The Sentients have breached the Veil Proxima, threatening the existence of the entire Origin System. Link forces with your fellow Tenno to forge the first line of defense with Operation Link and stand united against the Sentients.
The New War is upon us.
Operation: Scarlet Spear is an event released on March 24, 2020 on PC and ended on April 28, 2020 at 2:00 p.m. ET. On consoles, it was released on April 9, 2020 and ended on May 14, 2020 at 1:30 p.m. ET. It introduces the Sentient invasion of the Origin System as part of The New War story arc.
Similarly to Operation: Plague Star, it is very likely to become another recurring event and be playable again in the future.
The Sentients are invading the Origin System—their first destination: Earth. Tenno must coordinate their efforts to fend off Sentient Murex warships in space and Condrix drop ships on the ground. Little Duck has set up a Scarlet Spear Flotilla Relay off Earth's atmosphere as the Tenno's primary base of operations during this invasion.
Angered by the presence of Sentient and Tenno alike, General Sargas Ruk of the Grineer faction tries to sabotage the Tenno's efforts in fending off Condrixes on the forests of Grineer-controlled Earth, believing that it is the Tenno's fault for the Sentient invasion.
To link forces with other Tenno, you’ll need to obtain and equip an OpLink Beacon. Track down Little Duck in the Scarlet Spear Flotilla Relay on Earth to start and purchase an OpLink from her for 1,0001,000.
To participate in this Operation, you must be at least Mastery Rank 3. You do not need to have a Railjack or have completed the Rising Tide quest in order to participate in this event.
The Scarlet Spear Flotilla Relay on Earth is your home base for fending off the invasion. It’s here you’ll work to strategize a careful plan of attack — coordinated and deadly. The Scarlet Spear Flotilla will inform you of incoming Murex Waves, massive vessels harboring Sentient forces readying their next strike. Rendezvous with other Tenno and form Squads to embark on one of two connected Missions to fend them off: Ground Assault or Murex Raid.
You can access these missions on either side of the relay; Ground Assault missions to the right, highlighted by a blue projection of Earth, and Murex Raid to the left, highlighted by a yellow projection of a Sentient ship.
Players can also change their Arsenal and Railjack configurations on the left side of the relay.
Ground and space team status for the player's current Flotilla can be viewed from the relay; they are located at the bottom-right and bottom-left of the center projection respectively.
Ground (Ground Assault)
Sending Kill Codes
Space (Murex Raid)
Awaiting Kill Codes
Ground Teams status for a Flotilla surrounding an Earth projection
Space Teams status for a Flotilla surrounding a mini Murex projection
On the ground, your mission is to seize the Kill Code from Sentient Condrix and transmit it to your allies above. You’ll need to use an Operation Link Beacon — or OpLink Beacon — to connect to Squads in real-time. Fend off Sentients from harming the Beacon while it analyzes the Condrix for the Code you need.
The score gained in a single mission is based on how many Kill Codes are obtained from scanning Condrixes, in addition to how many Condrix scans are completed. At 33%, 66%, and 100% intervals of a Condrix scan, you will get a single Kill Code and your score will increase based on how many Condrixes have been completely scanned. In other words, each fully completed Condrix scan will award 3 Kill Codes.
The maximum amount of Condrix that can be scanned in a single mission is 17.
In the Railjack, your objective will be to infiltrate the Sentient Murex, gain control of its Transmission Array and broadcast the Kill Code shared by the team on the ground. This will hopefully cut off the Murex from the rest of the Sentient Armada deeper in the Veil and delay further destruction.
Only coordinated Squads can suppress the Sentients’ incursion. If you’re successful, the Murex Wave will have no choice but to flee.
The Murex Raid squad must upload 9 Kill Codes in order to successfully fend off a single Murex ship. Every Kill Code uploaded will increase the player's score and their Scarlet Credit reward at the end of the mission.
The maximum amount of Murex ships that can be driven away in a single mission is 5.
Scarlet Credits are a unique event-exclusive currency that can be gained by completing Ground Assaults or Murex Raids. The score earned during Ground Assault and Murex Raid missions will determine the number of Scarlet Credits earned at the end of the mission. For every one score earned, a single Scarlet Credit is rewarded (1:1 ratio). If you joined in a mission mid-way through completion, you will only get Scarlet Credits for the time you've spent playing.
The score/Scarlet Credits gained per Ground Assault mission depends on how many Kill Codes are obtained from scanning the Condrix with the OpLink. Each Condrix requires 3 Kill Codes, and Kill Code value increases with each defeated Condrix. Scores can be calculated via the following formula:
Score per Kill Code =
Score per Condrix =
Cumulative Score =
where C is the number of the Condrix being fought, up to 17.
The score/Scarlet Credits gained per Murex Raid mission depends on how many Kill Codes are uploaded to the Murex ship using the OpLink. Each Murex requires 9 Kill Codes, and Kill Code value increases with each defeated Murex. Scores can be calculated via the following formula:
Score per Kill Code =
Score per Murex =
Cumulative Score =
where M is the number of the Murex being fought, up to 5.
Score/Scarlet Credits Gain During Ground Assault
Score per Kill Code
Score per Condrix
Score/Scarlet Credits Gain During Murex Raid
Score per Kill Code
Score per Murex
Bonus Scarlet Credit can be earned after successfully defeating all Murex ships in a single Murex wave. See Victory Payout for more details.
Little Duck will have a stockpile of spoils that you can spend Scarlet Credits on, including a brand-new Weapon, an Operation-variant Lacera, Arcanes, and more. Earn Scarlet Credits by participating in Ground Assaults or Murex Raids!
Basmu Blueprint: take aim with two different firing modes: a beam and a rapid-fire shot.
Arcanes: a new way to earn these enhancements. Note that Arcanes are unranked.
Stance Forma Blueprint: a Forma to maximize your flexibility with Melee Weapon Modding!
Earn other unique rewards like new Clan Sigils, Orbiter Decorations, and more.
Every player in the same instance of the Scarlet Spear Flotilla Relay will have 3 hours to fend off a single wave of 100 Sentient Murex ships on PC, 70 Murex on PS4 and XB1, and 50 Murex on Switch. This timer is universal across all instances of the relay. A maximum of 100 players can be in a single Flotilla at any given timeConfirmation needed. Players within the same relay instance must coordinate their efforts to fend off the Murex wave by having squads in Ground Assault and Murex Raid missions. Once the Murex wave has been repelled or the timer has expired, all missions will have their progression terminated and prompt extraction.
There is a downtime of 10 minutes between Murex appearances in which players cannot start Ground Assault or Murex Raid missions. In addition, players cannot start a Ground Assault or Murex Raid mission once all Murex ships have been defeated in a Flotilla.
The OpLink is needed in both missions. Each player in a squad that deploys their OpLink will help speed up progression. Each OpLink has 20,000 health, which does not regenerate between uses. OpLinks can only be healed through the Rejuvenation Aura mod, or through the assistance of other players in the relay (see Assisting Squads below).
The Ground Assault mission has two distinct phases: weakening the Condrix and scanning the Condrix.
Condrix spawns are not random. They cycle through four distinct tile locations on the Grineer Foresttile set. The following diagram shows how the Condrix spawn locations are laid out in a linear fashion.
Tile A ---> Tile B ---> Tile C ---> Tile D
^ ^ |
| | |
| Tenno Landing Point |
You have to go back through C and B to A
The first Condrix will spawn at Tile C. The second Condrix will spawn at Tile D. From the third Condrix onwards, the Condrixes' spawn will cycle through Tiles A to D. Note that spawning tiles will be adjacent but unnecessarily in linear arrangement and probably have branch paths that lead to dead ends.
Possible Condrix Enemy Wave SpawnsConfirmation needed
The Condrix can only be damaged when it opens up its center blue cavity to spawn more Sentient troops to help defend it. In ascending order of frequency, Condrixes can spawn Aerolysts, Symbilysts, Conculysts, Battalysts, and Brachiolysts. At 66% and 33% health, the Condrix will close up its cavity, shielding it from further damage until the squad has eliminated all Sentient enemies spawned by the Condrix in which it will open up again. Once the Condrix is almost dead, players must clear out remaining Sentient enemies before being able to deploy their OpLinks and scan the Condrix. For every 3rd Condrix, taking the Condrix health down to 66% will always spawn 1 Aerolyst and 3 Brachiolysts.
Grineer troops will try to destroy the OpLinks so players must defend them while they are scanning. At 33%, 66%, and 100% scan progress, a single Kill Code will be sent to the Railjack team automatically.
After successfully scanning 3 Condrixes, players may extract or continue scanning more Condrixes, up to a maximum of 17 in a single run. If the Grineer destroys all OpLinks after 3 successful scans, players cannot continue scanning and are forced to extract.
The Murex Raid mission has two distinct phases: transporting the OpLink Satellite and deploying Kill Codes.
The mission starts with the Railjack carrying an OpLink Satellite, which must be brought in front of the Murex. While carrying the satellite, the forward turrets are disabled, though Munitions may still be fired. Sentient Gyrix and Ionyx will attempt to destroy the satellite, along with Splintrix delivering boarding parties. The most notable of these troops is the Anu Mantalysts which will deposit Anu Interference Drones to disrupt the Railjack's systems, preventing the use of Tactical and Battle Avionics, and reduce its speed. Later in the mission, Grineer Exo fighters and crewships will spawn. Once the satellite has been delivered, it will become invulnerable and players no longer need to defend it.
The squad must then board the Murex and place their OpLinks, which will upload Kill Codes that are obtained and automatically transmitted by the Ground Assault teams. 9 Kill Codes are needed for Murex Raid players to successfully fend off a Murex ship. Sentient forces will come in waves to attempt to destroy the OpLinks.
Players may extract at any time by using the Railjack's navigation terminal. Up to a maximum of 5 Murex can be fended off in a single run. If the Satellite or all OpLinks are destroyed after fending off one Murex, players cannot continue uploading and are forced to extract.
Players can spend 75,00075,000 to assist squads in Ground Assault or Murex Raid missions by interacting with the two kiosks on either side of the center red projection in the middle of the relay. An OpLink Reinforcement Module will spawn near the OpLink which will heal it for a short time, restoring up to 5,000 health.
Players can earn the Scarlet Spear Condrix Emblem once they reach 1,000 points across all Ground Assault missions done during the 3-hour period within the same Flotilla (i.e. same instance of Scarlet Spear Flotilla Relay). Likewise, the player can earn the Scarlet Spear Murex Emblem if they reach 1,000 points across all Murex Raid missions done during the same period. The emblem rank you will get is based on the accumulated score during the period. For example, if a player does two separate Ground Assault runs, scanning up to 14 Condrixes each (2835 points each), the player will earn the Condrix Emblem Rank III at the end of the Murex wave.
The level of the emblem is indicated by the number of dots in the lower part of the emblem.
Minimum Score during Murex Wave
A Scarlet Spear Operations Emblem can be earned that represents the cumulative score earned throughout the entire event (not on a wave-to-wave basis). This emblem can also be 'upgraded' based on how many points the player had earned.
Minimum Score during Event
Note that Condrix/Murex Emblems are given to players only when they reach these scores in the same flotilla. Only 14 Condrix waves in two different flotilla means player will only get rank-I Condrix emblems twice as the score, 2835, is just below 3000. However the Operations Emblems are given when the cumulative scores reach the given numbers. The reward given if the wave is defeated also adds up into Operations Emblem score.
After all Murex ships are defeated, all players in the same Flotilla will receive a Victory Payout via an inbox message from Little Duck, granting more event score and Scarlet Credits. This payout is calculated from the player's highest total score between ground or space multiplied by 2 (capped at 10,000). It is possible to get this Victory Payout from more than one Flotilla within the same 3-hour wave session if the player helps other Flotilla defeat Murex ships before the timer ends. Note that the score tables may show lower values than actual scores when the player returns from a mission since they take some time to refresh with the latest scores.
The original mission design was Endless, but after testing we added a cap to help the flow and battle resolution. The cap on Condrix is 17 in 1 Ground Assault and 5 Murex in 1 Murex Raid.
Competition and Leaderboards?
This is a communal Operation with no distinct competition. As you earn Badges, you will ascend to uniquely signified ranks for the Scarlet Spear effort.
Leaderboards are limited to best contributing Tenno per Flotilla.
Exploits and Exploiters?
All Exploits can be reported to support.warframe.com with the Subject Line ‘Scarlet Spear Exploit’. If you think you engaged in behaviours in-game that had unintended results, please report them to us using the support.warframe.com link. Exploiter’s missions often stand out in our Operations, and for our first Operation of 2020 we will be enforcing account restrictions on any exploit or abuse.
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.
The term "Scarlet Spear" may be a Sentient twist to the term "Golden Spear" Natah mentioned. It is an Orokin term referring to something (possibly a fleet) used against the Sentient threat during The Old War.
Fixed mission objective UI icon to “Retrieve the OpLink Satellite” showing as “*” instead of the mission objective marker. With this we also fixed other UI screens not showing the correct icons or key bindings (such as the ability menu while piloting the Railjack with a controller).
Optimized network connections to Relays, Towns and Dojos for people around the world. Not only will this improve player movement but it should also help accelerate Kill Code transmission for Scarlet Spear Murex Raids that would have previously had a very high-ping to our servers.
Last night at roughly 7:10pm ET we deployed a serverside fix to address the cases of Murex Raid Space teams not receiving Kill Codes. Due to the serverside fix, the Flotilla that ended just before the hotdrop (Murex Wave from 4:10 to 7:10 ET) yielded no Victory Payout for eligible Tenno. We’re working on a script to provide the missing Victory Payout - we’ll update you in this Hotfix thread when the script has started/ended.
We’re still monitoring the overall issue now that this Hotfix is live, as it also contains more logging for this scenario.
Scarlet Spear Changes & Fixes
The Murex Raid Satellite now must be towed to its correct location before you can deploy the Oplink.
Upon digging into the logs we’ve been receiving for the “No Kill Codes” issue, we found that a number of these reports were not receiving Kill Codes because their Satellite was not properly in place, thus making the squad ineligible to receive Kill Codes. Most squads followed this flow already so it shouldn’t feel too different - just a precaution for those who don’t park their Satellite in its designated zone!
The Aerolyst canister mechanic now has a 10 second cooldown before the canisters refill after becoming stunned from destroying all of them.
Our intentions here are to alleviate some frustration over the Aerolyst canister mechanic that we’ve been receiving. If you were quick to dispatch the Aerolyst before you likely won’t notice a difference!
Fixed inability to destroy the Aerolyst’s canisters if you were attacking in Limbo’s Rift.
Fixed Operator Magus Arcanes not functioning in consecutive Murex Raids.
Fixed a rare progression stopper where the Condrix remains invulnerable while open after a Host Migration occurs.
Fixed an edge case where Clients who joined a Murex Raid mission in progress wouldn't receive intermittent rewards that appear after each Murex is driven away.
Fixed an edge case script error that occurred when receiving a Kill Code, which could result in not receiving said Kill Code.
Fixed a script error when a Murex Wave succeeds during a mission.
Fixed a script error when deploying your Oplink in the Ground Assault mission.
Fixed players ending up in "ghost Flotillas" if they were in a squad where the Host used a different language and then they left the squad (or the Host disbanded it).
Fixed a case where players would experience a “broken” Flotilla. This could result in getting kicked from the Flotilla, not receiving updates to the Flotilla progress, etc.
Fixed Clients having to ‘Skip Cutscene’ twice when entering a Murex.
Scarlet Spear Logging
Additional logging has been added to troubleshoot some cases of Space teams not receiving Kill Codes. Our lengthy attempts to reproduce this scenario on our end have not led to success thus far. We’re very grateful for the diligent bug reporting and time from people impacted by this as we continue hammering away at this bug. After this Hotfix, if you are the Host of a Space squad who are not receiving Kill Codes, please immediately open at support.warframe.com ticket with your EE.log file (warframe.com/logs) with “ATTN: KILLCODES” in the subject.
Earlier yesterday we released a revised scoring post with the following details:
Ground Assault missions started at 8 Points per Kill Code, reaching a possible 4104 points by Round 17!
After: Murex Raids now start at 12 Points per Kill Code, reaching a possible 3888 by Murex 5!
However, players were receiving a 2820 and 3672 for Space and Ground respectively. While this is still an increase from before, it is not the amount we announced.
The correct numbers in this Hotfix will be: After: Ground Assault missions will reach a possible 4131 points by Round 17!After: Murex Raids missions will reach a possible 3960 by Murex 5!
We sincerely apologize for another day of unintended scoring results.. We know this has been confusing and we regret that we’ve caused so many misunderstandings due to calculation errors.
Scarlet Spear Fixes:
Fixed Clients having an incorrect Murex Score in the ‘Skirmish Complete’ popup when completing 5 Murex Waves.
Fix towards Clients experiencing an infinite load tunnel into Murex Raid if the Host experiences lag.
Fixed a script error when joining in progress as a "Kill Code Transmission" starts to play.
Potential fix for both Host and Client players not seeing Kill Code transmissions from other players, only Kill Code transmissions personally sent.
Fixed a script error when being attacked by the Aerolyst.
Hotfix 27.3.8 Correction: Patch notes should say that Ground Assault can now reach a possible 3672 points by round 17 and that Murex Raid can now reach a possible of 2820 points by Murex 5 (4104 and 3888 points are for the unreachable round 18 and Murex 6 respectively).
Scarlet Spear Additions & Changes
First: Scarlet Spear will be extended by 1 week due to the early launch issues. April 28 is the new End Date for Scarlet Spear on PC.
Second: Ground Assault and Murex Raid Scoring have been increased - which means Scarlet Credit earning has been increased!
Before: Ground Assault missions started at 5 Points per Kill Code, reaching a possible 2295 points by round 17. After: Ground Assault missions now start at 8 Points per Kill Code, reaching a possible 4104 points by round 17! After: Ground Assault missions will reach a possible 4131 points by Round 17!
Before: Murex Raids started at 10 Points per Kill Code, reaching a possible 1875 by Murex 5. After: Murex Raids now start at 12 Points per Kill Code, reaching a possible 3888 by Murex 5! After: Murex Raids missions will reach a possible 3960 by Murex 5!
Third: Rare and Legendary Arcanes have been added to Little Duck’s Scarlet Spear Trade!
We have added the Rare and Legendary Arcanes to Little Duck’s Trade for 2000 Credits Per Rare and 4000 Credits Per Legendary.
Scarlet Spear Fixes
Fixed players not getting into the ‘Busy’ Flotillas that they selected.
The scenario here occurred when selecting a ‘Busy’ Flotilla due to the Flotilla filling up very quickly with players. The fix here is to allow for extra room in the Flotilla if you attempted to join when there was still room available. You may now see Flotillas with more than 50 people from this change.
Fixed Clients not joining Scarlet Spear Flotilla Chat if they join the squad while the Host is transitioning to either Murex Raid or Ground Assault.
Fixes towards becoming stuck on infinite loading if either a Murex Raid or Ground Assault mission started before the Clients finished loading into Flotilla.
Fixed the OpLink denied sound playing for Host when it is denied for Client.
Limbo’s Stasis duration now has diminishing returns on Sentients and Amalgams when the power is used repeatedly. This choice was made for 2 main reasons:
1) Limbo’s Stasis usage makes the gameplay of the Scarlet Spear far too trivial.
2) Sentients by design have Adaptation - and the diminishing returns on recasting adheres to the adaptive nature of the enemy.
This is not intended to change the way Stasis interacts with other enemy factions.
Added a ‘Waiting for Satellite’ UI line when players are in the Murex Raid with their Oplinks down but have neglected to place the Satellite first. A few cases of ‘not receiving codes’ were a result of user error that this should fix.
Increased the Sentient AI count per player when Defending Oplinks in the Murex Raid mission.
Previously the number of spawns didn’t match up with how many players there were in the squad, and oftentimes there was nothing to Defend against. This should feel more to scale with the number of squadmates present.
The Flotilla Instance number now displays alongside the Flotilla progress at the center hologram of the Flotilla.
Murex Raid Score is now shown in the mission UI just as it is in the Ground Assault mission.
Players that have not completed the activation of their Railjack (via Reliquary Key) will no longer be allowed to Host the Murex Raid mission, due to conflicting objectives occurring while playing.
Potential fix for players sometimes not uploading their scores, resulting in no placement on the Flotilla leaderboards and no rewards at the end of the Murex Wave.
We’ve also integrated some internal tracking to better determine the cause of this issue if it continues to happen.
Fixed Solo player squad mission status not being wiped when exiting mission to return to the Flotilla, which resulted in seeing your name in one of the active squads for a Ground/Murex mission.
Fixed a case of players ending up in Scarlet Spear Flotilla 0, even though they were invited to a different Flotilla.
Fixed a case of being in the incorrect Flotilla when inviting a player post Ground/Murex mission.
This could result in numerous issues such as not being connected to the Flotilla chat and inability to form a squad with a player from the same Flotilla.
Fixed the UI incorrectly stating that you were ‘Sending Kill Codes’ when an Oplink is deployed in a Murex Raid. It will now properly state that you’re ‘Awaiting Kill Codes’.
Potential fix for having no objective when starting a Murex Raid.
Potential fix for receiving a ‘Mission Failed’ screen during a Murex Raid if the Flotilla reached 100/100.
Fixed Little Duck’s Murex Wave Ending Inbox not indicating the difference between a successful versus failed Murex drive off.
In some cases this was causing confusion as to why Victory Payout was not being received, when in reality the Flotilla they participated in did not successfully meet the 100/100 goal. There are still cases where Victory Payout did not work, but this should mitigate confusion.
Fixed Flotilla Instance not appearing in Flotilla UI after returning from a Ground/Murex mission.
Fixed a game hitch every time you received a transmission during a Ground/Murex mission.
We’re still chasing some hitching transmissions but this fix should solve a good amount of them.
Fixed sometimes spot-loading Railjack cosmetics when loading into a Murex Raid.
Fixed Oplinks placed by a squadmate who has disconnected lingering perpetually.
Fixed objective marker disappearing for squadmates who haven’t caught up to the player who sped their way to the Condrix in the Ground Assault mission, leading to some players getting lost on their way to the Condrix.
Fixed Mag’s Crush ability forcing the Condrix to close.
Potential fix for a back-to-back Host migration occurring due to the second Host attempting to catch up on rewards during the migration and thus migrating themselves.
Potential fix for a Host migration resulting in the next Condrix not spawning in the Ground Assault mission.
Fixed the Basmu Alt Fire mode not healing on reload.
Fixed Venari’s Healing aura affecting the Oplink.
The Oplink is intended to not be affected by Abilities.
Fixed the Murex II and Murex III Emblems using the Condrix II and Condrix III icons when viewed in Inventory.
Fixed a script crash that could occur if you were standing on a Railjack exit while travelling between locations.
Fixed script error that could occur when warping in your Railjack
Fixed a script error that occurred when your Railjack had a Hull Breach.
Fixed a script error when placing your Oplink in the Ground Assault mission.
Fixed numerous script errors when exiting an enemy Crewship.
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.
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.
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.
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.
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.