Patch History[]
Update 37.0 (2024-10-02)
- Fixed being able to cast Loki’s Damage Decoy on downed Larvlings/Candidates.
- Fixed Operator attacks sounding muffled if Warframe is invisible (specifically Loki) at the time of using Transference.
Hotfix 36.1.6 (2024-09-05)
- Loki's Invisibility will now muffle Parazon finisher sounds (player audio only).
Hotfix 36.1.5 (2024-09-03)
- Loki's Invisibility will now muffle Melee weapon impact and dismemberment sounds (for player audio).
Update 36.1 (2024-08-21)
- Reduced the sound muffling when using Loki's Invisibility.
- High importance gameplay-related sounds will no longer have any muffling applied to them when these abilities are in-use.
Hotfix 35.5.2 (2024-03-28)
- Fixed Loki’s “Damage Decoy” Augment Mod not applying Radiation Status Effect on enemies.
- Fixed using Loki's Switch Teleport ability on friendly AI resulting in other AI turning hostile against it.
Hotfix 35.5.1 (2024-03-27)
- Fixed a script error caused by Loki’s Damage Decoy Augment Mod.
Update 35.5 (2024-03-27)
- NEW WARFRAME AUGMENT MODS
11 new Warframe Augment Mods are available from Syndicate Offerings!
Stats below are shown at Max Rank.
Damage Decoy (Loki - Decoy)
Decoy can be cast on enemies. Enemies who attack that decoy receive 5 random Status Effects, and the reflected damage is increased by 350%.
Available in the Arbiters of Hexis and Red Veil offerings.
- Loki Ability Changes
Decoy:
Previously, Decoy had a fixed amount of Shield (400) and Health (200). Now, Decoy converts 15% (base, scales with Ability Strength) of enemy Health and Shields within 15m (base, scales with Ability Range) into its own Health and Shields!
This should make Decoy much more useful in higher-level missions, as it can survive a lot more exposure to enemy attacks!
Switch Teleport:
- Loki now gains a brief movement speed buff (50% increase for 5 seconds) after using Switch Teleport (scales with Ability Strength and Duration).
- Switch Teleport will also no longer root you in place after the teleport.
- Customization For Warframes With Invisibility Abilities
Warframes now have Invisibility customization - no longer will you have to be strictly transparent!
Warframes with Invisibility abilities (Loki) will now find customization options in the Arsenal under Appearance > Attachments > Auxiliary Attachments.
Instead of Invisibility being completely see-through, players can customize it from being more translucent/semi-transparent to non-transparency with an Energy glow gleaming from your character.
Semi-Cloak Option:
Glow-Cloak Optionl:
An alternate, opaque glow, for when the Warframe is cloaked. Does not alter enemy perception.
Invisibility colorization is affected by the primary Energy color of your Warframe.
Hotfix 35.0.4 (2023-12-20)
- Fixed Loki’s Decoy spawning Alchemy amphors on death.
Hotfix 35.0.3 (2023-12-18)
- Fixed Loki’s Irradiating Disarm causing several issues to the Fragmented enemies in the Whispers in the Walls Quest and the Effervo, Deimos mission.
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:
LOKI
Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)
LOKI PRIME
Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)
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!
Update 32.1 (2022-11-02)
- Fixed script error with Loki’s Invisibility.
Update 32.0 (2022-09-07)
- WARFRAME AUGMENT BUFFS PART 2
Loki’s Safeguard Switch
- Was: After teleporting with an Ally they will be invulnerable for 6s.
- Now: Offers half the invulnerability time for Loki, and cleanses status on both targets when switching.
- Also added a HUD icon for invulnerability time for Loki when switching to an enemy.
Update 31.6 (2022-06-09)
- Fixed issues with enemy FX shortly after using Loki’s Switch Teleport.
Update 31.2 (2022-03-16)
- Fixed ranged enemies disarmed by Loki also losing their Melee weapons on recast.
Hotfix 29.1.1 (2020-09-18)
- Fixed Cambion Drift Excavators disappearing if Loki’s Switch Teleport is cast on them.
Update 29.1 (2020-09-17)
- Fixed Loki’s Invisibility ability aggressively color grading your surroundings - very noticeable in the Cambion Drift when your Energy color is neon green (lol).
Update 28.3 (2020-08-12)
- Made Loki's decoy more visible with darker Energy colors and will now use secondary Energy colors.
Update 27.2 (2020-03-05)
- Armor Change:
- Loki: 65 to 100
- Loki Prime: 65 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.
Update 25.7 (2019-08-29)
- Fixed Ghouls, Ratel, and Wolf of Saturn Six targeting your Sentinel when it and you are both invisible (eg: Loki’s Invisibility).
- Fixed a collapsing texture on Loki Prime’s Helmet. As reported here: https://forums.warframe.com/topic/1118949-loki-prime-collapsing-spot-on-the-helmet-missing-tennobet/
Hotfix 25.4.1 (2019-07-24)
- Added Loki’s Ability videos to his Arsenal diorama.
Update 24.6 (2019-04-04)
- Removed "cast on ground" requirements for the following Warframe abilities:
- Loki Radial Disarm
Hotfix 23.0.6 (2018-06-27)
- Fixed the Oblivia Prime Syandana sitting too high up on Loki Prime.
Hotfix 22.20.3 (2018-05-18)
- Fixed Loki Switch Teleporting another player out of a Dargyn resulting in having incorrect animations and inability to dismount the Dargyn.
Update 22.20 (2018-05-17)
- Using Switch Teleport on a Dargyn Pilot lets you steal Dargyn on the Plains of Eidolon.
- Fixed a script error with Loki’s Invisibility.
Update 22.15 (2018-03-07)
- Fixed headshot and kill sounds being occluded during Loki’s Invisibility ability.
Hotfix 19.5.4 (2017-01-03)
- Codex scanner sounds can now be heard while using Invisibility.
- Invisibility will now properly reduce the volume of some background sounds.
- Fixed a script error caused by Switch Teleport.
Update 14.0 (2014-07-18)
- Loki Prime's decoy now holds a Lex Prime!
Update 13.7 (2014-06-11)
- Introduced Loki Prime.
Update 11.6 (2014-01-08)
- Loki’s Invisibility no longer reduces the volume of dialog and music.
Update 11.2 (2013-12-04)
- Armor increased from from 50 to 65.
Update 7.11 (2013-05-17)
- Players using Hacking terminals will not be affected by Mag's Pull power or Loki's Switch power.
Vanilla (2012-10-25)
- Introduced.