewships in the Veil Proxima dropping Mk I Armaments. They will now drop MK III Armaments as intended.
    Fixed the UI in the Super Weapon Platform not updating after the Radiator is destroyed for Clients.
    Fixed inability to disengage bombs placed by Grineer Boarding Parties if a Host migration occurs during a Railjack mission.
    Fixed incorrect Archwing movement animations if you exit the Railjack while Bullet Jumping (Moving left will play the forward animation, moving forward will play the moving right animation, etc).
    Fixed a bug where the screenshake from a Grineer Crewship reactor meltdown would linger forever if it was active when the Crewship exploded.
    Fixed Grineer fighters attacking the Derelict POI in Veil Proxima missions.
    Fixed Vidar Reactors Mk III missing their component modifiers. As reported here
    Fixed Tactical Menu not displaying correct Battle Avionic values that have had their Grid Upgraded in the Dry Dock.
    Fixed case of  Crewships sometimes staying completely still.
    Fixed seeing black boxes when in Turret AR mode.
    Fixed Railjack fighters sometimes going out of level bounds while in combat.
    Fixed the ‘Forge All’ button having no effect or sound.
    Fixed having to click the ‘Railjack Crew’ button twice when selecting it from Dojo Navigation.
    Fixed Railjack name text lingering behind when joining another player’s squad and loading into their Dry Dock.
    Fixed missing looping sounds for Ramsleds in the Saturn Proxima and Veil Proxima.
    Fixed a script error when casting the Railjack Void Hole ability. 

Foundry Crafting Time Change

    As per player request, we’ve reduced Forma, Orokin Catalyst, Orokin Reactor, and Exilus Warframe Adapter build time to 23 hours so that 1 can be built consistently every day.

Magus Lockdown Changes

We are making changes to Magus Lockdown due to it being virtually one of the best CC and Damage combinations in the game. In some cases you can clear waves of Elite Sanctuary Onslaught without even using a Warframe or Weapon, and simply spam Magus Lockdown to victory. This goes well beyond the intended use of it and we are changing it to a CC only Arcane - true to its name - Magus Lockdown! 

    Magus Lockdown will no longer apply Puncture damage to tethered enemies.
    The amount of active Tethers is now limited to 2 per player. 

      For example, Void Dash once > one Tether, Void Dash again > 2nd Tether, Void Dash a 3rd time > 3rd Tether, 1st Tether dies etc..

    Magus Lockdown no longer affects the Golden Maw due to the Arcane killing the Maw and preventing Quest completion. 

      This also fixes a script error when Magus Lockdown activates while encountering a Golden Maw.

Grendel Changes

    Grendel’s Nourish now mimic’s Titania’s Tribute buff selector.

      If you’re unfamiliar with Titania’s Tribute buff selector, this means that Nourish is a tap to cycle/select buff and hold to cast. This is a reverse of how it functioned prior to this Update.

    When consumed by Grendel, Sentients now have a max duration they can be consumed before popping out that is affected by diminishing returns.

      This change was made to prevent Grendel from prog stopping missions where all Sentients must be exterminated for the mission to succeed. 

    Grendel can now consume Grenades - cause why not!

Titania Changes & Fixes

    Titania has a new Passive: Titania generates Health for herself and nearby Allies every time she casts an Ability (4hp/second for 20 seconds)! The personal Titania Parkour Boost is staying, just the communal Trampoline isn't.
    Titania can now use Blink while in her Razorwing ability!
    Fixed casting Titania’s Razorwing right as you fall into a teleport volume in the Simulacrum resulting in an infinite white screen.

Arcane UI Changes

    Updated the Arcane ‘DISTILL’ term to ‘BREAK DOWN’ to acquaint new Arcane Management mechanics.
    Added tips to the Arcane screen for ‘BREAK DOWN’, Arcanes that refresh, and how to obtain respective Arcanes.
    Arcanes are now displayed with their respective Icon in the HUD, instead of the generic Arcane icon.
    The Rank-Up callout is now displayed to the left of the next Arcane Rank in the Arcane Upgrade screen when using a controller.

    Arcanes that are sold in Vendor Offerings will now only show Max Rank tooltip information, and UI indication that the Arcane you’re purchasing is Unranked. 

      This fixes Arcane tooltips expanding off screen when viewed in Vendor Offerings. 

    Clarified Arcane requirements for Arcane Trickery, Arcane Ultimatum, and Exodia Might by adding ‘Kill’ to the ‘On Finisher’ line.

General Changes

    Increased Status Chance for the Gunblade type weapons to match new Shotgun Status Chance values.
    Made Fall Off changes to the following weapons:

      Redeemer

        Fall Off increased from 20-40m to 10-20m.

      Redeemer Prime

        Fall Off increased from 20-40m to 10-30m.

    The Rakta Dark Dagger Shield bonus when damaging an enemy afflicted by Radiation is now only granted if you have Shields.
    Atlas’ Immovable Passive now also applies to Staggers.
    Added support for Bosses to display active Status Effects on their special Health bar.
    Removed Stealth Melee bonus always applying to Simulacrum enemies when ‘Pause AI’ is enabled, thus giving non authentic numbers when testing Loadouts.
    The Warframe Upgrade Arsenal stats now display Resistance values granted by Mods:

    Made spawn changes to improve flow of enemies in the Lua Survival tileset.
    Removed knockdown from Elite Shield Lancer grenades.
    Charging weapons, like the Staticor, previously only showed Charged Attack Damage in the Arsenal stats, we now additionally show Quick Shot Damage values below the Charged Attack stats.
    You will no longer receive Ghoul Threat Inbox messages due to their redundancy.
    Enemies inside Void Fissure Spy vaults that are not engaged in combat will no longer become Corrupted. 

      This fixes enemies in Void Fissure Spy vaults setting off alarms when becoming Corrupted. 

Controller Fixes

    Fixed being unable to restore default controller bindings on PC.
    Fixed inability to activate Railjack Abilities bound to the same button as ‘MOVE_UP’.
    Fixed context actions sometimes not displaying the correct key to use them on controller.
    Fixed nonfunctional controller callouts when upgrading Avionics and attempting to filter the type.
    Fixed the controller callouts for "Toggle Interior" and "Randomize All" in the Railjack Customization Menu not functioning properly.
    Fixed the Chat window scroll bar moving after each mission when using a controller.
    Fixed two Callouts for the same button, Sort and Break Down, in the Arcane Manager Screen when using a controller.
    Fixed Rank Up button not appearing outside of the Arcane Equip screen when opened via Foundry.

Garuda Fix

    Fixed enemies marked by Garuda’s Seeking Talons not being prone to receiving a Slash Status Effect.

Deferred Rendering & HDR Fixes

    Fixed black squares appearing on the enemy grenade indicators when HDR is enabled.
    Fixed black squares appearing in the Railjack HUD with Deferred Rendering enabled.
    Fixed black squares appearing in the Arcane Manager screen and Relic Manager screen with Deferred Rendering enabled.
    Fixed Nekros’ Shadows of the Dead ability appearing wrong when Deferred Rendering is enabled.
    Fixed Teplo Syandana and Nikana Prime materials appearing translucent with Deferred Rendering enabled.
    Fixed black-lit rocks in dioramas with Deferred Rendering enabled.
    Fixed lights affecting static/dynamic-only objects with Deferred Rendering enabled.

Fixes

    Fixed a crash when casting Amesha’s Warding Grace ability.
    Fixed a crash while in the Simulacrum with a bunch of Heavy Gunners spawned.
    Fixed Kuva Siphon missions sometimes ceasing to register destruction of the Kuva clouds for the remainder of the mission.
    Fixed Meleeing while in Vallis/Plains Archwing to avoid a self-stagger resulting in basic ground functionality breaking until you die/Revive.
    Fixed Mercy kills not applying to Rivens with a ‘Finisher’ challenge.
    Fixed dynamic encounters in Orb Vallis causing Drone Defense Health tracks to not appear.
    Fixed ice on the vents of the Exploiter Orb not appearing for Clients.
    Fixed the HUD disappearing if you look away at the wrong time during the Exploiter Orb boss fight intro. As reported here
    Fixed enemies that possess Damage types that affect Shields directly (Sentient Battalyst, etc) also affecting your Health.
    Fixed Exodia Contagion not triggering if your weapon is out of Ammo.
    Fixed Mirage’s Explosive Legerdemain Augment damaging everything within range, including allies or even the Defense objective, if the Mirage leaves the game session.
    Fixed Equinox Duality Augment causing the clone to hold their weapon funny if spawned during Pistol + Glaive mode.
    Fixed the Juggernaut’s quill-firing attack animation not showing for Clients.
    Fixed Mag’s Magnetize sometimes making enemies orbit around a central target when ‘Magnetic Pull’ was maxed with Mods.
    Fixed Mag Pulling certain enemies that should not be pushed/pulled.
    Fixed missing Kuva Lich image in their farewell transmission when Vanquished.
    Potential fix for Steam rarely and mysteriously uninstalling Warframe.
    Fixed inability to install Catalysts on certain weapons (Cernos, Opticor, etc).
    Fixed cases where Corpus Ratels were spawning as friendly and thus invincible.
    Fixed Radial Attack Mods not having any effect on Tombfinger Kitguns.
    Fixed Shield Restores not fully resetting Shield Gate duration.
    Fixed the Simulacrum’s ‘Invincibility’ option not applying to Clients.
    Fixed some players receiving duplicate Mastery for the Mote Amp.

      The duplicate Mastery will be removed on login. 

    Fixed Kuva Shield Lancer having a defective shield that blocks no bullets.
    Fixed doing a weird Melee Slam during a Self-Stagger. 

      The Slam will occur after the Stagger has finished.

    Fixed Heavy Melee Slam Attacks not triggering Hydroid’s Passive to spawn a Tentacle.
    Fixed Transference triggering Octavia’s Inspiration Passive. 

      It’s intended to only be Octavia’s abilities that triggers the buff.

    Fixed inability to lift off the ground when casting Hildryn’s Aegis Storm ability.
    Fixed missions that pre-check eligibility for Archwings not actually checking.
    Fixed receiving an error upon donating more than 9,999,999 Credits to the Leverian Donation Box.
    Fixed the Arcane Manager ‘Incomplete’ section displaying Arcanes that have been max Ranked.
    Fixed Ved Xol from The Index having a physics type that allows him to slide around like the Scrambus enemies despite having the animations of a walking enemy.
    Fixed Kavats breaking their appearance when spending Platinum to unlock a new Appearance Config Slot. As reported here
    Fixed enemy grenade FX not appearing to pulse/flash for Clients.
    Fixed the Ballistica firing its arrows sideways when equipped with the Dali Skin.
    Fixed Garuda appearing to hold all Melee weapons in a fisticufs style when viewed in the Market.
    Fixed the Spore Ephemera not scaling when in Archwing.
    Fixed Sugatras being misaligned when equipped on the Lacera.
    Fixed the Stratus Pistol Skin animating incorrectly in the Arsenal.

      Stratus Pistol now stays in the "idle" pose rather than "holstered" when equipped in the Arsenal.

    Fixed the “death by fire burnt body material” applying to unintentional meshes.
    Fixed the Jet FX colour on Frost’s Harka Skin resetting back to default when entering the Navigation panel.
    Fixed Prime weapon hilts flicking with small movement.
    Fixed unnecessary tracer FX on the Dual Decursion projectile.
    Fixed a missing window portal in the Lua Exterminate tileset.
    Fixed missing wall materials in sections of the Grineer Galleon Defense tilesets.
    Fixed Dojo Room selection screen appearing to be partially scrolled down upon first opening.
    Fixed Companion stat comparisons in the Arsenal being incorrect, as they were somehow being compared to your Warframe.
    Fixed Melee weapon damage stats being shown twice in the Arsenal.
    Fixed Volatile Runner Enemy Name lingering in the HUD.
    Fixed Mastery Rank 15 Interception test UI using old HUD technology.
    Fixed Enemy Names appearing offset at low resolutions if the HUD scale is greater than 100.
    Fixed the UI sometimes showing the incorrect binding for Reviving. This was most prevalent on Switch, but could happen on other platforms if you changed bindings before dying.
    Fixed having to press ESC twice to exit some menus.
    Fixed Opticor Quick Attacks being compared to Charged Attacks and showing green numbers as if there is improvement in the stat summary in the Arsenal.
    Fixed Melee Stance combos missing their combo instructions if your Melee attack is bound to the mouse wheel scroll up/ down.
    Fixed spinning wildly if initiating movement while an Inbox message was forced open.
    Fixed global Boosters not displaying in the UI while in mission.
    Fixed parts of the DPD (Detailed Purchase Dialog) appearing hidden when changing resolutions.
    Fixed longer Research names going off screen in Clan Research Labs.
    Fixed ‘100x Resource’ icons appearing squished in Clan Research Labs.
    Fixed ‘Total’ Arsenal Stat positioned incorrectly above Damage values in the UI.
    Fixed [PH] tags for Resistance types when looking at a Warframe through a Scanner.
    Fixed the Trading Policy popup in the Trade screen coming up every time a Trade is opened for some players.
    Fixed Mods showing rankup pips under their name in the tooltip when viewing from a Vendor.
    Fixed missing subtitles during final Second Dream cinematic.
    Fixed a script error caused by Sentinel Precepts being automatically reactivated in missions where Mods are deactivated/have been removed (Grendel missions).
    Fixed a script error when solving the Hydraulus puzzle in Octavia’s Anthem Quest.
    Fixed numerous script errors when casting numerous Warframe abilities.
    Fixed a script error when a Life Support spawns in a Survival mission.
    Fixed a script error when disabling the Alarms in a Survival mission.
    Fixed a script error when destroying a Frozen Infested Hive.
    Fixed a script error when placing Fireworks.
    Fixed a script error when Fishing.
 
[DE]Rebecca


Vendredi 6 mars 2020
 
Warframe Revised - Update 27.2.2

Kitguns can use Skins now! This shipped a bit early, but enjoy!

Railjack Changes and Fixes

    Reduced brightness on the Dome Charge FX.
    Fixed a crash when aborting a Railjack mission.
    Fixed Clients able to stack Railjack upgrades (Engine Boost, Shield Capacity, etc) by exiting and then re-entering the Railjack Configure panel in the Dry Dock.
    Fixed the Sentient Anomaly Exterminate objective appearing in the UI again after completing it.
    Fixed the Archwing Cannon clipping into the camera view.
    Fixed a script error related to encountering a Crewship.

AoE Weapon Radial Fall Off Changes

    Arsenal Stats now show Radial data and fall off when viewing a Weapon!

Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

    Primary

      Mutalist Quanta: 50%
      Kuva Chakkurr: 30%
      Opticor: 60%
      Opticor Vandal: 60%
      Battacor: 40%
      Acceltra: 50%
      Ogris: 80%
      Kuva Ogris: 80%
      Penta: 50%
      Secura Penta: 60%
      Simulor: 60%
      Synoid Simulor: 60%
      Tonkor: 70%
      Kuva Tonkor: 70%
      Zarr: 50%
      Ferrox: 40%
      Javlok: 30% / Alt Fire 60%
      Scourge: 30% / Alt Fire 60%
      Astilla: 30%
      Phantasma: 50%
      Komorex: 40%
      Zhuge Prime: 30%
      Lenz: 70%
      Shedu: 60%

    Secondary

      Kuva Seer: 30%
      Cyanex: 20%
      Angstrum: 40%
      Prisma Angstrum: 40%
      Kulstar: 40%
      Stug: 30%
      Akarius: 70%
      Staticor: 30% / Alt Fire 90%
      Castanas: 40%
      Sancti Castanas: 40%
      Talons: 50%
      Pox: 50%

    Kitgun

      Tombfinger: 30%

    Arch-Gun

      Grattler: 50%
      Kuva Ayanga: 50%
      Larkspur: 60%

    Operator Amp

      Granmu Prism: 30%
      Shraksun Scaffold: 40%
      Phahd Scaffold: 40%
      Exard Scaffold: 30%
      Dissic Scaffold: 60%
      Propa Scaffold: 70%

    Glaive

      Cerata: 50%
      Falcor: 50%
      Glaive: 50%
      Glaive Prime: 50%
      Halikar: 50%
      Kestrel: 50%
      Orvius: 50%
      Pathocyst: 50%

Corinth and Kuva Bramma remain unchanged.

Additions

    Added an ‘Incomplete’ category to Arcane management screen when accessed via Foundry.

Changes

    Removed unnecessary dud grenade FX on the Kuva Bramma cluster bombs.
    Increased the base Status Chance of Exalted Blade and Desert Wind to 15%, while also changing the Chromatic Blade and Reactive Storm Augments to stack in the same manner other Status Mods do. This was missed in the Status changes but is a necessary change now. The following reflects the new Maximums: 

      Chromatic Blade 50% to 300% Status Chance
      Reactive Storm 35% to 250% Status Chance

Optimizations

    Improved error handling when running out of memory during Launcher Cache optimization.
    Removed a dozen unnecessary scripts from Nekros’ cloth.

Deferred Rendering Fix

    Fixes toward Railjack Battle Avionic ‘Void Hole’ visual appearance with Deferred Rendering enabled.
    Fixed the Operator Umbra Hood appearing overly shiny with Deferred Rendering enabled.
    Fixed issue with glass flickering.

Fixes

    Fixed the following weapons not having the new ‘Status’ calculations. They also have multiple fire iterations and are valid for large Status Chance like Shotguns received at their base to address the new Status logic:
    Quanta
    Quanta Vandal
    Convectrix
    Phantasma
    Ballistica Prime
    Fixed inability to complete The War Within Quest if you died as the Operator due to unfunctional Operator Revive screen. As reported here: https://forums.warframe.com/topic/1172752-the-war-within-death-bug/
    Fixed Titania’s Tribute ability not extracting an offering from an enemy in the form of an Ability Buff.
    Fixed missing Price details (even when you can’t purchase) on the Detailed Purchase screen.
    Fixed an issue with Survival Missions causing issues past the 10 minute mark when players Join-in-progress.
    Fixed inboxed Avionics and Arcanes not showing up properly (Prime Time bug!).
    Fixed Titania and Hildryn gaining 100% Damage reduction while in their airborne forms (Razorwing, Aegis Storm) when equipped with Aviator, Aerodynamic, and Agility Drift.
    Fixed a crash that could occur in missions with Zip-lines.
    Fixed rare script crash that would break your Hijack mission if the objective is destroyed at the very last moment before extraction.
    Fixed 1:60 chance your Hijack mission would break if you let the Objective get destroyed.
    Fixed a script crash that could occur with Hijack missions under heavy lag.
    Fixed numerous harmless script crashes on when quitting the game with the Mask of the Revenant Quest active.
    Fixed Attachment Energy colors not properly applying to certain particle systems. (mainly an Ephemera issue). As reported here: https://forums.warframe.com/topic/1172621-vengeful-toxin-ephemera-colour-slots-bugged-since-update/
    Fixed lighting issues on the Sovereign Syandana.
    Fixes towards preprocessed foliage lighting looking wonky in some cases.
    Fixed Servofish swimming through the air when moving to Fish in an adjoining lake in Orb Vallis.
    Fixed an issue with clashing decorations in the Observatory in the Dojo.
    Fixed issues with the Grineer Shipyards environment’s moving parts.
    Fixed the Arcane Manager screen incorrectly showing you how many Max Rank Arcanes you own.
    Fixed a script error related to the Kohm.
    Fixed a script error related to placing a Loc-Pin.
    Fixed a script error when attempting to Fish in Orb Vallis.
    Fixed a script error when selecting Fishing Bait.
    Fixed a script error related to using the Scanner.
 
[DE]Rebecca


Vendredi 6 mars 2020
 
Warframe Revised - Update 27.2.1

Railjack Fixes

    Fixed inability to complete the Sentient Anomaly mission due to objective resetting.
    Fixed Clients Piloting the Railjack not seeing enemy damage direction arrows.
    Fixed Railjack Battle Avionic icons appearing white in mission.
    Fixed a script error when dismounting the Archwing Cannon in Railjack.
    Fixed a script error when attempting to Scrap a selected Armament.
    Fixed a script error after Scrapping Wreckage.

Optimizations

    Optimizations towards improving the launcher's handling of 3rd party software interfering with content update.
    Fixed a crash that could occur in the Silver Grove tiles on Earth if you had Particle Effect Quality on some of the lower settings.
    Fixed a crash on startup, particularly affecting systems with AMD GPUs.

Changes

    Increased Cernos Prime 10% Status Chance per projectile to 30% Status Chance per projectile.
    Decreased the distance to point of impact that Self Stagger is inflicted with the Shedu due to having a large AoE range.
    Slightly reduced Mag’s Magnetize ‘Magnetic Pull’ strength to be more balanced with max level Strength Mods.
    Slightly toned down Wisp's cloak particles as they have gotten too large with some distance scaling.
    Removed unreleased (also unplayable) Railjack node.
    Removed a placeholder Beacon mesh from the Sentient Anomaly tileset.
    Removed an extra copy of Upgrades/Mods in the Training section of the Codex.

HDR Fix

    Fixed missing Star Chart node lines when HDR is enabled.

Deferred Rendering Fixes

    Fixed a crash happening when watching some of the Cinematics in the Codex with Deferred Rendering enabled.
    Fixed Display Decorations disappearing under certain conditions with Deferred Rendering enabled.

Fixes

    Fixed a crash when joining an Orb Vallis mission in progress while the Host was on a K-Drive.
    Fixed a crash when dying in Archwing if you have a Damage over Time Status Effect and your Sentinel attempts to Revive you.
    Fixed inability to Unveil Rivens if they have a ‘mission completion’ Challenge.
    Fixed Napalm Grenades dealing self damage - get that garbage outta here!
    Fixed multiple Impact Status Effects in a single damage event causing incorrect Stagger.
    Fixed Phage Status Chance showing incorrectly in the Arsenal/Market UI.
    Fixes Decorations in the Temple of Honor room in Dojos being shifted.
    This fix should retroactively put your Decorations back in their place before the shift - granted you didn't move them.
    Fixed the Cipher x100 Research not granting 3000 Clan Affinity.
    Fixed the Arcane Manager ‘UPGRADED’ value not counting Arcanes that are Rank 3+.
    Fixed becoming permanently invincible in the Simulacrum after toggling Invincibility.
    Fixed Companion Invincibility option in the Simulacrum resetting if you die or make changes in the Arsenal.
    Fixed Happy Zephyr unintentionally enjoying the benefits of Shield Gating.
    Fixed cases where you could equip two of the same Operator Arcane simultaneously.
    Fixed some unreleased items being Chat linkable.
    Fixed erroneous floating floor texture appearing in the Earth Cervantes tileset.
    Fixed numerous bugs for Clients joining Hijack missions in progress.
    Fixed missing Arsenal Damage numbers for Beast Companions (Kubrow, Kavat, Khora's Venari).
    Fixed Vasca Kavat Lure meter not moving smoothly.
    Fixed numerous script errors when accessing the Fishing HUD.
    Fixed a script error when exiting the Chimera Prologue Quest.
    Fixed a script error that would occur when opening the Warframe Arcane Manager screen.
    Fixed a script error that could occur during the Supply Sabotage Plans of Eidolon encounter.
    Fixed a script error when trapping a Synthesis Target in a Kinetic Siphon Trap.
    Fixed a script error when the Kinetic Siphon Trap expires.
    Fixed a script error when activating a Survival Life Support Capsule.
    Fixed a script error when equipping an Arch-Gun.
    Fixed a script error when fighting the Ropalolyst.
    Fixed a script error related to Bonus stats on Equipment/Weapons.
    Fixed a script error when viewing Boosters in the Market.
    Fixed a script error when using a Scanner.
    Fixed a script error when dying in the Simulacrum.
    Fixed a script error when entering a dynamic encounter in the Orb Vallis.
    Fixed several harmless script crashes that would occur during a Host migration in Hijack missions.
    Fixed unlocalized ‘Rank Up’ button in the Arcane Manager screen.
 
[DE]Megan


Jeudi 5 mars 2020
 
Warframe Revised - Update 27.2.0

Warframe may feel a little different this Update. Depending on where you are in your Warframe journey, you may notice big or small changes.

A player who has not yet completed 'Rising Tide' will find building their Railjack a lot easier. A player with an extensive Arcane collection will see most Arcanes can now achieve 5 Ranks, and duplicates can no longer be equipped together. A player using the Kuva Bramma will notice Self Damage is gone. A player with Multishot mods equipped should see some changes in their Upgrade Menus with the addition of a new Multishot Stat.

All players will notice Shield Gating has been added to the game, and all enemies have had their Health, Armor, and Shields re-balanced. That’s just scratching the surface.

However you play Warframe, it’s likely the ‘Warframe Revised’ Update has touched some part of the game for you. Please take the time to review our Update Notes to familiarize yourself with the changes - big and small.

Warframe always aims to become a better version of itself. Warframe is still about power and you being a destructive force in the Origin System with hundreds of tools at your disposal - go forth, Tenno!

We are opening over 15 specific Feedback Threads, plus a more format-driven Bug Report thread to help turnaround quality hotfixes for this Mainline. Please use your powerful feedback responsibly - we all lift together.

Warframe revised bug reporting megathread

There is a lot of ground being covered in the Warframe Revised update, so here is an updated guide on how to submit a bug. Please note, this thread should only be used when encountering a bug related to the recent update and the revised systems within: https://forums.warframe.com/topic/1171888-warframe-revised-bug-report-megathread-read-the-first-post/

The New War Chapters

A Codex Quest chapter entry for The New War has been added for those who have completed the Sacrifice Quest! As you might be aware, The New War has started, and with Scarlet Spear coming soon we want players to be properly informed as The New War develops. If you have yet to complete the Chimera Prologue or the Erra Quest, head to The New War Codex Quest entry to access a shortcut to these Quests.

Railjack Onboarding Changes

The Rising Tide Quest gives you your very own Railjack, but the barrier to entry is - conclusively with months of stats - too high. We are releasing a revised series of Blueprints (BP) in the Quest that sees costs reduced between 66% - 75% for Railjack parts, and building time reduced to 6 hours each.

There are 3 situations players may find themselves in:

    1. Haven’t started Rising Tide. Anyone just beginning will have fully new reduced BP costs.
    2. Has started Rising Tide. Anyone with any progress at all gets 1x Rush Repair Drone, and will transition to new costs on the next Stage. Any old costs will be refunded.
    3. Rising Tide Complete. Anyone with a complete quest gets 2x Rush Repair Drone. All cost differences will be refunded.

Why

Upon Review, stats show truly the only people that saw Rising Tide to completion were our veterans, which was originally our intent to design content for veteran players.

However, to sustain the cost of future development and events like Scarlet Spear, accessibility is key and we have to adjust the barriers to entry for Railjack. For those who were early adopters, 2x Rush Repair Drones will be given out. Anyone with the Rising Tide Quest active will receive 1x Rush Repair Drone. For those unfamiliar with Rush Repair Drones: these items can only be acquired via rare drop in the Veil Proxima, as they allow you to instantly complete a given Armament or Component.

Railjack onboarding changes feedback megathread

https://forums.warframe.com/topic/1171890-warframe-revised-railjack-onboarding-changes-megathread/

Railjack Changes & Fixes

    Added a new Crewship in Veil Proxima missions: Exo Skold Crewship! It is a variant of the Gokstad but it has an impenetrable shield - you’ll have to get crafty to figure out how to take it down, Tenno.
    Added a ‘Forge All’ button on the Railjack Payload screen in the Dry Dock.
    Avionics Screen no longer uses ‘Hold to Confirm’.
    Intrinsics Screen no longer uses ‘Hold to Confirm’.
    Avionics that are over capacity will now appear as “disabled” instead of being outright removed.

    In a continued effort to avoid getting downed in Railjack situations you can’t control:

      4 seconds of invulnerability will be given when entering a Crewship via the Archwing Slingshot.
      2 seconds of invulnerability will be given when using context actions and the Omni Recall.

    Disabled migrations during Railjack level transitioning (Void tunnel) to avoid putting new Host in completely broken states.
    Disabled ability to enter the Archwing Slingshot while in a level transition (Void tunnel) due to loading into the Railjack mission in many broken states.
    Improved Railjack Grineer Fighter variety across all 3 Proxima regions.

      The way the levels were set up on the various Grineer Fighters, some of the nodes had level ranges that were too high for all the varieties to appear (The Elite varieties on Earth never spawned for example). So we re-adjusted the level ranges for the various Grineer fighters (Kosma, Gyre, Exo) across all 3 regions , so that there was a better spread of the different fighter types across the nodes. In other words, the lower level nodes of a region will spawn the basic fighter types and then as the difficulty of the nodes progress the Elites are slowly introduced. 

    When a Railjack mission completes, downed/dead players will be Revived and all Revives will be reset. Allowing you and your squad to continue on your Railjack journey instead of having to return to the Dry Dock.

      This fixes staying stuck in spectator mode in all Railjack missions if all Revives have been used up.

    Quick Meleeing with the Omni tool in hand will no longer unequip the Omni. This is now consistent with other Gear items, like Fishing/Mining.
    In an effort to increase stat exposure and reduce clickthrough scenarios, we’ve made some changes to how Railjack Armament stats are displayed:

      Railjack Armament stats now show up below the description in the info popup without having to navigate to the second tab.
      Upon selecting an Armament that is not equipped, the UI will display it’s comparison stats with your current equipped weapon side by side.

    You can now scrap as much Wreckage as desired when prompted due to being at max capacity before missions instead of just the minimum amount.

      We found it quite cumbersome to have to go back to the Railjack Configure panel in the Dry Dock to clear out your Wreckage inventory over and over again. The previous implementation forced players to run into this prompt often and could cause them to fail loading into a mission (or worse causing instant migrations if Host). This new implementation prevents this issue from occurring and gives more freedom on how much Wreckage to clear outside of the Configure panel. 

    Enemy Crewships will now take on the Health and Armor values of the player’s Railjack when hijacked. 

      Shield values do not apply here as Grineer enemies do not have Shields. 

    The Forward Artillery will now fire on release instead of auto firing immediately after charge is complete.

      After 3 seconds of holding the charge, the Cannon will auto fire. This brief time allows you to have more control over where you want that cannon fire to land. 

    Added “Sigma” category to sort through Sigma series Components and Armaments in your Railjack Configure panel.

    Improved the wing cam when using the Tactical Map - it should be much more instant when transitioning!
    Increased Railjack’s Energy tube material brightness to make it a bit more obvious with darker tints.
    Changed material tinting across all Railjack Skins so that it matches and is more consistent with the base Railjack.
    Improved the Crewship meltdown FX so that it is more obvious from the exterior.
    Avionics that are incompatible with the selected Grid slot will be auto listed at the bottom and appear greyed out to avoid confusion as to why it can’t be equipped.
    Armaments/Components that are equipped in the selected slot are now marked as "equipped", Armaments/Components equipped in other slots are still marked as "equipped on X". This directly correlates to the below fix:
    Improved performance of enemy fighter markers in Railjack missions.
    Fixed Railjack Clients crashing aboard the Missile Platform after destroying the core.
    Fixed a loss of functionality for Clients upon loading into a Railjack mission.

      More specifically, this issue would result in the Client appearing to skate around instead of walk, hold an invisible weapon, and getting completely stuck when mounting a Turret.

    Fixed progression stopping bug if a Host migration occurred after the first radiator has been exposed on a Pulse Turbine POI, and players then proceed to destroy the exposed radiators.

      After the Host migration, both radiators would be visible and vulnerable, at which destroying both of them would leave the mission broken due to having nothing to destroy after hacking the second console for the second radiator.

    Fixed loading into a Railjack mission from friends Orbiter leaves Client screen black.
    Fixed Clients having no Archwing if the Railjack mission was launched after being invited to an Orbiter. As reported here: https://forums.warframe.com/topic/1163690-nsw-bug-collection-as-of-2705/
    Fixed falling in an endless void after using the Archwing Slingshot as a Client into an exploding Crewship and attempting to leave the ship.
    Fixed Clients experiencing infinite loading when attempting to load into the Dojo from the Star Chart with the Host.
    Fixed an edge case where performing a finisher at the moment the Crewship reached metldown punting you back to the Railjack in a very dead state.
    Fixed an edge case where using a Turret or doing a finisher in a Crewship when the Omni tool's countdown expired could leave you in a broken state and not recalling you.
    Fixed Railjack Breaches sometimes being unrepairable when joining an active mission.
    Fixed inability to use certain Intrinsics during a Railjack mission as the Operator. As reported here: https://forums.warframe.com/topic/1168903-operator-as-rj-pilot-doesnt-have-access-to-intrinsics-abilities/
    Fixed Clients sometimes not being able to activate Railjack Battle Avionics.
    Fixed ability to gain Railjack Flux Energy for free from killing enemies with a Battle Avionic.
    Fixed the Intrinsic skill "Tactical Efficiency" (Tactical Rank 6) not modifying the Flux Energy cost of using Battle Avionics in a Railjack mission.
    Fixed the Intrinsic skill “Reflex Aim” (Gunnery Rank 10) not snapping the player's targeting reticle to the nearest enemy lead if using a Railjack hit-scan laser weapon.
    Fixed inability to use Archwing Sprint if you were crouching/sliding as you exited the Railjack.
    Fixed max Ranked Railjack ‘Tether’ Avionic not tethering up to 6 enemies as intended.
    Fixed more cases of the never ending tunnel (Willy Wonka flashbacks am I right?) when loading into Railjack missions after 2 players select different nodes at the same time.
    Fixed missing markers for Command Link when Piloting or using a Turret.
    Fixed the reticle getting stuck on the right side of the screen when you aim down sights while Piloting with Rank 10 Gunnery.
    Fixed Railjack Turrets aiming towards the Tether Avionic projectile when cast, causing them to point in weird directions
    Fixed Ramsled boarded enemies remaining frozen in place after casting the Tactical Avionic ‘Intruder Stasis’ even after they’ve died. As reported here: https://forums.warframe.com/topic/1160044-railjack-intruder-stasis/
    Fixed Ramsleds not getting affected by Status Effects.
    Fixed an issue where Heat Avionics were not being applied correctly.
    Fixed description for ‘Void Cloak’ in The Tactical Menu not displaying the correct cooldown time if Tactical Rank is 7+.
    Fixed being able to close the Tactical Menu with its hotkey during “Recall Warp” which caused further attempts to use “Recall Warp” to no longer function.
    Fixed gaining max Health and Shields, Power Strength and presumably any other Archwing-specific bonuses while using Titania’s Razorwing mode in Railjack.

      This is due to the Intrinsic Ranks that grant Archwing bonuses ( Vigilant Archwing, Vengeful Archwing, etc). These only apply to your true Archwing, not tiny fairy mode.

    Fixed projectile speeds of certain Armaments causing bandwidth issues for Clients.
    Fixed getting stuck on alt camera angle while piloting Railjack. This also fixes the issue of losing HUD when swapping back to Piloting view after being at an alt angle.
    Fixed Void Hole appearing offset if activated by a Client who is Piloting the Railjack.
    Fixed being equipped with your Parazon or completely unarmed if you use the Crafting Forge in your Railjack while your Omni Tool or Scanner is equipped.
    Fixed several issues when entering the transportation tubes in the Sentient Anomaly: 

      Fixed automatic weapons continuously firing while traveling in the tube.
      Fixed issues with staying in the tube if attempting to move around in all kinds of directions.
      Fixed Operators in Void Mode speed running in the tube (gotta go fast?).
      Fixed issues with getting stuck in the Pause menu while traveling in the tube.

    Fixed inability to use Transference after spamming Transference while trying to exit the Railjack.
    Fixed crash when using Transference at the same time as entering the Railjack Slingshot.
    Fixed loading into the Archwing Slingshot with an Arch Gun active, causing players to fire the Arch Gun instead of hurling their Warframes out of the Slingshot.
    Fixed Companion Pets sometimes being gigantic on the Railjack.
    Fixed your Warframe having disjointed hips when Bullet Jumping into the Forward Artillery.
    Fixed cases of the Asteroid Base being invisible in Railjack unless you had geometry detail set to High.
    Fixed Avionic and Salvage pickup markers at times not showing distance values.
    Fixed inconsistent Crewship meltdown timers if you had numerous Crewships in meltdown mode.
    Fixed being put in a broken state when attempting to execute a Crewship pilot at the same time as the Crewship enters meltdown mode.
    Fixed some edge cases where players could get stuck when trying to pilot an enemy Crewship that is in meltdown mode.
    Fixed a rare case where your weapons function as Unmodded when boarding an enemy Crewship as a Client.
    Fixed projectiles from stolen Crewship looping around in a circle before disappearing.
    Fixed a script error that could occur if you executed the pilot of an enemy Crewship just as it was exploding.
    Fixed the Exo Skold Crewship not using the Crewship marker shape.
    Fixed mission objective UI appearing and overlapping the Options menu when you pause the game while using a Turret in the Railjack or stolen Crewship.
    Fixed projectile Armaments like the Apoc or Cryophon ignoring the gigantic rocks in front of enemies and damaging them anyways.
    Fixed a ‘Hold to Revive’ prompt appearing outside the top of the Railjack during a Catastrophic Failure. Allowing you to actually revive the Railjack’s Health with that apparently very effective green hand gas.  
    Fixed various collision issues in the Railjack that allowed Titania to exit the railjack while in Razorwing.
    Fixed missile-distraction abilities from Odonata and Elytron being ineffective against missiles that stop tracking halfway in Railjack missions. This notably affects the long-range Grineer Crewship missiles (not the shorter range cannons, which aren't homing).
    Fixed scaling issue with the Imperator Vandal’s muzzle smoke FX in Railjack missions.
    Fixed Railjack Glyphs sometimes appearing when inside the Archwing Slingshot.
    Fixed not seeing your custom (and probably so cool and not a pun) Railjack name when viewing the Railjack while in Archwing.
    Fixed a copy of your Warframe being created after selecting the Dry Dock as Operator and Transferring back to Warframe. This also fixes issues of having a bunch of sentient Excalibur Umbras running around.
    More fixes towards broken Dry Docks when some players have different progression into the Rising Tide Quest.
    Potential fix towards Clients unable to exit the Railjack once back in the Dry Dock from a mission.
    Fixed Operators taking on the color scheme of the Railjack interior after exiting any of the turrets in the Railjack.
    Fixed Clients not seeing Host’s Railjack customizations (colors and Skin).
    More fixes towards scrolling back to top issue when contributing or rushing a Railjack weapon or component. Now when you contribute or rush the window will remain where the item is as to not force you to search for it again.
    Fixed Railjack Configure UI screen overlapping with the Trading window when invited and accepting to trade in the Dojos. This also fixes being unable to accept invites while on the Intrinsics menu.
    Fixed an issue where a "Select All" option was appearing in the Railjack Scrap menu, but had no functionality.
    Fixed a black shadow replacing one of the Wreckage icons when selecting MR tabs in the Railjack Configure panel.
    Fixed Wreckage having to be deselected and reselected to show available options after you previously Contributed to it.
    Fixed Scrapping equipped Reactor causing issues with re-equipping Avionics that were auto-unequipped to fit back under capacity.
    Fixed selecting ‘Ask Me Later’ on the over capacity Wreckage prompt causing a long delay.
    Fixed missing warning when attempting to Trade an already equipped Avionic.
    Fixed some cases where the Grid in the Railjack Configure panel would show less elements than intended.
    Fixed inability to use the ‘Change Loadout’ button functionality in the Railjack Navigation screen when anchored in the Dry Dock.
    Fixed Rank checkmarks in the Intrinsic Details list not automatically updating after you’ve Ranked up.
    Fixed the new chosen colours of your Railjack not saving if you go into the Payload screen right after changing colours.
    Fixed Client players UI Theme color persisting on screen if said player is viewing the Payload, Avionic or Intrinsics screen when the Host launches a mission.
    Fixed Platinum price of Glyphs/Railjack Skin displaying when hovering over the already purchased and selected Glyph/Railjack Skin in the Customization screen.
    Fixed Railjack Customization UI lingering after purchasing and equipping a Railjack Skin.
    Fixed selecting the Companion loadout in the Railjack Arsenal starting from a black screen and moving to the Companion station in the Dojo.
    Fixed Dry Dock docking clamps disappearing at certain angles form viewed from inside the top level of the Railjack.
    Fixed Codex missing descriptions for the Exo Raider, Exo Raider Carver, and Exo Raider Eviscerator.
    Fixed missing localization when loading into the “Railjack Key Mission” in the Rising Tide Quest. It is now properly localized to “INVESTIGATE COORDINATES ON LUA”.
    Fixed a script error as well as a case where some of the effects of the Forward Artillery gun in Railjack lingered forever if you started and stopped charging it very rapidly.
    Fixed the banners in the Dry Dock near the entrances not using the Clan Emblem.
    Made fixes towards POI marker inconsistencies.
    Potential fix for a script error that occured when collecting loot in a Railjack POI.
    Fixed script error with host migration after exiting Railjack.
    Fixed unlocalized Avionics.
    Fixed a couple cases of Grineer Mines being unlocalized.

Railjack Controller Changes & Fixes

    Added two new Railjack pilot control options that, when set, the look input will only turn the Railjack and will not affect your crosshair. To enable/disable go to Options > Controls > Scroll down to “Railjack”:

      Pilot Centered Crosshair (Mouse)
      Pilot Centered Crosshair (Controller)

        You are already familiar with the enabled state of this option as it was the previous default and only crosshair option when using a controller. Now, when you disable this option when using a controller, the left stick will move your Railjack (forward/back/side to side), and the right stick will now allow you to freely move the reticle across the screen. 


    Increased the smooth time for non-centered reticles while piloting/using turrets in the Railjack with a controller.
    Fixed missing bumper functionality when cycling through Components and Armaments categories in the Configure Railjack panel when using a controller.
    Fixed both the "on" and "off" state of the Railjack Ability Menu not getting bound to the Custom Ability Menu keybind when using a controller. As reported here: https://forums.warframe.com/topic/1167262-railjack-keybind-missing/
    Fixed an issue where rebinding the Ability Menu in the Railjack tab controller options would allow you to open it with the new binding, but force you to use the default binding to close it. Rebinding the Ability Menu will now use the new binding to open and close it.
    Fixed customizing your Railjack controller controls always showing them as their default button regardless of the changes.
    Fixed “Vector Maneuver” and “Drift Maneuver” not functioning as intended (only boosting) when using a controller.
    Fixed an issue where performing a Dodge while piloting Railjack with a controller would only ever cause it to lunge downwards.
    Fixed seeing <SECONDARY_FIRE> when piloting the Railjack after selecting Controller Icon Set as autodetect with a Playstation controller.
    Fixed Blink not working with controller users who have never customized their controls (ie. using defaults).
    Fixed custom Railjack controller bindings not applying to hijacked Crewship turrets.
    Fixed ability to endlessly descend the Railjack by holding down the controller bumpers while Piloting.
    Fixed “Search” and “Show Ranked” being bound to the same button when using a controller, causing priority issues on selecting in the Avionics screen.
    Fixed an issue where “Move Up/Down” couldn’t be rebound in Railjack controller options.
    Fixed excessive “rise/fall” sound triggering when Piloting Railjack with a controller.
    Fixed script error when equipping Armaments onto your Railjack when using a controller.

Kuva Lich Changes & Fixes

    Requiem Murmurs from failing a Kuva Lich Parazon stab will now again be shared with the entire squad! 

      If we take a trip down memory lane, we’ll arrive at The Old Blood: Hotfix 26.0.5, where we fixed all players receiving Kuva Lich Requiem Murmur progress whenever someone in the squad failed to kill their Kuva Lich. Our intentions to have the Kuva Lich tied exclusively to the respective player were genuine, but the feedback has shone light on what is a worthwhile feature for the Kuva Lich system given its pace towards success. We have bigger plans for Liches for connecting them to other Systems, but this change is the only one ready for Mainline! 

    Added fancy new FX when Valence Fusion has been successfully completed!
    The Kuva Lich section of the Codex now has tabs for Active, Vanquished, Converted, and Traded Liches!
    Decreased the chances of Kuva Lich controlled sectors forcing an Exterminate situation to allow for more gamemode chances.
    Fixed Clients unable to use the ESC pause menu after Parazon stabbing a Kuva Lich.
    Fixed the Kuva Nukor, Kuva Hind, and Kuva Bramma weapon progression showing as complete in the Codex when at Rank 30 instead of it’s true completed Rank of 40.
    Fixed only 1 Kuva weapon maintaining its innate bonus damage attribute and respective Kuva Lich name when claiming multiple Kuva weapons using the ‘Claim All’ button in the Foundry. 

      This retroactively fixes the Kuva weapons that lost out on their innate bonus damage by giving them back their random buff. Unfortunately, the Kuva Lich name can’t be easily associated with the Kuva weapon, so these fixed weapons will have the default Kuva weapon name (Kuva Tonkor, Kuva Bramma, etc). 

    Fixed Kuva Larvling not spawning Kuva Lich if downed before Host migration and captured after Host migration.
    Fixed becoming stuck on a Rampart after Parazon stabbing your Kuva Lich on it. As reported here: https://forums.warframe.com/topic/1156040-stuck-in-rampart-after-using-the-parazon-on-nearby-enemy-investigating/
    Potential fix for Kuva Lich Vanquish/Convert options always showing A/D even if your left/right is bound to different keys.
    Fixed more instances where Parazon Finishers were applying your Melee weapon’s attack speed with equipped Melee mods in Kuva Lich controlled missions.
    Fixed existing Kuva weapon name not being displayed when attempting to rename the weapon.
    Fixed an issue that would cause the Kuva Lich to slide when downed while doing a dodge.
    Fixed downed Kuva Lich still proceeding to break backs (which was removed in 27.1.0) in an invisible state.
    More fixes towards Kuva Liches with the “Ruse” ability not having the same Warframe Helmet on the clones if an alternate helmet is equipped upon Lich creation.
    Fixed the Kuva Lich button not appearing in the UI in the rare case where a Nightwave season is not active.
    Fixed small FX offset issues with the Kuva Bramma when reloading.
    Fixed being able to bypass the cooldown between scoped shots with the Kuva Quartakk and Quatz by scoping and unscoping between shots.
    Fixed issue where Requiem Mods would always appear in their Defiled version when viewing them in the Codex.
    Fixed squad members of a player who is in the middle of selecting their Kuva Lich’s fate being unable to unlock Lockers.

Kuva Lich Murmur change & fixes feedback megathread

https://forums.warframe.com/topic/1171916-warframe-revised-kuva-lich-murmur-change-fix-megathread/

Armor and Damage Changes (Enemy)

This section will go over before and after scenarios with our enemy Armor, Health, and Shield changes. Reading this section should give you a conceptual and on-paper understanding of what we’re changing and why, but practical experiences will tell the full story here. You may need to refresh some aspects of your Builds to truly optimize your power against your enemies.

Before: Armor, Shields and Health on an Exponential Curve
After: Armor Shields and Health on an S curve

    Damage Changes

      Enemy Damage output should still be close to what is currently on the Live version of the game, but we have made a few changes that will affect how players take Damage in-game.

    Damage-Type Changes

      Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor.
      Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields.

    Player Changes

      Player Shields, Health, and Armor used to be shared with all AI, so they had all the weaknesses and resistances that their AI counterparts did.
      Now Players have their own unique Shield, Health, and Armor type classified as TENNO! These have all weaknesses and resistances neutralized (for now). Player Shields now reduce 25% of incoming damage. Player Shields now recharge with custom player-only logic. Shield recharge delays are based on depleted or partial depleted shields. Partially depleted shields (any amount) is a 1 second recharge delay. Full depletion is a 4 second recharge delay.

These changes to Player shields are in addition to coming Shield Gating changes, which you can read about in our Shield Gating section!

Why: Armor Scaling and enemy Damage Reduction was the nucleus for this change. For years Tenno have had the tools to deal with these things, but the tools were uniform: Use Corrosive Projection, or else. While this is a simplification, it removed the feeling of choice. With these changes, we hope players experience a feeling of variety and choice when taking on enemies. By changing the scaling for Armor, we could consistently change the scaling for all! 

Armor, Health & Shields feedback megathread:

https://forums.warframe.com/topic/1171894-warframe-revised-armor-health-shield-changes-megathread/

Infested Damage

We did not want to overlook the Infested in our review. Infested are close-range enemies that telegraph most attacks - and now if one of those attacks hits you, it simply does more damage. Stay agile, stay moving, and the mission is as good as won!

Why: Having Infested simply deal more Damage encourages you to use mobility in ways that is not the norm for their ranged counterparts. Rewarding mobility is a key part of Warframe. 

Infested damage feedback megathread

https://forums.warframe.com/topic/1171896-warframe-revised-infested-damage-megathread/

AI Aimbots

Up until now in Warframe, the higher the enemy level, the better their accuracy. High-level enemies would be pinned at the best Accuracy they are capable of - not quite 100%, but getting pretty close! Things like your movement and Mods would reduce accuracy, but the potential for bad ‘Aimbot’ moments was too high. We have spread this progression across a greater range of AI now We are decoupling enemy accuracy from level to reduce the overall ‘Aimbot’ like behaviours you face at higher levels.

Why: This change allows us more accurate balancing of foes at higher levels. This change alone would be noticed by simply sometimes  ‘getting hit less’, but in conjunction with the numerous other changes we are making to enemies, it is part of a holistic Refresh to the underlying mechanics behind Warframe’s enemies. 

AI aimbot feedback megathread

https://forums.warframe.com/topic/1171897-warframe-revised-ai-aimbot-change-megathread/

Shield Gating: Friend and Foe

Friend: First, let’s answer ‘What is Shield Gating?’ when it applies to you as a player. In this implementation, Shield Gating is the mechanic of preventing an instance of lethal (‘1-shot’) damage if you have Shields active. Simply put, the goal is to reduce the number of ‘1-shots’ you take when your shields are up, particularly for Shield-based frames. When any shields are active, an incoming hit that depletes your last bit of Shields will not continue into your Health pool, and also triggers a brief time where your Health is protected. Once that period is over you can take Health damage normally. Additionally, you will no longer take Slash Status Effect damage to your Health while Shields are up.

Foe: Enemies - Corpus in particular - also have received a bit of a Shield Gating, but with skillful gameplay you can overcome this. Any Headshots or shots to Weakspots  completely bypass Corpus enemy Shield Gating. In addition, 5% of the damage dealt when hitting the shield gate will target enemy Health - this allows you to take your Forma fueled weapons back to low level enemies and hit them hard instead of hitting the shield gate. The goal here is to make Shields a mechanic you want to play against with Mods (Auras, Elemental) or to bypass with skill (Headshots). Slash Status Effects will now deal damage over time to Shields, Toxin damage remains as-is (bypassing Shields to directly affect enemy Health). Damage from Warframe Abilities will ignore the enemy Shield Gate (i.e if an instance of Damage from an ability is greater than the Shield value, it will go into health as well).

Why: Giving both Friend and Foe shield gating has two purposes: we want to reward skill a bit more in all Corpus missions, and give the ‘squishier’ frames a bit more viable edge and a chance to really explore Shield-focused builds. Toxin Damage and Status Effects are still your friend against Corpus or Shielded enemies! 

Shield gating feedback megathread

https://forums.warframe.com/topic/1171898-warframe-revised-shield-gating-megathread/

Arcane Changes

After years of Arcanes as a system - with several additions to the offerings and replacement locations, we are doing several things:

    Increasing the maximum Rank of Warframe and Operator Arcanes to 5, up from 3. Arcane Revives are a bonus that begins on Rank 3.
    Adjusting the power of Arcanes at Rank 5 to generally behave as if you had 1.5 equipped, list as follows:

    Magus Arcane Changes

      Removing the ability to Equip two of the same Arcane simultaneously.
      Added the ability to Distill assembled Arcanes back into multiple unranked ones.
      Arcanes that can tri