about 1 year ago - [DE]Connor - Direct link

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ABYSS OF DAGATH: UPDATE 34

Gather round and listen well, Tenno: Grandmother is back with another spine-chilling Naberus tale to commemorate the spookiness of the season! Build and enter the new Dagath’s Hollow Dojo Room to learn the sullen and tragic backstory of the faceless horse rider who stalks the Origin System in search of retribution: the terrifying 54th Warframe, Dagath.

A doomed Abyssal Zone Exterminate mission calls for Tenno aid aboard a drifting Galleon. Answer the cry for help and be rewarded for your efforts! Rewards from completing the mission are used to craft Dagath and her signature weapon Dorrclave. 

Grendel Prime Access is also here! Feast your eyes and gain instant access to Grendel Prime, Masseter Prime, Zylok Prime, and his Prime Accessories. 

This update also features heaps of Quality of Life changes, improvements and more covering a wide array of content. Including the Hydroid Rework, Companion Rework, New Player Path Improvements, Accessibility & HUD Improvements, and much more!

As announced in Devstream 173, Cross Platform Play Clans will also be launching in the near future now that Abyss of Dagath is live! A dedicated thread will be posted on launch with all of the details.

Abyss of Dagath is a Mainline Update!

Meaning that everything the team has been working on since the launch of Echoes of Duviri is in this update (with the obvious exception of content that is not ready to be released). It is very likely, as it is with all Mainline updates, that things slip through the cracks so we will be watching for bug reports and feedback in the Dedicated Abyss of Dagath Subforums to address in follow-up Hotfixes.

If any of the terms above are new to you, visit “The Warframe Lexicon for Updates” to learn more about Warframe’s development cycle. 

Download Size: ~1.24 GB*
*Accounts for the new shaders with the Enhanced Graphics Renderer, Mainline content and  large sound asset file sizes** that require a secondary 400 MB download to occur within the Warframe launcher after downloading the update from Nintendo. **We are investigating a fix for this for the next cert update!

Dedicated Abyss of Dagath Subforums
A dedicated update subforums is available for all of your feedback and bug reporting: https://forums.warframe.com/forum/1844-update-34-abyss-of-dagath/

Known Issues: https://forums.warframe.com/topic/1368148-known-issues-abyss-of-dagath/


Enhanced-Only Graphics Renderer on Nintendo Switch
Nintendo Switch now officially uses the Enhanced Graphics Renderer and joins the rest of the console platforms who are now also exclusively using it with the release of Abyss of Dagath. This means that the Classic Graphics Renderer has officially been retired on consoles. 

PlayStation 5 and Xbox Series X launched with Enhanced, and last-gen have been using it by default since Citrine’s Last Wish. Now that it has been brought to Nintendo Switch with the release of Abyss of Dagath, we have met our goal of unifying the rendering framework across all platforms! 

Now, all Tenno can experience the new GI volume lighting system, decal system, tattoos, facial hair, and more that help raise the overall quality of Warframe. Which is very exciting, as the next major update in 2023 for Warframe “Whispers In The Wall” was built on all its features and tools to create a stunning visual experience!

Learn more about the Enhanced Graphics Renderer on Nintendo Switch and share bug report/feedback in the dedicated post: 
https://forums.warframe.com/topic/1368105-psa-enhanced-graphics-engine-coming-to-nintendo-switch-with-abyss-of-dagath/

Nintendo Switch-Specific Notes: 

  • Made micro-optimization to rendering on Nintendo Switch. 
  • Fixed an issue on Nintendo Switch where friends could incorrectly appear in the friend’s list with a Mastery Rank of 0, regardless of their actual Rank.
  • Fixed potential performance issue when changing the Color Correction option on Nintendo Switch. 
     

NEW EXTERMINATE NODE: ABYSSAL ZONE

A group of initiates, sent jointly by the Pledged Syndicates need help finishing a doomed mission to recover Orokin Era Defixios from a Galleon of Grineer raiders adrift in the Abyssal Zone, looming near Ceres. These tablets were plundered from an archaeological dig site known as Villa Irillia, former home to a powerful and debaucherous Orokin couple. They possess a certain cursed energy, inflicting those who carry it in sinister ways. Cut down the Grineer forces to keep them out of their hands and to clear a path for the initiates to make their escape. All while reaping the reward that lies within the salvaged Defixios. 

Requirements: 
Achieve Rank 2 in any of the Pledged Syndicates (Steel Meridian, Arbiters of Hexis, Cephalon Suda, The Perrin Sequence, Red Veil, and New Loka). An inbox message is sent upon doing so!

How to Play: 
Abyssal Beacons are the key to locating the Grineer Galleon in the Abyssal Zone near Ceres, otherwise perpetually obscured by darkness. Acquire them with 5,000 Standing from any of the Pledged Syndicate’s Offerings to pinpoint the Abyssal Zone Node on Ceres. Players can tackle the task either solo or with a premade squad - one Abyssal Beacon is consumed upon completing the mission (from Host in premade). 

In this mission you have two objectives:
1. Exterminate the required amount of enemies
2. Recover a Defixio by delivering it to the Extraction Point

There are a total of 8 Defixios hidden on the ship, but only one per player is required to be recovered and deposited in the Extraction Zone (4 total for full squad) to complete the mission. 

While only one Defixio per player is required, you can assist your squadmates by dropping off more in the zone after you have successfully delivered your own. Upon entering the zone, the extra Defixios will count towards your squadmates’ objective. Players carrying Defixios outside of the extraction zone when the timer runs out will also have their deposit counted. 

Syndicate Agents, desperate to escape the hellscape they found themselves in, are hiding around the Galleon and are eager to share their intel on the location of Defixios - look for their Ally map markers and interact with them to mark an area on the map where a Defixio can be found. 

Look for the telltale red glow around a Defixio to find it and pick it up. Similar to Datamasses, players carrying a Defixio will still be able to use their Secondary and Melee weapons, and can pick up or drop their payload at will. 

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Mission Hazards: 
Finding and extracting Defixios comes at a cost, Tenno. A random debuff is applied for the duration that it is carried, making the journey to Extraction more challenging. The following debuffs can be applied: 

  • Phantom Curse: Gravity is reduced.
  • Scarcity Curse: Your Ammo depletes steadily. Battery weapons recharge slowly. 
  • Echo Curse: Take damage when you cast Abilities. 
  • Hunter Curse: Take damage as you move. Land jumps for a brief reprieve from this curse.
  • Exposure Curse: Your Shields get removed. 
  • Blood Curse: Your Health drains steadily. Killing enemies restores it. 
  • Weariness Curse: Your energy drains steadily.
  • Shadow Curse: Your light source dims steadily. Melee kills brighten it. 

Additionally, nearing the required amount of slain enemies will trigger a call for reinforcements, turning your mission into an Eximus Stronghold until you successfully extract.

Steel Path Modifiers: 
The usual Steel Path difficulty modifiers are enabled in the Abyssal Zone, but with a toxic twist! Grineer Nox reinforcements have a higher chance of spawning in The Steel Path. 


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Reward - New Resource: Vainthorn
Completing the mission rewards 6-8x Vainthorns (8, 11, and 12 on The Steel Path) - a new resource found within Defixios. The rare thorn of an extinct rose, and a vital component in Orokin Defixios and other technology. It is used to craft Dagath and the Dorrclave.  
 

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NEW WARFRAME: DAGATH 
Never underestimate the power and wrath of sullen sadness. Dagath’s malice deals high damage. 

Passive: Abundant Abyss
There is a 35% chance that Energy and Health Orbs will be 300% more effective on Dagath.

Wyrd Scythes
Wyrd Scythes surround Dagath and seek out nearby enemies. Those struck are slowed and suffer Viral Damage with a guaranteed Status Effect. The scythes also spread Doom and extend its duration.

Wyrd Scythes is Dagath’s Helminth ability (Altered: Diminished Slow) and Railjack ability. 

Doom
Condemn nearby enemies to their doom. A portion of the initial damage Dagath deals is revisited upon them by a Wyrd Scythe. They also suffer Viral Damage.

Grave Spirit
Supercharge Dagath’s weapons with extra Critical Damage. The effects are doubled on Doomed enemies. Escape fatal blows by briefly assuming a spectral form.

Rakhali’s Cavalry
Phantom Kaithes charge forth, inflicting Viral Damage upon all in their path. Their attack strips the defenses of Doomed enemies.

How To Acquire Dagath: 
Dagath can be purchased for instant access in the in-game Market for Platinum or her Blueprints can be collected from the new “Dagath’s Hollow” Dojo Room (read below to learn more) and crafted using Vainthorn earned from the new Abyssal Zone Exterminate Node. 

With the release of Dagath, the number of purchasable loadout slots has been increased from 21 to 22. 
 

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DAGATH GANCEANN HELMET
Glory in the ghoulish splendor of a pierced skull.

How To Acquire Dagath’s Ganceann Helmet: 
The Helmet can be purchased from the in-game Market. Its Blueprint will be added to the next Nora's Mix Series store  - we will update you in the near future on when to expect it. 

NEW WEAPON: DORRCLAVE 
After 10 kills or assists, Dorrclave enters a spectral state that doubles weapon Follow Through and guarantees Status Effects for the next 10 attacks (Buff Name: Rising Vendetta). In Dagath's hands, each active Status Effect heals her by 6 Health. 

How To Acquire Dorrclave: 
Acquire Dorrclave’s Blueprints from the new Dagath’s Hollow Dojo Room (read below to learn more) and earn Vainthorn from the new Abyssal Zone Exterminate Node to craft its components. 

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NEW DOJO ROOM: DAGATH’S HOLLOW 
Resurrect a Naberus legend with a new Dojo Room; Dagath’s Hollow. Here you will find the Shrine of Dagath, where you can acquire Dagath and Dorrclave’s Blueprints to be crafted in your Foundry. Interact with the pillar to listen to Grandmother tell the haunting tale of a Dax cavalry woman, her beloved steed, and the fate bestowed upon both of them by those who had once treasured her. 

The spirit of Dagath’s Kaithe Rakhali is strong here - allowing you access to your Kaithe and all of its customization options. 
 

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GRENDEL PRIME ACCESS
The insatiable hunger of Grendel Prime is here! Join the feast and gain instant access to a new Prime Warframe, his signature Prime Weapons and Accessories as well as 90-Day Boosters and more.

Grendel Prime
Primal. Insatiable. Grendel Prime devours all who oppose him.

Zylok Prime
A lightweight weapon that packs a punch worthy of its golden design.

Masseter Prime
A greatsword for those with an insatiable hunger for victory. Grendel is immune to crowd-control when he performs Heavy Attacks with this weapon.

Exclusive Grendel Prime Glyphs

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Grendel Prime Accessories feature: 

  • Sumbha Prime Syandana - The signature Syandana of the gilded gourmand, Grendel Prime.
  • Oni Prime Ephemera - Take on the look of a monster that can devour an enemy in a single bite.
  • 90-Day Resource Booster
  • 90-Day Affinity Booster

Instantly gain access to Grendel Prime from the in-game Market or earn Relics in-game to craft Grendel Prime, Zylok Prime, and Masseter Prime in your Foundry. 

Now that Grendel Prime Access is available, the following items have been added to the Prime Vault for a future Prime Resurgence rotation. If you have Relics that contain these items they will remain in your Inventory.

  • Harrow Prime
  • Scourge Prime
  • Knell Prime 

With this Vaulting comes the shift of the following Syndicate Sacrifices:

  • Replaced Rank 5 Cephalon Suda sacrifice of Harrow Prime Neuroptics to Khora Prime Chassis
  • Replaced Rank 4 The Perrin Sequence sacrifice of Knell Prime Barrel to Hystrix Prime Receiver
  • Replaced Rank 5 Red Veil sacrifice of Harrow Prime Systems to Garuda Prime Systems

 
Riven Disposition Changes:
As with each round of Prime Access come updated Riven Disposition numbers, but we have taken a different approach for this update and have postponed Disposition decreases - check the full details here: https://forums.warframe.com/topic/1368075-october-2023-riven-dispositions/

 


NEW IN-GAME MARKET ITEMS & BUNDLES
Visit the in-game Market for brand new customizations and more! 

DAGATH COLLECTION
Gaze into the mirror that accuses. This collection includes the Dagath Warframe, her Dorrclave weapon, the Dagath Ganceann Helmet, and Aumen Kaithe Gear. Each item in this collection is available for purchase individually. 

Please note that Dagath’s Kaithe shoulder skull is actually an Armor Attachment, titled Dagath Armor, you can equip as desired! We’re aware of an issue that the Dagath Armor unequips itself the first time you enter the Arsenal after purchasing Dagath. Re-equipping will fix this for now! 


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AUMEN KAITHE BUNDLE
Dress your Kaithe as Rakhali, Dagath’s noble steed. The Bundle includes the Aumen Chamfron, Aumen Saddle, and Aumen Tail. Each can also be purchased separately.


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NEW VOIDSHELL COLLECTIONS
Adorn Mirage, Nidus, and Protea in the morphic material created during the Zariman Void Jump with their own Voidshell Skins and material structures. 

Mirage Voidshell Collection
This collection includes the Mirage Voidshell Skin and Amarast Facets material structure. 

Nidus Voidshell Collection
This collection includes the Nidus Voidshell Skin and Petrified Isos material structure. 

Protea Voidshell Collection
This collection includes the Protea Voidshell Skin and Circuit Effect material structure. 

Void Adornment Bundle V
Make the most of the morphic material created during the Zariman Void Jump. This collection includes the Mirage Voidshell Skin, Nidus Voidshell Skin, Protea Voidshell Skin, and each skin’s matching material structure.
 

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CHILLING GLYPH BUNDLE (LIMITED TIME) 
A limited time collection of morbidly festive glyphs. Includes the Shadows of the Dead, Peeking Paragrimm, Sentinel Spooks, and More for Mummy Glyphs. Get them while the spooky season still lasts! 
 

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AWLSPAN SYANDANA
Bring forth the look of your inner beast. 

CAVUM SENTINEL BUNDLE
A deliciously nightmarish set of accessories for your Sentinel. Includes the Cavum Sentinel Mask, Wings and Tail (these are also available to be purchased individually). 

CHIROPTERA COLLECTION
Spread your wings and hunt through the night. This collection contains chiropteran cosmetics for both you and your Sentinel (Cavum Sentinel Accessories and the Awlspan Syandana). 
 

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NEW NABERUS LOTUS SKIN
A vampiric look for Lotus to wear during the ancient festival of death and mischief. Purchase this new permanent skin from the Lotus customization options in Personal Quarters located in your Orbiter. 
 

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DAY OF THE DEAD V: COMPLETE COLLECTION
Enjoy every cosmetic from Day of the Dead V. Includes: 

  • Suparna Day Of The Dead Syandana
  • Vetala Day Of The Dead Shoulder Plate
  • Vetala Day Of The Dead Chest Plate
  • Vetala Day Of The Dead Ankle Plates 
  • Skiajati Day Of The Dead Skin 
  • Acceltra Day Of The Dead Skin 
  • Corvas Day Of The Dead Skin 
  • Cycron Day Of The Dead Skin 
  • Gammacor Day Of The Dead Skin II 

Each can also be purchased individually and are permanent in-game Market items.  
 

VETALA DAY OF THE DEAD ARMOR BUNDLE
Strike fear into the hearts of your enemies by cladding your Warframe in this ancient battle attire. The bundle includes: 

  • Vetala Day Of The Dead Shoulder Plate
  • Vetala Day Of The Dead Chest Plate
  • Vetala Day Of The Dead Ankle Plates 

Each can also be purchased individually and are permanent in-game Market items. 

 

DAY OF THE DEAD V: WEAPON SKIN PACK

Haunt wherever you go with new morbidly festive weapon skins. Includes:

  • Acceltra Day Of The Dead Skin 
  • Corvas Day Of The Dead Skin 
  • Cycron Day Of The Dead Skin 
  • Gammacor Day Of The Dead Skin II 
  • Skiajati Day Of The Dead Skin 

Each can also be purchased individually and are permanent in-game Market items. 

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TENNO III COLOR PALETTE
Unlocks additional color options reflecting the default colors used on each standard Warframe in release order from Garuda to Dagath!
 


SYSTEM CHANGES AND GENERAL QUALITY OF LIFE

This section covers the following topics (in order):

  • Warframe Shield Changes
  • Base vs. Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
  • Focus Lens Conversion Buff
  • Nightwave Changes
  • Break Narmer Mission Improvements
  • Archon Hunt Damage Attenuation Changes 

Warframe Shield Changes
There are many avenues for Tenno to approach Warframe survivability. Usually, it’s through increasing Health and Armor values, or making use of damage resistance features of certain Mods or Abilities, etc. For Shields, however, there is an incentive to do the opposite: the meta prior to this update encouraged players to reduce Shield values as much as possible to make use of Shield Gating mechanics. 

As Developers, we’re stuck in a strange position. On one hand, we see player ingenuity and creative ways of engaging with mechanics, but on the other, we see proof that Shields are not offering the same value to players as other survivability tools - to the point where you are rewarded for having the lowest Shield stat possible. 

We have changed this so that Tenno are incentivized to increase their Shield stat instead of reducing it. To do so, we have approached this challenge in two key ways:

Firstly - we’ve buffed Tenno Shields overall!
Previously: Tenno Shields offered a 25% resistance to all damage types.
Now: Tenno Shields will offer a 50% resistance to all damage types. 

We’ve also buffed a few Shield-specific Mods with Recharge rate in mind! 
(values below are at max rank)

  • Fast Deflection: Added -45% Shield Recharge Delay
  • Fortitude: Increased the Shield Recharge value from +80% to +100%. 
    • Also increased Chance to Resist Knockdown from +20% to +40%. 
  • Vigilante Vigor: Added -30% Shield Recharge Delay

These Mod buffs feed directly into the other half of our approach:

Secondly - we’ve reworked Shield Gating!
Shield Gating was added to the game back in 2020 with Update 27.2.0 as a way to prevent one-shots, especially at higher-level content. We feel that this mechanic accomplished that goal, but the implementation of it had an unintended side-effect: players were rewarded for having the smallest Shield stat and fastest Shield Recharge stat to make use of the Full Shield Break mechanic.  

As mentioned above, our intention is to offer players more benefits for having larger Shield values, so Shield Gating has been reworked. The core mechanic is staying: when you lose all Shields, you gain a period of invulnerability. What has changed is how this period of invulnerability scales with the amount of Shields you have. 

The changes outlined below have been made with that vision in mind:

Part 1 - Shield Gate Duration will scale with the amount of Shields you had upon Shield Break.

Previously: Full Shields upon Shield break offered a 1.3-second window of invulnerability. 

Now, depending on your Modded values, this window could be anywhere from 0.33 seconds (minimum duration) to 2.5 seconds (capped at 1150 Shields). To receive the original 1.3-second Shield Gate, players will now need around 325 Shields upon Shield Break. 

You can see a full overview of the Gate Duration vs. Shields Depleted in the graph below: 
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Part 2 - Partially Depleted Shields do not have a separate Shield Gate Duration.

Previously, shield breaks on Shields that were not fully regenerated offered 0.33 seconds of Shield Gating.

Now, Partially Depleted Shields are treated with the same scaling values outlined above. For example, if you had a max Shield value of 1200, but your Shields were broken with only 350 available, you would receive ~1.3 seconds of Shield Gating!

With these changes, the more Shields you have and the faster they regenerate, the more you’ll get out of the Shield Gating system!


Part 3 - We’ve added a new Corrupted Mod: Catalyzing Shields
With the changes to Shield Gating, we still wanted to offer players different ways to interact with this system without always having to Mod for the most Shields possible. To accomplish this, we have introduced a new Corrupted Mod: Catalyzing Shields.

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This Mod reduces your maximum Shields by 80% but also changes how Shield Gating Scaling works for your Warframe with a guaranteed 1.33 seconds of Shield Gating upon full Shield depletion. With this Mod equipped, Shield Gating duration scales from 0.33 to 1.33 based on your maximum Shield values, regardless of what they are.

For example, if my maximum Shields are 100 with Catalyzing Shields equipped, I would expect the following Shield Gating durations:

  • 100 Shields at Shield Break: 1.33s of Shield Gating
  • 75 Shields at Shield Break: 1.0s of Shield Gating
  • 50 Shields at Shield Break: 0.67s of Shield Gating
  • 25 Shields at Shield Break: 0.34s of Shield Gating
  • 10 Shields at Shield Break: 0.33s of Shield Gating
    • As a reminder, 0.33s is the absolute minimum duration for Shield Gating!

How to acquire Catalyzing Shields: 
Since this is a new Corrupted Mod, it is obtainable via Orokin Vaults on Deimos.

An Alert for the Catalyzing Shields Mod will be available in the near future to give players faster access to this Mod to test in their builds. We will share start/end dates for that Alert soon! 

Part 4 - Decaying Dragon Keys have been updated to debuff both Shields and Shield Gating. 
With revised Shield Gating, we felt it was important to update Decaying Dragon Keys as well. These Gear items were previously used to lower the threshold needed for Full Shield Breaks with Shield Gating, and while we loved to see players finding unique interactions between various mechanics, Dragon Keys are intended to increase difficulty when equipped.

With that intention in mind, Decaying Dragon Keys now cap player Shield Gates to 0.33s maximum. 

Part 5 - A few other details to cover!

  • Hildryn’s Passive has been buffed from 3s Shield Gating Duration to 3.5s Shield Gating Duration!
  • Updated Grenade Fan’s description to better communicate how Shield Satellites work with Shield Gating. 
    • “(HOLD) SHIELD SATELLITES - Protea reconfigures Grenades to work as overcharging shield generators, protecting her, her allies and companions. When Shields break, a Satellite is destroyed to double minimum Shield Gate invincibility time.”  
  • Shield Regeneration Delay Reduction is now capped at 80%. Many Mods have now been updated to offer this benefit, leading to the possibility of stacking Shield Regen to be faster than Shield Gate expiring. Now, players should have easier access to reducing the regeneration time, without risking issues with permanent invulnerability. 
    • Guardian Break Shield Regeneration delay reduction has been decreased from 90% to 80% at max rank as a result. We have buffed this effect’s duration 8s to 12s at max rank to compensate!
  • Updated the Shield stat on-hover description in the Upgrade Screen to describe Shield break functionality and include Shield Gate duration for your current modded max Shields.  

There are many variables that will impact the overall outcome of these Shield changes with Abyss of Dagath, and we’ll be keeping a close eye on player feedback now that this is in the community’s hands. With this update’s release, you’ll be seeing many changes in your Arsenal Upgrade screens -- both for Shield changes listed above, and the following overhaul:

Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding. 

Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health. 

In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300. 

With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change. 

To remedy this, we approached this problem in two ways:

1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

  • Vitality: Reduced from +440% to +100% Health
  • Redirection: Reduced from +440% to +100% Shield Capacity
  • Steel Fiber: Reduced from +110% to +100% Armor
  • Flow: Reduced from +150% to +100% Energy Max

Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.

Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do. 

So, our next step:

2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible. 
 

With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally. 

While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal. 

In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats. 

For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes. We will only be listing Base stats for Armor changes, unless the Warframe has a different Armor stat at Max Rank. 

Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.  Here are a few outliers before we get into the nitty-gritty of it:

  • Lavos, Nidus, Nidus Prime, and Kullervo all have buffs to their Armor values as a result of this change.
    • Ex: Nidus Prime’s Armor stat increased from 910 (previous) to 1,050 (new with this update) with max Steel Fiber Equipped. With all 3 Umbral Warframe Mods equipped, this buff results in a difference of 1198 Armor (previous) to 1470 Armor (new with this update).
  • Garuda and Garuda Prime’s received buffs to their Modded Energy pool.
    • ie. Garuda Prime’s Energy stat has been increased from 800 (previous) to 912 (new with this update) with max Primed Flow equipped.

To better contextualize how these numbers have changed, we’ve also prepared a comparison asset using Excalibur: 

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Warframe Stat Changes:
Note: for those comparing Dev Workshop values and final values, the major change you will see in the stats below is a general increase in Base Rank Health and Shields. This is due to a change to how Health/Shields are earned per rank, to increase survivability of unranked Warframes, which was not properly captured in our initial Dev Workshop stats.

Spoiler

ASH
Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

ASH PRIME
Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Armor: Base Rank - 185 (from 175)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

ATLAS
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 475 (from 450)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

ATLAS PRIME
Health: Base Rank - 550 (from 175) / Max Rank - 650 (from 525)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 500 (from 475)
Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

BANSHEE
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

BANSHEE PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

BARUUK
Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 185 (from 175)
Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

BARUUK PRIME
Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

CALIBAN
Health: Base Rank - 170 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 450 (from 175) / Max Rank - 650 (from 525)
Armor: Base Rank - 290 (from 275)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

CHROMA
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 370 (from 350)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

CHROMA PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 450 (from 425)
Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

CITRINE
Health: Base Rank - 400 (from 135) / Max Rank - 500 (from 405)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 265 (from 250)
Energy: Base Rank - 130 (from 120) / Max Rank - 180 (from 180)

EMBER
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

EMBER PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Armor: Base Rank - 160 (from 150)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

EQUINOX
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

EQUINOX PRIME
Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 160 (from 150)
Energy: Base Rank - 200 (from 165) / Max Rank - 250 (from 248)

EXCALIBUR
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

EXCALIBUR PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 315 (from 300)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

EXCALIBUR UMBRA
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 315 (from 300)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

FROST
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 315 (from 300)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

FROST PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 550 (from 175) / Max Rank - 650 (from 525)
Armor: Base Rank - 315 (from 300)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

GARA
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 160 (from 150)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

GARA PRIME
Health: Base Rank - 345 (from 120) / Max Rank - 445 (from 360)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 200 (from 190)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

GARUDA
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 315 (from 300)
Energy: Base Rank - 140 (from 120) / Max Rank - 240 (from 270)

GARUDA PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 420 (from 400)
Energy: Base Rank - 220 (from 160) / Max Rank - 320 (from 360)

GAUSS
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 185 (from 175)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

GRENDEL
Health: Base Rank - 1095 (from 350) / Max Rank - 1295 (from 1050)
Shields: Base Rank - 95 (from 25) / Max Rank - 95 (from 75)
Armor: Base Rank - 370 (from 350)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

GYRE
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 550 (from 175) / Max Rank - 650 (from 525)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 190 (from 160) / Max Rank - 240 (from 240)

HARROW
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 185 (from 175)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

HARROW PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 640 (from 175) / Max Rank - 740 (from 525)
Armor: Base Rank - 185 (from 175)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

HILDRYN
Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Shields: Base Rank - 1280 (from 450) / Max Rank - 1780 (from 1575)
Armor: Base Rank - 315 (from 300)
Energy: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)

HILDRYN PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 1380 (from 475) / Max Rank - 1880 (from 1662.5)
Armor: Base Rank - 315 (from 300)
Energy: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)

HYDROID
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

HYDROID PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 550 (from 175) / Max Rank - 650 (from 525)
Armor: Base Rank - 290 (from 275)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

INAROS
Health: Base Rank - 2110 (from 550) / Max Rank - 2310 (from 2200)
Shields: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)
Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

INAROS PRIME
Health: Base Rank - 2215 (from 575) / Max Rank - 2415 (from 2300)
Shields: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)
Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

IVARA
Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

IVARA PRIME
Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 250 (from 200) / Max Rank - 300 (from 300)

KHORA
Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 290 (from 275)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

KHORA PRIME
Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Armor: Base Rank - 345 (from 325)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

KULLERVO
Health: Base Rank - 1005 (from 325) / Max Rank - 1205 (from 975)
Shields: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)
Armor: Base Rank - 550 (from 325) / Max Rank - 650 (from 650)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

LAVOS
Health: Base Rank - 540 (from 200) / Max Rank - 740 (from 600)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 575 (from 450) / Max Rank - 675 (from 675)
Energy: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)

LIMBO
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

LIMBO PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

LOKI
Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

LOKI PRIME
Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

MAG
Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

MAG PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

MESA
Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

MESA PRIME
Health: Base Rank - 400 (from 135) / Max Rank - 500 (from 405)
Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

MIRAGE
Health: Base Rank - 200 (from 80) / Max Rank - 300 (from 240)
Shields: Base Rank - 120 (from 80) / Max Rank - 300 (from 240)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

MIRAGE PRIME
Health: Base Rank - 200 (from 80) / Max Rank - 300 (from 240)
Shields: Base Rank - 310 (from 110) / Max Rank - 410 (from 330)
Armor: Base Rank - 185 (from 175)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

NEKROS
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 235 (from 90) / Max Rank - 335 (from 270)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

NEKROS PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

NEZHA
Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150)
Armor: Base Rank - 200 (from 190)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

NEZHA PRIME
Health: Base Rank - 265 (from 125) / Max Rank - 465 (from 375)
Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150)
Armor: Base Rank - 265 (from 250)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

NIDUS
Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Shields: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)
Armor: Base Rank - 350 (from 300) / Max Rank - 450 (from 450)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

NIDUS PRIME
Health: Base Rank - 550 (from 175) / Max Rank - 650 (from 525)
Shields: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)
Armor: Base Rank - 425 (from 350) / Max Rank - 525 (from 525)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

NOVA
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

NOVA PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

NYX
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

NYX PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

OBERON
Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 185 (from 175)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

OBERON PRIME
Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

OCTAVIA
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Armor: Base Rank - 160 (from 150)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

OCTAVIA PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 160 (from 150)
Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

PROTEA
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

REVENANT
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 735 (from 225) / Max Rank - 835 (from 675)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

REVENANT PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 825 (from 250) / Max Rank - 925 (from 750)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

RHINO
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

RHINO PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 290 (from 275)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

SARYN
Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

SARYN PRIME
Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 315 (from 300)
Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

SEVAGOTH
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 235 (from 90) / Max Rank - 335 (from 270)
Armor: Base Rank - 160 (from 150)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

SEVAGOTH'S SHADOW
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150):
Armor: Base Rank - 475 (from 450)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

STYANAX
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 825 (from 250) / Max Rank - 925 (from 750)
Armor: Base Rank - 265 (from 250)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

TITANIA
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

TITANIA PRIME
Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

TRINITY
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

TRINITY PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

VALKYR
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150)
Armor: Base Rank - 630 (from 600)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

VALKYR PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150)
Armor: Base Rank - 735 (from 700)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

VAUBAN
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Armor: Base Rank - 160 (from 150)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

VAUBAN PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 210 (from 200)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

VOLT
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

VOLT PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

VORUNA
Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 200 (from 190)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

WISP
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Armor: Base Rank - 185 (from 175)
Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

WISP PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 210 (from 200)
Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

WUKONG
Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 265 (from 250)
Energy: Base Rank - 130 (from 120) / Max Rank - 180 (from 180)

WUKONG PRIME
Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Shields: Base Rank - 345 (from 120) / Max Rank - 445 (from 360)
Armor: Base Rank - 290 (from 275)
Energy: Base Rank - 145 (from 130) / Max Rank - 195 (from 195)

XAKU
Health: Base Rank - 269 (from 97) / Max Rank - 359 (from 291)
Shields: Base Rank - 239 (from 89) / Max Rank - 329 (from 267)
Armor: Base Rank - 145 (from 137)
Energy: Base Rank - 160 (from 153) / Max Rank - 230 (from 230)

YARELI
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

ZEPHYR
Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

ZEPHYR PRIME
Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

Warframe Mod Changes:
As promised, here is the comprehensive list of Mod changes to go with the stat changes above. 
*the values below are at Max Rank!

Spoiler

Health-Specific Mods:

  • Vitality: +100% Health (was +440%)
  • Umbral Vitality: +100% Health (was +440%)
    • +130% and +180% with set bonuses (was +550% and +770%)
    • The 2-Mod set bonus for Umbral Vitality is more substantial than it was before, so builds that use Umbral Vitality and only one other Umbral Mod should see a buff to their Health stat.
  • Archon Vitality: +100% Health (was +440%)
  • Physique: +20% Health (was +90%)
  • Gladiator Resolve: +40% Health (was +180%)
  • Nira's Hatred: +35% Health (was +150%)

Shield-Specific Mods:

  • Redirection: +100% Shield Capacity (was +440%)
  • Augur Accord: +70% Shield Capacity (was +180%)
  • Boreal's Hatred: +65% Shield Capacity (was +150%)

Armor-Specific Mods:

  • Steel Fiber: +100% Armor (was +110%)
  • Umbral Fiber: +100% Armor (was +110%)
    • +130% and +180% with set bonuses (was +137.5% and +192.5%)
    • The 2-Mod set bonus for Umbral Fiber is more substantial than it was before, so builds that use Umbral Fiber and only one other Umbral Mod should see a buff to their Armor stat.
  • Stand United: +25% Armor (was +25.5%)
  • Armored Agility: +40% Armor (was +45%)
  • Amar's Hatred: +25% Armor (was +30%)
  • Gladiator Aegis: +40% Armor (was +45%)
  • Mecha Pulse: +60% Armor (unchanged) 
  • Ironclad Charge: +50% Armor (unchanged)

Energy-Specific Mods:

  • Flow: +100% Energy Max (was +150%)
  • Primed Flow: +185% Energy Max (was +275%)
  • Archon Flow: +185% Energy Max (was +275%)
  • Endurance Drift: +10% Energy Max (was +15%) 

Mods with Various Stats:

  • Vigor: +50% Shield Capacity, +50% Health (was +120% each)
  • Primed Vigor: +75% Shield Capacity, +75% Health (was +220% each)
  • Carnis Carapace: +55% Armor, +20% Health (was +60% Armor,+90% Health)
  • Jugulus Carapace: +55% Armor, +20% Health (was +60% Armor,+90% Health)
  • Saxum Carapace: +55% Armor, +20% Health (was +60% Armor,+90% Health)

Necramech and Archwing Changes

Necramechs and Archwings have also been updated to apply Health / Shield / Energy / Armor values to Max Rank stats. We’ve prepared the following Stat and Mod changes with this in mind.

Mod Changes:
(values shown at max rank)
 

Spoiler

Health:
Necramech Vitality: +100% Health (was +120%)
Enhanced Durability: +100% Health (was +150%)

Shields:
Necramech Redirection: +100% Shield Capacity (was +220%)
Energy Inversion: +100% Shield Capacity (was +120%)

Armor:
Necramech Steel Fiber: +100% Armor (was +90%)
Argon Plating: +100% Armor (was +90%)

Energy:
Necramech Flow: +100% Energy Max (was +150%)
Auxiliary Power: +100% Energy Max (was +90%)

Necramech Stat Changes:
 

Spoiler

 

BONEWIDOWHealth: Base Rank - 1880 (from 1800) / Max Rank - 2880 (from 3600)
Shields: Base Rank - 430 (from 300) / Max Rank - 630 (from 600)
Armor: Base Rank - 480 (from 500)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

VOIDRIG
Health: Base Rank - 1400 (from 1500) / Max Rank - 2400 (from 3000)
Shields: Base Rank - 850 (from 500) / Max Rank - 1050 (from 1000)
Armor: Base Rank - 385 (from 400)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

 

These changes in action using Voidrig!

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Archwing Stat Changes:

Spoiler

AMESHA
Health: Base Rank - 650 (from 400) / Max Rank - 900 (from 1200)
Shields: Base Rank - 220 (from 200) / Max Rank - 420 (from 600)
Armor: Base Rank - 195 (from 200)
Energy: Base Rank - 220 (from 200) / Max Rank - 270 (from 360)

ELYTRON
Health: Base Rank - 765 (from 450) / Max Rank - 1015 (from 1350)
Shields: Base Rank - 745 (from 450) / Max Rank - 945 (from 1350)
Armor: Base Rank - 145 (from 150)
Energy: Base Rank - 120 (from 125) / Max Rank - 170 (from 225)

ITZAL
Health: Base Rank - 200 (from 400) / Max Rank - 450 (from 600)
Shields: Base Rank - 220 (from 200) / Max Rank - 420 (from 600)
Armor: Base Rank - 50 (from 50)
Energy: Base Rank - 220 (from 200) / Max Rank - 270 (from 360)

ODONATA
Health: Base Rank - 425 (from 300) / Max Rank - 675 (from 900)
Shields: Base Rank - 430 (from 300) / Max Rank - 630 (from 900)
Armor: Base Rank - 100 (from 100)
Energy: Base Rank - 85 (from 100) / Max Rank - 135 (from 180)

ODONATA PRIME
Health: Base Rank - 650 (from 400) / Max Rank - 900 (from 1200)
Shields: Base Rank - 640 (from 400) / Max Rank - 840 (from 1200)
Armor: Base Rank - 100 (from 100)
Energy: Base Rank - 85 (from 100) / Max Rank - 135 (from 180)

These changes in action using Odonata!

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d8ff4b8ad5f17c7d80ccf8eb2551671d.png 

While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens! 

Focus Lens Conversion Buff
Focus acquisition can take a significant time investment, especially for those who prefer more passive farming methods. Completing all of your Focus Schools acts as a long-term goal for many players, but we felt the need to mitigate the time investment slightly. 

Now, Focus Lenses will offer greater conversion rates, as follows:

  • Regular Lens: 1.25 > 2%
  • Greater Lens: 1.75 > 3%
  • Eidolon Lens: 2.25 > 4.25%
  • Lua Lens: 3.25 > 5.5%

Additionally, all Convergence Orbs now offer a flat 5,000 Focus bonus to your equipped Focus School upon pickup. 

Nightwave Changes
Nora Night has been gracing our airwaves since 2019, and word is she felt it was time for a little refresh. While many of our changes are shipping in our next Nightwave Series (as outlined in our Dev Workshop), Abyss of Dagath has brought some changes to keep Nora’s Acts fun, accessible, and as always, incentivizin’. 

Revised Nightwave Acts
In the 4 years of Nightwave history, many Acts have come and gone. This update brings revisions to existing Nightwave Acts that have been reworked with two approaches: a) to reduce the grind required to complete some Acts, and b) to expand the ways in which players can complete them!

Any existing progress on these Acts will remain intact! In the case where an Act has had its requirements reduced and you have already hit that new requirement, you may need to do a single instance of the task to trigger completion (e.g. if you had 10/20 enemies killed while sliding for the Accelerator Act prior to this update, you would have to kill one more enemy while sliding for it to be marked as complete). 

  • Accelerator: Kill 10 Enemies while Sliding (was: 20)
  • Conservationist: Complete 3 different Perfect Animal Captures in Orb Vallis (was: 6)
  • Earth Bounty Hunter: Complete 3 different Bounties in the Plains of Eidolon (was: 5)
  • Earth Fisher: Catch 3 Rare Fish in the Plains of Eidolon (was: 6)
  • Earth Miner: Mine 3 Rare Gems or Ore in the Plains of Eidolon (was: 6)
  • Eternal Guardian: Complete 2 Void Armageddon missions (was: 3)
  • Everything Old is New Again: Complete 1 Transmutations (was: 3)
  • Glider: Kill 15 Enemies while Aim Gliding (was: 20)
  • Invader: Complete 6 Invasion missions of any type (was: 9)
  • Night and Day: Collect 10 Vome or Fass Residue in the Cambion Drift. (was: 15)
  • Night Terror: Complete 5 Nightmare missions of any type (was: 10)
  • Researcher: Scan 15 Objects or Enemies (was: 25)
  • Sanctuary Researcher: Complete 3 Scans for Cephalon Simaris (was: 5)
  • Supporter: Complete 5 Syndicate missions (was: 10)
  • Survival: Complete a Survival mission reaching at least 20 minutes (was: 30)
  • Venus Bounty Hunter: Complete 3 different bounties in the Orb Vallis (was: 5)
  • Venus Fisher: Catch 3 Rare Servofish in the Orb Vallis (was: 6)
  • Venus Miner: Mine 3 Rare Gems or Ore in the Orb Vallis (was: 6)
  • Animator: Retrieve the Ayatan Statue for Maroo in Maroo's Bazaar
    • Previously was: Fully Socket 3 Ayatan Sculptures
  • Now Boarding: Complete 3 different K-Drive races in Orb Vallis on Venus or in Cambion Drift on Deimos. 
    • Previously was limited to only Orb Vallis races.
  • Thrill Rider: Kill 20 Enemies while riding a K-Drive, Kaithe, Velocipod, Merulina
    • Expanding the eligibility of this Act to all of your trusty steeds. 
    • Previously named "Surfs Up!"
  • The Hunt is On: Find 5 Syndicate Medallions
    • Players will no longer have to be the one to pick up the Medallion for this to count.
  • The Personal Touch: Place 1 decoration in your Orbiter or Dormizone
    • Only Orbiter decorating used to count!
  • Cache Hunter: Find 6 caches across any Sabotage missions
    • Previously was: “Find all caches in 3 Sabotage missions”
  • Saver: Pick up 15,000 Credits
    • Mission credit rewards will now count towards this Act!
  • The Many Made Whole: Functionality remains, updated description to be more accurate.
    • Previously was: “Convert 10 Riven Slivers into a Riven Mod” 
    • Now: “Exchange 10 Riven Slivers for a Riven Mod” 

Introductory Nightwave Screen
The first time you log in with a Nightwave Series available (Awakening and Vor’s Prize Quests must be completed), a pop-up screen will appear highlighting various Series rewards, a brief description, and a button to visit the Nightwave menu!

We’re adding this to increase visibility of Nightwave for newer players who may be unfamiliar with Nora, and as a reminder when a new Nightwave has dropped! 

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Note: The 3 Permanent Weekly Acts that were mentioned in Devstream 173 will be coming with the next Nora’s Mix Volume. 

Break Narmer Mission Improvements

Kahl’s missions are a great way to earn an extra Archon Shard every week, but there is no denying that playing the same 3 Break Narmer missions can get repetitive. After looking at Community feedback and reflecting on our own experiences after almost a year of this content being available, we’ve prepared some Quality of Life changes and a few ways to spice up these familiar missions. 

General Kahl-ity of Life Changes:

  • Kahl see more! 
    • Kahl now has Loot Radar and Enemy Radar. This will allow you to plan your offensive, and find key pick-ups to complete your Stock challenges faster!
  • Kahl go fast! 
    • Kahl’s max speed and overall walking speed have been increased.
  • Kahl earn stock! 
    • Added Stock Pickups to Break Narmer missions. 8 to 12 Stock Pickups will spawn per mission, offering 2 Stock each. These will appear on your Loot Radar and will respawn if the mission is replayed. Extraction is required to earn the picked-up Stock. 


Expanding Kahl’s Garrison:
Kahl will now find additional weapons next to his fallen Brothers as a way to add more variety to his overall gameplay. Three different weapons will spawn randomly each time you play! 

In Junk Run* and Prison Break missions, you can find the following:

  • Ogris
  • Gorvakk (new shotgun found only in Break Narmer missions!)
  • Ignis
  • Tonkor
  • Grinlok
  • Jat Kittag

*Once Kahl equips the Salvaged Kuva Ayanga in the Junk Run mission, these optional weapons are removed. Once the Tusk Thumper has been defeated, they will respawn. 

As for Sneaky Sabotage, since this mission has specific weapon restrictions, there are no plans to offer additional weapons to this mission at this time. 
 

Archon Hunt Damage Attenuation Changes
Speaking of earning Archon Shards, Damage Attenuation (or “damage pillows”) may be a familiar mechanic for those who frequent Archon Hunts each week. 

This was a hot topic, especially near the end of 2022. Since then, we’ve taken our time to assess player feedback and devise a plan to address it -- and we’re finally at a place where we can execute it. 

Damage Attenuation is one tool of many to increase enemy difficulty by limiting how much damage they take from player weapons, etc. 
Our current form of Damage Attenuation has resulted in many weapons feeling lackluster due to the high attenuation values, and damage output was reduced significantly to balance out the post-attenuation modifiers -- meaning that Archon fights felt like a slog if players did not use a limited set of optimal builds.

This is not a favorable outcome, so we have made the following changes:

1 - Maximum Damage Caps have increased

  • Maximum Damage per Damage Instance has been increased 
  • Maximum Damage Per Second has been increased 

Our goal is to make big hits still feel like big hits, especially for low-rate-of-fire weapons. We’re able to reduce the damage cap significantly because of the next change:
 
2 - Modifiers now apply before Damage Attenuation

Critical Multipliers (and other modifiers) applying post-damage-cap allowed for many of the One Shot builds to function, and for full transparency, we want to prevent One Shot Archon builds as much as possible. By changing where these modifiers apply, we can increase the Damage Caps to a much less punishing level for players.

Our goals with these changes are to:

  • Increase player damage output, thereby reducing the overall time to kill for Archons
  • Make “big hits” feel impactful by no longer throttling them to such an extreme degree
  • Encourage overall build diversity for Archon Hunts
  • Reduce the ability to use one-shot builds

We’re excited to see what Archon Hunts look like for players with these changes in the live build! Now that these changes have been released, we'll be keeping a close eye on player feedback and the resulting time-to-kill for Archons to see if further iteration is needed. 

Please share any bug reports and feedback related to any and all of the above System Changes And General Quality Of Life Changes in the official Abyss of Dagath subforums.

 



NEW PLAYER PATH IMPROVEMENTS

This section covers the following topics (in order):

  • Removal of Flawed Mods and MK1 Weapons from Vor’s Prize
  • Early Game Inbox and Junction Adjustments
  • Universal Enemy Radar
  • Quest Improvements 
    • Including Waverider, The Glast Gambit, Natah, and Vox Solaris
  • Assassination Target Improvements
  • Cetus Wisp and Necramech Acquisition Changes


Removal of Flawed Mods and MK1 Weapons from Vor’s Prize

Flawed Mods 

Flawed Mods are a special variant of Mods that are only accessible via the Vor’s Prize Quest and were intended to be an early introduction for players to the Modding system. Over the years, we have come to understand that these Mods have the unintended effect of players investing Endo that would be better used in the non-flawed variants. 


As a result, we have removed Flawed Mods from Vor’s Prize and replaced them with the normal variants. Additionally, players who already own Flawed Mods have had them replaced with the normal variant with this update's release -- excluding the April Fool’s Flawed Ammo Drum from 2016, of course. The conversion maintained the Mod rank, so a Rank 3 Flawed Vitality has become a Rank 3 Vitality, etc. 

Any equipped Flawed Mods have been uninstalled, so be sure to check your builds if this affects you!

Flawed Mod Storage Site
After posting our initial Dev Workshop outlining the Flawed Mods removal, many players expressed their desire to keep them for a variety of reasons. Luckily for those Tenno, we managed to find the original (disposal) storage site of the Flawed Mods and have made them available to players once more.

Seek out the storage site near Cressa Tel  in Iron Wake on Earth to purchase them anew. We did our best to price these rare finds fairly, keeping in mind that these are now collector’s items of course, so they can be yours for the cost of a few (thousand) Credits!

64e7dc9a71ba3b1be45c8a229642b852.jpg

While this is a tongue-in-cheek implementation of new Flawed Mods acquisition, we appreciate the value that these Mods offer to certain players and wanted to keep them available for those who requested it. 

Note: Due to the unique acquisition method for these Mods, players will not be able to dissolve Flawed Mods for Endo or Transmute them.

Adjusting for Increased Mod Drain
As Flawed Mods are being removed, we want to ensure that new players can still create their early builds and equip Mods onto their equipment. Since normal Mods have a higher drain than their Flawed variants, we’re approaching this problem in two ways:

Firstly, we’ve added 90k Bonus Affinity to the completion of the Vor’s Prize Quest, split up across the 6 missions. Each mission earns new players an additional 15k Affinity upon first completion only.

NOTE: With the extra Affinity earned throughout Vor’s Prize, we have removed the ability for players to attempt Mastery Rank tests until they have completed this Quest. 

Secondly, we’ve reduced the base Drain for a few core Mods by 2. This will allow these Mods to fit into early game builds more easily, but also has the benefit of reducing their overall Drain at all ranks.

Here are the Mods that have been reduced from a Drain of 4 to 2 at Rank 0:

  • Fast Deflection - new Max Rank Drain of 7
  • Redirection - new Max Rank Drain of 12
  • Enemy Sense - new Max Rank Drain of 7
  • Continuity - new Max Rank Drain of 7


MK1 Weapons
Along the lines of Flawed Mods, the less powerful MK1 variants of the Braton, Paris, Kunai, and Bo have been removed from the Vor’s Prize Quest. Now, new players will be presented with the normal variants of these weapons.

Rest assured that all MK1 weapons still remain available for purchase with Credits in the Market!
 

Early Game Inbox and Junction Adjustments

Updated Early Game Inbox Messages
Continuing with our plans for improving the new player path, we have updated the completion Inbox messages for the following Quests:

  • Vor’s Prize
    • Added new Ordis voice lines when interacting with the Mod Segment during the Quest to set expectations around Modding this early on in the game: “Ordis realizes modding may seem a tad overwhelming, but everything will soon make sense.” 
  • Saya’s Vigil
    • Added Gara’s Blueprint to this inbox message instead of it being a Quest Completion screen reward!


Following the completion of Saya’s Vigil, we have also written a new inbox from The Business directing players to visit Fortuna.

Known Issue: We have identified an issue causing this inbox message to not be delivered with this Update’s launch. We have fixed the issue and it will be coming in an upcoming hotfix.

Our goal is to better guide newly awakened Tenno through the Star Chart. At the end of Vor’s Prize, they will be directed to Cetus to learn about Codex Scanners and receive their first Warframe Blueprint with a light introduction to Resource and Blueprint acquisition. Then they will be encouraged to follow the Junction path to the next planet.
 
We have plans to continue improvements along the Junction path in future updates with the new player experience in mind.

Junctions
Speaking of Junctions, we’ve made the following adjustments to the Venus and Mercury Junctions:

Venus

  • Removal of the “Collect 20 Mods” and “Apply 4 mods to a Single Warframe or Weapon” tasks. 
    • With the removal of Flawed Mods, the “Apply 4 Mods” challenge may become more difficult. Our goal for Junction tasks is to both teach new Tenno about the game, and guide them where to go next -- neither of these challenges quite fit that vision. 
  • NEW TASK: “Complete Quest: Saya’s Vigil”
    • Similar to the Inbox changes, our goal is to direct new players to Cetus early in their journey! It’s an opportunity to meet those the Tenno protect while learning about Codex Scanners and Warframe Blueprints.
  • Reduced the Rank requirement from 2 to 1 for the “Upgrade any mod through the fusion process” task. Simplified the description as well to better explain how to complete it: 
    • Was: Use ENDO to upgrade Mods at the MOD STATION in your Orbiter.
    • Now: FUSION requires ENDO and CREDITS and is available at the MODS bench in the middle-deck of your Orbiter. 

Mercury

  • Added Incubator Power Core to Junction rewards 
    • Howl of the Kubrow is a Quest unlocked from the Mercury Junction, which requires an Incubator Power Core to complete. The free path to this item was not available until the Mars Junction was completed, which we felt was confusing to many new Tenno eager to hatch their first furry friend.  


 

Universal Enemy Radar
Players now have a Universal Enemy Radar set to 30m to help new players navigate through their missions. Warframe is more fun when you know where your foes are, and we felt that this important mechanic no longer needed to be tied to game progression.

Existing Enemy Radar Mods will simply add to the base Enemy Radar values!
ie. your Enemy Radar with Enemy Sense equipped would now be 60m!


Quest Improvements

Waverider Quest
For those who didn’t grow up playing Tony Hawk Pro Skater, the Waverider Quest may be a stopping point for you to acquire Yareli. Simply put: the gameplay requirements are not what you see in your average Warframe mission, being K-drive focused. While we love adding variety to our game, accessibility, and enjoyment is also an important factor -- especially since this is the free path to earning Yareli. 

With that in mind, we have made the following changes to the Waverider Quest:

  • We’ve reduced the number of challenges per page from 5 to 3, resulting in a whopping reduction of overall Quest requirements from 25 to 15 challenges!
  • With fewer challenges overall, we’ve reworked the remaining challenges with the focus of making them simpler and easier to complete while still showcasing the breadth of gameplay available on your K-Drive!
  • Added the Quest Challenges to the pause menu while it is active to increase visibility and reduce the inconvenience of reopening the comic every time you need to check your progress. Hovering over a challenge will also provide you with a “how-to” description, offering more details on how to complete the listed objective!
  • Added Quest icon to the prompting text lines when interacting with Boon in Fortuna, to help players identify which dialogue prompt to click to proceed with the Quest stages. 
  • The Yareli Comic is now accessible in the Vent Kids’ Clubhouse in Fortuna while the Waverider Quest is active. Instead of having to return to your Orbiter to check challenge progress, players have an additional option of visiting Boon and reading the comic there!
  • Added a “Skip All” button to the Yareli Comic Pages for players who want to skip past the narration and read the pages themselves. 

Here's a look at what the Waverider Quest Challenges are now: 
PAGE 1:

  • Copter x 5
  • Complete a K-Drive Race
  • Kill 5 enemies with a Secondary Weapon while riding a K-Drive

PAGE 2

  • Nose Planker or Tail Planker x 5
  • Obtain 5 seconds of air-time on a K-Drive
  • Get 5 Headshot Kills with a Secondary Weapon while riding a K-Drive

PAGE 3:

  • Keep a K-Drive trick chain alive for 10 seconds
  • Frontside Rollout x 5
  • Backside Rollout x 5

PAGE 4:

  • Perform 2 x10 combos
  • Complete 2 different K-Drive races
    • This challenge is a rework of the “Earn X points in a K-Drive race” challenges, which were impossible to do for certain K-Drive races.
  • 5 slam kills with the K-Drive
    • This works if you simply land on enemies or kill them with Slam Shockwaves!
    • We've also buffed Slam Shockwave radial damage from 5 to 100! Direct impacts still deal 1000 damage, but now missed maneuvers will do as much damage as a bullet jump.

PAGE 5:

  • Kill 5 enemies while mid-air/during a trick chain
  • Collect a total of 10,000 race points
  • Earn 500 points in a K-Drive trick chain

Vox Solaris Quest
As we want to encourage new Tenno to venture to both Cetus and Fortuna, we’ve reduced the overall difficulty of Vox Solaris with them in mind:

MISSION 1:

  • Reduced enemy level from 6-8 to 5, matching subsequent missions in this Quest.
  • Increased Drone Health and Shields from 3k to 8k, respectively.
  • Reduced the number of required kills from 30 to 20.

MISSION 2:

  • Reduced enemy level from 6-8 to 5, matching subsequent missions in this Quest.

MISSION 3:

  • Increased Excavator shields from 500 to 3k to match Health values.

MISSION 5:

  • Reduced enemy starting level to 7 from 9.
  • Increased Coolant Tower Health and Shields from 3k to 10k, respectively. 

The Glast Gambit Quest
There’s not much we can do to stop Nef Anyo’s scheming, but we did manage to negotiate the following changes to The Glast Gambit:

  • Reduced the length of each Index round from 3 to 2 minutes. Since you have to play multiple Index rounds per mission, we felt it dragged on too long.
  • Increased the Victory Margin from 10 to 20. While Nef may be balking at your success, we understand that the original margin was a pain point for many players, and we hope this improves that!

Natah Quest
This Quest is such an important stepping stone on your Tenno’s journey, so we are not planning on making sweeping changes. However, we have a few QOL tweaks to address Quest initiation:

  • Reduced the MR requirement from 3 to 2, meaning Oculysts will now spawn in Uranus missions once you are MR 2!
  • Updated the Uranus Junction challenge description to better indicate how to start this Quest. 
    • “Unlock this Quest via a special event in Grineer missions on Uranus. These events only trigger if you are Mastery Rank 2 or above.” 
  • Reduced the number of Defense waves from 10 to 5 in the “Seal the Tomb” mission.

Misc. Quest Changes:

  • The Archwing: Reduced Odonata build time from 10 minutes to 1 minute.
  • The Limbo Theorem:  Reduced Limbo Blueprint craft times from 12 hours to 1 minute. We are also reducing the number of Proof fragments required for the Theorem Blueprints from 3 to 1. 
  • Saya’s Vigil: Removed the MR 1 requirement to access Saya’s Vigil as part of our other early game journey changes. 
  • Rising Tide: Reduced the Railjack Cephalon Blueprint build time from 10 mins to 1 min.
  • Apostasy Prologue: Added “how to unlock” hint text in Codex to guide players to complete the Chains of Harrow Quest and install the Personal Quarters Segment.


Assassination Target Improvements

With the grind reduction pass we did on Quests, we also took a moment to look at certain Assassination Targets as well. Our goals were to reduce the overall time to complete some of these fights and improve waypointing where possible.

Ambulas:

  • Reduced round timer from 120 to 90 seconds. 
  • Reduced required number of Hacked Ambulas
  • From 4 to 3 for single player squads
  • From 5 to 4 for two player squads
  • From 6 to 4 for three and four player squads. 
    For experienced squads, taking down the Ambulas could lead to long periods of waiting. With these changes, we hope to reduce the amount of overall downtime in this fight, while not making it too difficult for those who have yet to master it. 

Vay Hek:

  • Reduced Invulnerability period from 10 to 6 seconds. 
  • Increased maximum damage received before becoming invulnerable from 25% to 35%. 
    These changes should increase the frequency at which Vay Hek becomes vulnerable to damage, therefore speeding up the fight!


Tyl Regor:

  • Waypoint on Tyl Regor now disappears when he is hiding.
    • Previously it would direct players to a locked door, possibly leading to confusion.
  • Added Waypoint Markers to Manics while they are active. 


Cetus Wisp and Necramech Acquisition Changes

Another part of a Tenno’s path is improving their gear, especially once they’ve unlocked their Operator. In addition to the Focus Point acquisition changes covered above in the System Changes section, we’ve made the following tweaks to improve player acquisition for Amps and Necramechs:

  • Cetus Wisps no longer disappear! These are crucial crafting costs for many early-game Amps, and while we did add the ability to purchase this resource from Onkko at Rank 5 Quills, this change should improve player acquisition earlier on in their journey. 
    • As similar pickups like Scintillant and Toroids were added to the game, this timed mechanic for Cetus Wisps felt unnecessarily complicated in contrast. 
    • The Cetus Wisp description was changed in Update 33.6.8 and now the functionally is live to match its new state: “Most common at night, these stone lifeforms are drawn to shorelines touched by the Eidolon. They linger around lakes on the Plains of Eidolon at all hours. Their origin remains mysterious.”
  • Voidrig crafting costs have been updated to require Cambion Drift resources only. Some of the resources required investment in other Hub Syndicates and Railjack, adding further obstacles for players on their journey to their Necramech. The updated crafting changes are as follows:
    • Voidrig Casing - replaced Venerdo Alloy with 5 Cranial Foremount
    • Voidrig Engine - replaced Isos with 6 Cabochon Embolos
    • Voidrig Capsule - replaced Marquise Veridos with 50 Devolved Namalon
    • Voidrig Weapon Pod - replaced Charc Electroplax with 6 Trapezium Xenorhast
  • Added Damaged Necramech Components to Loid’s Store for purchase. Players can purchase Damaged Necramech Casings, Engines, Pods, and Weapon Pods from the Necraloid Syndicate at Rank 1 for 2,500 Standing each. 
    • With the number of components needed to build your Necramech, the drop tables may not always be in your favor. Similar to Voruna and Citrine, we are adding the ability to purchase missing components directly from a vendor as a way to offset the grind.

Please share any bug reports and feedback related to any and all of the above New Player Path Changes in the official Abyss of Dagath subforums.

 


ACCESSIBILITY & HUD IMPROVEMENTS
This section covers the following topics (in order): 

  • Character Highlighting System
  • Conservation Accessibility and QOL Improvements
  • Auto Melee 
  • Buffs and Debuffs in Pause Menu
  • New Update History Screen
  • Other UI / HUD Additions and Changes

 

Character Highlighting System
The enemies you face in Warframe tend to be well-themed to their tilesets -- while this adds visual cohesion to the game, it also means that your foes can sometimes blend into the landscape. To improve enemy and ally visibility, we’ve added a new “Character Highlighting” section to our Accessibility menu. 

With this new system, players can now apply a Highlight on both enemies and allies, with a variety of customization options. Whether you want to improve avatar visibility or simply turn them a fun color (or both!), you will be able to select the hue and intensity to your liking through the various settings:
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In the screenshot above, you can see the full array of settings available to you in our Accessibility Settings Screen:

  • Enemy Highlights Toggle - Toggling this on applies the Highlight Aura to all enemies.
  • Enemy Highlight Color - Select the color of choice using the Accessibility Color Palette or any other owned Color palette.
  • Enemy Highlight Intensity - Choose how bright you’d like the Highlight to be using this sliding scale. 
  • Ally Highlights - Toggling this on applies the Highlight Aura to all allies, including but not limited to: Squad Members, Companions / Sentinels, and Specters.
  • Self Highlight - Apply the Ally Highlight settings to your player avatar.
    • This will persist anywhere you take your Warframe or Tenno, such as your Orbiter, Quests, etc!
  • Ally Highlight Color - Select the color of choice using the Accessibility Color Palette or any other owned Color palette.
  • Ally Highlight Intensity - Choose how bright you’d like the Highlight to be using this sliding scale. 

Interacting with the Color and Intensity options will preview the effect on your Warframe in the menu screen, giving you an idea of what it’ll look like in-mission! Here is a preview of gameplay with this system in action:

U35_Character Highlighting In Action_Option B.mp4

A few key characteristics of note for this system:

  • “Friendly” enemy units such as those seen in Invasion missions or those affected by Revenant’s Thralls / Nyx’s Mind Control units / etc. will use the Ally Highlight settings to differentiate them from your true foes.
  • Character Highlight Settings are accessible in-mission should you need to make any tweaks on the fly!
  • Our intentions are for the majority of Quest cutscenes you will not see Character Highlights in action, except if Self Highlights are applied. Currently this is not the case and all allies and enemies are highlighted. We have a code fix that will come with our next Cert build.


Conservation Accessibility and QOL Improvements

Conservation has had a long storied history with quality of life and accessibility changes, but we can confidently say that this is the biggest batch of improvements yet! Because there’s so much to cover, we’ve broken it down per Conservation stage: 

Icons on the map:

  • The animal's name now appears when hovering over the trail icons in the advanced map!
  • Holding your Tranq Rifle will now show the icons of the closest Trail Start Points in your minimap!
    • Only one icon will appear per animal, to help you better plan your route on foot. 
  • Each animal trail icon now uses the animal's silhouette (instead of the generic pawprint) and is color-coded for quicker visual identification! The hue matches that of their Echo-Lure.
    • This slipped out a little earlier than planned with Echoes of Duviri (Update 33.6)!
  • Players can now select an Icon on the advanced map to spawn a special waypoint marker to the Trail Start Point. This marker will persist even after putting your Tranq rifle away!

U34_Trail Start GIF.mp4

Trail Start Points:
It all starts with scat! Unfortunately, many trail start points can blend into the landscape and otherwise be difficult to find. We’ve made the following changes with this in mind:

  • Trail Start Points will now be highlighted with a diamond marker with the Tranq Rifle equipped. Simply holding the Tranq Rifle will show these markers at 20m away, while aiming down the scope will reveal them from up to 50m away.
    • This diamond marker functionality already existed with Echo-Lures, but we are extending it to Tranq Rifles as well. 
  • Trail Start Points will now glow similar to footprints when viewed through the Tranq Rifle scope.      

Follow Tracks:

  • Updated our footprint shader to improve animal footprint visibility and address issues of them disappearing below rocky terrain.
  • Once interacting with a Trail Start Point, a yellow area highlight will appear in your minimap over the last section of the tracks you found. Additionally, we have added diamond markers at key checkpoints in the footprint path that appear when looking down the Tranq Rifle scope.
    • If you happen to lose the trail or get turned around, these two mechanics should help you!     

Locate and Tranquilize:

  • Adjusted the audio and visual cues from the Tranq Rifle to play more or less frequently depending on how far away the animal is.
    • The more often they appear, the closer you are! 
  • Ally Character Highlights will apply to Conservation targets as an extra way to distinguish them from the landscape, should you wish to use that system!
  • Added a flashing paw icon that points you in the direction of the animal when looking down the Tranquilizer scope.
    • With the successful use of the Echo-Lure, the replying animal call already comes from the direction that they spawn in. We’re adding this new visual clue for Conservationists in addition to the existing audio cue! 
    • Note: This functionality also applies to free-roaming wildlife you find on the Landscape, no Echo-Lure required!

U34_Tranq Rifle Indicator GIF.mp4


Auto Melee 

Adding an Auto Melee button has been a frequently requested topic over the years as a way to mitigate repeated button presses. Your days of spamming E are over with the new Auto-Melee functionality! Here’s how it works:

With Auto Melee, players can trigger melee swings through the familiar repeated melee inputs, or they can simply hold the melee input button to repeatedly swing their melee weapon for as long as that input is held. Combos can be executed while auto-meleeing by simply adding the required inputs -- i.e. to start Slide Attacking, simply start sliding while holding the Melee Input, etc.

In short, the Warframe melee that you know isn’t changing - the only difference is that instead of needing to press your E hundreds of times, you only need to press (and hold!) it once. 

Our goal is not to alter the main way you play Warframe melee if you prefer the precision of individual inputs - auto-meleeing is an additional way to play the game. This mechanic has been released as a permanent functionality of the Melee system, as we’ve designed this so that both individual input and auto-melee can co-exist without issue. 

Since Auto-Melee is removing a lot of the active element of meleeing, we are working on an addition to this system called “Perfect Heavy Attacks” that aim to release with Whispers in the Walls. 

Exclusions to Auto Melee
Due to the mechanics of Auto Melee mirroring that of thrown melee weapons, the following weapons will not have Auto Meleeing enabled for them:

  • All Glaive Weapon Types     
  • Wolf Sledge

 
Buffs and Debuffs in Pause Menu

The meme of players giving their squadmates enough buff indicators to look like an MMORPG screen is real and valid. Worry not! We have not changed the buffs you get, we’re simply adding the ability to see what the actual Buff and Debuff Icons mean when entering your Pause Menu:

image.jpeg.b39f1f1bfa8bd48fcc1623bc39445

As you can see in the screenshot above, hovering over the icon will show you the effect’s name and possibly the description. We've done our best to add descriptions for Arcanes, Mods, Decrees, Focus Abilities, and Weapon Abilities in time for this update. As the majority of descriptions are still being added, we ask that any bug reporting is done on incorrect or incomplete descriptions instead of missing ones! 
 

New Update History Screen 

Whether you’re jumping straight into a new Update or returning to the game after a break, our New Update History Screen is designed to contextualize and highlight the latest content. This screen offers a variety of new tools for us to showcase everything that is available in our major update releases. 
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In the screenshot above, you’ll see various sections designed to contextualize and highlight released in the specific update, including:

  • General overview blurb for the update!
    • Familiar as this is what we’ve done for past updates. 
  • Patch highlights, which can be interacted with to reveal a pop-up window with lengthier descriptions of new features, game modes, etc., released in the update!
  • Direct link to the update notes on our website. 
  • New item showcase to highlight new content available in the market.
  • “How to Play” button that will either direct you to a tutorial or take you straight to the Star Chart to engage with the new content. 
  • Update History at the bottom of this screen, allowing you to look at Update Screens for previous releases.
    • Abyss of Dagath and the Seven Crimes of Kullervo are currently available!


Where to find this screen
This new Update History Screen will present to players the first time they log into the game following an update, but it can also be accessed any time at two locations:

  • In the pause menu above the Nightwave button.
    7345af67156ba4de066d38a89336b126.png
  • Via the new banner over the News console in your Orbiter!
    e107d4763df6b7ef1f032fca87d4ad21.png

      
Other UI / HUD Additions and Changes

  • Added a Weapon Trait Display in the Arsenal! 
    • Weapons with specific traits or passives now display this information in the Upgrade Arsenal screen of the respective weapon. These traits were often hidden in weapon descriptions or otherwise required players to learn about them via outside sources - now you can directly see any special traits a weapon has and incorporate that knowledge into your builds. 
      icon.png.daa702c7ccc80346f8ebbc039f1de29
      • Each and every single trait was written for this update, which means some may have slipped by! Please let us know if there are weapons missing their own trait description. Thank you!
  • This new Trait display is placed where the previous “Rank Bonuses” information lived. We have moved the “Rank Bonuses” section of the Upgrade Screen just above the Ability Icons, where players can still access that information on-hover. 
  • Added a preview feature when adjusting the Visual Effects Intensity slider.
  • You can now swap Incarnon Evolutions in the Arsenal! 
    • Note: You will still need to visit Cavalero to unlock each Evolution, but once that’s done, you can swap to your heart’s delight from the comfort of your Orbiter.  U34_Incarnon Arsenal Evolution Swap_V2.mp4  
  • Updated the reticle’s reaction when hitting headshots and weak points to a much more visible and red indicator. 
  • Added a new "Damage Number" color slot for non-critical damage. Default is white but can be customized in the “Customize HUD Colors” settings.
  • Players can now see how many open Slots they own when hovering over an item that requires Slots in the Foundry! The number and slot type will appear at the bottom of the Foundry screen when hovering over an applicable Blueprint.
    • Knowing how many open Slots you have is an important part of expanding your Arsenal, but this information can be hard to find if you don’t know where to look! This change allows players to get that information much more quickly, and offers more transparency on how the Slot mechanic works for those unfamiliar with it!
  • Railjack Crew members can now be customized by hovering over their character models. Doing so will display all of the options in a single menu, a much more convenient way to personalize your team! 
    a0d31a65bf3f978aff3b611fc76166a9.png
  • Added a new pop-up when picking up Convergence Orbs to explain Convergence functionality. 
    • The message “Eliminate enemies to earn bonus Focus for the next 45s” will now appear briefly below the bonus Focus pop-up. For more information on the bonus Focus pop-up, read on to the Focus Lens Conversion Buff section. A follow-up message will now also appear once you have reached the daily cap. 
  • Added a “Claim Rewards” indicator on the Nightwave Button accessed via the pause menu when you have a Nightwave reward pending. 
  • Removed the ability to see how many Trades Remaining the other player has in the Trading Interface. 
    • This change was the result of fixing a bug where the Trade Remaining number was not accurate. Ultimately it was decided that this information is not really relevant for other players to know, so it was removed.
  • Added drop shadow to Buff Icons in the HUD to improve their visibility, especially when in light colored environments. 
  • Added new VFX feedback when Health and Shields are restored. The HUD color (default gray) is also customizable with the new “Restored Shields and Health” option in the Customize HUD Colors Accessibility settings. 
     

COMPANION REWORK (PHASE 1)

This section covers the following topics (in order): 

  • Companion Immortality 
  • Companion Stat Changes
  • Companion Healing 
  • Companion Mod Changes & Additions
  • And more! 

Your furry, robotic, fleshy, and everything in between pals have received a rework! Read on to learn how the way you use, Mod, and interact with your Companions has changed in this first phase of the Companion system overhaul. 
 

Our high-level objectives for this Companion rework are:

1. Make Companions more viable in high-level gameplay by making them immortal. 
Companions can no longer die! This avoids frustrating scenarios where you are relying on your Companion to provide some feature or bonus only to have them get removed from play. The base stats of Companions have also been increased significantly to help them in difficult missions.

2. Introduce more interactive Mods that offer ways to play alongside your Companion instead of it being mostly autonomous like a specter.

3. Changes to many Companion Mods, mostly to support the first two goals of removing death states and improving basic survivability. 
Some Mods were inconsistent in their naming or stats, and we have improved this. We have rebalanced some Mods that players felt were not good enough, or ones that we've observed are SO good that they are considered "essential."
 

COMPANION IMMORTALITY 
We've all seen the memes with people giving their Companions funny names, only to see the message over and over every few minutes: "Your Companion is down!"  Dying Kavats and Kubrows have been demanding attention on your HUD, and spontaneously combusting Sentinels have been robbing you of your Vacuum and Animal Instinct for years.

All that changes with this update. Going forward, Companions will still have Health and Shield values, and they can be knocked out, but they will not die if you fail to revive them. When they reach zero Health, Companions will instead become Incapacitated for a base duration of 60 seconds. All Companions will automatically revive at the end of their Incapacitate period, and there is no limit to the number of times this can happen. Upon reviving all Companions have 5 seconds of invulnerability to get back on their feet safely! 

Here are the specifics to how each Companion behaves while Incapacitation: 

  • Kavats, Kubrows, MOAs, and Predasites will now collapse on the ground and can be, optionally, manually revived to get them back into action quicker.
  • Sentinels cannot be manually revived, but they will fly along with you in a damaged state while performing their automatic self-revive.
  • Vulpaphylas still have their usual tricks instead, where they morph into a Sentinel-like state for a short period and then recover.
  • Khora's Venari still uses its usual behavior of temporarily disappearing if defeated, but you can override its time-out by spending Energy to cast her Venari Ability.
  • Worth noting that Vacuum and Animal Instinct work while the Companion is Incapacitated.
  • With Incapacitation, Companions can now recover from being downed in Arbitration missions, instead of staying dead for the duration of the mission. 

Several Mods have been modified or introduced that also change when or how your Companion deals with Incapacitation - see the “Companion Mod Changes & Additions” section below for specifics.
 

COMPANION STAT CHANGES
Two broad changes have been made with regard to your Companion's base stats to increase their staying power: 

1. Health, Shields and Armor have been refactored across the board. 
This simple numeric buff was made with the goal of increasing Companion survivability. This also means that the choice of whether to use, for example, Enhanced Vitality or Linked Vitality, will depend on your Warframe choice instead of the Linked Mod always being strictly superior.

2. Non-Sentinel Companions now gain their full Health and Shield values immediately when you acquire them. 
Historically Health and Shield values would increase as your Companion ranked up, which you could see as "Rank Bonuses" in the Upgrades screen. We've removed this behavior and simply given Companions what would end up being their Rank 30 values at Rank 0. This should let you immediately take your Companions on more difficult missions after earning them!

Including both the removal of Companion Rank bonuses, and the base increase to stats, the following lists the stat changes for all Companions at Rank 0: 

Spoiler

Revised Kubrow Stats:

  • Huras Kubrow: 560 Health (from 150),  490 Shield (from 125), 200 Armor (from 50)
  • Raksa Kubrow: 750 Health (from 200), 390 Shield (from 100), 200 Armor (from 50)
  • Sahasa Kubrow: 940 Health (from 250), 290 Shield (from 75), 200 Armor (from 50)
  • Sunika Kubrow: 830 Health (from 220), 350 Shield (from 90), 200 Armor (from 50)
  • Chesa Kubrow: 940 Health (from 250), 290 Shield (from 75), 200 Armor (from 50)
  • Helminth Charger: 710 Health (from 190), 330 Shield (from 85), 200 Armor (from 50)

Revised Predasite Stats (all types):

  • 710 Health (from 190), 350 Shield (from 90), 200 Armor (from 50)

Revised Vulpaphyla Stats (all types):

  • 680 Health (from 180), 370 Shield (from 95), 200 Armor (from 50)

Revised MOA Stats (all types):

  • 350 Health (from 100), 350 Shield (from 100), 350 Armor (from 100)
  • MOA base stats can be modified further by their components and via Gilding

Revised Kavat Stats:

  • Adarza Kavat: 310 Health (from 80), 270 Shield (from 70), 200 Armor (from 50)
  • Smeeta Kavat: 390 Health (from 100), 230 Shield (from 60), 200 Armor (from 50)
  • Vasca Kavat: 310 Health (from 80), 270 Shield (from 70), 200 Armor (from 50)
  • Venari: 900 Health (from 300), 350 Armor (from 350)
  • Venari Prime: 1050 Health (from 350),  450 Armor (from 450)

Revised Hound Stats:

  • Adlet Hound: 350 Health (from 100), 450 Shield (from 150), 350 Armor (from 100)
  • Garmr Hound: 350 Health (from 100), 350 Shield (from 100), 450 Armor (from 150)
  • Raiju Hound: 450 Health (from 150), 350 Shield (from 100),  350 Armor (from 100)
  • Hound base stats can be modified further by their components and via Gilding

Revised Sentinel Stats:

  • Carrier: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Carrier Prime: 650 Health (from 400), 200 Shield (from 100), 150 Armor (from 150)
  • Dethcube: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Dethcube Prime: 600 Health (from 300), 200 Shield (from 100), 150 Armor (from 150)
  • Diriga: 700 Health (from 350), 150 Shield (from 50), 80 Armor (from 50)
  • Djinn: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Helios: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Helios Prime: 700 Health (from 250), 200 Shield (from 100), 100 Armor (from 100)
  • Nautilus: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Oxylus: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Shade: 600 Health (from 350), 130 Shield (from 50), 80 Armor (from 50)
  • Shade Prime: 700 Health (from 350), 200 Shield (from 100), 100 Armor (from 100)
  • Prisma Shade: 600 Health (from 300), 130 Shield (from 50), 80 Armor (from 50)
  • Taxon: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Wyrm: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Wyrm Prime: 450 Health (from 225), 600 Shield (from 300), 150 Armor (from 150)

 


CONSISTENCY IN COMPANION HEALING

Previously, the Mod “Link Health” could cause your Companions to gain some of the healing that your Warframe did. This invisible feature was not indicated by the card, and it was never explained what forms of healing worked or why. Additionally, Companions were using some of the same mechanics that things like mission objectives did, which limited the effects of some healing or defensive powers. We've decided to remove both of these obscure mechanics and restrictions.

Companions will no longer gain Health when your Warframe does if using certain Health-absorbing powers together with the Mod “Link Vitality” (formerly Link Health). The restrictions of the following abilities and features, as they apply to granting Health, Shields, or Damage Resistance to Companions have been removed:

  • Nezha’s Warding Halo
  • Trinity’s Blessing
  • Ember’s Immolation
  • Garuda’s Blood Altar
  • Gara’s Splinter Storm
  • Styanax’ Intrepid Stand
  • Mirage’s Eclipse
  • Volt’s Discharge
  • Baruuk’s Desolate Hands
  • Harrow’s Penance
  • Harrow’s Thurible
  • Equinox’ Mend & Maim
  • Sancti Magistar’s Heavy Attack Heal
  • Vazarin’s Protective Sling
     

COMPANION MOD CHANGES & ADDITIONS

Changes To Existing Mods
Several Mods have been modified to interact with how your Companion deals with Incapacitation. 

Stats below are shown at Max Rank.

Spoiler

Sentinel Survivability Mod Changes:

  • Calculated Redirection changed from max 275% Shields to max 250% Shields
  • Enhanced Vitality changed from max 220% Health to max 250% Health
  • Metal Fiber changed from max 110% Armor to max 250% Armor
  • Regen has been changed significantly. Because your Sentinels no longer die after reaching zero Health, Regen instead reduces the Incapacitation time of your Sentinel by 20 seconds, and provides 10 seconds of Invulnerability after reviving.
  • Primed Regen provides a greater benefit: Incapacitation time is reduced by 35 seconds, and provides 10 seconds of Invulnerability after reviving.
  • Sacrifice still allows your Sentinel to automatically revive you; however, the Sentinel now goes into Incapacitation instead of being destroyed. Adds 15 seconds to your Sentinel's Incapacitation time.
  • Repair Kit has been changed from providing your Sentinel with 6 Health per second to 18 Health per second.

Companion Survivability Mod Changes:

  • Link Health has been renamed to Link Vitality, and changed from max 165% of your Warframe's Health shared with Companion, to max 125% shared Health.
  • Link Shields has been renamed to Link Redirection, and changed from max 110% of your Warframe's Shield shared with Companion, to max 125% shared Shield.
  • Link Armor has been renamed to Link Fiber, and changed from max 110% of your Warframe's Armor shared with Companion, to max 125% shared Armor.
  • Medi-Pet Kit has been changed from providing your Companion with 6 Health per second and 72% Bleedout Reduction, to providing 12 Health per second and reducing Incapacitation time by 15 seconds.
  • Accelerated Deflection (+90% Shield Recharge) has been changed from being only equipped on Sentinels, to the Robotic category, which means it is now also compatible with Hounds and MOAs. Additionally, it also provides -45% Shield Recharge Delay.

Other Companion Mod Changes:

  • Djinn's "Reawaken'' has been changed. Now it will reduce Djinn's Incapacitation time by 6 seconds for each Energy Orb you pick up. Djinn will also revive with 300 points of Overshield for each collected Orb. Djinn’s max Overshields increase by 900. 
    • Since every Sentinel now has a free immortality feature, Djinn needed something to be special again.  
  • Pack Leader has been changed. Instead of healing your Companion by 36% of melee damage inflicted, it now restores 100 Health per melee hit. Excess healing becomes Overguard instead, with a maximum of 1200 Overguard.
  • Primed Pack Leader increases Pack Leader effect to 183 Health restored per hit, and increases Overguard cap to 2200.
    • Pack Leader's healing was so strong that, functionally, any upgraded melee weapon would fully heal your Companion in a single hit. You would hit an enemy for several thousand damage, and your Companion would proportionately receive thousands of Health. This change tries to make the healing values more sensible so that you can heal your Companion efficiently but not *instantly*. By letting you overflow into Overguard, it also provides some extra ability to tank large hits.
  • Sentinel Sanctuary and Companion Shelter Mods have been improved. The shield globe, while the player is performing a revive, has been increased from 600 Health to 1800 Health.
  • Self Destruct has been modified. Formerly this would cause Sentinels to cause 600 Blast damage in an 18-meter radius on death. Now Sentinels cause radial damage on Incapacitation instead.
  • Loyal Companion has been reworked entirely. Formerly it provided a 90% Bleedout-Link so that your Companion had a longer period of time where it could be revived. Since Companion death is no longer a factor: Loyal Companion applies 75% Damage Resistance to your Warframe for 10 seconds, and causes your Companion to become invulnerable and taunt enemies to draw fire to itself for 30 seconds, if your Warframe falls below 35% Health. There is a 60-second cooldown between activations.
  • (Parazon) Hard Reset: Changed from instantly reviving your Companion if you achieved 3 Mercy Kills within 40 seconds, to reducing your Companion's Incapacitation time by 15 seconds on each Mercy Kill.
    • We found that this was fairly difficult to achieve. Changing it to allow incremental progress makes it more reliably beneficial to use this.
  • Fired Up has been both improved and simplified. Previously this would require that your Sentinel has been shooting continuously for some period of time, and then added a Heat damage multiplier. This has been changed so that the Sentinel gains a 5% bonus Heat damage on every weapon hit up to 100%. The bonus resets after 5 seconds if the Sentinel has not landed a hit during that time. 
    • This Mod was difficult to understand and only worked if the Sentinel weapon already did some amount of Heat damage. The mechanics are now more intuitive and the bonus applies the same way adding a Mod would, so your Sentinel's weapon doesn't need to already do Heat damage to benefit.
  • Spare Parts: Previously Spare Parts would cause Sentinels to drop rare materials on death. This Mod now causes your Sentinel to mark an enemy for 5 seconds, choosing a new target every 15 seconds. Killing the marked enemy increases their loot drop chance by 200%.
    • Since Companions no longer die, we wanted to change their resource drop to something that was more interactive and rewards combat instead of your Sentinel randomly exploding.

New Companion Mods
Referring back to the introduction, one of our goals with the Companion rework is to add opportunities for the player to work together with the Companion. Instead of a Mod that only affects your Companion, we looked for ways that you and your Companion could amplify each other.

The following new Mods aim to do just that!

These Mods are available to acquire at the Conservation vendors in Cetus (Master Teasonai), Fortuna (The Business), and the Necralisk (Son). 

*Stats below are shown at Max Rank. 

Available In Master Teasonai’s Offerings (Cetus): 

Tandem Bond 
Companion melee hits increase your combo by 6. Heavy Attacks increase Companion melee damage by 30% of melee damage multiplied by your combo multiplier for 30s. 

Covert Bond
Finisher and Mercy Kills grant your Companion 10s of stealth that attacks will not disrupt, up to 60s.

Mystic Bond
After your Companion uses Abilities with cooldowns 5 times, you may cast a Warframe Ability without expending Energy. 

Restorative Bond 
Health Orbs restore 60 more Health and reduce Companion Recovery by 3s. 

Available In The Business’ Offerings (Fortuna): 

Aerial Bond
Airborne kills decrease Companion Recovery timer by 3s and 9s for headshot kills. Companion creates a field of Cold that increases up to 35% Status chance and 10m radius while Warframe is airborne, lasting for 3s after returning to the ground.

Astral Bond 
Damage dealt by Operator or Drifter grants 120% Void damage to your Companion’s attacks for 10s. Companion Void damage adds +30% Amp and Energy Efficiency to Operator or Drifter for 5s. 

Momentous Bond 
Killing Eximus enemies grants 120% bonus of a random Elemental Damage to your Companion for 30s and reduces Companion Recovery by 12s. 

Reinforced Bond 
If the Companion exceeds 1200 maximum shields or Overshields, then your fire rate is increased by 60%. Reloading restores 150 Overshields to your Companion.

Tenacious Bond
Headshot kills reduce Companion Recovery timer by 3s. If the Companion’s Critical Chance is over 50% then you gain +0.6x Final Critical Damage Multiplier. 


Available In Son’s Offerings (Necralisk): 

Duplex Bond
Companion will clone itself each time you expend 100 Energy, up to 3 Clones. Clones live for 30s and their kills have a 50% chance of dropping Energy Orbs.

Seismic Bond 
While a channeled Ability is active, Companion melee attacks create a 4m shockwave for 30% of their melee damage. Damage dealt by your Companion increases your Ability Efficiency by 3% for 12 seconds. Max 10 stacks. 

Vicious Bond 
Companion melee attacks strip 15% of enemy armor. Melee attacks on enemies recently damaged by Abilities apply the effect in a 9m radius. 

Contagious Bond 
When your Companion kills an enemy afflicted with a Status Effect, 50% of the Status Effect spreads to other enemies within 9m.  

Manifold Bond (Robotic)* 
Companion Precept Mods apply Status Effects from Companion weapons. Killing enemies with 3 or more unique Status Effects reduces Companion Ability cooldowns by 3s.

*Work is still ongoing for this mod, we are aware of some Robotic Companion Precepts which do not trigger the bonus Status Effects.
 

FURTHER COMPANION QUALITY-OF-LIFE CHANGES
A few further changes that are worth mentioning:

  • Sentinels now avoid damage from Arson Eximus explosions if you also avoid damage with a successful dodge.
  • The improvement to Shield Gating where it now scales with maximum Shield strength and fully resets as long as you have any Shield charge at all, also applies to Companions.
  • Companions can now gain Overguard (behaves the same as player Overguard) and Overshield. 
  • Health and Energy conversion will now enable picking up Orbs at max capacity. This applies to the Equilibrium Mod as well. 
  • Added map icons for each Companion type to help identify their location. 
  • Reduced the amount of Alloy Plates required to craft the Kavat Incubator Upgrade Segment from 120,000 to 60,000. 
  • Improved Companion HUD information: 
    • Removed notifications for when other players’ Companions are downed (Incapacitated) to reduce HUD noise. You will now only get notified for your own Companion. 
    • Your Companion now has its very own icon in the HUD. 
  • Updated the Imprints error message to be more accurate: 
    • Was: "Cannot make imprints of pets when they have not yet matured. Wait for active pet to become an adult before creating imprint."
    • Now: "Cannot make imprints of pets when they have not yet matured. Mature to an adult before creating imprint."
  • Oberon's Passive now applies to all Companion Types.
    • Previously only Kavats, Kubrows, Predasites, and Vulpaphylas would receive +25% Health, Armor, and Shield links, plus the 1 instant revive per mission.
  • Companions are no longer able to be staggered! 
    • Because staggering would often stop your pets in-place, it opened them up to being re-staggered, which then often led to their swift demise. This should fix that issue, and allow your furry and not-so-furry friends to have more impact in-mission. 


Please share any bug reports and feedback related to any and all of the above Companion Changes in the official Abyss of Dagath subforums.
 


HYDROID REWORK

For those of you with an interest in the sea, who wish to use the murky depths to drown your foes, the wait is over! Hydroid has received a rework! 

As with many of our Warframe Reworks, a Forma Inbox will be sent to all players at 11:30am ET on October 18th after Abyss of Dagath launches. 

The goal of the Hydroid rework was to keep his unique style while making him both easier to use and bringing his power more in line with other Warframes. This means changing how his abilities work through changes to their damage types, removing charging mechanics, and making enemies easier to hit while they are wrapped up in his abilities. Additionally, it meant reworking his passive and removing the Undertow ability, replacing it with the new Plunder ability.

For a closer look at our deadly marauder of the deep, let's dive right in!

Abyss_of_Dagath_Rework_Images_Hydroid_10

Changing Impact and Magnetic Damage to Corrosive Damage and Status 

Previously, Tempest Barrage and Tidal Surge both dealt Impact damage, while Tentacle Swarm dealt Magnetic Damage. These have been changed to Corrosive Damage, which can apply Corrosive Status. Corroding Barrage has been a widely used Augment Mod by Hydroid players, which caused Corrosive Status for Tempest Barrage, and due to its popularity, we looked to incorporate its effect into Hydroid at a base level.

We felt changing Damage to Corrosive Damage in Hydroid’s abilities makes them more thematic to the sea while also incorporating Corroding Barrage’s current effect in a meaningful way. With this change in mind, Corroding Barrage will now apply Viral Status instead of Corrosive - more details on that below.

Passive Changes
Hydroid’s previous Passive had a chance to spawn a tentacle when performing a melee slam attack. We have removed that passive entirely and replaced it with an entirely new effect.

The nature of Hydroid’s previous Passive pushed players to a very specific playstyle (regular usage of melee slam attacks), while not guaranteeing anything useful from each individual slam. We wanted to make the passive feel more reliable and impactful.

New Passive: Enemies damaged by Hydroid are more vulnerable to Corrosion Status, with initial status reducing armor by 50%. 

Hydroid’s new Passive affects an enemy once Hydroid damages them, lasting until their death. It makes the first instance of Corrosive Status on an enemy remove 50% of their Armor rather than 26%. Not only does this make the first Corrosive Status stronger, but it also means Corrosion Status can reach 100% Armor Reduction with full stacks!

To clarify, this means Hydroid does not need to apply all, or even any, of the Corrosive Status Effects on an enemy. As long as Hydroid has damaged the enemy, the Corrosive Status Effects can be applied from any source and will receive the benefit.

You can see the Passive in action in the Ability clips below.

Removing Charge Mechanics
In an effort to make Hydroid more approachable, we have removed the charge mechanic on Tempest Barrage and Tentacle Swarm. The full charge values will now apply baseline to each cast of the abilities.

For example, previously, an uncharged Tentacle Swarm would have 40% of the tentacles and 33% of the radius compared to a fully charged cast. With this change, both tentacle count and radius will always be the maximum, what a fully charged cast was previously.

This change makes Hydroid’s play more fluid, with more time spent attacking rather than charging abilities for their maximum effect.


Ability Changes

Tempest Barrage:

  • Damage dealt causes enemies to stagger, rather than ragdoll.
    • This should make enemies easier to kill, as they will stay in the range of Hydroid’s other abilities and be more open to Headshots. 
  • The Corroding Barrage Augment Mod has been renamed Viral Tempest and now has a chance to apply a Viral Status Effect, rather than Corrosive Status Effect. It also no longer grants Ability Strength.
    • Changing the Impact Damage of Tempest Barrage to Corrosive Damage meant the Corrosive Status Effect from the Augment was already included. We changed this to Viral to maintain its relevance with the other changes. In light of the punch Corrosive and Viral packs in comparison to Corrosive and Impact, the Ability Strength buff was removed for balance purposes. 
  • Added new sound effects to go with the ability.

TempestBarragePassive.gif.11cf133014d837

Tempest Barrage staggers enemies instead of ragdoll, making them easier to target. 
 

Tidal Surge:

  • Allows some steering of the wave for more control over where Hydroid and his enemies end up when the ability is finished.
  • Exiting Tidal Surge early by jumping now also works while airborne.
  • Tidal Surge’s base speed has been increased and will no longer scale off Ability Range.
    • This change was made to ensure controlling the wave behaves consistently, including where enemies are deposited when the ability ends.
  • Tidal Surge no longer violently flings carried enemies at the end of the surge, and will instead deposit them where the surge ends. 
    • This should make Tidal Surge a better ability for grouping enemies and quick killing, as opposed to flinging them across the room.
  • Tidal Surge now applies Corrosive Status Effects to enemies based on how long they are carried by its waves.
  • Tidal Surge now cleanses all of Hydroid’s negative Status Effects.
    • This brings one of the benefits from the Tidal Impunity Augment Mod into the ability directly, granting Hydroid some survivability in his abilities with Undertow’s removal.
  • Added new sound effects to go with the ability.

TidalSurge.gif.ec2ec84e1cd7c0d41c3fc29d7

Tidal Surge now carries enemies with the wave, depositing them where the wave ends instead of throwing them forward.

Undertow (Replaced with Plunder):

  • This ability has been removed and replaced with Plunder.
    • Undertow was an ability which we feel made Hydroid a bit less fun to play as, or play with. There are two main reasons we decided to replace this ability:
    • It forced the player to remain stationary, while many objectives rely on regular movement.
    • It absorbed enemies without instantly killing them, which could lead to instances of hiding enemies that a teammate was trying to kill.

Plunder:

  • A new ability added to Hydroid’s third ability slot.
  • All enemies in range will have Corrosive Status Effects remove their armor permanently, increasing Hydroid’s armor and granting bonus Corrosive damage to weapons. 
    • This ability is stronger based on the number of Corrosive Status Effects applied to the enemies affected by Plunder.
    • This means with a full stack of Corrosive Status Effects, their Armor will be removed permanently.
  • The Curative Undertow Augment Mod has been renamed Rousing Plunder and it causes Plunder to heal Hydroid and his allies within Affinity Range.

PlunderArmor.gif.acfe530808ea737251c2c75

Plunder removes Armor based on Corrosive Status Effects on an enemy. It also provides an Armor and Damage Buff, tracked in the lower-right corner of the HUD.

Tentacle Swarm:

  • Now holds enemies in a steadier position, making it easier to eliminate enemies locked down by Tentacles.
  • If a tentacle’s held enemy dies, it will move to grab a new enemy in the Tentacle Swarm’s area of effect.
  • Updated Tentacle sound and visual effects.

TentacleSwarm.gif.6814ab48987ce625f1c37c

Tentacle Swarm now holds enemies still for easy targeting, rather than violently shaking them about.

Please share any bug reports and feedback related to any and all of the above Hydroid Changes in the official Abyss of Dagath subforums.


 

ZAUBA & COMMODORE PRIME SUIT CONVERSION 

 

As part of our ongoing efforts to convert Operator Skins for Drifter use, the Operator Zauba and Commodore Prime Suits can now be equipped onto your Drifter!

d7b013c7c8a141770f8a2e07d158e7bc.png

*Raven Drifter is seen in the above image. 

Future purchases of these customizations will now include the matching Drifter variants. For those of you that already own these collections, the Drifter versions will be added to your inventory upon log-in. 
 

Explosive Barrel Changes

Explosive Barrels on paper may seem like a blast, but their impact in-mission is not quite up to snuff. In this update, we’ve brought these environmental hazards back with a bang with the following changes:

  • Explosive Barrels now deal a % of an enemy’s Health to help them scale with higher level content. Players will receive a reduced amount of damage from Barrels to prevent deadly accidents -- on par with the amount of damage they would have received before this change.
    • Previously, these barrels dealt a flat damage value which had little impact on high-level foes. 
  • LN2 Barrels (Cold) and Spent Radium Barrels (Radiation) will now deal full stacks of Cold and Radiation Status Effects respectively for enemies standing within the shockwave.
  • Removed the 0.35s delay before explosion upon Barrel destruction. 
  • Reduced the range of explosion from 15m to 10m and added scaling damage values based on how close the enemy is to the Barrel.
  • Improved overall VFX of the Barrel explosion to showcase the blast radius, and make the kills feel punchier. 
  • Fixed explosion line of sight checks being blocked by other enemies. Explosions will still respect environmental obstacles (walls, etc.), but now enemies within the blast radius will not survive simply because they were standing behind someone else!

Additions: 

  • Added two new Reward Options to the Steel Path Circuit Reward Path: Rivens and Kuva!
    • With Drifter Opportunity Intrinsics at Rank 9, you will be presented with reward options of a Veiled Riven or 20k Kuva in addition to the weekly Incarnon rotation for your Circuit Reward Path!
    • Just like the Incarnon Geneses, the order you pick these rewards will determine what Rank you need to complete in the Circuit to earn them.
  • Added VFX when toggling between the Normal and Steel Path modes in the Star Chart screen.
  • Added several new post-Quest voice lines to Saya in Cetus! 
  • Added a sound effect to mid-air rolls. Your aerial rolling will be silent no more!
  • Added new Ordis’ lines from the Cephalon Joke-a-Thon Contest winners. 
  • Added the Argo & Vel Blueprint to Simaris’ wares for those who own the Drifter variant!
     

Changes: 

  • Added a popup to indicate how you are friends with someone upon hovering over their alias in the Friends/Clan screen. If you are friends with someone through Warframe’s Cross Platform Play, it will appear as “Warframe Friend”. If you are friends with someone via your platforms’ friend feature, it will appear as “[Insert Platform] Friend”. 
  • Ground Finishers now ignore the Armor value of enemies as other types of Finishers do. This affects the following: 
    • Hunter’s Bonesaw now grants 120% Finisher Damage instead of Status Chance since Ground Finishers now deal Finisher Damage which does not proc Status.  
  • Fixed several cases where the game was not recognizing a Ground Finisher for the activation of Mods and Arcanes. The intent is that Ground Finishers, Stealth Finishers and Parazon Finishers should be equivalent unless explicitly stated otherwise:
    • Duviri Decrees will now accept Ground Finishers (Tamm's Fortune, Brimon's Nerve, Molten Mettle)
    • Inaros' Desiccation Curse augment will now create sand minions on Ground Finishers
    • Arcane Trickery will now activate from Ground Finishers
    • Arcane Ultimatum will now activate from Ground Finishers
    • Exodia Might will now activate from Ground Finishers
  • Improved the accuracy of water ripples when running through a body of water.
  • Voruna’s Ulfrun's Descent kills will now count as Melee for synergy with Lycath's Hunt Health orb drops. 
  • We’ve revamped how the game audio mix is handled when casting Warframe abilities and firing weapons to improve spatial sound awareness. Now, you’ll be able to hear the environment and gameplay sounds much more clearly in certain scenarios. We also fixed some issues with certain abilities and weapons causing gameplay sounds to playback too quietly. 
  • Gaining Health, Shields, and Overguard now provide more gradual feedback in the health bar instead of instantly changing.
  • Improved the Decree rerolling randomization to prevent the same Decrees from appearing again after rerolls. 
  • Improved the Incarnon UI VFX to better indicate when charges have been depleted. 
  • In preparation for the introduction of Cross Platform Play Clans, the way resources are refunded from canceling Dojo Rooms and Decorations has been changed to ensure parity between Cross Platform and non-Cross Platform Play Clans. Instead of the resources returning to the contributing players’ inventories, it will now be refunded to the Clan Vault. 
  • Buffs or mechanics that are triggered upon Health or Energy Orb pickup can now be triggered if your Health or Energy pools are at max. This includes Mods like Equilibrium!
    • If your buffs are fully stacked, you will no longer pick up these Orbs at max Health/Energy. 
  • Orokin Vaults on Deimos can now be highlighted by the Orokin Eye Air Support ability.
  • Adjusted Auto-Install prioritization based on new Warframe Health and Shield values, as well as checking for Shield Recharge Delay. 
  • Operator Amps can now interrupt Dax abilities in the Undercroft similar to how weapon fire can. 
  • Ash and Stalker (playable) can now cast Teleport on Defense objectives. 
    • This was previously fixed in Hotfix 33.0.7 due to the issues and inconsistencies with the landing spot (getting stuck in objective upon landing). We have now improved the targeting to prevent that and have re-enabled it! 
  • Updated the Imprints error message to be more accurate: 
    • Was: "Cannot make imprints of pets when they have not yet matured. Wait for active pet to become an adult before creating imprint."
    • Now: "Cannot make imprints of pets when they have not yet matured. Mature to an adult before creating imprint."
  • Grand Master Founder aliases are now highlighted in the Relays’ Honored Grand Masters panels. 
  • Updated Entropy Burst and Napalm Grenade’s descriptions to clarify that it applies after Mods like Rifle Aptitude by changing “Base Status Chance” to “Final Status Chance”. 
    • Was: +20 Base Status Chance, +1 ‘Entropy’
    • Now: +20 Final Status Chance, +1 ‘Entropy’ 
  • Updated some Archwing HUD assets with higher resolution ones. 
  • The Secondary Outburst Arcane has received some overall buffs! Additionally, we’ve fixed it not functioning properly and its description being inaccurate. The new description is as follows:
    • On swapping to Secondary Weapon, consume all Combo Multipliers to increase Secondary Weapon Critical Chance and Critical Damage by 5/7/9/12/16/20% per Combo consumed for 30s.
  • Changed the Thermal Sunder Helminth ability to have an altered attribute of “Scaling from Heat Status on enemies capped to 10x ability damage.” 
    • A deeper dive into its Subsumed version on other Warframes showed us there was a Damage Over Time issue where Heat procs were scaling with unlimited exponential damage, therefore, we have implemented the cap. 
  • Changed the Faction Damage Mod (includes Bane, Cleanse, Expel, Smite, Railjack, and Riven Faction Stats) descriptions to use multiplier instead of percentage based stat formatting. Damage values have not changed! Just the way they are communicated. 
    • For example: Smite Corpus (at max rank) 
      • Was: “+30% Damage to Corpus.” 
      • Now: “x1.3 Damage to Corpus.” 
    • This change better communicates how Faction Damage is calculated, since calculation occurs when you hit the enemy, as opposed to when you shoot like other damage sources (since it needs to know what Faction is being hit). For that reason, multipliers apply to final damage as a whole and not just part of the formula! 
  • Updated Zariman Extraction button in the Elevator to start a 60 second Extraction timer for Hosts in endless missions. 
    • Clients will still be automatically extracted from the mission when using this button. We have added this special functionality for Hosts to allow Clients the option to extract as well, should they wish to avoid a Host Migration. 
  • Reduced Shields on Corpus Allies in the “Prison Break” Break Narmer mission to be more in line with Grineer Brothers total health values. 
  • Non-Critical Little Duck transmissions in Disruption missions can now be turned on or off with the "Enable Hint Transmissions" toggle in the Audio Options.
     

Optimizations

  • Optimized trail particles count on the Latron Incarnon Genesis’ projectile.  
  • Made systemic micro-optimizations to memory footprint for all platforms.
  • Optimized screenshot capturing to reduce the hitch time. 
  • Fixed a hitch in performance when opening the Railjack Tactical Menu. 
  • Fixed a rare issue where Clients could experience long hitches in Archwing Rush missions if remaining players stayed at spawn.
  • Made systemic micro-optimizations to memory on all platforms. 

Known Issues: https://forums.warframe.com/topic/1368148-known-issues-abyss-of-dagath/

 

Top Fixes: 

  • Fixed Hema’s magazine size shrinking when it's used with Equinox equipped with the Duality Augment Mod. 
  • Fixed Mirage’s Eclipse not providing the Damage Reduction buff when positioned in the shadowed areas of Duviri and the Undercroft. 
  • Fixed Undercroft Jackal being overly affected by Cold Status Effects which would drastically slow down the fight. 
  • Fixed Gorgon Incarnon challenge for Evolution IV not resetting when reloading if you’re the Client.
  • Fixed Nova’s Antimatter Drop damage being inconsistent between Host and Client. 
    • With the same Mod loadout, Clients were doing significantly less damage than the Host (who had the intended damage output). 
  • Fixed Decrees going missing after reconnecting to an active Duviri or Circuit session. 
  • Fixed Host migration causing Clients in the Circuit to not receive their Decree from collecting all the Decree Fragments and completing the stage.
  • Fixed Orowyrm becoming immortal after destroying all its rings, causing a halt in progress. 
  • Fixed an issue where shooting enemies in Zephyr's Tornadoes would not register critical hits (notably with the Stahlta). 
  • Fixed weapons with Incarnon Genesis not being offered as options in Teshin's Cave. 
  • Fixed older accounts seeing incorrect on-screen controller callouts  for the “Chord” binding in the Shawzin Duviri side-objective. 
  • Fixed Styanax’s Intrepid Stand Augment Mod unintentionally granting mind control immunity to Nyx’s mind-controlled enemies and Revenant’s Thralls.
  • Fixed a bug where Atlas's Tectonics wall wouldn't respawn or roll when destroyed by enemies as a Client.
  • Fixed Chroma’s elemental damage defaulting to Heat in the Undercroft regardless of the selected emissive colors.
  • Fixed an issue in The Duviri Experience where players would lose their Decrees after Host migration.
  • Fixed a loss of function after opening the Decree menu while being staggered in The Duviri Experience. 
  • Fixed the Data Mass in The Greenway Zariman Mobile Defense mission disappearing  when attempting to pick up a Zarium Accolade.
  • Fixed freezing in place while attempting to pick up items.
  • Fixed Orokin Vaults not giving players an “Unidentified Reward” pop-up and reward in their Mission Progress Screen once players interact with the corrupted artifact. 
    • While players earned a random Corrupted Mod and Orokin Cipher through unlocking these vaults, these rewards were never used the “Unidentified Reward” pop-up that was introduced later in Warframe’s development. We’re adding it now to reduce any player confusion!
  • Fixed an issue that allowed multiple Thumper weak points to be destroyed at the same time, resulting in it becoming invulnerable. 
  • Fixed triggering Galvanized Aptitude on the Telos Boltor Incarnon granting it far more direct hit damage (at times tenfold) than intended. 
  • Fixed being able to gain Affinity from Ember's Inferno when no enemies are within range. Affinity on Ability cast is tied to Energy cost, and since Inferno has a free-cast trait this slipped by!
  • Fixes towards the Dex Drifter/Operator Suit not taking on black and dark saturated colors very well. 
    • Pure black ended up to be more of a shiny medium silver, and saturated colores ended up with a lot of white mixed in. Only very pale colors accurately reflected player color choices prior to this fix. 
  • Fixed the Codex being accessible during The New War Quest after restarting the game. 
  • Fixed the controller button callout missing in the HUD tip to use Transference on Umbra in The Sacrifice Quest. 
  • Fixed Kullervo being unable to move as well as getting permanently stuck in walls after using Wrathful Advance’s teleport mode (hold cast). 
  • Fixed Decrees from previous session being active in a new session after aborting from Duviri. Also fixed Decrees being active in non-Duviri missions. 
  • Fixed Decree UI from your last Duviri session appearing in non-Duviri missions. 
  • Fixed the Decree reroll button disappearing in Teshin’s Cave after selecting Warframe. 
  • Fixed case where players can get stuck in a bright white screen during the transition between Circuit stages. 
  • Fixed animation bug that caused Corufell’s Heavy Attack projectiles to add to the Combo Counter. 
  • Fixed Dread Incarnon not expending its remaining charges upon switching back from Incarnon Mode. 
  • Fixed Dread Incarnon’s Stalker’s Resentment perk (with Hate and Despair Equipped: Hits increase damage by +10, stacks up to 5x. Resets on missed shot)  resetting if ANY arrow in a volley is missed. This has been changed to be much more forgiving, and will now reset if ALL arrows miss. Each projectile still contributes to the stacks. 
  • Fixed Specters ignoring ammo drops from Protea’s Dispensary. 
  • Fixed camera snapping 180 degrees upon triggering Last Grasp and Transference. 
  • Fixed Steel Path difficulty modifiers not applying to Void Angels. 
  • Fixed Ash’s Shruikens pathing being widely inconsistent when pressed up against objects (walls, etc.) when cast, causing them to not fly directly towards enemies. 
  • Fixed the Evolution IV challenge (Kill 40 enemies while airborne) for the Gammacor Incarnon (base and Synoid) tracking kills while not in the air as required. 
  • Fixed Overguard disappearing from the UI while riding K-Drive/Merulina. 
  • Fixed Excalibur Umbra sometimes ceasing to function after getting impaled by Void Angels. 
  • Fixed enemies remaining disarmed permanently from a disarming ability (e.g. Baruuk’s Desolate Hands) after Host migration. 
  • Fixed getting hit by Jackal's gridwall attack even while taking cover in a spot below it and made other general improvements to lasers vs. obstacle interactions.  
  • Fixed Ropalolyst becoming immune after Host migration during the final stage. 
  • Fixed the Navigation and other fast travel options disappearing from the pause menu upon aborting from a Railjack mission and returning to a Featured Dojo.
  • Fixed Orowyrm having Shields unintentionally which made it impossible to defeat, even after destroying its rings. 
  • Fixed FOV settings getting reset to default upon restarting the game. 
  • Fixed Archon Nira getting downed and stuck in walls during her grapple ability. A small invulnerability phase has been added when she performs this ability to prevent this issue from occurring. 
  • Fixed enemy armor indicators not working properly with Steel Path modifiers. 
    • Maximum armor is now determined as the highest amount of modified armor the damage controller has had, rather than limited to explicit changes to the base armor rating since Steel Path doesn't change the base armor.
  • Fixed a Host Migration issue for the Ropalolyst fight that allowed players to see a charged pillar which in reality was not charged at all!
  • Fixed a Host Migration issue for the Ropalolyst fight that could leave Clients locked in the arena after the fight. 
  • Fixed a Host Migration issue that caused a Client to lose functionality when entering The Lone Story Undercroft. 
  • Fixed a Host Migration issue where not enough enemies would spawn during a Duviri Undercroft Defense.
  • Fixed Pathocyst’s heavy charged projectile dealing the same damage as quick attack.
  • Fixed Rauta's passive not adding Combo Counter to Melee weapons if the Melee has not already accumulated 1x Combo Counter through use.
  • Fixed being able to apply crowd control effects to the Jackal on Venus, preventing unintended behavior.
  • Fixed Braton Incarnon’s Prelude of Might perk always applying instead of on its intended trigger condition (with Critical Chance Below 50%). 
  • Fixed Hildryn missing controller rumbles for all of her abilities.
     


General Fixes:

  • Fixed becoming permanently stuck in Operator mode if a squadmate migrates while you are on a K-Drive or Merulina.
  • Fixed using Transference after reviving with Last Gasp would cause strange camera snapping.
  • Fixed Limbo being able to Banish Open Zone Excavators, which is inconsistent to other mission Excavators.
  • Fixed certain causes of getting punted back to the Undercroft waiting area if you died in the Undercroft having not moved.
  • Fixed the Captura Slow Motion setting applying to the pause menu UI motion and Arsenal UI motion.
  • Fixed the skybox in both the Courtier’s Bliss and Harbinger's Pass Dojo Rooms turning default when another player is adding or destroying a Dojo Room.
  • Fixed magazine remaining in the Warframe's left hand if the reload for the Tenet Flux Rifle is interrupted. 
  • Fixed being unable to enter the portals in Duviri (Teshin’s Cave and Undercroft) as Limbo while dashing. 
  • Fixed the extraction timer resetting after switching to Operator in the extraction zone. 
  • Fixed Saryn’s Molt lingering in the Railjack after completing a mission, which could damage nearby players when it explodes. Molts will now despawn upon returning from missions. 
  • Fixed friend invite notifications not showing up in many cases. 
  • Fixed Clients experiencing a loss of function after trying to visit the Host’s Dojo. 
  • Fixed Titania in Razorwing not rotating to match the direction players are facing when using Transference to swap between Warframe and Operator. 
  • Fixed Clients being unable to clear their Waypoint by holding the “Place Marker” input. 
  • Fixed Host getting stuck loading into Deck 12 after triggering it before Clients load into the Orb Vallis.  
  • Fixed becoming invisible after switching from Warframe to Operator quickly while inside a Sanctuary Onslaught Conduit. 
  • Fixed Ropalolyst’s health bar turning gray (UI-only issue, damage could still be dealt) after Client falls off the stage during the final sequence of the fight.
  • Fixed enemies spawned during the Steel Path Ropalolyst fight not having the Steel Path modifiers applied to them. 
  • Fixed music disappearing in the second stage of The Deadlock Protocol Quest. As reported here: https://forums.warframe.com/topic/1364528-mission-of-deadlock-protocol-the-music-disappears-a-few-seconds-after-the-briefing-starts-in-the-back-room/
  • Fixed Ammo Dispensers in the Plains of Eidolon not giving ammo if interacted with as Operator. 
  • Fixed the “Defeat Archon” objective text in Archon Hunts for Clients appearing in the Host’s language. 
  • Fixed Nightmare mode UI displaying in the Host's language.
  • Fixed Kaithe running free in Teshin’s Cave, making it impossible to preview changes to its appearance in its dedicated spot. We have installed a carrot to the ceiling in that spot to prevent this from happening again. 
  • Fixed case where enemies spawned into the Simulacrum were overlapping one another. 
  • Fixed the Ack & Brunt clipping through itself in Teshin’s Cave. 
  • Fixed the Syam and Sun & Moon displaying and equipping incorrectly in Teshin’s Cave (attempting to select the Syam would equip the Sun & Moon and vice versa). 
  • Fixed one of the Akvasto Prime pistols appearing as its base variant in Teshin’s Cave. 
  • Fixed Tonfa weapons appearing wonky in Teshin’s Cave. 
  • Fixed issues with how arrows appear in quivers for big Bow weapons (they will no longer appear to prevent future issues). 
  • Fixed Clients getting stuck in A-pose after Host migration occurs while playing as Operator. 
  • Fixed weird number formatting issues (seen mostly in damage numbers) for certain languages that could cause decimals to appear in the wrong place. 
  • Fixed issue where Warframes and Weapons in Teshin’s Cave offerings would not show the equipped skins from their Appearance Config A. 
  • Fixed the Emotion Module preview diorama for MOA companions applying their animations to the equipped Corpus Hound, creating a MOA/Hound creature of nightmares. 
  • Fixed the textures of the Cetus door leading to the Plains of Eidolon flickering for Clients. 
  • Fixed the author for the Alliance Message of the day not updating after it’s been changed by a different player. 
  • Fixed the Verdilac ending up in a broken pose at the end of attack animations. 
  • Fixed several offset issues with multiple armor attachments when equipped onto the Mag Heirloom Skin. 
  • Fixed several offset issues with the Verv Armor Set when equipped onto certain Warframes and Skins. 
  • Fixed several offset issues with the Sorex Armor Set when equipped on most Warframes and Skins. 
  • Fixed several offset issues with the Aesopex Armour Set when equipped on many Warframes and Skins. 
  • Fixes towards lighting pops that could occur on camera cuts in cinematics. 
  • Fixed missing texture and black boxes in certain areas of the Grineer Forest tileset.
  • Fixed a script error caused by pets spawning in the Dormizone. 
  • Fixed several script errors caused by the SPROUT resource extracting system in Teshin’s Cave. 
  • Fixed an issue with ground textures in Duviri. 
  • Fixed ground texture issue in Drifter’s Camp.
  • Fixed incorrect capitalization in localized text.
  • Fixed a Railjack Tactical Menu orientation misalignment when opened alongside the map overlay.
  • Fixed Drifter occasionally using the wrong animation after death.
  • Fixed a crash that could occur when entering the Undercroft.
  • Fixed a map hole in the Orokin Void tileset, just big enough for a Razorwing Titania to fly through. 
  • Fixed a bug in Simulacrum and Captura where pausing enemy AI would not always work as intended for Tomb Guardians. 
  • Fixed a crash occurring during Helene (Saturn) mission on Steel Path.
  • Fixed Warframe and Operator sometimes posing incorrectly on the login screen, in the Orbiter, and in missions. 
  • Fixed a bug where inviting a pending friend gave a misleading "user is already a friend" message.
  • Fixed a ceiling gap in the Orokin tileset.
  • Fixed a crash occurring during the Paragrimm’s Tomes objective.
  • Fixed several offset issues with the TennoCon 2022 Armor Set when equipped on Kullervo.
  • Fixed text display issues in the in-game Market after opening a chat link. 
  • Fixed a UI-only currency formatting issue which could cause price discrepancies.
  • Fixed a UI-only numbers rounding issue on Rivens with the Initial Combo bonus stat. 
  • Fixed melee-based enemies spinning rapidly when attacking Gara’s Mass Vitrify wall. 
  • Fixed a rare crash when going from town to landscape and failing to connect.
  • Fixed cooldown timers for Ammo Dispensers in the Plains of Eidolon not counting down and refreshing.
  • Fixed collision in Unum Tower causing shapes to be broken or missing during The New War Quest. 
  • Fixed unintentionally voting “no” to a mission due to a controller binding issue when the pause menu is open.
  • Fixed an issue where new players were not receiving resources from SPROUT (Self-Perpetuating Regular Operation for Utilizing Terrain) in Teshin's cave after completing The Duviri Paradox Quest. 
  • Fixed returning to mission after Host migration defaulting players to Warframe even if they were playing as Operator before migration occurred. 
  • Fixed an issue in The New War Quest where Operator eyes appear too bright.
  • Fixed the camera positioning for Operator face and hair customization being too low when viewing various options. 
  • Fixed an issue with the Loid Sentinel Skin equipped on the Oxylus Sentinel becoming stretched and distorted when attacking. 
  • Fixed Host migration causing Clients to return as Drifters instead of Warframes in the Orowyrm arena after defeating it. 
  • Fixed rendering issues with the Cobra & Crane melee weapon when set to "Visible While Holstered”. 
  • Fixed AI Excalibur Umbra being able to enter the “no-Warframe-zone” room in the Necralisk after using Transference.
  • Fixed a minor texture issue in one of the Undercroft tilesets. 
  • Fixed a tree clipping through the island in the Harbinger's Pass Dojo room. 
  • Fixed being unable to change Sampotes’ energy color.
  • Fixed a rare shop rotation issue players could receive duplicate Steel Path Honors shop purchases. 
  • Fixed being unable to donate Acolyte Noggles to Clan Dojos.
  • Fixed being unable to move the Conquera Virmink Floof after it has been placed. 
  • Fixed Konzu and Saya dialogue not having subtitles when starting the Saya’s Vigil Quest. 
  • Fixed missing Dive binding callout as the Orowyrm in The Duviri Paradox Quest. 
  • Fixed Corpus allies remaining standing when downed instead of falling to the floor in “Investigate the Murex” Break Narmer missions. 
  • Fixed a noticeable hitch that could occur when opening the Mission Progress screen in Break Narmer missions.
  • Fixed a large hitch that could occur during specific cutscenes in The Sacrifice Quest. 
  • Fixed function loss caused by attempting to melee as Drifter in a specific segment of the The New War Quest, resulting in a total progression stop. 
  • Fixed being able to interact with the Spectral Drifter in “The Wild Hunt” segment of The New War Quest, resulting in a variety of unintended behaviors. 
  • Fixed various Exalted Weapons using the wrong Stance when previewed in the Arsenal. 
  • Fixed Cascadia Empowered Arcane and Wyrmling’s Aid Decree being able to trigger each other recursively. 
  • Fixed energy color not applying to Zhuge’s bow string. 
  • Fixed enemies with Overguard being affected by the Malicious Code Parazon Mod when they should be immune to crowd control effects. 
  • Fixed the Ludoplex being unable to be placed in various sections of the Orbiter. 
  • Fixes towards Companion MOAs with Security Override being unable to hack certain terminals in Jupiter Spy missions, resulting in pathing issues. 
  • Fixes towards function loss when using Transference and interacting with Merulina in rapid succession as Yareli while experiencing high latency. 
  • Fixed a script error that could occur when loading into various Captura scenes. 
  • Fixed the Domestik Dais Drone’s headpiece being doubled while moving. 
  • Fixed Gammacor being incorrectly rotated in Teshin’s Cave.
  • Fixed Spira and Spira Prime appearing too large in Teshin’s Cave.  
  • Fixed offset issues with the Impetus Prime Syandana while equipped on Wisp. 
  • Fixed being unable to open the Mods screen from the Railjack Upgrade screen in the Dry Dock. 
  • Fixed Incarnon Genesis Weapons having stretched UI icons. 
  • Fixed player names persisting above inactive Warframe while controlling Necramech if they have Lasp Gasp unlocked in their Focus School. 
  • Fixed the “Incarnon Form” UI indicator missing for the Burston Prime while it is active. 
  • Fixed the Salvaged Kuva Ayanga in the “Junk Run” Break Narmer mission duplicating and lingering on Kahl after switching to melee. 
  • Fixed the sound effects for the final Kaithe race gate not triggering for Clients when crossed. 
  • Fixed Valkyr's Hysteria dampening too much of the player's game sound.
  • Fixed Clients not receiving Conservation transmissions upon successful capture. Now, all Conservation transmissions are squad-wide!
  • Fixed not spawning in the Observatory when returning to the Dojo from a mission that was started in the Observatory.
  • Fixed being able to explode two Immunodes at the same time in the Veilbreaker Quest. 
  • Fixed being unable to chat link the Gotva Prime. 
  • Fixed being unable to chat link many Resource-based, Prex Card, Floof, Steel Path, Fighter and Mastery Slate Decorations (e.g. Alloy Drum Decoration). 
  • Fixed non-Duviri rewards being awarded after spawning Kaithe during The Steel Path Orowyrm fight. 
  • Fixed the description for the Hounding Kubrow Sigil missing punctuation. 
  • Fixed issues with the Void Angels’ animations after being attacked by Khora’s Venari. 
  • Fixed being unable to place Dojo Decorations if Warframe is within a certain vicinity. 
  • Fixed a small gap in a Kuva Asteroid room’s ground texture. 
  • Fixed the Thrax Centurion having walking animation issues.
  • Fixed Thrax Centurions’ Shields and Armor not resetting after using their revive ability. 
  • Fixed Waistbands attaching to Drifter’s feet when equipped onto the Clearvoy Prime Suit. 
  • Fixed Lephantis’ Grineer head disappearing briefly during cutscene. 
  • Fixed the hole in the Lephantis arena having collision after defeat, causing players to float above it. 
  • Fixed being unable to cancel the Bullet Jump animation in Lunaro. 
  • Fixed Sugatras not attaching correctly to the Venka’s left claw and most Hammer Weapons and Skins. 
  • Fixed Cavalero’s mission complete transmission playing after aborting Zariman missions via the elevator. 
  • Fixed crash related to Ropalolyst’s beam attack. 
  • Fixed the guiding light in the Apostasy Prologue Quest not moving. 
  • Fixed Pazuul Axium's having loot markers when they are invisible. 
  • Fixed Converted Kuva Lich not firing their weapons (notably Arch-Gun Weapons) when attacked by enemies. 
  • Fixed the animations of a Converted Sister of Parvos not playing properly if they have the Tenet Diplos equipped. 
  • Fixed Steel Path Teshin transmissions playing when completing normal Zariman missions. 
  • Fixed Grand Master Founders seeing their name replaced with numbers when looking at the Honored Grand Masters panel in the Relays. 
  • Fixed Drifter’s hood getting put back on after conversing with Teshin in his Cave during The Duviri Paradox Quest. 
  • Fixed the Little Helper Hat not sitting correctly on Kubrows with the Fabled Kubrow Fur Pattern equipped.
  • Fixes towards Scorpion enemies propelling players into the air when grappling from higher elevation. 
  • Fixed the Kuva Kraken’s alt-fire not leaving behind surface hit effects. 
  • Fixed Dax Herald and Dax Arcus enemies leaping very large distances across Undercroft maps. 
  • Fixed flickering occurring in the “Prison Break” Break Narmer Mission tileset. 
  • Fixed Medusalyst Towers missing their projectile turrets if you die before reaching that room in the “Prison Break” Break Narmer Mission. 
  • Fixed rare case where the double release room could be skipped in the “Prison Break” Break Narmer Mission. 
  • Fixed an unlit wall in the Infested Ship tileset. 
  • Fixed blurry ground texture in the Undercroft Park Captura Scene, Upperhaven in Duviri, Mount Nang in the Plains of Eidolon, and the underside of some Landing Crafts during Extraction cutscene if the High Shader Quality if toggled off. 
  • Fixed Affinity showing as “Expired” in the end of mission screen when loading back into the Orbiter after completing a mission with a Quest active. 
  • Fixed the Sun & Moon missing its aerial attack slash trail VFX. 
  • Fixed Altra Sentinel Mask’s description being a filepath. 
  • Fixed offset issues with many Chest attachments when equipped on the Dex Drifter Suit. 
  • Fixed several offset issues with the Iridos Chest Plate. 
  • Fixed three Nightwave Acts planned for the next Nora’s Mix appearing in rotation without being properly hooked up. They will become available once the next Nora’s Mix has begun! 
  • Fixed the Domestik Dais Drone not roaming around the Dojo. 
  • Fixed being able to push ragdolled enemies around with beam weapons.  
  • Fixed the axis rotation arrows being unnecessarily large for the Duviri Dojo 16m Railing Dojo Decoration. 
  • Fixed Volt Prime’s details on his lower back flailing around while you run. 
  • Fixed weird animation issues when interrupting a double jump with a normal jump. 
  • Fixed Shawzin emote not deactivating when another player activates Extraction. 
  • Fixed Archwing reticle not being affected by increasing HUD scale in settings. 
  • Fixed the “Ammo Maximum” stat for Kitguns showing in the millions when viewed in the Inventory screen. 
  • Fixed Clients losing function after returning to the Host’s Dojo after a mission. 
  • Fixed Signa offset height not matching the players settings in the Look Link diorama. 
  • Fixed the “To enter Chrysalith, first invite all Squad Members to your Dormizone” pop-up occurring in the middle of the screen after changing the HUD scale. 
  • Fixed script error and squad UI becoming unresponsive as Client if Host leaves just prior to returning to Dry Dock. 
  • Fixed several agents missing walk behavior, causing them to stand still. 
  • Fixed a rare issue that allowed players to pause the game for everybody in their squad.
  • Fixed damage numbers for orbs from Kaithe races appearing above Brimon.
  • Fixed being able to bring the protective sphere from the Void Angel fight back to the Zariman.  
  • Fixed Dual-Wield Pistols counting for “The Old Ways” Nightwave Act.
  • Fixed the Intrinsics menu getting stuck on screen when squad loads into Duviri from Teshin’s Cave portal. The menu will now close when loading in to prevent this from occurring. 
  • Fixed Virminks losing their original body colors. Happy critter noises.
  • Fixed some Arcane Helmets not being allowed in Conclave and Lunaro and are purely cosmetic in Conclave game modes!
  • Fixed Last Gasp UI sometimes not appearing on subsequent uses of this ability in one mission. 
  • Fixed Diriga's Electro Pulse Precept applying additional Electricity status effects based on FPS.
  • Fixed scaling on Star Chart Nodes sometimes causing them to appear squished or hard to see.
  • Fixed on-hover Stat descriptions in Market dioramas showing “|amount|” instead of the % value for Armor reduction. 
  • Fixed “Build Armament” menu persisting if the Pause Menu is opened while it is active. 
  • Fixed a case of screen tearing in the Veilbreaker Quest opening cinematic. 
  • Fixed a noticeable hitch when opening Navigation due to the Naberus event tab icon. 
  • Fixed squadmate names appearing in incorrect positions with HUD scaling over 100 on very low Video Resolutions. 
  • Fixed wall panel in Corpus Ship Spy vaults flickering in and out of view. 
  • Fixed Glyph on Sacred Vessel from the Sands of Inaros Quest appearing transparent. 
  • Fixed flickering on Viral Status effects on the Volnus.
  • Fixed unintended ground texture in Undercroft Tileset. 
  • Fixed ground texture seam in the Amphitheatre Undercroft Tile. 
  • Fixed casting Vauban’s Photon Strike with the Imperator equipped in the Orowrym fight causing the player to be stuck in a looping Archgun equip animation. 
  • Fixed a bug where distant textures would be streamed in at max-resolution. 
  • Fixed the Corpus Reinforcement Beacons not expanding when at the edge of the screen. 
  • Fixed case where Reflex Denial’s pulse damage was greatly reduced after initial pulse. 
  • Fixed overlapping transmissions if opening the Codex while a transmission is currently playing. 
  • Fixed Status Proc icons appearing under squadmate username when aiming over their player avatar. Now these icons will appear beside their name to improve legibility. 
  • Fixed Drifter beards clipping through the Dex Drifter Hood while opened. Equipping the Dex Hood with the hood opened will now make facial hair disappear.
  • Fixed Conquera II Ephemera particles not reacting to the player kneeling or crouching. 
  • Fixed Purified Bloom Ephemera effects constantly flickering.
  • Fixed glow on Archwing Articula being very bright when viewed from far away.

Code Changes/Fixes From Previous Updates/Hotfixes: 
The following list includes the changes and fixes that were unable to launch alongside PC updates/hotfixes due to them affecting code (Warframe Lexicon for Updates). 

  • Fixed a crash related to Specters being unable to pick up certain types of ammo.
  • Fixed several offset issues with Syandanas equipped onto Saryn’s Voidshell Skin. 
  • Fixed a rare crash when going from town to landscape and failing to connect.
  • Fixed a crash that could occur if Host returned to a town hub before Client managed to get into the open landscape. 


Congrats Tenno!! You made it to the end of 77 pages of patch notes! Thank you for reading and thank you for Warframe - we hope you enjoy Abyss of Dagath! :community: