“Heart of Deimos: Interim Update 29.2.1” is In Development for XB1!
We are in the prep and quality testing phase required to ensure that the build for this Interim Update is Cert-ready. What are we making Cert-ready you ask? Well! We are including everything from PC Hotfix 29.0.7 to 29.2.1* and bundling it all up into one shiny package - which makes for a whopping 20 + pages of patch notes! Since we are in development, it is possible that as we continue to work on the update changes/additions may be included. We will notify you here and make edits to include said changes/additions if they occur.
Once we have sent the build to Cert we will update this thread with the news, and share the total download size so that you have time to manage space if needed. New to our Status Threads? Learn more about the Cert process in the spoilers below:
Spoiler
If you are unfamiliar with the Certification requirement for consoles, here is a quick summary:
When we are planning on launching an update on consoles, we must first send it to the platform’s Cert team to be reviewed. They essentially “Certify” that our update will not cause any major issues for the platform. Once they have completed their checks and have approved our update, we can proceed with our own final checks and prep before releasing it!
Now that you know about the Cert! Here’s all you need to know about our Status Threads:
As we move through the console update process, we share the Status of our progress with our dedicated Status Threads. We update the status with the following “phases” - this is ordered from start to finish:
- In Development: Essentially putting the update together piece by piece, grabbing additions, changes, and fixes from live PC hotfix/update. We proceed to test content on consoles to ensure they are Cert-ready.
- In Cert: We have sent the update to be Certified by the platform’s Cert team. During this time we are waiting for their approval so that we can launch it on our end. If complications arise during their review, they inform us and we must fix it and re-submit for another review.
- Passed Cert/Launch Date: We have successfully passed the Certification checks and can share a release date and time.
- Live: The update is live and ready to download!
And voila! We hope this was helpful in understanding the Warframe console update process. Thank you for all your support, Tenno.
Lots of goodness lies within Heart of Deimos: Interim Update 29.2.1, continue your read below to learn and prepare for what is coming!
As we’re now over a month post Heart of Deimos launch, Update and Hotfix notes will contain spoilers, such as accurate Entrati member terms, more descriptive Quest phase fixes, etc.
CONSOLE SPECIFIC NOTES
Controller Changes & Fixes:
- Fixed Necramech UI and regular weapon crosshair overlapping when attempting to access the Gear wheel via controller while in the Necramech.
- Fixed inability to exit the Shawzin with a controller if a key binding is changed since Start then becomes unbound.
- Fixed inability to quickly select the Secondary Emissive and Energy colors when attempting to customize Warframe/Weapon colour Appearance using the controller d-pad.
*Note on TennoGen Round 19 Part 1:
While we did grab PC Update 29.2.1, the Round 19 Part 1 TennoGen items that launched with it will not be in this interim update. This is primarily due to there being a very small window of time between the Round’s release on PC (Oct 1st) and our planned Cert send off to transfer and test the items. This process can take some time so we are unable to give you a clear timeline for launch, but we will share more information once we are in the later and final stages of preparing the bundle(s). Thank you for your patience!
NEW COSMETICS!
THE OSCIRA SERIES
This series is dedicated to the first weapons new Tenno come across as they begin their Warframe journey. You will be able to find all of these in the in-game Market when the update is live!
OSCIRA ARMOR BUNDLE
Augment your Warframe with this Subtle and sturdy Armor set.
OSCIRA COLLECTION
Jump into the future with the high-tech style of the Oscira Collection. Includes the Oscira Armor, Sugatra, and Syandana. Plus, Oscira skins for Pistol, Rifle, Staff, Throw blade, Bow, and Longsword.
All of these can be purchased outside of the Bundle/Collection:
- Oscira Staff Skin
- Oscira Pistol Skin
- Oscira Chest Plate
- Oscira Thrown Blade Skin
- Oscira Rifle Skin
- Oscira Bow Skin
- Oscira Leg Plates
- Oscira Shoulder Plates
- Oscira Longsword Skin
- Oscira Sugatra
- Oscira Syandana
SNAKE NECRAMECH SIGIL
This distinctive serpentine Sigil adds venomous menace to any Necramech. As a bonus, a Warframe compatible Snake Sigil is included when purchasing the snake Necramech Sigil!
SNAKE VOIDRIG SKIN
Rusty but trusty. This skin revives the glory of the legendary Old War Necramech, Snake.
*You will be able to find both the Snake Necramech Sigil and the Snake Voidrig Skin with the Necraloid Syndicate for Platinum in the Necralisk!
VELOCIPOD K-DRIVE SKINS
Transform your K-Drive into a Velocipod! You can choose Purple, Green, and White Velocipod variants - you can color customize the bodies to suit your liking of course, the difference between them being their unique eye designs!
*You will be able to find the Velocipod K-Drive Skins from Son’s Offerings for Standing in the Necralisk!
Xaku Changes & Fixes:
Keeping within the realm of the “community-created Warframe” project, Xaku has received numerous changes based on your feedback! We welcome your feedback post launch in the official “Round 1” Dev Workshop.
We consider these changes “Round 1” with more to come in “Round 2” once that batch has been launched on PC to then bring over to Consoles in a future update. You can read more about Round 2 changes in its own official Dev Workshop here.
Xaku’s Passive:
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Including AOE damage reduction as part of Xaku’s Passive.
- How it will work: AOE damage will simply take a 25% damage reduction (75% while The Vast Untime is active).
- Currently, Xaku’s Passive provides a chance that incoming projectiles will fail to hit the warframe at all, instead going right through. But does not include any protection from enemy AOE damage. For example, if a Bombard shot a rocket at Xaku, the projectile itself would have a 25% chance to pass through them and deal no damage (75% with The Vast Untime), but the explosion following would have the full effect. With this change, Xaku’s Passive additionally grants them 25% damage reduction on the following AOE explosion from that rocket. That’s increased to 75% when Xaku is running around bare bones!
Xata’s Whisper:
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We are making Void damage ‘True Neutral’ by removing the 50% resistance of Void damage on Cloned Flesh and Fossilized enemies - a long desired request for Void damage.
- Currently, Void damage is relatively ineffective against Cloned Flesh and Fossilized enemies which greatly limits the use of Xata’s Whisper on Grineer and Infested enemies. In an effort to give it (and Void damage in general) more utility across enemy categories, we are removing this resistance so that it aligns with its neutral effectiveness against the other enemy types. It is important to note that Eidolons, Amalgams, and certain bosses will still maintain this resistance.
Grasp of Lohk:
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Increasing the speed at which enemies are disarmed so that it occurs earlier in the casting animation. Also increasing the casting animation speed overall.
- Currently, the point of when enemies are disarmed once Grasp of Lohk is cast is far too delayed.
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Increased Grasp of Lohk’s disarming range from 8m to 15m.
- Not to be confused with firing range, this increase allows a bigger berth for choosing victims to disarm with Grasp of Lohk.
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Allowing Grasp of Lohk to be recast.
- How it will work: Any existing Grasp of Lohk weapons will simply be replaced by the new cast up to the maximum amount of targets.
- Currently, once Grasp of Lohk is cast, you are locked with the weapons that were grabbed until the end of the ability’s duration. This is obviously limiting if the ability was cast with undesired effect. To counteract this limitation, we are adding the option to recast with the added benefit of resetting the ability’s duration and disarming a new set of enemies where/when desired.
- Increased the audible distance of Xaku’s weapon sounds in the Grasp of Lohk ability use.
The Lost: Deny
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Adding synergy between Deny and Grasp of Lohk that increases Deny’s damage output.
- How it will work: The number of weapons orbiting Xaku from Grasp of Lohk act as a damage multiplier for Deny’s Void beam. For example: If you have 4 weapons orbiting Xaku, Deny’s damage will be granted a 5x multiplier.
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Increasing the casting speed of Deny.
- More firepower… faster!
The Vast Untime:
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Removing the Energy drain and keeping it a duration based ability.
- Currently, the Energy drain on top of its casting cost and duration is far too restrictive and punishing.
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Adding Synergy between The Vast Untime and all of Xaku’s other abilities.
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How it will work: Emphasis on “Untime”, when Xaku is in their skeletal form their other active abilities’ duration will become frozen in time. Once The Vast Untime expires, the duration of those active abilities resume. This was suggested in our feedback readings and we quite enjoyed the play on the ‘untime’ theme and the added benefit to Xaku overall! We feel that since this no longer has an Energy drain, and that it halts the timer on other abilities, the energy demands of Xaku’s kit will be significantly lessened.
- Note: This will not apply to Helminth abilities and abilities from other Warframes from Helminth subsuming.
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How it will work: Emphasis on “Untime”, when Xaku is in their skeletal form their other active abilities’ duration will become frozen in time. Once The Vast Untime expires, the duration of those active abilities resume. This was suggested in our feedback readings and we quite enjoyed the play on the ‘untime’ theme and the added benefit to Xaku overall! We feel that since this no longer has an Energy drain, and that it halts the timer on other abilities, the energy demands of Xaku’s kit will be significantly lessened.
Xaku Fixes:
- Fixed Deny having poor hit detection on ragdolled or suspended enemies.
- Fixed targets affected by Accuse have inconsistent hit detection based on weapon type (beam, bolt, etc).
- Fixed a case of dealing self damage via Xata’s Whisper.
- Fixed Xaku's base slow of The Vast Untime being 50% instead of intended 15% at Level 2.
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Fixed Xaku’s Grasp of Lohk ability targeting phantom enemies in the Ambulas boss fight.
Marked for Death Changes:
A bit of history on the Marked for Death changes that occurred on PC is necessary to fully understand where it will stand on XB1 when we launch the update:
Post-Heart of Deimos launch:
With Marked for Death out in the wild and being experimented, it was apparent to not be working as intended by overwhelmingly nuking enemies left, right, and center when combined with certain loadouts and due to certain bugs. To fully understand the intent of changes below, let’s revisit what the ‘Marked for Death’ Helminth Infusion is: Stun an enemy; a portion of the next damage you deal to it will be dealt to all enemies around it.
It’s important to note that the description mentions ‘a portion of the next damage’, which was always our intent, meaning changes and fixes were made to address. We also recognized that the players who brought this forward also had the understanding that it needed to be addressed. So with that in mind, we proceeded with the following Marked for Death changes that went live with PC’s Update 29.1.0 and will be going live on XB1 with this update:
- Fixed Mods applying twice to the Marked for Death Damage portion dealt in the AOE.
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Fixed base Damage using the Health/Shield Damage dealt and not capped at the Health+Shield the target had prior (e.g. enemy with 5 Health gets hit by 100 damage, and 100 damage is shared in AOE. It should just be the 5).
- Radial damage was never meant to exceed the target’s Health and this was our bad. The desired strategy we wanted was players prioritizing tank units like Heavy Gunners to do AOE clears since heavy units have more Health than normal, thus the radial AOE would likely be lethal, not just normal units. This issue combined with numerous bugs of Mods stacking meant this was way over powered. A key part of reviewing these changes will be ensuring that players understand the best case scenario we envision for the power is targeting high-Health enemies to do radial damage to weaker enemies.
- Removed Critical Chance from Marked for Death radial AOE.
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Capped Damage multiplier stat to 75% and normalized Damage type mults.
- Here’s an example of normalized Damage type: if the Damage you deal is 0.5 Impact, 0.4 Slash, 0.3 Heat that sums to 1.2x but after normalizing they become 0.42 Impact, 0.33 Slash, 0.25 Heat.
- Fixed Marked for Death with Arcane Trickery equipped triggering invisibility almost every time, because each enemy hit by the AoE has its own 15% chance to activate Arcane Trickery.
Post-PC Update 29.1.0:
We post our Dev Workshop explaining what had occurred with Marked for Death (which you can read here for full details). Quick summary: Based on community feedback and our own testing, we realized that the hammer was swung too hard on the changes in Update 29.1.0 - (compounded by the major fixes). The scenario we had re-balanced Marked For Death around was too rare to be useful and satisfying. We knew that the conversation was not over on Marked For Death, and we committed to taking another look to hopefully restore balance to this ability. So:
We changed Marked for Death to start its base damage at 75%, which will cap at 150% with Mods. Since the ‘Damage Type In = Damage Type Out’, this will scale well with certain damage types, specifically ones with DOTS s which is what we envision.
The above change was launched with PC Update 29.2.0, which we have grabbed. Meaning that the base damage increase changes will indeed go live with the launch of this interim update!
Necramech Changes:
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Necramech’s can no longer interact with Ramparts or hack Alarm Towers in the Plains of Eidolon.
- This fixes a functionality loss when interacting with a Rampart while in a Necramech and hacking issues specifically with the Plains Alarm Tower.
- We have adjusted the Necramech Drop tables to have a mix of Mods in the Necraloid Syndicate as well as on Necramechs outright.
- Removed Necramech Vitality, Refuel, Necramech Intensify, and Necramech Pressure Point from Necramech Drops and moved to Loid’s Necraloid Offerings for Standing.
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Currently there is a 3 minute cooldown on every use of the Necramech Summon Gear item. We’ve changed the cooldown behavior of the Necramech Summon to reflect the following:
- If the player's Necramech is still active, then the Necramech Summon only has a 10 second cooldown. Summoning it this way will move the Necramech to the player's desired position but NOT restore its Health/Shields/Energy.
- If the player's Necramech has been destroyed, then the Necramech Summon has a 3 minute cooldown, and will have its Health/Shields/Energy refilled on summon.
- Reduced the Necramech’s Shocking Iron ability sound loop.
- Changed 'Necramech Deflection' Mod name to 'Necramech Redirection' since we use Redirection for Max Shield Mods.
- And a whole bunch of fixes!
Sepulcrum Changes & Fixes:
- Decreased the unguided flight time of the Alt Fire on launch from 0.06s to 0.03secs.
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Decreased the unguided flight time of the Alt Fire smoothing from 1s to 0.4secs.
- This makes the Alt Fire projectile start to hone in on their targets faster and curve more acutely towards them.
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Decreased Alt Fire re-arming delay from 0.2s to 0.01secs.
- This decreases the time between being able to lock onto additional targets after the first.
- Increased max lock distance from 60m to 80m.
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Increased loose lock distance from 80m to 100m.
- This increases the distance you can lock onto targets with Alt Fire from 60m to 80m, and lock won't be lost unless the targets move beyond 100m.
- Fixed cases of the Sepulcrum Alt Fire not properly targeting enemies.
Helminth Railjack Resources and Bile Changes:
Original Dev Workshop can be found here.
Railjack Resources:
There will be a reduction in the batches of Railjack Resource Costs across the board required to yield Helminth Secretions.
The changes are as follows:
Additionally, anyone with Helminth installed and Railjack owned will receive an Inbox of Resources after the Hotfix goes live that includes the reduced costs. A perfect script is not possible, but a generous grab bag is! If you meet the criteria, you will receive the Resources via Inbox after the Hotfix date. We’ll let you know in this thread once the Inbox script has completed - stay tuned!
- Note: If you met the criteria above when we accidentally ran the script on consoles and received an Inbox message with broken file paths and the resources, congrats! You got the grab bag early and have hopefully been enjoying your new Helminth snacks before this script was intended to run. A PSA was posted to explain the above and to inform that we will indeed be running the script again for the accounts that meet the criteria. Essentially those who did not meet the criteria at the time that the first script was completed (Tuesday, September 29th at 4:35 PM ET), will receive the grab bag of resources in a script that will run once the update is live. Those who already received it in the first run will not get a second one.
Bile:
To give players more options for the Bile Secretion, we are adding the following components as feedable to Helminth to create Bile:
- Antiserum Fragment x 900
- Javlok Capacitor x 7
- Nav Coordinates x 65
General Helminth Changes:
- Helminth now shows you a locked status when you sit in the chair with a Warframe whose ability you’ve already Subsumed (stops player confusion).
- Added Helminth Ability videos on hover of the respective abilities.
- Disabled Ordis Transmissions while in the Helminth screen. Our trusty Cephalon must be shielded from this room.
- There is now an ‘Incomplete’ tab on the Helminth to show you which abilities you have not Subsumed.
- And a whole bunch of fixes!
Conservation & Fishing Changes:
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An accumulation of Community and Developer feedback have brought forth a handful of Avichea changes and fixes:
- A marker will now appear when spotting Conservation scat through the Tranq rifle scope or if a Lure is equipped.
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Avicheas now correctly fly in circles around the spawn call area once they reach it instead of hovering directly above it, sometimes widely out of range.
- This brings Avicheas in line with other flying animals like the Sawgaw, where they fly closer to the call point and land near it.
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Diversified ambient Avichea encounters so that they can either be encountered flying around an area or low down perched on the ground.
- Previously ambient Avicheas were only found flying high in the sky, which could easily be missed to the busy eyes.
- Increased the spawn chances of ambient Avichea encounters.
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Improvements towards Avichea animations.
- This also fixes cases of ambiently spawned Avichea’s 'slowly ascending to the heavens'.
- Improved spawn rate of Fish in the Cambion Drift to be closer to past Free Roam behavior. You should generally have a maximum time between fish of ~15 seconds instead of ~50 seconds.
- We welcome your feedback if even further changes are needed!
- Reduced the number of Fish parts required per Daughter Exocrine Assignment from 3 down to 2. This brings Daughters economy in line with Son, where the max number of requested parts is 2.
- And a whole bunch of fixes!
General Weapon Changes:
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Trumna
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Removed Punch Through on the Trumna Alt Fire projectile.
- The main feature of the Alt Fire is the radial attack on each bounce, and Punch Through can make it disappear through geometry. Disabling on the projectile only allows Punch Through to be used with the Primary Fire without affecting the Alt Fire.
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Removed Punch Through on the Trumna Alt Fire projectile.
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Quassus
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Increased Heavy Attack projectiles from 35 to 76
- Also fixed Quassus Heavy Attack projectiles being slowed down to 15% of their original speed after punching through an enemy.
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Increased Heavy Attack projectiles from 35 to 76
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Reduced horizontal spread of projectiles
- Quassus throws 12 projectiles with a pretty wide horizontal spread, spreading the Damage across multiple targets. Individual damage was not where we wanted it. Increasing it over 100%, narrowing the spread and making sure it will hit additional targets after passing through, increases its lethality to intended levels.
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Zymos
- Decreased projectile spread of Multishot projectiles
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Increased projectile speed from 59 to 79
- Decreasing spread from Multishot and increasing the projectile speed makes landing headshots with all the projectiles a bit easier.
Character Shader Changes:
We have made significant enhancements to probe-based lighting. The results of this are dynamic objects receive better quality lighting, and metals are more responsive. Additionally, objects should now look more grounded in their environments.
General Changes:
- Scintillant in the ‘Common’ tier of a Deimos Bounty now has correct rarity weights within that tier. Previously it was applying it’s ‘Rare’ tier drop chance within the ‘Common’ tier - it is now a ~18% drop chance.
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Removed the Gas Status Effect from the Deimos Jugulus shooting bone glaives.
- The Gas Status Effect was unintended - should only be administering Slash.
- Reduced drop chance of Pherliac Pods Blueprint for Deimos Juggernaut to 5%.
- The ‘Awakening’ cinematic now supports translated subtitles.
- Added Ether Daggers to Simaris’ Offerings for players who might have sold theirs.
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Improvements towards Operator eye textures and shading to look less flat. Look, look with your special eyes!
- Blueprints and Entrati Tokens will now appear closer to the top of the End of Mission Reward section when ordered by ‘Importance’, instead of being buried under Mods and Resources.
- General polish and cleanup of sounds in the Arsenal to remove unintended sounds.
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Respective Rifle/Shotgun Skins can now be equipped on Primary Kitguns - including Deluxe Shotgun Skins!
- Tombfinger and Rattleguts are Rifles, and Catchmoon is a Shotgun. (Gaze is neither as it’s classified as a Beam weapon)
Fixes:
A full list of fixes will be posted in the update thread, here are just some of the highlights!
- Fixed an issue where the "swap polarity" functionality would be broken on weapons that had only ever done no-op Polarizations.
- Fixed the Quassus leaving you "unarmed" after using heavy attacks.
- Fixed some Look Link issues and diorama issues with the new Companions (mismatching tails, for example).
- Fixed Jugulus Mod Set cooldown not being present in the HUD buff section.
- Fixed Battacor's Alt Fire damage being the same whether fired with 1 charge or 3.
- Fixed ‘Botanist’ being missing from the Codex and unlinkable in Chat.
- Fixed Railjack Avionics not being displayed correctly in the EoM screen.
- Fixed some Sentinel and Moa Weapon types not getting affected by Magazine related Mods (notably Helstrum).
- Fixed the Exploiter Orb spawning underground.
- Fixed an issue where pausing during extraction can lead to issues.
- Fixed a Revenant functionality loss if Reave is cast on an enemy who is both Enthralled and Blood Altared.
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Fixed cases of Revenant’s Reave hitting ragdolled enemies multiple times in rapid succession, potentially insta-killing them.
- To get into specifics, once an enemy was ragdolled you actually hit their proxies, and each AI has a dozenish or so proxies, you get healed for each hit, easily making it a full heal and instakill for each ragdolled enemy. So you were getting '12' for the price of '1' enemy, which is clearly unintended.
- Fixed Heavy Gunners unintentionally having almost triple their Armor since Heart of Deimos. This change accidently occurred when changing Garv’s Armor value as they use the same back end.
- Fixed Deimos Carnis and Deimos Carnis Rex not awarding kill Affinity.
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Fixed the Arquebex having an unintended 9th Mod Slot.
- Any Polarizations done to the removed 9th Mod Slot will be transferred over to a free universal (blank) Mod Slot upon login of this update. In the very rare case of having Polarized the 9th Mod Slot to be universal (blank), the Forma is refunded.
- Fixed Wyrm Residue not surviving a Host migration.
- Fixes towards failing to match-make while in a Town/Hub.
- A handful of optimizations.
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And much more!