WARFRAME's patch history in a JSON format from Update 25 to Update 29. Feel free to update any page in Category:Patch History Needed with this information. Source: https://github.com/WFCD/warframe-patchlogs

	name: Star Days: Update 29.8.0
	url: https://forums.warframe.com/topic/1248934-star-days-update-2980/
	date: 2021-02-11T18:57:30Z
	changes: Star Days: Update 29.8.0:

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

Visit Ticker in Fortuna to hear tales of love, and provide Debt-Bonds for affectionate items like the new Eros Wing Ephemera, Ticker Floof, and more!
*The Eros Arrow Skin available in Star Days has been modified to remove its one use Gear wheel functionality. It is now a permanent Arrow Skin attachment via the Arsenal by popular player request!

Improved auto-vsync's handling of dropped-frames.
Auto-vsync works by monitoring the current average frame-rate to decide if you're currently running fast enough to hit your display's refresh-rate: if your system can't keep up we disengage vsync. The theory is people generally prefer a bit of tearing to jerky frame steps; this is absolutely critical if you're being crushed below 30FPS because the next vsync step would lock you to 20FPS. This approach works quite well in a lot of cases because on modern displays quite often the tearing isn't even visible (and if you're playing Windowed or Borderless the system will likely hide this completely).
The problem is that you can poison that average with a really bad over-budget frame and it will disengage vsync for a few seconds until the average settles back down again. You could see this easily if you went to your arsenal from the ESC menu, waited for a second, and then exited -
there'd be a really bad hitch and then as the camera moved back to where you were standing in your ship it would tear because vsync was disabled.
The new code uses a simple filter on the average frame-time calculation to ignore these bad frames (https://en.wikipedia.org/wiki/Winsorized_mean if you're curious). We're still going to optimize the causes of the dropped-frames but in the meantime this should greatly diminish the ugliness they cause.
Enabled systemic micro-optimizations for PC builds (using SSE3 since our minspec has required it for a long time).
Fixed a memory bloat that could occur when running in Dx12.
Eliminated hitch when loading the World State Window.
Made many, many optimizations to rendering on all platforms.
Enjoy this little dump of integrations that accumulated through this rendering optimization process.
Optimized the memory footprint of Dx11 rendering
Made numerous optimizations to DirectX 12 rendering
Made a micro-optimization to Dx12 rendering
Made a micro-optimization to Dx11 rendering
Made systemic micro-optimizations to rendering on most platforms
Made micro-optimizations to rendering on all platforms
Made a micro-optimization to Dx12 rendering
Made a completely pointless optimization to postFX setup
Made systemic micro-optimizations to rendering on all platforms
Made a number of micro-optimizations to Dx12 Rendering
Made a micro-optimization to rendering on all platforms
Made a few micro-optimizations to rendering on all platforms
Made micro-optimizations to rendering on all platforms
Made micro-optimizations to Dx11 rendering
Made systemic-micro-optimizations to rendering on all platforms
Made systemic micro-optimizations to rendering on all platforms
Made systemic micro-optimizations to rendering on Windows
Made systemic micro-optimizations to rendering on all platforms
Made micro-optimizations to rendering on all platforms
Made systemic micro-optimizations to rendering on all platforms
Made micro-optimization to DirectX 12 rendering
Made micro-optimizations to rendering on all platforms
Made micro-optimizations to rendering on all platforms
Made several micro-optimizations to Dx12 rendering
Made micro-optimizations to rendering on all platforms
Made systemic micro-optimizations to Windows, XB1, PS4 and PS5
Made micro-optimizations to the Enhanced Renderer
Made a micro-optimization to rendering on all platforms
Made a micro-optimization to rendering on all platforms
Made a micro-optimization to rendering on all platforms
Made a tiny micro-optimization to rendering on all platforms
Made a pointless micro-optimization to open-world rendering on all platforms

The "Kill More Infested Than The Grineer" Cambion Drift Bounty objective will now count exactly double (50% vs 100%) as a success for the bonus objective "Double the Grineer's kill-count".
This also fixes losing the Bounty bonus if the Grineer get kills after you complete the objective during objective end VO. As reported here.
Improved the Vasca Kavat Starter Kit Market icon to better display what it contains. 
Updated "Death March" Nightwave Act title to "Cold Steel".

*Fixed an edge case in The Limbo Theorem Quest that can leave you unable to progress, putting you into an inescapable state of limbo (ar ar ar).  
*Fixed becoming trapped on the Ayatan screen when attempting to ‘Visit Maroo’ via the Ayatan screen.
*Fixed cases of constantly failing ‘Area Control’ Bounties in the Plains of Eidolon due to required enemies being spawned on the other side of the Plains.
*Fixed certain cases where Unairu's Void Shadow can become permanent.
*Fixed the Martyr Symbiosis Vulpaphyla Mod Health restore never being removed and thus stacking perpetually, rendering you immortal. 
*The logic behind Martyr Symbiosis is for the Vulpaphyla to sacrifice itself to heal you after falling below X% Health.
*Fixed the Martyr Symbiosis Mod description claiming incorrect Warframe Health %. It now indicates 10% per rank instead of 5% per rank it initially claimed. 
*Fixed Martyr Symbiosis Mod Health link FX showing when stored Health of the Vulpaphyla is at its max of 40%.
*Fixed Bonewidow's Meathook working against Coildrives and Dropships. As reported here.
*Fixed Grineer Manic never succeeding at tackling a player if its target had a Melee weapon equipped for the mission. Previously the Manic would just get stunned 100% of the time.
*Fixed Moa Blitz Eximus playing humanoid animations when performing their blast ability, which looked pretty gross. They now will use a stomp!
*Fixed Fire Rate curse from a Heavy Weapon Riven affecting your equipped Primary Bow.
*Fixed the Frostfall Ephemera FX persisting while on the Orbiter, even after being unequipped or having switched Warframes.
*Fixed regular Shield Lancers' bodies looking like their Tusk variants.
*Fixed dirt disappearing on Gral's Kubrodon Floof when viewed at specific angles in the diorama.
*Fixed Nightwave diorama music not stopping when exiting a Glassmaker diorama before it completes. 
*Fixed for wrong Nightwave voiceover playing when viewing Episode 4 & 5 Glassmaker dioramas.
*Fixed missing scroll bar in the Nightwave ‘Tune In’ screen to view all the Acts.
*Fixed cases where Clients UI would display the Hosts localized language.
*Fixed some Quest icons in Codex not displaying 'locked' visual distortion.
*Fixed Deth Machine Rifle missing tracer FX.
*More fixes towards the Teralyst spawn sound being too loud.
*Fixed Gral’s Thumper Floof having a [PH] name and description in the Nightwave Cred Offerings.
*Fixed a harmless script error when Venari respawns in the Simulacrum.
*Fixed a script error when casting Excalibur’s Slash Dash.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Nightwave: Intermission III: Update 29.7.0
	url: https://forums.warframe.com/topic/1247625-nightwave-intermission-iii-update-2970/
	date: 2021-02-01T18:57:32Z
	changes: Added Lavos Cordatus, Mag Gauss, Protea Mavv, Protea Telema, and Xaku Kintsu Helmet Blueprints to the Nightwave Store rotation.
It’s no secret that Nightwave: The Glassmaker lasted much longer than we had hoped. As mentioned on Devstream #151, the next Nightwave installment will be dramatically simpler to shift narrative focus to The New War and beyond.
Fixed Railjack Navigation map not releasing drag functionality when a dialog appears resulting in odd camera movements.
Fixed hearing multiple equip sounds with increasing volume when equipping a Warframe with an Exalted weapon.
Fixed Baruuk’s Desolate Hands dagger projectile sounds becoming repetitious over time.
Fixed Teralyst spawn sound being overly loud. 
Fixed all mentions of "joystick" for Fr/Es/Tr localization.

*Nightwave: Intermission III
*We interrupt your regularly scheduled program to bring you Nightwave: Intermission 3!
*Intermission III brings new Acts, previous Nightwave rewards including 2 Umbra Forma, new “well-loved” Floofs in Cred Offerings!
*Nihil may have been contained, but he is still a threatening presence… as well as the owner of a unique weapon. Players have asked how they may be able to repeat their fight with Nihil and acquire the Vitrica in the future 
*and the answer is it will all be making a return. Stay tuned for the final plans!
*Kill 20 Enemies while riding a K-Drive
*Find and pilot a Fallen Necramech on Deimos
*Ancient Obelisk
*Activate a Requiem Obelisk on Deimos
*Vault Hunting
*Do an Isolation Bounty
*Feed the Beast
*Feed the Helminth any Resource
*Kill 100 enemies with a Necramech
*Cold Steel
*Kill 1000 Enemies on The Steel Path
*Resource Scavenger
*Collect 20 different type of Resources
*The Path Less Traveled
*Complete 5 Steel Path Missions
*Intermission rewards are sometimes a repeat of the previous Nightwave series, and while newer players might delight in getting some of these new items, we wanted to add a way for it to still be rewarding for returning Dreamers! We accomplish this by giving a 50 Nightwave Intermission Credit reward instead of a previously owned item. This does not apply to items such as Warframe Slots, or consumable items (such as Forma), but rather for owned, unique items such as previous Nightwave Cosmetics.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Orphix Venom: Hotfix 29.6.9
	url: https://forums.warframe.com/topic/1246989-orphix-venom-hotfix-2969/
	date: 2021-01-28T21:08:42Z
	changes: Orphix Venom: Hotfix 29.6.9:

Deimos Isolation Vault Bounty Waypoints on the Bait that need to be collected for the first objective now only appear if you're nearby (used to display at any range which was messy).
Removed unreleased footwear item being Chat linkable.

*Fixed the game freezing on startup on 3-core CPUs.
*Fixed a progression stopper in the Heart of Deimos quest due to the Through and Beyond phase infinitely looping. 
*Fixed a secondary crash that could occur if your GPU driver crashed while running Dx12.
*Fixed launcher auto-detection of DirectX 12 support. Previously we would have exposed Dx12 on laptops where the discrete GPU only supported Dx11 but the fallback IGP supported Dx12; ie: if you selected Dx12 you would get extremely low frame-rate because it wasn't actually using your GPU.
*Fixed no Sentients spawning in Lua Survival missions.
*Fixed Cambion Drift despawning prematurely before the Necralisk gate closes, causing the game to place you in front of Loid.
*Fixed killing a Vasca Kavat on the Plains of Eidolon not counting for the Pest Control Achievement.
*Fixed missing firing sound for the Khom’s first shot if the Hecaton Skin is equipped. 
*Fixed a script error when spawning a Specter.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Orphix Venom: Hotfix 29.6.8 +
	url: https://forums.warframe.com/topic/1246499-orphix-venom-hotfix-2968-29681/
	date: 2021-01-25T16:31:27Z

	changes: Orphix Venom: Hotfix 29.6.8:

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

We are making some changes to the way we handle encoding of Warframe’s audio. We are replacing xWMA with OPUS and a new ADPCM encoder! ADPCM will provide less noise and brighter mids. It also has improved spatialization so that the full audio mix just feels more alive.
Here is a spectrum plot of sine sweep 20-20k with the new ADPCM encoder above the old. Much improved!

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

We are testing some new network code out in this Hotfix. Even though we’ve tested it extensively on the Test Cluster we need more coverage!
The primary goal of these changes is to improve networking for Xbox players by replacing some proprietary network code; when these changes make it to Xbox they will enable our automatic proxy service that already helps players with Strict NAT and other network problems on other platforms (this is something we’ve wanted to get to Xbox players for a long time).
The added advantage of this new code is that it should be more secure and more robust on networks that corrupt network packets (we already defend against this to some degree but the new code is more thorough). This won’t make your ping any better but if something is mangling network packets we might be able to avoid it causing bugs in the game.

Reduced the number of DirectX12 micro-stutters that would occur mostly right after loading into a new area.
Optimized download speed for fresh installs from the Epic Online Store or from the stand-alone installer.
Made some micro-optimizations to rendering on all platforms.
Made micro-optimizations to DirectX 11 and DirectX 12 rendering.
Optimized away several MB of memory used by DirectX 11 to track shaders.
Optimized away 7 MB of memory used by DirectX 12 to track shaders.
Optimized DirectX 12 shader memory footprint and run-time performance.
Fixed memory leak that would occur when running the Enhanced Rendering in DirectX 12.

Added a confirmation prompt when selecting to ‘REMOVE ALL’ Mods in the Upgrade screen to alleviate accidental removals. 
Accidental removal happened quite frequently when using a controller due to the button to remove a single Mod and all Mods are the same, and is dependent on whether your controller cursor is over a Mod at the time.
Tweaked Kuva Lich login Transmission probably so they don’t play at each login.
Minor improvements for the Cedo firing animations.

*Fixed inability to use Railjack navigation if the mission failed.
*Fixed Fishing breaking when putting away the Fishing Spear in certain conditions.
*Fixed Transferring to Operator being temporarily blocked by Warframe landing a Bullet Jump.
*Fixed zero Damage numbers appearing for unranked Stahlta primary fire.
*Fixed Stahlta Alt Fire bolts not exploding from Mirage’s Hall of Mirror clones when the Unreal Shock Rifle Skin is equipped.
*Fixed visual bug where the player firing the Stahltas Alt Fire appears to fire indefinitely if the Unreal Shock Rifle Skin is equipped.
*Fixed ability to fire equipped weapons during Wisp’s Sol Gate when the Helminth ability Empower is cast prior. 
*Fixed ‘Rank Up’ HUD not displaying specific item or level while piloting a Necramech.
*Fixed bindings that have multiple entries showing in the incorrect order (i.e. Ability A would show NUM1 instead of 1 in the Railjack HUD as well as in the keyboard bindings screen).
*Fixed Deimos Isolation Vault Bounties displaying with "no expiry", when in reality, the rewards do rotate (like the normal Bounties do).
*Fixed Necramech waypoint not being the standard numbered waypoint.
*Fixed Bonewidow's shield appearing on other Necramechs in the Arsenal if you were just looking at Bonewidow and it had a Skin equipped.
*Fixed Eudico’s “reveal” not appearing for her Transmissions despite Old Mate Syndicate Ranking. 
*Fixed missing Hecaton Shotgun Skin reload animation when equipped on the Cedo.
*Fixed Pending Friends list not initially showing Mastery Ranks. 
*Fixed Star Chart music playing underneath End of Mission rewards screen.
*Fixed enemy ship sounds playing over Quest cinematics.
*Fixed Codex mission icons having icon transparency where unexpected.
*Fixed the Chat window rendering behind The Index Mission Progress screen.
*Fixed autocomplete showing the hint and text you typed, instead of just showing one. 
*Fixed another case of Terlyast spawn sound persisting when returning to Plains of eidolon from Cetus after spawn has started.
*Fixed typo in the Mastery Rank Inbox message.
*Fixed script error that could occur if you died while Fishing.
*Fixed performance issues that started when everyone was set to opt-in to DX12 Beta Mode in the Launcher. Whoops! It’s opt-in for a reason. 
*Fixed a crash related to the Sound changes as described in the Great Ensmallening Part 3.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Orphix Venom: Hotfix 29.6.7 +
	url: https://forums.warframe.com/topic/1245021-orphix-venom-hotfix-2967-29671/
	date: 2021-01-13T14:47:23Z
	changes: Orphix Venom: Hotfix 29.6.7:

*Fixed Operation exploit (and disqualified scores that had been earned with it.)
*Fixed a script error when casting Nova’s Antimatter Drop ability. 
*Fixed Unreal Skin preventing Nightwatch Napalm Mod from functioning.
*Fixed Necramechs not advancing the "Kill enemies with X Element" Nightwave Act.
*Fixed a significant performance drop related to the Unreal Drakgoon Flak Cannon Skin projectile trails.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Orphix Venom: Hotfix 29.6.6
	url: https://forums.warframe.com/topic/1244885-orphix-venom-hotfix-2966/
	date: 2021-01-12T16:08:21Z
	changes: Orphix Venom: Hotfix 29.6.6:

Fixed another Operation exploit related to slow connection Hosts.
Fixed losing Affinity for Necramech weapons if a Host migration occurred while piloting a Necramech with their ultimate Ability active. This also fixes a script error occurring when Reviving after the Host migration.

*Fixed Pheromone Synthesizers being subtracted from your Inventory each time you equipped a Cutter/Drill or Fishing Spear.
*Fixed being able to continue firing your weapon while casting Lavos’ Transmutation Probe.
*Fixed equipping Unreal Skins to Kuva weapons overriding their stats to perform like their base version.
*Fixed deselecting a Necramech Ability with ‘Next/Previous’ bindings interrupting/ turning off the Ability.
*This could affect keyboard/mouse players who opt in to this style of ability selection, but would most commonly affect players using Controllers
*Fixed Grandma’s head floating at all Cambion Drift K-Drive locations during the Heart of Deimos Quest.
*Fixed the Day of The Dead Voidrig Helmet Skin and Snake Voidrig Helmet Skin not being compatible with Bonewidow.
*Fixed Necramech Arsenal ordering Arch-Guns into 2 groups: weapons with Gravimag adapters, and those without. There's no need to move no-Gravimag weapons into their own subgroup here, because Gravimag Adapters are no longer required to equip a weapon to the Necramech.
*Fixed Emblems being offset when equipped on the Bruntspar Necramech Skin. 
*Fixed inconsistent extend/collapse Speargun states when equipped with the Carcinus Speargun Skin.
*Fixed Wisp twitching when sprinting while holding Dual Pistols.
*Fixed another case of Teralyst spawn sound being audible in Cetus.
*Fixed charging sounds not working when using Pax Charge with certain Kitgun Skins.
*Fixed the description of the Prisma Dual Decurions being the same as the regular one.
*Fixing potential script error when killing a Jugulus enemy while it's using one of its abilities.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Orphix Venom: Hotfix 29.6.5
	url: https://forums.warframe.com/topic/1244435-orphix-venom-hotfix-2965/
	date: 2021-01-08T21:15:03Z
	changes: Orphix Venom: Hotfix 29.6.5:

Removed Solaris prisoners in the Operation tileset as no Granum related activities are meant to be present in the respective tileset.
Fixed another Host migration related scoring exploit.
Fixed an End of Mission crash when an Orphix attempts to spawn.
Fixed rare cases where Resonators would spawn behind locked puzzle doors in the tileset. 
It is unlikely that this should come up again, but if it does, it is essential that you take a screenshot with the in-game tool using the F6 key and send the unedited file to Support; screenshots taken this way have special embedded data that will help us find out why the game chose to place the Resonator where it shouldn’t be. Thanks!
Fixed having Voidrigs Storm Shroud run out on your personal Necramech while you’re in a rent-a-Mech resulting in your personal Necramech becoming invincible.
Fixed Extraction countdown being reset by enemies/Pets entering the Extraction zone (also occurs in normal Survival missions).

The Mining drop rate of Necrathene has been doubled! To make this change, Heciphron Mining drop rate has been reduced by 6% to balance the Necrathene increase.
This change is similar to how we increased the Mining drop rate of Thaumica in Deimos Arcana to help alleviate Necramech crafting pain points.
Upon login of this Hotfix, accounts that owned either the Necramech Snake Skin and/or Voidrig Day of The Dead Skin will be given the corresponding Necramech Helmets. Players who purchase these Skins in the future will get the Helmet automatically.
Adjusted Flagellocanth hit box to allow for easier targeting.
The Teralyst spawn sound loop will no longer play while in Cetus.
Modified the Pet Incubation screen to allow you to purchase Companion Inventory Slots for Platinum if you need them, thus removing the extra step of having to leave and use the Market. (I.e. behaves like when you try to claim a weapon from the Foundry but have no free Slots).

*Fixed enemies becoming permanently crowd controlled when under the combined effect of Hydroids Tentacle Swarm and Larva (Helminth Infused).
*Fixed Railjack objectives and enemies not spawning if Client player is in Pilot seat during load-in.
*Fixed functionality loss if you clicked on a Chat Link to open an item or market page while loading back to the Dojo from a Railjack mission.
*Fixed rare loot spawn point that was inaccessible near extraction in the Corpus Ship tileset.
*Fixed Orb Vallis Coildrives gaining 5x fire rate.
*Another fix for the Mission Progress screen appearing blank while in a Necramech.
*Fixed previously summoned Client Necramech appearing to explode when re-summoning it.
*Fixed muted music in The War Within cinematics.
*Fixed Railjack Crewship gun turrets targeting Penumbra clocked Itzal players. 
*Fixed ‘Return to Railjack’ persisting on screen in Railjack missions.
*Fixed Heart of Deimos Snake Necramech appearing to have double attachments.
*Fixed chosen Energy color not applying to Necramech ground slams  
*Fixed up elemental trails and FX for Bonewidows Exalted Ironbride.
*Fixed the Lobotriscid being nearly invisible both while swimming and in the holding diorama.
*Fixed Flagellocanth caught scenes having incorrect positioning.
*Fixed missing lower body animations when performing a Whip aerial attack.
*Fixed Voidrig Snake Necramech Helmet Skin appearing as a filepath in the Necramech Arsenal. 
*Fixed Syndicates that only have Universal Medallions as Trade Ins displaying ‘NO TO REDEEM’ when you have nothing to redeem.
*Fixed Pathocyst Infested pod sound looping when pods are created but do not spawn a maggot.
*Fixed Paris Prime shot sounds occasionally playing locally for remote players.
*Fixed visual issues with the Oscira Bow Skin when equipped on the Kuva Bramma.
*Fixed ‘BONUS’ label in the Market persisting after purchasing said item.
*Fixed numerous script errors related to mounting/dismounting/using Railjack Side Turrets.
*Fixed an edge case script error when typing in chat while the Options Menu is open.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Orphix Venom: Hotfix 29.6.4
	url: https://forums.warframe.com/topic/1244110-orphix-venom-hotfix-2964/
	date: 2021-01-06T16:33:32Z
	changes: Orphix Venom: Hotfix 29.6.4:

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

When we first introduced Necramechs to Warframe, they did not have a “head” component that you could change. You just owned an entire Necramech and that was it. In order to increase the cosmetic flexibility of Necramechs we made the head modular, giving you the ability to change it the same way you can change a Warframe’s Helmet. A script was run that retroactively gave you the Helmets of Necramechs you already owned so you didn't have to build them again to get the Helmet.
A mistake in that script caused players to receive extra copies of the Mausolon gun (which comes with Crafting/Claiming a Necramech in the Foundry), but without increasing your number of Archwing Weapon inventory Slots to hold them. This caused players who had already filled up their Inventory Slots to receive an error message that said "Invalid slots: Contact support" when trying to build a new Necramech or Archwing weapon. Selling the excess Mausolons you received would only temporarily suppress this error because as soon as you built another Arch-gun, you would again own more Arch-guns than you owned Inventory Slots.

Necramech HUD reticles will now always be white, same as other reticles, to ensure it's always as visible as possible.
Disabled ability to open the Pause Menu after catching a fish since it could lead to incorrect state.
‘Invert Tap/Hold Abilities’ option now lets you control the setting for each valid Warframe.
Numerous Warframes Abilities new and old have been given the ‘Tap/Hold’ functionality to do varying actions. Feedback showed that having the option to Invert the ‘Tap/Hold’ across the board to all valid Warframes was not ideal, as some Ability default functionalities are preferred. Upon selecting the ‘Invert Tap/Hold Abilities’ in the Options menu, you'll be met with a new screen allowing you to pick and choose which valid Warframes this applies to!
Removed Magnus shell casing eject sounds to match revolver aesthetic / animation.

*Fixed selecting currently active Boosters while Market loads resulting in a functionality loss.
*Fixed Survival Life Support Towers not spawning after 34 minutes.
*Fixed Infusing Lavos' Vial Rush to another Warframe not allowing it to inflict any Damage/Status.
*Fixed Garuda’s Blending Talons Augment Mod not hitting enemies behind you in the Range indicated.
*Fixed Bonewidow’s Meathook Health absorb percent progression not following its ability ranks sequentially.
*Fixed Voidrigs Guard Mode Ability stats showing Energy drain/second base stat as 0.
*Fixed Machete Wraith from only hitting once per enemy when using its Heavy Attack. 
*Fixed Host not replicating lightning bolts FX from Residual Shock Arcane to Clients.
*Fixed the Lotus' head disappearing in certain cutscenes.
*Fixed ‘Fist’ type weapons appearing invisible while Gara is equipped with the Kaleida Skin.
*Fixed Khora’s Urushu rear-end glassy area not applying chosen color outside of the Arsenal. As reported here: https://forums.warframe.com/topic/1243713-khora-urushu-energy-color-bug-still-persists/ 
*Fixed Voidrig Day of the Dead Helmet Skin appearing as a filepath in the Necramech Arsenal. 
*Fixed inability to place Deimos Fish in your Personal Quarter Aquariums. As reported here: https://forums.warframe.com/topic/1239850-cant-place-new-deimos-fish-in-aquariums/  
*Fixed K-Drive Pop Top Mod displaying incorrect stat color (should not be negative red). As reported here: https://twitter.com/daecatt/status/1338022520709111809?s=21 
*Fixed Buzlok's scope HUD overlay not extending to the edge of the screen, leaving visible margins. As reported here: https://forums.warframe.com/topic/1238209-buzlok-sniper-scope-overlay-bug-ps4/ 
*Fixed for missing music during The War Within final cinematic.
*Fixed all audio being muted in moment during The Sacrifice Quest.
*Fixed audio ducking when stopping time in Captura Scenes. 
*Fixed reverb in Color Key Captura Scene.
*Fixed for K-Drive Vapor Trail Mod custom boost sound persisting when player dismounts K-Drive.
*Fixed Lavos’ Prex card icon missing from the Universe: Fragments section of the Codex.
*Fixed a script error when casting Lavos’ Transmutation Probe. 
*Fixed a Dedicated Server script error in Conclave when using the Scourge.
	type: Hotfix
	description: Tenno! It’s our first Hotfix of 2021. We’ll be taking on some Orphix Venom bugs head on, aiming to keep the Necramech mayhem going until the Operation ends on January 18. We expect to release a few more Hotfixes throughout the first few weeks of January as we gear up for a new exciting year for Warframe.
	imgUrl: undefined
	name: Orphix Venom: Hotfix 29.6.3
	url: https://forums.warframe.com/topic/1242116-orphix-venom-hotfix-2963/
	date: 2020-12-22T23:11:18Z
*Orphix Venom: Hotfix 29.6.3
*Operation: Orphix Venom Changes & Fixes:
*Fixed players being prevented from summoning Necramechs if they are too far away (applies to the Operation and Landscapes). 
*Fixed an issue where Leaderboard scores were not appearing if you had a higher score before they were added. Your score shown on Profile from before the Leaderboard went live will not appear on the Leaderboard. This change just means that you can now set a Leaderboard score if it’s lower than what your Profile shows.
*Fixed various issues in the Corpus Ship Remastered tiles with erroneous invisible collision and marker issues.
*Fixed performance issues associated with the Panthera Prime and certain Mod combinations.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Orphix Venom: Hotfix 29.6.2
	url: https://forums.warframe.com/topic/1242046-orphix-venom-hotfix-2962/
	date: 2020-12-22T18:19:21Z
	changes: Orphix Venom: Hotfix 29.6.2:
Human Readable:
Bot & Tool Readable:

Full Operation and Clan Trophy Details here:

Operation: Orphix Venom Changes & Fixes:
Reduced the bright screen range from the Orphix death to 25 meter range (from 120 meter). 
We now show your current amount of Phasic Cells in Father’s Operation shop in the Necralisk
Operation Orphix will now sort higher on Navigation’s list of current events than fissures or ghouls
Optimized the behaviour that when casting Voidrig’s Guard Mode with exactly 50 energy, you just jam your guns and go through the animations without actually being able to use the ability. You can no longer cast when you’re at exactly 50 energy. 
Changed the height threshold for Necramechs to do the ‘hard landing’ behaviour to be much higher. This change was made because often you’d just hop on a flat floor and be stuck in the ‘hard landing’ behaviour animations which would disrupt flow. 
Fixed a case where you’d be unable to use Abilities in your Necramech if you resummoned it and its last position was inside an Nullifier. 
Fixed some erroneous ‘Up/Down’ actions visible for players in a Necramech. 
Fixed being able to damage an Orphix before it spawned (i.e slashing empty air).

Lavos Fixes:
Increased the vertical reach of Lavos’ Catalyze to better hit enemies above and below his casting height. 
Fixed lower-ranks of Transmutation Probe having longer Durations


Fixed several crashes and script errors. 
Fixed Archgun Affinity not saving if you had the same weapon equipped in Heavy and Archgun Slot. 
Fixed an exploit with Ivara’s Concentrated Arrow Augment. 
Fixed issues with Bonewidow’s Firing Line not replicating with custom energy colours.
Fixed energy colours not properly applying to Voidrig.
Fixed issues with colour customizations not saving on the Arum Spinosa projectiles. 
Fixed an issue with Sentients persisting after Host Migration when an Orphix is destroyed.
Fixed performance issues with the Fluctus.
Fixed an issue with the ‘NEW’ label on mods not appearing properly as reported here:
Fixed offset issues with the TennoGen Osiris Skin. 
Fixed being able to use a Warframe if you bleed out in the Orphix zone as seen here:
Fixed the Rank 30 Emote Icon being stretched.
Fixed further issues with the Lobstriscid not being fully visible when swimming or in the diorama. 
Fixed Residual Shock effects not appearing for Clients.
Fixed an issue with erroneous teleporting in the RemasteredCorpus Ship in the large Vent Room.. 
Fixed the Prisma Dual Decurion being untradeable.
Fixed an issue where Bonewidow could Grab the Exploiter Orb. Oh lord!

	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Orphix Venom: Hotfix 29.6.1
	url: https://forums.warframe.com/topic/1241287-orphix-venom-hotfix-2961/
	date: 2020-12-18T23:49:08Z
*Orphix Venom: Hotfix 29.6.1
*Fixed several crashes related to Operation: Orphix Venom. 
*Fixed a crash that could occur when switching between Operator and Necramech after firing any type of Glaive. 
*Fixed a crash when trading with certain Weapon and Mod combinations.
*Fixed multiple Lavos’ overriding selected elements when imbuing. 
*Fixed an issue where a given Necramech’s Exalted Weapon would not properly update when in the Arsenal. 
*Fixed two players being able to occupy the same Necramech in Operation: Orphix Venom. 
*Fixed a crash related to Lavos’ passive.
*Fixed a crash related to Arson Eximus units. 
*Fixed a crash associated with Equinox abilities on Orphix Venom. 
*Fixed some missing localization items for Update Notes.
*Fixed an issue where Orphix would not be destroyed even if their health was at 0. 
*Fixed various Script Errors and crashes. 
*Fixed an issue where some accounts got bonus duplicate Mausolons. Feel free to sell or use these if you were one of these players! 
*Fixed a crash associated with Explosive Legerdemain being used when not fully ranked. 
*Fixes towards Host Migration not working with Isolation Vault Stage 1. 
*Fixed an issue where the Dioramas when catching Lobotriscid or Flagellocanth are swapped.
*Fixed erroneous Antenna in Nora’s Nightwave landing craft. 
*Full Update Notes:
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Update 29.6.0: Orphix Venom!
	url: https://forums.warframe.com/topic/1241202-update-2960-orphix-venom/
	date: 2020-12-18T19:25:12Z
*Orphix Venom 29.6.0
*The Sentients are back. Armed with weaponized pulses cleverly designed to disable Warframes, they're staging a takeover of enemy vessels. Deploy your Necramech to survive incoming hordes for as long as possible and earn Blueprints for Lavos, the newest Warframe, plus much more!
*Operation: Orphix Venom is a limited-time event and ends on January 18 at 2 p.m. ET on PC.
*With your Warframe compromised, you’ll need to rely on your Necramech to defend enemy ships against a total Sentient takeover. If you don’t yet own a Necramech, you’ll find Necramechs throughout the Operation level that you can Transference into!
*Aboard the ambushed Grineer and Corpus vessels, be prepared to face new Sentient adversaries. The Orphix are insidiously engineered to interrupt Transference and wreak havoc. You’ll need to take them out with the strength of your Necramech and Operator, along with the Orphix Resonators, and keep the Sentient Control meter below 100%. Last as long as you can to earn Phasic Cells to exchange for Rewards and stave off the invasion!
*Avoid defeat at all costs, Tenno.
*Operation: Orphix Venom will not be easy and requires preparation. You must have completed both the “Heart of Deimos” and “The War Within” Quests in order to begin.
*There are 3 tiers of difficulty:
*Operation: Orphix Venom
*Operation: Orphix Venom 
*Operation: Orphix Venom 
*Progress through each to encounter the enemy at varying difficulties to earn different Rewards along the way!
*Visit the Necralisk on Deimos and talk to Father, who’s eager to demonstrate the power of his Necramechs against the Sentient threat. He’s hoarding a stockpile of special gear that he’ll trade for Phasic Cells, including the Blueprint for the master experimenter and newest Warframe, Lavos, Necramech Mods and more! BUT 
*there’s more! You can also earn a number of rewards also by just playing the Operation 
*including Lavos! It’ll be up to you if you want to save your Phasic Cells for Lavos and other items, or get lucky and earn select items within the Operation! Drop Tables are here:https://n8k6e2y6.ssl.hwcdn.net/repos/hnfvc0o3jnfvc873njb03enrf56.html
*Lavos Blueprint & Parts 
*Cedo Blueprint & Parts 
*New Necramech Mods
*Cryptanaut Necramech Helmet
*Archgun Skins
*Cortege Supulchrax Skin
*Morgha Supulchrax Skin
*Returning Scarlet Spear Items
*Ceti Lacera Blueprint
*Basmu Blueprint
*Stance Forma Blueprint
*The Ballroom Simulacrum
*Phased Clan Sigil
*Glyphed Clan Sigil
*Gilded Clan Sigil
*Warframe Arcanes
*Each Orphix has an initial value of 100 points in the first Operation mission. As your fight evolves, so will the Orphix, awarding you more points at a greater difficulty. Orphix will be worth 200 points at the hardest difficulty (Endurance), and scale up from there! Kill Sentients to increase your score as well. The higher your score, the more Phasic Cells you’ll walk away with. Try to survive for as long as you can 
*36 Orphix will be the maximum amount in the Endurance mission, so once you’ve hit 36, it’s time to extract! The first two Operation missions have a limit of 24 Orphix. Players looking to maximize their score should head to Endurance! .
*Phasic Cells can be earned in any Operation mission. But remember 
*Endurance gives the most points per Orphix, so you’ll earn the most Phasic Cells there. A prepared and coordinated squad even more so! While this Operation is possible Solo, best results will come from coordinated Squads!
*We will be turning on Leaderboards after 1 or 2 Hotfixes to ensure the competition begins after key issues that players report are resolved. We will advise all Tenno when Leaderboards come online!
*Clan Scores are determined based on the sum of all participating members' best scores. We balanced this around about 50% member participation for Gold Tier trophies.
*Clan Tier
*3 New Sentient Enemies will be encountered during Operation: Orphix Venom and can be spawned in the Simulacrum once fully Scanned!
*This lightweight Sentient mounts itself to solid ground in order to deploy massive long range cannons.
*These ethereal Sentients attack with both a sonic barrage and a thunderous homing orb.
*A high-order Sentient that bifurcates its body, creating a portal it uses to summon reinforcements and projectiles. Armed with twin cannons.
*A manipulator of the physical realm, imbue Elements into his Abilities at your command. Lavos is also the first Warframe that consumes no Energy, relying instead on a cool-down system to replenish his Abilities.
*Energy and Universal Orbs give Lavos status immunity for 10 seconds. Hold any Ability to imbue the next cast with additional Elemental Damage and Status.
*Lash out with a toxic serpentine strike, consuming the target to heal Lavos. Hold to imbue all Abilities with Toxin.
*Dash forward, crashing through enemies and leaving an icy trail of broken vials. Hold to imbue the next Ability cast with Cold.
*Launch a probe that converts Health and Energy Orbs into Universal Orbs that provide both, and Ammo pickups into Universal Ammo Pickups. The probe shocks enemies in close proximity. Each electrocuted foe reduces Ability cooldowns by one second. Hold to imbue the next Ability cast with Electricity.
*Catalyst Probes erupt from Lavos and douse combatants in a fiery gel. Damage is doubled for each element afflicting an enemy. Hold to imbue the next Ability cast with Heat.
*Visit Lavos’ Leverian to learn about Javi. The Crawling Serpent. The Abhorred. The Filth-Speaker.
*Launch a glaive that ricochets off surfaces in bursts of elemental damage, then perforate enemies with primary fire’s precision buck-shot. Damages increased with each Status Effect afflicting a target. Lavos will transmute a small portion of any ammo pickup to Shotgun ammo when wielding his signature Cedo.
*Lavos’ signature Syandana has been engineered for life in the lab and the battlefield.
*An alternate helmet for Lavos, emblematic of the master transmuter's search for wisdom.
*Lavos the Transmuter emerges from the seething smoke, the forgotten master of a much-misunderstood art. Includes the Lavo Warframe, Cordatus Alternate Helmet, Transmutation Probe Decoration, Vitam Syandana, and Cedo Shotgun. Also includes 3-Day Affinity and Credit Boosters.
*Transmute your generosity into Rewards! To honor the spirit of giving, gifting Lavos Collection to another player in-game means you’ll receive an additional Lavos Transmutation Probe Decoration!
*Necramech Bruntspar Skin
*Rediscover the brutal power of the earliest Necramech designs with this Skin. Brunstpar is 
*in Father's words 
*‘not out to play nice and make friends.’
*Isolation / Arcana Bounty Changes & Fixes:
*Rebalanced Isolation Vault rewards to account for corrected behaviour where the base Isolation Vault was not dropping from all possible rewards.
*To break down the issue: From the changes in 29.5.9, you would get one reward for completing the whole Isolation Vault and the one it gives you is from the “bin” matching the difficulty of the Isolation Vault. So a Tier 1 (Level 30-40) Isolation Vault could only roll from the "Commons" bin, Tier 2 (Level 40-50) Isolation Vaults could only roll from the "Uncommons", and Tier 3 only from "Rares".
*The Isolation Vault Bounties now combine all 3 newly balanced tiers. You can see the droptable breakdown on our Official PC Droptable site. 
*Removed unintentional 2500 Endo reward from the possible Isolation Vault rewards.
*Fixed Isolation Vault Bounties disappearing from Necralisk Mother after completing them for Clients until you reload the Necralisk hub.
*Fixed Matchmaking settings mixing Tiers of Isolation Vault Bounties, resulting in being put into the incorrect Isolation Vault Bounty (IE selecting Tier 3 and being put into Tier 1).
*Necramech Changes & Fixes:
*Bonewidow’s Ironbride can now do a neutral and forward Heavy Attack that throws a damaging projectile! 
*You can now control the direction of Bonewidow’s Meathook ability instead of being stuck in the initial direction before activating.
*Mix-and-match Necramech Helmets on both Bonewidow and Voidrig in the Arsenal!
*Both Voidrig/Bonewidow Necramechs, Morgha, and Cortege weapons can be purchased in the Market for Platinum. Necramech’s also have their own category in the Market! 
*Fully crafted components for the Necramech/weapons are now tradeable.
*Removed the Gravimag requirement on Archwing weapons for Necramechs.
*Vazarin Dash, Trinity’s Blessing, Equinox's Mend, Rejuvenate Aura, and Arcane Pulse no longer heal Necramechs. Out of 21 sources of healing, these five slipped through. 
*Necramechs now transition to aiming pose faster when in the air.
*Fixed crash that could occur if a Bonewidow was using Ironbride at the wrong moment on returning to Town.
*Fixed an issue where you would get a second jump sound when aiming with a Necramech in the air.
*Fixed an issue where Revive XP penalty didn't always apply to the Necramech gun if it was the same gun as your Heavy slot or Archwing loadout.
*Fixed your first inworld waypoint not appearing if done in your Necramech.
*Fixed neither Host nor Client not receiving Thermia if they’are in their Necramech when the reward is given.
*Fixed a potential issue with Saya's Vigil if you were in a Necramech when it tried to give you a Scanner charge.
*Fixed UI remaining scrambled after entering your Necramech in a Vome residue puddle.
*Replaced Weapon Blueprint requirements in Necraloid Sacrifices with the associated Barrel Component Blueprint, thus removing the Mastery Rank restriction on advancing Ranks. 
*Basmu and Ceti Lacera Blueprints are now tradeable.
*Inbox messages with transmissions now have a replay button that pulses.
*A Mastery Rank requirements popup will now show when trying to purchase a weapon you’re not eligible for yet.
*Banshee Prime’s System Blueprint has been changed (for real) from Rare to Uncommon, as announced here.
*Fixed a crash when Transferring to Operator while simultaneously activating a Remote Observer in Captura.  
*Fixed issues with Baro’s new Prisma Dual Decurions having [PH], missing icons, and the wrong texture when used as a Heavy Weapon. 
*Fixed the Prisma Dual Decurions not having the intended 2 V polarities by default.
*Fixed Clients falling through map while equipping a K-Drive.
*Fixed Conservation Tag rewards not showing the count when there's more than one Tag given.
*Fixed missing Kela De Thaym central platform during her boss fight when skipping her cutscene.
*Fixed Arch-Gun becoming invisible and being unable to reload it when summoned as Mag and casting her "Absorb" form of Magnetize.
*Fixed missing “spinning around your finger” animation for the Euphona Prime Alt Fire.
*Fixed mouse movement being shared between Warframe and Epic overlay when the Epic Social Menu is open.
*Fixed Boss Health bar appearing when viewing the Shadow Stalker and Acolyte Codex entries.
*Fixed Dojo Pigment icon overlapping the End of Mission reward screen UI.
*Fixed overlapping UI and offset scrollbar when clicking a Market Bundle item and backing out to the Bundle.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Deimos: Arcana: Prime Vault 29.5.9
	url: https://forums.warframe.com/topic/1240704-deimos-arcana-prime-vault-2959/
	date: 2020-12-15T18:58:49Z
	changes: Deimos: Arcana: Hotfix 29.5.9:

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

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

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

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

Read the official Dev Workshop here for full explanation and details on the following changes: https://forums.warframe.com/topic/1240567-isolation-arcana-bounty-flow-changes/
We have 4 main pillars of Isolation Vault flow changes. Not only do these changes significantly loosen the required routine, but they also aim to further improve the process for less new player confusion.

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

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

Both of these have been taken out to allow for better odds at getting newer/desired rewards.
Rare Deimos Gems

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

Made systemic micro-optimizations to shader memory on PC and XB1.
Fixed a giant memory leak caused by disabling Multi-Threaded Rendering (Huge thanks to .Zexal for helping diagnose!)

Bonewidow Necramech’s can now be found patrolling or in its deactivated state in The Cambion Drift, similar to Voidrig Necramechs.

*Fixed rare DirectX 12 crash when exiting Warframe.
*Fixed rare DirectX 12 crash that could occur in a combat-heavy situation.
*Fixed loss of functionality if you used a controller to open up the Pause Menu while viewing Bounties and viewed a squad member's profile. You can no longer open the Pause Menu while viewing Bounties.
*Fixed Grineer Crewship explosion FX appearing blocky when destroyed in Railjack missions. This also fixes an unnecessary texture loading in. 
*Fixed some animation issues where the Quanta Vandal’s arms wouldn’t fully open after reload. This also fixed related motion blur on reload. 
*Fixed script error with the Quanta Vandal. 
*Fixed script error with Excalibur’s Slash Dash.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Hotfix 29.5.8
	url: https://forums.warframe.com/topic/1240154-hotfix-2958/
	date: 2020-12-11T19:08:37Z
	changes: Changes:

*Fixed Bonewidow’s Shield Maiden not functioning properly after it’s been destroyed for Client players. 
*Fixed Xaku’s Grasp of Lohk ability becoming non-functional is cast too rapidly. As reported here: https://forums.warframe.com/topic/1238057-xakus-graps-glitch/
*Fixed Client squadmates not seeing the Host Xaku’s Grasp of Lohk weapons expire. 
*Fixed Corpus escalation beacons on the Orb Vallis not standing upright after being spawned. 
*Fixed a rare case where the Orvius might cause a crash.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Deimos: Arcana: Hotfix 29.5.7
	url: https://forums.warframe.com/topic/1239954-deimos-arcana-hotfix-2957/
	date: 2020-12-10T21:22:06Z
	changes: Deimos: Arcana: Hotfix 29.5.7:
Our overarching goal with this Hotfix aims to address Necramech feedback and fix lingering bugs. As you may have seen in our 2020 wrap up post, we’re working on a mini Necramech Operation that will feature Necramechs in regular missions! As the days progress towards that launch we will continue to review Necramech changes and fixes based on Community feedback. If you come across new issues after this Hotfix, please let us know in this thread!

On today’s menu we have a hearty serving of Bonewidow changes & fixes. Let’s breakdown the nutritional facts here: Arquebex is a very high damage weapon for Voidrig, as it makes sense for his damage output kit. Bonewidow is our Melee Necramech more focused on survivability and endurance. Exalted Ironbride is not going to match 1:1 with Arquebex, but that doesn’t mean Ironbride (or the rest of her kit) should be overshadowed. The below aim to address common Community feedback to provide Bonewidow that extra dash of spice.
Necramech Melee Mods (Pressure Point, Fury, Reach) now apply to Exalted Ironbride. 
Renamed Bonewidow’s Shield Maiden ‘Shield Bash’ to ‘Maiden’s Kiss’.
Reduced Bonewidow’s Maiden’s Kiss to cost 15 Energy.  
Bonewidow’s Meathook thrown enemies now have 100% Status Chance.
Bonewidow’s Meathook now drains a percent of the target's max Health vs flat damage. When the target is thrown the Damage dealt is a percentage of the target's current Health.
Both of these changes help to scale Meathook with varying enemy levels.
Bonewidow Necramech can now reflect damage while blocking with Shield Maiden (this is exclusive to the player’s version of Bonewidow).
Bonewidow will now absorb enemy attacks for a few seconds after activating Shield Maiden, and the absorbed damage will be added to the shield’s Health.
Enemy Bonewidow Shield Maiden now has a limited amount of Health and can be destroyed.
Enemy Bonewidow will no longer reattach her arm while wielding Exalted Ironbride. One thing at a time! 
Removed Ammo UI when Bonewidow is wielding Ironbride. 
Fixed a crash when using Bonewidow’s Meathook on a Deimos Mitosid.
Fixed Bonewidow’s Shield Maiden not deactivating upon Transferring out/back in. This resulted in your shield being on your chest (not active). However, when you pressed Melee you would do Maiden’s Kiss, and it would cost Energy, instead of the normal Necramech unarmed attack.
Fixed Bonewidow’s Firing Line affecting Companions/Pets.
Fixed Bonewidow’s Firing Line ragdolling you.
Fixed enemy Bonewidow sometimes getting stuck with Ironbride out and being unable to switch back to its gun.
Fixed Bonewidow Melee attacking while using Shield Maiden (Maiden’s Kiss attack) would show Atlas' Landslide ability pop-up text.
Fixed Bonewidow’s Firing Line animation not matching its current shield state correctly. 
Fixed Bonewidow’s rear hit box getting hit from front attacks.
Fixed Bonewidow visual-only "Ability Use Prevented" problem after toggling Shield Maiden and Ironbride off.
Fixed enemy Bonewidows not knowing how to initiate a Maiden’s Kiss. Pucker up! 
Fixed enemy Bonewidows sometimes using incorrect idle animations that would cause their shield to look unequipped when it should be and/or their sword to be held incorrectly.
Fixed enemy Bonewidows periodically playing the Shield Maiden unequip animation during a Melee attack combo.
Fixed Bonewidow’s Shield Maiden not deactivating after redeploying/Transferring in and out but still bashing with Shield instead of normal Melee. This also fixes a related issue where Ironbride would only execute the first attack in its combo chain instead of the full loop. 
Fixed an issue with Bonewidow’s Shield Maiden blocking bounds becoming very small when attacked. This was causing Bonewidow to take damage instead of the shield.
Fixed Bonewidow’s Meathook not properly skewering the target if done by a Client player. Previously the ragdoll would appear to float around.
Fixed enemies held by Bonewidow’s Meathook able to cast abilities.
Fixed Bonewidow’s Meathook not displaying "Not Enough Energy" UI message.
Fixed enemies on Bonewidows Meathook teleporting to their last known spot instead of just being dropped when activating Shield Maiden at the same time.

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

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

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

Improved frame-rate consistency when using automatic vsync.

You can now Build Kitguns at Father in the Necralisk and Gild/Provide/Title your Kitgun! Everything a Kitgun vendor should do!
Extended context action range of the Bait console when grabbing the key during an Isolation Vault Bounty to help prevent sliding past it or standing on top of it.
Little blue Necramech and little blue Warframe Helmet icons now mark your Necramech/Warframe respectively on the minimap when not being “controlled” to aid in loss prevention.
Reduced Nekros Soul Punch area-of-effect physics impulse so it no longer launches enemies across the solar system.
Improved stability with third-party overlays and injection tools (Steam Overlay, OBS, Discord, FPS Counters etc).
Improvements to Corpus Ship level navigation where AI could get stuck.
Running out of Railjack Boost stamina will now clear the Boost state to address Boost not recharging once depleted. 
Lowered Xaku Grasp of Lohk ability sounds.

*Fixed being able to equip both the Primed Fulmination and Fulmination at the same time. 
*A PSA was posted shortly after Baro arrived with his latest wares (Primed Fulmination & Primed Firestorm). Primed mods have been a feature of Warframe for several years, and it's our long standing policy that you can't have both the Primed and ordinary version of the same mod equipped at the same time (as is the case with both Firestorm mods). 
*Fixed crash when interacting with the crystal to begin the Nihil boss fight. 
*Fixed a crash that could occur if you skip the Tutorial cinematic.
*Fixed a rare crash that could occur when using the Orvius as a Client.
*Fixed Pause Menu not working if you died/were downed while using Transference.
*Fixed Ayatan Amber Stars dropping far less frequently than before Deimos Arcana.
*Fixed an issue where binding "Player List" to D-Pad would override its functionality when navigating menus with a controller.
*Fixed rare issues with inability to Trade a Riven with the +30 Riven Mod Slots from Mastery Rank 30. 
*Fixed an issue where the whole screen would be black if you quickly skipped the fly-in cinematic during the Heart of Deimos Quest (may have affected other scenarios in which you load into the Cambion Drift as well).
*Fixed players not being able to join your Public mission if you’re waiting on the Navigation Star Chart for players to join your squad on either Cambion Drift or Orb Vallis nodes.
*Fixed losing full Chat functionality after defeating Nihil. 
*Fixed inability to use/cancel any abilities or use Operator after casting Revenant’s Danse Macabre and getting knocked down or attempting to ledge grab during its animation. 
*Fixed using Nekros’ Soul Punch to ‘mark’ a victim and then killing them with a weapon not raising them as a Shadow for Clients.
*Fixed End of Mission screen showing Affinity gained for your equipped Necramech’s special weapon when you didn’t use it during the mission (no Affinity was actually gained).
*Fixed cases where Mining nodes could be inaccessible in Cambion Drift due to spawning inside the environment.
*Fixed inability to Chat Link Kitgun weapons made with the new Infested chambers Vermisplicer and Sporelacer.
*Fixed Catabolyst not showing a TRIGGER TYPE in Arsenal stats.
*Fixed Health bars displaying incorrect Health amount after the Host leaves the squad in a Free Roam mission. 
*Fixed an issue where if the Deimos Therid died while holding another enemy to throw, the enemy's ragdoll would be severed into two and look visually corrupted.
*Fixed broken Archwing strafing animations.
*Fixed Speech volume slider not resetting to 100 when default is pressed if the Transmission Volume slider is at 100.
*Fixed Inaros Prime Chat link screen including the Blueprint button.
*Fixed Tyl Regor’s axe appearing all black. 
*Fixed some laser beams (in the Void, Ropalolyst, etc) not making any sounds.
*Fixed large fleshy walls rendering incorrectly on top of the sky in Cambion Drift. 
*Fixed excessive bloom on Ammo drops in Cambion Drift. 
*Fixed an invisible wall in the Railjack’s mesh. 
*Fixed wrong exit prompt when attempting to exit the Necralisk Captura Scene.
*Fixed a script error when trying to Auto Install on Akbronco Prime if you also have the Damzav-Vati Mod.
*Fixed a script error when casting numerous Warframe abilities. 
*Fixed a script error related to the rare item/resource UI pop up.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Deimos: Arcana: Hotfix 29.5.6
	url: https://forums.warframe.com/topic/1238756-deimos-arcana-hotfix-2956/
	date: 2020-12-01T22:31:33Z
	changes: Deimos: Arcana: Hotfix 29.5.6:
An important raised issue with Bonewidow is being unable to regenerate Health, as Bonewidow is geared towards the more “tankier” focused Necramech in comparison to Voidrig. This change to Meathook aims to tackle that head on.
Held enemies will lose Health over time, the Health lost will be transferred into Bonewidow. Held enemies will also have Damage Over Time applied to them. 
Drain speed and % of Health transferred can be upgradable.
Improved Meathook grab to feel sharper and more consistent. 
We found that the animation was sliding forward before the grab trigger was enabled, so if the AI was close, you would slide past before the grab would ever engage.

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

Firing Line needs to work as a better set up to let Exalted Ironbride shred enemies, and we’ve ensured it’s casting leads to better set up opportunities with these changes:
Added the Lifted Status to enemies hit for 5 seconds (upgradeable by Mods).
1.5x Damage multiplier on Lifted enemies.

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

The Shield Bash has been expanded to work whenever you have a Shield equipped, not just when you have a Sword and Shield!
Gun/Shield: The melee 'E' Key
Sword/Shield: The left mouse button
Added Lift Status to Shield Bash.
Truncated Bonewidow jump Melee strikes by 1 second to improve responsiveness.

Improved support for unusual Dx12 video drivers that don't support any full-screen video modes.
Altered dialog timing in the Toxicity (2nd) stage of the Isolation Vault for better pacing of Loid/Otak dialog. Also tuned escalation timing slightly to delay arrival of higher tier enemies. 
The 'Hint Transmission' audio toggle now applies to Glass Fissure Transmissions.
Rebalanced Necramech Efficiency Mods so that they do not stack over 100%. This applies to both the Necramech Drift Mod and Necramech Efficiency Mod. Necramech Drift max rank is now 60% Hover Efficiency and Necramech Efficiency max rank is now 30% Engine Efficiency (as it boosts all stats). Combined you receive a maximum efficiency of 90%.
Necramech Efficiency Mods boost the efficiency of all Stamina-affecting maneuvers to 60% at max rank, which leaves little room to expand with other Mods. When combined with Hover Efficiency (Necramech Drift) which already caps out at a problematic 125% efficiency, we get some really undesired values. We missed the mark on balancing these before they were pushed out the door, which is our mistake.
Increased the Standing Rank font size of Standing Rank up from 18 to 19 to make standard and hopefully fix occasionally displaying a blank square instead of a number.
Improved the Railjack Inventory Slot flow for more exposure and overall clarity:
Changed Wreckage Capacity count to use an icon instead of text + scrap button: hover to see text and click to open scrap window.
Added an additional button for combined Components and Armaments (constructed Wreckage) to show Components & Armaments Capacity and allow you to Scrap multiple at the same time using the dedicated Scrap window.
Adjusted reverb sound settings to the Color Key Captura Scene to better fit the level.

*Fixed a crash that could occur in DirectX 12 on multi-core systems in levels with snow that could leave tracks.
*Fixed potential crash due to memory corruption if you had the game minimized while it was loading a new level and then alt-tabbed back into fullscreen mode.
*Fixed Scintillant sound not being replicated for Clients, resulting in Clients not seeing Scintillant and thus inability to obtain it.  
*Fixed an issue when using the same Arc-gun in Heavy Weapon slot and Necramech gun slot, where Affinity earned before first summoning your Necramech wouldn't apply to the Necramech's version of the Arc-gun.
*Fixed (again) UI becoming unresponsive when holding down a key while using Fast Travel/Decoration mode in the Dojo. 
*Fixed activating Aerial Ace while using Chroma resulting in his Passive extra jump being removed and causing the dragon wings to show on double jump instead.
*Fixed recasting Xaku’s Grasp of Lohk with no targets nearby resulting in all guns to be lost.
*Fixed Nekros Soulpunching an enemy to raise them as Shadow not respecting modified Shield of Shadows power strength if that enemy is your first Shadow.
*Fixed Nekros Soulpunching a victim to death not raising the victim as a Shadow for Clients.
*Known issue: using Soulpunch to ‘mark’ a victim and then killing them with a weapon will not raise them as a Shadow for Clients
*Fixed Residual Arcane zone damage numbers not showing up for Clients.
*Fixed Bonewidow’s Meathook grabbing Dargyns.
*Fixed force feedback not working properly with beam Kitguns.
*Fixed Infested Research Bounty Fluid Sac throw objective text being erroneously replicated when the Host holds the sac.
*Fixed End of Mission Medals not showing in the Last Mission Results UI screen.
*Fixed seeing a grey box in the Market if viewing an item you already own after just logging in.  
*Fixed a script error when attempting to use the Railjack Pilot context action during a  level transition. 
*Fixed a script error when an Excavation encounter starts in the Cambion Drift.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Deimos: Arcana: Hotfix 29.5.5 +
	url: https://forums.warframe.com/topic/1238119-deimos-arcana-hotfix-2955-29551/
	date: 2020-11-27T20:28:28Z
	changes: Deimos: Arcana: Hotfix 29.5.5:
Added ABCDE markers to fissures to help direct where you want to go next.
Added a blue waypoint to the Emitter carrier to allow all players to know the position of the carrier.
Fixed a crash that could occur after a Host migration and the Emitter runs out of battery.
Fixed script error related to the Emitter Containment Unit.
Made numerous micro-optimizations to GPU performance on all platforms, particularly when running at high-resolution.
Removed the ‘Mend The Family’ option from Grandmother during the Heart of Deimos Quest, which could result in an inability to progress the Quest.
Increased the projectile speed of the Arquebex.
Updated some texts referring to Orokin Derelicts instead of Deimos.
Increased the size of the rear weakpoint on enemy Nechramechs. 
This should make hitting the Necramechs more consistent with what you see.

*Fixed crash that could only occur in DirectX 12 when loading into a level with water, network latency, and a CPU with many cores.
*Fixed crash on shutdown typically caused by 3rd-party overlay software
*Fixed Clients losing all Necramech Affinity gained in mission after a Host Migration.
*Fixed a crash when casting Vauban’s Flechette Orb.
*Fixed a crash when a Vulpaphyla deactivates Martyr Symbiosis.
*Fixed a couple crashes that could occur during a Disruption mission. 
*Fixed a crash when Garuda activates her Bloodletting ability. 
*Fixed a progression stopper in Isolation Vault Bounties where enemy Necramech’s wouldnt respawn after a Host migration occurred. 
*Fixed re-naming Dojo Transporter after placing it causing it to disappear. 
*Fixed Luminous Dye not highlighting the Flagellocanth. 
*Fixed Tonkor requiring an Orokin Catalyst instead of an Exilus Adapter to unlock the Exilus slot. 
*Fixed incorrect tutorial tips in the Heart of Deimos Quest.
*Fixed missing collision in some spots in the Deimos Tunnels Captura Scene.
*Fixed Focus Lens icons appearing stretched when awarded from a Bounty.
*Fixed Khora Spectors only using her Strangle Dome and no other abilities.
*With the exception of Venari, as it is a tap and cycle ability. Venari will simply stick to her default attack mode. 
*Fixed Steel Path Incursion (Daily Alerts) nodes matchmaking with players who are doing the base version of that node and vice versa (if those nodes were unlocked). 
*This could lead to a situation where you thought you were playing the Incursion for +3 steel essence, but wouldn’t get that extra reward at mission end.
*Fixed the secondary Energy color option not appearing after polarizing Necramechs (Voidrig and Bonewidow) and modular K-Drives. 
*Fixed being unable to detonate Glaives using Heavy Attack while controlling it with Ivara’s Navigator.
*Fixed a script error that could occur when using a Garuda Specter. 
*Fixed script error when closing Warframe during the Helminth Subsume animation.
*Fixed rare script error when clicking on a Mod Link that contains an Arcane.
*Fixed a script error when updating your Appearance in Arsenal.
*Fixed Bonewidow’s Exalted Ironbride not using any Mods. 
*Fixed Bonewidow appearing under the wrong category in player Profiles.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Deimos: Arcana: Hotfix 29.5.4
	url: https://forums.warframe.com/topic/1237744-deimos-arcana-hotfix-2954/
	date: 2020-11-25T22:09:34Z
	changes: Deimos: Arcana: Hotfix 29.5.4:

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

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

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

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

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

Simply enable DX12 in your launcher settings!

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

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

Alt fire will now also Heavy Attack the Glaive in Glaive+Gun mode. The original design intent was to reserve Alt Fire for the Secondary weapon, but a scenario where Secondary Alt Fire is needed while Glaive is in flight over Heavy Attack is extremely low. Bringing parity to Heavy Attack input in Dual Wield and Melee Equipped modes is far more important. Thank you so much for all the excellent feedback!
Alt Fire will Heavy Attack at any point during a Glaive's flight. Before, when a Glaive auto recalled after reaching its distance limit, it could not be detonated during its return.
Fixed Glaives sometimes orbiting around you after recall. As reported here: https://www.reddit.com/r/Warframe/comments/k00a5e/return_of_glaive_orbit/ 
Fixed cases of consecutive Glaive throws failing.

Bounty objectives (on all Free Roam missions) are now enabled 5 seconds after the Bounty vote concludes, allowing players to reach the encounter area and start the objective before all the preamble transmissions complete. The arrival objective transmission will interrupt the preamble if the objective is started before the preamble completes.
Updated the Baurahn Prime Ephemera so the dragon bodies will take the Accent tint color, giving you further customization options.
You’ll now be placed just outside the Necralisk gate upon loading into the Cambion Drift from the Star Chart. We found that due to spawning so far away from the Necralisk was resulting in an inability to join Cambion Drift sessions from the Star chart. 
Nora's volume slider will now also affect the transmission in / out sound.
Stalker and Acolytes have been given the fancy “boss Health bar” treatment!
Updated tooltip message for Energy while in Arsenal to read "Used to cast Abilities" instead of "Used to cast Warframe Abilities."

*Fixed Deimos Delicacies Bounty crashing after a Host migration during the Dig Up Fungal Polyps phase.
*Fixed Deimos Delicacies Bounty crashing after a Host migration during the Polyp-Hog Juggernaut death animation.
*Fixed progression stopper in the Deimos Delicacies Bounty where the Polyp-Hog Juggernaut would stop at a Fungal Polyps spot but not dig it up.
*Fixed a potential edge case progression stopper where the Polyp-Hog Juggernaut stops if you’re out of range or dead when the Polyp-Hog Juggernaut got into the Fungal Polyps radius.
*Fixed the  Polyp-Hog Juggernaut waiting 15 seconds between arriving at the Fungal Polyps and the action being enabled.
*Fixed some crashes that could occur during a Gas City Sabotage mission.
*Fixed a crash related to a Host migration occurring during a Pit Monster encounter.
*Fixed Arlo’s Flame not casting light when carried in the Zealoid Prelate boss fight on Deimos.
*Fixed Naramon’s Disorienting Blast permanently breaking pathing of Disruption Demolyst / Demolishers.
*Fixed Nidus’ Virulence not benefiting from Volatile Maggot / Strain Maggots.
*Fixed Melee Heavy Attacks not functioning for Sigma and Octantis, Cobra and Crane, and Wolf Sledge.
*Fixed objective markers disappearing after a Host migration during the Cracks in Deimos Bounty.
*Fixed missing arrival transmissions during the Infested Research Bounty.
*Fixed scaling Decorations/objects in the Dojo teleporting to and from last position placed.
*Fixed Infested K-Drive parts not staying connected during tricks.
*Fixed rare cases where underground chambers were protruding through the Cambion Drift landscape.
*Fixed the Ranulyst Syandana clipping through numerous Warframes. 
*Fixed Foundry Blueprints that require a Lens as a component having the Lens icon appear squished.
*Fixed Nihil's Oubliette appearing through the Orbiter walls.
*Fixed pulling out your Pistol after hotkeying the Scanner while in your Orbiter.
*Fixed a bug where you could hear some vehicle sounds while in the Arsenal.
*Fixed ‘[PH] Mod Combo Count Chance’ appearing for Garuda’s Blending Talons Augment. 
*Fixed a script error related to saving Solaris United Agents in Orb Vallis.
*Fixed a script error when Vor spawns in the Void.
*Fixed a script error that could occur when playing a Hive mission.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Deimos: Arcana: Hotfix 29.5.3
	url: https://forums.warframe.com/topic/1237408-deimos-arcana-hotfix-2953/
	date: 2020-11-23T22:24:37Z
	changes: Deimos: Arcana: Hotfix 29.5.3:

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.

The Bonus condition of ‘Collect no more than 3 fluid sacs’ had the most common feedback of being too difficult when trying to reach 25 and 30 marked enemy kills using just 3 Fluid Sacs. We’ve made some changes to ease the general Bounty flow and also provide an improved opportunity to achieve the Bonus condition:
Increased Fluid Sac splash radius increased to 16m. 
Increased enemy reinforcement density while holding a Fluid Sac.
Reduced delay between reinforcements to 1s while holding a Fluid Sac for overall faster enemy spawning.

Separated Kitguns from the Primary/Secondary weapons in the Mastery breakdown into its own category.
Kitguns moved from Secondary to Primary in Mastery breakdown in Deimos: Arcana -
since this might cause some confusion we decided to just have Kitgun Weapons in the Mastery breakdown. This also makes it clear you don't double dip!
Removed self damage from Orvius charged projectile.
Deconstructor can no longer equip Volatile Quick Return and Volatile Rebound.
Deconstructor projectiles do not have any explosive properties so the Mods did nothing.
Glaive meleeing will cancel Athodai's "secondary fire beam" in Dual Wield mode now.
Changed Volatile Quick Return +100% Blast Radius to +3 Blast Radius
Multiplicative radius increase was increasing Glaives with a high base radius to higher than intended ranges.
Changed the default Necramech ramming and hovering controller bindings to crouch for ramming, and aim for hovering. 
Player feedback provided insight that pressing and holding hover with the controller removed the ability to aim with the right stick. This issue made air combat difficult on controllers and restricted Necramech gameplay to be on the ground. Please let us know how this change feels!

*Fixed the actual base Blueprint for the new Arum Spinosa and Sporothrix not being in Rotation A of Deimos: Arcana Bounties. Arum Spinosa Blueprint is now in Rotation A at 18%, with Sporothrix Blueprint in Rotation A at 21%. 
*Fixed the final mission on The Deadlock Protocol Quest not being completable (the boss fight with Protea). 
*Fixed Isolation Vaults not being replayable from Mother after returning to the Necralisk.
*Fixed numerous issues with the Cracks in Deimos Isolation Vault Bounty. 
*Fixed a potential crash with Clients playing as Grendel.
*Fixed a crash related to Drones.
*Fixed UI becoming unresponsive when holding down a key while using Fast Travel/Decoration mode in the Dojo. 
*Fixed Morgha primary fire consuming more ammo than intended when used with Archwing. 
*Fixed Polyp-Hog Juggernaut sometimes playing its dig animation in the wrong area.
*Fixed various issues with enemy navigation not working on the Grineer Galleon. 
*Fixed Mire melee input becoming unresponsive.
*Fixed Bonewidow’s Exalted Ironbride behaving poorly on Clients (i.e not appearing). 
*Fixed stability issues and crashing during the Cracks in Deimos Bounty.
*Fixed an issue with the Cracks in Deimos Bounty not always progressing. 
*Fixed an issue with the Subsume action on the Helminth sometimes losing player input.
*Fixed inability to equip Scrawls on the Infested K-Drive.
*Fixed Mission Mastery breakdown not displaying when viewing somebody's Profile.
*Fixed in-game News Console clipping with text.
*Fixed [HC] line when picking up the Fluid Sac in the Infested Research Bounty.
*Fixed text filepath showing for Medals.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Deimos: Arcana: Hotfix 29.5.2
	url: https://forums.warframe.com/topic/1236646-deimos-arcana-hotfix-2952/
	date: 2020-11-20T23:02:55Z
	changes: Deimos: Arcana: Hotfix 29.5.2:
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.
Firing Line now has a forced stagger to de-mobilize enemies hit by its rays.
Shield Maiden now has a larger Health pool and increased angle of blocking (160 by default, 220 when holding Shield and Exalted Ironbride) 
Exalted Ironbride now has a base damage value of 1500 at Max Rank (increased from original 1000)
Exalted Ironbride now has a base Critical Chance of 45% with a 3x multiplier (increased from original 5% and 1.5x).
Audio Mix tweaks have been added for Cetus! 
A new piece of art can be seen on our game Loading Screen! Behold! 
Lessened the self stagger range of Phahd’s projectile. 
A waypoint has been added to Tranq’d animals! 
Lessened the recoil of the Vermisplicer Kitgun Chamber when used with grips that increase Damage. 
Improved the quality and quantity of Nexifera spawns in caves. 
Improved the ambient spawn behaviours of Avichea. 
Made the Machete item in Simaris’ store accessible to those who had obtained it and sold it by means not considered in this store.

*Fixed Necramechs losing Affinity when destroyed and the Warframe you are using dies. 
*Fixed an issue with several one-handed Melee weapons not functioning (as an accidental result of the Glaive changes). Weapons included: most Machetes, Plasma Sword, Destreza and Destreza Prime, Sheev, and Scoliac. 
*Fixed Vault bounties always pulling from Common rewards, and not giving a bonus reward at the final stage. 
*Fixed missing normal maps on the Entrati family.
*Fixed missing normal maps on Operators (leading to faces looking off, i.e scars not looking right). 
*Fixed enemies not spawning after activating Obelisks. 
*Fixed ragdolled enemies not getting marked by the Fluid Sac in the new bounty type.
*Fixed transmissions playing twice sometimes when failing a bonus objective. 
*Fixed the Akarius dealing self-damage with multishot projectiles. 
*Further fixes towards the Juggernaut Polyp Hunter getting stuck and spinning. 
*Pre-deployed a Serverside fix for the Launcher not working on new installs. 
*Fixed the Kuva Nukor Critical hits doing more damage to chained targets than the initial target. 
*Fixed an issue that could occur with Relay Blessings if a player was somehow down. 
*Fixed Helios attempting, but not completing, scans while you are in Necramech form. 
*Fixed mission conservation transmissions from Son. 
*Fixed numerous issues with the new Isolation Vault Bounties and Pit Mini Encounter. 
*Fixed crashes associated with the ‘Infested Mist’ Isolation Vault Bounty. 
*Fixed a crash that could occur if a mission was finished or aborted while you were joining. 
*Fixed a crash associated with the Protea boss fight. 
*Partially fixed a progression stopper with the Protea boss fight. We are still working on this issue, it is not fully resolved! Apologies!
*Fixed a crash that could occur in the Jupiter Gas City tiles. 
*Fixed numerous additional crashes.
*Fixed a script error when viewing Syndicate Reputation options in a Relay. 
*Fixed Planets, Chat, and other UI elements disappearing after a mission. 
*Fixed a [PH] appearing in a string of text. 
*Fixed sound balance issues with Requiem Murmurs. 
*Fixed an issue with a fallen Necramech not spawning at the bottom of the Pit Monster. 
*Fixed a crash when fighting the Pit Monster. 
*Fixed the Deru Syandana not colouring correctly. 
*Fixed an issue that could occur in Open Worlds / Landscapes regarding gear items that you have more than >200 of not deducting proper amounts at mission complete. 
*Fixed Vauban’s Vortex affecting play Mechs movement. 
*Fixed numerous issues related to running the game with Gore disabled. 
*Fixed an issue with Tesla Coil causing issues with specters. 
*Fixed Deimos / Cambion Drift K-Drive races not rewarding proper new Infested K-Drive Parts.The item being rewarded was a non-usable “fake” blueprint, which would not have shown up in the Foundry or been usable. You will need to redo the races to receive the functional item. The old one can be sold from your Inventory for credits.
*Fixed an issue that could occur when a Grineer Ghoul encounter ends. 
*Fixed an issue where Harrow Specters casting ‘Condemn’ could cause a game hang. 
*Fixed a freeze that could occur when playing Ship decorations on slow connections. 
*Fixed missing TennoGen skin wings for Chroma’s new passive:
*Fixed the Health bar of the ‘Contamination Unit’ disappearing in the Cracks in Deimos Bounty after a Host migration. 
*Fixed Bonewidow’s Exalted Ironbride ‘Drain / Second’ stat not appearing when hovering over the ability icon in the Arsenal.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Deimos: Arcana: Hotfix 29.5.1
	url: https://forums.warframe.com/topic/1236297-deimos-arcana-hotfix-2951/
	date: 2020-11-20T02:24:23Z
	changes: Deimos: Arcana: Hotfix 29.5.1:
Added an Orokin Matrix icon next to Loid’s Fast Travel option and his dialogue options in the Necralisk.

Improved friendly Polyp-Hog Juggernaut’s survivability during the escort portions of the Deimos Delicacies Bounty.
In its previous state, the Polyp-Hog Juggernaut was not tough enough to put up a fight in the later stages. We’ve made the Polyp-Hog Juggernaut more robust to make the level 30-40 bonus much more attainable!
Removed Pulmonars, Proboscis Cernos and Catabolyst from Conclave.

*Fixed softlock that would occur if trying to Trade a Mod and Platinum in the same offer.
*Fixed a script error that resulted in the Jackal Parazon stab not functioning, which resulted in an inability to progress the fight. 
*Fixed Bonewidow’s Weapon Pod Blueprint requiring 45 Tinks. It will now require 45 Scrap as originally intended (obtained from dismantling Servofish at The Business in Fortuna). 
*We’ll be reviewing the backend to see if any players spent the 45 Tink and rushed the Blueprint crafting. 
*Fixed the Health bar of the ‘Contamination Unit’ disappearing in the Cracks in Deimos Bounty after a Host migration. 
*Fixed Bonewidow’s Exalted Ironbride ‘Drain / Second’ stat not appearing when hovering over the ability icon in the Arsenal.
*Fixed Bonewidow sinking when Exalted Ironbride is being held. 
*Fixed Bonewidow Exalted Ironbride Energy per second displaying 2 instead of the correct 2.5.
*Fixed the bonus UI in the battle stage of the Deimos Delicacies Bounty showing succeed/fail state right when entering the stage. 
*UI will now properly show fail state if you go below 50% before the battle stage.
*Fixes towards reinforcement encounters persisting and keeping missions active,  preventing further Bounties in the same area. 
*Fixed script error that could occur when attempting to purchase items from the in-game Market as a gift. 
*Fixed a script error that could occur when putting away the Fishing Spear at certain spots in Cambion Drift.
*Fixed a script error related to the True Master Font Blessing Altars in the Relays. 
*Fixed a script error that could occur if a Trinity Specter used Energy Vampire.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Update 29.5: Deimos Arcana
	url: https://forums.warframe.com/topic/1236257-update-295-deimos-arcana/
	date: 2020-11-19T23:39:27Z
	additions: A huge breathing and pulsing chamber perfect for building the Infested realm of your dreams.

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!
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!

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’.

	changes: Update 29.5: Deimos Arcana:

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

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

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

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

Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact site.
Raise Bonewidow’s shield to block incoming forward damage.
Sweep surrounding enemies into the line of fire with a force beam.
Summon a devastating exalted blade.

*See balance details on these abilities at the bottom of the document from our Public Test Cluster!
*Acquire the Bonewidow Blueprint and the required parts from Loid for Necraloid Standing!

Blast through enemies with a double-barreled shot of energized slugs. This siphons their life essence which is then used to generate the secondary fire’s massive air-burst mortar. The ancient Entrati weapon was built for Necramechs but also functions as an Archgun.
*Acquire the Morgha Blueprint and the required parts from Loid for Necraloid Standing!

+60% Engine Efficiency
+150% Hover Efficiency
+60% Slide Efficiency
Find these Necramech Mods as rewards from the new Isolation Vault Bounties or from Loid for Necraloid Standing!

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

Primary: Long-range proboscis attaches to a target and then splits off to attack up to five more enemies.
Secondary: Three short-range proboscises fiercely latch onto targets and maul them.
Primary: Launches spore-sacs that explode with toxic mist on each bounce. Automatic trigger.
Secondary: Fires spore-sacs that rupture into three smaller toxic projectiles on impact. Semi-automatic trigger.

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

Small loader that contributes to both Critical Chance and Status Chance.
A higher capacity small loader with a slower reload process.
Massive capacity loader with a long, cumbersome reload.

Actualise... synergy... SYNERGISE! Residual Arcanes and Theorem Arcanes are geared towards synergising with each other to provide a different method of imposing elemental damage. Discover these new synergized Kitgun and Warframe Arcanes as rewards from the new Isolation Vault Bounties.
*Please review changes to these Arcanes at the bottom of the document from our Public Test Cluster!

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.

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.
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.
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.

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.
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.
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.

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!

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!

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

Son has new Vulpaphyla and Predasite Precept Mods available for Entrati Standing!
Martyr Symbiosis: Drains and stores 20 Health from corpses within 25m up to 20% of their Master’s Health. Sacrifices itself to heal their Master if they fall below 10% Health.
Maggot Summoner: Maggot Summoner: In combat, spit up a maggot every 15s. The maggot latches onto the nearest enemy and provokes other enemies within 40m to attack them. It then explodes dealing 400 Viral Damage within 10m.

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

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

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

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

These peculiar creatures inhabit the exocrine, consuming contaminants and depositing their eggs. They will not instigate an attack, but if you provoke an Undazoa, be wary of each variant’s unique defense.
*Acquire the Undazoa Echo-Lure and Pheromone Gland from Son’s Offerings!
These heavy creatures occupy caves, poised to drop from the ceiling onto unassuming victims. Each variant’s landing has a unique effect. Be quick if you hope to catch a Nexifera before it ascends! They will burrow into the ceiling to make a quick escape.
*Similar to Velocipods, the Nexifera is an ambient encounter creature you can find out in the Cambion Drift.

The Endocrine are home to 2 new species of Fish! Find the elusive Flagellocanth and Lobotriscid to bring back to Daughter!
A muscular, three-tailed fish, the Lobotriscid trawls through Exocrine vapor across the surface of Deimos when Vome is dominant.

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

*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.

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

Splatter enemies with a short-range stream of corrosive bile. Upon reload, toss the ammo bladder as a grenade. The emptier the pistol’s ammo bladder, the more potent its damage.
*Acquire the Blueprint for the Catabolyst from Bio Lab Research in the Dojo!
A version of the Mutalist Cernos Bow, each arrow spawns a swarm of sticky appendages on impact. These tongue-like probes latch onto nearby unfortunates and drag them close before bursting into a mess of diseased goo.
*Acquire the Blueprint for the Proboscis Cernos from the Market.

Take-hold of the malignant evolution of an ancient martial weapon with these Infested nunchaku. Pummel and infect with these two pulsating hunks of flesh connected by a ligament.
*Acquire the Blueprint for the Pulmonars from the Market.

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

This long-distance sniper rifle fires a razor-sharp, virus-soaked barb that continues to attack its host before violently erupting in a spore-laden mist. Scoped headshots increase lethality.
*Acquire the Blueprint and Components for the Sporothrix from the new Isolation Vault Bounties.

Slash through enemies with two leaves of the exceedingly rare Arum Spinosa plant. Heavy Attack to whip a flurry of toxic spines at ranged attackers.
*Acquire the Blueprint and Components for the Arum Spinosa from the new Isolation Vault Bounties.

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

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:


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



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:


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!

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…

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!

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

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

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

Reduced AoE fall off from 50% to 40%.

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

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

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

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

Added guaranteed Electricity proc to Heavy Attack Detonation.

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

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.

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

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.
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.

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!

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

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!

Gain 25% Primary Weapon Damage for each active Thrall

Teleporting to a Reservoir costs 50% Energy and grants 10% Critical Chance to Sniper Rifles per meter traveled for 9s. Maximum of 350% Critical Chance.
Find these Augments in their respective Syndicates today!

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

Bladestorm: Applies full number of marks to target at once (instead of needing to waggle mouse). Energy is consumed once per target marked instead of per mark now.
Bulwark: Performs AOE Slash when damaged by enemies. AOE damage based on the amount of Health lost.
Spectral Scream: Removed Status Chance stat, now always 100%. Enemies hit by the breath will chain the damage to one other enemy outside the breath. You can now swap between Elementals on the fly with Spectral Scream 
no longer dependent on your primary emissive color! 
*Increased Spectral Scream damage from 200 to 400 Damage Per Second at Max Rank!
New Passive: The Design Council suggested ‘Dragon’s Flight’ 
a Passive that allows Chroma to perform an additional jump / bullet jump while sprouting his Dragon Wings to give him that extra aerial dominance!
There is now a minimal Line of Sight check on Whipclaw’s radial damage.
Soul Punch: Instantly kills targets below 25% Health, and turns them into an extra clone shadow (or heals existing if at max).
*Nekros’ Soul Punch now has a new mechanic: Marked for Harvest. Enemies that are hit by Soul Punch but don’t die have a Duration wherein they’ll be eligible to become a Shadow if killed while Marked!
Larva: Enemies killed while held have a chance of generating a Mutation stack for Nidus.

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

Those Dry Docks have been put to good use, Tenno! With Deimos Arcana, the Orbiter has received a bit of a facelift, as well as a fresh new sheet of glass! The Mod, Relic, and Umbilical Consoles have been given some new animations, a fresh coat of paint, and general appearance improvements. If you own a Railjack, we highly suggest you look up!
Please note: some of your Decorations may have shifted slightly with this new layout, so some moving may be needed to get objects back into their original places.

Deimos Arcana includes a new Deluxe Skin for Gara, as well as a new Syandana and Longsword skin! Bathe your weapons in glass and watch your enemies shatter at your style!
Includes the Starglaze Shards auxiliary attachment.

Decorated in sharp glass, and striking a powerful pose, The Gara Kaleida Deluxe skin comes with a whole new look for this beautiful Warframe.
Includes the Starglaze Shards auxiliary attachment.
** Please note: The previous description of this item included animation sets, which was included in error. Description in the post below, and apologies for the confusion, Tenno!

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

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

Bedazzle with Gara Kaleida's auxiliary back pieces.

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.

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.

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

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

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

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

Fixed several issues caused by opening up the pause menu during the New War cinematic from the Codex when using a controller, as reported here:
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.

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!


Increased accuracy of primary fire

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

Increased ammo regen rate from 6.75 to 16.875

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

Decreased primary fire rate from 4.16 to 3.83

Increased damage from 363 to 371

Reduced embed time from 3 to .9 secs

Increased flight speed from 190 to 270
Proboscis Cernos

Increased pull strength of the tentacles

Increased ammo pool from 7 to 9

Added base punch through dept of 0.9

Increased clip size from 19 to 27

Increased ammo pool from 95 to 135


Increased attack speed
Arum Spinosa

Increased spine damage from 60 to 70

Increased spine flight speed from 33 to 49

Increased accuracy of spine throw

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:

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.

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.

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.

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.
In addition to Chroma being able to select elements in mission real-time (the biggest change), Chroma’s selectable element HUD now uses colour coding in addition to icon coding. 
Increased Spectral Scream damage from 200 to 400 Damage Per Second at Max Rank. This, combined with 100% Status Chance and Chaining should lead to some more deadly or useful scenarios, especially since you can use all 4 elements now!
Nekros’ Soul Punch now has a new mechanic: Marked for Harvest. Enemies that are hit by Soul Punch but don’t die have a Duration wherein they’ll be eligible to become a Shadow if killed while Marked! 
This is in addition to the 25% lethality change and Shadow healing.
Airburst now deals 35% Additional Damage per enemy hit either with the projectile OR the explosion damage.
Airbust now has a 50% chance of dealing a Physical status effect hit by this slice of air or it’s explosion radius, heavily skewing towards Slash.

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

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

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.
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!

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.

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).

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!

*Fixed Xaku’s Xata’s Whisper sometimers not applying its damage buff or Void Status Effect when using the Komorex. 
*Fixed Xaku’s Xata’s Whisper not using the intended Status Chance for projectile weapons. 
*Fixed the HUD timer icon for Xata’s Whisper in the top right corner ticking down  regardless of The Vast Untime being active. This was only a visual bug, and did not actually affect the ‘time freezing’ synergy with The Vast Untime and Xaku’s other abilities.
*Fixed Xaku’s skin not being properly localized. 
*Fixed Xaku missing their head and armor when viewed in the Mods Tutorial screens.
*Fixed camera obstruction and misaligned aiming if Xaku’s Grasp creates a Shedu armament.
*The Steel Path provides Tenno with two things: a more difficult journey on the Star Chart, and a new economy with Steel Essence to get some gear.
*We have decided to revisit the Steel Essence acquisition because at present time, people feel forced to play extremely long macro-based runs to optimize their runs. We would rather try something else.
*Introducing: Acolyte Minibosses & Steel Path Incursions (Daily Alerts)!
*Every day, five Steel Path missions will be chosen randomly, and completing them will award 3 Steel Essence per Incursion. Furthermore, this will unlock the node, even if you have not reached that part of the Steel Path yet! This should help improve the matchmaking situation, among other things.
*NOTE: Steel Path Incursions will appear in the Alert section of the World State Window when you are set to Steel Path mode.
*As you play in any Steel Path mission, Acolytes will spawn and attack 
*defeating the Acolyte grants a guaranteed drop of 2 Steel Essence. Beware! If you get downed by an Acolyte, they’ll escape and you won’t receive any Steel Essence! 
**The Steel Path Acolytes now have the same Status treatment that Liches received earlier this year.
**Reduced the Melee attack damage on both Misery and Malice to avoid the more reported 1HKOs.
*In essence (ha), there is virtually no RNG with Steel Essence anymore. Daily Incursions guarantee 3 per Alert, and Acolytes will always appear in regular missions (Endlessly in Endless missions.). The time at which they choose to appear may be a bit random, but if you kill mobs, they will come! 
*Please note, Acolytes won't spawn in Archwing missions on the Steel Path.
*Teshin’s Steel Path Honors will now have a Weekly item for you to purchase! There are 8 items total, meaning that every 8 weeks the store will reset and allow you purchase anew. Look forward to things like an Umbra Forma Blueprint, Shotgun Riven Mod, and more!
*Fixed Dojo Decorations with names about 38 characters long getting cut off by the edge of the screen.  
*Fixed being unable to shrink several Dojo Decorations after you’ve scaled them up (Natural Vallis Falls for example). 
*Fixed large Decorations in constricted movement mode in the Dojo not moving when attempting to do so if it is out of the player’s FOV. 
*Fixed an issue with the damage/fail triggers of Trap Dojo obstacle course decorations not scaling when size was changed. 
*Fixed PH appearing next to the “Reset Rotation” option when rotating a Dojo Decoration. 
*Fixed the Tributa Statue Dojo decoration’s light defaulting to white when you attempt to move it. 
*Fixed all Sawgaw Floof variants appearing the same in the Dojo.
*You may notice a new addition to the news console in your freshly updated Orbiter! Now Community news has its own tab and will list everything happening within the Warframe community, such as livestreams, contests, charity drives, or important community news!
*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:
*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.
*Kitgun + Weapon + Arcanes
*Necramech + Bounties
*Warframe Changes + Augments
*The Steel Path + Acolytes
	type: Update
	description: undefined
	imgUrl: undefined
	name: Heart of Deimos: TennoGen: 29.3.2
	url: https://forums.warframe.com/topic/1234372-heart-of-deimos-tennogen-2932/
	date: 2020-11-05T21:04:26Z
	changes: Heart Of Deimos: Tennogen: 29.3.2:

Increased resolution and quality of the Heavy Blade Grimstone Cleaver TennoGen Skin.
Increased resolution of Teshin's textures (because you know he's handsome).
Improved the look of sprinting in Archwing missions with your Arch-melee weapon equipped to showcase more body movement instead of being rather static.

*Fixed ability to kill a Junction Specter before they’ve even had a chance to stand up, which could cause a script error.
*Fixed Saryn’s Toxic Lash and Xata's Whisper Status Effect procs from also proc'ing the other.
*Fixed a heavy spot-load occurring when equipping the Pathocyst in the Arsenal.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Heart of Deimos: TennoGen: 29.3.1
	url: https://forums.warframe.com/topic/1234193-heart-of-deimos-tennogen-2931/
	date: 2020-11-04T19:56:11Z
	changes: Heart Of Deimos: Tennogen: 29.3.1:

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

Ash Ichneumon Skin by Vulbjorn, the graphical walrus.
Excalibur Blade of the Lotus Skin by BeastBuster
Garuda Tengushin Skin by Lubox
Nova Mithra Skin by lukinu_u
Saryn Night Hunter Skin by Mz-3
Khora Miyabi Skin by Malaya and Awk'Q-Luz

Scylla Syandana by Faven
Valesti Syandana by led2012 and Xtygian

Arashi Rapier Skin by Lubox
Eklypsa Staff Skin by lukinu_u
Undercutter Nikana Skin by Felix Leonhart

Irya Oculus by kakarrot2812

Liset Mithra Skin by lukinu_u

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)!

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.

Added an additional 30 Nightwave Prestige Ranks (150 max).
Our last Nightwave Prestige Rank increase proved to not be enough for those whose retroactive amount put them at the new max. More Ranks for more Crystal Cred!
Disabled True Master Fonts (Relay Blessing) applying to conclave gameplay, as it provides an unfair advantage.

*Fixed Zenistar disc not expiring when in Titania’s Razorwing mode.
*Fixed Phobos Junction Mag Specter having double the intended Health and Shields.
*Fixed cases of inability to advance Dojo Research. As reported here!
*Fixed inability to use Navigation after accessing Railjack via the Pause Menu while in Navigation. 
*Fixed Syndicate screens not displaying Standing amount remaining.
*Fixed Elemental FX being misaligned on the Guandao Prime. 
*Fixed the weapon switch FX appearing overly bright for the Guandao Prime. 
*Fixed a rare case of the ‘Hey Kiddo!’ playing each and every time you return to your Orbiter. As reported here!
*Fixed some Entrati Token icons appearing washed out in the UI.
*Fixed Stahltha Alt Fire sounds playing locally for all squadmates. 
*Fixed Email not being hidden if you use Logout via Pause Menu while having Creator Mode enabled.
*Fixed a script error that would prevent Void Fissure gameplay logic from continuing after a Host migration occurs.
*Fixed a script error that could occur during a True Master’s Font Blessing.
*Fixed a script error when Kela De Thaym deploys an Orbital Strike attack.
*Fixed a script error when attempting to rescue a Solaris target in Orb Vallis.
*Fixed a script error that could occur when casting Warframe abilities that are overridden by Helminth that could result in inconsistent results across multiple players.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Heart of Deimos: Nezha Prime: 29.3.0 +
	url: https://forums.warframe.com/topic/1232841-heart-of-deimos-nezha-prime-2930-29301/
	date: 2020-10-27T17:59:01Z
	changes: Heart Of Deimos: Nezha Prime: 29.3.0:

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!

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

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.

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.

8+ years of Warframe content later and eligible Tenno can now achieve Mastery Rank 30! This is your True Master test. Prepare yourself with skills you’ve acquired on your travels throughout the Star Chart for this pinnacle test.
True Master Tenno will be awarded the following:
3x Umbra Forma
15 Loadout Slots    
30 Riven Mod Slots
True Master Chat Emoji
Access both the :truemaster: and :truemasteralt: Chat Emoji.
True Master Emote
Only the True Master may use this Emote.
True Master Sumdali
This Sumdali hull ornament is awarded exclusively to Tenno who have earned the rank of True Master. It can be mounted to the exterior of your Landing Craft to display your Rank to all who see it.
True Master’s Font (Relay Blessing)
Visit a Blessing Altar in any Relay once every 23 hours to grant a Blessing to each person on the Relay that lasts for 3 hours. Blessings you can grant are:
Affinity Boost
Credit Boost
Resource Boost
Damage Buff
Health Buff
Shield Buff
Mastery Rank 30 Facts:
1. Each Mastery Rank beyond 30 requires the same amount of Affinity as Rank 29 to 30.
2. Mastery Ranks beyond 30 are considered/titled as “Legendary 1”, “Legendary 2”, etc.
Optimized terrain rendering.
Some fun facts: Terrain rendering optimization reduced cost ~30% (Deimos) ~50% (Plains of Eidolon) by grouping triplanar layers together per triplane and sharing texture gradients.
Optimized initial download size by ~100MB.
Optimized geometry on the Cambion Drift to improve framerate.
Optimized rendering slightly when Bloom is disabled.
Improved detection of run-time errors in the script system.
Made systemic micro-optimizations to all code on Windows and Xbox One.
Made a micro-optimization to splash effects on the water surface.
Made systemic micro-optimizations to the memory allocator.
Made a micro-optimization to the physics system.
Made a micro-optimization to the effects system.
Made a micro-optimization to the script runtime.
Fixed CPU times increasing significantly when frequently switching between controller and keyboard.
Updated Mastery Rank icons to new Vitruvian design!

Increased the Nightwave Prestige Rank cap by 30 Ranks! This will retroactively place you to the accurate Rank you’ve earned thus far! We know some Tenno have already reached the current Prestige Rank cap. Increasing it allows those Tenno to gain Crystal Cred for the remainder of Nightwave Series 3.
Entrati member names will no longer appear when Creator Mode is enabled. 
The End of Mission ‘Important’ filter will now place Alert rewards at the top of the list.
Clarified Daily Standing Bar value by adding the word ‘Remaining’ to indicate as such.
Adjusted the Night Hunter Syandana wing spread idle animation slightly based on TennoGen creator feedback.
Removed Latrox Une from the Simulacrum (because shooting your friends is mean).
October 2020 Riven Dispositions are now live for real! Sorry for the confusion! https://forums.warframe.com/topic/1231554-october-2020-riven-disposition-update-preview/
Increased accuracy and reduced recoil of the Primary Catchmoon Kitgun when used with Tremor and Steadyslam Grips.
This change was planned for the upcoming Infested Kitguns but needed to squeak in early for the Riven Disposition changes!

*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.
*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.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Heart of Deimos: Hotfix: 29.2.4: NIGHTS OF NABERUS!
	url: https://forums.warframe.com/topic/1231382-heart-of-deimos-hotfix-2924-nights-of-naberus/
	date: 2020-10-15T18:43:58Z
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.

*The ancient festival of death and mischief has begun on all platforms!
*On Naberus, beauty is banished. Rot and monstrosity hold sway. And Daughter couldn’t be more excited!
*To get everyone in the Naberus spirit, she’ll be dressing up in Morbid costume and offering exclusive, limited-time rewards available for purchase through her special Naberus-themed store in the Necralisk.
*Listen to a gruesome tale narrated by Grandmother in the comfort of your Orbiter with a creepy Naberus-themed decoration, or enjoy an assortment of Glyphs, Emblems, Skins and Blueprints 
*all available for purchase using Mother Tokens.
*Made a micro-optimization to the Health and Shield display on the HUD.
*Made systemic micro-optimizations to game-code using scripts.
*Made systemic micro-optimizations to physics sweep queries.
*Made a micro-optimization to animation inverse kinematics.
*Made systemic micro-optimizations to the script runtime.
*Made a micro-optimization to the perception system.
*Made a micro-optimization to the damage system.
*Made a micro-optimization to the effects system.
*Made some micro-optimizations to level loading.
*Made a micro-optimization to the sound system.
*Made a micro-optimization to the script system.
*Made a micro-optimization to text localization.
*Made a micro-optimization to flash rendering.
*Made a micro-optimization to UI rendering.
*Made a micro-optimization to loading.
*Optimized a small memory leak that would occur in certain Railjack missions.
*Fixed a tiny memory leak that would occur when killing Jen Dro in The Index; while inconsequential for regular play this leak showed up in an automated stress-test that pits Brokers vs Executioners for hours at a time.
*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.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Heart of Deimos: Hotfix: 29.2.3
	url: https://forums.warframe.com/topic/1230227-heart-of-deimos-hotfix-2923/
	date: 2020-10-08T18:32:31Z
	changes: Heart Of Deimos: Hotfix: 29.2.3:

Optimized initial install size slightly (~half a GB).
This was Hotdropped yesterday!

Added a game setting to use the legacy deadzone remapping when controlling look/aim input using the controller analog sticks.
Changed the deadzone settings to go up and down by 1 instead of 5 when pressing the arrows.

*Fixed inability to matchmake together when loading from a Town/Relay to a Free Roam mission.
*Fixed a crash if a Host migration occurred during a Cambion Drift Excavation Bounty.
*Fixed the Subsumed Rest & Rage ability description stating its effect is dependent on Energy color rather than Emissive Color.
*Fixes towards some lighting issues on Operator hair textures. 
*Work in progress!
*Fixed the Telos Syandana being misaligned on Octavia. 
*Fixed the VOIP UI indicator appearing as a white square. 
*Fixed numerous script errors during Cambion Drift Excavation Bounties.
*Fixed script errors when Corrupted Vor spawns in the Void.
*Fixed a script error when casting Nova’s Null Star ability.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Heart of Deimos: Hotfix: 29.2.2
	url: https://forums.warframe.com/topic/1229890-heart-of-deimos-hotfix-2922/
	date: 2020-10-06T19:36:33Z
	changes: Heart Of Deimos: Hotfix: 29.2.2:

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:

Made numerous micro-optimizations to scene rendering.
Optimized Local Reflections.
Optimized Foliage Rendering in the Enhanced Graphics Engine.
Optimized Visibility Culling speed and memory footprint slightly.
Optimized initial install size slightly.
Made systemic micro-optimizations to the animation system.
Made a micro-optimization to the Foot IK system.
Made a micro-optimization to HUD rendering.
Minor quality improvements for hair rendering.

Added game settings for tweaking deadzone values and other input behaviour for controller analog sticks. Each analog stick now has 3 settings as outlined on https://www.warframe.com/gamepad. This should improve the accuracy for movement controls in particular, which previously used a square deadzone, resulting in inconsistent mapping for diagonal inputs.
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.

*Fixed enemies becoming permanently ragdolled after casting Nezha’s Divine Spears into a Larva via Helminth Subsumed ability. 
*Fixed Helminth Infused ability functionality issues when casting Wisp’s Sol Gate. 
*Fixed missing UI indication on Quiver Cloak Arrow's duration remaining via Helminth Subsumed.
*Fixed Nidus’ abilities HUD having greyed out icons for Helminth Infused abilities.
*Fixed the Warframe launcher breaking uninstall when using standalone-installer.
*Fixed inability to Swap a Polarization.
*This was Hotdropped live last week!
*More fixes towards a crash that could occur in a Survival mission when choosing to return to the Orbiter.
*Fixed Isolation Vault Bounty Bait and objective markers remaining after the Bounty is abandoned. 
*Fixed cases of the Upgrade screen showing negative stats after applying Forma to a weapon.
*We found this isn't super useful and forces you to exit the Upgrades screen if you want it to show the actual effects of the Mods installed afterwards. 
*Fixed Profile ‘Kills’ and ‘Time Played’ Stats being influenced by the Simulacrum. 
*Simulacrum is a testing ground!
*Fixed left trigger no longer opening Chat with controller after you save controller bindings once. As reported here!
*Fixed the Infested Salvage End of Mission Reward screen UI stating 50 Endo instead of 300 Endo.
*This is a visual issue only, the correct amount of Endo was awarded.
*Fixed missing Blueprint locations for the Zymos and Keratinos when viewing in the Market.
*Fixed the Daedalus Leg Armour appearing small when equipped on the Hydroid Rakkam Skin.
*Fixed sometimes facing the wrong direction when loading into the Simulacrum Arsenal.
*Fixed cases of Simaris appearing white instead of orange when entering Sanctuary Onslaught. 
*Fixed Quatz reload and Plinx charge reload audio issues when a Skin is equipped. 
*Fixed Oscira Sugatra offset on numerous Melee weapons.
*Fixed collision issues with the Oscira Thrown Blade Skin when exiting the Simulacrum Arsenal.
*Fixed Gauss Graxx Helmet flames always being orange instead of reacting to the chosen Energy Color as the rest of the Redline ability does.
*Fixes towards cloth collision on the Mirage Kitsune Helmet. 
*Fixed Dendrite Gunblade Skin using the wrong Sugatra attachment point.
*Fixed missing doorframe in the Grineer Shipyards tileset. 
*Fixed a script error when reaching a new Mastery Rank.
*Fixed a script error when a Kubrow Pet uses Stalk.
*Fixed a script error when a Vasca Kavat uses Draining Bite.
*Fixed a script error when a Kavat uses Cat’s Eye.
*Fixed a script error when casting Titania’s Tribute ability. 
*Fixed rare script error when casting Wukong’s Primal Fury ability. 
*Fixed a script error when deactivating Mesa’s Ballistic Battery ability.
*Fixed a script error when Corpus Rangers attempted to Melee smash you from the air.
*Fixed script error when picking up Vomvalyst energy buffs while on a K-Drive then dismounting, or mounting K-Drive while you have the buff.
*Fixed a script error when being attacked by the Profit-Taker.
*Fixed a script error when offering an Eidolon Shard during a Teralyst Hunt Bounty.
*Fixed script error that could occur during a Jordas Transmission.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Heart of Deimos: TennoGen: 29.2.1
	url: https://forums.warframe.com/topic/1229060-heart-of-deimos-tennogen-2921/
	date: 2020-10-01T15:51:22Z
	changes: Heart Of Deimos: Tennogen: 29.2.1:

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!

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 Skyeraikes

Titania Viraji Helmet by malaya and blazingcobalt
Blaze Oculus by blazingcobalt

Night Hunter Syandana by Mz-3
Tsujinasa Syandana by BeastBuster
Ranulyst Syandana by led2012 and daemonstar

Grimstone Heavy Blade Skin by Vulbjorn, the graphical walrus
Obanakk Heavy Blade Skin by VoidPunch
Osiris Polearm Skin by Lubox

Mantis Lilieae Skin by MaceMadunusus

Xulatu Chest Armor by led2012

For those of you using DX10, the launcher will now remind you that we’re phasing DX10 out in the near future.
Friendly informative reminder: https://www.warframe.com/specs2021 
Removed the Gas Status Effect from the Deimos Jugulus shooting bone glaives.
The Gas Status Effect was unintended 
should only be administering Slash.

*Fixes towards a crash that could occur in a Survival mission when choosing to return to the Orbiter.
*Fixed an issue where the "swap polarity" functionality would be broken on weapons that had only ever done no-op Polarizations.
*Fixed the Quassus leaving you "unarmed" after using heavy attacks.
*Fixed a section in the Ustara Crater within the Orb Vallis that resulted in your Warframe turning invisible, the minimap changing, and enemies not attacking you.
*Fixed a spot in the Grineer Sealab tileset where enemies struggled to jump down a hole as a team, which resulted in AFK farming.
*More fixes towards Look Link issues and diorama issues with the new Companions (mismatching tails, for example).  
*Fixed the Oscira Bow Skin not applying correctly to the Kuva Bramma.
*Fixed missing Standing icon when viewing the eidolon Hunt Bounty with Konzu.
*Fixed screens overlapping when purchasing a Glyph. 
*Fixed a script error when offering an Eidolon Shard during a Teralyst Hunt Bounty.
*Fixed a script error when a Ghoul Devourer attempts to grapple you.
*Fixed a script error when the Treasurer spawns.
*Fixed a script error when throwing a Shock Spear in a Free Roam transition (Elevator, etc).
*Fixed a script error when casting Ember’s Immolation ability.
*Fixed a script error when casting Nyx’s Psychic Bolts ability.
*The ‘Deferred Rendering’ Display option has been retitled to ‘Graphics Engine’.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Heart of Deimos: Prime Vault: 29.2.0
	url: https://forums.warframe.com/topic/1228676-heart-of-deimos-prime-vault-2920/
	date: 2020-09-29T17:59:17Z
	changes: Heart Of Deimos: Prime Vault: 29.2.0:

Ember Prime and Frost Prime, as well as their Prime Weapons and exclusive Customizations are now available for a limited time! Trinity Prime Packs, Nova Prime Packs, and their Relics have returned to the Vault.
Ember Prime, Frost Prime, Latron Prime, Reaper Prime, Sicarus Prime, and Glaive Prime Relics have been added back to the droptables!
Visit https://www.warframe.com/prime-vault to check out the Prime Vault Offerings!

Note: As some of you have noticed, our Prime Vault rotation this round has gone on a little long. We had to put a lot of work into making Deimos a simultaneous release during COVID times, and that meant we had to divert focus and people away from some other items. Prime Vault was one of those items.
This means the next Prime Vault offering is a tried and true debut of Ember and Frost Prime (full details to come tomorrow). It also means that we are now in a position to make the Vault following Ember and Frost Prime offer new-to-Vault contents because we recognize how important this is.
Thank you for understanding!
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!

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

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:

	type: Update
	description: undefined
	imgUrl: undefined
	name: Heart of Deimos: Hotfix 29.1.2 + Hotfix
	url: https://forums.warframe.com/topic/1227236-heart-of-deimos-hotfix-2912-hotfix-29121/
	date: 2020-09-22T17:35:35Z
	changes: Heart Of Deimos: Hotfix 29.1.2:

Disabled Ordis Transmissions while in the Helminth screen. Our trusty Cephalon must be shielded from this room.

There is now an ‘Incomplete’ tab on the Helminth to show you which abilities you have not Subsumed.

Increased the audible distance of Xaku’s weapon sounds in the Grasp of Lohk ability use.

Numerous micro-optimizations for Deferred Rendering have been added to the game!

*Fixed T5 Bounty Rewards on Deimos sometimes giving lower Mother Tokens than T4 Bounties.
*Fixed incorrect Vendors having the Velocipod K-Drive Skins.
*Fixed incorrect Bounty UIs after a host Migration.
*Fixed ‘Botanist’ being missing from the Codex and unlinkable in Chat.
*Fixed an issue with the sound of casting Roar on a Warframe that has the ability Infused.
*Fixed Railjack Avionics not being displayed correctly in the EoM screen.
*Fixed the Ability screen not updating after using Helminth until you go into a mission or use the Arsenal.
*Fixed the Boar not having a reload sound.
*Fixed an issue where the Vault extraction marker can appear above ground after finishing a Vault Bounty.
*Fixed the Entrati Audience Chamber room not being an option to be set as a Spawn room for Dojos.
*Fixed Audio ducking staying on if you enter the Arsenal as an Operator.
*Fixed some Sentinel and Moa Weapon types not getting affected by Magazine related Mods (notably Helstrum).
*Fixed Antigen recipes having underlapping text in the Foundry.
*Fixed many weapon Components having ill fitting text in the Foundry.
*Fixed an issue where deploying a Desert Skate does not remove the prior deployed Desert Skate.
*Fixed an issue being unable to leave Conclave missions using the ESC button.
*Fixed recolouring the Arquebex changing colours of attached Necramech in preview.
*Fixed a script error that could occur when joining a squad while someone else is fishing.
*Fixed a script error that could occur with Khora and Venari.
*Fixed the Corinth Prime Blueprint using the wrong icon for the Corinth Prime Stock.
*-Fixed the Exploiter Orb spawning underground as reported here:
*Fixed an issue where using the ESC Menu function when inviting players to the Dojo during a trade causes a game lock.
*Fixed continued issues with Steel Path Deimos Bounty rewards not issuing the correct amount of Mother Tokens.
*Fixed numerous issues with the Oscira skins not allowing the underlying weapons to use proper reloads and animations.
*-Fixed an issue where pausing during extraction can lead to issues as reported here:
*Fixed several high priority chat issues relating to loss of functionality.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Heart of Deimos: Hotfix 29.1.1
	url: https://forums.warframe.com/topic/1226276-heart-of-deimos-hotfix-2911/
	date: 2020-09-18T19:19:05Z
	changes: Heart Of Deimos: Hotfix 29.1.1:

Respective Rifle/Shotgun Skins can now be equipped on Primary Kitguns 
including Deluxe Shotgun Skins!
Tombfinger and Rattleguts are Rifles, and Catchmoon is a Shotgun. (Gaze is neither as it’s classified as a Beam weapon)
Optimized initial installs.
Fixed a crash in the cache optimizer that would occur if something interfered with updating files.

*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.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Heart of Deimos: Update 29.1.0
	url: https://forums.warframe.com/topic/1225874-heart-of-deimos-update-2910/
	date: 2020-09-17T15:55:25Z
	changes: Heart Of Deimos: Update 29.1.0:

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

Augment your Warframe with this Subtle and sturdy Armor set.
Jump into the future with the high-tech style of the Oscira Collection. Includes the Oscira Armor, Sugatra, and Syandana. Plus, Oscira skins for Pistol, Rifle, Staff, Throw blade, Bow, and Longsword.

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

This distinctive serpentine Sigil adds venomous menace to any Necramech. As a bonus, a Warframe compatible Snake Sigil is included when purchasing the snake Necramech Sigil!
Rusty but trusty. This skin revives the glory of the legendary Old War Necramech, Snake.
*Find both the Snake Necramech Sigil and the Snake Voidrig Skin with the Necraloid Syndicate for Platinum in the Necralisk!

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

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

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: https://forums.warframe.com/topic/1223735-the-great-ensmallening/

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: https://forums.warframe.com/topic/1223976-upcoming-xaku-changes/
We consider these changes “Round 1” with more to come once players have graciously again provided their feedback!

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.

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.

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.

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!

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.

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.

Decreased the unguided flight time of the Alt Fire on launch from 0.06s to 0.03secs.
Decreased the unguided flight time of the Alt Fire smoothing from 1s to 0.4secs.
This makes the Alt Fire projectile start to home in on their targets faster and curve more acutely towards them.
Decreased Alt Fire re-arming delay from 0.2s to 0.01secs.
This decreases the time between being able to lock onto additional targets after the first.
Increased max lock distance from 60m to 80m.
Increased loose lock distance from 80m to 100m.
This increases the distance you can lock onto targets with Alt Fire from 60m to 80m, and lock won't be lost unless the targets move beyond 100m.
Fixed cases of the Sepulcrum Alt Fire not properly targeting enemies.

Optimized performance of several user interfaces including the Nightwave and Void Relic Refinement screens.
Optimized download of some parts of Warframe.
Made a large number of small optimizations to the UI system.

General polish and cleanup of sounds in the Arsenal to remove unintended sounds.

*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 Xata’s Whisper.
*Fixed a crash when hovering over the Roar ability in the Upgrade screen on a Hildryn which had Balefire replaced by Roar via Helminth.
*Fixed a crash that occurred when sitting in the Helminth chair with poor connection quality. 
*Fixed Infested Mobility buff effects never ending when under Rank 3.
*Fixed Infested Mobility not being affected by Strength like the Arsenal stat screen claims.
*Fixed Infusing a new ability via the Helminth to Config D, E, or F not showing the ability has been applied until the player loads into a mission.
*Fixed Titania's Tribute HUD not working if Razorwing was overwritten via Helminth.
*Fixed rare case of the UI showing that you have the exact Secretion % required but won’t let you perform the action. This was due to rounding values in the back end that aren’t visible in the UI.
*Fixed missing check mark beside recently earned Helminth Rank until you close and re-open the Helminth interface.
*Fixed inability to progress through some Corpus/Grineer Invasion missions due to an inability to enter the portal, and just getting put through a never ending loop that goes nowhere.
*Fixed Carnis Set Mods not functioning for both Host or Client players.
*Fixed cases where Limbo’s Banish could be cast with 0 Energy.
*Fixed the Soma Prime's Hata-Satya Mod not respecting Multishot for Clients.
*Fixed ability to apply Status Effects to the Deimos Saxum before Femurs have been broken. Femurs must be destroyed first before Status Effects will affect the Saxum. 
*Fixed Zymos seeking swarms not being able to critically hit.
*Fixed Zymos not spitting out the homing spore projectiles after the headshot explosion triggers for Clients.
*Fixed Garuda’s Dread Mirror Damage Capture Multiplier/Projectile Damage not matching ability screen numbers in the Arsenal.
*Fixed ability to go under the floor with a combination of Transference and Titania’s Razorwing.
*Fixed Garv and his Grineer hooligans not de-spawning after doing a Bounty such as Anomaly Retrieval or Core Samples. This results in multiple Garv’s in the Cambion Drift when doing back to back Bounties.
*Fixed issues with the Purify Deimos Bounty, where the 'samples' UI will decrease from 35-15 when a Host migrates. However, the collected amount doesn't reflect this switch and will be greater than the UI limit indicates.
*Fixed the Latrox Une ‘upload’ phase skipping if there's a Host migration while collecting samples for Latrox Une.
*Fixed the Deimos Claw Skin not applying properly to the Keratinos.
*Fixed inability to quickly select the Secondary Emissive and Energy colors when attempting to customize Warframe/Weapon colour Appearance using the controller d-pad.
*Fixed the default icons for Mutagen and Antigen samples in the Predasite/Vulpaphyla Revivification menu (Son at Necralisk) being swapped. 
*Fixed a section in the Harindi Crater within the Orb Vallis that resulted in your Warframe turning invisible, the minimap changing, and enemies not attacking you.
*Fixed inability to spawn Deimos Saxum/Deimos Saxum Rex in the Simulacrum. 
*Fixed Tokens appearing in End of Mission screen with common items. Should now appear above regular Resources and Mods.
*Fixed Khora appearing mangled in the End of Mission screen diorama.
*Fixed Loki’s Invisibility ability aggressively color grading your surroundings 
*very noticeable in the Cambion Drift when your Energy color is neon green (lol).
*Fixed towards the Necralisk door opening animation playing when the door is already open. 
*Fixed Inbox Gift messages not displaying the amount of items Gifted (ie 5 Forma, etc).
*Fixed inability to exit the Shawzin with a controller if a key binding is changed since Start then becomes unbound.
*Fixed the Gear Wheel overlapping the Void Fissure End of Mission Reward screen.
*Fixed Credits Icon appearing slightly larger than intended in the End of Mission screen,
*Another fix towards missing the Entrati Rank up cutscene if you opened the ESC menu right before the cutscene starts. 
*Fixes towards poor Extraction waypoint pathing in the Grineer Shipyards tileset.
*Fixed Paris bow 3D draw sound not cutting off when bow is fully drawn.
*Fixed some spot-loading that would occur when selecting an Infested Companion in the Arsenal.
*Fixed possible spot-loading when going into a Town/Relay/Hub.
*Fixed numerous script errors when encountering Latrox Une in the Cambion Drift.
*Fixed a script error related to having Hildryn’s Balefire active while transitioning from Free Roam to Hub/Town.
*Fixing a script error with the Railjack Tactical Menu.
*Side Note:
*Isolation Vault reward tables have been added to warframe.com/droptables!
	type: Update
	description: 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.
	imgUrl: undefined
	name: Heart of Deimos: Hotfix 29.0.8 +
	url: https://forums.warframe.com/topic/1224002-heart-of-deimos-hotfix-2908-29081/
	date: 2020-09-10T18:28:19Z
	changes: Heart Of Deimos: Hotfix 29.0.8:

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.

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!

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.
Fixed fallen Necramech’s Guard Mode ability not functioning, and instead just draining Energy.

*Fixed losing weapon functionality when casting Resonator on a Warframe other than Octavia (Subsumed). 
*Fixed getting double prompted to Rush a Subsume if you rejected the first prompt and then went to Feed the Helminth.
*Fixed being able to fire your weapon during Undertow or Danse Macabre if active while certain abilities inherited from Helminth expire.
*Improved diagnostics for bugs in the Corpus Researcher Cambion Drift Bounty.
*Made a few micro-optimizations to HUD Damage indicators.
*Made some micro-optimizations to HUD rendering.
*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.
*Fixes towards volumetric lighting issues when Deferred Rendering is enabled.
*Fixes towards scenarios where the Operator appears visually blown out in the Orbiter when Deferred Rendering is both enabled or disabled.
*Fixes towards overly waxy looking skin for the Operator when Deferred Rendering is both enabled or disabled.
*Fixed Wyrm Residue puddles not scaling in size properly with Dynamic Resolution enabled alongside Deferred Rendering. As reported here!
*Fixed the Arquebex having an unintended 9th Mod Slot. 
*Any Polarizations done to this now removed 9th Mod Slot have been transferred over to a free universal (blank) Mod Slot upon login of this Hotfix. In the very rare case of having Polarized the 9th Mod Slot to be universal (blank), the Forma is refunded.
*Fixed a case where Latrox Une wouldn’t spawn if Garv’s encounter happened before it, and Garv was still around.
*Fixed inability to progress past the first mission of Saya’s Vigil Quest when replaying it. 
*Fixed parts of the HUD breaking after attempting to open the ESC menu during a ‘Mission Complete’ animation (going from Free Roam to Town/Hub). As reported here!
*Fixed ability to clip through wall meshes via Operator Transference. 
*Fixes towards players unable to launch Archwing after multiple Transference activations.
*Fixed certain Warframe abilities (Mesa's Shattered Shield, Mag's Magnetize) that create reflecting bullets counting towards hits that increase the Hata-Satya Critical Chance buff. Only hits performed by Soma Prime should increase the Hata-Satya Critical Chance buff.
*Fixed Smeeta Kavat's Mischief ability, Carnis Mod Set bonus, and Survival Instinct modifying evasion incorrectly, and instead acting as a debuff as opposed to the proper buff.
*Fixed Clients always hitting a fade-to-black teleport volume when entering the Isolation Vault.
*Fixed Ash’s Shuriken ability not being affected by Power Strength Mods. 
*Fixed Limbo not gaining Energy from enemies killed in the Rift.
*Fixed spot-loading when previewing Revivification combinations with Son in the Necralisk. 
*Fixed certain Excavation spawns not scaling in level with the rest of the enemies.
*Fixed Mining, Fishing or Conservation marking the Free Roam node as completed before the Bounty is done.
*Fixed Scan Aquatic Lifeforms Mod sometimes not revealing fish on Orb Vallis and Plains of Eidolon. As reported here!
*Fixed cases where the Hata-Satya Mod HUD buff may remain on screen, and not resetting if you enter bleedout in the middle of a casting animation.
*Fixed missing the Entrati Rank up cutscene if you opened the ESC menu right before the cutscene starts. 
*Fixed Parvos Granum appearing visually blown out in some cases.
*Fixed Hydroid’s Relay Captura Scene having too many NPCs. 
*Fixed Nidus’ infestation not applying color properly. As reported here!
*Fixed Vauban’s coattails missing the PBR treatment. He should match/blend much better now! As reported here!
*Fixed an issue where you could not release an animal in the Necralisk if you had no Daily Standing left. 
*Fixed erroneous text descriptions telling players things exist in the ‘Derelicts’ and that Vor’s Prize is related to Pluto. 
*Fixed the ESC menu saying ‘Deimos’ where it should have said Necralisk while in the Syndicates menu. 
*Fixed Cortege prompting to install a Gravimag first as opposed to a Catalyst. This weapon comes with a Gravimag pre-installed, it will only ask you for a Catalyst if you wish to add one.
*Fixed Protea’s Dispensary minimap icon not disappearing if you’re not in the same tile when the ability expires.
*Fixed missing 'Hide Owned' Toggle for the Necralisk Oddities Offerings.
*Fixed missing ‘Owned’ icons for the Necralisk Oddities Offerings if you owned only 1 of the item.
*Fixed artifacting visuals in the Cambion Drift Wyrm debris puddles.
*Fixes towards Deimos Carnis enemies lingering on the ceiling too long when they should be attacking.
*Fixed Wisp not reflecting visual customizations in her Abilities diorama screen.
*Fixed Chat Linked Reflex Guard Mod appearing as its old version (Parry Chance).
*Fixed a terrain hole in the Orb Vallis. As reported here!
*Fixed in-game search not supporting some Turkish characters; including store Offerings, Inventory and especially Chat Link.
*Fixed grammatical errors in Executioner Garesh’s Codex description.
*Fixed script error if you tried to press the Rank up button on a Syndicate screen right after pressing ESC to back out to the all Syndicate view.
*Fixed a script error related to Syandanas that open/close in certain situations.
*Fixed a script error potentially related to Hildryn’s Pillage ability.
*Fixed Atlas’ Rumblers no longer Petrifying enemies in radius when casting Rumblers if you replace the Petrify ability via Subsumed ability.
*Fixes towards failing to match-make while in a Town/Hub. 
*Fixes towards failing to match-make after accepting to replay Saya’s Vigil Quest. 
*Fixed inability to Chat Link Rivens.
*Fixed changing from Cooperative Loadout to Conclave Loadout in the Simulacrum Arsenal not allowing you to switch back to your Cooperative Loadout.
*Fixed Garuda’s Talons not being visible on the End of Mission screen.
*Potential fix towards a script error caused by Sly Vulpaphyla Survival Instinct triggering.
	type: Hotfix
	description: 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.
	imgUrl: undefined
	name: Heart of Deimos: Hotfix 29.0.7
	url: https://forums.warframe.com/topic/1221646-heart-of-deimos-hotfix-2907/
	date: 2020-09-03T19:29:45Z
	changes: Heart Of Deimos: Hotfix 29.0.7:
We’ll be running a script to retroactively give the Palla Syandana to players who have purchased the Deimos Swarm Pack 
stay tuned!Palla Syandana script has started on all platforms 
will update here when it has finished! 
*Palla Syandana script has completed on all platforms!
All purchases of the Deimos Swarm Pack moving forward will include the Palla Syandana.

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.
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.
A marker will now appear when spotting Conservation scat through the Trang rifle scope or if a Lure is equipped.
Optimizations towards the Deimos Drop Pod spotlight in the Cambion Drift.
Fixed the Sly Vulpaphyla’s Survival Instinct FX causing a performance dip due to its visual distortion. As reported here!
Fixed memory leak in UI system that could cause a crash when chilling in the Helminth chair.
Reduced drop chance of Pherliac Pods Blueprint for Deimos Juggernaut to 5%.
Changed 'Necramech Deflection' Mod name to 'Necramech Redirection' since we use Redirection for Max Shield Mods.

*Fixed inability to log into Warframe if you didn’t own a Kubrow Companion.
*This was hotdropped live Tuesday night!
*Fixed a crash when casting the Necramech’s Storm Shroud ability.
*Fixed a crash when casting the Necramech’s Necraweb ability.
*Fixed a crash when attempting to return to the Necralisk while a Corpus Survivors encounter activates.
*Fixed a crash if a Host migration occurred during a K-Drive race. 
*Fixed numerous bugs that could occur after a Host migration, including starting on a Free Roam mission, Host-migrating, returning to Town/Hub, and then returning to the Free Roam landscape.
*Fixed Client Necramech’s not retaining their gained XP if you left the Necramech before you entered the gate/area to return to Town.
*Fixed some Client players seeing the same identical Fass symbol on the Isolation Vault doors.
*Fixed friendly Necramech nullification disabling Warframe Invisibility and Banish abilities.
*Fixed fallen Necramech’s on Cambion Drift being Rank 0 for Clients.
*Fixed applying Forma to the Necramech Arquebex not showing the Polarity right away until you relog.
*Fixed ability to install an Umbra Forma on a Necramech. No need for this as no Umbra Necramech Mods exist!
*Fixed Necramech Ammo regeneration speed not changing per weapon equipped.
*Fixed a Revenant functionality loss if Reave is cast on an enemy who is both Enthralled and Blood Altared.  
*Fixed cases of Revenant’s Reave hitting ragdolled enemies multiple times in rapid succession, potentially insta-killing them.
*Added Developer Note: To get into specifics, once an enemy was ragdolled you actually hit their proxies, and each AI has a dozenish or so proxies, you get healed for each hit, easily making it a full heal and instakill for each ragdolled enemy. So you were getting '12' for the price of '1' enemy, which is clearly unintended.
*Fixed Heavy Gunners unintentionally having almost triple their Armor since Heart of Deimos. This change accidently occurred when changing Garv’s Armor value as they use the same back end. As reported here!
*Fixed Wyrm Residue not surviving a Host migration.
*Fixed inability to Trade "Trapezium Xenorhast" and "Cabochon Embolos". 
*Fixed Xaku's base slow of The Vast Untime being 50% instead of intended 15% at Level 2. As reported here!
*Fixed ragdolling enemies not taking additional Slash Status from being hit while debuffed by Garuda’s Seeking Talons.
*Fixed enemies able to apply hostile Status Effects through Mag’s “held” variant of Magnetize despite the projectiles never actually reaching you.
*Fixed ability to purchase multiple unnecessary copies of the Helminth Segment.
*Fixed Deimos Carnis and Deimos Carnis Rex not awarding kill Affinity.
*Fixed the Isolation Bounty objective not properly updating upon the second Vault's completion.
*Fixed Isolation Vault Esophage waypoint lingering after having left the Vault.
*Fixed stacking Deimos Saxum FX for Clients 
*should be easier to see around these boys now!
*Fixed missing Phaedra Magazine when used as a Heavy Weapon.
*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.
	type: Hotfix
	description: In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual 
thank you for your diligent reporting!
	imgUrl: undefined
	name: Heart of Deimos: Hotfix 29.0.6
	url: https://forums.warframe.com/topic/1220813-heart-of-deimos-hotfix-2906/
	date: 2020-09-01T22:43:56Z
	changes: Heart Of Deimos: Hotfix 29.0.6:
Clip size increased from 9 to 17.
Ammo pool increased from 27 to 51.
Optimized Town, Relay and Dojo server-code.
Made a micro-optimization to minimap rendering.
Xaku’s Gaze ability has been added to the Railjack Tactical Menu. 
Xaku will now hide their Syandana and Armor pieces during their The Vast Untime ability to prevent floating objects.
Note: we are about 1 week away from a full Community feedback pass on Xaku’s abilities. Sit tight! 
Conservation Animal Tags and Wounded Animal Tags will now appear in the UI popup banner (similar to Argon Crystal) upon collecting an Animal.
You can now Fast Travel to the Necraloid Syndicate in the Necralisk after speaking with them.
Improvements towards the Necramech Guard Mode Equip and Unequip flow to be cleaner and use Abilities functions better.
Added and tweaked many Entrati member VO Transmissions. These tweaks include ensuring some VO Transmissions don’t repeat endlessly.
Increased the aggressiveness of Deimos reinforcements. 
Tweaked reload sounds of the Trumna.
Added descriptions to Helminth Secretions. Yum!
Added HUD timers to Vauban’s Minelayer grenades.

*Fixed Predasite and Vulpaphyla Companions not granting Mastery Rank.
*Upon login of this Hotfix, missing Mastery will be given for your respective Gilded Infested Companion.
*Fixed a crash that would occur when opening the Simulacrum Arsenal in multiplayer Simulacrum with a Vulpaphyla equipped.
*Fixed Vulpaphyla Companion getting reset to Rank 0 if the Vulpaphyla went into bleedout while you were dying/Reviving. 
*Fixed Sly Vulpaphyla's Survival Instinct not showing FX for Clients.
*Fixed a script error when dying while your Pharoh Predasite Companion used Anabolic Pollination.
*Fixed a script error where Panzer Vulpaphyla died before the Viral Quills projectiles landed.
*Fixed a script error when a Crescent Vulpaphyla used Crescent Charge on a target that died.
*Fixed Necramech’s not retaining their gained XP if you left the Necramech before you entered the gate/area to return to Town.
*Fixed Client Necramech’s not retaining their gained XP after mission aborting. We are working on additional edge cases with Client Affinity retention on Necramechs. More to come!
*Fixed a crash when joining a Cambion Drift mission where a Client player is dead.
*Fixed a crash when entering the return to Town/Hub area while an encounter triggers in Cambion Drift.
*Fixed potential crash when casting Titania’s Lantern ability.
*Fixed Isolation Vault Necramech Damage resistance not applying to Clients.
*Fixed second Necramech summon having no weapon and inability to shoot for Clients.
*Fixed Xaku’s Vast Untime ability not always damaging enemies within radius.
*Fixed failing to Gild an eligible Infested Companion with the Conservation Entrati member if you have a Predasite that is less than Rank 30.
*Fixed not gaining weapon XP when shooting from a K-Drive or Velocipod.
*Fixed ability to contribute pending Keratinos Blueprints for Entrati Rank up without warning, which causes them to disappear in the Foundry.
*Pending Foundry Blueprints won’t be eligible for Syndicate Rank up.
*Fixed ability to reach the Isolation Vaults without doing an Insolation Bounty.
*Fixed being able to walk through the blue force-field wall around the Plains of Eidolon as a Necramech. 
*Fixed ability to collide with allied Necramechs. 
*Fixed Mods on the lower left side of the Necramech Upgrade screen can't be read.
*Fixed UI callout for the Necramech dodge/charge tutorial being incorrect.
*Fixed the Necramech moving in a circular motion while boosting when tilting the controller joystick slightly to the left or right.
*Fixed Cortege doing incorrect Damage type in Heavy Weapon mode.
*Fixed the Sepulcrums Alt Fire homing projectiles sometimes endlessly circling low profile targets like the Deimos Carnis enemy. 
*Fixed Sepulcrum and Trumna local firing sounds playing for Clients.
*Fixed Energy Siphon on Hildryn resulting in her Pillage Overshields being reverted. 
*Another fixed towards Wukong Prime's Iron Staff not blocking 100% of Damage as intended.
*Fixed Phaedra missing its Magazine component. 
*Fixed Pets/Sentinels always targeting Cryptilex.
*Fixed Velocipods not displaying max Pistol Ammo when riding 
*they were only showing Magazine.
*Fixed Khrusos Syandana textures to react to lighting more naturally and appear less flat.
*Fixed entering the Mod Bench while in the Necramech Upgrade screen resulting in getting the regular Mod Bench selection with all Mods showing.
*Fixed missing Trumna Alt Fire animations.
*Fixed some Otak ambient barks overlapping with other dialog.
*Fixed missing Mother VO if you skipped the Entrati Rank up reward and then choose to select the reward later.
*Fixed cases of missing Mother VO when taking a Bounty.
*Fixed missing goodbye VO for the Weapons Entrati member.
*Fixed "Melee Combos" for Necramechs showing broken Stance Mods and wrong combos.
*Fixed cases of missing Wyrm Residue FX.
*Fixed many missing Deimos Codex entries.
*Fixed a script error that could occur if a wild Medjay Predasite was charging towards you while using Paralytic Spores and died, which could cause other enemies to not be vulnerable to finishers.
*Potential fix for a script error when a Host migrates in a Free Roam mission. 
*Fixed a script error related to Wyrm Residue puddles.
*Fixed a script error when encountering an Infested Drop Pod.
*Fixed a script error when selecting a mission from the World State Window. 
*Fixed a script error when a Necramech deactivated their Guard Mode ability. 
*Fixed a script error when casting Ash’s Shuriken ability. 
*Fixed a script error when using the Broken Scepter.
*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.
	type: Hotfix
	description: In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual 
thank you for your diligent reporting!
	imgUrl: undefined
	name: Heart of Deimos: Hotfix 29.0.5
	url: https://forums.warframe.com/topic/1218594-heart-of-deimos-hotfix-2905/
	date: 2020-08-28T19:38:33Z
	changes: Heart Of Deimos: Hotfix 29.0.5:
Damaged Necramech parts and Weapon Parts are now tradable!
Enabled proper Necraloid items to be a free Reward for hitting Rank 3. 
Improved alignments of the expand arrow on the EOM screen. 
Improved FX on the ‘Heart’ in a certain quest stage. 
Increased the rarity on the Botanist Mod to Rare.
Added proximity markers to the mollusks so it’s easier to spot them and gather samples during the relevant Bounty.

*Fixed a potential Quest progression stopper related to the Esophage usage. 
*Fixed a bonus objective being impossible to achieve with 3-4 players in the squad for Deimos survivor bounty. Also, objective count will update correctly whenever the squad size changes.
*Fixed Necramech drops falling through the floor when dropped.
*Fixed Summoning Necramechs losing affinity gained in previous Necramechs. 
*Potential permanent fix to Void Dash being disabled by Vault Mechs, more work will be needed on this, but we have made some progress here. 
*Fixed Chroma Immortal skin missing his tail. Pin the Tail on the Dragon. 
*Fixed an issue with being able to donate un-Gilded Modular pets. 
*Fixed Race markers from the surface of the Cambion Drift appearing on the map while underground. 
*Fixed issues with Necralisk doors appearing invisible or unlit. 
*Fixed ‘Œ’ not working in certain languages. 
*Fixed Ally Necramechs not always spawning during Vome Cycle. 
*Fixed Ally Necramechs interfering with Operator Void Dashing and Transference. 
*Fixed a couple cases of missing Icons for Weapons in the EOM screen. 
*Fixed an issue where a named Kitgun would display the default name instead when transitioning from Free Roam missions to a Hub. 
*Fixed an issue where the Currency bar could get stuck hidden when returning from a mission
*Fixed the EOM diorama preview not hiding Squad overlay and Currency bar
*Fixed a script error related to Kubrow’s Marking an enemy with the Mecha Mod set, the Kubrow dying, then somebody else killing the enemy while they are still marked. 
*Fixed Deimos spots where players could break through the level.
*Fixed Father 5 Token Tasks allowing multiple purchases.
*Fixed Carnis set bonus not functioning.
*Fixed a case where after cutting all fish you had for a vendor, could then go back into the empty cut screen, until reloading the area.
*Fixed Necramech statue not being placeable in deco mode. 
*Fixed a crash that could occur from the squad overlay.
*Fixed a script error caused by Deimos Leaping Thrasher.
*Fixed a localization issue with Iron Staff. 
*Fixed missing information on Deimos Fish decorations in the Codex.
	type: Hotfix
	description: In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual 
thank you for your diligent reporting!
	imgUrl: undefined
	name: Heart of Deimos: Hotfix 29.0.4
	url: https://forums.warframe.com/topic/1218017-heart-of-deimos-hotfix-2904/
	date: 2020-08-27T23:04:50Z
	changes: Heart Of Deimos: Hotfix 29.0.4:
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.
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.
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 unable to pick up Scintillant within the Vault environments. 
Increased the spawn chance and spawn radius size of Scintillant within Vault environments. 
Removed Scintillant as one of the Weapons Entrati members ‘Parts Requisition’ Tasks.
Added a slight glow effect to the Scintillant to increase visibility.
Increased the audio loop sound effect when a Scintillant is nearby.
Player-usable Necramechs that you can Transference into on the Cambion Drift no longer drop rewards. 
Transferring into a Necramech and then standing around waiting for it to die to drop rewards is far from the intentions of the Necramech system. We understand this is a frustrating oversight. Additionally, this was often bugged that only 1 person got the drop at all. Enemy Necramechs in the Isolation Vaults will still drop rewards, and now they’ll drop more of them (Scintillant). 
You can now enjoy Deimos from afar as a new planet backdrop when back in your Orbiter!
Appearance improvements towards Maggot and Crawler death FX. 
Optimized mining visibility more by preventing certain ‘pulsing’ aspects of the world overlapping nodes. 
Optimized locations of Esophage exit ports. 
Reduced camera shake on the second stage of the Heart of Deimos quest.
Hydroid Rakkam Kraken will now be the deluxe version when casting Undertow. 
Tweaked the holstered idle pose of the Keratinos to avoid clipping.

*Fixed a progression stopper in the Heart of Deimos Quest if enemies spawn behind doors. 
*Fixed ghost channel members lingering behind in Relays and Towns causing confusion and server-strain.
*Fixed a Heart of Deimos progression stop if you used Transference when in the Necramech cutscene.
*Fixed certain icons being reversed for repaired Cortege Receiver / Stocks. 
*Fixed 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 Carnis 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.
	type: Hotfix
	description: In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual 
thank you for your diligent reporting!
	imgUrl: undefined
	name: Heart of Deimos: Hotfix 29.0.3
	url: https://forums.warframe.com/topic/1217375-heart-of-deimos-hotfix-2903/
	date: 2020-08-26T22:57:57Z
	changes: Heart Of Deimos: Hotfix 29.0.3:
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:
Added invulnerability period when Transferring into Necramechs found out in Cambion Drift.
Reduced Vulpaphyla Revive precepts from 5 ranks to 3 ranks, as the extra 2 served no purpose. Refunded Credits and Endo will follow in a script later this week or next for early adopters.
Added more sound effects for the Vulpaphyla.
End of Mission screen music will now properly duck sound FX.
Performance improvements towards Cambion Drift terrain textures.

*Fixed cases of players unable to start Vor’s Prize after completing the tutorial.
*This also unblurs the ‘Vor’s Prize’ Quest entry for those who skipped it way back in the day.
*Fixed missing context actions when investigating Solaris bodies in the Vox Solaris Quest.
*Fixed a crash when a Client player has a Vulpaphyla Pet and it dies.
*Fixed a crash during the Garv Bounty mission.
*Fixed script errors when player quits before/during death in "Confront Umbra" stage of The Sacrifice Quest.
*Fixed Cambion Drift Bounties failing if the Client player loads in too far away from the objective area.
*Fixed inability to pick up Fass Residue on a K-Drive during the Heart of Deimos Quest.
*Fixed not having to collect Infested Samples for Latrox Une when doing multiple Bounties in succession in the same Cambion Drift session.
*Fixed incorrect Eximus enemy title on the Cambion Drift.
*Fixed some missing FX on Deimos enemies when they pop out of their sacs.
*Fixed color grading style color corrections ignoring the Color Correction video setting. As reported here: https://forums.warframe.com/topic/1213034-color-correction-explosions-while-color-correction-is-turned-off/
*Fixed alignment issues with the Paradiso Armor on numerous Warframes.
*Fixed script error that can occur when trying to use the Scanner when returning to a Town.
*Fixed a script error if Garv dies.
*Fixed a script error related to the Profit-Taker.
*Fixed a script error that could occur when using Transference. 
*Fixed a script error when using the Necramechs’ Guard Mode ability.
*Fixed a script error when entering an enemy camp in the Orb Vallis.
*Fixed a script error when the Drop Pods in the Cambion Drift drop down enemies.
*Fixed a script error when a Sly Vulpaphyla deactivates a Precept.
*Fixed a script error when a Panzer Vulpaphyla attempted to attack but ran out of targets.
*Fixed a script error that occurred when a Necramech died.
	type: Hotfix
	description: In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual 
thank you for your diligent reporting!
	imgUrl: undefined
	name: Heart of Deimos: Hotfix 29.0.2
	url: https://forums.warframe.com/topic/1217239-heart-of-deimos-hotfix-2902/
	date: 2020-08-26T19:56:10Z
	changes: Heart Of Deimos: Hotfix 29.0.2:
Infested Fish within the Cambion Drift are now always guaranteed to provide their respective Fish parts when cut! Descriptions of Fish parts now also include exact Fish source information.
The RNG behind Fish parts did not sit right based on player feedback, and we agree. Our intentions didn’t outweigh the value in this case.

The Conservation Entrati member now sells a Tranq Rifle for those who have not yet acquired one from Fortuna.
Add a ‘View Cinematic’ button for Awakening in the Quest Codex section! This allows you to view the opening cinematic without going into the full tutorial. 
Added Xaku Blueprint to Cephalon Simaris Offerings for those who have completed the Heart of Deimos Quest.  
Reduced the Necramech Storm Shroud ability damage immunity from 1 to .8. This ability now functions similar to Iron Skin.  
Increased the Necramech Reach Mod base Melee Range from +0.17 to +0.25.
Improvements towards the Necralisk to Cambion Drift hallway trigger placement, so players may walk up to the door without leaving the loading trigger.
This also fixes misleading size of extraction zone radius on minimap.
Mining veins now have a UI marker present when the Cutter/Drill is equipped and you’re close to it.
Improvements to Mining FX/materials in the Cambion Drift to improve visibility.
Improvements towards different Matchmaking scenarios within Deimos (join-in-progress, join from a Necralisk, join from Cambion Drift, etc).
Slight FX tweaks to the Deimos node in the Shar Chart.

*Fixes towards Town, Relay, and Dojo server stability and performance.
*Fixed a Heart of Deimos Quest progression stop due to an inability to swap back to the Omni repair tool when it’s required.
*Fixed a crash if you died during mission 3 of the Heart of Deimos Quest.
*Fixed a crash when joining a Cambion Drift mission in progress and the player is in a Wyrm Residue area.
*Fixed a crash when Transferring into a Necramech out on the Cambion Drift.
*Fixed a crash when inspecting the Quassus’ stats in the Mission Progress screen while in the Cambion Drift.
*Fixed a crash that could occur if you were in a Necramech after a Host migration. 
*Fixed a crash when fighting a Necramech in the Isolation Bounty.
*Fixed numerous crashes related to interacting with Reactive Crystals. 
*Fixed a crash when attempting to open the Gear Wheel after mounting a K-Drive.
*More fixes towards a tunnel door not opening in the Necramech training mission of the Heart of Deimos Quest.
*Fixed a rampant script error that prevented Conservation from triggering in certain spots in Cambion Drift.
*Fixed Jahu Reactive Crystals spitting out Resources every time you Transfer in/out of Operator mode
*Fixed Cambion Drift Isolation Vault Bounties giving a reward of any rarity for all 3 difficulty tiers. Now they correctly give Common at tier 1, Uncommon at tier 2, and Rare at tier 3.
*Fixed Necramech’s not picking up things like Energy and Mods.
*More fixes towards dying in a Necramech resulting in your Operator being invisible and invincible. 
*Fixed the Fishing Spear not being given back if you died during the Fishing mission of the Heart of Deimos Quest.
*Fixed Wyrm Residue spawning inside of inaccessible locations during the 'Collect Worm Bait' phase of a Vault Bounty.
*Fixed objective waypoints not updating properly during the Necramech training mission of the Heart of Deimos Quest.
*Fixed inability to use your Vome Residue/Fass Residue to craft Mutagen/Antigen Blueprints.
*Fixed Refined Bapholite Blueprint requiring Adramalium instead of raw Bapholite.
*Fixed being able to Transference into an invisible Warframe during the "Confront Umbra" stage of The Sacrifice.
*More fixes towards ability to start Bounties during the Heart of Deimos Quest.
*Fixed Vome Residue areas Reviving players (not intended!).
*Fixed cases of the Relay/Town Chat channel not disappearing upon leaving said Relay/Town.
*Fixed missing Vulpaphyla and Predasite Precept Mods from the Codex.
*Fixed Clients sometimes not seeing the Purifier aura FX.
*Fixed all squadmates getting the UI tips for the Necramech’s Necraweb ability when one player is using it. 
*Fixed Cambion Drift Excavator objective not updating based on the number of players after a Host migration occurred. 
*Fixed Cambion Drift Excavator UI disappearing after a Host migration.
*Fixed a momentary black screen when loading into the Cambion Drift.
*Fixed players receiving progress towards Orb Vallis "Bounty Hunter" Challenge when finishing Cambion Drift Bounties.
*Fixed Maturing a Pet through the Arsenal not refreshing the Arsenal, allowing for a 2nd failed Mature attempt.
*Fixed some Deimos enemies having the wrong Health and Armor types.
*Fixed inability to Chat link the Mausolon. 
*Fixed Otak not spinning around when Loid is talking when speaking to him at his Mining spot.
*Fixed music ducking Loid/Otak switch sounds completely.
*More fixes towards missing Conservation Transmissions.
*Fixed missing VO line when interacting with the Fishing Entrati member with no Fish in your Inventory.
*Fixed two cases of Cambion Drift Bounty bonus objective UI appearing incorrectly. As reported here.
*Fixed ability to use Emote Hotkeys when in situations that Gear Hotkeys are disabled.
*Fixed getting a blank screen when attempting to Cut/Provide Fish to a vendor but you don’t have any eligible Fish for that node (ie Fortuna Fish at the Cetus Fish vendor, etc).
*Fixed Hydroid Rakkam Kraken not having its deluxe Skin applied during Undertow.
*Fixed The Steel Path Deimos Trophy not matching the FX of the actual Deimos node.
*Fixed incorrect Fishing Trophy diorama in Cambion Drift.
*Fixed some Blueprint component text overlapping.
*Fixed a Host migration triggering a script error when encountering a puzzle in the Cambion Drift.
*Fixed a script error that occurred at the beginning of the Necramech training mission of the Heart of Deimos Quest.
*Fixed a script error during the Corpus survivor Bounty in Cambion Drift.
*Fixed a script error when activating an Eidolon Hunt after a Host migration has occurred.
*Fixed a script error when a Host migration occurs during Cambion Drift 'Lure the Assassination Target' Bounty. 
*Fixed a script error that could occur if you immediately took out a Fishing Spear upon entering Cambion Drift from Necralisk.
*Fixed a script error that could occur when a Fish died while you were successfully catching a different one. 
*Fixed a script error when a Fish survived damage after you died and Revived. 
*Fixed a script error when initiating a K-Drive Race in the Cambion Drift.
*Fixed script errors that could occur if you died during the Fass/Vome fight sequence.
*Fixed a script error when a Jugulus dies.
*Fixed a script error when a Leaping Thrasher dies.
*Fixed a script error related to Venari. 
*Fixed a script error when casting Xaku’s Accuse ability.
*Fixed crazy decimals on the Survival Instinct and Sly Devolution Mod descriptions.
	type: Hotfix
	description: In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual 
thank you for your diligent reporting!
	imgUrl: undefined
	name: Heart of Deimos: Hotfix 29.0.1
	url: https://forums.warframe.com/topic/1216573-heart-of-deimos-hotfix-2901/
	date: 2020-08-25T23:58:53Z
	changes: Heart Of Deimos: Hotfix 29.0.1:
Removed the 2 Entrati Character Token sacrifice required to earn the first Entrati Rank up as there were issues with accessibility as commented on here (SPOILERS): https://forums.warframe.com/topic/1216513-son-token-is-impossible-to-get/?tab=comments#comment-11787522
If you have made this Entrati Rank up sacrifice please contact support.warframe.com to get your Tokens back.
Removed the Helminth ‘Interact’ context action until you have installed the Helminth Segment. But is it a cat or dog person?! Did you find out?!
Cambion Drift is now always shown in the Star Chart if you have not completed the Heart of Deimos Quest. Upon hover it will be locked with the tooltip to complete Heart of Deimos to gain access.
Reduced overall sounds of the Necramech, including very loud death sounds.
Sound tweaks to the platform ascent/descent moment during the Heart of Deimos Quest.
Slight tweaks towards crafting sounds in the Necralisk.

*Potential fix for a tunnel door not opening during the Heart of Deimos Quest.
*Fixed a script error when opening the Star Chart with the Once Awake Quest active resulting in broken Navigation. 
*Fixed a crash that could occur during one of the cinematics in the Heart of Deimos Quest.
*Fixed a progression stop in the New Player Experience (Awakening) if an enemy gets stuck outside the first room.
*Fixed dying in a Necramech resulting in your Operator being invisible and invincible. 
*Fixed dying in mission 3 of the Heart of Deimos Quest causing a progression stop.
*Fixed missing temporary invulnerability when Transferring into a Necramech.
*Fixed wrong waypoint being given when following someone back to the Necralisk during the Heart of Deimos Quest.
*Fixed a script crash during the ‘be stealthy’ part of the Heart of Deimos Quest.
*Fixed a case of Fishing not working for Clients in Cambion Drift.
*Fixed Cambion Drift being unlocked when playing Steel Path without having finished the Heart of Deimos Quest.
*Fixed Entrati Weapon Syndicate member missing the Trumna Stock Blueprint.
*Fixed ability to start a Bounty from Mother during the Heart of Deimos Quest.
*Fixed Necramech Fury and Necramech Pressure Point Mods not functioning for either Host or Client.
*Fixed objective markers not updating during the Heart of Deimos Quest while in Operator mode.
*Fixed ability to launch Cambion Drift in Steel Path mode if you clicked Necralisk from the Star Chart and then went into Cambion Drift.
*Fixed staying in a squad when playing the Awakening tutorial.
*Fixed low image quality on new TennoGen Prex cards.
*Fixed some missing Conservation Transmissions.
*Fixed inability to turn in 1 Syndicate Medallion when at your Daily cap.
*Fixed visual hair discrepancies with the Conservation Entrati Syndicate member.
*Fixed a slight flash of UI when loading into the Heart of Deimos Quest opening cutscene.
*Fixed Arbiters of Hexis and Cephalon Suda playing the wrong Rank Up VO.
*Fixed misspelling of ‘Warframe’ in a certain characters dialogue during the Heart of Deimos Quest.
*Fixed harmless Fishing script error when going to the Necralisk from Cambion Drift.
*Fixed a script error that could occur if you were Scanning something as you were leaving a Free Roam landscape.
*Fixed a script crash that could be caused by Conservation targets in certain places on the Cambion Drift.
*Fixed a script error related to Loid hovering. 
*Fixed a script error related to Infested Pods spawning.
*Fixed a script error related to the Deimos Jugulus attacking you.
*Fixed a script error occurring when a Moa Companion uses Shockwave Actuators.
*Fixed a script error in the Railjack Navigation screen.
*Fixed a script error when casting Xaku’s Grasp of Lohk ability.
*Fixed a script error when casting Protea’s Blaze Artillery ability.
*Fixed a script error when casting Mag’s Magnetize ability.
*Fixed a script error when previewing a Mod Link.
	type: Hotfix
	description: In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual 
thank you for your diligent reporting!
	imgUrl: undefined
	name: Heart of Deimos: Update 29
	url: https://forums.warframe.com/topic/1216407-heart-of-deimos-update-29/
	date: 2020-08-25T19:57:29Z
	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:
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!
Oxylus Sentinel will scan plants within 20m over 5s. This consumes Codex Scanner charges.

	changes: 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.

Primo Flair 
Increase Maximum Trick combo to 6000.
Bomb The Landin 
Tap and Hold Grind in the air to execute a 20m Slam Shockwave.
Executing tricks charges Energy: 55 Energy per 100 Trick Points.
Vapor Trail 
Add 10 Boost Speed. Consumes 10 Energy/s.
Paris Prime:
Restore 300 Health for every 3 Status Effects. +90% Status Chance.
Akstiletto Prime:
+75% Ammo Efficiency while Airborne
Soma prime:
Each hit increases Critical Chance by 1.2% (capped at 500%). Resets upon reloading or holstering.
Akbronco Prime:
+240% viral damage
*Find these new Prime Weapon Mods from the Weapon Entrati Syndicate member within the Necralisk!

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

Mastery Rank Standing Cap

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.
Decreased Alt Fire ammo cost from 75 to 50.
Increased lifetime of Alt Fire projectile from 0.095s to 0.12s
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".

*As with all Mainlines, we cast a huge web of changes. You may find some placeholder and unfinished features as you explore all that Heart of Deimos has to offer 
*please let us know if you see anything amiss! Within the Entrati Syndicate there of course exists its own economy, of which we welcome your constructive feedback once you’ve delved into its features.
*Enjoy the Heart of Deimos, Tenno!
*Deimos emerges in Martian orbit, completely overrun by the Infestation… yet among the writhing mass, a distress call comes over a most ancient carrier wave.
*A new Quest is available in your Codex, Tenno! The Prerequisite for ‘Heart of Deimos’ is completing the Earth to Mars Junction.
*The “Heart of Deimos” Quest will introduce you to the newest Open World. Learn all about the denizens of THE CAMBION DRIFT, and the souls lurking in THE NECRALISK HUB!
*If you buy Xaku with Platinum, you will receive a Riven Mod as a quest Reward in addition to the Xaku Blueprint.
*The Cambion Drift is a dense open world on Mars’ infested moon of DEIMOS that connects to the Necralisk, a new Hub (detailed below). Below this Open World you will find an Underground, the second layer. You can find puzzles and mysteries below, as well as Necramech encounters! The Cambion Drift will be made accessible in the Star Chart once you’ve completed the Heart of Deimos quest.
*The Infested moon of Deimos is under a constant war between VOME and FASS. As you play, you’ll watch the feuding siblings reclaim dominance over Deimos and its denizens.
*with her gentle watch.
*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!
*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!
*All your Entrati Syndicate progress and management needs can be found with Mother!
*All your Bounty access needs can be found with Mother!
*All your Entrati weaponry needs can be found with this Entrati member you will meet upon completion of the ‘Heart of Deimos’ Quest!
*Find new Prime Weapon Mods within this Entrati members offerings! See ‘NEW PRIME WEAPON MODS’ section below.
**Infested Kitguns will be offered by this Entrati member in a later Update to Heart of Deimos.
*All your Entrati Fishing needs can be found with this Entrati member you will meet upon completion of the ‘Heart of Deimos’ Quest!
*Here you will be able to cut Deimos Fish for fish parts to use towards this members Token system, crafting, and more.
*All your Entrati Conservation needs can be found with this Entrati member you will meet upon completion of the ‘Heart of Deimos’ Quest!
*Here you will experiment with Revivification (see Revivification section of notes below), and other Experimental Procedures, obtaining Floofs, and more!
*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!
*All your Entrati Oddities and Token Exchanging needs can be found with this Entrati member you will meet upon completion of the ‘Heart of Deimos’ Quest!
*This Vendor also has some K-Drive Races for you out in the Cambion Drift!
*Here you can acquire Deimos Decorations and all new Deimos Captura Scenes.
*The Entrati are prepared to give a variety of new Bounty types to worthy Tenno 
*play them to earn new Rewards (including Xaku’s Components)!
*Try out the new Endless Bounty to dig up Deimos rewards to your heart's content! Simply look for (ENDLESS) in the Bounty Description Title!
*Isolation Vaults await you as a part of these Bounties, tread with caution!
*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:
*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.
*Necramech is compatible with Arch Guns with Gravimags installed!
*You will be able to Mod your very own Necramech using the 16 new Mods, obtained as drops from slain Necramechs.
*Visit warframe.com/droptables for all your drop inquiries!
*These 16 Necramech Mods are a mix of familiar Warframe Mods (Necramech Stretch, Necramech Intensify, Necramech Vitality, etc) as well as new Mod types specifically for the Necramech (Necramech Thrusters, Necramech Blitz, Necramech Refuel, etc).
**Find the Cortege Blueprint as well as its Components from the Necraloid Syndicate.
**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!
**Each of these species have unique variants 
*find them all!
*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!
*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.
*These fish were purposefully contaminated with the Infestation as an Entrati 'experiment'. They feed off the organic deposits in cave systems.
*The Infestation has suborned these fish to its own purposes, using them as antibodies to repel the non-Infested. They swim through and above the Exocrine found on Deimos’ surface.
*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.
*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.
*As ravenous as the Infestation itself, this fish feeds on the remains of others. It shuns the light, preferring an enclosed cave environment.
*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.
*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.
*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.
*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.
*These fish hatch out of translucent pods formed in the Infested landscape itself. The radiance of Fass stirs them into activity.
*Faceted Tiametrite 
*Purged Dagonic 
*Purified Heciphron 
*Stellated Necrathene 
*Trapezium Xenorhast 
*Cabochon Embolos 
*Adramal Alloy 
*Tempered Bapholite 
*Devolved Namalon 
*Thaumic Distillate 
*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:
*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.
*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:
*Mutagens and Antigens can be purchased from the Conservation Vendor in Necralisk.
*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.
*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.
**Acquire the Blueprints and Components for the Trumna from the Entrati Syndicate Weapons member!
**Acquire the Blueprints and Components for the Sepulcrum from the Entrati Syndicate Weapons member!
*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:
*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.
*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.
*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!
*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!
*Helminth Provides unique abilities of their own:
*"Increase the strength of your next Ability use."
*"Increase the efficiency of your Ammo consumption."
*"Increase your parkour velocity."
*“Stun an enemy; a portion of the next damage you deal to it will be dealt to all enemies around it."
*"Instantly restore your shields."
*"Automatically succeed at your next hack attempt."
*"Heal your companion and call it to your side."
*"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."
*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).
*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).
*Subsuming is the act of permanently providing a base Warframe into the Helminth’s biology. 1 Warframe can be subsumed every 24 hours.
*The following table outlines the current Ability a given Warframe will provide on the Subsume action.
*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.
*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!
*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.
*Don’t like it? You can rename your Helminth at any time!
*Well, you’ll find out…
*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!
*Similarly to Equinox, a toggle is available in the Arsenal to see Xaku in their “The Vast Untime” form.
**Find the Quassus in the Market or the Blueprint in Entrati Bounties.
*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:
*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.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Derelict Shift: Hotfix 28.3.3
	url: https://forums.warframe.com/topic/1213570-derelict-shift-hotfix-2833/
	date: 2020-08-13T19:37:14Z
	changes: Derelict Shift: Hotfix 28.3.3:
Reverted some of the new Parazon Revive animations due to Clients becoming stuck Reviving.

*Fixed a crash that would occur if a Client did not select a Relic in an endless Void Fissure mission before the timer expired.
*Fixed a crash that could occur when using Archwing while Mirage’s Hall of Mirrors is active.
*Fixed a UI lockup that could occur when viewing Mod Links from Chat.
*Fixed the Static Reactor Prime Sigil removing details (including Prime details) when equipped on a Warframe.
*Fixed a nonfunctional option in the Companion Customization screen.
*Fixed potentially stale squad messages being sent and accepted (typically JOIN messages) which resulted in a ping of death.
*Fixed shooting the Akjagara/Akjagara Prime while holding an Excavator Power Cell resulting in swapping the weapon with the Power Cell.
*Fixed Nora’s transmissions not stopping when skipping the Episode intro cinematic.
*Fixed more Nightwave Episode 4 text not being localized for some languages. 
*Fixed a script error in Orb Vallis after completing a Heist.
*Fixed a script error when using ENTER to autocomplete a text suggestion in Settings.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Derelict Shift: Hotfix 28.3.2
	url: https://forums.warframe.com/topic/1213180-derelict-shift-hotfix-2832/
	date: 2020-08-13T01:10:46Z
	changes: Derelict Shift: Hotfix 28.3.2:

Removed more unreleased Companions from the Codex.
Added music to the End of Mission screen!
Made some systemic micro-optimizations to the script runtime.

*Fixed timer/enemies not spawning in The Deadlock Protocol Quest Granum Void.
*Fixed a script error resulting in a loss of functionality when attempting to rename a Zaw.
*Fixed a crash when adding a new Camera in Captura. 
*Fixed inability to see other players loadouts when hovering over the players Glyph in the End of Mission/Mission Progress screens.
*Fixed Nightwave Episode 4 Weave clues not being localized for certain languages.
*Fixed the Helminth not having any collision (and apparently a poor dental plan).
*Fixed some invalid characters when renaming the Railjack in different languages. 
*Fixed the Steel Path Booster Inbox message not including the ‘3-Day’ duration indication.
*Fixed the Tutorial having unnecessary Pause Menu options.
*Fixed script error that would occur if you hovered over your Heavy Weapon in the Arsenal after entering it as Wukong.
*Fixed a script error when renaming Loadouts.
*Fixed a script error when firing the Cestra.
	type: Hotfix
	description: undefined
	imgUrl: http://n9e5v4d8.ssl.hwcdn.net/uploads/eff9eaa2bacf058acaa9f8a8c6381fe6.png
	name: Derelict Shift: Hotfix 28.3.1
	url: https://forums.warframe.com/topic/1213044-derelict-shift-hotfix-2831/
	date: 2020-08-12T21:05:11Z
	changes: Derelict Shift: Hotfix 28.3.1:
Removed some unreleased Heart of Deimos Companions appearing in the Codex.
Some are still present but will be removed in another Hotfix!
Disabled some optimizations that may be causing Warframe to crash in some languages.

*Fixed a crash that could occur when repairing your download cache.
*Fixed UI breaking when attempting to purchase Relics.
*Fixed a script error that could occur when doing endless Void Fissure missions, which resulted in the game freezing in the Relic reward screen.
*Fixed script error after Host migration in an Excavation mission that could result in the mission not progressing.
*Fixed Squad Info HUD script error when it's default to hidden in Settings and is brought up via Hotkey.
*Fixed Nav Coordinates not being sellable for 25 Credits.
*Fixed the Extraction countdown timer being 3 seconds instead of the normal 10 seconds.
*Fixed script error at End of Mission when using Equinox.
*Fixed rare and harmless script error when loading into the Orb Vallis.
*Fixed a script error that could occur when playing the Tutorial.
*Fixed a script error when casting Rhino’s Rhino Stomp Ability.
*Fixed a script error when casting Nova’s Molecular Prime Ability.
*Granum Void enemies/timer not appearing.
*Renaming/Gilding a weapon is broken.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Derelict Shift: Update 28.3.0
	url: https://forums.warframe.com/topic/1212935-derelict-shift-update-2830/
	date: 2020-08-12T18:34:52Z
	additions: The Helminth Infirmary has been visually expanded! Make yourself familiar with Helminth before THE HELMINTH launches with the Heart of Deimos. For now you’ll still need a Cyst to enter the room so you can simply gaze at the Helminth in awe (read: disgust).
Nav Coordinates can now be sold for 25 Credits and Lephantis Nav Coordinates for 500 Credits.
Since our Dev Workshops in early 2020, we have made a lot of progress behind the scenes on UI updates and changes. The End-of-Mission re-design is here, and it adheres to feedback we received as well as our own direction to better showcase your Warframes and your squads Warframes!
In general, these UI screens have been updated with fresh looks and will reflect your chosen UI Theme! More changes to come!

	changes: Derelict Shift: Update 28.3.0:
Added Collapse/Expand buttons (arrow with a +/× inside).
Rewards can be sorted by IMPORTANCE, NAME, or TYPE.
The Rewards section now has a Search bar.
STATS and PROGRESSION can be selected via the bottom right of the screen.
End of Mission screen now includes “Medals”! These are fun stats that highlight unique mission achievements aside from the usual, such as Lockers Opened, Syndicate Medallions Found, and much more!  
More Medals to come as we continue working on these UI screens!
2020-08-12 10-50-10.mp4

Resource Drop Chance Boosters now apply to Steel Essence and Riven Sliver drops within Steel Path missions.
To confirm player theories and clarify, previous to this Hotfix Resource Drop Chance Boosters did not affect Steel Essence or Riven Sliver drops in The Steel Path. It was not our intention to hide or subvert that information in game, and we should have clarified more quickly that this was the case.
Saying this doesn’t change what appears to be the broader issue, which is concerns with Steel Essence drop rates. We are still gathering data on acquisition rates 
but ultimately we are all hands on deck working to make Heart of Deimos the best it can be for August 25th. As of this Hotfix, any Tenno who have already walked The Steel Path will receive a Resource Drop Chance Booster.
This Hotfix ensures that Resource Drop Chance Boosters work within The Steel Path for Riven Slivers and Steel Essence. They were initially turned off to ensure the inherent Steel Path Resource Drop Chance Booster worked as intended. Like the initial Arcane Marketplace in Scarlet Spear, we wanted to ensure the automatic ‘100% Steel Path Resource Drop Chance Booster’ didn’t unintentionally scale for Resources specific to the Steel Path (Riven Slivers and Steel Essence). This unfortunately also affected player obtained reward Resource Drop Chance Boosters.
Thank you all for the feedback so far on The Steel Path, it helps to shape our knowledge and decisions moving forward.
Zephyr’s Airburst Ability now has 2 behaviours based on if you’re HOLDING to cast vs TAP to cast:
Zephyr’s Airburst original functionality is now activated by HOLDING to cast.
Generate a burst of massively dense air that explodes on contact and sends enemies flying. Launch Airbursts into Tornadoes to make them grow.
By TAPPING Zephyr’s Airburst, it now sucks in enemies instead of pushing them away. 
Increased Airburst projectile speed by 50%.
Increased Airburst casting animation speed by 20%.
Well of Life now passively heals allies in a radius around the target (base 100 Health per second within 8 meters). Shooting the held target gives extra Health to all allies in range (base 1% of damage dealt to the victim) instead of only the person who made the attack.
Well of Life also no longer increases the Health of the target (this was an old solution to prevent other players from killing the target too fast). Instead it now uses a more modern approach similar to Nyx’s Mind Control where the Damage gets stored and dealt at the end of the Ability.
Increased the Cold Status Effects from 1 to 6 for these Frost Abilities (which brings it back to pre-Status Changes): 
Freeze (Area of Effect)
Ice Wave (slow) 
Avalanche (slow)
Ivara’s Artemis Bow now has 20% Status Chance per projectile. Also slightly tweaked how Status Chance and Multishot are displayed in Arsenal stats.
Made Loki's decoy more visible with darker Energy colors and will now use secondary Energy colors.
Tweaked Mag's Greedy Pull to pull over 0.75 seconds (down from 1.0).
Wukong’s Iron Staff now has a 100% Damage block.
All melee weapons are intended to have perfect blocking after Melee 3.0, Wukong’s staff just slipped through the cracks.
Warframe Blueprint and Component costs from Simaris have been reduced by 50%!
Operator Amps damage conversion Arcanes now convert to 98% max so they can always deal a bit of Void Damage.
The Defense alarm will now sound at the start of every Wave in Orokin Defense missions.
Added the ‘infinite’ UI symbol to the Zeniths Secondary Fire Punch Through.
Increased Jackal Grid Wall damage attack but removed its ability to apply a Status Effect.
Added a Parazon spinning Revive animation when Reviving a player with the Parazon equipped.
Improvements towards AI pathing flow in Corpus Ship tilesets.
Removed unintended dirtiness on the Limbo Limina Collection items.
Every squadmate now gets a single Dojo Pigment drop per enemy killed, rather than 1 player getting 1-4 Pigments.
Updated ‘Solaris’ named Dojo decorations to ‘Orb Vallis’.
Made a slight boost to the muzzle flash size to improve visibility on Corinth Prime.
Cleaned up Melee grip FX across all Prime, Syndicate, Prisma, etc. weapons.
Added FX pulses to K-Drive Race points. Also removed a rogue point in one of the Orb Vallis Races.
Cleaned up the Lenz FX.
Made micro-optimizations to some UI screens/systems.
Optimized UI text rendering.
Made a number of micro-optimizations to UI and FX rendering.
Made some micro-optimizations for dual-core systems with simultaneous multi-threading.
Made several micro-optimizations to flash rendering.
Made some micro-optimizations to rope physics.
Made systemic micro-optimizations to the script runtime.
Optimized level load-times.

*Fixed Projectile Armaments (like Apoc) not gaining the damage bonus from the Hyperstrike Avionic. 
*Fixed Valence Fusion failing between Tier 2 Armaments with a "perfect" stat roll and a Tier 3 Armament with a lesser stat roll.  
*Fixed Client player able to start a Railjack mission after being invited to the Host’s Orbiter.
*Fixed the "Kill Asteroid Base Commander" POI on Saturn spawning Kosma enemies instead of Gyre enemies.
*Fixed placeholder text appearing while piloting Railjack with the Tactical Menu open.
*Fixed Avionics not stacking in the end of mission screen rewards. 
*Fixed being able to open the Orbiter Equipment screen when in the Railjack.
*Fixed the "Venus Miner" Nightwave Act not tracking for Mining done in Deck 12.
*Fixed an issue where the controller trigger buttons would behave incorrectly and become temporarily unresponsive, particularly at higher framerates.
*Fixed being unable to go to selected Market items’ details page when the dropdown menu is open while using a controller.
*Fixed crashing when attempting to spam Specter spawns when in Titania’s Razorwing.
*Fixed a crash that could occur if you shut the game down while customizing your Liset.
*Fixed becoming stuck on the Relic selection screen during an endless Void Fissure mission if a Host migration occurred.
*Fixed a game freeze forcing you to reload after opening a Chat linked item in the Void Relic screen, and then opening your Profile.
*Fixed pause menu getting stuck in a disabled state when going to the Upgrade screen and Mod screen multiple times via the Upgrade screen's ‘Mods’ button.
*Fixed inability to start any previously unlocked Steel Path nodes if there is an active Quest mission on that node. 
*Fixed getting stuck in a falling loop if you fall off of the retractable bridge in the Gas City tileset. 
*Fixed numerous issues with broken K-Drive Races for Clients such as an inability to start a Race that the Host just completed, no Score being recorded if both Host/Client does the same Race, and Clients initiating the Host’s Race for them when selecting a Race.
*Fixed water levels in Cambria, Earth Spy Vault not dropping all the way down below the door if both players hack panels at the same time.
*Fixed inability to reload your Primary/Secondary after performing a stealth Melee takedown on a Moa (any variant) while a Primary or Secondary weapon is equipped in hand, due to the Melee weapon attaching to the hand of the Warframe instead of returning to the holster position.
*Fixed the Athodai Alt Fire only draining the Magazine down by 24 Ammo (the default) rather than drain the Magazine to 0 as intended when equipped with Magazine capacity increase Mods. 
*Fixed ability to teleport Excavators with Nova’s Wormhole.
*Fixed the Stug’s alt-fire doing self-damage. 
*Fixed Defense mover objectives (Gulliver on Phobos & Hydron on Sedna) affected by Limbo’s Rift continue to take damage regardless of Rift status.
*Fixed a location where Drones in the Plains of Eidolon Bounties could get stuck inside a tent. 
*Fixed Diriga and NPCs not shooting Sapping Osprey mines (they will prioritize enemies first though).
*Fixed the Veratria Blade and Whip skin affecting the reliability of heavy attacks. 
*Fixed some Disruption Conduit effects not triggering in Corpus Ship Disruption missions.
*Fixed standing dead-center underneath Jackal's Grid Wall resulting in only dealing initial damage and never ticking again. As reported here.
*Fixed Scanner becoming unequipped when Transferring in/out of the Operator. 
*Fixed Treasurers teleporting out of the Simulacrum when spawned as ‘Unpaused’. 
*Fixed inability to use your Secondary after aiming down sights of the Kuva Quartakk and swapping to their Secondary.
*Fixed Slide Kicking/Bullet Jumping a knocked down enemy resulting in multiple hits.
*Fixed a small time window after Protea’s dodge where you were unable to cast Abilities.
*Fixed Protea not using her special dodge forward/left anims when using a Whip.
*Fixed Protea's Shield Satellites orbiting at the feet of AI.
*Fixed other players being able to see Protea’s Blaze Artillery hit counter. 
*Fixed Mirage Hall of Mirror clones not copying certain animations (Ability casts, Emotes, etc).
*Fixed Trinity’s Well of Life and Energy Vampire ignoring chosen Energy color.
*Fixed issues with the Inaros Prime Skin causing the Inaros Helmets to deform.
*Fixed missing FXs in the Sacrifice Vitruvian screens.
*Fixed ability to escape the Corpus Ship Bridge Captura Scene by using Titania’s Razorwing. 
*Fixed the Akjagara having both the right-handed version of the Pistol, instead of the intended left & right handed versions that play into the custom reload animation.
*Fixed arrows being misplaced when equipping the Dryad Bow Skin on the Kuva Bramma.
*Fixed some two-handed Melee weapons (i.e. Hammer Zaw (Rabvee), Heavy Blade Zaw (Dokrahm), Kuva Shildeg) sticking to your hand no matter what you’re doing.
*Fixed random bits of metal appearing when Khora Urushu’s custom Whip animation plays, as well as the Whip appearing bigger than intended. 
*Fixed parts of the Khora Urushu Skin disappearing if Venari is missing (Dead, in a Relay, etc).
*Fixed the Nunchaku idle animation not canceling when interrupting it by moving.
*Fixed Reload animations that were started during jump animations and ending in a ground animation (e.g. idle) results in the hand being in the incorrect spot for the remainder of the animation (most apparent with weapons with big, removable cartridges like the Attica). 
*Fixed Specific Weapons (E.g. Any variant of Braton or Viper) not playing their Reload animation during any Jump state (E.g. Double/Bullet Jump, Wall Run/Jump).
*Fixed the Gunsen not holstering properly.
*Fixed Warframe Mod capacity percentage bar not showing the correct drain when a Universal Aura Slot is equipped with an Aura Mod.
*Fixed Jackal assassinations not counting in the ‘Corpus Boss Kill’ profile stat. 
*Fixed the Titania Mab Helmet (+ Blueprint) using the Titania Aurai Helmet icon in the Inventory or Market.
*Fixed switching back and forth between Melee weapon and Exalted Melee weapon causing the Arsenal stats to stack indefinitely.
*Fixed kills with the Battacor's Alt Fire contributing towards its charges.
*Fixed some Ephemera FX lingering when viewing Market screens.
*Fixed the ‘DEFAULT COLORS’ Appearance option becoming hidden by the Chat window due to the ‘TOGGLE PRIME DETAILS’ option. 
*Fixed Consumables without a description showing the description of the previous item in the Gear Wheel.
*Fixed single-handed Secondaries appearing to be dual-wielding while in Archwing after using Archwing Launcher. 
*Fixed an issue where sprinting with an Arch Gun after firing could have the player sprinting sideways or backwards.
*Fixed visual pop when transitioning from a non-free-cam cinematic to a free-cam cinematic.
*Fixed enemies in Dropships not counting towards the number of living enemies until they dropped down, causing some spawning counting issues.
*Fixed audio desyncs when pausing during a Transmission when set to Solo Matchmaking.
*Fixed unnecessary death sound on Tusk Eximus units.
*Fixed overlapping UI in the Star Chart when hovering over nodes.
*Fixed Vapos enemies and several items introduced in the Gas City remaster missing from the Codex, even though they were shown as scannable. The following will now appear in your Codex:
*Biogas Barrel
*Helium Barrel
*Vector Shield
*Vapos Detron Ranger
*Vapos Sniper Ranger
*Vapos Tech Ranger
*Vapos Nullfier Ranger
*Distressed Pipes
*Fixed a script error that could occur when starting a mission from the Star Chart.
*Fixed script error you could encounter when returning to Dry Dock from Railjack mission.
*Potential fix for ultra-rare script error that could occur when losing your K-Drive above a teleport volume with perfect timing.
*Fixed regular mission objective markers appearing in the Granum Void.
*Fixed some script errors related to The Steel Path.
	type: Update
	description: undefined
	imgUrl: http://n9e5v4d8.ssl.hwcdn.net/uploads/df2bd39f2945b001e5d9129e0ed59f34.jpg
	name: The Steel Path: Inaros Prime 28.2.1
	url: https://forums.warframe.com/topic/1209933-the-steel-path-inaros-prime-2821/
	date: 2020-08-01T13:58:08Z
*Alongside some actual Fixes, this Hotfix is to set up the arrival of the TennoLive 2020 Relay for all Tenno!
*Made some micro--optimizations to rendering performance.
*Made some micro-optimizations to Nidus maggots.
*Fixed PC controllers not properly reflecting the active controller connections. This mostly affects systems that had virtual controllers (when using middleware to connect DualShock or other controllers without native Windows support) or controllers that were unplugged/turned off after Windows had already assigned them to a controller slot. Previously, only the controller in the first slot was able to control the game, but now the game will now update dynamically to allow the first active controller to control the game.
*Fixed inability to place the first Komi stone during The Sacrifice Quest due to odd bindings.
*Fixed inability to access Navigation during Vor’s Prize Quest if you went to a Relay before returning to your Orbiter to access Navigation.
*Fixed a crash that could occur due to shadows with Deferred Rendering enabled.
*Fixed incorrect Riven Dispositions for Panthera Prime and Karyst Prime.
*They are both at the correct Riven Disposition of 0.5.
*Fixed The Profit-Taker 
*Phase 3 Meso I1 Relic reward not being Radiant.
*Fixed an issue where Defense Targets on moving platforms would not move with the platform if a Host migration occurred while it was not in the default position.
*Fixed Pax Bolt/Seeker not triggering on equipped Primary Kitguns.
*Fixed MOA Blast Shield Precept activating even if enemies are not in combat.
*Fixed inability to Melee block with your Exalted weapon until the normal weapon's combo times out.
*Fixed being able to get into a bad state if you attempt to open the pause menu after hovering over the Heavy Weapon in the Vehicle tab in the Arsenal.
*Fixed cases of an inability to initiate a random Pet Incubation. As reported here.
*Fixed the Avia Prime Armor Set not sitting properly on Khora’s Urushu Skin.
*Fixed incorrect geometry in the Earth Grineer Forest Interception tileset.
*Fixed missing collision in a Corpus Ship Spy vault tile that resulted in falling through the floor out of the level. As reported here.
*Fixed inability to shoot through some laser grids in the Corpus Ship Shy vault tiles.
*Fixed cases of propaganda logos being upside down in parts of the Corpus Ship tileset.
*Fixes and improvements to AI pathing and objective markers in the Corpus Ice Planet tileset.
*Fixed not being able to open the pause menu after setting up a trade shop in Maroo's Bazaar.
*Fixed incorrect mesh on the Mimica Shawzin.
*Fixed the Kuva Ayanga missing its handle animations.
*Fixed Stropha Blade icon being represented as a Prime part in the Inventory.
*Fixed your Warframe becoming hidden after swapping back and forth from normal Star Chart to Railjack Star Chart.
*Fixed a script error that could occur when changing poses of a Khora Articula.
*Fixed a script error when casting Nekros’ Shadows Of The Dead ability.
*Fixed a script error when casting Atlas’ Petrify ability.
*Fixed some cases of ‘START ELEVATOR’ not being translated.
*Fixed Arbitration Drones spawning in the Granum Void.
*Fixed Lotus VO appearing in the Deadlock Protocol Quest when it shouldn’t. 
*Fixed a level error on Jupiter’s Gas City.
	type: Update
	description: undefined
	imgUrl: undefined
	name: The Steel Path: Inaros Prime 28.2.0 +
	url: https://forums.warframe.com/topic/1207002-the-steel-path-inaros-prime-2820-28201/
	date: 2020-07-14T18:01:09Z
	changes: The Steel Path: Inaros Prime 28.2.0:

Invoke the wrath of the desert sand with Inaros Prime! Inaros Prime leaves their ancient resting place to arrive with the brutal Panthera Prime, elegant Karyst Prime and much more.

Chroma Prime, Gram Prime, and Rubico Prime have entered the Vault!
With this Vaulting comes the shift of the following Syndicate Sacrifices:
If you already wield the power of these Primes or have their Relics in your Inventory, they will remain after the Vaulting.

The Trio Orbit Ephemera and Crania Ephemera have been added to Teshin’s Honors as new Steel Path rewards.
These new Ephemeras are available for a Steel Essence price respective to their prestige. The Crania Ephemera is for the truly worthy and those who have shown no fear on the Steel Path.

Adjusted the positioning of the cloth dangles on the Khora Urushu Helmet to better match the original design.
Khora’s Whipclaw whip will now use the Khora Urushu whip design.
Fixed Venari’s tail remaining default when equipping the Maculatia Venari Skin in the Arsenal.
Made a micro-optimization to a core math routine.
Made some micro-optimizations to rendering performance.
Increased the size of the Shedu explosion FX to better visually represent its radius.

*Fixed not retaining Kuva Lich mission progress if you Parazon stabbed your Lich during a connection loss. 
*Fixed many Junction Specters having Health/Shield/Armour overrides, which gave them dramatically lower Health (eg: This changes Mag Specter's base Health from 75->1800). They should now match the listed values in the Codex.
*Fixed Heavy Weapons not having correct animations when sliding and firing.
*Fixed an issue with protective measures in The Steel Path mode being unoptimized (any accounts impacted have been cleared for Trading).
*Fixed a bug that could cause broken Hijack HUD elements when joining a mission in progress on a slow network.
*Fixed a bug that could cause broken Fomorian Assault HUD elements when joining a mission in progress on a slow network.
*Fixed hearing Client Wukong Iron Staff FX sounds when the Wukong is far enough that you shouldn't hear it.
*Fixed a script error when spawning a Specter.
*Fixed Meso K3 Uncommon tier rewarding ‘Wukong Prime Chassis’ instead of the intentional ‘Wukong Prime Chassis Blueprint’.
*Fixed a crash that could occur for the new Host of an Archwing mission due to prior Host migration if they had the Dark Split-Sword equipped.
*Fixed up numerous crashes that could occur when joining a Hive mission in progress.
*Fixed the Inaros Prime Accessories tile description on hover in the Market including Platinum. 
*This is description text from the Console localization, as they have a separate Accessories bundle. 
*Fixed script errors when joining-in-progress on a Hive Sabotage mission.
	type: Update
	description: undefined
	imgUrl: undefined
	name: The Steel Path: Hotfix 28.1.1
	url: https://forums.warframe.com/topic/1205966-the-steel-path-hotfix-2811/
	date: 2020-07-09T19:48:17Z
	changes: The Steel Path: Hotfix 28.1.1:
The Steel Path toggle in the Navigation screen will now pulse to draw attention for those who question how to access The Steel Path after talking to Teshin. Completing 1 Steel Path mission will disable the pulse. 
Fixes towards a crash that could occur in The Steel Path Plains Bounty.
Fixed Air Support Charges and Archgun Deployer not maintaining their normal Cooldown timers.
By default when in the Orbiter, Khora Urushu Skin will always have the spikes visible for maximum fashion!
Added more tail spikes on the Maculatia Venari Skin. Cause who doesn’t love more spikes!
Added enhanced detail and grime to the glass textures throughout the Khora Urushu Skin.
Fixed missing custom Whip mesh for Khora Urushu as seen here. Khora’s whip will automatically reflect this Urushu design when the Urushu Skin is equipped.
Fixed Maculatia Venari Skin spikes not being updated when switching postures.
Fixed Khora’s neck and head merging into one (also visible with her Urushu Skin).
Disarming abilities no longer affect pilotable Dargyns to prevent accidental disarm usage that removes weapon capability.

*Fixed inability to use Railjack Battle Avionics when using a controller. The following has been reverted in order to fix:
*Fixed right-D-pad equipping Omni-tool (or doing nothing in regular Archwing missions) instead of cycling to the next Warframe/Archwing ability.
*Fixes towards Omni-tool binding sometimes not working correctly when using a controller.
*Fixed the Railjack HUD sometimes showing "<SECONDARY_FIRE>" on the bottom-left instead of the button that Ordnance is bound to.
*Fixed an issue reported here where the binding for equipping the Omni-tool was missing when playing with a controller if you had customized your bindings prior to the release of Railjack. Players on PC may have to manually restore the bindings.
*Fixed simultaneously pressing ESC+Interact action allowing you to Decorate the Railjack.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: The Steel Path: Update 28.1.0
	url: https://forums.warframe.com/topic/1205630-the-steel-path-update-2810/
	date: 2020-07-08T20:09:20Z
	additions: Nightwave Glassmaker Episode 3 is going live shortly! We'll update this thread when it goes live. What games does the Glassmaker have in store for you?

	changes: The Steel Path: Update 28.1.0:

By accessing the Steel Path Honors, you can exchange your Steel Essence for the following rewards:
THE BISHAMO ARMOR SET: Uphold the elite warrior tradition of Teshin and the Dax in the Bishamo Armor Set. This Orokin-designed collection includes a Helmet, Cuirass, Pauldrons, Greaves, and apparel. Earn the Blueprints by trading Steel Essence from The Steel Path Honors.
Kuva x 10,000
Random Relic Pack (3 Random Relics) 
Stance Forma Blueprint 
this Forma type was introduced in Operation: Scarlet Spear. In the interest of having it more widely available, we are adding it to the Steel Path! This Forma allows for an added touch of flexibility in Melee weapons for those who seek it out!

Ash Bladestorm
Atlas Landslide
Baruuk Serene Storm
Excalibur Exalted Blade
Gara Shattered Lash
Khora Whipclaw
Valkyr Talons
Wukong Iron Staff
The full breakdown can be read here.
Golden Hand Shrines will no longer be accessible in Invasion missions if you don’t side with the Corpus.
This also fixes Golden Hand Shrines consuming a Granum Crown but not opening the Granum Void if you were sided with a Faction other than Corpus.
NPC’s spawned within or brought into Granum Void (Beacon summoned Assassins, Rescue Targets, etc) will now be teleported back to the Corpus Ship alongside you when the timer expires.
This also fixes NPCs spawned in Granum Void resulting in a teleportation ping-pong between the Corpus Ship and Granum Void upon the Granum Void timer running out.
A Revive Tower will now be spawned beside the Golden Hand Shrine if a player goes down within the Granum Void in a Corpus Ship Arbitration mission.
This fixes missing Revive Towers upon exiting the Granum Void and Resurgence Tokens still spawning, resulting in imposing the stacking Resurgence Burden debuff for the rest of the mission unless the "lost" player leaves.
Fixed ability to go over the Void Traces cap from Granum Void rewards.
To help prevent accidental Kuva Lich generation from quick tapping the Mercy action, you must now ‘Hold X’ to perform a Mercy on a Kuva Larvling.
Added a strength slider to the Color Blind Compensation filters.
The Relay ‘CONCLAVE’ Fast Travel option has been changed to say ‘TESHIN’ as this option now serves a new role with The Steel Path. This will also now place you in front of the Conclave station instead of in the Conclave screen.
Beacons are now disabled in Junctions.
This is a solo fight to show off those skills! 
The Star Chart Quest FX indicator will now still appear when you are zoomed out. 
Visibility improvements towards the Jackal’s stomp ability FX.
Removed the ability to open up the main menu with a controller when using Navigation or browsing Ayatan Treasures (could result in a loss of functionality).
Made manually-triggered Cache Optimize passes run before downloading new content so if you're low on space you can try to reclaim space first.
Improved handling of certain types of network problems when getting content updates.
Made systemic micro-optimizations to the script system.
Made several micro-optimizations to the log subsystem.
Made systemic optimizations to game startup time.
Made a micro-optimization to in-game stats rendering.
Made some micro-optimizations to rendering performance.
Fixed error handling for MSI builds so that failure is detected sooner.
Potential fix for Warframe disconnecting on the loading screen on Intel HD3000 cards.

*Fixed Maxima and Hull Weave Avionics missing from respective Earth Proxima and Veil Proxima enemies.
*Fixed the Archwing Slingshot breaking after the first use if it was used to board a Crewship.
*Fixed spawning thousands of meters away from your Railjack if you Transfer back into your Warframe after launching a Railjack mission as the Operator.
*Fixed getting stuck in Orbiter/Railjack walls when entering the Arsenal as the Operator.
*Fixed viewing Railjack Components/Armaments and switching tabs after making a selection not properly deselecting the selected item, resulting in the Valence Fusion and Scrap buttons disappearing.
*Fixed the Avionics screen showing the incorrect callout for "remove" when using a controller. 
*Fixed right-D-pad equipping Omni-tool (or doing nothing in regular Archwing missions) instead of cycling to the next Warframe/Archwing ability.
*Fixed not receiving progress for the ‘Ascendant’ Nightwave Act upon completing the Agility Test on Lua.
*Fixed not being able to complete ‘Just Visiting’ Nightwave Act by visiting a Featured Dojo higher than Ghost.
*Fixed Clients becoming stuck riding the Ropalolyst if two Client players attempt to ride it simultaneously.
*Potential fix towards the Host being able to interrupt a Client mounting the Ropalolyst, resulting in a crash.
*Fixed players not animating properly when landing on the central platform after crashing the Ropalolyst into one of the towers.
*Fixed the Ropalolyst cutscene intro not playing for Clients.
*Fixed Client players teleporting forward in the Ropalolyst cutscene.
*Fixes towards misaligned mounting animations when rolling before mounting the Ropalolyst. 
*Fixed a script error that resulted in infinitely falling/respawning when falling into a teleport volume as the Operator during the Ropalolyst fight.
*Fixed potential script errors caused by using the central laser in the Ropaloylst fight.
*Fixed Protea losing her Temporal Anchor actions during rewind if during the ability she walked through Volt’s Electric Shield. 
*Fixed Protea's Blaze Artillery not targeting enemies in Mag's Magnetize bubble if Mag is Modded to have a high Power Strength.
*Fixed a script error that could occur if a Protea died or left the squad with a Grenade Fan active on an ally.
*Fixed a crash upon viewing Vay Hek’s Codex entry. Did you really believe it would be this easy?!
*Fixed some rare Host migration issues where you would sometimes after migration join a session you didn't expect (hosted by someone who used to be connected to your host, but has left long time ago... mostly possible in Open Zone missions).
*Fixed broken Defense objectives in Corpus Ship missions after a Treasurer spawns and the squad migrates.
*Fixed Vomvalysts appearing to move slower than usual.
*Fixed Ivara’s Artemis Bow sometimes firing the previously selected Quiver type instead of the one currently selected.  
*Fixed Octavia’s Resonator spamming 0 Damage numbers in between doing charm Damage.
*Fixed Enemies that are converted by Revenant's Enthrall energy pillar not appearing to have the Enthralled visuals around their head despite being friendly/affected.
*Fixed a few more cases where Titania could clip through the floor in Razorwing.
*Fixed the ‘Relentless Combination’ Mod not building Melee Combo from Slash Status Effects.
*Fixed Pax Seeker and Pax Bolt being able to be activated by weapons/abilities other than the Kitgun it's installed on (sometimes resulting in a script error).
*Fixed Kuva Guardians remaining vulnerable and not firing their Twin Roggas after picking up their Kesheg.
*Fixed Fishing Bait not functioning in some Orb Vallis caves.
*Fixed Pets facing backwards when interacting with the Incubator.
*Fixed Pets using the wrong skeleton and appearing mutated when swapping to a loadout of a different Pet (Kubrow vs Kavat) before claiming your Incubated Pet when using a controller.
*Fixed being able to interact with Pets that haven't yet been named/claimed which could cause a functionality loss.
*Fixed flickering/invisible issues with Pets when accessing an Arsenal outside the Orbiter (Cetus, Captura, etc).
*Fixed Incubated/unnamed Pets showing up in your Inventory as an unnamed level 0 Kubrow.
*Fixed Excavation Rewards not displaying in the ‘Mission Progress’ screen.
*Fixed enemies in the Corpus Ship Defense tileset sometimes getting stuck on door frames.
*Fixed enemies sometimes not responding properly due to a visual block by pickups.
*Fixed flinging yourself halfway across an Open Zone (Plains/Vallis) by using a Melee Heavy Slam Attack on an elevated surface.
*Fixed cases of using a Grustrag Three Beacon to escape a mission prematurely and it counting towards Star Chart progression.
*Fixed ability to teleport to old Operator positions when exiting Transference and using the /unstuck command.
*Fixed the 30 second warning Transmission from the Lotus not playing in Arbitration Survival missions.
*Fixed Orbiter ‘Scene’ Decorations reverting after logging out/back in. As reported here.
*Fixed not being able to see unowned Bundle-only fur patterns for Kubrows/Kavats in the Arsenal item grid when selecting a pattern.
*Fixed a potential issue with the latest Windows 10 update that may cause incorrect audio panning (resulting in sounds being perceived as coming from the left when they should be on the right).
*Fixed the Star Chart UI breaking when selecting an Invasion mission from the WSW with the Railjack Star Chart open.
*Fixed setting the ‘Master Volume’ slider between 1-4 resulting in no volume.
*Fixed the Prisma Lotus Sigil not having its two-toned style.
*Fixed the Vetala Armor not attaching properly to the Trinity Strega Skin.
*Fixed Platinum Coupon UI text overlapping.
*Fixed Valkyr's Bastet Helmet to make certain metal areas the proper untintable dark that matches the rest of the Helmet. It still won't be tintable but it should now match the correct color channel. As reported here.
*Fixed the Decoration Mode ‘AIM TO MOVE’ text string not being properly localized in the German game client.
*Fixed movement sound looping for Titania Prime.
*Fixed some audio timing issues with Liset fly-in cinematics.
*Fixed seeing "previous kick still in progress" for Clan or Alliance Chat moderation.
*Fixed a script error when your Sentinel attempts to Revive you. 
*Fixed a script error that could occur if a Kuva Guardian leapt at a target that died (or toggled back to Warframe) while in mid-air.
*Fixed a script error when casting Saryn’s Toxic Lash ability.
*Fixed a script error related to hacking an Eidolon Lure.
*Fixed a script error when Vay Hek attempts to zap you.
	type: Update
	description: undefined
	imgUrl: undefined
	name: The Deadlock Protocol: Hotfix 28.0.7
	url: https://forums.warframe.com/topic/1203240-the-deadlock-protocol-hotfix-2807/
	date: 2020-06-25T15:43:34Z
	changes: The Deadlock Protocol: Hotfix 28.0.7:
Tweaks to improve distinction between very saturated colors when Color Blind Compensation is enabled.
It’s worth noting here that our Color Blind Compensation approach is far from perfect and feedback will vary accordingly. We will continue to investigate larger scope accessibility issues!

*Fixes towards an ability to multiply Nightwave Standing gained by repeatedly going in and out of Fortuna. 
*Fixed a case of Protea’s Blaze Artillery not damaging ragdolled enemies.
*Fixed Eidolon Bush Decoration description using ‘bare’ instead of ‘bear’.
*Fixed a script error if your Djinn's Reawaken Precept activated while you were in Operator mode.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: The Deadlock Protocol: Hotfix 28.0.6 +
	url: https://forums.warframe.com/topic/1203007-the-deadlock-protocol-hotfix-2806-28061/
	date: 2020-06-24T18:00:22Z
	changes: The Deadlock Protocol: Hotfix 28.0.6:
The issue we found was Warframe thinking you have alt+tabbed off the screen, thus instantly losing focus.
This setting will allow you to pick between the following options:

Increased Protea’s sprint speed to 1.2.
Removed the increased animation speed for Protea’s custom Roll animation to bring it back to what was originally showcased.
Slightly increased the impulse of Protea’s custom Roll when moving forward.
Increased Duration of both Offensive and Defensive grenades by 3 seconds.
Increased Range of both Offensive and Defensive grenades at max rank from 4 to 5 meters.
For Shield Satellite, this applies to the grenade pickup Range.
Increased Shield Satellite grenade count from 3 to 4 to accommodate max Squad sizes.
Increased visibility FX on available Shield Satellite grenades to aid in differentiating between the two grenades.
Doubled the Damage of the Shrapnel Vortex grenade.
Fixed Protea's Grenade Fan/ Shield Satellites appearing giant while using Archwing.
Our goal here is to improve efficacy, usability, and logic of Grenade Fan!
Increased Duration of Blaze Artillery by 1 second, and doubled the Damage multiplier to compete against higher level enemies. Duration will now show in Arsenal stats instead of the maximum number of shots.
Protea’s Blaze Artillery will now shoot through Volt’s Shield, but won't benefit from its buffs.
Fixed Protea’s Blaze Artillery not targeting ragdolled enemies.
Our goal here is to keep the spirit of the rapid fire Artillery alive, with just a bit more punch. We will monitor for feedback after this change as well.
Protea’s Dispensary location is now displayed on the minimap in the form of the Ability icon.
Similar to Wisp’s Reservoirs!
Protea is now invulnerable for the first 3 seconds of Temporal Anchor (i.e on cast, to prevent casting animation deaths).
Added a warning sound when there is 1.5 seconds left before Temporal Anchor ability ends.
Fixed Temporal Anchor not removing/preventing Status Effects during the rewind.
This invulnerability window is an important add based on all the ways players have used Temporal Anchor thus far 
that key survivability reaction should include invulnerability.
More Lotus VO has been added to the Granum Void upon intro, success, partial/fail.
A waypoint marker will now dynamically appear for the nearest Golden Hand Shrine when the Granum Void opens to help players find them.
Fixed ‘Abilities In Use’ persisting after entering the portal to the Granum Void. 
Fixed Xoris charges not depleting for Clients in Granum Void if the Host is absent.

Shield Gating now applies to Companions the same way it does to Warframes!
Blocks 100% of Damage for 1000ms on first break, reduced to 300ms if Shields break again without fully recharging.
Protea’s Blueprint has been added to Simaris’ Offerings for players who have completed The Deadlock Protocol Quest and unintentionally sold Protea.
Let it be known that the Xoris Blueprint/Parts are also available here for players who have completed The Deadlock Protocol Quest and unintentionally sold the Xoris.
The Friend ‘Batch Remove’ feature minimum has been changed to ‘1 week’ to allow for more list purging.
Doubled the Decoration Capacity for the "Open Space" Dojo room, from 800 to 1600 (for comparison the Inspiration Hall is 1400).
Updated a few occurrences of "Resist a Damage effect" to more accurate “Resist a Status effect" for some descriptions of Arcanes.
Platinum bonuses given from Referral links are now non tradable/non giftable, similar to Platinum that you don’t purchase (win on a Livestream, etc).
Made a micro-optimization to RAM footprint.
Increased Stropha projectile lifetime from .12 to .14.
Fixed Stropha Heavy Attack not increasing in Damage from Melee Combo stacks.
Fixed the Stropha shot not gaining Combo hits against a ragdolling enemy.
Fixed Condition Overload not affecting its shots.
Removed numerous door Lasers within the Corpus Ship tileset. Only connecting tile doors will have Lasers.
Fixed a rare case of having no objective during an Invasion Rescue mission in the Corpus Ship tileset.
Fixed the Golden Hand Shrine sometimes not spawning in the Jackal and Razorback boss missions. As reported here.
Fixed Solaris prisoners being invisible, but still freeable, if you aligned with Grineer on an Invasion mission that generates a Corpus Ship tile.
Fixed some Corpus Ship doors not opening until you’re practically at the door, resulting in faceplanting. They’ll now open when you’re a few meters away.
Fixes towards an inability to get through side doors in the Corpus Ship Spy tileset if you’re going back through the alternate direction of where you came in.
Fixed a lack of emissives when Lockers are open.
Fixed Locker emissive turning green instead of teal when a Locker is opened with the Thief's Wit Mod.
Fixed Treasurers dropping a ‘Granum Crown Cache’ when killed inside of Limbo’s Cataclysm, instead of the intended Granum Crown.
Fixed Rescue/Spy Vault door lasers not matching the intensity of doors throughout the Corpus Ship.
Numerous fixes towards missing collision throughout the Corpus Ship tileset.
Numerous fixes towards poor lighting and AI pathfinding in the Corpus Ship tileset.
Pets & Sentinels no longer take damage from Jackal's Grid Wall attack. 
Fixed Clients sometimes being left in the first stage Jackal arena if you died/Revived before the second stage.
Fixes towards spamming the Parazon Finisher for the Jackal as a Client breaking the Finisher animation.

*Fixed cases of Cephalite Fissures not spawning in numerous eligible missions.
*This was most commonly seen in Plains/Vallis or key-required missions, but was possible elsewhere as well.
*Fixed Cephalite Resonance not being shared between squadmates in Railjack if the player who collected the Resonance was at the 20 cap.
*Fixed the Explorer Nightwave Act text not updating progress by always saying ‘Complete 3 Railjack Missions’.
*Fixed a crash that could occur when exiting Warframe while on the Void Fissure Relic selection screen with 1 second left on the timer.
*Fixed a number of different ways you could crash the launcher by having the Settings panel open when the Optimize prompt came up in the background.
*Fixed the launcher ‘PLAY’ button disappearing when changing languages.
*Fixed Shield-Gating not functioning properly after Reviving when becoming downed.
*Fixed ability to keep your Melee Combo for Gunblade Heavy Attacks by timing a Transference activation at the right time. Gunblade Heavy Attacks will now expel Melee Combo as intended.
*Fixed Arsenal not listing Gunblades stats for their projectile behavior. 
*Fixed Condition Overload not affecting the damage of a thrown Glaive.
*Fixed Saryn’s Contagion Clouds becoming hostile to players if you die and Revive.
*Fixed Pets using the wrong skeleton and appearing mutated when swapping to a loadout of a different Pet (Kubrow vs Kavat) before claiming your Incubated Pet.
*Fixed Vasca Kavat babies having broken textures when previewing in the Arsenal.
*Fixed Pets spazzing out for one frame when swapping Companions in Arsenal.
*Fixed the camera needlessly moving back and forth between Sentinel/Pet positions when swapping Companions in Arsenal.
*Fixed receiving a weird error when attempting to equip a Pet while another one is being Imprinted.
*You’ll now receive a less confusing error message indicating “Cannot switch to a new Pet while imprinting”.
*Fixed Arcane Bodyguard not healing Venari.
*Fixed Precision Strike buff granting buffs to explosive Secondary weapons (Kuva Seer, Tombfinger Secondary, etc).
*Fixed Dizzying Rounds leaving an enemy open to Melee Finishers forever (now closed to Finishers after the Finisher is performed).
*Fixed Atlas ‘Rubble Heap’ Augment for Client players insisting that you needed energy to cast Landslide even though it was free.
*Fixed your Moa Companion not gaining weapon Affinity if Hard Engage was the last thing the moa activated before extracting from the mission.
*Fixed Djinn automatically Reviving after exiting Titania's Razorwing if Reawaken is equipped.
*Fixed the Xoris infinite Combo Counter UI not reflecting when there is -100% Combo Duration equipped.
*The Combo Counter UI will now display ‘0’ when appropriate 
*otherwise it will say infinite. 
*Fixed clicking Dojo when in the Liset from the Railjack Star Chart not functioning. 
*Fixed an issue in the Grineer's genetic code where dying while frozen resulted in their face floating a meter away from their head.
*Fixed Mag's "Magnetize" ability displaying the chosen Energy primary/secondary colors differently depending on what rank Magnetize is.
*Fixed Status Effects on the Melee weapons of Mirage's Hall of Mirrors clones not disappearing when you stare through her body, as they are supposed to.
*Fixed saving the default Mandachord song to your customization causing it to reset back to what it was previously the next time you return to the Orbiter.
*Fixed Octavia's Mallet ability causing many audio issues for Clients.
*More fixes towards various missing audio/visual effects for the Javlok's throw attack explosions.
*Fixed the ‘Bloom’ setting slider not being available when enabling the setting.
*Fixed Helminth Cyst being on the wrong side of Protea’s neck. 
*Fixed the Shi Shoulder Plate not appearing on Mag Prime when equipped on the left shoulder.
*Fixed Corrosive having no tooltip on hover in the Arsenal. 
*Fixed switching from 'Incomplete' tab to 'Riven' tab in the Foundry resulting in non-existent Mods showing at the end of your Riven list. 
*Fixed "waiting for other players 1/1" message displaying in Solo mode Transferring in/out of Operator mode when at the mission objective.
*Fixed opening any kind of Chat link while on the Railjack Configure screen causing UI overlaps. 
*Fixed Prisma Veritux being hidden within your Profile Equipment list until at least 1 XP is gained. 
*Fixed Lotus VO indicating an ‘Assassination Target’ when a Lynx is spawned in a Grineer Galleon Spy mission.
*Fixed incorrect Corinth Prime reload sounds if the Solstice Skin is equipped.  
*Fixed a script error when accessing the Arsenal while standing near the Helminth Infirmary.
*Fixed a script error when casting Chroma’s Effigy ability.
*We have retired some older (2008) 8-Bit rendering technology with this latest Hotfix, mostly because it provided little in regards to performance increases, but added a lot of detriment. This means that using Autoexposure and HDR settings are the way forward from now on.https://forums.warframe.com/topic/1203051-psa-brightness-changes-in-hotfix-2806/
*Fixed a crash that could occur when viewing the ‘Incomplete’ tab of the Mod Station, and then attempting to change the Sorting method.
*Fixed a script error when casting Protea’s Grenade Fan.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: The Deadlock Protocol: Hotfix 28.0.5
	url: https://forums.warframe.com/topic/1201526-the-deadlock-protocol-hotfix-2805/
	date: 2020-06-17T18:01:28Z
	changes: The Deadlock Protocol: Hotfix 28.0.5:
Projectile lifetime increased from 0.3secs to .42secs.
Fall Off increased from 12-24m to 20-40m.
Charge time decreased from 0.8secs to 0.5secs with Brash Grip.
Charge time increased from 0.8secs to 1.1secs with Steadyslam Grip.
Charge time increased from 0.8secs to 1.4secs with Tremor Grip.
Range increased from 18m to 30m with Brash Grip.
Range increased from 15m to 26m with Shrewd Grip.
Range increased from 12m to 20 with Steadyslam Grip.
Range increased from 9m to 16 with Tremor Grip.
Damage reduction lowered from -38 to -24 when used with Catchmoon Chamber.
Damage reduction lowered from -28 to -20 when used with Tombfinger Chamber.
Damage reduction lowered from -6 to -2 when used with Rattleguts Chamber.
Damage reduction lowered from -19 to -12 when used with Catchmoon Chamber.
Damage reduction lowered from -14 to -10 when used with Tombfinger Chamber.
Damage reduction lowered from -3 to -1 when used with Rattleguts Chamber.
The Granum Void will now close when the player(s) reach the Rank 3 requirements instead of having to wait out the timer.
You’ll now gain Solaris Standing upon freeing the Solaris captives in the Granum Void! The amount of Standing gained is dependent on saving all 3 captives is dependent on the tier of Granum Crown used:
Granum Crown: 300 Solaris Standing
Exemplar Granum Crown: 600 Solaris Standing
Zenith Granum Crown: 900 Solaris Standing
Added a FX to the Granum Void Timer HUD when time has been added to aid in conveying the mechanic of increasing your time by picking up Errant Specter Particles.
Fixed a spawn point in Granum Void that could be exploited to force mass hordes of Errant Specters to spawn and be killed in rapid succession. 
Fixed being pulled into the Granum Void if a player opens the Granum Void and another player spends a Granum Crown to rescue a Solaris prisoner in the Corpus Ship.
Fixed crash when being Revived during bleedout while exiting the Granum Void.
Fixed Clients who join a Granum Void in progress not having their Granum Void UI.
Fixed the Granum Void UI freezing or disappearing if you die and Revive.
Fixed Granum Void sub 10 second timers not showing the 0s upon exiting.
Fixed Granum Void enemy count affecting the Exterminate mission objective kill-counts.
Fixed AI in the Corpus Ship Exterminate tileset running to the end of the map after you enter the Granum Void.

General stability changes towards Railjack missions when a Host migration occurs. This touches on issues related to Crewships not spawning after a Host migration, and crashing when a Crewship spawning triggers a Host migration.
Fixed a crash that could occur when destroying Fighters.
Fixed Railjack doors sometimes preventing you from moving through unless you move back and approach them again.
Fixed a script error related to Scrapping Railjack Wreckage.
Made improvements towards color customization on the new Melee Moa Companion. This fixes your color customization barely affecting the Moa.
Kubrows that do not have a Collar cannot be equipped for missions, but they can now be set to roam the Orbiter from the Arsenal.
This fixes not being able to complete the Howl of the Kubrow Quest.
Increased the visibility and intensity of Corpus Ship door lasers, as well as adding a forcefield FX.
Smoothed out the coloring on the level up UI lens flare to be a bit less invasive with certain Energy colors.
Quests in the Codex will now display the Mastery Rank requirement (if applicable) if you currently don’t meet that requirement. 
Increased the sparkle in Parvos’ eyes in his transmissions. This is the change we all wanted to see.
Implemented a new version of the frame-rate limiter to fix problems introduced with Windows 10 Build 2004 as noted here. The new limiter should be compatible with all versions of Windows and should provide an even more consistent framerate when your system can run at the max.
Improved detection and handling of cache corruption in key systems.

*Fixed missing wall geometry in the Jackal Assassinate tileset that Wisp can Wil-O-Wisp through and fall out of the world. This results in respawning in the first room of the Jackal arena which has every door closed and locked.
*Fixed being able to stand on destroyed pillar geometry mesh in the Jackal arena.
*Fixed "Massive Flexplates" transmission during the Jackal fight replaying multiple times. 
*Fixed a script error when a pillar is destroyed in the Jackal arena.
*Fixed a script error during the Parazon Finisher cutscene during the Jackal fight.
*Fixed next Weave platform disappearing when jumping off of and back onto the bridge. As reported here: https://www.reddit.com/r/Warframe/comments/h9kn86/glassmaker_had_me_confused_for_a_sec_but_not_as/
*Fixed Saryn’s Contagion Cloud Augment toxic cloud damage not being removed if you leave the area of the cloud. Visually it will disappear, but enemies will still be damaged by the toxic cloud for the duration of the mission.
*Fixed inability to sell the Velox in your Inventory.
*Fixed another case where pressing LT on a controller would activate Chat instead of aiming.
*Fixed enemies that catch on fire from Ember’s Inferno receiving a new flaming comet called down and starting a new instance of the ability which can cause a chain reaction of rapid fire comets in enemy groups.
*Fixed the Tar Mutalist Moas and Sapping Ospreys doing ridiculous amounts of damage when spawned at a high level. As reported here: https://www.reddit.com/r/Warframe/comments/h88oxf/arbitration_level_121_tar_mutalist_moa_damage/
*Fixed Protea’s Passive showing as 0 if you Transfer in/out of the Operator as the Client.
*Fixed casting Protea’s Grenade Fan multiple times in the same spot causing black particle FX to stack.
*Fixed Clients not receiving the Credit reward when using a Granum Crown in a Temple Relief after collecting all the Tenant entries.
*Fixed the Temple Relief appearing multiple times in the same Corpus Ship mission, which resulted in a malfunction on the second interaction.
*Fixed Warframe Specters running and spinning in place on a wall in the Corpus Outpost Index level.
*Fixed cases where Companion inventory slots were not counted correctly if you didn’t own any Kavats or Kubrows, leading to the game giving you an error when you tried to look at your Inventory, Trade, or Craft a new Companion.
*Fixed Pet sizes not being applied/reflected when swapping in the Arsenal.
*Fixed the Juggernaut having mismatching visuals for its stomp attack damage area.
*Fixed Riven/Mod Link/Look Link not functioning if linked after a different item first.
*Fixed subtitle backer sometimes not always showing up in the UI.
*Fixed private messages to Staff members failing (claiming the user is offline). 
*Fixed Tenant Lore Fragment Decorations appearing huge and off centered when viewed via Chat link.
*Fixed inability to Chat link Stahlta, Stropha and Velox parts.
*Fixed inability to Chat link the new Melee Moa parts.
*Fixed numerous Operator customizations appearing to have grimy textures. 
*Fixed Wisp and her customizations appearing to have grimy textures. 
*Fixed the Shi Chest Plate Armor attachment clipping through the Wukong.
*Fixed Nychus Moa description having old Precept names. 
*Now reads: "This model is built for close-quarters combat, using the Blast Shield and Hard Engage precepts."
*Fixed playing the incorrect Hacking animation when attempting to Hack a Corpus terminal with an active Stasis Limbo.
*Fixed Protea's Skin being labeled Protea instead of Protea Skin in the Arsenal.
*Fixed a script error that could occur in the Corpus Gas City Sabotage tileset.
*Fixed a script error when encountering the Cunning Drift Security Eye.
*Fixed a script error when a Capture Target goes down.
*Fixed Corpernics and Pustrels description to their updated drop locations.
	type: Hotfix
	description: We greatly appreciate all your feedback regarding Protea and the Granum Void with The Deadlock Protocol Update! We’re in the process of reviewing compiled feedback for near future changes 
some of the Granum Void changes are below!
	imgUrl: undefined
	name: The Deadlock Protocol: Hotfix 28.0.4
	url: https://forums.warframe.com/topic/1200134-the-deadlock-protocol-hotfix-2804/
	date: 2020-06-12T21:36:00Z
	changes: The Deadlock Protocol: Hotfix 28.0.4:
Added Lotus VO when a Granum Crown has been used in a Golden Hand Tribute.

*Fixed Critical Hits not triggering for Glaive mid-air detonations.
*Fixed the Dessicata Syandana appearing to float away from Nova, Saryn, and Titania.
*Fixed a script error when initiating the Granum Void portal.
*Fixed script error when Kubrow "Neutralize" Precept is used against targets that can't be disarmed via the "rip their limbs off" method.
*Fixed a script error when trying to mature a Pet while not having a currently active Pet.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: The Deadlock Protocol: Hotfix 28.0.3
	url: https://forums.warframe.com/topic/1200099-the-deadlock-protocol-hotfix-2803/
	date: 2020-06-12T20:10:06Z
	changes: The Deadlock Protocol: Hotfix 28.0.3:
Increased Granum Void kill requirements as players join. Each new player will increase the kills required for each Rank by 25:
1 player: 25, 50, 75
2 players: 50, 75, 100
3 players: 75, 100, 125
4 players: 100, 125, 150
The Granum Void is intended to be a challenge worth taking. It can be tough for a Solo player, but considerably easier with a squad. These changes aim to provide a little more even level of challenge across the board.
You’ll now have temporary damage immunity upon returning to the Copus Ship from Granum Void. 
Fixed a script error after returning to the Corpus Ship from the Granum Void after a Host migration.
Fixed a script error when returning to the Corpus Ship from Granum Void after recently Reviving.
Fixed a script error when entering the Granum Void.

Granum Crowns dropped by Treasurers are now exempt from ‘loot Abilities’.
The Treasurer will drop 1 Granum Crown per player as intended.
If the Treasurer is within 35 meters of Extraction, he will now turn away and run to the nearest Golden Hand Tribute to avoid dying in the Extraction zone. If by chance a Granum Crown is dropped too close to the Extraction zone, they will now be teleported to a safe place. This addresses reports such as: https://forums.warframe.com/topic/1199639-treasurer-drops-coin-on-extract/
Fixed Granum Crown waypoints not extending past its zone.
We have added respective letter clues to the Episode 2 ID Badge. This is also reflected for the clue in the Weave.
Feedback showed that the ID Badge was hard to distinguish for many players, including our color-blind Tenno.
The Chat window will now be hidden during Nightwave Episode Crime Scene cinematics.
Fixed a functionality loss that could occur when falling off the final platform in the Weave.
Optimized UI thread validation and improved coverage.
Terminal Velocity can now be used with Primary Tombfinger Kitguns.
Tweaked the Credit acquisition FX upon using a Granum Crown at the Temple Relief after your last Tenant Lore reward. The Temple Relief will now show the last Tenant Lore entry when you have collected all of them and are receiving Credits instead of new lore.
For maximum knowledge, the Temple Relief will award Credits (respective of the Tier of Crown) if you’ve collected all Tenant Lore entries.
We’re aware of a bug where Clients do not get these Credit rewards.
Transmissions and Chat will now be hidden when watching Quest intro cinematics in the Codex.
Bumped deadzone for controller analog sticks back to 20% (was changed to 15% in the last Update) as a result of reports from players whose controllers seemed to drift within that margin of difference. 
A Profile setting will be added before it gets lowered again.
Removed unreleased Khora Deluxe Animation Sets from the Arsenal. Soon, Tenno!
Removed the unintended Riven Sliver drop from the Jackal when it is below Level 41. We have, however, kept the Riven Sliver drop if the Jackal is above Level 41 (Sortie).
Fixes towards Clients sometimes being left in the first stage Jackal arena if you died/Revived before the second stage.
Fixed the Parazon Jackal Finisher not working if you Revived after he landed into his stun, were using an Exalted weapon, or Transferred to the Operator.

*Fixed a crash that could occur when loading into a mission.
*Fixed crash when using Protea's Temporal Anchor Ability. .
*Fixed Sentient Cores not dropping from Sentients
*Fixed inability for Clients to spend a Granum Crown at a Golden Hand Tribute if the Host had already used that exact Tribute with the same tier of Granum Crown.
*Fixed Primary Kitguns crafted with the Gaze Chamber having very slow Ammo recharge rate when upgraded with max rank Pax Charge.
*Fixed Protea’s Grenade Fan having a higher base Duration on Rank 1 and 2. The base Durations are now all a consistent 10s.
*Fixed Protea’s Temporal Anchor path getting reset after throwing the Xoris.
*Fixed Mods that give base Damage (e.g. Pressure Point) not applying to Atlas’ Landslide.
*Fixed the Helstrum dealing self-damage to the Companion that it is equipped on.
*Fixed the Battacor having unlimited usage of Alt Fire.
*Fixed some issues with the Operator being destroyed when transitioning between regions in Railjack. 
*Fixed Nezha’s Jinza Helmet textures appearing very grimy.
*Fixed UI backer on Mastery Rank test complete screens being offset for non 16:9 aspect ratios.
*Fixed some overly aggressive lens flares in some tiles in the Corpus Ship tileset.
*Fixed a case where the Squad overlay would become unresponsive if you failed to join a Host from the Star Chart UI.
*Fixed a script error when attempting to ‘Repeat Last Mission’ but that mission is so longer eligible (Sortie, etc).
*Fixed a script error when the Treasurer cloaks himself in invisibility. 
*Fixed a script error when casting Protea’s Grenade Fan Ability.
*Fixed a script error when casting Titania’s Razorwing Ability.
*Fixed a script error when casting Mag’s Magnetize Ability.
*Fixed a script error when casting Hildryn’s Balefire Ability.
*Fixed a PH; Controller Cursor in menu options.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: The Deadlock Protocol: Hotfix 28.0.2
	url: https://forums.warframe.com/topic/1199763-the-deadlock-protocol-hotfix-2802/
	date: 2020-06-12T00:17:00Z
	changes: The Deadlock Protocol: Hotfix 28.0.2:
Granum Void enemies during the final mission of The Deadlock Protocol Quest will now drop Ammo and Energy.
Removed the ability to skip transition cinematic in the Jackal Arena fight due to resulting in many broken states.
Slightly increased the radius range of Corpus Security Cameras in the Corpus Ship as many cameras are now too far away from doors to actually affect them.

*Fixed the Jackal getting stuck in midair while doing its ‘UFO’ attack, resulting in an inability to progress in the fight. If you still see this, let us know. 
*Fixed a crash when attempting to skip the Jackal 2nd phase cut scene after a Host migration had occurred. 
*Fixed a crash that could occur when quickly selecting and previewing Companions while not having any Companions previously roaming the ship.
*Fixed a crash that could occur during a Bounty. 
*Fixed entering the Granum Void with upwards velocity resulting in flying through the sky into a void-out zone that sends you back to the Corpus Ship.
*Fixed ability to sell the Stropha Components for Ducats.
*Fixed some Fish Bait not properly floating in the water.
*Fixed the Moa "Drimper Bracket" using the same model as the new "Hona Bracket" when viewed in Legs’ Shop. 
*Fixed Condor Dropships in Orb Vallis not moving at all.
*Fixed Helstrum missing from the Codex and an inability to Chat link it.
*Fixed for Phantasma secondary fire explosion not making sound.
*Fixed the Velox jittering at the end of its reload animation.
*Fixed Protea Ability sounds not ducking when a Transmission is playing. 
*Fixed some broken lighting in certain Corpus Ship tileset rooms.
*Fixed electric sparks audio in Jackal arena not ending when the FX expires.
*Fixed Fortuna Heist Room music sometimes cutting out when getting briefed. 
*Fixed sleigh bell audio for the Festive Liset Decorations playing while viewing the Codex, which could overlap with Quest dioramas.
*Fixed Pets appearing with Default colours at first.
*Fixed a container in the Corpus Ship tileset that was missing it’s blocking volumes, which allowed you to pass through the object.
*Fixed some breakable Grates in the Corpus Ship tileset appearing as non-breakable.
*Fixes towards incorrect fog rendering when viewing skyboxes from your Railjack.
*Fixed a script error the could occur when interacting with a Golden Hand Shrine.
*Fixed a script error when trying to claim a Pet after previewing other Pets in the Arsenal.
*Fixed a script error when receiving a buff from Chroma’s Vex Armor.
*Fixed a script error in the ‘Provide Fish’ screen with Fisher Hai-Luk.
*Fixed numerous HUD script errors that could occur when playing an Interception mission.
*Fixed a few script errors that could occur when deactivating Tianita’s Razorwing Ability. 
*Fixed a script error when entering into the Granum Void.
*Fixed a script error when making a choice in the Weave.
*Fixed frame rate limiter in cases where the system was able to render at more than 1000 FPS.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: The Deadlock Protocol: Hotfix 28.0.1
	url: https://forums.warframe.com/topic/1199617-the-deadlock-protocol-hotfix-2801/
	date: 2020-06-11T19:25:23Z
	changes: The Deadlock Protocol: Hotfix 28.0.1:
Clem has gained a friend in his special hangout spot!
Cephalite Resonance Tears and Nora Night transmissions will no longer occur during Quest missions.

*Fixed a crash that could be caused by a Riven Chat Link from someone who hasn't downloaded the update yet.
*Fixed crash when certain update assets could not be downloaded correctly.
*Fixed launcher detection of DirectX 11 support on Windows 7 systems missing OS Updates.
*Fixed Granum Void enemies not spawning if under control by your Kuva Lich.
*Fixed Corinth Air Burst Alt Fire Status Chance stat UI displaying a value less than expected.
*Fixed Kuva Siphons clipping into geometry in the Corpus Ship tileset.
*Fixed Companion Moa’s appearing to flash red when shot at.
*Fixed lingering red spark FX after picking up a Health Orb from Protea’s Dispensary until all players have picked it up. 
*Fixed a script error when trying to Auto Install Mods on a Sentinel weapon.
*Fixed script error when opening Simaris’ Offerings without having started The Deadlock Protocol Quest.
*Fixed a script error that could occur when switching to a Private Message tab in Chat.
*Potential fix for a script error that could occur when a Corpus screen is activated in the Corpus Ship tileset.
*Fixed a script error when casting numerous Warframe Abilities.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Update 28: The Deadlock Protocol
	url: https://forums.warframe.com/topic/1199557-update-28-the-deadlock-protocol/
	date: 2020-06-11T17:29:48Z
	additions: The ‘Open Space’ room has been added to the Barracks section of the Dojo Architect! Enjoy this very large open space for your Dojo Decorating fantasies. 
You will need a very large area to accommodate this room, if the area you are attempting to add the ‘Open Space’ does not fit, a popup will let you know that “No Space is Available”.
New Solaris themed Decorations have been added to the Dojo Architect! And yes, there is a paper boat Decoration.

Deadlock Protocol_New Moa + Tenacious Emotion Module.mp4
*Check out the in-game Market for this new Moa Companion Emotion Module!
Added new Melee Moa Precept Mods:
Blast Shield
Overshields increased by +3000. Leap at an enemy within 10m dealing 10 Damage and knocking down other enemies within 5m and resets Overshields.
Hard Engage
Engages enemies within 10m with Melee attacks, dealing 90 Impact Damage. Melee attacks are enhanced by Mods equipped in the Moa’s weapon.
Added Conservation Glyphs to The Business and Master Teasonai’s Offerings. Visit Fortuna and Cetus to claim yours!
Sapcaddy Glyph
Delicate Pobber Glyph 
Common Condroc Glyph 
Added the Umbra mods to Simaris’ store Offerings (available after The Sacrifice Quest completion):
Umbral Vitality 
Umbral Fiber 
Umbral Intensify 
Sacrificial Pressure 
Sacrificial Steel 
Added login milestone reward blueprints (Zenistar, Azima, Zenith, and Sigma & Octantis) to Simaris' Offerings. 
Blueprints for each only appear in his Offerings if they have already been previously selected as login rewards.

	changes: Update 28: The Deadlock Protocol:

We are Desire. Ours is the grasping golden hand. We. Are. Corpus.
Nef Anyo claims to have found an heir to the long-deceased Corpus Founder, Parvos Granum, and has the means to prove it. The Solaris have begun disappearing in droves and Eudico thinks it has something to do with Nef’s power play. Whoever they are, the heir to the Founder would be able to solve the stalemate and stage a total takeover of the Corpus Board. If Nef Anyo has anything to do with it, that spells bad news for the Solaris.
The Deadlock Protocol sheds new light on the industrious origins of the Corpus, introduces the time-bending Warframe, Protea and includes a remastered Corpus fleet full of innovative threats and escalating security measures.
To begin The Deadlock Protocol Quest, make sure you have completed the Vox Solaris Quest. The Deadlock Protocol Quest can only be done Solo and you must be at least Mastery Rank 4; ready yourself!
*Players who purchase the Protea Warframe before playing the Quest will receive a Riven as an additional reward.

As you infiltrate Corpus vessels, fight enemies and generally interrupt the pursuit of Grofit, the Corpus will use every piece of their security arsenal to stop you.  Be prepared for upgraded Turrets and such deadly reinforcements as mine-deploying Corpus Aristocrats.

Experienced Tenno can enjoy seven days of Jackal Sorties following release, where you can take on the reworked Jackal in a high-level area!
Out of desperation to locate any last trace of the long-dead Founder, Nef Anyo has developed a way to open Void portals. Eudico believes they’ve been kidnapping Solaris to use as guinea pigs and needs your help to rescue them.

The portals are built through Golden Hand Tributes, a spot of profit-worship for faithful Corpus. By spending their Granum Crowns, a valuable manifestation of their devotion, the Corpus can open a rift and send expeditions to Void sites.
Thankfully, you can use these Granum Crowns to your advantage. Collect three tiers of Crowns from Treasurers in your Missions, each signifying a higher level of devotion than the last: Granum Crown, Exemplar Granum Crown, and Zenith Granum Crown. Use them to initiate challenges in Missions, search for Corpus Temple Reliefs or negotiate the release of Solaris prisoners in exchange for Standing.
Within every Corpus Ship Remastered mission you’ll encounter a Treasurer: A devoted follower of Parvos and all he stood for, willing to dedicate his life to be the keeper of the tokens of his esteem. The Treasurer is guaranteed to spawn within 2 
4 minutes in a non-endless mission, and between 5 
8 minutes in an endless mission. The level of your mission determines the tier of Crowns the Treasurer will possess. Handle him with haste before he escapes with his sacred tokens!
Level Tiers are:
0-15: Granum Crown
16-30: Exemplar Granum Crown
31+: Zenith Granum Crown
*Granum Crowns will not appear from Treasurers until you complete The Deadlock Protocol Quest.

Granum Crowns can also be spent at the Corpus Temple Reliefs in Missions to learn more about the Founder. Each new story you acquire will earn you Relief Decorations for your Orbiter!

Protea is the first Warframe to have a Universal Aura Polarity to accompany her set of utility skills!
*Drusus is seeking out myths and legends about Protea and will update the Leverian when he is ready.
*Earn the Protea In Action Glyph during a limited time 72 hour weekend Alert on PC, starting Friday, June 12th @ 2 PM ET. Console will also run this Alert when The Deadlock Protocol Quest is live on their respective Platforms!

*Protea’s Alternate Helmets will be added to the Nightwave Cred Offerings once The Deadlock Protocol is live on all Platforms.

When we introduced separate Dispositions for each weapon variant back in November 2019, we planned to give new weapons a Disposition of 1 (the “average”), or matching the lowest member of the weapon family if it already had a Disposition lower than 1. Unfortunately, this meant that powerful new weapons (like the Kuva Lich collection) might have Rivens that start too strong, forcing reductions in accordance with our balance methodology.
In order to prevent this situation, we will be changing this policy: going forward, all new weapons will be released with the minimum Riven Disposition of 0.5. For The Deadlock Protocol, this includes the Dispositions on newly added Primary Kitguns, in addition to regular weapons (secondary Kitgun Dispositions will remain as-is.)
Full details can be found here: https://forums.warframe.com/topic/1199009-riven-disposition-procedure-for-new-weapons/
We have added a brand new chat channel to Warframe! The ‘Questions and Answers Chat’ channel is now live to provide new and experienced players a place to seek and provide help in a dedicated and organized way. It will be toggled on by default for all new players entering the game for the first time, while Region Chat will be opt-in and can be enabled from Options. For existing players, your chat settings remain untouched but the Q&A Channel has been enabled on login.
Please read our “Guide to Using the Q&A Channel” before participating in the channel: https://forums.warframe.com/topic/1199008-pc-coming-with-deadlock-protocol-new-‘qa’-chat-channel-use-guide/
Many Tenno may wonder what our larger goal is here. We have many motivations for these changes, but one of the strongest is the role Region chat plays our report systems. It may come as no surprise to hear that Region chat is home to the most reports of any channel in Warframe. These reports are reviewed and acted on by the staff here at Digital Extremes, and consequences have always been in place for offensive content. However, some consequences were not strict enough. We are aiming to reset the onboarding experience and chat experience in Warframe by including a new default Q&A channel to provide a dedicated place for players to bring Warframe knowledge to a chatroom in a designated place.
We also aim to clean up Region chat for members who like having a place to simply discuss Warframe. Region chat will be opt-in, and Offensive Language reports dealing with hate speech will have enforcement that is not up for appeal. If you find yourself under account restrictions due to Offensive Language, our stance is very clear here: We have no tolerance. https://digitalextremes.zendesk.com/hc/en-us/articles/360043974052-Code-Of-Conduct-Respect-for-all-in-Warframe
Due to no longer having Stasis, if you currently have a pup Companion (not yet Matured), upon equipping it in the Arsenal the UI will prompt you to either Mature or let it roam your Orbiter. The option to let it roam is only available if you don't have a proper Kubrow/Kavat equipped. When starting an Incubation your current roaming Companion will be put away.
The ‘Nutrio Incubator Update Segment’ now entirely disables DNA degradation!
The Pets Breed is now displayed beside the Pets name in the description when viewing in the Arsenal.

Introducing a new Deadlock UI Theme that goes hand-in-hand with the industrious origins of the Corpus.
You can now change your Mouse Cursor Icon, Mouse Cursor Color, and scale your Cursor in size!
Deadlock Protocol_Mouse Cursor Options.mp4
The Landing Craft Customize screen has been decoupled to provide the ability to mix and match your Landing Craft with whichever Override Air Support you want!
Star Chart Nodes have been given a fresh new look and functionality upon hover!
Hovering over a Node will display a new tileset/accompanying enemy image and gamemode icons respective to the available game modes.
Upon clicking a Node that has numerous game modes available, a selector will open within the window for you to choose your game mode.
Deadlock Protocol_Node UI Selector.mp4
Added two new cursor sliders under the Interface tab in your Options to give you more ways to customize and improve how you navigate the UI with a controller to your liking:
 UI Cursor Acceleration: Adjust the rate the cursor accelerates when moving in a continuous direction can be changed. 
The Sensitivity Option still determines the overall speed of the cursor, while Acceleration gives players the freedom to set how quickly they’d like to get from point A to B. 
 UI Cursor Magnetism:  Adjust the level of “magnetism” (“stickiness”) there is between the cursor and interactive elements in the UI. 
Before the update, the cursor was set to “stick” to items you pass over by default. It was sometimes helpful but often proved to be an annoyance that prevented you from having reasonable cursor speed on UI windows with many elements. Now, you are able to customize how the cursor “sticks” to these elements. Setting it to “0” simply means that there will be no friction whatsoever between the cursor and the UI elements.
Added tooltip to Mastery Rank on hover while viewing your Profile to show total Mastery Breakdown per category.
Added button to rewatch the Kuva Lich cinematic in the Lich Codex section.  
Upon visiting a Syndicate in the Relay, the Syndicate donation screen now displays your full Inventory of eligible items, similar to selling Fish in Cetus.
Updated a handful of Helmet icons in the in-game Market to better fit the new themed UI.
Removed the option to set "Battle Pay Caps" in the Alliance Management screen as it is not currently relevant.
The ‘Reset Decorations’ has been removed from the pause menu and placed in the Decoration mode HUD as ‘Clear All Decorations’.
Tooltips have been added to Arsenal stats! For example, hovering over ‘Armor’ now gives you an example about what it does.
Updated trade windows at merchants in Cetus and Fortuna to use the latest inventory UI. 
Added visual separation in Railjack customization screen between all other color settings and the “All Colors” option. 
Updated the ‘Invasion’ gamemode icon!
Added “Join Any Crew” option to search for Open Squads in active Railjack missions that you can join in a given Proxima. If there are no open squads, a pop-up will prompt you to try again or launch a new session from your personal Railjack. 
We’ve added this feature to save time and keep you from needing to hover over node by node to see if there are active squads on them.  
Added a ‘Scrap Wreckage’ button to the Railjack Components/ Armaments screens. This removes the step of having to manually go into your Inventory in order view a complete list of Wreckage to Scrap when over the Wreckage limit.
Fire hazards that spawn on the Railjack will now directly damage the Ship/Hull directly, instead of getting split between Hull and Shields. This means that even if you have full Shields you'll start taking damage directly to your Railjack if you leave a fire unattended. 
Fixed loss of functionality when performing a Finisher while inside a Crewship when it explodes.
Fixes towards inability to use the Archwing Slingshot if two Client players spam the interaction at the same time during a Railjack mission.
Fixed a case where the End of Mission screen would pop in for a split second when transitioning from a Railjack mission to Dojo.
Fixed being able to launch Railjack missions from an incomplete Dry Dock (still in construction through Rising Tide) after Host migrating from a mission joined as Clients.
This also fixes a related issue of infinite loading tunnels when returning to Dojo after host migration. 
Fixed Wreckage Capacity not immediately being updated until after exiting and then coming back after using Valence Fusion with Wreckage as one of the components.
Fixed Railjack Armament stats not displaying properly when viewing the full Railjack stats.
Fixed a loss of functionality when viewing the Nightwave screen when a squad member returns the Railjack to the Dry Dock.
Fixed some Railjack POIs having a delayed reaction to your presence (i.e not firing Super Weapon, firing Ram Sleds, etc),
Fixed being placed next to a POI (if there is one) when skipping the Crewship Archwing exit cutscene.
Fixed Railjack mesh collapsing when loading into Dry Dock after mission in the “Configure Railjack” panel.
Fixed a crash when aborting a Railjack mission after another player had also aborted.
Increased the Riven Capacity limit from 120 to 150.
The Blazing Step Ephemera has been removed from the Elite Sanctuary Onslaught rewards table and added to two places:
Arbitration Honors Store in the Relay
Railjack Commander Boss Drop Tables (5%)
Out of the growing list of Ephemeras, Blazing Step was the more difficult to obtain due to its drop rate within the Elite Sanctuary Onslaught table. By taking Blazing Step out of the ESO table, the rewards within ESO will normalize and fill in the missing 1.01%. You now have the option to either spend your Vitus Essence in the Arbitrations Honor Store or by bringing demise to Railjack Commanders during your Railjack missions. 
Increased the amount of invested currency that is refunded for the following: 
Dissolving ranked Mods refund more of the invested Endo (75% just like Rivens).
Scrapping ranked Avionics refund more of the invested Dirac (75% just like Mods).
Selling ranked Mods refund more of the invested credits (75% just like Endo).
The Earth to Mars Junction now awards the Iron Phoenix Stance, and the Earth to Venus Junction now awards the Clashing Forest Stance.
This aims to provide new players an easier path to experience the Melee system at an early Star Chart stage. Those who have completed these Junctions will retroactively be given these Melee Stances. 
Removed Copernics from Mining Nodes on the Orb Vallis and added to Eximus enemies in the Lua tileset.
Removed Pustrels from Mining Nodes in the Plains of Eidolon and added to Eximus enemies in the Infested Ship tileset.
The Rank Up FX for Warframes, Weapons, and Companions has been given a refresh! This FX also now applies your chosen Energy color instead of the default.
Shield Gating is now disabled in the Dojo Obstacle course when you hit intended insta-fail traps such as Kill or Laser Traps.
Updated the following Augment Mods to replace the terminology ‘Proc’ with ‘Status’:
Vexing Retaliation
Shocking Speed
Tidal Impunity
Neutron Star
Hallowed Eruption
Piercing Roar
Adjusted icon for The Deadlock Protocol's promotional Glyph to represent the Corpus Founder more clearly, and have less of matching iconography with real life movements. 
The Corpus Ship tileset remaster brings a new home for Razorback! Fight this Corpus creation in a brand new remastered Arena. Gameplay remains the same!
Reduced the hit FX of the Cernos Prime and Paris Prime.
The Opticor will now queue charging if you click+hold during its re-fire wait time (instead of ignoring your click if you didn't wait the full 1 second). 
Tweaked some Fortuna hammering NPCs to be more in sync with each other.
Corpus Ship Captura scenes “Freight” and “Maintenance” have been updated to the new remastered tileset, they are now “Artillery Battery Scene” and “Corpus Depository Scene”.
Polished and tweaked Nagantaka's firing animation to reduce possible motion blur issues.
Changed the Fortress Container codex entry to be "Polished Storage Crate/Container".
Polished glass texturing to improve volumetrics, reflection simulation, and everything a good wall of glass should offer.
On the topic of glass, we have removed Reinforced Glass from its respective tilesets. 
Slight reduction to Elemental FX on Garuda’s Talons.
Improved Companion Moa parkour movements when attempting to follow/catch up with its owner.
Keep an eye out for new Venus skyboxes when loading into Venus missions and when gazing out your Orbiter windshield.
Updated the Arch-Gun animations (recoil smoothing etc.) when using Archwing Deployer in mission to make them even more awesome. 
Also fixed an issue where players could slide around during the call down animation.
The Glaxion Vandal is now tradable.
The Kuva Bramma has received balance changes to address it’s overwhelming chart topping usage. The Kuva Bramma still goes boom, and we look forward to your feedback once you’ve given it a try.
Full detail can be found here: https://forums.warframe.com/topic/1199010-kuva-bramma-changes-explanation-and-timeline/
It has a smaller reserve ammo (15 to 5), and gains fewer arrows from ammo pickups 
This is to encourage players to aim the bow deliberately at crowds of enemies and not fire it wildly everywhere.
Fewer cluster bombs are produced on impact (from 7 to 3) 
Reduces the overwhelming AOE potential somewhat but also makes the Bramma less visually busy. Players have said that the many many explosions produced by Bramma are hard to see through.
Increased cluster projectile radial attack size from 2.7m to 3.5m.
Reduced cluster projectile fall off from 100% to 50% 
Fewer explosive fragments, but they cover more area and generally do more damage.
Updated the Kuva Bramnma description to include these changes:
This Grineer bow delivers vengeance in the form of cluster bomb-tipped arrows that can be detonated mid-air or on impact. Low quiver capacity, arrows are recovered singly.
Damage increased from 180 to 248.
Status Chance increased from 30 to 36%.
Critical Chance increased from 10 to 20%.
Made some micro-optimizations to several UI panels.
Optimized Crewship explosions in Railjack missions as they were causing a noticeable impact on performance. 
Made some micro-optimizations to run-time object creation.
Made some systemic micro-optimizations to type serialization (level loading, run-time object creation, etc).
Optimized level-loading slightly.
Fixed Railjack spot-loading the first time it's brought into view in the Orbiter.
Upon falling/jumping off a platform in the Weave, you’ll now be teleported back to the main platform instead of failing the Weave. 
The non-existent aim-gliding in the Weave was the root of many Weave failures, which is why we have added the teleport. It’s still the Glassmakers game though, so use your time wisely! 
The amount of Cephalite Resonance to enter the Weave has been cut in half. The requirement is now 5 instead of 10.
Your Cephalite Resonance count, as well as the amount required for the Weave, is now displayed upon hover on the Glassmaker crime scene episode selector. 
Slightly reduced the volume of Cephalite Tears opening/closing.
Fixed the ‘Friendly Fire’ Weekly Nightwave Act only awarding 1,000 instead of 4,500 Glassmaker Standing.
Upon login, the outstanding 3,500 will be retroactively awarded to those who completed when it lacked the proper Standing reward.
Fixed Cephalite enemies having blown out FX if killed with a Fulmin.
Fixed parts of the Mod UI being cut in half if you loaded into a Relay/Town with the Nightwave screen open.
Fixed the “Elite Explorer” Nightwave Acts not showing progress in description.

*Fixed a case where a Kuva Lich could appear to change ownership or identity during a mission, possibly resulting in the Parazon check being incorrect, and/or counting towards a different player's history.
*Fixed Kuva Liches falling off the level during the Parazon check animation, causing them to sometimes die and break the final choice cinematic.
*Fixed a case where your Kuva Lich would not level up after failing Parazon Mod order.
*Fixes towards a case where a Host migration during the Kuva Lich mission loading screen could result in no Kuva Thralls spawning. 
*Fixed the music cue that gets played when a Kuva Lich Thrall spawns only playing for the Host.
*Fixed your gun auto firing after the Kuva Thrall Mercy if you initiated the Mercy while also firing.
*Fixed a script error that could occur when a Kuva Lich went away.
*Fixed an issue where resetting controller bindings to default would not remove bindings from buttons that didn't have a default action assigned to them (e.g. for XB1 and PC, D-pad down doesn't have an action bound under Railjack controls, so if you bound Bank Left to it, for instance, it would remain bound).
*Fixed a controller issue where you could assign an Archwing action (e.g. Move Down/Dodge/Blink) to a button that has a non-Archwing-exclusive action already bound to it (e.g. Ability Menu), resulting in both being bound to the same button simultaneously (where only one action would actually be executed when the button is pressed). Now, in the above example, the Crouch/Slide/Roll action would trade places with the Power Menu action, resolving the conflict.
*Fixed an issue where if you rebound Ability Menu under the General tab for controller bindings, it wouldn't update immediately under the Power Menu tab to that key, which could result in creating conflicting bindings under the Power Menu tab.
*Fixed controllers using a higher deadzone value than desired for non-look analog inputs. Was applying a 20% deadzone across the board instead of using platform-specific values, which were generally lower. This should improve responsiveness of analog sticks.
*Fixed an issue where resetting controller bindings would take effect immediately even if you chose not to save when it prompted you upon exiting. Now only takes effect upon confirmation when exiting.
*Fixed the action list in the Customize Controller controller screen not updating to show the current working bindings as you're updating them.
*Fixed a case where Corpus Mobile Defense objectives are invulnerable. As reported here: https://forums.warframe.com/topic/1194476-mobile-defense-satelittes-dont-take-damage/
*Fixes towards Defense missions breaking due to an inability to terminate enemies that have been changed to Ally status (Nyx Mind Control, Revenant Enthrall, etc), thus inability to complete the Defense Wave.
*Fixed Clients not seeing the dynamic Damage effects when the Defense Target's Health gets lower in tiles where the Target moves.
*Fixed inability to gain Energy from Energy Restores after using Valkyr’s Hysteria.
*Fixed Derim Zahn’s turrets never shutting off in The Index. 
*Fixed performing a Iron Phoenix Stance Heavy Attack (Middle Mouse Button by default) while sliding only triggering normal sliding attack, which also consumed combo count.
*Fixed enemies/objects becoming stuck inside a catwalk in the Grineer Shipyard tileset, which could cause a progression stop.
*Fixed Shield Gating mechanic being ignored by weapons that fire multiple projectiles at once for Clients. This resulted in some enemies shot by the Host will survive due to Shield Gating negating most of the damage, while enemies shot by the Client are not protected by the Shield Gate. 
*Fixed Mutalist Osprey Carrier’s ignoring Limbo’s Cataclysm bubble. 
*Fixed not receiving Credits for completing the first 2 Zones of Sanctuary Onslaught.
*Fixed the "Killing blow on x Sentients" Riven challenge not counting for new Sentient enemies aboard the Sentient Anomaly. 
*Fixed the Archwing Launcher Segment Blueprint requiring Mastery Rank 5. It is now no longer Mastery Rank locked.
*Fixed Wukong’s Celestial Twin suffering from very long Knockdowns. As reported here: https://forums.warframe.com/topic/1195276-wukongs-celestial-twin-takes-too-much-time-to-get-up-from-a-knock-down/
*Fixed Shield Lancers flailing wildly when affected by Titania’s Lantern. 
*Fixed Ash Shroud’s arm blades not animating during his Bladestorm ability.
*Fixed a Chat linked Riven that has 256+ rerolls being displayed as having 0 rolls. As reported here: https://forums.warframe.com/topic/1195215-chat-linking-a-riven-every-256-rerolls-resets-the-rolls-in-the-link/
*Fixed the Mandachord not displaying notes correctly during Octavia's Anthem Quest.
*Fixed a few cases where Rescue Targets could fall through elevators as they're moving.
*Fixed the Daikyu not properly affecting the stat buff of Mecha Overdrive and Hunter Synergy Kubrow Mods, thus giving the player a much lower than expected Status/Crit Chance link. As reported here: https://forums.warframe.com/topic/1177050-daikyu-not-working-properly-with-mecha-overdrive/
*Fixed Arsenal UI showing double the damage for Glaives. 
*Fixed ability to Deploy your Arch-Gun in weapon-restricted Mastery Rank tests.
*Fixed Atlas and Zephyr not playing their full body animation when equipping an Arch-Gun.
*Fixed inability to trade Prisma Shade and Prisma Burst Laser.
*Fixed a case where the Chat window might not behave correctly if you had it bound to Enter.
*Fixed loading into a blue Void with a broken map during the ‘Confront Umbra’ mission in The Sacrifice Quest. 
*Fixed overly distorted FX on the Operator during the ‘Confront Umbra’ mission in The Sacrifice Quest.
*Fixed the TennoCon 2020 Syandana clipping with Mirage and Ash Shroud Skin lower body.
*Fixed numerous Kubrow Armors clipping into large boned Kubrows.
*Fixed some more cases where the UI was reporting a different binding than what was actually bound in-game.
*Fixed certain trams in the Grineer Asteroid tileset not positioning correctly for Clients.
*Fixed some issues with Kitguns having FX distortions and particles appearing square. As reported here: https://forums.warframe.com/topic/1190064-kitgun-distortion-effect/
*Fixed Corinth Prime’s custom reload animations not appearing correctly when equipped with Skins. 
*Fixed wonky Corinth reload animation after reloading and rolling at the same time. As reported here: https://forums.warframe.com/topic/1168417-painful-looking-corinth-animation-bug/
*Fixed arm mounted Secondaries (Atomos, Gammacor, etc) not playing custom idle animations. As reported here: https://forums.warframe.com/topic/1082719-arm-mounted-secondaries-broken-animation-thigh-holster-problem/
*Fixed Amalgam Argonak Metal Auger FX Energy color covering the entire enemy in a solid color. It now envelopes the enemy is a ghostly FX!
*Fixed holstering two-handed weapons when attempting to reload (animation still plays) and jump at the same times.
*Fixed various audio/visual effects missing for the Javlok's throw attack explosions.
*Fixed flickering effect in the Grineer Asteroid tileset when Deferred Rendering in enabled.
*Fixed Archwing Blink FX (including Titania’s Razorwing) not using chosen Energy colors. As reported here: https://forums.warframe.com/topic/1194097-blink-should-abide-by-energy-colour/
*Fixed Resources sometimes falling into turret pits in the Grineer Asteroid Fortress tileset. 
*Fixed Host being unable to enter the Fortuna elevator after picking up and dropping the Data Mass in the second stage of the Profit Taker Heist. 
*Fixed small hitch with loading ability icons when previewing Warframes in the in-game Market and through Chat linking. 
*Fixed holding waypoint button while mounted on K-Drive not removing live marker. 
*Fixed many cases of NPC's leaping Abilities potentially causing them to land out of the tileset and getting stuck.
*Fixed cancelling a Bursa hack counting as a successful hack.
*Fixed holding G to remove waypoints not functioning while on a K-Drive.
*Fixed several of Ticker’s Second Hand Decorations appearing off center from their dioramas.
*Fixed Hildryn's Balefire deactivate animation superseding her Aegis Storm deactivate animation. 
*Potential fix towards Trade offer not updating locally on offer failure.
*Fixed Archwing Quest objective waypoints in the Void sometimes not pathing correctly.
*Fixed square distortion that would happen when a Grineer deployed their inflatable cover.
*Fixed Landing Craft Air Support sometimes spot load for players who have a different Craft equipped.
*Fixed incorrect hit sound effects when using the Maruta Tonfa Skin.
*Fixed incorrect Melee hand placement if the weapon has the Longsword Insidia Skin equipped.
*Fixed some Prime weapon icons in your Inventory displaying their vanilla variant instead of the respective Prime. 
*Fixed a hitch when the Tennora stops firing. Also fixed unneeded spinning animation when equipping. 
*Fixed all Glaives becoming mini in size after initiating dual-wield mode in the Arsenal.
*Fixed the Boltor Bravura Skin being broken when equipped on the Telos Boltor.
*Fixed the Gunsen not holstering properly in the Arsenal.
*Fixed the Thiazi Syandana clipping into numerous Warframes.
*Fixed the Kunshu Syandana clipping through Wisp’s Delusion Skin scarf.
*Fixed rare case of Syndicate allies spawning on top of eachother. 
*Fixed Elite Shield Lancer not having its shield equipped in Codex diorama.
*Fixed Tomb Protector Codex diorama having its weapons placed in weird positions.
*Fixed a game hang/crash when selecting ‘Corpus Target’ in the Codex.
*Fixed long Clan names being partly hidden behind the menu options in the Clan Management screen.
*Fixed very long usernames not displaying properly in the Revive screen.
*Fixed script error in Profit-Taker Phase 1 if the player Transferred to Operator at the Fishing segment.
*Fixed script error that could occur after a Host migration while sealing a Thermia Fracture.
*Fixed a script error when trying to apply a Look/Mod Link on a weapon after you just sold the weapon you have equipped in that slot.
*Fixed script error that would occur if you tried to login while banned and clicked the 'help' button.
*Fixed a script error when previewing Khora in the Arsenal.
*Fixed a script error when casting numerous Warframe Abilities.
	type: Update
	description: undefined
	imgUrl: http://n9e5v4d8.ssl.hwcdn.net/uploads/cd0447b7cbfdce50c9b7e4c00249f3d1.png
	name: Prime Vault: Hotfix 27.5.6 +
	url: https://forums.warframe.com/topic/1196415-prime-vault-hotfix-2756-27561/
	date: 2020-05-26T18:14:09Z
	changes: Prime Vault: Hotfix 27.5.6:

Find their Relics in the Void or Bounty rewards today!
Or check out the Prime Vault program here: https://www.warframe.com/prime-vault
*Reminder that the Prime Gene Masking Kit will be available in both the Trinity Prime Pack AND the Trinity Prime Accessories Pack: https://forums.warframe.com/topic/1195208-trinity-prime-vault-accessories-pack-clarification/Oberon Prime and Nekros Prime, as well as their signature Prime Weapons, Accessories, have reentered the Prime Vault and have been removed from the drop tables.

*If you already wield the power of these Primes or have their Relics in your Inventory, they will remain after the Vaulting.
Valkyr’s Enraged Hysteria Augment now has a 1 time Energy cost of 50 instead of draining Energy over time. This also allows you to gain Energy while it's active!
Moved some Sawgaw Conservation start points to not start in a cave.
Made systemic micro-optimizations to the smart-callback library and hardened it against hardware bugs on vintage CPUs.
Optimized the Excavation HUD initialization to try to eliminate delays where race-condition bugs can sneak in.
Made numerous micro-optimizations to the string handling code.

*Fixed cases of Glass Fissures causing spot-loading during stream-in so severe that Clients lose connection.
*Fixes towards Glass Fissures opening during the Extraction cinematic. 
*Fixed the Confiscated Act of ‘Hijack a Crewship from the enemy’ awarding the Weekly Act amount of Standing instead of the Daily Act Standing amount.
*This change will be reflected the next time this Act appears. For now you can enjoy this bank error in your favor!
*Fixed Relays overflowing to 100 players by returning its max capacity to 50.
*Fixed Baruuk’s Desolate Hands daggers not fully working with your Companion.
*Fixed certain controls (move up/down and roll left/right) in Captura not working if you had any custom bindings.
*Fixed inability to Pilot the Railjack downwards if you're Piloting using your Operator with a controller.
*Fixed inability to interact with your MOA Companion in your Orbiter. As reported here: https://forums.warframe.com/topic/1194985-no-petting-moa/
*Potential fix for a crash when loading into the Orb Vallis as a Client if a Conservation was started by another player.
*Fixed Conservation waypoints marked at the entrance of a cave even though the start points themselves were outside the cave.
*Fixed Clients not seeing the Void Fissure tear FX that connects the Corrupted enemies to the Void tear.
*Fixed incorrect Riven Disposition displaying when viewing a Chat linked Zaw/Kitgun Riven.
*Fixed Defiled Mods counting towards your total Mods owned via Chat link or the End of Mission reward screen.
*Fixed the End of Mission screen popping in for a split second when transitioning from a Railjack mission to the Dry Dock.
*Fixed knockdowns not interrupting weapon-reload. This now intentionally follows suit with self staggers. 
*Fixed Silver Grove Shrine Scene, Harrow's Temple Scene, Hunhow's Chamber Scene, Kuva Throne Scene, and the Mycona Colony Scene missing from their respective Syndicate Offerings.
*Fixed the Impetus Prime Syandana having an invisible mesh on Mag.
*Fixed several script errors that could occur if an Amalgam Osprey were killed just as it attempted to create Spectralysts.
*Fixed some Platinum packs appearing in the TennoGen section of the in-game Market.
*Fixes towards Launcher crashes that may be caused by a Steam overlay interacting with OBS Studio.
*Fixes towards NPCs losing their path navigation, resulting in them looking stuck and confused.
*Fixed a script error that could occur when joining an Excavation mission in progress.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Nightwave Series 3: Glassmaker: Hotfix 27.5.5
	url: https://forums.warframe.com/topic/1195171-nightwave-series-3-glassmaker-hotfix-2755/
	date: 2020-05-21T14:50:30Z
	changes: Nightwave Series 3: Glassmaker: Hotfix 27.5.5:

*Fixed the Blood Rush Critical Chance boost not resetting when the Melee combo counter is reset.
*Fixed a hack panel in the Corpus Ship Sabotage tileset that would spawn enemies every time it was hacked, resulting in an abundance of Moas! 
*Fixed a script error when deactivating Valkyr’s Hysteria with the Enraged Augment equipped.
*Fixed script error that could occur when joining a mission in progress with a Valkyr using the Enraged Augment.
*Fixed a script error during a Conservation encounter in the Plains of Eidolon.
*Fixed a script error that could occur when entering the Orb Vallis while a Thermia Fracture is being sealed.
*Fixed a script error that would occur when viewing a Kavor Defector in the Codex.
*Fixed a script crash that could occur on Clients if a dagger from Baruuk's Desolate Hands tried to fire at an enemy that was killed immediately.
*Fixed a harmless script error that could occur if a Companion Moa's Tractor Beam Precept was active as you streamed back into Cetus or Fortuna.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Nightwave Series 3: Glassmaker: Hotfix 27.5.4
	url: https://forums.warframe.com/topic/1194906-nightwave-series-3-glassmaker-hotfix-2754/
	date: 2020-05-20T17:29:12Z
	changes: Nightwave Series 3: Glassmaker: Hotfix 27.5.4:

Head to the respective Syndicate Offerings to add these new Warframe Augments to your Arsenal!
Your move speed in Glassmaker Crime Scene #1 now matches the Leverian move speed. Inspect with more haste!
Cephalite Resonance is now linkable in Chat which can also reveal the amount in your Inventory.
Fixed a script error that could occur if an enemy was Glassed while on a mounted turret.
Baruuk’s Desolate Hands will no longer consume a charge from Baruuk when sharing with Allies.
From player requests, the Directed Convergence Mod has been converted to an Exilus Mod.
Improved robustness of the launcher in the face of hostile networks (this may solve cases where an update is not visible to some users immediately).
Fixed an issue with certain particle effects when running the game at very high frame-rates. As seen here:

*Fixed a crash that could occur in Sortie Defense missions due to Defense Targets patrolling outside of the combat zone. 
*Fixed inability to target Baruuk’s Desolate Hands and Nezha’s Warding Halo on Defendable objects. 
*Fixed ability to hack a Bursa for free if you exited the hack via the pause menu.
*Fixed Blood Rush, Gladiator Mod Set, and Weeping Wounds bonuses not resetting if you’re the Operator when the Combo expires.
*Fixed Parazon Mods not remaining equipped after a Host migration.
*Fixed an abrupt Mission Failed due to Arbitration Defense targets dying randomly when attempting to teleport to the player when falling behind or just simply falling through the ground to their demise. As reported here: https://forums.warframe.com/topic/1194047-defense-arbitration-missions-spawning-bug-investigating/
*Fixed Wardens in Rescue missions sometimes teleporting ahead of the player en route to extraction.
*Fixed downed Kuva Larvlings sometimes teleporting ahead of the player en route to extraction.
*Fixed Hildryn’s Ability Drain not updating in Arsenal Stats.
*Fixed another case of the Vasca Curative not working on Kavats.
*Fixed Nezha and Zephyrs Passive disable Augments giving the incorrect amount of Strength.
	type: Hotfix
	description: undefined
	imgUrl: http://n9e5v4d8.ssl.hwcdn.net/uploads/19e0e61e81bc1e5fe229b3f7d70e1b32.jpg
	name: Nightwave Series 3: Glassmaker: Hotfix 27.5.3
	url: https://forums.warframe.com/topic/1193593-nightwave-series-3-glassmaker-hotfix-2753/
	date: 2020-05-15T18:04:23Z
	changes: Nightwave Series 3: Glassmaker: Hotfix 27.5.3:
Another potential fix towards Cephalite enemies remaining invulnerable after having their glass destroyed. This case specifically related to the Cephalite enemy being ragdolled.
Fixed Cephalite Resonance in Railjack not being shared between all squadmates.
Fixed Kuva Larvlings and Silver Grove Specters spawning as Cephalites.
Fixed a rare crash when exiting the Nightwave crime scene.
Fixed a script error that could occur when a Glassed enemy was ragdolled.
The Larkspur now has force feedback when using a controller.
Reduced Floof and Noggle Dojo Decoration cost from 20 to 5 (matching the Orbiter).
Rotated the Suprema heavy sword skin so it faces the proper way. As reported here: https://forums.warframe.com/topic/1191207-please-rotate-the-suprema-heavy-blade-tennogen-by-180°/
Made a micro-optimization to K-Drive races.

*Fixed some Railjack Battle Avionics not firing where the reticle is aimed for Clients.
*Fixed the default Railjack Skin not being first in the Railjack Skin list.
*Fixed a few cases where bindings under the General tab would sometimes override a binding in a more specific tab. For example, on a controller, if you bound Right-D-Pad to Tactical Menu under General and bound it to Omni-Tool under Power Menu, it would open the Tactical Menu even when you were using the Power Menu.
*Fixed a case where you would change a controller binding, and the list of actions to bind would still show the default binding.
*Fixed the Basmu reload not providing Health if you’re the Client.
*Fixed ability to equip the Mending Shot Mod on the Shedu. Mending Shot is a Rifle (no AOE) Mod.
*Fixed Entropy Spike equipped on a Bolto causing self damage. This will now accurately cause self stagger.
*Fixed Kinetic Siphon Traps sometimes not working on Synthesis Targets.
*Fixed Titania Prime’s lateral dodges not moving you as far as they should. 
*Fixed an ambiguity when getting Relics as a Daily Tribute (the description was the same as a Relic pack which implied you were getting 5). 
*Numerous fixes towards NPC dodge behaviour issues, such as NPCs never switching up their dodge patterns and teleporting randomly after dodging.
*Fixed Somachord music playing in the background when entering the Leverian.
*Fixed a loud gun sound playing when inspecting items in Gauss’ Leverian. 
*Fixed not changing directions when using afterburners in open zone Archwing while facing backwards.
*Fixed a case where the squad UI could become unresponsive if a player leaves during the loading screen transition.
*Fixed squad UI breaking if you selected a Star Chart mission then toggled to Railjack mode during the zoom-in animation.
*Fixed disabling Melee Auto Targeting in Options not actually disabling it.
*Fixed Market Bundles that include multiples of items displaying the multiple quantity, but the single item price, causing confusion on thinking you will get the multiple items for the single price. 
*Fixed the pause menu overlapping with the Dojo Architect screen.
*Fixes towards a crash caused by a Host migration while in Archwing.
*Fixed numerous script errors that could occur if a K-Drive race were interrupted by a Host migration.
*Fixed a script error that could occur when joining a mission with a K-Drive race in progress.
*Fixed script errors that could occur when joining a mission in progress right when someone deploys an Arch Gun Deployer or other Gear Items.
*Fixed a harmless script error that could occur when joining a Grineer Shipyards Hijack mission in progress.
*Fixed numerous script errors when using Kinetic Siphon Traps.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Nightwave Series 3: Glassmaker: Hotfix 27.5.2
	url: https://forums.warframe.com/topic/1192961-nightwave-series-3-glassmaker-hotfix-2752/
	date: 2020-05-13T17:48:15Z
	changes: Nightwave Series 3: Glassmaker: Hotfix 27.5.2:
Resized the glass FX on Cephalite enemies based on their scale. This also adjusts the Cephalite glass weak point hit box, which if you haven’t figured out already; shoot the glass first 😉
Potential fix towards Cephalite enemies remaining invulnerable even when their glass has been destroyed.
Swapped the ‘Friendly Fire’ Act to be a Weekly challenge and the ‘Explorer’ Act to be a Daily challenge, as the latter is the easier Railjack Act to complete thus making it a Daily.
Fixed the Heavy Ordnance Act not providing a kill count progress.
Fixed Titania’s Razorflies contributing toward the Heavy Ordnance Act Arch Gun kill count.
Fixed Somachord music playing in the background of Nightwave crime scenes.
Tweaked tooltip in launcher to avoid people confusing themselves with the bulk download option.
Cleaned up Profile Stats by removing the list of scanned items since that information is in the Codex already.
Fixed content updates stopping abruptly when encountering certain types of network problems.
Fixed a crash that could occur during certain types of network problem.

*Fixed inability to exit the Railjack for a while after returning to the Dry Dock from a Railjack mission.
*Fixed an issue where if you rebound the left shoulder controller button to another action such as Power Menu, it would trigger Roll instead.
*Fixed Kavats being re-infected with Vasca after being cured and then completing a mission with said Kavat.
*Fixes towards overly high bloom on Bows with ember/spark FX.
*Fixed missing Corpus Ship asteroid materials. 
*Fixed a couple script errors that could occur when joining a mission with a K-Drive Race in progress.
*Fixed a script error that would occur if someone riding a K-Drive triggered Sonic Boost just before flying into the Cetus gate.
*Fixed harmless script error that would occur if you joined an open-world map (Vallis/Plains) right as someone was throwing some Fishing Bait.
*Fixed a script error caused by dying when attempting to catch a Vallis Fish while it is struggling.
*Fixed a script error when casting Titania’s Lantern ability.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Nightwave Series 3: Glassmaker: Hotfix 27.5.1
	url: https://forums.warframe.com/topic/1192506-nightwave-series-3-glassmaker-hotfix-2751/
	date: 2020-05-12T17:52:32Z
*Nightwave Series 3: Glassmaker: Hotfix 27.5.1
*	Fixes:
*Fixed Ash’s Helmet having a vestigial tail in Leverian. 
*Fixed floating text in Ash’s Leverian. 
*Fixed a crash / issue that could occur when viewing transmissions. 
*Fixed an issue where opening the Codex too quickly would cause a complete functionality loss.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Nightwave Series 3: Glassmaker: Update 27.5.0
	url: https://forums.warframe.com/topic/1192415-nightwave-series-3-glassmaker-update-2750/
	date: 2020-05-12T14:37:40Z
	additions: Added the following Nightwave Acts:

Where once was fire is now cold resolve. A signature look for a prestige killer.
With time and fire the truth of bone is revealed. The signature Syandana of Ash Shroud.
Born of heat and cold as death, this is the signature bow skin for Ash Shroud.
All that remains is blood and dust. Become the shadow with the Ash Shroud Collection, which includes the cold-blooded Ash Shroud Skin, the venerable Causta Bow Skin and the forged-from-fire-and-bone Cremata Syandana.

	changes: Nightwave: Series 3: Glassmaker Is Arriving Today At 2 P.M. Et!:

After a string of mysterious murders, investigate the latest crime scene to stop a cryptic killer from striking again. Step into Nora's crime-simula to witness the gruesome work of the Glassmaker. Check the shadows, search for clues and follow the trail of “glassed” bodies to crack the case… before it’s too late.
Beyond the interactive narrative, Nightwave: Series 3 also introduces new Daily and Weekly Acts! Don’t have a Railjack of your own? Railjack Acts can be completed by joining any open crew from the Star Chart.

A new Leverian has been added for Ash! Drusus has a new tale to tell about....The Scoria! 
Added a text box to the items displayed in the Leverian that shows the whole script of that item, so you can better follow Drusus' tale if you fail to read the subtitle in time.
Added a workaround for content update on improperly configured computers.
Improved content update support for local proxy servers on Windows 8.1 and Windows 10.
Optimized out hitches in item preview when a customized Warframe Skin is already equipped.

*Fixed inability to tag items in Chat when using the Chat window while on a Railjack Turret.
*Fixed Nezha’s Warding Halo blocking 100% of Damage instead of the intended 90%.
*Fixes towards another case of not gaining Focus XP when switching between your Arch-Gun in both air/ground forms.
*Fixed Vauban’s Nervos not reflecting chosen Skin overrides for Clients.
*Fixed the “Modify Parazon” button in the Kuva Lich menu not appearing when in the Dojo.
*Fixed the "X Items Ready To Claim" Foundry UI quantity not updating in your Orbiter unless you claim everything.
*Fixed Skins in the Market saying you didn't own a compatible item when you did.
*Fixed items in the in-game Market not displaying "Mastery Rank Locked" icons to indicate as such.
*Fixed lighting intensity in the Grineer Galleon extraction cinematic.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Warframe Revised: Railjack Revisited (Part 1): Hotfix 27.4.4
	url: https://forums.warframe.com/topic/1191283-warframe-revised-railjack-revisited-part-1-hotfix-2744/
	date: 2020-05-07T19:20:27Z
	changes: Warframe Revised: Railjack Revisited (Part 1): Hotfix 27.4.4:
Changed the Valence Fusion popup if you have no compatible Fusion items but you do have Wreckage partially funded, this popup will indicate that you cannot use partially funded Wreckage for Valence Fusion (you can of course get refunded for cancelling the repair and then Valence Fusion will work).
Void Mode will now be disabled when Operators use a Railjack Turret.
Fixed Scrapping unrepaired Wreckage displaying that you gained the wrong Resources. When Scrapping unrepaired Wreckage the UI should only show you that you obtained Dirac.
Fixed another case of Fire Malfunctions not damaging the Railjack in higher level missions.
Fixed Radial explosions from weapons (Penta, etc) not doing damage to Crewship Reactors.
Fixed the Join Warp feature not bringing your Pet Companion with you.
Fixed (for real this time) Cruising Speed Avionic not applying its 80% increase for Railjack speed when more than 3000m away from any enemy ships.
Fixed using a Forging Bay as the Operator not correctly tracking which Forge you were trying to use, causing Forges to appear “Busy” when they really weren’t.
Fixed weird Operator animations when using the Forward Artillery on the Railjack.
Fixed ‘Countermeasures’ and ‘Fiery Phoenix’ Avionics descriptions not matching their updated functionality.
Hardened content update system against 3rd-party proxies with corrupt or stale data.
Fixed content updates stopping abruptly when encountering any network problem.
Enemy summons can now be mind-controlled by abilities. Previously, there was a mechanic where 'owned' NPCs would not be affected by mind control, but now this only applies to allied owned NPCs (Sentinels, Pets, followers) so that there's no misleading things happening with Mind Control abilities.

*Fixed crashing when buying an Appearance Slot for the Arcata in the Arsenal.
*Fixed a functionality loss when opening the pause menu while the in-game Market is loading.
*Fixed inability to capture Manifestations during the Chains of Harrow quest. As reported here: https://forums.warframe.com/topic/1189808-chains-of-harrow-rell-cannot-be-captured/
*Fixed the Kuva Ayanga causing self-damage when out in space.
*Potential fix for losing Focus XP in certain cases.
*Fixed cases where some Damage/Status Effects might bypass Rhino’s Iron Skin.
*Fixes towards many NPC's leaping abilities potentially causing them to land off-navigation and becoming stuck. (This also contributed to Defense missions that use NPCs as the objective randomly failing)
*Fixed performing a Mercy kill while Atlas’ Rumbled Augment is active giving you back your regular weapon during Rumbled.
*Fixed for Zaw's using weapon Skins covering the Warframe with the weapon's Elemental FX. As reported here: https://forums.warframe.com/topic/1190562-tiatnia-zaw-skin-color/
*Fixed Melee polearms becoming greatly stretched when equipped with the Polearm Jotunheim skin.
*Fixed Titania Prime not playing proper movement and dash sounds when equipped with Skins.
*Fixed Hydroid’s Immortal Skin not applying correctly to his body.
*Fixed for missing adhere and explosion sounds for the Pox.
*Fixed ‘Recently Met Players’ list populating and then removing all player names.
*Fixed a script error when launching a Railjack mission from the Dojo Navigation.
*Fixes towards line breaks for languages without spaces.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Warframe Revised: Railjack Revisited (Part 1): Hotfix 27.4.3
	url: https://forums.warframe.com/topic/1190778-warframe-revised-railjack-revisited-part-1-hotfix-2743/
	date: 2020-05-05T20:52:26Z
	changes: Warframe Revised: Railjack Revisited (Part 1): Hotfix 27.4.3:
Your Pet Companions will now teleport alongside you when transitioning between different regions in a Railjack mission (ie Omni Recall, Archwing Slingshot, boarding a Crewship via Archwing, etc). 
This addresses feedback that Pet  Companions could take many seconds to catch up, or if it's bleeding out, won't catch up at all, thus dying frequently. This also fixes Pet Companions sometimes dying on an exploding Crewship that you’ve already departed from. 
A lingering issue we’re chasing is the Join Warp feature not bringing your Pet Companion with you.
Fixed a functionality loss when Recalling back to the Railjack while performing a finisher. 
Fixed Cruising Speed Avionic not applying its 80% increase for Railjack speed when more than 3000m away from any enemy ships.
Fixed base of the Railjack Wing Turret appearing to float in front of the Client player when mounting said Wing Turret.
Stance Forma is now eligible to be installed on Garuda’s Talons due to the Talons using standard Stance Mods instead of an Exalted Stance.

*Fixed Hold cast/charge abilities becoming nonfunctional if interrupted by a Parazon finisher.
*Fixed Torid Toxin grenades dealing self-damage.
*Fixed inability to approach Orb Vallis Coildrives to initiate a hack due to the Coildrive constantly shocking and knocking you back.
*Fixed Grattler projectiles sometimes immediately exploding when fired which sometimes resulted in a crash. 
*Fixed a misleading spike in the launcher download speed indicator when a lot of updates are aborted at once.
*Fixed a script error in Rell's Condemn ability.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Warframe Revised: Railjack Revisited (Part 1): Hotfix 27.4.2
	url: https://forums.warframe.com/topic/1190432-warframe-revised-railjack-revisited-part-1-hotfix-2742/
	date: 2020-05-04T18:51:31Z
	changes: Warframe Revised: Railjack Revisited (Part 1): Hotfix 27.4.2:
The Archwing Launcher Blueprint is no longer consumed on use, and will always be available to craft in the Foundry like before mainline.
Removed Stance Forma eligibility on Exalted weapons due to Stance Forma providing no benefit to these weapons.
Removed inaccurate information found in the in-game Market tooltip for Titania Prime Accessories.

*Fixed Clients using Join Warp (Rank 10 Tactical) teleporting ten-thousands of meters away instead of next to the squad member they are trying to teleport to.
*Fixed Particle Ram FX flickering if you weren’t the person flying the ship.
*Fixed a script error that could occur if you were viewing the Railjack Tactical Menu while en route to the Dry Dock.
*Fixed Seeker Volley having no drop location 
*it now drops from Kosma Taktis. 
*Fixed killing Crewship Engines not affecting crew count before the ship has been boarded. 
*Fixed a crash associated with Crewships. 
*Fixed Garuda not being able to Melee after leaving and re-entering Railjacks.
*Fixed the squad menu displaying the incorrect equipped Relic name, and always displaying as |ERA|CATEGORY| (Rank).
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Warframe Revised: Railjack Revisited (Part 1): Hotfix 27.4.1
	url: https://forums.warframe.com/topic/1189425-warframe-revised-railjack-revisited-part-1-hotfix-2741/
	date: 2020-05-01T20:16:49Z
	changes: Warframe Revised: Railjack Revisited (Part 1): Hotfix 27.4.1:
We are working on some urgent fixes here and will be reading feedback and playing Railjack for next steps to greatness! Thanks for your patience, all!
Removed self-damage when in space. The Grattler will apply the self-stagger mechanic now while in space.
The Archwing Launcher Blueprint will now be consumed upon Craft as you only need 1 Archwing Launcher in your Gear.
We’re looking at adding the Archwing Launcher Blueprint to Cephalon Simaris’ Offerings for those that need it post Archwing Quest (i.e. accidentally sold it), as well as some other related issues we’ve found.
Added Oberon’s Ability videos to his Arsenal 
we’re all caught up now! 
Returned Simulor vortex lifetime to 5 second duration in Conclave.
Removed an unreleased UI Theme 
check back in Deadlock Protocol!

*Quadrupled the XP gain from removing Railjack Hazards:
*Fire Hazard: From 600 to 2400
*Electricity Hazard: From 600 to 2400
*Ice Hazard: From 600 to 2400
*Hull Breach: From 600 to 2400
*Hull Rupture: From 1000 to 4000
*Changed confirmation text when Valence Fusing Railjack components to be clearer.
*It now reads ‘Choose a stat’ instead of ‘Choose which stat to fuse’.
*Fixed Railjack Fire Hazards not causing correct damage to the Railjack. You should feel Fire Hazards (max 1 at a time) hitting a lot harder to your Railjack now as intended.
*Fixed Cruising Speed Avionic stacking its effect if you equip/unequip it repeatedly in the Loadout screen.
*Fixed sometimes crashing when casting the Void Hole Battle Avionic.
*Fixed a script error when using Valence Fusion in the Railjack Configure panel.
*Fixed a script error when initiating a Railjack mission right when someone else is Contributing in the Dojo.
*Fixed a script error when Upgrading Avionics.
*Fixed the Mutalist Cernos and Pox Damage over Time applying self-damage.
*Fixed the Atlas Rumbled Augment Damage absorption not blocking all Damage to Shields/Health and Pressure Point style Damage Mods not affecting Damage.
*Fixed Larkspur not showing Lead Indicator when it is in Alt-Fire Mode.
*Fixed Primary Kitgun Grips being visible for preview at Rude Zuud's shop.
*These are rescheduled for the Deadlock Protocol Update.
*Fixed every Chat Linked Relic displaying a Lith S8 Relic.
*Fixes towards Vallis/Plains NPCs that sometimes end up in navigation-less areas becoming completely stationary when there is no way for them to get to proper land, instead of at least fighting back.
*Fixed some missing Pause Menu text.
*Fixed some explosion FX being absent.
*Fixed some Market items displaying singular Platinum/Credit prices.
*Fixed a script error that could break the Excavation HUD.
*Fixed a server script error when changing Arcanes.
*Fixed a script error when casting Atlas’ Petrify ability.
*Fixed a script error when dying in Rathuum or The Index.
*Fixed a script error when selecting a new color in a Color Palette.
*Fixed a script error when Fishing that resulted in inability to use Dye, Fish not moving, etc.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Warframe Revised: Railjack Revisited (Part 1): Update 27.4
	url: https://forums.warframe.com/topic/1189247-warframe-revised-railjack-revisited-part-1-update-274/
	date: 2020-05-01T13:21:46Z
	additions: Added a ‘click’ sound when cycling through zoom options with Sniper Rifles.

	changes: Warframe Revised: Railjack Revisited (Part 1): Update 27.4:

You may notice some items listed below are striked-through! Over the weekend, we posted a Dev Workshop of these changes, also ran our first ever Public Test Cluster, where Tenno could playtest these Railjack changes before they went live. As we iterated on the feedback gathered, we wanted to show this in our update notes: if we iterated on a change following feedback, we have listed the original planned change with strike-through for the sake of comparison! The notes that follow are the Dev implementation of that feedback, which are now live! Whether you participated in the Public Test Cluster or shared your thoughts on the Dev Workshop, thank you again for providing thoughtful feedback on these Railjack changes prior to release, we look forward to more opportunities to do the same.
Doubled the Railjack’s innate loot-pickup (Vacuum) Range.
We’ve also improved the way that Vacuums pull items towards the player and the Railjack. The maximum amount of time it takes for the pick-up to reach the player should be a little more consistent now (about 0.75 seconds in most cases).
The Sentient Anomaly in the Veil Proxima now has no downtime 
it rotates every 30 minutes to a different node with no downtime in between. 
Changing the pacing and general feel of all Railjack Piloting and movement to be less reliant on the optimal strategy of “Single strafe Boost then Repeat”: 
Doubled the Railjack’s base Speed. 
Lowered Boost Speed by 75% 
Increased the Boost Speed cost of dodge. 
Increased Boost Drain 
Made scale a factor in damage reduction and bonuses. This means Archwings and their weapons will do more damage to ships, while also taking less damage from them.
Fixed inconsistencies with the sensitivities of the emplacement positions (side turrets now match the pilot turret)
Doubled Revolite crafting yield from 50 to 100.
Tripled values of Titanium and Asterite resource drops.
Grineer on-foot enemies now drop Archwing Mods, and Captains drop Operation and Dual Stat Archwing Mods. 
Added an Omni Tool binding when using a controller! The default binding is RB + Right Directional-Pad button, to customize go into your Options > Controls > Customize Controller > Ability Menu > Bind ‘Equip Omni’. 
The Omni Tool will only be equipped using this shortcut option if it is in the Gear Wheel!
The Omni tool will now slot into the first available slot in the Gear Wheel when given to players instead of being appended to the end.
Removed unnecessary ability to use the Omni tool outside of Railjack missions.
Railjack sessions now lock after 5 minutes or if 50% of the Fighters have died 
similar to normal sessions.
Removed the whirly spin move of one of the Sentient fighters. He was having just a little bit too much fun and the other Sentients were just not having any of his funny business. 
Updated the look of the Taktis Grineer Fighter ships. 
Made slight visual updates to the search bar in the Avionics screen. 
When transitioning between Railjack missions, your Warframe/Operator Health/Shields will be restored as well as any Vazarin instant Revives.
Railjack Missions now reward more Credits at End of Mission to tie some of the main currencies into the reward structure more heavily. 
Earth Proxima Missions reward 30,000 
45,000 Credits depending on the node.
Saturn Proxima Missions reward 50,000 
75,000 Credits depending on the node.
Veil Proxima Missions reward 80,000 
150,000 Credits depending on the node.
Changed all Health, Shield and Armour to use the new Tenno versions introduced in Warframe Revised. 
Halved the Health and Armour of all Grineer Fighters.
Randomized the amount of Fighters required to be killed during the Extermination portion of the Skirmish mission so it’s not always the same. 
Decreased the amount of time between landing the killing shot to the enemy explosion on Fighters (0.1 
1 sec) down from (1-3) seconds. The effect of this will be not only a quicker pace, but also a quicker time to spawn any drops. 
Decreased Railjack Shield Recharge delay from 5 to 3 seconds. Shield Recharge delay remains at 5 second based on Public Test results. 
Railjack Weapon heat build up changes:
Sigma/Lavan/Vidar heat build up reduced from 20 to 12. Zetki from 40 to 20
Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zetki from 20 to 12
Zetki from 400 to 350
Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zetki from 20 to 12
Railjack Weapon changes:
Milati Multi Missile
Reload speed increased from 5 secs to 2 secs
Projectile speed increased from 250 to 400
Pulsar damage increased:
MK 0 
43 to 52
MK 1 
78 to 94
MK 2 
133 to 160
MK 3 
213 to 256
MK 1 
117 to 141
MK 2 
200 to 240
MK 3 
320 to 384
Reduced the Health of all on-foot Grineer Railjack enemies by half.
Removed scaled damage controllers from all on-foot Grineer Railjack enemies.

Added Caps for the amount of simultaneous Railjack Hazards (Fire, Electric, and Breaches). Your Railjack can only have 1 of each Hazard active at a time.
Made each RJ Hazard type more harmful to the ship. Made each RJ Hazard type even more, MORE harmful to the Railjack based on Public Test results. 
Reduce Railjack Speed and Damage when Railjack is in “Catastrophic Failure” mode. 
Increased the amount of Omni Revolite required to remove hazard events, but increased the XP gained.
Increased the number of fighters in all alert stages.
Enemies now spawn much closer to the Railjack vs. 1000+ km away. 
Destroying all engines on a Crewship now disables weapons.
Destroying all engines on a Crewship kills half the crew on board.

Longstanding issues with the usability of Archwing Melee has been fixed.
Made numerous changes here based on Public Test results, including further Melee weapon rebalancing. 
Increased base Melee magnetism range from 100 to 140m
Decreased chance of Enemy Fighters performing a maneuver to break away from Melee attacks from 100% to 10%.
Increased camera offset from Enemy Fighters from 25 to 30m to help show action.
Archwing Melee Range Mods now affect aim assist lock-on range.
Archwing Gun stats normalized 
space combat now uses ground “Heavy Weapon” stats.
UI Lead indicator has been added to relevant Archwing Guns.
The Kuva Lich ‘Valence Fusion’ has been added for built Armaments and Components. Introducing RAILJACK VALENCE FUSION 
players can now fuse duplicate built or unbuilt stats to their favorite built parts, boosting them. Based on Public Test Cluster feedback, this no longer requires built Armaments and Components to Valence Fuse: Wreckage can be used, with a resource cost (Max 40%!). Built Armaments and Components can also be used and consumed, with a Dirac cost.
Requires Dirac to perform if VALENCE FUSION occurs for built Armaments and Components.
Requires Resources and Credits if VALENCE FUSION occurs for Wreckage of Armaments and Components. 
Combining matching tiers gives 10% boost in stats
Combining lower tiers gives 5% boost in stats.
Two tiers removed (MK3 with MK1) is 2% boost
You can only VALENCE FUSE the same House and type of Armaments and Components across all MKs 
much like Kuva Lich Weapons.  Also Sigma equipment (your starting equipment or purchased from the Dojo) cannot be upgraded in this way.
Doubled Affinity-to-Intrinsic Point conversion. You will now gain Intrinsics 2x faster. 
Increased the earned Affinity on killing Elite Fighters and Outriders.
Each Integrated Avionic Type will now only exist with a single Manufacturer rather than three Manufacturer flavors. What this means is that there won’t be 3x variants of the same Avionic. 
Consolidated Avionics have had their Avionic Capacity Drain altered so that on average the Integrated Avionics now consume 20% less. This ensures players can more comfortably fit the builds they want in the new consolidated system based on Feedback from the Public Test Cluster. 
The ‘retired’ Integrated Avionics will be removed from players inventory via a script on login.
The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of its Type.
ALL Dirac used to upgrade Integrated Avionics will be refunded. This applies to both retired and remaining Avionics.
ALL remaining Integrated Avionics will have their Upgrades drained.
Added ‘Incomplete’ tab/category to the Avionics screen in the ‘Configure Railjack’ panel, Mods Segment screen, and the Codex.  
Avionics, Mods, and Arcanes that are not owned are marked as ‘preview’ in this category and those that you own but have not ranked to Max are also in this category.
You can now Chat Link Avionics!
Reverted to ‘as is’ based on Public Test results, albeit with brand new FX for understanding scale / effect of Avionic. 
Vortex is now attached to the front of your Railjack
Increased Vortex radius from 30 to 60
Increased radius from 150 to 200
Initial use cost of 5 Flux Energy, double cost if used again within 4 secs up to a cap of 40 energy (5/10/20/40)
Display range stat on all marked targets while projectile is in flight
Increased radius from 100 to 200
Increased damage from 250 to 500
Requires forward velocity to be active
Increased speed of projectile when its launched
Increased length of projectile so targets stay within the damage field as long as they did before with slower projectile
50% more Damage during a Vector Maneuver
100% more damage when launching the Particle Ram
Now accepts Energy colour.
Display range stat on all marked targets while projectile is in flight
Range increased from 120 to 200
Damage increased from 500 to 1000
Radius increased from 60 to 80
Fall off decreased from 100% to 50%
Decreased duration from 25 to 12 secs
Increased attraction strength
Decreased energy drain from 5 to 2.5 per sec
Increased damage from 1000 to 1600
Increased Critical Chance from 20 to 40%
Increased speed from 120 to 260
Changed the Fire Suppression Tactical Avionic to always fix only one Hazard, and upgrading the rank reduces the cooldown.
Previously the only reason you would have upgraded this avionic was to handle more Hazards at once, but now your Railjack can only have 1 Hazard at a time. Reducing the cooldown instead still gives you a reason to rank it up.
Damage increased from 300 to 360 470
MR increased from 0 to 1    
Damage increased from 290 to 320 412
MR increased from 0 to 3
Damage increased from 350 to 436
Status chance increased from 10% to 15%
MR increased from 0 to 4    
Damage increased from 325 to 392
Status chance increased from 15% to 20%
Critical chance increased from 10% to 15%
MR increased from 0 to 6
Damage increased from 280 to 340 450
Status chance increased from 7.5% to 12%
Critical chance increased from 15% to 20%
MR increased from 0 to 7
Damage increased from 325 to 340 445
Critical chance increased from 10% to 13%
MR increased from 0 to 8
Damage increased from 280 to 290 376
MR increased from 0 to 8    
Damage increased from 300 to 320 394
Critical chance increased from 15% to 30%
Proximity fuse has been added to Grattler rounds in space so they explode when they are near a target.
Phaedra accuracy increased.
Imperator Vandal accuracy increased.
Recoil reduced for Dual Decurions in space.
Increased accuracy.
Decreased zoom FoV.
Reduced the collision size of Larkspur's Alt Fire projectile.
Increased size of Velocitus projectile in space.
Quick shot Damage increased from 200 Magnetic to 150 Impact, 150 Puncture, 150 Slash and 150 Magnetic.
Quick shot Critical Chance increased from 25 to 30%.
Charged shot Damage increased from 1200 Magnetic to 400 Impact, 400 Puncture, 400 Slash and 400 Magnetic.
Charged shot Critical Chance increased from 30 to 60%.
Charged shot Critical Damage increased from 3 to 3.6x.
Minimum Fall Off Damage increased from 175 to 440.
Charged Shot Critical Damage increased from 2.6 to 3x.
Ammo regen delay decreased from 1 sec to 0.7 secs.
Ammo regen rate increased from 10 to 66.
Fall Off min Damage increased from 120 to 137.

Our Healing AoE / Damage Reduction changes posted back on April 3rd have arrived! If you’re unfamiliar, ultimately what we want is more ‘Healing’ Abilities to work to allow for more strategies to emerge in various mission types. Healing these objectives can serve well as an alternative or a complement to the commonly used defensive Abilities, such as Frost's Snow Globe, Gara's Mass Vitrify, Limbo's Cataclysm. 100% heals is not what we want to do, so we are instead allowing the effects with some objective-specific adjustments as to not trivialize the game modes.
All the initial information can be found in the Dev Workshop:https://forums.warframe.com/topic/1181914-dev-workshop-healing-defendable-targets/

Heal Source
Normal effect
Effect on all types of static Defendable objects (Cryopods, Excavators, etc) 
How did this work before this Update? 
Mending Splinters
3 HP per sec for each active splinter
Fine as is.
As is 
500 Max Shields
80% faster Shield recharge
Fine as is, will inherit the Normal effect behavior.
On live does nothing 
Up to 100% HP and Shield restore
Previously did nothing. Now, will Heal for 500 over 5 seconds, can’t stack
On live does nothing 
25 Shields for each enemy killed
Burst heal based on how much damage was dealt
Notes: Since the heal amount is based on player damage, the numbers are astronomical which will lead to imbalances outside our goal here. 
Previously did nothing. Now, Allow the Shields component to work and heal for 500 over 5 seconds, can’t stack.
Does not affect (health nor shield)
Protective Dash
5 seconds invulnerability
60% Heal over 5 seconds
No invulnerability
Heal for 500 over 5 seconds, can’t stack
Works at full effect
Heal for 50 hp/sec
Fine as is. Will return functionality that kicked this whole Workshop off.
We will be returning the functionality it had before
Curative Undertow
Heals 30% hp every 1.5 secs when ally stands on it
Previously did nothing. Heal for 100 per 1.5 sec
On live does nothing
Heals allies for a % of damage dealt
Notes: Similar to Equinox, very hard to balance for this since it’s based on damage dealt. 
Heals are capped up to 50 per second.
On live does nothing
125 burst heal
50 health per sec
Previously did nothing. Now, Fine as is and will inherit this behavior. 
On live does nothing
Blood Siphon
Heals by % of missing health
Doesn’t apply, for flavor we think this shouldn’t.
On live does nothing
Scarab Swarm
Heals for damage dealt by Swarm Projectile divided by allies in range.
Fine as is, will inherit this behavior. 
On live does nothing
Heal allies standing on it for 20 HP per second
Fine as is, will inherit this behavior. 
On live does nothing
Vitality Mote
Increase max hp by 300 and heal for 30 hp  per second
Fine as is, will inherit this behavior. 
On live does nothing
Grants shields based on 3% of damage dealt
Capped at 250 shields, no overshields
On live does nothing
4 Heal Per Second for 20 Seconds,
Fine as is
On live does nothing 
Sancti Magistar
Heals for damage dealt in an AoE
Heal for up to 500 over 5 seconds, can’t stack with other players. Going from a burst to Heal over Time. 
Going from burst to heal over time
Ancient Healer
Heal for 100 HP every 20 seconds
Fine as is
As is
Rejuvenation Aura
Heal 3 HP per sec
Fine as is
As is
Arcane Pulse
60% Chance to heal for 150 HP when picking up a globe with a 15 sec cooldown.
Fine as is
As is

Damage Reduction Source
Normal effect
Effect on all types of static Defendable objects (Cryopods, Excavators, etc) 
How did this work before this Update? 
50% Damage reduction
Capped at 50% Damage Reduction
On live does nothing 
Total Eclipse
Grants 75% Damage reduction to allies
Capped at 50% Damage Reduction
On live does nothing 
50% damage redirected to enemies
Fine as is (no effect) 
On live does nothing
Splinter Storm
70% Damage reduction
Capped at 50% Damage Reduction
Works at full effect
Immolated Radiance
50% of Immolates Damage reduction applies to allies
Capped at 50% Damage Reduction
On live does nothing 
Desolate Hands
80% Damage reduction
Capped at 50% Damage Reduction
On live does nothing 
Warding Thurible
40% Damage Reduction
Capped at 50% Damage Reduction
Works at full effect
Warding Halo
Absorbs 90% of damage
Capped at 50% Damage Reduction
On live does nothing


The following Conclave Mods have been converted/balanced to PvE Mods! If you already own these Mods they will automatically be available in your Arsenal. You can still obtain these Mods via Conclave, but will also be added to Nightwave Series 3: Glassmaker Cred Offerings.
We have made the following changes to the Simulor/Synoid Simulor:
Increased per stack damage for stacked orbs:    
Simulor: 20 to 50 
Synoid Simulor: 20 to 80
Increased damage of exploding vortexes:
Simulor: 75 to 100
Synoid Simulor: 75 to 240 
Increased the duration of active vortexes to 20 seconds before they explode (unless done so manually).  
Reduced the lifetime duration of a single Orb before it explodes. 
This allows single projectiles to be used offensively as they now detonate quickly and have had their damage increased significantly. 
Creating vortexes now happens rather quickly. Shoot 4 orbs in quick succession to create a fully powered vortex. With this we also added a max number of active Orbs to 4. 
Added a max number of active vortexes at a time to 3 and increased the orb stack count to reach a fully powered vortex from 3 to 4.
With the significant increase in damage and lifetime of active vortexes, and with the added bonus of individual orbs providing more utility, adding a cap to the number of active vortexes and increasing the orb count for maxed vortexes felt appropriate to strike balance with the changes. 
Once 3 fully maxed vortexes are active, the Simulor will now default to single-shot orbs 
with the reduced lifetime of a single orb, there are now more ways to use the Simulor against enemies!
Removed the initial stagger on enemies that would occur on vortex creation. 
We removed this effect so that enemies aren’t pushed out of range of the vortex as much. 
Updated Simulor and Synoid Simulor’s FX!
Selecting “Defaults” in the ‘Customize Controller’ Options will now give you the option to choose to either default ‘All’ bindings or just those in the current tab. 
Fixed some issues with controller bindings not saving if swapping between using a controller or KBM to select bindings tabs. 
Any changes made in individual tabs will now save locally in the tab until you close out of Options, at which point it’ll save them if desired.
The in-game Market has received a refreshed look with the addition of top level filters:
Your chosen UI Theme is now reflected when viewing the in-game Market! 
Now that the Market uses Themes you can now see more details about items on hover and can Tab to see Weapon stats.
Moved Market filters to be grouped with the search bar.
Added filter to ‘Hide Mastered’ items.
Added "NEW" tag for new items.
Added new starburst FX to the “Thank You for Your Purchase” screen in the in-game Market. Such pizazz!  
Added ‘Preview’ button (right-mouse click) to items in your Inventory that will take you to their page in the in-game Market.
Also added this feature for Prime items in your Inventory to learn more about them!
Added a new ‘LANDING CRAFT’ option under Equipment. The previous ‘Select Landing Craft’ and ‘Customize Landing Craft’ that were part of the ‘ORBITER’ option will be housed there now.
Updated the Relic Pack Relic contents screen (when purchased in the in-game Market and from Syndicates) 
it will now show each Relic’s contents better categorized by rarity.
Also added ‘Common’, ‘Uncommon’,  ‘Rare’ tooltips over rarity icons. 
The Invite screen has a fresh new look and has been polished:
Added count of online friends and Clan members. 
Improved the hover indicator to be clearer when selecting from the list.
Added ‘Daily Standing Cap’ information to the Bounties screens in Cetus and Fortuna.
The Leaderboard screen has been refreshed to apply your chosen UI Theme and display information/options in a cleaner way.
You’ll now be met by a confirmation prompt when choosing to close Warframe by using the X in the game window.
Added Riven compatible items component to Riven Unveil screen when Unveiling a Riven and when viewing a Riven via Chat Link!
The Trading screen will now prompt you with a warning when you’re about to Trade an Arcane that is currently equipped.
You can now search the Mods Codex section via Drop Location by entering the location in the search bar (ie Arbitrations, Nightwave, Earth, etc).
Banshee, Excalibur Umbra, Frost, Nekros, Nova, Nyx, Saryn, Valkyr, and Zephyr Ability videos have been added to their respective Arsenals! 
Reduced spacing between mini-map and objective text when fighting Eidolons.
Titania Prime has been given her own unique dodge/roll animations that flow better with her floating movement! As requested here: https://forums.warframe.com/topic/1181409-please-add-new-dash-animation-to-titania-prime/ 
Instead of having to re-aim at your placed Waypoint to remove it (or spam G twice), now you can remove your Waypoint by holding G! G, isn’t that helpful!
Improved the look of rain with Deferred Rendering enabled in the Plains of Eidolon on surfaces so that they look less like grey, boring puddles. 
Helminth Cysts can now be removed in the Helminth Infirmary after one day as opposed to waiting a whole week. 
You can now sell your duplicate Garuda, Harrow, Octavia, Revenant, and Nidus Blueprints for 2500 Credits from your Inventory. 
You can now sell Syndicate 10x Restores for 2500 Credits. 
Increased the Status Chance of the Twin Grakatas to match their mechanic of firing 2 rounds at once. 
Polished the handless cartwheel and knock back animations from self-interrupt weapons. Also fixed the knock back distance and slide to be more aligned so that the Warframe isn’t just standing still. 
Changed Grendel's Nourish ability description to "Inflict Toxin damage on Feasted enemies in Grendel's gut one by one, adsorbing nourishment to buff allies. Tap to cycle through buffs and hold to cast."
Updated the grunge on the Corbu Shawzin to make it edgier for all your shredding needs.
Polished the Grattler Heavy Gun’s fire and reload animations. Also fixed an errant animation that played when equipped. 
Update FX for Corpus Osprey projectiles. 
Improved camera collision against water so that it doesn’t penetrate and go underwater as much.
Improved Mirage's Sleight of Hand's detection of light and dark areas to decide which booby trap to spawn. Also fixed a bug where the 'package' could use the wrong type of explosion based on light/dark in certain situations.
Made some slight changes to Corinth Prime’s sound mix. 
Multiple invites from players will no longer stack the invite received sound FX to save your ears from the increasing volume. 
If a player sends an invite to someone who has “Do Not Disturb” mode on it will now say “(Player Name) is using Do Not Disturb and will not receive invitations”. 
Reduced the Basmu’s firing sound FX from other players. 
Khora’s Spikes (her default back attachment) are now an Auxiliary attachment to give players more customization options with Syandanas. 
Added support to Sword & Board skins to have consistent main-hand holster positions and scaling regardless of base weapon.
This also fixed Sigma & Octantis shield popping closed and opened again when holstering. 
This also fixed Sigma & Octantis shield popping closed and opened again when holstering. 
Made updates and optimizations to several weapon FX including Kitguns.
Made minor general explosion FX updates. 
Increased the text fields on the Mastery Rank Up message to better accommodate other languages. 
Updated the Orokin Tree mesh and materials to be higher quality. Yay fresh trees!
You can now customize your Kavat’s Emissive color, which will affect their tail and eye color.
This option also fixes not being able to change the color of the fan-like Kavat tails due to it being based on energy color.
Titania can no longer play the Shawzin while in Razorwing due to it resulting in a very broken flying state. 
Improved Liset previews (Xiphos, etc) by adding respective Liset animations, FX, etc.
Reduced Shedu’s projectile brightness FX. 
Domestik Drones will no longer start semi-hidden in the Decoration placement mode. They will now be fully visible instead of its previously glowy state!
Updated Infested hit/stagger reactions to give the player more understanding of when player attacks are landing!
Minor tweaks to Excalibur’s Radial Javelin cast effect and gave it some ground interaction (ice chunks when cast over ice, etc).

*Fixed attempting to exit the Railjack right when the Host selects another mission to warp to resulting in the left-behind player dying and sometimes unable to Revive.
*Fixed lingering Revo Reducer buff after equipping and unequipping the Revo Reducer Avionic until they complete a mission or leave their Dojo.
*Fixed cases where the doors in the Railjack would have collision and prevent players from passing through them. 
*Fixed inability to load into the Dojo via Railjack Navigation.
*Fixed Railjack Reactors that have the “50 Shield per unused Avionics Capacity” perk not applying the perk when first loading into a Railjack mission.
*Fixed Clients having a 5 minute Arch-Gun Deployer cooldown if you were outside the Railjack when a Host migration occurred.
*Fixes towards an inescapable black screen if you were inside a Crewship as the Operator when it exploded.
*Fixed Client's inability to destroy a Grineer Crewship with the Forward Artillery if the Crewship was near disabled.
*Fixed ‘Reflex Aim’s’ snap aiming not properly targeting the ships from a split Gyrex. 
*The target lead indicators will now follow the ships split from the Gyrex, but since radial damage does not hurt them, ‘Target Sync’ will not lock-on to them. This was set this way so that players do not waste their Munitions. 
*Fixed Chroma Elemental Ward issue where casting it on yourself through the Railjack Tactical Map, then overriding it with your own cast causing the bonuses from the Tactical Map cast to never expire.
*Fixed a functionality loss when using Transference while transitioning through a loading tunnel (Void tunnel).
*Fixed Clients out in space that experience a Host migration, resulting in an ability to take your Heavy Weapon into the Railjack and POIs as a regular ground weapon (Primary).
*Fixed being placed inside an Artillery and falling through the level to escape if you used Join Warp on a player on said Artillery.
*Fixed your Warframe’s body not moving with camera aim when using the Railjack’s Forward Artillery. 
*Fixed using Transference when Piloting or using side Turrets in Railack as Operator causing it to cast the first slotted Battle Avionic. 
*Fixed Clients loading into an untextured level when sitting in the Archwing Slingshot during a Host Migration. 
*Fixed Focus Convergence Orb markers appearing in Space instead of inside the ship when piloting Railjack. 
*Fixed starting a second Railjack mission preventing Melee Finishers from working until respawned.
*Made multiple fixes for jittery and weird cloth physics when hanging out in the Railjack. This also fixes issues of rigid cloth after dismounting from the Pilot seat. 
*Fixed Clients loading into Railjack missions from Dry Dock after accepting an invitation from Host getting stuck in infinite loading. 
*Fixed issue where Clients would get stuck in the Forward Artillery and above the intended area in the Railjack when entering and exiting the Forward Artillery back to back. 
*More fixes towards players finding themselves in all kinds of brokenness when using Archwing Slingshot on a Crewship that had just been destroyed. 
*Fixed elements of the Tactical Menu map disappearing in certain aspect ratios. 
*Fixed Clients getting left behind when starting a second Railjack mission from the Dry Dock and Hosts getting stuck in infinite load. 
*Fixed objective markers sometimes not showing after subsequent Railjack runs as Host.
*Fixed fighter/Crewship objective markers reappearing after migration when they had already been completed. 
*Fixed Operator faces getting all messed up when piloting Railjack. Space fighters are thankful they no longer have to witness that horror anymore. 
*Fixed meltdown projector showing for players that are still inside the Crewship. 
*Fixed multiple issues related to Railjack for Clients invited to someone’s Orbiter including: 
*Fixed an issue where using "Board Railjack" / "Return to Orbiter" from the top menu while not close to the action itself would fail to execute it.
*Fixed an issue where Clients would spawn in a "random" spot on the Railjack instead of in the bridge like the Host does if they were still in the Orbiter. 
*Fixed the Railjack Sungem and Caballero skins having the Ordnance and Nose Turret weapons clipping with parts of the Railjack/Skin. 
*Fixed the waypoints for Commanders in Railjack missions not having distance information.
*Fixed Dragon Key debuff indicator appearing as a red dot in the HUD when Piloting the Railjack.
*Fixed purchasing a Glyph to equip on your Railjack only applying the icon, but not setting the selected item. This resulted in the Glyph slot name not updating and selecting to equip a new Glyph would auto focus the old Glyph you had before the purchase.
*Fixed teammate buttons in the Railjack Tactical Menu overlapping the location text.
*Fixed super long Railjack names overwhelming the Railjack HUD.
*Fixed UI becoming unresponsive after opening the Nightwave screen as the Operator when returning to the Dry Dock from a Railjack mission.
*Fixed Elemental Resistance Avionics not Ranking up properly. 
*Fixed accessing the Railjack Arsenal from the Orbiter leading to camera placement issues.
*Fixed the game unpausing in Solo missions when the Menu is open after viewing Kuva Lich information page. 
*Fixed the decoy created by the “Ruse” Kuva Lich ability having a red HUD marker. To avoid confusion of who the real Kuva Lich is, this additional marker will no longer appear. 
*Fixed cases where your Kuva Lich Vanquish transmission wouldn’t show the correct Kuva Lich name.
*Fixed ally Kuva Lich name/Health bar overriding enemy Kuva Lich UI.
*Fixed the Kuva Bramma’s projectiles not getting pulled into Mag’s Magnetize and instead bouncing off of the area and yeeting into the sky. 
*Fixed getting damaged by ally Kuva Liches who cast Plasma Eruption.
*Fixed Requiem Relic Kuva reward not stating how much Kuva you’re actually getting.
*Fixed a case of Kuva Larvlings not spawning due to having an Amp with a specific name.
*Optimized shader upload particularly when not using Deferred Rendering.
*Optimized load-times and memory footprint for Orbiter, Relays and Towns and Dojos.
*Made numerous improvements to diagnostics submitted when the game crashes, particularly for crashes coming from Graphics drivers. 
*Made optimizations to the Grineer Settlement, Corpus Ice Planet, Orokin Moon, Grineer Galleon, Grineer Shipyard, and Grineer Fortress tilesets.
*Cleaned up FX to improve performance with the Detron/Mara Detron, and tweaked their projectile lifetime to 3-5 seconds.
*Continued performance improvements towards Mirage’s Hall of Mirror clones when using a Multishot weapon.
*Improved hitch that would occur when opening the in-game Market. A spinner icon will now appear briefly instead when loading. 
*Fixed a large game hitch that could last up to 10 seconds when replacing a Dragon Key in the Gear wheel with a K-Drive Launcher.
*Fixed a long game hitch when equipping the Legacy Theme and opening the Star Chart.
*Made optimizations to the sound thread which might improve performance on low end machines.
*Improved screen space reflections to sit better with cubemap reflections with Deferred Rendering enabled! You may notice a slight quality bump with this change.
*Fixed Scarlet Spear score not showing in your Profile.
*Fixed Exodia Contagion projectiles ignoring Limbo’s Rift status of enemies/the player, letting it hit enemies across the Rift.
*This allowed for Limbo to attack from a position of invulnerability, where normally damage cannot cross the Rift unless it’s a Warframe ability of some kind. We intentionally did not fix this until after the Scarlet Spear event, but it is a bug. 
*Fixed Lech Kril not being affected by Viral Status Effects. 
*The same rule of Status Effects reacting with Bosses or VIPS (added in 27.3.0) applies here.
*Fixed a functionality loss after exiting a self-stagger multiple times.
*Fixed inability to fly up/down in Archwing if the Tranq Rifle or Lure is equipped.
*Fixed a Host migration during a Disruption mission resulting in the UI becoming broken and the next round will not start.
*Fixed Ability Range Mods not affecting Titania’s Lantern ability.
*Fixed inability to equip Flight Speed Mods, such as Terminal Velocity, on the Basmu.
*Fixed enemies getting stuck inside the portal when defending the consoles in Orokin Sabotage. 
*Fixed the “waiting for players” button missing in the UI when loading into Elite Sanctuary Onslaught. 
*Fixed objective marker never pathing through doors to one of the cells in Caliban, Uranus. 
*Fixed crash in Conclave due to the “x was killed by x” message.
*Fixed Saryn’s Molt doing idle animations when using certain skins.
*Fixed “awaiting revive from teammates” message missing in revive UI until players are out of revives. 
*Fixed some animation inconsistencies with the Aerolyst. 
*Fixed loss of functionality after swapping Primary and Secondary weapons right at the moment you die.
*Fixed an energy FX clipping through into an unintended area in Augustus, Mars.
*Fixed being unable to use Transference to Operator while Tranq Rifle or Fishing Spear is equipped. 
*Fixed the Sniper Ammo Mutation mod not appearing under the Exilus category in the Mod screen. 
*Fixed certain boss attacks (Ropalolyst’s laser attack and Profit Taker’s missile for example) not respecting Shield Gating and killing players in one hit. 
*Fixed multiple issues with Cetus’ and the Plains of Eidolon skybox related to fog, ambient clouds, and the weather systems. 
*Fixed an issue with the Sabotage mission on Thebe, Jupiter where the Client’s defense progress could deviate from the Host.
*Fixed several Syandanas (Altra, Centuria, Kerata, Kuva Braid, Maggor, Sigma Series, and Vaykor) not sitting correctly on Nova’s Atomica skin. 
*Fixed an issue with featured Market items cycling while viewing your profile with the in-game Market open. 
*Fixed an edge case where emote hotkeys could cancel ability animations.
*Made multiple fixes for the Golden Maw becoming invisible during attacks, when underground, or when generally not doing anything. 
*Fixed the Zealoid Prelate in the Derelict Emissary Assasinate mission looking like he’s riding an invisible motorcycle (as if he wasn’t edgy enough) and getting stuck that way if he falls off a small ledge.
*Fixed fire rate mods not working on the Prisma Burst Laser. 
*Fixed pipes in the Forge room at the back of Railjack not properly lining up with sockets.
*Fixed partial themed background in Syndicate screen when selecting ‘View Offerings’ before the Syndicate transmission is fully shown.
*Fixed Cestra’s clip ejecting in the wrong directions when reloading. Also tweaked the reload animation timing so that you can see the arm rotating instead of looking like it pops. 
*Fixed Emblems on Rhino Prime and Wukong Prime equipped with any TennoGen skin (except for Vojnik for Rhino) sitting too far off from the shoulders with Prime details toggled off. 
*Fixes towards Warframe still performing custom reload animations with the Stratus Pistol skin equipped. 
*Fixed the Mergoos being barely visible in their Codex icons. 
*Fixes towards Melee weapons equipped with the Kopesh Longsword skin clipping into Warframe.
*Fixed the Codex dioramas for the Gantulyst and Hydrolyst appearing as the Teralyst. 
*Fixed the Fluctus Arch-Gun’s stats not indicating that it has ‘Infinite’ punch-through. Go forth and punch-through all of the things, Tenno! 
*Fixed Akarius’ projectiles not homing onto enemies for Clients, as reported here: https://forums.warframe.com/topic/1125338-akarius-homing/
*Fixed armor offsets for Saryn to prevent clipping into TennoGen skins. This also fixes the clipping issues with the Pakal Chest Plate and Kuva Leg Plates. 
*Fixed clicking on chat-linked Zaws overlapping UI screens that are already open with the Zaw inventory select screen. 
*Fixed the Kavat Starter Pack only giving 1x Kavat Genetic Code instead of the intended 10x. This also fixed purchasing Kavat Genetic Codes from the Kavat Starter Pack only giving 1x, when the UI indicated 10x. 
*We removed the ability to purchase them in the bundle to prevent this issue, but they can still be purchased individually in the in-game Market outside of the bundle. 
*Fixed the Daikyu with a skin equipped folding in the middle when unequipped and set to ‘Visible When Holstered’.
*Fixed Galvanik Shoulder Plates, Quaro, and Narvarr Prime armor clipping through Equinox’s shoulders on both of her forms.
*Fixes towards clipping issues from upper leg armor pieces on Excalibur. 
*Fixed Excalibur’s Ion Helmet appearing as his default in the Conclave Arsenal after being equipped in the co-op Arsenal. This also fixed being unable to equip the Ion helmet while in the Conclave Arsenal.
*Fixed the cloth ribbon on the Karak/Karak Wraith when equipped with the Desert-Camo and Conclave skin appearing distorted and behaving strangely. 
*Fixed reload animation issues on the Karak/Karak Wraith when equipped with the Desert-Camo and Conclave skin. 
*Fixed the Acolyte Sigil icon in the Inventory and Arsenal menus appearing squashed. 
*Fixed several Emblem icons appearing stretched and lower resolution in the Arsenal menu.
*Fixed the Braton Vandal being sellable for only 1 Credit. We increased the sell price to 7500 Credits so that it matches most other Primary Weapons.
*Fixed tilted position of the Telos Boltace when holstered on Mesa’s back. 
*Fixed the icons for the Braton Nocturne Skin and Kintsugi Skin missing its clip in the in-game Market and Arsenal.
*Made fixes towards clipping issues with Bow quivers and Khora’s Spikes. 
*Fixed icon for the Vahd Pauldrons not reflecting the look of the in-game item. 
*Fixed icons for the Akjagara Prime and Redeemer Prime showing blue energy instead of the intended orange.
*Fixed Mirage’s Mithra skin icon having different colors than the actual skin. 
*Fixed Loki Dojo statues having a different material on its head than on its body. 
*Fixed reward and ‘Rank Up!’ UI popups having dark backgrounds with HDR enabled. 
*Fixed black pixels appearing during fly-in cinematic when loading into missions with HDR enabled. 
*Fixed the Vahd Pauldrons doubling up on the right shoulder pad on Operators.
*Fixed spelling of ‘Suumbaat’ in Kickbots auto replies. 
*Fixed the Hammers Palatine skin changing sizes when equipped on the Arca Triton and Fragor Prime. It will now be the same size across the board. 
*Fixed Volt's Shield causing Exodia Contagion's projectile to never explode.
*Fixed the Azima playing double the amount of shots per “fire” sound FX for other players. 
*Fixed Zenith’s firing sound FX doubling for other players. 
*Fixed ‘ctrl + left/right’ in a text field adding a unicode character (displayed as *). 
*Fixed certain instances where Sentients would stand still. and not do or attack anything. 
*Fixed cases where Skyboxes were rendering black after switching Deferred Rendering on.
*Fixed some floating geometry that was outside of bounds in the Gas City tileset. 
*Fixed Shawzin strings showing up as black boxes when HDR is enabled. 
*Fixed lag issues when playing the Shawzin. 
*Fixed missing assets in the Orb Vallis Diorama for Personal Quarters. 
*Fixed a couple map holes in Lares, Mercury. 
*Fixed floating platforms appearing way in the distance in the Mastery Rank 29 test.
*Fixed camera snapping behind you when standing idle and reloading, just like when you're shooting.
*Fixed stackable projectiles not resetting correctly. 
*Fixed broken glow on Relic Rewards screen in-mission around Boosters section with HDR enabled.
*Fixed inability to clear number values after attempting to type a number in the Options menu.
*Fixed ability to clip through the Helminth Infirmary chair after having your Helminth Cyst removed.
*Fixes to numerous clipping issues with the Solstice Centuria Syandana. 
*Fixed the Ocucor Arsenal stat displaying a Multishot value of 2 with no Mods equipped.
*Fixed the Ocucors energy tendril that can home-in on enemies not being affected by Multishot. 
*Fixed the Mod Drop Chance Booster text getting cut off in the Booster UI section.
*Fixed equipping a TennoGen Skin onto a polearm Zaw removing the Sugatra placements at both ends of the polearm.
*Fixed [Pause > Equipment -> Arsenal] teleporting you to the Railjack Arsenal if your Dojo doesn't have an Observatory. Option no longer shows if you don't have a completed Observatory; normally we never teleport to the Railjack one if the Observatory is complete.
*Fixed [Pause > Navigation] in the Dojo not doing anything if you have a Dry Dock/Railjack, but no Observatory room. Option no longer shows if you don't have a completed Observatory.
*Fixed Kuva Jesters growing surprisingly large on the shoulders of Kuva Guardians when affected by Ivara’s Sleep Arrow.
*Fixed Clients only seeing Sentinel Burst Laser weapon only firing 1 bolt instead of 3.
*Fixed a case of Titania’s motion/animations breaking when going in and out of Razorwing.
*Fixed incorrect Melee sounds playing when using a Gilded Polearm Zaw with a Skin.
*Fixed Mod Station Mods list appearing cut off if the Nightwave screen is opened while counting down to enter a Relay or Town and the loading starts with the Nightwave screen remaining open.
*Fixed Arch-Guns becoming invisible when equipped while casting Gauss’ Redline ability. As reported here: https://forums.warframe.com/topic/1133653-gauss-archgun-redline-invisible-archgun/
*Fixed both Charged Damage and Quick Shot Damage of Hildryn’s Balefire Charger Damage displaying the same value in the Arsenal.
*Fixed a script error caused by a Mirage Sleight Of Hand trap wanting to explode after it has already expired.
*Fixed enemies not being affected by Heat or Impact Status Effects when under the effect of Harrow’s Condemn. As reported here: https://forums.warframe.com/topic/1183480-harrow-condemned-preventing-status/
*Fixed a case of Hildryn’s Haven doing zero damage to enemies it links to.
*Fixed a rare crash when the squad Host migrates while loading into a Relay.
*Fixed Dojo Decoration preview disappearing after selecting another Decoration.
*Fixed Arcane tooltip in your Inventory showing more information than necessary. The tooltip of the selected Arcane should only show the Rank information.
*Fixed incorrect Melee grip on all Heavy Blade skins.
*Fixed enemies switching their target to your Sentinel while you’re attempting a Parazon Finisher. 
*Fixed Plinx becoming unusable if a negative Multishot Riven is equipped on it.
*Fixed a script error that could occur if a Saryn Specter considered casting Spore with only 1 enemy within 15 meters.
*Fixed several script errors that could occur during screen-shake events, particularly if you just joined the mission or died abruptly during a shake.
*Fixed Zaws remaining in your Warframe’s hands when switching Arsenal views to your Primary/Secondary.
*Fixed a script error that could occur when joining a mission in progress while an Ivara was using Prowl.
*Fixed a script error that could occur when joining a Ropalolyst mission in progress or suffering a complete party-wipe before it uses a special attack.
*Fixed a script error that could occur if you were swinging Excalibur’s Exalted Blade at the same time as you activated a context action.
*Fixed a script error that could occur as a result of various flash-bang NPC attacks mis-firing on non-player targets.
*Fixed your Melee weapon appearing in your hand when Interacting with you Companion in your Orbiter. 
*Fixed the Scourge projectile trail FX appearing distorted. 
*Fixed a script error when logging out while the Saya's Vigil Quest is active.
*Fixed a script error when entering Orb Vallis as a Client while Thermia Fractures are active
*Fixed Rescue Prisoner Guards spawning inside the ground during the ‘Rescue the Prisoner’ phase of a Rescue Ghoul Defector Bounty in the Plains.
*Fixed some flickering on the Ki'teer Ephemera as it wasn't properly using the Attachment Energy color.
*Fixed seeing a [PH] Equip Omni Tool under the Customize Controller > Ability Menu.
*Fixed the Executioner Harkonar Noggle face being offset.
*Fixed cases of overlapping UI when opening the Pause Menu while viewing other screens.
*Fixed some general AI navigation and collision issues. 
*Fixed multiple issues with notification icons in UI popups not appearing solid white, notably the Invasion icon. 
*Fixed a crash when a player would try to get into an emplacement and then before finishing the emplacement, the player is knocked out of it. 
*Fixed color issue with Gauss’ Speed Gauge UI.
*Fixed context actions appearing on Drums being used as structural decorations in the Observatory in the Dojo. 
*Fixed a case where you could perform a Melee Slam backwards if you happened to be aiming at your Sentinel. 
*Fixed dual wielding the Spectra Vandal with a Glaive causing the Spectra Vandal to look like the ordinary Spectra. 
*Fixed Planets/ships sometimes popping into view during the fly-in cinematic.
*Fixes towards Client rewards never catching up to Host in Elite Sanctuary Onslaught. As reported here: https://forums.warframe.com/topic/1183832-clients-in-disruption-issues-after-host-de-sync-investigating/?do=findComment&comment=11537709
*Fixed a script error related to restoring Health after Host migration. 
*Fixed not being able to fuse a Mod if you had the exact amount of Credits to afford it.
*Fixed a script error that could occur when leaving an open world area with a Chesa Kubrow using the Retrieve Precept. 
*Fixed script error related to Helminth Chargers Strain Eruption Maggots exploding. 
*Fixed a crash that could occur when loading large levels on low-end hardware caused by the system being unable to handle large IO queues.
*Fixed script error that could occur if someone quit the game instead of picking a Void Fissure reward.
*Fixed script error that could occur when jumping down into the darkness in the Apostasy Prologue as Excalibur Umbra.
*Fixed script error related to Mirage’s Sleight of Hand ability. 
*Fixed issue where Sword & Board weapon Skins would not preview with the shield opened.
*Fixed some rendering artifacts (black squares) that could appear if you killed an enemy and their ragdoll had severed body parts (notably with Frost's Avalanche).
*Fixed Vauban’s Flechette Orb being destroyed if thrown into a Mutalist Quanta orb. 
*Fixed script error that could occur when entering the Plains of Eidolon at the same time as someone sacrifices a Brilliant Eidolon Shard.
*Fixed custom holstered locations for Zaw Staves defaulting after exiting the Arsenal. 
*Fixed being unable to jump as Client after performing a recovery move from self-stagger.
*Fixed crash that could occur with projectiles and Wisp’s Motes. 
*Fixed the Rahk Fluctus skin on ground Arch-gun flickering between it and the default skin when being viewed by another player. 
*Fixed crash related to casting Oberon’s abilities. 
*Fixed multiple script errors related to Host migrations in Arbitration missions. 
*Fixed issues where enemies would not spawn in some Archwing Mobile Defense missions.
*Fixed crazy glass flickering issues in the floor of the Larunda Relay. 
*Fixed being all kinds of broken if you enter Sharkwing areas as Titania in her Razorwing mode. 
*Fixed being more kinds of broken if you transition from Sharkwing to land while Dual Wielding.
*Fixed inaccurate waypoint markers for Syndicate Medallions when picked up. 
*Fixed Rathuum Arena scoreboard opening FX spamming constantly once opened.
*Fixed missing reticle when Transferring to Operator while in Titania’s Razorwing.
*Fixed the Corinth Prime playing an Alt Fire animation that does no damage if only 3 shots are left with no Ammo remaining.
*Fixed Rhino Stomp, Convergence Orbs, and the Ignis shooting FX appearing translucent when Adaptive Exposure is enabled. As reported here: https://forums.warframe.com/topic/1119942-semi-transparent-objectstextures-almost-invisible/
*Fixed having Mission Progress open when completing a Mastery Test preventing loading back to the Relay.
*Fixed Executioner Harkonar decoy counting as a kill in the Rathuum Arena.
*Fixed not receiving a warning for going over the Cetus Daily Standing Limit when providing Fish.
*Fixed ending up with no UI if you were killed in an Arbitration mission before a Host migration and did not spawn until the migration was complete.
*Fixed script errors when casting numerous Warframe abilities.
*Fixed a harmless script error that would occur at the end of a Fomorian Assault mission if any core nodes were destroyed right as the shields were going back up.
*Fixed a script error that would occur if you died trying to reach a safe distance from a Fomorian before it exploded.
*Fixed script error that would occur if you crashed during a Fomorian Assault and managed to restart and reconnect to the mission during the escape sequence.
*Fixed GPU particles sometimes not taking the proper energy colors upon being recycled.
	type: Update
	description: undefined
	imgUrl: http://n9e5v4d8.ssl.hwcdn.net/uploads/e969430fdbe58fef45f62420e448ee81.jpg
	name: Scarlet Spear: 27.3.16
	url: https://forums.warframe.com/topic/1187202-scarlet-spear-27316/
	date: 2020-04-22T17:51:40Z
	changes: Scarlet Spear: 27.3.16:

*Fixed inability to access the Tactical Menu while Piloting or using side Turrets the Railjack with a controller as reported here: https://forums.warframe.com/topic/1180095-unable-to-open-tactical-menu-while-piloting-railjack-with-controller-investigating/page/3/
*Another fix towards getting stuck on a black screen when using the Archwing Slingshot into an exploding Crewship and then trying to leave.
*Fixed the Intrinsics screens not showing the correct button callout for keyboard users when you view the descriptions.
*Fixed a script error leading to broken/missing Railjack HUD when Piloting or using Turrets after loading into a Railjack mission as a Client (or following Host migration).
*Fixed the Basmu's healing pulse receiving exponential copies of equipped Mods with each pulse when under the effect of some conditional buffs, which led to unintended amounts of damage.
*Fixed Penta/Secura Penta grenades becoming stuck when Napalm Grenades is equipped, thus rendering the Penta unusable. As reported here: https://forums.warframe.com/topic/1174244-penta-grenades-getting-stuck-causing-the-weapon-to-be-completely-useless/
*Fixed Grendel being able to Feast on Vauban’s deployed traps; a snack that contains no nutritional daily value.
*Fixed a noticeable hitch when picking up Bullet Jump Mods.
*Fixed an issue where you'd sometimes not get the ‘NEW!’ tag on a Bullet Jump Mod if you already owned some other Bullet Jump Mod.
*Fixed Grineer Dargyns in Erpo Earth mission flying in odd spirals.
*Fixed missing "Your access to in-game chat has been suspended" message. 
*Fixed an edge case crash that could occur when suffering a bad connection.
*Fixed a script error that could affect people playing the New Strange or the Silver Grove Quests when joining other missions or quitting the game.
*Fixed a script error that could occur if a Kuva Lich transmission triggers while quitting the game.
*Fixed a script error if you log out (i.e. drop connection) while customizing Warframe/Weapon/etc colors.
*Fixed a script error when joining an Eidolon Hunt in progress.
*Fixed a script error that could occur while playing the Saya's Vigil Quest.
*Fixed a script error that would show up in Gas City Spy vaults but only in Sortie missions.
*Fixed a script error that could occur when becoming a Host due to a Host migration.
*Fixed a script error when loading into a mission and casting Baruuks Lull ability.
*Fixed a script error when summoning a friendly Saryn Specter.
*Fixed a script error that could occur while playing a Survival mission.
*Fixed a script error that could occur when opening a Resource Cache in a Sabotage mission.
*Fixed a script error when encountering the Halls of Ascension Endurance Test. 
*Fixed a script error when placing Decorations in the Dojo.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Scarlet Spear: 27.3.15 +
	url: https://forums.warframe.com/topic/1185940-scarlet-spear-27315-273151/
	date: 2020-04-17T17:31:25Z
	changes: Scarlet Spear: 27.3.15:
Fixed mission objective UI icon to “Retrieve the OpLink Satellite” showing as “*” instead of the mission objective marker. With this we also fixed other UI screens not showing the correct icons or key bindings (such as the ability menu while piloting the Railjack with a controller).
Made the hit notification sounds clearer when making contact with an enemy fighter. 
Fixed UI becoming unresponsive if the ‘view mission progress’ screen was open while transitioning to another Railjack level or Dry Dock.
Made a micro-optimization to the Carabus heat beam effects.
Attempted further improve our script error diagnostics and better expose problems with errors caused by joining Hosts under hostile network conditions.
Grineer Forest tileset ferns will now dither when the camera is close to them to help visibility when shooting.
Changed the Alliance MOTD to read "EDIT ALLIANCE MESSAGE" instead of “EDIT CLAN MESSAGE” when attempting to edit said message.

*Fixes towards some Earth tileset boundaries that allowed players to escape outside the level.
*Fixed friendly Specters suffering knockdown when deployed and taking entirely way too long to recover. 
*Fixed the “Cut Fish” preview window at Fisher Hai-Luk and the “Dismantle” preview window at The Business cutting the top row of items making it impossible to see the amount of each item. 
*Fixed an issue where an Eidolon Wail could hit players in Limbo’s Rift after a Host migration.
*Fixed a script error that could result in the Kuva Siphon not spawning correctly.
*Fixed a script error in Vor's Prize if you happened to kill an enemy after recovering the Nav Segment; apart from a few cosmetic things this would have broken the extra Affinity you would have earned for optionally destroying the Reactor.
*Fixed a script error that would prevent Sanctuary Onslaught Conduits from appearing.
*Fixed a script error that could occur in Ambulas Assassinate missions if an Ambulas was picked up by a Condor Dropship while a Drone was still tethered to it. 
*Fixed multiple other script errors with the Ambulas Assasinate mission. 
*Fixed a script error that could be caused by various NPC attacks that temporarily blind the player.
*Fixed a script error that could occur when fighting Eidolons if an energy wave was still propagating as the Eidolon died.
*Fixed a script error with the Helminth Cyst. 
*Fixed Host migration script errors in Orokin Sabotage missions.
*Fixed a script error that could occur if joining a mission right when a Harrow casts Condemn.
*Fixed a script error that would occur for any Client observing a Gara cast Spectrorage; this would have resulted in missing customization effects for all Clients.
*Fixed a script error that could occur when joining a mission right when a Gara casts Spectrorage.
*Fixed several script errors related to Ammo Dispensers in open-world maps that would occur when joining missions in progress. 
*Fixed a script error with Magus Lockdown. 
*Fixed a script crash that could occur when killing an enemy while having the Peculiar Growth Mod equipped. 
*Fixed a harmless script error that would occur if you aborted a mission while a Teralyst was gathering Vomvalysts to shield it.
*Fixed a script that could occur if you flipped off your K-Drive at the right moment and sent it flying into the hallway between Cetus and the Plains of Eidolon. 
*Fixed a script error that could occur if you killed a Carabus while it was still blasting you with its heat ray.
*Fixed a script error that could occur with various Sentient and Corpus types.
*Fixed a script error that could occur if the Ropalolyst lost its target. 
*Fixed a script error that could occur when joining Exterminate missions in progress. 
*Fixed several script errors that could occur during a Kuva Lich's Tactical Inversion (Switch Teleport) ability if the victim died during the cast animation.
*Fixed a script error that could occur when loading between regions wearing certain types of Armor (Etheria Shoulder Plates, Ki'teer Foros Leg Plates, Saturn Six Knee Plates, etc.)
*Fixed a script error that could occur when joining a mission in progress while someone is opening a locker.
*Fixed a script error that would occur if all Tenno were down during an air-strike on Hades (Pluto). 
*Fixed a script error that could occur if a Kuva Lich escaped or was killed while casting a fire-blast attack.
*More fixes towards a Void Fissure script error mistakenly causing the Fissures to spawn on the ground, not slightly above it. 
*Fixed a script error that could occur for Clients joining a mission in progress in the Power Drift Hall of Ascension room. 
*Fixed script crashes related to Operators using Madurai’s Void Radiance or Unairu’s Void Chrysalis Focus Ways and Clients with slower connections to the Host. 
*Fixed a script error that would occur when joining a mission that has alarm buttons under hostile network conditions.
*Fixed a script error that would occur for Clients if you loaded into a Capture mission after the Target-capturing animation had started.
*Fixed a harmless script error that could occur if you aborted a mission while Energy Conversion was active.
*Fixed a harmless script error that could occur when joining a Capture mission in progress right as the Target was downed.
*Fixed a script error that could occur if certain types of objects were pushed into teleport volumes.
*Fixed a script error that could occur if you dismounted a K-Drive at the last second and sent it flying into a loading tunnel while another Tenno watched.
*Fixed a script error if you managed to destroy a Kuva Fortress Shrapnel Mine before it could explode.
*Fixed a script error that could occur when joining a squad where someone using the Mecha Mod set kills the marked target right at the same time. 
*Fixed a script error in the Shockwave Actuators Precept that could occur if the enemy in the blast area was destroyed while it was being knocked back. 
*Fixed a script error occurring when your Sentinel attempts to Revive you.
*Fixed a script error with Nova’s Antimatter Drop with the Atomica Skin equipped. 
*Fixed a script error with Smeeta Kavat’s Mischief precept. 
*Fixed multiple script errors when casting Warframe abilities.
*Fixed a script error that resulted in a UI soft-lock if you open a Look Link with an Archwing in it.
*Fixed a script error related to having a Cyst.
*Fixed a script error when returning to the Liset after a mission.
*Fixed a script error after returning to the Relay from mission.
*Fixed a script error with Baruuk's Lull ability when used with Railjack Ability Kinesis.
*Fixed a script error that could occur in Spy missions as a Client under hostile network conditions.
*Fixed script error you could encounter as a Client playing an Archwing Pursuit mission.
*Fixed script error you could encounter when joining an Archwing Pursuit mission in-progress.
*Fixed a script error that could occur on Gas City missions when joining a mission in progress .
*Fixed a script error that could occur if a Ghoul Rictus' hook-shot grabbed onto something that was destroyed before it could reach.
*Fixed a script error that could occur if a Ghoul Rictus' hook-shot grabbed onto something right as you exited the mission.
*Fixed a script error when casting Titania’s Tribute ability.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Scarlet Spear: 27.3.14
	url: https://forums.warframe.com/topic/1185406-scarlet-spear-27314/
	date: 2020-04-15T18:01:47Z
	changes: Scarlet Spear: 27.3.14:

Head to the respective Syndicate Offerings to add these new Warframe Augments to your Arsenal (and become a flying meatball).

Titania Primes Razorwing Energy wings will now be hidden when aiming to avoid blocking your sight.
Fixed script errors if Kill Code is received while quitting Murex Raid mission to return to Flotilla.
Another fix towards "Tactical Efficiency" (Tactical Rank 6) not modifying the Flux Energy cost of using some Battle Avionics.

You’ll notice that a majority of these fixes are related to ‘script errors’, which are no stranger to Hotfix notes, but the list below is a bit girthier than usual. We implemented some backend code to expose harmless yet lingering script errors for our team to squash!

*Fixed temporarily losing the ability to aim, shoot, swap weapons, or type if the player attempts to Mercy in the middle of a knockback animation.
*Fixed Motus Impact not extending the Melee range of Titania’s Diwata.
*Fixed Terra Attack Drones in the Orb Vallis idling on the ground when not in combat instead of flying around like a good Drone should.
*Fixed being stuck in the Transference Chair in the Orbiter Captura Scene if you Transferred to the Operator.
*Fixed markers not pathing properly in the Infested Salvage mission.
*Fixed a red frame appearing around the themed Stats box briefly in some places (ex: Market).
*Fixed a script error slower PCs might encounter loading in the Kuva Fortress that would prevent the assembly hall tileset from being populated properly.
*Fixed script errors that could occur when joining Kuva Fortress missions as a Client if the level contained an assembly hall tileset.
*Fixed a script error when a Host migration occurred when using Magus Lockdown.
*Fixed a script error when damaging Grineer Surveillance Drones.
*Fixed a script error that could occur if a security camera spotted you just as you were knocked slightly out of the world.
*Fixed a script error that could occur if you killed a Kuva Lich while it was using a Fire attack.
*Fix ability script errors that could occur in the transition between phases in Mastery Rank 14 test (and possibly others).
*Fixed a number of script errors that could occur if you died during an in-world transmission in Rathuum.
*Fixed a harmless script error that would occur if you aborted a mission at the exact moment your Dethcube's Vaporize Precept fired.
*Fixed script error that could occur when joining Exterminate missions in progress.
*Fixed script error that would occur if someone was dead in spectator mode when the first person reached extraction; this may have broken the trigger and required you to move away from extraction and back again to try again.
*Fixed several script errors that could occur when transitioning to a new area while carrying the Shedu.
*Fixed script error that could occur in the Power Drift Hall of Ascension room.
*Fixed a script error if the Orokin laser trap had one of its caps destroyed before it started extending.
*Fixed a couple script errors if you Rank up after Taxon activates its Molecular Conversion.
*Fixed a script error if your Sentinel died while being nullified.
*Fixed a script error if a Client's Warframe died after applying the last Void Strike bonus damage.
*Fixed a script error that would occur sometimes when applying DNA Stabilizers to your Pet Companion.
*Fixed a script error that could occur in Infested Salvage if you died and were in spectator mode.
*Fixed a script error that could occur if you Transferred to your Operator at the right moment in an Invasion mission at the cross-over point between the ships.
*Fixed a script error if a Ghoul Expired jumps at a target who dies by the time they get there.
*Fixed a script error that could break Ghoul Purge Bounties if a player died while bringing the Grokdrul processor to the injector.
*Fixed a script error that could occur when reaching the Cetus doors to enter the Plains of Eidolon. 
*Fixed a script error related to the Tusk Mortar Bombard attacking you in the Plains of Eidolon.
*Fixed a script error related to Eidolon Lures.
*Fixed script error that could occur if a Kuva Fortress mine was destroyed mid-way through it's spawn animation.
*Fixed a script error related to the Ropalolyst doing an ‘angry animation’.
*Fixed a script error when looking at the Archwing category in the Market. 
*Fixed a script error related to Clan Pigment Research.
*Fixed a script error related to Shade’s Ghost Precept.
*Fixed a script error that could occur when using the Ludoplex.
*Fixed a script error with Limbo's Rift Torrent Augment that could occur if Rift Surge was cast after a Railjack warp.
*Fixed a script error when casting Volt’s Discharge ability right when another player was joining-in-progress.
*Fixed a script error when casting numerous Warframe abilities.
	type: Update
	description: undefined
	imgUrl: http://n9e5v4d8.ssl.hwcdn.net/uploads/96b0708e90ef7b63f8ab593115b09bd4.jpg
	name: Scarlet Spear: 27.3.13
	url: https://forums.warframe.com/topic/1185141-scarlet-spear-27313/
	date: 2020-04-14T19:52:12Z
	changes: Scarlet Spear: 27.3.13:

*Fixed "on hit" Arcanes triggering when using Railjack weapons.
*Fixed a script error when refreshing the Railjack Armaments screen after Scrapping some Wreckage.
*Fixed a script error when moving at the speed of light through a Void tunnel.
*Fixed a script error when exiting a Crewship and going into Archwing.
*Fixed a script error when firing the Forward Artillery.
*Optimized network connections to Relays, Towns and Dojos for people around the world. Not only will this improve player movement but it should also help accelerate Kill Code transmission for Scarlet Spear Murex Raids that would have previously had a very high-ping to our servers.
*Fixed a crash that could occur when using Archwing in Orb Vallis or the Plains.
*Fixes towards Void nodes not being selected for Neo or Axi Void Fissure missions.
*Fixed dynamically generated missions (daily Syndicate mission) on Void nodes preventing it from also being a Void Fissure mission. 
*Fixed being punted back to the Relay when attempting to load into the Simulacrum. Also fixed a crash that could accompany this attempt.
*Fixed Companions trying to attack enemies that are in Inaros’ Devour trap, which we don’t want cause we wish to snack on said enemy.
*Fixed the Corinth/Corinth Prime Alt fire grenades shooting out sideways.
*Fixed Tonkor projectiles colliding with themselves when Multishot is used, causing them to instantly stagger players when fired during certain movements 
*Fixed Clients not seeing the "Slam Capacitors" buff being given when using the Arca Titron.
*Fixed a script error that could break Defection missions that had already failed because too many Kavor Defectors had been killed 
*if a Defector evacuated during the countdown to extraction the script would break and not be able to force the mission to fail.
*Fixed a script error in Infested Salvage missions if you joined right as someone was activating a Vaporizer.
*Fixed a script error that could occur in Infested Salvage missions after a Host migration that would prevent the HUD from being updated.
*Fixed a script error that could occur after a Host migration of a mission with in-world transmission screens (Kuva Fortress, Rathuum, etc).
*Fixed a script error that could occur if someone started your Guild's Ascension Ceremony right while you were loading into a mission.
*Fixed a script error that could occur if a Host Migration interrupted an Eidolon Hunt while the Shrine was enabled.
*Fixed a script error that would occur if you viewed the Excavator Codex entry.
*Fixed a script error that could occur during Ghoul Purge Bounties.
*Fixed a script error when quitting Warframe while in Cetus. 
*Fixed a script error related to Garuda’s Talons.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Scarlet Spear: 27.3.12
	url: https://forums.warframe.com/topic/1185014-scarlet-spear-27312/
	date: 2020-04-14T13:32:16Z
	changes: Scarlet Spear: 27.3.12:
Yesterday we Hotdropped a fix that addressed the generic Rifle Riven by removing the ability to roll/Trade a generic Rifle Riven.
For those that own a generic Rifle Riven, this Hotfix will overwrite & reroll to an eligible Riven of a specific weapon, and then refund any Endo/Kuva that was spent on the generic Rifle Riven.
If you have Traded for X and you do not like your replacement Riven please contact Support for further options!

*Fixed UI breaking in Murex Raid due to Host vs Client load times. 
*Fixed an erroneous amount of Flotillas being created around the start of a Murex Wave.
*Fixed Arcane Momentum not activating for Critical shots on the Condrix.
*Fixing script error occurring when the Aerolyst uses its wing attack.
*Fixed a script error when completing a Condrix wave in the Ground Assault mission.
*Fixed Randomizing Railjack Glyph through the "Randomize All" option not applying the new Glyph until Railjack Configuration menu is exited.
*Fixed a script error when deactivating the Fiery Phoenix Avionic.
*Fixed an issue where resetting keyboard/mouse controls for a specific game mode (i.e. Railjack) would break bindings for other game modes (i.e. Jump would be unbound for your general Warframe controls).
*Fixed controller triggers not working correctly if bound to an analog action (such as camera up/down in Decoration mode).
*Fixed inability to select duplicates of a Mod when using direct text input with a controller. As reported here: https://forums.warframe.com/topic/1184766-bug-selected-quantity-of-mods/
*Fixed regression in network bandwidth throttling introduced last week that could cause excess lag and inconsistent game state on clients.
*Optimized network connectivity for Towns, Dojos, Relays and Scarlet Spear Kill-Codes.
*Optimized shader upload particularly when not using Deferred Rendering.
*Optimized Orbiter performance slightly.
*Fixed the UI for Clients breaking when playing a Survival mission. 
*Fixed some cases where context actions and other UI elements would show the incorrect binding after you change your bindings/settings.
*Fixed certain cases where the UI button callout like the one to open Chat would not appear correctly (either no icon or the explicit loc-tag).
*Fixed relevant Companion Mods not displaying when filtering by beast/robotic Mod types in the Mod Workbench. 
*Fixed ability to set lower than the minimum accepted value for the Decoration Placement option sliders.
*Fixed UI overlapping when viewing Arcanes and then opening a Chat link.
*Fixed the firewall rules created for the crash handler (they were still pointing to the old path).
*Fixed a script error when initiating a K-Drive Race in the Orb Vallis.
*Fixed a script error when initiating the ‘Help Clem’ quest. 
*Fixed a script error occurring when playing a Survival mission.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Scarlet Spear: 27.3.11
	url: https://forums.warframe.com/topic/1183684-scarlet-spear-27311/
	date: 2020-04-09T19:32:11Z
	changes: Scarlet Spear: 27.3.11:
Increased the Murex Raid Satellite’s Armor.
This change was brought forth by feedback regarding the Satellites being too squishy against Crewships as you progress into the Murex Raid mission.
Refined the logic that decides when to direct crashes to https://www.warframe.com/en/memory or to our bug database.
The Yooka Floof is now available in the Market for 1 Credit!
We’ve given the Yooka Floof a home in the Market for players that missed the Inbox opportunity window. 1 per person!

*Fixed Heat Accretion stat comparison appearing backwards.
*Fixed a script error when a Boarding Party comes knockin. 
*Fixed a script error when transitioning through the Void tunnel.
*“Reset Defaults” and “Randomize All” buttons in Railjack cosmetics screen now resets the camera to the overview when viewing the exterior. This makes more sense as these buttons apply changes to the entire ship, and also fixes an issue where if you were focused on the decal or name then the position would be wrong after changing the Railjack skin.
*Fixed non-Sentient/Amalgam enemies being affected by diminishing returns when affected by Limbo’s Stasis. This specifically applies to enemies in the Index.
*Fixed Frost’s Snowglobe not blocking certain Sentient Attacks. 
*Fixed the Aerolyst enemy giving less-than-intended Affinity. 
*Fixed hit indicators not appearing if the ‘Damage Numbers’ setting was toggled. 
*Fixed and disabled Exalted Weapon Rivens from generation. Any of these will be re-rolled on login. 
*Fixed Moa pets doing silly short hops when moving really slowly, or fast-walk strides when moving really fast. 
*Fixed issues when combining Octavia’s Resonator and Mallet causing Mallet  to not absorb damage anymore
*Fixed an issue where previewing unpurchased Weapons or Warframes would cause hitches. 
*Fixed Specter’s accuracy with Bows being quite poor and their fire rate not reflecting realistic usage. 
*Fixed an error that could break the HUD for Clients joining Interception missions. 
*Fixed Ambulas falling into pits when hopping around. 
*Fixed Step-based Ephemeras not working on Titania Prime. 
*Fixed Titania’s Thorns Tribute not reducing damage taken by the player.
*Fixed Titania’s Full Moon buff not applying to her Razorflies.
*Fixed Titania’s Reticle missing when entering Operator Mode from Razorwing. 
*Fixed the Corinth Prime alt-fire Projectile having incorrect orientation. 
*Fixed Atlas’ Passive preventing Atlas from having any collision in Jordas Golem fight. 
*Fixed the Demolisher Juggernaut in Disruption missions getting very distracted and moving very slowly to its destination.
*Fixed Arcane "Upgraded" counter including equipped Arcanes even if they are not at max rank.
*Fixed Jad Teran not following the Scrambus rules for disabling abilities. 
*Fixed Scrambus nullifications being permanent on friendly AI. 
*Fixed sleep animations on Kuva Jester’s causing them to stand oddly on shoulders of Guardians. 
*Fixed slightly overlapping UI trackers when playing a Disruption mission.
*Fixed issues with Coildrive damage volumes not reflecting the actual size of the Coildrive. 
*Fixed a script error that could occur when joining a squad hunting animals in either Orb Vallis or Plains of Eidolon.
*Fixed a script crash when encountering a Capture objective in Orb Vallis.
*Fixed a number of script crashes that could occur if you joined a squad on Merrow right when people were breaking into Kela de Thaym's lair.
*Fixed a script crash that could occur during a Defection mission.
*Fixed a script crash that could occur during a Disruption mission.
*Fixed a script crash when spawning a Specter.
*Fixed script error that could occur if you tried to equip your Fishing Spear in a Dojo Dual.
*Fixed a script error that could break waypoints when joining Infested Salvage missions in progress.
*Fixed a script error that could break Infested Salvage missions if you Transferred to the Operator at the wrong time.
*Fixed a script error when using Fireworks.
*Fixed a script error when using Simaris’s Kinetic Siphon Trap. 
*Fixed a script error when killing a Kuva Thrall.
*Fixed an error that would occur when the game was determining attack logic for Atlas Rumblers. 
*Fixed a script error in Defection missions. 
*Fixed a number of script errors that would occur if you died during an in-world transmission like the ones seen on screen in Rathuum, etc. 
*Fixed a number of script errors that would occur if you failed Bounties. 
*Fixed a script error with Excavator missions. 
*Fixed errors associated with Scarlet Spear and Survival host migration. 
*Fixed issues with localization strings appearing in Nightwave. 
*Fixed localization issues with capitalization.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Scarlet Spear: TennoGen 27.3.10
	url: https://forums.warframe.com/topic/1183272-scarlet-spear-tennogen-27310/
	date: 2020-04-08T15:02:18Z
	changes: Scarlet Spear: Tennogen 27.3.10:
We’re still monitoring the overall issue now that this Hotfix is live, as it also contains more logging for this scenario.

The Murex Raid Satellite now must be towed to its correct location before you can deploy the Oplink. 
Upon digging into the logs we’ve been receiving for the “No Kill Codes” issue, we found that a number of these reports were not receiving Kill Codes because their Satellite was not properly in place, thus making the squad ineligible to receive Kill Codes. Most squads followed this flow already so it shouldn’t feel too different 
just a precaution for those who don’t park their Satellite in its designated zone! 
The Aerolyst canister mechanic now has a 10 second cooldown before the canisters refill after becoming stunned from destroying all of them. 
Our intentions here are to alleviate some frustration over the Aerolyst canister mechanic that we’ve been receiving. If you were quick to dispatch the Aerolyst before you likely won’t notice a difference!
Fixed inability to destroy the Aerolyst’s canisters if you were attacking in Limbo’s Rift.
Fixed Operator Magus Arcanes not functioning in consecutive Murex Raids.
Fixed a rare progression stopper where the Condrix remains invulnerable while open after a Host Migration occurs.
Fixed an edge case where Clients who joined a Murex Raid mission in progress wouldn't receive intermittent rewards that appear after each Murex is driven away.
Fixed an edge case script error that occurred when receiving a Kill Code, which could result in not receiving said Kill Code.
Fixed a script error when a Murex Wave succeeds during a mission.
Fixed a script error when deploying your Oplink in the Ground Assault mission.
Fixed various script errors related to stabbing a Kuva Lich.
Removed the mention of ‘Archwing Catapult maneuvers’ from the Engineering Intrinsics description due to none of its Ranks relating to the Archwing Slingshot. You can find Archwing Slingshot improvements under the Gunnery Intrinsic!
Replaced the Atlas Prime Helmet Blueprint with the Atlas Prime Systems blueprint in the Lith N4 Relic that was recently indeed to the mix. 
The Atlas Prime Helmet Blueprint was accidentally put into the Uncommon slot, when it is indeed a Rare piece. 
Fast Traveling to Little Duck in Fortuna as your Warframe will no longer initiate the unskippable dialog with her. Instead, you’ll Fast Travel to right beside her but won’t initiate the conversation, giving you time to Transfer to your Operator to talk to her.
Updated the Garuda Sakhura Helmet to better match the reflectivity of the body.
Small optimizations towards lighting/shadows on low-end machines when Deferred Rendering in enabled.

*Fixed Sentient Battalyst laser party ability not respecting physical Shield abilities, such as Frost’s Snowglobe and Atlas’ Tectonics, and instead going through the barriers to injure players.
*Fixed Client Mercy kills not counting towards Riven ‘Finisher kills’ challenges.
*Fixed incorrect mesh scaling when equipping the Heavy Blade Mizar Skin, making the weapon appear smaller than intended. 
*Fixed holding the Corinth Prime incorrectly if the Solstice Skin is equipped on it.
*Fixed the Tenno Affinity Icon in the Squad/Player List on the HUD overlapping with the message of Bleeding Out and Reviving.
*Fixed some missing FX on Titania’s Tribute ability.
*Fixed a script crash that could occur if you boarded a K-Drive too soon after entering an open level (Vallis/Plains).
*Fixed a script error that could occur when joining a Corpus Gas City mission while someone was activating a secret puzzle.
*Fixed a script error when joining-in-progress on a Titania with multiple Tribute buffs active.
*Fixed a script error that could occur if Index points were deposited right as you left the Index mission. 
*Fixed a script error when Rushing a Dojo room.
*Fixed a script error when casting Exacalibur’s Radial Javelin.
*Fixed a script error when being downed.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Scarlet Spear: TennoGen 27.3.9
	url: https://forums.warframe.com/topic/1182949-scarlet-spear-tennogen-2739/
	date: 2020-04-07T13:42:45Z
	changes: Scarlet Spear: Tennogen 27.3.9:
Added a new Lith N4 Relic that contains the Bronco Prime Blueprint.
This was added to address the issue of no Relics containing the Bronco Prime Blueprint.
Vastly improved the responsiveness of the launcher when shutting it down during a network failure.
Fixed the game possibly having high memory usage if someone was spawning Spore Ephemera in the other room and the game wasn't properly cleaning up due to the player being out of sight.

*Fixed players ending up in "ghost Flotillas" if they were in a squad where the Host used a different language and then they left the squad (or the Host disbanded it).
*Fixed a case where players would experience a “broken” Flotilla. This could result in getting kicked from the Flotilla, not receiving updates to the Flotilla progress, etc.
*Fixed Clients having to ‘Skip Cutscene’ twice when entering a Murex.
*Fixed a case of not receiving your collected items (Avionics, Resources, etc) in Railjack missions until you head back to the Dry Dock.
*Fixed the Orokin Derelict showing "Missile Platform" as the name when you aim at it in a Railjack mission.
*Fixed inability to use context actions after stabbing a Kuva Lich.
*Prevented frozen in time (Atlas Petrify, Limbo Stasis etc) enemies from being affected by Titania’s Lantern. The Energy spent to cast will be refunded if the cast fails.
*This fixes casting Titania Lantern on an enemy that is frozen in time, resulting in the ability appearing to cast (costs Energy, performs animation) but the target enemy is not affected.
*Fixed Corinth Prime Alt Fire not being affected by Multishot Mods.
*Fixed a rare crash when the camera does "warp speed" zoom effects so hard that it breaks the laws of cameras.
*Fixed becoming invincible when interrupting the Basmu reload and Transferring to the Operator and using Unairu Void Spines.
*Another fix towards all future Basmu damage dealing lifesteal to enemies if the ‘heal on reload’ is interrupted as a Client.
*Fixed the Pox missing its AoE Gas cloud.
*Fixed being able to exit the Input Bindings screen without something bound to Melee Heavy Attack, which could result in wonky Melee Combo icons.
*Fixed a script error when attempting the Sands of Inaros quest.
*Fixed a script error that could occur during a mission load due to long Inventory sync.
*Fixed a script error that could occur in a large Dojo.
*Fixed a script error when attempting to Fish.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Operation: Scarlet Spear: TennoGen 27.3.8 + +
	url: https://forums.warframe.com/topic/1181462-operation-scarlet-spear-tennogen-2738-27381-27382/
	date: 2020-04-02T16:33:08Z
	changes: Operation: Scarlet Spear: Tennogen 27.3.8:

Baruuk Bedouin Skin by Erneix and Karu
Garuda Tiamat Skin by Vulbjorn, the graphical walrus.
Ivara Graxx Skin by Faven
Ivara Zamariu Skin by led2012 and daemonstar
Oberon Youkai Skin by HitsuSan
Wisp Delusion Skin by prosetisen

Garuda Sakhura Helmet by kakarrot2812
Sclera Oculus by kakarrot2812

Heavy Blade Mizar Skin by Girtan
Heavy Blade Suprema Skin by HitsuSan and Reil
Polearm Ion Skin by Yatus and HugoPolo
Polearm Jotunheim Skin by Mz-3
Two-Handed Nikana Arashi Skin by Lubox

Armalyst Syandana by Faven and Debbysheen
Sethar Syandana by led2012 and Kevin Glint
Zamariu Syandana by led2012 and daemonstar

Eucyon Chest Armor by Malaya, Jadie, and Awk'Q-Luz
Seraphim Chest Armor by led2012 and jaeon009

However, players are receiving a 2820 and 3672 for Space and Ground respectively. While this is still an increase from before, it is not the amount we announced. 
The correct numbers in the next Hotfix will be:
After: Ground Assault missions will reach a possible 4131 points by Round 17!
After: Murex Raids missions will reach a possible 3960 by Murex 5!
We sincerely apologize for another day of unintended scoring results, and this will be fixed next Hotfix. We know this has been confusing and we regret that we’ve caused so many misunderstandings due to calculation errors.
We have added the Rare and Legendary Arcanes to Little Duck’s Trade for 2000 Credits Per Rare and 4000 Credits Per Legendary.
Limbo’s Stasis duration now has diminishing returns on Sentients and Amalgams when the power is used repeatedly. This choice was made for 2 main reasons:
1) Limbo’s Stasis usage makes the gameplay of the Scarlet Spear far too trivial.
2) Sentients by design have Adaptation 
and the diminishing returns on recasting adheres to the adaptive nature of the enemy. 
This is not intended to change the way Stasis interacts with other enemy factions.
Removed Titania’s Exalted weapons appearing in the Codex Weapon section, as Exalted Weapons do not show here.
The Pox, Acceltra, and Shedu have been given explosion FX tweaks for visual and performance improvement.
Optimized the Attica’s embedded projectiles to help CPU and GPU performance.
Optimized the Hystrix projectile trail and spark FX. 
Removed the replication of the Basmu reload Health FX so that only the user will see the FX to aid in performance.
Performance improvements towards Grineer Crewships when their engines explode.

*Fixed players not getting into the ‘Busy’ Flotillas that they selected.
*The scenario here occurred when selecting a ‘Busy’ Flotilla due to the Flotilla filling up very quickly with players. The fix here is to allow for extra room in the Flotilla if you attempted to join when there was still room available. You may now see Flotillas with more than 50 people from this change.
*Fixed Clients not joining Scarlet Spear Flotilla Chat if they join the squad while the Host is transitioning to either Murex Raid or Ground Assault.
*Fixes towards becoming stuck on infinite loading if either a Murex Raid or Ground Assault mission started before the Clients finished loading into Flotilla.
*Fixed the OpLink denied sound playing for Host when it is denied for Client.
*We made a hasty change in Hotfix 27.3.6 that removed Venari’s Heal aura from affecting Oplinks AND Defense Targets. Firstly, the terminology of calling Venari’s Defense Target healing a ‘fix’ was incorrect, so apologies there on my behalf. It’s correct to say it was a feature for Venari, considering it had its own Tip for it! The change stemmed from our desire to resolve Operation exploits as quickly as possible, and we didn't communicate this properly.
*We’re doing a deeper review on abilities that heal Defense Targets that we can speak to in the coming days.
*Apologies as well for the late reply on this topic. We’ll update everyone when we’ve dug deeper and have an action plan.
*Fixed Sentient Exterminate objective randomly starting on POI hints.
*Fixed Vidar Reactors Mk III missing their component modifiers for Warframe clients that are not in English.
*Fixed script crash that could occur if you joined a Railjack mission at exactly the wrong moment.
*Fixed ability to trigger the Shedu’s radial explosion multiple times during its cooldown.
*Fixed Titania Prime’s energy wings not applying to her Razorwing when other Skins are equipped.
*Fixed Titania’s Ironclad Flight Augment not functioning. 
*Fixed Titania/Grendel buff wheels showing up when the ability has not been unlocked yet. Also fixed the buffs being greyed out until you leveled up enough.
*Fixed the Kuva Tonkor and Phantasma requiring an Orokin Catalyst to unlock its Exilus Slot instead of an Exilus Adapter.
*Fixed inability to Polarize the Dark Split-Sword with Stance Forma or Umbra Forma.
*Fixed the Corinth Prime missing its pump action animation.
*Fixed some players appearing to be eligible for a Mastery Rank Test but upon selecting it would be rejected. 
*This was due to some weapons being considered as ‘Mastered’ when they were not.
*Fixed the Shedu and Basmu reload FX being visible while invisible. 
*Fixed inability to Chat link Shedu and its parts.
*Fixed Pennant sounds not playing correctly for Melee Stance Combos.
*Fixed broken/missing UI for Clients in Hijack missions.
*Fixed a script error after Host migration occurred during a Void Fissure mission.
*Fixed a script error when playing Infested Salvage on Eris.
*Fixed a script error when transitioning from Vallis/Plains to Fortuna/Cetus with the Synthesis Scanner equipped.
*Fixed a script error when summoning the K-Drive.
*Fixed a script error when catching a boot while Fishing.
*Fixed a script error when casting Titania’s Tribute.
*Fixed Kuva Lich Codex History and current Kuva Lich being incorrect (Names, Weapons, etc). 
*Fixed missing Kuva Lich UI button.
*Fixed having no Kuva Lich Influenced Nodes.
*Fixed inability to birth a new Kuva Lich via Kuva Larvling.
*This Hotfix will put everyone’s Kuva Liches back to the way they were prior to Hotfix 27.3.8.
*Potential fix for both Host and Client players not seeing Kill Code transmissions from other players, only Kill Code transmissions personally sent.
*Fixed a script error when being attacked by the Aerolyst.
*Fixed enemies becoming immune to all Status Effects when Titania’s Lantern and Spellbind is cast on them.
*However, players were receiving a 2820 and 3672 for Space and Ground respectively. While this is still an increase from before, it is not the amount we announced.
*We sincerely apologize for another day of unintended scoring results.. We know this has been confusing and we regret that we’ve caused so many misunderstandings due to calculation errors.
*Fixed Clients having an incorrect Murex Score in the ‘Skirmish Complete’ popup when completing 5 Murex Waves.
*Fix towards Clients experiencing an infinite load tunnel into Murex Raid if the Host experiences lag.
*Fixed a script error when joining in progress as a "Kill Code Transmission" starts to play.
*Fixed a few tintmasks on the Wisp Delusion Skin to make her tint values consistent vs her various Helmets. 
*Fixed a script error occurring during a Host migration when playing a Defection mission.
*Fixed a script error for Clients during The Jordas Precept.
*Fixed a script error when throwing the Fishing Spear.
	type: Update
	description: undefined
	imgUrl: http://n9e5v4d8.ssl.hwcdn.net/uploads/76e24c6720e1e3270f3d504ad1192e48.png
	name: Operation: Scarlet Spear: Titania Prime 27.3.7
	url: https://forums.warframe.com/topic/1180847-operation-scarlet-spear-titania-prime-2737/
	date: 2020-03-31T20:11:53Z
	changes: Operation: Scarlet Spear: Titania Prime 27.3.7:
Titania has had a history of clipping with Syadanas due to her wingspan features, and when designing her Gigelorum Prime Syandana it became apparent that it wasn’t going to sit right on her features. Considering it can look awesome on other Warframes, we started work on the shorter Gigelor Prime Syandana that will position nicely with Titania Prime’s features!
*Consoles will receive the Gigelor Prime Syandana script and addition to the Prime Accessories Pack with Operation: Scarlet Spear.
We’ll update this thread when the script is complete!

We’ve made some slight collision and offset tweaks to have the Gigelorum Prime Syandana sit nicer between Titania’s wings.

Made another fix towards Scarlet Spear Scores not getting uploaded, thus resulting in no Score on the Flotilla Leaderboards and no Victory Payout at the end of the Murex Wave.
Fixed the Aerolyst remaining invulnerable with its canisters destroyed, if disarmed by Naramon Disarming Blast.

*Fixed unreleased Railjack node being selectable in the Star Chart, resulting in endless loading cause it doesn’t actually exist and it was all a dream.
*Fixed Warframe Ability preview videos not continuing if you hover on them after hovering on the Passive ability.
*Fixed areas disappearing when viewed from long distances in the Hydron Defense tileset.
*Fixed certain UI elements (Boss health bar, Markers, Enemy statuses) sometimes tinting red for the rest of the mission.
*Fixed Lua and Kuva Fortress sometimes disappearing when zooming far out in the Star Chart. 
*Fixed a script error that could occur in Lua Disruption missions during Moonquakes (particularly of joining the mission mid-quake).
*Fixed a script error that could occur in Lua Disruption missions if there was a Host migration during a Moonquake.
*Fixed a script error when opening the Nightwave screen.
*Fixed a script error when becoming downed while switching from your weapon to the Mining Cutter.
	type: Update
	description: undefined
	imgUrl: http://n9e5v4d8.ssl.hwcdn.net/uploads/1ab4f977d66d7798e9d2144502edd8fb.png
	name: Operation: Scarlet Spear: Titania Prime 27.3.6
	url: https://forums.warframe.com/topic/1180787-operation-scarlet-spear-titania-prime-2736/
	date: 2020-03-31T17:04:24Z
	changes: : Scarlet Spear: Titania Prime 27.3.6:

You can find Titania Prime, Corinth Prime, and Pangolin Prime Relics in their classic spots (Void, Derelict, Defense, Survival, etc) with the addition of Railjack missions. PLUS the Relic rewards from Ground Assault and Murex Raid missions have been replaced by these new Relics in Operation: Scarlet Spear. Check your in-game Codex for Relic drop locations!
Get the newest Prime gear with Titania Prime Access and Prime Accessories here: https://www.warframe.com/prime-access

Replaced Steel Meridian’s Sacrifice of Destreza Prime Handle with Redeemer Prime Blade.
If you already wield the power of these Primes or have their Relics in your Inventory, they will remain after the Vaulting.
The usual Riven Disposition changes that come with each new round of Prime Access is being held back until Consoles have been caught up to date with Operation: Scarlet Spear: https://forums.warframe.com/topic/1178205-titania-prime-riven-disposition-update-plans/

Added a ‘Waiting for Satellite’ UI line when players are in the Murex Raid with their Oplinks down but have neglected to place the Satellite first. A few cases of ‘not receiving codes’ were a result of user error that this should fix. 
Increased the Sentient AI count per player when Defending Oplinks in the Murex Raid mission.
Previously the number of spawns didn’t match up with how many players there were in the squad, and oftentimes there was nothing to Defend against. This should feel more to scale with the number of squadmates present. 
The Flotilla Instance number now displays alongside the Flotilla progress at the center hologram of the Flotilla.
Murex Raid Score is now shown in the mission UI just as it is in the Ground Assault mission.
Players that have not completed the activation of their Railjack (via Reliquary Key) will no longer be allowed to Host the Murex Raid mission, due to conflicting objectives occurring while playing.
Potential fix for players sometimes not uploading their scores, resulting in no placement on the Flotilla leaderboards and no rewards at the end of the Murex Wave.
We’ve also integrated some internal tracking to better determine the cause of this issue if it continues to happen.
Fixed Solo player squad mission status not being wiped when exiting mission to return to the Flotilla, which resulted in seeing your name in one of the active squads for a Ground/Murex mission.
Fixed a case of players ending up in Scarlet Spear Flotilla 0, even though they were invited to a different Flotilla.
Fixed a case of being in the incorrect Flotilla when inviting a player post Ground/Murex mission.
This could result in numerous issues such as not being connected to the Flotilla chat and inability to form a squad with a player from the same Flotilla.
Fixed the UI incorrectly stating that you were ‘Sending Kill Codes’ when an Oplink is deployed in a Murex Raid. It will now properly state that you’re ‘Awaiting Kill Codes’.
Potential fix for having no objective when starting a Murex Raid.
Potential fix for receiving a ‘Mission Failed’ screen during a Murex Raid if the Flotilla reached 100/100.
Fixed Little Duck’s Murex Wave Ending Inbox not indicating the difference between a successful versus failed Murex drive off.
In some cases this was causing confusion as to why Victory Payout was not being received, when in reality the Flotilla they participated in did not successfully meet the 100/100 goal. There are still cases where Victory Payout did not work, but this should mitigate confusion. 
Fixed Flotilla Instance not appearing in Flotilla UI after returning from a Ground/Murex mission.
Fixed a game hitch every time you received a transmission during a Ground/Murex mission.
We’re still chasing some hitching transmissions but this fix should solve a good amount of them.
Fixed sometimes spot-loading Railjack cosmetics when loading into a Murex Raid.
Fixed Oplinks placed by a squadmate who has disconnected lingering perpetually.
Fixed objective marker disappearing for squadmates who haven’t caught up to the player who sped their way to the Condrix in the Ground Assault mission, leading to some players getting lost on their way to the Condrix.
Fixed Mag’s Crush ability forcing the Condrix to close.
Potential fix for a back-to-back Host migration occurring due to the second Host attempting to catch up on rewards during the migration and thus migrating themselves. 
Potential fix for a Host migration resulting in the next Condrix not spawning in the Ground Assault mission.
Fixed the Basmu Alt Fire mode not healing on reload.
Fixed Venari’s Healing aura affecting the Oplink.
The Oplink is intended to not be affected by Abilities.
Fixed the Murex II and Murex III Emblems using the Condrix II and Condrix III icons when viewed in Inventory. 
Fixed a script crash that could occur if you were standing on a Railjack exit while travelling between locations.
Fixed script error that could occur when warping in your Railjack
Fixed a script error that occurred when your Railjack had a Hull Breach.
Fixed a script error when placing your Oplink in the Ground Assault mission.
Fixed numerous script errors when exiting an enemy Crewship.
Removed Umbra Forma Blueprint from the Rare Crate drops due to a security issue. Nightwave Series 3: Glassmaker will bring back Umbra Forma as a reward, and we are looking at more secure places to include it back into the droptable. 
Clarified the Split Flight Mod to include ‘Non-AOE Bows’ in the description.
This is to address that Split Flight cannot be equipped on the Lenz, Kuva Bramma, or Ivara’s Artemis Bow.

*Fixed Gara’s Mass Vitrify walls blocking Coildrives.
*Fixed weapons losing function until you land if the Shedu is equipped while in Archwing and you attempt to switch weapons.
*Fixed melee magnetism not functioning with Titania's Diwata in Razorwing.
*Fixed a rare crash when a zone gets destroyed (Sanctuary Onslaught, etc) in the same frame as a connectivity update.
*Fixed Venari’s Healing aura affecting Defense Targets.
*Fixed the Preparation Mod not functioning if you have no extra Mod Capacity. As reported here:
*Fixed losing Melee functionality after Deploying then swapping the Dual Decurions.
*Fixed your Warframe spinning endlessly if exiting the Arsenal while previewing a weapon with a controller.
*Fixed the Drimper Moa Bracket appearing incorrectly when viewed in Legs’ Offerings.
*Fixed the Partner MR Locked message when Trading not stating the Mastery Rank. It will now appear as ‘PARTNER <MASTERY_RANK> LOCKED’.
*Fixed weapon ‘Damage Total’ in the Arsenal not appearing for weapons with only one Damage type but can be affected by multishot.
*Fixed minor issue in Arsenal Upgrade screen where the stats scrollbar would be out of bounds if you had scrolled to the bottom of a long list of stats and then removed Mods to remove a large amount of those stats.
*Fixed a material mismatch between Nova Atomica’s Helmet and body.
*Fixed Prisma Latron Armor being misaligned when equipped on Nova’s Atomica Skin.
*Fixed script error if you were upgrading a weapon from Arsenal, then accepted a Trade invite and tried to select Mods to Trade.
*Fixed a script error when a Host migration occurred in a Survival mission.
*Fixed a script error that could occur when playing a Defection mission.
*Fixed a script error that could occur when playing an Infested Salvage mission on Eris.
*Fixed a script error when attempting to play the Shawzin.
*Fixed a script error when using Fireworks.
	type: Update
	description: undefined
	imgUrl: http://n9e5v4d8.ssl.hwcdn.net/uploads/d4f42bad987304fa3ad425aa3c94bed2.jpg
	name: Operation: Scarlet Spear: Hotfix 27.3.5
	url: https://forums.warframe.com/topic/1179539-operation-scarlet-spear-hotfix-2735/
	date: 2020-03-27T18:01:07Z
	changes: Scarlet Spear: Hotfix 27.3.5:
Potential fix towards Clients having no Oplink UI in Murex Raids. This issue also resulted in having no ‘Kill Code Receiver' score upon returning to the Flotilla.
Fixed players being redirected to completed Flotillas (100/100) if the Flotilla they tried to enter filled up. Now, you’ll no longer redirect to completed Flotillas, as it will try to pick a Flotilla that best matches the progress of the Flotilla you originally selected. If there is no exact match, you’ll be put into a Flotilla that has less progress than requested, if possible.
Fixed Client players having zero functional controls if they were talking to Little Duck and the Host forced a Murex Raid.
Fixed ‘Reconnect to Lost Flotilla?’ prompt after a disconnect always sending you to Instance 0.
Fixed Sentient Fighter spawns drying up in Murex Raid missions.
Fixed all future Basmu damage dealing lifesteal to enemies if the ‘heal on reload’ is interrupted. This had to be timed very correctly by actions such as Transferring to the Operator, casting Abilities, etc. 
Fixed Flotilla NPCs missing their helmets for Client when returning from a Murex Raid.
Fixed squadmates’ Railjacks stealing the Host Railjack name who invited them.
Fixed cases of players still being connected to a Flotilla when playing non-Scarlet Spear missions. The Flotilla chat would be present alongside a very long list of players' names. This also caused the “Arsenal” button to disappear from the main menu if you were affected.
Fixed a script error occurring when a Murex Wave ends while you’re in your Orbiter/Liset.
Fixed a script error related to the Condrix health bar in the Ground Assault mission.

*Fixed UI lockup if you viewed Stats for a player that had never killed anything ever.
*Fixed a crash that could occur in a Survival mission.
*Fixed a crash that could occur in a Defection Rescue mission. 
*Fixed ability to apply a Toxin Status Effect on yourself when using Saryn and casting Toxic Lash while using an AOE weapon.
*Fixed Profile Star Chart progress showing an outrageous number of total nodes.
*Fixed Domestic Drones not being hidden when in the Mandachord Interface.
*Fixed a script error when removing a Decoration in the Clan Dojo.
	type: Hotfix
	description: Our first weekend of Operation: Scarlet Spear approaches! Thanks to diligent bug reports, the team has been able to cross off some top issues before the weekend. We’ll be continuing to monitor for any big issues that arise over the coming days.
	imgUrl: undefined
	name: Operation: Scarlet Spear: Hotfix 27.3.4
	url: https://forums.warframe.com/topic/1179144-operation-scarlet-spear-hotfix-2734/
	date: 2020-03-26T19:51:39Z
	changes: Scarlet Spear: Hotfix 27.3.4:
Scarlet Spear Scoring Changes & Fixes:
If you have accrued any Scarlet Credits, you will receive an Inbox upon login to grant you a duplicate of that amount. The duplicate amount of Scarlet Credits will be reflective of your total Scarlet Credit score over the entire Operation, regardless of if you spent any already.
For Example:
If you’ve earned 7,900 Scarlet Credits, you will receive an inbox with 7,900 more.
To break down the changes and fixes regarding Scarlet Spear Scoring, let’s look at what the main issues were:
Players were receiving the wrong amount of Victory Payout respective to the Rank which is earned in the Flotilla.
Players were earning Victory Payout for Flotillas that didn’t reach 100/100 Murex Driven Away.
Players who reached the 100/100 Murex Driven Away that jumped to a different Flotilla and played a mission, would not receive Victory Payout from the completed Flotilla once the timer expired.
Not all players receive Scarlet Credits upon manual extraction from a Murex Raid mission.
All of these Scoring issues were caused by what we call a ‘desync’ between 2 factors; the players Scarlet Credit score not being uploading at End of Mission, and the Flotilla x/100 progress not matching what’s recorded in the Database.
To address the ‘desync’ issues across the board, we’ve changed Scarlet Credit scores to be uploaded at certain checkpoints throughout both Ground Assault and Murex Raid missions. This Scoring upload change will keep the Database and the Flotilla more in sync to fix all of the above issues.
Just now, [DE]Megan said:
For further clarification on the Scarlet Credit compensation Inbox:
Due to the previous errors in scoring, some players have received more Scarlet Credits they were actually intended to based on their Event Score.  The compensation Inbox that was distributed is based on your Event Score (see your Profile Stats or the event information on Navigation). Players that benefited from this error will not have the excess Scarlet Credits taken away, it just isn't included in the compensation amount.
If you did not receive the amount shown in your Profile Stats please let us know with screenshots.

Lowered the Health scaling for the Condrix in the Ground Assault mission. Players should notice that the Condrix feels easier across the scaling levels with its max Health leveling out around the 10th Condrix mark. 
We’ve also relaxed conditions for players joining the squad at Ground Assault mission start. Now joining is available either before the 'Deploy an Oplink' stage or until 5 minutes expires, whichever is first.
Scarlet Spear Tutorial and Tips have been added to Little Duck’s screen in the Flotilla to give players more robust information within the game on how to approach the Operation and to answer common questions players might have! In addition, you can find Tutorial prompts at the stations surrounding the Oplink Deployments.
Scarlet Credits will now be displayed in the End of Mission screens for both Ground Assault and Murex Raid. Scarlet Credits also appear in the ‘Skirmish Complete’ UI when completing a Murex Raid. 
The Navigation panel now displays Murex Wave timer in the World Cycle section, allowing you to view the timer without having to click through to the Flotilla Instances. 
Fixed rejoining a Flotilla that you were booted from resulting in seeing no Flotilla chat or players, making it appear that no progress is happening and you’re deeply alone.
Fixed cases where players were not receiving Kill Codes in a Murex Raid even though players are uploading Codes in the Ground mission.
Fixed names of Murex Raid Host players that have migrated (no longer in the mission) appearing in the Oplink Reinforcement panel, allowing Flotilla members to waste a Reinforcement. 
Fixed a script error when a join-in-progress player attempts to deploy their Oplink in the Murex Raid.
*The issue of zombie Flotillas with ‘No Murex Waves Detected’ continues to be investigated.
Updated several Damage type tips in the mission load screen and removed outdated tips. Also moved a Volt ability tip to its proper home in his Arsenal.
Adjusted the "Holsom Yurr Armor" text position in Nova’s Leverian, to make sure it is readable in certain languages.

*Fixed Ramsleds trying to initiate a Boarding Party after the mission is complete.
*Fixed a script error when entering a Crewship via Archwing Slingshot.
*Fixed a Client-side crash that could occur after Host migration.
*Fixed Operators mobility ceasing to function if Unairu Void Shadow was used with the Zato Earpiece equipped. 
*Fixed Client inability to use context actions after a Plains of Eidolon Bounty Capture Target was captured.
*Fixed the Archwing Rush mission Drones protecting the Cargo ships appearing unlit.
*Fixed missing "user is offline" error message when trying to open a private message to someone.
*Fixed Heliocor having the incorrect Energy color.
*Fixed a script crash that could occur if you tried to escape your new Kuva Lich by quitting the game while en route back to your Orbiter.
*Fixed a script error in Dojo Contribution screens.
*Potential fix for crashing when Transferring to the Operator.
	type: Hotfix
	description: undefined
	imgUrl: http://n9e5v4d8.ssl.hwcdn.net/uploads/c3b2f3182c736dee7063b5ccce1cc8b7.jpg
	name: Operation: Scarlet Spear: Hotfix 27.3.3
	url: https://forums.warframe.com/topic/1178728-operation-scarlet-spear-hotfix-2733/
	date: 2020-03-25T21:41:52Z
	changes: Scarlet Spear: Hotfix 27.3.3:
Fixed inability to Trade.
We have changed the way Bonus Victory Payout is calculated to benefit all participating players in Murex Victories. Previously, your Victory Payout was determined by your Rank in the Flotilla (I, II, or III). Now, Victory Payout is calculated by your Best Higher Total Score between Ground or Space multiplied by 2 (capped at 10,000). 100/100 Murex Driven Away before the timer expires is still required to receive Victory Payout.
As an example 
if you earn 300 points in a Ground Assault in a Flotilla that drives the Murex away, you will earn 600 Scarlet Credits as a Victory Payout. 
As another example 
if you earn 4,000 points in a Murex Raid in a Flotilla that drives the Murex away, you will earn 8,000 Scarlet Credits as a Victory Payout. 
This aims to address some feedback we’ve been receiving about players who join a Flotilla in progress (ex 70/100 Murex Driven Away, etc) who aren’t able to reach a Rank in the Flotilla before it reaches 100/100 Murex Driven Away.
A known issue that we’re aware of/investigating are the reports of receiving the wrong amount of Victory Payout respective to the Rank which is earned in the Flotilla. However, there are reports of players receiving the correct amount of Victory Payout, which is why we’re continuing to investigate the discrepancies. We have some fixes in the works that will be tested overnight before we submit for a Hotfix.
We have several other known issues we are investigating for Flotilla Kill Code upload progress and bug reports have been helpful in tracking down the issues.
Railjack owners now have the option to either Host a Murex Raid with their own Railjack or Join another Murex Raid.
Squads whose OpLinks are in good condition will now continue to show 'Scanning Kill Codes' as their status to avoid confusion (previously it could change from ‘Scanning Kill Codes’ to ‘Deploying OpLink’ if a healthy OpLink status was updated).
Your Scarlet Spear Credit count will now display in Little Duck’s store UI similar to how Credits, Platinum, etc are displayed.
Fixed inability to invite other players in the same Flotilla to form a squad.
Fixes towards the Condrix not spawning once you reach the waypoint in the Ground mission.
Fixed scoring discrepancies if a Host migration occurred after the first Condrix in a Ground mission was completed:
The score does not increase at all for the next Condrix that is completed. 
The 3rd Condrix is completed and the score only goes up by 5 for each Kill Code (as if this was the first Condrix to be completed).
Fixed Murex Raid Satellite waypoint not disappearing if a Host migration occurred after driving away the respective Murex.
Fixed a crash when trying to Host a session to rejoin a Scarlet Spear Flotilla.
Fixed a crash when the Aerolyst spawned.
This was a result of the Aerolyst instantly dying when spawned due to player AoE damage. The Aerolyst will now spawn invulnerable for 1 second to avoid this crash and give the poor guy a chance to wiggle his fingers at you!
Fixed Sentient Ramsleds not being removed after warping between Railjack missions.
Fixed a script error when Crewships are encountered in the Murex Raid.
Fixed a script error if Sentient Fighter reinforcements spawn just as the Satellite is destroyed in a Murex Raid.

*Fixed Heat Accretion stat comparison not working in the Railjack Configure panel.
*Fixed a script error when encountering the Sentient Anomaly POI.
*Fixed Ice Spring not having any textures with Deferred Rendering enabled.
*Optimized out a number small memory bloats in the type-dep database to reduce the risk of crashes due to relocation (player loadouts in relays, procedural levels, etc).
*Fixed high GPU Effects time when shooting Profit Taker's legs with the Imperator Vandal.
*Fixed a crash that could occur on slow internet connections if you quit the game while loading into a Relay.
*Fixed a crash caused by mashing "Launch Mission" button while matchmaking service was already trying to find/Host/join a mission.
*Fixed a crash when viewing Warframe Ability videos in the Arsenal.
*Fixed several types of crashes that could occur when travelling to or from Towns, Relays or Dojos.
*Fixed Operators not having correct body customizations/proportions.
*Fixed certain Armor pieces not fitting correctly on Companions.
*Fixed incorrect Energy color on the Nezha Yaksha Helmet. As reported here: https://forums.warframe.com/topic/1174134-nezhpa-yaksha-skins-energy-color/
*Fixed the transport ships at the end of the Rush mission (Kepler, Phobos) Shield Drones having no hit box, resulting in an inability to complete the mission.
*Fixed inability to Chat link Stance Forma.
*Fixed a script error that resulted in a crash if a Host migration occurred when you returned to the Orbiter from a Survival mission.
*Fixed a script error occurring when loading into a mission while the Pause Menu was open.
*Fixed a script error when attempting to Fish.
	type: Hotfix
	description: Hotdropped last night:
	imgUrl: undefined
	name: Operation: Scarlet Spear: Hotfix 27.3.2
	url: https://forums.warframe.com/topic/1178343-operation-scarlet-spear-hotfix-2732/
	date: 2020-03-25T02:32:53Z
	changes: Scarlet Spear: Hotfix 27.3.2:
8+ Hours into Operation: Scarlet Spear has provided some great feedback and bug reporting thanks to you! We have been piling a list together of the Top Feedback Items that the team will be addressing in the coming days:

Lowered the Condrix Health scaling for 2-4 player squads.
Further Ground mission changes in terms of scaling are being discussed 
stay tuned!
The Murex Wave timer displayed in the Scarlet Spear Instance selector will now just display at the top, instead of redundantly beside each Instance.
Improved UI/HUD messages for squads whose OpLinks require Reinforcements from players in the Flotilla.
Reduced the distance at which you will see Emblems above players heads in the Flotilla.
Fixed a crash for heavily loaded Scarlet Spear Flotillas.
Fixed a Client crash that occurred when a Host migrated and said Client was punted back to their Orbiter.
Fixed a crash that could occur when loading into a Railjack/Murex Raid mission.
Fixed not receiving earned rewards in a Murex Raid if you returned to the Flotilla manually (less than 5 Murex).
Fixed score discrepancies in the UI when a Host migration occurred in the Ground mission.
Fixed cases of enemies not spawning after multiple mission runs with the Oplink.
Fixed OpLink spawning more FX each time it gets spawned, and duplicate FX being created for each Client. This fix should also slightly improve performance!
Fixed Oplink state appearing as a filepath in the Flotilla squad labels above the Murex/Earth holograms.
Fixed a ghost of Flotilla players appearing in your Railjack upon starting a Murex Raid.
Fixed a script error that resulted in an inability to deploy an Oplink if one was previously destroyed in the mission.
Fixed a script error if the Railjack dies in a Murex Raid.
Fixed a script error in the Scarlet Spear Ground mission due to destroyed OpLink.

*Fixed a crash related to Sentinels.
*Potential fix for Vulkan drivers crashing the Steam overlay after it's injected into the Launcher.
*Fixed the Wreckage capacity limit pulse FX in the Railjack Configuration UI pulsing even when you aren’t reaching the limit.
*Fixed incorrect reference lines in Nova’s Leverian.
*Fixed a script error that occurred due to enemies attempting to flee while players are transitioning a level.
*Fixed a script error that resulted in forcing squadmates to log out.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Operation: Scarlet Spear: Hotfix 27.3.1
	url: https://forums.warframe.com/topic/1178166-operation-scarlet-spear-hotfix-2731/
	date: 2020-03-24T19:21:39Z
	changes: Scarlet Spear: Hotfix 27.3.1:
Everything you see there will be there for the whole event. Nothing is getting rotated out.
We are Adding more Arcanes to complete the collection.
Squads Oplink state is now displayed with their respective label above either the Murex or Earth holograms. If you choose to deploy Oplink Reinforcement this information displays which squad could use your help the most!
We're aware that this appears in filepaths currently. The urgency to Hotfix the crashes took precedent!
Reduced Stance Forma Blueprint Nitain cost from 10 down to 5. 
Fixed crash when attempting to run Murex Raids or Ground missions in Scarlet Spear.
Fixed Clients seeing a double fly-in cinematic when returning to the Flotilla from a Murex Raid.
Fixed squad labels displayed above the Ground/Murex missions in the Flotilla overlapping each other.
Fixed a script error related to Sentient Fighters attacking in the Murex Raid.

*Fixed a DX10 crash that occurred shortly after launching Warframe with Deferred Rendering enabled.
	type: Hotfix
	description: Scarlet Spear Clarity + FAQ:How does the Scarlet Spear Credit Trade store work?
	imgUrl: undefined
	name: Operation: Scarlet Spear: 27.3.0
	url: https://forums.warframe.com/topic/1178095-operation-scarlet-spear-2730/
	date: 2020-03-24T17:03:07Z
	additions: Open your eyes to a new Drusus tale with the Nova Leverian! Access the Leverian through the Codex or Market (via Nova).
Mastery Rank 28 Tenno can now practice the Mastery Rank 29 Test in Cephalon Simaris’ Relay room!
Added custom reload sounds for the Miter!
Added an option in Captura to ‘Enable Self-Knockdown’.

	changes: Operation: Scarlet Spear: 27.3.0:

“It’s a two-prong attack 
Ground team and Railjack team! “ 
Little Duck
Introducing Operation: Scarlet Spear 
a brand new event that requires the ultimate effort from the Tenno. The fight against the Sentient Threat has reached new heights 
and the Tenno will be using the new “Operation Link” aka OpLink! Ground teams and Space teams will be connected realtime using OpLink 
working together to deter the Sentients!
Eligible Tenno will be presented with a brand new Cinematic detailing the state of the world as THE NEW WAR is waged.

During your voyages into the unknown you will stumble across new Sentient enemies 
be prepared!
Once again your favourite cross-armed lady, Little Duck, has taken her interest of Exotic Goods even further to aid you in Operation Scarlet Spear. Keep in mind that you won’t see all Arcanes in Little Duck's Trade Offerings 
we'll be added those manually over time:

For those who have not logged in since before Warframe Revised, you will be presented with a welcome screen that now includes a direct shortcut to The New War Chapters to get you up to speed before you play Operation Scarlet Spear.
We’ve made a few changes to The New War Chapters section of the Codex:
Selecting a completed New War Chapter will show the End of Quest screen.
Selecting a New War Chapter in progress will show the Quest details like in the Codex.
Gas Effects will continue to tick radial Damage-over-Time for the average of the remaining Effect duration if their host dies. 
Gas Status Area-of-Effect radius increases with the number of stacks, to a max of 10 stacks.
Removed Gas damage resistance from Toxic Ancient Auras.
Increased Hammer Shot Status Chance from 40% to 80%.
Increased Shattering Justice Status Chance from 20% to 90%.
Shattering Justice has also changed from being an additive rankup to a multiplicative rankup.
Increased Stunning Speed Status Chance from 10% to 30%.
No Status Effect will exceed a maximum of 4 stacks, with the exception of Impact which can stack up to 6 times.
Keep in mind there is a cooldown to how quickly you can stack up Impact Status Effects to avoid stunlocking the Kuva Lich.
Radiation does not change the enemy’s Faction, and instead of increasing Damage done to enemies with stacks, it increases the Damage taken from enemies who have turned on him/her.
We look forward to your constructive feedback and we work towards applying this to other Bosses/VIPS.
Further performance improvements towards Titania’s Lantern when cast on a large group of enemies. This particularly affected systems set to Low Particle Quality.
Improved cache optimization to clean up even more space in the download cache.
Improved world-state synchronization for Alerts, Sorties and other global events (there may have been up to a minute of desync).
Optimized backdrop rendering performance in all levels.
Fixed Codex generation randomizing the block order of the Fragment entries (this should be deterministic to avoid updating several MB of resource for no reason).
Improved game synchronization in hostile network environments.
Added Battle and Tactical Avionic categories in the Avionics Upgrade screen.
Crewship boarding will be denied when the meltdown timer has 3 seconds remaining.
This is to avoid multiple issues with being put into a broken state due to the boarding cinematic competing with the Crewship exploding/attempting to teleport you out.
Removed the hanger door of the Grineer POI with the ‘Steal the Destroyer’ objective to resolve issues of the door not opening. When in doubt take it out!
Upon returning back to the Railjack after exiting through the Archwing Cannon, you’ll now be spawned at the back of the Railjack bridge instead of near the Forging Bay.
Enemies that you’re focused on while in a Turret will now display their Status Effect stacks.
Fixed Exo Skold Crewships in the Veil Proxima dropping Mk I Armaments. They will now drop MK III Armaments as intended.
Fixed the UI in the Super Weapon Platform not updating after the Radiator is destroyed for Clients.
Fixed inability to disengage bombs placed by Grineer Boarding Parties if a Host migration occurs during a Railjack mission.
Fixed incorrect Archwing movement animations if you exit the Railjack while Bullet Jumping (Moving left will play the forward animation, moving forward will play the moving right animation, etc).
Fixed a bug where the screenshake from a Grineer Crewship reactor meltdown would linger forever if it was active when the Crewship exploded.
Fixed Grineer fighters attacking the Derelict POI in Veil Proxima missions.
Fixed Vidar Reactors Mk III missing their component modifiers. As reported here: https://forums.warframe.com/topic/1172940-vidar-reactors-mk3-lost-their-component-modifiers-fix-pending/
Fixed Tactical Menu not displaying correct Battle Avionic values that have had their Grid Upgraded in the Dry Dock.
Fixed case of  Crewships sometimes staying completely still.
Fixed seeing black boxes when in Turret AR mode.
Fixed Railjack fighters sometimes going out of level bounds while in combat.
Fixed the ‘Forge All’ button having no effect or sound. 
Fixed having to click the ‘Railjack Crew’ button twice when selecting it from Dojo Navigation.
Fixed Railjack name text lingering behind when joining another player’s squad and loading into their Dry Dock.
Fixed missing looping sounds for Ramsleds in the Saturn Proxima and Veil Proxima.
Fixed a script error when casting the Railjack Void Hole ability.
As per player request, we’ve reduced Forma, Orokin Catalyst, Orokin Reactor, and Exilus Warframe Adapter build time to 23 hours so that 1 can be built consistently every day.
We are making changes to Magus Lockdown due to it being virtually one of the best CC and Damage combinations in the game. In some cases you can clear waves of Elite Sanctuary Onslaught without even using a Warframe or Weapon, and simply spam Magus Lockdown to victory. This goes well beyond the intended use of it and we are changing it to a CC only Arcane 
true to its name 
Magus Lockdown!
Magus Lockdown will no longer apply Puncture damage to tethered enemies.
The amount of active Tethers is now limited to 2 per player. 
For example, Void Dash once > one Tether, Void Dash again > 2nd Tether, Void Dash a 3rd time > 3rd Tether, 1st Tether dies etc..
Magus Lockdown no longer affects the Golden Maw due to the Arcane killing the Maw and preventing Quest completion. 
This also fixes a script error when Magus Lockdown activates while encountering a Golden Maw.
Grendel’s Nourish now mimic’s Titania’s Tribute buff selector.
If you’re unfamiliar with Titania’s Tribute buff selector, this means that Nourish is a tap to cycle/select buff and hold to cast. This is a reverse of how it functioned prior to this Update.
When consumed by Grendel, Sentients now have a max duration they can be consumed before popping out that is affected by diminishing returns.
This change was made to prevent Grendel from prog stopping missions where all Sentients must be exterminated for the mission to succeed. 
Grendel can now consume Grenades 
cause why not!
Titania has a new Passive: Titania generates Health for herself and nearby Allies every time she casts an Ability (4hp/second for 20 seconds)! The personal Titania Parkour Boost is staying, just the communal Trampoline isn't.
Titania can now use Blink while in her Razorwing ability!
Fixed casting Titania’s Razorwing right as you fall into a teleport volume in the Simulacrum resulting in an infinite white screen.
Updated the Arcane ‘DISTILL’ term to ‘BREAK DOWN’ to acquaint new Arcane Management mechanics.
Added tips to the Arcane screen for ‘BREAK DOWN’, Arcanes that refresh, and how to obtain respective Arcanes. 
Arcanes are now displayed with their respective Icon in the HUD, instead of the generic Arcane icon.
The Rank-Up callout is now displayed to the left of the next Arcane Rank in the Arcane Upgrade screen when using a controller.
Arcanes that are sold in Vendor Offerings will now only show Max Rank tooltip information, and UI indication that the Arcane you’re purchasing is Unranked. 
This fixes Arcane tooltips expanding off screen when viewed in Vendor Offerings. 
Clarified Arcane requirements for Arcane Trickery, Arcane Ultimatum, and Exodia Might by adding ‘Kill’ to the ‘On Finisher’ line.
Increased Status Chance for the Gunblade type weapons to match new Shotgun Status Chance values.
Made Fall Off changes to the following weapons:
Fall Off increased from 20-40m to 10-20m.
Redeemer Prime
Fall Off increased from 20-40m to 10-30m.
The Rakta Dark Dagger Shield bonus when damaging an enemy afflicted by Radiation is now only granted if you have Shields.
Atlas’ Immovable Passive now also applies to Staggers.
Added support for Bosses to display active Status Effects on their special Health bar.
Removed Stealth Melee bonus always applying to Simulacrum enemies when ‘Pause AI’ is enabled, thus giving non authentic numbers when testing Loadouts. 
The Warframe Upgrade Arsenal stats now display Resistance values granted by Mods:
Made spawn changes to improve flow of enemies in the Lua Survival tileset.
Removed knockdown from Elite Shield Lancer grenades.
Charging weapons, like the Staticor, previously only showed Charged Attack Damage in the Arsenal stats, we now additionally show Quick Shot Damage values below the Charged Attack stats.
You will no longer receive Ghoul Threat Inbox messages due to their redundancy. 
Enemies inside Void Fissure Spy vaults that are not engaged in combat will no longer become Corrupted. 
This fixes enemies in Void Fissure Spy vaults setting off alarms when becoming Corrupted.

*Fixed being unable to restore default controller bindings on PC.
*Fixed inability to activate Railjack Abilities bound to the same button as ‘MOVE_UP’.
*Fixed context actions sometimes not displaying the correct key to use them on controller.
*Fixed nonfunctional controller callouts when upgrading Avionics and attempting to filter the type. 
*Fixed the controller callouts for "Toggle Interior" and "Randomize All" in the Railjack Customization Menu not functioning properly.
*Fixed the Chat window scroll bar moving after each mission when using a controller.
*Fixed two Callouts for the same button, Sort and Break Down, in the Arcane Manager Screen when using a controller.
*Fixed Rank Up button not appearing outside of the Arcane Equip screen when opened via Foundry.
*Fixed enemies marked by Garuda’s Seeking Talons not being prone to receiving a Slash Status Effect.
*Fixed black squares appearing on the enemy grenade indicators when HDR is enabled.
*Fixed black squares appearing in the Railjack HUD with Deferred Rendering enabled.
*Fixed black squares appearing in the Arcane Manager screen and Relic Manager screen with Deferred Rendering enabled.
*Fixed Nekros’ Shadows of the Dead ability appearing wrong when Deferred Rendering is enabled. 
*Fixed Teplo Syandana and Nikana Prime materials appearing translucent with Deferred Rendering enabled. 
*Fixed black-lit rocks in dioramas with Deferred Rendering enabled.
*Fixed lights affecting static/dynamic-only objects with Deferred Rendering enabled.
*Fixed a crash when casting Amesha’s Warding Grace ability.
*Fixed a crash while in the Simulacrum with a bunch of Heavy Gunners spawned.
*Fixed Kuva Siphon missions sometimes ceasing to register destruction of the Kuva clouds for the remainder of the mission.
*Fixed Meleeing while in Vallis/Plains Archwing to avoid a self-stagger resulting in basic ground functionality breaking until you die/Revive.
*Fixed Mercy kills not applying to Rivens with a ‘Finisher’ challenge.
*Fixed dynamic encounters in Orb Vallis causing Drone Defense Health tracks to not appear.
*Fixed ice on the vents of the Exploiter Orb not appearing for Clients.
*Fixed the HUD disappearing if you look away at the wrong time during the Exploiter Orb boss fight intro. As reported here: https://forums.warframe.com/topic/1136226-hud-disappearing-in-the-exploiter-orb-fight-fix-pending/
*Fixed enemies that possess Damage types that affect Shields directly (Sentient Battalyst, etc) also affecting your Health.
*Fixed Exodia Contagion not triggering if your weapon is out of Ammo.
*Fixed Mirage’s Explosive Legerdemain Augment damaging everything within range, including allies or even the Defense objective, if the Mirage leaves the game session.
*Fixed Equinox Duality Augment causing the clone to hold their weapon funny if spawned during Pistol + Glaive mode.
*Fixed the Juggernaut’s quill-firing attack animation not showing for Clients.
*Fixed Mag’s Magnetize sometimes making enemies orbit around a central target when ‘Magnetic Pull’ was maxed with Mods.
*Fixed Mag Pulling certain enemies that should not be pushed/pulled.
*Fixed missing Kuva Lich image in their farewell transmission when Vanquished. 
*Potential fix for Steam rarely and mysteriously uninstalling Warframe.
*Fixed inability to install Catalysts on certain weapons (Cernos, Opticor, etc).
*Fixed cases where Corpus Ratels were spawning as friendly and thus invincible.
*Fixed Radial Attack Mods not having any effect on Tombfinger Kitguns.
*Fixed Shield Restores not fully resetting Shield Gate duration.
*Fixed the Simulacrum’s ‘Invincibility’ option not applying to Clients. 
*Fixed some players receiving duplicate Mastery for the Mote Amp.
*The duplicate Mastery will be removed on login. 
*Fixed Kuva Shield Lancer having a defective shield that blocks no bullets.
*Fixed doing a weird Melee Slam during a Self-Stagger. 
*The Slam will occur after the Stagger has finished.
*Fixed Heavy Melee Slam Attacks not triggering Hydroid’s Passive to spawn a Tentacle.
*Fixed Transference triggering Octavia’s Inspiration Passive. 
*It’s intended to only be Octavia’s abilities that triggers the buff.
*Fixed inability to lift off the ground when casting Hildryn’s Aegis Storm ability.
*Fixed missions that pre-check eligibility for Archwings not actually checking.  
*Fixed receiving an error upon donating more than 9,999,999 Credits to the Leverian Donation Box.
*Fixed the Arcane Manager ‘Incomplete’ section displaying Arcanes that have been max Ranked.
*Fixed Ved Xol from The Index having a physics type that allows him to slide around like the Scrambus enemies despite having the animations of a walking enemy.
*Fixed Kavats breaking their appearance when spending Platinum to unlock a new Appearance Config Slot. As reported here: https://www.reddit.com/r/Warframe/comments/ezqhf8/please_fix_my_cat/
*Fixed enemy grenade FX not appearing to pulse/flash for Clients.
*Fixed the Ballistica firing its arrows sideways when equipped with the Dali Skin.
*Fixed Garuda appearing to hold all Melee weapons in a fisticufs style when viewed in the Market. 
*Fixed the Spore Ephemera not scaling when in Archwing.
*Fixed Sugatras being misaligned when equipped on the Lacera.
*Fixed the Stratus Pistol Skin animating incorrectly in the Arsenal.
*Stratus Pistol now stays in the "idle" pose rather than "holstered" when equipped in the Arsenal.
*Fixed the “death by fire burnt body material” applying to unintentional meshes.
*Fixed the Jet FX colour on Frost’s Harka Skin resetting back to default when entering the Navigation panel.
*Fixed Prime weapon hilts flicking with small movement.
*Fixed unnecessary tracer FX on the Dual Decursion projectile. 
*Fixed a missing window portal in the Lua Exterminate tileset.
*Fixed missing wall materials in sections of the Grineer Galleon Defense tilesets.
*Fixed Dojo Room selection screen appearing to be partially scrolled down upon first opening.
*Fixed Companion stat comparisons in the Arsenal being incorrect, as they were somehow being compared to your Warframe.
*Fixed Melee weapon damage stats being shown twice in the Arsenal.
*Fixed Volatile Runner Enemy Name lingering in the HUD.
*Fixed Mastery Rank 15 Interception test UI using old HUD technology.
*Fixed Enemy Names appearing offset at low resolutions if the HUD scale is greater than 100.
*Fixed the UI sometimes showing the incorrect binding for Reviving. This was most prevalent on Switch, but could happen on other platforms if you changed bindings before dying.
*Fixed having to press ESC twice to exit some menus.
*Fixed Opticor Quick Attacks being compared to Charged Attacks and showing green numbers as if there is improvement in the stat summary in the Arsenal.
*Fixed Melee Stance combos missing their combo instructions if your Melee attack is bound to the mouse wheel scroll up/ down.
*Fixed spinning wildly if initiating movement while an Inbox message was forced open.
*Fixed global Boosters not displaying in the UI while in mission.
*Fixed parts of the DPD (Detailed Purchase Dialog) appearing hidden when changing resolutions.
*Fixed longer Research names going off screen in Clan Research Labs.
*Fixed ‘100x Resource’ icons appearing squished in Clan Research Labs.
*Fixed ‘Total’ Arsenal Stat positioned incorrectly above Damage values in the UI.
*Fixed [PH] tags for Resistance types when looking at a Warframe through a Scanner.
*Fixed the Trading Policy popup in the Trade screen coming up every time a Trade is opened for some players.
*Fixed Mods showing rankup pips under their name in the tooltip when viewing from a Vendor.
*Fixed missing subtitles during final Second Dream cinematic.
*Fixed a script error caused by Sentinel Precepts being automatically reactivated in missions where Mods are deactivated/have been removed (Grendel missions).
*Fixed a script error when solving the Hydraulus puzzle in Octavia’s Anthem Quest. 
*Fixed numerous script errors when casting numerous Warframe abilities.
*Fixed a script error when a Life Support spawns in a Survival mission.
*Fixed a script error when disabling the Alarms in a Survival mission.
*Fixed a script error when destroying a Frozen Infested Hive.
*Fixed a script error when placing Fireworks.
*Fixed a script error when Fishing.
	type: Update
	description: undefined
	imgUrl: http://n9e5v4d8.ssl.hwcdn.net/uploads/4be3cad344a1bbedf0be2955e471b7c1.jpg
	name: Warframe Revised: Hotfix 27.2.2
	url: https://forums.warframe.com/topic/1173118-warframe-revised-hotfix-2722/
	date: 2020-03-06T20:01:27Z
	additions: Added an ‘Incomplete’ category to Arcane management screen when accessed via Foundry.

	changes: Warframe Revised: Hotfix 27.2.2:

Reduced brightness on the Dome Charge FX.
Fixed a crash when aborting a Railjack mission.
Fixed Clients able to stack Railjack upgrades (Engine Boost, Shield Capacity, etc) by exiting and then re-entering the Railjack Configure panel in the Dry Dock.
Fixed the Sentient Anomaly Exterminate objective appearing in the UI again after completing it.
Fixed the Archwing Cannon clipping into the camera view.
Fixed a script error related to encountering a Crewship.

Arsenal Stats now show Radial data and fall off when viewing a Weapon!

Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

Mutalist Quanta: 50%
Kuva Chakkurr: 30%
Opticor: 60%
Opticor Vandal: 60%
Battacor: 40%
Acceltra: 50%
Ogris: 80%
Kuva Ogris: 80%
Penta: 50%
Secura Penta: 60%
Simulor: 60%
Synoid Simulor: 60%
Tonkor: 70%
Kuva Tonkor: 70%
Zarr: 50%
Ferrox: 40%
Javlok: 30% / Alt Fire 60%
Scourge: 30% / Alt Fire 60%
Astilla: 30%
Phantasma: 50%
Komorex: 40%
Zhuge Prime: 30%
Lenz: 70%
Shedu: 60%

Kuva Seer: 30%
Cyanex: 20%
Angstrum: 40%
Prisma Angstrum: 40%
Kulstar: 40%
Stug: 30%
Akarius: 70%
Staticor: 30% / Alt Fire 90%
Castanas: 40%
Sancti Castanas: 40%
Talons: 50%
Pox: 50%

Tombfinger: 30%

Grattler: 50%
Kuva Ayanga: 50%
Larkspur: 60%

Granmu Prism: 30%
Shraksun Scaffold: 40%
Phahd Scaffold: 40%
Exard Scaffold: 30%
Dissic Scaffold: 60%
Propa Scaffold: 70%

Cerata: 50%
Falcor: 50%
Glaive: 50%
Glaive Prime: 50%
Halikar: 50%
Kestrel: 50%
Orvius: 50%
Pathocyst: 50%

Corinth and Kuva Bramma remain unchanged.

Removed unnecessary dud grenade FX on the Kuva Bramma cluster bombs.
Increased the base Status Chance of Exalted Blade and Desert Wind to 15%, while also changing the Chromatic Blade and Reactive Storm Augments to stack in the same manner other Status Mods do. This was missed in the Status changes but is a necessary change now. The following reflects the new Maximums: 
Chromatic Blade 50% to 300% Status Chance
Reactive Storm 35% to 250% Status Chance

Improved error handling when running out of memory during Launcher Cache optimization.
Removed a dozen unnecessary scripts from Nekros’ cloth.

Fixes toward Railjack Battle Avionic ‘Void Hole’ visual appearance with Deferred Rendering enabled. 
Fixed the Operator Umbra Hood appearing overly shiny with Deferred Rendering enabled.
Fixed issue with glass flickering.

*Fixed the following weapons not having the new ‘Status’ calculations. They also have multiple fire iterations and are valid for large Status Chance like Shotguns received at their base to address the new Status logic:
*Quanta Vandal
*Ballistica Prime
*Fixed inability to complete The War Within Quest if you died as the Operator due to unfunctional Operator Revive screen. As reported here: https://forums.warframe.com/topic/1172752-the-war-within-death-bug/
*Fixed Titania’s Tribute ability not extracting an offering from an enemy in the form of an Ability Buff.
*Fixed missing Price details (even when you can’t purchase) on the Detailed Purchase screen. 
*Fixed an issue with Survival Missions causing issues past the 10 minute mark when players Join-in-progress. 
*Fixed inboxed Avionics and Arcanes not showing up properly (Prime Time bug!).
*Fixed Titania and Hildryn gaining 100% Damage reduction while in their airborne forms (Razorwing, Aegis Storm) when equipped with Aviator, Aerodynamic, and Agility Drift.
*Fixed a crash that could occur in missions with Zip-lines.
*Fixed rare script crash that would break your Hijack mission if the objective is destroyed at the very last moment before extraction.
*Fixed 1:60 chance your Hijack mission would break if you let the Objective get destroyed.
*Fixed a script crash that could occur with Hijack missions under heavy lag.
*Fixed numerous harmless script crashes on when quitting the game with the Mask of the Revenant Quest active.
*Fixed Attachment Energy colors not properly applying to certain particle systems. (mainly an Ephemera issue). As reported here: https://forums.warframe.com/topic/1172621-vengeful-toxin-ephemera-colour-slots-bugged-since-update/ 
*Fixed lighting issues on the Sovereign Syandana.
*Fixes towards preprocessed foliage lighting looking wonky in some cases.
*Fixed Servofish swimming through the air when moving to Fish in an adjoining lake in Orb Vallis.
*Fixed an issue with clashing decorations in the Observatory in the Dojo. 
*Fixed issues with the Grineer Shipyards environment’s moving parts. 
*Fixed the Arcane Manager screen incorrectly showing you how many Max Rank Arcanes you own.
*Fixed a script error related to the Kohm.
*Fixed a script error related to placing a Loc-Pin.
*Fixed a script error when attempting to Fish in Orb Vallis.
*Fixed a script error when selecting Fishing Bait.
*Fixed a script error related to using the Scanner.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Warframe Revised: Hotfix 27.2.1
	url: https://forums.warframe.com/topic/1172684-warframe-revised-hotfix-2721/
	date: 2020-03-05T23:06:21Z
	changes: Warframe Revised: Hotfix 27.2.1:

Increased Cernos Prime 10% Status Chance per projectile to 30% Status Chance per projectile.
Decreased the distance to point of impact that Self Stagger is inflicted with the Shedu due to having a large AoE range.
Slightly reduced Mag’s Magnetize ‘Magnetic Pull’ strength to be more balanced with max level Strength Mods.
Slightly toned down Wisp's cloak particles as they have gotten too large with some distance scaling.
Removed unreleased (also unplayable) Railjack node.
Removed a placeholder Beacon mesh from the Sentient Anomaly tileset.
Removed an extra copy of Upgrades/Mods in the Training section of the Codex.

Fixed missing Star Chart node lines when HDR is enabled.

*Fixed inability to complete the Sentient Anomaly mission due to objective resetting.
*Fixed Clients Piloting the Railjack not seeing enemy damage direction arrows.
*Fixed Railjack Battle Avionic icons appearing white in mission.
*Fixed a script error when dismounting the Archwing Cannon in Railjack.
*Fixed a script error when attempting to Scrap a selected Armament.
*Fixed a script error after Scrapping Wreckage.
*Optimizations towards improving the launcher's handling of 3rd party software interfering with content update.
*Fixed a crash that could occur in the Silver Grove tiles on Earth if you had Particle Effect Quality on some of the lower settings.
*Fixed a crash on startup, particularly affecting systems with AMD GPUs.
*Fixed a crash happening when watching some of the Cinematics in the Codex with Deferred Rendering enabled.
*Fixed Display Decorations disappearing under certain conditions with Deferred Rendering enabled.
*Fixed a crash when joining an Orb Vallis mission in progress while the Host was on a K-Drive.
*Fixed a crash when dying in Archwing if you have a Damage over Time Status Effect and your Sentinel attempts to Revive you.
*Fixed inability to Unveil Rivens if they have a ‘mission completion’ Challenge.
*Fixed Napalm Grenades dealing self damage 
*get that garbage outta here!
*Fixed multiple Impact Status Effects in a single damage event causing incorrect Stagger. 
*Fixed Phage Status Chance showing incorrectly in the Arsenal/Market UI.
*Fixes Decorations in the Temple of Honor room in Dojos being shifted.
*This fix should retroactively put your Decorations back in their place before the shift 
*granted you didn't move them.
*Fixed the Cipher x100 Research not granting 3000 Clan Affinity. 
*Fixed the Arcane Manager ‘UPGRADED’ value not counting Arcanes that are Rank 3+.
*Fixed becoming permanently invincible in the Simulacrum after toggling Invincibility.
*Fixed Companion Invincibility option in the Simulacrum resetting if you die or make changes in the Arsenal.
*Fixed Happy Zephyr unintentionally enjoying the benefits of Shield Gating.
*Fixed cases where you could equip two of the same Operator Arcane simultaneously.
*Fixed some unreleased items being Chat linkable.
*Fixed erroneous floating floor texture appearing in the Earth Cervantes tileset.
*Fixed numerous bugs for Clients joining Hijack missions in progress.
*Fixed missing Arsenal Damage numbers for Beast Companions (Kubrow, Kavat, Khora's Venari).
*Fixed Vasca Kavat Lure meter not moving smoothly.
*Fixed numerous script errors when accessing the Fishing HUD.
*Fixed a script error when exiting the Chimera Prologue Quest.
*Fixed a script error that would occur when opening the Warframe Arcane Manager screen.
*Fixed a script error that could occur during the Supply Sabotage Plans of Eidolon encounter.
*Fixed a script error when trapping a Synthesis Target in a Kinetic Siphon Trap.
*Fixed a script error when the Kinetic Siphon Trap expires.
*Fixed a script error when activating a Survival Life Support Capsule.
*Fixed a script error when equipping an Arch-Gun.
*Fixed a script error when fighting the Ropalolyst.
*Fixed a script error related to Bonus stats on Equipment/Weapons.
*Fixed a script error when viewing Boosters in the Market.
*Fixed a script error when using a Scanner.
*Fixed a script error when dying in the Simulacrum.
*Fixed a script error when entering a dynamic encounter in the Orb Vallis.
*Fixed several harmless script crashes that would occur during a Host migration in Hijack missions.
*Fixed unlocalized ‘Rank Up’ button in the Arcane Manager screen.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Warframe Revised: Update 27.2.0
	url: https://forums.warframe.com/topic/1172454-warframe-revised-update-2720/
	date: 2020-03-05T15:32:32Z
	additions: Added new Elite Shield Lancers to Asteroid, Forest, Shipyard and Galleon missions that have level 25+ Grineer.
Added new “hit reaction” animations to Grineer enemies!
Before this change Grineer would only “flinch” when attacked 
Now, with the updated hit reactions, it’ll be much easier to see when an enemy has been hit. These hit reactions are also much more dynamic to improve your Grineer crushing experience. 
Added “Browse Wares' ' option to Onkko (Cetus), Roky (Fortuna), and Little Duck (Fortuna).
We removed the extra click required to get to their offerings! Instead of having to select “The Quills’ Standing” and then “view offerings”, you now have the option to do so right away. We also updated all mentions of “View Offerings” to “Browse Wares”.
Added a “Trading Policy” that will appear when Trading for the first time! Safe trading tips have also been added to the Trade UI.
Trading is an essential part of Warframe and we felt it important to inform players on how to proceed with trading in a safe manner. All players will be presented with the “Trading Policy” window when trading for the first time ever (Mastery Rank 2 players who have just unlocked trading), and for the first time since downloading the update. This applies to any instance of trading in the Dojo and in Maroo’s Bazaar. Once you’ve accepted the Policy you may access it from the “Trading Policy” button when trading if desired. 
Added a ‘COMPANION INVINCIBILITY’ option in the Simulacrum! 
Added an AkLex Conclave Skin to Teshin’s Conclave Offerings!
Added the following categories to the Arsenal stat damage section:
“Damage” or “Damage / Projectile”. 
Total damage counts that takes multishot into consideration. 
“Status” for weapons with built-in multishot will now read “Status / Projectile”.
Added a new sound to the Staticor to indicate that it is fully charged!
Added a new explosive sound to the Javlok’s alt fire!
Note from the sound team: We've been working on an exciting addition to the master mix of Warframe! We now have a compressor/limiter/clipper on the output. What does this mean? The game will sound tighter, punchier, more focused, and more in control. This video is lo-res but it gives you a taste (be sure to unmute for this!)

	changes: There are 3 situations players may find themselves in:
Haven’t started Rising Tide. Anyone just beginning will have fully new reduced BP costs.
Has started Rising Tide. Anyone with any progress at all gets 1x Rush Repair Drone, and will transition to new costs on the next Stage. Any old costs will be refunded. 
Rising Tide Complete. Anyone with a complete quest gets 2x Rush Repair Drone. All cost differences will be refunded.
Added a new Crewship in Veil Proxima missions: Exo Skold Crewship! It is a variant of the Gokstad but it has an impenetrable shield 
you’ll have to get crafty to figure out how to take it down, Tenno. 
Added a ‘Forge All’ button on the Railjack Payload screen in the Dry Dock.
Avionics Screen no longer uses ‘Hold to Confirm’. 
Intrinsics Screen no longer uses ‘Hold to Confirm’. 
Avionics that are over capacity will now appear as “disabled” instead of being outright removed. 
In a continued effort to avoid getting downed in Railjack situations you can’t control:
4 seconds of invulnerability will be given when entering a Crewship via the Archwing Slingshot.
2 seconds of invulnerability will be given when using context actions and the Omni Recall.
Disabled migrations during Railjack level transitioning (Void tunnel) to avoid putting new Host in completely broken states.
Disabled ability to enter the Archwing Slingshot while in a level transition (Void tunnel) due to loading into the Railjack mission in many broken states. 
Improved Railjack Grineer Fighter variety across all 3 Proxima regions.
The way the levels were set up on the various Grineer Fighters, some of the nodes had level ranges that were too high for all the varieties to appear (The Elite varieties on Earth never spawned for example). So we re-adjusted the level ranges for the various Grineer fighters (Kosma, Gyre, Exo) across all 3 regions , so that there was a better spread of the different fighter types across the nodes. In other words, the lower level nodes of a region will spawn the basic fighter types and then as the difficulty of the nodes progress the Elites are slowly introduced. 
When a Railjack mission completes, downed/dead players will be Revived and all Revives will be reset. Allowing you and your squad to continue on your Railjack journey instead of having to return to the Dry Dock.
This fixes staying stuck in spectator mode in all Railjack missions if all Revives have been used up.
Quick Meleeing with the Omni tool in hand will no longer unequip the Omni. This is now consistent with other Gear items, like Fishing/Mining. 
In an effort to increase stat exposure and reduce clickthrough scenarios, we’ve made some changes to how Railjack Armament stats are displayed:
Railjack Armament stats now show up below the description in the info popup without having to navigate to the second tab. 
Upon selecting an Armament that is not equipped, the UI will display it’s comparison stats with your current equipped weapon side by side.
You can now scrap as much Wreckage as desired when prompted due to being at max capacity before missions instead of just the minimum amount.
We found it quite cumbersome to have to go back to the Railjack Configure panel in the Dry Dock to clear out your Wreckage inventory over and over again. The previous implementation forced players to run into this prompt often and could cause them to fail loading into a mission (or worse causing instant migrations if Host). This new implementation prevents this issue from occurring and gives more freedom on how much Wreckage to clear outside of the Configure panel. 
Enemy Crewships will now take on the Health and Armor values of the player’s Railjack when hijacked. 
Shield values do not apply here as Grineer enemies do not have Shields. 
The Forward Artillery will now fire on release instead of auto firing immediately after charge is complete.
After 3 seconds of holding the charge, the Cannon will auto fire. This brief time allows you to have more control over where you want that cannon fire to land. 
Added “Sigma” category to sort through Sigma series Components and Armaments in your Railjack Configure panel. 
Improved the wing cam when using the Tactical Map 
it should be much more instant when transitioning! 
Increased Railjack’s Energy tube material brightness to make it a bit more obvious with darker tints. 
Changed material tinting across all Railjack Skins so that it matches and is more consistent with the base Railjack. 
Improved the Crewship meltdown FX so that it is more obvious from the exterior. 
Avionics that are incompatible with the selected Grid slot will be auto listed at the bottom and appear greyed out to avoid confusion as to why it can’t be equipped. 
Armaments/Components that are equipped in the selected slot are now marked as "equipped", Armaments/Components equipped in other slots are still marked as "equipped on X". This directly correlates to the below fix:
Fixed Railjack Armaments/Components UI not displaying the correct name of the selected Armament/Component when Scrapping, resulting in accidental Scrapping of your equipped Armament/Component. As reported here: https://forums.warframe.com/topic/1161611-railjack-weapon-management-ui-bug/
Improved performance of enemy fighter markers in Railjack missions. 
Fixed Railjack Clients crashing aboard the Missile Platform after destroying the core.
Fixed a loss of functionality for Clients upon loading into a Railjack mission.
More specifically, this issue would result in the Client appearing to skate around instead of walk, hold an invisible weapon, and getting completely stuck when mounting a Turret.
Fixed progression stopping bug if a Host migration occurred after the first radiator has been exposed on a Pulse Turbine POI, and players then proceed to destroy the exposed radiators.
After the Host migration, both radiators would be visible and vulnerable, at which destroying both of them would leave the mission broken due to having nothing to destroy after hacking the second console for the second radiator.
Fixed loading into a Railjack mission from friends Orbiter leaves Client screen black.
Fixed Clients having no Archwing if the Railjack mission was launched after being invited to an Orbiter. As reported here: https://forums.warframe.com/topic/1163690-nsw-bug-collection-as-of-2705/
Fixed falling in an endless void after using the Archwing Slingshot as a Client into an exploding Crewship and attempting to leave the ship. 
Fixed Clients experiencing infinite loading when attempting to load into the Dojo from the Star Chart with the Host.
Fixed an edge case where performing a finisher at the moment the Crewship reached metldown punting you back to the Railjack in a very dead state. 
Fixed an edge case where using a Turret or doing a finisher in a Crewship when the Omni tool's countdown expired could leave you in a broken state and not recalling you.
Fixed Railjack Breaches sometimes being unrepairable when joining an active mission.
Fixed inability to use certain Intrinsics during a Railjack mission as the Operator. As reported here: https://forums.warframe.com/topic/1168903-operator-as-rj-pilot-doesnt-have-access-to-intrinsics-abilities/
Fixed Clients sometimes not being able to activate Railjack Battle Avionics. 
Fixed ability to gain Railjack Flux Energy for free from killing enemies with a Battle Avionic.
Fixed the Intrinsic skill "Tactical Efficiency" (Tactical Rank 6) not modifying the Flux Energy cost of using Battle Avionics in a Railjack mission.
Fixed the Intrinsic skill “Reflex Aim” (Gunnery Rank 10) not snapping the player's targeting reticle to the nearest enemy lead if using a Railjack hit-scan laser weapon. 
Fixed inability to use Archwing Sprint if you were crouching/sliding as you exited the Railjack.
Fixed max Ranked Railjack ‘Tether’ Avionic not tethering up to 6 enemies as intended. 
Fixed more cases of the never ending tunnel (Willy Wonka flashbacks am I right?) when loading into Railjack missions after 2 players select different nodes at the same time. 
Fixed missing markers for Command Link when Piloting or using a Turret. 
Fixed the reticle getting stuck on the right side of the screen when you aim down sights while Piloting with Rank 10 Gunnery.
Fixed Railjack Turrets aiming towards the Tether Avionic projectile when cast, causing them to point in weird directions
Fixed Ramsled boarded enemies remaining frozen in place after casting the Tactical Avionic ‘Intruder Stasis’ even after they’ve died. As reported here: https://forums.warframe.com/topic/1160044-railjack-intruder-stasis/
Fixed Ramsleds not getting affected by Status Effects. 
Fixed an issue where Heat Avionics were not being applied correctly. 
Fixed description for ‘Void Cloak’ in The Tactical Menu not displaying the correct cooldown time if Tactical Rank is 7+.
Fixed being able to close the Tactical Menu with its hotkey during “Recall Warp” which caused further attempts to use “Recall Warp” to no longer function.  
Fixed gaining max Health and Shields, Power Strength and presumably any other Archwing-specific bonuses while using Titania’s Razorwing mode in Railjack.
This is due to the Intrinsic Ranks that grant Archwing bonuses ( Vigilant Archwing, Vengeful Archwing, etc). These only apply to your true Archwing, not tiny fairy mode.
Fixed projectile speeds of certain Armaments causing bandwidth issues for Clients.
Fixed getting stuck on alt camera angle while piloting Railjack. This also fixes the issue of losing HUD when swapping back to Piloting view after being at an alt angle. 
Fixed Void Hole appearing offset if activated by a Client who is Piloting the Railjack.
Fixed being equipped with your Parazon or completely unarmed if you use the Crafting Forge in your Railjack while your Omni Tool or Scanner is equipped. 
Fixed several issues when entering the transportation tubes in the Sentient Anomaly: 
Fixed automatic weapons continuously firing while traveling in the tube. 
Fixed issues with staying in the tube if attempting to move around in all kinds of directions. 
Fixed Operators in Void Mode speed running in the tube (gotta go fast?). 
Fixed issues with getting stuck in the Pause menu while traveling in the tube. 
Fixed inability to use Transference after spamming Transference while trying to exit the Railjack.
Fixed crash when using Transference at the same time as entering the Railjack Slingshot. 
Fixed loading into the Archwing Slingshot with an Arch Gun active, causing players to fire the Arch Gun instead of hurling their Warframes out of the Slingshot. 
Fixed Companion Pets sometimes being gigantic on the Railjack.
Fixed your Warframe having disjointed hips when Bullet Jumping into the Forward Artillery.
Fixed cases of the Asteroid Base being invisible in Railjack unless you had geometry detail set to High.
Fixed Avionic and Salvage pickup markers at times not showing distance values.
Fixed inconsistent Crewship meltdown timers if you had numerous Crewships in meltdown mode.
Fixed being put in a broken state when attempting to execute a Crewship pilot at the same time as the Crewship enters meltdown mode.  
Fixed some edge cases where players could get stuck when trying to pilot an enemy Crewship that is in meltdown mode. 
Fixed a rare case where your weapons function as Unmodded when boarding an enemy Crewship as a Client.
Fixed projectiles from stolen Crewship looping around in a circle before disappearing. 
Fixed a script error that could occur if you executed the pilot of an enemy Crewship just as it was exploding. 
Fixed the Exo Skold Crewship not using the Crewship marker shape. 
Fixed mission objective UI appearing and overlapping the Options menu when you pause the game while using a Turret in the Railjack or stolen Crewship.
Fixed projectile Armaments like the Apoc or Cryophon ignoring the gigantic rocks in front of enemies and damaging them anyways. 
Fixed a ‘Hold to Revive’ prompt appearing outside the top of the Railjack during a Catastrophic Failure. Allowing you to actually revive the Railjack’s Health with that apparently very effective green hand gas.   
Fixed various collision issues in the Railjack that allowed Titania to exit the railjack while in Razorwing.
Fixed missile-distraction abilities from Odonata and Elytron being ineffective against missiles that stop tracking halfway in Railjack missions. This notably affects the long-range Grineer Crewship missiles (not the shorter range cannons, which aren't homing).
Fixed scaling issue with the Imperator Vandal’s muzzle smoke FX in Railjack missions. 
Fixed Railjack Glyphs sometimes appearing when inside the Archwing Slingshot.
Fixed not seeing your custom (and probably so cool and not a pun) Railjack name when viewing the Railjack while in Archwing.
Fixed a copy of your Warframe being created after selecting the Dry Dock as Operator and Transferring back to Warframe. This also fixes issues of having a bunch of sentient Excalibur Umbras running around. 
More fixes towards broken Dry Docks when some players have different progression into the Rising Tide Quest.
Potential fix towards Clients unable to exit the Railjack once back in the Dry Dock from a mission.
Fixed Operators taking on the color scheme of the Railjack interior after exiting any of the turrets in the Railjack. 
Fixed Clients not seeing Host’s Railjack customizations (colors and Skin). 
More fixes towards scrolling back to top issue when contributing or rushing a Railjack weapon or component. Now when you contribute or rush the window will remain where the item is as to not force you to search for it again. 
Fixed Railjack Configure UI screen overlapping with the Trading window when invited and accepting to trade in the Dojos. This also fixes being unable to accept invites while on the Intrinsics menu. 
Fixed an issue where a "Select All" option was appearing in the Railjack Scrap menu, but had no functionality.
Fixed a black shadow replacing one of the Wreckage icons when selecting MR tabs in the Railjack Configure panel. 
Fixed Wreckage having to be deselected and reselected to show available options after you previously Contributed to it.
Fixed Scrapping equipped Reactor causing issues with re-equipping Avionics that were auto-unequipped to fit back under capacity. 
Fixed selecting ‘Ask Me Later’ on the over capacity Wreckage prompt causing a long delay.
Fixed missing warning when attempting to Trade an already equipped Avionic. 
Fixed some cases where the Grid in the Railjack Configure panel would show less elements than intended. 
Fixed inability to use the ‘Change Loadout’ button functionality in the Railjack Navigation screen when anchored in the Dry Dock.
Fixed Rank checkmarks in the Intrinsic Details list not automatically updating after you’ve Ranked up.
Fixed the new chosen colours of your Railjack not saving if you go into the Payload screen right after changing colours.
Fixed Client players UI Theme color persisting on screen if said player is viewing the Payload, Avionic or Intrinsics screen when the Host launches a mission.
Fixed Platinum price of Glyphs/Railjack Skin displaying when hovering over the already purchased and selected Glyph/Railjack Skin in the Customization screen.
Fixed Railjack Customization UI lingering after purchasing and equipping a Railjack Skin. 
Fixed selecting the Companion loadout in the Railjack Arsenal starting from a black screen and moving to the Companion station in the Dojo. 
Fixed Dry Dock docking clamps disappearing at certain angles form viewed from inside the top level of the Railjack.
Fixed Codex missing descriptions for the Exo Raider, Exo Raider Carver, and Exo Raider Eviscerator. 
Fixed missing localization when loading into the “Railjack Key Mission” in the Rising Tide Quest. It is now properly localized to “INVESTIGATE COORDINATES ON LUA”. 
Fixed a script error as well as a case where some of the effects of the Forward Artillery gun in Railjack lingered forever if you started and stopped charging it very rapidly.
Fixed the banners in the Dry Dock near the entrances not using the Clan Emblem. 
Made fixes towards POI marker inconsistencies. 
Potential fix for a script error that occured when collecting loot in a Railjack POI.
Fixed script error with host migration after exiting Railjack. 
Fixed unlocalized Avionics.
Fixed a couple cases of Grineer Mines being unlocalized.
Added two new Railjack pilot control options that, when set, the look input will only turn the Railjack and will not affect your crosshair. To enable/disable go to Options > Controls > Scroll down to “Railjack”:
Pilot Centered Crosshair (Mouse)
Pilot Centered Crosshair (Controller)
You are already familiar with the enabled state of this option as it was the previous default and only crosshair option when using a controller. Now, when you disable this option when using a controller, the left stick will move your Railjack (forward/back/side to side), and the right stick will now allow you to freely move the reticle across the screen. 
Railjack Pilot Cenetered crosshair_1.mp4
Increased the smooth time for non-centered reticles while piloting/using turrets in the Railjack with a controller.  
Fixed missing bumper functionality when cycling through Components and Armaments categories in the Configure Railjack panel when using a controller. 
Fixed both the "on" and "off" state of the Railjack Ability Menu not getting bound to the Custom Ability Menu keybind when using a controller. As reported here: https://forums.warframe.com/topic/1167262-railjack-keybind-missing/
Fixed an issue where rebinding the Ability Menu in the Railjack tab controller options would allow you to open it with the new binding, but force you to use the default binding to close it. Rebinding the Ability Menu will now use the new binding to open and close it. 
Fixed customizing your Railjack controller controls always showing them as their default button regardless of the changes. 
Fixed “Vector Maneuver” and “Drift Maneuver” not functioning as intended (only boosting) when using a controller. 
Fixed an issue where performing a Dodge while piloting Railjack with a controller would only ever cause it to lunge downwards. 
Fixed seeing <SECONDARY_FIRE> when piloting the Railjack after selecting Controller Icon Set as autodetect with a Playstation controller.
Fixed Blink not working with controller users who have never customized their controls (ie. using defaults). 
Fixed custom Railjack controller bindings not applying to hijacked Crewship turrets.
Fixed ability to endlessly descend the Railjack by holding down the controller bumpers while Piloting.
Fixed “Search” and “Show Ranked” being bound to the same button when using a controller, causing priority issues on selecting in the Avionics screen.
Fixed an issue where “Move Up/Down” couldn’t be rebound in Railjack controller options.
Fixed excessive “rise/fall” sound triggering when Piloting Railjack with a controller. 
Fixed script error when equipping Armaments onto your Railjack when using a controller.
Requiem Murmurs from failing a Kuva Lich Parazon stab will now again be shared with the entire squad! 
If we take a trip down memory lane, we’ll arrive at The Old Blood: Hotfix 26.0.5, where we fixed all players receiving Kuva Lich Requiem Murmur progress whenever someone in the squad failed to kill their Kuva Lich. Our intentions to have the Kuva Lich tied exclusively to the respective player were genuine, but the feedback has shone light on what is a worthwhile feature for the Kuva Lich system given its pace towards success. We have bigger plans for Liches for connecting them to other Systems, but this change is the only one ready for Mainline! 
Added fancy new FX when Valence Fusion has been successfully completed! 
The Kuva Lich section of the Codex now has tabs for Active, Vanquished, Converted, and Traded Liches!
Decreased the chances of Kuva Lich controlled sectors forcing an Exterminate situation to allow for more gamemode chances. 
Fixed Clients unable to use the ESC pause menu after Parazon stabbing a Kuva Lich.
Fixed the Kuva Nukor, Kuva Hind, and Kuva Bramma weapon progression showing as complete in the Codex when at Rank 30 instead of it’s true completed Rank of 40.
Fixed only 1 Kuva weapon maintaining its innate bonus damage attribute and respective Kuva Lich name when claiming multiple Kuva weapons using the ‘Claim All’ button in the Foundry. 
This retroactively fixes the Kuva weapons that lost out on their innate bonus damage by giving them back their random buff. Unfortunately, the Kuva Lich name can’t be easily associated with the Kuva weapon, so these fixed weapons will have the default Kuva weapon name (Kuva Tonkor, Kuva Bramma, etc). 
Fixed Kuva Larvling not spawning Kuva Lich if downed before Host migration and captured after Host migration. 
Fixed becoming stuck on a Rampart after Parazon stabbing your Kuva Lich on it. As reported here: https://forums.warframe.com/topic/1156040-stuck-in-rampart-after-using-the-parazon-on-nearby-enemy-investigating/
Potential fix for Kuva Lich Vanquish/Convert options always showing A/D even if your left/right is bound to different keys.
Fixed more instances where Parazon Finishers were applying your Melee weapon’s attack speed with equipped Melee mods in Kuva Lich controlled missions. 
Fixed existing Kuva weapon name not being displayed when attempting to rename the weapon.
Fixed an issue that would cause the Kuva Lich to slide when downed while doing a dodge. 
Fixed downed Kuva Lich still proceeding to break backs (which was removed in 27.1.0) in an invisible state. 
More fixes towards Kuva Liches with the “Ruse” ability not having the same Warframe Helmet on the clones if an alternate helmet is equipped upon Lich creation. 
Fixed the Kuva Lich button not appearing in the UI in the rare case where a Nightwave season is not active. 
Fixed small FX offset issues with the Kuva Bramma when reloading. 
Fixed being able to bypass the cooldown between scoped shots with the Kuva Quartakk and Quatz by scoping and unscoping between shots.
Fixed issue where Requiem Mods would always appear in their Defiled version when viewing them in the Codex.
Fixed squad members of a player who is in the middle of selecting their Kuva Lich’s fate being unable to unlock Lockers.
Before: Armor, Shields and Health on an Exponential Curve
After: Armor Shields and Health on an S curve
Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor. 
Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields.
Player Shields, Health, and Armor used to be shared with all AI, so they had all the weaknesses and resistances that their AI counterparts did.
Now Players have their own unique Shield, Health, and Armor type classified as TENNO! These have all weaknesses and resistances neutralized (for now). Player Shields now reduce 25% of incoming damage. Player Shields now recharge with custom player-only logic. Shield recharge delays are based on depleted or partial depleted shields. Partially depleted shields (any amount) is a 1 second recharge delay. Full depletion is a 4 second recharge delay.
These changes to Player shields are in addition to coming Shield Gating changes, which you can read about in our Shield Gating section!
Why: Armor Scaling and enemy Damage Reduction was the nucleus for this change. For years Tenno have had the tools to deal with these things, but the tools were uniform: Use Corrosive Projection, or else. While this is a simplification, it removed the feeling of choice. With these changes, we hope players experience a feeling of variety and choice when taking on enemies. By changing the scaling for Armor, we could consistently change the scaling for all!

Why: Having Infested simply deal more Damage encourages you to use mobility in ways that is not the norm for their ranged counterparts. Rewarding mobility is a key part of Warframe.
Up until now in Warframe, the higher the enemy level, the better their accuracy. High-level enemies would be pinned at the best Accuracy they are capable of 
not quite 100%, but getting pretty close! Things like your movement and Mods would reduce accuracy, but the potential for bad ‘Aimbot’ moments was too high. We have spread this progression across a greater range of AI now We are decoupling enemy accuracy from level to reduce the overall ‘Aimbot’ like behaviours you face at higher levels.
Why: This change allows us more accurate balancing of foes at higher levels. This change alone would be noticed by simply sometimes  ‘getting hit less’, but in conjunction with the numerous other changes we are making to enemies, it is part of a holistic Refresh to the underlying mechanics behind Warframe’s enemies.

Why: Giving both Friend and Foe shield gating has two purposes: we want to reward skill a bit more in all Corpus missions, and give the ‘squishier’ frames a bit more viable edge and a chance to really explore Shield-focused builds. Toxin Damage and Status Effects are still your friend against Corpus or Shielded enemies!
Increasing the maximum Rank of Warframe and Operator Arcanes to 5, up from 3. Arcane Revives are a bonus that begins on Rank 3. 
Adjusting the power of Arcanes at Rank 5 to generally behave as if you had 1.5 equipped, list as follows:

Arcane Acceleration:
On Rank 5: On Critical Hit: 
30% chance for 90% Fire Rate to Primary Weapons for 9s. 
Arcane Aegis: 
On Rank 5: On Shield Damaged:
3% chance for +30% Shield Recharge for 12s.
Arcane Agility:
On Rank 5: on Damaged:
60% chance for +60% Parkour Velocity for 18s.
Arcane Arachne: 
On Rank 5: On Wall Latch:
150% Damage for 30s.
Added a Cooldown
Arcane Avenger:
On Rank 5: On Damaged:
21% chance for +45% Critical Chance for 12s
Arcane Awakening:
On Rank 5: On Reload:
60% chance for +150% Damage to Pistols for 24s
Arcane Barrier:
On Rank 5: On Shield Damaged:
6% chance to instantly restore all Shields.
Arcane Blade Charger:
On Rank 5: On Primary Weapon Kill
30% chance for +300% Melee Damage for 12s
Arcane Bodyguard: 
On Rank 5: On 6 Melee Kills within 30s
Heal Companion for 900
Arcane Consequence:
On Rank 5: On Headshot:
100% Chance for +60% Parkour Velocity for 18s. 
Arcane Deflection:
On Rank 5: 
102% chance to resist a Slash Damage effect
Arcane Energize:
On Rank 5: On Energy Pickup
60% chance to replenish Energy to nearby Allies
Added duration and Cooldown added (cannot re-trigger while active).
Arcane Energize will still give Energy to toggled Warframe Abilities 
this has been asked a lot. 
Arcane Eruption:
On Rank 5: On Energy Pickup
100% chance to Knockdown nearby enemies. 
Arcane Fury:
On Rank 5: On Critical Hit:
60% chance for +180% Melee Damage to Melee Weapons for 18s
Arcane Grace
On Rank 5: On Health Damaged:
9% chance for +6% Health Regeneration/s for 9s
Cooldown added (cannot re-trigger while active).
Arcane Guardian
On Rank 5: On Damaged:
15% chance for +900 Armor for 20s
Arcane Healing
On Rank 5:
+102% chance to resist a Radiation Damage effect
Arcane Ice
On Rank 5:
+102% chance to resist a Heat Damage effect
Arcane Momentum
On Rank 5: On Critical Hit:
60% chance for +150% Reload Speed to Sniper Rifles for 12s
Arcane Nullifier
On Rank 5:
+102% chance to resist a Magnetic Damage effect
Arcane Phantasm
On Rank 5: On Parry:
45% Chance for +60% Speed for 18s
Arcane Pistoleer
On Rank 5: On Pistol Headshot Kill:
60% Chance for +102% Ammo Efficiency for 12s
Cooldown added (cannot re-trigger while active).
Arcane Precision
On Rank 5: On Headshot:
100% Chance for +300% Damage to Pistols for 18s
Cooldown added (cannot re-trigger while active).
Arcane Primary Charger
On Rank 5: On Melee Kill:
30% chance for +300% Primary Weapon Damage for 12s
Arcane Pulse 
Increased stats and added cool down
On Rank 5: On Health Pickup:
60% chance to Heal nearby allies
Arcane Rage
On Rank 5: On Headshot:
15% chance for a +180% Damage to Primary Weapons for 24s
Arcane Resistance
On Rank 5:
+102% chance to resist a Toxin Damage effect
Arcane Strike
On Rank 5: On Hit:
15% chance for +60% Attack Speed to Melee Weapons for 18s
Arcane Tanker
Increase the durations cool down
On Rank 5: On Archgun Equipped:
+1200 Armor for 60s
Arcane Tempo
On Rank 5: On Critical Hit:
15% chance for +90% Fire Rate to Shotguns for 12s
Arcane Trickery
On Rank 5: On Finisher:
15% chance to become invisible for 30s
Arcane Ultimatum 
increased stats and duration
On Rank 5: On Finisher:
100% chance for +1200 Armor for 45s
Arcane Velocity
On Rank 5: On Critical Hit:
90% chance for +120% Fire Rate to Pistols for 9s
Arcane Victory
On Rank 5: On Headshot Kill:
75% chance for +3% Health Regeneration/s for 9s
Arcane Warmth
On Rank 5:
+102% chance to resist a Cold Damage Effect.

Magus Accelerant
On Rank 5: On Void Blast:
Reduce Enemy Resistance to Heat Damage by 65%
Magus Anomaly
On Rank 5: On Transference In:
Enemies within 30m are pulled towards Warframe
Magus Cadence
On Rank 5: On Void Dash:
100% chance for +90% Sprint Speed for 12s
Magus Cloud
On Rank 5: On Void Mode:
+300% Void Dash Radius for 6s
We have reworked Magus Cloud, since its original design was not popular.
Magus Destruct
On Rank 5: On Void Blast:
Reduce Enemy Resistance to Puncture Damage by 65%
Magus Drive
On Rank 5: On Transference In:
Increase K-Drive Speed by 150% for 30s
Magus Elevate
On Rank 5: On Transference In:
95% chance to restore 300 Health to Warframe
Magus Firewall
On Rank 5: On Void Mode:
Generate Void Particles every 1s up to 6 particles, each granting 12,5% Damage Reduction for 60s. Taking damage consumes a particle.
Magus Glitch
On Rank 5: On Transference Static:
102% chance to negate Transference Static
Magus Husk
On Rank 5: On Transference Out:
+150 Armor
Magus Lockdown
On Rank 5: On Void Dash:
Drop a mine that tethers up to 10 enemies in 15m. After 4s it explodes dealing 60% of their Health as Puncture Damage.
Magus Melt
On Rank 5: On Void Dash:
Increase Heat Damage in Operator Mode by 20% for 15s, stacking up to 7x.
Magus Nourish
On Rank 5: On Transference Out:
Restores 35 Health/s to Warframe
Magus Overload
On Rank 5: On Void Blast:
Stun robotic enemies for 3s, which then discharge Electricity Damage dealing 80% of their Max Health to anyone within 25.
Magus Repair
On Rank 5: On Void Mode:
Heal Warframes within 30m by 25% Health/s.
Magus Replenish
On Rank 5: On Void Dash:
100% chance to heal 30% Health.
Magus Revert
On Rank 5: On Void Dash:
Use again within 3s, to return the Operator to their original position at no energy cost, Restores 60 Health. 3s cooldown.
Magus Vigor:
On Rank 5: On Transference Out:
+300 Health
Why: The reasoning here is mainly toward the ability to equip two of the same Arcane. This reasoning is one of past inconsistency and time determining intent. There are a lot of builds that specialize the use of two Arcanes, but we want to encourage a variety instead of duplication. Arcanes are the only Upgrade system in the game that allows two of the exact same upgrade to be equipped 
and we would rather players have variety than duplications. In the same way you can’t equip Amalgam Serration and regular Serration, you can’t equip multiple Rivens per weapon, or any duplication of Mods at all, Arcanes will follow. But we are making major changes to the Ranking (up from 3 to 5 with power changes). Instead of having 2 of the same Arcane with a double effect, you can now choose between 2 different Arcanes that behave (generally) at 1.5x efficacy than before.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
Stagger Video (slo mo on recovery).mp4
In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
Kuva Chakkurr
Opticor Vandal
Synoid Simulor
Kuva Seer
Granmu Prism
Exard Scaffold
In the original Dev Workshop, we said:As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly 
aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
With the removal of Self Damage, Cautious Shot Mod has been changed to be Rifle compatible and reflect the new Stagger mechanic:
+90% chance to reduce the Stagger effect from self-imposed Radial Attacks.

Why: This change will bring Excavation in line with existing mission types that have scaling properties after several years of having flat values. True to our initial goal of fixing inconsistencies, we are making these mission objectives scale in a consistent manner to other mission objectives.

Ash: 65 to 100
Ash Prime: 150 to 175
Banshee: 15 to 100
Banshee Prime: 65 to 125
Baruuk: 150 to 175
Ember: 100 to 125
Ember Prime: 125 to 150
Equinox: 100 to 125
Equinox Prime: 120 to 150
Gara: 125 to 150
Gauss: 150 to 175
Harrow: 150 to 175
Hydroid: 200 to 225
Hydroid Prime: 250 to 275
Inaros: 200 to 225
Ivara: 65 to 100
Ivara Prime: 65 to 125
Limbo: 65 to 100
Limbo Prime: 85 to 125
Loki: 65 to 100
Loki Prime: 65 to 125
Mag: 65 to 100
Mag Prime: 65 to 125
Mesa: 65 to 100
Mesa Prime: 85 to 125
Mirage: 65 to 100
Mirage Prime: 150 to 175
Nekros: 65 to 100
Nekros Prime: 65 to 125
Nezha: 175 to 190
Nova: 65 to 100
Nova Prime: 65 to 125
Nyx: 15 to 100
Nyx Prime: 50 to 125
Oberon: 150 to 175 
Octavia: 125 to 150
Revenant: 105 to 125
Rhino: 190 to 225
Titania: 65 to 100
Trinity: 15 to 100
Trinity Prime: 15 to 125
Vauban: 50 to 150
Vauban Prime: 100 to 200
Volt: 15 to 100
Volt Prime: 100 to 125
Wisp: 150 to 175
Zephyr: 15 to 100
Zephyr Prime: 75 to 125
Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.

This change will be told from the perspective of a single node for example purposes, but the logic applies gamewide to Base Missions 
which is to say, the Node on the Star chart (excluding special missions like the Index, Open Worlds, Rathuum, Assassination).
Consider the node Memphis, Phobos.
Base Missions like Memphis are receiving a bit of ‘fat trimming’ in terms of the lowest-point rewards available within them. For example,‘Memphis’ on ‘Phobos’ will have its 500, 1,000, 1,500 Credit Caches removed, as well as the 15 and 50 Endo. This will only leave the 2,000 Credits Cache, and the 100 Endo drop for each category, with a drop chance of the sum of all prior denominations.
Why: This is more of a Review and clean up for some of the less-rewarding aspects of missions. Right now the base Solar Map nodes exist to progress from planet to planet, while providing either general rewards (Mods, Credits) or specific return rewards (Ivara, Nidus, etc). By getting rid of the lower value items on the general rewards, people playing for the first time should come across a bit of a bump in their resources and credits. We have more plans for this to write about at a later date.

‘Item Labels’ are now set to ‘On’ by default, but can still be turned off. 
Avionics Screen no longer uses ‘Hold to Confirm’. (As mentioned in RJ Changes) 
Intrinsics Screen no longer uses ‘Hold to Confirm’. (As mentioned in RJ Changes)
Razorwing has a new FX upgrade! (As mentioned in Titania Changes)
Hold to Confirm added to Revive to avoid accidental aborts, particularly on controller during Arbitration missions. 
Added a ‘Forge All’ button on the Payload screen in Dojos. (As mentioned in RJ Changes) 
More stats on DPD (Detailed Purchase Dialog). This screen has been re-tooled to be less hover-dependent and provide stat information at a glance:
If the Warframe/Weapon has been Mastered. In the case where it has not been fully Mastered, it will show the current rank. 
The number of “Blueprints Owned” (if applicable). 
The “Purchase”, “Blueprint”, and “Gift” buttons have all shifted to accommodate all this new info display! 
General scrollbar usability improvements with controllers.

Why: As outlined in the original Dev Workshop, we are looking to course correct some UI decisions based on feedback.

Upon research, you will be able to build in batches of x100 with costs scaled from the x10 Blueprints!!
Why: The frequency at which players use these in missions vs. the 1 minute wait times for building 10x meant we could level up the batches here. Railjack Resources are being used for Research to give another use for what you are picking up!


We are removing this condition and now your Mods can be simultaneously equipped. 
 Why: Over time, the amount of systems to put your time into have increased. The appeal of grinding out a Duplicate Mod for Sentinels just isn’t a proposition we want players to be faced with in the context of everything else the game has to offer!

When you hit a Status Chance greater than 100%, a single damage instance will be able to create two Status Effects. This means if you have a Shot with 200% Status Chance modded with both Blast and Toxin Damage, that single shot will result in both Status Effects!
It is worth noting we are fixing a UI inconsistency that is ‘Display Only’. Right now the Arsenal shows Status Chance affected by Multishot, which makes reading the new >100% value confusing. For example, the Arsenal might say 120% but really the Status Chance is 80%. We don’t have Multishot affect any Critical Stats (Chance or Multiplier), so we are fixing this display inconsistency. Multishot now has its own Stat.
Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain 
why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.
Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.
This section will outline exactly what this means for each Status type, including information on how multiple Status Effects behaved with stacking prior to this Hotfix:
aka Tenno 
can only have a Maximum of 1 Stack on them 
you cannot receive Stacked Status Effects as a player from enemies, fear not!
Why: The inclusion of enhanced or different stacking of Duplicate Status Effects is one to refresh the appeal of Status.
In addition, we’ve removed 0.25x Multiplier for Elemental Status Effects, meaning all Elemental Status Effects are 4x more likely.
Why: Critical has long been king 
and while we are leaving Critical as is, our goal is to bring Status into the Arsenals in a new light for all Primary, Secondary, and Melee weapons. Our long-term goal with this change is to build upon this series of changes to eventually allow Status to impact bigger threats like Liches and Eidolons.

Corrosive Projection, Shield Disruption and Infested Impedance new Rank values are:
Unranked: -3% 
Rank 1: -6% 
Rank 2: -9% 
Rank 3: -12% 
Rank 4: -15% 
Rank 5: -18%
Why: We think being consistent is key. Passively removing 100% of an enemy's defenses is not an interesting choice, and we were completely inconsistent in this regard with Auras (i.e the efficacy of 4x Corrosive Projections vs 4x Shield Disruptions).
Rifle Aptitude increased from 15% Status Chance to 90% Status Chance
Melee Prowess increased from 15% Status Chance to 90% Status Chance
Sure Shot increased from 15% Status Chance to 90% Status Chance
Shotgun Savvy increased from 30% Status Chance to 90% Status Chance
Why? This is a long overdue change that will thrive when paired with the above change of giving >100% Status meaning. The goal is to give your Arsenals a shake up in terms of what Status may mean for some of your Collection! This is a power output increase across the board for Status. We will review the other Status Mods at a later date, but have no firm plans for them now.

Why: More awareness on where Grenades are has been a longstanding community request to help the flow of battle. We are adding it to allow for more player tactical choice.
Grenade HUD.mp4
Fun extra fact: Saryn’s Molt will shed an attached grenade!

Why: Warframe is a vibrant game 
and including HDR support will allow those with the hardware to experience a new richness!

For the past several months we’ve mentioned that our engine is getting graphical upgrades. The time has come in this Mainline update to give you the option to preview Deferred Rendering! This will make Warframe look the best it’s ever looked 
with better shadows, reflections, lighting responsiveness, and more!
Why: Graphics Matter Too 
we have team members who thrive on integrating the latest graphics improvements to our technology!

Why: Out of the players that do change their FOV setting, ~84% change it to the max. You may be wondering “why not max it even further??”. It comes down to the potential of the diegetic UI, FX, etc breaking when going plus ultra FOV. We hope you enjoy this bump for now!
‘Magnetic Pull’ stat has been added to address enemies that are only affected by the pull for brief moments or those that ignore it completely, as opposed to getting pulled towards the central target. As reported here: https://forums.warframe.com/topic/1131437-magnetize-not-pulling-in-all-enemies/

Gear Wheel Changes and Fixes:
Added “drag and drop” functionality to the Gear Wheel! Additionally, right-clicking in the Arsenal while modifying Gear Wheel will no longer swap to the Emote Wheel. Instead, right clicking now empties the selected slot. 
When right clicking to remove from slot, the first 13 slots will not reposition due to the first 12 allowing Hotkey bindings. Anything above slot 13 will reposition if items are removed. For example, if you have something in slot 13 and 14 and remove the item in 13, the item will now be in slot 13. 
Gear Wheel Changes.mp4
Deactivating Gear items by clicking on the item in the Gear Menu a second time will now re-equip the weapon you previously had equipped, rather than always equipping your Primary.
Fixed mounting a K-Drive with a Scanner equipped not restoring it after dismounting. 
Fixed any equippable Gear item not restoring properly after performing a Hack or Finisher on an enemy.
Heavily optimized Survival missions. Replaced the old script used in Survival missions with a new one that can perform up to 90% faster!
Optimized the projectiles of Carcinnox and Apoc Armaments to improve performance. 
Made a micro-optimization to the Resource management system.
Optimized how custom shadow quality settings are applied.
Cleaned up generic explosions by replacing certain effects that were causing performance issues. Explosions should now be more optimal and consistent across the board. 
Optimized the Kuva Nukor’s FX.
Optimized lighting across many Dojo rooms.
Optimized enemy awareness code.
Optimized the way the Codex is stored to save nearly 3.5 MB of memory. 
Optimized the way the Star Chart is stored to save nearly 2MB of memory. 
Optimized language cache preprocessing.
Optimized Hydron, Sedna to improve performance.
Optimized the effects on Titania's Lantern ability to improve performance.
Made more optimizations to the Kuva Fortress tileset to improve overall performance.
Optimized Hildryn’s Aegis Storm to improve performance. 
Optimized the Silver Grove shrine by reducing the number of particles.
Fixed a memory leak in dojos that could result in a crash after entering a large number of rooms.
Fixed random zombie players you would often see in the airlock of Relays and optimized  performance in Relays in general (both rendering and CPU).
Nova’s Wormhole will now teleport players’ weapon fire 
You may remember we discussed the possibilities of this on Devstream #137. Well we saw your reaction to the possibility and we thought...why not make it a reality!
Reb's Nova Wormhole Vid.mp4
Slightly increased the size of Garuda’s Dread Mirror shield.
We noticed that enemies were still able to shoot Garuda’s feet, so this increase is to help avoid those stray foot bullets. 
Hildryn’s Haven ability now also provides invulnerability to all damage for 3 seconds for her Allies upon their Shields being depleted.
Due to the changes with regard to how Viral Status stack, Saryn's Miasma will now only apply a single Viral Status on its initial hit rather than each time Miasma applies damage.
This change may sound scary, but you will still get that same 6 seconds of initial doubled damage, just stacking now. If you play Saryn, you know it’s rare that enemies even survive Saryn’s damage output!
The Firestorm Mod is now compatible with all Primary weapons!
Updated the Firestorm Mod description to reflect this compatibility.
The Fulmination Mod is now compatible with all Secondary weapons!
Updated the Fulmination Mod description to reflect this compatibility.
The Codex console in your Orbiter will now display Leverian Prex Cards instead of cycling through the Codex. There is also a brand new ‘Leverian’ section specifically for the Codex that you can access the respective Warframe’s Leverian!
The Quest section of the Codex now orders itself in Active > Incomplete > Complete to reduce having to scroll through alphabetical order.
Changed the Focus Convergence in-world marker to a lighter yellow color so it isn't as easily confused with the main objective marker. 
Removed “Exterminate enemies” stage in Sortie Spy missions. This was done to fix some issues related to being unable to complete the mission due to this stage appearing. 
Made improvements towards a hang that could occur when selecting “Appearance” in the Arsenal to improve performance. 
Increased the frequency in which missions from the Void appear as Void Fissures. 
Removed camera shake and color correction for other players in your squad when firing the Kuva Bramma for less eye bleed! 
Updated the Mastery Test UI screen with more information and style!
Updated loading screen with a fancy new diamond loader and updated the loading screen tip font! 
New Loading Screen.mp4
Updated the ‘Network Not Responding’ icon to be more jazzy and on brand!
Significantly increased the chance for the Juggernaut to drop Pherliac Pods Blueprint from 10% to 90%.
Increased the max Waypoint range from 100 to 250 meters. 
In addition to the Revive screen receiving the ‘Hold to Confirm’ Revive/Abort function, we’ve made a few other changes/fixes when in spectator mode after an unfortunate death:
The Squad panel, minimap, and HUD trackers will now be visible during your time spectating. 
The spectator camera now also follows the movement of the player’s camera more closely. 
You can spectate the other fallen corpses of your Allies.
Fixed missing controller bindings callouts in the spectator screen.
Fixed an issue with the "current target" icon not always appearing over the name of the player actually being spectated.
Disruptions missions will no longer be eligible Syndicate missions below level 15, as Demolysts don’t spawn at that level, thus an inability to complete the mission. 
Palladino’s Riven Mod Offering screen now also includes the option to purchase Riven Mods Slots!  
You can now equip Veiled Kitgun Rivens on your Primary!
This feature is in preparation for Primary Kitguns coming in the Scarlet Spear update!
Reduced the pulsing FX frequency and size on the Eidolon Vomvalysts in their energy form. 
Baruuk’s Reactive Storm Augment Mod will now also apply its Status Chance and damage type matching to enemy weakness on Serene Storm’s AOE attacks. 
Previously the Augment was only applying to close-combat attacks 
we decided to extend this to Serene Storm’s AOE waves to give more flexibility to the Augment’s use. We'll be monitoring the change as you play and test it for any potential adjustments.
Upon review, the falloff range for a few Arch-Guns were not consistent with what the Arsenal was displaying. The changes below fixes these issues:
Increased the speed of Corvas and Fluctus projectiles to fix them dying before reaching their intended falloff ranges.
Increased the Grattler projectile lifetime so it can reach its intended falloff range.
Ivara Prime’s starry night FX when invisible will apply to any form of invisibility, not just her abilities (Prowl, Cloak Arrow). 
This fixes other invisibility FX sources (for example: Untraceable and Ghost Mods) stacking with hers and looking awful/causing performance issues. 
Removed Security Cameras and Turrets in Corpus Ship survival missions.
During an optimization pass we realized these environment hazards in Survival missions were extra AI overhead and annoyances when there’s already a lot going on. 
Significantly reduced the damage of slide attacks for dual swords in the Conclave.
After reviewing how slide attacks perform with dual swords vs. other weapons, we determined it far exceeded them and needed to be rebalanced.
Made some minor UI tweaks in Survival missions to improve readability.
Projectiles from Crossbows equipped with the Dali Ballistica Skin will now match the Skin. 
Updated naming conventions for Dojo Decorations. For example: “Small Topiary Bush” is now “Topiary Bush (Small)”. 
Made adjustments to the brightness of trees in the Orokin Moon tileset. 
Changed Nova’s Molecular Prime casting FX to have better positioning.
The Grineer Shield Lancer has been given a brand new reload animation! 
Updated the reload animation for the Miter to better suit its uniqueness. 
Kuva Lich and Ayatan Star in-world markers will start to fade as you approach them within certain distances:
Kuva Lich: At 20m marker will begin fade
Ayatan Star: At 5m marker will begin fade
Reduced overall transmission frequency in Survival missions. 
Updated the Survival tower icon for in-world markers so that it matches the objective UI. 
Increased the Health and Damage Resistance on Simaris’ Sanctuary Targets so that they don’t get accidentally nuked while attempting to scan them. 
Reduce volume/ radius of Domestic Drones in Orbiter.

*Warframe may feel a little different this Update. Depending on where you are in your Warframe journey, you may notice big or small changes.
*A player who has not yet completed 'Rising Tide' will find building their Railjack a lot easier. A player with an extensive Arcane collection will see most Arcanes can now achieve 5 Ranks, and duplicates can no longer be equipped together. A player using the Kuva Bramma will notice Self Damage is gone. A player with Multishot mods equipped should see some changes in their Upgrade Menus with the addition of a new Multishot Stat.
*All players will notice Shield Gating has been added to the game, and all enemies have had their Health, Armor, and Shields re-balanced. That’s just scratching the surface.
*However you play Warframe, it’s likely the ‘Warframe Revised’ Update has touched some part of the game for you. Please take the time to review our Update Notes to familiarize yourself with the changes 
*big and small.
*Warframe always aims to become a better version of itself. Warframe is still about power and you being a destructive force in the Origin System with hundreds of tools at your disposal 
*go forth, Tenno!
*We are opening over 15 specific Feedback Threads, plus a more format-driven Bug Report thread to help turnaround quality hotfixes for this Mainline. Please use your powerful feedback responsibly 
*we all lift together.
*Fixed the Synth Deconstruct Mod not functioning if it’s the only Synth Mod equipped and you die/revive.
*Fixed an extremely specific method of Melee coptering (hello 2015) by interrupting a slide attack with a dodge roll.
*Fixed a bug where certain pain reactions would make Grineer faces look like they were put in the microwave on the "melt butter" setting.
*Fixed a rare case of some GPU Particles not following the player.
*Fixed NPCs doing an extremely slow crawl forwards often when they fail pathing.
*Fixed Lech Kril changing to his Gorgon mid swing if you moved out of Melee range.
*Fixed inability to Operator Void Blast for extended periods of time during the “carrying” moments in The Second Dream Quest.
*Fixed an out-of-memory crash if a player or enemy was executing a Melee attack while being teleported a great distance.
*Fixed the Interception HUD breaking on rare occasions when joining an in-progress mission.
*Fixed players in Towns, Relays and Dojos sometimes staying as blue Excalibur (loading) until they moved.
*Fixed Grendel turning into a blob of polygons when submerging into Submersible Archwing water with Pulverize active. As reported here: https://forums.warframe.com/topic/1168788-grendel-pulverize-stuck-when-hitting-water/
*Fixed the Vengeful Pull Ephemera being way too bright after customizing it and not inheriting Archwing scaling.
*Fixed missing controller button callout to Rank up an Arcane in the Arcane Manager screen
*Fixed the Cycuta Prime Sigil, Igaro, Yamako Prime, Zaikhya, Cycuta Prime, and Opulas Robe Syandanas clipping through the Titania Empress Skin. 
*Fixed K-Drive’s spawning backwards when using hotkey vs. Gear Wheel.
*Fixed being unable to collect points in a specific spot in The Index Gas Works map. As reported here: https://old.reddit.com/r/Warframe/comments/eawwqg/index_points/
*Fixed several issues occuring in The Index if the final player in a squad opens the Wager Credits window but presses ESC instead of confirming. 
*Fixed Conduits in Disruption missions missing collision for Warframes. 
*Enemies can still walk through Conduits so that they do not get stuck. 
*Fixed Conduit count in Arbitration Disruption missions going above the needed amount to extract (ex. 5/4).  
*Fixed not being able to vertically scroll or zoom in/out of the Plains of Eidolon or Orb Vallis advanced maps. 
*Fixed the Scapulis Syandana disappearing at odd angles.
*Fixed both Host/Client being unable to see or hear each other’s reload FX on the Shedu. 
*Fixed a few edge cases of Alad V sometimes not spawning properly in his Assasination mission. 
*Fixed Shield Lancers being entirely way too precise with their shots instead of their shots taking into account accuracy variables. 
*Fixed issue with Warframes and Companions sometimes disappearing in the Arsenal. 
*Fixed entering the Extraction point in any mission deactivating Warframe stealth Abilities and making them visible again.
*Fixed broken icons for Mastery Rank in the in-game Market or Inventory if the selected weapon has a minimum Mastery Rank requirement. 
*Fixed wild flickering issues on one of the doors in the Grineer Asteroid and Galleon tileset.
*Fixed Defiled Requiem Mods counting towards to “Owned” total when viewing Requiem Relic rewards. 
*Fixed Wukong’s Wuclone tripping the laser traps in Brudia, Eris. Too much monkeying around. 
*Fixed getting stuck and being unable to use the “/unstuck” command in Sharkwing in the pump station in Desdemona, Uranus. 
*Fixed the Officium Syandana on Equinox’s Antonym Skin getting wacky positioning when swapping between her Day and Night forms. 
*Fixed Arch-Gun not re-equipping after Parazon Finishers and instead equipping Melee weapon. 
*Fixed Emblems attaching incorrectly and rotating when equipped with the Kuva Zavekk Shoulder Armor. 
*Fixed texture tiling issue with Gauss’ Redline FX. 
*Fixed inability to Chat link an extensive list of Syandanas. 
*Fixed ugly and busted blast FX for the Sarpa, Redeemer, and Redeemer Prime. 
*Fixed issue with enemy navigation in the Grineer Galleon tileset where enemies would attempt to cross through a solid window.
*Fixed hole in map due to missing wall in the Grineer Galleon tileset. 
*Fixed texture issues with floor and rail assets in the Lua Halls of Ascension rooms. 
*Fixed a large ceiling pipe missing its material in the Grineer Sealab tileset. 
*Made fixes towards high-latency issues in the Vox Solaris quest. 
*Fixed Mesa’s Peacemaker and Titania’s Razorwing deactivating Melee-only mode if it was active before those abilities were cast. 
*Fixed Osprey in Octavia’s Anthem quest having the “Hunhow” tag. That Osprey was feeling pretty powerful that day I guess.
*Fixed being able to escape the Grineer Sealab tileset using Itzal’s Arch Line. 
*Fixed being unable to complete the “Avoid the Scanners” portion of the War Within quest if the player uses Archwing afterburners to get ahead of the ship. 
*Fixed Odomedic Health regeneration lingering perpetually if Sentinel not present to end it
*Fixed the Warframe Launcher not displaying correctly (portions of the UI would be cropped) on systems with high-DPI and custom scaling settings.
*Fixed the Launcher creating a GPUCache folder every time it's launched, sometimes in the directory where the shortcut exists.
*Fixed only Energy values for Warframe Abilities showing changes that Mods apply when viewing a Warframe Mod Link.
*Fixed inability to Chat link Anomaly Shards even if you have some in your Inventory. 
*Fixed ally Grineer Napalms (Nekros’ Shadow of the Dead) damaging themselves with their own missiles. 
*More fixes towards inaccurate Archwing Tutorial Quest text when indicating how to use Afterburners.
*Fixed Lech Kril and Vor's cinematics not including their weapons.
*Fixed scrolling the mouse wheel while hovering over a Planet in the Star Chart resulting in the Warframe to zoom in improperly.
*Fixed bad water materials in the Grineer Forest tileset.
*Fixed certain attacks with the Arca Triton and Crushing Ruin or Shattering Storm equipped not consuming Slam Capacitor charges but still getting the damage multipliers bonus.
*Fixed Arca Titron consuming Slam Capacitor charges in Melee Combos with Slam attacks without releasing its AOE charge, as reported here: https://forums.warframe.com/topic/1156171-slam-capacitor-not-discharging-on-combo-slams/
*Fixed issue where transitioning from the Plains of Eidolon/Orb Vallis to Cetus/Fortuna would cause the equip/unequip animation to occur. 
*Fixed Mirage’s Hall of Mirror clones not animating properly during double/wall jumps.
*Fixed being unable to quick Melee or swap back to Arch Gun when fighting Jordas Golem (Quest and Assasination Node were both affected).
*Fixed attachment offsets on the Vapos Aquila in the Gas City tileset. Corpus Fleet technicians finally found the ship schematics and are now properly attaching laser weapons pods, vs previous woeful assembly.
*Fixed a flag in Grineer Settlement being entirely unlit compared to the others. 
*Fixed very bright lights in certain areas in the Gas City tileset. 
*Fixed multiple areas in the Gas City tileset where exterior light was bleeding inside. 
*Fixed lightning issues on certain doors and hallways in the Grineer Galleon tileset. 
*Fixed Lech Kril becoming invincible after he’s cast his Cold abilities at the same time his backpack is destroyed.
*Fixed Lech Kril’s Brokk disappearing for a moment before doing an overhead Melee ice slam wave attack.  
*Fixed Clients in The Index losing all functionality asides from the pause menu if they die and Host migration occurs before they are able to respawn. As reported here: https://forums.warframe.com/topic/1130768-index-perma-death/
*Fixed Aero Agility not working when holding down an additional movement direction at the same time as aim gliding. 
*Fixed Wukong’s Cloud Walker not completing its casting animation when cast immediately after firing a low Fire Rate weapon (ie. shotgun). As reported here: https://forums.warframe.com/topic/1162154-bugged-wukong-and-shotgun-interaction/
*Fixed FX for Harrow’s Covenant not applying correctly on Sentinels. 
*Fixed the Spore Ephemera showing the outline of Nidus’ wings in his Mutated state before he has enough stacks for them to actually show. 
*Fixed Focus Point cap increase missing from the list of Rewards in the Mastery Rank Screen. 
*Fixed Clients getting a script error in Interception missions (normal and Archwing) when standing in capture circle and attempting to abort the mission from the menu. 
*Fixed Railjack and Decoration placement headers appearing under the Archwing settings in Options > Controls when using a controller. 
*Fixed Clients seeing FX on Special Duty Coildrive when it should be disabled when caught in the ambush trap in “Defend the Coildrive” Vallis Bounty missions. 
*Fixed broken and flickering textures on Ara, Mars.
*Fixed players getting stuck on a group of rocks after first encountering the Golden Maw in The War Within Quest. 
*Fixed map hole in the Golden Maw encounter in The War Within quest, allowing players to yeet out of the map because that golden worn is just too scary. 
*Fixed being able to see outside of the map when in the Plains of Eidolon/Cetus tunnel by crouching and looking towards the ceiling. 
*Fixed being able to hop out of Ara, Mars’ map using Nezha’s Blazing Chakram. 
*Fixed visible gap in the wall in the Grineer Galleon mission during Saya’s Vigil Quest. 
*Fixed map hole in the Infested Ship tileset. 
*Fixed black square textures in the Corpus Ship tileset. 
*Fixed Atavist Prime Knee Plates sitting off-center on the Ivara Kuvael Skin. 
*Fixed rooms in the Dojo showing as “Insufficient Space” despite not overlapping with the Observatory, even with larger amounts of space given. 
*Fixed a large map hole in the Lua tileset. 
*Fixed walk trail (Burning Step, Frozen Step, Fae Path, etc.) Ephemeras spawning half of the FX when equipped on a Warframe with Wisp’s floating animations. 
*Fixed some cases of the “Deploy Resource Extractor” button losing functionality and some cases of needing to select it twice. 
*Fixed Frost’s Hisame Skin clipping with the Targis Prime Greaves and Syrinx Leg Plates.
*Fixed Ignis’ Energy color appearing defaulted in reflections when in mission. 
*Fixed the Lacera’s handle not fitting into Warframe’s hand when equipped with the Wisp animation set. 
*Fixed Ability menu remaining open when entering a Sanctuary Onslaught Conduit. 
*Fixed script error with MOA Anti-Grav Grenade Precept Mod. 
*Fixed script error with Saryn’s Toxic Lash ability. 
*Fixed script error with the Denial Bursa’s blinding beam ability.
*Fixed AI getting stuck in a certain spot in Spear, Mars.  
*Fixed Vapos enemies and several items introduced in the Gas City remaster missing from the Codex, even though they were shown as scannable. The following will now appear in your Codex:
*Biogas Barrel
*Helium Barrel
*Vector Shield
*Vapos Detron Ranger
*Vapos Sniper Ranger
*Vapos Tech Ranger
*Vapos Nullifier Ranger
*Distressed Pipes
*Fixed characters appearing distorted due to excessive radial blur in The Sacrifice Quest during the “Confront Umbra” portion. 
*Fixed texture flickering on Spy Vault doors in the Grineer Settlement tileset. 
*Fixed a map hole that was only accessible if you were in Hydroid’s Undertow. Like that one scene in X-Men when that one dude is disintegrated into water and slips off the table in a watery terrifying massacre…
*Fixed an issue where attempting to Alt Fire when there isn't enough ammo left for Alt Fire would cause issues. Weapons will now immediately reload on secondary fire in cases where secondary fire does not have enough ammo, rather than waiting for reload from empty delay. 
*Fixed lack of functionality and script errors when renaming, favoriting, changing Glyphs, or deleting a selected Loadout that does not appear in the grid due to search filters. 
*Fixed issues with fog textures for the Lua and Infested Ship tileset. 
*Fixed script error related to Eidolon projectiles. 
*Fixed the Itzal Chest Plate being angled slightly to the left on Mag Prime. 
*Fixed Sentinels attempting and then canceling attacks on the Synthesis Target over and over again.
*Fixed “Melee Attack with…” tooltip clipping into the wall in Vor’s Prize in other languages. 
*Fixed laser hazards in the Gas City tileset missing localization. 
*Fixed Vauban’s Tesla Nervos roller drones stuttering in the Railjack. 
*Fixed fog pinching issue in the Plains of Eidolon skybox. 
*Fixed the Aseron Sekhara Emblem not being lit properly when equipped on the right side. 
*Fixed crash in the Simulacrum caused by Amalgam Arca Heqet’s copy ability. 
*Fixed the “waiting for players” button mission the pause icon in the UI when loading into Elite Sanctuary Onslaught. 
*Fixed a crash caused by Clients loading in a Host’s Orbiter while the ramp closing script was running. 
*Fixed crash when playing Corpus Infested survival missions as Client after the Host crashes.
*Fixed a script error in Octavia’s Anthem quest. 
*Fixed crash in Conclave due to the “x was killed by x” message.
*Fixed the Neo G2 Relic being set to “rare” in the Market/Syndicate Relic Packs. It is now “uncommon” as intended. 
*Fixed Riven challenges requiring "without being afflicted by a status effect" resetting when the status effect is blocked by immunity from sources such as Nezha’s Warding Halo.
*Fixed script error with Mirage’s Eclipse ability. 
*Fixed a script error when fighting the Ropalolyst.
*Fixed a script error when extracting from the Plains of Eidolon.
*Fixed inverted poly on Grendel’s body which left a gap in his mesh.
*Fixed missing tooltips for untradeable items if ‘Item Labels’ if turned off, making it difficult for players with labels off to know what the item is that they can't trade.
*Fixed Ordis' spoken dialogue does not match his transmission during the second Orbiter cutscene in The War Within Quest.
*Fixes towards unnecessary burst sounds from explosion projectiles.
*Fixed a case of a locked door icon showing unlocked in the Grineer Galleon tileset. 
*Fixed missing door frame in Helene, Saturn. 
*Fixed the Furis missing its magazine. As reported here: https://forums.warframe.com/topic/1147887-furis-magazine-texture-glitch/
*Fixed a rogue teleport volume in Stöfler, Lua that could be triggered unintentionally. 
*Fixed script error with the Edo Prime armor’s FX. 
*Fixed button box in UI being far too short for Bundle names that exceed 36+ characters in the in-game Market. 
*Fixed cases where adding a gender alternative to a string resulted in improper use of capital letters in localized Clients.
*Fixed incorrect Operator lipsync movements when playing on a non-English game client.
*Fixed the Controller binding screen sometimes not showing an accurate representation of which buttons are bound on PC.
*Fixed special characters appearing as boxes when cycling through the Controller Icon Set list in the Options menu.
*Fixed the far right side of numerous Options in the Options menu not being focusable with your cursor.
*Fixed script error with Oxylus' Scan Aquatic Lifeforms Precept.
*Fixed script error that would occur in the Transmission scripts during a Host migration. 
*Fixed script error that would break the Excavation UI when replaying the Archwing Quest.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Empyrean: Prime Vault 27.1.2
	url: https://forums.warframe.com/topic/1169441-empyrean-prime-vault-2712/
	date: 2020-02-18T20:34:22Z
	changes: Empyrean: Prime Vault 27.1.2:
We have removed the back-to-back Kuva Lich weapon mechanic that was added in 26.0.7, where your Kuva Lich would have a guaranteed different Kuva weapon than its immediate predecessor.
With the change of the Kuva Larvling now displaying its birthed Kuva Lich weapon, there was no need to maintain the back-to-back restriction as you can now just choose to ignore or take the back-to-back weapon if you wish you use it for Valence Fusion.
Fixed a crash that could occur if a Kuva Lich applied a Radiation Status Effect to the Defense target on the Lua Stöfler node.
Fixed numerous issues if a Host migration occurred during a Kuva Lich mission:
Fixed getting stuck on the Vanquish/Convert screen if a Host migration occurred while a Client is Vanquishing their Kuva Lich.
Fixed Clients able to kill a recently migrated Host’s Kuva Lich, resulting in 1,200 Kuva being rewarded, as well as being able to see the Lich's head mesh idling/walking in place after defeat. As reported here: https://forums.warframe.com/topic/1164707-i-think-i-found-a-way-to-farm-infinite-lich-weapons-off-of-other-players-liches/
Fixed broken reward UI after a Host migration occurs.
Fixed Parazon being stuck equipped after a Host migration occurred during a Kuva Lich Kill attempt.
Fixed a script error when attempting to kill the Kuva Lich and a squadmate disconnects.
Fixed duplicates of Kuva Lich Taxed Rivens not being returned when the Kuva Lich is Vanquished/Converted.
Fixed being in a perma-ragdolled state after attempting to stab a Kuva Lich and failing the Requiem guess.
Fixed mission map lingering on screen after opening the Kuva Lich screen.
As foretold last week, the Ducat selling price of Oberon Prime Systems and Nekros Prime Blueprint have been changed to 65 from 100.
Previously these 2 Prime parts were Rare in older Relics, and have since been moved to Uncommon for their Prime Vault Relics. As Prime Vault opens and closes, we may see more of these Ducat value changes in the future to support the quantity shift. 
Tweaked Toxic Ancients Area of Effect blast FX timing so the FX is visible before the actual damage (at the moment, you'll always be damaged before you see the attack).

*Fixed the Avionic Upgrade window auto scrolling up after Upgrading an Avionic, instead of leaving you in the position you were in prior.
*Fixed seeing ‘[HC] Vidar Fire Suppress’ when using the Tactical Intrinsic Ability Fire Suppression when your Railjack  has both fire and electrical damage.
*Fixed a script error in the Sentient Anomaly mission.
*Rewrote how Navigation caches the active session counts to reduce latency and reduce server load (it should now update roughly 5x as frequently).
*Optimized the Kuva Bramma cluster bombs with and without Mirage’s Hall of Mirrors, to address issues with crashing due to FX overload.
*Optimized the Hillside Ruin cave in Plains of Eidolon. In some cases, this will result in an increase in performance by as much as 100FPS!
*Made systemic micro-optimizations to the UI system (the HUD most importantly).
*Improved robustness of the script system by adding native resource tracking to the auto-generated bindings.
*Made a micro-optimization when opening the Navigation console.
*Fixed an ancient bug on dual-core systems that could cause certain gameplay scripts to crash.
*Fixed enemies becoming permanently stuck in Nidus’ Larva pod if the ability expires while you’re a great distance away.
*Fixed inability to jump or use Grendel’s Abilities (including cancelling Pulverize) after mantling a ledge in Pulverize ball form as Grendel.
*Fixed Clients being able to toggle Gara Mass Vitrify off too early when enough latency was involved, causing them to be unable to destroy it with Shattered Lash.
*Fixed cases of the Defense target getting stuck in an infinite falling loop in the Sedna  Adaro Sortie Defense mission.
*Fixed Ivara Leverian not spawning Ivara Prex if you only have Ivara Prime mastered. 
*Fixed the Companion Arsenal UI overlapping with the other tabs in the Arsenal when switching back and forth with a controller.
*Fixes towards AI violently spasming when their target enemy disappears from their view.
*Fixed losing all mission minimaps after opening the pause Menu while the map was expanded (M).
*Fixed incorrect platform icons when selecting an Orbiter Decoration.
*Fixed Lisets having missing textures in the mission load in cinematics.
*Fixed the Kuva Bramma multi shot sound FX spamming.
*Fixed a script error in the Gas City Sabotage mission.
*Fixed a script error in the Lua Spy mission when going through Void tears.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Empyrean: Prime Vault 27.1.1
	url: https://forums.warframe.com/topic/1167915-empyrean-prime-vault-2711/
	date: 2020-02-11T18:58:48Z
	changes: Empyrean: Prime Vault 27.1.1:

Find their Relics in the Void or Bounty rewards today!
Or check out the Prime Vault program here: https://www.warframe.com/prime-vault
Vauban Prime and Ash Prime, as well as their signature Prime Weapons, Accessories, have reentered the Prime Vault and have been removed from the drop tables.
*If you already wield the power of these Primes or have their Relics in your Inventory, they will remain after the Vaulting.

The next Nightwave Series, Glassmaker, is in development! While Glassmaker work continues, Intermission II is reaching (or perhaps has already reached for some) its maximum Prestige Rank 60. In order for those who have prestiged to Rank 60 to have Intermission II Creds to spend in the Cred Offerings store, more Prestige Ranks must be given. Thus we have increased the maximum prestige Ranks to 90!
Fixed inability to trade a Converted Kuva Lich if you currently have an active Kuva Lich.
Kuva weapon innate bonus damage values now show when you are equipping the weapon in the Arsenal!
Removed the Kuva Bramma from Conclave eligibility due to not being Conclave balanced yet.
Fixed Kuva Larvlings downed by Warframe abilities not displaying their Kuva weapon above their head. As reported here: https://forums.warframe.com/topic/1166045-killing-a-larvling-with-abilities-prevents-the-weapon-ui-from-showing-investigating/
Fixed Ally Kuva Liches having the Enthrall ability and Enthralling Tenno factions like Defense Consoles, Sentinels, etc.
Fixed inability to Vanquish/Convert your Kuva Lich if a player in the mission is dead.
Fixes towards diminished Health on a Kuva Lich not being maintained after a Host migration occurs.
Fixes towards Kuva Liches spawning midair in the Jupiter Gas City tileset and falling forever into teleport volumes.
Fixed cases of default Corpus enemies spawning in a Kuva Lich controlled Jupiter Gas City Spy, Sabotage, or Rescue mission once the Objective has been reached. 
Fixed a crash that occurred when a Host migrated while a Kuva Lich was downed.
The Railjack Payload screen will now show the total Ordnance Ammo you have in your account when you're in the Dry Dock, to make it clear that you aren't wasting anything if you craft more than your Railjack can carry.
Fixed ability to spawn Crewships almost indefinitely, resulting in exploitive Intrinsic farming.
Fixed getting a black screen after exiting the Railjack while Transferring to the Operator at the same time.
Fixed inability to Scrap the Fiery Phoenix Battle Avionic due to the description exceeding the screen limits.
Fixed an invisible blocking volume when a Clan Hall is placed just below the Drydock
Fixes towards a script error after returning to the Dry Dock from a Railjack mission.
Fixed a lengthy hitch when switching Loadouts in the Railjack Navigation panel.
You can now access Ivara’s Leverian when viewing Ivara Prime in the Codex.
Updated the Warframe crash handler to provide clarity for what the crash handler is requesting of you.

*Fixed inability to complete a Mobile Defense mission due to Datamasses disappearing if a Host migration occured. 
*Fixed Shade’s Ghost Precept Mod not cloaking you in invisibility.
*Fixed Host and Clients not appearing in the correct position while inside a streaming tunnel (Railjack, gates of Cetus, etc).
*Fixed Ivara’s Prex Card appearing overly stretched when viewed in the Codex Fragments section.
*Fixed Kuva Bramma explosion and projectile sounds being too loud for non local players.
*Fixed Gorgaricus Spores not falling correctly after the sac is shot.
*Fixed an issue where Clients would be unable to hit Gorgaricus sacs in some cases.
*Fixed equipping Regalia on one side of your Kubrow applying to both sides, resulting in a Regalia overlap. As reported here: https://forums.warframe.com/topic/1166139-double-emblememblem-copy/
*We're working on fixing this issue for Kavats.
*Fixed the Left Hulta Leg Guard being offset when equipped on Hydroid Prime. As reported here: https://forums.warframe.com/topic/1165714-hydroid-severe-offset/
*Fixed Chat Linked Mods not displaying correctly when setting Menu Scale to the minimum.
*Fixes towards a case of Mods appearing obscured in the Arsenal once returning from a Mission.
*Fixed the Codex displaying a broken Requiem Mod after returning from a Mission.
*Fixed some filepath Tips on the Mission load screen.
*Fixed <archwing> text appearing in the Arsenal stats when comparing an Archwing.
*Fixes towards numerous Glyphs not propagating when searching keywords in the Profile > Glyph screen. 
*Fixed spotloading the Vitruvian UI Theme when you do not have it set and we want to use it for a specific screen (IE: the actual Vitruvian).
*Fixed a rare case where Warframe might crash while attempting to report another crash.
*Fixed a crash when attempting a Conclave match via Dedicated Server.
*Fixed a script error when casting numerous Warframe abilities.
*Fixed a script error when joining a mission while someone is Fishing.
*Fixed a script error when Upgrading Mods.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Empyrean: Kuva Lich Changes 27.1.0 +
	url: https://forums.warframe.com/topic/1166021-empyrean-kuva-lich-changes-2710-27101/
	date: 2020-02-04T18:58:30Z
	additions: Drusus has a tale to tell! Visit the new Ivara Leverian to learn more and find her Prex card! You can find the Leverian in the Market or Codex when viewing Ivara!

	changes: Empyrean: Kuva Lich Changes 27.1.0:

The birth of the very first Kuva Lich came just over 3 months ago (October 31 2019)! A copious amount of Additions, Changes, and Fixes have been made in these 3 months; each one of them touching the surface of feedback, but not fully reaching all the way into the depths. Today, that changes!
If you watched Devstream #136, the 2019 Player Survey showed us that out of the 27,000+ responses, the Kuva Lich system was the 2019 addition that was enjoyed the least. Many players voiced that the Kuva Lich system got progressively less fun the more time and energy was devoted to it. While finding the line between repetition and progress is one Warframe has struggled with since it’s first day, Liches highlighted some issues we aim to address while walking that line.
A downed Kuva Larvling will now display an icon of the Kuva weapon that it’s birthed Kuva Lich will possess!
This allows players to decide upfront if they want to pursue that weapon by finishing the downed Kuva Larvling, or to ignore and attempt another Lich. The Kuva Larvling will be in this downed state for a max of 30 seconds before it perishes.

Your Kuva Lich will no longer kill you when you fail a Requiem guess, nor will they attempt to break your back. The Parazon stabbing animation will play but the UI will show whether it was a success or failure. Upon receiving a Requiem fail, your Kuva Lich will laugh at you and leave, leaving your back and dignity intact!

Your Kuva weapon duplicates now offer a gradual progression towards a “perfect” Kuva weapon, which would reflect a 60% damage value, if you choose to pursue this path.
We’re also looking at other places we could potentially use this mechanic (Railjack, etc)!
As you can see, we’ve cracked a few eggs to make this omelette! We look forward to your feedback on these Kuva Lich changes!

Increased Converted Kuva Lich minimum time to 2 minutes.
Increased Converted Kuva Lich Damage Per Second with damage bonus upgrade 3x.
Fixed Converted Kuva Liches not using their abilities.
Doubled the chance of a Kuva Lich to have a Vengeful Ephemera from 10% to 20%!
Known Requiem/attempts now also appear in your Parazon Upgrade screen!
Changed all Kuva Thrall markers to consistently reflect the new icon brought in 27.0.11. This includes the minimap and when waypointing a Kuva Thrall.
Kuva pickup/rewards are now displayed as the fancy banner UI, similar to Argon.
Kuva Liches can no longer be Parazon stabbed as they are escaping. This resulted in invisible animations, and the UI unveiling if your Requiem Mod guess was correct but not registering it, thus not ranking up your Kuva Lich.
Cleaned up visual metal chunks from the Kuva Liches Carapace (Iron Skin) ability.
You can now search the Kuva Lich History Codex section by name, Kuva weapon, and Ephemera.
Fixed Lich ‘Ruse’ clones displaying the default Excalibur Helmet on their shoulder instead of the same Warframe Helmet as their owner. 
Fixed Nidus Helmet Armor not appearing grayscale on Kuva Liches.
Fixed certain enemy types being allowed to be spawned as Kuva Thralls that shouldn't be.
Fixed cases of the Kuva Lich ping-ponging between locations when engaging its target.
Fixed script error when changing resolution while in the Kuva Lich screen.

A note from our Sound Team: “We recorded many different real guitars to make this electric guitar Shawzin sound heavy.  The sounds are a result of blending these different guitar tones together. Each of the notes has a couple of different variations so when you play it, it will sound like a realistic electric guitar.”
Omni tool is now available as a Gear item in your Inventory (Archwing Quest completion required)! This allows you to place the Omni tool in your preferred Gear spot for quick access!
If you forget to equip the Omni tool in your Gear upon entering a Railjack mission it will still be given to you for the mission.
Increased maximum power for Zekti Predator Avionic to 80%, from 72%
This Avionic was slightly under-performing its cheaper Vidar equivalent.
‘Show Equipped’ will now show ranked Avionics that are equipped even when ‘Show Ranked’ is disabled.
Hijacked Crewships now start the reactor meltdown sequence when they reach zero health.
Ordnance weapon icons now become translucent while in cooldown, and will reflect a timer icon to better indicate it’s current cooldown state.
Changed Railjack Engine Component rating stats from Kilometers Per Hour to Meters Per Second to be consistent in the equipped stats.
Fixed Railjack Speed stat showing a higher number than your in-game movement speed.
This fix needs some explanation. First of all, a bit of trivia, Railjack operates at a different scale than the rest of Warframe. Perhaps some of you have seen space-time breaking down in the form of truly enormous cats... The Speed that was being shown in the drydock in your ship Stats was in the wrong scale and gave numbers that were inaccurate.  This also caused the bonus given by your engine, displayed in kilometers-per-hour, to be wrong: an engine might say that it gave an extra 30km per hour, but give far far more than that in the Stats if you did the math to convert.  This has been fixed so that: 1) your Stats now show the correct Speed for Railjack's world scale, and, 2) your engines are rated in meters per second which matches up to the Stats.  While it may look like your ship's Speed stat in the drydock has gone down significantly, please try flying around in missions and see how your ship handles. This only fixes how the UI reports the numbers in your Stats. No change to how fast your ship actually moves is intended, and if your ship doesn't fly at the meters-per-second shown in the Stats then it should be carefully measured and reported as a bug.
Fixed the Railjack Forward Artillery not damaging Crewships past their engines. You should find that the Forward Artillery hits harder and your shot isn’t wasted on just destroying the Crewship engines! 
Fixed Crewships not recovering after becoming disabled by your Railjack guns.
Fixed Railjack Host being able to use Navigation before the mission is complete and Clients inability to use Navigation at all when launched from the Dry Dock.
For clarification, the correct functionality is Host and Client can use Railjack Navigation after mission complete and neither can use Navigation before mission complete.
Fixed enemy Captains spawning in the “Asteroid Base Commander” POI and Commanders spawning in the "Kill the Galleon Captain" POI.
Fixed Galvarc Missile Launcher not functioning for Clients.
Fixed Fiery Phoenix not becoming disabled when Flux Energy reaches 0.
Fixed full ranked Flow Burn not being upgraded further when placed into a max rank Grid.
Fixed Battle Avionics remaining disabled for Clients after Railjack is repaired from Critical Breach.
Fixed Dome Charges being consumed when a Client enters the Forward Artillery, regardless of actually firing the BFG.
Fixed issue where Clients would see Forward Artillery reload multiple times while waiting for Host to put Dome Charges in the weapon.
Fixed Clients not seeing Shatter Burst Battle Avionic explosion FX.
Fixed Clients not seeing the missile created by Shatter Burst/Void Hole.
Fixed being left out in space if you were aboard a Crewship when it despawns due to mission completion. 
Fixed cases of losing the Railjack Forge UI if you attempted to activate it while sliding.
Fixed Railjack Ammunition and supplies that were spent during a mission not saving at the end of mission.
Fixed losing custom Railjack Skin/Colors if a Host migration occurred and you were the last remaining player. 
Fixed Railjack Avionic/Salvage pickups sometimes not showing distance markers.
Fixed the camera breaking when Warping to another player while in the Archwing Slingshot.
Fixed Tactical Menu Chase Camera to better reflect the view of the player’s camera.
Fixed Dry Dock creating a blocking volume in a room that is built below it.
Fixed issues with selecting Veil/Saturn Proxima nodes when using the controller.
Fixed cooldown bar on Railjack Ordnance burst-fire weapons emptying and not start filling until after the laser's done firing, instead of when you initially fire.
Fixed Railjack Tactical Avionics cooldown tooltip information not applying Intrinsic cooldown reductions from Tactical Response and Swift Tactics.
Fixed Void Cloak cooldown timer not updating when viewing in the Tactical Menu.
Fixed Upgraded Avionics not showing their proper description and stats, such as being Ranked vs Unranked.
Optimizations for the Kuva Fortress tileset. This includes cleaning up wasteful materials, abusive lighting, volumetrics, overdrawn meshes and much more. More optimizations to come!
Made micro-optimizations to a script used in Survival missions.
Improved performance of the Railjack cannons.
Improved performance when using the Imperator Vandal in Railjack.
Optimized runtime lighting in an Earth cave tile.
Optimized real time lighting in the Jupiter Gas City Index tileset.
Optimized the Omni tool to fix a hitch when equipping it.
Made micro-optimizations to a script used for controlling doors. 
Made some micro-optimizations to HUD performance, especially on Railjack.
Made a micro-optimization to UI performance, including while piloting the Railjack.
Made a micro-optimization Railjack POI once sub-objectives have been completed.
Made a micro-optimization to a script that handles fire breaking out on a Railjack.
Made a micro-optimization to Chroma's Effigy ability.
Made a micro-optimization to a script used to animate the Dual Kamas.
Melee Heavy Attacks are no longer able to be triggered by holding 'E', they again live exclusively on Alt-Fire.
The loss of Melee Combo Counter feedback due to spamming Melee drove the vast amounts of requests for Melee Heavy Attack to not be holding ‘E’. A toggle for Melee Heavy Attacks is not in the cards, thus Melee Heavy Attacks are now essentially brought back to its original mechanic of having to use Alt-Fire. 
NPCs now have about a second of delay before being able to perceive other players or NPCs that come out of invisibility, regardless of alert state. Previously, combat-state enemies would near instantly retarget in such cases. Seen in:
Removed Riven Mods from the Codex Mod section.
There were a few issues present here: 1) the Codex Mod section not display all of your Rivens Mods, and, 2) the Riven Mods that it did show would point their acquisition to Cephalon Simaris, which only applies to Companion Weapon Rivens. Considering the extensive amount of Rivens possible, this option in the Codex does not function properly, as it would need to look up unique information.
All Gas City, Sanctuary Onslaught, and Elite Sanctuary Onslaught Captura Scenes can now be sold for 3500 Credits for those that have duplicates!
A fully charged throw of the Orvius will now activate its unique enemy suspension mechanic. 
Restored the original default Energy colors of the Limbo Limina Skin and Nekros Irkalla Skin to match its original artist intentions.

*Fixed inability to invite people to a squad if your Matchmaking was set to Solo before joining a Public squad via Invite.
*Fixed a script error and loss of functionality when viewing Archwing weapons without having the Archwing Quest complete.
*Fixed Garuda charging her Dread Heart at full strength from any amount of Energy regen.
*This ability now charges at a reduced rate if you are at 0 Energy and incoming regeneration isn’t enough to keep with how much Energy the ability wants to drain.
*Fixed Mirage’s Hall of Mirror clones not shooting the last round in your magazine.
*Fixed Mirage’s Hall of Mirror clones not animating properly for double/wall jumps.
*Fixed Index enemies not attacking Gara’s Mass Vitrify wall.
*Fixed damage done by Oberon’s Hallowed Ground during The Index will dramatically increase if the player is in Operator mode.
*Fixed Glaive lifespan timers not functioning correctly for the Host.
*Fixed Ivara Navigator not pausing some lifespan timers for projectiles, allowing the projectile to die of old age while you're still controlling it.
*Fixed Follow-Through stat changing when the Sigma & Octantis and Cobra & Crane are equipped with a Stance Mod. 
*Fixed the Sanctuary Sentinel Mod and Companion Shelter Mod leaving an invulnerable shield lingering forever for the Host if used in a No-Shield Nightmare mission.
*Fixed projectile explosion & embed damage not properly using Status Chance upgrades.
*Fixed some cases of the ‘Deploy Resource Extractor’ button losing functionality.
*Fixed cases of invulnerable Corpus Turrets.
*Fixed K-Drives spawning ridiculously far away after being left on top of water in Orb Vallis.
*Fixed Wisp's Agile animation not idling properly when the Shedu is equipped.
*Fixed Blade and Whip weapons clipping into Wisp when she runs.
*Fixed being able to revive in the ceiling in part of the Grineer Fortress.
*Fixed being able to get behind the first Data-Conduit in Sanctuary Onslaught.
*Fixed Power Menu UI remaining open when entering a Data-Conduit in Sanctuary Onslaught when using a controller. 
*Fixed Orb Vallis/Plains of Eidolon objective markers moving around when in Archwing.
*Fixed Companion Weapon Riven Mods not displaying under the ‘Mods’ tab in Cephalon Simaris’ Offerings.
*Fixed Nightwave multi-rank up past 30 displaying incorrect tier numbers and prestige status on the rank up popups.
*Fixed performance issues with Kela De Thaym’s Rollers.
*Fixed performance issues with the Ballistica projectile trail FX over long distances.
*Fixed an issue where the Defense target's head would float above the cryopod in Defense missions, exposing it to the many dangers of the environment and also the dangers of not having your head connected to your body.
*Fixed maggots potentially being created out of bounds when spawned by the death of a Brood Mother.
*Fixed animation issues with the Grineer Flameblade causing its second and third attacks in its attack combo to miss its target.
*Fixed Lephantis sometimes not immediately dying after all three heads have been destroyed.
*Fixed being able to see outside the level from the gate in Cetus.
*Fixed Fast Traveling to Fisher Hai-luk teleporting the player midair.
*Fixed Ivara’s Artemis Bow arrows not reflecting chosen colors when stuck into objects/enemies. 
*Fixed fully default Look Links not applying to your Warframe. 
*Fixes toward Look Link colors not applying properly to Kubrows/Kavats/Venari.
*Fixed Look Link diorama for Venari appearing squashed and having a normal Kavat tail.
*Fixed overwhelming Elemental FX on Titania when she is given an Elemental buff. 
*Fixed positional audio not working for stereo/headphone outputs (i.e. a sound playing on the left side of your view would be heard equally in both headphones).
*Fixed in-game voice chat not functioning properly (would not play back any audio).
*Fixed the voice input/output device toggle in the settings screen not having any effect the first time you tried to change it.
*Fixed Pet Companions struggling to path ziplines. As reported here:
*Fixed having to click through Market items that only require one step to purchase (Relic Packs, etc), instead of displaying the quantity confirmation UI right away.
*Fixed ability to escape the Grineer Settlement tileset level bounds via Nezha’s Blazing Chakram.
*Fixed missing door frames in the Grineer Settlement Sabotage Tileset.
*Fixed missing minimap in part of the Grineer Shipyard.
*Fixed a teleport volume in part of the Grineer Sealab that was larger than it should be.
*Fixed a hole in part of the Grineer Sealab.
*Fixed a rock that was missing collision in the Plains of Eidolon.
*Fixed a rock clipping into a vent on the Corpus outpost.
*Fixed extra music loop playing when selecting Little Duck’s Exotic Goods.
*Fixed Simulacrum Ammo pickup playing the ‘Shield recharge’ sound.
*Fixed inaccurate Archwing quest tutorial text.
*Fixed several potential script errors caused by Warframe abilities.
*Fixed a script error that could break various Drone escort missions (including Plague Star).
*Fixed a script error when changing loadouts while in Fortuna.
*Fixed a script error that could break an bounty stage if the objective was destroyed right at the last moment.
*Fixed a script error for Clients when changing Arch-Guns in the Arsenal in Simulacrum while another Arch-Gun is already equipped.
*Fixed possible script error that could occur if you aborted a mission right as a missile locked onto your archwing.
*Fixed script error that could occur if you joined a mission while the host was running a K-Drive race.
*Fixed a script error when your Sentinel activates the Revenge Precept.
*Fixed a script error when your Kubrow activates the Stalk Precept.
*Fixed a script error related to a ragdolled enemy in Orb Vallis.
*Fixed numerous script errors when casting certain Warframe abilities.
*Fixed a script error related to Nidus’ Undying Passive.
*Fixed some inaccurate LOC text.
*Fixed a script error if you viewed a Kuva Lich or Parazon Modding screen with 3 known Requiems.
*Fixed the KUVA HIND and KUVA NUKOR names being replaced by KUVA SHILDEG in languages other than English.
*Fixed a crash when aiming with Quatz (possibly other similar weapons that change fire mode on aim) and switching weapons while Mirage Hall of Mirrors is active.
*Fixed the Cautious Shot Mod stacking each time you enter/exit Titania’s Razorwing. 
*Fixed Hildryn’s Balefire charged shots not displaying "Drain per Shot" and "Damage" for charged shots when viewed in the Arsenal.
*Fixed Hildryn’s Balefire Surge Augment triggering when hitting allies.
*Fixed Baruuk’s Reactive Storm Augment resetting the Status Chance back to non-Augmented values after a direct punch to someone.
*Fixed Client unable to see blue bubble FX from Sanctuary and Shelter Mods.
*Fixed the Lanx Codex diorama appearing very dark.
	type: Update
	description: undefined
	imgUrl: http://n9e5v4d8.ssl.hwcdn.net/uploads/c97de10263a02e8ec156020cd1a4387b.jpg
	name: Empyrean: Ivara Prime 27.0.12 +
	url: https://forums.warframe.com/topic/1163746-empyrean-ivara-prime-27012-270121/
	date: 2020-01-23T15:36:07Z
	changes: Empyrean: Ivara Prime 27.0.12:
As mentioned in 27.0.11, we wanted to implement a more token based system to obtain the Tenebrous Ephemera that we removed from the drop table. An Anomaly Shard is 100% guaranteed at End of Mission for every Sentient Anomaly POI you complete.
Tenebrous Ephemera
ALL Sentient Captura Scenes 
Sentient Captura Scenes have also been removed from the drop table and will be purchasable from Little Duck exclusively.
Sharing is caring! Loot gathered when on-foot in a Point of Interest, Crewship, and from killing a Boarding Party are now shared between the whole squad, so you don’t individually need to go collect the loot if you’re busy Piloting, Engineering, etc!
This excludes Health, Ammo, and Energy pickups. Also, AFK players do not get the items shared and cannot pick them up later.
Minor Breaches, Fires, and Electrical traps now restore Railjack Health once again when a Catastrophic Failure breach is active!
The Health return was removed in 27.0.10 due to being used to manipulate Railjack invulnerability.
Added tips to the "Configure Railjack" screen in the Dojo. Simply hover over the "i" icon in the bottom right corner to learn more about each category! 
Avionics and Wreckage dropped in Railjack missions will now display a distance marker!
The distance marker will appear when the Avionic or Wreckage is near the center of the screen, regardless of how far it is!
Updated the ‘Components and Armaments Slots’ description to clarify that they do not apply to Wreckage, only Repaired Wreckage.
Made a micro-optimization to the Railjack UI. 
For those wondering: Micro-optimizations means small adjustments were made to improve performance without any changes to the game’s behavior. So you shouldn’t see anything change except that game runs a little faster!
Made a micro-optimization to a common function used by Railjack game-code.
Made a micro-optimization to numerous Railjack missions.
Made a micro-optimization to Railjack lighting.
Made some micro-optimizations to HUD marker performance, especially on Railjack.
Fixed a crash when the Host aborted from a completed Railjack mission.
Fixed a rare crash if you were connecting to a squad while another player was dealing damage with a Railjack weapon.
Fixed a crash when fighting Sentients in the Sentient Anomaly POI. 
More fixes towards broken Dry Docks when some players have different progression into the Rising Tide quest.
Fixed cases of Turrets being inoperable if a Host migrates while they were operating it.
Fixed Client bodies disappearing, Railjack turning into just black walls, and more bad states if they were operating a Turret when the Host migrates.
Fixed Clients dying and being Revived when operating a Turret resulting in the Railjack disappearing.
Fixed Clients crashing if the Host migrated during a Critical Breach.
Fixes toward Railjack Fast Travel not working properly while operating a Turret.
Some issues still persist that we are investigating! 
Fixed Wing Turrets moving their positions each time a Client mounts them.
Fixed exiting the Railjack with Hildryn’s Balefire active defaulting you to Unarmed with no Arch-Gun.
Fixed weird camera rotations after launching out of the Archwing Slingshot.
Fixed the Quick Progress screen not being usable after the first node transition in Railjack.
Fixed Lavan Elemental Reduction Avionics gain nothing from being Upgraded to Rank 1 unless on an Upgraded Grid.
Fixed Sentient Cores displaying the wrong marker after being picked up.
Fixed a couple issues of hangar doors on the Missile Platform not opening for Clients.
Fixed a script error when an enemy Crewship deploys their healing bubble.
Fixed a script error in the Railjack UI.
Defense Waves will now complete if NPCs are downed (but not dead), except for the final Wave, where all NPCs must be taken care of.
Removed the hit-scan tracers from Imperator Vandal as it's now a projectile weapon. 
Optimized server-side code for game log-in.
Optimized enemy Enemy class hierarchy slightly.
Improved robustness of a script interface to try to avoid scripts breaking if you switched to your Operator at the wrong time.
Made some systemic optimizations to the script runtime.
Made some micro-optimizations to the UI system.
Improved error handling in cache optimizer (some errors like being out of space) would trigger silent abort; it should now properly send you to https://www.warframe.com/en/iofail as intended.
Updated the "Boss Kills" section of the Profile stats to include 5 years of game updates (untouched since Update 14!).
Not only does this stat include the updated boss types it now includes special bosses like the Hemocyte and Razorback. There are a few known issues for some bosses that remain.
Hydroid, Limbo, Mesa, and Mirage ability videos have been added to their respective Arsenals!
Increased the scan projector FX when Conserving on the Orb Vallis to address colorblind difficulty.
Improved code-generation for certain types of compiler optimizations.
Fixed a performance regression in some rare cases for Ryzen processors.

*Fixed inability to use any Piloting maneuvers due to left stick being bound to zoom, effectively ignoring callouts in Intrinsic details screen.
*Fixed the Upgrade screen for Avionics in the Dry Dock missing button callouts for Upgrading when using a controller.
*Fixed LTHUMB button worked to activate the Search box even when the picker wasn't visible in the Avionics screen.
*Fixed the Left/Right bumpers not functioning in the Avionics Upgrade Screen.
*Fixed the Sort menu not working in any of the Avionics screens.
*Fixed becoming stuck in the Avionics screen and having to restart the game.
*Fixed inability to exit the Avionic Grid Upgrade screen if you place your virtual cursor over a Grid.
*Fixed several crashes and hangs on Windows 10 when an audio device is unplugged or changed.
*Fixed a rare crash when using Profile > Log Out from the menu.
*Fixes towards pathing issues with the Drone in the Plains of Eidolon. This also fixes a very specific spot where the Drone would regularly get stuck. As reported here: https://www.reddit.com/r/Warframe/comments/es51n3/cmon_de_its_been_2_years_why_do_we_still_need_a/ 
*Most noticeable in Plague Star at the moment, but still existed outside the Operation with Plains Bounties. We’ll continue to check up on this issue.
*Fixed the Vengeful Charge Ephemera providing constant light source for Mirage's Eclipse, resulting in a cosmetic granting the light buff to remain 99% of the time.
*Fixed Mission Time carrying over from time spent in Dojos or Relays.
*Fixed Mission Time including the time spent in your Orbiter after aborting a mission prior.
*Fixed your Kuva Lich having the default Excalibur Helmet on their shoulder if you killed the Kuva Larvling as a Client. 
*Fixed Tactical Reload, Lock and Load, and Eject Magazine Mods not functioning for Clients.
*Fixed toggle sprint carrying over into Wukong’s Cloud Walker (normal hold sprint did not).
*Fixed Ivara’s Navigator cast animation not being replicated between Host/Client, resulting in no sound or movement.
*Fixed the Quellor Alt Fire being silent when it’s meant to be Alarming (as indicated in the Arsenal). 
*Fixed enemies being immune to Vauban’s Bastille if they were ragdolled out of it previously.
*Fixed Excalibur’s Chromatic Blade elemental FX and statistics on Exalted Blade not updating after you change your Energy colour. Instead, they are stuck on the default Electricity element.
*Fixed Inaros getting stuck in his Devour animation if Devour is cast on an enemy that dies at the exact same time.
*Fixes towards the Octavia’s Anthem music note FX trail disappearing when you locate and collect the first or second Mandachord part.
*Fixed Coildrives in Orb Vallis never despawning if the player doesn't move and the Coildrive has passengers still inside.
*Fixed dispatched Drop Pod NPCs being confused at their own existence by standing stationary and staring into the sky contemplating life as ‘just another clone’.
*Fixed Volt visually missing his arm rings in his Codex/Market diorama.
*Fixes towards Ivara Prime’s helmet cloth clipping through her forehead.
*Fixed cases of Warframe stats appearing unranked when viewed in the Arsenal.
*Potential fix towards Resource Crate names lingering after being destroyed.
*Fixes towards odd pathing behaviors with the Jordas Golem.
*Fixed the Primary and Secondary weapons Upgrade > Actions screen including the Umbra Forma in the UI count of how many Forma you have.
*Fixed a UI error when selecting certain enemies in the Simulacrum that you don’t have fully scanned.
*Fixed some distortion FX on the Ice Planet's heat generators and improved their performance by removing a bunch of scripts to animate them. 
*Fixed distortions being offset with Dynamic Resolution enabled.
*Fixed Sigma Series Sugatra not being positioned correctly on Glaives.
*Fixed some items in the Market having overlapping text (Kavat Incubator Upgrade Segment, etc).
*Fixed a potential crash in the Weapon Upgrade screen.
*Fixed a script error in the Focus Arsenal screen.
*Possible fix for a crash that could occur when joining a mission right as someone picked up some loot in a Crewship.
*Fixed UI bug where the End of Mission screen would display 2 Anomaly Shards, even though you received 1 upon completing the Sentient Anomaly POI. 
*For further clarification, the Anomaly Shard is given when you complete the Sentient Anomaly POI, not an End of Mission reward for completing the entire mission itself (Fighters, Crewships, etc).
*Fixed getting an Anomaly Shard on subsequent runs without having to complete the Sentient Anomaly POI. 
*Fixed Crewships having no behavioural defense against leaving the Railjack level bounds and disappearing completely (now they will scoot back into the combat zone).
*Fixed Arch-Gun reload sounds not working when in Railjack POIs.
*Fixed a crash when opening the Options screen on systems with virtual/simulated audio output devices.
*Fixed a crash when switching to an audio device with a lower sample rate.
*Fixed Grineer Dregs having broken firing mechanics.
*Fixed controller rumble persisting after you have stopped firing the Phage. 
*Fixed Operator footsteps not being heard if Wisp is the equipped Warframe.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Empyrean: Ivara Prime 27.0.11 -
	url: https://forums.warframe.com/topic/1162207-empyrean-ivara-prime-27011-270113/
	date: 2020-01-16T18:22:26Z
	changes: Empyrean: Ivara Prime 27.0.11:
Just like you and your buff New Year resolutions, we’re here with some of ours (although maybe not as buff as yours 
you’re looking great we must say).
Introducing global buffs for all Reactor types found in the wild. Any existing gear you have will simply be adjusted for Avionics capacity, which will automatically be a buff in all cases (note: the Vidar III’s range has been compressed significantly from a 30 -100 range to the new 90 -100 range, but we will not give you lower adjustments if you had a Vidar III Reactor with Avionics capacity values in the 90 -100 range before this change).
With these changes, it’s important to note how we got from Point A to B. When initially setting up the Avionics values of these rewards, we did not forsee the depth of the frustration the ranges caused, but in hindsight we should have. Thanks to your feedback, we are able to confidently make broad and major buffs across the board.
TEMPORARILY removed the Tenebrous Ephemera as a drop from Reinforced Sentient Containers aboard the Sentient Anomaly in Veil Proxima. The drop method is causing numerous issues in terms of connectivity stability and player frustration. We’re going to be changing the acquisition method that won’t involve a direct drop rate in a near future Hotfix/Update, and will instead be closer to a token system (complete X Anomaly missions to buy Ephemera from a vendor).
The Tenebrous Ephemera will be coming back as soon as possible in a better acquisition method
Affinity gained from all Omni tool Repairs and Forge actions aboard the Railjack is now shared with the squad!
Previously, only the player who performed the Repair with the Omni tool/Forge action gained Affinity. Now, when any individual completes tasks with the Omni tool or Forge, the Affinity will be shared across all members. This is not restricted to those onboard the Railjack 
those flying around in your Archwing or taking out Crewships will also benefit. The goal here is to have the efforts of one benefit all and ultimately help each other earn Intrinsics for shared activities that keep the Railjack afloat. 
Wreckage limit has been changed to match the existing Riven method in terms of how the limit behaves to the player. Instead of Wreckage being auto-scrapped when over the limit, a prompt will appear upon returning to the Dry Dock that indicates the over limit Wreckage must be dealt with before you can start another Railjack mission.
Wreckage Repairs that are partially funded or waiting for completion (timer not expired yet) can now be cancelled! Resources funded will be returned and the Wreckage will remain in your Inventory to be Repaired or Scrapped later.
Keep in mind this doesn’t change the 80% refund from Scrapping Repaired Wreckage.
Changed base Avionics so they all have at least one rank to address difficulty knowing which ones you can scrap and which ones you can't, due to the ‘no ranks’ Avionics stacking with all other unrankeds:
Lavan Ablative Shell
Lavan Heat Sink
Lavan Last Stand
Lavan Thermatic
Lavan Phasic Weave
Lavan Predator
Lavan Winged Force
Lavan Winged Steel
Vidar Last Stand
To accomodate for the base Avionic change above, other Avionics have been changed: 
Vidar Predator: Higher base stat and higher drain
Vidar Winged Steel: Lower drain
Vidar Winged Force: Lower drain
Numerous UI changes in the name of organization and clarity have been made to the Railjack Research and Configure screens:
Added MK category tabs to the Railjack Research screen to better sort and display your growing Inventory of Research.
Added Categories, Search Bar, and Sort options to the Railjack Components and Armaments screens.
Added a ‘Show Equipped’ and ‘Show Ranked’ option in the Avionics Scrap screen.
Battle and Tactical Avionic Grids now have Grid category icons to mark which is which.
In addition, when picking a Battle Grid, we now reinforce which Grid you are selecting/viewing Avionics for by showing the category name and icon.
Hull Breach that are active when the mission succeeds will be fixed automatically.
This addresses missions failing after having already succeeded the mission due to players unable to fix the Hull Breach in time.
Increased the Range of Winged Cyclone, Winged Force, Winged Steel, and Winged Storm to 1000m.
This also fixes these Archwing based Avionics for Railjack also affecting the Railjack itself.
Increased the mount animation speed for the Archwing Slingshot and Wing Turrets.
Toned down the FX for both the Particle Ram and Fiery Phoenix Battle Avionic when aboard the Railjack.
This change is being made due to plenty of feedback requesting less visibility-inhibiting FX. 
To further increase the visibility when a Forge is available for use in the Railjack, the two screens and orange circle above, and activation button will glow when it’s ready and appear off then it’s busy. 
Reduced the brightness of the Crewship healing bubble burst FX.
Changed the Railjack entrance UI marker to use the same blue as the Railjack marker in-mission.
Refining in the Forge Bay with a controller now requires you to click and hold X for 1 second instead of simply clicking X.
This addresses accidental Refining due to mashing X to open the Forge window.  
The ‘Open Squads’ line now appears at the bottom of the Star Chart Railjack node mission info popup for consistency.
Depending on the node, it was previously buried in between the Requirements or Rewards lines.
Fixed not gaining Intrinsics after mission completion.
An example of this situation would be if the mission succeeded while a Boarding Party was still aboard, but not fully dealt with until after the mission success popup. 
Fixed a case of loading a Railjack mission forever due to some players having different progression into the Rising Tide quest.
Fixed Clients being stuck in a permanent streaming tunnel if they were in Dojo and Host in Liset.
Fixed cases of exiting the Archwing Slingshot resulting in a black screen.
Fixed a crash that could occur in Railjack if you were inside an enemy Crewship when it's destroyed.
Fixed Flux Energy that was in the capacity provided by Hyperflux Avionic being lost between Railjack sessions.
Fixed the stat value of Flux Capacity on Reactors showing higher than actual stats.
We're using Round To value of 10 instead of 1, so some values were showing higher than they should be (37.x would show as 40).
Fixed Rhino’s Roar ability buffing Battle Avionics on the Railjack.
Warframe abilities are not intended to increase the performance of the Railjack.
Fixed the Shatter Burst Battle Avionic not displaying damage numbers when it affects enemies.
Fixed being in Operator mode in the Dry Dock and then starting a Railjack mission resulting in your Operator being in it’s non-combat Dojo state.
Fixed pressing the ‘Reset Defaults’ button in the Railjack Customization screen punting you back to the Railjack Components screen.
Fixed Scrap button for Repaired Wreckage having the same text as for unrepaired Wreckage.
Fixed Last Stand Avionics descriptions showing incorrect upgrade numbers.
Fixed Wing Turrets on the Railjack sometimes disappearing in AR mode. 
Fixed swapping around Battle Avionics in the Dry Dock sometimes resulting in misordered Battle Avionics in your Railjack mission.
Fixed placeholder text in the Tactical Menu when viewed while in a Missile Platform.
Fixed overzealous particle sizes on the Naberus, Corposant Prime, and Spore Ephemeras when in Archwing.
Fixed inability to interact with Chat when viewing the Railjack Research screen with a controller.
Fixed Kuva Lich transmissions playing while in the Railjack Star Chart.
Fixed a script error when using the Archwing Slingshot.
Fixed a script error when using the Forward Artillery.
Fixed a script error when transitioning to and from the Dry Dock.
Fixed a script error when boarding a Crewship.
Fixed network race conditions that could cause a crash when playing Railjack.
Fixed super bright lighting during the exit cinematic of some Point of Interests.
Grendel Specters can now use all of his Abilities! I prefer my meatballs on the side.
Kuva Thralls now have a unique marker to differentiate them from the Lich!
Removed the slight red tint that was always displayed on the Shedu glow, no matter your Energy color choices.
Warframe/weapon tooltip in the Inventory will now display an Exilus icon if said item/Warframe has one installed. 
Made some micro-optimizations to the mini-map code.

*Fixed a script error when using the Void Hole Battle Avionic.
*Fixed a script error when viewing a Warframe Blueprint in the Market, resulting in an inability to purchase Warframes.
*This fix required the back out of previous fix that we will investigate for another: “Fixed cases of Warframe stats appearing unranked when viewed in the Arsenal”.
*Fixed a script error when clicking the Wreckage Scrap button.
*Fixed a few rare bugs in the Sacrifice Quest that could cause the chase sequence to get stuck.
*Fixed the Avionics screen breaking when selecting ‘Scrap.
	type: Update
	description: undefined
	imgUrl: http://n9e5v4d8.ssl.hwcdn.net/uploads/0eb964807a745fb09beee66a192e3913.JPG
	name: Empyrean: Ivara Prime 27.0.10
	url: https://forums.warframe.com/topic/1160887-empyrean-ivara-prime-27010/
	date: 2020-01-10T21:04:20Z
	changes: Empyrean: Ivara Prime 27.0.10:
We bring you another Hotfix before the weekend arrives. The first Hotfix of 2020, 27.0.9, brought a slew of Railjack tailored Additions, Changes, and Fixes (among general ones as well), of which we have been reading your initial feedback. Railjack Resource balancing continues to be a hot topic of discussion in regards to the overall Railjack experience. More to come!
Players will now have ~3 seconds of invulnerability when exiting the Railjack or a Point of Interest! 
This window allows for a moment to escape from the incoming damage aimed close to your location so you don’t fall victim to a one-shot death.
Increased the refund from Scrapping repaired Wreckage to 80% from 50%.
A welcomed increase from feedback that still maintains the risk vs reward of repairing Wreckage, hence why is it not a 100% return.
Repairing a minor Railjack Breach/Fire/Electrical when a Catastrophic Failure breach is active will no longer give Health back to the Railjack.
This addresses numerous cases of Railjack invulnerability abuse by manipulating the Catastrophic Failure breach timer. We’re looking at other ways to allow Health on minor Breach repairs/fires/electrical during a Catastrophic Failure without opening the door to this misuse. 
Wreckage capacity now appears in the equip screen for Components and Armaments, allowing you to see how many you currently own while Scrapping.
Distance values on Railjack enemies will now be displayed once their name is visible.
Upgraded art quality for certain Grineer Installations in Railjack missions.
Made some micro-optimizations to the Railjack HUD.
Fixed inability to destroy enemy Crewships that have been hijacked.
Fixed the wide door in the Pulse Turbine not opening for Clients.
Fixed being placed outside of the Railjack level when loading into a Railjack mission from your Orbiter as the Operator.
Fixed control settings such as mouse sensitivity being set to non-Railjack settings when a Crewship is destroyed. 
This was most noticeable when Piloting the Railjack during the Crewship explosion, as sensitivity would abruptly change until the Pilot seat was dismounted.
Fixed cases of Armament Wreckage unique stats not showing. This was due to the physical Armament not being equipped on the side of the Railjack, which then considered it not equipped.
Fixed Carcinnox Armaments displaying incorrect Falloff ranges in the Dry Dock stats.
Fixed the Munition Ammo count UI in the Railjack displaying 1 more capacity than you actually have (ie 30/31).
Fixed Railjack Forge not applying yield multipliers (Engineer Intrinsic bonus) to displayed craft amounts.
Fixes towards Ram Sleds occurring during a transition to the Dojo after completing a Railjack mission.
Fixed hazard markers (Fire, Electricity, Fast Travel) inside the Railjack appearing in the wrong locations when viewed in the Tactical Menu while on the Pilot seat or side Turrets.
Fixed missing Railjack enemy UI after exiting/returning/exiting the Railjack.
Fixed incorrect minimap overlay when failing a Railjack mission and returning to the Dojo.
Fixed Railjack enemies displaying a Rank of 00.
Fixed a crash while transitioning levels in the Railjack.
Fixed a script error that can occur when exiting the Archwing Slingshot after opening the pause menu, which caused a persistent black screen.
Some camera issues still persist that we’re investigating.
Fixed some Mods displaying under the Items section on the End of Mission screen.
Fixed Reliquary Drive appearing to have the ‘vacant’ text even after completing the Key quest. 
Fixed unlocalized Railjack recall text.
The Shedu Blueprint has been added to Cephalon Simaris’ Lost & Found Offerings (only after acquisition Quest completion). 
Increased range that the Mine Osprey drops mines from. This combined with their behaviour bringing them close to the player meant the Ospreys would only usually get about one mine dropped before hovering harmlessly near the player.
Removed decimals in the Arsenal stats if damage Falloff range is 1000 or greater to fix numbers overlapping and appearing messy.

*Fixed Jackal and Razorback not correctly turning to face players sometimes when you get behind them.
*Fixed Korrudo having inherited the Hirudo’s Health on Critical Hits mechanic.
*Fixed the Redeemer weapon series appearing to deal 10x Damage than it actually was.
*This affected Arsenal stats only, in missions it did the correct damage.
*More fixes towards Wisp movement animations issues when equipped with the Atmos and Nunchaku.
*Fixed incorrect Energy color for the Vengeful Shockwave Ephemera.
*Fixed Ivara Prime’s Quiver ability not using her Artemis Bow Prime mesh. As reported here: https://forums.warframe.com/topic/1160446-ivara-primes-1-doesnt-use-the-right-artemis-bow-texture/
*Fixed the Paris Prime arrow using incorrect textures.
*Fixed incorrect Energy color on the Hema muzzle flash light.
*Fixed overly metallic reflections on the Kopesh Longsword Skin.
*Fixed incorrect lightning textures on Volts. As reported here: https://forums.warframe.com/topic/1160559-bad-lightning-still-not-fixed/
*Fixed missing Channeling particle FX on the Targis Prime Armor (appears with x2 Combo Counter).
*Fixed seeing a distorted flat circle on the Staticor explosion (and radiation areas).
*Fixed incorrect Kubrow eye glow color when using the Metus Fur Pattern.
*Fixed Eidolon Lures disappearing at certain camera angles.
*Fixed MOA and Kavat Companion Emblems being equipped on the wrong side.
*Fixed broken warp sounds in the Sentient tileset.
*Fixed a script error related to Tusk Mortar Bombards crouching.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Empyrean: Ivara Prime 27.0.9
	url: https://forums.warframe.com/topic/1160497-empyrean-ivara-prime-2709/
	date: 2020-01-09T16:43:11Z
	changes: Empyrean: Ivara Prime 27.0.9:
Armor value changes:
Flak: 300 to 150
Elite Flak: 350 to 175
Taktis: 250 to 125
Elite Taktis: 350 to 175
Cutter: 250 to 125
Elite Cutter: 300 to 150
Outrider: 800 to 300
Elite Outrider: 800 to 400
Health value changes:
Flak health: 250 to 375
Taktis health: 200 to 300
Cutter health: 200 to 300
Our intent is to make Railjack weapons more effective on their own. As such, Rhino’s Roar and Saryn’s Toxic Lash no longer unintentionally affect Railjack weapons, as per [DE]Marcus’ post here:

Elite Exo Taktis
Elite Kosma Cutter
Elite Gyre Cutter
Elite Exo Taktis
Elite Exo Flak
Elite Exo Cutter
Elite Exo Flak
Elite Exo Cutter
Elite Exo Flak 
Adding Void Hole to Elite Exo Flaks should make it significantly easier to acquire due to their spawn rates, but we will continue to watch all the drops in case they need further changes.
Elite Exo Cutter
Decreased the effectiveness of the Particle proc but increased its Duration
Reduced to 7.5% damage bonus per hit, still stacks, and lasts 20 seconds. The exponential growth and short duration meant this was far more beneficial to rapid-fire guns than anything else.
Increased the effectiveness of the Incendiary proc but decreased its Duration
Double the damage per tick but half the duration; same total damage but in less time to feel more relevant.
Pulsar series
Increased base damage
Increased fall off range
These extremely precise weapons were having trouble competing with the other options available. Increased damage by about 10% and increased effective range should help give them a more viable role.
Photor series
Increased fall off range
Extra range and these also benefit indirectly from the improvement to Incendiary status.
Cryophon series
Reduced damage and increased fall off range
Reducing the armor values of enemies made these capable of killing every enemy in a single hit, this brings them back in line with the intended time to kill. Please bear in mind we are actively watching player stats and collecting feedback, and are willing to iterate on balance. 
Zetki House
Reduced Heat Accretion for all Zetki weapon variants apart from Cryophon
This house trades more heat for more damage, but it felt like they were TOO hot for the amount of extra damage you got.  Compared to the baseline weapons, Zetki now offers 50% more damage for double heat instead of quadruple heat.
Permanent in-world markers have been added to Avionics and Salvage in Railjack when they drop.
This will allow you to always know what remains on the field of battle, and how to navigate accordingly. Adding awareness to the important loot has been a huge request, and this visibility increase should make sure no loot is left behind. Aside, we are reviewing ‘vacuum’ range. 
Asterite Resource pickups now reward 2x as much Asterite. 
Asterite costs for Wreckage were going a bit too slowly, so now you will earn it at twice the rate. 
Your Squad Overlay is now visible when in various Railjack modes (Pilot, Weapon, etc).
There’s been consistent expression that ‘seeing my Squad’s status’ is important. We have now ensured it’s visible when piloting / gunning / etc, and we have added some new iconography to show player states. 
Added ‘Squad Status’ for Railjack Missions in the Squad Overlay. 
These Icons show what your squadmates are doing, including: pilot, gunner, cannon, Omni Tool, Archwing, at a point of interest, engineering, fighting a boarding team, in slingshot, in Crewship, or just messing around on the Railjack doing nothing specific. 
Intrinsic points can no longer be gained once all available Intrinsics are maxed out. If you are already above the maximum, your additional points have not been lost. 
Railjack minimap is now always fully visible.
Better centered the Railjack Pilot HUD diamond. 
Added new force feedback to all Weapons and Missile Launchers. 
Off-screen space enemy markers in Archwing now show awareness state fill.
Fixed some color and alpha settings on off-screen markers in Archwing for better visibility.
Increased brightness and thickness of enemy markers in Railjack. 
Updated the Railjack name placement on all Skins to be better visible.
Set the maximum length for Railjack Names to 50 characters 
in practice, this is almost an increase. The limit before was set by width along the available real estate. Now we have properly conforming names. . 
Optimized camera placements overall when customizing Railjack / viewing aspects. 
The ‘Toggle Interior’ button now has a checkbox to indicate active state. 
Railjack Health and Shield now show when they are invulnerable (i.e after a Catastrophic Failure Breach). 
Removed HUD markers from missiles launched by Seeker Volley battle avionic, which also fixed enemy HUD markers disappearing. 
The player’s view of a Cloaked Railjack (using Void Cloak) is now a more obvious effect.
Railjack name shows in ‘edit name’ input box.
Railjack name shows in HUD instead of generic ‘Railjack’. 
Cargo consoles now show a small effect when they are busy and unavailable to use. 
Controller ‘start’ button now closes tactical menu instead of opening top menu.
Slightly zoomed out the tactical map when on the railjack, increased visibility of minimap features.
Sorting for Drain will now sort higher Drain to the top.
Added Wreckage count to equip screen.
Fixed Engines Colour customization not working properly. 
Fixed an issue with Railjack stats appearing as the default one when pressing ESC on any part of Components menu.
Fixed missing sounds on a certain Archwing fly-in cinematic. 
Fixed a script error in the Tactical Map. 
Fixed erroneous ‘Stealth’ component from Railjack gun Huds. 
Fixed Arrows for Railjack markers pointing the wrong way when you have a scaled HUD. 
Fixed Nekros’ Shadows of the Dead spawning enemy ships inside Railjacks (lol). 
Fixed an issue where using the Archwing Slingshot with Melee equipped causes issues. 
Fixed an issue where you could use menus while in Archwing Slingshot. 
Fixed the ‘Hijacked’ Grineer Crewship spawning inside geometry. 
Fixed multiple [HC] tags appearing. 
Fixed an issue where players entering Grineer Ramsleds could travel unknown places. 
Fixed Ivara’s Zipline persisting when in Railjack Emplacements. 
Fixed Railjack audio looping when in Landing Craft. 
Fixed the Reliquary Void Branches not persisting. 
Fixed Ballistic and Particle damage icons being swapped in-game. 
Fixed Railjack Slingshot FX colour not updating properly. 
Fixed Railjack Weaponry appearing at odd angles for Clients when dismounting. 
Fixed Clients being permanently dead in Railjacks if they return to a Dojo in the ‘Revive’ screen. 
Fixed Tactical views of players on Railjack Weaponry not working correctly. 
Fixed overlapping music on mission complete. 
Fixed being able to acquire Revolite by methods other than crafting / preparing Payloads.
Fixed Archwing death causing players to respawn at the beginning of the mission.
Fixed Omni tool equip animation causing loss of functionality when mounting emplacements/piloting.
Fixed Omni Tool having an ammo type (which didn’t actually interact with anything).
Fixed multiple crashes that could occur when loading into a mission as a client in a Landing Craft.   
Fixed Omni Tool showing level ‘0’.
Fixed being able to exit an emplacement without animations instantly by spamming esc multiple times.
Fixed railjack mission complete popup rendering behind the railjack HUD.
Fixed grineer Crewship console disabling the shield when exiting the hack without completing.
Fixed Crewship healing bubble not being seen or affected by clients.
Fixed Sigma Engines displaying incorrect stats.
Fixed some weapons showing incorrect icons.
Fixed railjack engineering 10 intrinsic not working for clients.
Fixed the repair drones not disappearing if someone else repairs the malfunction before the drones finish it.
Fixed drifting sound stopping properly when pilot leaves pilot seat during drifting.
Fixed bug where Intrinsics could be kept on mission abort, which was never intended.
Fixed Archwing bug that would cause Clients to be stuck with normal weapons if they slingshot into a non-Crewship enemy.

*Fixed the Jotunheim Oculus being too faded during gameplay. 
*Fixed the Cirrus Chest piece interacting poorly with Wisp. 
*Fixed the Cirrus Leg Armor being incorrectly placed on several Warframes. 
*Fixed an issue where Chroma’s Elemental Ward in the ‘Fire’ mode would subtract health if Operators strayed too far from Warframes. 
*Fixed the Quellor being unable to use Ammo Mutation Mods. 
*Fixed an issue with Quellor energy colour as per:
*Fixed an issue where the Shedu would get stuck after regenerating ammo. 
*Fixed Elemental FX not working properly on Excalibur Deluxe Nikana.
*Fixed Elemental FX not working properly on Wukong Deluxe Whip.
*Fixed a script error in Inaros’ Sandstorm. 
*Fixed overlapping environmental issues in Grineer Galleons. 
*Fixed an issue with the Behemoth Juggernaut boil not being opaque. 
*Fixed a false John Prodman icon showing up in Baro’s wares… 
*Fixed an issue with camera zoom being too close to Grendel after using transference + Pulverize. 
*Fixed Daikyu FX issue as reported here:
*Fixed Chroma’s Electric Elemental Ward not responding to Power Duration Mods. 
*Fixed Nezha’s Blazing Chakram not working correctly for Clients when charged.
*Fixed a script error in Wukong’s Celestial Twin ability.
*Fixed a script error in Chroma’s Effigy ability. 
*Fixed Imugi Prime Shoulder pieces always glowing blue when Mirage is using Eclipse. 
*Fixed Nezha’s FX not properly working on ragdolled enemies. 
*Fixed the Shedu using the wrong weapon mesh when disarmed. 
*Fixed the Shedu being unable to use Projectile-based Mods (Speed, etc). 
*Fixed Ivara Prime’s Artemis Bow Prime darkening when viewed in the Arsenal. 
*Fixed the permanently black Prisma Koi Sentinel tail
*Fixed permanent Water FX on players using Itzal’s Arch Line to escape water. 
*Fixed incorrect textures on Ivara Prime using the Astrea TennoGen. 
*Fixed Nox enemies being turned into Thralls by Liches. 
*Fixed Demolishers being turned into Thralls by Liches. 
*Fixed FX issues with the Simaris Ship / Dojo Decoration no properly adjusting when moving around. 
*Fixed Frost’s Snowglobe missing the invulnerability period on cast. 
*Fixed an issue with some TennoCon Glyphs appearing the same. 
*Fixed missing Venka Melee sounds. 
*Fixed Kuva Liches stealing Conclave Rewards. 
*Fixed Kuva Tolon Chest Armor having an incorrect icon. 
*Fixed a distressed pipe appearing as white instead of red in Jupiter. 
*Fixed the Heartwood Armor set clipping with Rhino. 
*Fixed lightmaps on pressure plates in old Corpus ship Sabotage core.
*Fixed a crate that was spawning within walls on the Grineer Shipyard.
*Fixed a minimap that was missing from a section of the Grineer Shipyard.
*Fixed Terra Manker’s weapon sound playing non-positionally.
*Fixed magnetic proc sound playing repeatedly on Shock Eximus Auras.
*Fixed a crash caused by an assertion failure.
*Fixed Mercy icon appearing on floor for Larvlings.
*Fixed Wuush and Meteor whip skins not sitting properly in the hands when used with some whips.
*Fixed offsets for Equinox night form leg armor so it sits better on the leg.
*Fixed several script crashes caused by Warframe and Archwing abilities.
*Fixed an issue with Ciphers that was causing fails not to count properly in fails stat.
*Fixed Distortion Overrides not working on objects whose base materials themselves didn't have a distortion shader.
*Fixed the Quellor’s clip rendering behind the gun if reloading while aiming. 
*Fixed clients sometimes not getting Relic reward selection screen.
*Fixed Frame display showing when backing out of controller customization while in mission.    
*Fixed single emissive colors not showing properly on Equinox and Khora.
*Fixed miniature Boiler pods that could get stuck lingering in mid-air.
*Fixed violent flickering in Helminth room.
*Fixed the too-thick dust in the middle of the Orbiter.
*Fixed Imperator GPU particles moving towards the camera.
*Fixed various issues with the Kuva Ayangya, including not firing sometimes in space.
*Fixed some attachments not showing combo multiplier FX. 
*Fixed Saryn Prime appearing covered in a flickering triangle FX when casting Molt or Toxic Lash.
	type: Update
	description: undefined
	imgUrl: http://n9e5v4d8.ssl.hwcdn.net/uploads/32221b681020ab4ef869f68bb1bd6ec3.jpg
	name: Empyrean: Ivara Prime 27.0.8
	url: https://forums.warframe.com/topic/1155657-empyrean-ivara-prime-2708/
	date: 2019-12-20T20:51:36Z
	changes: Empyrean: Ivara Prime 27.0.8:
We’ll still be around monitoring for any fires that require our Hotfixing attention 
happy holidays, Tenno!
Significantly increased the amount of Common Resources awarded by the End of Mission Rewards. This touches on our plans for Economy balancing within Railjack, and should lend a hand to furthering your Wreckage and Payload crafting projects!
Crewship projectiles no longer seek after Archwings! They’ll still attempt to fire at you but they will no longer seek and one-hit-KO your Archwing.
Fixed inability to enter the ‘Investigate Anomaly’ objective on Ruse War Field. 
Fixed screen turning completely black when inside a Blackhole, forever searching for that guy from that space movie with the books.
Fixed players becoming stuck in an infinite loading tunnel when launching from the Orbiter.
Fixed common crash that could occur when a Crewship was destroyed while someone was aboard.
Fixed a crash when trying to access the Payload screen during Host migration, or at the start of the mission before it's done loading.
Fixed Non-Elite Exo Fighters unable to spawn in Veil Proxima.
Fixed Gyre Elites not dropping Avionics.

*Fixed characters in certain languages such as Simplified Chinese not showing correctly in input fields.
	type: Update
	description: Our last workweek Hotfix before the holiday break here at the DE studio! We still have lots we want to achieve with Empyrean, such as Wreckage Repair cancelling, Rank 10 Intrinsic balancing, and more! 2020 will bring these more adventurous changes, but we didn’t want to leave 2019 without a few more QOL changes and fixes.
	imgUrl: undefined
	name: Empyrean: Ivara Prime 27.0.7
	url: https://forums.warframe.com/topic/1155166-empyrean-ivara-prime-2707/
	date: 2019-12-19T22:17:20Z
	changes: Empyrean: Ivara Prime 27.0.7:
We’ve added improved visuals towards the Forge Stations in Railjack to better illustrate when a Station is busy. The floor ring located at the base of each Station will now appear lit when the Station is ready for Forging, and will appear unlit when the Station is busy. This also fixes missing progress circle UI for the Forge Stations to indicate when a Station is busy.
Enemy Crewship UI markers will now always be displayed no matter what the range is to fix tedious scouring to find that poor last victim. We are also working on improving flow overall. 
Fixed missing controller key callouts on the Railjack Tactical Menu. You may notice no callout at all, which means the Tactical Menu is not bound to anything and you must bind it first.
Fixed max ranked Battle Forge Railjack Avionic trying to subtract 3.4E+38 seconds (more than the age of the universe) from remaining Forge cooldown time.
Fixed Railjack Engines and Reactors displaying as equipped on the wrong part of the Railjack (Engines on Wing Turrets, etc).
Fixed activating the Omni gear recall twice in succession resulting in breaking the UI timer, not teleporting you, and inability to use it again.
Fixed an unhackable console in a Grineer Galleon Railjack base
Fixed End of Mission screen popping up and 2nd mission not starting when you fail a mission in Railjack, return to Dry Dock, and then try to start another mission.
Fixes towards crashes occurring from Crewships.
Fixed a crash related to Railjack encounters activating during a Host migration.
Fixed a script error if Client is going from Dry Dock to a session hosted from the Orbiter.
Fixed some Railjack interior textures appearing more ‘Wear & Tear’ than others.

*Fixed Fulmin (only when reduced to below 10 rounds on Semi-Auto firing mode), Flux Rifle, Kitguns with the 'Gaze' Chamber type and Pax Charge Arcane, Imperator/Vandal, Cycron, and Larkspur not recharging correctly.
*Fixed Aksomati Prime and Baza Prime having the same Riven Disposition as their normal variants despite the UI displaying their correct Disposition of 1.
*Fixed misplaced meshes in the Corpus Ship Exterminate tileset.
*Fixed a script error if the Host selects a mission while the Client is still loading into the squad.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Empyrean: Ivara Prime
	url: https://forums.warframe.com/topic/1154608-empyrean-ivara-prime-27061/
	date: 2019-12-18T22:54:11Z
	changes: Empyrean: Ivara Prime 27.0.6:

Asteroids now drop multiple Resources! Alongside other Resources, this significantly increase Titanium gains; a prominent feedback request!
You may notice a blinking indication on Veil Proxima from time to time. We suggest investigating...
Pennant and Quellor Blueprints are now shared pickups; no longer required for all players to manually collect the pickup! Thanks for your patience as we work toward the rest of the on-foot items being picked up.
You can now trade Avionics in your Dojo or Maroo’s Bazaar!
Increased chance to get common and uncommon Resources from associated crates onboard Crewships and other Points of Interest to aid in your Forging and overall Resource required crafting needs. This increase in commons and uncommons was achieved by directing Rare resources to be space-combat only drops, and having common and uncommon more dominant on-foot. 
Points of Interest and Crewships that launch Ramsleds will now only do so 4 times. This fixes Crewships launching an infinite amount of Ramsleds to knock at your door. 
Changed the pips of Avionic Ranks vs Grid Ranks to better illustrate between the two.
Added House icons to Avionic names for clarity.
The Railjack name text now has its own separate color slot in the ‘Primary Text Color’.
Optimizations towards performance when Piloting the Railjack.
Removed scannable lore items from the ‘Investigate Anomaly’ objective nodes. They shall return when ready!
Added visual variety to the asteroids in Saturn Proxima and Veil Proxima. 
Ramsleds have been given an upgrade the farther you progress into the Railjack Star Chart! Be on the lookout for shielded variants that will require precise aim and firepower!
Revised description for error message about unable to find an open squad:
Could not find an Open Squad. Please try again, or launch a new session from your personal Railjack stationed in a Dojo's Dry Dock.
Fixed players being blocked from returning to Dry Dock after new Update/Hotfix/Host migration. You’ll now see a nice message telling you to return to the Dry Dock to get your goodies! 
Fixed incorrect droptable for all enemies in nodes that give you the ‘Investigate Anomaly’ objective.
Fixed infinite spawn exploit from the Assassinate target, Blite in Galleon Points of Interest. The cooldown for him to spawn new minions now ramps up over time.
Fixes towards cases where the End of Mission screen displays more Intrinsic earned than you actually did.  
Fixed being in all types of broken states if the Crewship you’re piloting blows up.
Fixed Host migration after exposing a radiator in a point of interest (Pulse Turbine, Shipkiller Platform, etc) resulting in an inability to complete the mission.
Fixed the Hyperflux Flux Capacity buff not properly applying to the Railjack. 
Potential fix towards losing Railjack objective markers after a Host migration.
Potential fix for the Asteroid Hanger Crewship being stuck, resulting in an inability to complete the mission.
Fixed inability to progress past certain doors in the Railjack Missile Platform interior. As reported here:
Fixed the shortcut path not opening up for Clients when destroying the Core in the Missile Platform.
Fixed for certain weapons still damaging the Elite Kosma Flak through it's shield ability.
Fixed Rhino’s Iron Skin FX applying to the Nose/Wing Turrets.
Fixed seeing tiny asteroids back in your Orbiter/Dry Dock.
Fixed a script error if an encounter triggered during a Host migration.
Fixed Crewships being spawned as Tenno Faction, which resulted in numerous issues such as not attacking you, Fighters attacking it instead, and Railjack Turrets not doing any damage to it. This also fixes a fatal crash related to this bug.

*Fixed inability to equip the Astrea Skin/Helmet on Ivara Prime. As reported here:
*Fixed ability to yeet the Jordas Golem with Itzal’s Arch Line ability, thus breaking the mission.
*Fixed Excalibur Zato’s visor appearing to jitter instead of being rigid.
*Fixed missing Melee sounds on Zaws equipped with a Scythe or Nikana Skin.
*Fixed the Arit Longsword Skin being invisible and having no sounds if used on a Zaw.
*More fixes towards Elemental FX being misaligned on Zaw Skins.
*Fixed Trinity Prime having weird tail cloth physics. 
*Fixed the Massif Prime Syandana getting stuck on Ivara Prime’s skirt cloth.
*Fixed the Ivara Kuvael Huntress Helmet floating away from Ivara Prime’s body.
*Fixed a script error when clicking an unnecessary Replicate button on Researched Dojo Pigments.
	type: Update
	description: 6 Days ago on PC, Empyrean launched! We have done 5 Hotfixes (here comes #6) with more to come before we rest up over the Holidays. Did the update release exactly as we had hoped? Not exactly 
we’ve got bugs to fix and things to balance! Check out the latest Dev Workshop to read about where we are and coming changes:
	imgUrl: undefined
	name: Empyrean: Ivara Prime 27.0.5
	url: https://forums.warframe.com/topic/1154134-empyrean-ivara-prime-2705/
	date: 2019-12-17T23:01:35Z
	changes: Empyrean: Ivara Prime 27.0.5:
Dirac is one-size-fits-all resource for Railjack upgrading 
from Grid to Avionics. Wreckage can be scrapped for it, Avionics can be scrapped for it, and it can be found virtually everywhere in Railjack missions. Avionics are an important part of your Railjack customization and power experience, and are only found in a few places.
For this round of changes, we are doing the following:
Next up on our list is Resources overall, universal Loot Pickup sharing, and more!
Crewships now have their own unique enemy marker to differentiate them from all other fighters around!
Removed (for real this time) Credit Caches from the Railjack rewards, as the ‘bonus rewards’ still included Credits. 
Elite Kosma Flaks will now only use their shield ability if facing their target.
Removed Resource collection sound for all items except: Carbides, Copernics, Cubic Diodes and Pustrels due to a constant stream of that specific sound because it happens for every single pickup. Sound is now reserved for important Forging Resources!
Fixed an exploit where Turret encounters would infinitely respawn despite not being intended to (nor Grineer having the means to generate infinite turrets, yet).
Fixed inability to complete a Railjack mission with a Pulse Turbine objective if a Host migration occurred, due to vulnerable radiators respawning and breaking the objective.
Fixes towards Clients taking a longer time than normal to load back into a Railjack mission after a Host migration has occurred. Clients will typically take longer than the Host to load back in, but hopefully this cuts down the load time a bit.
Fixed Armament Wreckage not showing their innate bonuses before and after Repair. The before Repair stats can be seen by selecting the Armament Wreckage and pressing TAB.
Fixed unequipping and equipping Railjack Components resulting in their upgrades stacking. 
Fixed a potential script error with the Missile Platforms in Railjack missions. 
Fixed a script error when using the Railjack Particle Ram.

*Fixed Octavia using the default songs for Clients.
*Fixed Kubrow animations popping/jittering when returning to the Incubator after the menu is opened.
*Fixes towards Syandana’s clipping through Excalibur Zato Skins body.
*Fixed a script error when the Eidolon Teralyst screams.
*Fixed a script error when casting numerous Archwing abilities.
*Fixed a script error when casting numerous Warframe abilities.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Empyrean: Ivara Prime 27.0.4
	url: https://forums.warframe.com/topic/1154021-empyrean-ivara-prime-2704/
	date: 2019-12-17T18:58:02Z
	changes: Empyrean: Ivara Prime 27.0.4:

Practice stealth as you track your prey, then strike with ruthless precision as Ivara Prime! No hunt is complete without the Baza Prime and Aksomati Prime!
As regal and lethal as a nighttime wood, this is the queen of the hunt in her ultimate form.
The Orokin-engineered definition of silent lethality.
The elegant Aksomati precisely refined to its ultimate manifestation.
You can find Ivara Prime, Baza Prime, and Aksomati Prime Relics in their classic spots (Void, Derelict, Defense, Survival, etc) with the addition of Railjack missions 
All Credit Cache Rewards have been replaced with Relics! Check your in-game Codex for Relic drop locations.

Get the newest Prime gear with Ivara Prime Access and Prime Accessories here: https://www.warframe.com/prime-access
With this Vaulting comes the shift of the following Syndicate Sacrifices:
If you already wield the power of these Primes or have their Relics in your Inventory, they will remain after the Vaulting.

Added Railjack Health perks for performing repairs on the Railjack:
15% of max Health for Fire and Electricity Traps
20% of max Health for Ruptures
30% of max Health for Hull Breaches
Currently a Hull Breach Repair grants you 10 seconds of Railjack invulnerability. With the added Health perk for Hull Breaches, we’ve tweaked the Railjack Invulnerability time to grant a benefit to those with haste to compensate! Repairing a Hull Breach now grants Railjack invulnerability scaled to the amount of time left on the ‘Catastrophic Failure Imminent' timer. You can get anywhere from 5 
15 seconds of Railjack invulnerability based on your Hull Breach Repair urgency.
Removed Credit Caches from the Railjack reward table! Relics have been added in Railjack missions to compensate for this.
Increased the cooldown of the Elite Kosma Flak's Shield ability and fixed the shield not actually blocking damage sometimes.
Adjusted hit boxes on the Elite Kosma Flak for improved accuracy. 
Adjustments to the Archwing Cannon firing animation for a less janky launch.
Removed a certain floating prison found in Railjack missions due to numerous collision/sizing issues. It shall return at a later date!
Enabled Push-To-Talk in Railjack keyboard bindings.
Removed Crewship eligibility from the Simulacrum.
Fixed the Sover Strait node missing from Earth Proxima.
Fixed attempting to load to the Dry Dock through the Railjack from the Orbiter sometimes causing infinite loading or a crash.
Fixed a soft lock when attempting to Repair Wreckage in someone else's Dojo.
Fixed a crash when attempting to load into a Railjack mission with a Friend.
Fixed a crash when returning to the Dry Dock from a failed mission.
Fixed a crash when selecting a Shield Array MK III.
Fixed having to re-complete the Railjack objectives if there was a Host migration.
Fixed getting numerous script errors after completing multiple missions and a Host migration occurred. This could result in objectives breaking or not updating after the migration.
Fixed Pilot Intrinsic “Ramming Speed” not functioning. 
Fixed missing Railjack Health after a Host migration occured.
Fixed the ‘Ramming Speed’ Pilot skill not functioning.
Fixes towards infinite Railjack Void tunnel when transitioning from different levels.
Fixed being placed in a weird state if you tried to launch out of the Railjack Cannon right after the Host did.
Fixed enemy Crewships attempting to fire at things that aren't visible, either due to cover or via being invisible (ie. Itzal).
Fixed discrepancies with End of Mission Intrinsics gained sometimes not displaying correctly.
Fixed Railjack End of Mission results getting stuck on screen if kept open during return to Dry Dock.
Fixes towards Clients not seeing all their gained items on the End of Mission screen when returning to the Dry Dock. 
Fixed not being awarded the Forging Bay Resources from your Railjack mission upon returning to the Dry Dock.
Fixed some Railjack Components not having their upgrades unapplied when the Component is removed.
Fixed Shield Arrays with the Shield redirection buff giving the Railjack an infinite buff. This also removes the resistance buff from the shield redirection buff. Wing Turrets still receive the same damage bonus on next shot.
Fixed the Avionic Scrap screen not displaying the Ranks of Avionics.
Fixed the Avionic Scrap screen perpetually appearing when opening your Inventory screen if you accessed the Scrap screen prior.
Fixed turning invisible if you were in another players Railjack Arsenal when the mission started.
Fixed Railjack walls appearing invisible when a Ramsled hits you while you're in the Nose Turret AR (Augmented Reprojection) mode.
Fixed Warframe ability sounds not playing properly when in a Railjack Turret.
Fixed the Dry Dock platform used to enter the Railjack clipping into it if the Caballero Railjack Skin is equipped.
Fixed base Components displaying a rank [0]. These are base items that have no rank.
Fixed ability to craft more Munition than you can afford in the Payload screen, thus going into the negative values and receiving an error.
Fixed Dredger and Outrider projectiles going through collisions.
Fixed a script error when the Forward Artillery Cannon is charging while someone is transitioning between the Railjack and Archwing.
Fixed cases of the Forward Artillery Cannon becoming stuck when attempting to face your target.
Fixed the Forward Artillery Cannon not functioning after a Host migration has occurred. 
Fixes towards the Railjack appearing very dark (Cy forgot to pay the hydro bill).
Fixed seeing the wrong prompt when attempting to further rank up an already max rank Intrinsic.
Fixed missing texture in the Tactical Menu minimap when it's opened while returning to the Dry Dock.
Fixed duplicate description text for Reactors with the "chance to automatically seal a breach" perk.
Fixed Outriders being stuck to Turrets in their Codex diorama.
Fixed losing your chosen UI Theme when Piloting a Railjack.
Fixed Client audio replication bugs on the Radar Tower in Railjack.
Fixes to some Archwing Cannon sounds not playing correctly.
Fixed Octavia Abilities not properly ducking ambient and combat music in Railjack.
Fixed some overly repetitive Cy transmissions. 
Fixed missing transmissions for Gallen/Asteroid Base points of interest.
Fixed missing descriptions for Chat linked Railjack Resources.
Fixed a script error when using the Omni.
Fixed a script error when viewing/closing the Tactical Menu.
Fixed a script error in the Railjack HUD.
Fixed a script error when a Crewship encounter started. 
Fixed script error that can occur when reviving after dying in a Turret.

*Fixed inability to play the Kuva Fortress Pago Spy node.
*Fixed being loaded into a completely different mission when attempting to play a dynamic mission types (Kuva Siphons, Syndicate etc) when using Public matchmaking. This only occurred if there were more than one of that mission-type on the same planet at the same time. 
*Fixed Sawgaws being near impossible to Tranq.
*Fixes towards Excalibur Zato’s front cloth clipping which could sometimes result in weird triangle cloth textures.
*Fixes towards clipping issues with Excalibur Zato’s left shoulder fur cloth.
*More fixes towards Syandanas clipping into Titania’s Empress Skin.
*Fixed the Gear wheel not having correct tooltips when switching back and forth between Gear and Emotes.
*Fixed two different weapon sounds being heard when firing Titania’s Dex Pixia with the Hawkmoth Skin equipped.
*Fixed a script error when viewing Profit-Taker Orb in the Codex.
*Fixed script error that could occur when Nullifier dome collides with a Kuva cloud.
*Fixed a script error related to Venari.
*Fixed script errors when your Kuva Lich would attempt to Dodge or Decoy.
*Fixed script errors for numerous Warframe ability castings.
*Fixed a script error when the Molecular Conversion Taxon Precept Mod deactivates. 
*Fixed a script error when being pulled by a Grineer Scorpion.
*Fixed an issue with Grineer Ghouls causing a script error. 
*Fixed missing translations in some languages that were being presented in English.
	type: Update
	description: undefined
	imgUrl: undefined
	name: Empyrean: Hotfix 27.0.3
	url: https://forums.warframe.com/topic/1153336-empyrean-hotfix-2703/
	date: 2019-12-16T15:44:21Z
	changes: Empyrean: Hotfix 27.0.3:
Corrected Zetki Cryophon stats to their intended values. This fixes the Zetki Cryphon not having stronger damage than the base Cryphon.
Tweaked flares and explosion FX of Fighters and Crewships in Railjack missions.
Fixed incorrect scale and lighting of a certain prison.
Fixed missing collision on some Crewships in Railjack.
Fixed a crash when attempting to join a player’s Railjack from their Orbiter.
Fixed a script crash that could kill your Railjack HUD.
Fix for Clients not seeing turret weapon attachment animations in Railjack.
Removed an unnecessary friendship door from Saturn Grineer Asteroid tileset interior.

*Fixed missing in-world transmissions on Jupiter's Gas City tileset.
*Fixed Terra Embattor Moa's mortar attack breaking if a target was destroyed while being targeted.  
*Fixed script crash if an Arbitration Shield Drone tried to protect certain types of NPC.
*Fixed a network race condition that could lead to missing Client-side FXs in Hijack missions.
*Fixed broken HUD elements in Hijack missions after a Host migration.
*Fixed a script error that would occur if a Client joined a fishing party in progress.
*Fixed a script error when casting Volt’s Discharge ability.
*Fixed a script error when casting Nova’s Molecular Prime ability.
*Fixed a script error related to Kavats.
*Fixed a potential script error in the Revenge Sentinel Precept.
*Fixed a potential script error in the Unleashed Kubrow Precept.
**Please note that we’re still working on getting updated droptables with the new Railjack nodes.
	type: Hotfix
	description: *We've made a change related to the Umbra Forma Blueprint reward. These are an intentional reward drop for Railjack missions in the Veil Proxima region (harder enemies, better rewards)! Wires got crossed to have it drop on Earth, which is not intentional.
	imgUrl: undefined
	name: Empyrean: Hotfix 27.0.2
	url: https://forums.warframe.com/topic/1151964-empyrean-hotfix-2702/
	date: 2019-12-13T22:20:57Z
	changes: Empyrean: Hotfix 27.0.2:
Increased the vacuum radius on Archwing and Railjack 
Railjack 200-250 
Archwing 25-50
Reduced the the hold time to upgrade Avionics by 50%.
Made the number of Fresnels and Nullstones that drop match the number dropped by other rare resources.
Doubled the amount of End of Mission Railjack commons and slightly increased uncommons.
Changed RailJack ‘Form A Crew’ button to also include ‘Select A Mission’ instruction
Railjack Avionics, Dirac, and Wreckage can now vacuumed by Archwing.
Changed spawning balance near end of Skirmish missions so there are fewer Crewships and Fighters as objectives near completion.
Reduced damage multiplier on Crewship engines.
Made Crewships more resilient to Archwing fire.
Fixed tooltips reporting the wrong Engineering Intrinsic ranks while trying to craft Munitions and Doma Charges during missions
Fixed Clients bypassing pre-death state of Crewships, causing them to die prematurely.
Fixed Grineer Railjack Boarding Party having some incorrect Melee FX. 
Fixed screen staying dark sometimes after leaving the Railjack customization screen.
Fixed camera getting suck on Reactor Room screen when closing Railjack customization.
Fixed unlocked Railjack Research showing when selecting ‘Hide Owned’. 
Fixed ‘Hide Owned’ not working for Railjack Research.
Fixed Railjack randomize customization so it only selects from owned items.
Fixed cases of not being able to swap Glyphs on Railjack.
Fixed BENDAR CLUSTER node missing from Earth Proxima.
Fixed Fire Rate random buff not applying on Wreckage Railjack Armaments.
Fixed being able to install multiple Railjack Avionics of same parent type, if you have an Avionic of a base type equipped (AKA two of the same Hull Wave Avionics).
Fixed Ramsleds not despawning between Railjack missions. 
Fixed being able to board the Archwing Slingshot in the Railjack while still in Hyperspace.
Fixed the Archwing Slingshot breaking for Clients if they tried to use it immediately after the Host.
Fixed Railjack malfunctions (Hull Breaches, etc) not being cleared on return to Dojo
Fixed a lingering fade-to-black when entering the Railjack from the Dry Dock.
Fixed a crash that occurred if you opened a locker before the Master Key Parazon Mod triggered.
Fixed Crewships not disengaging and warping away after an objective is finished.
Fixed Railjack HUD scaling not saving properly. 
Fixed Orbiter Star Chart not checking Intrinsic requirements for joining Railjack missions.
Fixed script error in Railjack Point of Interest weak point script after a Host migration.
Fixed a bug for Clients where spinning Pulse Turbine blades animation will look laggy.
Fixed a bug with electricity FX not appearing after Pulse Turbine cable destruction.
Fixed left hand clipping on Excalibur Zato idle animation.
Fixed script crash that could occur when a Crewship spawns.
Fixed script crash that could occur from Fighter Escort spawns.
Fixed script crash that could occur when Fabricating in the Dry Dock.
Fixed script crash that could occur from Railjack pilot and guns.
Fixed explosion sounds in Railjack not respecting sound sliders.

*Fixed a harmless network race condition that could lead to a script error.
*Fixed a number of network race conditions that could break the portal in Sanctuary Onslaught.
*Fixed script crash that could occur from Rhino’s Iron Skin ability.
*Fixed script crash that could occur from Energy Shell.
*Fixed script crash that could occur from Nekros’ Desecrate ability.
*Fixed script crash that could occur from Gauss’ Redline ability.
*Fixed script crash that could occur from Mirage’s Sleight of Hand ability.
*Fixed script crash that could occur from Wukong’s Cloud Walker ability.
*Fixed script crash that could occur from Wisp’s Reservoirs ability.
*Fixed script crash that could occur from enemies using Switch Teleport.
*Fixed script crash that could occur from Fishing.
*Fixed script crash that could occur from completing a Bounty.
*Fixed script crash that could occur when fighting Vay Hek.
*Fixed script crash that could occur when fighting the Raptor.
*Fixed script crash that could occur from Vauban’s Minelayer ability.
*Fixed script crash that could occur in the Disruption gamemode.
*Fixed script crash that could occur from Hildryn’s Balefire ability.
*Fixed script crash that could occur from a Grineer Scorpion enemy.
*Fixed a script crash that could occur when dealing damage with Rakta Dark Dagger.
*Fixed script crash that could occur when picking up a Convergence Orb.
*Fixed script crash if an Ancient Healer tried to protect certain types of NPC
*Fixed script crash that could break specific encounters on the Orb Vallis.
	type: Hotfix
	description: Please bear with us as we triage and fix issues with the surprise Update! Warframe: Empyrean is indeed here! We will be working diligently to fix major game-breaking issues as they appear. Solid reproduction steps will help us greatly in appropriate forums!
	imgUrl: undefined
	name: Empyrean: Hotfix 27.0.1
	url: https://forums.warframe.com/topic/1151534-empyrean-hotfix-2701/
	date: 2019-12-13T06:07:49Z
	changes: Empyrean: Hotfix 27.0.1:
Sentients in the Railjack Key retrieval mission no longer drop loot to address farming infinite Resources. This mission is intended to be a one-and-done mission to give you your Railjack Reliquary Key.

*Fixed not being able to join a Railjack mission from the Star Chart if you hadn't already completed the node.
*Fixed Intrinsic not showing on the End of Mission screen when returning to Dojo from Railjack.
*Fixed getting a duplicate Avionic pickup when just picking up one in a Railjack mission.
*Fixed script error when starting a mission from your Orbiter, proceeding to the Dry Dock instead, and then starting a Railjack mission from Dry Dock and skipping the cinematic.
*Fixed the Railjack Wing Turrets FX lingering across the game until you restarted. 
*Fixed a crash when on the Railjack Pilot seating during level level transition.
*Fixed a crash when transitioning to missions from the Railjack.
*Fixed a crash when failing a Railjack mission.
*Fixed a crash when in the Intrinsics screen.
*Fixed a crash when in the Options menu.
*Fixed a crash when firing the Acrid.
*Fixed a crash related to the Inbox.
*Fixed a crash when looking at Warframe Ability videos in the Arsenal.
*Fixed a script error when casting Revenant’s Enthrall ability.
*Fixed a script error when casting Rhino’s Iron Skin ability.
*Fixed a script error when casting Nekros’ Desecrate ability.
*Fixed a script error when casting Vauban’s Minelayer ability.
*Fixed a script error when casting Gauss’ Redline ability.
*Fixed a script error when casting Wisp’s Reservoirs ability.
*Fixed a script error when casting Mirage’s Sleight Of Hand ability. 
*Fixed a script error when casting Wukong’s Primal Fury ability.
*Fixed a script error when casting Harrow’s Thurible ability.
*Fixed [HC] text appearing for ‘Waiting For Players’ and ‘Leaving Soon’.
	type: Hotfix
	description: The first of many Hotfixes, no doubt! Please bear with us as we triage and fix issues with the surprise Update! Warframe: Empyrean is indeed here! We will be working diligently to fix major game-breaking issues as they appear. Solid reproduction steps will help us greatly in appropriate forums!
	imgUrl: undefined
	name: Empyrean: Update 27
	url: https://forums.warframe.com/topic/1151428-empyrean-update-27/
	date: 2019-12-13T02:34:29Z
	changes: We have re-balanced Arch-guns in Archwing mode only, held Arch-guns in atmospheric (ground) combat is unaffected. Submersible Archwing now uses your weapons like open world Archwing does.
All hitscan Archwing weapons converted to projectile when in space
Increased fall off range from 200-400 to 300-600
Increased min fall off damage from 10% to 50%
Increased projectile speed of the Kuva Ayanga while in space.

Acceltra: 1->0.8
Argonak: 1.2->1.25
Boar: 1.34->1.4
Boltor: 1.05->1.2
Telos Boltor: 1.05->1.1
Boltor Prime: 1.05->1.1
Braton: 1.2->1.3
MK1-Braton: 1.2->1.35
Braton Vandal: 1.2->1.25
Burston: 1.3->1.4
Cernos: 1.15->1.25
Rakta Cernos: 1.15->1.2
Cernos Prime: 1.15->1.2
Daikyu: 1.3->1.25
Dera: 1.3->1.35
Dread: 1.2->1.25
Fulmin: 0.8->0.65
Glaxion: 1.25->1.3
Gorgon: 1.3->1.4
Gorgon Wraith: 1.3->1.35
Grakata: 1.15->1.25
Prisma Grakata: 1.15->1.2
Grinlok: 1.25->1.3
Hek: 0.95->1.1
Vaykor Hek: 0.95->1
Hema: 1.25->1.3
Ignis: 0.55->0.6
Karak: 1.28->1.35
Komorex: 1->1.1
Lanka: 0.8->0.9
Latron: 1.3->1.4
Latron Wraith: 1.3->1.35
Lenz: 0.9->0.95
Nagantaka: 1.2->1.25
Opticor Vandal: 1.05->1
Paris: 1.3->1.35
MK1-Paris: 1.3->1.4
Penta: 1.3->1.35
Quanta: 1.35->1.4
Rubico: 0.65->0.7
Simulor: 1.1->1.2
Synoid Simulor: 1.1->1.15
Snipetron: 1.25->1.3
Soma: 0.85->1
Soma Prime: 0.85->0.95
Stradavar: 1->1.05
Strun: 1.35->1.4
MK1-Strun: 1.35->1.45
Supra Vandal: 0.8->0.85
Sybaris: 1.05->1.2
Dex Sybaris: 1.05->1.15
Sybaris Prime: 1.05->1.1
Tenora: 1.05->1.1
Tetra: 1.45->1.5
Tiberon: 0.85->0.9
Tigris: 0.55->0.65
Sancti Tigris: 0.55->0.6
Vectis: 0.8->0.95
Vectis Prime: 0.8->0.85
Vulkar: 1.4->1.45
Zhuge: 1.15->1.2
Afuris: 1.39->1.45
Akbolto: 0.8->0.95
Telos Akbolto: 0.8->0.9
Akbolto Prime: 0.8->0.85
Akbronco: 1.25->1.35
Akbronco Prime: 1.25->1.3
Akjagara: 0.9->0.95
Akjagara Prime: 0.9->0.85
Aklex: 0.8->0.9
Aksomati: 1.2->1.25
Akstilletto: 0.5->0.6
Akstilletto Prime: 0.5->0.55
Akvasto: 1.2->1.25
Angstrum: 1.3->1.35
Arca Scisco: 1->1.05
Ballistica: 1.1->1.2
Rakta Ballistica: 1.1->1.15
Ballistica Prime: 1.1->1.15
Bronco: 1.35->1.4
Castanas: 1.35->1.4
Cyanex: 0.85->0.8
Cycron: 1.15->1.2
Detron: 1->1.1
Dual Cestra: 1.3->1.35
Dual Toxocyst: 1.3->1.35
MK1-Furis: 1.35->1.4
Gammacor: 0.95->1.05
Synoid Gammacor: 0.95->1
Gaze: 1->0.9
Hikou: 1.05->1.2
Hikou Prime:1.05->1.15
Hystrix: 1.1->1.15
Knell: 1.2->1.25
Kulstar: 1.25->1.3
Lato: 1.35->1.4
Lex: 1.05->1.15
Lex Prime: 1.05->1.1
Marelok: 0.95->1.05
Vaykor Marelok: 0.95->1
Ocucor: 1.1->1.15
Pandero: 1->1.05
Plinx: 1.1->1.15
Pyrana: 0.65->0.7
Pyrana Prime: 0.65->0.6
Rattleguts: 0.75->0.7
Sicarus Prime: 1.1->1.2
Sonicor: 1->1.05
Spectra Vandal: 1.46->1.4
Spira: 1.15->1.2
Stubba: 1.3->1.35
Tombfinger: 0.7->0.65
Prisma Twin Gremlins: 1.2->1.15
Twin Vipers: 1.41->1.45
Tysis: 1.51->1.45
Vasto: 1.35->1.4
Viper: 1.35->1.4

Improved network protocols to improve matchmaking, presence, and game-invitations in certain Eastern European regions without open access to the internet.
Optimized hitches when joining popular Chat channels (eg Region) when you have a large number of Friends or are part of a large Clan.
Made a micro-optimizations to Oberon Primes FX.
Made a small optimization and fixed a potential crash in rendering.
Made some micro-optimizations to memory management to save a few MB on large levels. 
Made some micro-optimizations to AI avoidance.
Made some micro-optimizations to rendering.
Fixed a memory leak that could occur when certain types of lights were in view.
Fixed slow leak that would degrade performance in missions like Sanctuary Onslaught.
Fixed missing textures on the leg of the Infested Ancient.
If you so choose, you can now ride the barges in the Dry Dock!
Mite Raknoid spawn time between broods will now increase over time if the Exploiter Orbs vents are not dealt with to address endless spawn abuse.
Improvements towards the algorithm of dynamic vendor (Hok, Ticker, etc) items to guarantee even appearances. 
Reduced the input lag of the universal Blink mechanic when using a controller and fixed the Blink binding not being automatic.

*Empyrean has arrived 
*your journey with your Railjack has just begun.
*We’re here to answer one simple question for you: “How do I play Empyrean?”
*If you have completed the ‘RISING TIDE’ Quest, you are ready. If not 
*squad up with a Railjack-ready Tenno, or begin the Quest yourself.
*Earth Proxima, Saturn Proxima, and Veil Proxima are destinations your Railjack can access with this Update. Things get harder the further from Earth you stray 
*prepare yourself and your squad. It will take time to master your Railjack.
*Empyrean brings the foundations of a new progression system 
*INTRINSICS, as well as completely new Avionics, Gear, and Resources for you to earn and find. You and your crew will need to stay together to stay alive.
*This is the beginning of Empyrean. War is coming.
*Is your Crew ready?
*The Warframe Team
*Hello, and thank you for flying with Warframe Empyrean! The following notes are your go-to manual and guide towards the success of your own Railjack experience. We’ve split the Empyrean category of the notes into 2 main sections:
*Finished “RISING TIDE”? The time has come to breathe life into your dormant Railjack. Enter your Railjack and proceed to the Reliquary located in the aft. From there you’ll initiate a mission to seek the missing piece before you can Take Flight… good luck, Tenno.
*The base MK of each COMPONENT, (Shield Array, Engine, Reactor) and ARMAMENT (Nose Turret, Wing Turrets, and Ordnance) are available to Research. Once you have fully Researched the base MK, the next MK is unlocked for Research (with MK 3 being the max).
*Each WRECKAGE part has its own unique set of stats that can be applied, such as Status Effects, increased Fire Rate, etc. If you decide this WRECKAGE part is not needed in your Inventory you can choose to SCRAP it in 2 different ways:
*You can have a capacity max of 30 WRECKAGE in your Inventory. Any new WRECKAGE obtained will be automatically scrapped for Dirac, so managing your Inventory and Repairing when able is important!
*Each Intrinsic Point Spent earns you 1,500 Mastery. If you complete 10 ranks in a given Intrinsic, that will be 15,000 Mastery. Months from now, if you complete 10 ranks in every Intrinsic, that will be 60,000 Mastery!
**When the COMMAND Intrinsic launches in 2020, we will also offer a chance to rebalance your Intrinsic skills, thus refunding you all your spent Intrinsics to edit your skills however you please with the addition of COMMAND.
*A new selection of missions in the PROXIMA regions of planets and space have appeared.
*If you don’t have a Railjack or are wanting to join another crew, you can do so using the “Join a Crew” toggle in the Star Chart. If you want to use your own Railjack, you can “Form a Crew” and host the mission by starting it from Navigation in your Railjack.
*You can enter your Railjack from the Dry Dock itself, via the Railjack express console at the back of your Orbiter (located just outside the Personal Quarters area), or by accessing the “Board Railjack” option in the Menu from your Orbiter (option to “Return to Orbiter” is also available while on the Railjack!).
*Change your Warframe's Loadout before taking flight by accessing the Arsenal located within your Railjack, across from the boarding port.  The Arsenal is disabled once you have taken off, so select the best gear for the mission before hand.
*There are 3 Turrets aboard this Railjack. One in the pilot seat, and two on the port and starboard sides. Each Turret is also equipped with Ordnance for your destruction pleasures. The Railjack has 6 emergency exits that will eject you into space via your Archwing. Towards the top aft of the Railjack holds your Archwing Catapult that Gunnery Intrinsic Rank 3 will be able to access!
*These Warframe Ability drops require Flux Energy at the cost of your Railjacks Flux Energy pool 
*so use wisely! Those with a top tier Tactical Intrinsic rank will see reduced Flux Energy costs and reduced cooldown times.
*If you fail to extinguish all the fires with haste, a Hull Breach will occur! Hull Breaches are represented in the minimap as red flame icons as opposed to normal fires which are orange. A Hull Breach is serious business, and Cy isn’t messing around when he says that critical failure is imminent. Once fires and Hull Breaches have been fully extinguished the Railjacks Health will be restored! If Hull Breaches are not extinguished within the given time on the UI, the mission will fail.
*All Resources earned in Railjack missions that are not spent Forging will be awarded upon a successful End of Mission!
*Aucrux Capacitors
*Gallos Rods
*Components and Armaments from The Old War exist as WRECKAGE in the Proxima regions. Find these and Repair them to use them! You can Repair these by contributing Resources, like in the Foundry but done in the Dry Dock, or instantly with a Repair Rush Drone.
*AVIONICS are your key to Upgrading your Railjack. Obtain these to increase your offensive, defense, and tactical prowess! These can be upgraded with DIRAC (below). Avionics drop from Railjack enemies in space 
*destroy them for your Avionics! 
*Over 60 Avionics are out there 
*find them all, Tenno!
*Introduced in Update 26: The Old Blood, bring 10 of these to Palladino for a Riven! Limited to 1 Riven per week.
*Players have often requested an alternate path to obtain Forma Blueprints. Forma Blueprints can be found within the rewards of Railjack!
*Dirac is a powerful Resource that makes your Avionics and Railjack stronger. Use it to Upgrade your Railjack’s Grid and Avionics!
*The deeper you venture into the unknown, the greater the quality of the reward!
*Fixed being able to start the Rising Tide quest before completing Second Dream if you set it as your active quest from the World State Window.
*Fixed inability to Install Cephalon Cy in the Dry Dock after initiating the Rising Tide quest while in the Dojo.
*Fixed a loss of functionality when attempting to modify your Parazon on another players Orbiter.
*Fixed Kuva Lich having the attention span of a squirrel when surrounded by Nidus’ Maggots.
*Fixed Kuva not appearing Taxed on the End Of Mission screen.
*Fixed the World State Window's "Next Objective" panel directing players to the the Mars->Ceres Junction before Mars->Phobos Junction.
*Fixed Grineer Guardsmen blocking 100% of damage.
*Fixed enemies like Sentients being put into a ‘lifted status’ and playing wonky or popping animations because they weren't set up to ragdoll or rise from ragdoll.
*Fixed Ancient Healer Specters not teleporting to players in Orb Vallis or Plains of Eidolon. As reported here:
*Fixed Coildrive hacking console not appearing for Clients.
*Fixed the Vitruvian power surge during The Sacrifice quest causing the Orbiter ‘Wear & Tear’ to strobe as if it were a light.
*Fixed the Orbiter floor not matching the amount of ‘Wear & Tear’ as the rest of the Orbiter when at the lowest value. 
*Fixes towards Elemental FX being misaligned when using a Zaw Skin 
*some alignment issues still remain.
*Fixed the Astreos Sword And Shield Skin being opened by default when loading into a mission.
*Fixes towards the Cumulus Syandana clipping through numerous Warframes.
*Fixed text being crunched for some languages in the Kuva Lich UI when it spawns.
*Fixed collision volumes in the Orbiter Arsenal wall.
*Fixed filepath text when attempting to add a Friend on a newly created account. As reported here:
*Fixed a script error when removing your Cyst.
*Fixed loot appearing under the floor in the Corpus Gas City tileset.
*Fixed a level hole in a Plains of Eidolon cave. As reported here: https://old.reddit.com/r/Warframe/comments/e6ll1a/small_hole_in_the_twin_horns_cave_of_the_plains
*Fixed numerous level holes across the Grineer Asteroid and Grineer Fortress tilesets..
*Fixed a script error from Inaros’ Undying Passive.
*Vauban’s Flechette Orb Damage multiplier now scales based on average enemy level in range.
	type: Update
	description: undefined
	imgUrl: http://n9e5v4d8.ssl.hwcdn.net/uploads/c3c80f99d062c0d0f1950fe82d5a60f5.jpg
	name: Rising Tide: Hotfix 26.1.3
	url: https://forums.warframe.com/topic/1146782-rising-tide-hotfix-2613/
	date: 2019-11-26T19:33:56Z
	additions: Added a new slider for Orbiter ‘Wear & Tear ’in the Equipment > Orbiter > Orbiter Appearance menu! This new ‘Wear & Tear’ section allows you to choose how much internal amount of nicks and scratches you want the Arsenal section of your Orbiter to reflect AND what color those markings are.
Eventually these markings will apply to sections of the Orbiter outside of the Arsenal area once they have been given their updated looks!

	changes: Rising Tide: Hotfix 26.1.3:
Added Lifted status to Ooltha Heavy Slam radial attack when used with a one handed Zaw.
Added Lifted status to Rabvee Heavy Slam radial attack when used with a two handed Zaw.
Added Lifted status to the Paracesis on a Heavy Ground Slam attack.

*Fixed ability to prematurely launch your Railjack into a never ending vortex. These babies aren’t ready to fly yet! 
*Fixed Nightwave progress being reset for existing challenges that you didn't make progress towards during the mission that just ended. This was fixed live Monday night!
*Fixed Kuva Larvling spawns automatically setting off the alarms.
*Fixed a crash when using Baruuk’s Desert Wind's Heavy Attack.
*Fixed several ways Warframe could crash while trying to gracefully handle systems running out of memory.
*Fixed the Dojo tool tip for new Railjack Resources indicating the wrong planet location due to the planet swap in yesterday’s Hotfix 26.1.2.
*Fixed teleport volumes to catch players going wildly out of bounds in The Sacrifice quest not doing exactly that. As reported here: https://old.reddit.com/r/Warframe/comments/e1jxm6/i_dont_think_this_is_intentional_but/
*Fixed overzealous ceiling teleporters to make the ceiling less invasive, allowing you to jump higher in the Grineer Settlement tileset
*Fixed inability to pick up Domestik Drones once they’ve been placed in Decorator Mode.
*Fixed a script error in the Syndicates screen when shutting down to load into mission.
*Fixed a script error related to Companions losing their original pathing instructions once you’ve left a zone (Onslaught, Vallis, Plains, etc).
*Fixed hole in the Railjack that allowed you to fall out.
*Fixed a script error when casting Octavia’s Resonator ability.
*Fixes towards weird camera collision in the Orbiter. 
*Fixed poor lighting in areas of the Orbiter.
*Fixed a crash when in Archwing mode.
*Fixed Dry Dock Repair Railjack Panel text extending outside the box when viewed in a localized language. 
*Fixed Acceltra sounds being heard from other players.
*Fixed missing sounds when using the Syachid Skin with Zaws.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Rising Tide: Hotfix 26.1.2
	url: https://forums.warframe.com/topic/1146388-rising-tide-hotfix-2612/
	date: 2019-11-25T21:20:27Z
	changes: Rising Tide: Hotfix 26.1.2:
Improvements towards Orokin Derelict mission markers to address pathing issues.
Reduced Orbiter machine sounds while in Menu screens.

*Fixed an issue where the ‘Chimera’ Prologue could not be completed. 
*Fixed the Orb Vallis Coildrives driving in erratic circles and sometimes becoming stuck when going off course. This also fixes an inability to complete Coildrive Bounties!
*Fixed a recurring issue where hacking a panel on a Corpus tileset would prevent you from hacking it again in the future, potentially locking the player in the room during lockdown.
*Potential fix towards Stalker not remaining in the mission if a Host migration occurred while he was out for blood.
*Fixed low number of spawns in the second Rising Tide quest mission.
*Fixed Companions getting distracted by Roller Floofs while being viewed in the Arsenal, making them near impossible to customize.
*Fixed some Dry Dock skyboxes appearing rotated.
*Fixed inability to Revive after getting clocked by a submersible mine underwater.
*Fixed the ‘Ordis Volume’ slider option applying to Cy Transmission volume. Cy Transmission volume are now affected by the ‘Transmission Volume’ slider.
*Fixed Archwing boost sound playing when using Titania’s Razorwing.
*Fixed misaligned Link when viewing the Kludgekil Machete Zaw Skin.
*We’re chasing a related issue of the FX also being misaligned. 
*Fixed a script error when casting Baruuk’s Serene Storm ability.
*Fixed some holes within the new Orbiter.
*Fixed missing description for the Narvarr Prime Armor.
*Fixed Audio Options text appearing as boxes or otherwise being smaller than expected.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Rising Tide: Hotfix 26.1.1
	url: https://forums.warframe.com/topic/1145002-rising-tide-hotfix-2611/
	date: 2019-11-23T01:50:20Z
	changes: Rising Tide: Hotfix 26.1.1:

Titania now uses the new Archwing flight model. This fixes her current situation of being very janky while in Razorwing.
Removed an unnecessary Railjack camera binding that was a text filepath.

*Fixed a crash when attempting to Decorate your Dojo.
*Fixed a crash when a Host migration occurred. 
*Fixed failed Kuva Lich Parazon stabs showing as two fails. This was just a UI bug, and not actually counting towards two fails.
*Fixed low number of spawns in the Rising Tide Quest Defense mission.
*Fixed inability to dodge in Archwing.
*Fixed overly bright Melee FX when attacking with the Astreos Sword and Shield Skin equipped.
*Fixed flickering UI when viewing the Syndicate detail screen. 
*Fixed out of memory handler requiring memory to show you the error message.
*Fixed a script error when pressing ‘L’ in the Dry Dock. 
*Fixed cases where the Contribution screen in the Dojo would show values past the required amount (ie 600/45 instead of 45/45). This was a rare UI bug that was influenced by the hot server issues experienced shortly after launch.
*Fixed broken lighting and reflections in the Grineer Settlement tileset. 
*Fixed a script error when attempting to change the Personal Quarters (Aquarium, Stencil, etc). This was also influenced by the hot server issues attempting to update the database.
*Fixed a script error that could occur if Revenant tried to Enthrall without a target.
*Arch-Melee target homing mechanic no longer functions correctly on some Arch-Melee weapons.
*Struggles with triggering universal Blink on a controller unless bindings are manually rebound.
	type: Hotfix
	description: undefined
	imgUrl: undefined
	name: Rising Tide: Update 26.1
	url: https://forums.warframe.com/topic/1144842-rising-tide-update-261/
	date: 2019-11-22T21:38:34Z
	additions: Added 2 new in-game Challenges:
We're Gonna Need a Bigger Boat: Enter the Dry Dock.
Some Assembly Required: Assemble a Railjack.

	changes: Rising Tide: Update 26.1:

The balance of power is tipping.  An imminent threat grows stronger, surging across the Origin System. Will you stand against it? Keep pace in the arms race by starting construction on your Clan’s Dry Dock!
Build the Dry Dock, assemble your Railjack and prepare for the coming battle. What will begin as a hangar will evolve into your sanctuary, a space to hone and upgrade your ship with powerful technology to become the weapon you’ll need. Build the Dry Dock by rallying your clan and contributing Resources to its construction. After that, if you have completed the Second Dream Quest, start the Rising Tide Quest to begin forging your Railjack.

The Grineer threat is mounting and you must rise to meet it. Track down the pieces of a long destroyed Railjack and breathe new life into it with the help of the newest Cephalon, Cy!
Time has not been kind to the Railjacks. You’ll need to work with Cephalon Cy to find viable salvage from wreckage across the Origin System. After Cephalon Cy is installed in the Dry Dock, locate the six necessary Railjack components, retrieve them, then return back to the Dry Dock to restore them to glory. Once your Railjack is rebuilt, you’ll be able to board and explore your ship. Ignition and flight command requires additional components, which have yet to be located by Cephalon Cy.
This update previews new Resources for future update EMPYREAN! When Empyrean launches, a wide variety of Railjack Specific resources will launch in missions, but we are previewing 4 new Resources early to aid in the construction of your Railjack:
Eximus Units will Drop 2 of the new Resources:
Cubic Diodes = Eximus units on *Europa Ice Planet tileset
Carbides = Eximus units on *Ceres Shipyard tileset
*We've added clarification that the Shipyard tileset on Ceres and Europa Ice Planet tileset on Europa are the nodes that will yield these new Resources.

Doubled the amount of Critical Chance on Melee Rivens and gave the Critical Chance 2x for Heavy Melee.
Amalgam Ripkas changed to 187% Critical Chance (x2 for Heavy Attacks).
True Punishment changed to 100% Additional Combo Count Chance, -50% Combo Duration.
Rank 1, 2, 3, and 4 Liches now drop Kuva for all squad members when a Parazon is used on them 
whether that leads to defeat or ranking up, the Kuva is yours on Ranks 1 through 4! You will recall there was a brief window where Thralls could drop Kuva or a Requiem Relic. We removed the Kuva, and are now applying it to Liches. Kuva numbers are balanced against Siphons / Kuva Survival missions, and take into account the fact that multiple Liches spawn in missions. The aim is to not make this the best Kuva run, just an added value. Siphons and other missions are meant to be the optimal path. Rank 5 Liches do not have Kuva as a drop as they could intentionally be kept alive for a vector to acquire Kuva. The Drops are: Rank 1: 150, Rank 2:  200, Rank 3: 250, Rank 4: 300. This is lower than some other discussed numbers because we are now letting it share across Squadmates. 
Liches now run away (but don’t rank up) if you’ve downed them 3 times, but don’t use your Parazon on them. This allows you to overpower your Lich and have it flee, instead of having the only way to remove it from a Mission be your failure to know a Requiem.

Operators can no longer perform Mercy kills on Larvling or Kuva Lich. Your Warframe is armed with the Parazon for a reason!
More fixes towards Requiem Mod UI lingering on the screen perpetually after failing to Parazon stab the Kuva Lich.
Fixed issue with Requiem Mod UI lingering and not updating properly after performing a Mercy on Kuva Lich as Wisp.
Fixed Kuva Lich despawning after getting downed while temporarily friendly from Revenant's Enthrall.
Fixed issues with the Vanquish / Convert context action appearing on Kuva Liches for Clients.
Fixed Kuva Lich weapons showing as fully Mastered in player Profile before hitting rank 40. Affected accounts should now see the corrected Mastered status based on progress.
Fixed Kuva Lich weapons not being localized in the End Of Mission results screen if you abort or look at last mission results.
Fixed Kuva Lich screen overlapping with the Market UI if the Market is opened while viewing said Kuva Lich screen.
ARCH LINE has replaced Itzal’s Blink ability:Launch a tethered hook that either pulls enemies close, or pulls the Warframe towards any stationary objects it hooks onto.
Improved handling of alt-tab when fullscreen, particularly when using the experimental flip-mode optimizations. Please try it again if you had problems before! Please note that there are known issues with Experimental Optimized Flip-Mode when using on cloned displays.
Made the optimized flip-model work if you booted up in native fullscreen before switching to borderless or windowed.
Improved diagnostics for GPU-driver crashes (we now send you to the website for help).
Optimized batch removal of friends to reduce server load.
Made some micro-optimizations to screens with a button-bar.
Made some micro-optimizations to the categorized grid UI.
Made some micro-optimizations to the Mod and Upgrade screens.
Made some micro-optimizations to certain UI scripts.
Made some micro-optimizations to sorting Mods by "recent".
Added a projectile explosion range FX to Garuda’s Dread Mirror blood projectile for the local player (one doing the casting) so you can see your output.
Slight trim to the Bloodletting cast animation.
Bloodletting now gives 35% Energy instead of 25%.
Reduced Seeking Talons charge time by around 15%.
Increased Seeking Talons Status Chance from 50 to 75%.
Fixed motion blur on Garuda's Dread Mirror.
Increased maximum Dojo Room capacity from 100 to 128 to accommodate for the new Crimson Branch and Dry Dock additions!
Added a new Captura Orbiter Scene so you can finally take a family photo with you and your 99 Domestik Drones 
now with a new skylight!
We now allow the use of Skins on Zaws 
this 2 year old request is finally seeing the light of day after some under-the-hood restructuring. If you come across any issues with Exodia, or odd behaviours, please let us know! Skin compatibility is automatically determined by Strike! 
Restored Mirage’s Eclipse granting its ‘light’ buff when Mirage is on fire AND when under the effect of an Electricity Status Effect.
Capatilized Ember’s name in her Inferno ability description.

*Fixed progression stopper in the Profit Taker fight due to inability to rehack the console.
*Fixed enemies in the Mastery Rank 28 test not taking damage when ragdolled by certain CC Abilities. 
*Fixed small invisible ledge sticking out along the Plains of Eidolon boundary wall closest to The Ribs.
*Fixed a small corridor in the Grineer Shipyard tileset appearing darker than intended from the outside.
*Fixed the Zealoid Prelate getting stuck underneath staircases in the Orokin Derelict Emissary Assassinate node.
*Fixed Archwing Gox enemy ending up with Storm Trooper level aim when players are too close to it after its laser arm weapon is destroyed.
*Fixed a [PH] tag appearing in the verification prompt when trading Requiem Mods.
*Fixing enemies losing their weapons permanently if an Ivara casts a Sleep Arrow on them while using a Rampart.
*Fixed Atlas, Frost, Valkyr, Nidus, and Oberon's left arm bending in an unsettling way when holding the Opticor with their Noble Animation Sets equipped.
*Fixed Corinth being attached to your Warframe’s left hand in an awkward position if reload was interrupted.
*Fixed K-Drives being able to capture Cases in Fortuna Bounties. As reported here: https://old.reddit.com/r/Warframe/comments/d9gspt/apparently_the_kdrive_can_capture_cases_tried_a/
*Fixed rare case of loading screen hanging when loading into Caloris, Mercury and Relays.
*Fixed certain enemies (mostly Hyekkas, Drahks, and Feral Kavats/Kubrows) having poor hit detection while held in Vauban's Bastille.
*Fixed passive Focus buffs not being given or restored if the Arsenal is entered/exited in the Simulacrum.
*Fixed enemies in Gas City Sabotage not rushing when a hacking console is failed.
*Fixed Alad V firing his electric shield ability out of his rear during his boss fight.
*Fixed Ballistica's alt fire ammo not being reloaded properly for Clients if equipped with Mods that reload while holstered (ie. Tactical Reload).
*Fixed firing and reload animations for Titania’s Hawkmoth Skin for her Dex Pixia exalted weapon.
*Fixed "No Mods Mode" UI prompt not appearing for Clients in Grendel's Locator missions.
*Fixed hitting an Eidolon Lure with a Heavy Slam Attacks causing it to disappear after the lifted status ends and respawn far away.
*Fixed level hole in Grineer Shipyard tileset. As reported here: https://old.reddit.com/r/Warframe/comments/duaye8/just_a_killerkarpfen_post/
*Fixed level hole in Orokin Moon tileset. As reported here: https://old.reddit.com/r/Warframe/comments/dtwsp7/lua_map_hole_imgur_link_with_screenshots_for_the
*Fixed counter for Razorflies missing for Client Titanias until one is either killed or spawned.
*Fixed Captain Vor being affected by the melee "Lifted" status in the "Vor's Prize" Quest. He will now stay firmly grounded as he does in all other scenarios.
*Fixed the Kohm and Kuva Kohm's Energy ring in the middle of the weapon not using the chosen Energy color.
*Fixed Mirage's Hall of Mirrors Clones dealing Modded damage in Grendel's "No Mods Mode" missions.
*Fixed being dragged under the floor after hacking a panel in the "Follow the Stalker" mission in The Second Dream quest.
*Fixed being unable to cast Nova's abilities for a period of time after casting Null Star. As reported here:
*Fixed Atlas being unaffected by Vauban's Vector Pads. Rocks gotta go fast too.
*Fixed the Golden Maw in The War Within quest pursuing the player at a crawl after dropping into the pit.
*Fixed Golden Maws in The War Within quest not attacking player-controlled (Transference) Maw.
*Fixed being able to Synthesis Scan more than than the maximum number of Scans required per target. 
*Fixed "new message" Inbox status being cleared immediately when viewing a new message -
*now the message title will stay bold/white along with the green "unopened" envelope icon until you actually click off it (or exit the Inbox screen).
*Fixed inability to switch to Primary from the Gear wheel if no Secondary is equipped.
*Fixed Domestik Drones colliding with their own spawn points 
*was causing wobbly pathing as they ran over them.
*Fixed Inaros no longer using his Sarcophagus if he dies at any point after using Archwing.
*Fixed a small collection of enemies such as Sentients and Amalgams when not alert not turning around to look at you when they should, even if you were pumping their backs full of bullets.
*Fixed an incorrect spawn location that was located inside an ice block in the Corpus Ice Planet tileset.
*Fixed enemies being unable to get up if they got Rhino Stomped while they were under a Heavy Ground Slam ‘lifted’ effect.
*Fixed the "Advance Time" tool in Captura causing your Warframe's upper body to swivel when aiming down sights/blocking with melee.
*Fixed enemy AI having trouble turning around when very close to their target.
*Fixed AOE Status Effects such as Electricity or Gas not occurring on killing blows.
*Fixed jittering issues with the Jotunheim Syandana's cloth bits.
*Fixed Naru Syandana violently clipping through Warframes.
*Fixed Khora’s movement breaking when inside a Corpus Nullifier bubble with Strangledome active.
*Fixed script errors in when Wisp casts her Reservoirs.
	type: Update
	description: undefined
	imgUrl: http://n9e5v4d8.ssl.hwcdn.net/uploads/c574b26b5ca178fd837d190ba486aae1.jpg
	name: The Old Blood: Prime Vault 26.0.8 +
	url: https://forums.warframe.com/topic/1143840-the-old-blood-prime-vault-2608-26081/
	date: 2019-11-19T18:58:01Z
	additions: Added a new Arsenal stat titled ‘Embed Delay’. Some Area of Effect weapons, like the Zakti or the Lenz, have a delayed explosion after the projectile has hit its target. Embed Delay is the time it takes after impact until the projectile explodes.
Note that the Embed Delay stat will only show for weapons with an Embed Delay value greater than 0.

	changes: The Old Blood: Hotfix 26.0.8:

Saryn Prime and Valkyr Prime, as well as their signature Prime Weapons, Accessories, have reentered the Prime Vault and have been removed from the drop tables.
*If you already wield the power of these Primes or have their Relics in your Inventory, they will remain after the Vaulting.
Kuva Quartakk now has force feedback sounds when aiming down its sights.
Fixed Traded Kuva Liches always being Rank 5. They will now be the appropriate Rank 1! This fix was made serverside on Thursday 
Fixed Traded Kuva Liches retaining the Requiem Mod guesses from its previous owner. This fix was made serverside on Friday. 
Fixed ability to trigger the Lich Trading context action while the Crimson Branch is still in the process of being built.
Fixed Kuva Lich Ephemera’s appearing too subtle or sometimes not at all when equipped on Companions. This also fixes some Lich Ephemera’s not able to be equipped on some Companions. We’ll continue to tweak where needed!
Fixed Kuva Larvlings not spawning in certain situations, for real this time
Fixed Requiem Mod UI lingering on the screen perpetually after failing to Parazon stab the Kuva Lich.
Fixed cases where the Kuva Lich won’t stop throwing taunt lines at you in the Kuva Lich screen.
Fixed Melee swing speed Mods affecting Parazon finishers on the Kuva Lich. Resulting in broken animations.
Fixed a missing Parazon finisher animation. 
Fixed misaligned Kuva Lich Influence in the Star Chart.
Fixed a few localized languages having compressed Kuva Lich name font.
Fixed Kuva Lich weapon names not being localized in player loadouts on the End of Mission results screen.
Clarified Melee Rivens that have the negative attribute of ‘Chance to not gain combo counter’ by replacing that line with ‘Additional Combo Count Chance’ that is seen on other Mods.
Melee Heavy Slam color and camera shake is now only seen on the local player (the one doing the slamming). Clients will still see the awesome FX though! 
Removed the warning that you need to restart after changing the ‘Vertical Sync’ mode in the in-game Options (this was only true on WinXP).
Replaced the Lith V7 Forma Blueprint reward with the Vectis Prime Barrel to address missing Vectis piece.
Improved diagnostics for GPU-driver crashes (we now send you to the website for help).

*Fixing ability to hack a single Corpus Spy console repeatedly, thus gaining an endless amount of XP. 
*Fixed the Mod Workbench showing Mod Ranks incorrectly after viewing a Ranked Requiem Mods.
*Fixed Riven stats for modular weapons (Kitguns) displaying incorrectly in the Upgrade screen and Riven Cycle screen.
*Fixed Zhuge Prime not showing its Radial Attack in Arsenal stats.
*Fixed weapons with radial damage and a secondary fire not showing all of their stats in the Market