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.
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.
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.
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.
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.
Fixed Ramsleds trying to initiate a Boarding Party after the mission is complete.
Fixed a script error when entering a Crewship via Archwing Slingshot.
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.
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.
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.
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.
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.
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.
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.
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.
Fixed a DX10 crash that occurred shortly after launching Warframe with Deferred Rendering enabled.
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.
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.
A new arena for the Simulacrum. Who will you invite to dance?
Modifies a Stance slot on a Melee weapon to be compatible with any Mod Polarity.
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.
Increase Shield Regen during a Breach
Decrease Shield Damage from Sentients.
Omni Revolite consumption reduced.
Increased Gunnery Damage vs Sentients.
Reduce Breach Chance.
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.
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.
+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!
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’.
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 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.
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’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.
Increased Status Chance for the Gunblade type weapons to match new Shotgun Status Chance values.
Made Fall Off changes to the following weapons:
Fall Off increased from 20-40m to 10-20m.
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.
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.
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.
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.
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%:
Mutalist Quanta: 50%
Kuva Chakkurr: 30%
Opticor Vandal: 60%
Kuva Ogris: 80%
Secura Penta: 60%
Synoid Simulor: 60%
Kuva Tonkor: 70%
Javlok: 30% / Alt Fire 60%
Scourge: 30% / Alt Fire 60%
Zhuge Prime: 30%
Kuva Seer: 30%
Prisma Angstrum: 40%
Staticor: 30% / Alt Fire 90%
Sancti Castanas: 40%
Added an ‘Incomplete’ category to Arcane management screen when accessed via Foundry.
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
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.
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:
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.
Vendredi 6 mars 2020
Warframe Revised - Update 27.2.1
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 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.
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.
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.
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.
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.
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.
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.
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
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
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.
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 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!
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.
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.
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!
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 trigger again while the Arcane is active are indicated in the Arcane Manager screen with a ‘Duration Can Refresh’ text.
Arcanes will require 21 Arcanes to reach the new Max Rank of 5. Scarlet Spear will feature a buy-what-you-want shop for Arcanes based on the currency earned in the event. It will launch in March shortly after this Mainline.
Why: The reasoning here is mainly toward the ability to equip two of the same Arcane. This reasoning is one of past inconsistency and time determining intent. There are a lot of builds that specialize the use of two Arcanes, but we want to encourage a variety instead of duplication. Arcanes are the only Upgrade system in the game that allows two of the exact same upgrade to be equipped - and we would rather players have variety than duplications. In the same way you can’t equip Amalgam Serration and regular Serration, you can’t equip multiple Rivens per weapon, or any duplication of Mods at all, Arcanes will follow. But we are making major changes to the Ranking (up from 3 to 5 with power changes). Instead of having 2 of the same Arcane with a double effect, you can now choose between 2 different Arcanes that behave (generally) at 1.5x efficacy than before.
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
With the removal of Self Damage, Cautious Shot Mod has been changed to be Rifle compatible and reflect the new Stagger mechanic:
+90% chance to reduce the Stagger effect from self-imposed Radial Attacks.
Excavation missions have had the same property since launch: all Excavators have 500 Shield, 2500 Health no matter the mission level. As of our coming PC mainline update, both Health and Shields will scale following the same formula as Mobile Defense Terminals. Shield Regeneration of Excavators will be a percent of health vs. flat value to deal with scaling shields.
Why: This change will bring Excavation in line with existing mission types that have scaling properties after several years of having flat values. True to our initial goal of fixing inconsistencies, we are making these mission objectives scale in a consistent manner to other mission objectives.
Spellbind: Hold Titania’s Spellbind to cast Status Immunity on yourself. Previously you had to cast it while looking at the ground to accomplish this! Tribute: You can now select which Tribute to cast, by cycling through the different buffs like Ivara’s arrows, or Vauban’s Minelayer. Lantern: Lanterns are now locked in place, allowing for more easily-controlled CC. Razorwing has a new FX upgrade! Razorwing flight model has been brought more in line with Skywing controls.
Broad Warframe Armor Change - not just Vauban!
To provide a minor bump in survivability if your CC or strategies fail you, a handful of “squishy” Warframes/Primes have received Base Armor increases!
Ash: 65 to 100
Ash Prime: 150 to 175
Banshee: 15 to 100
Banshee Prime: 65 to 125
Baruuk: 150 to 175
Ember: 100 to 125
Ember Prime: 125 to 150
Equinox: 100 to 125
Equinox Prime: 120 to 150
Gara: 125 to 150
Gauss: 150 to 175
Harrow: 150 to 175
Hydroid: 200 to 225
Hydroid Prime: 250 to 275
Inaros: 200 to 225
Ivara: 65 to 100
Ivara Prime: 65 to 125
Limbo: 65 to 100
Limbo Prime: 85 to 125
Loki: 65 to 100
Loki Prime: 65 to 125
Mag: 65 to 100
Mag Prime: 65 to 125
Mesa: 65 to 100
Mesa Prime: 85 to 125
Mirage: 65 to 100
Mirage Prime: 150 to 175
Nekros: 65 to 100
Nekros Prime: 65 to 125
Nezha: 175 to 190
Nova: 65 to 100
Nova Prime: 65 to 125
Nyx: 15 to 100
Nyx Prime: 50 to 125
Oberon: 150 to 175
Octavia: 125 to 150
Revenant: 105 to 125
Rhino: 190 to 225
Titania: 65 to 100
Trinity: 15 to 100
Trinity Prime: 15 to 125
Vauban: 50 to 150
Vauban Prime: 100 to 200
Volt: 15 to 100
Volt Prime: 100 to 125
Wisp: 150 to 175
Zephyr: 15 to 100
Zephyr Prime: 75 to 125
Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.
Base Missions are getting a small cleanup for this Mainline. For reference, all tables are currently available at www.warframe.com/droptables .
This change will be told from the perspective of a single node for example purposes, but the logic applies gamewide to Base Missions - which is to say, the Node on the Star chart (excluding special missions like the Index, Open Worlds, Rathuum, Assassination).
Consider the node Memphis, Phobos.
Base Missions like Memphis are receiving a bit of ‘fat trimming’ in terms of the lowest-point rewards available within them. For example,‘Memphis’ on ‘Phobos’ will have its 500, 1,000, 1,500 Credit Caches removed, as well as the 15 and 50 Endo. This will only leave the 2,000 Credits Cache, and the 100 Endo drop for each category, with a drop chance of the sum of all prior denominations.
Why: This is more of a Review and clean up for some of the less-rewarding aspects of missions. Right now the base Solar Map nodes exist to progress from planet to planet, while providing either general rewards (Mods, Credits) or specific return rewards (Ivara, Nidus, etc). By getting rid of the lower value items on the general rewards, people playing for the first time should come across a bit of a bump in their resources and credits. We have more plans for this to write about at a later date.
‘Item Labels’ are now set to ‘On’ by default, but can still be turned off.
Avionics Screen no longer uses ‘Hold to Confirm’. (As mentioned in RJ Changes)
Intrinsics Screen no longer uses ‘Hold to Confirm’. (As mentioned in RJ Changes)
Razorwing has a new FX upgrade! (As mentioned in Titania Changes)
Hold to Confirm added to Revive to avoid accidental aborts, particularly on controller during Arbitration missions.
Added a ‘Forge All’ button on the Payload screen in Dojos. (As mentioned in RJ Changes)
More stats on DPD (Detailed Purchase Dialog). This screen has been re-tooled to be less hover-dependent and provide stat information at a glance:
If the Warframe/Weapon has been Mastered. In the case where it has not been fully Mastered, it will show the current rank.
The number of “Blueprints Owned” (if applicable).
The “Purchase”, “Blueprint”, and “Gift” buttons have all shifted to accommodate all this new info display!
General scrollbar usability improvements with controllers.
Why: As outlined in the original Dev Workshop, we are looking to course correct some UI decisions based on feedback.
Due to the frequency of the Profit Taker Ability being too high and frustrating, we have made a minor QoL change to the Profit Taker encounter. The cooldown has been increased on a very specific, but noticeable, attack: The Blue shield projectile knockdown attack.
100x Restore Blueprints (Scaling Costs)
We are adding a new series of Restore Research and Blueprints that yield 100 of given Restore. Visit the Clan Dojo to research, and prepare your Railjack Resources accordingly!
Upon research, you will be able to build in batches of x100 with costs scaled from the x10 Blueprints!!
Why: The frequency at which players use these in missions vs. the 1 minute wait times for building 10x meant we could level up the batches here. Railjack Resources are being used for Research to give another use for what you are picking up!
100x Cipher Blueprint is also available in your Clan Dojo Tenno Lab!
Sentinel Weapons and Warframe weapons cannot share Mods,which is to say: if you have 1 Maxed Serration Mod, your Sentinel’s Weapon cannot use it if you have a Primary Weapon with it equipped. You either switch your Sentinel Weapon to a different class (Shotgun, Melee), or acquire and max a duplicate Mod.
We are removing this condition and now your Mods can be simultaneously equipped.
Why: Over time, the amount of systems to put your time into have increased. The appeal of grinding out a Duplicate Mod for Sentinels just isn’t a proposition we want players to be faced with in the context of everything else the game has to offer!
Years ago we added Orange and Red Critical Damage numbers when you land a Critical with greater than 100%. For years, Status being greater than 100% has done nothing except guarantee Status - which is good, just not an added incentive to go over 100%. We are changing that this update.
When you hit a Status Chance greater than 100%, a single damage instance will be able to create two Status Effects. This means if you have a Shot with 200% Status Chance modded with both Blast and Toxin Damage, that single shot will result in both Status Effects!
It is worth noting we are fixing a UI inconsistency that is ‘Display Only’. Right now the Arsenal shows Status Chance affected by Multishot, which makes reading the new >100% value confusing. For example, the Arsenal might say 120% but really the Status Chance is 80%. We don’t have Multishot affect any Critical Stats (Chance or Multiplier), so we are fixing this display inconsistency. Multishot now has its own Stat.
Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.
Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.
Stacking Status Effects
But wait - THERE’S MORE! In addition to being able to achieve two Status Effects on a single shot with >100% Status, we are also adding new meaning if you get a duplicate Status Effect on an enemy overall.
This section will outline exactly what this means for each Status type, including information on how multiple Status Effects behaved with stacking prior to this Hotfix:
Stacking Behaviour when a duplicate Status Effect Occurs:
Each Slash Status has its own duration, but now we only show a maximum of 10 damage numbers in the HUD, damage is unaffected, but reducing how many damage events we show helps with performance
Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (removed previous change of adding Ragdoll as maximum Stagger consequence).
The first Puncture Status Effect has an enemy deal 30% less Damage. Subsequent Puncture Status add +5% weakening, leading to up to 75% (capped). Each Puncture Status has a duration of 6 Seconds.
The first Cold Status Effect deals 25% slow. Subsequent Cold Status Effects deal +5% slow for a total of 70% slow at 10 procs. Each Cold Status has a duration of 6 seconds.
See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.
AoE Electric Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electric Status Effect.
Grants the Blast Status Effect a single target. Blast Status reduces enemy accuracy by 30% base. Subsequent Blast Status Effects add +5% innacuracy for for 75% total at 10 stacks. Each Blast Status has a 6 second Duration.
The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal. Each Corrosive Status Effect lasts 8 seconds. Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall.
The first Radiation Status Effect has an enemy deal 100% Damage to allies. Subsequent Radiation Status adds +50% damage, leading to up to 550% (capped). Each Radiation Status Effect has a duration of 12 seconds.
New Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds.
New Status Effect entirely: enhanced Damage! First Viral Status Effect deals 100% additional Health damage, subsequent Viral Status add +25% for a total of 325% (capped). Note:Before Viral would halve a target’s health pool and simply refresh the duration. Now it deals 2x Damage to Health, and can scale up to 4.5x Damage on repeat Status Effects.
The base duration of a Gas Status Effect now matches Slash for 6 seconds. No longer does AoE with forced Poison Status Effect (resulting in Poison DoT for enemies in radius), instead it does AoE DoT Gas damage around the target.
Players - aka Tenno - can only have a Maximum of 1 Stack on them - you cannot receive Stacked Status Effects as a player from enemies, fear not!
Why: The inclusion of enhanced or different stacking of Duplicate Status Effects is one to refresh the appeal of Status.
In addition, we’ve removed 0.25x Multiplier for Elemental Status Effects, meaning all Elemental Status Effects are 4x more likely.
Why: Critical has long been king - and while we are leaving Critical as is, our goal is to bring Status into the Arsenals in a new light for all Primary, Secondary, and Melee weapons. Our long-term goal with this change is to build upon this series of changes to eventually allow Status to impact bigger threats like Liches and Eidolons.
Great than 100 status chance / Shotgun changes feedback megathread
We are rebalancing the faction Auras to not completely bypass our rebalancing effort. More importantly though, with the complete rescale these Auras (mostly Corrosive Projection) will not be as necessary as they were.
Corrosive Projection, Shield Disruption and Infested Impedance new Rank values are:
Why: We think being consistent is key. Passively removing 100% of an enemy's defenses is not an interesting choice, and we were completely inconsistent in this regard with Auras (i.e the efficacy of 4x Corrosive Projections vs 4x Shield Disruptions).
Status Chance Mod Buffs
The Status Chance Mods we released many years ago have not been considered worthwhile - there are simply better options within the Status Mod builds (Dual Stats) or Critical builds are more appealing. We are buffing all Standalone Status Chance Mods to increase the appeal of building for Status on your Weapons:
Rifle Aptitude increased from 15% Status Chance to 90% Status Chance
Melee Prowess increased from 15% Status Chance to 90% Status Chance
Sure Shot increased from 15% Status Chance to 90% Status Chance
Shotgun Savvy increased from 30% Status Chance to 90% Status Chance
Why? This is a long overdue change that will thrive when paired with the above change of giving >100% Status meaning. The goal is to give your Arsenals a shake up in terms of what Status may mean for some of your Collection! This is a power output increase across the board for Status. We will review the other Status Mods at a later date, but have no firm plans for them now.
Sometimes the devious enemies of Warframe decide they’d rather stay safely behind cover and throw explosive surprises at the Tenno instead of rushing in. They do this when you are stationary for long periods of time. Some time ago we added an audio warning so that thrown grenades would chirp or tick, but experience has shown that they are still easy to miss during the chaos of fighting. A visible HUD marker and a warning glow have been added to grenades that are thrown at you to give you a better chance to react. PLUS, you can now shoot the grenade before it explodes, allowing for increased tactical revenge!
Why: More awareness on where Grenades are has been a longstanding community request to help the flow of battle. We are adding it to allow for more player tactical choice.
Fun extra fact: Saryn’s Molt will shed an attached grenade!
For the past several months we’ve mentioned that our engine is getting graphical upgrades. The time has come in this Mainline update to give you the option to preview Deferred Rendering! This will make Warframe look the best it’s ever looked - with better shadows, reflections, lighting responsiveness, and more!
Why: Graphics Matter Too - we have team members who thrive on integrating the latest graphics improvements to our technology!
Fresh from the oven comes a hot bonus change: we've increased the max FOV value from 78 to 90!
Why: Out of the players that do change their FOV setting, ~84% change it to the max. You may be wondering “why not max it even further??”. It comes down to the potential of the diegetic UI, FX, etc breaking when going plus ultra FOV. We hope you enjoy this bump for now!
Mag Magnetize Change
You’ll notice a new Arsenal stat for Mag’s Magnetize ability called ‘Magnetic Pull’. This value now represents Mag’s force of gravity that pulls targets towards a central enemy.’ Magnetic Pull’ is scaled with Magnetize’s Rank and can be Modded with Ability Strength Mods.
Added “drag and drop” functionality to the Gear Wheel! Additionally, right-clicking in the Arsenal while modifying Gear Wheel will no longer swap to the Emote Wheel. Instead, right clicking now empties the selected slot.
When right clicking to remove from slot, the first 13 slots will not reposition due to the first 12 allowing Hotkey bindings. Anything above slot 13 will reposition if items are removed. For example, if you have something in slot 13 and 14 and remove the item in 13, the item will now be in slot 13.
Deactivating Gear items by clicking on the item in the Gear Menu a second time will now re-equip the weapon you previously had equipped, rather than always equipping your Primary.
Fixed mounting a K-Drive with a Scanner equipped not restoring it after dismounting.
Fixed any equippable Gear item not restoring properly after performing a Hack or Finisher on an enemy.
Heavily optimized Survival missions. Replaced the old script used in Survival missions with a new one that can perform up to 90% faster!
Optimized the projectiles of Carcinnox and Apoc Armaments to improve performance.
Made a micro-optimization to the Resource management system.
Optimized how custom shadow quality settings are applied.
Cleaned up generic explosions by replacing certain effects that were causing performance issues. Explosions should now be more optimal and consistent across the board.
Optimized the Kuva Nukor’s FX.
Optimized lighting across many Dojo rooms.
Optimized enemy awareness code.
Optimized the way the Codex is stored to save nearly 3.5 MB of memory.
Optimized the way the Star Chart is stored to save nearly 2MB of memory.
Optimized language cache preprocessing.
Optimized Hydron, Sedna to improve performance.
Optimized the effects on Titania's Lantern ability to improve performance.
Made more optimizations to the Kuva Fortress tileset to improve overall performance.
Optimized Hildryn’s Aegis Storm to improve performance.
Optimized the Silver Grove shrine by reducing the number of particles.
Fixed a memory leak in dojos that could result in a crash after entering a large number of rooms.
Fixed random zombie players you would often see in the airlock of Relays and optimized performance in Relays in general (both rendering and CPU).
Added new Elite Shield Lancers to Asteroid, Forest, Shipyard and Galleon missions that have level 25+ Grineer.
Added new “hit reaction” animations to Grineer enemies!
Before this change Grineer would only “flinch” when attacked - Now, with the updated hit reactions, it’ll be much easier to see when an enemy has been hit. These hit reactions are also much more dynamic to improve your Grineer crushing experience.
Added “Browse Wares' ' option to Onkko (Cetus), Roky (Fortuna), and Little Duck (Fortuna).
We removed the extra click required to get to their offerings! Instead of having to select “The Quills’ Standing” and then “view offerings”, you now have the option to do so right away. We also updated all mentions of “View Offerings” to “Browse Wares”.
Added a “Trading Policy” that will appear when Trading for the first time! Safe trading tips have also been added to the Trade UI.
Trading is an essential part of Warframe and we felt it important to inform players on how to proceed with trading in a safe manner. All players will be presented with the “Trading Policy” window when trading for the first time ever (Mastery Rank 2 players who have just unlocked trading), and for the first time since downloading the update. This applies to any instance of trading in the Dojo and in Maroo’s Bazaar. Once you’ve accepted the Policy you may access it from the “Trading Policy” button when trading if desired.
Added a ‘COMPANION INVINCIBILITY’ option in the Simulacrum!
Added an AkLex Conclave Skin to Teshin’s Conclave Offerings!
Added the following categories to the Arsenal stat damage section:
“Damage” or “Damage / Projectile”.
Total damage counts that takes multishot into consideration.
“Status” for weapons with built-in multishot will now read “Status / Projectile”.
Added a new sound to the Staticor to indicate that it is fully charged!
Added a new explosive sound to the Javlok’s alt fire!
Master Mix DSP Additions
The sound team has added audio dynamics processing to the master output!
Note from the sound team: We've been working on an exciting addition to the master mix of Warframe! We now have a compressor/limiter/clipper on the output. What does this mean? The game will sound tighter, punchier, more focused, and more in control. This video is lo-res but it gives you a taste (be sure to unmute for this!)
Nova’s Wormhole will now teleport players’ weapon fire - You may remember we discussed the possibilities of this on Devstream #137. Well we saw your reaction to the possibility and we thought...why not make it a reality!
Slightly increased the size of Garuda’s Dread Mirror shield.
We noticed that enemies were still able to shoot Garuda’s feet, so this increase is to help avoid those stray foot bullets.
Hildryn’s Haven ability now also provides invulnerability to all damage for 3 seconds for her Allies upon their Shields being depleted.
Due to the changes with regard to how Viral Status stack, Saryn's Miasma will now only apply a single Viral Status on its initial hit rather than each time Miasma applies damage.
This change may sound scary, but you will still get that same 6 seconds of initial doubled damage, just stacking now. If you play Saryn, you know it’s rare that enemies even survive Saryn’s damage output!
The Firestorm Mod is now compatible with all Primary weapons!
Updated the Firestorm Mod description to reflect this compatibility.
The Fulmination Mod is now compatible with all Secondary weapons!
Updated the Fulmination Mod description to reflect this compatibility.
The Codex console in your Orbiter will now display Leverian Prex Cards instead of cycling through the Codex. There is also a brand new ‘Leverian’ section specifically for the Codex that you can access the respective Warframe’s Leverian!
The Quest section of the Codex now orders itself in Active > Incomplete > Complete to reduce having to scroll through alphabetical order.
Changed the Focus Convergence in-world marker to a lighter yellow color so it isn't as easily confused with the main objective marker.
Removed “Exterminate enemies” stage in Sortie Spy missions. This was done to fix some issues related to being unable to complete the mission due to this stage appearing.
Made improvements towards a hang that could occur when selecting “Appearance” in the Arsenal to improve performance.
Increased the frequency in which missions from the Void appear as Void Fissures.
Removed camera shake and color correction for other players in your squad when firing the Kuva Bramma for less eye bleed!
Updated the Mastery Test UI screen with more information and style!
Updated loading screen with a fancy new diamond loader and updated the loading screen tip font!
Updated the ‘Network Not Responding’ icon to be more jazzy and on brand!
Significantly increased the chance for the Juggernaut to drop Pherliac Pods Blueprint from 10% to 90%.
Increased the max Waypoint range from 100 to 250 meters.
In addition to the Revive screen receiving the ‘Hold to Confirm’ Revive/Abort function, we’ve made a few other changes/fixes when in spectator mode after an unfortunate death:
The Squad panel, minimap, and HUD trackers will now be visible during your time spectating.
The spectator camera now also follows the movement of the player’s camera more closely.
You can spectate the other fallen corpses of your Allies.
Fixed missing controller bindings callouts in the spectator screen.
Fixed an issue with the "current target" icon not always appearing over the name of the player actually being spectated.
Disruptions missions will no longer be eligible Syndicate missions below level 15, as Demolysts don’t spawn at that level, thus an inability to complete the mission.
Palladino’s Riven Mod Offering screen now also includes the option to purchase Riven Mods Slots!
You can now equip Veiled Kitgun Rivens on your Primary!
This feature is in preparation for Primary Kitguns coming in the Scarlet Spear update!
Reduced the pulsing FX frequency and size on the Eidolon Vomvalysts in their energy form.
Baruuk’s Reactive Storm Augment Mod will now also apply its Status Chance and damage type matching to enemy weakness on Serene Storm’s AOE attacks.
Previously the Augment was only applying to close-combat attacks - we decided to extend this to Serene Storm’s AOE waves to give more flexibility to the Augment’s use. We'll be monitoring the change as you play and test it for any potential adjustments.
Upon review, the falloff range for a few Arch-Guns were not consistent with what the Arsenal was displaying. The changes below fixes these issues:
Increased the speed of Corvas and Fluctus projectiles to fix them dying before reaching their intended falloff ranges.
Increased the Grattler projectile lifetime so it can reach its intended falloff range.
Ivara Prime’s starry night FX when invisible will apply to any form of invisibility, not just her abilities (Prowl, Cloak Arrow).
This fixes other invisibility FX sources (for example: Untraceable and Ghost Mods) stacking with hers and looking awful/causing performance issues.
Removed Security Cameras and Turrets in Corpus Ship survival missions.
During an optimization pass we realized these environment hazards in Survival missions were extra AI overhead and annoyances when there’s already a lot going on.
Significantly reduced the damage of slide attacks for dual swords in the Conclave.
After reviewing how slide attacks perform with dual swords vs. other weapons, we determined it far exceeded them and needed to be rebalanced.
Made some minor UI tweaks in Survival missions to improve readability.
Projectiles from Crossbows equipped with the Dali Ballistica Skin will now match the Skin.
Updated naming conventions for Dojo Decorations. For example: “Small Topiary Bush” is now “Topiary Bush (Small)”.
Made adjustments to the brightness of trees in the Orokin Moon tileset.
Changed Nova’s Molecular Prime casting FX to have better positioning.
The Grineer Shield Lancer has been given a brand new reload animation!
Updated the reload animation for the Miter to better suit its uniqueness.
Kuva Lich and Ayatan Star in-world markers will start to fade as you approach them within certain distances:
Kuva Lich: At 20m marker will begin fade
Ayatan Star: At 5m marker will begin fade
Reduced overall transmission frequency in Survival missions.
Updated the Survival tower icon for in-world markers so that it matches the objective UI.
Increased the Health and Damage Resistance on Simaris’ Sanctuary Targets so that they don’t get accidentally nuked while attempting to scan them.
Reduce volume/ radius of Domestic Drones in Orbiter.
Fixed the Synth Deconstruct Mod not functioning if it’s the only Synth Mod equipped and you die/revive.
Fixed an extremely specific method of Melee coptering (hello 2015) by interrupting a slide attack with a dodge roll.
Fixed a bug where certain pain reactions would make Grineer faces look like they were put in the microwave on the "melt butter" setting.
Fixed a rare case of some GPU Particles not following the player.
Fixed NPCs doing an extremely slow crawl forwards often when they fail pathing.
Fixed Lech Kril changing to his Gorgon mid swing if you moved out of Melee range.
Fixed inability to Operator Void Blast for extended periods of time during the “carrying” moments in The Second Dream Quest.
Fixed an out-of-memory crash if a player or enemy was executing a Melee attack while being teleported a great distance.
Fixed the Interception HUD breaking on rare occasions when joining an in-progress mission.
Fixed players in Towns, Relays and Dojos sometimes staying as blue Excalibur (loading) until they moved.
Fixed Grendel turning into a blob of polygons when submerging into Submersible Archwing water with Pulverize active. As reported here: https://forums.warframe.com/topic/1168788-grendel-pulverize-stuck-when-hitting-water/
Fixed the Vengeful Pull Ephemera being way too bright after customizing it and not inheriting Archwing scaling.
Fixed missing controller button callout to Rank up an Arcane in the Arcane Manager screen
Fixed the Cycuta Prime Sigil, Igaro, Yamako Prime, Zaikhya, Cycuta Prime, and Opulas Robe Syandanas clipping through the Titania Empress Skin.
Fixed K-Drive’s spawning backwards when using hotkey vs. Gear Wheel.
Fixed being unable to collect points in a specific spot in The Index Gas Works map. As reported here: https://old.reddit.com/r/Warframe/comments/eawwqg/index_points/
Fixed several issues occuring in The Index if the final player in a squad opens the Wager Credits window but presses ESC instead of confirming.
Fixed Conduits in Disruption missions missing collision for Warframes.
Enemies can still walk through Conduits so that they do not get stuck.
Fixed Conduit count in Arbitration Disruption missions going above the needed amount to extract (ex. 5/4).
Fixed not being able to vertically scroll or zoom in/out of the Plains of Eidolon or Orb Vallis advanced maps.
Fixed the Scapulis Syandana disappearing at odd angles.
Fixed both Host/Client being unable to see or hear each other’s reload FX on the Shedu.
Fixed a few edge cases of Alad V sometimes not spawning properly in his Assasination mission.
Fixed Shield Lancers being entirely way too precise with their shots instead of their shots taking into account accuracy variables.
Fixed issue with Warframes and Companions sometimes disappearing in the Arsenal.
Fixed entering the Extraction point in any mission deactivating Warframe stealth Abilities and making them visible again.
Fixed broken icons for Mastery Rank in the in-game Market or Inventory if the selected weapon has a minimum Mastery Rank requirement.
Fixed wild flickering issues on one of the doors in the Grineer Asteroid and Galleon tileset.
Fixed Defiled Requiem Mods counting towards to “Owned” total when viewing Requiem Relic rewards.
Fixed Wukong’s Wuclone tripping the laser traps in Brudia, Eris. Too much monkeying around.
Fixed getting stuck and being unable to use the “/unstuck” command in Sharkwing in the pump station in Desdemona, Uranus.
Fixed the Officium Syandana on Equinox’s Antonym Skin getting wacky positioning when swapping between her Day and Night forms.
Fixed Arch-Gun not re-equipping after Parazon Finishers and instead equipping Melee weapon.
Fixed Emblems attaching incorrectly and rotating when equipped with the Kuva Zavekk Shoulder Armor.
Fixed texture tiling issue with Gauss’ Redline FX.
Fixed inability to Chat link an extensive list of Syandanas.
Fixed ugly and busted blast FX for the Sarpa, Redeemer, and Redeemer Prime.
Fixed issue with enemy navigation in the Grineer Galleon tileset where enemies would attempt to cross through a solid window.
Fixed hole in map due to missing wall in the Grineer Galleon tileset.
Fixed texture issues with floor and rail assets in the Lua Halls of Ascension rooms.
Fixed a large ceiling pipe missing its material in the Grineer Sealab tileset.
Made fixes towards high-latency issues in the Vox Solaris quest.
Fixed Mesa’s Peacemaker and Titania’s Razorwing deactivating Melee-only mode if it was active before those abilities were cast.
Fixed Osprey in Octavia’s Anthem quest having the “Hunhow” tag. That Osprey was feeling pretty powerful that day I guess.
Fixed being able to escape the Grineer Sealab tileset using Itzal’s Arch Line.
Fixed being unable to complete the “Avoid the Scanners” portion of the War Within quest if the player uses Archwing afterburners to get ahead of the ship.
Fixed Odomedic Health regeneration lingering perpetually if Sentinel not present to end it
Fixed the Warframe Launcher not displaying correctly (portions of the UI would be cropped) on systems with high-DPI and custom scaling settings.
Fixed the Launcher creating a GPUCache folder every time it's launched, sometimes in the directory where the shortcut exists.
Fixed only Energy values for Warframe Abilities showing changes that Mods apply when viewing a Warframe Mod Link.
Fixed inability to Chat link Anomaly Shards even if you have some in your Inventory.
Fixed ally Grineer Napalms (Nekros’ Shadow of the Dead) damaging themselves with their own missiles.
More fixes towards inaccurate Archwing Tutorial Quest text when indicating how to use Afterburners.
Fixed Lech Kril and Vor's cinematics not including their weapons.
Fixed scrolling the mouse wheel while hovering over a Planet in the Star Chart resulting in the Warframe to zoom in improperly.
Fixed bad water materials in the Grineer Forest tileset.
Fixed certain attacks with the Arca Triton and Crushing Ruin or Shattering Storm equipped not consuming Slam Capacitor charges but still getting the damage multipliers bonus.
Fixed Arca Titron consuming Slam Capacitor charges in Melee Combos with Slam attacks without releasing its AOE charge, as reported here: https://forums.warframe.com/topic/1156171-slam-capacitor-not-discharging-on-combo-slams/
Fixed issue where transitioning from the Plains of Eidolon/Orb Vallis to Cetus/Fortuna would cause the equip/unequip animation to occur.
Fixed Mirage’s Hall of Mirror clones not animating properly during double/wall jumps.
Fixed being unable to quick Melee or swap back to Arch Gun when fighting Jordas Golem (Quest and Assasination Node were both affected).
Fixed attachment offsets on the Vapos Aquila in the Gas City tileset. Corpus Fleet technicians finally found the ship schematics and are now properly attaching laser weapons pods, vs previous woeful assembly.
Fixed a flag in Grineer Settlement being entirely unlit compared to the others.
Fixed very bright lights in certain areas in the Gas City tileset.
Fixed multiple areas in the Gas City tileset where exterior light was bleeding inside.
Fixed lightning issues on certain doors and hallways in the Grineer Galleon tileset.
Fixed Lech Kril becoming invincible after he’s cast his Cold abilities at the same time his backpack is destroyed.
Fixed Lech Kril’s Brokk disappearing for a moment before doing an overhead Melee ice slam wave attack.
Fixed Clients in The Index losing all functionality asides from the pause menu if they die and Host migration occurs before they are able to respawn. As reported here: https://forums.warframe.com/topic/1130768-index-perma-death/
Fixed Aero Agility not working when holding down an additional movement direction at the same time as aim gliding.
Fixed Wukong’s Cloud Walker not completing its casting animation when cast immediately after firing a low Fire Rate weapon (ie. shotgun). As reported here: https://forums.warframe.com/topic/1162154-bugged-wukong-and-shotgun-interaction/
Fixed FX for Harrow’s Covenant not applying correctly on Sentinels.
Fixed the Spore Ephemera showing the outline of Nidus’ wings in his Mutated state before he has enough stacks for them to actually show.
Fixed Focus Point cap increase missing from the list of Rewards in the Mastery Rank Screen.
Fixed Clients getting a script error in Interception missions (normal and Archwing) when standing in capture circle and attempting to abort the mission from the menu.
Fixed Railjack and Decoration placement headers appearing under the Archwing settings in Options > Controls when using a controller.
Fixed Clients seeing FX on Special Duty Coildrive when it should be disabled when caught in the ambush trap in “Defend the Coildrive” Vallis Bounty missions.
Fixed broken and flickering textures on Ara, Mars.
Fixed players getting stuck on a group of rocks after first encountering the Golden Maw in The War Within Quest.
Fixed map hole in the Golden Maw encounter in The War Within quest, allowing players to yeet out of the map because that golden worn is just too scary.
Fixed being able to see outside of the map when in the Plains of Eidolon/Cetus tunnel by crouching and looking towards the ceiling.
Fixed being able to hop out of Ara, Mars’ map using Nezha’s Blazing Chakram.
Fixed visible gap in the wall in the Grineer Galleon mission during Saya’s Vigil Quest.
Fixed map hole in the Infested Ship tileset.
Fixed black square textures in the Corpus Ship tileset.
Fixed Atavist Prime Knee Plates sitting off-center on the Ivara Kuvael Skin.
Fixed rooms in the Dojo showing as “Insufficient Space” despite not overlapping with the Observatory, even with larger amounts of space given.
Fixed a large map hole in the Lua tileset.
Fixed walk trail (Burning Step, Frozen Step, Fae Path, etc.) Ephemeras spawning half of the FX when equipped on a Warframe with Wisp’s floating animations.
Fixed some cases of the “Deploy Resource Extractor” button losing functionality and some cases of needing to select it twice.
Fixed Frost’s Hisame Skin clipping with the Targis Prime Greaves and Syrinx Leg Plates.
Fixed Ignis’ Energy color appearing defaulted in reflections when in mission.
Fixed the Lacera’s handle not fitting into Warframe’s hand when equipped with the Wisp animation set.
Fixed Ability menu remaining open when entering a Sanctuary Onslaught Conduit.
Fixed script error with MOA Anti-Grav Grenade Precept Mod.
Fixed script error with Saryn’s Toxic Lash ability.
Fixed script error with the Denial Bursa’s blinding beam ability.
Fixed AI getting stuck in a certain spot in Spear, Mars.
Fixed Vapos enemies and several items introduced in the Gas City remaster missing from the Codex, even though they were shown as scannable. The following will now appear in your Codex:
Fixed characters appearing distorted due to excessive radial blur in The Sacrifice Quest during the “Confront Umbra” portion.
Fixed texture flickering on Spy Vault doors in the Grineer Settlement tileset.
Fixed a map hole that was only accessible if you were in Hydroid’s Undertow. Like that one scene in X-Men when that one dude is disintegrated into water and slips off the table in a watery terrifying massacre…
Fixed an issue where attempting to Alt Fire when there isn't enough ammo left for Alt Fire would cause issues. Weapons will now immediately reload on secondary fire in cases where secondary fire does not have enough ammo, rather than waiting for reload from empty delay.
Fixed lack of functionality and script errors when renaming, favoriting, changing Glyphs, or deleting a selected Loadout that does not appear in the grid due to search filters.
Fixed issues with fog textures for the Lua and Infested Ship tileset.
Fixed script error related to Eidolon projectiles.
Fixed the Itzal Chest Plate being angled slightly to the left on Mag Prime.
Fixed Sentinels attempting and then canceling attacks on the Synthesis Target over and over again.
Fixed “Melee Attack with…” tooltip clipping into the wall in Vor’s Prize in other languages.
Fixed laser hazards in the Gas City tileset missing localization.
Fixed Vauban’s Tesla Nervos roller drones stuttering in the Railjack.
Fixed fog pinching issue in the Plains of Eidolon skybox.
Fixed the Aseron Sekhara Emblem not being lit properly when equipped on the right side.
Fixed crash in the Simulacrum caused by Amalgam Arca Heqet’s copy ability.
Fixed the “waiting for players” button mission the pause icon in the UI when loading into Elite Sanctuary Onslaught.
Fixed a crash caused by Clients loading in a Host’s Orbiter while the ramp closing script was running.
Fixed crash when playing Corpus Infested survival missions as Client after the Host crashes.
Fixed a script error in Octavia’s Anthem quest.
Fixed crash in Conclave due to the “x was killed by x” message.
Fixed the Neo G2 Relic being set to “rare” in the Market/Syndicate Relic Packs. It is now “uncommon” as intended.
Fixed Riven challenges requiring "without being afflicted by a status effect" resetting when the status effect is blocked by immunity from sources such as Nezha’s Warding Halo.
Fixed script error with Mirage’s Eclipse ability.
Fixed a script error when fighting the Ropalolyst.
Fixed a script error when extracting from the Plains of Eidolon.
Fixed inverted poly on Grendel’s body which left a gap in his mesh.
Fixed missing tooltips for untradeable items if ‘Item Labels’ if turned off, making it difficult for players with labels off to know what the item is that they can't trade.
Fixed Ordis' spoken dialogue does not match his transmission during the second Orbiter cutscene in The War Within Quest.
Fixes towards unnecessary burst sounds from explosion projectiles.
Fixed a case of a locked door icon showing unlocked in the Grineer Galleon tileset.
Fixed missing door frame in Helene, Saturn.
Fixed the Furis missing its magazine. As reported here: https://forums.warframe.com/topic/1147887-furis-magazine-texture-glitch/
Fixed a rogue teleport volume in Stöfler, Lua that could be triggered unintentionally.
Fixed script error with the Edo Prime armor’s FX.
Fixed button box in UI being far too short for Bundle names that exceed 36+ characters in the in-game Market.
Fixed cases where adding a gender alternative to a string resulted in improper use of capital letters in localized Clients.
Fixed incorrect Operator lipsync movements when playing on a non-English game client.
Fixed the Controller binding screen sometimes not showing an accurate representation of which buttons are bound on PC.
Fixed special characters appearing as boxes when cycling through the Controller Icon Set list in the Options menu.
Fixed the far right side of numerous Options in the Options menu not being focusable with your cursor.
Fixed script error with Oxylus' Scan Aquatic Lifeforms Precept.
Fixed script error that would occur in the Transmission scripts during a Host migration.
Fixed script error that would break the Excavation UI when replaying the Archwing Quest.