We are actively building the first Nintendo Switch Update of 2020 to be sent to cert! This update includes the highly awaited Hotfix changes and fixes that were launched at the end of 2019 on PC, and the new hotness from the beginning of 2020! In other words, we’re bundling everything from PC Update 27.0.6 to 27.0.12.1 with the upcoming Kuva Lich update together for one big release! Once we have sent to Cert we will update this thread with the news and include the total download size so that you have time to prepare if needed.
If you have read our Kuva Lich Changes Coming Soon™ PART 2 Dev Workshop you know that we are shipping the PC update next week so that we can do more testing. Since our original plan, as mentioned in last week’s PSA, was to send the build to Cert once PC has launched their Kuva Lich update, we’re here to assure you that we are still including it in the console build and launching soon, but with one key and exciting change!
We are now planning a simultaneous launch of the console update with the PC Kuva Lich update. That said, our timeline for launch has not changed now that we are aiming for a platform-wide release. Instead of waiting on PC to launch first, we are going to be building for Cert alongside PC’s testing so that we can have the most polished version of the Kuva Lich changes listed in Workshop. To avoid confusion, we are not extending the wait for our console Tenno who have been waiting patiently for the long-needed Railjack changes and fixes. PC was going to update this week, and consoles were promptly going to be sent to Cert following. The only difference now is that we are Certing without PC launching first! This is ambitious and we are optimistic for Switch to deploy alongside PC/PS4/XB1 but are aware that Cert may potentially delay this - we want you all to be prepared as well!
The goal here is to improve our release timing across all platforms. We want to find ourselves back in a release rhythm that we can all be happy about - we don’t expect this to be perfect all the time, but we want to start 2020 off on a better foot!
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The notes for this update are already 23 pages long (and that's without the PC Kuva Lich update!), so here’s just a preview of what you can expect:
Console Specific Notes:
- Fixes towards Crewships spawning out of bounds in Raijack missions as reported here.
- A 7- Day Resource Booster will be delivered via Inbox message on login once the update is live as a thanks for your patience.
- We’re bringing some performance optimizations including but not limited to Railjack improvements and more. Full list will be posted with the official update thread!
- In case you missed the news - The Fae Step Ephemera is coming to consoles for the first time as a permanent Baro Offering. More info here.
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Railjack Controller Changes/Fixes:
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Refining in the Forge Bay will require you to press and hold the default button for 1 second instead of simply tapping it.
- This addresses accidental Refining due to mashing the button to open the Forge window.
- The ‘start’ button now closes the tactical menu instead of opening the top menu.
- Fixed inability to use any Piloting maneuvers due to binding conflicts, effectively ignoring callouts in Intrinsic details screen.
- Fixed the Upgrade screen for Avionics in the Dry Dock missing button callouts for Upgrading.
- Fixed Search box binding working 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 cursor over a Grid.
- Fixed inability to interact with Chat when viewing the Railjack Research screen.
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Refining in the Forge Bay will require you to press and hold the default button for 1 second instead of simply tapping it.
Switch Specific:
- We’re still making progress on the Motion Control function for Railjack flight! We want to be confident with its performance once we launch it, so it may or may not make this build depending on how we’re feeling with its current state. We’ll update you here once we have a better idea!
ADDITIONS
TennoGen Bundle XLIV: Our first TennoGen bundle of 2020 is coming down the line! It features Round 17 items from our talented creators.
- Jotunheim Syandana by Mz-3
- Ivara Kuvael Huntress Skin + Helmet by Erneix
- Loki Jotunheim Skin + Helmet by Mz-3
- Saryn Ion Skin + Helmet by Yatus
- Please note that it is the designers intention for the Saryn Ion Skin to not have an accent channel tint.
- Frost Hisame Skin + Helmet + Arm Armour by Malaya and AMO_17
- Jotunheim's Spirit Oculus by Mz-3
Anomaly Shards: For every Sentient Anomaly POI that you complete you’ll earn a new Anomaly Shard; a shard ripped from a Sentient Anomaly in the Veil Proxima!
- As mentioned in a previous hotfix, 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 the end of every Sentient Anomaly POI you complete.
Little Duck + Exotic Goods: Little Duck is no stranger to Exotic goods - an Amp assembler and Toroid master, the strong and the strange are what she makes her business on. Her interest in Anomaly shards allows you to access new Exotic Goods:
- Tenebrous Ephemera
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ALL Sentient Captura Scenes
- Sentient Captura Scenes have also been removed from the drop table and will be purchasable from Little Duck exclusively.
RAILJACK CHANGES
The Great Reactor Buffings:
Introducing global buffs for all Reactor types found in the wild. Any existing gear you have once the update is live 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).
Lavan Reactor Mk I: Avionic Capacity now 20 to 30 (from 10 to 20)
Lavan Reactor Mk II: Avionic Capacity now 50 to 60 (from 10 to 40)
Lavan Reactor Mk III: Avionic Capacity now 80 to 90 (from 20 to 70)
Vidar Reactor Mk I: Avionic Capacity now 30 to 40 (from 10 to 25)
Vidar Reactor Mk II: Avionic Capacity now 60 to 70 (from 20 to 50)
Vidar Reactor Mk III: Avionic Capacity now 90 to 100 (from 30 to 100)
Zetki Reactor Mk I: Avionic Capacity now 10 to 20 (from 5 to 10)
Zetki Reactor Mk II: Avionic Capacity now 40 to 50 (from 5 to 30)
Zetki Reactor Mk III: Avionic Capacity now 70 to 80 (from 10 to 50)
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.
Halved Fighter Armor:
Enemy Fighters in Railjack have too much armor - meaning your Railjack weapons just don’t feel great in the time it takes to kill an enemy. All Fighter Armor values have been halved, with a slight boost in health for non-elites to compensate.
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 will no longer unintentionally affect Railjack weapons and Avionics. Warframe abilities are not intended to increase the performance of the Railjack.
Battle Avionics Changes
All Battle Avionics will be potential drops from Elite fighters in Deep Space. Also, with new permanent markers on Avionics, you’ll now ensure none go unclaimed, because you’ll see them!
Expand spoilers to see the full list!
Battle Avionics rarity was exacerbated by the units they dropped on - adding drops to Elite fighters should increase your chances of acquiring one. We want to see the effects of these new drops before making additional changes.
Munitions Vortex
- Elite Exo Taktis
- Elite Gyre Taktis
Countermeasures
- Elite Exo Taktis
- Elite Kosma Cutter
- Elite Gyre Cutter
Blackout Pulse
- Elite Exo Taktis
Tether
- Elite Exo Flak
Particle Ram
- Elite Exo Cutter
Shatter Burst
- Elite Exo Flak
Seeker Volley
- Elite Exo Cutter
Void Hole
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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.
Fiery Phoenix
- Elite Exo Cutter
Weapon & Proc Adjustments:
The idea of ‘one damage type to rule them all’ is one we want to avoid in Railjack’s early days. We are rebalancing aspects of certain Damage types to ensure there’s balanced choices. The Armor changes in conjunction with this means this is a combined effort of finding the right place for all damage types, not just one leader. Please bear with us as we navigate this particular space - with your help, hopefully everyone will get to put their favourites from their Arsenal to use!
Expand spoilers to see the full list!
Spoiler-
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.
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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.
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Pulsar series
- Increased base damage
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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.
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Photor series
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Increased fall off range
- Extra range and these also benefit indirectly from the improvement to Incendiary status.
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Increased fall off range
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Cryophon series
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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.
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Reduced damage and increased fall off range
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Zetki House
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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.
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Reduced Heat Accretion for all Zetki weapon variants apart from Cryophon
Rush Repair Drone to be Removed from Market:
We will be removing the option to buy the Rush Repair Drone in this update and leaving it only as a reward earned at the end of mission (no longer an in-world drop due to security concerns). We are doing this based on feedback that as a purchasing option it feels too unfair of an advantage. While it technically abides by our rule of ‘Pay for Time’, it bypasses a huge segment of the Railjack resource value. You can still pay to rush Repairs once you’ve contributed resources, but you can no longer outright bypass the entire experience by purchasing the item from the market. We will continue to use Rush Repair Drones as a reward - just not as a Market item.
General Railjack Changes:
Expand spoilers to see the full list!
- Sharing is caring! Loot gathered when on-foot in a Point of Interest, Crewship, and from killing a Boarding Party will be shared between the whole squad, so you don’t individually need to go collect the loot if you’re busy Piloting, Engineering, etc!
- Pennant and Quellor Blueprints will be 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 will be able to 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.
- 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!
- Asteroids will soon drop multiple Resources! Alongside other Resources, this significantly increase Titanium gains; a prominent feedback request!
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Asterite Resource pickups will soon 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.
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Doubled the chance of obtaining Wreckage from End of Mission Rewards
- This increase will help you acquire more pieces so you can pick and choose which you want to keep. However, we needed to reduce the chance of obtaining Relics to accommodate the Wreckage increase.
- 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.
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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.
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Wreckage Repairs that are partially funded or waiting for completion (timer not expired yet) will be able to 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.
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Affinity gained from all Omni tool Repairs and Forge actions aboard the Railjack will soon be 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.
- Intrinsic points will 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.
- 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!
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Permanent in-world markers have been added to Avionics and Wreckage 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. The distance marker will appear when the Avionic or Wreckage is near the center of the screen, regardless of how far it is!Aside, we are reviewing ‘vacuum’ range.
- Updated the ‘Components and Armaments Slots’ description to clarify that they do not apply to Wreckage, only Repaired Wreckage.
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Players will soon 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.
- Crewship projectiles will 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.
- Wreckage capacity and count will soon appear in the equip screen for Components and Armaments, allowing you to see how many you currently own while Scrapping.
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Your Squad Overlay will soon be 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.
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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.
- The higher your Tactical Intrinsic skill, the more enhanced your Tactical Menu will become! By pressing the default Tactical buttons, your view will shift to aid in you and your squadmates’ real time actions.
- Points of Interest and Crewships that launch Ramsleds will only do so 4 times. This fixes Crewships launching an infinite amount of Ramsleds to knock at your door.
- 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!
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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
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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
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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.
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Battle and Tactical Avionic Grids will 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.
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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.
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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.
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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.
- 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 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.
- 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.
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Refining in the Forge Bay will require you to click and hold the default button for 1 second instead of simply hitting it.
- This addresses accidental Refining due to mashing the button to open the Forge window.
- 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.
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The ‘Open Squads’ line will appear 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.
- Distance values on Railjack enemies will be displayed once their name is visible.
- Upgraded art quality for certain Grineer Installations in Railjack missions.
- Off-screen space enemy markers in Archwing will show awareness state fill.
- Increased brightness and thickness of enemy markers in Railjack.
- Removed HUD markers from missiles launched by Seeker Volley battle avionic, which also fixed enemy HUD markers disappearing.
- Enemy Crewship UI markers will 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.
- Changed the pips of Avionic Ranks vs Grid Ranks to better illustrate between the two.
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Railjack minimap will always be fully visible.
- The initial minimap shown represents your own. Pressing the default map button will shift the view between your squadmates and their minimap location. Here you will also see their vitals, location name, and option to remote drop their respective Warframe Ability! If things are on fire (literally) or your Railjack Flux Energy pool is depleted, you can suggest tasks for squadmates to do, which Cy will graciously instruct them to do.
- Slightly zoomed out the tactical map when on the railjack, increased visibility of minimap features.
- Better centered the Railjack Pilot HUD diamond.
- Added new force feedback to all Weapons and Missile Launchers.
- 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.
- Updated the Railjack name placement on all Skins to be better visible.
- Railjack name shows in ‘edit name’ input box.
- Railjack name shows in HUD instead of generic ‘Railjack’.
- The Railjack name text will have its own separate color slot in the ‘Primary Text Color’.
- The ‘Toggle Interior’ button will have a checkbox to indicate active state.
- Railjack Health and Shield will show when they are invulnerable (i.e after a Catastrophic Failure Breach).
- The player’s view of a Cloaked Railjack (using Void Cloak) will be a more obvious effect.
- Sorting for Drain will sort higher Drain to the top.
- Added House icons to Avionic names for clarity.
- 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.
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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."
RAILJACK FIXES
Expand spoilers to see the full list!
- Fixed Pennant not using all attacks/features of Wise Razor Stance.
- 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.
- Fixes towards cases where the End of Mission screen displays more Intrinsic earned than you actually did.
- Fixed bug where Intrinsics could be kept on mission abort, which was never intended.
- 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 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 the Shatter Burst Battle Avionic not displaying damage numbers when it affects enemies.
- 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.
- Fixed Kuva Lich transmissions playing while in the Railjack Star Chart.
- Fixed inability to destroy enemy Crewships that have been hijacked.
- Fixed being placed outside of the Railjack level when loading into a Railjack mission from your Orbiter as the Operator.
- 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 cases of Turrets being inoperable if a Host migrates while they were operating it.
- Fixes toward Railjack Fast Travel not working properly while operating a Turret.
- Fixed Railjack Engines and Reactors displaying as equipped on the wrong part of the Railjack (Engines on Wing Turrets, etc).
- 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.
- Possible fix for a crash that could occur when joining a mission right as someone picked up some loot in a Crewship.
- 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 activating the Omni gear recall twice in succession resulting in breaking the UI timer, not teleporting you, and inability to use it again.
- 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 Omni Tool showing level ‘0’.
- 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 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.
- 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 some Railjack interior textures appearing more ‘Wear & Tear’ than others.
- 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.
- Fixed being in all types of broken states if the Crewship you’re piloting blows up.
- Fixed the Hyperflux Flux Capacity buff not properly applying to the Railjack.
- 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.
- Fixed for certain weapons still damaging the Elite Kosma Flak through its 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 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 Non-Elite Exo Fighters unable to spawn in Veil Proxima.
- Fixed Gyre Elites not dropping Avionics.
- Fixed some color and alpha settings on off-screen markers in Archwing for better visibility.
- Fixed Engines Colour customization not working properly.
- Fixed missing sounds on a certain Archwing fly-in cinematic.
- 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 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 being able to exit an emplacement without animations instantly by spamming button to exit 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 Sigma Engines displaying incorrect stats.
- Fixed some weapons showing incorrect icons.
- 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 the wide door in the Pulse Turbine not opening for Clients.
- Fixed the shortcut path not opening up for Clients when destroying the Core in the Missile Platform.
- 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 Crewship healing bubble not being seen or affected by clients.
- Fixed railjack engineering 10 intrinsic not working for clients.
- Fixed Archwing bug that would cause Clients to be stuck with normal weapons if they slingshot into a non-Crewship enemy.
- 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.
- Fixed a couple issues of hangar doors on the Missile Platform not opening for Clients.
- Fixed Wing Turrets moving their positions each time a Client mounts them.
- 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 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.
- Fixed super bright lighting during the exit cinematic of some Point of Interests.
- 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 several script errors and crashes!
General Changes:
Expand spoilers to see the full list!
- The Shedu Blueprint will be added to Cephalon Simaris’ Lost & Found Offerings (only after acquisition Quest completion).
- Defense Waves will 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.
- Improved robustness of a script interface to try to avoid scripts breaking if you switched to your Operator at the wrong time.
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Updated the "Boss Kills" section of the Profile stats to include the many 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!
- Grendel Specters can now use all of his Abilities!
- Kuva Thralls will have a unique marker to differentiate them from the Lich!
- 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.
- Increased the scan projector FX when Conserving on the Orb Vallis to address colorblind difficulty.
- Removed decimals in the Arsenal stats if damage Falloff range is 1000 or greater to fix numbers overlapping and appearing messy.
- The Pennant will be removed from Conclave.
- Added decos around Simaris targets so they are less likely to be mistaken for Thralls.
- Shedu will use its clip mesh when disarmed (the whole gun is too big!)
- Removed the slight red tint that was always displayed on the Shedu glow, no matter your Energy color choices.
- Added pickup text to Shedu and Euphona Prime.
- Warframe/weapon tooltip in the Inventory will now display an Exilus icon if said item/Warframe has one installed.
- Disabled the new boss Health bar on Razorback because it was causing an issue. Razorback will now have it’s original Health bar.
- Tweaked Ivara Prime prowl effect to be less prominent while moving to reduce eye-strain based on feedback.
- Removed redundant ‘Damage Blocked’ stat from Saryn’s Toxic Lash.
- Removed a crate from the extraction zone in Grineer Shipyard so it will stop taunting solo players who couldn’t get it.
- Cleaned up Sonicor light FX.
- Updated the background for Glyph dioramas in the market.
- Prime Smite Infested and the Zylok are now tradeable.
General Fixes:
The full (5 page and counting) list of changes will be posted in the official update thread, but here are some highlight fixes!
- Fixed the Quellor being unable to use Ammo Mutation Mods.
- Fixed the Quellor’s clip rendering behind the gun if reloading while aiming.
- Fixed the Quellor Alt Fire being silent when it’s meant to be Alarming (as indicated in the Arsenal).
- Fixed the Shedu using the wrong weapon mesh when disarmed.
- Fixed the Shedu being unable to use Projectile-based Mods (Speed, etc).
- Fixed an issue where the Shedu would get stuck after regenerating ammo.
- Fixed controller rumble persisting after you have stopped firing the Phage as reported here: https://forums.warframe.com/topic/1162805-phage-controller-vibration/