Updates are occasional patches and add-ons or removal of information and/or features of a game.

The following updates are for WARFRAME Version 29:

The Heart of Deimos
Update 29
The Heart of Deimos U29.0H29.0.1H29.0.2H29.0.3H29.0.4H29.0.5H29.0.6H29.0.7H29.0.8H29.0.8.1
Deimos Arcana U29.5H29.5.1H29.5.2H29.5.3H29.5.4H29.5.5H29.5.5.1H29.5.6H29.5.7H29.5.8H29.5.9
Operation: Orphix Venom U29.6H29.6.1 H29.6.2H29.6.3H29.6.4H29.6.5H29.6.6H29.6.7H29.6.8H29.6.8.1H29.6.9
Nightwave: Intermission III U29.7
Star Days U29.8H29.8.1
Octavia Prime U29.9H29.9.1
Railjack Retrofit U29.10H29.10.1H29.10.2H29.10.3H29.10.4H29.10.5H29.10.6H29.10.7H29.10.8H29.10.9H29.10.10

Hotfix 29.10.10

April 05, 2021 Forum Post

Tenno, here is our tenth Hotfix since the Corpus Proxima & The New Railjack with continued fixes & changes as the days progress. While we focus on fixes and functionality, we continue to read and collect feedback in parallel for review and discussion. In case you missed it, Update 30: Call of the Tempestarii is coming April 2021, meaning we’ll be shifting over to ‘No Hotfixes’ as of this Update (unless there’s an emergency)!

As we continue to read Feedback and collect Bugs, our public Trello board will be updated: https://wrfr.me/3cWj1z1

Railjack Changes & Fixes:

  • Fixed a crash when transitioning between Railjack to Archwing.
  • Fixed Glazio, Laith, Talyn and Vort Armaments not displaying when sorting Railjack Armaments by the Zetki manufacturer.
  • Adjustments towards blocking volumes and navigation pathing to prevent enemies and players from being able to walk under and inside the Ropalolyst when in the center of the level.
  • Ran a script to correct player Profile stats with regards to Modular item Ranks.
    • Warframe tracks item progression in two different ways, the item itself for Ranks and Mastery, and then your Profile stats. Players recently noticed that their Profile was not tracking Modular items, this was due to the stats being submitted to the wrong part of the item. In Hotfix 29.10.8 we fixed the upload so that new stats are sent to the correct item, and this script now fixes “bad” data that was previously sent to the Profile. Your Modular items should now be in sync and show the correct Ranks.

Hotfix 29.10.9

April 01, 2021 Forum Post

Tenno, here is our ninth Hotfix since the Corpus Proxima & The New Railjack with continued fixes & changes as the days progress. While we focus on fixes and functionality, we continue to read and collect feedback in parallel for review and discussion. As we know, Update 30: Call of the Tempestarii is coming April 2021, meaning we’ll be shifting over to a “no Hotfix’ realm in April - we’ll let you know exactly when.

Tomorrow is also a holiday for us here in Canada! We will be ‘closing’ our home offices for a long weekend. We’ll be back bellies full of mini eggs on Monday.

As we continue to read Feedback and collect Bugs, our public Trello board will be updated: https://wrfr.me/3cWj1z1

Railjack Changes & Fixes
  • Fixed not receiving shared loot in Railjack on-foot areas (POIs, Crewships, etc.) if picked up by Necramechs.
  • Fixed being stuck in your Necramech floating in space if you were in a Grineer/Corpus Crewship when it exploded.
  • Fixed a crash that could occur in certain Railjack encounters with range-based auras (Orvin-Haarc, Venus for example).
  • Fixed Tether Battle Mod having max stats at Rank 0.
    • This also fixes stat values increasing and decreasing sporadically in the Fusion screen while upgrading the mod.
  • Fixed Tactical Menu Teleporting while entering Railjack Turret locking Warframe in place after being Teleported and rendering the Turret unusable.
  • Fixes towards Client getting stuck in Archwing Slingshot due to lag.
  • Fixed the new Armaments that were released in Update 29.10.0 not appearing when filtered by house type (Zekti, Vidar, Lavan) at the ‘Configure Railjack’ panel.
  • Fixed the Stanchion Corpus ship missing its engines at the bottom.
  • Fixed old textures appearing on Corpus ships in Proxima regions.
  • Added 14 new chat emotes!
  • Fixed being able to select Sigils as Operator Secondary Face in Appearance options.
  • Fixed script error when Crew member goes into bleed out.
  • Fixed issues of some large caves in Deimos missing fish, despite bait/hotspots, etc.
  • Fixed Voidrig’s Guard Mode only firing 5-6 shots if you hold down the fire button right after activating.
  • More fixes towards Arsenal being inaccessible from the Dry Dock unless there is an Observatory in the Dojo.

Hotfix 29.10.8

March 31, 2021 Forum Post

Corpus Proxima & The New Railjack: Hotfix 29.10.8

Tenno, here is our eighth Hotfix since the Corpus Proxima & The New Railjack with continued fixes & changes as the days progress. While we focus on fixes and functionality, we continue to read and collect feedback in parallel for review and discussion. As we know, Update 30: Call of the Tempestarii is coming April 2021, meaning we’ll be shifting over to a “no Hotfix’ realm in April - we’ll let you know exactly when.

As we continue to read Feedback and collect Bugs, our public Trello board will be updated: https://wrfr.me/3cWj1z1

Railjack Changes & Fixes
  • Fixed inability to earn any Intrinsic points while being in the Necramech/Operator in Railjack missions.
  • Railjack Ability UI (Battle Mods, etc) is now usable when in the Artillery!
  • HUD custom colors now apply to Railjack/Archwing reticles and Railjack enemies!
  • Enemy Crewship Health bar will now disappear as it explodes so players know not to shoot it anymore.
    • Working on a fix for Clients.
  • Adjust the Gox arm aiming speeds to be significantly slowed(purely visually) so the arms do not twitch when attempting to lead a target that has very fast acceleration (eg. Archwing).
  • Fixed ability to use the Tactical Menu Teleporting function to return to your Railjack while inside a Corpus Capital Ship.
    • Players must extract from Corpus Capital Ships in order to successfully complete it. Using the Tactical Menu Teleport isn’t intentional for this scenario, and resulted in failing your mission and an End of Mission screen hardlock.
  • Fixed a functionality loss occurring when attempting to equip a Railjack Crew member if you had a lot of Converted Kuva Lichs.
  • Fixed ability to gain Energy/lose Energy when the Pause Menu is up and the game is paused (Solo mode).
  • Fixed a rare crash that could occur when joining a Railjack mission in progress.
  • Fixed Point of Interest/Loot Dungeons handing out the same rewards when running consecutive Railjack missions without returning to the Dojo in between.
  • Fixed specific scenarios where the Host may not be able to vote if Client chooses the node in Railjack.
  • Fixed Shipkiller Platform continuing to track and shoot the Railjack after mission completion.
  • Fixed Railjack Battle and Tactical callouts not updating when swapping between controller / mouse & keyboard.
  • Fixed (again) Crew Equip, Train, etc options not obeying Menu Scale changes.
  • Fixed some incorrect Steel Meridian aligned Crew idle animations.
  • Fixed specific Kuva Liches having a “Passive” in the Crew Equip screen.
  • Nerfed harmless script error that would occur when flying away from a Defense objective in a Railjack mission.
  • Fixed a script error related to Railjack enemy patrol behaviour.
  • Fixed script error that could occur if you got out of the Railjack Slingshot immediately on entering.
  • Fixed a harmless script error that could occur if you pressed the Dry Dock console at exactly the right moment while the Railjack you were invited to started to launch.
  • Made micro-optimizations to Dojo loading.
  • Made a micro-optimization to the World State Window.
  • Made a micro-optimization to a Crew management interface.
  • Made micro-optimizations to opening the Navigation screen.
  • Made optimizations to Particle Effects that could occur outside the active area.
  • Made a micro-optimization to the code that handles Zephyr's Tornados absorbing damage.
  • You can now buy Market Bundles containing single-purchase items so long as you don't already own every single-purchase item within the Bundle.
    • This fixes inability to purchase a Bundle if you own at least one single-purchase item from it.
  • Zephyr's Tornado will no longer propagate incoming projectile Damage to the player, or friendly allies/agents standing in the vortex.
    • This fixes players/allies taking damage from projectiles by standing in Tornado even when Turbulence is up.
  • Added acquisition tips to Oberon and Ash’s Component Blueprints as they now live in Railjack.
  • More updates to the Chat Emoji faces & Recruiting Emoji!
  • Fixed a bug that would break Exploiter Orb hunts and missing objective text.
  • Fixed a livelock that could occur when visiting extremely complex and highly decorated Dojos.
  • Fixed End of Mission screen becoming stuck on screen when attempting to reconnect with the squad before loading back to the Orbiter.
  • Fixed failing the Assassination Bounty Bonus on Plains of Eidolon if you drew the target out in less than a minute but didn't kill him until after a minute.
  • Fixed Modular items rankup not being tracked in the Profile properly.
  • Fixed World State Window (above Navigation) showing events that had recently completed (within 2 hours).
  • Fixed Pet Companions being overly fixated on finishing combat before they are capable of switching to follow/teleport behaviors.
  • Fixed crashes that could occur in script code involving a certain pattern.
  • Fixed new Emotes not displaying in the ingame Market when searching for ‘Emote’.
  • Fixed the skybox for Europa being full of visible square holes.
  • Fixed a script error when Xaku’s Passive triggers.
  • Fixed a script error when casting Atlas’ Tectonic.
  • Fixed a script error that could occur if someone shot into Zephyr's Tornado right as the Zephyr respawned.
  • Fixed a harmless error that would occur at various stages in the Silver Grove Quest.

Hotfix 29.10.7

March 26, 2021 Forum Post

Our team is working on continued fixes of all kinds for our sixth Hotfix since Friday’s release. While we focus on fixes and functionality, we continue to read and collect feedback in parallel for review and discussion.

As we continue to read Feedback and collect Bugs, our public Trello board will be updated: https://trello.com/b/K34ACrAu/pc-update-29100-bug-feedback-tracking

Railjack Changes & Fixes
  • Fixed functionality loss when failing the Falling Glory node.
  • Fixed inability to Mod your Plexus until you own a Railjack.
    • The intended flow here is when you complete The Archwing Quest and are awarded your Plexus, you can Mod it and join others on their Railjack missions to help out until you get yourself a Railjack. You’ll now be able to Mod it, but won't be able to see Railjack stats unless you actually own one, as the Plexus doesn’t have any Railjack data to pull from yet.
  • Fixed the reward script for Grineer Railjack Missile Platforms and Shipkiller Platforms firing up to 7 times for one completed Point of Interest. Visually the reward popup UI only appeared once, but then later on at the End of Mission screen you would see a reward duplication up to 7 times in some cases.
  • Fixed Railjack remaining invulnerable when ‘Aborting to Dry Dock’ inside the Capital Ship airlock and launching a new mission.
  • Fixed a few more cases of Onslaught Matrix/Protective Shots Mods stacking.
  • Fixed attempting to search for a Mod in the Plexus by using the Left Stick on a controller not activating the search bar.
  • Fixed newer Corpus Railjack Armament Wreckage reward UI not doing the fancy left side “slide out” notification when picked up.
  • Fixed a script error that would occur when entering Railjack loading tunnel and leaving certain types of Corpus hazards behind.
  • Fixed a script error occurring when attempting to pilot an enemy Crewship.
  • Improved load-times in Railjack missions and optimized memory usage.
  • Mod Linking a loadout that has no Mods equipped will now display an error message.
  • Fixed a crash that could occur when leaving an Exiums' Aura.
  • Fixed a crash related to Host migrations.
  • Fixed getting stuck as the Operator with no Abilities or movement after dying in a Necramech as a Client.
  • Fixed Kubrodon Echo Lures and Pheromone Synthesizer not appearing in Conservation wheel on Orb Vallis.
  • Fixed Necramech Summon not refreshing it’s cooldown after summoning a Necramech that has died as a Client.
  • Fixed Revenant Enthralled Mitosids permanently remain friendly after split, which can result in a Deimos Bounty progression stop.
  • Fixed Lavos and Xaku custom ability HUD overlapping Melee Combo Counter when dual wielding.
  • Fixed a script error when browsing through your Color Palettes when customizing the HUD Colors.

Hotfix 29.10.6

March 25, 2021 Forum Post

Our team is working on continued fixes of all kinds for our sixth Hotfix since Friday’s release. While we focus on fixes and functionality, we continue to read and collect feedback in parallel for review and discussion.

As we continue to read Feedback and collect Bugs, our public Trello board will be updated: https://trello.com/b/K34ACrAu/pc-update-29100-bug-feedback-tracking

Railjack Changes & Fixes
  • Fixed progression stop when attempting to do Railjack missions in succession, which resulted in main mission objectives not spawning.
  • Potential fix for never ending Railjack space tunnel when loading a Railjack mission from the Dojo with slow hard drives.
  • Fixed receiving the Corpus “Loot Cave” rewards when using the ‘Return to Dojo’ option without actually completing the mission.
  • Fixed a functionality loss when activating the Railjack Forge while in Zephyr’s Tail Wind Hover.
  • Forge context action will now be hidden while your Hovering.
  • Fixed Crew doing way more than 27% extra damage when using Worm's Torrent, Granum's Nemesis, or Sentient Scalpel Mod.
  • Fixed Onslaught Matrix/Protective Shots Mods stacking when you repeatedly equip it in the Plexus.
  • Fixed Railjack Mod rewards appearing cut off in the End of Mission screen.
  • Fixed a script error when using the Archwing Slingshot.

Hotfix 29.10.5

March 24, 2021 Forum Post

Our team is working on fixes of all kinds for our fifth Hotfix since Friday’s release. While we focus on fixes and functionality, we will be reading and collecting feedback in parallel for review and discussion.

As we continue to read Feedback and collect Bugs, our public Trello board will be updated: https://trello.com/b/K34ACrAu/pc-update-29100-bug-feedback-tracking

Railjack Changes & Fixes
  • Added a new Railjack ‘Wear & Tear’ slider to the Customizations options for the interior! Similar to the Wear & Tear slider for the exterior of the Railjack, this slider adjusts the level of erosion that the interior reflects. In addition, we’ve added a coloring option for the exposed metal erosion (similar to the Orbiter Interior Wear & Tear)!
  • Railjack Pause menu now offers a "Return to Dojo" option that returns you to the Dry Dock instead of "Abort Mission" which would rudely kick you straight back to your Orbiter.
  • Added respective Kuva Lich ability information to the Kuva Lich details tooltip and the Crew selection screen Lich tooltip.
  • Updated various Capital Corpus Ships Missile Volley effects to be more Corpus-y.
  • Fixed crashes related to enemy Crewships.
  • Fixed a Railjack mission join-in-progress crash.
  • Fixed a crash in the Tactical Menu when the spectated player disconnects.
  • Fixed a rare crash if you had Corpus Ice Sleds and Boarding parties happen at the same time.
  • Fixed End of Mission screen getting stuck if you left a Railjack Defense mission and travelled directly to another Railjack mission (i.e. didn't return to Dry Dock in between).
  • Fixed the Corpus Capital Ship entrance door context action disappearing if you didn’t make it before Cy started his airlock countdown. This resulted in other squadmates being unable to enter the Capital Ship after the countdown - they can now come join the party!
  • Fixed getting teleported back to the Railjack during Cys airlock countdown in the Capital Ship.
  • Fixed Clients unable to Pilot the Railjack if the Host is Piloting it while they join-in-progress.
  • Fixed Clients unable to vote for the next Railjack mission after just completing a Railjack mission.
  • Fixed Client Railjack Ammo not receiving full ammo load at mission start if you launch a Railjack mission from Orbiter as a squad.
  • Fixed when Hildryn exits and re-enters the Railjack with Larkspur equipped as her Archwing Weapon, the max Artillery/Missile count will increase by 300, allowing the accumulated missiles to increase past their intended cap.
  • Fixed players without a Railjack being able to launch Railjack missions from Orbiter Star Chart.
  • Fixed cases of Crew member transmissions getting mixed on for Crew members of the same Syndicate alignment.
  • Fixed the ‘Reset Defaults’ button on the Crew appearance screen not resetting the equipment and only resetting the color.
  • Fixed Crew attachment selection being inconsistent for second chosen limb (Right Arm after Left Arm, etc).
  • Fixed Red Veil aligned Crew members not holding their daggers in the Crew selection screen.
  • Fixed Crew Equip, Train, Equip etc options not obeying Menu Scale changes.
  • Fixed Railjack Plating not being indicated as equipped which can lead to accidentally Scraping it. As reported here: https://forums.warframe.com/topic/1253287-update-29100-bug-hunting-megathread-read-first-post/page/27/?tab=comments#comment-12082170%0A
  • Numerous Chat Emojis have received a face lift! In addition, new Emojis are here:
    • Crazy, Eyes, Peace, StarEyes, SweatSmile and Wave.

Optimized hitches out of nuerous Railjack missions

  • When linking an owned Veiled Riven Mod it will now be displayed as ‘Veiled [type] Riven Mod’ to distinguish it from linking the base Riven Mod type.
  • Fixed Acolytes not spawning in Uranus Steel Path missions.
  • Fixed Necramech Exalted weapon (Arquebex, Iron Bride) Affinity gained not appearing in the End of Mission screen (visual UI bug only).
  • Fixed selection discrepancies when switching the Inbox sorting option from ‘Attachments’ to ‘Recent’.
  • Fixed a script error that could break Zephyr's Tornado.
  • Fixed Zephyr’s Dive Bomb Damage increase applying to Conclave.

Hotfix 29.10.4

March 23, 2021 Forum Post

Our team is working on fixes of all kinds for our fourth Hotfix since Friday’s release. While we focus on fixes and functionality, we will be reading and collecting feedback in parallel for review and discussion.

As we continue to read Feedback and collect Bugs, our public Trello board will be updated: https://trello.com/b/K34ACrAu/pc-update-29100-bug-feedback-tracking.

Railjack Changes & Fixes
  • Moved Crew member VO upon Hire to play when you equip them for your team as opposed to when you initially Hire them from Ticker to have them not get drowned out or cut off.
  • Fixed a crash that could occur if the level changed while having the Dojo Room Selection or Railjack Tactical Menu open.
  • Fixed crashing when entering a Wormhole on Pluto.
  • Fixed crash when using certain Warframe Abilities during Dry Dock transition.
  • Fixed Affinity from Railjack missions can be reapplied by enter/exiting Free Flight.
  • Fixed Crew members being invisible for Clients if they joined-in-progress while they were in Turrets. Also fixed Clients joining-in-progress and not being able to get into Turrets after ordering the Crew member out of the Turret.
  • Fixed Plexus missing from your Profile stats.
  • Fixed Client's Railjack colors getting overridden by Host's when using the Railjack Dry Dock consoles.
  • Fixed a script error related to Capital Ship spawning.
  • Fixed a rare livelock that could occur when loading into a new level.
  • Fixed becoming stuck outside your body while in the Orbiter if you visit certain menus in a specific order.
  • Fixed Vauban’s Vortex no longer sucking enemies in.
  • Fixed cases of Duplicate Protection logic not working for some Nightwave Rank up rewards.
    • We’ve also made the tooltip on reward hover more clear that you’ll receive Nightwave Cred as compensation.
      • We're looking into compensation options - stay tuned.
  • Fixed inability to re-enable Energy gain from Energizing Dash after leaving Zephyr’s Tail Wind Hover via Operator.
  • Fixed Interception, Kuva Siphons, and Void Fissure objective UI indication missing from the HUD.
  • Fixed ability to obtain the Verglas Sentinel Riven from a Rifle Riven Mod as opposed to the intended Companion Weapon Riven Mod.
  • Fixed the Oscira Syandana, Pulchranopsis Syandana, and the Avia Prime Syandana being misaligned on the Zephyr Harrier Skin.
  • Fixed Excalibur being on display instead of Xaku when viewing the Xaku Collection in the Market.
  • Fixed Defense alarm repeating playback on each Defense wave. Defense alarm sound will now only play when the Defense objective is activated the first time.

Hotfix 29.10.3

March 23, 2021 Forum Post

Railjack Changes & Fixes
  • Added new objective marker icon for Optional Railjack objectives to help differentiate them from core mission objectives.
  • The Railjack Tactical Menu teleport markers now display their respective location names (Bridge, Forge, etc).
  • Reduced the exploding FX alive time for the Crewship interior to prevent possibly leaking FX and constant screen shaking.
  • Increased camera zoom and rotations on the Corpus Crewship.
  • Fixed rare DirectX 12 crash occurring when viewing the Intrinsics screen.
  • Fixed a rare crash related to loading into a Railjack mission and a Crewship spawned.
  • Fixed crashing upon having Crew members Repair at the same time that the Railjack reaches Critical Breach failure.
  • Fixed a crash occurring when using the Archwing Slingshot.
  • Fixed crashing during the Railjack space loading tunnel.
  • Fixed a functionality loss that could happen if the player aborted mid-mounting of a Turret.
  • Fixed Corpus Gox and Weaver Railjack enemies not dropping their Wreckage rewards if killed by the Railjack. If Gox was killed by a player in Archwing the reward was given successfully.
    • This also fixes the actual reward drop not having the proper purple marker.
  • Fixed Onslaught Matrix stacking when you repeatedly equip it in the Plexus.
  • Fixed Ordnance and Forward Artillery becoming locked up and not firing due to Fire Hazards on the Railjack.
  • Fixed Client Railjack Ammo not receiving full ammo load at mission start if you launch a mission from the Dojo
    • Not yet resolved for launching a mission from the Orbiter.
  • Fixed double Host migrations resulting in the remaining players to be teleported to the Capital Ship as the Operator.
  • Fixed Channeled Warframe Abilities (Oberon’s Renewal, etc) gaining Energy through Energy regeneration through Zenurik Energizing Dash or Energy Siphon. As per the norm, Energy regeneration is blocked if you are Channeling an Ability.
  • Fixed Forward Artillery parts disappearing when mounted.
  • Fixed Carcinnox, Cryophon, and Laith shooting with about half the frequency of its potential when manned by a Crew member.
  • Fixed being in your Necramech when Transferring to your Operator right as you exited the Railjack.
  • Fixed Railjack piloted by a Crew member staying stationary in Multiplayer if some players are on the Railjack and others are outside
  • Fixed Railjack Crew members still talking after they’ve died.
  • Fixed ability to activate Railjack Battle Mods while in the space loading tunnel.
  • Fixed Railjack stats using the wrong Damage types when equipped with the Orgone Tuning Matrix.
  • Fixed some Crew members aligned with Perrin Sequence having their default Bo weapon sticking through their body.
  • Fixed the Tactical Menu Crew Role selection not filling the screen when using reduced Menu Scale.
  • Fixed Crew role option appearing for Kiva Lich crewmates in the Tactical Menu.
  • Fixed Railjack Turrets not showing dynamic Energy cost for Battle Mods.
  • Fixed Railjack node ‘Arc Silver’ missing the small diamond marker in the Star Chart.
  • Fixed missing UI when 2 different Railjack objectives are happening at the same time.
  • Fixed Research 'prerequisite' label not being localized.
  • Fixed a script error that would occur when entering the Railjack space loading tunnel and leaving certain types of Corpus hazards behind.
  • Fixed a script error when attempting to pilot an enemy Corpus Crewship.
  • Fixed a rare script error occurring when returning to the Dry Dock as a Client.
  • 2 new Kuva Lich personalities have snuck their way into the game ahead of schedule! Enjoy these new taunts, introductions, and general Lich insults from your next 2 besties!
    • Also fixes incorrect subtitles for some Kuva Lich barks.
  • Removed Thai localization option from the Launcher - it will be live when it’s ready!
  • Made a micro-optimization to Affinity notifications.
  • Fixed becoming stuck on the End of Mission screen after a mission due to Host/Client attempting disconnects at the same time.
  • Fixed a few rare DirectX 12 crashes.
  • Fixed a crash that could occur when Alt-Tabbing out of the game during a Sanctuary Onslaught mission.
  • Fixed a crash that could occur after completing a Bounty.
  • Fixed Necramech Exalted weapon (Arquebex, Iron Bride) not accumulating Affinity.
    • Still investigating said Affinity not appearing in the End of Mission screen (UI bug).
  • Fixed Codex scans not registering if you had a Vulpaphyla/Predasite equipped.
  • Fixed the Bubonico having extra large projectiles if they hit scaled up enemies (Exploiter Orb).
  • Fixed inability to Trade the Athodai Blueprint and its components.
  • Fixed inability to Trade the Nautilus Blueprint.
  • Fixed jagged edges on the Zephyr Harrier Skin.
  • Fixed the Sortie ‘Missions Completed’ counter in the World State Window not functioning correctly.
  • Fixed Bonus Void Trace icon in the Void Fissure Reward selection screen being tinted the wrong color.
  • Fixed the chosen Energy color not applying properly to double jump/bullet jump/etc FX.
  • Fixed greeting dialog for Hai-Luk, Suumbaat, Nakak and Teasonai following the player when leaving the merchant instead of playing positionally.
  • Fixed some sounds continuing to play when closing Nightwave dioramas quickly after opening.
  • Fixed volume levels being held down too long after leaving the Arsenal menu.
  • Fixed a script error that could occur when joining a someone doing the Mask of the Revenant Quest.
  • Fixed a script error if a Kuva Lich tried to play his "fear of space travel" reaction outside of a mission.
  • Fixed a likely harmless script error that could occur after defeating the Exploiter Orb.

Missed Fix from Hotfix 29.10.2:

  • Fixed respective Railjack node not unlocking after completing the Arc Silver Defense node.

Hotfix 29.10.2

March 21, 2021 Forum Post

Railjack Changes & Fixes
  • Made numerous fixes to Corpus Railjack Defense missions:
    • Fixed cases of not receiving Defense mission rewards in Corpus Railjack.
    • Fixed “loot dungeon” rewards not being earned if you grabbed them after completing the Defense objective.
    • Fixed cases of not seeing the rewards banner after a successful Defense gameplay.
    • Fixed inability to leave the Defense mission after you’ve extracted and were back in "Free Roam" mode.
    • Fixed an endless loading screen when attempting to pick a new Railjack node after selecting to extract the Defense mission.
      • Missed Fix from 29.10.1.
    • Swapped VIDAR REACTOR MK I to MK III to VIDAR SHIELD ARRAY MK I to MK III in Pluto Defense rewards.
  • Removed the ability to migrate from Dojo to Relay otherwise the squad can split leaving Host in Dry Dock and Client in loading space tunnel.
  • Fixed a crash that could occur when boarding the Railjack from Archwing.
  • Potential fix for a crash that could occur when mounting or dismounting the Railjack Turrets as a Client
  • Fixed not being teleported into the Capital Ship when using Tactical Teleport via Tactical Map.
  • Fixed ability to fly Corpus Crewships out of the Railjack level.
  • Fixed Railjack Armament FX when in Turret mode.
  • Fixed Vacuumed Resources by the Railjack appearing very large when viewed from the Turret.
  • Fixed all Ordnance Armaments having the same Ammo capacity.
  • Fixed Corpus Railjack lightning storm sound triggering more than once.
  • Fixed Nekros resurrecting Gox enemies when using Shadows of the Dead.
  • Fixed a script error that could occur in rare cases when flying a Railjack to a Dojo Dry Dock.
  • Fixed a harmless script error that would occur if you were using Wisp's Sol Gate during the Railjack loading space tunnel.
  • Fixed a harmless script error that would occur if you were using Volt's Speed during the Railjack loading space tunnel.
  • Fixed a couple script errors that resulted in the Tactical Map locking up.
  • Fixed a script error when starting the Capital Ship objective.
  • Removed unreleased Requiem Mod - will return when it’s ready!
  • Fixed that the Gladiator Set Mod bonus had inadvertently returned to the old additive method. Changed back to the intended stacking multiplier.
  • Fixed inability to Chat Link Primed Chilling Grasp.
  • Fixed switching from Alerts tab to Steel Path Incursions tab resulting in the first Incursion window being blank.
  • Fixed a script error if you had Steel Path Incursions tab selected in the World State Window, then set the Star Chart back to normal, then tried to toggle WSW tabs with L/R trigger on controller.
  • Fixed overlapping UI text in the World State Window. As reported here: https://forums.warframe.com/topic/1253287-update-29100-bug-hunting-megathread-read-first-post/?tab=comments#comment-12077071
  • Fixed incorrect ingame Market icon for the "Glaives Upper Back Holster".
  • Fixed a script error when casting Zephyr’s Tail Wind.

Hotfix 29.10.1

March 19, 2021 Forum Post

Hotdropped live:

  • Fixed Mastery test rejecting your rankup request due to refunded Intrinsic points not being accounted for properly.

Railjack Changes & Fixes
  • Added a new Profile > Railjack option that now holds Board Railjack, Intrinsics, and Plexus menus.
  • Added spawn/despawn sounds to "On Call" Crew.
  • Added clarifying information to the Scouring Warheads and Waveband Disruptor Mods to indicate their respective equippable weapons (Ordnance for Warheads and Turret for Waveband).
  • Added clarifying information to the Command Intrinsic Rank 8 that Kuva Lich Crew members are Defenders only (at least, uh, for now. We’re reading the feedback).
  • Replaced Tactical Map ‘Issue Order’ button for Crew mates with a visual button to promote visibility and quicker accessibility.
  • Tweaked Cephalon Suda Crew member animation FX and emissives to reflect their style.
  • Removed newly retired Dirac from Sentient and Orokin Containers and replaced it with Endo.
    • We’ll be looking to run a script to swap said Resources for those that got some. Will update at a later date after we check some more places just in case!
  • Improved objective marking for Corpus Capital Ships to not show 24/7.
  • Fixed functionality loss when Archwing Slingshotting through a Wormhole on Pluto.
  • Fixed a crash that could occur in the Crew screen.
  • Fixed a crash when attempting to return to a Railjack mission with Crew members after the game disconnected.
  • Fixed a crash related to applying upgrades while in a Railjack mission.
  • Fixed missing enemy spawns when traversing to a Veil Proxima node after completing a Corpus Proxima mission.
  • Fixed Host migration breaking Corpus Capital Ship objectives.
  • Fixed the left most Crew members ‘Appearance’ button not functioning at its best.
  • Fixed Kuva Lich Crew members having misaligned Kuva Bramma arrows.
    • Also fixes for non-Crew Kuva Liches.
  • Fixed wonky Tactical Map Kuva Lich role icon.
  • Fixed incorrect controller button callout for Crew role selection in the Tactical Map.
  • Fixed Derelict Freightlinker timers/objectives displaying for squadmates that are outside of the Freightlinker.
  • Fixed Necramech triggering Defense alarm sounds every time they come into proximity of the Defense objective.
  • Fixed some Corpus Railjack enemies not attacking the Defense target.
  • Fixed Corpus Cannon Batteries on Ice Mines unable to fire throughout their whole range of motion.
  • Fixed Archwing Slingshotting towards a Corpus Crewship resulting in either entering the Crewship with your Archwing equipped or going directly through the ship.
  • Fixed Crew members not spawning with a 'default' weapon when used in regular missions via the Crew On Call gear item.
  • Fixed Critical Breach muffled sound overlay persisting if you venture out of the Railjack.
  • Fixed the Critical Breach muffled sound overlay persisting permanently for the duration of the mission if the Repair is done while you’re outside the Railjack.
  • Fixed Female Crew members using Male portrait icons when previewing Crew members in Dry Dock screen.
  • Fixed a script error when selecting to ‘Auto Install’ in the Plexus with no Primary weapon equipped.
  • Fixed a script error occurring if you happened to hover over the Crew Skills button in the Training screen at the same moment you backed out.
  • Fixed a script error that could occur if you were dismounting a Turret at the exact moment you entered a loading tunnel.
  • Fixed a script error when customizing Railjack Crew suit colors.
  • Fixed a script error that could occur when aborting or failing a Railjack mission.
  • Fixed a script error that would occur when entering a loading tunnel and leaving certain types of Corpus hazards behind.
  • Fixed a script error when using an On Call Crew member at the exact moment you died.
  • Fixed missing combat music during the Lephantis boss fight.
  • Also fixes missing attack vocals + several improvements to the audio during this fight.
  • Swapped tap/hold mention in Zephyr Tornadoes ability description.
  • Fixed inability to complete a Junction due to persisting black screen upon load in.
  • Fixed Rising Tide progression stopper where the Quest failed due to new auto-complete Rising Tides Quest when Railjack is received.
  • Fixed a crash during the Chains of Harrow Quest.
  • Fixed a crash that would occur if you used a real dual-core with no hardware threads and DirectX 12.
  • Fixed a crash that could occur when Imbuing Lavos with Magnetic when he was already Imbued with Magnetic.
  • Fixed enemies in Mastery Tests spawning with random unintended levels.
  • Fixed idling Condrocs in Cetus having see-through wings.
  • Fixed script error that could occur if you angered a Kuva Lich that had a fear of Space Travel.
  • Fixed a script error in the Orb Vallis that could occur if a Radiation Status Affected player stood next to a container to Capture it.
  • Fixed a script error when starting up a Kuva Lich controlled mission with a squad.
  • Fixed a harmless script error if the gates to Cetus closed at exactly the same time as a Teralyst did a smash attack
  • Fixed a harmless script error that could occur in the Heart of Deimos Quest.
  • Fixed a script error occurring when the Helminth talks to you.
  • Fixed a script error when casting Zephyr’s Tornadoes.
  • Fixed a script error when casting Equinox’s Mend & Maim.

Update 29.10

March 19, 2021 Forum Post - Railjack Retrofit

Railjack Retrofit

Corpus Railjack has arrived, Tenno. As we continue down our “ship what we’ve shown” path, we’ve finally arrived at Corpus Proxima! While reviewing the current state of Railjack as we worked on Corpus Proxima, we knew we needed to rework what we had in addition to adding new content. Introducing: Railjack Retrofit! Our initial 2019 Empyrean venture was a daring leap into space, but as we aimed for Lua there were some missteps. Our initial vision to provide a fresh new gameplay experience progressed into being overly complicated with an unnecessarily high barrier to entry. This Corpus Proxima & The New Railjack Update aims to simplify the Railjack experience for new and returning players. We encourage you to take your time as you dive back in - a lot has changed! And if you’re new to Railjack, welcome. It’s the perfect time to start.

As you’ve probably guessed, Corpus Proxima & The New Railjack is a Mainline Update! In usual Mainline fashion, some unreleased things may slip through the cracks and potentially cause some bumps. Please let us know if you spot anything by reporting in our threads!

You’ll be able to report feedback (or bugs) here:


Or, take a birds-eye-view look in our new Update board: https://trello.com/b/K34ACrAu/pc-update-29100-bug-feedback-tracking


The Corpus Railjack Update is here! This Update brings you a full Corpus Railjack experience with brand new regions and Points of Interest to explore.

New Corpus Proxima Regions

Robots and Crewmen are taking to the skies and have greatly expanded the Proxima Star Chart - three new planets (Venus, Neptune and Pluto Proxima) will introduce new enemies, new Points of Interest and more. There will also be the most difficult missions for Corpus Railjack added to the Veil Proxima.

The types of missions available are now more diversified, in our efforts to further combine the Railjack experience with regular Warframe gameplay.

Some of these new mission types will already be familiar - classic Defense and Exterminate modes will occasionally be the main objective of a Railjack mission. Fight your way into the capital ship as a team, and extract back to Railjack upon completion.

If it’s loot you’re after, those greedy Corpus in the Corpus Proxima have many secrets to explore! Leave no container unopened, no vessel untouched, no enemy unbothered!

Each Corpus Proxima mission has structures for keen Tenno to explore and loot. Happy hunting!

Ice Mines: Neptune Proxima

Derelict Freightlinker: Pluto Proxima and Veil Proxima

Orokin Shield Derelict: Venus Proxima

We have also added two new mission types!

The first, known as Orphix, will be familiar to anyone who played the Orphix Venom event - take down the Sentient invaders, making use of Operators and Necramechs to circumvent the nullifier pulse fields. Similar to the Operation, if you do not own a Necramech of your own there are downed Necramechs available in mission for you to use. Instead of earning event currency, these missions can reward Arcanes, offering an alternative to Eidolon capturing squads. Orphix nodes will be locked if you have not completed the Second Dream due to heavy spoilers!

The second is known as Volatile! This completely new Mission type will offer the means to sabotage a Capital ship. Help Cephalon Cy from the inside by making use of the environment to cause a Reactor failure, while fighting off Engineers who can stop you!

A full list of rewards can be found on our public PC droptable site: [https://n8k6e2y6.ssl.hwcdn.net/repos/hnfvc0o3jnfvc873njb03enrf56.html warframe.com/droptables

Here is a list of other rewards found within Corpus Railjack:

  • Carmine Penta
    • A special variant of the Penta grenade launcher, featuring a higher fire rate and doubled magazine size.
      • Find the Carmine Penta Blueprint and Components on new Corpus Railjack Derelict Freightlinkers!
  • Athodai
    • Reverse-engineered from propulsion tech to pack a serious kick. Headshot kills trigger Overdrive, locking off secondary functions while maximizing your fire rate and ammo efficiency for a short time.
      • Find the Athodai Blueprint and its respective parts on new Corpus Railjack Orokin Shield Derelicts!
  • New Rifle Mod: Internal Bleeding
    • Impact Status Effects have a 35% chance to apply a Slash Status Effect (x2 when Fire Rate is below 2.5).
      • Find the Internal Bleeding Mod on new Corpus Railjack Derelict Freightlinkers, Ice Mines, and Orokin Shield Derelicts!
  • New Pistol Mod: Hemorrhage
    • Impact Status Effects have a 35% chance to apply a Slash Status Effect (x2 when Fire Rate is below 2.5)
      • Find the Hemorrhage Mod on new Corpus Railjack Derelict Freightlinkers, Ice Mines, and Orokin Shield Derelicts!
  • New Warfan Stance: Votive Onslaught
    • Precise, focused arcs and cuts not hampered by pity.
      • Find the Warfan Stance on new Corpus Railjack Derelict Freightlinkers, Ice Mines, and Orokin Shield Derelicts!
  • New Nautilus Sentinel
    • With ‘Auto Omni’ and ‘Cordon’ as default Precepts, this Sentinel is the ideal companion for long voyages aboard a Railjack.
      • Find the new Nautilus Sentinel Blueprint and Components in new Corpus Railjack Ice Mines!
  • Nyx Prime, Hikou Prime, and Scindo Prime Relics
  • Valkyr Prime, Venka Prime, and Cernos Prime Relics
    • We’ve permanently Unvaulted Nyx/Valkyr Prime and their accompanying Prime weapons in Corpus Railjack! Find their Relics in new Corpus Railjack Derelict Freightlinkers, Ice Mines, and Orokin Shield Derelicts! As well as in Grineer Point of Interest rewards!
  • Warframe Arcanes in Rotation C (i.e every 12 Orphix) of Orphix gamemode in Corpus Railjack (max 36 Orphix).
  • Ash and Oberon have been added to Railjack rewards! Oberon Component Blueprints can be found in Grineer Railjack Point of Interest and Skirmish Bonus reward tables, and Ash Component Blueprints can be found in Corpus Railjack Defense mission rewards.
    • We’ve permanently removed Ash and Oberon Blueprints from Eximus and Manic drop tables respectively. We did this to connect Railjack to some more ‘core Warframe’ style rewards, and make their acquisition more straightforward for matchmaking purposes.

Corpus Missions & Points of Interest Feedback Megathread: https://forums.warframe.com/topic/1253291-update-29100-corpus-missions-points-of-interest-feedback-megathread-read-first-post/


With new Proxima regions unveiled come new Railjack enemies of the Corpus variety! Corpus Proximas are loaded with special units engineered to withstand the outer limits of the Star Chart, and also bring you down.

Each Corpus Proxima has identifiable units:

Venus Proxima: TARO

Neptune Proxima: AXIO

Pluto Proxima: VORAC

Veil Proxima (Corpus nodes): ORM

Arm your Railjack to fend off HARPI attack fighters armed with rapid-fire plasma cannons, WEAVER fighters who spin and launch target-seeking globes of highly-charged plasma, BASILISK fighters with tracking turrets that deliver focused bursts from its energy beam, and many more!

Storm Capital Stanchion ships to battle ATLOC RAKNOIDS upgraded with a thorax-mounted missile launcher, VAMBAC special units equipped with proximity-grenade launcher, CULVERI MOAS armed with a high-intensity thermal beam, the Corpus Proxima Elite AURAX units, and many more!

Hijack enemy Corpus Crewships to take control of not only flight, but also their Missile Swarm firepower!


Ticor Plate

High-density alloy armor plating used in the construction of offensive spacecraft.

This resource is a catch-all essential Forge Resource for Tenno! Ticor Plate can be fed to Helminth for Bile.


We are removing 6 Railjack Resources from drop tables:

  • Pustrels
  • Copernics
  • Trachons
  • Kesslers
  • Bracoid
  • Fresnels

We wanted to reduce the number of Resources we introduced in our original Railjack launch. They'll remain in your Inventory as we’ll be looking at possibly reintroducing them at a later date. All Blueprints that required these items have been updated to reflect viable Resources, and respective drops have been swapped to Ticor Plate where appropriate. These Resources have also been removed from Helminths Bile Feeding menu. If you spot any mentions of these Resources that we might have missed please let us know!

For Tenno who have partially contributed these Resources to Wreckage, the percentage of your contribution will be honoured for the Resource that replaces it. Ex: If you contributed 60% of the needed Copernics for a Carcinnox, that 60% contribution will be carried over when the Blueprints are updated.

Additionally, we are taking this opportunity to simplify Forge recipes to reduce the variety of resources needed. All forgeable items will require some combination of:

  • Ticor Plate
  • Titanium
  • Cubic Diodes (Corpus Proximas)
  • Carbides (Grineer Proximas)


  • With ‘Auto Omni’ and ‘Cordon’ as default Precepts, this Sentinel is the ideal companion for long voyages aboard a Railjack.

Find Nautilus in the Market for Platinum or its Blueprint/Components in Corpus Railjack Ice Mines!

Auto Omni Precept Mod

  • Nautilus has 100% chance to repair nearby Railjack Hull damages and extinguishes fires on Railjack. Cooldown: 20s

Cordon Precept Mod

  • Nautilus forces enemies within 30m of the target into clusters for easier targeting. Cooldown: 15s

Both the Auto Omni Precept and Cordon Precept Mod are automatically given when Crafting or purchasing the Nautilus Sentinel!

Railjack Retrofit!

What’s Changed:

Warframe has several key strengths that have helped it stand the test of time in the world of video games. One of these strengths is a sense of “flow”; blade and gun blend together, and mission objectives are clear, challenging reflexes and awareness. From your first foray into the Star Chart, mission progress flows into Junction progress, leading to Questlines and other systems opening up naturally.

Enter Railjack. Technology from the Old War that when wielded today, could take all of Warframe’s combat to Orbit. We tried many things that were different from the norm. While some elements did offer a unique spin on the existing formula, it was not for everybody, and many complaints cited the amount of separation from the main game as a negative. And we agree. To quote the venerable Cephalon Cy: We have work to do.

As we revisit Railjack in 2021, our overall goal is to simplify these points of friction, better integrating Warframe’s signature “flow”. This flow has evolved over the years for core Warframe, thanks in no small part to our continuous overhauls and revisits. From ‘Bullet Jumping’ to ‘The Sword Alone’, our path is rarely straight forward. If any Tenno out there chose to customize their Railjack Ship and name it ‘Theseus’, you may be onto something.

What is ‘The New Railjack’? The name is deceivingly simple. The depth will be explored in this workshop below, indexed by the way you will interact with it.

Here is a list of scripts / account changes happening on Login, with further information below:

List of Player Account scripts and revisions:

1) Give player the new Plexus if they own an Archwing, otherwise this is given out on Archwing Quest completion!

2) Give player an 'Early Adopter' bundle based on one of 3 criteria outlined below!

3) Give Clan a commemorative Statue if they have a Dry Dock!

4) Turn all Dirac into Endo

5) Turn all Dirac invested in Avionics Grid into Endo

6) Turn all Avionics into Mods

7) Remove all obsolete Mods and turn into their Replacement new ‘Plexus Aura’ Mods, and other retired mods into Endo

8) Turn all player’s Tier I, II, and III Reactors into Reactors with new attributes as per new designs

Tier 1 - 20-40% manufacturer specialty

Vidar: Range

Lavan: Duration

Zetki: Strength

Tier 2 - 50-80% manufacturer specialty

Vidar: Range

Lavan: Duration

Zetki: Strength

Tier 3 - 40-60% manufacturer specialty and 20-40% secondary property

Vidar: Range, Duration

Lavan: Duration, Strength

Zetki: Strength, Range

9) Turn all mentions of ‘Flux’ related Subroutines into new Subroutines.

10) Reset all Intrinsics to 0, players must Re-Spec!

1. What will happen on login?

More Accessible
Avionics to Mods

Meet The ‘PLEXUS’
Dirac to Endo
Intrinsics 2.0 - Re-spec your Intrinsics!
Command Intrinsic

New Railjack Component: Plating

Wreckage Cost Changes

Early Adopters

Streamlined Matchmaking (obey normal rules!)

2. What’s different in missions?

New Railjack Layout (smaller interior).
Stamina is gone!

Forge and Individual resource pools


Battle Mods
Malfunctions and Hazards

Unified Damage Types

Node changes

3. What Comes Next?

Void Storms and Relics!
Update 30: Call of the Tempestarii

1. What will happen on login?

More Accessible:

First thing’s first: if you have yet to build your Railjack as part of the Rising Tide Quest, the cost of ship components and the time it takes for each one to build has been dramatically reduced (the difference in cost will be part of our early adopter compensation below). Simply put: less Grind.

If you’d rather just jump straight into the action, a fully built Railjack will also be available through the in-game Market for Platinum in the new Railjack category (must have an Archwing to purchase). The Rising Tide Quest will automatically be completed if a Railjack is purchased from the in-game Market - you can replay the Quest at any time in the Codex! Maybe you’ve noticed a pattern - when we released Necramechs, we didn’t sell them for Platinum at launch either. Their Market appearance came many months later with Orphix Venom. It’s almost paradoxical that as a Free to Play game we don’t put these new items in the Market. There really isn’t a good reason, either, and players really have made it clear they’d like the option to buy new items with Platinum -- whether bought or traded. And now the option is there.

For those who prefer the free path, they can enjoy a shorter wait and less Resources to build their own Railjack!

Avionics to Mods:

Now let’s talk AVIONICS. Before you even think of departing, you’ll want to revisit your Railjack’s Avionics, which have been redone as... Railjack MODS!

That’s right, Avionics are no more. This entire system has been completely overhauled, including Avionics being turned into regular Mods, so everything has been unequipped and reset. Gone are the days of upgradeable Grid slots, and praying that your Host’s Railjack has the Avionics you want to use. In fact, you aren’t even equipping things on the Railjack itself anymore...

Meet the ‘PLEXUS’

Instead, Tenno will have a “PLEXUS” that they bring with them into every Railjack mission, carrying the three types of Avionics you are familiar with. Battle/Tactical Mods remain the same, but are personal to you, being available on any Railjack you board. Integrated Mods will be separated much like Warframe mods: Personal Mod slots that only benefit you, and Aura Mods that benefit the Railjack and your entire squad. Aura Mods for the Plexus will simply go in the designated Aura slot, similar to how Modding your Warframe works!

The Plexus comes pre-installed, no player Orokin Reactors required!

You will also gain Mastery with your Plexus from Affinity gained in your Railjack missions, which will let you Forma the Plexus to its maximum potential!

Railjack Integrated Mod Screen:

Railjack Battle Mod Screen:

Railjack Tactical Mod Screen:

Railjack Mod drains have been rebalanced with respect to the new PLEXUS Modding system.


Old Max Drain: 13

New Max Drain: 15


Old Max Drain: 8

New Max Drain: 11

Section Density

Old Max Drain: 10

New Max Drain: 15

Forward Artillery

Old Max Drain: 9

New Max Drain: 16

We hope that reverting back to the familiar Modding screen will help lessen the learning curve for new players. The shift to personal Mod loadouts should also allow for a more consistent gameplay experience, including public matchmaking.

For added convenience, the Plexus can be Modded in several locations: in your Dry Dock terminal (like before), in the new Dry Docks found in various Relays (accessible via Fast Travel), and even in your own Orbiter!

Dirac to Endo

Since Avionics are now treated like regular Mods, Dirac (the upgrade Resource for Avionics) is being converted into Endo, for a more cohesive upgrading experience. All Dirac spent on your Grid will be reimbursed (i.e up to 39,000 Dirac to Endo if you maxed out your Grid), and all existing Dirac stockpiles will turn into Endo on login of Update 29.10.0 at a rate of 1:1.

Intrinsics 2.0

Now, onto Intrinsics! Firstly, you’ll need to re-spec ALL your Intrinsics when you login! Because we changed so much, we want to make sure everyone gets a fresh start on where to spend their Intrinsics. This gives us the opportunity to overhaul the various progression trees, rewarding players’ investment in progression.

It’s worth noting that no Mastery has been lost with this re-spec!

Here is a full table of the current Intrinsic Ranks for each category from Ranks 1 - 10:

Railjack Intrinsics 2.0 Feedback Megathread: https://forums.warframe.com/topic/1253290-update-29100-railjack-intrinsics-20-feedback-megathread-read-first-post/

We removed the Pilot Drift Maneuver Charge/Launch because it could often lead to unintended collisions. Pilots can now impeccably maneuver their craft at high speeds once they learn the new system without risk of accidents!

Command Intrinsic

The newest and long awaited Command Intrinsic makes its debut! Command brings a whole new gameplay choice to Railjack by giving you the option to Hire your own Crew to operate familiar Railjack tasks: Piloting, Gunnery, Repair, and Combat! For those that want to Solo venture out in space, Hiring a Crew member can help you manage all the aspects of surviving and thriving out in the Proximas.

With the Intrinsic re-spec in this Update you can now spend your Intrinsics towards Command if it’s up your gameplay alley:

Once you’ve unlocked your Command Intrinsic and have Crew Member Slots for Crewmates, it’s time to visit Ticker in Fortuna. She can put you in touch with a wide variety of people from all across the Star Chart for the right Hire price! Their price may be determined by your alignment with certain Syndicates - some Crew will join you at a discount, and others double the price! Your Syndicate alignments determine all.

Each Crew for Hire will have their own set of competencies: Piloting, Gunnery, Repair, Combat, and Endurance.

Your Crew will help keep your Railjack operational when flying in squads of less than 4 players. Which is to say - your Crew will help you out provided a Tenno cannot! Each Crewmate is available forever once Hired, but if you want to have more than 3 Crew members available to you, you’ll need to purchase more Crew Member Slots via the in-game Market or ‘End Contract’ with a Crewmate to release from service.

Crew Training & Management

Once you’ve Hired a Crew member from Ticker, head back to your Dry Dock management screen and visit the new Crew tab to ‘ASSIGN CREW’ for your Railjack.

If you don’t have access to a Clan Dry Dock, fear not! Publicly available Dry Docks can be found in the Second and Third tier Relays (Saturn - Kronia and Pluto - Orcus relays on PC) on each Platform.

Here you can also customize Appearance, Equip a Weapon, Train, and Assign Roles for each Hired Crew member.


Utilize your collection of Fashion Frame cosmetics and equip your Crew members with Armor and Syandanas. Fully customize the color channels of each Crew member to your liking!

Equip Primaries

Put your firepower in your Crew’s hands by sharing the wealth of your Arsenal with them! You can equip any Rifle, Shotgun, or Pistol Weapon (no Bows, Spears, etc), you own for your Crew member to use, including the Mods and Customization. Any changes you make to your crew’s weapons will also affect it in the Arsenal for your personal use as well. Weapons can only be equipped to one Crew Member at a time, no same Crew Member can use the same weapon from your Arsenal.


Earn ‘Competency Points’ via Command Intrinsic Ranks to increase aptitude in certain roles:

  • Piloting: Determines maximum Railjack speed when Crewmate is Piloting.
  • Gunnery: Determines accuracy and heat accretion when Crewmate mans the Railjack Swivel Turrets.
  • Repair: Determines Crewmate’s Railjack repair and self-healing times.
  • Combat: Determines Crewmate’s combat damage.
  • Endurance: Determines Crewmate’s Health and Shield ratings.

These Competency Points can be applied to any member of the Crew you Hire. For example, if you have unlocked 3 Competency Points, you can spend 3 Competency Points on each Crew member. If you then End Contract with that Crew Member and hire another, you will be able to apply 3 Competency Points to them immediately. Simply put, they are not consumed / exclusive per Crew member!

Additionally, once you reach Command Rank 8, Converted Kuva Liches are available for Crewing your Railjack as a Defensive powerhouse who are very difficult to take down thanks to their incredibly high Health stat. Their role is strictly to guard your Railjack from intruders while you and your Crew get the rest done! Kuva Lich Crew members come as they are and cannot be Trained or Customized. If you Trade your equipped Converted Kuva Lich Crew member it will be removed from your Crew.

Assign Role

Assign each Crew member to specific roles before taking off, or change their assignments on the fly with the Tactical Menu! You can choose from Pilot, Defender, Gunner, or Engineer.

And there you have it! You and your new Railjack Crew are ready for the Proximas!

Command Intrinsic Feedback Megathread: https://forums.warframe.com/topic/1253289-update-29100-command-intrinsic-feedback-megathread-read-first-post/

New Railjack Component: Plating

Even though Mods have been moved to a personal player level, the Components of your Railjack like Shields, Engines and Weapons (Armaments and Components) will still be dependent on the hosting player’s collection. This Update includes a number of new weapons to collect and upgrade (listed below), but also an entirely new component: Plating. Since Health and Armor Mods can no longer be applied to the Railjack itself, this component determines the Health and Armor values of your Railjack.

These new Plating Components can be found as Wreckage throughout Grineer & Corpus Railjack missions and can be Repaired and Valence Fusioned like all other Railjack Components in a Dry Dock.

Wreckage Cost Changes

Speaking of Shield, Engines, and Weapons (Armaments and Components), we have significantly reduced the Resources required to build options from the Wreckage you acquire. Simply put, yet again, less Grind.

Early Adopters

Now for the “Early Adopters” information. Whether you’re someone that’s already ‘finished’ Railjack or have just a couple of hours under your belt - we have a variety of bundles you may be eligible for!

Clans with a Dry Dock:

In recognition of the construction of a home for the Railjack, and Cephalon Cy.

The Exclusive Clan Railjack Monument is available to any Clan that has either built a Dry Dock, or has started research on any of the Railjack Clan Tech to catch Clans who might have removed their Dry Dock at some point.

Tier 1:

-4 Avionic Grid Slots Maxed

+ 1 Wreckage Built

1x Rush Repair Drone

2x Armament Slots

10 x Riven Slivers

Bonus Railjack Mods

  • Munitions Vortex
  • Battle Forge
  • Particle Ram
  • Void Hole

Railjack Resource Bundle

  • Bundle of Common + Uncommon RJ Resources
  • 1000 Ticor Plate
  • 2500 Cubic Diodes
  • 3500 Carbides
  • 3500 Titanium
  • 75 Isos
  • 75 Gallos Rods
  • 75 Asterite

Tier 2:

-7 Avionic Grid Slots Maxed

+ 3 Wreckage Built

Everything in Tier 1

2x Rush Repair Drones

15 Riven Slivers

10,000 Endo

7 Day Resource and Affinity Booster

Railjack Resource Bundle #2

Bundle of Uncommon + Rare RJ resources

  • 125 Isos
  • 125 Gallos Rods
  • 125 Asterite
  • 10 Aucrux Capacitors
  • 10 Komms
  • 10 Nullstones

Tier 3:

-Full Avionic Grid Maxed

+ 6 Wreckage Built (i.e all Slots have something you’ve made).

Everything in Tier 1 AND Tier 2

3x Rush Repair Drones

Legendary Core

Umbra Forma

Railjack Resource Bundle #3

  • 15 Aucrux Capacitors
  • 15 Komms
  • 15 Nullstones

IN ADDITION: Any Repair Drones you have used will be given back, even if you don’t meet any of these Tiers.

Matchmaking Changes

Once your Railjack and Plexus are all set up, it’s time to find a mission. We’ve taken this opportunity to streamline Railjack Matchmaking, better following the rules set out in the main game. Playing as a Host used to require starting the mission from your own Railjack (Liset or Dry Dock). Now, clicking a node with no open squads in the regular Star Chart will start your own hosted mission, instead of giving you an error about no open squads and asking you to go to the Dry Dock (or the back of your Ship).

2. What’s different in missions?

New Railjack Layout

When you first step onto your Railjack, you may notice a few key differences…

The left and right turrets behind the cockpit are no more; instead you’ll find entrances to a “dorsal” turret on top of the ship, and a “ventral” turret on the bottom. This makes 360 degree turning much more sensible, and will improve the sensation of aiming while in motion, as you now look in the direction of ship flight by default.

Going further back in your Railjack, there used to be a large open area with several floors, connecting to the Archwing Slingshot at the top, and the cargo hold at the back. This area is essentially no more - all of the ship’s vital functions have been compressed into a single smaller space, to reduce traversal time between stations. The Arsenal has also been removed from this space as a result. When fast traveling to the ‘Arsenal’ from the pause menu while your Railjack is docked in the Dojo, you will now simply be teleported to your Dojo’s Arsenal.

Stamina is Gone!

Back in the cockpit, you choose a mission node and launch from the Dry Dock. Upon warping into the sector, your Railjack feels lighter and more mobile than ever before… Not only has the base speed of the Railjack been increased, but also the Railjack sprint bar is no more! Making it much easier to reach mission objectives quickly.

Pilots CAN fire their gun while Boosting at the cost of the Railjack slowing down, as opposed to a hard stop previously mentioned in our Dev Workshop, at which Boosting will resume once firing is over. We’ve added a small cooldown to the Dodge maneuver to compensate for the sprint bar removal, but it can still be used much more frequently than before!

Opening the Tactical menu, you’ll see that the map perspective is now static, a common player request. Crewmates will also appear at the bottom, allowing you to observe their position or issue new orders.

Forge and Individual Resource Pools

So now bullets, missiles and fighters are flying fast and hectic in the heat of battle. You aim at a swarm of Corpus fighters, deploy your personal avionic ability and... oh no! Someone already used all the Flux Energy!

If this has ever happened to you before, worry not. As of this update, all Railjack ammo stockpiles are tracked separately per player, but ammo crafted in the Forge replenishes the stockpiles for all Tenno. From Revolite to Dome Charges, you’ll only have to keep track of your own ammo consumption, but dedicated Engineers can still make a huge impact on gameplay if you call out what you need. These consumables will also replenish slowly on their own over time, so Railjacks will always be fully stocked before leaving the Dry Dock and there’s no need to ‘Refine’ the Forge at the end of your mission.

As part of the transition from Railjack-based Avionics to player-based PLEXUS, Battle/Tactical abilities will now be fueled by Warframe energy, and Flux Energy will be completely removed from the game (any Avionics that relate to it will be converted to Endo). This allows players with existing tools for Energy generation to better integrate those tools into regular Railjack gameplay, further intertwining the two sides of the game. For non-Energy consuming Warframes like Lavos and Hildryn, cool downs and Shield-as-energy on Railjack will apply, respectively.

Additionally, the Battle Forge can make Warframe Energy! This means that in addition to existing player strategies, the Forge itself will be regularly outputting large pools of Warframe Energy with Player use. As with Ammo, any Energy made in the Forge will be shared across the Squad, so remember to thank your Engineers!

Finally, we are adding a new craftable: Hull Restore! Forging these instantly restores Health to your Hull in real-time. In this new item and all other Forge craftables, the new resource Ticor Plate (that drops in all Railjack missions) will be essential in keeping your Railjack running smoothly!

Battle Mods

When it comes to casting the Battle Mods you have on your Plexus, be tactical. We’ve added a mechanic to balance against potential Battle Mod overuse - Battle Mods have a gauge that increases the Energy cost if you use duplicate Abilities in quick succession! Simply balance your casting against the meter on each Battle Mod, and you’ll get the most efficient and deadly use out of your strategies!

We have also done a balance pass on various Railjack Mods, some Battle Mods included. Please refer to the specific “RAILJACK BATTLE MOD CHANGES” section of the notes for more details!


Now - let’s talk about Reactors. They existed to give you Avionics Capacity, and Flux Energy. Both of those things are now removed, so the new role of Reactors is to provide Power Strength, Range, or Duration buffs to Railjack Battle Avionics being used aboard the ship!

If you had Reactors prior to this update, you can see how yours changed to fit this new role in the “List of Player Account scripts and revisions” section near the top of these notes!

Malfunctions and Hazards

Railjack Malfunctions/Hazards have also received a refresher to no longer directly affect the Railjacks Health or Shields!

  • Electrical Hazards now scramble your Mini Map and disable use of the Tactical Menu.
  • Catastrophic Hull Breaches now deals damage to all players on board until it has been sealed.
  • Ice Hazards can now freeze interactive elements of the Railjack: Pilot seat, Forges, Archwing Slingshot, Doors, and Turrets.
  • Fire Hazards now cause weapons to overheat quicker and cool down more slowly.
  • Hull Ruptures have been removed all together.

Unified Damage Types

Railjack combat inherited a lot of the familiar Warframe damage types, but with a twist. Impact became Ballistic, Cold became Frost, and so on. We are removing the second layer of ‘Railjack’ Damage types to unify and have the system be based on what Players already spend time learning: core Warframe elements. This means that:

Ballistic = Impact
Plasma = Puncture
Particle = Slash
Frost = Cold
Ionic = Electricity
Incendiary = Heat
Chem = Toxin

Node Changes

The Nodes in the Railjack you know are split across Earth, Saturn, and the Veil Proxima. There’s choice, sure, but there’s no real meaningful choice with the only option being ‘Skirmish’ - or at least it seems that way until you memorize what Points of Interest live on what nodes. Then what?

It comes down to too much repetition of a small set of nodes, and a lot of Railjack just being ignored. For what we believe to be the healthier new direction for Railjack, we are making some changes by removing some existing Grineer nodes.

This includes the removal of the Gian Point node. A decision that was not made lightly, but in the interest of improving the variety of missions played we felt it was a necessary step. We’ve essentially taken what was good about Gian Point (a quick turnaround mission with a high Affinity reward) and put it into the objectives of Railjack itself, so that the diversity of content gets played in more than just one node over and over (and over) again.

The addition of Corpus Proxima regions will introduce many new missions to play (and it’ll say more than ‘Skirmish’!). We’ve also added Corpus missions to the deep reaches of space in the Veil Proxima.

List of all Railjack Nodes being removed:

  • Posit Cluster
  • Minhast Station
  • Phanghoul Satellite
  • Jex Lanes
  • Rian Belt
  • Vila Gap
  • Spiro Gap
  • Rya
  • Gian Point
  • Ruse War Field
  • Ganalen’s Grave

3. What Comes Next?

Void Storms and Relics!

Despite our original plans, we cannot ship Void Storms with this Update due to the scope of changes and additions within the New Railjack. But that’s okay, because thematically they truly belong with Update 30: Call of the Tempestarii which is based on Void Storms in many ways. When Void Storms do come, they’ll offer Tenno a way to use their Void Relics in Railjack Missions! They’ll be a rotating optional mission type to play, just like Fissure Missions on the normal Star Chart, but much bigger and stormier.

And of course, the story behind Void Storms and more will be revealed in…

Update 30
Call of the Tempestarii

All the work going into Update 29.10.0 is to set the stage for Update 30: Call of the Tempestarii. Update 30 will bring a signature Warframe quest for Sevagoth, tease a new villain, and more. We also plan to release it at the same time on all Platforms! So while Update 29.10.0 comes to PC first, Update 30 will bring all of this and Sevagoth to Consoles at once.

The release of Corpus Liches a.k.a “Queenpins” is still planned for the future in its own update. Think more ‘Update 30.5’ territory. Don’t quote us on that Update number though, it could shift a bit.

New Railjack Armaments

The Corpus Proxima brings a whole new threat that requires all new firepower! These 4 new Railjack Armaments can be found as Wreckage from Corpus Railjack enemies.

    • Rapid-fire laser cannon: burns targets with instantaneous beams. Fire rate builds with continuous use.
  • VORT
    • Electrical pulse projector: emits a volley of wide charged arcs that can knock out enemy systems.
    • Ship-mounted ice driver: delivers heavy icicle bombardment, causing severe damage to enemy weak points
    • Repeat shrapnel blaster: launches high-velocity abrasive fragments, ripping enemy hulls and armor apart.

Railjack Armament Changes:

We have received a lot of feedback on Railjack weapons since it’s release, and as a result, we have made some changes based both on effectiveness and feel. Overall, Railjack Armaments have received a buff to their Damage to better represent cutting through swathes of fighters, much like you would enemies on the ground. Some Armaments have had their accuracy or recoil altered (such as the Apoc Autocannon and Carcinnox) to make them have a more visually ‘cinematic’ effect of spaceship cannons, while maintaining their deadliness.

The Railjack is the pinnacle of Old War space combat technology, and we wanted these changes to better reflect that power.


  • Damage increased from 53 to 126
    • MKI Sigma/Vidar - damage from 96 to 227
    • MKII Sigma/Vidar - damage from 164 to 386
    • MKIII Sigma/Vidar - damage from 263 to 618
    • Lavan MKI - damage from 96 to 243
    • Lavan MKII - damage from 164 to 414
    • Lavan MKIII - damage from 263 to 662
    • Zetki MKI - damage from 144 to 275
    • Zetki MKII - damage from 246 to 468
    • Zetki MKIII - damage from 395 to 748
  • Increased the speed of the Apoc Autocannon projectiles.
  • Increased the recoil of the Railjack Apoc Autocannons.
  • Increased the size of the Apoc Autocannon projectile.
  • Decreased the Zetki Apoc Autocannon Heat Accretion from 20 to 18.
  • Decreased Apoc Autocannon accuracy.
    • With the projectile size increase and the combat engagement range the accuracy decrease should not effect gameplay at all, basically a cosmetic change of giving the projectiles a bit of natural looking variance


  • Carcinnox projectile size increased.
  • Carcinnox accuracy decreased.
    • Accuracy decrease is cosmetic, increase in projectile size counters any gameplay impact the decrease in accuracy brings
  • Damage increased from 30 to 80
    • MKI Sigma/Vidar - damage from 54 to 144
    • MKII Sigma/Vidar - damage from 92 to 245
    • MKIII Sigma/Vidar - damage from 148 to 392
    • Lavan MKI - damage from 54 to 155
    • Lavan MKII - damage from 92 to 263
    • Lavan MKIII - damage from 148 to 420
    • Zetki MKI - damage from 81 to 187
    • Zetki MKII - damage from 138 to 319
    • Zetki MKIII - damage from 222 to 510
  • Carcinoxx Status Chance increased:
    • Sigma and Vidar:
      • MKI 8 to 12%
      • MKII 12 to 17%
      • MKIII 17% to 24%
    • Lavan:
      • MKI 12 to 17%
      • MKII 17 to 24%
      • MKIII 24 to 34%
    • Zetki:
      • MKI 12 to 18%
      • MKII 18 to 26%
      • MKIII 26 to 36%


  • Damage increased from 400 to 972
    • MKI Sigma/Vidar - damage from 720 to 1750
    • MKII Sigma/Vidar - damage from 1224 to 2975
    • MKIII Sigma/Vidar - damage from 1959 to 4760
    • Lavan MKI - damage from 720 to 1873
    • Lavan MKII - damage from 1224 to 3184
    • Lavan MKIII - damage from 1959 to 5094
    • Zetki MKI - damage from 1080 to 2275
    • Zetki MKII - damage from 1836 to 3868
    • Zetki MKIII - damage from 2939 to 6188
  • Reduced heat accretion of Cryophon for Tenno, Vidar and Lavan from 250 to 150. Zetki from 350 to 250.


  • Damage increased from 15 to 27
    • MKI Sigma/Vidar - damage from 27 to 49
    • MKII Sigma/Vidar - damage from 46 to 84
    • MKIII Sigma/Vidar - damage from 74 to 135
    • Lavan MKI - damage from 27 to 53
    • Lavan MKII - damage from 46 to 90
    • Lavan MKIII - damage from 74 to 145
    • Zetki MKI - damage from 41 to 59
    • Zetki MKII - damage from 69 to 101
    • Zetki MKIII - damage from 111 to 162
  • Increased Photor Sigma/Lavan/Vidar Heat Accretion increased to 10, and Zetki Heat Accretion increased to 18.


  • Damage increased from 52 to 120
    • MKI Sigma/Vidar - damage from 94 to 216
    • MKII Sigma/Vidar - damage from 160 to 368
    • MKIII Sigma/Vidar - damage from 256 to 589
    • Lavan MKI - damage from 94 to 232
    • Lavan MKII - damage from 160 to 394
    • Lavan MKIII - damage from 256 to 631
    • Zetki MKI - damage from 141 to 281
    • Zetki MKII - damage from 240 to 478
    • Zetki MKIII - damage from 384 to 766


We have made numerous changes to Battle Mods (formerly Avionics) given that Reactors now enhance their Strength, Range, and Duration. Their initial stats needed to be slightly lowered since they can now be buffed, and we didn’t want their buffed values to exceed intended properties. Having a top tier Reactor in almost all cases will bring your Battle Avionics to surpass their previous stats!

  • Tether Battle Mod (previously Avionic) has been balanced for new gameplay:
    • No longer shoot to destroy.
    • Tethered enemies that die will explode, dealing damage to those around them.
    • Tethered enemies take additional damage from Railjack weapons.
    • Dev Comment: Tether trivialized a lot of the Railjack gameplay flow with how lethal it was toward Fighter units in one-size-fits-all bursts. We want to justify the changes to Tether in the scope of adding new content. Tether would continue to trivialize all phases of Railjack fighter content, so we have made changes to make it more phase-based while still rewarding tactical placement.
  • Blackout Pulse: Additional pulses occur based on how many enemies are hit by the first pulse. Blackout Pulse will also now detonate on impact.
  • Phoenix Blaze (previously Fiery Phoenix): Railjack weapons gain additional Heat Damage when this ability is active.
  • Made Seeker Volley better at picking targets for all missiles. Additionally, missiles start slow and speed up when they have a target.


As mentioned in the ‘LIST OF SCRIPTS’ section above, all Avionics have been converted into Railjack Mods. Retired Railjack Mods have been converted to their new replacements, with Endo given for the ones removed outright. The Endo return totals the amount of Endo spent on these (now) Mods and the dissolve amount based on their rarity.

New Railjack Integrated Mods:

Find these new Railjack Integrated Mods as drops from various Corpus and Grineer Railjack enemies.

Defensive Fire

  • +9% Maximum Shields per enemy killed for 10s (Maximum 10 stacks)

Fortifying Fire

  • ON CRITICAL HIT: Replenish 3% of Shields

Worm’s Torment

  • +27% Gunnery Damage vs Grineer

Granum’s Nemesis

  • +27% Gunnery Damage vs Corpus

Crimson Fugue

  • +27.5% Weapon Damage per enemy destroyed, for 8s (Maximum 5 stacks)

Waveband Disruptor *(Turret Mod)

  • ON CRITICAL HIT: +51% chance to ignore enemy Shields

Scourging Warheads *(Ordnance Mod)

  • +51% chance to ignore enemy Shields

Protective Shots

  • +30% Turret Damage when Shields are above 75%

New Railjack Integrated Aura Mods:

Find these new Railjack Integrated Aura Mods as drops from various Corpus and Grineer Railjack enemies.

Ironclad Matrix

  • +22.5% Hull and Armor, +22.5% Max Shields and Shield Regen

Onslaught Matrix

  • +15% Turret Damage while 100% Hull, 20% chance to Reflect 25% Damage while over 80% Shields, +6% Avionic Efficiency

Orgone Tuning Matrix

  • +22.5% Forge Capacity, -15% Forge Cooldown, +15% Elemental Resistance, +18% Turret Heat Capacity

Indomitable Matrix

  • -12% Breach Chance, +15% Shield Regen during Breach, +30% Armor when below 36% Hull

Raider Matrix

  • +15% Archwing Speed and Damage, +24% Archwing Shield and Armor, +45% Captured Crewship Speed and Damage

New Railjack Equipment Feedback Megathread: https://forums.warframe.com/topic/1253288-update-29100-new-railjack-equipment-feedback-megathread-read-first-post/

General Railjack Changes & Fixes:

  • Added tutorial pop-ups when using the Plexus, Intrinsics, Railjack Star Chart, and Dry Dock for the first time.
  • Ignis Wraith Blueprint has been added to Grineer Railjack missions as Point of Interest rewards!
  • Selecting the Dry Dock node in the Railjack Navigation menu while in your Orbiter will now take the player directly to their Dry Dock, instead of the default spawn point in your Dojo.
  • Railjack fighter spawning mechanics have been adjusted so enemies will now spawn in smaller, spread out groups to allow for a more engaging Railjack experience.
    • Oftentimes the Railjack fighter spawning logic would result in a large, tight cluster of enemies spawning at the same time that were easy to take out with a single hit (Tether, etc).
  • New Railjack boost and boost stop sounds have been added!
  • Removed the Dirac Bundles from the in-game Market.
    • Since Avionics are now Railjack Mods you can simply purchase Endo bundles in its place if desired.
  • Added a ‘RAILJACK’ tab to the Mod station.
  • Added ‘Next Power’ and ‘Use Selected Power’ in the Railjack Key Binding options (found under Options > Controls > Railjack > Customize Key Bindings).
    • The HUD will also now display the selected power if you have a binding for ‘Use Selected Power’ (previously this was locked to using a controller).
  • Updated Railjack weapon projectiles, trails, hit effects and muzzle FX for improved visibility/impact.
  • As per player feedback, equipped Railjack weapons and equipment will now appear with an ‘equipped’ banner in the Scrapping Wreckage window and will not allow you to Scrap said item.
    • This has also been applied to all other regular equipment, meaning anything that is currently equipped will appear as such and will not allow you to sell it.
  • Updated Impact hit FX for Archwing weapons.
  • Removed unused ‘preview’ option from the Railjack Scrap Wreckage screens.
  • Updated the Railjack icons in the Railjack Configuration for Components, Armaments, and Upgrade to better resemble what they are.
  • The Scrap Component/Scrap Wreckage screen will now display unique detailed stats for the item in question upon hover.
  • Fixed a crash as Client during Railjack missions.
  • Fixed Intrinsic gained not updating locally for Clients when returning to the Dry Dock from a Railjack mission.
  • Fixed Railjack not appearing in the Dry Dock if you’re a Client in another Dojo and accept an invitation to a squad where the Host is in their Dojo. This also fixes being unable to board the Railjack since well… you couldn’t see it anyways.
  • Fixed an issue with the Apoc where the attachments inside the ship no longer animated correctly.
  • Fixed Railjack skins appearing too green/blue in the in-game Market.
  • Fixed Credit rewards from Railjack missions not appearing at the end of mission screen.
  • Fixed the Galvarc Ordnance weapon only doing a single low damage pulse instead of sustained beam or pulses.


Zephyr Harrier Skin

Ride the skies in breathtaking, windswept style.

Zephyr Arclite Landing Craft Skin

Impress fellow Tenno by pulling up to the mission in this striking, streamlined landing craft.

Operator Harrier Collection

A bold, radical look that tells everyone you rule the skies. Includes Harrier Suit, Harrier Sleeves, Harrier Leggings and Harrier Hood.

Zephyr Harrier Theme

Empower your UI with these scorching custom visuals.

Zephyr Harrier Collection

Soar to new heights as Zephyr with this turbocharged deluxe collection. Includes Zephyr Harrier Skin, Arclite Landing Craft Skin and Zephyr Harrier Theme.

In addition, there are two new Zephyr Harrier Agile & Noble Animations! These follow suit with other Deluxe Animations (Khora Urushu, etc) where they are available for Zephyr & Zephyr Prime, but Zephyr Harrier must be purchased to equip the Animations on other Warframes.

These are included with just the base Zephyr Harrier Skin purchase or with purchase of the Zephyr Harrier Bundle.


Zephyr often finds herself among the lower-end of usage within the Warframe community. While many Tenno have truly mastered Zephyr’s Abilities, there are always notes on ways to improve her. When building out one of our deepest Deluxe bundles to date with Zephyr, we had to make time to review her abilities as well.

Tail Wind

Removed the hold-to-charge mechanic from the beginning, and instead made it so you can hold the ability at any time while in the air and it will toggle into hovering mode that holds you in flight while draining Energy every second. Hovering will now also allow you to move around instead of being fixed in place. Jump while Hovering to cancel. Hover now prevents gaining Energy from Energy Siphon, Energizing Dash, Trinity Energy Vampire, etc.

We think the hold mechanic doesn’t work because standing still in Warframe is so dangerous in higher level content and the time spent holding is time lost shooting.

Increased the damage of the Dive Bomb from 500 to 4500 base damage at Max rank, to better reward the time and skill it takes to effectively use it. Tail Wind's Dive Bomb will now face the player in the direction they're moving.


Changed from a radial explosion that knocks enemies outward into a short duration vortex (like we did for Gauss’s Mach Crash Augment) so the pull is more reliable.

We’re leaning on the pull mechanic as it synergizes great with Tornadoes since you can pull enemies into them.


No changes!


Holding will now cast stationary Tornadoes, as where tapping will cast regular roaming Tornadoes. Reduced the number of Tornadoes to 3 to prevent enemies from getting too scattered, and increased the pull of Tornado so enemies stay inside them more.

The radius that Tornadoes will grab enemies was increased to include by default the synergy with Airburst; you no longer need to use Airburst on your Tornado to increase its pull radius.

If an enemy dies while being held by Tornado they will now be expelled to alleviate wasting bullets on flailing ragdolls.

Finally, when you make stationary Tornadoes, they will appear where you are aiming instead of on top of random nearby enemies. “Roaming” tornadoes still spawn on top of enemies.

Tornado feedback was composed of 2 main points:

Tornadoes tend to overly spread enemies around.

The pull of the Tornadoes is pretty tame, so sometimes it pulls enemies in and just tosses them out the other end. If you shoot an enemy in the Tornado it will often just kick them out of the Tornado.


Zephyr Rework: Passive ability added 150% stacking bonus Critical Chance while airborne to Primary/Secondary/Melee weapons.

General Zephyr Changes:

Updated Zephyr’s ability FX and sound for all 4 abilities, and added FX burst to the end of Turbulence (does not affect functionally).


Ophidian Bite:

Increased the base Range from 8m to 10m.

What more is there to say? More whipping range! Beware the snake bites.

Increased Ophidian Bite’s downward vertical range.

Meaning there is now more distance between Lavos and the target underneath him where the cast will affect them, as per player feedback!

Vial Rush: Vial Rush is now steerable!

Similarly to Gauss’ Mach Rush, once cast you can use the directional keys or your reticle to move Lavos around during his Vial Rush dash.

Transmutation Probe:

Increased the cooldown reduction from 1s to 1.5s.

Made improvements to Transmutation Probe’s travel pathing.

There were issues with the probe getting stuck on environment obstacles, we have made changes to reduce the chances of that happening!

Catalyze: Increased the travel speed of Catalyst Probes.

Catalyst Probes will now reach their max range positions quicker after cast.

Added a half second delay to Vial Rush and Transmutation Probe before you can cancel the ability so that you don’t accidentally cancel them early.

Fixed Lodestar Chest Plate, Heartwood Shoulder Plates, and the Arca Knee Guards clipping/tilting on Lavos.

Fixed in-game Market UI showing that Lavos has 175 Energy, when in fact, he does not (since he does not use Energy). It will now show ‘0’ as intended.



Instantly take command of the Railjack with this bundle that includes a Railjack, 4 Crew Member Slots and the Nautilus Sentinel.

  • This is a non-discounted convenience bundle for one-stop shoppers. Every item within can be purchased separately. Must have an Archwing to purchase.


Equip yourself with the efficient, deadly Nautilus Sentinel, the ideal Companion for Railjack voyages. The Nautilus can repair shipboard hazards independently and haul enemies together for ease of targeting. Includes Wings, Mask and Tail cosmetic accessories.


Customize your Sentinels to give them the deep-sea look of the Nautilus with this cosmetics bundle. Includes Wings, Mask and Tail. Does not include Nautilus Sentinel.

  • All Nautilus Sentinel cosmetic attachments can be purchased separately on their own.


Adds a new Crew Member Slot


For those Tenno who don’t tune into Devstreams, we are actively reviewing the divide between Melee and Primary weapons in terms of power and lethality. A lot of Tenno have made cases that ‘Primary weapons just can’t compete with Melee’, and we agree. We are planning on doing a full detailed review of this and giving players a detailed workshop on what’s on our minds. That will come in the next few weeks.

However, we have one single change in this Update to Melee. The majority of all guaranteed enemy staggers on Melee hits have been removed. A few remain in neutral, forward block and neutral block combos. What this change does in practice is effectively removes the infinite Crowd Control melee attacking provided. The Crowd Control potential stacked with the scaling Damage potential was an area we could immediately change to give players a chance to try out this single tweak in the context of the current game.

This change is rather small in a practical sense, and after you’ve played missions with the change, please let us know what you think.

Other Melee Changes:

Reduced the forward movement of the Warfan Heavy Attack.

Reflection Mod changed from “Damage reflected during Channeled blocking” to:

+40% Chance to Stagger on Block

+10% Chance to Stun on Block

Increased from common to uncommon


Ensmallening Part 3 brought the replacement of xWMA with OPUS and a new ADPCM encoder! As the days progressed we realized we had to revise the code for how some of the sample codec stuff was working. Included in this code revision are fixes for many issues we were seeing with how the first ADPCM codec was behaving, as well as fixes for a number of crashes that related to the new Opus codec we started using during the previous mainline.

In order to receive this revision, this Update will force a re-download of some audio files. All for the greater good!


Brand new Open Space Dojo room, Starlight Market! A large Corpus market hall with a view of the stars!

161 brand new Corpus themed Dojo Decorations! From Holo screens, to an Auctioneer’s platform, the Dojo is your Corpus oyster!

Clan Hall Ranking Order has been Removed. Build the Greater Hall, Grand Hall, and Grandest Hall in any order your Clan desires.

You can now preview Decorations. Room consoles give Architects the option to preview unfinished Decorations for 60 seconds.

We have reduced the red zone areas in the Dojo! Build near doors - or even right through them!

Research 6 backdrops in the Tenno Lab at the new Chromatic Research Console. Once Research is complete, you can change the Open Space backdrop from the room console!

Ceres Backdrop

Deimos Backdrop

Earth Backdrop

Saturn Backdrop

Venus Backdrop

Void Backdrop

Removed the Construct Solar Rail and Research Solar Rail consoles from the Orokin Lab. This also removes the Solar Rail pop-ups! Dragon Key research remains.

Years ago Solar Rails were retired in Update 16, but these consoles remained in the Orokin Lab. They are now also being officially retired as requested!

Completed Researched Dojo items will also be indicated as such with the ‘Researched’ icon in the backdrop.

Completed Research tracking for the Orokin Lab and Chem Lab now aligns with available recipes.

For example: The Ignis Wraith will now be hidden from Clan stats if the research is not complete, as per player feedback.

Dojo Research UI Pass:

Item prerequisites now appear in the hover popup.

The UI will also display if the prerequisite item has been researched yet or not.

Research now shows Research Requirements in the first on hover tab instead of Crafting Requirements until research has been completed.

Crafting Requirements appear in the second tab on unresearched items.

“Awaiting Funds” state now has its own icon so you can tell at a glance the difference between something being researched and something still requiring contributions.

“In Progress” state now shows updating time in hover popup.

Newly researched items show as “New” for 2 weeks in the hover popup.

Fixed seeing Note Beacon and Tributa Statue "text" through walls when placed in the Dojo.

Fixed Natural Vallis Land Mushroom Wide and Tall Dojo Decoration not having any collision.

Fixed inability to shrink the Infested Structural Arm Dojo Decoration after resizing it too large.


Spice up your HUD with your very own HUD Customization options! Choose numerous HUD elements to recolor from your Color Palettes. You can also choose from a collection of presets that range from Color Blind friendly choices to Warframe-themed presets.

The World State Window has received a visual and functionality refresh!

Events Tab: Featured Events, such as Star Days, GOTL, Plague Star etc, are more informative at a glance.

Hover Functionality:

Invasions and Sorties now have hover states to reduce UI noise.

Steel Path Incursions will now appear in their own tab in the World State Window when swapping to Steel Path missions in Navigation.

Nightmare Alerts will now appear in the ‘Alerts’ tab in the World State Window.


When animals ambiently spawn nearby (outside of active Trail encounters) you'll now hear an audio call cue coming from where they spawn, similar to the call you hear when using a Lure. This will help you to roughly know the "when, what, and which direction" when they appear as you wander around the Cambion Drift or Plains of Eidolon.

Reduced the minimum range ambient encounters can occur to 25-35 meters from 50 meters to allow animals to spawn closer to your location.

Added new ambient Mergoo encounters to the Plains of Eidolon! You can now find them out in the wild flying around or perched on the ground.

Added two idle animations for the Mergoo when Captured.

Fixed Companions targeting Condrocs, Kuakas & Mergoo in the Plains of Eidolon, thus eliminating any chances for Conservation.


Added controller rumble to a few melee sounds, Tenno heavy landings, bullet jumps, and more!

Fixed Lavos’ elemental imbue UI prompting “1 2 3 4” by default instead of controller bindings. Also adjusted the UI so that the imbue and button callouts are more easily readable.

Fixed controllers not being able to toggle certain abilities off (like Wukong’s Cloud Walker and Lavos’ Vial Rush) without reactivating the ability menu.

Fixed ‘ascend/descend’ appearing as double-bound in Customize Controller > Placement options. They will now show their unique assignments.

Fixed custom config names not saving if your virtual cursor is not hovering over the config slot while using a controller.

Fixed ‘Failed to Create Session’ popup appearing twice when disconnecting controller cord and attempting to start a mission.

Fixed a crash while accessing Arsenal with a controller.

Fixed a non-functional button prompt appearing while trading and using a controller.


Optimized many micro-stutters that would occur when using DirectX 12 (more improvements are in the works).

General Additions:

Added a ‘Self Shawzin Volume’ slider in the Audio options.

Added a grid backdrop to offerings at the vendors in Cetus, Fortuna, and Necralisk to differentiate if their requirements are met.

Added a slider for Horizon Depth of Field in Captura.

Added ‘Autofocus Textfields’ in Options > Interface. You can now choose ‘All’, ‘Exclude End of Match’, and ‘None’.

This option comes after we added an autofocus feature that places keyboard focus into the search box when the UI is brought up. Turned out to be quite disruptive as it would often pull focus onto unwanted text fields (search bars vs. chat in end of mission screen for example), as per player feedback: https://forums.warframe.com/topic/1237310-unwanted-auto-focusing-into-the-search-box-u295/

Added VRAM display to in-game FPS panel.

Added a Razorwing Stance to the Diwata/Diwata Prime. The Melee Combo ‘Faerie's Waltz’ is then displayed in the Melee Combo screen while in Razorwing.

This also fixes missing FX trails for Diwata/Diwata Prime.


Tweaked "An updated version of Warframe is now available! Please return to your Dry Dock or a Relay, then exit and run the launcher." to indicate you can dock at most Relays now.

Made enemy flow improvements to the Corpus Ship Remastered Defense mission. Enemies will spawn and navigate closer to the Defense Objective for less waiting!

Made the following changes to decrease the difficulty of the final fight in the Deadlock Protocol Quest:

Max number of 2 Errant Specters alive at a time.

Increased the amount of time before Errant Specters find an Errant enemy to buff.

Errant enemies can only be buffed to a max level 20.

Added more helpful tips to the Xoris hint: “Hold then release [Button] to throw the Xoris and capture Specter Particles”.

Lowered the Protea Specter’s Blaze Artillery turret damage.

Increased the Protea Specter’s Shield recharge delay.

Reduced the Protea Specter’s Health and Shields.

Added hint when Protea Specter is vulnerable to the charge Xoris: “Detonate the Xoris while Protea rewinds!”

Changed the Protea Specter’s Temporal Anchor to trigger at a consistent time to make her easier to hit within the window.

Changed the Asterite feeding bundle for Helminth from 1500 to 300.

Player feedback and comparing the amount to other Asterite uses we concluded the original amount of 1500 was far too high!

Plexus is now rewarded when completing The Archwing Quest.

As mentioned above in the Corpus Railjack section, with the permanent addition of Valkyr Prime + her accompanying Prime weapon Relics, and Nyx Prime + her accompanying Prime weapon Relics to Corpus Railjack missions, we must adjust some of the Ducat selling prices as their Rarities have changed:

Valkyr Prime Chassis: from 100 to 65 Ducats

Valkyr Prime Systems: from 100 to 65 Ducats

Scindo Prime Handle: from 45 to 25 Ducats

Cernos Prime String: from 45 to 25 Ducats

Critical Delay and Creeping Bullseye have been given a buff to their Critical Chance from +48% to +187%.

These new Mods have a greater effect if Fire Rate is below 2.5, and this buff brings a synergy between these Mods. As a result, Critical Delay and Creeping Bullseye can no longer be equipped with Point Strike and Pistol Gambit respectively.

Increased the max set bonus (all 3 Mods) for Umbral Intensify from 50% to 75% to match the other Umbra Mods.

You can now properly waypoint floating Scintillant in Isolation Vault missions. When you waypoint a Scintillant it will mark it as such instead of creating a default waypoint on the wall through/beyond it.

Lures and Pheromones now have consistent placement in the Conservation Gear wheel and are both ordered according to the related Conservation animal. Additionally, if you do not own a Pheromone, it will still appear in the wheel but will simply not be usable.

Reduced Odonata (Archwing Quest) Component Crafting times. The time barrier to craft the Odonata for new players felt excessive, as the Archwing Quest is an early step in overall progression and of course crucial for Railjack.

Odonata Components: Reduced to 1 minute each from 30 minutes each.

Odonata Archwing: Reduced from 1 hour to 10 minutes.

Xaku Specters can now cast all four of their Abilities!

Numerous AI navigation and spawn points improvements have been made in the Corpus Ship, Grineer Forest, Plains of Eidolon, and Orokin Derelict tilesets.

Updated Initiation and Rank 1 Principled Resource requirements for Arbiters of Hexis Syndicate to use more new-player friendly Resources. Alloy Plate and Gallium are now required instead of Nano Spores and Neural Sensors.

Updated various weapon and Noggle bundle in-game Market icons to fit updated UI dimensions.

Removed the ability to sell the Mutalist Alad V Assassinate Blueprint from the Patient Zero Quest.

This prevents players from potentially locking themselves out from getting Mesa components.

Typing ‘None’ in the search bar in the Arsenal for weapons will now return the ‘None’ selection to be able to unequip an item.

Turned down overly loud wind loops in the Plains of Eidolon caves.

Improved objective markers in the Cambion Drift caves.

Improved AI navigation/pathing within the Plains of Eidolon caves and tunnels.

Removed Kuva Tonkor’s arming distance from projectiles.

The News console will now be hidden until the player has completed the Vor’s Prize quest.

Updated the look of the left panel in the Syndicate offerings window.

Made objective marker functionality improvements and fixes in the Orb Vallis.

Polished and updated Nora Night, Natah, Darvo, and Alad V’s lip syncing animation.

Improved enemy minimap markers in larger tilesets (Grineer Sea Lab for example). They should now be more accurate when tracking down enemies as they move across the tile.

Son will now properly chastise you for killing Velocipods like he already does with all the other animals.

Discounted items in the in-game Market (either from sale or coupon) now have a strike-through on the regular price with the newly reduced price next to it.

Added detailed Melee stats to your Necramech Upgrade screen. Now you can see the full scope of your Necramech’s Melee prowess when Modding it!

Hildryn will no longer gain Shield strength from features that give Energy-per-second regeneration. She will still convert Energy pickups into extra Shield strength. This fixes an unintended mechanic where things like Energy Siphon would make her completely invulnerable during combat.

  • Fixed Dojo decorations spawning in a pile instead of at their intended location.
  • Fixes towards random crashes that could occur when the launcher completed updating.
  • Fixed script error that would occur if you accepted an invitation to visit a Dojo while you were on the Railjack Navigation screen.
  • Fixed script error that could occur if you killed a Corpus Amalgam immediately as it was playing spawn animation.
  • Fixed a bug that would cause a mission vote to immediately start counting down as if someone had forced it to start
  • Fixed inability to sort modular weapon names that start with ‘P’ via Chat Linking.
  • Fixed a log issue that would occur in select stages of the War Within Quest if you quit the game or failed the mission at the wrong time.
  • Fixed Jordas Golem finding some super tricky paths around the wreckage that lay between waypoints.
  • Fixed gaining Health each time you Transferred in and out of your Necramech instead of maintaining the Health/Shield values at the time of Transference.
  • Fixed Zephyr gaining the Target Fixation Augment Mod Damage buff when hitting allies.
  • Fixed Sentinel and Moa weapons stats not showing the side by side comparison in the Arsenal.
  • Fixed Umbra Excalibur no longer using guns when you Transference to Operator mode and he is fighting autonomously.
  • Fixed broken Nihil fight if the Client player visiting an Orbiter has a Key and initiates the fight. This also fixes being able to bring a squad to the fight.
  • Fixed receiving an error when purchasing a Focus Lens Blueprint from the Arsenal after Upgrading an item.
  • Fixed having to double relog for the Twitch Drop Inbox to appear.
  • Fixed a crash while extracting from Cambion Drift to the Necralisk as Client.
  • Fixed a rare crash when attempting to load into the Orb Vallis or Plains of Eidolon.
  • Fixed crash when selecting the Gold False Profit Trophy in the Dojo Decoration menu.
  • Fixed server crash on Client disconnect.
  • Fixed a rare crash that could occur when exiting the game.
  • Fixed a crash after using Arsenal and then Helminth.
  • Fixed a crash after accepting an invite to Dojo.
  • Fixed Helminth UI sorting preferences in the Infuse Ability menu and item Feeding menu not saving if you swap between the two menus.
  • Fixed Lynx playing a broken animation sometimes when Meleeing.
  • Fixed Avichea appearing in Simulacrum spawning list.
  • Fixed the Mission Progress screen and End of Mission screen not showing Affinity gained for Sentinel weapons.
  • Fixed sorting gear by Usage reverting to Alphabetical if you do more than one round of an endless Void Fissure mission.
  • Fixed text focus discrepancies when opening Chat simultaneously with the Market.
  • Fixed Amp's parts UI overlapping with the Amp’s Stats UI in the Amp selection menu.
  • Fixed icon for equipped Kavat displaying as generic rather than using breed specific.
  • Fixed script error when returning to the Orbiter while someone in the squad has an Atterax.
  • Fixed missing FX on the True Master emote.
  • Fixed the Kuva Stragh Right Leg Plate attaching backwards.
  • Fixed all Orbiter Quest prompts disappearing after completing the Mastery Rank 1 test while Vor's Prize Quest is active.
  • Fixed selecting Operator Sigil causing a 5 second hitch.
  • Fixed the following Nightwave acts appearing for those who do not have The War Within completed:
    • Reanimator: Find and pilot a fallen Necramechs on Deimos
    • Ancient Obelisk: Activate a Requiem Obelisk on Deimos
    • Cold Steel: Kill 1000 Enemies on The Steel Path
    • The Path Less Traveled: Complete 5 Steel Path Missions
    • Necralizer: Kill 100 enemies with a Necramech
  • Fixed the Reanimator Nightwave Act not unlocking.
  • Fixed the Kill It With Fire and Bug Out Ride Nightwave Acts not tracking for Host or Clients.
  • Fixed the Ancient Obelisk Nightwave Act not completing for Clients.
  • Fixed earned Focus Affinity appearing twice in the End of Mission UI screen on Archguns/Heavy Weapons.This was a UI only issue, Focus Affinity was not rewarded twice.
  • Fixed Excalibur Umbra holding his sheath during the whole final cinematic in The Sacrifice Quest.
  • Fixed the camera whipping through the Orbiter walls when backing out of the Focus Tree screen.
  • Fixed offset Emblems when equipped with the Right Daedalus Shoulder Plate.
  • Fixed multiple clipping issues with the Winter Solstice Centuria Syandana on multiple Warframes and skins.
  • Fixed black boxes appearing on the Corpus Ship tileset with the following settings: Classic Render Engine, SMAA, Bloom, and low Geometry Details.
  • Fixed loot markers lingering long after it has been looted in a certain secret area in the Gas City tileset.
  • Fixed Warframes blocking the view when speaking to vendors in Cetus or Fortuna.
  • Fixed Zenith’s Alt Fire mode swapping not working if you roll at the same time.
  • Fixed a bug that prevented level music from starting when spawned directly into Open Zone missions.
  • Fixed owned Forma count while polarizing Nechramechs also counting Aura and Umbra Formas, which are not usable on Necramechs. The count will now only show regular Forma.
  • Fixed flickering doorways in certain missions on the Grineer Galleon tileset.
  • Fixed Paris Prime’s emissive colors not applying to the bow. As reported here: https://www.reddit.com/r/Warframe/comments/kvnu75/paris_prime_holes_dont_light_up_properly_instead/
  • Fixed Client invited to Host Orbiter Captura being unable to see the Host’s Decorations or their ship’s custom colors.
  • Fixed Clients not being able to reliably hit weak-points on enemies (such as the Orphix) with weapons that have sweeping projectiles such as the Fluctus.
  • Fixed Transferring to Operator as Client while in the Orbiter Captura Scene forcing the Host into Operator instead.
  • Fixed a couple of context actions appearing inside of environment objects, notably Fisher Hai-Luk in Cetus.
  • Fixed Necramech’s Efficiency stat text appearing red instead of green when increasing it in the upgrade screen.
  • Fixed Burston Prime’s magazine getting stuck to your left hand if the Solstice Skin is equipped.
  • Fixed getting stuck in a black screen when surfacing from Isolation Vaults if you get knocked out of Operator mode while using the Esophage.
  • Fixed ornate Necramech (with a spoiler name that pays homage to a certain game series) missing its Helmet in the alcove in the Necraloid Syndicate room after the “One Last Ride” stage of the Heart of Deimos Quest.
  • Fixed pixelation issues with the Vazarin Void Aegis’ cloaking FX.
  • Fixed the Larkspur beam (when used as a Heavy Weapon) occasionally not dealing damage to Nullifier bubbles.
  • Fixed being unable to start Arcana Isolation Vault if a Client matchmakes into a squad and starts an Isolation Bounty. This also fixes players not getting credit for completing Deimos Bounties.
  • Fixed level objects clipping through the Grineer Fortress tileset.
  • Fixed a large square appearing around the Episode selection button in the ‘TUNE IN’ Nightwave screen.
  • Fixed the Trade window missing a background when accepting a Trade while in your Inventory.
  • Fixed camera breaking after exiting a Trade if you accepted the Trade from the Mod window.
  • Fixed the Bane Mods applying the increased Damage twice.
  • Fixed some UI themes having some colors appear as black instead of white.
  • Fixed a rare crash that could occur when a player spawns with a movement/sprint bonus.
  • Fixed camera becoming frozen in place rather than attached to the player when joining Ash’s Bladestorm clones.
  • Fixed the Kuria in the Gas City Tileset being poorly lit and hard to see.
  • Fixed a large rock formation missing collision under Tower C in the Interception mission on Gaia, Earth.
  • Fixed Ayatan Sculptures not animating when using Ayatan Star auto-install.
  • Fixed inability to open the Upgrades window for Companions/Sentinels and getting a “Select item has not yet been loaded. Please wait a moment and try again” error.
  • Fixed using enemy control abilities on enemies that spawn units preventing the next wave in Defense missions from starting.
  • Fixed Gara’s Mass Vitrify ability description incorrectly showing the Heat damage icon for its Explosion Damage. It will now correctly show the Puncture, Slash, and Impact icons as intended.
  • Fixed Warframe attachments appearing in the Operator > Appearance > Features options.
  • Fixed any ice tilesets appearing monochrome in Sanctuary Onslaught as a Client after passing through the Conduit. As reported here: https://forums.warframe.com/topic/1245122-sanctuary-onslaught-colors-desaturated/
  • Fixed the Deconstructor’s description not indicating that it deals Puncture or Slash damage.
  • Fixed inability to hear voice chat of opposing players in Conclave.
  • Fixed an unintended leaking FX on Wisp for the duration of Wil-O-Wisp.
  • Fixed spam toggling Voidrig’s Guard Mode causing multiple issues. Toggling while the ability is activated is now prevented.
  • Fixed black squares floating below the surface of the Cambion Drift.
  • Fixed the spawn location of the Corpus Ship Orbital Cannon Captura Scene.
  • Fixed a large cliff section becoming invisible at certain distances in the Cambion Drift.
  • Fixed cinematics not auto-playing when viewing the Nightwave Series 2: The Emissary recap.
  • Fixed the description for the Vault Looter Nightwave Act saying to unlock Vaults on ‘Derelict’ instead of the intended ‘Deimos’.
  • Fixed low spawn points in certain areas of the Cambion Drift.
  • Fixed Combat Discipline Mod healing applying to deployed Necramechs.
  • Fixed music and sounds cutting out randomly until game relaunch when switching from regular to Railjack Navigation, and leading into a Railjack mission.
  • Fixed some enemy spawn points being off-map and other navigation related issues in the Grineer Shipyard tileset and the Cambion Drift.
  • Fixed Profit Taker losing all its color and appearing solid white for the remainder of the fight after using Voidrig’s Guard Mode ability.
  • Fixed a 12ms hitch when loading the World State Window.
  • Fixed the Cremata Syandana not using the secondary Energy color in its VFX. As reported here: https://forums.warframe.com/topic/1246690-cremata-syandana-dosent-combine-energy-colours/
  • Fixed noticeable lines in the floor panel in the Grineer Galleon tileset.
  • Fixed a very noticeable seam on the Liset Extraction door.
  • Fixed black tutorial box explaining how to use Codex scanner overlapping on top of the glass shard that needs to be scanned in the 2nd stage of Saya’s Vigil quest.
  • Fixed Gauss’ Mach Crash Augment Mod not vacuuming in ragdolled enemies.
  • Fixed cases where Growing Power could scale indefinitely for Clients when switching to Archwing.
  • Fixed spooky Operator that shall not be named having clipping issues in the Liset when they appear.
  • Fixed Companions not respawning when Titania runs out of Energy in Razorwing form while Transferring to Operator.
  • Fixed enemy spawn points being embedded in the ground in the Corpus Ice Planet and Grineer Fortress tilesets.
  • Fixed orientation issues with the storage containers in the Grineer SeaLab tileset.
  • Fixed Lynx & Terra Jailer turrets shooting from base of turret instead of the gun.
  • Fixed Disruption Syndicate missions being available with enemy levels below 15. This fixes cases where no enemies spawn after the initial few.
  • Fixed Warframes spawning after Host migration with the Health values from whatever form they were in at the time of migration (Necramech, Operator, etc.).
  • Fixed Excalibur Umbra equipped with Melee-only not moving or attacking enemies unless they are close, while the player is using the Operator.
  • Fixed Akarius’ projectiles detonating on Volt’s Electric Shield instead of passing through it.
  • Fixed ability timers not being erased when deactivated early while in Operator.
  • Fixed Sly Devolution buff showing same evasion values as Survival Instinct when activated. Numbers now match Mod description.
  • Fixed rock placement issue in the Grineer Shipyard tileset.
  • Fixed waypoint markers not always updating correctly when the player marks a new location.
  • Fixed the ‘Raise/Lower Cover’ context action not being localized.
  • Fixed certain abilities (Ivara’s Sleep Arrow for example) opening up finishers on Demolisher units in Disruption missions.
  • Fixed ‘select’ sound FX playing when opening up windows with search bars.
  • Fixed off-map spawn points in Grineer Shipyard tileset.
  • Fixed Syndicate Mods missing the related Syndicate icon watermark.
  • Fixed switching Focus schools within a specific loadout in the Arsenal not maintaining the change. As reported here:
  • Fixed Nidus’ mutation stack sound FX spamming after loading into a Captura scene until you switch to Operator.
  • Fixed squad disbanding in the Necralisk instead of Host migrating if the Host leaves the squad .
  • Fixed Frost’s leg stretching and cape (with all Skins, including Frost Prime) clipping through him in the login screen.
  • Fixed Necramechs showing incorrect rank and Mastery in your profile.
  • Fixed inability to stop Necramech from sliding after hitting environment obstacles at a sharp angle.
  • Fixed Aero Vantage not negating gravity if you don’t glide before you roll and then glide again.
  • Fixed Steel Path missions not tracking for the Steel Path Nightwave Acts if the Steel Path is not toggled on in your Star Chart
  • Fixed issues with Xaku’s hand positions and left arm in their Agile and Noble animation sets.
  • Fixed motion blur issues on the Laddak Cloak and Kuva Braid Syandanas when equipped on Wukong Prime.
  • Fixed inability to Trade Vulpaphyla or Predasite Imprints.
  • Fixed Vulpaphyla or Predasite Imprints missing icons.
  • Fixed the sash on the back of the Commodore Prime Operator Suit sticking straight up in the air when viewing it in the Profile diorama.
  • Fixed the exposure slider not working in Captura.
  • Fixed a nonfunctional Kuva Siphon spawning in the Corpus Ship tileset.
  • Fixed Kuva Siphon spawning in the floor in the Grineer Settlement tileset.
  • Fixed the Syndicate button on the donation screens for Quills and Vox Solaris sending you to the Cetus Standing or Fortuna Standing screen instead of the Quills or Vox Solaris.
  • Fixed Host seeing an animation pop on Scintillant that is moving through the Isolation Vault room.
  • Fixed Landing Craft missing its warp boom sound FX in the extraction cinematic at the end of Corpus Outpost tilset missions.
  • Fixed the Bubonico vibrating rapidly when displayed via Loadout in the Orbiter’s Personal Quarters display.
  • Fixed missing blue musical notes at the dancing location in the Mercury Larunda Relay.
  • Fixed automatic burst weapons not resuming firing if the fire button is held down after interrupting it with something like a dodge.
  • Fixed burst weapons with a queued shot no longer firing the first shot of the burst in the middle of a dodge.
  • Fixed completing the Feed the Beast Nightwave Act not increasing Nightwave Standing until the player reloads to the ship or relogs.
  • Fixed the Fass distortion VFX lingering on screen if you Transfer to Operator or Necramech after walking over the goo in the Cambion Drift.
  • Fixed inability to rank up in Syndicates if you do not claim the previous Syndicate rank reward.
  • Fixed getting “cannot sync to Warframe database due to no internet connection” error when attempting to add a friend you already have in your list.
  • Fixed not receiving Son Tokens right after releasing a Predasite or Vulpaphyla companion if you have 0 Tokens at the time. This also fixes inability to spend or exchange the rewarded Tokens until you exit and re-enter the Necralisk.
  • Fixed Wolf Sledge’s follow through stat dropping by half when a Stance Mod is equipped.
  • Fixed the Money Can’t Buy Happiness Challenge not unlocking after it’s been completed.
  • Fixed getting stuck floating in the air after being affected by push volumes in the environment (Cambion Drift jump pads, etc.).
  • Fixed missing green healing VFX when reviving teammate.
  • Fixed the Mire appearing in the Foundry hologram while Nezha Prime is being built.
  • Fixed Deimos Captura Scenes not showing the correct preview icon for the coordinated scene.
  • Fixed an issue where HUD scale could be set lower than the minimum when saving changes with an out of range value entered into the field.
  • Fixed Nightwave challenges that require you to go back to Cetus, Fortuna, or Necralisk missing UI popups and transmissions while transitioning between open zone and hub.
  • Fixed a script error that could occur when joining the Cambion Drift mid-mission.
  • Fixed a script error that could occur in the Cambion Drift when a Requiem Obelisk takes damage.
  • Fixed script error when logging out while the Rising Tide Quest is active.
  • Fixed script error when opening ability description page.
  • Fixed a script error when using the “Join Any Crew” feature in Railjack navigation.
  • Fixed script error caused by using the Simulacrum as Operator.
  • Fixed script error related to Khora’s Venari.
  • Fixed cases where Necramechs could not pick up Health Orbs.
  • Fixed delay in first note of the melody instrument of the Bombast Mandachord pack.
  • Fixed Necramech reverting to default skin when destroyed. As reported here: https://forums.warframe.com/topic/1248927-necramech-skin-changes-upon-death/
  • Fixed custom walk and roll animations for Wisp and Titania not working while walking around the Orbiter, Dojo, and Railjack.
  • Fixed crash when sitting in the Helminth chair.
  • Fixed a script error when using Protea’s Temporal Anchor in Railjack.
  • Fixed Octavia Prime’s Blueprint description in the in-game Market matching the default. It will now be unique to Octavia Prime.
  • Fixed crash while loading into Railjack missions.
  • Fixed Primed Chilling Grasp not appearing in the Codex, unable to be chat linked, and not being tradeable as announced here: https://forums.warframe.com/topic/1252753-primed-chilling-grasp-tradable-by-next-pc-hotfix/
  • Fixed crash when returning to the Dry Dock after several back to back Railjack missions.
  • Fixed a script error that would occur in the Sacrifice if you used Protea's Temporal Anchor right before Transferring into Umbra.
  • Fixed script error that would occur in Resource Capture Bounty stages on the Orb Vallis.
  • Fixed ingame Market Bundles containing single-purchase items not being flagged as owned/unpurchasable if you already own one of the single-purchase components.
  • Fixed Mire hologram appearing when crafting Octavia Prime in the Foundry.

Hotfix 29.9.1

Feburary 24, 2021 Forum Post

  • Replaced the Pangolin Prime Blueprint with the Pangolin Prime Handle in the Axi C6 Relic.
    • This was always the intention but was missed!
  • Updated the Nihil Bosskey description to include details on its limited use and reward table.
  • Fixed the recent Syndicate Sacrifice Vaulted items not actually being swapped out as indicated below:
    • Replaced Arbiters of Hexis Sacrifice of Equinox Prime Neuroptics with Atlas Prime Systems
    • Replaced Arbiters of Hexis Sacrifice of Tipedo Prime Handle with Corinth Prime Barrel.
    • Replaced Red Veil Sacrifice of Equinox Prime Systems with Ivara Prime Chassis.
    • Replaced Steel Meridian Sacrifice of Equinox Prime Neuroptics with Nezha Prime Neuroptics.
  • Fixed Tenora Prime asking for the wrong item when unlocking the Exilus slot.
  • Fixed Pandero Prime's model reverting to the regular version while Dual Wielding.
  • Fixed a script error when viewing a Fish description.
  • Fixed the Aristei Prime Shawzin not being available as an instrument choice for the Shawzin Emote, if you used it an Orbiter Decoration.

Update 29.9

Feburary 23, 2021 Forum Post - Octavia Prime

Octavia Prime

Conduct a devastating symphony with Octavia Prime!


Strike up a symphony of destruction with the mistress of music, Octavia, in her grandest and most spectacular form. Featuring altered Mod Polarities for greater customization. Octavia Prime also comes with the brand new hip-hop inspired Bombast Instruments Pack!


Add lethal staccato percussion to Octavia's melodies with this masterpiece assault rifle.


Pound the beat for a dance of death with Octavia's signature prime pistol.


Get the newest Prime gear with Octavia Prime Access and Prime Accessories here: https://www.warframe.com/prime-access


Equinox Prime, Stradavar Prime, and Tipedo Prime have entered the Vault!

With this Vaulting comes the shift of the following Syndicate Sacrifices: Replaced Arbiters of Hexis Sacrifice of Equinox Prime Neuroptics with Atlas Prime Systems Replaced Arbiters of Hexis Sacrifice of Tipedo Prime Hande with Corinth Prime Barrel. Replaced Red Veil Sacrifice of Equinox Prime Systems with Ivara Prime Chassis. Replaced Steel Meridian Sacrifice of Equinox Prime Neuroptics with Nezha Prime Neuroptics.

If you already wield the power of these Primes or have their Relics in your Inventory, they will remain after the Vaulting.

Riven Disposition Changes

As with each round of Prime Access come updated Riven Disposition numbers. See the full Disposition changes here: https://forums.warframe.com/topic/1250453-february-2021-riven-disposition-updates/

PLUS, 9 new Octavia inspired dancing Emotes!

Will you ride the beat? Nod to the rhythm?? So many new moves to shake those tin suits with! Check out the new ‘Emotes’ tab in the Warframes Market category.


Made systemic micro-optimizations to DirectX 12 rendering and reduced prefetch micro-stutters. Made a micro-optimization to DirectX 11 and 12 rendering and prefetching.


Removed ability to initiate the Nihil fight from the Oubliette on another player’s Orbiter. This resulted in a crash.

  • Fixed Tenno Specters equipped with certain weapons not needing to reload while told to "hold position", resulting in a higher rate of fire.
  • Fixed Coolant Raknoids teleporting to unrelated Defense objectives in Orb Vallis (ex: Vox Solaris final mission, Base captures, etc).
  • Fixed Chat linked Infested K Drive appearing as its normal variant.
  • Fixed Ivara’s Artemis Prime Bow Energy color remaining default blue even after changing Ivara's Energy color.
  • Fixed odd camera placements for Ticker’s Star Days Affections dioramas.
  • Fixed a script error when deactivating Nezha’s Divine Spears.
  • Fixed script errors when Venari attacks.
  • Fixed a crash that could occur when transitioning from Cetus to the Plains.

Hotfix 29.8.1

Feburary 18,2021 Forum Post

Nightwave Arcane Helmet Clarification

Nora Night’s latest Cred Offerings include the Arcane Scorpion Helmet Blueprint, a long retired item since Hotfix 13.2.3. This item was actually meant to be a brand new Operator cosmetic, Operator Wolf Hood, but the backend data got a little switched around. The Arcane Scorpion Helmet Blueprint will run it’s store life span, at which time the new Operator Wolf Hood will take its intended place in future rotations.

Nihil Boss Fight Rerun

Are you prepared to face Nihil once again, Tenno?

Nora Night’s Cred Offerings will provide both the Nihil Key and Oubliette required to face off against Nihil. Once you have acquired both, interact with the Oubliette Decoration to fight.

The Nihil Key grants you one fight against Nihil, at which you’ll need to acquire another Key to go again. Nora Night will offer the Nihil Key in her Cred Offerings periodically.

For those who did not originally fight Nihil during Glassmaker, using this Key route will grant you the Vitrica heavy blade. Tenno who have already acquired the Vitrica can enjoy an End of Mission Riven Mod reward!

Look for the Nihil Key in next week's Cred Offerings!

  • Optimized stutters and hitches that could occur on low-end systems when arriving in a mission.
  • Made a few micro-optimizations to Dx12 rendering.
  • Made a micro-optimization to the rendering system.
  • Made a micro-optimization to abilities that move enemies (Vauban's Vortex etc).
  • Optimized memory footprint of large levels.
  • Fixed crash when switching to Archwing while imbuing an Element on Lavos.
  • Fixed a crash occurring if you quickly hit Escape twice after choosing a new Glyph for a Glyph Display Decoration in the Dojo.
  • Fixed a Description error that stated ‘Rifle Riven’ in the Luminous Brilliance Bundle vs ‘Kitgun Riven’.
  • Fixed Excalibur Umbra falling through the map if Transference is used in certain places within the Cambion Drift. As reported here.
  • Fixed rare case of Ayatan Sculpture spawning inside geometry in the Grineer Fortress tileset.
  • Fixed Eros Wings Ephemera not hiding for Clients.
  • Fixed Kitgun sorting in the Arsenal when selecting by usage time.

Update 29.8

Feburary 11, 2021 Forum Post - Star Days

Star Days are here!

Star Days are all about the things that keep these planets spinning. Love, Stardust. Love in all its forms. The love of a planet for the stranger who turned their fortunes around. That would be you, Stardust. Give love away, and it multiplies.

Visit Ticker in Fortuna to hear tales of love, and provide Debt-Bonds for affectionate items like the new Eros Wing Ephemera, Ticker Floof, and more!

*The Eros Arrow Skin available in Star Days has been modified to remove its one use Gear wheel functionality. It is now a permanent Arrow Skin attachment via the Arsenal by popular player request!

  • Improved auto-vsync's handling of dropped-frames.
    • Auto-vsync works by monitoring the current average frame-rate to decide if you're currently running fast enough to hit your display's refresh-rate: if your system can't keep up we disengage vsync. The theory is people generally prefer a bit of tearing to jerky frame steps; this is absolutely critical if you're being crushed below 30FPS because the next vsync step would lock you to 20FPS. This approach works quite well in a lot of cases because on modern displays quite often the tearing isn't even visible (and if you're playing Windowed or Borderless the system will likely hide this completely).
    • The problem is that you can poison that average with a really bad over-budget frame and it will disengage vsync for a few seconds until the average settles back down again. You could see this easily if you went to your arsenal from the ESC menu, waited for a second, and then exited -- there'd be a really bad hitch and then as the camera moved back to where you were standing in your ship it would tear because vsync was disabled.
    • The new code uses a simple filter on the average frame-time calculation to ignore these bad frames (https://en.wikipedia.org/wiki/Winsorized_mean if you're curious). We're still going to optimize the causes of the dropped-frames but in the meantime this should greatly diminish the ugliness they cause.
  • Enabled systemic micro-optimizations for PC builds (using SSE3 since our minspec has required it for a long time).
  • Fixed a memory bloat that could occur when running in Dx12.
  • Eliminated hitch when loading the World State Window.
  • Made many, many optimizations to rendering on all platforms.
View List

Enjoy this little dump of integrations that accumulated through this rendering optimization process.

  • Optimized the memory footprint of Dx11 rendering
  • Made numerous optimizations to DirectX 12 rendering
  • Made a micro-optimization to Dx12 rendering
  • Made a micro-optimization to Dx11 rendering
  • Made systemic micro-optimizations to rendering on most platforms
  • Made micro-optimizations to rendering on all platforms
  • Made a micro-optimization to Dx12 rendering
  • Made a completely pointless optimization to postFX setup
  • Made systemic micro-optimizations to rendering on all platforms
  • Made a number of micro-optimizations to Dx12 Rendering
  • Made a micro-optimization to rendering on all platforms
  • Made a few micro-optimizations to rendering on all platforms
  • Made micro-optimizations to rendering on all platforms
  • Made micro-optimizations to Dx11 rendering
  • Made systemic-micro-optimizations to rendering on all platforms
  • Made systemic micro-optimizations to rendering on all platforms
  • Made systemic micro-optimizations to rendering on Windows
  • Made systemic micro-optimizations to rendering on all platforms
  • Made micro-optimizations to rendering on all platforms
  • Made systemic micro-optimizations to rendering on all platforms
  • Made micro-optimization to DirectX 12 rendering
  • Made micro-optimizations to rendering on all platforms
  • Made micro-optimizations to rendering on all platforms
  • Made several micro-optimizations to Dx12 rendering
  • Made micro-optimizations to rendering on all platforms
  • Made systemic micro-optimizations to Windows, XB1, PS4 and PS5
  • Made micro-optimizations to the Enhanced Renderer
  • Made a micro-optimization to rendering on all platforms
  • Made a micro-optimization to rendering on all platforms
  • Made a micro-optimization to rendering on all platforms
  • Made a tiny micro-optimization to rendering on all platforms
  • Made a pointless micro-optimization to open-world rendering on all platforms
  • The "Kill More Infested Than The Grineer" Cambion Drift Bounty objective will now count exactly double (50% vs 100%) as a success for the bonus objective "Double the Grineer's kill-count".
    • This also fixes losing the Bounty bonus if the Grineer get kills after you complete the objective during objective end VO. As reported here.
  • Improved the Vasca Kavat Starter Kit Market icon to better display what it contains.
  • Updated "Death March" Nightwave Act title to "Cold Steel".
  • Fixed an edge case in The Limbo Theorem Quest that can leave you unable to progress, putting you into an inescapable state of limbo (ar ar ar).
  • Fixed becoming trapped on the Ayatan screen when attempting to ‘Visit Maroo’ via the Ayatan screen.
  • Fixed cases of constantly failing ‘Area Control’ Bounties in the Plains of Eidolon due to required enemies being spawned on the other side of the Plains.
  • Fixed certain cases where Unairu's Void Shadow can become permanent.
  • Fixed the Martyr Symbiosis Vulpaphyla Mod Health restore never being removed and thus stacking perpetually, rendering you immortal.
    • The logic behind Martyr Symbiosis is for the Vulpaphyla to sacrifice itself to heal you after falling below X% Health.
  • Fixed the Martyr Symbiosis Mod description claiming incorrect Warframe Health %. It now indicates 10% per rank instead of 5% per rank it initially claimed.
  • Fixed Martyr Symbiosis Mod Health link FX showing when stored Health of the Vulpaphyla is at its max of 40%.
  • Fixed Bonewidow's Meathook working against Coildrives and Dropships. As reported here.
  • Fixed Grineer Manic never succeeding at tackling a player if its target had a Melee weapon equipped for the mission. Previously the Manic would just get stunned 100% of the time.
  • Fixed Moa Blitz Eximus playing humanoid animations when performing their blast ability, which looked pretty gross. They now will use a stomp!
  • Fixed Fire Rate curse from a Heavy Weapon Riven affecting your equipped Primary Bow.
  • Fixed the Frostfall Ephemera FX persisting while on the Orbiter, even after being unequipped or having switched Warframes.
  • Fixed regular Shield Lancers' bodies looking like their Tusk variants.
  • Fixed dirt disappearing on Gral's Kubrodon Floof when viewed at specific angles in the diorama.
  • Fixed Nightwave diorama music not stopping when exiting a Glassmaker diorama before it completes.
  • Fixed for wrong Nightwave voiceover playing when viewing Episode 4 & 5 Glassmaker dioramas.
  • Fixed missing scroll bar in the Nightwave ‘Tune In’ screen to view all the Acts.
  • Fixed cases where Clients UI would display the Hosts localized language.
  • Fixed some Quest icons in Codex not displaying 'locked' visual distortion.
  • Fixed Deth Machine Rifle missing tracer FX.
  • More fixes towards the Teralyst spawn sound being too loud.
  • Fixed Gral’s Thumper Floof having a [PH] name and description in the Nightwave Cred Offerings.
  • Fixed a harmless script error when Venari respawns in the Simulacrum.
  • Fixed a script error when casting Excalibur’s Slash Dash.

Update 29.7

Feburary 1, 2021 Forum Post - Nightwave: Intermission III

Nightwave: Intermission III

We interrupt your regularly scheduled program to bring you Nightwave: Intermission 3!

Intermission III brings new Acts, previous Nightwave rewards including 2 Umbra Forma, new “well-loved” Floofs in Cred Offerings!

Nihil’s Oubliette

Nihil may have been contained, but he is still a threatening presence… as well as the owner of a unique weapon. Players have asked how they may be able to repeat their fight with Nihil and acquire the Vitrica in the future - and the answer is it will all be making a return. Stay tuned for the final plans!


  • Surf's Up!
    • Kill 20 Enemies while riding a K-Drive
  • Reanimator
    • Find and pilot a Fallen Necramech on Deimos
  • Ancient Obelisk
    • Activate a Requiem Obelisk on Deimos

  • Vault Hunting
    • Do an Isolation Bounty
  • Feed the Beast
    • Feed the Helminth any Resource
  • Necralizer
    • Kill 100 enemies with a Necramech

  • Cold Steel
    • Kill 1000 Enemies on The Steel Path
  • Resource Scavenger
    • Collect 20 different type of Resources
  • The Path Less Traveled
    • Complete 5 Steel Path Missions

Intermission rewards are sometimes a repeat of the previous Nightwave series, and while newer players might delight in getting some of these new items, we wanted to add a way for it to still be rewarding for returning Dreamers! We accomplish this by giving a 50 Nightwave Intermission Credit reward instead of a previously owned item. This does not apply to items such as Warframe Slots, or consumable items (such as Forma), but rather for owned, unique items such as previous Nightwave Cosmetics.

  • Added Lavos Cordatus, Mag Gauss, Protea Mavv, Protea Telema, and Xaku Kintsu Helmet Blueprints to the Nightwave Store rotation.

It’s no secret that Nightwave: The Glassmaker lasted much longer than we had hoped. As mentioned on Devstream #151, the next Nightwave installment will be dramatically simpler to shift narrative focus to The New War and beyond.

  • Fixed Railjack Navigation map not releasing drag functionality when a dialog appears resulting in odd camera movements.
  • Fixed hearing multiple equip sounds with increasing volume when equipping a Warframe with an Exalted weapon.
  • Fixed Baruuk’s Desolate Hands dagger projectile sounds becoming repetitious over time.
  • Fixed Teralyst spawn sound being overly loud.
  • Fixed all mentions of "joystick" for Fr/Es/Tr localization.

Hotfix 29.6.9

January 28,2021 Forum Post

  • Deimos Isolation Vault Bounty Waypoints on the Bait that need to be collected for the first objective now only appear if you're nearby (used to display at any range which was messy).
  • Removed unreleased footwear item being Chat linkable.
  • Fixed the game freezing on startup on 3-core CPUs.
  • Fixed a progression stopper in the Heart of Deimos quest due to the Through and Beyond phase infinitely looping.
  • Fixed a secondary crash that could occur if your GPU driver crashed while running Dx12.
  • Fixed launcher auto-detection of DirectX 12 support. Previously we would have exposed Dx12 on laptops where the discrete GPU only supported Dx11 but the fallback IGP supported Dx12; ie: if you selected Dx12 you would get extremely low frame-rate because it wasn't actually using your GPU.
  • Fixed no Sentients spawning in Lua Survival missions.
  • Fixed Cambion Drift despawning prematurely before the Necralisk gate closes, causing the game to place you in front of Loid.
  • Fixed killing a Vasca Kavat on the Plains of Eidolon not counting for the Pest Control Achievement.
  • Fixed missing firing sound for the Khom’s first shot if the Hecaton Skin is equipped.
  • Fixed a script error when spawning a Specter.


January 25,2021 Forum Post

  • Performance Fixes:

- Fixed performance issues that started when everyone was set to opt-in to DX12 Beta Mode in the Launcher. Whoops! It’s opt-in for a reason.

- Fixed a crash related to the Sound changes as described in the Great Ensmallening Part 3.


- Fixed an issue with some geysers in the Grineer Ocean tileset pushing you out of world instead of teleporting you back to land.

- Fixed the False Profit Gold trophy being missing/causing the game to crash if you tried to place it in your Clan Dojo

Hotfix 29.6.8

January 25, 2021 Forum Post

Ensmallening Part 3: Mesh Accuracy + Sound Fidelity.


We bring you Part 3 of the ensmallening. By now you already know about Part 1 and Part 2,but now we will go into how we are changing Mesh Accuracy and Sound Fidelity. We expect the download size to be 7 GB with an estimated 3.6 GB of savings overall, meaning the game just got 3.6 GB smaller in file size! These numbers may vary slightly.

Mesh Accuracy:

A big part of the Ensmallening Part 3 is how Meshes are changing. Not only are we reducing filesize, we are also significantly improving quality. Look to this Before and After for the improvements you can expect:


Take care to observe the eyes and mouth and ear details. Jagged details are widespread.


Take care to see the improved contours and details across the Mesh. A much smoother finished piece!

Sound Fidelity:

This one is for the audiophiles!

We are making some changes to the way we handle encoding of Warframe’s audio. We are replacing xWMA with OPUS and a new ADPCM encoder! ADPCM will provide less noise and brighter mids. It also has improved spatialization so that the full audio mix just feels more alive.

Here is a spectrum plot of sine sweep 20-20k with the new ADPCM encoder above the old. Much improved!

In general, Opus will really improve the way you hear Warframe’s accompanying music. We also expect this to improve general synchronization and any start up lag! Stay tuned for a future Devstream where we go over this in a bit more detail, too, for the audiophiles out there!

DTLS Roll-Out

We are testing some new network code out in this Hotfix. Even though we’ve tested it extensively on the Test Cluster we need more coverage!

The primary goal of these changes is to improve networking for Xbox players by replacing some proprietary network code; when these changes make it to Xbox they will enable our automatic proxy service that already helps players with Strict NAT and other network problems on other platforms (this is something we’ve wanted to get to Xbox players for a long time).

The added advantage of this new code is that it should be more secure and more robust on networks that corrupt network packets (we already defend against this to some degree but the new code is more thorough). This won’t make your ping any better but if something is mangling network packets we might be able to avoid it causing bugs in the game.

We’ll be monitoring the roll-out closely and will be able to disable quickly if we encounter problems. Please comment any related issues you have in this thread - thanks!


Reduced the number of DirectX12 micro-stutters that would occur mostly right after loading into a new area.

Optimized download speed for fresh installs from the Epic Online Store or from the stand-alone installer.

Made some micro-optimizations to rendering on all platforms.

Made micro-optimizations to DirectX 11 and DirectX 12 rendering.

Optimized away several MB of memory used by DirectX 11 to track shaders.

Optimized away 7 MB of memory used by DirectX 12 to track shaders.

Optimized DirectX 12 shader memory footprint and run-time performance.

Fixed memory leak that would occur when running the Enhanced Rendering in DirectX 12.

  • Lavos/Cedo and their parts can now be purchased from Father’s Wares for Entrati Standing:
  • Lavos Blueprint: Rank 2 - Acquaintance
  • Lavos Chassis/Neuroptics/Systems: Rank 3 - Associate
  • Cedo Blueprint: Rank 4 - Friend
  • Cedo Barrel/Receiver/Stock: Rank 5 - Family*
  • Added missing Orphix Venom Leaderboards to the Archived section.
  • Added a confirmation prompt when selecting to ‘REMOVE ALL’ Mods in the Upgrade screen to alleviate accidental removals.
    • Accidental removal happened quite frequently when using a controller due to the button to remove a single Mod and all Mods are the same, and is dependent on whether your controller cursor is over a Mod at the time.
  • Tweaked Kuva Lich login Transmission probably so they don’t play at each login.
  • Minor improvements for the Cedo firing animations.
  • Fixed inability to use Railjack navigation if the mission failed.
  • Fixed Fishing breaking when putting away the Fishing Spear in certain conditions.
  • Fixed Transferring to Operator being temporarily blocked by Warframe landing a Bullet Jump.
  • Fixed zero Damage numbers appearing for unranked Stahlta primary fire.
  • Fixed Stahlta Alt Fire bolts not exploding from Mirage’s Hall of Mirror clones when the Unreal Shock Rifle Skin is equipped.
  • Fixed visual bug where the player firing the Stahltas Alt Fire appears to fire indefinitely if the Unreal Shock Rifle Skin is equipped.
  • Fixed ability to fire equipped weapons during Wisp’s Sol Gate when the Helminth ability Empower is cast prior.
  • Fixed ‘Rank Up’ HUD not displaying specific item or level while piloting a Necramech.
  • Fixed bindings that have multiple entries showing in the incorrect order (i.e. Ability A would show NUM1 instead of 1 in the Railjack HUD as well as in the keyboard bindings screen).
  • Fixed Deimos Isolation Vault Bounties displaying with "no expiry", when in reality, the rewards do rotate (like the normal Bounties do).
  • Fixed Necramech waypoint not being the standard numbered waypoint.
  • Fixed Bonewidow's shield appearing on other Necramechs in the Arsenal if you were just looking at Bonewidow and it had a Skin equipped.
  • Fixed Eudico’s “reveal” not appearing for her Transmissions despite Old Mate Syndicate Ranking.
  • Fixed missing Hecaton Shotgun Skin reload animation when equipped on the Cedo.
  • Fixed Pending Friends list not initially showing Mastery Ranks.
  • Fixed Star Chart music playing underneath End of Mission rewards screen.
  • Fixed enemy ship sounds playing over Quest cinematics.
  • Fixed Codex mission icons having icon transparency where unexpected.
  • Fixed the Chat window rendering behind The Index Mission Progress screen.
  • Fixed autocomplete showing the hint and text you typed, instead of just showing one.
  • Fixed another case of Terlyast spawn sound persisting when returning to Plains of eidolon from Cetus after spawn has started.
  • Fixed typo in the Mastery Rank Inbox message.
  • Fixed script error that could occur if you died while Fishing.

Hotfix 29.6.7

January 13, 2021 Forum Post

  • Fixed Operation exploit (and disqualified scores that had been earned with it.
  • Fixed a script error when casting Nova’s Antimatter Drop ability.
  • Fixed Unreal Skin preventing Nightwatch Napalm Mod from functioning.
  • Fixed Necramechs not advancing the "Kill enemies with X Element" Nightwave Act.

Hotfix 29.6.6

January 12, 2021 Forum Post

  • Fixed another Operation exploit related to slow connection Hosts.
  • Fixed losing Affinity for Necramech weapons if a Host migration occurred while piloting a Necramech with their ultimate Ability active. This also fixes a script error occurring when Reviving after the Host migration.
  • Fixed Pheromone Synthesizers being subtracted from your Inventory each time you equipped a Cutter/Drill or Fishing Spear.
  • Fixed being able to continue firing your weapon while casting Lavos’ Transmutation Probe.
  • Fixed equipping Unreal Skins to Kuva weapons overriding their stats to perform like their base version.
  • Fixed deselecting a Necramech Ability with ‘Next/Previous’ bindings interrupting/ turning off the Ability.
    • This could affect keyboard/mouse players who opt in to this style of ability selection, but would most commonly affect players using Controllers
  • Fixed Grandma’s head floating at all Cambion Drift K-Drive locations during the Heart of Deimos Quest.
  • Fixed the Day of The Dead Voidrig Helmet Skin and Snake Voidrig Helmet Skin not being compatible with Bonewidow.
  • Fixed Necramech Arsenal ordering Arch-Guns into 2 groups: weapons with Gravimag adapters, and those without. There's no need to move no-Gravimag weapons into their own subgroup here, because Gravimag Adapters are no longer required to equip a weapon to the Necramech.
  • Fixed Emblems being offset when equipped on the Bruntspar Necramech Skin.
  • Fixed inconsistent extend/collapse Speargun states when equipped with the Carcinus Speargun Skin.
  • Fixed Wisp twitching when sprinting while holding Dual Pistols.
  • Fixed another case of Teralyst spawn sound being audible in Cetus.
  • Fixed charging sounds not working when using Pax Charge with certain Kitgun Skins.
  • Fixed the description of the Prisma Dual Decurions being the same as the regular one.
  • Fixing potential script error when killing a Jugulus enemy while it's using one of its abilities.

Hotfix 29.6.5

January 8, 2021 Forum Post

Operation: Orphix Venom Changes & Fixes:
  • Removed Solaris prisoners in the Operation tileset as no Granum related activities are meant to be present in the respective tileset.
  • Fixed another Host migration related scoring exploit.
  • Fixed an End of Mission crash when an Orphix attempts to spawn.
  • Fixed rare cases where Resonators would spawn behind locked puzzle doors in the tileset.
    • It is unlikely that this should come up again, but if it does, it is essential that you take a screenshot with the in-game tool using the F6 key and send the unedited file to Support; screenshots taken this way have special embedded data that will help us find out why the game chose to place the Resonator where it shouldn’t be. Thanks!
  • Fixed having Voidrigs Storm Shroud run out on your personal Necramech while you’re in a rent-a-Mech resulting in your personal Necramech becoming invincible.
  • Fixed Extraction countdown being reset by enemies/Pets entering the Extraction zone (also occurs in normal Survival missions).
  • The Mining drop rate of Necrathene has been doubled! To make this change, Heciphron Mining drop rate has been reduced by 6% to balance the Necrathene increase.
    • This change is similar to how we increased the Mining drop rate of Thaumica in Deimos Arcana to help alleviate Necramech crafting pain points.
  • Upon login of this Hotfix, accounts that owned either the Necramech Snake Skin and/or Voidrig Day of The Dead Skin will be given the corresponding Necramech Helmets. Players who purchase these Skins in the future will get the Helmet automatically.
  • Adjusted Flagellocanth hit box to allow for easier targeting.
  • The Teralyst spawn sound loop will no longer play while in Cetus.
  • Modified the Pet Incubation screen to allow you to purchase Companion Inventory Slots for Platinum if you need them, thus removing the extra step of having to leave and use the Market. (I.e. behaves like when you try to claim a weapon from the Foundry but have no free Slots).
  • Fixed enemies becoming permanently crowd controlled when under the combined effect of Hydroids Tentacle Swarm and Larva (Helminth Infused).
  • Fixed Railjack objectives and enemies not spawning if Client player is in Pilot seat during load-in.
  • Fixed functionality loss if you clicked on a Chat Link to open an item or market page while loading back to the Dojo from a Railjack mission.
  • Fixed rare loot spawn point that was inaccessible near extraction in the Corpus Ship tileset.
  • Fixed Orb Vallis Coildrives gaining 5x fire rate.
  • Another fix for the Mission Progress screen appearing blank while in a Necramech.
  • Fixed previously summoned Client Necramech appearing to explode when re-summoning it.
  • Fixed muted music in The War Within cinematics.
  • Fixed Railjack Crewship gun turrets targeting Penumbra clocked Itzal players.
  • Fixed ‘Return to Railjack’ persisting on screen in Railjack missions.
  • Fixed Heart of Deimos Snake Necramech appearing to have double attachments.
  • Fixed chosen Energy color not applying to Necramech ground slams.
  • Fixed up elemental trails and FX for Bonewidows Exalted Ironbride.
  • Fixed the Lobotriscid being nearly invisible both while swimming and in the holding diorama.
  • Fixed Flagellocanth caught scenes having incorrect positioning.
  • Fixed missing lower body animations when performing a Whip aerial attack.
  • Fixed Voidrig Snake Necramech Helmet Skin appearing as a filepath in the Necramech Arsenal.
  • Fixed Syndicates that only have Universal Medallions as Trade Ins displaying ‘NO TO REDEEM’ when you have nothing to redeem.
  • Fixed Pathocyst Infested pod sound looping when pods are created but do not spawn a maggot.
  • Fixed Paris Prime shot sounds occasionally playing locally for remote players.
  • Fixed visual issues with the Oscira Bow Skin when equipped on the Kuva Bramma.
  • Fixed ‘BONUS’ label in the Market persisting after purchasing said item.
  • Fixed numerous script errors related to mounting/dismounting/using Railjack Side Turrets.
  • Fixed an edge case script error when typing in chat while the Options Menu is open.

Hotfix 29.6.4

January 6, 2021 Forum Post

Operation: Orphix Venom Changes & Fixes:
  • Over the course of the Holiday break, the team continued to track and fix Operation exploits. Any scores that were determined to be achieved with these exploits have been (and will continue to be) removed from the Leaderboards, and temporary or full suspensions have been issued where appropriate.
  • Fixed proper AABC reward not being given when achieving the Endurance max 36th Orphix.
  • Fixed an issue where Affinity collected in a Necramech wouldn't propagate to your Arch Gun if you Transferenced in from the Operator.
  • Fixed second Necramech death resulting in a functionality loss as the Operator until Operator respawns.
  • Fixed having the same Archwing Weapon equipped in the Heavy Weapon slot and the Necramech Primary slot resulting in receiving double Affinity for the weapon.
  • Fixed an issue where the player's inventory can end up with two instances of the Necramech's gun, which resulted in losing earned Affinity when Reviving as your Warframe.
  • Fixed missing Extraction UI if a Host migration occurs after killing the 36th Orphix.
  • Fixed Focus gained by the Necramech not being saved at End of Mission.

Arch-gun Weapon Inventory Slots Explanation and Fix

When we first introduced Necramechs to Warframe, they did not have a “head” component that you could change. You just owned an entire Necramech and that was it. In order to increase the cosmetic flexibility of Necramechs we made the head modular, giving you the ability to change it the same way you can change a Warframe’s Helmet. A script was run that retroactively gave you the Helmets of Necramechs you already owned so you didn't have to build them again to get the Helmet.

A mistake in that script caused players to receive extra copies of the Mausolon gun (which comes with Crafting/Claiming a Necramech in the Foundry), but without increasing your number of Archwing Weapon inventory Slots to hold them. This caused players who had already filled up their Inventory Slots to receive an error message that said "Invalid slots: Contact support" when trying to build a new Necramech or Archwing weapon. Selling the excess Mausolons you received would only temporarily suppress this error because as soon as you built another Arch-gun, you would again own more Arch-guns than you owned Inventory Slots.

The fix: upon login, if you own more Arch-guns than Slots, your Inventory count is corrected in the backend. You will still receive the "Invalid Slots" error if you try to claim a Necramech or Arch-gun from the Foundry, however, when you sell excess Arch-guns or buy Slots from the Market, the problem fixes itself for real instead of just suppressing the error message.

  • Necramech HUD reticles will now always be white, same as other reticles, to ensure it's always as visible as possible.
  • Disabled ability to open the Pause Menu after catching a fish since it could lead to incorrect state.
  • ‘Invert Tap/Hold Abilities’ option now lets you control the setting for each valid Warframe.
  • Numerous Warframes Abilities new and old have been given the ‘Tap/Hold’ functionality to do varying actions. Feedback showed that having the option to Invert the ‘Tap/Hold’ across the board to all valid Warframes was not ideal, as some Ability default functionalities are preferred. Upon selecting the ‘Invert Tap/Hold Abilities’ in the Options menu, you'll be met with a new screen allowing you to pick and choose which valid Warframes this applies to!
  • Removed Magnus shell casing eject sounds to match revolver aesthetic / animation.
  • Fixed selecting currently active Boosters while Market loads resulting in a functionality loss.
  • Fixed Survival Life Support Towers not spawning after 34 minutes.
  • Fixed Infusing Lavos' Vial Rush to another Warframe not allowing it to inflict any Damage/Status.
  • Fixed Garuda’s Blending Talons Augment Mod not hitting enemies behind you in the Range indicated.
  • Fixed Bonewidow’s Meathook Health absorb percent progression not following its ability ranks sequentially.
  • Fixed Voidrigs Guard Mode Ability stats showing Energy drain/second base stat as 0.
  • Fixed Machete Wraith from only hitting once per enemy when using its Heavy Attack.
  • Fixed Host not replicating lightning bolts FX from Residual Shock Arcane to Clients.
  • Fixed the Lotus' head disappearing in certain cutscenes.
  • Fixed ‘Fist’ type weapons appearing invisible while Gara is equipped with the Kaleida Skin.
  • Fixed Khora’s Urushu rear-end glassy area not applying chosen color outside of the Arsenal. As reported here: https://forums.warframe.com/topic/1243713-khora-urushu-energy-color-bug-still-persists/
  • Fixed Voidrig Day of the Dead Helmet Skin appearing as a filepath in the Necramech Arsenal.
  • Fixed inability to place Deimos Fish in your Personal Quarter Aquariums. As reported here: https://forums.warframe.com/topic/1239850-cant-place-new-deimos-fish-in-aquariums/
  • Fixed K-Drive Pop Top Mod displaying incorrect stat color (should not be negative red). As reported here: https://twitter.com/daecatt/status/1338022520709111809?s=21
  • Fixed Buzlok's scope HUD overlay not extending to the edge of the screen, leaving visible margins. As reported here: https://forums.warframe.com/topic/1238209-buzlok-sniper-scope-overlay-bug-ps4/
  • Fixed for missing music during The War Within final cinematic.
  • Fixed all audio being muted in moment during The Sacrifice Quest.
  • Fixed audio ducking when stopping time in Captura Scenes.
  • Fixed reverb in Color Key Captura Scene.
  • Fixed for K-Drive Vapor Trail Mod custom boost sound persisting when player dismounts K-Drive.
  • Fixed Lavos’ Prex card icon missing from the Universe: Fragments section of the Codex.
  • Fixed a script error when casting Lavos’ Transmutation Probe.
  • Fixed a Dedicated Server script error in Conclave when using the Scourge.

Hotfix 29.6.3

December 22, 2020 Forum Post

Operation: Orphix Venom Changes & Fixes:
  • Fixed players being prevented from summoning Necramechs if they are too far away (applies to the Operation and Landscapes).
  • Fixed an issue where Leaderboard scores were not appearing if you had a higher score before they were added. Your score shown on Profile from before the Leaderboard went live will not appear on the Leaderboard. This change just means that you can now set a Leaderboard score if it’s lower than what your Profile shows.
  • Fixed various issues in the Corpus Ship Remastered tiles with erroneous invisible collision and marker issues.
  • Fixed performance issues associated with the Panthera Prime and certain Mod combinations.

Hotfix 29.6.2

December 22, 2020 Forum Post


With this Hotfix comes the enabling of Operation: Orphix Venom Leaderboards and Clan Trophies!

You can find links here to view the Leaderboards outside of game: Human Readable:


Bot & Tool Readable:


Operation: Orphix Venom Changes & Fixes:
  • Reduced the bright screen range from the Orphix death to 25 meter range (from 120 meter).
  • We now show your current amount of Phasic Cells in Father’s Operation shop in the Necralisk
  • Operation Orphix will now sort higher on Navigation’s list of current events than fissures or ghouls
  • Optimized the behaviour that when casting Voidrig’s Guard Mode with exactly 50 energy, you just jam your guns and go through the animations without actually being able to use the ability. You can no longer cast when you’re at exactly 50 energy.
  • Changed the height threshold for Necramechs to do the ‘hard landing’ behaviour to be much higher. This change was made because often you’d just hop on a flat floor and be stuck in the ‘hard landing’ behaviour animations which would disrupt flow.
  • Fixed a case where you’d be unable to use Abilities in your Necramech if you resummoned it and its last position was inside an Nullifier.
  • Fixed some erroneous ‘Up/Down’ actions visible for players in a Necramech.
  • Fixed being able to damage an Orphix before it spawned (i.e slashing empty air).
Lavos Fixes:
  • Increased the vertical reach of Lavos’ Catalyze to better hit enemies above and below his casting height.
  • Fixed lower-ranks of Transmutation Probe having longer Durations
  • Fixed several crashes and script errors.
  • Fixed Archgun Affinity not saving if you had the same weapon equipped in Heavy and Archgun Slot.
  • Fixed an exploit with Ivara’s Concentrated Arrow Augment.
  • Fixed issues with Bonewidow’s Firing Line not replicating with custom energy colours.
  • Fixed energy colours not properly applying to Voidrig.
  • Fixed issues with colour customizations not saving on the Arum Spinosa projectiles.
  • Fixed an issue with Sentients persisting after Host Migration when an Orphix is destroyed.
  • Fixed performance issues with the Fluctus.
  • Fixed an issue with the ‘NEW’ label on mods not appearing properly as reported here:
  • Fixed offset issues with the TennoGen Osiris Skin.
  • Fixed being able to use a Warframe if you bleed out in the Orphix zone as seen here:
  • Fixed the Rank 30 Emote Icon being stretched.
  • Fixed further issues with the Lobstriscid not being fully visible when swimming or in the diorama.
  • Fixed Residual Shock effects not appearing for Clients.
  • Fixed an issue with erroneous teleporting in the RemasteredCorpus Ship in the large Vent Room..
  • Fixed the Prisma Dual Decurion being untradeable.
  • Fixed an issue where Bonewidow could Grab the Exploiter Orb. Oh lord!

Hotfix 29.6.1

December 18, 2020 Forum Post

  • Fixed several crashes related to Operation: Orphix Venom.
  • Fixed a crash that could occur when switching between Operator and Necramech after firing any type of Glaive.
  • Fixed a crash when trading with certain Weapon and Mod combinations.
  • Fixed multiple Lavos’ overriding selected elements when imbuing.
  • Fixed an issue where a given Necramech’s Exalted Weapon would not properly update when in the Arsenal.
  • Fixed two players being able to occupy the same Necramech in Operation: Orphix Venom.
  • Fixed a crash related to Lavos’ passive.
  • Fixed a crash related to Arson Eximus units.
  • Fixed a crash associated with Equinox abilities on Orphix Venom.
  • Fixed some missing localization items for Update Notes.
  • Fixed an issue where Orphix would not be destroyed even if their health was at 0.
  • Fixed various Script Errors and crashes.
  • Fixed an issue where some accounts got bonus duplicate Mausolons. Feel free to sell or use these if you were one of these players!
  • Fixed a crash associated with Explosive Legerdemain being used when not fully ranked.
  • Fixes towards Host Migration not working with Isolation Vault Stage 1.
  • Fixed an issue where the Dioramas when catching Lobotriscid or Falgellocanth are swapped.
  • Fixed erroneous Antenna in Nora’s Nightwave landing craft.

Update 29.6

December 18, 2020 Forum Post - Operation: Orphix Venom


The Sentients are back. Armed with weaponized pulses cleverly designed to disable Warframes, they're staging a takeover of enemy vessels. Deploy your Necramech to survive incoming hordes for as long as possible and earn Blueprints for Lavos, the newest Warframe, plus much more!

Operation: Orphix Venom is a limited-time event and ends on January 18 at 2 p.m. ET on PC.


With your Warframe compromised, you’ll need to rely on your Necramech to defend enemy ships against a total Sentient takeover. If you don’t yet own a Necramech, you’ll find Necramechs throughout the Operation level that you can Transference into!

Aboard the ambushed Grineer and Corpus vessels, be prepared to face new Sentient adversaries. The Orphix are insidiously engineered to interrupt Transference and wreak havoc. You’ll need to take them out with the strength of your Necramech and Operator, along with the Orphix Resonators, and keep the Sentient Control meter below 100%. Last as long as you can to earn Phasic Cells to exchange for Rewards and stave off the invasion!

Avoid defeat at all costs, Tenno.


Operation: Orphix Venom will not be easy and requires preparation. You must have completed both the “Heart of Deimos” and “The War Within” Quests in order to begin.

There are 3 tiers of difficulty:

Operation: Orphix Venom

Operation: Orphix Venom - Advanced

Operation: Orphix Venom - Endurance

Progress through each to encounter the enemy at varying difficulties to earn different Rewards along the way!


Visit the Necralisk on Deimos and talk to Father, who’s eager to demonstrate the power of his Necramechs against the Sentient threat. He’s hoarding a stockpile of special gear that he’ll trade for Phasic Cells, including the Blueprint for the master experimenter and newest Warframe, Lavos, Necramech Mods and more! BUT - there’s more! You can also earn a number of rewards also by just playing the Operation - including Lavos! It’ll be up to you if you want to save your Phasic Cells for Lavos and other items, or get lucky and earn select items within the Operation! Drop Tables are here:https://n8k6e2y6.ssl.hwcdn.net/repos/hnfvc0o3jnfvc873njb03enrf56.html

  • Lavos Blueprint & Parts
  • Cedo Blueprint & Parts
  • New Necramech Mods
  • Cryptanaut Necramech Helmet
  • Archgun Skins
    • Cortege Supulchrax Skin
    • Morgha Supulchrax Skin
  • Returning Scarlet Spear Items
    • Ceti Lacera Blueprint
    • Basmu Blueprint
    • Stance Forma Blueprint
    • The Ballroom Simulacrum
    • Phased Clan Sigil
    • Glyphed Clan Sigil
    • Gilded Clan Sigil
    • Warframe Arcanes

Each Orphix has an initial value of 100 points in the first Operation mission. As your fight evolves, so will the Orphix, awarding you more points at a greater difficulty. Orphix will be worth 200 points at the hardest difficulty (Endurance), and scale up from there! Kill Sentients to increase your score as well. The higher your score, the more Phasic Cells you’ll walk away with.

Try to survive for as long as you can - 36 Orphix will be the maximum amount in the Endurance mission, so once you’ve hit 36, it’s time to extract! The first two Operation missions have a limit of 24 Orphix. Players looking to maximize their score should head to Endurance! .

Phasic Cells can be earned in any Operation mission. But remember - Endurance gives the most points per Orphix, so you’ll earn the most Phasic Cells there. A prepared and coordinated squad even more so! While this Operation is possible Solo, best results will come from coordinated Squads!


We will be turning on Leaderboards after 1 or 2 Hotfixes to ensure the competition begins after key issues that players report are resolved. We will advise all Tenno when Leaderboards come online!

Clan Scores are determined based on the sum of all participating members' best scores. We balanced this around about 50% member participation for Gold Tier trophies.

Clan Tier Terracotta Bronze Silver Gold
Ghost 1390 5860 13920 18850
Shadow 3510 22275 69120 137250
Storm 11700 75250 230400 457500
Mountain 35100 222750 691200 1372500
Moon 117000 742500 2304000 4575000

3 New Sentient Enemies will be encountered during Operation: Orphix Venom and can be spawned in the Simulacrum once fully Scanned!


This lightweight Sentient mounts itself to solid ground in order to deploy massive long range cannons.


These ethereal Sentients attack with both a sonic barrage and a thunderous homing orb.


A high-order Sentient that bifurcates its body, creating a portal it uses to summon reinforcements and projectiles. Armed with twin cannons.


A manipulator of the physical realm, imbue Elements into his Abilities at your command. Lavos is also the first Warframe that consumes no Energy, relying instead on a cool-down system to replenish his Abilities.



Energy and Universal Orbs give Lavos status immunity for 10 seconds. Hold any Ability to imbue the next cast with additional Elemental Damage and Status.


Lash out with a toxic serpentine strike, consuming the target to heal Lavos. Hold to imbue all Abilities with Toxin.


Dash forward, crashing through enemies and leaving an icy trail of broken vials. Hold to imbue the next Ability cast with Cold.


Launch a probe that converts Health and Energy Orbs into Universal Orbs that provide both, and Ammo pickups into Universal Ammo Pickups. The probe shocks enemies in close proximity. Each electrocuted foe reduces Ability cooldowns by one second. Hold to imbue the next Ability cast with Electricity.


Catalyst Probes erupt from Lavos and douse combatants in a fiery gel. Damage is doubled for each element afflicting an enemy. Hold to imbue the next Ability cast with Heat.

Visit Lavos’ Leverian to learn about Javi. The Crawling Serpent. The Abhorred. The Filth-Speaker.


Launch a glaive that ricochets off surfaces in bursts of elemental damage, then perforate enemies with primary fire’s precision buck-shot. Damages increased with each Status Effect afflicting a target. Lavos will transmute a small portion of any ammo pickup to Shotgun ammo when wielding his signature Cedo.


Lavos’ signature Syandana has been engineered for life in the lab and the battlefield.


An alternate helmet for Lavos, emblematic of the master transmuter's search for wisdom.


Lavos the Transmuter emerges from the seething smoke, the forgotten master of a much-misunderstood art. Includes the Lavo Warframe, Cordatus Alternate Helmet, Transmutation Probe Decoration, Vitam Syandana, and Cedo Shotgun. Also includes 3-Day Affinity and Credit Boosters.

Transmute your generosity into Rewards! To honor the spirit of giving, gifting Lavos to another player in-game means you’ll receive an additional Lavos Transmutation Probe Decoration!

Necramech Bruntspar Skin

Rediscover the brutal power of the earliest Necramech designs with this Skin. Brunstpar is - in Father's words - ‘not out to play nice and make friends.’

Isolation / Arcana Bounty Changes & Fixes:
  • Rebalanced Isolation Vault rewards to account for corrected behaviour where the base Isolation Vault was not dropping from all possible rewards.
    • To break down the issue: From the changes in 29.5.9, you would get one reward for completing the whole Isolation Vault and the one it gives you is from the “bin” matching the difficulty of the Isolation Vault. So a Tier 1 (Level 30-40) Isolation Vault could only roll from the "Commons" bin, Tier 2 (Level 40-50) Isolation Vaults could only roll from the "Uncommons", and Tier 3 only from "Rares".
    • The Isolation Vault Bounties now combine all 3 newly balanced tiers. You can see the droptable breakdown on our Official PC Droptable site.
  • Removed unintentional 2500 Endo reward from the possible Isolation Vault rewards.
  • Fixed Isolation Vault Bounties disappearing from Necralisk Mother after completing them for Clients until you reload the Necralisk hub.
  • Fixed Matchmaking settings mixing Tiers of Isolation Vault Bounties, resulting in being put into the incorrect Isolation Vault Bounty (IE selecting Tier 3 and being put into Tier 1).
Necramech Changes & Fixes:
  • Bonewidow’s Ironbride can now do a neutral and forward Heavy Attack that throws a damaging projectile!
  • You can now control the direction of Bonewidow’s Meathook ability instead of being stuck in the initial direction before activating.
  • Mix-and-match Necramech Helmets on both Bonewidow and Voidrig in the Arsenal!
  • Both Voidrig/Bonewidow Necramechs, Morgha, and Cortege weapons can be purchased in the Market for Platinum. Necramech’s also have their own category in the Market!
  • Fully crafted components for the Necramech/weapons are now tradeable.
  • Removed the Gravimag requirement on Archwing weapons for Necramechs.
  • Vazarin Dash, Trinity’s Blessing, Equinox's Mend, Rejuvenate Aura, and Arcane Pulse no longer heal Necramechs. Out of 21 sources of healing, these five slipped through.
  • Necramechs now transition to aiming pose faster when in the air.
  • Fixed crash that could occur if a Bonewidow was using Ironbride at the wrong moment on returning to Town.
  • Fixed an issue where you would get a second jump sound when aiming with a Necramech in the air.
  • Fixed an issue where Revive XP penalty didn't always apply to the Necramech gun if it was the same gun as your Heavy slot or Archwing loadout.
  • Fixed your first inworld waypoint not appearing if done in your Necramech.
  • Fixed neither Host nor Client not receiving Thermia if they’are in their Necramech when the reward is given.
  • Fixed a potential issue with Saya's Vigil if you were in a Necramech when it tried to give you a Scanner charge.
  • Fixed UI remaining scrambled after entering your Necramech in a Vome residue puddle.
  • Replaced Weapon Blueprint requirements in Necraloid Sacrifices with the associated Barrel Component Blueprint, thus removing the Mastery Rank restriction on advancing Ranks.
  • Basmu and Ceti Lacera Blueprints are now tradeable.
  • Inbox messages with transmissions now have a replay button that pulses.
  • A Mastery Rank requirements popup will now show when trying to purchase a weapon you’re not eligible for yet.
  • Banshee Prime’s System Blueprint has been changed (for real) from Rare to Uncommon, as announced here.
  • Fixed a crash when Transferring to Operator while simultaneously activating a Remote Observer in Captura.
  • Fixed issues with Baro’s new Prisma Dual Decurions having [PH], missing icons, and the wrong texture when used as a Heavy Weapon.
  • Fixed the Prisma Dual Decurions not having the intended 2 V polarities by default.
  • Fixed Clients falling through map while equipping a K-Drive.
  • Fixed Conservation Tag rewards not showing the count when there's more than one Tag given.
  • Fixed missing Kela De Thaym central platform during her boss fight when skipping her cutscene.
  • Fixed Arch-Gun becoming invisible and being unable to reload it when summoned as Mag and casting her "Absorb" form of Magnetize.
  • Fixed missing “spinning around your finger” animation for the Euphona Prime Alt Fire.
  • Fixed mouse movement being shared between Warframe and Epic overlay when the Epic Social Menu is open.
  • Fixed Boss Health bar appearing when viewing the Shadow Stalker and Acolyte Codex entries.
  • Fixed Dojo Pigment icon overlapping the End of Mission reward screen UI.
  • Fixed overlapping UI and offset scrollbar when clicking a Market Bundle item and backing out to the Bundle.

Update 29.5.9

December 15, 2020 Forum Post


Banshee & Mirage Prime Vault

Deafen your foes and dazzle your allies with the newest Prime Vault release. As promised, the Vault opens with Prime items that are brand new to the rotation.

Banshee Prime and Mirage Prime return alongside their Prime Weapons and exclusive Customizations for a limited time. Frost Prime Packs, Ember Prime Packs, and their Relics have returned to the Vault.

Banshee Prime, Mirage Prime, Euphona Prime, Kogake Prime, Akbolto Prime, Helios Prime, and Deconstructor Prime Relics have been added to the drop tables!

Visit https://www.warframe.com/prime-vault to check out the Prime Vault Offerings!

  • Banshee Prime’s System Blueprint has been changed from Rare to Uncommon, as announced here.

Isolation & Arcana Bounty Flow Changes

Read the official Dev Workshop here for full explanation and details on the following changes: https://forums.warframe.com/topic/1240567-isolation-arcana-bounty-flow-changes/

Isolation Vault Flow Changes:

We have 4 main pillars of Isolation Vault flow changes. Not only do these changes significantly loosen the required routine, but they also aim to further improve the process for less new player confusion.

  1. You will now only ever need to complete a specific Tier of Isolation Bounty once to unlock the next Tier.
    1. For example: Complete the Tier 1 Isolation Vault near Necralisk Gates. You can then leave Deimos or even log off, and the next time you return to Cambion Drift you can go immediately to the Tier 2 Isolation Vault Bounty location and run that Bounty. No need to run the Tier 1 bounty again if you don’t want to.
  2. Once the Isolation Vault Tier is completed, you can run the Arcana Bounty at that same Tier.
    1. Similar to the new Isolation Vault flow above, you can leave the session and upon returning to Cambion Drift you can go straight into the Arcana Bounty without first completing the Isolation Vault at that location.
  3. Each Isolation Vault Bounty Tier now has a specific Mother location in Cambion Drift to provide a concrete flow with less confusion.
    1. Tier 1 = Mother located in ‘UNDULATUM’
    2. Tier 2 = Mother located between ‘ALBRECHT'S PROSPECT’ and ‘CATABOLIC GUTTER’
    3. Tier 3 = Mother located in ‘THE ABSCESS’
  4. All 3 Tiers of Isolation Vault Bounties are now available from Mother within the Necralisk.

Isolation Vault / Arcana Bounty Droptable Changes:

Now that the Arcana Bounties will be more easily accessible, it’s time to rebalance the drop tables:

  1. Both Isolation Vault Bounties and Arcana Bounties now share a droptable. There are 3 different droptables for each Isolation/Arcana Bounty Tier that rotates every ~3 hours, allowing you to selectively choose the reward you seek and when - exactly how other Open World Bounties work.
    1. This rotation follows the same window as the Bounty rotation in the Necralisk.
  2. Rewards within the Isolation Vault/Arcana Bounties have been rebalanced to provide a better kick at the can for higher coveted rewards:

Droptable content breakdown:

  • Orokin Matrixes
    • Less % chance overall.
  • Relics
    • Midpoint % between the two old Bounty types.
  • Necramech Weapon Parts
    • Now split up among the three droptables so you can target.
  • Necramech Mods
    • Similar drop % chance, but split up to allow more targeted runs.
  • Deimos Arcanes
    • Significantly higher drop % chance.
  • Scintillant (T1)
    • Midpoint drop % chance between the two old Bounty types
  • Weapon parts (T2 & T3)
    • Slightly reduced: You only ever need 1 of the Sporothrix and Arum Spinosa Blueprint. Getting all the way to the Arcana Bounties and receiving another Weapon Blueprint is not a feel good moment. Although this doesn’t completely eliminate getting duplicates, the drop % reduction does allow for better chances towards the other rewards.

No longer in the tables: Both of these have been taken out to allow for better odds at getting newer/desired rewards.

  • Rare Deimos Gems
  • Endo

Our Warframe PC Droptable site has been updated to reflect the above changes.

BONUS: Sporothrix and Arum Spinosa Blueprints are now tradable!

To balance out the Weapon Blueprint drop % reduction we’ve made the Sporothrix and Arum Spinosa Blueprints tradable. The Sporothrix and Arum Spinosa parts were already Tradable, but it’s now one step further.


  • Made systemic micro-optimizations to shader memory on PC and XB1.
  • Fixed a giant memory leak caused by disabling Multi-Threaded Rendering (Huge thanks to .Zexal for helping diagnose!)
  • Bonewidow Necramech’s can now be found patrolling or in its deactivated state in The Cambion Drift, similar to Voidrig Necramechs.
  • Fixed rare DirectX 12 crash when exiting Warframe.
  • Fixed rare DirectX 12 crash that could occur in a combat-heavy situation.
  • Fixed loss of functionality if you used a controller to open up the Pause Menu while viewing Bounties and viewed a squad member's profile. You can no longer open the Pause Menu while viewing Bounties.
  • Fixed Grineer Crewship explosion FX appearing blocky when destroyed in Railjack missions. This also fixes an unnecessary texture loading in.
  • Fixed some animation issues where the Quanta Vandal’s arms wouldn’t fully open after reload. This also fixed related motion blur on reload.
  • Fixed script error with the Quanta Vandal.
  • Fixed script error with Excalibur’s Slash Dash.

Hotfix 29.5.8

December 11, 2020 Forum Post

  • Removed the 25 Grandmother Token cost to Gild Items at Father and replaced with 25 Father Tokens as originally intended. A script will be run to refund those who were impacted by this change! UPDATE: Script complete!
  • Fixed Bonewidow’s Shield Maiden not functioning properly after it’s been destroyed for Client players.
  • Fixed Xaku’s Grasp of Lohk ability becoming non-functional is cast too rapidly. As reported here: https://forums.warframe.com/topic/1238057-xakus-graps-glitch/
  • Fixed Client squadmates not seeing the Host Xaku’s Grasp of Lohk weapons expire.
  • Fixed Corpus escalation beacons on the Orb Vallis not standing upright after being spawned.
  • Fixed a rare case where the Orvius might cause a crash.

Hotfix 29.5.7

December 10, 2020 Forum Post


Our overarching goal with this Hotfix aims to address Necramech feedback and fix lingering bugs. As you may have seen in our 2020 wrap up post, we’re working on a mini Necramech Operation that will feature Necramechs in regular missions! As the days progress towards that launch we will continue to review Necramech changes and fixes based on Community feedback. If you come across new issues after this Hotfix, please let us know in this thread!

Bonewidow Changes & Fixes:

On today’s menu we have a hearty serving of Bonewidow changes & fixes. Let’s breakdown the nutritional facts here: Arquebex is a very high damage weapon for Voidrig, as it makes sense for his damage output kit. Bonewidow is our Melee Necramech more focused on survivability and endurance. Exalted Ironbride is not going to match 1:1 with Arquebex, but that doesn’t mean Ironbride (or the rest of her kit) should be overshadowed. The below aim to address common Community feedback to provide Bonewidow that extra dash of spice.

  • Necramech Melee Mods (Pressure Point, Fury, Reach) now apply to Exalted Ironbride.
  • Renamed Bonewidow’s Shield Maiden ‘Shield Bash’ to ‘Maiden’s Kiss’.
  • Reduced Bonewidow’s Maiden’s Kiss to cost 15 Energy.
  • Bonewidow’s Meathook thrown enemies now have 100% Status Chance.
  • Bonewidow’s Meathook now drains a percent of the target's max Health vs flat damage. When the target is thrown the Damage dealt is a percentage of the target's current Health.
    • Both of these changes help to scale Meathook with varying enemy levels.
  • Bonewidow Necramech can now reflect damage while blocking with Shield Maiden (this is exclusive to the player’s version of Bonewidow).
  • Bonewidow will now absorb enemy attacks for a few seconds after activating Shield Maiden, and the absorbed damage will be added to the shield’s Health.
  • Enemy Bonewidow Shield Maiden now has a limited amount of Health and can be destroyed.
  • Enemy Bonewidow will no longer reattach her arm while wielding Exalted Ironbride. One thing at a time!
  • Removed Ammo UI when Bonewidow is wielding Ironbride.
  • Fixed a crash when using Bonewidow’s Meathook on a Deimos Mitosid.
  • Fixed Bonewidow’s Shield Maiden not deactivating upon Transferring out/back in. This resulted in your shield being on your chest (not active). However, when you pressed Melee you would do Maiden’s Kiss, and it would cost Energy, instead of the normal Necramech unarmed attack.
  • Fixed Bonewidow’s Firing Line affecting Companions/Pets.
  • Fixed Bonewidow’s Firing Line ragdolling you.
  • Fixed enemy Bonewidow sometimes getting stuck with Ironbride out and being unable to switch back to its gun.
  • Fixed Bonewidow Melee attacking while using Shield Maiden (Maiden’s Kiss attack) would show Atlas' Landslide ability pop-up text.
  • Fixed Bonewidow’s Firing Line animation not matching its current shield state correctly.
  • Fixed Bonewidow’s rear hit box getting hit from front attacks.
  • Fixed Bonewidow visual-only "Ability Use Prevented" problem after toggling Shield Maiden and Ironbride off.
  • Fixed enemy Bonewidows not knowing how to initiate a Maiden’s Kiss. Pucker up!
  • Fixed enemy Bonewidows sometimes using incorrect idle animations that would cause their shield to look unequipped when it should be and/or their sword to be held incorrectly.
  • Fixed enemy Bonewidows periodically playing the Shield Maiden unequip animation during a Melee attack combo.
  • Fixed Bonewidow’s Shield Maiden not deactivating after redeploying/Transferring in and out but still bashing with Shield instead of normal Melee. This also fixes a related issue where Ironbride would only execute the first attack in its combo chain instead of the full loop.
  • Fixed an issue with Bonewidow’s Shield Maiden blocking bounds becoming very small when attacked. This was causing Bonewidow to take damage instead of the shield.
  • Fixed Bonewidow’s Meathook not properly skewering the target if done by a Client player. Previously the ragdoll would appear to float around.
  • Fixed enemies held by Bonewidow’s Meathook able to cast abilities.
  • Fixed Bonewidow’s Meathook not displaying "Not Enough Energy" UI message.
  • Fixed enemies on Bonewidows Meathook teleporting to their last known spot instead of just being dropped when activating Shield Maiden at the same time.

Voidrig Changes & Fixes:

  • Doubled the enemy Voidrig recovery animation time to allow a longer opportunity window to shoot the weak spots.
  • Fixed Voidrig Necraweb ability “Press to throw” tool-tip remaining on screen after Transferring out.
  • Fixed Voidrig Necraweb canister floating in the air and tool-tip lingering if the canister isn’t tossed within a minute.

General Necramech Changes & Fixes:

  • Firing your gun while Hovering as a Necramech is now considered to be in an “Aiming” state, meaning Mods like Critical Focus and Marked Target will apply again.
  • Fixed (again) Client Necramechs losing gained Affinity if the Host migrated.
    • We had this originally fixed but then it regressed with Hotfix 29.5.6 - our apologies.
  • Enemy Necramechs (Voidrig & Bonewidow) will now rotate its body to indicate that it is about to slide towards you.
  • Adjusted Necramechs desired spacing between players to avoid sometimes standing right on top of you.
  • Fixed Operator appearing invisible and floating after exiting your Necramech as Operator for the second time as a Client.
  • Fixed cases where both Voidrig and Bonewidow wouldn’t attack with its currently equipped weapon.
  • Fixed Warframe stats displaying incorrect values in the Arsenal when equipping a Necramech.
  • Fixed Necramech weapon getting stuck continuously firing after dashing while shooting.

DirectX 12 Changes and Fixes:

  • Fixed crash on launch when using DirectX12 with older Windows 10 versions (prior to Windows 10 Creators Update).
  • Improved DirectX 12 mode stability - fixed potential crash related to GPU particles.


  • Improved frame-rate consistency when using automatic vsync.
  • You can now Build Kitguns at Father in the Necralisk and Gild/Provide/Title your Kitgun! Everything a Kitgun vendor should do!
  • Extended context action range of the Bait console when grabbing the key during an Isolation Vault Bounty to help prevent sliding past it or standing on top of it.
  • Little blue Necramech and little blue Warframe Helmet icons now mark your Necramech/Warframe respectively on the minimap when not being “controlled” to aid in loss prevention.
  • Reduced Nekros Soul Punch area-of-effect physics impulse so it no longer launches enemies across the solar system.
  • Improved stability with third-party overlays and injection tools (Steam Overlay, OBS, Discord, FPS Counters etc).
  • Improvements to Corpus Ship level navigation where AI could get stuck.
  • Running out of Railjack Boost stamina will now clear the Boost state to address Boost not recharging once depleted.
  • Lowered Xaku Grasp of Lohk ability sounds.
  • Fixed being able to equip both the Primed Fulmination and Fulmination at the same time.
    • A PSA was posted shortly after Baro arrived with his latest wares (Primed Fulmination & Primed Firestorm). Primed mods have been a feature of Warframe for several years, and it's our long standing policy that you can't have both the Primed and ordinary version of the same mod equipped at the same time (as is the case with both Firestorm mods).
  • Fixed crash when interacting with the crystal to begin the Nihil boss fight.
  • Fixed a crash that could occur if you skip the Tutorial cinematic.
  • Fixed a rare crash that could occur when using the Orvius as a Client.
  • Fixed Pause Menu not working if you died/were downed while using Transference.
  • Fixed Ayatan Amber Stars dropping far less frequently than before Deimos Arcana.
  • Fixed an issue where binding "Player List" to D-Pad would override its functionality when navigating menus with a controller.
  • Fixed rare issues with inability to Trade a Riven with the +30 Riven Mod Slots from Mastery Rank 30.
  • Fixed an issue where the whole screen would be black if you quickly skipped the fly-in cinematic during the Heart of Deimos Quest (may have affected other scenarios in which you load into the Cambion Drift as well).
  • Fixed players not being able to join your Public mission if you’re waiting on the Navigation Star Chart for players to join your squad on either Cambion Drift or Orb Vallis nodes.
  • Fixed losing full Chat functionality after defeating Nihil.
  • Fixed inability to use/cancel any abilities or use Operator after casting Revenant’s Danse Macabre and getting knocked down or attempting to ledge grab during its animation.
  • Fixed using Nekros’ Soul Punch to ‘mark’ a victim and then killing them with a weapon not raising them as a Shadow for Clients.
  • Fixed End of Mission screen showing Affinity gained for your equipped Necramech’s special weapon when you didn’t use it during the mission (no Affinity was actually gained).
  • Fixed cases where Mining nodes could be inaccessible in Cambion Drift due to spawning inside the environment.
  • Fixed inability to Chat Link Kitgun weapons made with the new Infested chambers Vermisplicer and Sporelacer.
  • Fixed Catabolyst not showing a TRIGGER TYPE in Arsenal stats.
  • Fixed Health bars displaying incorrect Health amount after the Host leaves the squad in a Free Roam mission.
  • Fixed an issue where if the Deimos Therid died while holding another enemy to throw, the enemy's ragdoll would be severed into two and look visually corrupted.
  • Fixed broken Archwing strafing animations.
  • Fixed Speech volume slider not resetting to 100 when default is pressed if the Transmission Volume slider is at 100.
  • Fixed Inaros Prime Chat link screen including the Blueprint button.
  • Fixed Tyl Regor’s axe appearing all black.
  • Fixed some laser beams (in the Void, Ropalolyst, etc) not making any sounds.
  • Fixed large fleshy walls rendering incorrectly on top of the sky in Cambion Drift.
  • Fixed excessive bloom on Ammo drops in Cambion Drift.
  • Fixed an invisible wall in the Railjack’s mesh.
  • Fixed wrong exit prompt when attempting to exit the Necralisk Captura Scene.
  • Fixed a script error when trying to Auto Install on Akbronco Prime if you also have the Damzav-Vati Mod.
  • Fixed a script error when casting numerous Warframe abilities.
  • Fixed a script error related to the rare item/resource UI pop up.

Hotfix 29.5.6

December 1st, 2020 Forum Post


Bonewidow has had a bit of an iterative release - there’s all the changes we made post-test cluster weekend, some pretty nasty bug fixes, and now, another big round of changes. Feedback regarding Bonewidow’s abilities have brought forth the upcoming Ability overhaul changes you see below! We appreciate all the suggestions on our second Necramech thus far, take a look at the new changes:

MEATHOOK: An important raised issue with Bonewidow is being unable to regenerate Health, as Bonewidow is geared towards the more “tankier” focused Necramech in comparison to Voidrig. This change to Meathook aims to tackle that head on.

  • Held enemies will lose Health over time, the Health lost will be transferred into Bonewidow. Held enemies will also have Damage Over Time applied to them.
    • Drain speed and % of Health transferred can be upgradable.
  • Improved Meathook grab to feel sharper and more consistent.
    • We found that the animation was sliding forward before the grab trigger was enabled, so if the AI was close, you would slide past before the grab would ever engage.


  • Damage Reflection added to the shield, incoming blocked damage will be reflected back at the target.
    • Damage Reflection can be upgraded with level and Strength Mods.
  • Meleeing with Shield Maiden will give you access to the Shield Bash you get while using Exalted Ironbride.

FIRING LINE: Firing Line needs to work as a better set up to let Exalted Ironbride shred enemies, and we’ve ensured it’s casting leads to better set up opportunities with these changes:

  • Added the Lifted Status to enemies hit for 5 seconds (upgradeable by Mods).
  • 1.5x Damage multiplier on Lifted enemies.


  • Radial ragdoll added to 3rd melee strike with the ability to Critical hit - but not full knock back as to keep enemies contained within striking distance.
  • Exalted Ironbride now has a slight aim assist that will help prevent over swing.

Shield Bash The Shield Bash has been expanded to work whenever you have a Shield equipped, not just when you have a Sword and Shield!

    • Gun/Shield: The melee 'E' Key
    • Sword/Shield: The left mouse button
  • Added Lift Status to Shield Bash.


  • Truncated Bonewidow jump Melee strikes by 1 second to improve responsiveness.
  • Improved support for unusual Dx12 video drivers that don't support any full-screen video modes.
  • Altered dialog timing in the Toxicity (2nd) stage of the Isolation Vault for better pacing of Loid/Otak dialog. Also tuned escalation timing slightly to delay arrival of higher tier enemies.
  • The 'Hint Transmission' audio toggle now applies to Glass Fissure Transmissions.
  • Rebalanced Necramech Efficiency Mods so that they do not stack over 100%. This applies to both the Necramech Drift Mod and Necramech Efficiency Mod. Necramech Drift max rank is now 60% Hover Efficiency and Necramech Efficiency max rank is now 30% Engine Efficiency (as it boosts all stats). Combined you receive a maximum efficiency of 90%.
    • Necramech Efficiency Mods boost the efficiency of all Stamina-affecting maneuvers to 60% at max rank, which leaves little room to expand with other Mods. When combined with Hover Efficiency (Necramech Drift) which already caps out at a problematic 125% efficiency, we get some really undesired values. We missed the mark on balancing these before they were pushed out the door, which is our mistake.
  • Increased the Standing Rank font size of Standing Rank up from 18 to 19 to make standard and hopefully fix occasionally displaying a blank square instead of a number.
  • Improved the Railjack Inventory Slot flow for more exposure and overall clarity:
    • Changed Wreckage Capacity count to use an icon instead of text + scrap button: hover to see text and click to open scrap window.
      • RailjackWreckageNew
    • Added an additional button for combined Components and Armaments (constructed Wreckage) to show Components & Armaments Capacity and allow you to Scrap multiple at the same time using the dedicated Scrap window.
  • Adjusted reverb sound settings to the Color Key Captura Scene to better fit the level.
  • Fixed a crash that could occur in DirectX 12 on multi-core systems in levels with snow that could leave tracks.
  • Fixed potential crash due to memory corruption if you had the game minimized while it was loading a new level and then alt-tabbed back into fullscreen mode.
  • Fixed Scintillant sound not being replicated for Clients, resulting in Clients not seeing Scintillant and thus inability to obtain it.
  • Fixed an issue when using the same Arc-gun in Heavy Weapon slot and Necramech gun slot, where Affinity earned before first summoning your Necramech wouldn't apply to the Necramech's version of the Arc-gun.
  • Fixed (again) UI becoming unresponsive when holding down a key while using Fast Travel/Decoration mode in the Dojo.
  • Fixed activating Aerial Ace while using Chroma resulting in his Passive extra jump being removed and causing the dragon wings to show on double jump instead.
  • Fixed recasting Xaku’s Grasp of Lohk with no targets nearby resulting in all guns to be lost.
  • Fixed Nekros Soulpunching an enemy to raise them as Shadow not respecting modified Shield of Shadows power strength if that enemy is your first Shadow.
  • Fixed Nekros Soulpunching a victim to death not raising the victim as a Shadow for Clients.
    • Known issue: using Soulpunch to ‘mark’ a victim and then killing them with a weapon will not raise them as a Shadow for Clients
  • Fixed Residual Arcane zone damage numbers not showing up for Clients.
  • Fixed Bonewidow’s Meathook grabbing Dargyns.
  • Fixed force feedback not working properly with beam Kitguns.
  • Fixed Infested Research Bounty Fluid Sac throw objective text being erroneously replicated when the Host holds the sac.
  • Fixed End of Mission Medals not showing in the Last Mission Results UI screen.
  • Fixed seeing a grey box in the Market if viewing an item you already own after just logging in.
  • Fixed a script error when attempting to use the Railjack Pilot context action during a level transition.
  • Fixed a script error when an Excavation encounter starts in the Cambion Drift.


November 27th, 2020 Forum Post

  • Fixed Bonewidow’s Exalted Ironbride not using any Mods.
  • Fixed Bonewidow appearing under the wrong category in player Profiles.

Hotfix 29.5.5

November 27th, 2020 Forum Post

Cracks in Deimos Bounty Changes & Fixes:

  • Added ABCDE markers to fissures to help direct where you want to go next.
  • Added a blue waypoint to the Emitter carrier to allow all players to know the position of the carrier.
  • Fixed a crash that could occur after a Host migration and the Emitter runs out of battery.
  • Fixed script error related to the Emitter Containment Unit.


  • Made numerous micro-optimizations to GPU performance on all platforms, particularly when running at high-resolution.
  • Removed the ‘Mend The Family’ option from Grandmother during the Heart of Deimos Quest, which could result in an inability to progress the Quest.
  • Increased the projectile speed of the Arquebex.
  • Updated some texts referring to Orokin Derelicts instead of Deimos.
  • Increased the size of the rear weakpoint on enemy Nechramechs.
    • This should make hitting the Necramechs more consistent with what you see.

DirectX 12 Fixes:

  • Fixed crash that could only occur in DirectX 12 when loading into a level with water, network latency, and a CPU with many cores.
  • Fixed crash on shutdown typically caused by 3rd-party overlay software
  • Fixed Clients losing all Necramech Affinity gained in mission after a Host Migration.
  • Fixed a crash when casting Vauban’s Flechette Orb.
  • Fixed a crash when a Vulpaphyla deactivates Martyr Symbiosis.
  • Fixed a couple crashes that could occur during a Disruption mission.
  • Fixed a crash when Garuda activates her Bloodletting ability.
  • Fixed a progression stopper in Isolation Vault Bounties where enemy Necramech’s wouldnt respawn after a Host migration occurred.
  • Fixed re-naming Dojo Transporter after placing it causing it to disappear.
  • Fixed Luminous Dye not highlighting the Flagellocanth.
  • Fixed Tonkor requiring an Orokin Catalyst instead of an Exilus Adapter to unlock the Exilus slot.
  • Fixed incorrect tutorial tips in the Heart of Deimos Quest.
  • Fixed missing collision in some spots in the Deimos Tunnels Captura Scene.
  • Fixed Focus Lens icons appearing stretched when awarded from a Bounty.
  • Fixed Khora Spectors only using her Strangle Dome and no other abilities.
    • With the exception of Venari, as it is a tap and cycle ability. Venari will simply stick to her default attack mode.
  • Fixed Steel Path Incursion (Daily Alerts) nodes matchmaking with players who are doing the base version of that node and vice versa (if those nodes were unlocked).
    • This could lead to a situation where you thought you were playing the Incursion for +3 steel essence, but wouldn’t get that extra reward at mission end.
  • Fixed the secondary Energy color option not appearing after polarizing Necramechs (Voidrig and Bonewidow) and modular K-Drives.
  • Fixed being unable to detonate Glaives using Heavy Attack while controlling it with Ivara’s Navigator.
  • Fixed a script error that could occur when using a Garuda Specter.
  • Fixed script error when closing Warframe during the Helminth Subsume animation.
  • Fixed rare script error when clicking on a Mod Link that contains an Arcane.
  • Fixed a script error when updating your Appearance in Arsenal.

Hotfix 29.5.4

November 25th, 2020 Forum Post

DirectX 12 Beta Support:

We are pleased to bring you beta support of DirectX 12 this week!

The DirectX 12 driver should look graphically alike to the standard DirectX 11 driver, but the new driver exposes several optimizations we can use in the future. Even though Warframe’s DirectX 12 support is still in beta, you should notice slightly faster rendering on most graphics cards and faster rendering on multi-core systems!

Please keep in mind that several optimizations are still in the works. For example, the new driver does not yet support the shader cache that’s automatic in DirectX 11 drivers. This difference means that as you play, the DirectX 12 driver must convert shaders from a generic format to versions optimized for your specific model of graphics card. Depending on your system, this process could appear as micro-stutters the first time a shader is needed. Other games work around this process by forcing massive shader compiles in their launchers. We hope to avoid that as we work on a different solution.

We also hope to hammer out some bugs during our initial beta test of the DirectX 12 driver. To that end, we’re keenly interested in having crashes reported if they only occur in the new driver. If you can reproduce a crash consistently in the DirectX12 driver but can’t reproduce the same crash in DirectX 11, please report the WAR-# in this thread. Learn more about reporting crashes here.

We’re also interested in knowing what looks different with DirectX 12 enabled. Differences likely signal a bug, so if you find one, please send F6 screenshots to Support. Learn more about capturing screenshots here.

How to Participate:

Simply enable DX12 in your launcher settings!

Necramech Changes & Fixes:

  • 3 Polarity slots, Vazarin/Vazarin/Madurai, have been added to Bonewidow. This was an oversight on our part, and should have come with Bonewidow on launch, similar to Voidrig.
    • If you've already Polarized those slots, we'll move your chosen Polarity to a Universal slot. IF you've Polarized all 9 slots you’ll be given a Forma.
  • Necramech summoning is now more forgiving on the Cambion Drift. You should experience less ‘Invalid Launch Point’ on slopes, inclines, etc.
  • Bonewidow's Meathook ability will no longer skewer Deimos Carnis and Deimos Saxum due to breaking throwing functionality and overall wonkiness.
  • Enemy Voidrig Necramech Storm Shroud ability no longer provides immunity, but instead provides damage reduction for the duration of the buff.
  • Fixed a crash when joining a mission where a squadmate was casting Voidrig’s Necraweb ability.
  • Fixed a crash during an Isolation Bounty when fighting Bonewidow who casts Firing Line.
  • Fixed inability to use Bonewidow’s Exalted Ironbride after melee attacking during the equip animation.
  • Fixed Bonewidow’s Exalted Ironbride becoming invisible after Transferring in and out of Bonewidow.
  • Fixed deactivating Bonewidow’s Exalted Ironbride while Shield Maiden blocking resulting in your active weapon to display as "Pugil", and you will still be holding the Ironbride in your hand. This prevents you from both firing your gun and shield bashing until you release your block and allow the de-equip animation to play.
  • Fixed inability to summon a Necramech on shallow Cambion Drift Exocrine.
    • This also allows you to summon a Necramech along the shorelines of lakes in Plains of Eidolon and Orb Vallis!
  • Fixed ability to move around other players Vacuumed items by the Necramech. Your Vacuum should only affect pickups for yourself.
  • Fixed Necramech’s not displaying when searched in the Inventory screen.
  • Fixed numerous script errors when casting Necramech abilities.

Cambion Drift Excavation Changes & Fixes:

  • Endless Excavation now requires fewer Excavators to be cleared in the Endless Bounty variant for a full squad (from 5 to 3). This makes each round a little quicker and allows for enemy escalation to increase a little faster.
  • Added 5s invulnerability period to Excavators when deployed.
  • Increased time between Excavator deployments from 3 to 5s and added an extra 3s on the first Excavator to give players more time to prepare for the encounter.
  • Fixed reward banners for Endless Bounties not showing the correct bonus icon for previous stages.
  • Fixed some bad Excavator placements in the Cambion Drift.
  • Fixed Excavation arrival transmission not playing.

Glaive Changes & Fixes:

  • Alt fire will now also Heavy Attack the Glaive in Glaive+Gun mode. The original design intent was to reserve Alt Fire for the Secondary weapon, but a scenario where Secondary Alt Fire is needed while Glaive is in flight over Heavy Attack is extremely low. Bringing parity to Heavy Attack input in Dual Wield and Melee Equipped modes is far more important. Thank you so much for all the excellent feedback!
  • Alt Fire will Heavy Attack at any point during a Glaive's flight. Before, when a Glaive auto recalled after reaching its distance limit, it could not be detonated during its return.
  • Fixed Glaives sometimes orbiting around you after recall. As reported here: https://www.reddit.com/r/Warframe/comments/k00a5e/return_of_glaive_orbit/
  • Fixed cases of consecutive Glaive throws failing.
  • Bounty objectives (on all Free Roam missions) are now enabled 5 seconds after the Bounty vote concludes, allowing players to reach the encounter area and start the objective before all the preamble transmissions complete. The arrival objective transmission will interrupt the preamble if the objective is started before the preamble completes.
  • Updated the Baurahn Prime Ephemera so the dragon bodies will take the Accent tint color, giving you further customization options.
  • You’ll now be placed just outside the Necralisk gate upon loading into the Cambion Drift from the Star Chart. We found that due to spawning so far away from the Necralisk was resulting in an inability to join Cambion Drift sessions from the Star chart.
  • Nora's volume slider will now also affect the transmission in / out sound.
  • Stalker and Acolytes have been given the fancy “boss Health bar” treatment!
  • Updated tooltip message for Energy while in Arsenal to read "Used to cast Abilities" instead of "Used to cast Warframe Abilities."

Deimos Delicacies Bounty Fixes:

  • Fixed Deimos Delicacies Bounty crashing after a Host migration during the Dig Up Fungal Polyps phase.
  • Fixed Deimos Delicacies Bounty crashing after a Host migration during the Polyp-Hog Juggernaut death animation.
  • Fixed progression stopper in the Deimos Delicacies Bounty where the Polyp-Hog Juggernaut would stop at a Fungal Polyps spot but not dig it up.
  • Fixed a potential edge case progression stopper where the Polyp-Hog Juggernaut stops if you’re out of range or dead when the Polyp-Hog Juggernaut got into the Fungal Polyps radius.
  • Fixed the Polyp-Hog Juggernaut waiting 15 seconds between arriving at the Fungal Polyps and the action being enabled.
  • Fixed some crashes that could occur during a Gas City Sabotage mission.
  • Fixed a crash related to a Host migration occurring during a Pit Monster encounter.
  • Fixed Arlo’s Flame not casting light when carried in the Zealoid Prelate boss fight on Deimos.
  • Fixed Naramon’s Disorienting Blast permanently breaking pathing of Disruption Demolyst / Demolishers.
  • Fixed Nidus’ Virulence not benefiting from Volatile Maggot / Strain Maggots.
  • Fixed Melee Heavy Attacks not functioning for Sigma and Octantis, Cobra and Crane, and Wolf Sledge.
  • Fixed objective markers disappearing after a Host migration during the Cracks in Deimos Bounty.
  • Fixed missing arrival transmissions during the Infested Research Bounty.
  • Fixed scaling Decorations/objects in the Dojo teleporting to and from last position placed.
  • Fixed Infested K-Drive parts not staying connected during tricks.
  • Fixed rare cases where underground chambers were protruding through the Cambion Drift landscape.
  • Fixed the Ranulyst Syandana clipping through numerous Warframes.
  • Fixed Foundry Blueprints that require a Lens as a component having the Lens icon appear squished.
  • Fixed Nihil's Oubliette appearing through the Orbiter walls.
  • Fixed pulling out your Pistol after hotkeying the Scanner while in your Orbiter.
  • Fixed a bug where you could hear some vehicle sounds while in the Arsenal.
  • Fixed ‘[PH] Mod Combo Count Chance’ appearing for Garuda’s Blending Talons Augment.
  • Fixed a script error related to saving Solaris United Agents in Orb Vallis.
  • Fixed a script error when Vor spawns in the Void.
  • Fixed a script error that could occur when playing a Hive mission.

Hotfix 29.5.3

November 23rd, 2020 Forum Post

Conservation Changes:

  • Increased chance of rarer Nexifera:
    • Common ~67%->56%
    • Uncommon ~23%->28%
    • Rare 10%->17%
      • Only one Nexifera spawns at a time, and because they don't have Vome/Fass restrictions like some of the other animal variants this effectively diluted the table if you were hunting for a specific one. This will provide a bit more variety!
  • A Son Transmission will now play when you fail to mimic an animal with your Echo Lure.

Infested Research Bounty Changes:

The Bonus condition of ‘Collect no more than 3 fluid sacs’ had the most common feedback of being too difficult when trying to reach 25 and 30 marked enemy kills using just 3 Fluid Sacs. We’ve made some changes to ease the general Bounty flow and also provide an improved opportunity to achieve the Bonus condition:

  • Increased Fluid Sac splash radius increased to 16m.
  • Increased enemy reinforcement density while holding a Fluid Sac.
  • Reduced delay between reinforcements to 1s while holding a Fluid Sac for overall faster enemy spawning.
  • Separated Kitguns from the Primary/Secondary weapons in the Mastery breakdown into its own category.
    • Kitguns moved from Secondary to Primary in Mastery breakdown in Deimos: Arcana -- since this might cause some confusion we decided to just have Kitgun Weapons in the Mastery breakdown. This also makes it clear you don't double dip!
  • Removed self damage from Orvius charged projectile.
  • Deconstructor can no longer equip Volatile Quick Return and Volatile Rebound.
    • Deconstructor projectiles do not have any explosive properties so the Mods did nothing.
  • Glaive meleeing will cancel Athodai's "secondary fire beam" in Dual Wield mode now.
  • Changed Volatile Quick Return +100% Blast Radius to +3 Blast Radius
    • Multiplicative radius increase was increasing Glaives with a high base radius to higher than intended ranges.
  • Changed the default Necramech ramming and hovering controller bindings to crouch for ramming, and aim for hovering.
    • Player feedback provided insight that pressing and holding hover with the controller removed the ability to aim with the right stick. This issue made air combat difficult on controllers and restricted Necramech gameplay to be on the ground. Please let us know how this change feels!
  • Fixed the actual base Blueprint for the new Arum Spinosa and Sporothrix not being in Rotation A of Deimos: Arcana Bounties. Arum Spinosa Blueprint is now in Rotation A at 18%, with Sporothrix Blueprint in Rotation A at 21%.
  • Fixed the final mission on The Deadlock Protocol Quest not being completable (the boss fight with Protea).
  • Fixed Isolation Vaults not being replayable from Mother after returning to the Necralisk.
  • Fixed numerous issues with the Cracks in Deimos Isolation Vault Bounty.
  • Fixed a potential crash with Clients playing as Grendel.
  • Fixed a crash related to Drones.
  • Fixed UI becoming unresponsive when holding down a key while using Fast Travel/Decoration mode in the Dojo.
  • Fixed Morgha primary fire consuming more ammo than intended when used with Archwing.
  • Fixed Polyp-Hog Juggernaut sometimes playing its dig animation in the wrong area.
  • Fixed various issues with enemy navigation not working on the Grineer Galleon.
  • Fixed Mire melee input becoming unresponsive.
  • Fixed Bonewidow’s Exalted Ironbride behaving poorly on Clients (i.e not appearing).
  • Fixed stability issues and crashing during the Cracks in Deimos Bounty.
  • Fixed an issue with the Cracks in Deimos Bounty not always progressing.
  • Fixed an issue with the Subsume action on the Helminth sometimes losing player input.
  • Fixed inability to equip Scrawls on the Infested K-Drive.
  • Fixed Mission Mastery breakdown not displaying when viewing somebody's Profile.
  • Fixed in-game News Console clipping with text.
  • Fixed [HC] line when picking up the Fluid Sac in the Infested Research Bounty.
  • Fixed text filepath showing for Medals.

Hotfix 29.5.2

November 20th, 2020 Forum Post

Missed 29.5.0 Note + Script

  • In Update 29.5 Deimos: Arcana, we increased the reward for completing a Planet on the Steel Path to 25 Steel Essence. This Update will give an Inbox to everyone who had completed a Planet on The Steel Path at the old rate of 2 Steel Essence per Planet and reward them the difference for each Planet completed! Eligible players will have this automatically on login.

Bonewidow Changes:

  • Firing Line now has a forced stagger to de-mobilize enemies hit by its rays.
  • Shield Maiden now has a larger Health pool and increased angle of blocking (160 by default, 220 when holding Shield and Exalted Ironbride)
  • Exalted Ironbride now has a base damage value of 1500 at Max Rank (increased from original 1000)
  • Exalted Ironbride now has a base Critical Chance of 45% with a 3x multiplier (increased from original 5% and 1.5x).
  • Audio Mix tweaks have been added for Cetus!
  • A new piece of art can be seen on our game Loading Screen! Behold!
  • Lessened the self stagger range of Phahd’s projectile.
  • A waypoint has been added to Tranq’d animals!
  • Lessened the recoil of the Vermisplicer Kitgun Chamber when used with grips that increase Damage.
  • Improved the quality and quantity of Nexifera spawns in caves.
  • Improved the ambient spawn behaviours of Avichea.
  • Made the Machete item in Simaris’ store accessible to those who had obtained it and sold it by means not considered in this store.
  • Fixed Necramechs losing Affinity when destroyed and the Warframe you are using dies.
  • Fixed an issue with several one-handed Melee weapons not functioning (as an accidental result of the Glaive changes). Weapons included: most Machetes, Plasma Sword, Destreza and Destreza Prime, Sheev, and Scoliac.
  • Fixed Vault bounties always pulling from Common rewards, and not giving a bonus reward at the final stage.
  • Fixed missing normal maps on the Entrati family.
  • Fixed missing normal maps on Operators (leading to faces looking off, i.e scars not looking right).
  • Fixed enemies not spawning after activating Obelisks.
  • Fixed ragdolled enemies not getting marked by the Fluid Sac in the new bounty type.
  • Fixed transmissions playing twice sometimes when failing a bonus objective.
  • Fixed the Akarius dealing self-damage with multishot projectiles.
  • Further fixes towards the Juggernaut Polyp Hunter getting stuck and spinning.
  • Pre-deployed a Serverside fix for the Launcher not working on new installs.
  • Fixed the Kuva Nukor Critical hits doing more damage to chained targets than the initial target.
  • Fixed an issue that could occur with Relay Blessings if a player was somehow down.
  • Fixed Helios attempting, but not completing, scans while you are in Necramech form.
  • Fixed mission conservation transmissions from Son.
  • Fixed numerous issues with the new Isolation Vault Bounties and Pit Mini Encounter.
  • Fixed crashes associated with the ‘Infested Mist’ Isolation Vault Bounty.
  • Fixed a crash that could occur if a mission was finished or aborted while you were joining.
  • Fixed a crash associated with the Protea boss fight.
  • Partially fixed a progression stopper with the Protea boss fight. We are still working on this issue, it is not fully resolved! Apologies!
  • Fixed a crash that could occur in the Jupiter Gas City tiles.
  • Fixed numerous additional crashes.
  • Fixed a script error when viewing Syndicate Reputation options in a Relay.
  • Fixed Planets, Chat, and other UI elements disappearing after a mission.
  • Fixed a [PH] appearing in a string of text.
  • Fixed sound balance issues with Requiem Murmurs.
  • Fixed an issue with a fallen Necramech not spawning at the bottom of the Pit Monster.
  • Fixed a crash when fighting the Pit Monster.
  • Fixed the Deru Syandana not colouring correctly.
  • Fixed an issue that could occur in Open Worlds / Landscapes regarding gear items that you have more than >200 of not deducting proper amounts at mission complete.
  • Fixed Vauban’s Vortex affecting play Mechs movement.
  • Fixed numerous issues related to running the game with Gore disabled.
  • Fixed an issue with Tesla Coil causing issues with specters.
  • Fixed Deimos / Cambion Drift K-Drive races not rewarding proper new Infested K-Drive Parts. The item being rewarded was a non-usable “fake” blueprint, which would not have shown up in the Foundry or been usable. You will need to redo the races to receive the functional item. The old one can be sold from your Inventory for credits.
  • Fixed an issue that could occur when a Grineer Ghoul encounter ends.
  • Fixed an issue where Harrow Specters casting ‘Condemn’ could cause a game hang.
  • Fixed a freeze that could occur when playing Ship decorations on slow connections.
  • Fixed missing TennoGen skin wings for Chroma’s new passive:
  • Fixed the Health bar of the ‘Contamination Unit’ disappearing in the Cracks in Deimos Bounty after a Host migration.
  • Fixed Bonewidow’s Exalted Ironbride ‘Drain / Second’ stat not appearing when hovering over the ability icon in the Arsenal.

Hotfix 29.5.1

November 19th, 2020 Forum Post

  • Added an Orokin Matrix icon next to Loid’s Fast Travel option and his dialogue options in the Necralisk.
  • Improved friendly Polyp-Hog Juggernaut’s survivability during the escort portions of the Deimos Delicacies Bounty.

/*In its previous state, the Polyp-Hog Juggernaut was not tough enough to put up a fight in the later stages. We’ve made the Polyp-Hog Juggernaut more robust to make the level 30-40 bonus much more attainable!

  • Removed Pulmonars, Proboscis Cernos and Catabolyst from Conclave.
  • Fixed softlock that would occur if trying to Trade a Mod and Platinum in the same offer.
  • Fixed a script error that resulted in the Jackal Parazon stab not functioning, which resulted in an inability to progress the fight.
  • Fixed Bonewidow’s Weapon Pod Blueprint requiring 45 Tinks. It will now require 45 Scrap as originally intended (obtained from dismantling Servofish at The Business in Fortuna).

/*We’ll be reviewing the backend to see if any players spent the 45 Tink and rushed the Blueprint crafting.

  • Fixed the Health bar of the ‘Contamination Unit’ disappearing in the Cracks in Deimos Bounty after a Host migration.
  • Fixed Bonewidow’s Exalted Ironbride ‘Drain / Second’ stat not appearing when hovering over the ability icon in the Arsenal.
  • Fixed Bonewidow sinking when Exalted Ironbride is being held.
  • Fixed Bonewidow Exalted Ironbride Energy per second displaying 2 instead of the correct 2.5.
  • Fixed the bonus UI in the battle stage of the Deimos Delicacies Bounty showing succeed/fail state right when entering the stage.
  • UI will now properly show fail state if you go below 50% before the battle stage.
  • Fixes towards reinforcement encounters persisting and keeping missions active, preventing further Bounties in the same area.
  • Fixed script error that could occur when attempting to purchase items from the in-game Market as a gift.
  • Fixed a script error that could occur when putting away the Fishing Spear at certain spots in Cambion Drift.
  • Fixed a script error related to the True Master Font Blessing Altars in the Relays.
  • Fixed a script error that could occur if a Trinity Specter used Energy Vampire.

Update 29.5

November 19th, 2020 Forum Post - Deimos Arcana

Deimos Arcana

Since the initial Heart of Deimos release, you’ve delved into the putrid hills and caverns of the Cambion Drift and found a familiar place with the Entrati. As Deimos continues to fester within the Origin System, its insides twist and turn to expose new growth and life!

In this update, Deimos: Arcana uproots newly unearthed Isolation Vaults in The Underground of the Cambion Drift. The new Necramech, Bonewidow, with sword wielding weaponry awaits you in these unexplored rancid tunnels.

Prepare your Tranq Rifle and aim strong, the Undazoa and Nexifera have been spotted occupying the rotting landscape of the Cambion Drift. Remember to look both ways before crossing the Exocrine; the new Deimos Mitosid can attack at any angle!

Arm yourself with a slew of Infested weapons, build new Infested Kitguns, shatter enemies with the Gara Kaleida Collection, and much more with Deimos: Arcana!

** Please note, Test Cluster specific changes are at the very bottom of the Notes!



The Cambion Drift Underground you’ve come to recognize swells with new areas to discover.

Mother has 3 new Isolation Vault Bounties to complete! These new Isolation Vault Bounties become available after completing the initial Isolation Vault tier, with the respective Mother then offering the new Vault Bounty. As you unlock these new Vault Bounties, the difficulty will increase to match the prerequisite Isolation Vault and rewards will differ per Bounty.

In addition, 4 new Entrati Vault ruins await you in Isolation Vault Bounties!


General Isolation Vault Changes:

  • Removed the Vome/Fass cycle reset on the Isolation Vault Bounties tiers.
    • Oftentimes the Vome/Fass cycle reset during an Isolation Vault Bounty was understandably confusing, for new players especially, and was reported as more of a “bug” than a feature - so we’ve removed its effect on Isolation Vault Bounty tiers! Also, with the addition of the new Isolation Vault Bounties, the time it may take squads/solo players to complete them all could exceed the Vome/Fass cycles.
  • Increased the speed of Loid/Otak in the Isolation Vault!
  • Reduced Loid/Otak’s base Health by 37.5% to compensate for the speed increase.
    • The slow speed of Loid/Otak was common feedback to be addressed, but increasing the speed made their journey too easy as enemies barely put a scratch into them as they attempted to catch up.
  • Changed Otak/Loids defend HUD marker to the standard yellow version to help differentiate between Allies and enemies.
  • Adjusted Loid/Otaks path to create a more evenly spaced consistent length path to avoid a long slow return to the Vault when all 4 Generators are activated, or when clusters of Generators are very close together.
  • Adjusted Isolation Vault Transmission flow at the very start to speed things up a bit and get into the phases a little faster.
  • Scintillants have a chance to respawn in Isolation Vault Bounties.
    • The new Isolation Vault Bounties bring you back through the previously completed Vaults and further into the Underground. Having Scintillant respawn grants another kick at the can even if Scintillant was already found in a Vault.
  • Esophages in Isolation Vault Bounties now have a press and hold context action to avoid accidentally interacting, and thus having to go all the way back down to do the Vault Generators.
  • Rebalanced enemy Voidrig (and the upcoming Bonewidow) Isolation Vault fights for a more fair experience that embraces the precedent set with Kuva Liches:
    • *Enemy Voidrig & Bonewidow Necramechs now have the ‘Lich’ treatment with vulnerability to Status Effects, meaning you can now apply Status Effects to Necramechs! Additionally, certain damage immunities and diminishing returns for Warframe abilities have been added to balance this out.
      • The damage immunities apply to movement abilities, such as Banshee’s Sonic Boom, to prevent yeeting the Necramech into the sun. The diminishing returns are present to also prevent 1HKOs - on par with Kuva Liches.
    • Increased the cooldown time when the Voidrig (and Bonewidow) cast their invulnerability shield while in their “armless” phase.
      • Necramechs are intended to have shorter cooldowns while missing both arms. The cooldown reduction was too high however and you’d often see Voidrig Necramechs recasting their shield within seconds!
  • Added an objective marker to the Bait Device if your Bait throw missed the monster-door.


New Isolation Vault Bounties also have 3 new encounter types within the Bounty!

Deimos Delicacies! Daughter has tasked you to escort/protect a friendly POLYP-HOG JUGGERNAUT that is searching for Fungal Polyps! But we all know what happens when someone bothers us while we’re eating…

Infested Research!

Curious behaviors have been observed of the Infested interacting with the organic fluids in the underground caves. Subvert the fluid extraction device and throw it back at them to collect samples!

Cracks in Deimos!

There is a mysterious mist wafting throughout the area, driving the creatures within mad! Negate the effects of the mist with the Emitter Unit and seal the mist fissures before the creature's attempt to open the fissures.

BOUNTIES & ISOLATION VAULT FEEDBACK THREAD: https://forums.warframe.com/topic/1236087-deimos-arcana-new-bounties-isolation-vaults-megathread/



This fearsome Necramech, fashioned in honor of the Entrati matriarch, is a robust front-line fighter. Favoring armor and health over shield strength, Bonewidow can grab and hurl enemies, deploy a heavy shield for personal defense, and cleave through opposing ranks with a massive warblade.



Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact site.


Raise Bonewidow’s shield to block incoming forward damage.


Sweep surrounding enemies into the line of fire with a force beam.


Summon a devastating exalted blade.

*See balance details on these abilities at the bottom of the document from our Public Test Cluster!

*Acquire the Bonewidow Blueprint and the required parts from Loid for Necraloid Standing!


Blast through enemies with a double-barreled shot of energized slugs. This siphons their life essence which is then used to generate the secondary fire’s massive air-burst mortar. The ancient Entrati weapon was built for Necramechs but also functions as an Archgun.

*Acquire the Morgha Blueprint and the required parts from Loid for Necraloid Standing!

BONEWIDOW FEEDBACK THREAD: https://forums.warframe.com/topic/1236086-deimos-arcana-bonewidow-necramech-megathread/

New Necramech Mods (max rank):

Necramech Flow

+150% Energy Max

Necramech Efficiency

+60% Engine Efficiency

Necramech Drift

+150% Hover Efficiency

Necramech Friction

+60% Slide Efficiency

Find these Necramech Mods as rewards from the new Isolation Vault Bounties or from Loid for Necraloid Standing!


Heart of Deimos brought forward the “Weapons Vendor '' of the Entrati, Father, of whom we mentioned would bring Infested Kitguns - and here they are! Purchase these parts from Father and visit your friendly Rude Zuud in Fortuna to build!



Primary: Long-range proboscis attaches to a target and then splits off to attack up to five more enemies.

Secondary: Three short-range proboscises fiercely latch onto targets and maul them.


Primary: Launches spore-sacs that explode with toxic mist on each bounce. Automatic trigger.

Secondary: Fires spore-sacs that rupture into three smaller toxic projectiles on impact. Semi-automatic trigger.



This secondary grip increases fire-rate while sacrificing little in the damage delivery.


This primary grip increases fire-rate while sacrificing little in the damage delivery.



Small loader that contributes to both Critical Chance and Status Chance.

Macro Arcroid

Large loader that contributes to both Critical Chance and Status Chance.


A higher capacity small loader with a slower reload process.

Macro Thymoid

Massive capacity loader with a long, cumbersome reload.




Actualise... synergy... SYNERGISE! Residual Arcanes and Theorem Arcanes are geared towards synergising with each other to provide a different method of imposing elemental damage. Discover these new synergized Kitgun and Warframe Arcanes as rewards from the new Isolation Vault Bounties.

*Please review changes to these Arcanes at the bottom of the document from our Public Test Cluster!

Kitgun Arcanes (max rank)

Residual Viremia - On Kitgun Kill

20% chance to create a pool of toxic blood for 12s, dealing 40 Toxin Damage/s. Standing in the area applies the Toxin Damage to Theorem Arcanes.

Residual Malodor - On Kitgun Kill:

20% chance to create a frigid mist for 12s, dealing 40 Cold Damage/s. Standing in the area applies the Cold Damage to Theorem Arcanes.

Residual Boils - On Kitgun Kill:

20% chance to spawn volatile hives for 12s that explode when enemies approach for 80 Heat Damage in 10m. Standing in the area applies Heat Damage type to Theorem Arcanes.

Residual Shock - On Kitgun Kill:

20% chance to spawn an electrified spike for 12s, dealing 200 Electricity Damage to enemies within 10m. Standing in the area applies Electricity Damage to Theorem Arcanes.

Warframe Arcanes (max Rank)

Theorem Contagion

Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 15m dealing *150 damage *increasing their vulnerability to the globe’s damage type by 200% for 6s. Globes will persist for *30s upon leaving the zone.

+1 Arcane Revive.

Theorem Demulcent

Standing in a zone created by a Residual Arcane increases weapon damage by *12%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.

+1 Arcane Revive.

Theorem Infection

Standing in a zone created by a Residual Arcane increases damage of Companions and summoned Allies within *90m by *24%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.

+1 Arcane Revive.

ARCANE FEEDBACK THREAD: https://forums.warframe.com/topic/1236088-deimos-arcana-new-arcanes-megathread/



It takes two to tango, Tenno. Previously known as “Splitter,” the clever Mitosid splits in twain to divide and conquer as the Diploid. Both the Basal and Feral Diploid make up for what they lack in maneuverability with what they have in appendages!

****New Mitosid Mod Set

We anticipated shipping a Mitosid Mod Set with Deimos: Arcana. After review, these Mods needed a bit more time in the oven, and we wanted to make this clear for those who may have come across them on the Test Cluster in any form to explain their fate!. We’ll return to the drawing board and ship at a later date!

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Grandmother has a new ‘Mend the Family’ option that allows you to provide Deimos Resources for Tokens of each Entrati member.

  • Here with Grandmother, ‘Mend the Family’ gives you another option for those spare Resources, Gems, and Fish Parts to put towards Tokens outside of their usual Entrati member role. For example, use a mix of Resources and Fish parts for Son Tokens! Use a mix of Gems and Resources for Daughter Tokens! Keep checking back to see how you can Mend the Family.

Loid (or perhaps Otak..) are tooting their own horn with the Loid Sentinel Skin - available for Necraloid Standing with Loid! This faithful Necraloid has served the Entrati family for centuries. He now stands ready to offer his service to you. Complete the double-sided look with the Mask, Tail, and Wings.


Loid has come into possession of the Ayatan Kitha Sculpture! Struck to commemorate the Entrati family’s power and prestige, as well as safeguarding their memories of one another. Many things changed in the years that followed, and that which had once shone brightly grew dark and dim. But even a single Ayatan Star may make all the difference.

Spend your Necraloid Standing for this new evergreen item!


Son has new Vulpaphyla and Predasite Precept Mods available for Entrati Standing!


  • Martyr Symbiosis: Drains and stores 20 Health from corpses within 25m up to 20% of their Master’s Health. Sacrifices itself to heal their Master if they fall below 10% Health.


  • Maggot Summoner: Maggot Summoner: In combat, spit up a maggot every 15s. The maggot latches onto the nearest enemy and provokes other enemies within 40m to attack them. It then explodes dealing 400 Viral Damage within 10m.


Grandmother has gotten her hands on a new Infested K-Drive and it can be yours by completing each of her Races out in the Cambion Drift! Once you’ve acquired the Ferverspine, Gristlebuck, Nodulite, and Steeba parts visit your friend Roky in Fortuna to build the Infested K-Drive!


Tenno have spent a lot of time with the Entrati family, and have shared valuable insights on how to improve their systems! Deimos Arcana brings many sought after quality-of-life improvements:

  • Vome/Fass time indicators now appear when viewing the map inside the Necralisk hub!
    • Cetus and Fortuna have been given the same treatment.
    • TimerInsideHubPoster
  • The mining drop rate of Thaumica has been doubled! We’ve also Reduced the chance of getting Namalon while Mining in the Cambion Drift so that the chance of getting Thaumica is significantly increased.
    • Both Necrathene and Thaumica were similarly rare, but Thaumic Distillate is used in a wider variety of Blueprints, so expect to see it appear more often from yellow mineral deposits.
  • Son’s Conservation tasks have been made more rewarding and accessible! There are two main factors to this change:
    • Higher quality Conservation captures will now provide better rewards, as they do in our other Free Roam landscapes. Scoring a “Good” capture will now provide 2 animal capture Tags instead of 1, and “Perfect” captures will award 3 Tags!
    • Son’s Token exchange has been reorganized, based on player inventory statistics. Smaller offerings will require more commonly found creatures, and larger offerings with more Tokens will require creatures that are harder to come by.
  • Necramechs will now increase max level by 2 for each Forma applied, up to Rank 40!
    • With twelve Mod slots to fill, borrowing the Polarity mechanics introduced with the Paracesis made perfect sense. This change also prompted a discussion to address the mission restrictions with Necramech leveling (Free Roam only). As a result, we’ve increased the Shared Affinity Range in Free Roam missions (see below for more details). We still have plans to allow deployable Necramech’s in normal mission modes at a later date - stay tuned!
    • If you have already reached Rank 30 on your Necramech prior to this update, you will retain the full Mastery Points for it. You are still free to level it to Rank 40 to unlock further Mod slots!
  • Enabled Shield-Gating for summoned Necramechs! You’ll now experience the brief invulnerability period when your Necramech Shield breaks.
  • Universal Medallions can now be traded in the Necralisk at Grandmother for Entrati Standing and Loid for Necraloid Standing.
  • The Latrox Une Bounty mission has received a balance pass to address both the length this mission takes and the Bonus being too challenging compared to others:
    • Doubled the Drone Shields Health.
    • The Drone Shield now regenerates after being emptied.
    • Samples now drop at a faster rate.
    • Less samples are required to complete the mission.


We’ve increased the Shared Affinity Range in Free Roam missions from 50 meters to 250 meters! When implementing the change to make Necramech’s level up to 40, it prompted the conversation of Necramech leveling and its restriction to Free Roam missions. With the addition of Bonewidow, it felt appropriate to dial the Shared Affinity Range up for these much larger tilesets. While it’s always ideal to stick together, we hope the 250 meter range allows you to both level up your Necramech faster and venture a bit farther in the landscape.


Undazoa and Nexifera now prowl across Deimos. Help Son study these new species of Infested wildlife!



These peculiar creatures inhabit the exocrine, consuming contaminants and depositing their eggs. They will not instigate an attack, but if you provoke an Undazoa, be wary of each variant’s unique defense.

*Acquire the Undazoa Echo-Lure and Pheromone Gland from Son’s Offerings!


These heavy creatures occupy caves, poised to drop from the ceiling onto unassuming victims. Each variant’s landing has a unique effect. Be quick if you hope to catch a Nexifera before it ascends! They will burrow into the ceiling to make a quick escape.

*Similar to Velocipods, the Nexifera is an ambient encounter creature you can find out in the Cambion Drift.


The Endocrine are home to 2 new species of Fish! Find the elusive Flagellocanth and Lobotriscid to bring back to Daughter!


These specimens were originally parasites, breeding inside the wyrm-guts of Fass and scattered across Deimos in the debris of his explosive demise. They are drawn to his light. Processed Fass Residue is required to attract the Flagellocanth!


A muscular, three-tailed fish, the Lobotriscid trawls through Exocrine vapor across the surface of Deimos when Vome is dominant.


  • Enabled Imprinting and breeding for Predasites and Vulpaphyla.
    • Mutagens and Antigens are inherited through breeding, allowing pets to stack their benefits.
    • Predasites and Vulpaphyla can only be named when Gilded, so naming after hatching is skipped.
    • Predasites and Vulpaphyla can not be cross bred with non-modular pets.
    • Imprints of Predasites and Vulpaphyla can only be taken when the pet is Gilded.
  • Disabled Conservation Tranq and Track during the Heart of Deimos quest.
    • When it was enabled you wouldn't have been able to catch anything or see anything on map, but there was a chance to just happen across a start point.
  • Companion Predasites and Vulpaphylas now have their own description, seperate from the wild ones in the Cambion Drift.
  • Improvements to trails to address some of the more drastic upwards jumps required to follow the path.
  • Made a bunch of updates to Lure sounds and mix effects. Added more variations to scat burst sound (yum). Also made adjustments to transmission timing.
  • Increased number of Avichea spawned at Call Points from 1 to 2-4 and improved spawn position.
  • Increased the number of Cryptilex spawned at Call Points from 1 to 2-4.
  • Expanded number of available call points in the Magna, Infested Seraglio, Undulatum, and Albrechts Prospect areas.
  • Added height arrow indicators to Conservation markers.
    • This reduces the number of call points that end up in caves. For the ones that do spawn in caves, the height arrow indicator should relieve that confusion.
  • Added debuffs to Deimos animals when they’re Wounded by Infested and reduced max Health on wild Predasites and Vulpaphylas so you’re not waiting around for Infested to wound the animals.
  • Added Vome/Fass cycle information to Deimos Conservation creatures in the Codex!
  • Fixed losing all control functions for a short period of time after throwing a Fishing Spear - most commonly experienced in Cambion Drift.
  • Fixed cases of issues with Avichea circling movement used when found ambiently and when they arrived at Call Points that would cause them to float way up into the sky.
  • Fixed Cryptilexes missing their Conservation drone pickup animation, which created an animation pop after capturing.
  • Fixed Conservation start points not regenerating on Deimos which would prevent certain encounters from spawning.
  • Fixed some Conservation call points spawning under the Endocrine.
  • Fixed ambient spawns only spawning common fish and ignoring bait (fishing with the Spear out still worked as intended).
  • Fixed Fishing after landscape time change not altering obtainable fish.

CONSERVATION FEEDBACK THREAD: https://forums.warframe.com/topic/1236093-deimos-arcana-conservation-changes-megathread/


  • *Necramechs (Bonewidow and Voidrig) now have a built-in vacuum!
  • Necralisk Fast Travel UI now displays the respective Token for each Entrati member.
  • Entrati Tokens you don’t have the required resources for will now appear greyed out in each Entrati member’s Token acquisition menu. Saving you from having to hover and view each Token individually to see if you have the resources needed.
  • Added “Mother Tokens” next to the Token icon itself in Mother’s ‘Reward Details’ screen.
    • MotherTokensRewardDetailsPoster
  • Added “Requirements Met” category to the Necralisk vendors. Selecting this category will sort wares based on if you have the necessities to purchase it.
  • Added “Expiry” and “Tokens” filters to the Necralisk vendors.
    • “Expiry” sorts Tokens by remaining time until they expire. Tokens expiring sooner will be sorted at the top of the list.
    • “Tokens” sorts Tokens by the amount in one purchase. In other words, the higher the number of Tokens in a single purchase the higher it will appear in the list.
  • Added more idle Otak lines in the Necralisk when interacting with him.
  • Added another race node to the Cambion Drift Abyssal Skim race to lead the player better.
  • Increased the Deimos Juggernaut variants Affinity gain to 500.
    • This was done to be more consistent with the Deimos Saxum variants.
  • Made slight updates to Son’s skin textures and fixed neck seam issues.
  • Made slight revisions to Daughter’s textures to better match her head to her body.
  • Enemies in the Cambion Drift will now have a blue energy FX applied to their weapons when Vome is alive and wyrming around.
  • Added Deimos Leapers and Deimos Conservation animals to the Codex.
  • Made improvements to the enemy pathing in tight underground areas in the Cambion Drift.
  • Changed the number of Obelisks that appear in the Cambion Drift from 6 to 5.
    • With the introduction of the newest Bounties, we reviewed Obelisk spawn sites and saw that they were occupying vacant sites that we felt would be better used for new Bounty objectives! These sites were also difficult for enemies to maneuver and access, and they would often get stuck in the Obelisk shards.


Your Arsenal is about to get a whole lot more sticky with a slew of new Infested weapons!


Splatter enemies with a short-range stream of corrosive bile. Upon reload, toss the ammo bladder as a grenade. The emptier the pistol’s ammo bladder, the more potent its damage.

*Acquire the Blueprint for the Catabolyst from Bio Lab Research in the Dojo!


A version of the Mutalist Cernos Bow, each arrow spawns a swarm of sticky appendages on impact. These tongue-like probes latch onto nearby unfortunates and drag them close before bursting into a mess of diseased goo.

*Acquire the Blueprint for the Proboscis Cernos from the Market.



Take-hold of the malignant evolution of an ancient martial weapon with these Infested nunchaku. Pummel and infect with these two pulsating hunks of flesh connected by a ligament.

*Acquire the Blueprint for the Pulmonars from the Market.



This infested arm-cannon rapid-fires toxic terror on its enemies. Rain down a triple volley of explosive disease bladders from a distance, then move in for the kill by unloading a multi-shot barrage of toxic barbs with primary fire.

*Acquire the Blueprint for the Bubonico from Bio Lab Research in the Dojo!



This long-distance sniper rifle fires a razor-sharp, virus-soaked barb that continues to attack its host before violently erupting in a spore-laden mist. Scoped headshots increase lethality.

*Acquire the Blueprint and Components for the Sporothrix from the new Isolation Vault Bounties.



Slash through enemies with two leaves of the exceedingly rare Arum Spinosa plant. Heavy Attack to whip a flurry of toxic spines at ranged attackers.

*Acquire the Blueprint and Components for the Arum Spinosa from the new Isolation Vault Bounties.



New weapons have emerged from the seething horror of the Infestation, each bringing a fresh, living aspect to their power. Featuring the bile-loaded Catabolyst Pistol, Proboscis Cernos Bow, Pulmonars Nunchaku, and the devastating Bubonico arm cannon.

INFESTED WEAPON FEEDBACK THREAD: https://forums.warframe.com/topic/1236089-deimos-arcana-tenno-reinforcements-megathread/


Many of these changes focus on enhancing the unique gameplay options that a Glaive can offer. We’ll start simple with throwing mechanics, and work our way up:

Heavy Attack (aka Glaive detonation) will now do more damage, more consistently! Damage numbers have been increased, and the area-of-effect falloff has been removed, meaning max damage no matter what part of the explosion hits an enemy. This should help encourage use of Glaives’ unique detonation functionality; another option to compliment swinging and throwing the weapon, allowing for massive bursts of damage when needed.

“Hold throw” mechanics now apply in Equipped Melee mode! When we added the ability to wield a Glaive alongside any one-handed secondary, we introduced a new system for throwing Glaives that was quicker and more intuitive. This modern system for both ground and air throwing has been applied to pure melee mode, making Glaives consistent no matter how they are used.

In “Glaive + Gun” mode, players must use the melee key to detonate the Glaive while in flight. With only the Glaive in hand, the alt fire button is no longer reserved for your secondary weapon, which allows for added flexibility - press alt fire for a Heavy Attack detonation, or tap melee for a simple recall

Glaive throws can now be performed while sliding! Tap to perform a regular spin attack, or hold to throw. An added level of flexibility to the Glaive playstyle.

Throw melee inputs can be “queued up”, one after the other! Also known as “buffering”, this means if you are holding a melee input as the Glaive returns to your hand, you will start charging another throw as soon as possible. With this change, a smooth gameflow emerges: throw a Glaive, hold melee as it returns, catch, release, repeat.

Glaives can now be thrown multiple times in a single jump! Limitations to this type of throw have been removed to allow more chained throws.

With all of these improvements, Glaive throwing and detonating should become a more prominent and viable way to use these weapons. But we’re only getting started!

Another feature that makes Glaives stand out from other melee weapons, is their ability to be wielded alongside a one-handed secondary. This “Glaive + Gun” mode is also getting a couple upgrades:

Melee stance combos are now available in Glaive + Gun mode! Using a weapon combo will no longer restrict your melee options and movement, making Glaives even more deadly.

Glaive + Gun mode now utilizes melee auto blocking when not aiming or firing! This feature introduced in recent melee system updates will now also apply to the weapon combo mode, offering the benefits of actively equipped melee while still keeping your secondary at the ready.

With all these changes combined, we hope Glaive gameplay will feel more fluid, fun and unique. To encourage exploration of these new mechanics, we are also making changes to Glaive Modding options, improving old Mods and introducing new choices for players to try!

Glaive Mod Power Throw has been given respective buffs:

  • Increased Punch Through from 0.6 to 2m.
    • +2m Punch Through. On Consecutive Throw: +100% Throw Damage (up to maximum 3 stacks)
  • Added 60% projectile speed.

This Mod will now be great for players who embrace the “catch and release” playstyle introduced by the changes to melee input queueing.

We also have two new Mods to help modify your playstyle even further…

Volatile Rebound: 100% Chance to explode on Bounce (Disables Punch Through).

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Volatile Quick Return: -4 Bounce. +100% Blast Radius. 100% chance to explode on Bounce (disables Punch Through).

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Unlike a Heavy Attack, the explosions from these Mods do NOT consume your combo counter. Equip Volatile Rebound to inflict as much chaos as possible from a single throw, or Volatile Quick Return for rapid targeted strikes.

*Find the Volatile Rebound and Volatile Quick Return Mods from Cambion Drift Deimos enemies!

Below are some specific changes per weapon from the above changes:


  • Added guaranteed Toxin proc on Heavy Attack Detonation.
  • Increased Critical Damage from 2.2 to 2.3x of throw.
  • Reduced AoE fall off from 50% to 30%.


  • Added guaranteed Electricity proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.


  • Added guaranteed Impact proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.

Glaive Prime

  • Reduced AoE fall off from 50% to 40%.


  • Added guaranteed Impact proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.


  • Added guaranteed Impact proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.
  • Reduced Max self CC from Knocked Down to Stagger.


  • Added guaranteed Cold proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.
  • Quick Throws now perform the Hover Attack.


  • Added guaranteed Viral proc to Heavy Attack Detonation.
  • Reduced Max self CC from Knocked Down to Stagger.


  • Added guaranteed Electricity proc to Heavy Attack Detonation.

Wolf Sledge

  • Now uses the new Glaive hold melee to throw mechanics (no air throws at this time).
  • Wolf Sledge now explodes on impact when Thrown.

Glaive specific stat display changes:

  • Removed ‘Damage’ value from Heavy Attack since this value is no longer used.
  • ‘Radial Attack’ has been renamed to ‘Bounce Attack’.
    • This stat is only shown when the weapon is equipped with a mod that has the chance to explode on bounce qualifier (ie. the new Glaive mods Volatile Rebound and Volatile Quick Return!)
  • Added a stat for % chance to explode on bounce.
  • Added ‘Heavy Radial Attack’ stat to both Throw and Charge Throw categories.

GLAIVES FEEDBACK THREAD: https://forums.warframe.com/topic/1236096-deimos-arcana-glaive-changes-megathread/


We’ve been keeping tabs on the usual feedback channels to read and review your takes on Xaku in their updated form. We have been pleased to see that generally these changes have been enjoyed thus far, and that we’ve taken a step in the right direction. But as many have expressed, and to which we have found ourselves agreeing, our work is not done yet on this Community Warframe!

So here we are with a second round of changes based on the most standout and widely discussed points we saw strewn across the feedback hubs. Whether it's iterating on Round 1 or offering new insight on Xaku’s abilities, we thank you for sharing!

General Changes:

  • Xaku's "The Lost" ability description will now include descriptions of "Accuse", "Deny", and "Gaze" within it.

Xata’s Whisper (Void Status Effect):

  • Void damage’s Status Effect will now redirect projectiles to the body part it proc’d on.
    • How it will work: If you shoot at an enemy’s head with Xata’s Whisper enabled and proc, the bubble will redirect all projectiles to the head. If you shoot at the feet, it’ll be redirected to the feet, etc.! It is however possible that even if you proc on the head but then shoot at the lower part of the bubble it might hit the body on the way up to being redirected to the head.
    • This is a game wide change to Void Status Effect! Now that we have a Warframe that can harness Void damage at the click of a button, it has brought much focus to and discussion around its Status Effect. For those of you who are unfamiliar, in its current state it creates a bullet attractor bubble that directs all projectiles to the center of the enemy’s torso regardless of where it procs. Since Xata’s Whisper applies Void damage to all of their weapons, it was increasingly noticeable to Xaku players that the bubble’s current redirecting position prevents any attempt at enemy headshots until its duration expires. This is one of the main reasons for this change. Headshot disruption ultimately limits your damage output by removing the opportunity for headshot multipliers while it is active. Now, you will be able to use your headshotting skills to greater benefit, while also having generally more options to focus projectiles where desired. Note that regardless of where the Status Effect occurs, it will continue to prevent enemies from being able to shoot at you without having their projectiles redirected back to the center of the bubble.

Grasp of Lohk:

  • Re-casting will now steal weapons up to the max number of affected targets.
    • How it will work: You will be able to re-cast up to the max number of targets that you can steal from. In other words, you can add to the current batch of weapons. For example, if your max target is set to 6, and you have 3 weapons active, Grasp of Lohk can be re-cast to “top up” to the remaining 3 weapon allowance. Newly grabbed weapons from re-casts will have independent durations from the previous batch - similar to Protea’s Blaze Artillery.
    • We made re-casting available in Round 1 and set it up to replace the entire current active batch of weapons. Our original reasoning was that this allowed for a ‘fresh’ cast to be made if an undesirable pull occurred. But what makes far more sense is to follow the precedent set by Nekros’ Shadows of the Dead. So now you can maintain your current floating auto-cannon sidekicks and re-cast to refill or top up to the max on command. This will give far more control in maintaining the max number of active weapons you can have at once.
  • Added HUD tracker for active weapons.
    • Following our re-cast change, we thought it would be quite helpful to know exactly how many weapons you have active so that you know how many more you can add on re-cast. Instead of counting them manually one by one as they float and shoot around, this is much easier on the eyes!
    • GraspOfLohkHudTrackerPoster
  • Stolen weapons will no longer target invulnerable enemies.
    • Currently, Grasp of Lohk weapons will target enemies with grey health bars indicating that they are invulnerable. This clearly serves no purpose as their health cannot be damaged and ultimately takes focus away from more important targets. Not to mention that this is a poor use of the ability’s duration drain. As a result, we’ve removed invulnerable enemies as target candidates and stolen weapons will now redirect to vulnerable enemies within range.

  • Grasp of Lohk weapons will visually darken when near the end of their lifespan.
    • Although the ability bar does count down the lifespan once cast, this visual change offers another way to determine when your Grasp of Lohk needs to be recast as opposed to waiting until the ability expires completely, or having to watch/recheck the ability bar.

  • Note on Grasp of Lohk’s ‘Target Range’:
    • In Round 1, we made the distinction between Grasp of Lohk’s ‘Grab Range’ and ‘Target Range’. We then increased its ‘Grab Range’ and left ‘Target Range’ untouched due to “firing range experiments being a bit too wild for Round 1”. As we’ve continued testing, this has held true. In any instance where we’ve increased it, even slightly, we neared a state that we had already established was undesirable due to its encouragement of an ‘inactive’ way of playing (Ember’s “World on Fire” comes to mind before it was changed to “Inferno”). As a result, ‘Target Range’ will continue to remain untouched for this round.

The Lost: Accuse

  • We are following through with our proposed idea from Round 1 and have made Accuse re-castable!
    • How it will work: The same way Grasp of Lohk will be set up in Round 2! You will be able to re-cast up to the max number of targets that can be affected/corrupted. For example, if your max target is set to 10, and you have 5 active, Accuse can be re-cast to “top up” to the remaining 5 corrupted crew allowance. Enemies corrupted from re-cast will have independent durations from the previous batch.
    • Currently, Accuse cannot be re-cast until the duration expires or all affected enemies are killed. Which means that often you find yourself locked into a corrupted crew that is inefficient due to dwindling numbers, poor initial cast, etc. For those reasons and more, this was a highly requested change that we are happy to make happen!
  • Added HUD tracker for active "Accused" enemies
    • This'll look familiar because we added this for Grasp of Lohk and explained above, but just so that we have intent clear here with Accuse as well! We thought it would be quite helpful to know exactly how many "Accused" enemies you have active so that you know how many more you can add on re-cast. Instead of counting them manually one by one as they run around, this is much easier on the eyes!
    • TheLost-AccuseHudTrackerPoster

The Lost: Gaze

  • Increased base radius from 8m to 12m.
    • Increasing the base radius range on “Gazed” enemies was highly requested since its defense reduction applies to enemies while they are within the affected area. As we noted in Round 1, we evaluated Gaze and how it performs with established builds that maximized its effects. Increasing the base radius range hits the spot between improving the ability’s effectiveness and managing what is already established as powerful with focused builds. Essentially, more space for more enemies to have their defenses stripped without tipping the scales dramatically on is an already well performing ability when used strategically.

The Lost: Deny

  • Increased Deny’s beam width and base range (25m to 40m).
    • Straightforward change to help you target and damage more enemies. More bang for your beam!
  • Deny can now be cast while moving.
    • Currently, Deny’s casting animation locks Xaku in place. While we did increase the casting speed in Round 1, it just simply was not enough to fulfill the parkour freedom you’ve become well familiar with in Warframe. Removing the lock brings back the ninja fantasy while also making the most of the synergy between Deny and Grasp of Lohk that we added in Round 1. As we said in our first Xaku Dev Workshop, “more firepower… faster”, but this time we really mean it!


  • Fixed Xaku’s Xata’s Whisper sometimers not applying its damage buff or Void Status Effect when using the Komorex.
  • Fixed Xaku’s Xata’s Whisper not using the intended Status Chance for projectile weapons.
  • Fixed the HUD timer icon for Xata’s Whisper in the top right corner ticking down regardless of The Vast Untime being active. This was only a visual bug, and did not actually affect the ‘time freezing’ synergy with The Vast Untime and Xaku’s other abilities.
  • Fixed Xaku’s skin not being properly localized.
  • Fixed Xaku missing their head and armor when viewed in the Mods Tutorial screens.
  • Fixed camera obstruction and misaligned aiming if Xaku’s Grasp creates a Shedu armament.



The Steel Path provides Tenno with two things: a more difficult journey on the Star Chart, and a new economy with Steel Essence to get some gear.

We have decided to revisit the Steel Essence acquisition because at present time, people feel forced to play extremely long macro-based runs to optimize their runs. We would rather try something else.


Introducing: Acolyte Minibosses & Steel Path Incursions (Daily Alerts)!

  • Every day, five Steel Path missions will be chosen randomly, and completing them will award 3 Steel Essence per Incursion. Furthermore, this will unlock the node, even if you have not reached that part of the Steel Path yet! This should help improve the matchmaking situation, among other things.
    • NOTE: Steel Path Incursions will appear in the Alert section of the World State Window when you are set to Steel Path mode.
  • As you play in any Steel Path mission, Acolytes will spawn and attack - defeating the Acolyte grants a guaranteed drop of 2 Steel Essence. Beware! If you get downed by an Acolyte, they’ll escape and you won’t receive any Steel Essence!
    • *The Steel Path Acolytes now have the same Status treatment that Liches received earlier this year.
    • *Reduced the Melee attack damage on both Misery and Malice to avoid the more reported 1HKOs.
  • In essence (ha), there is virtually no RNG with Steel Essence anymore. Daily Incursions guarantee 3 per Alert, and Acolytes will always appear in regular missions (Endlessly in Endless missions.). The time at which they choose to appear may be a bit random, but if you kill mobs, they will come!
    • Please note, Acolytes won't spawn in Archwing missions on the Steel Path.
  • Teshin’s Steel Path Honors will now have a Weekly item for you to purchase! There are 8 items total, meaning that every 8 weeks the store will reset and allow you purchase anew. Look forward to things like an Umbra Forma Blueprint, Shotgun Riven Mod, and more!

STEEL PATH FEEDBACK THREAD: https://forums.warframe.com/topic/1236094-deimos-arcana-steel-path-changes-megathread/


Gauss - Mach Rush - Mach Crash

Impact Shockwave leaves behind a vacuum that sucks in enemies within 8 meters.

Garuda - Seeking Talons - Blending Talons

Tap to perform a *9m AoE around Garuda. Garuda’s Talons gain 100% additional Combo Count Chance when hitting targets affected by Bleed Status.

*Trimmed the animation time if released early and increased the range up to 9 meters for this Augment!

Revenant - Enthrall - Thrall Pact

Gain 25% Primary Weapon Damage for each active Thrall

Wisp - Breach Surge - Critical Surge

Teleporting to a Reservoir costs 50% Energy and grants 10% Critical Chance to Sniper Rifles per meter traveled for 9s. Maximum of 350% Critical Chance.

Find these Augments in their respective Syndicates today!



The first group in our “touch all Warframes” list! We aim to give each Warframe a little quality of life touch up and not laser focus on one Warframe at a time.


  • Bladestorm: Applies full number of marks to target at once (instead of needing to waggle mouse). Energy is consumed once per target marked instead of per mark now.


  • Bulwark: Performs AOE Slash when damaged by enemies. AOE damage based on the amount of Health lost.


  • Spectral Scream: Removed Status Chance stat, now always 100%. Enemies hit by the breath will chain the damage to one other enemy outside the breath. You can now swap between Elementals on the fly with Spectral Scream - no longer dependent on your primary emissive color!
  • *Increased Spectral Scream damage from 200 to 400 Damage Per Second at Max Rank!
  • New Passive: The Design Council suggested ‘Dragon’s Flight’ - a Passive that allows Chroma to perform an additional jump / bullet jump while sprouting his Dragon Wings to give him that extra aerial dominance!


  • There is now a minimal Line of Sight check on Whipclaw’s radial damage.


  • Soul Punch: Instantly kills targets below 25% Health, and turns them into an extra clone shadow (or heals existing if at max).
  • *Nekros’ Soul Punch now has a new mechanic: Marked for Harvest. Enemies that are hit by Soul Punch but don’t die have a Duration wherein they’ll be eligible to become a Shadow if killed while Marked!


  • Larva: Enemies killed while held have a chance of generating a Mutation stack for Nidus.


  • Air Burst: Damage increases per target hit. Targets with <30% Health become open to Parazon finishers.
  • *Air Burst now deals 35% Additional Damage per enemy hit either with the projectile OR the explosion damage.
  • *Air Burst now has a 50% chance to deal a Physical Status effect for those hit by this slice of air. It will heavily skew towards Slash!
  • Tornado: Slightly better at holding enemies. Tap creates stationary tornadoes, hold creates wandering ones.


Those Dry Docks have been put to good use, Tenno! With Deimos Arcana, the Orbiter has received a bit of a facelift, as well as a fresh new sheet of glass! The Mod, Relic, and Umbilical Consoles have been given some new animations, a fresh coat of paint, and general appearance improvements. If you own a Railjack, we highly suggest you look up!

Please note: some of your Decorations may have shifted slightly with this new layout, so some moving may be needed to get objects back into their original places.




Deimos Arcana includes a new Deluxe Skin for Gara, as well as a new Syandana and Longsword skin! Bathe your weapons in glass and watch your enemies shatter at your style!

Includes the Starglaze Shards auxiliary attachment.


Decorated in sharp glass, and striking a powerful pose, The Gara Kaleida Deluxe skin comes with a whole new look, as well as two unique Animation Sets for this beautiful Warframe.

Includes the Starglaze Shards auxiliary attachment.


Panes of polished glass complete this elegant Syandana. Like Gara herself, it is less fragile than it looks.


Split light into rainbow colours with this sword skin of razor-sharp glass.


Bedazzle with Gara Kaleida's auxiliary back pieces.



New Infested Chamber!

A huge breathing and pulsing chamber perfect for building the Infested realm of your dreams.


New Infested Decorations!

Was your Dojo missing a ‘Infested Very Large Cyst Popped’? Perhaps a ‘Infested Glowing Bollard’? Well you’re in luck! Even MORE Infested Decorations have been added for your Dojo!

New Entrati Dojo Decorations!

Choose from a slew of Entrati Decorations: from Broken Clock pieces, to Void Mirror Fragments and everything in between!

*Both the new Infested and Entrati Decorations have reduced Resource costs (by 25% of how we’d normally price) that is in part of a larger Dojo QoL Update coming soon!


  • You can now rename each Dojo room in the ‘Room Options’ Menu!
    • DojoRoomRenamePoster
  • Renamed Dojo item research button text to “Start Research” instead of “Start Project” for clarity.
  • Renamed Clan Research "DEPENDENCIES" sort and Room Selection to "PREREQUISITES" to match the side crafting panel for accuracy.
  • Clicking on a Clan Research Prerequisite will now select that Research, where you can then start researching it immediately.
  • Dojo Bell decoration sounds can now be changed by the “Sound Effects Volume” slider in your Options.
  • Added the ability to rename Transporter after placing them in your Clan Dojo.
  • Disabled Warframe Passives when entering Dojo Obstacle Courses and disabled the several seconds of invulnerability when starting the course.
    • We spoke to Dojo Designers in the community and got their feedback on obstacle courses. These changes come from their point that both of the above give players an unfair advantage. Zephyr’s passive comes to mind. The temporary invulnerability at the start of the course was mirrored from regular missions, but was being used to bypass some traps. Overall, these changes allow Dojo Course designers to really challenge those who attempt their creations and do so fairly.


  • Fixed Dojo Decorations with names about 38 characters long getting cut off by the edge of the screen.
  • Fixed being unable to shrink several Dojo Decorations after you’ve scaled them up (Natural Vallis Falls for example).
  • Fixed large Decorations in constricted movement mode in the Dojo not moving when attempting to do so if it is out of the player’s FOV.
  • Fixed an issue with the damage/fail triggers of Trap Dojo obstacle course decorations not scaling when size was changed.
  • Fixed PH appearing next to the “Reset Rotation” option when rotating a Dojo Decoration.
  • Fixed the Tributa Statue Dojo decoration’s light defaulting to white when you attempt to move it.
  • Fixed all Sawgaw Floof variants appearing the same in the Dojo.


You may notice a new addition to the news console in your freshly updated Orbiter! Now Community news has its own tab and will list everything happening within the Warframe community, such as livestreams, contests, charity drives, or important community news!


NEW Advanced Reverb:

Advanced Reverb is here in what we are calling its 'Beta' launch! This is an entirely new reverb system that uses a Convolution (Impulse Response) method. What this means is that instead of using an algorithmic (Legacy) reverb for the game, we are able to use real-life spaces instead. We can feed the reverb system a recording of a real reverberant space and it will combine it with the game's sounds. So you will get a more realistic, vibrant, and deep listening experience. We've been busy adjusting the reverb setups across all tiles. So you can now experience this change across the entire game!

We also adjusted how the blending of the reverb works. When you traverse from different areas we need to blend the reverbs (think of a small space to a larger one). We used to do this based on your distance but now we calculate this based on time. This will give you a more accurate feeling of transition.

‘Advanced Reverb’ is turned on by default, you can switch back to ‘Legacy Reverb’ in the Audio Options if you desire.


General Audio Additions and Changes:

  • Added two brand new music pieces in Deimos! Time to start choreographing your Infestation hacking and slashing.
  • Added separate control in Audio Options for YOUR Mandachord volume.
    • Players have asked for this for a while and now you can control your own Mandachord volume in the game instead of having to adjust the main Sound Effects audio slider. This also includes Subsumed Octavia Resonator.
  • Music in all cinematics now respects the Music volume slider in Audio Options.
  • Dojo music levels are now adjustable using the “Music Volume” slider under the Audio options.
  • All of the Helminth ability sounds have been updated with new custom FX!
    • When the Helminth was released we used existing sound FX in the game as placeholders. Now, Helminth abilities (such as Empower, Master’s Summons, etc.) have their own unique sound to make them stand out from the rest!
  • There is now a ‘Nora Night’ audio slider in your Options that you can use to Mute Nora’s in-game transmissions.


  • Reduced the self stagger range of the Shraksun Scaffold, Granmu Prism, Exard Scaffold, Dissic Scaffold and Propa Scaffold.
  • Phahd projectile now explodes on every bounce.
  • Reduced Phahd explosion damage from 3100 to 1100.


  • Mastery Slates have been added as rewards to each Mastery Rank Test! Upon login of Deimos: Arcana, you will receive an Inbox with each Mastery Slate you have earned thus far! Time to spice up that fresh looking Orbiter!
  • Added a new UI popup when providing Fish/Gems/etc. for Standing to indicate how much you’ve gained from your kind gestures.
  • Added a “MAX” label when contributing Entrati Tokens and you’ve hit the Daily Standing cap or maxed out Entrati Standing.
  • Added “Reduce Teammate Visual Effects” toggle in the Display Options. Enabling this will reduce their ability and some weapon FX.
  • Added Demolyst and Arbitration Drone kill medals in the End of Mission screen.
  • Added the Machete Blueprint to Simaris’ Offerings.
  • Added “Recommended” label to the in-game Market.
  • Added “Syndicate” button to ‘donation’ screens in Cetus, Fortuna, and Necralisk so that you can quickly jump to the Syndicate screen.
    • Selecting “exit” in the Syndicate screen after using this button will take you back to the donation screen. So you can now go back and forth to see your progress and rank up if you meet the requirements at the click of a button!
    • SyndicateButtonPoster
  • Added a ‘ONE TIME PURCHASE’ label on items that you can only buy once per week (ie Palladino Riven Sliver).
  • Added ground dust FX to all Arc Gun fire.
  • Added slightly tweaked Transference FX for both Warframe and Necramech.
  • Added new animations and sounds to the Carcinus Speargun Skin. We apologise for shipping this Skin without it’s intended animations, which made the Skin appear static. New animations and sounds include:
    • The Speargun will be collapsed when viewed in the Arsenal, and then expand when changing its colors to provide a more accurate depiction of what it will look like expanded.
    • The Speargun will now collase when holstered and expand when equipping. Additionally the equip sound has changed from the default sound.
    • The gun tip of the Speargun will now animate upon equipping.
    • The circular clips on the gun tip will animate upon firing and when doing a charged shot.
    • Reloading now animates the gun tip with included FX. Additionally the reload sound has changed from the default ‘whoosh’.
    • https://giphy.com/gifs/OM4g6n5Agqqk8OyH6h


  • Increased the current Nightwave Prestige cap by another 60 Ranks to provide Prestiged Tenno with continued Crystal Cred until we wrap Glassmaker up in January 2021.
  • Moved "Mutalist Alad V Assassinate node" away from Akkad to prevent mis-clicks.
  • Reduced repetitive Helminth animations when interacting with it.
  • Improved performance when playing with Banshee.
  • The Carcinus Speargun Skin now animates and has special behaviours!
  • Reduced the self-stagger range on the Sonicor
  • “Winged” Syandanas that have open/closed states (Sari Syandana etc.) will now only be open in the End of Mission diorama for the player with it equipped. This fixes issues with overlap/clipping for the rest of the squad.
  • Updated the descriptions of the Vulpaphyla and Predasite Antigens for Vulpaphyla.
  • Changed Ayatan Stars to sort as a rare Resource in the End of Mission screen.
  • Added a “whoosh” sound FX to the end of a Nunchaku movement.
  • Ayatan Screen Changes:
    • Updated the Ayatan screen when you do not own any Ayatan Treasures or Ayatan Stars to show an explanation of the Ayatan system.
    • Added a “Visit Maroo” button to travel to Maroo’s Bazaar.
    • Made several adjustments to certain Ayatan Sculpture and Star dioramas so that they are easier to see.
  • Gave Atlas a little more height on his backflip in his animation idles.You’d think he wouldn’t need it because he has no neck, but it needed to be done.
  • Changed items listed in the in-game Market packs from ALL CAPS to Title Case. Also, replaced “ITEM (OWNED)” with the ‘owned’ icon.
  • Changed all vendors’ names in Fortuna and Cetus from ALL CAPS to Title Case.
  • Updated Arcane Pulse’s description to include the heal amount and radius.
  • Changed the Buzlok’s projectile launch to appear slightly below the scope when aiming.
  • Your chosen Energy color will now apply to part of the FX when you revive yourself.
  • Made changing the exposure setting in Captura less drastic.
  • Updated Halikars thrown hit effects to be more in-line with other projectile effects.
  • Moved the first attack of Threshing Gain to the last in Wise Razor Stance and adjusted the damage accordingly.
  • Cortege Changes:
    • Increased range from 24m to 28m.
    • Added Punch Through to the Cortege’s primary fire against enemies (will not penetrate level geometry).
  • Exodia Contagion projectiles now inherent the Critical Chance/Damage and the Status Chance of the Zaw it is slotted into.
  • Removed ability to Emote while on a K-Drive due to functionality breaking.
  • Improved the default placement of TennoCon Deimos Prex cards so they are a bit nicer to position when Decorating.
  • Changed the Mastery Rank Challenge Icons to the new design that was released in Heart of Deimos: Nezha Prime: 29.3.0.
  • Improved Melee slam animations!
    • You’ll now be able to start moving after a Melee slam at the same timing as when you can shoot or perform another Melee attack.
  • Relaxed on the Gauss Mach Rush FOV attenuation so it doesn't become too absurd in cases of extreme speed.
  • Updated decals on the huts in Cetus to use modulate blending so that they blend in better.
  • Made several minor adjustments to the Bow idle animations to address motion blur issues and more.
  • Disabled the health marker on Grineer Crewships in Railjack missions when the reactor is destroyed.
    • We made this change so that there is less confusion to those outside of the Crewship on whether or not it is still an active/valid target.
  • Cleaned up some beam FX in various areas of the game.
  • The ‘Multishot’ stat will no longer appear if it is at or below a value of 1.
  • Reworked the Fluctus muzzle and projectile FX.
  • Removed Akarius arming distance from projectiles.
  • Removed Kuva Ayanga arming distance from projectiles.


  • Remastered pre-computed reflections in many levels to improve quality and reduce disk footprint
  • Eliminated a bunch of spot-building when loading into Plains of Eidolon (saves ~0.5s).
  • Made a micro-optimization to the dynamic music system.
  • Made some micro-optimizations to weapon effects.
  • Made a micro-optimization to Armor items that were running unnecessary FX scripts.
  • Made a micro-optimization to the Input bindings code.
  • Added shadow casting light to Excalibur’s Exalted Blade when Deferred Rendering is enabled.
  • Made optimizations to the memory used by the Codex.
  • Made optimizations to the memory used by the Star Chart.
  • Made a micro-optimization in cases where Coba or Scrambus could not spawn.
  • Made systemic micro-optimization to all gameplay code.
  • Optimized memory use after steaming away from a regions
  • Made performance improvements to Oberon’s Hallowed Ground by drastically cutting down the amount of network traffic it sends per cast.
  • Fixed a potential performance issue where checking for out of range enemies on the Cambion Drift was happening every frame after 8 seconds instead of every 8 secondsMade a micro-optimization to the damage system.
  • Fixed a small memory leak that could occur when piloting a Railjack.


  • Fixed several issues caused by opening up the pause menu during the New War cinematic from the Codex when using a controller, as reported here: https://forums.warframe.com/topic/1204201-orbiter-ui-breaks-when-exiting-new-war-cutscene/
  • Fixed changing the controller icon set to Nintendo Switch in options not updating the icons for customizing the controller.
  • Fixed being unable to access the “INCOMPLETE” filter at the Helminth using the LB/RB buttons, as reported here: https://forums.warframe.com/topic/1231253-controller-bumpers-lbrb-do-not-change-between-helminth-all-and-incomplete-filters/
  • Fixed controllers sometimes canceling Emotes just as they had started.
  • Fixed the emoticon prompt remaining on the screen once the Chat window has been closed when using a controller.
  • Fixed the Necramech ability UI menu not appearing in the HUD when using a controller.


  • Fixed a crash that could be caused by the missile lock-on warning you can see when in Archwing.
  • Fixed a crash that could occur when casting the Necramech’s Necraweb ability.
  • Fixed inability to launch Archwing after exiting out of a Necramech.
  • Fixed Warframe not being vulnerable with 90% Damage Reduction after directly Transferring into your Necramech.
  • Fixed friendly roaming Voidrig Necramech disabling Limbo’s Rift.
  • Fixed a rare case of endless Deimos Bounties not giving the bonus Mother Tokens until Round 3.
  • Fixed a rare case of endless Deimos Bounties using the wrong reward table one stage too early.
  • Fixed a rare case of an infinite white screen after casting Titania’s Razorwing in the Simulacrum.
  • Fixed some Star Chart nodes that were unintentionally awarding pitiful amounts of Credits instead of auto calculating based on enemy level (Teshub and Apollodorus were giving 500 Credits).
  • Fixed Mirage Hall of Mirrors clones dealing more Critical damage than intended when no Mods are equipped on Mirage.
  • Fixed being able to cast Subsumed Abilities during Hildryn’s Aegis Storm.
    • This fixes a host of issues that were caused by many Subsumed ability combinations with Hildryn. Each ability presented a new individual issue.
  • Fixed Necramech regenerating ammo rounds at the same exact rate regardless of the Arch Gun used.
  • Fixed Arcane buffs deactivating when you switch to/from Archwing in Orb Vallis or Plains of Eidolon.
  • Fixed losing Gladiator Mod Set buff after performing a Void Blast as the Operator.
  • Fixed Warfans using sword Slam attacks when no Stance equipped, which resulted in a reduction of Slam damage. As reported here: https://forums.warframe.com/topic/1227813-quassus-and-slicing-feathers-stance-reducing-slam-damage/
  • Fixed cases of Vor not removing his shield bubble after dropping it per his usual fight mechanics, resulting in an inability to progress in the fight.
  • Fixed losing the ability to access the Pause Menu after rapidly attempting to enter the ‘Heist’ room in Fortuna.
  • Fixed Octavia's Resonator not going to pick up her Mallet if it was cast just off a navigation path (ie on top of an obstruction).
  • Fixed unreachable Syndicate Medallions spawning in the recently remastered Corpus Ship tileset. As reported here: https://forums.warframe.com/topic/1214473-unreachable-syndicate-medallions-on-corpus-ship-remaster-tileset-investigating/
  • Fixed dealing negative damage with Khora’s Whip Claw when equipped with a negative Finisher Riven.
  • Fixed the Mausolon primary fire AoE not causing self-tagger.
  • Fixed key-based Star Chart missions (e.g. Mutalist Alad V Assassinate) being automatically set to Private and preventing others from joining freely in Steel Path.
  • Fixed Gladiator Mods (Vice, Might, Rush) not stacking or applying the increased set bonus to Critical Chance per combo multiplier when they are applied to Garuda's Talons (only applies when Talons are the single equipped Melee).
  • Fixed Blood Rush and Weeping Wounds not applying to Garuda’s Talons (only applies when Talons are the single equipped Melee).
  • Fixed roaming Necramech’s struggling to get up certain hills in the Cambion Drift.
  • Fixed Oxylus’ Botanize scans not costing charges.
  • Fixed 'Client authoritative' actions possibly being executed twice (for the executor himself).
  • Fixed Baurahn Prime Ephemera FX not being removed until leaving the Arsenal.
  • Fixed a Host migration during fishing would leave you with "zombie fish" that do not move and cannot be collected.
  • Fixed Gear not unequipping after a Host migration - you'll now respawn with a gun or melee.
  • Fixed K-Drive Juice Mod not providing Energy consistently for Clients.
  • Fixed any holster alterations for a two-Handed Zaw in the Arsenal not being correctly applied when you leave, and reverting back to the default standard holster type.
  • Fixed being forced to drop the Datamass when swapping to the Shedu.
  • Fixed rare script error with Helminth interactions.
  • Fixed placement and clipping issues with the Mittahk Armor set on several Warframes.
  • Fixed the “Bounty Failed” banner appearing over top of the “Mission Complete” banner for the Host when finishing Bounty and returning to the Necralisk.
  • Fixed small FX issues with the Zobov Shotgun Skin.
  • Fixed Companions teleporting during Helminth interaction if you swap to a different furry friend in the Arsenal.
  • Fixed issues with Domestik Drones interacting with the Helminth room door.
  • Fixes towards improving wobble in reload animation for Primary Kitguns.
  • Fixed being able to use Emotes in Nechramech as a Client. Mr.Roboto no more.
  • Fixed some environment elements in Cambion Drift caves having clipping issues.
  • Fixed the Pupacyst description calling it a “staff” instead of a “polearm” as intended.
  • Fixed roaming Nechramechs in the Cambion Drift occasionally having issues navigating small hills and getting stuck. Me too, Nechramech… Me too…
  • Fixed misspelling of “pinnacle” in the Legacy Mastery Sigil description.
  • Fixed a rare case where Gear items would not equip into the Gear Wheel.
  • Fixed map and in world marker for personal Necramech disappearing after entering and exiting it.
  • Fixed an issue where your Necramech’s minimap marker would be visible while you’re piloting it.
  • Fixed getting stuck in Void Dash animation after transferring into Nechramech while crouching.
  • Fixed the Keratinos appearing backwards and snapping back while viewing the Deimos Infested Bundle in the in-game Market.
  • Fixed companion UI not updating properly while in Necramech, as reported here: https://forums.warframe.com/topic/1222078-pet-went-down-on-cabria-drift-while-in-mech-but-hud-still-showed-pet-with-100-health/
  • Fixed Subsumed Warframe abilities appearing in your Inventory as blueprints.
  • Fixed a wobble on guns when changing directions and hip firing in Necramech.
  • Fixed being unable to enter the Arsenal from the pause menu while in the Orbiter Captura Scene.
  • Fixed the “Deep Impact” Nightwave Act resetting even when completed, as reported here: https://forums.warframe.com/topic/1202212-deep-impact-daily-nightwave-objective-not-working-properly/
  • Fixed simultaneously opening the pause menu and selecting options while boarding the Railjack causing your Warframe to become frozen in the pause menu animation.
  • Fixed Railjack turret handles getting stuck in Client’s arms when they use the Tactical Menu to teleport to another player.
  • Fixed spectator mode not focusing on another player when there's only 2 players in the squad.
  • Fixed enemy reinforcements in Cambion Drift Bounties not rushing towards the players / Defense target.
  • Fixed “LotusWarframeCustomization” appearing instead of “No Ephemera Selected” on Vauban/Vauban Prime in the Arsenal.
  • Fixed the Necramech Necraweb “Throw” HUD tooltip lingering after throwing the canister.
  • Fixed black plane on the mirror in the Isolation Vaults.
  • Fixed Warframe losing its head if you die and then access the Abilities menu.
  • Fixed Khora’s active spike setting not switching between Skins.
  • Fixed Bounties auto accepting and not allowing the Client to vote if both players load into any Free Roam mission from the Orbiter.
  • Fixed an unintended submersible area in the Grineer Sealab tileset.
  • Fixed Boar reload animation to prevent clipping into the side of the gun.
  • Fixed some depth issues with feathers on the Plains of Eidolon Condrocs.
  • Fixed self-damage occurring when ragdolling off of K-Drive when using certain secondaries (notably the Athodai).
  • Fixed Dargyns floating mid-air when unmanned instead of falling down to the ground as intended.
  • Fixed being able to interact with Kavat during Helminth animation, as reported here: https://www.reddit.com/r/Warframe/comments/iqkcs8/so_i_found_out_you_can_interact_with_your_kavat/
  • Fixed Companions that are “released” to vendors still following you after you’ve done so.
  • Fixed skybox in the Index Outpost tileset appearing as a pure white light when viewed from a distance.
  • Fixed incorrect Jupiter fly in cinematic play when loading into Ultor, Mars.
  • Fixed incorrect wrong fly in cinematic for The Second Dream quest (was showing Venus instead of Neptune).
  • Fixed falling off the Corpus Outpost tileset causing you to fall through the skybox and see through the bottom of the map.
  • Fixed white blown out doorway in the Grineer Forest tileset.
  • Fixed the FX brightness level being far too intense when several of Vauban’s Bastilles are cast, to the point where it would cover the entire screen.
  • Fixed seeing the K-Drive scoreboards in the Cambion Drift Captura Scene.
  • Fixed a bunch of custom Warframe speargun idles/variants that were sliding.
  • Fixed Syandana Energy colors reverting to default in various situations, as reported here: https://forums.warframe.com/topic/1230188-syandana-energy-color-completely-vanishing-in-railjack-archwing-arsenal-etc/
    • Fixed while piloting Railjack.
    • Fixed when dying in a regular mission or in the Simulacrum.
    • Fixed when swapping through appearance configs in the Arsenal.
  • Fixed several issues with the Oscira Thrown Blade Skin:
    • Fixed cases where the Oscira Thrown Blade Skin pouches would disappear.
    • Fixed issues with the skin making it appear as if your Warframe has tiny knives hidden in its hand after reloading.
    • Fixed scale and mesh issues.
  • Fixed several FX and projectile issues with several pistols when the Oscira Pistol Skin is equipped.
  • Fixed FX issues with the Zastra Dual Dagger skin.
  • Fixed Titania appearing absolutely gigantic when using Omni Tool to return to Railjack in Razorwing after blowing up enemy ship, as reported here: https://www.reddit.com/r/Warframe/comments/ea4m8a/titania_is_so_big_so_i_stuck_inside_a_ship/?utm_source=reddit-android
  • Fixed Sentinel weapons missing the “owned” tag in the Foundry.
  • Fixed an issue where using /unstuck while in Archwing could put you below the ground.
  • Fixed the exposure setting not working in Captura.
  • Fixed minimap in Gas City tileset appearing doubled.
  • Fixes towards black screens related to stacking FX with Corrupted Crewmen.
  • Fixed a tile not rendering in the Railjack boss room for Kasio's Rest.
  • Fixed more unlocalized system error messages sometimes being shown in the UI when experiencing network problems.
  • Fixed return issue with combo stacking Melee Mods (like Blood Rush and Weeping Wounds) not resetting while in Operator with a very specific loadout as Client, as reported here: https://forums.warframe.com/topic/1202616-blood-rush-still-bugged/
  • Fixed the Critical Chance from the Gladiator Set bonus not resetting for Clients if the combo counter runs out while being in Operator, as reported here: https://www.reddit.com/r/Warframe/comments/iwmk9d/unlimited_critical_chance_on_any_melee_by/
  • Fixed a rectangle effect appearing around Mirage's Eclipse while wielding Tatsu with the Solstice skin.
  • Fixed crash caused by Grineer Crewship weapons.
  • Fixed super bright lights in the extraction cinematic in the Grineer Galleon tileset.
  • Fixed several issues in the Corpus Gas City tileset:
    • Fixed pixelation issues in certain shaded areas.
    • Fixed floating decals in certain areas.
    • Fixed incorrect materials in certain areas.
    • Fixed overly bright lights in certain areas.
  • Fixed Railjack Wreckage being marked as under repair even if you didn’t contribute anything.
  • Fixed Staff and Polearm hologram when being crafted in the Foundry shrinking in size when going in and out of the Foundry.
  • Fixed a hitch that would occur when opening the Arsenal immediately after crafting a Necramech.
  • Fixed squad information not appearing in HUD even if enabled in Options when operating a Railjack turret.
  • Fixed <SECONDARY_FIRE> appearing instead of button callout when throwing Condensed Thermia in the Exploiter Orb fight.
  • Fixed Son transmissions playing over top of Conservation animal sounds when using the Echo Lure.
  • Fixed floating infested fungus floating above the ground in the Necralisk.
  • Fixed the Steel Meridian flag appearing completely blown out and white.
  • Fixed some intersections and awkward bowstring positions with Nekros’ animation idles.
  • Fixed animation issues with Ivara/Ivara Prime’s Artemis Bow.
  • Fixed players on Railjack getting pulled into Archwing when others are retreating from a Grineer Crewship.
  • Fixed Clients seeing both their Primary and Archwing weapons equipped when in Archwing. This was especially noticeable when using Itzal’s Penumbra.
  • Fixed enemies that deploy cover getting stuck in their cover instead of moving around it.
  • Fixed Energy recovery abilities and Thrall kill tracking not counting properly in the End of Mission screen.
  • Fixed some incorrect resource locations in the Cambion Drift.
  • Fixed missing motion blur on Ostrons in Cetus.
  • More fixes towards enemy reinforcements spawning some distance away but not rushing to attack.
  • Fixed floating resources in the swamps in the Cambion Drift.
  • Fixed numerous floating plants in the Ambulas boss tile.
  • Fixed ‘Wear and Tear’ slider value being to the 5th decimal place after setting the value and closing/reopening the menu.
  • Fixed cases where enemies would repeatedly leave cover just after entering it.
  • Fixed numerous Skins not applying correctly to the Daikyu.
  • Fixed overly bright Orokin Vault doors.
  • Fixed duplicate clip eject on Lex Prime and Euphona Prime when the Oscira Pistol Skin is equipped.
  • Fixed the Oscira Pistol Skin not properly applying to the Sicarus Prime.
  • Fixed Tubercular Gill System and Ferment Bladder having the same image when Chat Linked.
  • Fixed Fur Patterns incorrectly applying to Vasca Kavats.
  • Fixed outdated name for the Derelict Somachord; it is now Deimos Somachord.
  • Fixed Operator Sigils disappearing when switching the Bodysuit.
  • Fixed a map hole in the Cambion Drift.
  • Fixed blown out Junction sky boxes.
  • Fixed texture streaming on placed Glyphs being missing unless you get close.
  • Fixed a minor issue where the Cyst would be at full size in the End of mission diorama.
  • Fixed getting an "Unknown Error" when you try to start a Companion Incubation while already Imprinting.
  • Fixed inability to open the 'Tab' in-progress mission menu if you go to the extraction point of a mission before completing the objective.
  • Fixed Ivara Navigator Vitrica projectiles traveling at top speed, instead of slowing down for more control.
  • Fixed Corpus Vector shields appearing to have a black triangle when viewed from a distance.
  • Fixed grey looking tentacles in the Eris Infested Salvage tileset.
  • Fixed Profile box remaining expanded even though the Pause Menu is closed.
  • Fixed lighting not being updated when changing the UI until after you reload the page.
  • Fixed ability to toggle the free camera outside the Orbiter in the Orbiter Captura Scene.
  • Fixed Khora spawning an extra Venari when toggling the free camera in the Orbiter Captura Scene.
  • Fixed the attachment point for the back of Oberon Prime's tabard being lower than that shown in the Codex/Chat Link diorama.
  • Fixed de-equipping a Scanner not returning you to your active Exalted weapon if one was equipped prior.
  • Fixed the UI allowing you to select Tokens even when you've reached the cap for Entrati Standing.
    • An error prompt explaining why will now appear.
  • Fixed moments of excessive bloom in the Landing Craft customization screen.
  • Fixed the Kuva Ayanga dealing self damage.
  • Fixed the Guandao Prime shortening when you colour customize it.
  • Fixed an object with a texture that you can see through in the Kuva Fortress.
  • Fixed Enemy Ship indicators showing up in the Options menu in Railjack.
  • Fixed numerous issues with the Oscira Bow skin.
  • Fixed the energy colour on Dual Kamas Prime not working properly.
  • Fixed the Carnis, Jugulus, and Saxum Mod Sets not being equippable on Exalted Melee.
  • Fixed the Tsujinasa Syandana not properly attaching to Excalibur Umbra.
  • Fixed the Void Sabotage mission portal being bright and blown out.
  • Fixed clipping in a certain tile on Lua.
  • Fixed Mesa’s Peacemaker FOV stat not showing changes from Range Mods when viewed in the Arsenal.
  • Fixed a ‘None’ option erroneously appearing as an Equinox Skin.
  • Fixed parts of Nef Anyo’s face being unlit.
  • Fixed various graphic and icon compression issues as part of our great Ensmallening effort.
  • Fixed the True Master Emote having a stretched icon.
  • Fixed several camera clipping issues when parkouring around in the Corpus Gas City tileset.
  • Fixed crash after completing the first stage of Hidden Messages.
  • Fixed inability to equip Rifle Mutation Mods on the Veldt.
  • Fixed hole in the Corpus Outpost tileset that allows you to see through the map.
  • Fixed an issue where browsing Color Palettes would make your Orbiter jitter with each colour you hover over.
  • Fixed the Galvanik Leg Plates camera being too low when viewing it in the in-game Market diorama.
  • Fixed script error related to Equinox’s Rest & Rage.
  • Fixed script error related to looping firing animations.
  • Fixed Wisp losing her head when duplicating during her idle Agile animation set.
  • Fixed missing bow animations when equipped with Xaku.
  • Fixed craft times showing incorrectly for the Health, Ammo and Energy Restores in the in-game Market. This also fixed Antitoxin Blueprints.
  • Fixed characters running 1 frame behind in cinematics.
  • Fixed extreme fire rates with an unmodded Kuva Quartakk and the Quatz when using a rapid combination of mouse clicks.
  • Fixed multiple map holes by extraction that was allowing players to escape the boundaries in the Corpus Outpost tileset.
  • Fixed a flicker on Oberon’s Hallowed Ground when it fades in.
  • Fixed Frost/Frost Prime’s capes (on all skins) clipping through him in the login screen.
  • Fixed Lens Blueprints appearing as purchasable in the Amp configuration screen if no Lenses are owned. This also fixes unowned Lenses showing as owned in the Lens selection screen.
  • Fixed certain rocks in the Corpus Outpost tileset missing collision.
  • Fixes towards edge-case where players could become stuck in the Grineer Galleon tileset.
  • Fixed the sound FX that the Sepulcrum plays when you’ve reached 5 kills transmitting to all other players in the squad, regardless of distance.
  • Fixed random unlit large mass appearing in a room in the Corpus Gas City tileset (specifically in the Amalthea, Jupiter Spy mission).
  • Fixed helix spin not properly resetting on sequential projectile shots, which caused corkscrew effect to look odd coming out of the barrel.
  • Fixed material issues with the hives in the Hive Extermination Deimos bounties.
  • Fixed Concealed Explosives not dealing explosive damage to nearby enemies when directly hit when equipped on Spira, Kunai, Hikou, Fusilai, or Despair.
  • Fixed invisible platform over the crevasse in the Corpus Outpost tileset.
  • Fixed reticle turning and staying red in the Nihil boss fight while playing as Titania.
  • Fixed enemy levels in regular missions appearing incorrect when a Quest is active on the same node.
  • Fixed visual issues caused by maturing Companions in the Orbiter.
  • Fixed the Incubator dome animation playing after selecting new companions or maturing them. Swapping will be instantaneous and no animation will be played as intended.
  • Fixed network issue that would boot you back to the login screen after opening the Star Chart.
  • Fixed the glow on the Skiajati’s pommel appearing when equipped with skins.
  • Fixed choosing “none” as a companion in the Railjack Arsenal causing the camera to clip into the Arsenal itself. This also fixes the same thing happening when switching back and forth from the companion tab.
  • Fixed crash related to Codex.
  • Fixed rendering issues with the Palatine Syandana.
  • Fixed Prime details (specifically the golden ring) persisting on skins equipped on the Soma Prime.
  • Fixed Primary Kitguns appearing unmastered in your Profile, as reported here: https://forums.warframe.com/topic/1225889-primary-kitguns-appearing-as-unmastered-in-profile/
  • Fixed multiple instances of an individual Prism appearing in your Profile.
  • Fixed Mesa being unable to double jump after activating Peacemaker right after jumping, as reported here: https://forums.warframe.com/topic/1232266-inability-to-double-jump-reproducible/
  • Fixed the Focus points earned during missions appearing in the End of Mission screen but not the total owned Focus points. Both should now be showing as intended.
  • Fixed Articulas in a Gun Pose missing the actual weapon that is equipped.
  • Fixed lighting for Kavats in the Codex looking all blown out.
  • Fixed some lighting issues on foliage across certain tilesets.
  • Fixed issues with text in the Railjack’s Tactical Map when using a Warframe that has Helminth abilities.
  • Fixed some cases of enemies spawning inside/below the Cambion Drift map.
  • Fixed underground areas in Cambion Drift colliding with surface level cliffs.
  • Fixed Necramechs aiming sideways when moving to threats without having a valid target yet.
  • Fixed numerous camera alignment issues when talking to Father, Mother, and Otak.
  • Fixed the Bounty stage tracker UI in endless Bounties showing as complete on Round 2. It will now reset after completing each round as intended.
  • Fixes to aid objective marker flow in Deimos.
  • Fixed the Necramech Codex entry not showing what it drops (after Scanning).
  • Fixed issues with Chat linking Necramech Mods.
  • Fixed inability to Chat link Necramechs.
  • Fixed issues with the Necramech icon and diorama when viewed in the Codex.
  • Various fixes to lighting issues in Europa/Phobos and Sedna skyboxes.
  • Fixed inability to equip Skins on the Catchmoon Primary Kitgun.
  • Fixed constructing Xaku in the Foundry resulting in the hologram for the Mire appearing, rather than Xaku's helmet.
  • Fixed Nezha’s Prex card appearing distorted in the Codex > Fragments section.
  • Fixed a frozen smoke/steam FX in the Grineer Shipyard tileset.
  • Fixed Decoration placement issues where Decorations were snapping on all 3 axis when rotate is released.
  • Fixed Spore Ephemera FX appearing as rectangles for Ash’s Bladestorm clones.
  • Fixed a script error that resulted in Ghouls not spawning.
  • Fixed Necramech Shocking Iron ability sound loop playing non-positionally when you Transfer out of the Necramech while ability is still active.
  • Fixed an unpleasant, blinding, white flash as you load a level after skipping the fly in sequence.
  • Fixed the Quassus and Gunsen gaining different Melee combo counters on first hit with the Slicing Feathers Stance. They will both have the same 3 combo counter hits now.
  • Fixes and improvements to AI navigation and objective marker pathing in the Lua tileset.
  • Fixed harsh water lines and misaligned waterfalls in the Deimos Horend tileset.
  • Fixed overly shiny oil textures in the Grineer Settlement tileset.
  • Fixed running out of Secondary Weapon ammo while holding a Datamass resulting in switching to an invisible Primary Weapon.
  • Fixed embedded Torid projectiles getting destroyed by incoming damage like an electrical Status Effect.
  • Fixed Kela De Thaym’s Health bar UI overlapping with the Orbital Strike warning message.
  • Fixed Railjack Sungem Akin appearing as the default Railjack skin when viewed from the Orbiter. As reported here: https://forums.warframe.com/topic/1231000-railjack-skins-dont-apply-from-inside-your-railjack/
  • Fixed a case of Companions Moas spawning in the Arsenal floor and then falling when equipped.
  • Fixed Kasio’s Rest Railjack Asteroid Base not actually firing missiles at you.
  • Fixed Focus Lenses missing their Focus School icon when viewed in the Inventory screen.
  • Fixed Helios struggling to Scan anything while you’re piloting a Necramech.
  • Fixed animation locking when switching to a weapon after using a Scanner via Hotkey.
  • Fixed rare cases where you could summon your Arch-Gun while in Titania’s Razorwing.
  • Fixed Ack & Brunt not fully unfolding when previewing it in the Arsenal.
  • Fixed hovering over the Isolation Vault Bounties in Cambion Drift and in windowed mode resulting in the info box for the Bounty going off the screen.
  • Fixed squadmate minimap icons appearing blue.
  • Fixed inability to trade one of multiple copies of Detect Vulnerability Mod if they're all maxed.

GENERAL BUG REPORT MEGATHREAD: https://forums.warframe.com/topic/1236078-deimos-arcana-bug-report-megathread-read-first-post/

* Now that you’ve made it to the bottom of the Update notes, each section will have details that match the thread breakout we created for the Public Test Weekend. The headings are:

Kitgun + Weapon + Arcanes

Necramech + Bounties

Warframe Changes + Augments

The Steel Path + Acolytes

Public Test Weekend #3 Notes:

Kitgun + Weapon + Arcane Changes:

Generally speaking, the major focus this week was split between Weapon tweaks and major Arcane buffs to give another chance at usability. The Arcane readability, numbers, and more have been significantly reviewed and changed for Deimos: Arcana!

Weapon changes:


- Increased accuracy of primary fire

- Increased speed of ammo regen delay from .9 to .5 secs

- Increased ammo regen rate from 6.75 to 16.875

- Increased status chance of alt fire from 53% to 57%

- Decreased primary fire rate from 4.16 to 3.83


- Increased damage from 363 to 371

- Reduced embed time from 3 to .9 secs

- Increased flight speed from 190 to 270

Proboscis Cernos

- Increased pull strength of the tentacles

- Increased ammo pool from 7 to 9


- Added base punch through dept of 0.9

- Increased clip size from 19 to 27

- Increased ammo pool from 95 to 135


- Increased attack speed

Arum Spinosa

- Increased spine damage from 60 to 70

- Increased spine flight speed from 33 to 49

- Increased accuracy of spine throw

Arcanes: Theorem and Residual

The Theorem and Residual Arcanes were the most contested items on the Test Cluster over the weekend. We have made a concerted effort to reset how they work in context (mainly where the AoE spawns) and rebalance. The next steps for us are receiving feedback on the newer flow and newer stats for these upon release!

Notable changes include:

  • Residual Arcanes will now leave their AoE at the position of the enemy at the time of death. You will see a ring on the ground (with upgraded FX) that you can enter to begin your Residual/Theorem buffing process. This means you will not need to search for corpses that may have been blown off in the distance -- instead, you should have an easier and faster means of finding these AOE rings.
  • Significantly increased the active Duration of your stacks after leaving the AoE (from 5 to 20 seconds).
  • Theorem Arcanes now go up to 5 Ranks with Stats to reflect this.


Before: Standing in a zone created by a Residual Arcane increases damage of companions and summoned allies within 60m by 4%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.

After: Standing in a zone created by a Residual Arcane increases damage of companions and summoned allies within 90m by 24%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.


Before: Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 5m dealing 100 damage and applying a Status Effect. Globes will persist for 8s upon leaving the zone.

After: Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 15m dealing 150 damage and increasing their vulnerability to the globe’s damage type by 200% for 6s. Globes will persist for 30s upon leaving the zone.


Before: Standing in a zone created by a Residual Arcane increases weapon damage by 4%/s stacking up to 15x. Effect persists for 5s upon leaving the zone.

After: Standing in a zone created by a Residual Arcane increases weapon damage by 12%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.


  • Theorem Infection increased from +90% to +360% Companion damage at max rank and stacks
  • Residual Boils spawns cysts on the ground inside the trigger instead of on the enemy corpse.
  • Residual Shock now fires Lighting from a spike instead of the enemy corpse.

Warframe Abilities and Augment Changes:

We focused on the most consistently critiqued Warframes for this week, with some explanations on what’s to come (outside of this week). Generally speaking, we felt Zephyr needed the most attention, and while people appreciated aspects of Atlas and Nekros, there was more work to be done on their kits as well.


  • In addition to Chroma being able to select elements in mission real-time (the biggest change), Chroma’s selectable element HUD now uses colour coding in addition to icon coding.
  • Increased Spectral Scream damage from 200 to 400 Damage Per Second at Max Rank. This, combined with 100% Status Chance and Chaining should lead to some more deadly or useful scenarios, especially since you can use all 4 elements now!


  • Nekros’ Soul Punch now has a new mechanic: Marked for Harvest. Enemies that are hit by Soul Punch but don’t die have a Duration wherein they’ll be eligible to become a Shadow if killed while Marked!
  • This is in addition to the 25% lethality change and Shadow healing.


The focus for this week was all about Airburst. Making the explosion valid for damage scaling changes the stakes when hitting groups with this ability which was a detail a few feedback posts requested or tried to make sense of.

  • Airburst now deals 35% Additional Damage per enemy hit either with the projectile OR the explosion damage.
  • Airbust now has a 50% chance of dealing a Physical status effect hit by this slice of air or it’s explosion radius, heavily skewing towards Slash.


Overall, we still intend to look more at Atlas’s Tectonics, but due to some AI complications and ‘gotchas’, we had to reset a timeline to revisit this with a future batch of abilities. For now, those who saw a slight utility boost in the AOE Damage / Stagger we added to Tectonics’ Bulwarks will benefit from what was observed on the Public Test Cluster.

Garuda Bleeding Talons Augment:

Generally speaking the action we felt necessary to take for launch surrounded Garuda’s Augment. All other augments performed as expected either in general or within their niches, there was consistent feedback about Garuda’s having a ‘feel’ issue.

  • We have trimmed the animation time if released early and increased the range up to 9 meters for this Augment!

Steel Path + Acolyte Changes

In addition to written feedback and the poll results, we did a full statistical review of the amount of Steel Essence earned this weekend on both Test and Live, and we are moving forward with the values provided on the Test Cluster: 3 per Steel Essence Incursion Alert, and 2 per Acolyte (eligible for Resource Amount Boosting).

We settled on these values because of what happens when they're broken down by different acquisition methods: people gain Steel Essence at better rates when playing normally (i.e no AFK Macro detected)! In practice, the actual dependency on RNG and Eximus spawning is gone. You will have a stable, matchmaking friendly way to reliably earn Steel Essence in shorter intervals across more content.

In our view, it’s better to reward broader diverse play than hyper reward idle strategies, and the stats confirm this to be the case. On paper the absolute Top 1% of missions will see less Steel Essence per hour (i.e the single strategy AFK-Macro-run), every other mission strategy will see more.

  • The Steel Path Acolytes now have received the same Status Effect eligibility treatment that Liches received in Update 27.3 earlier this year. This means we have slightly increased their health (scaled by squad size) as the Status Effect eligibility makes them easier to kill.
  • Reduced the Melee attack damage on both Misery and Malice to avoid the more reported 1HKOs
  • Created more regular spawn windows for Acolytes and fixed issues with them not spawning after 30 minute missions. They are guaranteed in each mission, and endlessly guaranteed in Endless missions!

Bounty Changes:

Pacing and bugs for the new bounty types have been reviewed, with some specifics to call out:

Codename: Polyp Juggernaut Bounty:

  • Decreased frequency of random Juggernaut sniffing by over 50% to improve pacing.
  • The Juggernaut moves faster.
  • Increased the likeliness of a ‘truffle’ being closer to improve pacing
  • General pacing improvements.
  • Enemies now spawn on your Polyp Juggernaut’s position, making battle phase more engaging

Codename: Purifier Bounty:

  • Purify Cell Carrier spawn rates increased to improve pacing.

Codename: Fluid Sac Encounter:

  • Reduced ranged enemy presence, increased enemy density and reduced delay between reinforcements. Increase sac explosion radius from 10 to 13 meters.

Bonewidow Necramech Changes:

General Necramech Changes

  • Necramechs (Bonewidow and Voidrig) now have a built in vacuum!
  • Enemy Necramechs now have the ‘Lich’ treatment with vulnerability to Status Effects!
  • Increased Shared Affinity Range in Landscape missions to 250 meters from 50 to assist with all things levelling on Landscapes (when Necramechs in non-Landscape missions come, this will of course change the levelling dynamic).

Bonewidow Changes

The Bonewidow was flagged as the item needing the most review, and we took a look at each Ability and made changes to its power, energy economy, and scalability.


  • Made the Meathook ability more responsive for targeting based on camera direction.
  • Added a damage buff to melee attacks while holding an enemy on Meathook.
  • Meathook now only costs energy on successful hit. It no longer costs energy to throw an enemy that is already held.

Shield Maiden

  • Added ‘Ironskin’ style scaling to Shield Maiden, meaning all incoming damage right after the cast period scales the health of the Shield Maiden.
  • Made the angle of Shield Maiden’s blocking angle more sensible for the front area of the Necramech.
  • Blocking with both Ironbride and Shield Maiden will increase blocking angle.

Firing Line

  • Energy cost reduced from 75 to 50

Exalted Ironbride

  • Increased the damage overall for Exalted Ironbride since its attack speed is slower by design.
  • Less energy is now required to sustain Exalted Ironbride.
  • Slam attacks are better performing and more intuitive.

Not listed are the dozens and dozens of fixes included for launch on the more specific bugs and issues! A huge thanks goes out to the participants on the Public Test Cluster for giving us so much to work with. We spent the week with our heads down banging out as many meaningful changes that aligned with both the feedback received and our development goals. As is the way, things will still receive iteration and changes once our community-at-large is involved on PC and Consoles!

Hotfix 29.3.2

November 5th, 2020 Forum Post

  • Increased resolution and quality of the Heavy Blade Grimstone Cleaver TennoGen Skin.
  • Increased resolution of Teshin's textures (because you know he's handsome).
  • Improved the look of sprinting in Archwing missions with your Arch-melee weapon equipped to showcase more body movement instead of being rather static.
  • Fixed ability to kill a Junction Specter before they’ve even had a chance to stand up, which could cause a script error.
  • Fixed Saryn’s Toxic Lash and Xata's Whisper Status Effect procs from also proc'ing the other.
  • Fixed a heavy spot-load occurring when equipping the Pathocyst in the Arsenal.

Hotfix 29.3.1

November 4th, 2020 Forum Post - TennoGen Round 19 - Part 2


TennoGen Round 19 - Part 2!

The much anticipated Part 2 of TennoGen Round 19 has arrived! A whole new selection to adorn your Arsenal with made by amazing community artists!

Check out TennoGen Round 19 - Part 2 via Steam!


Ash Ichneumon Skin by Vulbjorn, the graphical walrus.

Excalibur Blade of the Lotus Skin by BeastBuster

Garuda Tengushin Skin by Lubox

Nova Mithra Skin by lukinu_u

Saryn Night Hunter Skin by Mz-3

Khora Miyabi Skin by Malaya and Awk'Q-Luz



Scylla Syandana by Faven

Valesti Syandana by led2012 and Xtygian



Arashi Rapier Skin by Lubox

Eklypsa Staff Skin by lukinu_u

Undercutter Nikana Skin by Felix Leonhart



Irya Oculus by kakarrot2812



Liset Mithra Skin by lukinu_u


The Great Ensmallening Part 2 - Texture Remaster!

While part one of our first update touched our Lightmap compression, Part 2 brings us to the rest of Warframe’s TEXTURES! This update is a 10.6GB patch to free up 8GB of HDD space.

But wait, there’s more! As a bonus to touching every texture in Warframe, we used this opportunity to ask ourselves “is there anything else we can do to improve textures since we are going through all the work of touching them for compression anyways?” The answer: Yes! In short, we have also made improvements to how detailed the game looks overall. Take a look for yourself (download them and go back and forth for best effect)!

Great Ensmallening Part 2 Bug Report Megathread:


Baurahn Prime Ephemera Changes & Fixes:

We were originally a little conservative with the Baurahn Prime Ephemera as to not visually overwhelm. Based on your feedback post launch we’ve made a few changes:

  • Aggressively reduced required idle times for the dragons to trigger.
  • Enabled Energy colouring for the dragons metal textures.
    • Previously the metal parts of the dragons were locked as gold. Now it takes the primary Energy colour, and if you have the secondary unlocked, the Energy element of the dragons will favour that - so you can colour the metal with the primary and the Energy with the secondary.
  • Increased scale of the smaller dragons.
  • Fixed the Baurahn Prime Ephemera FX playing when in Navigation view, which can be visually overwhelming.
Vitrica Changes & Fixes:
  • Added the Vitrica Blueprint to Simaris’ Offerings, which can be purchased once the Glassmaker boss has been completed.
  • We noticed that players were not aware of the Vitrica shockwave feature created on slams, so we improved the FX to make it more visible and updated the description to communicate its existence, have fun!
    • The sword the fabled Orokin executioner Nihil used to glass the condemned. Swing while Aim Gliding to glass enemies. A Ground Slam will smash nearby glassed foes, while sending forward a narrow shockwave to shatter distant ones. A Heavy Slam sends forth a wider shockwave with greater force.
  • Removed the Vitrica from Conclave - it sneaked in!
  • Improvements towards the Vitrica slam shockwave FX.
  • Fixed Vitrica and Vitrica’s glass detonation ignoring Limbo’s Rift mechanics.
  • Added an additional 30 Nightwave Prestige Ranks (150 max).
    • Our last Nightwave Prestige Rank increase proved to not be enough for those whose retroactive amount put them at the new max. More Ranks for more Crystal Cred!
  • Disabled True Master Fonts (Relay Blessing) applying to conclave gameplay, as it provides an unfair advantage.
  • Fixed Zenistar disc not expiring when in Titania’s Razorwing mode.
  • Fixed Phobos Junction Mag Specter having double the intended Health and Shields.
  • Fixed cases of inability to advance Dojo Research. As reported here!
  • Fixed inability to use Navigation after accessing Railjack via the Pause Menu while in Navigation.
  • Fixed Syndicate screens not displaying Standing amount remaining.
  • Fixed Elemental FX being misaligned on the Guandao Prime.
  • Fixed the weapon switch FX appearing overly bright for the Guandao Prime.
  • Fixed a rare case of the ‘Hey Kiddo!’ playing each and every time you return to your Orbiter. As reported here!
  • Fixed some Entrati Token icons appearing washed out in the UI.
  • Fixed Stahltha Alt Fire sounds playing locally for all squadmates.
  • Fixed Email not being hidden if you use Logout via Pause Menu while having Creator Mode enabled.
  • Fixed a script error that would prevent Void Fissure gameplay logic from continuing after a Host migration occurs.
  • Fixed a script error that could occur during a True Master’s Font Blessing.
  • Fixed a script error when Kela De Thaym deploys an Orbital Strike attack.
  • Fixed a script error when attempting to rescue a Solaris target in Orb Vallis.
  • Fixed a script error that could occur when casting Warframe abilities that are overridden by Helminth that could result in inconsistent results across multiple players.


October 27th, 2020 Forum Post

  • Fixed losing ability casting and weapon functionality when casting Gauss’ Thermal Sunder ability.
  • Fixed Equinox’s Duality Specter not using your Secondary weapon if you don’t have a Primary weapon in your loadout.
  • Fixed Prex Decorations having a large red box around it when selected instead of just the outline.
  • Fixed a script error when being hit by a glass shard in the Nightwave boss fight.

Update 29.3

October 27th, 2020 Forum Post - Nezha Prime

Nezha Prime

Engulf your enemies in the sacred fire of the empyrean as Nezha Prime. The Prince of Flame arrives in his ultimate form along with the Guandao Prime, Zakti Prime and more!


Behold: the Scion of the Burning Wind, donned in his most courtly accoutrements.


Engineered for the divine to reap a harvest of lives.


Unleash waves of gas damage with a smattering of spiny, toxin-filled flechettes.


Get the newest Prime gear with Nezha Prime Access and Prime Accessories here: https://www.warframe.com/prime-access

Nezha’s Leverian has been added! Listen to Drusus’ new tale to tell of our mercurial firemonger and seek out the Nezha Prex card. Visit Nezha’s Leverian Codex entry or in the Market!

Mesa Prime, Akjagara Prime, and Redeemer Prime have entered the Vault! With this Vaulting comes the shift of the following Syndicate Sacrifices:

  • Replaced New Loka’s Sacrifice of Mesa Prime Systems with Titania Prime Systems.
  • Replaced Steel Meridian’s Sacrifice of Redeemer Prime Blade with Zhuge Prime String.

If you already wield the power of these Primes or have their Relics in your Inventory, they will remain after the Vaulting.

Riven Disposition Changes

As with each round of Prime Access come updated Riven Disposition numbers. See the full Disposition changes here: https://forums.warframe.com/topic/1231554-october-2020-riven-disposition-update-preview/

Nightwave The Glassmaker
Episode 5 - The Finale is here!

The time has come, Tenno. After meticulously investigating crime scenes, poring over clues and shattering glass across the Origin System, you’ve tracked the Glassmaker to a pivotal location. A place where the Glassmaker killed thousands, if not millions in an age long past.

More questions await as the latest victim you discover is Orokin, possibly someone who stood against Nihil in the past? Find clues to reveal where the Glassmaker is hiding and shatter his schemes once and for all, Tenno.

Mastery Rank 30 is now available for eligible Tenno!

8+ years of Warframe content later and eligible Tenno can now achieve Mastery Rank 30! This is your True Master test. Prepare yourself with skills you’ve acquired on your travels throughout the Star Chart for this pinnacle test.

True Master Tenno will be awarded the following:

  • 3x Umbra Forma
  • 15 Loadout Slots
  • 30 Riven Mod Slots
  • True Master Chat Emoji
    • Access both the :truemaster: and :truemasteralt: Chat Emoji.
  • True Master Emote
    • Only the True Master may use this Emote.
  • True Master Sumdali
    • This Sumdali hull ornament is awarded exclusively to Tenno who have earned the rank of True Master. It can be mounted to the exterior of your Landing Craft to display your Rank to all who see it.
  • True Master’s Font (Relay Blessing)
    • Visit a Blessing Altar in any Relay once every 23 hours to grant a Blessing to each person on the Relay that lasts for 3 hours. Blessings you can grant are:
      • Affinity Boost
      • Credit Boost
      • Resource Boost
      • Damage Buff
      • Health Buff
      • Shield Buff
  • Mastery Rank 30 Facts:
  1. Each Mastery Rank beyond 30 requires the same amount of Affinity as Rank 29 to 30.
  2. Mastery Ranks beyond 30 are considered/titled as “Legendary 1”, “Legendary 2”, etc.
  • Optimized terrain rendering.
Some fun facts: Terrain rendering optimization reduced cost ~30% (Deimos) ~50% (Plains of Eidolon) by grouping triplanar layers together per triplane and sharing texture gradients.
  • Optimized initial download size by ~100MB.
  • Optimized geometry on the Cambion Drift to improve framerate.
  • Optimized rendering slightly when Bloom is disabled.
  • Improved detection of run-time errors in the script system.
  • Made systemic micro-optimizations to all code on Windows and Xbox One.
  • Made a micro-optimization to splash effects on the water surface.
  • Made systemic micro-optimizations to the memory allocator.
  • Made a micro-optimization to the physics system.
  • Made a micro-optimization to the effects system.
  • Made a micro-optimization to the script runtime.
  • Fixed CPU times increasing significantly when frequently switching between controller and keyboard.
  • Updated Mastery Rank icons to new Vitruvian design!
  • Increased the Nightwave Prestige Rank cap by 30 Ranks! This will retroactively place you to the accurate Rank you’ve earned thus far! We know some Tenno have already reached the current Prestige Rank cap. Increasing it allows those Tenno to gain Crystal Cred for the remainder of Nightwave Series 3.
  • Entrati member names will no longer appear when Creator Mode is enabled.
  • The End of Mission ‘Important’ filter will now place Alert rewards at the top of the list.
  • Clarified Daily Standing Bar value by adding the word ‘Remaining’ to indicate as such.
  • Adjusted the Night Hunter Syandana wing spread idle animation slightly based on TennoGen creator feedback.
  • Removed Latrox Une from the Simulacrum (because shooting your friends is mean).
  • Fixed a crash that could occur if you lose connection to a Host shortly after connecting to a new mission.
  • Fixed a rare crash that could occur with certain weapons with extreme Mod configurations.
  • Fixed a crash in the Simulacrum while firing a Convectrix that had max ranked Tainted Shell and Narrow Barrel Mods equipped.
  • Fixed a loss of functionality if you open the Pause Menu with the controller and Fast Travel to a vendor while a Profit-Taker Heist Bounty is counting down.
  • Pausing during the countdown is no longer possible.
  • Fixed aggressive spot load when hovering over Quest-locked nodes in the Star Chart.
  • Fixed the Latrox Une “Sample Collection” Bounty phase taking longer than intended to complete due to the samples not dropping in their entirety. We found that 20% of the time a sample was meant to drop, it wouldn't.
  • Fixed Trinity’s Blessing fully restoring Health/Shields of mission objectives.
  • Per Healing Defendable Targets Dev Workshop: it should "Restore 500 Health over 5 seconds".
  • Fixed Mirage’s Total Eclipse Augment Mod buff being shared with Necramechs.
  • Fixed the Split Flight buff not resetting if the buff expires when in Titania’s Razorwing.
  • Fixed Umbra’s sentience not functioning after Transferring into a Necramech. Fixed inability to close the End of Mission screen after failing a Sortie Defense mission and waiting to close the EOM screen until you were back in the Orbiter.
  • Fixed some spawning range issues with Deimos Jugulus’ due to frequently spawning very close to each other. This could cause other enemies to not spawn as frequent due to the amount of Jugulus’ present.
  • Fixed snow-weather data (Orb Vallis) overwriting the rain-weather data that was intended for Plains of Eidolon, which was causing way more frequent precipitation than desired.
  • Fixed Syndicate Standing earned in (Elite) Sanctuary Onslaught not being displayed on the Mission Progress screen.
  • Fixed the UI not displaying ‘1’ when you have just a single Entrati Token.
  • Fixed stats for the KUVA INJECTOR and DEMOLYST Codex entries.
  • Fixed black shadow being cast on Star Chart node mission cards if a transmission is played.
  • Fixed unreadable Pause Menu after opening the menu while fading to black due to a teleport volume.
  • Fixed Helminth XP gain UI FX getting stuck on screen.
  • Fixed losing Chat functionality when attempting to Report a player while they enter Extraction.
  • Fixed blown out Perrin Sequence and Red Veil Syndicate leaders when interacting with them in the Relay.
  • Fixed Orb Vallis Free Roam music playing in Fortuna.
  • Fixed audio issues for Nezha’s Divine Spears ability slam sound.
  • Fixed audio issues for fully charged Trumna sound for Host/Client.
  • Fixed some popping animations with the Night Hunter Syandana.
  • Fixed missing Daughter Naberus VO lines.
  • Fixed some missing Otak idle VO lines.
  • Fixed a script error when casting Titania’s Tribute ability.

Hotfix 29.2.4

October 15th, 2020 Forum Post - Nights of Naberus

Nights of Naberus have arrived!

The ancient festival of death and mischief has begun on all platforms!

On Naberus, beauty is banished. Rot and monstrosity hold sway. And Daughter couldn’t be more excited!

To get everyone in the Naberus spirit, she’ll be dressing up in Morbid costume and offering exclusive, limited-time rewards available for purchase through her special Naberus-themed store in the Necralisk.

Listen to a gruesome tale narrated by Grandmother in the comfort of your Orbiter with a creepy Naberus-themed decoration, or enjoy an assortment of Glyphs, Emblems, Skins and Blueprints - all available for purchase using Mother Tokens.


  • Made a micro-optimization to the Health and Shield display on the HUD.
  • Made systemic micro-optimizations to game-code using scripts.
  • Made systemic micro-optimizations to physics sweep queries.
  • Made a micro-optimization to animation inverse kinematics.
  • Made systemic micro-optimizations to the script runtime.
  • Made a micro-optimization to the perception system.
  • Made a micro-optimization to the damage system.
  • Made a micro-optimization to the effects system.
  • Made some micro-optimizations to level loading.
  • Made a micro-optimization to the sound system.
  • Made a micro-optimization to the script system.
  • Made a micro-optimization to text localization.
  • Made a micro-optimization to flash rendering.
  • Made a micro-optimization to UI rendering.
  • Made a micro-optimization to loading.
  • Optimized a small memory leak that would occur in certain Railjack missions.
  • Fixed a tiny memory leak that would occur when killing Jen Dro in The Index; while inconsequential for regular play this leak showed up in an automated stress-test that pits Brokers vs Executioners for hours at a time.
  • Reduced Isolation Vault Bounty Toxicity phase from 3 minutes to 1:30 minutes.

An early change meant for Update Deimos: Arcana that was low risk to add now! Feedback alluded to this phase not offering much variety within the Bounty - so we’ve shortened it to get you to the meat of the Bounty quicker!

  • The Helminth Subsume confirmation prompt will now show the Forma count on the respective Warframe.
  • Increased default analog stick deadzones values to 20%. The value was previously 15% only for look/aim inputs, but then was changed to 15% for all analog stick inputs, but this introduced some drift for certain players.
  • Fixed a functionality loss when Upgrading the Railjack Grid then going back while looking at the tooltip.
  • Fixed Mirage’s Eclipse ability not functioning properly with Deferred Rendering enabled. As detailed here!
    • A sharp-eyed Tenno noticed a change with Eclipse's damage bonus using our new Enhanced Graphics engine setting, and it turns out Mirage had us all under an illusion. Eclipse changes its effect intensity based on how bright (or dark) your current location is. The game calculates the brightness by considering all the light sources that are affecting you. The problem... Under the Enhanced Graphics engine, lighting is handled in a different way than the Classic way we've been using for years. So while playing Landscape missions the sunlight was not being included in the intensity. What looked like bright open ground lit by the sun was, as far as the game is concerned internally, gloomy and overcast. This will be fixed such that the Eclipse ability will consider the real-time sunlight under the Enhanced renderer. We cannot guarantee that the results will be exactly the same using the two equations, but any difference should be negligible.
  • Fixed Tusk Heavy Gunners doing unintended extreme amounts of damage.
  • Fixed Obelisk Requiem icons sometimes not being visible for Clients.
  • Fixed cases of Excavators that could spawn inside Cambion Drift terrain.
  • Fixed Force Feedback issues when firing the Mausolon.
  • Fixed the Cryptosuctus Fish having a hole in it.
  • Fixed Vulpaphyla name appearing as [PH] Chrysalis upon devolving into a larva state.
  • Fixed unlocalized system error messages sometimes being shown in the UI when experiencing network problems
  • Fixed texture streaming on placed Glyphs being missing unless you get close.
  • Fixed a problem with the Dynamic Resolution system.
  • Fixed Chat repeatedly opening and closing if you slowly press down on the left trigger of a controller.

Hotfix 29.2.3

October 8th, 2020 Forum Post

  • Optimized initial install size slightly (~half a GB).
    • This was Hotdropped yesterday!
  • Added a game setting to use the legacy deadzone remapping when controlling look/aim input using the controller analog sticks.
  • Changed the deadzone settings to go up and down by 1 instead of 5 when pressing the arrows.
  • Fixed inability to matchmake together when loading from a Town/Relay to a Free Roam mission.
  • Fixed a crash if a Host migration occurred during a Cambion Drift Excavation Bounty.
  • Fixed the Subsumed Rest & Rage ability description stating its effect is dependent on Energy color rather than Emissive Color.
  • Fixes towards some lighting issues on Operator hair textures.
    • Work in progress!
  • Fixed the Telos Syandana being misaligned on Octavia.
  • Fixed the VOIP UI indicator appearing as a white square.
  • Fixed numerous script errors during Cambion Drift Excavation Bounties.
  • Fixed script errors when Corrupted Vor spawns in the Void.
  • Fixed a script error when casting Nova’s Null Star ability.

Hotfix 29.2.2

October 6th, 2020 Forum Post

Enhanced Graphics Engine

Last week we included a ‘Missed Change Note’ that the ‘Deferred Rendering’ Display Option was renamed to ‘Graphics Engine’. While this is true at a base level, it’s actually more exciting than that, as it involves moving into “Next Gen’ by phasing out our old rendering engine!

Please read the full details here: https://forums.warframe.com/topic/1229889-the-enhanced-graphics-engine/

  • Made numerous micro-optimizations to scene rendering.
  • Optimized Local Reflections.
  • Optimized Foliage Rendering in the Enhanced Graphics Engine.
  • Optimized Visibility Culling speed and memory footprint slightly.
  • Optimized initial install size slightly.
  • Made systemic micro-optimizations to the animation system.
  • Made a micro-optimization to the Foot IK system.
  • Made a micro-optimization to HUD rendering.
  • Minor quality improvements for hair rendering.
  • Added game settings for tweaking deadzone values and other input behaviour for controller analog sticks. Each analog stick now has 3 settings as outlined on https://www.warframe.com/gamepad. This should improve the accuracy for movement controls in particular, which previously used a square deadzone, resulting in inconsistent mapping for diagonal inputs.
    • H29.2.2Settings
  • Removed ability to open the Helminth screen by fast-traveling using Operator mode, this led to issues with your Warframe becoming invisible.
  • Updated Ivara's Quiver, Vauban's Minelayer, Xaku's The Lost, and Titania's Tribute ability descriptions to list the sub-abilities and a brief general description of what they do. Tips related to these sub-abilities for each Warframe have also been edited for accuracy as a result.
  • Updated Zephyr’s Airburst ability description to include the tap-and-hold mechanic.
Helminth Fixes
  • Fixed enemies becoming permanently ragdolled after casting Nezha’s Divine Spears into a Larva via Helminth Subsumed ability.
  • Fixed Helminth Infused ability functionality issues when casting Wisp’s Sol Gate.
  • Fixed missing UI indication on Quiver Cloak Arrow's duration remaining via Helminth Subsumed.
  • Fixed Nidus’ abilities HUD having greyed out icons for Helminth Infused abilities.
  • Fixed the Warframe launcher breaking uninstall when using standalone-installer.
  • Fixed inability to Swap a Polarization.
    • This was Hotdropped live last week!
  • More fixes towards a crash that could occur in a Survival mission when choosing to return to the Orbiter.
  • Fixed Isolation Vault Bounty Bait and objective markers remaining after the Bounty is abandoned.
  • Fixed cases of the Upgrade screen showing negative stats after applying Forma to a weapon.
    • We found this isn't super useful and forces you to exit the Upgrades screen if you want it to show the actual effects of the Mods installed afterwards.
  • Fixed Profile ‘Kills’ and ‘Time Played’ Stats being influenced by the Simulacrum.
    • Simulacrum is a testing ground!
  • Fixed left trigger no longer opening Chat with controller after you save controller bindings once. As reported here!
  • Fixed the Infested Salvage End of Mission Reward screen UI stating 50 Endo instead of 300 Endo.
    • This is a visual issue only, the correct amount of Endo was awarded.
  • Fixed missing Blueprint locations for the Zymos and Keratinos when viewing in the Market.
  • Fixed the Daedalus Leg Armour appearing small when equipped on the Hydroid Rakkam Skin.
  • Fixed sometimes facing the wrong direction when loading into the Simulacrum Arsenal.
  • Fixed cases of Simaris appearing white instead of orange when entering Sanctuary Onslaught.
  • Fixed Quatz reload and Plinx charge reload audio issues when a Skin is equipped.
  • Fixed Oscira Sugatra offset on numerous Melee weapons.
  • Fixed collision issues with the Oscira Thrown Blade Skin when exiting the Simulacrum Arsenal.
  • Fixed Gauss Graxx Helmet flames always being orange instead of reacting to the chosen Energy Color as the rest of the Redline ability does.
  • Fixes towards cloth collision on the Mirage Kitsune Helmet.
  • Fixed Dendrite Gunblade Skin using the wrong Sugatra attachment point.
  • Fixed missing doorframe in the Grineer Shipyards tileset.
  • Fixed a script error when reaching a new Mastery Rank.
  • Fixed a script error when a Kubrow Pet uses Stalk.
  • Fixed a script error when a Vasca Kavat uses Draining Bite.
  • Fixed a script error when a Kavat uses Cat’s Eye.
  • Fixed a script error when casting Titania’s Tribute ability.
  • Fixed rare script error when casting Wukong’s Primal Fury ability.
  • Fixed a script error when deactivating Mesa’s Ballistic Battery ability.
  • Fixed a script error when Corpus Rangers attempted to Melee smash you from the air.
  • Fixed script error when picking up Vomvalyst energy buffs while on a K-Drive then dismounting, or mounting K-Drive while you have the buff.
  • Fixed a script error when being attacked by the Profit-Taker.
  • Fixed a script error when offering an Eidolon Shard during a Teralyst Hunt Bounty.
  • Fixed script error that could occur during a Jordas Transmission.

Hotfix 29.2.1

October 1st, 2020 Forum Post - TennoGen 19 - Part 1

TennoGen 19 - Part 1
TennoGen Round 19 - Part 1!

With 29 incredible new items in TennoGen Round 19, we’ve split it up into 2 parts!

Check out TennoGen Round 19 - Part 1 via Steam!

Tennogen Round 19 - Part 1- Warframe Skins

Gauss Agito Skin by Rekkou

Gauss Graxx Skin by Faven

Hildryn Sigrun Skin by malaya, Jadie, and Awk'Q-Luz

Zephyr Blade of the Lotus Skin by BeastBuster

Mag Corpra Skin by FrellingHazmot

Mirage Kitsune Skin by kakarrot2812 and Skyeraike

Tennogen Round 19 - Part 1- Warframe Helmets

Titania Viraji Helmet by malaya and blazingcobalt


Blaze Oculus by blazingcobalt


Night Hunter Syandana by Mz-3

Tsujinasa Syandana by BeastBuster

Ranulyst Syandana by led2012 and daemonstar


Grimstone Heavy Blade Skin by Vulbjorn, the graphical walrus

Obanakk Heavy Blade Skin by VoidPunch

Osiris Polearm Skin by Lubox


Mantis Lilieae Skin by MaceMadunusus


Xulatu Chest Armor by led2012

  • For those of you using DX10, the launcher will now remind you that we’re phasing DX10 out in the near future.
  • Removed the Gas Status Effect from the Deimos Jugulus shooting bone glaives.
    • The Gas Status Effect was unintended - should only be administering Slash.
  • Fixes towards a crash that could occur in a Survival mission when choosing to return to the Orbiter.
  • Fixed an issue where the "swap polarity" functionality would be broken on weapons that had only ever done no-op Polarizations.
  • Fixed the Quassus leaving you "unarmed" after using heavy attacks.
  • Fixed a section in the Ustara Crater within the Orb Vallis that resulted in your Warframe turning invisible, the minimap changing, and enemies not attacking you.
  • Fixed a spot in the Grineer Sealab tileset where enemies struggled to jump down a hole as a team, which resulted in AFK farming.
  • More fixes towards Look Link issues and diorama issues with the new Companions (mismatching tails, for example).
  • Fixed the Oscira Bow Skin not applying correctly to the Kuva Bramma.
  • Fixed missing Standing icon when viewing the eidolon Hunt Bounty with Konzu.
  • Fixed screens overlapping when purchasing a Glyph.
  • Fixed a script error when offering an Eidolon Shard during a Teralyst Hunt Bounty.
  • Fixed a script error when a Ghoul Devourer attempts to grapple you.
  • Fixed a script error when the Treasurer spawns.
  • Fixed a script error when throwing a Shock Spear in a Free Roam transition (Elevator, etc).
  • Fixed a script error when casting Ember’s Immolation ability.
  • Fixed a script error when casting Nyx’s Psychic Bolts ability.
Missed Change:
  • The ‘Deferred Rendering’ Display option has been retitled to ‘Graphics Engine’.

Update 29.2

September 29th, 2020 Forum Post - Prime Vault

Prime Vault
Prime Vault: Ember & Frost Prime

Add dueling elemental forces to your Arsenal with the latest Prime Vault release!

Ember Prime and Frost Prime, as well as their Prime Weapons and exclusive Customizations are now available for a limited time! Trinity Prime Packs, Nova Prime Packs, and their Relics have returned to the Vault.

Ember Prime, Frost Prime, Latron Prime, Reaper Prime, Sicarus Prime, and Glaive Prime Relics have been added back to the droptables!

Visit https://www.warframe.com/prime-vault to check out the Prime Vault Offerings!


Note: As some of you have noticed, our Prime Vault rotation this round has gone on a little long. We had to put a lot of work into making Deimos a simultaneous release during COVID times, and that meant we had to divert focus and people away from some other items. Prime Vault was one of those items.

This means the next Prime Vault offering is a tried and true debut of Ember and Frost Prime (full details to come tomorrow). It also means that we are now in a position to make the Vault following Ember and Frost Prime offer new-to-Vault contents because we recognize how important this is.

Thank you for understanding!

Marked For Death Changes

(Original Dev Workshop can be found here:

https://forums.warframe.com/topic/1227741-marked-for-death-where-we%E2%80%99ve-been-and-changes-to-come/?tab=comments#comment-11868546 )

We are changing Marked for Death to start its base Damage at 75%, which will cap at 150% with Mods. Since the ‘Damage Type In = Damage Type Out’, this will scale well with certain Damage types, specifically ones with DOTS which is what we envision.

Simply put: We’re bringing the damage back up!

Helminth Railjack Resources and Bile Changes

(Original Dev Workshop can be found here:

https://forums.warframe.com/topic/1227534-helminth-railjack-resources-bile-changes/?tab=comments#comment-11866782 )

Railjack Resources

There will be a reduction in the batches of Railjack Resource Costs across the board required to yield Helminth Secretions.

The changes are as follows:

Resource Pre-Hotfix Batch Post-Hotfix Batch % Reduction
Asterite 5,000 1,500 30.00%
Aucrux Capacitors 25 10 40.00%
Bracoid 1,000 200 20.00%
Carbides 10,000 2,500 25.00%
Copernics 15,000 4,000 26.67%
Cubic Diodes 12,500 7,000 56.00%
Fresnels 1,000 150 15.00%
Gallos Rods 300 175 58.33%
Isos 400 200 50.00%
Kesslers 300 100 33.33%
Komms 25 15 60.00%
Nullstones 225 50 22.22%
Pustrels 15,000 5,000 33.33%
Titanium 20,000 10,000 50.00%
Trachons 10,000 1,000 10.00%

Additionally, anyone with Helminth installed and Railjack owned will receive an Inbox of Resources after the Hotfix goes live that includes the reduced costs. A perfect script is not possible, but a generous grab bag is! If you meet the criteria, you will receive the Resources via Inbox after the Hotfix date. We’ll let you know in this thread once the Inbox script has completed - stay tuned!


To give players more options for the Bile Secretion, we are adding the following components as feedable to Helminth to create Bile:

  • Antiserum Fragment x 900
  • Javlok Capacitor x 7
  • Nav Coordinates x 65*
General Helminth Changes
  • Helminth now shows you a locked status when you sit in the chair with a Warframe whose ability you’ve already Subsumed (stops player confusion).
Character Shader Changes

We have made significant enhancements to probe-based lighting. The results of this are dynamic objects receive better quality lighting, and metals are more responsive. Additionally, objects should now look more grounded in their environments.

  • Made a micro-optimization for Melee ground slams.
  • Made a micro-optimization when opening the Inventory screen.
  • Optimized assets within parts of Deimos to improve performance.
  • Optimized assets in Deimos’ skybox to improve performance.
  • Fixed a crash when encountering a Rescue objective in the Plains of Eidolon.
  • Fixes towards a crash that occurred when a Treasurer spawned during a Corpus Ship Defense mission
  • Fixed a matchmaking exploit related to Isolation Vaults.
  • Fixed Clients unable to re-activate the Bait Station if the Bait is lost during an Isolation Vault Bounty.
  • Fixed ability to grab numerous Concoctions if all squadmates trigger the context action at the same time during an Isolation Vault Bounty.
  • Fixed issues with missing Granum Void portals when a certain spawn tile is used in the Remastered Corpus Ship.
  • Fixed Battacor's Alt Fire damage being the same whether fired with 1 charge or 3.
  • Fixed the interaction of Limbo’s Cataclysm and Tesla Nervos (via Helminth Subsumed) dealing more than the normal amount of damage.
  • Fixed Khora’s Accumulating Whipclaw buff stacking indefinitely after jumping into a teleport volume.
  • Fixed Xaku’s Grasp of Lohk ability targeting phantom enemies in the Ambulas boss fight.
  • Fixed Jugulus Mod Set cooldown not being present in the HUD buff section.
  • Fixed the Necralisk door becoming black and see through after using fast travel.
  • Fixed Warframes overlapping the Modding UI when Modding in a Town/Relay.
  • Fixed Clients seeing double Markers in Capture missions.
  • Fixed Disruption Key UI appearing as a filepath in the Round 2 UI.
  • Fixed an issue where Warframes would flicker if you stayed in the Orbiter while they completed their Subsume and queued another.
  • Fixed various compatibility issues with the Oscira Skin collection.
  • Fixes towards weapon audio issues with the Oscira Pistol Skin.
  • Fixed a script error when playing Eidolon hunts.
  • Fixed Assault missions not failing when the timer runs out.
  • Fixed issues with hybrid Companions appearing in the Market when viewing certain items.
  • Fixed some Look Link issues and diorama issues with the new Companions (mismatching tails, for example).
  • Fixed a few issues with the teleport height on the Cambion Drift Captura Scene.
  • Fixed issues with inappropriate ESC menu usage being possible in the Heart of Deimos quest.
  • Fixed camera clipping near the gates to Cetus in the Plains of Eidolon.
  • Fixed some badly lit and set doors in the Orokin Derelicts.
  • Fixed Clem and other friendly NPCs sometimes spawning in the ceiling.
  • Fixed camera alignment issues when opening the Arsenal as the Operator in a Town/Relay.
  • Fixed default Pet being shown for a quick second when swapping Pets quickly in the Arsenal.
  • Fixed dark spots in the Corpus OutPost skybox.
  • Fixed slight text overlap in the Eidolon Hunt Bounty objective UI.


September 22nd, 2020 Forum Post


Hotfix 29.1.2

September 22nd, 2020 Forum Post

  • Disabled Ordis Transmissions while in the Helminth screen. Our trusty Cephalon must be shielded from this room.
  • There is now an ‘Incomplete’ tab on the Helminth to show you which abilities you have not Subsumed.
  • Increased the audible distance of Xaku’s weapon sounds in the Grasp of Lohk ability use.
  • Numerous micro-optimizations for Deferred Rendering have been added to the game!
  • Fixed T5 Bounty Rewards on Deimos sometimes giving lower Mother Tokens than T4 Bounties.
  • Fixed incorrect Vendors having the Velocipod K-Drive Skins.
  • Fixed incorrect Bounty UIs after a host Migration.
  • Fixed ‘Botanist’ being missing from the Codex and unlinkable in Chat.
  • Fixed an issue with the sound of casting Roar on a Warframe that has the ability Infused.
  • Fixed Railjack Avionics not being displayed correctly in the EoM screen.
  • Fixed the Ability screen not updating after using Helminth until you go into a mission or use the Arsenal.
  • Fixed the Boar not having a reload sound.
  • Fixed an issue where the Vault extraction marker can appear above ground after finishing a Vault Bounty.
  • Fixed the Entrati Audience Chamber room not being an option to be set as a Spawn room for Dojos.
  • Fixed Audio ducking staying on if you enter the Arsenal as an Operator.
  • Fixed some Sentinel and Moa Weapon types not getting affected by Magazine related Mods (notably Helstrum).
  • Fixed Antigen recipes having underlapping text in the Foundry.
  • Fixed many weapon Components having ill fitting text in the Foundry.
  • Fixed an issue where deploying a Desert Skate does not remove the prior deployed Desert Skate.
  • Fixed an issue being unable to leave Conclave missions using the ESC button.
  • Fixed recolouring the Arquebex changing colours of attached Necramech in preview.
  • Fixed a script error that could occur when joining a squad while someone else is fishing.
  • Fixed a script error that could occur with Khora and Venario.
  • Fixed the Corinth Prime Blueprint using the wrong icon for the Corinth Prime Stock.

Hotfix 29.1.1

September 18th, 2020 Forum Post

  • Respective Rifle/Shotgun Skins can now be equipped on Primary Kitguns - including Deluxe Shotgun Skins!
    • Tombfinger and Rattleguts are Rifles, and Catchmoon is a Shotgun. (Gaze is neither as it’s classified as a Beam weapon)
  • Optimized initial installs.
  • Fixed a crash in the cache optimizer that would occur if something interfered with updating files.
Fishing Fixes
  • Fixed Fish Bait falling through the water in the cave during ‘Fish For Clues Phase 1 of the Profit-Taker Heist.
  • Fixed a case where Clients might take out the Fishing Spear but not be able to catch Fish.
  • Fixed a script error when Fishing in a Free Roam mission and a Host migration occurred.
  • Fixed a script error when leaving Orb Vallis or Plains of Eidolon when you never took out the Fishing spear.
  • Fixed a script error when equipping the Fishing Spear in a non-Fishing mission.
  • Fixed clipping through the wall when switching between Titania’s Razorwing and Operator.
  • Fixed ability to enter a closed Isolation Vault via Necramech without getting teleported out. Included in this are fixes towards preventing Summoning the Necramech outside valid boundaries.
  • Fixed Helminth ability ‘Perspicacity’ not functioning after using a Cipher or manual Hack. As reported here!
  • Fixed Knockdowns by Deimos Therid leaving you unable to shoot or use abilities for about 5 seconds.
  • Fixed issue that stopped Pressure Point and its derivatives from not applying to Quassus Heavy Attack projectiles.
  • Fixed Cambion Drift Excavators disappearing if Loki’s Switch Teleport is cast on them.
  • Fixed inability to swap the 9th Necramech Mod Slot Polarity due to the UI thinking it’s an Aura.
  • Fixed inability to purchase additional Config Slots for Necramech and Arquebex.
  • Fixed Arquebex model not displaying properly when viewed via Look Link or Mod Link.
  • Fixes towards Exalted weapons not being equipped when viewed via Look Link or Mod Link.
  • Fixed the Shedu not using the Heavy Weapon aim poses.
  • Fixed enemies not staying focused on the player when doing Finishers. Enemies won’t attack/shoot while a Finisher is happening, but they also won’t storm off as if nothing is happening.
  • Fixed the Jugulus Mod Set description not explaining the stun mechanic.
    • For example, Jugulus Carapace now reads: Slam attacks manifest Tendrils to lash enemies within 3m stunning them for 3s and dealing 25 Puncture damage. Cooldown 12s".
  • Fixed Xaku’s abilities having old descriptions that did not reflect the recent changes made in Update 29.1.0.
  • Fixed a script error when viewing the Necramech Embellishments without owning a Necramech.
  • Fixed a script error when casting Wukong’s Cloud Walker ability.
  • Fixed a script error when equipping an Infested Companion.

Update 29.1

September 17th, 2020 Forum Post

As we’re now well into post Heart of Deimos launch, Hotfix notes will contain spoilers, such as accurate Entrati member terms, more descriptive Quest phase fixes, etc.


This series is dedicated to the first weapons new Tenno come across as they begin their Warframe journey. You can find all of these in the in-game Market!


Augment your Warframe with this Subtle and sturdy Armor set.


Jump into the future with the high-tech style of the Oscira Collection. Includes the Oscira Armor, Sugatra and Syananda. Plus, Bo, Braton, Kunai, Lato, Paris and Skana Skin.

All of these can be purchased outside of the Bundle/Collection:


*Edit: Corrected the Oscira weapon skin names. Originally they were dedicated to the new player starter weapons, but we then changed them to be universal Staff, Pistol, Thrown Blade, Rifle, Bow, and Longsword Skins.


This distinctive serpentine Sigil adds venomous menace to any Necramech. As a bonus, a Warframe compatible Snake Sigil is included when purchasing the snake Necramech Sigil!


Rusty but trusty. This skin revives the glory of the legendary Old War Necramech, Snake.

*Find both the Snake Necramech Sigil and the Snake Voidrig Skin with the Necraloid Syndicate for Platinum in the Necralisk!


Transform your K-Drive into a Velocipod! You can choose Purple, Green, and White Velocipod variants - you can color customize the bodies to suit your liking of course, the difference between them being their unique eye designs!

*Find the Velocipod K-Drive Skins from Son’s Offerings for Standing in the Necralisk!

The Great Ensmallening - Phase 1

This update is a bit larger than normal (6.9GB) because it contains the first phase of our efforts to save you disk space! We didn’t quite save as much as earlier tests had suggested but it looks like this should save people at least 5GB after everything is finished.

Note that when downloading the update the launcher will do an automatic optimize pass before downloading more (this is necessary to free up space for the new remastered content).

For full in depth details please visit The Great Ensmallening Dev Workshop: [1]

Xaku Changes & Fixes

Keeping within the realm of the “community-created Warframe” project, Xaku has received numerous changes based on your feedback! We welcome your feedback post launch in the official Dev Workshop: [2]

We consider these changes “Round 1” with more to come once players have graciously again provided their feedback!

Xaku’s Passive:
  • Including AOE damage reduction as part of Xaku’s Passive.
    • How it will work: AOE damage will simply take a 25% damage reduction (75% while The Vast Untime is active).
    • Currently, Xaku’s Passive provides a chance that incoming projectiles will fail to hit the warframe at all, instead going right through. But does not include any protection from enemy AOE damage. For example, if a Bombard shot a rocket at Xaku, the projectile itself would have a 25% chance to pass through them and deal no damage (75% with The Vast Untime), but the explosion following would have the full effect. With this change, Xaku’s Passive additionally grants them 25% damage reduction on the following AOE explosion from that rocket. That’s increased to 75% when Xaku is running around bare bones!
Xata’s Whisper:
  • We are making Void damage ‘True Neutral’ by removing the 50% resistance of Void damage on Cloned Flesh and Fossilized enemies - a long desired request for Void damage.
    • Currently, Void damage is relatively ineffective against Cloned Flesh and Fossilized enemies which greatly limits the use of Xata’s Whisper on Grineer and Infested enemies. In an effort to give it (and Void damage in general) more utility across enemy categories, we are removing this resistance so that it aligns with its neutral effectiveness against the other enemy types. It is important to note that Eidolons, Amalgams, and certain bosses will still maintain this resistance.
Grasp of Lohk:
  • Increasing the speed at which enemies are disarmed so that it occurs earlier in the casting animation. Also increasing the casting animation speed overall.
    • Currently, the point of when enemies are disarmed once Grasp of Lohk is cast is far too delayed.
  • Increased Grasp of Lohk’s disarming range from 8m to 15m.
    • Not to be confused with firing range, this increase allows a bigger berth for choosing victims to disarm with Grasp of Lohk.
  • Allowing Grasp of Lohk to be recast.
    • How it will work: Any existing Grasp of Lohk weapons will simply be replaced by the new cast up to the maximum amount of targets.
    • Currently, once Grasp of Lohk is cast, you are locked with the weapons that were grabbed until the end of the ability’s duration. This is obviously limiting if the ability was cast with undesired effect. To counteract this limitation, we are adding the option to recast with the added benefit of resetting the ability’s duration and disarming a new set of enemies where/when desired.
The Lost: Deny
  • Adding synergy between Deny and Grasp of Lohk that increases Deny’s damage output.
    • How it will work: The number of weapons orbiting Xaku from Grasp of Lohk act as a damage multiplier for Deny’s Void beam. For example: If you have 4 weapons orbiting Xaku, Deny’s damage will be granted a 5x multiplier.
  • Increasing the casting speed of Deny.
    • More firepower… faster!
The Vast Untime:
  • Removing the Energy drain and keeping it a duration based ability.
    • Currently, the Energy drain on top of its casting cost and duration is far too restrictive and punishing.
  • Adding Synergy between The Vast Untime and all of Xaku’s other abilities.
    • How it will work: Emphasis on “Untime”, when Xaku is in their skeletal form their other active abilities’ duration will become frozen in time. Once The Vast Untime expires, the duration of those active abilities resume. This was suggested in our feedback readings and we quite enjoyed the play on the ‘untime’ theme and the added benefit to Xaku overall! We feel that since this no longer has an Energy drain, and that it halts the timer on other abilities, the energy demands of Xaku’s kit will be significantly lessened.
      • Note: This will not apply to Helminth abilities and abilities from other Warframes from Helminth subsuming.
Xaku Fixes:
  • Fixed Deny having poor hit detection on ragdolled or suspended enemies.
  • Fixed targets affected by Accuse have inconsistent hit detection based on weapon type (beam, bolt, etc).
  • Fixed a case of dealing self damage via Xaku’s Whisper.

Marked for Death Changes

Before we jump into the nitty gritty, let’s revisit what the ‘Marked for Death’ Helminth Infusion is: Stun an enemy; a portion of the next damage you deal to it will be dealt to all enemies around it.

It’s important to note that the description mentions ‘a portion of the next damage’, which was always our intent, meaning we have some bugs to fix and explanations to make on the next steps here.


With Marked for Death now in the wild and being experimented with, it was apparent to not be working as intended by overwhelmingly nuking enemies left, right, and center when combined with certain loadouts and due to certain bugs. We recognize the players who brought this forward with understanding that it needs to be addressed. Let’s get into the meat of it:

  • Fixed Mods applying twice to the Marked for Death Damage portion dealt in the AOE.
  • Fixed base Damage using the Health/Shield Damage dealt and not capped at the Health+Shield the target had prior (e.g. enemy with 5 Health gets hit by 100 damage, and 100 damage is shared in AOE. It should just be the 5).
    • Radial damage was never meant to exceed the target’s Health and this was our bad. The desired strategy we wanted was players prioritizing tank units like Heavy Gunners to do AOE clears since heavy units have more Health than normal, thus the radial AOE would likely be lethal, not just normal units. This issue combined with numerous bugs of Mods stacking meant this was way over powered. A key part of reviewing these changes will be ensuring that players understand the best case scenario we envision for the power is targeting high-Health enemies to do radial damage to weaker enemies.
  • Removed Critical Chance from Marked for Death radial AOE.
  • Capped Damage multiplier stat to 75% and normalized Damage type mults.
    • Here’s an example of normalized Damage type: if the Damage you deal is 0.5 Impact, 0.4 Slash, 0.3 Heat that sums to 1.2x but after normalizing they become 0.42 Impact, 0.33 Slash, 0.25 Heat.
  • Fixed Marked for Death with Arcane Trickery equipped triggering invisibility almost every time, because each enemy hit by the AoE has its own 15% chance to activate Arcane Trickery.
Conservation Changes & Fixes
  • An accumulation of Community and Developer feedback have brought forth a handful of Avichea changes and fixes:
    • Avicheas now correctly fly in circles around the spawn call area once they reach it instead of hovering directly above it, sometimes widely out of range.
      • This brings Avicheas in line with other flying animals like the Sawgaw, where they fly closer to the call point and land near it.
    • Diversified ambient Avichea encounters so that they can either be encountered flying around an area or low down perched on the ground.
      • Previously ambient Avicheas were only found flying high in the sky, which could easily be missed to the busy eyes.
    • Increased the spawn chances of ambient Avichea encounters.
    • Improvements towards Avichea animations.
      • This also fixes cases of ambiently spawned Avichea’s 'slowly ascending to the heavens'.
    • Fixed Avicheas (and Mergoos) not flying away when gunfire is nearby.
      • Birds do as birds do - Warframe ain’t no different! Being stealthy is key for catching these animals.
    • Fixed some Conservation trail start points appearing under the endocrine goo in the Cambion Drift.
    • Fixed inability to move, shoot, switch weapons or use Warframe abilities after hitting a dissolving corpse with the Infested Ebisu or Spari Spear whilst fishing.

Please note that the Conservation team has more planned in terms of quality changes and fixes - stay tuned!

Fishing Changes & Fixes
  • Improved spawn rate of Fish in the Cambion Drift to be closer to past Free Roam behaviour. You should generally have a maximum time between fish of ~15 seconds instead of ~50 seconds.
    • We welcome your feedback if even further changes are needed!
  • Reduced the number of Fish parts required per Daughter Exocrine Assignment from 3 down to 2. This brings Daughters economy in line with Son, where the max number of requested parts is 2.
  • Fixed some various script errors that sometimes resulted in an inability to catch Fish.
  • Fixed Cambion Drift Fish spawning in the same spot over and over if you didn’t move.
  • Fixed throwing your Fishing Spear into Mag's Magnetize can lead to temporary or complete loss of functionality.
  • Fixed some jittery hands animations that play throughout the Fishing Spear throw+recall sequence.
Necramech Changes & Fixes
  • Currently there is a 3 minute cooldown on every use of the Necramech Summon Gear item. We’ve changed the cooldown behavior of the Necramech Summon to reflect the following:
    • If the player's Necramech is still active, then the Necramech Summon only has a 10 second cooldown. Summoning it this way will move the Necramech to the player's desired position but NOT restore its Health/Shields/Energy.
    • If the player's Necramech has been destroyed, then the Necramech Summon has a 3 minute cooldown, and will have its Health/Shields/Energy refilled on summon.
  • Reduced the Necramech’s Shocking Iron ability sound loop.
  • Fixed summoned Necramech’s not having their Modded values when summoned again after dying.
    • This was an issue before the cooldown changes.

Fixed summoned Client Necramech’s having 0 Energy when summoned again after dying.

    • This was an issue before the cooldown changes.
  • Fixed rare case of a player's Warframe ceasing to exist after Transferring into a Necramech, resulting in an inability to Transference back into your Warframe.
  • Fixed personal Necramech losing all functionality after Transferring into a fallen Necramech and then summoning your own Necramech.
  • Fixed ability to interrupt the Necramech ground slam attack with another ground slam attack or normal melee attack.
  • Fixed Client Necramech’s appearing to run in place after Transferring out of the Necramech with forward momentum.
  • Fixed the Necramech appearing crushed around an Excalibur when viewed via Look Link or Mod Link.
  • Fixed the Necramech model clipping/overlapping with the Upgrade screen when accessed in a Hub/Town.
  • Fixed Necramech UI and regular weapon crosshair overlapping when attempting to access the Gear wheel via controller while in the Necramech.
  • Fixed Necramech weapon appearing blurry after Transferring into a summoned Necramech before the weapon opening animation finishes.
Sepulcrum Changes & Fixes
  • Decreased the unguided flight time of the Alt Fire on launch from 0.06s to 0.03secs.
  • Decreased the unguided flight time of the Alt Fire smoothing from 1s to 0.4secs.
    • This makes the Alt Fire projectile start to home in on their targets faster and curve more acutely towards them.
  • Decreased Alt Fire re-arming delay from 0.2s to 0.01secs.
    • This decreases the time between being able to lock onto additional targets after the first.
  • Increased max lock distance from 60m to 80m.
  • Increased loose lock distance from 80m to 100m.
    • This increases the distance you can lock onto targets with Alt Fire from 60m to 80m, and lock won't be lost unless the targets move beyond 100m.
  • Fixed cases of the Sepulcrum Alt Fire not properly targeting enemies.
  • Optimized performance of several user interfaces including the Nightwave and Void Relic Refinement screens.
  • Optimized download of some parts of Warframe.
  • Made a large number of small optimizations to the UI system.
  • General polish and cleanup of sounds in the Arsenal to remove unintended sounds.
Helminth Fixes
  • Fixed a crash when hovering over the Roar ability in the Upgrade screen on a Hildryn which had Balefire replaced by Roar via Helminth.
  • Fixed a crash that occurred when sitting in the Helminth chair with poor connection quality.
  • Fixed Infested Mobility buff effects never ending when under Rank 3.
  • Fixed Infested Mobility not being affected by Strength like the Arsenal stat screen claims.
  • Fixed Infusing a new ability via the Helminth to Config D, E, or F not showing the ability has been applied until the player loads into a mission.
  • Fixed Titania's Tribute HUD not working if Razorwing was overwritten via Helminth.
  • Fixed rare case of the UI showing that you have the exact Secretion % required but won’t let you perform the action. This was due to rounding values in the back end that aren’t visible in the UI.
  • Fixed missing check mark beside recently earned Helminth Rank until you close and re-open the Helminth interface.
  • Fixed inability to progress through some Corpus/Grineer Invasion missions due to an inability to enter the portal, and just getting put through a never ending loop that goes nowhere.
  • Fixed Carnis Set Mods not functioning for both Host or Client players.
  • Fixed cases where Limbo’s Banish could be cast with 0 Energy.
  • Fixed the Soma Prime's Hata-Satya Mod not respecting Multishot for Clients.
  • Fixed ability to apply Status Effects to the Deimos Saxum before Femurs have been broken. Femurs must be destroyed first before Status Effects will affect the Saxum.
  • Fixed Zymos seeking swarms not being able to critically hit.
  • Fixed Zymos not spitting out the homing spore projectiles after the headshot explosion triggers for Clients.
  • Fixed Garuda’s Dread Mirror Damage Capture Multiplier/Projectile Damage not matching ability screen numbers in the Arsenal.
  • Fixed ability to go under the floor with a combination of Transference and Titania’s Razorwing.
  • Fixed Garv and his Grineer hooligans not de-spawning after doing a Bounty such as Anomaly Retrieval or Core Samples. This results in multiple Garv’s in the Cambion Drift when doing back to back Bounties.
  • Fixed issues with the Purify Deimos Bounty, where the 'samples' UI will decrease from 35-15 when a Host migrates. However, the collected amount doesn't reflect this switch and will be greater than the UI limit indicates.
  • Fixed the Latrox Une ‘upload’ phase skipping if there's a Host migration while collecting samples for Latrox Une.
  • Fixed the Deimos Claw Skin not applying properly to the Keratinos.
  • Fixed inability to quickly select the Secondary Emissive and Energy colors when attempting to customize Warframe/Weapon colour Appearance using the controller d-pad.
  • Fixed the default icons for Mutagen and Antigen samples in the Predasite/Vulpaphyla Revivification menu (Son at Necralisk) being swapped.
  • Fixed a section in the Harindi Crater within the Orb Vallis that resulted in your Warframe turning invisible, the minimap changing, and enemies not attacking you.
  • Fixed inability to spawn Deimos Saxum/Deimos Saxum Rex in the Simulacrum.
  • Fixed Tokens appearing in End of Mission screen with common items. Should now appear above regular Resources and Mods.
  • Fixed Khora appearing mangled in the End of Mission screen diorama.
  • Fixed Loki’s Invisibility ability aggressively color grading your surroundings - very noticeable in the Cambion Drift when your Energy color is neon green (lol).
  • Fixed towards the Necralisk door opening animation playing when the door is already open.
  • Fixed Inbox Gift messages not displaying the amount of items Gifted (ie 5 Forma, etc).
  • Fixed inability to exit the Shawzin with a controller if a key binding is changed since Start then becomes unbound.
  • Fixed the Gear Wheel overlapping the Void Fissure End of Mission Reward screen.
  • Fixed Credits Icon appearing slightly larger than intended in the End of Mission screen,
  • Another fix towards missing the Entrati Rank up cutscene if you opened the ESC menu right before the cutscene starts.
  • Fixes towards poor Extraction waypoint pathing in the Grineer Shipyards tileset.
  • Fixed Paris bow 3D draw sound not cutting off when bow is fully drawn.
  • Fixed some spot-loading that would occur when selecting an Infested Companion in the Arsenal.
  • Fixed possible spot-loading when going into a Town/Relay/Hub.
  • Fixed numerous script errors when encountering Latrox Une in the Cambion Drift.
  • Fixed a script error related to having Hildryn’s Balefire active while transitioning from Free Roam to Hub/Town.
  • Fixing a script error with the Railjack Tactical Menu.

Side Note:
Isolation Vault reward tables have been added to warframe.com/droptables!


September 10th, 2020 Forum Post

  • Deimos Landscape Captura Scene is now an option for Rank 5 Entrati Syndicate Reward.
    • A Fish Trophy is great, but it needed a bit more variety!
  • Blueprints and Entrati Tokens will now appear closer to the top of the End of Mission Reward section when ordered by ‘Importance’, instead of being buried under Mods and Resources.
Necramech Fix
  • Fixed fallen Necramech’s Guard Mode ability not functioning, and instead just draining Energy.
Helminth Fixes
  • Fixed Atlas’ Rumblers no longer Petrifying enemies in radius when casting Rumblers if you replace the Petrify ability via Subsumed ability.
  • Fixes towards failing to match-make while in a Town/Hub.
  • Fixes towards failing to match-make after accepting to replay Saya’s Vigil Quest.
  • Fixed inability to Chat Link Rivens.
  • Fixed changing from Cooperative Loadout to Conclave Loadout in the Simulacrum Arsenal not allowing you to switch back to your Cooperative Loadout.
  • Fixed Garuda’s Talons not being visible on the End of Mission screen.
  • Potential fix towards a script error caused by Sly Vulpaphyla Survival Instinct triggering.

Hotfix 29.0.8

September 10th, 2020 Forum Post

As we’re now 2 weeks post Heart of Deimos launch, Hotfix notes will contain spoilers, such as accurate Entrati member terms, more descriptive Quest phase fixes, etc.

Necramech Changes & Fixes
  • Necramech’s can no longer interact with Ramparts or hack Alarm Towers in the Plains of Eidolon.
    • This fixes a functionality loss when interacting with a Rampart while in a Necramech and hacking issues specifically with the Plains Alarm Tower.
  • We have adjusted the Necramech Drop tables to have a mix of Mods in the Necraloid Syndicate as well as on Necramechs outright.
  • Removed Necramech Vitality, Refuel, Necramech Intensify, and Necramech Pressure Point from Necramech Drops and moved to Loid’s Necraloid Offerings for Standing. warframe.com/droptables has been updated!
  • Fixed becoming stuck mid-Transference when attempting to exit your Necramech while going through Deck 12 in Orb Vallis.
  • Fixed inability to Operator Void Dash after getting nullified by a Necramech during the Isolation Vault Bounty.
  • Fixed ability to bypass the Plains of Eidolon and Cambion Drift perimeters with a Necramech. This also fixes the ability to summon a Necramech when out of bounds.
  • Fixed ability to ignore teleport volumes and walk along lake-beds with the Necramech by keeping constant forward momentum in the Plains of Eidolon.
  • Fixed the Host Necramech UI getting overlapped if a Client squadmate exits their Necramech.
  • Fixes towards blank ‘Mission Progress’ screen when viewed while in a Necramech.
    • Still some issues with going from Warframe > Operator > then to Necramech.
General Weapon Changes
  • Trumna
    • Removed Punch Through on the Trumna Alt Fire projectile.
      • The main feature of the Alt Fire is the radial attack on each bounce, and Punch Through can make it disappear through geometry. Disabling on the projectile only allows Punch Through to be used with the Primary Fire without affecting the Alt Fire.
  • Quassus
    • Increased Heavy Attack projectiles from 35 to 76
      • Also fixed Quassus Heavy Attack projectiles being slowed down to 15% of their original speed after punching through an enemy.
    • Reduced horizontal spread of projectiles
      • Quassus throws 12 projectiles with a pretty wide horizontal spread, spreading the Damage across multiple targets. Individual damage was not where we wanted it. Increasing it over 100%, narrowing the spread and making sure it will hit additional targets after passing through, increases its lethality to intended levels.
  • Zymos
    • Decreased projectile spread of Multishot projectiles
    • Increased projectile speed from 59 to 79
      • Decreasing spread from Multishot and increasing the projectile speed makes landing headshots with all the projectiles a bit easier.
Helminth Fixes
  • Fixed losing weapon functionality when casting Resonator on a Warframe other than Octavia (Subsumed).
  • Fixed getting double prompted to Rush a Subsume if you rejected the first prompt and then went to Feed the Helminth.
  • Fixed being able to fire your weapon during Undertow or Danse Macabre if active while certain abilities inherited from Helminth expire.
  • Improved diagnostics for bugs in the Corpus Researcher Cambion Drift Bounty.
  • Made a few micro-optimizations to HUD Damage indicators.
  • Made some micro-optimizations to HUD rendering.
  • The ‘Awakening’ cinematic now supports translated subtitles.
  • Added Ether Daggers to Simaris’ Offerings for players who might have sold theirs.
  • Updated Deimos Mutagen and Antigen descriptions to indicate which animal they are designated for (Predasite vs Vulpaphyla).
  • Improvements towards Operator eye textures and shading to look less flat. Look, look with your special eyes!
Infested Companion Fixes
  • Fixed many cases where the Sly Vulpaphyla wouldn't respect cooldowns, would fail to trigger, or would result in Client FX not getting cleaned up.
  • Fixed inability to swap Polarities via Forma on Infested Companions.
  • Fixed the name of newly Gilded Infested Companions not appearing in the Arsenal.
Deferred Rendering Fixes
  • Fixes towards volumetric lighting issues when Deferred Rendering is enabled.
  • Fixes towards scenarios where the Operator appears visually blown out in the Orbiter when Deferred Rendering is both enabled or disabled.
  • Fixes towards overly waxy looking skin for the Operator when Deferred Rendering is both enabled or disabled.
  • Fixed Wyrm Residue puddles not scaling in size properly with Dynamic Resolution enabled alongside Deferred Rendering. As reported here!
  • Fixed the Arquebex having an unintended 9th Mod Slot.
    • Any Polarizations done to this now removed 9th Mod Slot have been transferred over to a free universal (blank) Mod Slot upon login of this Hotfix. In the very rare case of having Polarized the 9th Mod Slot to be universal (blank), the Forma is refunded.
  • Fixed a case where Latrox Une wouldn’t spawn if Garv’s encounter happened before it, and Garv was still around.
  • Fixed inability to progress past the first mission of Saya’s Vigil Quest when replaying it.
  • Fixed parts of the HUD breaking after attempting to open the ESC menu during a ‘Mission Complete’ animation (going from Free Roam to Town/Hub). As reported here!
  • Fixed ability to clip through wall meshes via Operator Transference.
  • Fixes towards players unable to launch Archwing after multiple Transference activations.
  • Fixed certain Warframe abilities (Mesa's Shattered Shield, Mag's Magnetize) that create reflecting bullets counting towards hits that increase the Hata-Satya Critical Chance buff. Only hits performed by Soma Prime should increase the Hata-Satya Critical Chance buff.
  • Fixed Smeeta Kavat's Mischief ability, Carnis Mod Set bonus, and Survival Instinct modifying evasion incorrectly, and instead acting as a debuff as opposed to the proper buff.
  • Fixed Clients always hitting a fade-to-black teleport volume when entering the Isolation Vault.
  • Fixed Ash’s Shuriken ability not being affected by Power Strength Mods.
  • Fixed Limbo not gaining Energy from enemies killed in the Rift.
  • Fixed spot-loading when previewing Revivification combinations with Son in the Necralisk.
  • Fixed certain Excavation spawns not scaling in level with the rest of the enemies.
  • Fixed Mining, Fishing or Conservation marking the Free Roam node as completed before the Bounty is done.
  • Fixed Scan Aquatic Lifeforms Mod sometimes not revealing fish on Orb Vallis and Plains of Eidolon. As reported here!
  • Fixed cases where the Hata-Satya Mod HUD buff may remain on screen, and not resetting if you enter bleedout in the middle of a casting animation.
  • Fixed missing the Entrati Rank up cutscene if you opened the ESC menu right before the cutscene starts.
  • Fixed Parvos Granum appearing visually blown out in some cases.
  • Fixed Hydroid’s Relay Captura Scene having too many NPCs.
  • Fixed Nidus’ infestation not applying color properly. As reported here!
  • Fixed Vauban’s coattails missing the PBR treatment. He should match/blend much better now! As reported here!
  • Fixed an issue where you could not release an animal in the Necralisk if you had no Daily Standing left.
  • Fixed erroneous text descriptions telling players things exist in the ‘Derelicts’ and that Vor’s Prize is related to Pluto.
  • Fixed the ESC menu saying ‘Deimos’ where it should have said Necralisk while in the Syndicates menu.
  • Fixed Cortege prompting to install a Gravimag first as opposed to a Catalyst. This weapon comes with a Gravimag pre-installed, it will only ask you for a Catalyst if you wish to add one.
  • Fixed Protea’s Dispensary minimap icon not disappearing if you’re not in the same tile when the ability expires.
  • Fixed missing 'Hide Owned' Toggle for the Necralisk Oddities Offerings.
  • Fixed missing ‘Owned’ icons for the Necralisk Oddities Offerings if you owned only 1 of the item.
  • Fixed artifacting visuals in the Cambion Drift Wyrm debris puddles.
  • Fixes towards Deimos Carnis enemies lingering on the ceiling too long when they should be attacking.
  • Fixed Wisp not reflecting visual customizations in her Abilities diorama screen.
  • Fixed Chat Linked Reflex Guard Mod appearing as its old version (Parry Chance).
  • Fixed a terrain hole in the Orb Vallis. As reported here!
  • Fixed in-game search not supporting some Turkish characters; including store Offerings, Inventory and especially Chat Link.
  • Fixed grammatical errors in Executioner Garesh’s Codex description.
  • Fixed script error if you tried to press the Rank up button on a Syndicate screen right after pressing ESC to back out to the all Syndicate view.
  • Fixed a script error related to Syandanas that open/close in certain situations.
  • Fixed a script error potentially related to Hildryn’s Pillage ability.

Hotfix 29.0.7

September 3rd, 2020 Forum Post

In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual - thank you for your diligent reporting!

Deimos Swarm Support Pack Addition

An additional Syandana, called Palla Syandana, has been added to the Deimos Swarm Supporter Pack! Originally the Palla Syandana was going to be put elsewhere, but it’s design was intended to match the Supporter Pack aesthetic, so we’ve shifted plans and put it in the Deimos Swarm Pack.

We’ll be running a script to retroactively give the Palla Syandana to players who have purchased the Deimos Swarm Pack - stay tuned!

All purchases of the Deimos Swarm Pack moving forward will include the Palla Syandana.

Helminth Changes & Fixes
  • Added Helminth Ability videos on hover of the respective abilities.
  • Fixed rare case of getting forced-logged out of Warframe when attempting to Subsume a Warframe to the Helminth under poor Network conditions. As reported here.
  • Fixed losing weapon functionality if Octavia had Shooting Gallery (Mesa Subsume) active and casted one of her other abilities.
  • Fixed getting stuck in an inescapable UI loop when attempting to Rename Helminth from the specific console (just inside the door) if you try to submit an invalid name.
Deimos Bounty Changes

Scintillant in the ‘Common’ tier of a Deimos Bounty now has correct rarity weights within that tier. Previously it was applying it’s ‘Rare’ tier drop chance within the ‘Common’ tier - it is now a ~18% drop chance.

Conservation Change
  • A marker will now appear when spotting Conservation scat through the Trang rifle scope or if a Lure is equipped.
  • Optimizations towards the Deimos Drop Pod spotlight in the Cambion Drift.
  • Fixed the Sly Vulpaphyla’s Survival Instinct FX causing a performance dip due to its visual distortion. As reported here!
  • Fixed memory leak in UI system that could cause a crash when chilling in the Helminth chair.
  • Reduced drop chance of Pherliac Pods Blueprint for Deimos Juggernaut to 5%.
  • Changed 'Necramech Deflection' Mod name to 'Necramech Redirection' since we use Redirection for Max Shield Mods.
  • Fixed inability to log into Warframe if you didn’t own a Kubrow Companion.
    • This was hotdropped live Tuesday night!
  • Fixed a crash when casting the Necramech’s Storm Shroud ability.
  • Fixed a crash when casting the Necramech’s Necraweb ability.
  • Fixed a crash when attempting to return to the Necralisk while a Corpus Survivors encounter activates.
  • Fixed a crash if a Host migration occurred during a K-Drive race.
  • Fixed numerous bugs that could occur after a Host migration, including starting on a Free Roam mission, Host-migrating, returning to Town/Hub, and then returning to the Free Roam landscape.
  • Fixed Client Necramech’s not retaining their gained XP if you left the Necramech before you entered the gate/area to return to Town.
  • Fixed some Client players seeing the same identical Fass symbol on the Isolation Vault doors.
  • Fixed friendly Necramech nullification disabling Warframe Invisibility and Banish abilities.
  • Fixed fallen Necramech’s on Cambion Drift being Rank 0 for Clients.
  • Fixed applying Forma to the Necramech Arquebex not showing the Polarity right away until you relog.
  • Fixed ability to install an Umbra Forma on a Necramech. No need for this as no Umbra Necramech Mods exist!
  • Fixed Necramech Ammo regeneration speed not changing per weapon equipped.
  • Fixed a Revenant functionality loss if Reave is cast on an enemy who is both Enthralled and Blood Altared.
  • Fixed cases of Revenant’s Reave hitting ragdolled enemies multiple times in rapid succession, potentially insta-killing them.
    • Added Developer Note: To get into specifics, once an enemy was ragdolled you actually hit their proxies, and each AI has a dozenish or so proxies, you get healed for each hit, easily making it a full heal and instakill for each ragdolled enemy. So you were getting '12' for the price of '1' enemy, which is clearly unintended.
  • Fixed Heavy Gunners unintentionally having almost triple their Armor since Heart of Deimos. This change accidently occurred when changing Garv’s Armor value as they use the same back end. As reported here!
  • Fixed Wyrm Residue not surviving a Host migration.
  • Fixed inability to Trade "Trapezium Xenorhast" and "Cabochon Embolos".
  • Fixed Xaku's base slow of The Vast Untime being 50% instead of intended 15% at Level 2. As reported here!
  • Fixed ragdolling enemies not taking additional Slash Status from being hit while debuffed by Garuda’s Seeking Talons.
  • Fixed enemies able to apply hostile Status Effects through Mag’s “held” variant of Magnetize despite the projectiles never actually reaching you.
  • Fixed ability to purchase multiple unnecessary copies of the Helminth Segment.
  • Fixed Deimos Carnis and Deimos Carnis Rex not awarding kill Affinity.
  • Fixed the Isolation Bounty objective not properly updating upon the second Vault's completion.
  • Fixed Isolation Vault Esophage waypoint lingering after having left the Vault.
  • Fixed stacking Deimos Saxum FX for Clients - should be easier to see around these boys now!
  • Fixed missing Phaedra Magazine when used as a Heavy Heaven.
  • Fixed Ivara’s Concentrated Arrow Augment not disabling Multishot when used in the Simulacrum or viewed in the Arsenal.
  • Fixed another case of Deimos Bounty Bonus objective UI appearing in a different language. As reported here!
  • Fixed Nora Night Transmission having too much visual noise.
  • Fixed a script error when leaving Cambion Drift while Infested Drop Pod reinforcements encounter activates.

Hotfix 29.0.6

September 1st, 2020 Forum Post

In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual - thank you for your diligent reporting!

Helminth Changes & Fixes
  • You can now Rush Subsume when hovering over the active Subsume ability with the Helminth.
    • Please note that Rushing a Subsume will not result in a flower until the next time you visit the Orbiter. Please also note we have made this change based on player requests for it, despite it not being in the original design.
  • Fixed all Subsumed Warframes not creating their own flowers. As reported here.
    • We’re working on a script to find the missing flowers and their respective colors! We’ll update this thread when the script has started - don’t worry, your flowers are not lost!
  • Fixed Helminth Subsume flower for the currently Subsuming Warframe having default flower colours (pink petals) if the Warframe being Subsumed had default colours.
  • Fixed game breaking bug of the Helminth choosing to not interact with the Carrion Domestik Drone.
  • Fixed Vauban’s Tesla, Tempest Barrage, Blood Altar and Ivara’s Quiver ability not functioning when used by Hildryn via Helminth Subsume.
  • Fixed several Helminth text lines overlapping when Ranking up.
Zymos Changes
  • Clip size increased from 9 to 17.
  • Ammo pool increased from 27 to 51.
  • Optimized Town, Relay and Dojo server-code.
  • Made a micro-optimization to minimap rendering.
  • Xaku’s Gaze ability has been added to the Railjack Tactical Menu.
  • Xaku will now hide their Syandana and Armor pieces during their The Vast Untime ability to prevent floating objects.
    • Note: we are about 1 week away from a full Community feedback pass on Xaku’s abilities. Sit tight!
  • Conservation Animal Tags and Wounded Animal Tags will now appear in the UI popup banner (similar to Argon Crystal) upon collecting an Animal.
  • You can now Fast Travel to the Necraloid Syndicate in the Necralisk after speaking with them.
  • Improvements towards the Necramech Guard Mode Equip and Unequip flow to be cleaner and use Abilities functions better.
  • Added and tweaked many Entrati member VO Transmissions. These tweaks include ensuring some VO Transmissions don’t repeat endlessly.
  • Increased the aggressiveness of Deimos reinforcements.
  • Tweaked reload sounds of the Trumna.
  • Added descriptions to Helminth Secretions. Yum!
  • Added HUD timers to Vauban’s Minelayer grenades.
Infested Companion Fixes
  • Fixed Predasite and Vulpaphyla Companions not granting Mastery Rank.
    • Upon login of this Hotfix, missing Mastery will be given for your respective Gilded Infested Companion.
  • Fixed a crash that would occur when opening the Simulacrum Arsenal in multiplayer Simulacrum with a Vulpaphyla equipped.
  • Fixed Vulpaphyla Companion getting reset to Rank 0 if the Vulpaphyla went into bleedout while you were dying/Reviving.
  • Fixed Sly Vulpaphyla's Survival Instinct not showing FX for Clients.
  • Fixed a script error when dying while your Pharoh Predasite Companion used Anabolic Pollination.
  • Fixed a script error where Panzer Vulpaphyla died before the Viral Quills projectiles landed.
  • Fixed a script error when a Crescent Vulpaphyla used Crescent Charge on a target that died.
  • Fixed Necramech’s not retaining their gained XP if you left the Necramech before you entered the gate/area to return to Town.
  • Fixed Client Necramech’s not retaining their gained XP after mission aborting. We are working on additional edge cases with Client *Affinity retention on Necramechs. More to come!
  • Fixed a crash when joining a Cambion Drift mission where a Client player is dead.
  • Fixed a crash when entering the return to Town/Hub area while an encounter triggers in Cambion Drift.
  • Fixed potential crash when casting Titania’s Lantern ability.
  • Fixed Isolation Vault Necramech Damage resistance not applying to Clients.
  • Fixed second Necramech summon having no weapon and inability to shoot for Clients.
  • Fixed Xaku’s Vast Untime ability not always damaging enemies within radius.
  • Fixed failing to Gild an eligible Infested Companion with the Conservation Entrati member if you have a Predasite that is less than Rank 30.
  • Fixed not gaining weapon XP when shooting from a K-Drive or Velocipod.
  • Fixed ability to contribute pending Keratinos Blueprints for Entrati Rank up without warning, which causes them to disappear in the Foundry.
    • Pending Foundry Blueprints won’t be eligible for Syndicate Rank up.
  • Fixed ability to reach the Isolation Vaults without doing an Insolation Bounty.
  • Fixed being able to walk through the blue force-field wall around the Plains of Eidolon as a Necramech.
  • Fixed ability to collide with allied Necramechs.
  • Fixed Mods on the lower left side of the Necramech Upgrade screen can't be read.
  • Fixed UI callout for the Necramech dodge/charge tutorial being incorrect.
  • Fixed the Necramech moving in a circular motion while boosting when tilting the controller joystick slightly to the left or right.
  • Fixed Cortege doing incorrect Damage type in Heavy Weapon mode.
  • Fixed the Sepulcrums Alt Fire homing projectiles sometimes endlessly circling low profile targets like the Deimos Carnis enemy.
  • Fixed Sepulcrum and Trumna local firing sounds playing for Clients.
  • Fixed Energy Siphon on Hildryn resulting in her Pillage Overshields being reverted.
  • Another fixed towards Wukong Prime's Iron Staff not blocking 100% of Damage as intended.
  • Fixed Phaedra missing its Magazine component.
  • Fixed Pets/Sentinels always targeting Cryptilex.
  • Fixed Velocipods not displaying max Pistol Ammo when riding - they were only showing Magazine.
  • Fixed Khrusos Syandana textures to react to lighting more naturally and appear less flat.
  • Fixed entering the Mod Bench while in the Necramech Upgrade screen resulting in getting the regular Mod Bench selection with all Mods showing.
  • Fixed missing Trumna Alt Fire animations.
  • Fixed some Otak ambient barks overlapping with other dialog.
  • Fixed missing Mother VO if you skipped the Entrati Rank up reward and then choose to select the reward later.
  • Fixed cases of missing Mother VO when taking a Bounty.
  • Fixed missing goodbye VO for the Weapons Entrati member.
  • Fixed "Melee Combos" for Necramechs showing broken Stance Mods and wrong combos.
  • Fixed cases of missing Wyrm Residue FX.
  • Fixed many missing Deimos Codex entries.
  • Fixed a script error that could occur if a wild Medjay Predasite was charging towards you while using Paralytic Spores and died, which could cause other enemies to not be vulnerable to finishers.
  • Potential fix for a script error when a Host migrates in a Free Roam mission.
  • Fixed a script error related to Wyrm Residue puddles.
  • Fixed a script error when encountering an Infested Drop Pod.
  • Fixed a script error when selecting a mission from the World State Window.
  • Fixed a script error when a Necramech deactivated their Guard Mode ability.
  • Fixed a script error when casting Ash’s Shuriken ability.
  • Fixed a script error when using the Broken Specter.
  • Fixed a couple script errors when Feeding Resources to the Helminth.
  • Fixed a script error when being attacked by Deimos Runners.
  • Fixed numerous script errors when being attacked by the Deimos Leaping Thrasher.

Hotfix 29.0.5

August 28th, 2020 Forum Post

In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual - thank you for your diligent reporting!

  • Damaged Necramech parts and Weapon Parts are now tradable!
  • Enabled proper Necraloid items to be a free Reward for hitting Rank 3.
  • Improved alignments of the expand arrow on the EOM screen.
  • Improved FX on the ‘Heart’ in a certain quest stage.
  • Increased the rarity on the Botanist Mod to Rare.
  • Added proximity markers to the mollusks so it’s easier to spot them and gather samples during the relevant Bounty.
  • Fixed a potential Quest progression stopper related to the Esophage usage.
  • Fixed a bonus objective being impossible to achieve with 3-4 players in the squad for Deimos survivor bounty. Also, objective count will update correctly whenever the squad size changes.
  • Fixed Necramech drops falling through the floor when dropped.
  • Fixed Summoning Necramechs losing affinity gained in previous Necramechs.
  • Potential permanent fix to Void Dash being disabled by Vault Mechs, more work will be needed on this, but we have made some progress here.
  • Fixed Chroma Immortal skin missing his tail. Pin the Tail on the Dragon.
  • Fixed an issue with being able to donate un-Gilded Modular pets.
  • Fixed Race markers from the surface of the Cambion Drift appearing on the map while underground.
  • Fixed issues with Necralisk doors appearing invisible or unlit.
  • Fixed ‘Œ’ not working in certain languages.
  • Fixed Ally Necramechs not always spawning during Vome Cycle.
  • Fixed Ally Necramechs interfering with Operator Void Dashing and Transference.
  • Fixed a couple cases of missing Icons for Weapons in the EOM screen.
  • Fixed an issue where a named Kitgun would display the default name instead when transitioning from Free Roam missions to a Hub.
  • Fixed an issue where the Currency bar could get stuck hidden when returning from a mission
  • Fixed the EOM diorama preview not hiding Squad overlay and Currency bar
  • Fixed a script error related to Kubrow’s Marking an enemy with the Mecha Mod set, the Kubrow dying, then somebody else killing the enemy while they are still marked.
  • Fixed Deimos spots where players could break through the level.
  • Fixed Father 5 Token Tasks allowing multiple purchases.
  • Fixed Carnis set bonus not functioning.
  • Fixed a case where after cutting all fish you had for a vendor, could then go back into the empty cut screen, until reloading the area.
  • Fixed Necramech statue not being placeable in deco mode.
  • Fixed a crash that could occur from the squad overlay.
  • Fixed a script error caused by Deimos Leaping Thrasher.
  • Fixed a localization issue with Iron Staff.
  • Fixed missing information on Deimos Fish decorations in the Codex.

Hotfix 29.0.4

August 27th, 2020 Forum Post

In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual - thank you for your diligent reporting!

Token Rank Balancing + Conservation Token Balancing

Ranking up in the Entrati Syndicate will now require a maximum of 1 Entrati Token type per rank (i.e 1x Conservation + 1x Fishing). Anyone who has already ranked up will receive a refund script within the next few days.

We have also done a significant rebalance pass of Conservation’s role in the Entrati Economy based on feedback.

  • Reduced the Animal Tags required to complete a 1 Token Task by 50%.
  • Reduced the average number of Animal Tags required for ‘Capture Deimos Wildlife’ Tasks which give 3, 4, and 5 Tokens.
  • Fixed some ‘Capture Deimos Wildlife’ Tasks appearing as doubles, giving twice the intended Tokens without costing twice as much.
  • Added a ‘Daily Special’ for Conservation to match the Daily Special for Fishing design by request.
Isolation Vault Bounty Changes & Fixes
  • Increased the Bait Defense time from 60s to 90s and increased enemy reinforcements.
  • Lowered drop rate of the Infested anti-toxin during the Toxin Level phase to increase difficulty - it’s too easy!
  • Toxin Level will now greatly increase if players leave the designated area in an effort to increase team coordination and difficulty.
  • Replaced the Volatile Runner with a Deimos Runner in the Toxin Level phase.
  • Fixed a crash that could occur if the Host migrated during an Isolation Vault Bounty.
    • This also fixes having to repeat Isolation Vault stages if a Host migration occurred.
  • Fixed a ‘worst case scenario’ procedural generation where some Isolation Vaults would not have the Reactive Crystal intact, which occurred in a 1 hour window last night.
Scintillant Changes

General note re: Scintillant! We discussed it yesterday, and realized the Scintillant description was too vague in terms of other methods to acquire it and updated its description in the last Hotfix. Overnight, we ran stats and the amount collected was too low, which is widely accepted from the community to be the case. While we all start with baseline ‘0’ for new Updates, this Resource is an outlier in how slowly it’s being accrued, which is to say current pacing not our intention. They should feel like a revised Cetus Wisp, but when we compared the two overnight, and considering more people are playing Heart of Deimos and how many Scintillant are needed, they were lower to a degree that doesn’t make sense with their hookup. Here is how we are fixing that today:

  • Isolation Bounty Necramech’s now have a chance to drop Scintillant.
  • Fixed issues with being able to pick up Scintillant within the Vault environments.
  • Increased the spawn chance and spawn radius size of Scintillant within Vault environments.
  • Removed Scintillant as one of the Weapons Entrati members ‘Parts Requisition’ Tasks.
  • Added a slight glow effect to the Scintillant to increase visibility.
  • Increased the audio loop sound effect when a Scintillant is nearby.
  • Player-usable Necramechs that you can Transference into on the Cambion Drift no longer drop rewards.
    • Transferring into a Necramech and then standing around waiting for it to die to drop rewards is far from the intentions of the Necramech system. We understand this is a frustrating oversight. Additionally, this was often bugged that only 1 person got the drop at all. Enemy Necramechs in the Isolation Vaults will still drop rewards, and now they’ll drop more of them (Scintillant).
  • You can now enjoy Deimos from afar as a new planet backdrop when back in your Orbiter!
  • Appearance improvements towards Maggot and Crawler death FX.
  • Optimized mining visibility more by preventing certain ‘pulsing’ aspects of the world overlapping nodes.
  • Optimized locations of Esophage exit ports.
  • Reduced camera shake on the second stage of the Heart of Deimos quest.
  • Hydroid Rakkam Kraken will now be the deluxe version when casting Undertow.
  • Tweaked the holstered idle pose of the Keratinos to avoid clipping.
  • Fixed a progression stopper in the Heart of Deimos Quest if enemies spawn behind doors.
  • Fixed ghost channel members lingering behind in Relays and Towns causing confusion and server-strain.
  • Fixed a Heart of Deimos progression stop if you used Transference when in the Necramech cutscene.
  • Fixed certain icons being reversed for repaired Cortege Receiver / Stocks.
  • Failed failed purchases at Fishing/Conservation Entrati members showing empty quotes instead of the item name.
  • Fixed Fish part quantities not displaying properly when Cut with the Fishing Entrati member in the Necralisk. This should now equally match when you see when Providing/Cutting Fish in Fortuna/Cetus.
    • Note that this is a fix to the user interface: Despite the “Cut fish” summary previously not showing a number of some parts when you cut multiple fish at once, you did actually get those parts.
  • Fixed an Obelisk exploit with certain AI combinations.
  • Fixed an issue where starting a multiplayer mission just as the Wyrm’s were rotating could cause level issues.
  • Fixed an issue with the truly ‘dead’ Mechs not looking deader-than-dead, meaning no Transference allowed.
  • Fixed Mod Link configs from Configuration B not showing Subsumed abilities.
  • Fixed issues with the Ashen Mod sets not functioning properly.
  • Fixed Esophage fast travel not working as intended on Clients.
  • Fixed a crash that would occur when in a Necramech when someone disconnects.
  • Fixed a crash that would occur when starting certain Cambion Drift Bounties.
  • Fixed issues with proper attachment/detachment of enemy Necramech arms for Clients. In some cases Clients saw Necramechs dying with both arms attached when in fact they were shoot off and weakspot exposed.
  • Fixed some Conservation Lures failing to find a path and possibly creating script errors once activated.
  • Fixed an issue with loading screens for Earth and Mars looking incorrect.
  • Fixed enemies not targeting the Operator after dying in a Necramech.
  • Fixed missing sounds for the Predasite and Vulpaphyla Precepts.
  • Fixed the Kymaeros having a description for Alloy Plate and other erroneous descriptions.
  • Fixed an issue where Operators could be used to bypass a part of the Heart of Deimos quest.
  • Fixed inability to shot for the entire hover duration when in a Necramech.
  • Fixed Xaku’s ‘Vast Untime’ damaging Teralysts and Variants. As mentioned at TennoCon, this is not intended.
  • Fixed script error when Vizier Predasite dies when attempting to heal.
  • Fixed a script error when Inaros’ Devour was cast.
  • Fixed a script error on certain item menus appearing during a load state.
  • Fixed a crash caused by fishing and catching a fish at the same time a squad member captures an animal.
  • Fixed a script error that can occur in the Free Roam mission overlay map after a Host migration.
  • Fixed an issue where Operators and Mechs may not work after transference.
  • Fixed script error when a Conservation fails.
  • Fixed a script error that would occur when killing an enemy, but also reviving an ally when certain Challenges are active.
  • Fixed a script error that could occur when the new Deimos enemies did a special attack.
  • Fixed a script error that would occur when exiting an Open World mission while your Vasca Kavat was approaching a target for Draining Bite.
  • Fixed a K-Drive related Crash.

Hotfix 29.0.3

August 26th, 2020 Forum Post

In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual - thank you for your diligent reporting!

Isolation Vault Bounty Changes & Fixes
  • Updated the Cambion Drift Isolation Vault Bounty description to hint at clearing multiple Vaults in the same session for better rewards.
    • IsolationVaultFix
  • Moved 2 Scintillant spawn points within the Isolation Vaults to be in more trafficked areas.
  • Reduced the amount of spawned Residue per Wyrm puddle from 5 to 3, and also lowered the amount of Residue needed for the first stage of the Isolation Vault Bounty:
    • 6 Residue for 1 or 2 player teams
    • 12 Residue for 3 or 4 player teams
  • Fixed cases of the Esophage losing its waypoint in the Isolation Vault Bounty.
  • Fixed looping Otak/Loid Transmission when picking up 50% of the required Residue for the Isolation Vault Bounty.
  • Fixed a script error related to the Isolation Vault.
  • Fixed numerous script errors when encountering an enemy Necramech.
  • Missed note: Fixed various Matchmaking issues for players.
  • The Deimos Bounty Credit Cache rewards have been replaced with an Ayatan Amber Star.
  • Added descriptive text to the Scintillant to expose its secondary acquisition path:
    • ScintillantFix
  • Added invulnerability period when Transferring into Necramechs found out in Cambion Drift.
  • Reduced Vulpaphyla Revive precepts from 5 ranks to 3 ranks, as the extra 2 served no purpose. Refunded Credits and Endo will follow in a script later this week or next for early adopters.
  • Added more sound effects for the Vulpaphyla.
  • End of Mission screen music will now properly duck sound FX.
  • Performance improvements towards Cambion Drift terrain textures.
  • Fixed cases of players unable to start Vor’s Prize after completing the tutorial.
    • This also unblurs the ‘Vor’s Prize’ Quest entry for those who skipped it way back in the day.
  • Fixed missing context actions when investigating Solaris bodies in the Vox Solaris Quest.
  • Fixed a crash when a Client player has a Vulpaphyla Pet and it dies.
  • Fixed a crash during the Garv Bounty mission.
  • Fixed script errors when player quits before/during death in "Confront Umbra" stage of The Sacrifice Quest.
  • Fixed Cambion Drift Bounties failing if the Client player loads in too far away from the objective area.
  • Fixed inability to pick up Fass Residue on a K-Drive during the Heart of Deimos Quest.
  • Fixed not having to collect Infested Samples for Latrox Une when doing multiple Bounties in succession in the same Cambion Drift session.
  • Fixed incorrect Eximus enemy title on the Cambion Drift.
  • Fixed some missing FX on Deimos enemies when they pop out of their sacs.
  • Fixed color grading style color corrections ignoring the Color Correction video setting. As reported here: https://forums.warframe.com/topic/1213034-color-correction-explosions-while-color-correction-is-turned-off/
  • Fixed alignment issues with the Paradiso Armor on numerous Warframes.
  • Fixed script error that can occur when trying to use the Scanner when returning to a Town.
  • Fixed a script error if Garv dies.
  • Fixed a script error related to the Profit-Taker.
  • Fixed a script error that could occur when using Transference.
  • Fixed a script error when using the Necramechs’ Guard Mode ability.
  • Fixed a script error when entering an enemy camp in the Orb Vallis.
  • Fixed a script error when the Drop Pods in the Cambion Drift drop down enemies.
  • Fixed a script error when a Sly Vulpaphyla deactivates a Precept.
  • Fixed a script error when a Panzer Vulpaphyla attempted to attack but ran out of targets.
  • Fixed a script error that occurred when a Necramech died.

Hotfix 29.0.2

August 26th, 2020 Forum Post

In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual - thank you for your diligent reporting!

  • Infested Fish within the Cambion Drift are now always guaranteed to provide their respective Fish parts when cut! Descriptions of Fish parts now also include exact Fish source information.
    • The RNG behind Fish parts did not sit right based on player feedback, and we agree. Our intentions didn’t outweigh the value in this case.
  • The Conservation Entrati member now sells a Tranq Rifle for those who have not yet acquired one from Fortuna.
  • Add a ‘View Cinematic’ button for Awakening in the Quest Codex section! This allows you to view the opening cinematic without going into the full tutorial.
  • Added Xaku Blueprint to Cephalon Simaris Offerings for those who have completed the Heart of Deimos Quest.
  • Reduced the Necramech Storm Shroud ability damage immunity from 1 to .8. This ability now functions similar to Iron Skin.
  • Increased the Necramech Reach Mod base Melee Range from +0.17 to +0.25.
  • Improvements towards the Necralisk to Cambion Drift hallway trigger placement, so players may walk up to the door without leaving the loading trigger.
    • This also fixes misleading size of extraction zone radius on minimap.
  • Mining veins now have a UI marker present when the Cutter/Drill is equipped and you’re close to it.
  • Improvements to Mining FX/materials in the Cambion Drift to improve visibility.
  • Improvements towards different Matchmaking scenarios within Deimos (join-in-progress, join from a Necralisk, join from Cambion Drift, etc).
  • Slight FX tweaks to the Deimos node in the Shar Chart.
  • Fixes towards Town, Relay, and Dojo server stability and performance.
  • Fixed a Heart of Deimos Quest progression stop due to an inability to swap back to the Omni repair tool when it’s required.
  • Fixed a crash if you died during mission 3 of the Heart of Deimos Quest.
  • Fixed a crash when joining a Cambion Drift mission in progress and the player is in a Wyrm Residue area.
  • Fixed a crash when Transferring into a Necramech out on the Cambion Drift.
  • Fixed a crash when inspecting the Quassus’ stats in the Mission Progress screen while in the Cambion Drift.
  • Fixed a crash that could occur if you were in a Necramech after a Host migration.
  • Fixed a crash when fighting a Necramech in the Isolation Bounty.
  • Fixed numerous crashes related to interacting with Reactive Crystals.
  • Fixed a crash when attempting to open the Gear Wheel after mounting a K-Drive.
  • More fixes towards a tunnel door not opening in the Necramech training mission of the Heart of Deimos Quest.
  • Fixed a rampant script error that prevented Conservation from triggering in certain spots in Cambion Drift.
  • Fixed Jahu Reactive Crystals spitting out Resources every time you Transfer in/out of Operator mode
  • Fixed Cambion Drift Isolation Vault Bounties giving a reward of any rarity for all 3 difficulty tiers. Now they correctly give Common at tier 1, Uncommon at tier 2, and Rare at tier 3.
  • Fixed Necramech’s not picking up things like Energy and Mods.
  • More fixes towards dying in a Necramech resulting in your Operator being invisible and invincible.
  • Fixed the Fishing Spear not being given back if you died during the Fishing mission of the Heart of Deimos Quest.
  • Fixed Wyrm Residue spawning inside of inaccessible locations during the 'Collect Worm Bait' phase of a Vault Bounty.
  • Fixed objective waypoints not updating properly during the Necramech training mission of the Heart of Deimos Quest.
  • Fixed inability to use your Vome Residue/Fass Residue to craft Mutagen/Antigen Blueprints.
  • Fixed Refined Bapholite Blueprint requiring Adramalium instead of raw Bapholite.
  • Fixed being able to Transference into an invisible Warframe during the "Confront Umbra" stage of The Sacrifice.
  • More fixes towards ability to start Bounties during the Heart of Deimos Quest.
  • Fixed Vome Residue areas Reviving players (not intended!).
  • Fixed cases of the Relay/Town Chat channel not disappearing upon leaving said Relay/Town.
  • Fixed missing Vulpaphyla and Predasite Precept Mods from the Codex.
  • Fixed Clients sometimes not seeing the Purifier aura FX.
  • Fixed all squadmates getting the UI tips for the Necramech’s Necraweb ability when one player is using it.
  • Fixed Cambion Drift Excavator objective not updating based on the number of players after a Host migration occurred.
  • Fixed Cambion Drift Excavator UI disappearing after a Host migration.
  • Fixed a momentary black screen when loading into the Cambion Drift.
  • Fixed players receiving progress towards Orb Vallis "Bounty Hunter" Challenge when finishing Cambion Drift Bounties.
  • Fixed Maturing a Pet through the Arsenal not refreshing the Arsenal, allowing for a 2nd failed Mature attempt.
  • Fixed some Deimos enemies having the wrong Health and Armor types.
  • Fixed inability to Chat link the Mausolon.
  • Fixed Otak not spinning around when Loid is talking when speaking to him at his Mining spot.
  • Fixed music ducking Loid/Otak switch sounds completely.
  • More fixes towards missing Conservation Transmissions.
  • Fixed missing VO line when interacting with the Fishing Entrati member with no Fish in your Inventory.
  • Fixed two cases of Cambion Drift Bounty bonus objective UI appearing incorrectly. As reported here.
  • Fixed ability to use Emote Hotkeys when in situations that Gear Hotkeys are disabled.
  • Fixed getting a blank screen when attempting to Cut/Provide Fish to a vendor but you don’t have any eligible Fish for that node (ie Fortuna Fish at the Cetus Fish vendor, etc).
  • Fixed Hydroid Rakkam Kraken not having its deluxe Skin applied during Undertow.
  • Fixed The Steel Path Deimos Trophy not matching the FX of the actual Deimos node.
  • Fixed incorrect Fishing Trophy diorama in Cambion Drift.
  • Fixed some Blueprint component text overlapping.
  • Fixed a Host migration triggering a script error when encountering a puzzle in the Cambion Drift.
  • Fixed a script error that occurred at the beginning of the Necramech training mission of the Heart of Deimos Quest.
  • Fixed a script error during the Corpus survivor Bounty in Cambion Drift.
  • Fixed a script error when activating an Eidolon Hunt after a Host migration has occurred.
  • Fixed a script error when a Host migration occurs during Cambion Drift 'Lure the Assassination Target' Bounty.
  • Fixed a script error that could occur if you immediately took out a Fishing Spear upon entering Cambion Drift from Necralisk.
  • Fixed a script error that could occur when a Fish died while you were successfully catching a different one.
  • Fixed a script error when a Fish survived damage after you died and Revived.
  • Fixed a script error when initiating a K-Drive Race in the Cambion Drift.
  • Fixed script errors that could occur if you died during the Fass/Vome fight sequence.
  • Fixed a script error when a Jugulus dies.
  • Fixed a script error when a Leaping Thrasher dies.
  • Fixed a script error related to Venari.
  • Fixed a script error when casting Xaku’s Accuse ability.
  • Fixed crazy decimals on the Survival Instinct and Sly Devolution Mod descriptions.

Hotfix 29.0.1

August 25th, 2020 Forum Post

In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual - thank you for your diligent reporting!

  • Removed the 2 Entrati Character Token sacrifice required to earn the first Entrati Rank up as there were issues with accessibility as commented on here (SPOILERS): https://forums.warframe.com/topic/1216513-son-token-is-impossible-to-get/?tab=comments#comment-11787522
    • If you have made this Entrati Rank up sacrifice please contact support.warframe.com to get your Tokens back.
  • Removed the Helminth ‘Interact’ context action until you have installed the Helminth Segment. But is it a cat or dog person?! Did you find out?!
  • Cambion Drift is now always shown in the Star Chart if you have not completed the Heart of Deimos Quest. Upon hover it will be locked with the tooltip to complete Heart of Deimos to gain access.
  • Reduced overall sounds of the Necramech, including very loud death sounds.
  • Sound tweaks to the platform ascent/descent moment during the Heart of Deimos Quest.
  • Slight tweaks towards crafting sounds in the Necralisk.
  • Potential fix for a tunnel door not opening during the Heart of Deimos Quest.
  • Fixed a script error when opening the Star Chart with the Once Awake Quest active resulting in broken Navigation.
  • Fixed a crash that could occur during one of the cinematics in the Heart of Deimos Quest.
  • Fixed a progression stop in the New Player Experience (Awakening) if an enemy gets stuck outside the first room.
  • Fixed dying in a Necramech resulting in your Operator being invisible and invincible.
  • Fixed dying in mission 3 of the Heart of Deimos Quest causing a progression stop.
  • Fixed missing temporary invulnerability when Transferring into a Necramech.
  • Fixed wrong waypoint being given when following someone back to the Necralisk during the Heart of Deimos Quest.
  • Fixed a script crash during the ‘be stealthy’ part of the Heart of Deimos Quest.
  • Fixed a case of Fishing not working for Clients in Cambion Drift.
  • Fixed Cambion Drift being unlocked when playing Steel Path without having finished the Heart of Deimos Quest.
  • Fixed Entrati Weapon Syndicate member missing the Trumna Stock Blueprint.
  • Fixed ability to start a Bounty from Mother during the Heart of Deimos Quest.
  • Fixed Necramech Fury and Necramech Pressure Point Mods not functioning for either Host or Client.
  • Fixed objective markers not updating during the Heart of Deimos Quest while in Operator mode.
  • Fixed ability to launch Cambion Drift in Steel Path mode if you clicked Necralisk from the Star Chart and then went into Cambion Drift.
  • Fixed staying in a squad when playing the Awakening tutorial.
  • Fixed low image quality on new TennoGen Prex cards.
  • Fixed some missing Conservation Transmissions.
  • Fixed inability to turn in 1 Syndicate Medallion when at your Daily cap.
  • Fixed visual hair discrepancies with the Conservation Entrati Syndicate member.
  • Fixed a slight flash of UI when loading into the Heart of Deimos Quest opening cutscene.
  • Fixed Arbiters of Hexis and Cephalon Suda playing the wrong Rank Up VO.
  • Fixed misspelling of ‘Warframe’ in a certain characters dialogue during the Heart of Deimos Quest.
  • Fixed harmless Fishing script error when going to the Necralisk from Cambion Drift.
  • Fixed a script error that could occur if you were Scanning something as you were leaving a Free Roam landscape.
  • Fixed a script crash that could be caused by Conservation targets in certain places on the Cambion Drift.
  • Fixed a script error related to Loid hovering.
  • Fixed a script error related to Infested Pods spawning.
  • Fixed a script error related to the Deimos Jugulus attacking you.
  • Fixed a script error occurring when a Moa Companion uses Shockwave Actuators.
  • Fixed a script error in the Railjack Navigation screen.
  • Fixed a script error when casting Xaku’s Grasp of Lohk ability.
  • Fixed a script error when casting Protea’s Blaze Artillery ability.
  • Fixed a script error when casting Mag’s Magnetize ability.
  • Fixed a script error when previewing a Mod Link.

Update 29.0

August 25th, 2020 Forum Post - The Heart of Deimos

The Heart of Deimos

Heart of Deimos: Update 29


Much awaits you in Update 29: Heart of Deimos. Unveil the secrets of Deimos, Mars' second moon. Discover what has been shrouded in mystery, hidden from the Origin System, and why this Infested moon has revealed itself only now. You may begin your search in the 'Heart of Deimos' Quest, eligible for players who have completed the Earth to Mars Junction.

Tenno beginning their journey in Warframe will now awake to a new cinematic introduction and revised tutorial with the New Player Experience: Tutorial 3.0. If you've already awoken, you too can enjoy the refresh by visiting the Codex in your Orbiter.

Xaku – The community-designed Warframe is here! Meet an amalgam of three fallen Warframes from an age past whose pieces were assembled of the Void and reborn as one: Xaku. They call out to you.

The Helminth has arrived, Warframe's deepest customization system yet. Feed the Helminth to replace your Warframes' Abilities! To begin the feast, you must earn the Helminth Segment from the Entrati Syndicate within the Heart of Deimos.

As with all Mainlines, we cast a huge web of changes. You may find some placeholder and unfinished features as you explore all that Heart of Deimos has to offer - please let us know if you see anything amiss! Within the Entrati Syndicate there of course exists its own economy, of which we welcome your constructive feedback once you’ve delved into its features.

Enjoy the Heart of Deimos, Tenno!


Deimos emerges in Martian orbit, completely overrun by the Infestation… yet among the writhing mass, a distress call comes over a most ancient carrier wave.

A new Quest is available in your Codex, Tenno! The Prerequisite for ‘Heart of Deimos’ is completing the Earth to Mars Junction.

The “Heart of Deimos” Quest will introduce you to the newest Open World. Learn all about the denizens of THE CAMBION DRIFT, and the souls lurking in THE NECRALISK HUB!

If you buy Xaku with Platinum, you will receive a Riven Mod as a quest Reward in addition to the Xaku Blueprint.



The Cambion Drift is a dense open world on Mars’ infested moon of DEIMOS that connects to the Necralisk, a new Hub (detailed below). Below this Open World you will find an Underground, the second layer. You can find puzzles and mysteries below, as well as Necramech encounters! The Cambion Drift will be made accessible in the Star Chart once you’ve completed the Heart of Deimos quest.



The Infested moon of Deimos is under a constant war between VOME and FASS. As you play, you’ll watch the feuding siblings reclaim dominance over Deimos and its denizens.

Vome - with her gentle watch. Fass - with his spiteful anger.

When Vome wins the sibling battle and watches over the Cambion Drift, formidable Infested enemies will lay dormant and you may come across friendly Necramechs on your travels. When Fass wins the sibling battle and watches over the Cambion Drift, those formidable Infested enemies will rise, and ruined Necramechs will lay silent throughout Cambion Drift. The more you play, the more you’ll discover about their watchful effects!

Beware, Tenno!

NEW HUB: NECRALISK The Necralisk is a Void Research Facility home to the ENTRATI - who you will learn much more about as you play the ‘Heart of Deimos’ Quest. To keep these notes spoiler free, we will simply provide the types of NPC vendors available within the Necralisk! Full services and details can be discovered in game after completing the Heart of Deimos Quest.



The Entrati are the main Syndicate for the new Open World. Within The Entrati, you will be able to ascend the ranks with Entrati Tokens to earn rewards and the respect of this ancient Orokin bloodline.


The Necraloid are the Operator Syndicate within The Necralisk. The War Within is required to access this Syndicate. Within the Necraloid, you will be able to ascend the ranks with Orokin Matrices and earn your very own Necramech and more! You will learn the true nature of THE VOID within the walls of the Necraloid as you progress. (See NECRAMECH section to learn more about the Necraloid Syndicate)


A key part of Heart of Deimos are the Tokens representing each of the Entrati members. These will be your key to progress throughout the ENTRATI Syndicate in order to gain Standing, and by talking to each Vendor and playing Bounties you can discover all there is to earn!

An important distinction from this Open World vs. others is that, due to the nature of the Entrati’s relationships to one another, we are using a symbolic Token system for all Syndicate Standing. As an example, this means by completing Bounties you will earn ‘Mother Tokens’, that you can redeem for Entrati Standing at any time within your Daily Limits. You can always earn more Mother Tokens than your Daily Standing Cap allows, meaning you can accrue and redeem at times convenient for you! (Read on below to see Daily Standing Cap changes!)

Bounties / Entrati Syndicate Leader: Mother

  • All your Entrati Syndicate progress and management needs can be found with Mother!
  • All your Bounty access needs can be found with Mother!
Weapons & More
  • All your Entrati weaponry needs can be found with this Entrati member you will meet upon completion of the ‘Heart of Deimos’ Quest!
  • Find new Prime Weapon Mods within this Entrati members offerings! See ‘NEW PRIME WEAPON MODS’ section below.

*Infested Kitguns will be offered by this Entrati member in a later Update to Heart of Deimos.

  • All your Entrati Fishing needs can be found with this Entrati member you will meet upon completion of the ‘Heart of Deimos’ Quest!
  • Here you will be able to cut Deimos Fish for fish parts to use towards this members Token system, crafting, and more.
  • All your Entrati Conservation needs can be found with this Entrati member you will meet upon completion of the ‘Heart of Deimos’ Quest!
  • Here you will experiment with Revivification (see Revivification section of notes below), and other Experimental Procedures, obtaining Floofs, and more!

Mining: Otak

  • All your Entrati Mining needs can be found with Otak, who you met at TennoCon!
  • Here you will be able to exchange Gems and Alloys, and more!
Oddities & Token Exchange
  • All your Entrati Oddities and Token Exchanging needs can be found with this Entrati member you will meet upon completion of the ‘Heart of Deimos’ Quest!
  • This Vendor also has some K-Drive Races for you out in the Cambion Drift!
  • Here you can acquire Deimos Decorations and all new Deimos Captura Scenes.

The Entrati are prepared to give a variety of new Bounty types to worthy Tenno - play them to earn new Rewards (including Xaku’s Components)!

Try out the new Endless Bounty to dig up Deimos rewards to your heart's content! Simply look for (ENDLESS) in the Bounty Description Title! Isolation Vaults await you as a part of these Bounties, tread with caution!


Some high-level Bounties will allow you to explore THE UNDERGROUND - a region underneath Deimos with mystery, enemies, and new rewards! Engage with mysterious objects with your Operator, study memory puzzles, and more! The Isolation Vaults are filled with rot and reward!



Within the NECRALOID Syndicate, you will access everything you need to get started on building your very own NECRAMECH! You must have completed The War Within Quest to access this content.

In HEART OF DEIMOS, we are launching 1 NECRAMECH, found in the NECRALOID Syndicate! It is fully colour customizable, has 4 Unique Abilities (like a Warframe) and can be summoned for Transference via the NECRAMECH SUMMON Gear Item for use in ANY Open World! The Necramech Summon Gear Item is awarded upon crafting your first Necramech!

*An additional Mech will be offered by this Entrati member in a later Update to Heart of Deimos.

Meet the Necramech:

NECRAMECH - as seen at TennoCon! Play the Heart of Deimos Quest to learn more about these machines.

*Find the Necramech Blueprint as well as its Components from the Necraloid Syndicate.

Ability 1: Necraweb
Hurl a canister of graviton fluids to create a wide mire that will significantly slow enemies travelling across it. Alternatively, the canister can be shot in mid-air to create a fiery conflagration.

Ability 2: Storm Shroud
Swathe the Necramech in a powerful electrical field that greatly enhances survivability in close combat. Enemies that strike the shroud will suffer for their impudence.

Ability 3: Gravemines
Launch a pattern of charged mines all around you. Each mine detonates in a violent blast when touched, damaging enemies in a three-meter radius.

Ability 4: Guard Mode
Take a stationary stance to deploy maximum firepower and gain increased structural integrity for a time.

Necramech is compatible with Arch Guns with Gravimags installed!


You will be able to Mod your very own Necramech using the 16 new Mods, obtained as drops from slain Necramechs.

Visit warframe.com/droptables for all your drop inquiries!

These 16 Necramech Mods are a mix of familiar Warframe Mods (Necramech Stretch, Necramech Intensify, Necramech Vitality, etc) as well as new Mod types specifically for the Necramech (Necramech Thrusters, Necramech Blitz, Necramech Refuel, etc).

Both the Cortege and Mausolon can also be used as Arch Guns!


An ancient weapon designed by the Entrati for use by their Necramechs. Primary fire siphons life essence from the target to fuel a devastating Alt Fire. A heavy flamethrower with surprising range. Alt fire launches three projectiles in a fan pattern that explode, leaving a damaging area of effect for a short duration.

*Find the Cortege Blueprint as well as its Components from the Necraloid Syndicate.

MAUSOLON (given with first built Necramech)

An ancient weapon designed by the Entrati for use by their Necramechs. Primary fire siphons life essence from the target to fuel a devastating Alt Fire. Punishing automatic primary fire and an alt more that charges up to unleash a destructive beam of energy with a large explosion at point of impact.

*As outlined in a recent Dev Workshop, all new weapons in the update are starting with a minimum Riven disposition of 0.5. This includes the new Archgun weapons, Mausolon and Cortege. Archgun Riven dispositions have not been rebalanced in the past, but they will be included in our quarterly changes going forward, starting with the next Prime Access!


Scattered around the Cambion Drift are new passive creatures known as Velocipods. While they are flighty, if you manage to catch one and mount it you can pilot one like a temporary, organic K-Drive! You will be able to shoot from the back of a Velocipod, just like any other K-Drive! You can also choose to Conserve these creatures with the Tranq Rifle you acquired on your journey through Fortuna!


These Solitary predators return to the same partners each mating season, meeting up in the Swamp. Other times of the year, they disperse across the Cambion Drift. There are three subspecies of Predasites you can encounter in the wild. These subspecies, when captured, can be “Revivificated” into companions at the Conservation Vendor in the Necralisk. Learn more about Predasite companion creation in the “New Infested Companions” section below.


These scavengers roam in small packs, picking at the remains that larger predators have left behind. There are three subspecies of Vulpaphyla you can encounter in the wild. These subspecies, when captured, can be “Revivificated” into companions at the Conservation Vendor in the Necralisk. Learn more about Vulpaphyla companion creation in the “New Infested Companions” section below.


This winged Cambion Drift creature can be found clinging to the walls in groups, or seen flying overhead. A patient approach is best, as they are quick to flee if startled. There are three subspecies of Avichaea you can encounter in the wild.


These burrowing critters can occasionally be found near the Infested plants that grow from the fleshy landscape of the Cambion Drift. There are three subspecies of Cryptilex you can encounter in the wild.

*Each of these species have unique variants - find them all!


Fishing on an Infested planet has some new challenges! Fish can be found flying (yes, flying) around the Cambion Drift, and come in a variety of flavors. Some fish will only be present during the Fass and Vome cycles and have various rarities!

Bait: Each time Fass and Vome duel in the Cambion Drift, the losing Wyrm’s body will scatter the landscape with its own Residue. Both the Fass Residue and Vome Residue can be picked up and used as Bait for the Infested Fish, using the Fishing Menu! Like with previous fishing systems, drop the Reside into the “water” and wait for the Fish to appear.

See the list of Fish below to learn more about each of the Infested Fish of Deimos and how some Fish only react to certain Residue. Visit the Entrati Syndicate Fishing member within the Necralisk to master the art of Infested Fishing!

Once you have completed the Heart of Deimos Quest, a new vendor will be able to provide you with the Spari Spear, as well as provide a location to turn in Fish for fish parts. The Fish on Deimos are unique creatures, so make sure you have the right equipment!

  • Duroid - A living fossil hearkening back to the Orokin era, this elusive fish hides below the surface of Exocrine pools in the deepest caverns it can find.
  • Aquapulmo - These fish were purposefully contaminated with the Infestation as an Entrati 'experiment'. They feed off the organic deposits in cave systems.
  • Kymaeros - The Infestation has suborned these fish to its own purposes, using them as antibodies in the Exocrine to repel the non-Infested. They swim through the cavernous arteries of Deimos.
  • Chondricord - A triumph of Orokin bio-engineering, these hardy fish have adapted to the Deimos environment and seem oddly resistant to Infestation. They thrive in cave environments.
  • Vitreospina - Whatever higher functions this fish once had have been consumed, leaving it a mere automaton of metal and flesh. It ekes out a primitive existence in cave systems.
  • Barbisteo - As ravenous as the Infestation itself, this fish feeds on the remains of others. It shuns the light, preferring an enclosed cave environment.
  • Myxostomata - This exceptionally rare breed of fish is almost extinct, as its gilded Orokin flesh has a special savor for predators. It warily conceals itself in caves.
  • Ostimyr - Crammed with redundant, mutated internal organs, this pungent fish is highly sought after. It only emerges from surface pools in the light of the Wyrm Vome.
  • Cryptosuctus - Formerly Orokin scavengers, these fish succumbed to the Infestation long ago and now greedily feast on floating spores. They are found all over the surface of Deimos.
  • Glutinox - These hefty fish are cannibalistic. They rise by Vome's light to absorb rare gases, retreating when Fass ascends to devour their smaller kin in their lairs.
  • Amniophysi - These fish hatch out of translucent pods formed in the Infested landscape itself. The radiance of Fass stirs them into activity.


The Cambion Drift has a whole collection of new Resources to earn as you explore and delve into the Heart of Deimos. Unlike the more “natural” Resources of the Plains of Eidolon or the Orb Vallis, the Cambion Drift is a living, breathing landscape with a whole collection of Infested goodies to gather! Visit the Mining Entrati Syndicate member to learn more!

  • Faceted Tiametrite - Common
  • Purged Dagonic - Common
  • Purified Heciphron - Uncommon
  • Stellated Necrathene - Rare
  • Trapezium Xenorhast - Legendary
  • Cabochon Embolos - Legendary
  • Adramal Alloy - Common
  • Tempered Bapholite - Common
  • Devolved Namalon - Uncommon
  • Thaumic Distillate - Rare

The Cambion Drift is a hostile world. Even though several native species have adapted to surviving amongst the rampant Infestation, they still fall prey to it and its attacks. The Vulpaphyla and Predasite are no exception and are threatened by its vicious nature. You can save these Conservation creatures by wrangling them from the wild Infested landscape so that they may be treated at the Necralisk hub. There, you can assist in the administering of treatment and “Revivificate” them into Companions.

*Please note Infested Companion Imprints will come in another Update.

Here’s how it works:

1. Capture

First you must tranq and capture a Vulpaphyla or Presadite in a wounded state (creatures affected will have a certain glow to them after they have been wounded by the Infested). You must encounter these creatures while they are infected and tranq it before it loses its battle with the Infested. The captured Vulpaphyla or Presadite is then transported to the Necralisk.

Without intervention, these creatures are likely to succumb to the Infestation. Return to the Necralisk and speak to the Conversation Vendor to treat them with a mix of Mutagens and Antigens to heal it of its ailments.

2. Treat

Visit the Conservation Vendor and select “Vulpaphyla/Presadite Revivification” to get started in restoring the creature. There are three elements that will bring the creature to a restored state so that they may fight alongside you. The options available in these categories will determine the characteristics of your new Infested Companion:

  • Breed: The Wounded Vulpaphylas and Presadites you have saved will appear here for selection. The subspecies of the beast determines its physical appearance, base stats, and precepts.
  • Mutagen: Adapts the Infestation to grant certain types of resistances. Side effects of the Mutagens include altering of the look of the tail.
  • Antigen: Attunes the Infestation to certain polarities (Vazarin, Naramon, Madurai, and Penjaga). Side effects of the Antigen include various physical alterations.

Mutagens and Antigens can be purchased from the Conservation Vendor in Necralisk.

3. Keep or Release

After you have successfully saved the creature, you have the option to either keep or release it. Keeping the creature will make it available as a trusty Companion, while releasing the creature will put it back into the wild for a Standing gain with the Entrati.


The DEIMOS creatures roaming the Cambion Drift feast on anything foolish enough to enter their desolate landscape. Fear the scuttling terror of the Deimos Carnis, the powerful slam of the Deimos Saxum and the subterranean terror of the Deimos Jugulus. With many legs and fearsome appetites, these infested creatures are waiting to devour any unwary Tenno that may cross their path!


Three new Mod Sets are here! The Saxum, Jugulus, and Carnis Mod Sets can be acquired from the Cambion Drift Bounty Rewards or from respective Infested enemies in the Cambion Drift.

Saxum Mod Set
  • Saxum Carapace (Warframe): +60 Armor, +90% Health.
  • Saxum Splittle (Pistol): +90% Impact, +60% Status Chance.
  • Saxum Thorax (Melee): +90% Impact, +60% Status Chance.
  • Set Bonus (when all equipped): Lifted enemies explode on death dealing 30% Enemy Max Health as Impact Damage in a 6m radius.
Jugulus Mod Set
  • Jugulus Carapace (Warframe): +90% Armor, +60 Health.
  • Jugulus Spines (Pistol): +90% Puncture, +60% Status Chance.
  • Jugulus Barbs (Melee): +90% Puncture, +60% Status Chance.
  • Set Bonus (when all equipped): Heavy Slam attacks manifest tendrils that skewer enemies within 10m, dealing 75 Puncture Damage and stunning them for 3s. Cooldown: 6s.
Carnis Mod Set
  • Carnis Carapace (Warframe): +60% Armor, +90% Health.
  • Carnis Stinger (Pistol): +90% Slash, +60% Status Chance.
  • Carnis Mandible (Melee): +90% Slash, +60% Status Chance.
  • Set Bonus (when all equipped): Killing an enemy with a Heavy Attack grants 30% Evasion and immunity to Status Effects for 6s.

An ancient weapon designed by the Entrati. This heavy, oversized automatic rifle uses withering fire to suck vital essence from its enemies, charging up a devastating alt-fire arcing projectile with each successful hit.

*Acquire the Blueprints and Components for the Trumna from the Entrati Syndicate Weapons member!


An ancient Entrati double-barreled pistol delivers twin projectiles that explode on impact. With each hit, siphon vital essence from enemies to charge up a deadly lock-on alt-fire attack.

*Acquire the Blueprints and Components for the Sepulcrum from the Entrati Syndicate Weapons member!


REVIEW OUR FULL DEV WORKSHOP HERE: https://forums.warframe.com/topic/1212921-the-helminth-dev-workshop

Customize your Warframe’s Abilities at a depth never experienced before in Warframe! Introducing THE HELMINTH.

The Helminth System is an expansion of the Helminth room on your Orbiter - you may only know this room as an infested space that allows you to remove the Helminth Cyst. With the ‘Heart of Deimos’ Update, that’s all changing. The Helminth system enables you to customize your Warframes by infusing new Abilities in place of existing Abilities.

Once you’ve unlocked The Helminth System, you can fast travel to the Helminth Infirmary under the Equipment pause menu!

Deep Dive:

How does it work?

To participate in the Helminth, you must obtain the ‘Helminth Segment’. This is acquired in the Heart of Deimos in the Entrati Syndicate Conservation member (once you are Rank 3 with Entrati) and is then crafted and installed on your Orbiter in the Helminth Room to begin your Helminth journey!

Once ready, there are 2 key things this System offers:

- You can replace 1 Ability per Warframe. - Every Warframe can be Subsumed to permanently provide 1 specific Ability to Helminth.

Who is this for?

We consider this a customization system for very experienced Warframe players (Mastery Rank 8 Prerequisite). We do not intend to let newer players unlock this system. We intentionally placed the Segment deep into progression to ensure only experience players could access the Segment and begin their journey with Helminth.

What are Resources / Secretions?

Virtually every Resource you’ve ever earned can be fed to Helminth - your stockpiles have a new home! This Feeding creates SECRETIONS, which allow you to utilize the Helminth for Ability customization. Helminth has a diverse appetite - make sure you feed Helminth Resources they want to eat to get the best Secretion results! Your choices on what you’ve fed Helminth will determine its willingness to reward secretions - change it up for best results!


Infused Abilities are removable with the click of a button - they will stay within a given Warframe as long as you decide you want it!

Subsuming a Warframe is permanent - only Subsume Warframes you are sure you do not want to play with. You can always re-earn or re-buy a subsumed Warframe.

Do Configurations matter?

You can deeply customize by only replacing Abilities on certain Configurations, as seen in the Demo! But we would like to expand this further to demonstrate just how deep you can go.

You can have 1 different Ability infused PER config!

So if you have Excalibur in the chair - you could put Shock on Configuration A, Molt on Configuration B, and Firewalker on Configuration C!

For example, if you wanted Shock applied to Excalibur on Configuration A but wanted Configuration B and Configuration C to stay default with Slash Dash, you can do so!

What does Ranking Helminth do?

As you feed and use the Helminth system, you will rank up! Each Rank unlocks something different - from a new power, to more Subsume Slots (max Rank Helminth = unlimited Subsume Slots), make sure you progress through the Ranks by regularly Feeding Helminth, Subsuming, and Infusing your Warframes!

What are the Helminth Abilities?

Helminth Provides unique abilities of their own:

"EMPOWER" "Increase the strength of your next Ability use."

“ENERGY MUNITIONS" "Increase the efficiency of your Ammo consumption."

"INFESTED MOBILITY" "Increase your parkour velocity."

"MARKED FOR DEATH" “Stun an enemy; a portion of the next damage you deal to it will be dealt to all enemies around it."

"REBUILD SHIELDS" "Instantly restore your shields."

"PERSPICACITY" "Automatically succeed at your next hack attempt."

"MASTER'S SUMMONS" "Heal your companion and call it to your side."

"EXPEDITE SUFFERING" "Affect enemies in a cone, removing any Bleed and Poison status from them and dealing any remaining damage not yet suffered in a single burst."

What is Subsuming?

In addition to Helminth’s own Abilities, you can Subsume a Warframe to obtain 1 specific Ability permanently in Helminth’s memory (list below). We do not allow the Subsuming of any Prime Warframes, but you can Infuse Abilities on Prime Warframes! Warframes can be Subsumed at any Rank (do not need to be Rank 30).

What is Infusion?

Infusion is the process of injecting a Warframe with an Ability - whether it be one of Helminth’s own, or another Warframes. Every Warframe can receive 1 Infused ability at a time in any Ability slot (i.e you could place Shock on any of the 4 Ability slots).

What is Subsuming?

Subsuming is the act of permanently providing a base Warframe into the Helminth’s biology. 1 Warframe can be subsumed every 24 hours.

What Abilities are earned on Subsuming a Warframe?

The following table outlines the current Ability a given Warframe will provide on the Subsume action.

Warframe Subsumable Abilities Applicable Augments Notes
AshIcon272 Ash Shuriken130xWhite Shuriken Mod TT 20px Seeking Shuriken
AtlasIcon272 Atlas Petrify130xWhite Petrify Mod TT 20px Ore Gaze Petrified enemies do not drop Rubble.
BansheeIcon272 Banshee Silence130xWhite Silence Mod TT 20px Savage Silence
BaruukIcon272 Baruuk Lull130xWhite Lull Mod TT 20px Endless Lullaby
ChromaIcon272 Chroma ElementalWard130xWhite Elemental Ward Mod TT 20px Everlasting Ward Elemental Ward versions of the ability are determined by the chosen Warframe Energy Color.
EmberIcon272 Ember FireBlast130xWhite Fire Blast Mod TT 20px Healing Flame
Mod TT 20px Purifying Flames
Healing Flame heals for 25 health for each enemy hit. Heal amount is affected by Ability Strength.
EquinoxIcon272 Equinox RestRage130xWhite Rest & Rage Mod TT 20px Calm & Frenzy Rest or Rage versions of the ability are determined by the chosen Warframe Energy Color.
ExcaliburIcon272 Excalibur RadialBlind130xWhite Radial Blind Mod TT 20px Radiant Finish
FrostIcon272 Frost IceWave130xWhite Ice Wave Mod TT 20px Ice Wave Impedance
GaraIcon272 Gara Spectrorage130xWhite Spectrorage Mod TT 20px Spectrosiphon
GarudaIcon272 Garuda BloodAltar130xWhite Blood Altar N/A
GaussIcon272 Gauss ThermalSunder130xWhite Thermal Sunder N/A
GrendelIcon272 Grendel Nourish130xWhite Nourish N/A Self-heal and provides Nourish Strike buff only.
HarrowIcon272 Harrow Condemn130xWhite Condemn Mod TT 20px Tribunal Augment has no effect on other Warframes.
HildrynIcon272 Hildryn Pillage130xWhite Pillage Mod TT 20px Blazing Pillage Drains 50 Energy instead of 50 Shields.
HydroidIcon272 Hydroid TempestBarrage130xWhite Tempest Barrage Mod TT 20px Corroding Barrage
InarosIcon272 Inaros Desiccation130xWhite Desiccation Mod TT 20px Desiccation's Curse
IvaraIcon272 Ivara Quiver130xWhite Quiver Mod TT 20px Empowered Quiver
Mod TT 20px Power of Three
Tap-cast for Cloak arrow. Hold-cast for Noise arrow. Sleep and Dashwire arrows not available.
KhoraIcon272 Khora Ensnare130xWhite Ensnare N/A
LimboIcon272 Limbo Banish130xWhite Banish Mod TT 20px Rift Haven Base ability includes hold-cast to cancel the ability, releasing affected enemies from the Rift.
LokiIcon272 Loki Decoy130xWhite Decoy Mod TT 20px Deceptive Bond
Mod TT 20px Savior Decoy
MagIcon272 Mag Pull130xWhite Pull Mod TT 20px Greedy Pull
MesaIcon272 Mesa ShootingGallery130xWhite Shooting Gallery Mod TT 20px Muzzle Flash
MirageIcon272 Mirage Eclipse130xWhite Eclipse Mod TT 20px Total Eclipse Limited to 1 damage buffing ability per Warframe.

Damage increase reduced to to 150% and damage reduction capped at 75%. (Unmodded value)

NekrosIcon272 Nekros Terrify130xWhite Terrify Mod TT 20px Creeping Terrify
NezhaIcon272 Nezha FireWalker130xWhite Fire Walker Mod TT 20px Pyroclastic Flow
NidusIcon272 Nidus Larva130xWhite Larva Mod TT 20px Larva Burst Radius reduced to 8m. (Unmodded value)
NovaIcon272 Nova NullStar130xWhite Null Star Mod TT 20px Neutron Star
NyxIcon272 Nyx MindControl130xWhite Mind Control Mod TT 20px Mind Freak
OberonIcon272 Oberon Smite130xWhite Smite Mod TT 20px Smite Infusion
OctaviaIcon272 Octavia Resonator130xWhite Resonator Mod TT 20px Conductor
ProteaIcon272 Protea Dispensary130xWhite Dispensary N/A Duration reduced to 12 seconds. (Unmodded value)
RevenantIcon272 Revenant Reave130xWhite Reave Mod TT 20px Blinding Reave
RhinoIcon272 Rhino Roar130xWhite Roar Mod TT 20px Piercing Roar Limited to 1 damage buffing ability per Warframe.

Damage increase reduced to 30%. (Unmodded value)

SarynIcon272 Saryn Molt130xWhite Molt Mod TT 20px Regenerative Molt
TitaniaIcon272 Titania Spellbind130xWhite Spellbind Mod TT 20px Spellbound Harvest
TrinityIcon272 Trinity WellOfLife130xWhite Well of Life Mod TT 20px Pool of Life Base ability includes heal over time over large radius. Percentage of damage dealt to the target converts into area healing.
ValkyrIcon272 Valkyr Warcry130xWhite Warcry Mod TT 20px Eternal War Attack speed increase reduced to 30%. (Unmodded value)
VaubanIcon272 Vauban TeslaNervos130xWhite Tesla Nervos Mod TT 20px Tesla Bank
VoltIcon272 Volt Shock130xWhite Shock Mod TT 20px Shock Trooper
WispIcon272 Wisp BreachSurge130xWhite Breach Surge N/A
WukongIcon272 Wukong Defy130xWhite Defy N/A Armor capped at 750. (Unmodded value)
XakuIcon272 Xaku Xata'sWhisper130xWhite Xata's Whisper
ZephyrIcon272 Zephyr Airburst130xWhite Airburst N/A Base ability includes tap-cast for wind vacuum, hold-cast for wind explosion.
Why do some Infused Warframe Abilities have these rules?

It was apparent in player feedback and our own play testing that these Infused Warframe Abilities had the potential to be the overwhelming choice; which is not ideal. Instead of changing the Ability outright due to those concerns, we decided to give them slight rules when Infused.

What are my safeguards?

Since you can remove an Ability at any time with the click of a button, you’ll be able to safely experiment with many creative combinations.

For example, if you replace Grendel’s ‘1’, your kit doesn’t really work! If you change around or re-assign Abilities already assigned to Railjack Tactical use, you simply may not have one, or have a new one in its place! If you put Hildryn’s PIllage on Inaros, you don’t get Shields, but you do get diminished Armor/Shields on enemies on cast.

It’s all up to you - have fun experimenting, Tenno!

What about Damage buffing Abilities?

As you can see, we have two Abilities that increase damage: Mirage’s Eclipse, and Rhino’s Roar. We are creating a special case for these Abilities when infused on Warframes with similar Abilities (i.e Chroma, Mirage, Rhino, Octavia). When you infuse these, you will receive a prompt that you can only have 1 Damage Buffing ability at a time, and thus you are limited to replacing said ability type. Which is to say - Damage Buffing abilities can only be swapped with Damage Buffing Abilities on Warframes that already have them. However, that limitation does not apply to the other 30+ Warframes.

What exactly is going on here with the Warframe Subsuming?

Warframes that are Subsumed join the Helminth in an eternal bond. They will live on in a Lotus flower that matches the colours of the Subsumed Warframe, as a permanent honor.

Is ‘Helminth’ a permanent name?

Don’t like it? You can rename your Helminth at any time!

Is Helminth a Cat or Dog ‘Person’?

Well, you’ll find out…

Neither he nor she, Xaku is a composite…. A Warframe assembly made of others lost in the early Entrati Void expeditions. Xaku has mastered this power of the Void to terrify and bewilder their adversaries.

Created by the community in the Community Created Warframe project from theme to aesthetic to Abilities. Xaku’s concept art was made by community fan artist Eornheit!

Since XAKU is a community Warframe, we will be doing a concerted second Phase of ability tweaks that is based on feedback on all platforms to ensure there are revisions from the community’s experiences. We will discuss this in a Dev Workshop as we get your feedback on our desks!


25% chance for incoming weapon damage to pass through Xaku completely.


Wield Void Damage for all attacks from equipped weapons when activated.


Void Tendrils steal weapons from nearby enemies to use as your own floating, auto-targeting armament.


Cycle through and cast one of the three abilities originating from the Warframes that make up Xaku: Accuse, Gaze, and Deny. Cycle through them by tapping, and hold to cast.

ACCUSE - Create a radial fissure for a limited time that corrupts enemies who walk within its radius to fight alongside Xaku.

GAZE - Xaku releases a scream of the many voices within to lock up to two target enemies in place with a Void tendrils cage. Enemies who enter the radius of the trapped victims will have their Armor or Shields reduced.

DENY - Xaku fires a beam that deals Void damage and can clear Sentient damage resistances. Enemies that survive the blow are suspended in the air.


Temporarily shed the outer pieces of Xaku in a destructive blast, then stalk the battlefield in a new swifter skeletal form. Enemies damaged by the body shrapnel are rendered weaker to Void damage. While Xaku is in their skeletal form, they have 75% damage reduction and increased mobility. Recast at any time to bring Xaku back together again.

  • Similarly to Equinox, a toggle is available in the Arsenal to see Xaku in their “The Vast Untime” form.

Xaku arrives from the Void as a strange and enigmatic new force. Includes the Xaku Warframe, Xaku Kintsu Helmet, Artifex Syandana, and Quassus Warfan. Also includes 3-Day Affinity and Credit Boosters.


Xaku cuts a unique profile in this distinctive Alt Helmet assembled from the remains of several other, less fortunate Warframes. Concept art and sculpt of the Xaku Kintsu Alt Helmet was made by community TennoGen Artist Faven.


This techno-organic Syandana fits over the shoulder, giving your Warframe a unique spiked silhouette. A signature Syandana for Xaku. Concept art for the Artifex Syandana was made by community fan artist Karu.


Flick away the enemy with this heavy Warfan. The Quassus scatters ethereal daggers that are even more deadly accurate when wielded by Xaku, their signature weapon. Concept art for the Quassus Warfan was made by fan artist Kedemel.

*Find the Quassus in the Market or the Blueprint in Entrati Bounties.


Tenno beginning their journey in Warframe will now awake to a new cinematic introduction and revised Tutorial.

Warframe’s new Tutorial continues the story introduced in the cinematic directed by Dan Trachtenberg. Elements that have become central to Warframe’s core gameplay, like bullet jumping, are now part of the tutorial. Traverse the Plains of Eidolon to escape Captain Vor and begin your quest to uncover forgotten memories!

*Tenno who have already played through the Tutorial can play through the refreshed version by visiting the Codex Quest section under a new name ‘Awakening’ (also replayable)!

K-Drive Changes

For a while, we have received periodic requests to make weapons functional on K-Drives, and as a result, we have made Secondary Weapons usable while you glide in style! Please note that weapons are only usable when your K-Drive is on the ground, and will be stowed when jumping, doing flips, grinding, and other glinty maneuvers!

Mounting your K-Drive will appear as normal until you press the binding to equip your Secondary (default F key). Press again to put it away and do those sick moves.


With the expansion of K-Drive functionality, we have introduced some new K-Drive Mods for you to use! Roky in Fortuna will have all of these new wares to exchange for Ventkids Standing, so make sure you pay the Ventkids a visit!

  • Primo Flair - Increase Maximum Trick combo to 6000.
  • Bomb The Landin - Tap and Hold Grind in the air to execute a 20m Slam Shockwave.
  • Juice - Executing tricks charges Energy: 55 Energy per 100 Trick Points.
  • Vapor Trail - Add 10 Boost Speed. Consumes 10 Energy/s.

Paris Prime:
Bhisaj-Bal - Restore 300 Health for every 3 Status Effects. +90% Status Chance.

Akstiletto Prime:
Zazvat-Kar - +75% Ammo Efficiency while Airborne

Soma prime:
Hata-Satya - Each hit increases Critical Chance by 1.2% (capped at 500%). Resets upon reloading or holstering.

Akbronco Prime:
Damzav-Vati - +240% viral damage

*Find these new Prime Weapon Mods from the Weapon Entrati Syndicate member within the Necralisk!


You are pestilence and plague with the Deimos Infested Bundle. Includes the Zymos Pistol, Keratinos Claws, and Sordario Syandana.


Infect your foes with this spore-scattering pistol. Head shots burrow in and explode, releasing spore clouds that seek our nearby enemies.

*Find the Zymos Blueprint and its components from within the Entrati Syndicate!


Leave your mark with these infected claws with increased heavy attack range.

*Find the Keratinos Blueprint and its components from within the Entrati Syndicate!


Pulsing with a bioluminescent glow, this Syandana is eye-catchingly contagious.


Enter the fray in your swashbuckling finest with the Rakkam Collection. Includes the Hydroid Rakkam Skin (Hydroid’s Tentacle Swarm Kraken also gets to enjoy a new Deluxe look when the skin is equipped), Carcinus Speargun Skin, and Scyph Diriga Skin and accessories for your Sentinel. Also includes the Burangara Longcoat Auxiliary attachment for Hydroid.


Flowing finery that allows ease of movement in the heat of battle. Hydroid’s Tentacle Swarm Kraken also gets to enjoy a new Deluxe look when the skin is equipped. Also includes the Burangara Longcoat Auxiliary attachment for Hydroid.


Crash through your opponents like a tidal wave with this Speargun Skin.


Your Diriga embodies the jellyfish and its deadly sting with this Skin.


A mask attachment for your Sentinel in the Scyph style.


A stylish tail attachment for your Sentinel in the Scyph style.


A pair of wings for your Sentinel in the Scyph style.

Daily Standing Cap Changes

Daily Standing Cap changes have been made to grant a higher cap at each Mastery Rank. Upon starting Warframe at MR0, your Daily Standing Cap will start at 8500 and increase at more gradual increments per Mastery Rank. You will also now have access to a larger Daily Standing Cap at each Mastery Rank than in the previous system! This will take effect next Daily Reset.

Mastery Rank Standing Cap
Previous New
0 1,000 8,500
1 2,000 750
2 3,000 750
3 4,000 750
4 5,000 750
5 6,000 750
6 7,000 750
7 8,000 750
8 9,000 750
9 10,000 750
10 11,000 750
11 12,000 750
12 13,000 750
13 14,000 750
14 15,000 750
15 16,000 750
16 17,000 750
17 18,000 750
18 19,000 750
19 20,000 750
20 21,000 750
12 22,000 750
22 23,000 750
23 24,000 750
24 25,000 750
25 26,000 750
26 27,000 750
27 28,000 750
28 29,000 750
29 30,000 750
30 31,000 750

Mission Summary/End of Mission Screen Changes & Fixes
  • Reordered various Rewards in the End of Mission screen:
    • Syndicate Medallions now appear above Mods and Resources.
    • Mods now always appear above Resources of the same rarity.
  • Removed the sort by ‘Type’ since sorting by ‘Importance’ already does that in a more logical way.
  • Updated the Conclave and Index scoreboard window with the new End of Mission screen style.
  • Added “hide” button to the top left corner of the Mission Summary and End of Mission screen. Hover over the “eye” icon to hide the mission summary UI to get a clear shot of your surroundings if needed while reviewing stats mid-mission. This icon also removes the UI overal from the Warframe diorama in the backdrop in the End of Mission screen. Now you can take screenshots of your squad looking really really cool.
  • The exit button will now pulse when it’s available upon returning to your Orbiter.
  • Squad overlay now appears on the End of Mission results/screen in mission and after returning to the Orbiter.
  • Pausing Warframe while previewing Mission results (Tab) now closes the Mission results before opening the Pause screen to avoid overlapping UI.
  • We’ve added more Medals to the End of Mission screen related to:
    • Life support Capsules and Modules / Excavator Powercells found
    • Healing done
    • Rescue Target found
    • First to find Syndicate Medallion
  • When returning from a Free Roam location to the respective Town (Plains -> Cetus, etc), the End of Mission screen will no longer stop player movement until after the initial animation ends.
  • Reduced colored backer visibility with the quick view mission summary window (opened with Tab).
  • Added new music to the End of Mission screen!
  • Fixed Syndicate Medallion variants not being listed beside each other in the End of Mission Rewards section.
  • Fixed End of Mission recap music not properly removing other music and sounds in the Orbiter when playing.
  • Fixed the Kill Boss Medal in the End of Mission screen crediting Eximus and other VIP kills.
  • Fixed the Kill Boss Medal not properly counting the Hyena Pack.
  • Fixed the chosen End of Mission Reward sorting preference not carrying over multiple missions.
  • Fixed the End of Mission screen overlapping with the Daily Tribute screen.
  • Fixed Accuracy Medal double-counting Melee hits.
  • Fixed several script errors with the End of Mission screen.
Quellor Changes
  • Decreased Alt Fire ammo cost from 75 to 50.
  • Increased lifetime of Alt Fire projectile from 0.095s to 0.12s
  • Earn new Captura Scenes depicting haunting areas of The Cambion Drift and The Underground! Find these within the Entrati Syndicate!
  • Added new Deimos Challenges:
    • Jugger-Not
      • Kill 5 Juggernauts in Cambion Drift.
    • Forbidden Fruit
      • Collect 50 Ganglion from Haptic Frond.
    • Bug Out Ride
      • Ride 20 Velocipods.
    • Kill It With Fire
      • Burn 100 Infested pods.
  • Added a new Precept Mod for Oxylus available from Simaris!
    • Botanist
      • Oxylus Sentinel will scan plants within 20m over 5s. This consumes Codex Scanner charges.
  • Acolyte Mods have been redistributed into Entrati Bounties as we are sunsetting the rerunning of that event, however, it won't be the last you see of Acolytes overall. Stay tuned for more!
  • Mag’s Magnetize now has an added functionality as seen in the “Awakening” cinematic. Now, when Magnetize is held vs. tapped to cast, Mag creates and holds a Magnetize bubble in front of her that absorbs projectiles. Recast the ability to throw the absorbed damage in a cone back onto enemies. Mag can also walk while holding the bubble.
  • Free Roam landscapes now have a custom icon in the Star Chart!
  • Enemy Beacons are now disabled for Invasion missions due to numerous Beacon spawns not attacking you when used in an Invasion mission where you’re allied with the respective team.
  • Improvements towards hair shading when Deferred Rendering is enabled.
  • The Aero, Motus, and Proton Mod Sets now have unique Set Icons.
  • Deimos nodes have been added into the mix for Sorties, Syndicate, and Void Fissure missions.
  • You can now hold “X” and release it to dismount from K-Drive.
  • Updated Athodai’s description to indicate that “headshot KILLS trigger Overdrive”.
  • Removed some legacy system spec warnings from the Launcher.
  • Choosing to contribute the maximum number of Syndicate Medallions will now round up to allow filling the Standing capacity instead of stopping short. Incrementing number of Medallion contributions and single Medallion contributions will now respect this limit.
  • Changed the Fraggor Brok Skins "10% lower Channeling Efficiency" to "-1s Combo Duration".
  • Fixed a progression stopping crash in The War Within Quest due to having a Moa Companion equipped.
  • Fixed inability to properly ‘hack the coolant tower’ in the final stage of the Vox Solaris Quest when playing in Solo matchmaking.
  • Fixed a crash when shutting down Warframe while in the Liset Customization screen.
  • Fixed a nasty hitch that would occur for Clients when streaming to a Free Roam level or warping in your Railjack.
  • Fixed Resource Drop Chance Boosters not affecting Riven Slivers.
  • Fixed a performance leak that could result in a crash due to the Terra Manker’s weapon FX never getting destroyed.
  • Fixed Excavators hovering slightly off the ground in one of the Plains of Eidolon cave tiles.
  • Fixed losing the ability to jump after equipping the Tranq Rifle while in Archwing.
  • Fixed Steel Path Junction Specters missing their additional Health.
  • Fixed the Xoris not appearing in your Warframe’s hand when performing a Stealth attack if it’s not the active/equipped weapon.
  • Fixed a script error that could occur if you were downed while doing Conservation.
  • Fixed missing context action when attempting to Wishlist a Market item when using a controller.
  • Fixed a long-standing problem with Transmissions being gamma incorrect (colors/lighting did not resemble the actual scenes).
  • Fixed issues where enemies would not attack Gara’s Spectorage mirrors.
  • Fixed UI offset issue in Orb Vallis Case Capture Bounty stages.
  • Fixed some tooltips with fixed positions being placed incorrectly when the custom Menu Scale slider is set to something other than 100%.
  • Fixed certain Syandanas such as the Paxis Syandana jittering at lower frame rates while in the Liset, Dojos, and Relays.
  • Fixed The Ballroom Simulacrum Arsenal context action clipping behind the Arsenal.
  • Fixed UI lockup that could occur when viewing loadout links from Chat.
  • Fixed file path appearing when upgrading Orbiter with the Kavat Incubator Segment. As reported here: https://forums.warframe.com/topic/1213371-english-missing-text-when-upgrading-a-ship-part/
  • Fixed file path appearing instead of Kuva Lich weapon names when a Lens is equipped to it in the End of Mission screen.
  • Fixed Archguns disappearing in the Arsenal if the “Upgrade” option is selected.
  • Fixed Chroma and Exaclibur with Chromatic Blade equipped missing the active element icon in the Appearance tab.
  • Fixed blank field appearing between “Only Legendary” and “Show all” when filtering by “Rarity” in the Mods window.
  • Fixed being unable to move, remove, or contribute to the “Natural Vallis Orb” Dojo Decoration once placed.
  • Fixed the Vapos Dropship air attacks not happening in many of the Gas City tileset levels.
  • Fixed certain rocks in the Nightwave Series 3: Episode 4 scene having lines on them.
  • Fixed the Pool of Life Augment for Trinity no longer dropping Health Orbs on enemies marked by Well of Life.
  • Fixed the "Play" button being enabled in the Launcher before it finishes downloading if it's the first time you've launched it.
  • Fixed tracking hints remaining visible when using Melee weapon to exit the Synthesis Scanner.
  • Fixed crash when Host migrating from Conclave missions.
  • Fixed being unable to use sliders in Options after swapping between tabs.
  • Fixed text extending beyond backdrop in the Booster dropdown list.
  • Fixed “Failed to Place Decoration” when attempting to move Dojo Decorations even if the attempted movement has nothing wrong with it.
  • Fixed missing doors in Sabotage missions in the Grineer Settlement tileset.
  • Fixed a white box appearing above the Stealth Affinity bonus icon.
  • Fixed Chat header icons (Squad, Clan, Alliance etc) becoming stuck on the screen when mousing over them and entering text with the enter key.
  • Fixed the right Maggor Leg Plate being rotated.
  • Fixed delay with text popping up in rollover UI elements.
  • Fixed up lighting props so that Gauss' skirt doesn't appear completely unlit in scenes that depend on ambient light.
  • Fixed a case of the Vaults in the Derelict (now Deimos) not rewarding Corrupt mods.
  • Fixed script error when attempting to change the lighting color of the Obstacle Course room in the Dojo.
  • Fixed a script error with the Alliance View Permissions screen that caused nothing to be displayed.
  • Fixed script error resulting in loss of functionality when attempting to rename a Zaw.
  • Fixed script error related to Revenant’s Danse Macabre and the Dual Cestra.
  • Fixed script error after host migration in an Excavation mission that could result in the mission not progressing.
  • Fixed numerous script errors when casting certain Warframe Abilities.
  • Fixed script error that could occur when doing endless Void Fissure missions.
  • Fixed a rare and harmless script error when loading into the Orb Vallis.
  • Fixed script error with the Atomos.
  • Fixed a script error that could occur when opening the Clan Management screen.