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Deep Archimedea is a series of multi-stage missions in a battle against  The Murmur to drive them out of Albrecht's Laboratories. They can be accessed by speaking to the Necraloid in the Sanctum Anatomica.

Unlocking Deep Archimedea for the week consumes 2 Search Pulses. 5 Search Pulses are granted each week, shared with Netracells, resetting at Monday 0:00 UTC. Players can still partake in Deep Archimedea missions once they have exhausted all rewards.

Access to this mission requires completion of the Whispers in the Walls quest and being Rank 5 - Illuminate with the  Cavia.

Tutorial[]

Albrecht's Deep Archimedea was his project to discover how to defeat The Murmur. Help Necraloid to continue Albrecht's ongoing work by running a preselected set of 3 missions, consecutively and without breaks, under extremely challenging conditions.

Each week Deep Archimedea must be Unlocked by using 2 Search Pulses. These are the same Search Pulses that locate Netracells.

With every new week, Necraloid alters the experiment, adding a new set of missions, each with their own Risk Variables and Deviations. Study these carefully to prepare for what is to be endured.

Necraloid also selects Loadout items that he wishes to study. Equip these to receive extra Research Points.

Personal Modifiers offer the opportunity for brave Tenno to take extra risks in return for Research Points.

The more Research Points earned, the greater the Reward Pools that are unlocked.

Pay special attention to Deep Archimedea's restrictions. Void Angels prevent self-revival and must be defeated to bring a bled-out Tenno back to the fray.

When you have mastered Deep Archimedea, it will be time to move onto Elite Archimedea. The ultimate test.
—In-Game Description

Mechanics[]

Deep Archimedea Missions are played in sequence, with no opportunity to switch Loadouts.
—In-Game Description

Similar to Sorties, players are tasked with completing three missions in a row. Players should prepare carefully, as there are no breaks and no opportunities to switch loadouts between missions.

Clearing all 3 missions awards 3 Research Points for rewards.

Individual Parameters[]

These Individual Parameters exclusively affect a player, and there are two kinds of Individual Parameters that can be selected by the player: Loadout and Personal Modifiers. Players can restrict their loadout and apply personal debuffs to gain Research Points to increase their chances at receiving more rewards.

Deep Archimedea Loadout

Loadout[]

Equipping one of the following items rewards 1 Research Point per mission completed.
—In-Game Description

These Parameters are applied based on Loadout equipment. Each week, a choice of 3 Warframes, Primary, Secondary, and Melee Weapons are listed, matching them awards 1 Research Point per equipment per mission. The available Loadout restrictions differ between players, and can consist of equipment that the player doesn't own.

In order to activate any of the Loadout parameters, players must change their equipment in the Arsenal. Variants of equipment such as Primes or Syndicate Weapons are eligible.

Kitguns and Zaws can appear in the Loadout window. Any combination of components will apply as long as one is equipped.

Deep Archimedea Modifiers

Personal Modifiers[]

Each Personal Modifier grants 1 Research Point per mission completed.
—In-Game Description

Four randomly selected debuffs can be applied, each granting 1 Research Point per mission.

These Personal Modifiers affect players directly, providing a challenge in exchange for increased Research Points. They're applied individually, allowing a player to increase the challenge for themselves without affecting their teammates.

Personal Modifier Effects Notes
Gear Embargo Gear cannot be used.
Powerless All Abilities are disabled until the squad kills 50 enemies. Passives seem to be unaffected (needs more testing).
Also applies to the Operator/Drifter, however Transference itself is unaffected.
Specters are unaffected.
Secondary Wounds Gain 1  Puncture Status Effect every time you take damage.
Lethargic Shields Shield recharge delay increased 500%. Increases recharge delay to 6 seconds by default.
Other sources of shield restoration ( Blessing,  Brief Respite,  Guardian) are unaffected.
Ammo Deficit Ammo restored by drops and gear is reduced 75%. Has no effect on Battery Weapons or Exalted Weapons
Fractured Armor Casting an ability reduces Armor by 10% for 10s.
Untreatable Pickups do not heal, and Health Orbs cannot be picked up.  Lavos' Universal Orbs and  Equilibrium will still provide energy.
Abbreviated Abilities Ability Durations reduced by 50%. Reduction is multiplicative; an ability with 250% duration will be reduced to 125%.
Concussive Drain Taking health damage also consumes 5% of max energy per hit.
Transference Distortion Transference into Operator and Drifter is blocked. Prevents usage of  Last Gasp and piloting Necramechs.
Terminal Velocity You do 0 damage while not moving.
Framecurse Syndrome Activating an Ability inflicts 50 damage upon you. Damage dealt ignores shields and is dealt directly to health.
Knifestep Syndrome Lose 2 Health when moving. Jumping pauses the effect. Rate of health loss is proportional to movement speed.
Energy Exhaustion Lose 2 Energy per second for each enemy within 10 meters of you.
Ammo Scarcity Ammo depletes steadily. Battery weapons recharge slowly. Ammo reserves deplete at ~5% per second.
Exposure Curse Shields are removed.
Sanguine Syndrome Every time you take damage, you also suffer a Bleed Status Effect.
Vampyric Syndrome Lose Health every second. Killing enemies restores Health.
Conductive Take  Electrical damage every few seconds.
Deep Archimedea Missions

Deviation[]

Deviations are mission-related modifiers that add further difficulty, forcing new strategies to adapt to their conditions. They are variations of mission elements players may already be familiar with, designed to keep even the most experienced Tenno on their toes.

Deviation Mission Compatibility Effects Notes
Necramech Influx All Necramechs appear with greater frequency. Hostile Necramechs can spawn without being summoned by Rogue Culverins.
Fissure Cascade All Fissures rip into the mission, causing the Enemy Level to go up by 1 every 10s. Destroy them to stop the level from increasing further.
Damage Link All Enemies within 10m of each other form a Damage Linked group. Any damage done to an individual is distributed evenly to the entire linked group.
Sealed Armor All Enemies take 90% less damage from non-weak point hits. Weak points will be highlighted with this Deviation active.
Anatomizers are exempt from this Deviation since they have no weakspots.
Parasitic Towers Survival Life Support Towers only activate after 20 enemies have been killed within a 15m radius of them.
Hostile Support Survival The Life Support Tower delivery system is disabled. Necramechs spawn every 90 seconds, and drop 6 Life Support Modules when killed. Enemies can still drop life support modules on death.
Hazardous Areas Survival Activate Life Support Towers to clear Hazardous Areas for your squad.
Hazardous Goods Alchemy Amphors will inflict their associated elemental damage while being carried.
Alchemical Invulnerability Alchemy 10% of enemies are equipped with an impervious Elemental Barrier that can only be destroyed by an Amphor of the corresponding element.
Eximus Amphora Alchemy Eximus units always drop Amphor but they are the only units that drop them.
Eroding Senses Mirror Defense The Auricle and Vitreum take damage over time, collecting the required Vosphene Glyphs will halt the degradation and partially heal them.
Glyph Inflation Mirror Defense The security system requires twice as much Vosphene Glyphs to activate.
Glyph Trap Mirror Defense Some Vosphene Glyphs are booby-trapped with a portal that Teleports those that touch it 250m away. After the portal is revealed it lasts 45s.
Radioactive Breakdown Mirror Defense All enemies are invulnerable and can only take damage when they are inflicted with  Radiation Status.  Chyrinka Pillars appear randomly and inflict Radiation Status.
Barbed Glyphs Mirror Defense Each Glyph inflicts a small amount of damage when collected. When collected, Glyphs inflict  Heat damage with a guaranteed proc.
Coordinated Front Assassination Eximus units support The Fragmented Tide and its final form.
Relentless Tide Assassination The Fragmented Tide never stops attacking.
Angelic Cohort Assassination Void Angels fight alongside the final Fragmented form.
The Fragmented Two Assassination Face two Fragmented forms in the final battle.
Engorged Gruzzlings Disruption All Gruzzlings are Eximus.
Unified Purpose Disruption Enemies can target and destroy Conduits. An activated Conduit now possesses a health bar that allow all enemies to attack it.
Double Demolishers Disruption Two Necramech Demolishers will attack any Conduit, but their health is reduced. It is possible for both Demolishers to spawn in the same starting room, reducing the need for players to spread out and take down each Demolisher individually.

Risk Variable[]

Risk Variables are more focused on enemies and weapons, designed to make the endless waves of enemies more merciless than ever before. Tenno will want to check Risk Variables before diving into a Deep Archimedea to ensure they're prepared for whatever lies in front of them.

Risk Variable Effects Notes
Hostile Regeneration Enemy health slowly regenerates.
Vampyric Liminus Slow moving, immortal, Duviri Liminus drain Health and Energy from allies who get too close. Drains 150 health and 25 energy per second while in range. While immortal, they are affected by crowd control. They also deal increased damage to players with Overguard.
Adaptive Aberrations Enemies gain resistance to Elemental Damage that has been inflicted upon them. Resistance is lost if no damage is taken from that element for 5s.
Bolstered Belligerents All enemies have Overguard equal to 50% of their max health.
Ranged Engagements Only enemies with ranged attacks are present.
Close Quarters Only enemies with melee attacks are present.
Fortified Foes Guardian Eximus units may be encountered, including Guardian Eximus Necramechs.
Myopic Munitions Enemies will only take damage if a player is within 15m of them.
Postmortal Surges Slain enemies burst with Void energy.
Elemental Potency Enemies deal +100% Elemental Damage and have +85% resistance to Elemental Damage.
Eximus Reinforcements Additional Eximus units will be deployed.
Bold Venture Enemies deal -15% Damage and take +15% Damage but gain +15% Movement Speed, Attack Speed, and Fire Rate.
Devil's Bargain Allies within 4m of slain enemies gain +25% Fire Rate at the cost of -50% Ammo Efficiency.
Entanglement Allies within 4m of slain enemies endure reduced Movement Speed and Parkour Velocity.
Commanding Culverins Rogue Culverins equip weapons that deal 5x Damage to Overguard and Necramechs. Changes projectile fired by Rogue Culverins. Creates an explosion on impact.
Explosive Potential Rupturing Fragments replace Shuffling Fragments.
Alluring Arcocanids As Rogue Arcocanids charge attacks, they pull Warframes toward them.

Restrictions[]

All Deep Archimedia missions incur these restrictions:

Enemy Health and Shields increased by 100% and an additional 50% for each squad member, stacking to a maximum of 300%.

Increased chance of Eximus

NO SELF-REVIVE
Self-revive is disabled. Instead, 30s after a Tenno has bled-out, a dormant Void Angel bearing the glyph of the Tenno will appear in the mission. Awaken and defeat the Angel to bring the Tenno back into action. Each subsequent Void Angel will be much stronger.

LAST GASP PENALTY
Activating the Last Gasp focus ability reduces the timer by 2 seconds.

BLEEDOUT SHORTENS
The bleedout timer shortens after each revive, to a minimum of 5 seconds.

MORTIS STRIKE
After being dead for 3 minutes you will incur a Mortis Strike. After 3 Mortis Strikes you will not receive any rewards for this run.

COOLDOWN INCREASE
Each type of Restore has a 3 minute cooldown timer applied.

This cooldown affects all sizes of the Restore type.
—In-Game Description

Considered to be extremely difficult with many debilitating restrictions and level 250 - 275 enemies, it is recommended to attempt this mission in full squads.

  • Empowered Enemies:
    • Enemies have their Health and Shields increased by 100%, and an additional 50% for each squad member up to a maximum of 300%.
    • Eximus have a higher spawn rate.
  • Restricted Respawns:
    • Self-revive is not allowed. 30 seconds after a player dies, a Void Angel with a single health bar will spawn which must be killed to revive the fallen player. The Void Angel will become stronger with each subsequent death.
    •  Last Gasp's drain begins 2 seconds earlier with each use.
      • The Transference Distortion Personal Modifier completely disables  Last Gasp.
    • Bleedout timer reduces with each revive, down to a minimum of 5 seconds.
    • A player that is dead for longer than 3 minutes will receive a Mortis Strike. Acquiring 3 strikes will remove eligibility for rewards.
      • All rewards earned before acquiring the 3 strikes are kept.
      • Strike timer is cumulative and does not reset on revive.
  • Restricted Consumables
Elite Archimedea

Elite Archimedea[]

Adds an additional Risk Variable to each Mission while increasing enemy level. This yields more Research Points per mission, putting the highest Reward Pools within reach.
—In-Game Description

For the truly courageous Tenno, Elite Archimedea is a higher difficulty mode of Deep Archimedea, increasing enemy levels to 375 - 400 and applying two Risk Variables. Completing an Elite Archimedea grants an additional 10 Research Points for even more rewards.

Elite Archimedea is permanently unlocked by completing a Deep Archimedea with 25 Research Points, requiring all points from Loadout and Personal Modifiers.

Rewards[]

Deep Archimedea Rewards

The primary rewards of Deep Archimedea consists of Archon Shards:  Crimson ( Tauforged),  Amber ( Tauforged), or  Azure ( Tauforged), Legendary Melee Arcane Enhancement ( Melee Crescendo or  Melee Duplicate), or  Melee Arcane Adapter. Completion of the third mission awards  15,000  Cavia Standing.

Rewards are divided into tiers that are earned by applying Research Points:

  • Clear: 3 Points after clearing all missions
  • Individual Parameter: 1 Point per mission, 24 total for clearing all missions with all parameters enabled
  • Elite Archimedea: 10 Points after clearing all missions, stacking with the base clear points for 13 total

Research Points do not stack across attempts; rewards are earned based on the singular attempt at hand, not the sum of attempts over the week. In order to maximize gains, players must satisfy all Individual Parameters conditions before starting the mission. Each reward can only be earned once per week.

  • 5 Points: Uncommon Reward Pool (A)
  • 10 Points: Uncommon Reward Pool (A)
  • 15 Points:  Entrati Lanthorn x 3
  • 20 Points: Rare Reward Pool (B)
  • 25 Points: Permanent Elite Archimedea Unlock
  • 28 Points (Elite):  Vosfor x 20
  • 31 Points (Elite): Rare Reward Pool (B)
  • 34 Points (Elite): Legendary Reward Pool (C)
  • 37 Points (Elite):  Vosfor x 50

Reward tiers are immediately given upon qualifying. For example, clearing the first mission with all parameters enabled (8 Points) awards the 5 Point tier, and clearing the second mission after (16 Points) awards the 10 Point and 15 Point tiers.


A B C
 Amber Archon Shard 17.5%  Melee Crescendo 15%  Melee Crescendo 25%
 Azure Archon Shard 17.5%  Melee Duplicate 15%  Melee Duplicate 25%
 Crimson Archon Shard 17.5%  Amber Archon Shard 13.13%  Tauforged Amber Archon Shard 16.67%
 Melee Arcane Adapter 15%  Azure Archon Shard 13.13%  Tauforged Azure Archon Shard 16.67%
 Melee Crescendo 10%  Crimson Archon Shard 13.13%  Tauforged Crimson Archon Shard 16.67%
 Melee Duplicate 10%  Tauforged Amber Archon Shard 8.54%
 Tauforged Amber Archon Shard 4.17%  Tauforged Azure Archon Shard 8.54%
 Tauforged Azure Archon Shard 4.17%  Tauforged Crimson Archon Shard 8.54%
 Tauforged Crimson Archon Shard 4.17%  Melee Arcane Adapter 5%

Locations:

Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.


Notes[]

  • In Survival and Mirror Defense, special terminals can spawn Rogue Necramech Eximus which when defeated lowers the mission timer by 45 seconds.
  • Stalker cannot spawn in Deep Archimedea. Likewise, Stalker Beacons cannot be used.

Tips[]

Patch History[]

Update 38.0 (2024-12-13)

  • Fixed [PH] appearing in “Health Pickup is Blocked” pop-up in Deep Archimedia missions.
  • Fixed a text box in the Deep Archimedea menu not being formatted well in the Thai language.

Hotfix 37.0.7 (2024-10-16)

  • Fixed Clients losing their Research Points associated with selected Loadout Parameters in Deep Archimedea missions after Host migration.

Update 37.0 (2024-10-02)

  • Fixed the Powerless Personal Modifier having no effect after Host migration in Deep Archimedea missions.
    • Also fixed the Powerless icon not showing next to Host in the Player list for Clients.
  • Fixed kills not tracking towards the Powerless Personal Modifier when piloting Necramech.
    • Also fixed the HUD icons doubling after getting downed in Necramech, reviving and re-entering Necramech.
  • Fixed script errors caused by the Personal Modifiers in Deep Archimedea missions.

Hotfix 36.1.6 (2024-09-05)

  • Fixed Abbreviated Abilities’ description in the Deep Archimedea screen stating 75% duration reduction instead of the updated 50% (this was changed in the Jade Shadows update).

Update 36.0 (2024-06-18)

Deep Archimedea Changes & Fixes
  • As mentioned in Devstream #179, Deep Archimedea and Netracells now award Standing with the Cavia Syndicate. Deep Archimedea will award 15,000 Standing upon completion of the third mission with any modifiers (or none at all!) and Netracells will award 5,000 Standing per completed Netracell.
  • Reduced the duration reduction of the “Abbreviated Abilities” Personal Modifier from 75% to 50%.
  • Changed how Deep Archimedea’s “Untreatable” Personal Modifier interacts with Health Orbs in the following scenarios:
    • Lavos’ Universal Orbs: Energy can now be gained from these Orbs when picked up, but not Health (as intended with this modifier).
    • Equilibrium Mod: Energy can now be gained when picking up Health Orbs, but not the other way around (as intended with this modifier).
      • A “Health Pickup is blocked” HUD pop-up will now appear at the bottom of your screen to help provide more information in the scenarios above.
  • Changed “Unified Purpose”’s description to better explain what this Deviation does:
    • Now reads: “Enemies can target and destroy Conduits.”
  • Toned down the intensity of Void explosions caused by the “Postmortal Surges” Risk Variable.
  • Made the following changes and fixes to the “Powerless” Personal Modifier to improve its functionality:
    • Added an icon to the HUD to indicate the required number of kills. When the kill count requirement is met, the icon will disappear.
    • Fixed Powerless blocking Ability effects from other players interacting with their kits.
    • Fixed Powerless preventing players from using Transference.
    • Fixed Powerless not properly applying to Clients.
    • Fixed an issue where Powerless would appear to not countdown following the first mission, causing the player to be unable to finish the Modifier’s requirements to remove its detriment.
    • Fixed Powerless not progressing from Squad kills while in a Necramech.
  • Fixed Clients not receiving Research Points from their selected Individual Parameters equipment if invited by a Host active within a Deep Archimedea Mission.
  • Fixed the HUD buff icon for the “Knifestep Syndrome” Personal Modifier remaining visible regardless of whether or not it is actually active.
  • Fixed an issue where Client’s wouldn’t have their suggested/chosen Deep Archimedea equipment count towards the activities reward track if invited by a Host already in a Deep Archimedea mission.

Update 35.6 (2024-05-15)

  • Fixed the VFX from the “Devil’s Bargain” Risk Variable in Deep Archimedea being extremely intense and reducing visibility.

Hotfix 35.5.8 (2024-04-24)

New Deep Archimedea Mission Risk Variables & Deviations

The following have been added to the pool of possible Mission Risk Variables & Deviations that can appear in the weekly Deep Archimedea reset.

New Mission Risk Variables:

  • Bold Venture: Enemies deal -15% Damage and take +15% Damage but gain +15% Movement Speed, Attack Speed, and Fire Rate.
  • Devil's Bargain: Allies within 4m of slain enemies gain +25% Fire Rate at the cost of -50% Ammo Efficiency.
  • Entanglement: Allies within 4m of slain enemies endure reduced Movement Speed and Parkour Velocity.
  • Commanding Culverins: Rogue Culverins equip weapons that deal 5x Damage to Overguard and Necramechs.
  • Explosive Potential: Rupturing Fragments replace Shuffling Fragments.
  • Alluring Arcocanids: As Rogue Arcocanids charge attacks, they pull Warframes toward them.

New Mission Deviation:

  • Unified Purpose (Disruption): All enemies target Conduits.
    • This has replaced Parasitic Conduits (the Conduit’s timer is paused unless a player is within 10m; more players in range will accelerate the timer. Conduits drain Shields). While originally listed in the Dante Unbound Patch Notes, we felt it didn’t quite fit the core Disruption gameplay. In its stead, we have added Unified Purpose.

General Deep Archimedea Changes & Fixes:

  • Reduced Vampyric Liminus’ Energy Drain from 50 to 25 per second.
  • Fixed the “Sealer Armor” Exterminate Mission Deviation (enemies take 90% less damage from non-weak point hits), causing Rogue Culverins to not self-destruct after destroying their two weak points.
  • Fixed Necraloid’s monologue after backing out of the screen being heard regardless of where you are in the Sanctum Anatomica. Certified yapper.
  • Fixed the Fractured Armor Personal Modifier (casting an ability reduces armor by 10% for 10s) not having a HUD buff indicator.

Hotfix 35.5.7 (2024-04-17)

Deep Archimedea Changes

Changes to address feedback on Deep Archimedea Mirror Defense missions:
The following changes were made based on feedback received from players about the difficulty of Mirror Defense missions in Deep Archimedea, but they apply across Warframe.

  • Made the following changes to The Hollow Vein:
    • Greatly reduced how often it hits Defense targets with its ranged laser attack.
      • Before: Due to Defense targets being much larger than players, they were applying several hit ticks in a row onto these targets resulting in massive damage.
      • Now: it will only hit Defense targets once with its laser attack.
    • Changed its AoE attack targeting logic to improve the frequency of when it is used.
      • Before: Once the attack started and it was near something like a Defense target, it would trigger and linger indefinitely.
      • Now: The attack will only trigger when players are nearby and will be canceled when players are no longer within its radius.
    • Fixed a possible issue where Hollow Vein could theoretically make allies, Defense targets, and players hit by its laser attack permanently vulnerable to friendly fire.
  • Changed the amount that Citrine’s Remnants (Tyana Pass) and Vosphene Glyphs (Munio) heal their respective Mirror Defense target.
    • Before: Collecting the required amount of the aforementioned pickups would restore 5,000 Health.
    • Now: Collecting enough pickups will restore 3,500 Health plus 15% of the Defense target’s Max Health, ensuring the pickups scale better as levels increase while still maintaining a level of difficulty.
  • The Auricle and Vitreum Defense targets now have a 75% Damage Reduction against Rogue Voidrig and Bonewidow weapons and abilities.

General Deep Archimedea Changes & Fixes:

  • Unowned items will now be indicated as such in the Deep Archimedea Loadout Individual Parameter UI - they will now be marked with a “!” icon and will have the “NOT OWNED” tag in the tooltip.
    • The tag will only appear if you do not own the specific item shown or any of its variants.
  • In an effort to better communicate to players that they have enabled Elite Archimedea, we have made it more obvious in the Deep Archimedea screen by adding the Elite Archimedea logo and an “Elite Archimedea Active” indicator above the “Begin Research” button after unlocking with Search Pulses.
  • Added a pulse VFX to the “Unlock” and “Begin Research” (specifically when Elite Archimedea is enabled) buttons.
  • Vampyric Liminus’ Health/Energy drain can now affect spawned allies (Specters, Abilities that spawn NPC units, etc.) and vehicles (Necramechs and Merulina).
  • Fixed the Host’s “Gear Embargo” Personal Modifier applying to the whole squad even if you did not select to play with the Modifier.
  • Fixed Vampyric Liminus’ being eligible to be marked by the Alchemical Invulnerability Mission Deviation. They are invulnerable and cannot be affected by the Amphora. This was caused by a bug that allowed Vampyric Liminus’ to take hits after a stun/stagger Status Effect.
  • Fixed broken icon appearing for the Hek in the Individual Parameters Loadout UI.
  • Fixed a script error caused by Vampiric Liminus and Host migration.
  • Fixed Necraloid’s sassy remarks about you closing out the Deep Archimedea screen playing before you’ve even unlocked the week with Search Pulses. Now, he’ll only share his true feelings once you’ve committed and then backed out of said commitment.

Hotfix 35.5.6 (2024-04-10)

  • Fixed Void Angel scaling in difficulty based on the squad’s total death count, instead of for the downed individual as intended.
  • Fixed still earning Reward Points from matching Loadout after swapping off of the options during the mission vote countdown timer.
  • Fixed being able to awaken multiple Void Angels at once after multiple teammates have fallen and need to be revived.
  • Fixed Clients being unable to see the “Alchemical Invulnerability” elemental icons on enemies in Alchemy missions.
  • Fixed being unable to complete Deep Archimedea missions due to Stalker spawning in.
    • This was due to Stalker spawning on the other side of locked doors, preventing players from completing the mission. We’ve disabled Stalker spawning into (including Stalker Beacon) Albrecht’s Laboratories missions to prevent this and similar issues from reoccurring in Deep Archimedea and the base missions.
  • Fixed several script errors caused by the Loadout options (notably when Host migration occurs).
  • Fixed a typo in the description for the “Barbed Glyphs” Mirror Defense mission Deviation.
  • Fixed unlocalized text appearing in the Deep Archimedea screen for Loadout options.

Hotfix 35.5.5 (2024-04-05)
The last Hotfix unintentionally changed this week’s Deep Archimedea missions, modifiers, deviations and risk variables, so we’ve reverted it back to its previous state. It will properly refresh as scheduled on Monday at 0:00 UTC. You will not lose any Research Points in the revert.

Hotfix 35.5.4 (2024-04-05)

  • Fixed Clients being unable to interact with Void Angels to revive fallen Host for the second time in a mission due to the context action missing.
  • Fixed the Loadout options resetting daily instead of weekly (at usual reset time) as intended.
    • All conditions for Deep Archimedia are on a weekly reset, so the Loadout Modifiers follow this standard.
  • Fixed the message to defeat the Void Angels to revive downed players lingering on screen for Clients.
  • Fixed [PH] tag appearing in the additional Search Pulses tooltip in the Netracell screen.
  • Fixed a script error that could occur between missions.
  • Fixed a crash caused by recovering from being knocked down in Deep Archimedea.
    • This was also causing an issue where your Warframe would seemingly “trip” all over the place before crashing.

Hotfix 35.5.3 (2024-04-04)

  • Introduced.
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