Historial de actualizaciones[]
- Fixed a script error in Kullervo’s Storm of Ukko ability.
- Fixed becoming permanently invulnerable as Kullervo after casting Recompense and Wrathful Advance while summoning Archgun.
- Fixed loss of function after casting Kullervo’s Wrathful Advance while dual wielding a Secondary Weapon with a Glaive Melee.
- Fixed extreme camera shake when using Kullervo’s Wrathful Advance ability.
- Fixed a script error caused by Kullervo’s Wrathful Advance.
- NEW WARFRAME AUGMENT MODS
11 new Warframe Augment Mods are available from Syndicate Offerings!
Stats below are shown at Max Rank.
Wrath of Ukko (Kullervo - Storm of Ukko)
Wrathful Advance moves the storm of daggers to the teleportation location and increases its duration by 6s.
Available in the New Loka and Steel Meridian offerings.
- GENERAL CHANGES
- Kullervo’s Wrathful Advance teleport visualization will now not appear if teleportation is blocked or not possible (obstacles in the path, gaps, etc.).
- TOP FIXES
- Fixed Kullervo’s Wrathful Advance missing SFX on Heavy Attacks.
- Fixed Kullervo’s Wrathful Advance path being blocked after swapping to and from Operator.
- Fixed Kullervo missing his Skin selection button in the Arsenal.
- Fixed Kullervo’s cyst being hidden in his neck. Now they should be fully visible and ready for lancing!
- Fixed Kullervo’s Wrathful Advance causing sudden camera movement when using the Syam.
- Fixed Kullervo’s Wrathful Advance ability not activating Tennokai.
- Fixed Kullervo’s Wrathful Advance missing its special sound effect when performing a Heavy Attack, as reported here: https://forums.warframe.com/topic/1381691-kullervos-wrathful-advance-no-longer-growls-on-heavy-attacks/
- Fixed loss of functionality caused by using Kullervo’s Wrathful Advance with an Archgun equipped.
- Fixed becoming invulnerable and gaining use of your Primary and Secondary weapons when rolling immediately after Kullervo’s Wrathful Advance.
- Fixed Auto Melee persisting if the first melee of a mission is a Warframe ability (Kullervo’s Wrathful Advance, etc.)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases. Here are a few outliers before we get into the nitty-gritty of it:
- Kullervo all have buffs to their Armor values as a result of this change.
Warframe Stat Changes:
KULLERVO
Health: Base Rank - 1005 (from 325) / Max Rank - 1205 (from 975)
Shields: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)
Armor: Base Rank - 550 (from 325) / Max Rank - 650 (from 650)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)
While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!
- Top Fixes:
- Fixed Kullervo being unable to move as well as getting permanently stuck in walls after using Wrathful Advance’s teleport mode (hold cast).
- General Fixes:
- Fixed several offset issues with the TennoCon 2022 Armor Set when equipped on Kullervo.
- Fixed melee weapons with projectiles launched from heavy attacks (Glaives, Gunblades, Edun, Argo & Vel, etc.) causing Kullervo’s Wrathful Advance to potentially miss its target.
- Fixed dual wielding Glaive and Pistol causing loss of function after casting Kullervo’s Wrathful Advance.
- Fixed several offset issues with leg attachments equipped on Kullervo.
Revisión 33.6.1
Missed Notes:
- With the new Ability Damage qualifier with the Enhanced Damage Numbers system, some players may think that certain Warframe abilities have had their Critical Chance nerfed. In truth, some Warframe abilities had a Critical Chance multiplier simply to add “oomph” to their damage numbers, without having an actual impact on Damage output. With this new Enhanced Damage System, that extra oomph is no longer needed, so those non-functional Critical Change values were removed, but the overall damage of these abilities are unchanged.
- Kullervo will now turn to face the direction of the reticle when casting Collective Curse while stationary.
- Adjusted Kullervo’s Wrathful Advance teleport to accommodate for his melee attack movement, meaning players are less likely to slide right past enemies.
- Fixed Kullervo’s Wrathful Advance ability always equipping your Primary weapon after casting, even if your Secondary weapon was equipped prior to the cast.
- Fixed Kullervo’s Wrathful Advance dealing inconsistent damage when used with Gunblades.
- More fixes towards Recompense putting Kullervo into bleed-out if Ability Strength is high enough.
- Fixed Vulpaphyla Larvae being able to block Kullervo’s Wrathful Advance.
- Fixed being able to exit the map using Kullervo’s Wrathful Advance.
- Fixed the Iridos, Ki'Teer and Maggor Chest Pieces not laying flat on Kullervo’s chest.
- Fixed offset issues for several Syandanas when equipped on Kullervo.
- Fixed a crash caused by Sister of Parvos-spawned Kullervo Specter using Wrathful Advance.
- Fixed a performance issue that could be caused by an interaction between Kullervo's Collective Curse and Sentient faction damage resistances.
Revisión 33.5.5
The following changes have been made to address top player feedback regarding Kullervo’s survivability. We are still collecting feedback for potential future changes.
- Increased Kullervo’s base Overguard cap from 5,000 to 10,000.
- Added Ability Strength scaling to Kullervo’s Overguard cap.
- Increased Kullervo’s Recompense base self-heal from 125 to 250 at rank 0 and 200 to 350 at max rank.
- Increased Kullervo’s base Health from 225 to 325.
- Added a brief invulnerability window to Recompense’s cast.
- Fixed Kullervo’s Storm of Ukko ability triggering SFX from Nova’s Molecular Prime ability.
- Fixed Archwing not having any Shields if using Kullervo.
As mentioned on Devstream #172, the following Kullervo change requires code and will be coming in the next update. Learn more about update terminology here.
- Adding a 0.5 second Invulnerability window to Kullervo once Overguard is depleted.
- Fixed Kullervo’s Recompense being able to put him in bleed-out if Ability Strength is high.
- Other Warframes with a Health cost mechanic, such as Garuda and Inaros, prevent their self-damage from going beyond 2 Health. Kullervo’s Recompense now also has this preventative measure.
- Fixed a script error caused by Kullervo’s Recompense.
- Fixed being able to select the “+150 Shield Capacity” Azure Archon Shard upgrade for Kullervo (he does not have Shields to benefit from this).
- Fixed script errors with Kullervo’s Collective Curse and Wrathful Advance abilities.
- Fixed several offset issues with Syandanas equipped on Kullervo.
- Introducción al juego.