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
U29.1H29.1.1H29.1.2H29.1.2.1
U29.2H29.2.1H29.2.2H29.2.3H29.2.4
U29.3H29.3.0.1H29.3.1H29.3.2
Deimos Arcana U29.5H29.5.1H29.5.2H29.5.3

Hotfix 29.5.3

11/23/2020 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.
Changes:
  • 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!
Fixes:
  • 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

11/20/2020 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).
Changes:
  • 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.
Fixes:
  • 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

11/19/2020 Forum Post

Additions:
  • Added an Orokin Matrix icon next to Loid’s Fast Travel option and his dialogue options in the Necralisk.
Changes:
  • 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.
Fixes:
  • 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

11/19/2020 Forum Post - 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!



NEW DEIMOS ISOLATION VAULT BOUNTIES:

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 ENCOUNTERS:

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/


NEW NECRAMECH - BONEWIDOW:

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.


Abilities:

MEATHOOK

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


SHIELD MAIDEN

Raise Bonewidow’s shield to block incoming forward damage.


FIRING LINE

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


EXALTED IRONBRIDE

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!


MORGHA

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!


NEW INFESTED KITGUNS

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!


CHAMBERS:

Vermisplicer

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.


Sporelacer

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.


GRIPS:

Palmaris

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


Ulnaris

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


LOADERS:

Arcroid

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


Macro Arcroid

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


Thymoid

A higher capacity small loader with a slower reload process.


Macro Thymoid

Massive capacity loader with a long, cumbersome reload.


INFESTED KITGUN FEEDBACK THREAD:

https://forums.warframe.com/topic/1236085-deimos-arcana-infested-kitguns-megathread/


NEW KITGUN & WARFRAME ARCANES

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/


NEW DEIMOS ENEMY - MITOSID

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!

 Reveal hidden contents


NEW ENTRATI MEMBER OFFERINGS

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!

Vulpaphyla

  • 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.

Predasite

  • 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.


NEW INFESTED K-DRIVE!

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!


DEIMOS QUALITY OF LIFE CHANGES:

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.
  • 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.



FREE ROAM SHARED AFFINITY CHANGE:

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.


FISHING & CONSERVATION:

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


UNDAZOA

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!

NEXIFERA

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!

FLAGELLOCANTH

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!


LOBOTRISCID

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


FISHING & CONSERVATION CHANGES & FIXES:

  • 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/


GENERAL DEIMOS CHANGES:

  • *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.
  • 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.


NEW INFESTED WEAPONRY:

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


CATABOLYST

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!


PROBOSCIS CERNOS

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.


PULMONARS

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.


BUBONICO

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!


SPOROTHRIX

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.


ARUM SPINOSA

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.


CAMBION ARMAMENTS COLLECTION

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/


GLAIVES REVISITED:

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:


Cerata

  • 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%.


Falcor

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


Glaive

  • 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%.


Halikar

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


Kestrel

  • 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.


Orvius

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


Pathocyst

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


Xoris

  • 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/


XAKU ROUND 2 CHANGES & FIXES:

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!
  • 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!

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!


Fixes:

  • 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: ACOLYTES JOIN THE BATTLE & MORE!


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/


NEW AUGMENTS:


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!


WARFRAME ABILITY CHANGES:

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.


Ash:

  • 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.

Atlas:

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

Chroma:

  • 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!

Khora

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

Nekros:

  • 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!

Nidus:

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


Zephyr:

  • 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.


NEW ORBITER UPGRADE:

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.



NEW MARKET ITEMS: GARA DELUXE


GARA KALEIDA COLLECTION

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.


GARA KALEIDA SKIN

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.


GLISTOR SYANDANA

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


REPHRAX SWORD SKIN

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


STARGLAZE SHARDS

Bedazzle with Gara Kaleida's auxiliary back pieces.


DOJO ADDITIONS, CHANGES & FIXES:

Additions:

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!


Changes:

  • You can now rename each Dojo room in the ‘Room Options’ Menu!
  • 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.


Fixes:

  • 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.


NEW COMMUNITY NEWS TAB:

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!


SOUND ADDITIONS & CHANGES:

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.


OPERATOR AMP CHANGES:

  • 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.


GENERAL ADDITIONS:

  • 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!
  • 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


GENERAL CHANGES:

  • 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.


OPTIMIZATIONS:

  • 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.


CONTROLLER CHANGES/FIXES:

  • 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.


FIXES:

  • 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:

Bubonico

- 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


Sporothrix

- 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


Catabolyst

- Added base punch through dept of 0.9

- Increased clip size from 19 to 27

- Increased ammo pool from 95 to 135


Pulmonars

- 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.


THEOREM INFECTION

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.


THEOREM CONTAGION

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.


THEOREM DEMULCENT

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.


OTHER ARCANE CHANGES:

  • 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.


Chroma:


  • 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:

  • 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.

Zephyr:

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.


Atlas:

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.


Meathook

  • 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!

Additions:
Changes:
Fixes:

Hotfix 29.3.2

November 5th, 2020 Forum Post

Changes:
  • 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.
Fixes:
  • 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

https://n9e5v4d8.ssl.hwcdn.net/uploads/838bc7a5a7c85926056b6b1e1df344df.jpg

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!

WARFRAME SKINS

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

https://n9e5v4d8.ssl.hwcdn.net/uploads/bae12908fa40c865d33f4f0fe2730eb4.png

SYANDANAS

Scylla Syandana by Faven

Valesti Syandana by led2012 and Xtygian

https://n9e5v4d8.ssl.hwcdn.net/uploads/d023b72d178bd4bbe2f8904f66754e06.png

WEAPON SKINS

Arashi Rapier Skin by Lubox

Eklypsa Staff Skin by lukinu_u

Undercutter Nikana Skin by Felix Leonhart

https://n9e5v4d8.ssl.hwcdn.net/uploads/b0b5d022c7a2add5a36b53cae9f412cc.png

OPERATOR COSMETICS

Irya Oculus by kakarrot2812

https://n9e5v4d8.ssl.hwcdn.net/uploads/44311cf80b98c92f7249ae8fb2edbc8d.png

LANDING CRAFT SKINS

Liset Mithra Skin by lukinu_u

http://n9e5v4d8.ssl.hwcdn.net/uploads/8b4c0f1dbaea0bf08d183287e8b116de.png

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:

https://forums.warframe.com/topic/1234178-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.
Changes:
  • 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.
Fixes:
  • 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.

Hotfix 29.3.0.1

October 27th, 2020 Forum Post

Changes:
Fixes:
  • 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
NEZHA PRIME HAS ARRIVED!

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!

NEZHA PRIME

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

GUANDAO PRIME

Engineered for the divine to reap a harvest of lives.

ZAKTI PRIME

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

GuandaoZaktiPoster.jpg

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

NezhaPrimeGearPoster.jpg
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/

GlassMakerEp5Poster.jpg
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.

MR30RelayPoster.jpg
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.
Optimizations
  • 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.
Changes:
  • Updated Mastery Rank icons to new Vitruvian design!
U29.3MRIcons.png
  • 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).
Fixes:
  • 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

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.

Optimizations:

  • 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.
Changes:
  • 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.
Fixes:
  • 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

Optimizations
  • Optimized initial install size slightly (~half a GB).
    • This was Hotdropped yesterday!
Changes:
  • 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.
Fixes:
  • 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/

Optimizations
  • 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.
Changes:
  • 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.png
  • 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.
Fixes:
  • 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.png
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.png
WARFRAME HELMETS

Titania Viraji Helmet by malaya and blazingcobalt

OPERATOR COSMETICS

Blaze Oculus by blazingcobalt

TennoGen19Capes.png
WARFRAME SYANDANAS

Night Hunter Syandana by Mz-3

Tsujinasa Syandana by BeastBuster

Ranulyst Syandana by led2012 and daemonstar

TennoGen19Weapons.png
WEAPON SKINS

Grimstone Heavy Blade Skin by Vulbjorn, the graphical walrus

Obanakk Heavy Blade Skin by VoidPunch

Osiris Polearm Skin by Lubox

TennoGen19Mantis.png
LANDING CRAFT

Mantis Lilieae Skin by MaceMadunusus

TennoGen19Chest.png
CHEST ARMOR

Xulatu Chest Armor by led2012

Changes:
  • 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:
  • 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!

EmberVault.jpg
FrostVault.jpg

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!


Bile:

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.

Optimizations
  • 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.
Fixes:
  • 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.

Hotfix 29.1.2.1

September 22nd, 2020 Forum Post

Fixes:

Hotfix 29.1.2

September 22nd, 2020 Forum Post

Changes:
  • 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.
Optimizations
  • Numerous micro-optimizations for Deferred Rendering have been added to the game!
Fixes:
  • 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

Changes:
  • 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)
Optimizations
  • 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.
Fixes:
  • 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.

OsciraPoster.jpg
NEW COSMETICS!
THE OSCIRA SERIES

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!

OSCIRA ARMOR BUNDLE

Augment your Warframe with this Subtle and sturdy Armor set.

OSCIRA COLLECTION

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:

OSCIRA STAFF SKIN
OSCIRA PISTOL SKIN
OSCIRA CHEST PLATE
OSCIRA THROWN BLADE SKIN
OSCIRA RIFLE SKIN
OSCIRA BOW SKIN
OSCIRA LEG PLATES
OSCIRA SHOULDER PLATES
OSCIRA LONGSWORD SKIN
OSCIRA SUGATRA
OSCIRA SYANDANA

*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.

SnakeSigil.jpg
SNAKE NECRAMECH SIGIL

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!

SNAKE VOIDRIG SKIN

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!

VelicipodSkins.jpg
VELOCIPOD K-DRIVE SKINS

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]

XakuPoster2.jpg
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.

PredictableMarkedForDeathNerf.png

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.
Optimizations
  • 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.
Changes:
  • 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.
Fixes:
  • 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!

Hotfix 29.0.8.1

September 10th, 2020 Forum Post

Changes:
  • 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
  • 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.
Optimizations
  • 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.
Changes:
  • 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!
OperatorEyesChanges.png
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!
Fixes:
  • 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.

PallaSyandanaPoster.jpg
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
  • 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.
Changes
  • 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.
Fixes
  • 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.
Optimizations
  • Optimized Town, Relay and Dojo server-code.
  • Made a micro-optimization to minimap rendering.
Changes:
  • 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.
Fixes:
  • 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!

Changes:
  • 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.
Fixes:
  • 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.
Changes:
  • 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.
Fixes:
  • 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.png
  • 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.
Changes:
  • 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.png
  • 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.
Fixes:
  • 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!

Changes:
  • 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.
U29FishCuts.png
  • 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:
  • 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!

Changes:
  • 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.
Fixes:
  • 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

Tenno,

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!


NEW QUEST: HEART OF DEIMOS

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.

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NEW OPEN WORLD: CAMBION DRIFT

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.

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OPEN WORLD CYCLE: VOME VS. FASS

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.

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NEW SYNDICATES
Entrati

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.

Necraloid

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)

ENTRATI SYNDICATE
ENTRATI TOKEN SYSTEM

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.

Fishing
  • 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.
Conservation
  • 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.
NEW BOUNTIES & ISOLATION VAULTS

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!

THE UNDERGROUND

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!

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NECRALOID SYNDICATE

NEW GAMEPLAY: NECRAMECH

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!


NECRAMECH MODS
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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).


NEW WEAPONRY: NECRAMECH WEAPONS
Both the Cortege and Mausolon can also be used as Arch Guns!

CORTEGE

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!

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CONSERVATION
VELOCIPOD - LIVING K-DRIVES

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!

PREDASITE

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.

VULPAPHYLA

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.

AVICHAEA

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.

CRYPTILEX

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!


INFESTED FISHING

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!

CAVE FISH:
  • 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.
SURFACE FISH:
  • 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.


NEW INFESTED RESOURCES
HARVESTING THE CAMBION DRIFT

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!

Mining
GEMS
  • Faceted Tiametrite - Common
  • Purged Dagonic - Common
  • Purified Heciphron - Uncommon
  • Stellated Necrathene - Rare
  • Trapezium Xenorhast - Legendary
  • Cabochon Embolos - Legendary
ALLOYS
  • Adramal Alloy - Common
  • Tempered Bapholite - Common
  • Devolved Namalon - Uncommon
  • Thaumic Distillate - Rare
NEW INFESTED COMPANIONS - REVIVIFICATION

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.

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NEW INFESTED ENEMIES

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!

NEW INFESTED ENEMY MOD SETS

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.
NEW ENTRATI WEAPONS
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TRUMNA

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!

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SEPULCRUM

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!

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NEW GAMEPLAY SYSTEM: THE HELMINTH
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!

Permanent?

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.png Ash Shuriken130xDark.png Shuriken Mod TT 20px.pngSeeking Shuriken
AtlasIcon272.png Atlas Petrify130xDark.png Petrify Mod TT 20px.pngOre Gaze Petrified enemies do not drop Rubble.
BansheeIcon272.png Banshee Silence130xDark.png Silence Mod TT 20px.pngSavage Silence
BaruukIcon272.png Baruuk Lull130xDark.png Lull Mod TT 20px.pngEndless Lullaby
ChromaIcon272.png Chroma ElementalWard130xDark.png Elemental Ward Mod TT 20px.pngEverlasting Ward Elemental Ward versions of the ability are determined by the chosen Warframe Energy Color.
EmberIcon272.png Ember FireBlast130xDark.png Fire Blast Mod TT 20px.pngHealing Flame
Mod TT 20px.pngPurifying Flames
Healing Flame heals for 25 health for each enemy hit. Heal amount is affected by Ability Strength.
EquinoxIcon272.png Equinox RestRage130xDark.png Rest & Rage Mod TT 20px.pngCalm & Frenzy Rest or Rage versions of the ability are determined by the chosen Warframe Energy Color.
ExcaliburIcon272.png Excalibur RadialBlind130xDark.png Radial Blind Mod TT 20px.pngRadiant Finish
FrostIcon272.png Frost IceWave130xDark.png Ice Wave Mod TT 20px.pngIce Wave Impedance
GaraIcon272.png Gara Spectrorage130xDark.png Spectrorage Mod TT 20px.pngSpectrosiphon
GarudaIcon272.png Garuda BloodAltar130xDark.png Blood Altar N/A
GaussIcon272.png Gauss ThermalSunder130xDark.png Thermal Sunder N/A
GrendelIcon272.png Grendel Nourish130xDark.png Nourish N/A Self-heal and provides Nourish Strike buff only.
HarrowIcon272.png Harrow Condemn130xDark.png Condemn Mod TT 20px.pngTribunal Augment has no effect on other Warframes.
HildrynIcon272.png Hildryn ShieldPillage130xDark.png Pillage Mod TT 20px.pngBlazing Pillage Drains 50 Energy instead of 50 Shields.
HydroidIcon272.png Hydroid TempestBarrage130xDark.png Tempest Barrage Mod TT 20px.pngCorroding Barrage
InarosIcon272.png Inaros Desiccation130xDark.png Desiccation Mod TT 20px.pngDesiccation's Curse
IvaraIcon272.png Ivara Quiver130xDark.png Quiver Mod TT 20px.pngEmpowered Quiver
Mod TT 20px.pngPower of Three
Tap-cast for Cloak arrow. Hold-cast for Noise arrow. Sleep and Dashwire arrows not available.
KhoraIcon272.png Khora Ensnare130xDark.png Ensnare N/A
LimboIcon272.png Limbo Banish130xDark.png Banish Mod TT 20px.pngRift Haven Base ability includes hold-cast to cancel the ability, releasing affected enemies from the Rift.
LokiIcon272.png Loki Decoy130xDark.png Decoy Mod TT 20px.pngDeceptive Bond
Mod TT 20px.pngSavior Decoy
MagIcon272.png Mag Pull130xDark.png Pull Mod TT 20px.pngGreedy Pull
MesaIcon272.png Mesa ShootingGallery130xDark.png Shooting Gallery Mod TT 20px.pngMuzzle Flash
MirageIcon272.png Mirage Eclipse130xDark.png Eclipse Mod TT 20px.pngTotal Eclipse Limited to 1 damage buffing ability per Warframe.

Damage increase reduced to to 150% and damage reduction capped at 75%. (Unmodded value)

NekrosIcon272.png Nekros Terrify130xDark.png Terrify Mod TT 20px.pngCreeping Terrify
NezhaIcon272.png Nezha FireWalker130xDark.png Fire Walker Mod TT 20px.pngPyroclastic Flow
NidusIcon272.png Nidus Larva130xDark.png Larva Mod TT 20px.pngLarva Burst Radius reduced to 8m. (Unmodded value)
NovaIcon272.png Nova NullStar130xDark.png Null Star Mod TT 20px.pngNeutron Star
NyxIcon272.png Nyx MindControl130xDark.png Mind Control Mod TT 20px.pngMind Freak
OberonIcon272.png Oberon Smite130xDark.png Smite Mod TT 20px.pngSmite Infusion
OctaviaIcon272.png Octavia Resonator130xDark.png Resonator Mod TT 20px.pngConductor
ProteaIcon272.png Protea Dispensary130xDark.png Dispensary N/A Duration reduced to 12 seconds. (Unmodded value)
RevenantIcon272.png Revenant Reave130xDark.png Reave Mod TT 20px.pngBlinding Reave
RhinoIcon272.png Rhino Roar130xDark.png Roar Mod TT 20px.pngPiercing Roar Limited to 1 damage buffing ability per Warframe.

Damage increase reduced to 30%. (Unmodded value)

SarynIcon272.png Saryn Molt130xDark.png Molt Mod TT 20px.pngRegenerative Molt
TitaniaIcon272.png Titania Spellbind130xDark.png Spellbind Mod TT 20px.pngSpellbound Harvest
TrinityIcon272.png Trinity WellOfLife130xDark.png Well Of Life Mod TT 20px.pngPool of Life Base ability includes heal over time over large radius. Percentage of damage dealt to the target converts into area healing.
ValkyrIcon272.png Valkyr Warcry130xDark.png Warcry Mod TT 20px.pngEternal War Attack speed increase reduced to 30%. (Unmodded value)
VaubanIcon272.png Vauban TeslaNervos130xDark.png Tesla Nervos Mod TT 20px.pngTesla Bank
VoltIcon272.png Volt Shock130xDark.png Shock Mod TT 20px.pngShock Trooper
WispIcon272.png Wisp BreachSurge130xDark.png Breach Surge N/A
WukongIcon272.png Wukong Defy130xDark.png Defy N/A Armor capped at 750. (Unmodded value)
XakuIcon272.png Xaku Xata'sWhisper130xDark.png Xata's Whisper
ZephyrIcon272.png Zephyr Airburst130xDark.png 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…

COMMUNITY CREATED WARFRAME: XAKU
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!

PASSIVE

25% chance for incoming weapon damage to pass through Xaku completely.

XATA’S WHISPER

Wield Void Damage for all attacks from equipped weapons when activated.

GRASP OF LOHK

Void Tendrils steal weapons from nearby enemies to use as your own floating, auto-targeting armament.

THE LOST

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.

THE VAST UNTIME

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.
XakuWeaponsPoster.jpg
XAKU COLLECTION

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 KINTSU ALT HELMET

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.

ARTIFEX SYANDANA

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.

QUASSUS

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.

NEW PLAYER EXPERIENCE: REVAMPED TUTORIAL

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.

U29KDriveMods.jpg
NEW K-DRIVE MODS

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.
NEW PRIME WEAPON MODS

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!


NEW MARKET ITEMS
U29TennoReinforcements.jpg
DEIMOS INFESTED BUNDLE

You are pestilence and plague with the Deimos Infested Bundle. Includes the Zymos Pistol, Keratinos Claws, and Sordario Syandana.

ZYMOS

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!

KERATINOS

Leave your mark with these infected claws with increased heavy attack range.

*Find the Keratinos Blueprint and its components from within the Entrati Syndicate!

SORDARIO SYANDANA

Pulsing with a bioluminescent glow, this Syandana is eye-catchingly contagious.

HydroidDeluxePoster.png
HYDROID RAKKAM COLLECTION

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.

HYDROID RAKKAM SKIN

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.

CARCINUS SPEARGUN SKIN

Crash through your opponents like a tidal wave with this Speargun Skin.

SCYPH DIRIGA SKIN

Your Diriga embodies the jellyfish and its deadly sting with this Skin.

SCYPH SENTINEL MASK

A mask attachment for your Sentinel in the Scyph style.

SCYPH SENTINEL TAIL

A stylish tail attachment for your Sentinel in the Scyph style.

SCYPH SENTINEL WINGS

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 9,250
2 3,000 10,000
3 4,000 10,750
4 5,000 11,500
5 6,000 12,250
6 7,000 13,000
7 8,000 13,750
8 9,000 14,500
9 10,000 15,250
10 11,000 16,000
11 12,000 16,750
12 13,000 17,500
13 14,000 18,250
14 15,000 19,000
15 16,000 19,750
16 17,000 20,500
17 18,000 21,250
18 19,000 22,000
19 20,000 22,750
20 21,000 23,500
12 22,000 24,250
22 23,000 25,000
23 24,000 25,750
24 25,000 26,500
25 26,000 27,250
26 27,000 28,000
27 28,000 28,750
28 29,000 29,500
29 30,000 30,250
30 31,000 31,000


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
Additions:
  • 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.
Changes:
  • 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".
Fixes:
  • 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.
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