Patch History[]
Update 36.0 (2024-06-18)
- Line Of Sight Improvements
As a continuation of our efforts to improve LOS systems within Warframe, which have been ongoing since Dante Unbound, we’ve made further strides towards improving how we handle these checks.
From a technical standpoint, we’ve improved the consistency and performance of the underlying LOS systems within the game by handling how we detect unrendered targets, in addition to improvements we’ve made in recent hotfixes.
Abilities that use LOS checks already have been updated to this improved technology! Additionally, with these improvements, we can now easily shift over any Warframe Ability that relies on LOS checks to be seamlessly migrated to this new, more accurate system, meaning we’re able to act faster on any outlying offenders that may arise.
To name a few Warframe abilities that benefit from this with Jade Shadows:
- Inaros’ Scarab Swarm
- TOP FIXES
- Fixed area of effect of Inaros’ Sandstorm remaining indefinitely if a Kuva Lich or Sister of Parvos performs a finisher on Inaros while in Sandstorm.
- FIXES
- Fixed another case of the extraction cutscene showing Inaros’s Sarcophagus after entering the extraction zone with his Passive active.
Update 35.6 (2024-05-15)
- Fixed Inaros’ Negation Armor Augment Mod causing a loss of function when put into his Undying Passive state.
Hotfix 35.5.7 (2024-04-17)
- Fixed Inaros’ Sandstorm not picking up enemies directly below him.
- Fixed Inaros’ Sandstorm VFX persisting indefinitely if canceled/recast repeatedly.
Hotfix 35.5.3 (2024-04-04)
- Inaros can now cancel Sandstorm with a Melee attack!
- Updated Inaros’ Ability preview videos to accurately showcase his rework.
- Fixed a square appearing at Inaros’ feet when casting Scarab Shell with the Sands of Mars Ephemera equipped.
- Fixed Inaros’ Swarm Kavats HUD buff using Dante’s Pageflight buff icon.
- Fixed extraction cutscene showing Inaros’s Sarcophagus after entering the extraction zone with Inaros’s Passive active.
Hotfix 35.5.1 (2024-03-27)
- Fixed a script error caused by Inaros’ Scarab Swarm.
Update 35.5 (2024-03-27)
- Inaros Rework
Awaken the king of the desert once more and command the sands with far more ferocity than ever before!
Passive
- Inaros still heals from performing Melee Finisher Kills on enemies. This is unchanged.
- Inaros' special bleedout state where he could pull enemies toward his Sarcophagus and leech their Health has been replaced.
- Now: When Inaros dies, he turns into a Sand version of himself with normal movement and a Melee attack. Land a certain number of hits on enemies before time runs out in order to respawn, but the more often you die, the more enemies you have to hit!
Ability 1: Desiccation
- Largely unchanged, but we have fixed issues with certain enemies not being vulnerable to Melee Finishers! Now, this should be more consistent.
- Desiccation is now Inaros’ Railjack Ability (was previously Devour).
Ability 2: Sandstorm (Was Devour) Devour has been removed entirely and replaced by an improved Sandstorm.
- Inaros becomes a Sandstorm whirlwind, now with faster animations and movement, so it feels less punishing.
- Inaros is now invulnerable while spinning in Sandstorm.
- Sandstorm now has a duration instead of being a channeled power. (Will not block Energy Regeneration while in Sandstorm mode).
- You can still choose to end the power early if you like.
- Instead of throwing enemies everywhere around the level, it drags enemies beneath your feet so you can use Melee Ground Finishers if you choose.
- Inaros regenerates 50 Health per second (base, scales with Ability Strength) for each enemy held in his Sandstorm.
Ability 3: Scarab Shell Inaros' fourth ability has been split into two different abilities that are easier to use and reflect its two main features.
- Increased Armor from 240 to 350 (at max) and can now be scaled with Ability Strength.
- Scarab Shell can be charged up by spending Health to give you Armor. There is now a unique indicator on your HUD that shows the current charge level of Scarab.
- Charging Scarab Shell no longer stops you from moving around.
- The "Negation Swarm" Augment Mod has been retired, its special effect is now part of the base ability: While Scarab Shell is active, hostile Status Effects are ignored at a small cost in Armor.
- This mechanic was initially part of the "Negation Swarm" Augment Mod, which has been reworked entirely.
- Please see “Augment Changes” below for more info on the retired Negation Swarm.
- Balanced for Conclave: Scarab Armor does not deal AoE damage while charging.
Ability 4: Scarab Swarm
- Scarab Swarm no longer requires you to charge up the ability by investing Health.
- On cast, enemies in a cone are attacked by scarabs that do 1/10th of Inaros Max Health as Corrosive damage per second.
- Enemies that die while affected by Scarab Swarm turn into a Swarm Kavat (maximum of 3 Swarm Kavats can be active at once).
- The maximum amount of Swarm Kavats can be increased to 5x with the Dessication’s Curse Augment Mod.
- Swarm Kavats can move and attack independently, and their attacks cause additional enemies to be afflicted by the Swarm.
- Balanced for Conclave: Swarm Kavats do not spawn and the Health scaling is halved.
Inaros Augment Mod Changes:
- Desiccation's Curse: Instead of enemies turning into a sandy copy of their former selves on death, they become Swarm Kavats capable of applying Scarab Swarm on their targets.
- Mod description reads: “Killing a blinded enemy with a Finisher has a X% chance to summon a Swarm Kavat that will spread Scarab Swarm.”
- Elemental Sandstorm: No changes!
- Negation Swarm has been replaced by Negation Armor: When Inaros takes fatal damage, consume Scarab Shell to heal and become briefly invulnerable. Inaros is affected by a strong Bleed Status when this ends.
Update 35.0 (2023-12-13)
- Increased the Starting Energy of the following Prime Warframes so that they have higher Energy Capacity compared to their base version:
- Inaros Prime from 50 to 75
- Fixed offset issues with the Maggor Leg Guard and Towsun variant on Inaros.
Update 34.0 (2023-10-18)
- 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.
Warframe Stat Changes:
INAROS
Health: Base Rank - 2110 (from 550) / Max Rank - 2310 (from 2200)
Shields: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)
Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)
INAROS PRIME
Health: Base Rank - 2215 (from 575) / Max Rank - 2415 (from 2300)
Shields: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)
Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)
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!
- Changes:
- Fixed several cases where the game was not recognizing a Ground Finisher for the activation of Mods and Arcanes. The intent is that Ground Finishers, Stealth Finishers and Parazon Finishers should be equivalent unless explicitly stated otherwise:
- Inaros' Desiccation Curse augment will now create sand minions on Ground Finishers
Update 32.3 (2023-02-15)
- Fixed Inaros’ Scarab Swarm HUD buff showing too many numbers after the decimal point.
Update 32.0 (2022-09-07)
- The following Warframe Blueprints that can be obtained from Simaris can now be sold for Credits:
- Inaros Blueprint
Hotfix 31.6.2 (2022-06-15)
- Fixed being able to cast Inaros’ Devour on allied crewmembers on the Railjack by using the Tactical Menu. Crewmembers are friends, not food.
Hotfix 31.5.10 (2022-05-17)
- Fixed several issues with abilities when forced into Operator (in Zariman Cascade missions for example):
- Fixed Inaros’ Sandstorm not terminating.
Hotfix 31.5.7 (2022-05-06)
- Fixed Inaros’ losing loss of function after being spiked by a Void Manifestation while Devouring.
Update 31.5 (2022-04-27)
- Inaros’ Sand Shadows base lifespan are now affected by Duration mods.
- Fixed being able to benefit endlessly from Inaros’ Sandstorm without spinning by emoting while active.
- Fixed sprint (when toggle sprint is enabled) getting canceled after using the following Warframe abilities:
- Inaros’s Sandstorm
- Fixed Inaros’ Resurrection meter being half a pixel too far to the left.
Update 31.2 (2022-03-16)
- Fixed being able to stay in endless Inaros Sandstorm after using an Emote (like the Shawzin) on a keybind.
Update 30.8 (2021-10-04)
- Fixed incorrect Armor positioning when equipping the Hexis Armor to Inaros Prime.
Hotfix 30.0.1 (2021-04-13)
- Fixed an issue with Inaros’s Agile animation set.
Hotfix 29.5.7 (2020-12-10)
- Fixed Inaros Prime Chat link screen including the Blueprint button.
Update 28.3 (2020-08-12)
- Warframe Blueprint and Component costs from Simaris have been reduced by 50%!
- Fixed issues with the Inaros Prime Skin causing the Inaros Helmets to deform.
Update 28.2 (2020-07-14)
- Introduced Inaros Prime.
Hotfix 27.3.13 (2020-04-14)
- Fixed Companions trying to attack enemies that are in Inaros’ Devour trap, which we don’t want cause we wish to snack on said enemy.
Update 27.2 (2020-03-05)
- Armor Change:
- Inaros: 200 to 225
- 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.
Hotfix 27.0.12 (2020-01-23)
- Fixed Inaros getting stuck in his Devour animation if Devour is cast on an enemy that dies at the exact same time.
Hotfix 27.0.9 (2020-01-09)
- Fixed a script error in Inaros’ Sandstorm.
Hotfix 25.3.2 (2019-07-12)
- Fixed some script abuse when Inaros' Desiccation continued to tick after Inaros was killed.
Update 25.1 (2019-06-05)
- Fixed Zanuka being unable to capture Inaros.
Update 25.0 (2019-05-22)
- Cephalon Simaris now sells Blueprints given during quests in his Offerings! This allows you to purchase these items in the event that you’ve accidentally sold them.
Hotfix 24.7.3 (2019-04-22)
- Fixed having no Shields in Archwing if Inaros or Nidus are equipped.
Update 23.0 (2018-06-15)
- Fixed Inaros' Desiccation GPU particles not applying chosen Energy color
Update 22.16 (2018-03-15)
- Fixed Ancient Healer damage reduction Aura negatively affecting the consume rate of Inaros’ Devour.
Hotfix: The Index Preview 2 (2016-10-21)
- Excluded Reactant and Index Point pickups from Sandstorm.
Update: The Silver Grove 1.0 (2016-08-31)
- Augment: Sandstorm - Elemental Sandstorm
Update: The Silver Grove (2016-08-19)
- Conclave: Devour now also decreases Dodge speed of target.
- Fixed various clipping issues with Inaros.
Hotfix: Specters of the Rail 0.1 (2016-07-08)
- Fixed an issue with Inaros players entering into pre-death and becoming unable to revive during Specter encounters.
Update: Specters of the Rail 0.0 (2016-07-08)
- Fixed an issue with Devouring allies affected by Radiation Damage and permanently locking Inaros in the animation for the duration of the mission.
Update 18.13 (2016-05-27)
- Enemies that are being Devoured by Inaros can no longer be hurt/killed by another player.
- Fixed Scarab Swarm healing objectives.
Update 18.9 (2016-04-20)
- Conclave: Fixed Sandstorm staying active after death until the player respawns.
- Quest: Fixed Clients not seeing the laser eye FX on enemies in the final stage of the Sands of Inaros quest.
Hotfix 18.8.2 (2016-04-13)
- Quest: Fixed Sentinel kills not counting toward the Sacred Vessel progress in the Sands of Inaros quest.
- Fixed Inaros appearing transparent after reviving.
- Fixed Inaros’ diorama missing his cloth attachments.
Update 18.8 (2016-04-06)
- Conclave: Fixed Sandstorm lingering even after death.
- Fixed Inaros’ Sandstorm lingering even after death in Conclave.
Update 18.7 (2016-03-30)
- Quest: Fixed the Sands of Inaros’ Sacred Vessel diorama becoming stuck on screen, preventing progress in the Quest.
Hotfix 18.6.3 (2016-03-23)
- Quest:
- Players can now review the Sacred Vessel more closely in their Landing Craft when playing the Sands of Inaros Quest.
- Fixed an issue in the Sands of Inaros Quest that could cause menus to freeze after seeing the in-Mission Sacred Vessel diorama.
- Fixed several overlapping textures and holes in Inaros’ tomb in the Sands of Inaros Quest Mission.
- Conclave: Fixed Inaros’s Sandstorm visual FX lingering after death in Conclave.
- Fixed Inaros’ Sandstorm visual FX covering too large an area when ranged Mods are equipped.
- Fixed an error causing Inaros to get stuck when devouring friendly targets affected by the Radiation proc.
- Fixed Scarab Swarm being usable on corpses.
- Fixed Scarab Swarm not having consistent targeting when moving the camera while aiming.
Hotfix 18.6.2 (2016-03-22)
- Trinity’s Energy Vampire will no longer affect Inaros when in Sandstorm.
- Fixed weapons with alt fire being usable during using Sandstorm.
- Fixed Scarab Swarm not healing Sentinels.
- Fixed Devour not being able to consume enemies below his position.
- Fixed Scarab Armor buff persisting through death.
- Fixed Inaros starting at 0 shields when using an Archwing.
Update 18.6 (2016-03-16)
- Quest:
- Fixed some visual fx causing the torches in the Sands of Inaros Quest to appear pixelated.
- Fixed not receiving an Inbox message after completing the Sands of Inaros Quest.
- Conclave: Inaros’ Dessicate and Banshee’s Sonic Boom range has been increased and now hit in a 40 degree FOV.
- Baro Ki’Teer will now have a unique greeting when interacting with Inaros.
- Fixed an issue allowing players to cast other abilities during Inaros’ Devour after entering the pause menu during Devour’s cast.
Hotfix 18.5.6 (2016-03-10)
- Quest:
- Removed some audio FX from Inaros’ vault door in the Sands of Inaros Quest.
- Fixed music not properly playing during the Sands of Inaros Quest boss battles.
- Conclave:
- Lowered the damage and duration of Inaros’ Desiccation in Conclave.
- Increased the damage of Inaros’ Scarab Swarm in Conclave.
Hotfix 18.5.5 (2016-03-08)
- Quest: Fixed not being able to view the Sands of Inaros Quest diorama in your Codex after completing the Quest.
Hotfix 18.5.4 (2016-03-07)
- Quest:
- Fixed a bug preventing the extraction door from opening in Sands of Inaros quest.
- Fixed issues with the Sacred Vessel being consumed too early in the Sands of Inaros quest, leading to progression stoppers.
- Fixed audio FX that were not properly functioning on Inaros’ tomb doors in the Sands of Inaros Quest.
- Fixed an error causing the Vessel to be lost from the player’s inventory during the Sands of Inaros Quest Mission.
- Conclave: Fixed an error that would occur when entering bleedout in Conclave as Inaros while looking at an enemy player.
- The Provoked Mod now affects Inaros's bleed out damage.
Hotfix 18.5.1 (2016-03-04)
- Adjusted Inaros’ sarcophagus audio FX.
- Improved the quality of Inaros’ sarcophagus’ animations.
- Fixed players being unable to trade Inaros’ Blueprint.
- Fixed Inaros’ Idle Animation Icons not displaying properly.
- Fixed Scarab Swarm not taking on the proper energy color for audio FX.
Update 18.5 (2016-03-04)
- Inaros risen from the sands.
- Quest: Sands of Inaros added.