Update 29.5: Deimos Arcana
Since the initial Heart of Deimos release, you’ve delved into the putrid hills and caverns of the Cambion Drift and found a familiar place with the Entrati. As Deimos continues to fester within the Origin System, its insides twist and turn to expose new growth and life!
In this update, Deimos: Arcana uproots newly unearthed Isolation Vaults in The Underground of the Cambion Drift. The new Necramech, Bonewidow, with sword wielding weaponry awaits you in these unexplored rancid tunnels.
Prepare your Tranq Rifle and aim strong, the Undazoa and Nexifera have been spotted occupying the rotting landscape of the Cambion Drift. Remember to look both ways before crossing the Exocrine; the new Deimos Mitosid can attack at any angle!
Arm yourself with a slew of Infested weapons, build new Infested Kitguns, shatter enemies with the Gara Kaleida Collection, and much more with Deimos: Arcana!
** Please note, Test Cluster specific changes are at the very bottom of the Notes!
NEW DEIMOS ISOLATION VAULT BOUNTIES:
The Cambion Drift Underground you’ve come to recognize swells with new areas to discover.
Mother has 3 new Isolation Vault Bounties to complete! These new Isolation Vault Bounties become available after completing the initial Isolation Vault tier, with the respective Mother then offering the new Vault Bounty. As you unlock these new Vault Bounties, the difficulty will increase to match the prerequisite Isolation Vault and rewards will differ per Bounty.
In addition, 4 new Entrati Vault ruins await you in Isolation Vault Bounties!
General Isolation Vault Changes:
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Removed the Vome/Fass cycle reset on the Isolation Vault Bounties tiers.
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Oftentimes the Vome/Fass cycle reset during an Isolation Vault Bounty was understandably confusing, for new players especially, and was reported as more of a “bug” than a feature - so we’ve removed its effect on Isolation Vault Bounty tiers! Also, with the addition of the new Isolation Vault Bounties, the time it may take squads/solo players to complete them all could exceed the Vome/Fass cycles.
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Increased the speed of Loid/Otak in the Isolation Vault!
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Reduced Loid/Otak’s base Health by 37.5% to compensate for the speed increase.
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The slow speed of Loid/Otak was common feedback to be addressed, but increasing the speed made their journey too easy as enemies barely put a scratch into them as they attempted to catch up.
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Changed Otak/Loids defend HUD marker to the standard yellow version to help differentiate between Allies and enemies.
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Adjusted Loid/Otaks path to create a more evenly spaced consistent length path to avoid a long slow return to the Vault when all 4 Generators are activated, or when clusters of Generators are very close together.
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Adjusted Isolation Vault Transmission flow at the very start to speed things up a bit and get into the phases a little faster.
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Scintillants have a chance to respawn in Isolation Vault Bounties.
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The new Isolation Vault Bounties bring you back through the previously completed Vaults and further into the Underground. Having Scintillant respawn grants another kick at the can even if Scintillant was already found in a Vault.
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Esophages in Isolation Vault Bounties now have a press and hold context action to avoid accidentally interacting, and thus having to go all the way back down to do the Vault Generators.
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Rebalanced enemy Voidrig (and the upcoming Bonewidow) Isolation Vault fights for a more fair experience that embraces the precedent set with Kuva Liches:
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*Enemy Voidrig & Bonewidow Necramechs now have the ‘Lich’ treatment with vulnerability to Status Effects, meaning you can now apply Status Effects to Necramechs! Additionally, certain damage immunities and diminishing returns for Warframe abilities have been added to balance this out.
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The damage immunities apply to movement abilities, such as Banshee’s Sonic Boom, to prevent yeeting the Necramech into the sun. The diminishing returns are present to also prevent 1HKOs - on par with Kuva Liches.
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Increased the cooldown time when the Voidrig (and Bonewidow) cast their invulnerability shield while in their “armless” phase.
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Necramechs are intended to have shorter cooldowns while missing both arms. The cooldown reduction was too high however and you’d often see Voidrig Necramechs recasting their shield within seconds!
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Added an objective marker to the Bait Device if your Bait throw missed the monster-door.
NEW ISOLATION VAULT ENCOUNTERS:
New Isolation Vault Bounties also have 3 new encounter types within the Bounty!
Deimos Delicacies!
Daughter has tasked you to escort/protect a friendly POLYP-HOG JUGGERNAUT that is searching for Fungal Polyps! But we all know what happens when someone bothers us while we’re eating…
Infested Research!
Curious behaviors have been observed of the Infested interacting with the organic fluids in the underground caves. Subvert the fluid extraction device and throw it back at them to collect samples!
Cracks in Deimos!
There is a mysterious mist wafting throughout the area, driving the creatures within mad! Negate the effects of the mist with the Emitter Unit and seal the mist fissures before the creature's attempt to open the fissures.
BOUNTIES & ISOLATION VAULT FEEDBACK THREAD: https://forums.warframe.com/topic/1236087-deimos-arcana-new-bounties-isolation-vaults-megathread/
NEW NECRAMECH - BONEWIDOW:
This fearsome Necramech, fashioned in honor of the Entrati matriarch, is a robust front-line fighter. Favoring armor and health over shield strength, Bonewidow can grab and hurl enemies, deploy a heavy shield for personal defense, and cleave through opposing ranks with a massive warblade.
Abilities:
MEATHOOK
Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact site.
SHIELD MAIDEN
Raise Bonewidow’s shield to block incoming forward damage.
FIRING LINE
Sweep surrounding enemies into the line of fire with a force beam.
EXALTED IRONBRIDE
Summon a devastating exalted blade.
*See balance details on these abilities at the bottom of the document from our Public Test Cluster!
*Acquire the Bonewidow Blueprint and the required parts from Loid for Necraloid Standing!
MORGHA
Blast through enemies with a double-barreled shot of energized slugs. This siphons their life essence which is then used to generate the secondary fire’s massive air-burst mortar. The ancient Entrati weapon was built for Necramechs but also functions as an Archgun.
*Acquire the Morgha Blueprint and the required parts from Loid for Necraloid Standing!
BONEWIDOW FEEDBACK THREAD: https://forums.warframe.com/topic/1236086-deimos-arcana-bonewidow-necramech-megathread/
New Necramech Mods (max rank):
Necramech Flow
+150% Energy Max
Necramech Efficiency
+60% Engine Efficiency
Necramech Drift
+150% Hover Efficiency
Necramech Friction
+60% Slide Efficiency
Find these Necramech Mods as rewards from the new Isolation Vault Bounties or from Loid for Necraloid Standing!
NEW INFESTED KITGUNS
Heart of Deimos brought forward the “Weapons Vendor '' of the Entrati, Father, of whom we mentioned would bring Infested Kitguns - and here they are! Purchase these parts from Father and visit your friendly Rude Zuud in Fortuna to build!
CHAMBERS:
Vermisplicer
Primary: Long-range proboscis attaches to a target and then splits off to attack up to five more enemies.
Secondary: Three short-range proboscises fiercely latch onto targets and maul them.
Sporelacer
Primary: Launches spore-sacs that explode with toxic mist on each bounce. Automatic trigger.
Secondary: Fires spore-sacs that rupture into three smaller toxic projectiles on impact. Semi-automatic trigger.
GRIPS:
Palmaris
This secondary grip increases fire-rate while sacrificing little in the damage delivery.
Ulnaris
This primary grip increases fire-rate while sacrificing little in the damage delivery.
LOADERS:
Arcroid
Small loader that contributes to both Critical Chance and Status Chance.
Macro Arcroid
Large loader that contributes to both Critical Chance and Status Chance.
Thymoid
A higher capacity small loader with a slower reload process.
Macro Thymoid
Massive capacity loader with a long, cumbersome reload.
INFESTED KITGUN FEEDBACK THREAD:
https://forums.warframe.com/topic/1236085-deimos-arcana-infested-kitguns-megathread/
NEW KITGUN & WARFRAME ARCANES
Actualise... synergy... SYNERGISE! Residual Arcanes and Theorem Arcanes are geared towards synergising with each other to provide a different method of imposing elemental damage. Discover these new synergized Kitgun and Warframe Arcanes as rewards from the new Isolation Vault Bounties.
*Please review changes to these Arcanes at the bottom of the document from our Public Test Cluster!
Kitgun Arcanes (max rank)
Residual Viremia - On Kitgun Kill
20% chance to create a pool of toxic blood for 12s, dealing 40 Toxin Damage/s. Standing in the area applies the Toxin Damage to Theorem Arcanes.
Residual Malodor - On Kitgun Kill:
20% chance to create a frigid mist for 12s, dealing 40 Cold Damage/s. Standing in the area applies the Cold Damage to Theorem Arcanes.
Residual Boils - On Kitgun Kill:
20% chance to spawn volatile hives for 12s that explode when enemies approach for 80 Heat Damage in 10m. Standing in the area applies Heat Damage type to Theorem Arcanes.
Residual Shock - On Kitgun Kill:
20% chance to spawn an electrified spike for 12s, dealing 200 Electricity Damage to enemies within 10m. Standing in the area applies Electricity Damage to Theorem Arcanes.
Warframe Arcanes (max Rank)
Theorem Contagion
Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 15m dealing *150 damage *increasing their vulnerability to the globe’s damage type by 200% for 6s. Globes will persist for *30s upon leaving the zone.
+1 Arcane Revive.
Theorem Demulcent
Standing in a zone created by a Residual Arcane increases weapon damage by *12%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.
+1 Arcane Revive.
Theorem Infection
Standing in a zone created by a Residual Arcane increases damage of Companions and summoned Allies within *90m by *24%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.
+1 Arcane Revive.
ARCANE FEEDBACK THREAD: https://forums.warframe.com/topic/1236088-deimos-arcana-new-arcanes-megathread/
NEW DEIMOS ENEMY - MITOSID
It takes two to tango, Tenno. Previously known as “Splitter,” the clever Mitosid splits in twain to divide and conquer as the Diploid. Both the Basal and Feral Diploid make up for what they lack in maneuverability with what they have in appendages!
****New Mitosid Mod Set
We anticipated shipping a Mitosid Mod Set with Deimos: Arcana. After review, these Mods needed a bit more time in the oven, and we wanted to make this clear for those who may have come across them on the Test Cluster in any form to explain their fate!. We’ll return to the drawing board and ship at a later date!
SpoilerAerial attacks now execute a spin attack that deals +20% damage repeating 2 times in succession.
Mitosid Carapace
+60% Armor, +90% Health
Mitosid Claws
+90% Slash, +60% Status Chance
Mitosid Viscera
+90% Slash, +60% Status Chance
To use the Mod Set Bonus, simply do a Neutral Aerial Melee Attack (Space to jump, no input on WASD, then Melee!)
NEW ENTRATI MEMBER OFFERINGS
Grandmother has a new ‘Mend the Family’ option that allows you to provide Deimos Resources for Tokens of each Entrati member.
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Here with Grandmother, ‘Mend the Family’ gives you another option for those spare Resources, Gems, and Fish Parts to put towards Tokens outside of their usual Entrati member role. For example, use a mix of Resources and Fish parts for Son Tokens! Use a mix of Gems and Resources for Daughter Tokens! Keep checking back to see how you can Mend the Family.
Loid (or perhaps Otak..) are tooting their own horn with the Loid Sentinel Skin - available for Necraloid Standing with Loid! This faithful Necraloid has served the Entrati family for centuries. He now stands ready to offer his service to you. Complete the double-sided look with the Mask, Tail, and Wings.
Loid has come into possession of the Ayatan Kitha Sculpture! Struck to commemorate the Entrati family’s power and prestige, as well as safeguarding their memories of one another. Many things changed in the years that followed, and that which had once shone brightly grew dark and dim. But even a single Ayatan Star may make all the difference.
Spend your Necraloid Standing for this new evergreen item!
Son has new Vulpaphyla and Predasite Precept Mods available for Entrati Standing!
Vulpaphyla
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Martyr Symbiosis: Drains and stores 20 Health from corpses within 25m up to 20% of their Master’s Health. Sacrifices itself to heal their Master if they fall below 10% Health.
Predasite
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Maggot Summoner: Maggot Summoner: In combat, spit up a maggot every 15s. The maggot latches onto the nearest enemy and provokes other enemies within 40m to attack them. It then explodes dealing 400 Viral Damage within 10m.
NEW INFESTED K-DRIVE!
Grandmother has gotten her hands on a new Infested K-Drive and it can be yours by completing each of her Races out in the Cambion Drift! Once you’ve acquired the Ferverspine, Gristlebuck, Nodulite, and Steeba parts visit your friend Roky in Fortuna to build the Infested K-Drive!
DEIMOS QUALITY OF LIFE CHANGES:
Tenno have spent a lot of time with the Entrati family, and have shared valuable insights on how to improve their systems! Deimos Arcana brings many sought after quality-of-life improvements:
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Vome/Fass time indicators now appear when viewing the map inside the Necralisk hub!
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The mining drop rate of Thaumica has been doubled! We’ve also Reduced the chance of getting Namalon while Mining in the Cambion Drift so that the chance of getting Thaumica is significantly increased.
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Both Necrathene and Thaumica were similarly rare, but Thaumic Distillate is used in a wider variety of Blueprints, so expect to see it appear more often from yellow mineral deposits.
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Son’s Conservation tasks have been made more rewarding and accessible! There are two main factors to this change:
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Higher quality Conservation captures will now provide better rewards, as they do in our other Free Roam landscapes. Scoring a “Good” capture will now provide 2 animal capture Tags instead of 1, and “Perfect” captures will award 3 Tags!
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Son’s Token exchange has been reorganized, based on player inventory statistics. Smaller offerings will require more commonly found creatures, and larger offerings with more Tokens will require creatures that are harder to come by.
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Necramechs will now increase max level by 2 for each Forma applied, up to Rank 40!
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With twelve Mod slots to fill, borrowing the Polarity mechanics introduced with the Paracesis made perfect sense. This change also prompted a discussion to address the mission restrictions with Necramech leveling (Free Roam only). As a result, we’ve increased the Shared Affinity Range in Free Roam missions (see below for more details). We still have plans to allow deployable Necramech’s in normal mission modes at a later date - stay tuned!
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If you have already reached Rank 30 on your Necramech prior to this update, you will retain the full Mastery Points for it. You are still free to level it to Rank 40 to unlock further Mod slots!
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Enabled Shield-Gating for summoned Necramechs! You’ll now experience the brief invulnerability period when your Necramech Shield breaks.
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Universal Medallions can now be traded in the Necralisk at Grandmother for Entrati Standing and Loid for Necraloid Standing.
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The Latrox Une Bounty mission has received a balance pass to address both the length this mission takes and the Bonus being too challenging compared to others:
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Doubled the Drone Shields Health.
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The Drone Shield now regenerates after being emptied.
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Samples now drop at a faster rate.
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Less samples are required to complete the mission.
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FREE ROAM SHARED AFFINITY CHANGE:
We’ve increased the Shared Affinity Range in Free Roam missions from 50 meters to 250 meters! When implementing the change to make Necramech’s level up to 40, it prompted the conversation of Necramech leveling and its restriction to Free Roam missions. With the addition of Bonewidow, it felt appropriate to dial the Shared Affinity Range up for these much larger tilesets. While it’s always ideal to stick together, we hope the 250 meter range allows you to both level up your Necramech faster and venture a bit farther in the landscape.
FISHING & CONSERVATION:
Undazoa and Nexifera now prowl across Deimos. Help Son study these new species of Infested wildlife!
UNDAZOA
These peculiar creatures inhabit the exocrine, consuming contaminants and depositing their eggs. They will not instigate an attack, but if you provoke an Undazoa, be wary of each variant’s unique defense.
*Acquire the Undazoa Echo-Lure and Pheromone Gland from Son’s Offerings!
NEXIFERA
These heavy creatures occupy caves, poised to drop from the ceiling onto unassuming victims. Each variant’s landing has a unique effect. Be quick if you hope to catch a Nexifera before it ascends! They will burrow into the ceiling to make a quick escape.
*Similar to Velocipods, the Nexifera is an ambient encounter creature you can find out in the Cambion Drift.
The Endocrine are home to 2 new species of Fish! Find the elusive Flagellocanth and Lobotriscid to bring back to Daughter!
FLAGELLOCANTH
These specimens were originally parasites, breeding inside the wyrm-guts of Fass and scattered across Deimos in the debris of his explosive demise. They are drawn to his light. Processed Fass Residue is required to attract the Flagellocanth!
LOBOTRISCID
A muscular, three-tailed fish, the Lobotriscid trawls through Exocrine vapor across the surface of Deimos when Vome is dominant.
FISHING & CONSERVATION CHANGES & FIXES:
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Enabled Imprinting and breeding for Predasites and Vulpaphyla.
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Mutagens and Antigens are inherited through breeding, allowing pets to stack their benefits.
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Predasites and Vulpaphyla can only be named when Gilded, so naming after hatching is skipped.
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Predasites and Vulpaphyla can not be cross bred with non-modular pets.
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Imprints of Predasites and Vulpaphyla can only be taken when the pet is Gilded.
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Disabled Conservation Tranq and Track during the Heart of Deimos quest.
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When it was enabled you wouldn't have been able to catch anything or see anything on map, but there was a chance to just happen across a start point.
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Companion Predasites and Vulpaphylas now have their own description, seperate from the wild ones in the Cambion Drift.
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Improvements to trails to address some of the more drastic upwards jumps required to follow the path.
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Made a bunch of updates to Lure sounds and mix effects. Added more variations to scat burst sound (yum). Also made adjustments to transmission timing.
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Increased number of Avichea spawned at Call Points from 1 to 2-4 and improved spawn position.
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Increased the number of Cryptilex spawned at Call Points from 1 to 2-4.
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Expanded number of available call points in the Magna, Infested Seraglio, Undulatum, and Albrechts Prospect areas.
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Added height arrow indicators to Conservation markers.
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This reduces the number of call points that end up in caves. For the ones that do spawn in caves, the height arrow indicator should relieve that confusion.
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Added debuffs to Deimos animals when they’re Wounded by Infested and reduced max Health on wild Predasites and Vulpaphylas so you’re not waiting around for Infested to wound the animals.
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Added Vome/Fass cycle information to Deimos Conservation creatures in the Codex!
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Fixed losing all control functions for a short period of time after throwing a Fishing Spear - most commonly experienced in Cambion Drift.
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Fixed cases of issues with Avichea circling movement used when found ambiently and when they arrived at Call Points that would cause them to float way up into the sky.
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Fixed Cryptilexes missing their Conservation drone pickup animation, which created an animation pop after capturing.
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Fixed Conservation start points not regenerating on Deimos which would prevent certain encounters from spawning.
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Fixed some Conservation call points spawning under the Endocrine.
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Fixed ambient spawns only spawning common fish and ignoring bait (fishing with the Spear out still worked as intended).
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Fixed Fishing after landscape time change not altering obtainable fish.
CONSERVATION FEEDBACK THREAD: https://forums.warframe.com/topic/1236093-deimos-arcana-conservation-changes-megathread/
GENERAL DEIMOS CHANGES:
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*Necramechs (Bonewidow and Voidrig) now have a built-in vacuum!
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Necralisk Fast Travel UI now displays the respective Token for each Entrati member.
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Entrati Tokens you don’t have the required resources for will now appear greyed out in each Entrati member’s Token acquisition menu. Saving you from having to hover and view each Token individually to see if you have the resources needed.
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Added “Mother Tokens” next to the Token icon itself in Mother’s ‘Reward Details’ screen.
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Added “Requirements Met” category to the Necralisk vendors. Selecting this category will sort wares based on if you have the necessities to purchase it.
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Added “Expiry” and “Tokens” filters to the Necralisk vendors.
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“Expiry” sorts Tokens by remaining time until they expire. Tokens expiring sooner will be sorted at the top of the list.
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“Tokens” sorts Tokens by the amount in one purchase. In other words, the higher the number of Tokens in a single purchase the higher it will appear in the list.
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Added more idle Otak lines in the Necralisk when interacting with him.
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Added another race node to the Cambion Drift Abyssal Skim race to lead the player better.
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Increased the Deimos Juggernaut variants Affinity gain to 500.
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This was done to be more consistent with the Deimos Saxum variants.
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Made slight updates to Son’s skin textures and fixed neck seam issues.
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Made slight revisions to Daughter’s textures to better match her head to her body.
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Enemies in the Cambion Drift will now have a blue energy FX applied to their weapons when Vome is alive and wyrming around.
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Added Deimos Leapers and Deimos Conservation animals to the Codex.
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Made improvements to the enemy pathing in tight underground areas in the Cambion Drift.
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Changed the number of Obelisks that appear in the Cambion Drift from 6 to 5.
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With the introduction of the newest Bounties, we reviewed Obelisk spawn sites and saw that they were occupying vacant sites that we felt would be better used for new Bounty objectives! These sites were also difficult for enemies to maneuver and access, and they would often get stuck in the Obelisk shards.
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NEW INFESTED WEAPONRY:
Your Arsenal is about to get a whole lot more sticky with a slew of new Infested weapons!
CATABOLYST
Splatter enemies with a short-range stream of corrosive bile. Upon reload, toss the ammo bladder as a grenade. The emptier the pistol’s ammo bladder, the more potent its damage.
*Acquire the Blueprint for the Catabolyst from Bio Lab Research in the Dojo!
PROBOSCIS CERNOS
A version of the Mutalist Cernos Bow, each arrow spawns a swarm of sticky appendages on impact. These tongue-like probes latch onto nearby unfortunates and drag them close before bursting into a mess of diseased goo.
*Acquire the Blueprint for the Proboscis Cernos from the Market.
PULMONARS
Take-hold of the malignant evolution of an ancient martial weapon with these Infested nunchaku. Pummel and infect with these two pulsating hunks of flesh connected by a ligament.
*Acquire the Blueprint for the Pulmonars from the Market.
BUBONICO
This infested arm-cannon rapid-fires toxic terror on its enemies. Rain down a triple volley of explosive disease bladders from a distance, then move in for the kill by unloading a multi-shot barrage of toxic barbs with primary fire.
*Acquire the Blueprint for the Bubonico from Bio Lab Research in the Dojo!
SPOROTHRIX
This long-distance sniper rifle fires a razor-sharp, virus-soaked barb that continues to attack its host before violently erupting in a spore-laden mist. Scoped headshots increase lethality.
*Acquire the Blueprint and Components for the Sporothrix from the new Isolation Vault Bounties.
ARUM SPINOSA
Slash through enemies with two leaves of the exceedingly rare Arum Spinosa plant. Heavy Attack to whip a flurry of toxic spines at ranged attackers.
*Acquire the Blueprint and Components for the Arum Spinosa from the new Isolation Vault Bounties.
CAMBION ARMAMENTS COLLECTION
New weapons have emerged from the seething horror of the Infestation, each bringing a fresh, living aspect to their power. Featuring the bile-loaded Catabolyst Pistol, Proboscis Cernos Bow, Pulmonars Nunchaku, and the devastating Bubonico arm cannon.
INFESTED WEAPON FEEDBACK THREAD: https://forums.warframe.com/topic/1236089-deimos-arcana-tenno-reinforcements-megathread/
GLAIVES REVISITED:
Many of these changes focus on enhancing the unique gameplay options that a Glaive can offer. We’ll start simple with throwing mechanics, and work our way up:
Heavy Attack (aka Glaive detonation) will now do more damage, more consistently! Damage numbers have been increased, and the area-of-effect falloff has been removed, meaning max damage no matter what part of the explosion hits an enemy. This should help encourage use of Glaives’ unique detonation functionality; another option to compliment swinging and throwing the weapon, allowing for massive bursts of damage when needed.
“Hold throw” mechanics now apply in Equipped Melee mode! When we added the ability to wield a Glaive alongside any one-handed secondary, we introduced a new system for throwing Glaives that was quicker and more intuitive. This modern system for both ground and air throwing has been applied to pure melee mode, making Glaives consistent no matter how they are used.
WetViciousIrishdraughthorse-mobile.mp4
In “Glaive + Gun” mode, players must use the melee key to detonate the Glaive while in flight. With only the Glaive in hand, the alt fire button is no longer reserved for your secondary weapon, which allows for added flexibility - press alt fire for a Heavy Attack detonation, or tap melee for a simple recall
Glaive throws can now be performed while sliding! Tap to perform a regular spin attack, or hold to throw. An added level of flexibility to the Glaive playstyle.
Throw melee inputs can be “queued up”, one after the other! Also known as “buffering”, this means if you are holding a melee input as the Glaive returns to your hand, you will start charging another throw as soon as possible. With this change, a smooth gameflow emerges: throw a Glaive, hold melee as it returns, catch, release, repeat.
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Glaives can now be thrown multiple times in a single jump! Limitations to this type of throw have been removed to allow more chained throws.
With all of these improvements, Glaive throwing and detonating should become a more prominent and viable way to use these weapons. But we’re only getting started!
Another feature that makes Glaives stand out from other melee weapons, is their ability to be wielded alongside a one-handed secondary. This “Glaive + Gun” mode is also getting a couple upgrades:
Melee stance combos are now available in Glaive + Gun mode! Using a weapon combo will no longer restrict your melee options and movement, making Glaives even more deadly.
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Glaive + Gun mode now utilizes melee auto blocking when not aiming or firing! This feature introduced in recent melee system updates will now also apply to the weapon combo mode, offering the benefits of actively equipped melee while still keeping your secondary at the ready.
With all these changes combined, we hope Glaive gameplay will feel more fluid, fun and unique. To encourage exploration of these new mechanics, we are also making changes to Glaive Modding options, improving old Mods and introducing new choices for players to try!
Glaive Mod Power Throw has been given respective buffs:
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Increased Punch Through from 0.6 to 2m.
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+2m Punch Through. On Consecutive Throw: +100% Throw Damage (up to maximum 3 stacks)
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Added 60% projectile speed.
This Mod will now be great for players who embrace the “catch and release” playstyle introduced by the changes to melee input queueing.
We also have two new Mods to help modify your playstyle even further…
Volatile Rebound: 100% Chance to explode on Bounce (Disables Punch Through).
SpoilerNervousSimilarIvorygull-mobile.mp4
Volatile Quick Return: -4 Bounce. +100% Blast Radius. 100% chance to explode on Bounce (disables Punch Through).
Spoiler439375775_GIF6.mp4.3b52ce56a45217b4da6018802c28f2ed.mp4
Unlike a Heavy Attack, the explosions from these Mods do NOT consume your combo counter. Equip Volatile Rebound to inflict as much chaos as possible from a single throw, or Volatile Quick Return for rapid targeted strikes.
*Find the Volatile Rebound and Volatile Quick Return Mods from Cambion Drift Deimos enemies!
Below are some specific changes per weapon from the above changes:
Cerata
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Added guaranteed Toxin proc on Heavy Attack Detonation.
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Increased Critical Damage from 2.2 to 2.3x of throw.
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Reduced AoE fall off from 50% to 30%.
Falcor
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Added guaranteed Electricity proc to Heavy Attack Detonation.
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Reduced AoE fall off from 50% to 40%.
Glaive
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Added guaranteed Impact proc to Heavy Attack Detonation.
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Reduced AoE fall off from 50% to 40%.
Glaive Prime
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Reduced AoE fall off from 50% to 40%.
Halikar
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Added guaranteed Impact proc to Heavy Attack Detonation.
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Reduced AoE fall off from 50% to 40%.
Kestrel
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Added guaranteed Impact proc to Heavy Attack Detonation.
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Reduced AoE fall off from 50% to 40%.
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Reduced Max self CC from Knocked Down to Stagger.
Orvius
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Added guaranteed Cold proc to Heavy Attack Detonation.
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Reduced AoE fall off from 50% to 40%.
-
Quick Throws now perform the Hover Attack.
Pathocyst
-
Added guaranteed Viral proc to Heavy Attack Detonation.
-
Reduced Max self CC from Knocked Down to Stagger.
Xoris
-
Added guaranteed Electricity proc to Heavy Attack Detonation.
Wolf Sledge
-
Now uses the new Glaive hold melee to throw mechanics (no air throws at this time).
-
Wolf Sledge now explodes on impact when Thrown.
Glaive specific stat display changes:
-
Removed ‘Damage’ value from Heavy Attack since this value is no longer used.
-
‘Radial Attack’ has been renamed to ‘Bounce Attack’.
-
This stat is only shown when the weapon is equipped with a mod that has the chance to explode on bounce qualifier (ie. the new Glaive mods Volatile Rebound and Volatile Quick Return!)
-
-
Added a stat for % chance to explode on bounce.
-
Added ‘Heavy Radial Attack’ stat to both Throw and Charge Throw categories.
GLAIVES FEEDBACK THREAD: https://forums.warframe.com/topic/1236096-deimos-arcana-glaive-changes-megathread/
XAKU ROUND 2 CHANGES & FIXES:
We’ve been keeping tabs on the usual feedback channels to read and review your takes on Xaku in their updated form. We have been pleased to see that generally these changes have been enjoyed thus far, and that we’ve taken a step in the right direction. But as many have expressed, and to which we have found ourselves agreeing, our work is not done yet on this Community Warframe!
So here we are with a second round of changes based on the most standout and widely discussed points we saw strewn across the feedback hubs. Whether it's iterating on Round 1 or offering new insight on Xaku’s abilities, we thank you for sharing!
General Changes:
-
Xaku's "The Lost" ability description will now include descriptions of "Accuse", "Deny", and "Gaze" within it.
Xata’s Whisper (Void Status Effect):
-
Void damage’s Status Effect will now redirect projectiles to the body part it proc’d on.
-
How it will work: If you shoot at an enemy’s head with Xata’s Whisper enabled and proc, the bubble will redirect all projectiles to the head. If you shoot at the feet, it’ll be redirected to the feet, etc.! It is however possible that even if you proc on the head but then shoot at the lower part of the bubble it might hit the body on the way up to being redirected to the head.
-
This is a game wide change to Void Status Effect! Now that we have a Warframe that can harness Void damage at the click of a button, it has brought much focus to and discussion around its Status Effect. For those of you who are unfamiliar, in its current state it creates a bullet attractor bubble that directs all projectiles to the center of the enemy’s torso regardless of where it procs. Since Xata’s Whisper applies Void damage to all of their weapons, it was increasingly noticeable to Xaku players that the bubble’s current redirecting position prevents any attempt at enemy headshots until its duration expires. This is one of the main reasons for this change. Headshot disruption ultimately limits your damage output by removing the opportunity for headshot multipliers while it is active. Now, you will be able to use your headshotting skills to greater benefit, while also having generally more options to focus projectiles where desired. Note that regardless of where the Status Effect occurs, it will continue to prevent enemies from being able to shoot at you without having their projectiles redirected back to the center of the bubble.
-
Grasp of Lohk:
-
Re-casting will now steal weapons up to the max number of affected targets.
-
How it will work: You will be able to re-cast up to the max number of targets that you can steal from. In other words, you can add to the current batch of weapons. For example, if your max target is set to 6, and you have 3 weapons active, Grasp of Lohk can be re-cast to “top up” to the remaining 3 weapon allowance. Newly grabbed weapons from re-casts will have independent durations from the previous batch - similar to Protea’s Blaze Artillery.
-
We made re-casting available in Round 1 and set it up to replace the entire current active batch of weapons. Our original reasoning was that this allowed for a ‘fresh’ cast to be made if an undesirable pull occurred. But what makes far more sense is to follow the precedent set by Nekros’ Shadows of the Dead. So now you can maintain your current floating auto-cannon sidekicks and re-cast to refill or top up to the max on command. This will give far more control in maintaining the max number of active weapons you can have at once.
-
-
Added HUD tracker for active weapons.
-
Following our re-cast change, we thought it would be quite helpful to know exactly how many weapons you have active so that you know how many more you can add on re-cast. Instead of counting them manually one by one as they float and shoot around, this is much easier on the eyes!
-
-
Stolen weapons will no longer target invulnerable enemies.
-
Currently, Grasp of Lohk weapons will target enemies with grey health bars indicating that they are invulnerable. This clearly serves no purpose as their health cannot be damaged and ultimately takes focus away from more important targets. Not to mention that this is a poor use of the ability’s duration drain. As a result, we’ve removed invulnerable enemies as target candidates and stolen weapons will now redirect to vulnerable enemies within range.
-
-
Grasp of Lohk weapons will visually darken when near the end of their lifespan.
-
Although the ability bar does count down the lifespan once cast, this visual change offers another way to determine when your Grasp of Lohk needs to be recast as opposed to waiting until the ability expires completely, or having to watch/recheck the ability bar.
-
-
Note on Grasp of Lohk’s ‘Target Range’:
-
In Round 1, we made the distinction between Grasp of Lohk’s ‘Grab Range’ and ‘Target Range’. We then increased its ‘Grab Range’ and left ‘Target Range’ untouched due to “firing range experiments being a bit too wild for Round 1”. As we’ve continued testing, this has held true. In any instance where we’ve increased it, even slightly, we neared a state that we had already established was undesirable due to its encouragement of an ‘inactive’ way of playing (Ember’s “World on Fire” comes to mind before it was changed to “Inferno”). As a result, ‘Target Range’ will continue to remain untouched for this round.
-
The Lost: Accuse
-
We are following through with our proposed idea from Round 1 and have made Accuse re-castable!
-
How it will work: The same way Grasp of Lohk will be set up in Round 2! You will be able to re-cast up to the max number of targets that can be affected/corrupted. For example, if your max target is set to 10, and you have 5 active, Accuse can be re-cast to “top up” to the remaining 5 corrupted crew allowance. Enemies corrupted from re-cast will have independent durations from the previous batch.
-
Currently, Accuse cannot be re-cast until the duration expires or all affected enemies are killed. Which means that often you find yourself locked into a corrupted crew that is inefficient due to dwindling numbers, poor initial cast, etc. For those reasons and more, this was a highly requested change that we are happy to make happen!
-
-
Added HUD tracker for active "Accused" enemies
-
This'll look familiar because we added this for Grasp of Lohk and explained above, but just so that we have intent clear here with Accuse as well! We thought it would be quite helpful to know exactly how many "Accused" enemies you have active so that you know how many more you can add on re-cast. Instead of counting them manually one by one as they run around, this is much easier on the eyes!
-
The Lost: Gaze
-
Increased base radius from 8m to 12m.
-
Increasing the base radius range on “Gazed” enemies was highly requested since its defense reduction applies to enemies while they are within the affected area. As we noted in Round 1, we evaluated Gaze and how it performs with established builds that maximized its effects. Increasing the base radius range hits the spot between improving the ability’s effectiveness and managing what is already established as powerful with focused builds. Essentially, more space for more enemies to have their defenses stripped without tipping the scales dramatically on is an already well performing ability when used strategically.
-
The Lost: Deny
-
Increased Deny’s beam width and base range (25m to 40m).
-
Straightforward change to help you target and damage more enemies. More bang for your beam!
-
-
Deny can now be cast while moving.
-
Currently, Deny’s casting animation locks Xaku in place. While we did increase the casting speed in Round 1, it just simply was not enough to fulfill the parkour freedom you’ve become well familiar with in Warframe. Removing the lock brings back the ninja fantasy while also making the most of the synergy between Deny and Grasp of Lohk that we added in Round 1. As we said in our first Xaku Dev Workshop, “more firepower… faster”, but this time we really mean it!
-
Fixes:
-
Fixed Xaku’s Xata’s Whisper sometimers not applying its damage buff or Void Status Effect when using the Komorex.
-
Fixed Xaku’s Xata’s Whisper not using the intended Status Chance for projectile weapons.
-
Fixed the HUD timer icon for Xata’s Whisper in the top right corner ticking down regardless of The Vast Untime being active. This was only a visual bug, and did not actually affect the ‘time freezing’ synergy with The Vast Untime and Xaku’s other abilities.
-
Fixed Xaku’s skin not being properly localized.
-
Fixed Xaku missing their head and armor when viewed in the Mods Tutorial screens.
-
Fixed camera obstruction and misaligned aiming if Xaku’s Grasp creates a Shedu armament.
THE STEEL PATH: ACOLYTES JOIN THE BATTLE & MORE!
The Steel Path provides Tenno with two things: a more difficult journey on the Star Chart, and a new economy with Steel Essence to get some gear.
We have decided to revisit the Steel Essence acquisition because at present time, people feel forced to play extremely long macro-based runs to optimize their runs. We would rather try something else.
Introducing: Acolyte Minibosses & Steel Path Incursions (Daily Alerts)!
-
Every day, five Steel Path missions will be chosen randomly, and completing them will award 3 Steel Essence per Incursion. Furthermore, this will unlock the node, even if you have not reached that part of the Steel Path yet! This should help improve the matchmaking situation, among other things.
-
NOTE: Steel Path Incursions will appear in the Alert section of the World State Window when you are set to Steel Path mode.
-
-
As you play in any Steel Path mission, Acolytes will spawn and attack - defeating the Acolyte grants a guaranteed drop of 2 Steel Essence. Beware! If you get downed by an Acolyte, they’ll escape and you won’t receive any Steel Essence!
-
*The Steel Path Acolytes now have the same Status treatment that Liches received earlier this year.
-
*Reduced the Melee attack damage on both Misery and Malice to avoid the more reported 1HKOs.
-
-
In essence (ha), there is virtually no RNG with Steel Essence anymore. Daily Incursions guarantee 3 per Alert, and Acolytes will always appear in regular missions (Endlessly in Endless missions.). The time at which they choose to appear may be a bit random, but if you kill mobs, they will come!
-
Please note, Acolytes won't spawn in Archwing missions on the Steel Path.
-
-
Teshin’s Steel Path Honors will now have a Weekly item for you to purchase! There are 8 items total, meaning that every 8 weeks the store will reset and allow you purchase anew. Look forward to things like an Umbra Forma Blueprint, Shotgun Riven Mod, and more!
STEEL PATH FEEDBACK THREAD: https://forums.warframe.com/topic/1236094-deimos-arcana-steel-path-changes-megathread/
NEW AUGMENTS:
Gauss - Mach Rush - Mach Crash
Impact Shockwave leaves behind a vacuum that sucks in enemies within 8 meters.
Garuda - Seeking Talons - Blending Talons
Tap to perform a *9m AoE around Garuda. Garuda’s Talons gain 100% additional Combo Count Chance when hitting targets affected by Bleed Status.
*Trimmed the animation time if released early and increased the range up to 9 meters for this Augment!
Revenant - Enthrall - Thrall Pact
Gain 25% Primary Weapon Damage for each active Thrall
Wisp - Breach Surge - Critical Surge
Teleporting to a Reservoir costs 50% Energy and grants 10% Critical Chance to Sniper Rifles per meter traveled for 9s. Maximum of 350% Critical Chance.
Find these Augments in their respective Syndicates today!
WARFRAME ABILITY CHANGES:
The first group in our “touch all Warframes” list! We aim to give each Warframe a little quality of life touch up and not laser focus on one Warframe at a time.
Ash:
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Bladestorm: Applies full number of marks to target at once (instead of needing to waggle mouse). Energy is consumed once per target marked instead of per mark now.
Atlas:
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Bulwark: Performs AOE Slash when damaged by enemies. AOE damage based on the amount of Health lost.
Chroma:
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Spectral Scream: Removed Status Chance stat, now always 100%. Enemies hit by the breath will chain the damage to one other enemy outside the breath. You can now swap between Elementals on the fly with Spectral Scream - no longer dependent on your primary emissive color!
-
*Increased Spectral Scream damage from 200 to 400 Damage Per Second at Max Rank!
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New Passive: The Design Council suggested ‘Dragon’s Flight’ - a Passive that allows Chroma to perform an additional jump / bullet jump while sprouting his Dragon Wings to give him that extra aerial dominance!
Khora
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There is now a minimal Line of Sight check on Whipclaw’s radial damage.
Nekros:
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Soul Punch: Instantly kills targets below 25% Health, and turns them into an extra clone shadow (or heals existing if at max).
-
*Nekros’ Soul Punch now has a new mechanic: Marked for Harvest. Enemies that are hit by Soul Punch but don’t die have a Duration wherein they’ll be eligible to become a Shadow if killed while Marked!
Nidus:
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Larva: Enemies killed while held have a chance of generating a Mutation stack for Nidus.
Zephyr:
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Air Burst: Damage increases per target hit. Targets with <30% Health become open to Parazon finishers.
-
*Air Burst now deals 35% Additional Damage per enemy hit either with the projectile OR the explosion damage.
-
*Air Burst now has a 50% chance to deal a Physical Status effect for those hit by this slice of air. It will heavily skew towards Slash!
-
Tornado: Slightly better at holding enemies. Tap creates stationary tornadoes, hold creates wandering ones.
NEW ORBITER UPGRADE:
Those Dry Docks have been put to good use, Tenno! With Deimos Arcana, the Orbiter has received a bit of a facelift, as well as a fresh new sheet of glass! The Mod, Relic, and Umbilical Consoles have been given some new animations, a fresh coat of paint, and general appearance improvements. If you own a Railjack, we highly suggest you look up!
Please note: some of your Decorations may have shifted slightly with this new layout, so some moving may be needed to get objects back into their original places.
NEW MARKET ITEMS: GARA DELUXE
GARA KALEIDA COLLECTION
Deimos Arcana includes a new Deluxe Skin for Gara, as well as a new Syandana and Longsword skin! Bathe your weapons in glass and watch your enemies shatter at your style!
Includes the Starglaze Shards auxiliary attachment.
GARA KALEIDA SKIN
Decorated in sharp glass, and striking a powerful pose, The Gara Kaleida Deluxe skin comes with a whole new look, as well as two unique Animation Sets for this beautiful Warframe.
Includes the Starglaze Shards auxiliary attachment.
GLISTOR SYANDANA
Panes of polished glass complete this elegant Syandana. Like Gara herself, it is less fragile than it looks.
REPHRAX SWORD SKIN
Split light into rainbow colours with this sword skin of razor-sharp glass.
STARGLAZE SHARDS
Bedazzle with Gara Kaleida's auxiliary back pieces.
DOJO ADDITIONS, CHANGES & FIXES:
Additions:
New Infested Chamber!
A huge breathing and pulsing chamber perfect for building the Infested realm of your dreams.
New Infested Decorations!
Was your Dojo missing a ‘Infested Very Large Cyst Popped’? Perhaps a ‘Infested Glowing Bollard’? Well you’re in luck! Even MORE Infested Decorations have been added for your Dojo!
New Entrati Dojo Decorations!
Choose from a slew of Entrati Decorations: from Broken Clock pieces, to Void Mirror Fragments and everything in between!
*Both the new Infested and Entrati Decorations have reduced Resource costs (by 25% of how we’d normally price) that is in part of a larger Dojo QoL Update coming soon!
Changes:
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You can now rename each Dojo room in the ‘Room Options’ Menu!
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Renamed Dojo item research button text to “Start Research” instead of “Start Project” for clarity.
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Renamed Clan Research "DEPENDENCIES" sort and Room Selection to "PREREQUISITES" to match the side crafting panel for accuracy.
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Clicking on a Clan Research Prerequisite will now select that Research, where you can then start researching it immediately.
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Dojo Bell decoration sounds can now be changed by the “Sound Effects Volume” slider in your Options.
-
Added the ability to rename Transporter after placing them in your Clan Dojo.
-
Disabled Warframe Passives when entering Dojo Obstacle Courses and disabled the several seconds of invulnerability when starting the course.
-
We spoke to Dojo Designers in the community and got their feedback on obstacle courses. These changes come from their point that both of the above give players an unfair advantage. Zephyr’s passive comes to mind. The temporary invulnerability at the start of the course was mirrored from regular missions, but was being used to bypass some traps. Overall, these changes allow Dojo Course designers to really challenge those who attempt their creations and do so fairly.
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Fixes:
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Fixed Dojo Decorations with names about 38 characters long getting cut off by the edge of the screen.
-
Fixed being unable to shrink several Dojo Decorations after you’ve scaled them up (Natural Vallis Falls for example).
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Fixed large Decorations in constricted movement mode in the Dojo not moving when attempting to do so if it is out of the player’s FOV.
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Fixed an issue with the damage/fail triggers of Trap Dojo obstacle course decorations not scaling when size was changed.
-
Fixed PH appearing next to the “Reset Rotation” option when rotating a Dojo Decoration.
-
Fixed the Tributa Statue Dojo decoration’s light defaulting to white when you attempt to move it.
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Fixed all Sawgaw Floof variants appearing the same in the Dojo.
NEW COMMUNITY NEWS TAB:
You may notice a new addition to the news console in your freshly updated Orbiter! Now Community news has its own tab and will list everything happening within the Warframe community, such as livestreams, contests, charity drives, or important community news!
SOUND ADDITIONS & CHANGES:
NEW Advanced Reverb:
Advanced Reverb is here in what we are calling its 'Beta' launch! This is an entirely new reverb system that uses a Convolution (Impulse Response) method. What this means is that instead of using an algorithmic (Legacy) reverb for the game, we are able to use real-life spaces instead. We can feed the reverb system a recording of a real reverberant space and it will combine it with the game's sounds. So you will get a more realistic, vibrant, and deep listening experience. We've been busy adjusting the reverb setups across all tiles. So you can now experience this change across the entire game!
We also adjusted how the blending of the reverb works. When you traverse from different areas we need to blend the reverbs (think of a small space to a larger one). We used to do this based on your distance but now we calculate this based on time. This will give you a more accurate feeling of transition.
‘Advanced Reverb’ is turned on by default, you can switch back to ‘Legacy Reverb’ in the Audio Options if you desire.
General Audio Additions and Changes:
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Added two brand new music pieces in Deimos! Time to start choreographing your Infestation hacking and slashing.
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Added separate control in Audio Options for YOUR Mandachord volume.
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Players have asked for this for a while and now you can control your own Mandachord volume in the game instead of having to adjust the main Sound Effects audio slider. This also includes Subsumed Octavia Resonator.
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-
Music in all cinematics now respects the Music volume slider in Audio Options.
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Dojo music levels are now adjustable using the “Music Volume” slider under the Audio options.
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All of the Helminth ability sounds have been updated with new custom FX!
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When the Helminth was released we used existing sound FX in the game as placeholders. Now, Helminth abilities (such as Empower, Master’s Summons, etc.) have their own unique sound to make them stand out from the rest!
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There is now a ‘Nora Night’ audio slider in your Options that you can use to Mute Nora’s in-game transmissions.
OPERATOR AMP CHANGES:
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Reduced the self stagger range of the Shraksun Scaffold, Granmu Prism, Exard Scaffold, Dissic Scaffold and Propa Scaffold.
-
Phahd projectile now explodes on every bounce.
-
Reduced Phahd explosion damage from 3100 to 1100.
GENERAL ADDITIONS:
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Mastery Slates have been added as rewards to each Mastery Rank Test! Upon login of Deimos: Arcana, you will receive an Inbox with each Mastery Slate you have earned thus far! Time to spice up that fresh looking Orbiter!
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Added a new UI popup when providing Fish/Gems/etc. for Standing to indicate how much you’ve gained from your kind gestures.
-
Added a “MAX” label when contributing Entrati Tokens and you’ve hit the Daily Standing cap or maxed out Entrati Standing.
-
Added “Reduce Teammate Visual Effects” toggle in the Display Options. Enabling this will reduce their ability and some weapon FX.
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Added Demolyst and Arbitration Drone kill medals in the End of Mission screen.
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Added the Machete Blueprint to Simaris’ Offerings.
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Added “Recommended” label to the in-game Market.
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Added “Syndicate” button to ‘donation’ screens in Cetus, Fortuna, and Necralisk so that you can quickly jump to the Syndicate screen.
-
Added a ‘ONE TIME PURCHASE’ label on items that you can only buy once per week (ie Palladino Riven Sliver).
-
Added ground dust FX to all Arc Gun fire.
-
Added slightly tweaked Transference FX for both Warframe and Necramech.
-
Added new animations and sounds to the Carcinus Speargun Skin. We apologise for shipping this Skin without it’s intended animations, which made the Skin appear static. New animations and sounds include:
-
The Speargun will be collapsed when viewed in the Arsenal, and then expand when changing its colors to provide a more accurate depiction of what it will look like expanded.
-
The Speargun will now collase when holstered and expand when equipping. Additionally the equip sound has changed from the default sound.
-
The gun tip of the Speargun will now animate upon equipping.
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The circular clips on the gun tip will animate upon firing and when doing a charged shot.
-
Reloading now animates the gun tip with included FX. Additionally the reload sound has changed from the default ‘whoosh’.
-
GENERAL CHANGES:
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Increased the current Nightwave Prestige cap by another 60 Ranks to provide Prestiged Tenno with continued Crystal Cred until we wrap Glassmaker up in January 2021.
-
Moved "Mutalist Alad V Assassinate node" away from Akkad to prevent mis-clicks.
-
Reduced repetitive Helminth animations when interacting with it.
-
Improved performance when playing with Banshee.
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The Carcinus Speargun Skin now animates and has special behaviours!
-
Reduced the self-stagger range on the Sonicor
-
“Winged” Syandanas that have open/closed states (Sari Syandana etc.) will now only be open in the End of Mission diorama for the player with it equipped. This fixes issues with overlap/clipping for the rest of the squad.
-
Updated the descriptions of the Vulpaphyla and Predasite Antigens for Vulpaphyla.
-
Changed Ayatan Stars to sort as a rare Resource in the End of Mission screen.
-
Added a “whoosh” sound FX to the end of a Nunchaku movement.
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Ayatan Screen Changes:
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Updated the Ayatan screen when you do not own any Ayatan Treasures or Ayatan Stars to show an explanation of the Ayatan system.
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Added a “Visit Maroo” button to travel to Maroo’s Bazaar.
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Made several adjustments to certain Ayatan Sculpture and Star dioramas so that they are easier to see.
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Gave Atlas a little more height on his backflip in his animation idles.You’d think he wouldn’t need it because he has no neck, but it needed to be done.
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Changed items listed in the in-game Market packs from ALL CAPS to Title Case. Also, replaced “ITEM (OWNED)” with the ‘owned’ icon.
-
Changed all vendors’ names in Fortuna and Cetus from ALL CAPS to Title Case.
-
Updated Arcane Pulse’s description to include the heal amount and radius.
-
Changed the Buzlok’s projectile launch to appear slightly below the scope when aiming.
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Your chosen Energy color will now apply to part of the FX when you revive yourself.
-
Made changing the exposure setting in Captura less drastic.
-
Updated Halikars thrown hit effects to be more in-line with other projectile effects.
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Moved the first attack of Threshing Gain to the last in Wise Razor Stance and adjusted the damage accordingly.
-
Cortege Changes:
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Increased range from 24m to 28m.
-
Added Punch Through to the Cortege’s primary fire against enemies (will not penetrate level geometry).
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Exodia Contagion projectiles now inherent the Critical Chance/Damage and the Status Chance of the Zaw it is slotted into.
-
Removed ability to Emote while on a K-Drive due to functionality breaking.
-
Improved the default placement of TennoCon Deimos Prex cards so they are a bit nicer to position when Decorating.
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Changed the Mastery Rank Challenge Icons to the new design that was released in Heart of Deimos: Nezha Prime: 29.3.0.
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Improved Melee slam animations!
-
You’ll now be able to start moving after a Melee slam at the same timing as when you can shoot or perform another Melee attack.
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Relaxed on the Gauss Mach Rush FOV attenuation so it doesn't become too absurd in cases of extreme speed.
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Updated decals on the huts in Cetus to use modulate blending so that they blend in better.
-
Made several minor adjustments to the Bow idle animations to address motion blur issues and more.
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Disabled the health marker on Grineer Crewships in Railjack missions when the reactor is destroyed.
-
We made this change so that there is less confusion to those outside of the Crewship on whether or not it is still an active/valid target.
-
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Cleaned up some beam FX in various areas of the game.
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The ‘Multishot’ stat will no longer appear if it is at or below a value of 1.
-
Reworked the Fluctus muzzle and projectile FX.
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Removed Akarius arming distance from projectiles.
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Removed Kuva Ayanga arming distance from projectiles.
OPTIMIZATIONS:
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Remastered pre-computed reflections in many levels to improve quality and reduce disk footprint
-
Eliminated a bunch of spot-building when loading into Plains of Eidolon (saves ~0.5s).
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Made a micro-optimization to the dynamic music system.
-
Made some micro-optimizations to weapon effects.
-
Made a micro-optimization to Armor items that were running unnecessary FX scripts.
-
Made a micro-optimization to the Input bindings code.
-
Added shadow casting light to Excalibur’s Exalted Blade when Deferred Rendering is enabled.
-
Made optimizations to the memory used by the Codex.
-
Made optimizations to the memory used by the Star Chart.
-
Made a micro-optimization in cases where Coba or Scrambus could not spawn.
-
Made systemic micro-optimization to all gameplay code.
-
Optimized memory use after steaming away from a regions
-
Made performance improvements to Oberon’s Hallowed Ground by drastically cutting down the amount of network traffic it sends per cast.
-
Fixed a potential performance issue where checking for out of range enemies on the Cambion Drift was happening every frame after 8 seconds instead of every 8 secondsMade a micro-optimization to the damage system.
-
Fixed a small memory leak that could occur when piloting a Railjack.
CONTROLLER CHANGES/FIXES:
-
Fixed several issues caused by opening up the pause menu during the New War cinematic from the Codex when using a controller, as reported here: https://forums.warframe.com/topic/1204201-orbiter-ui-breaks-when-exiting-new-war-cutscene/
-
Fixed changing the controller icon set to Nintendo Switch in options not updating the icons for customizing the controller.
-
Fixed being unable to access the “INCOMPLETE” filter at the Helminth using the LB/RB buttons, as reported here: https://forums.warframe.com/topic/1231253-controller-bumpers-lbrb-do-not-change-between-helminth-all-and-incomplete-filters/
-
Fixed controllers sometimes canceling Emotes just as they had started.
-
Fixed the emoticon prompt remaining on the screen once the Chat window has been closed when using a controller.
-
Fixed the Necramech ability UI menu not appearing in the HUD when using a controller.
FIXES:
-
Fixed a crash that could be caused by the missile lock-on warning you can see when in Archwing.
-
Fixed a crash that could occur when casting the Necramech’s Necraweb ability.
-
Fixed inability to launch Archwing after exiting out of a Necramech.
-
Fixed Warframe not being vulnerable with 90% Damage Reduction after directly Transferring into your Necramech.
-
Fixed friendly roaming Voidrig Necramech disabling Limbo’s Rift.
-
Fixed a rare case of endless Deimos Bounties not giving the bonus Mother Tokens until Round 3.
-
Fixed a rare case of endless Deimos Bounties using the wrong reward table one stage too early.
-
Fixed a rare case of an infinite white screen after casting Titania’s Razorwing in the Simulacrum.
-
Fixed some Star Chart nodes that were unintentionally awarding pitiful amounts of Credits instead of auto calculating based on enemy level (Teshub and Apollodorus were giving 500 Credits).
-
Fixed Mirage Hall of Mirrors clones dealing more Critical damage than intended when no Mods are equipped on Mirage.
-
Fixed being able to cast Subsumed Abilities during Hildryn’s Aegis Storm.
-
This fixes a host of issues that were caused by many Subsumed ability combinations with Hildryn. Each ability presented a new individual issue.
-
-
Fixed Necramech regenerating ammo rounds at the same exact rate regardless of the Arch Gun used.
-
Fixed Arcane buffs deactivating when you switch to/from Archwing in Orb Vallis or Plains of Eidolon.
-
Fixed losing Gladiator Mod Set buff after performing a Void Blast as the Operator.
-
Fixed Warfans using sword Slam attacks when no Stance equipped, which resulted in a reduction of Slam damage. As reported here: https://forums.warframe.com/topic/1227813-quassus-and-slicing-feathers-stance-reducing-slam-damage/
-
Fixed cases of Vor not removing his shield bubble after dropping it per his usual fight mechanics, resulting in an inability to progress in the fight.
-
Fixed losing the ability to access the Pause Menu after rapidly attempting to enter the ‘Heist’ room in Fortuna.
-
Fixed Octavia's Resonator not going to pick up her Mallet if it was cast just off a navigation path (ie on top of an obstruction).
-
Fixed unreachable Syndicate Medallions spawning in the recently remastered Corpus Ship tileset. As reported here: https://forums.warframe.com/topic/1214473-unreachable-syndicate-medallions-on-corpus-ship-remaster-tileset-investigating/
-
Fixed dealing negative damage with Khora’s Whip Claw when equipped with a negative Finisher Riven.
-
Fixed the Mausolon primary fire AoE not causing self-tagger.
-
Fixed key-based Star Chart missions (e.g. Mutalist Alad V Assassinate) being automatically set to Private and preventing others from joining freely in Steel Path.
-
Fixed Gladiator Mods (Vice, Might, Rush) not stacking or applying the increased set bonus to Critical Chance per combo multiplier when they are applied to Garuda's Talons (only applies when Talons are the single equipped Melee).
-
Fixed Blood Rush and Weeping Wounds not applying to Garuda’s Talons (only applies when Talons are the single equipped Melee).
-
Fixed roaming Necramech’s struggling to get up certain hills in the Cambion Drift.
-
Fixed Oxylus’ Botanize scans not costing charges.
-
Fixed 'Client authoritative' actions possibly being executed twice (for the executor himself).
-
Fixed Baurahn Prime Ephemera FX not being removed until leaving the Arsenal.
-
Fixed a Host migration during fishing would leave you with "zombie fish" that do not move and cannot be collected.
-
Fixed Gear not unequipping after a Host migration - you'll now respawn with a gun or melee.
-
Fixed K-Drive Juice Mod not providing Energy consistently for Clients.
-
Fixed any holster alterations for a two-Handed Zaw in the Arsenal not being correctly applied when you leave, and reverting back to the default standard holster type.
-
Fixed being forced to drop the Datamass when swapping to the Shedu.
-
Fixed rare script error with Helminth interactions.
-
Fixed placement and clipping issues with the Mittahk Armor set on several Warframes.
-
Fixed the “Bounty Failed” banner appearing over top of the “Mission Complete” banner for the Host when finishing Bounty and returning to the Necralisk.
-
Fixed small FX issues with the Zobov Shotgun Skin.
-
Fixed Companions teleporting during Helminth interaction if you swap to a different furry friend in the Arsenal.
-
Fixed issues with Domestik Drones interacting with the Helminth room door.
-
Fixes towards improving wobble in reload animation for Primary Kitguns.
-
Fixed being able to use Emotes in Nechramech as a Client. Mr.Roboto no more.
-
Fixed some environment elements in Cambion Drift caves having clipping issues.
-
Fixed the Pupacyst description calling it a “staff” instead of a “polearm” as intended.
-
Fixed roaming Nechramechs in the Cambion Drift occasionally having issues navigating small hills and getting stuck. Me too, Nechramech… Me too…
-
Fixed misspelling of “pinnacle” in the Legacy Mastery Sigil description.
-
Fixed a rare case where Gear items would not equip into the Gear Wheel.
-
Fixed map and in world marker for personal Necramech disappearing after entering and exiting it.
-
Fixed an issue where your Necramech’s minimap marker would be visible while you’re piloting it.
-
Fixed getting stuck in Void Dash animation after transferring into Nechramech while crouching.
-
Fixed the Keratinos appearing backwards and snapping back while viewing the Deimos Infested Bundle in the in-game Market.
-
Fixed companion UI not updating properly while in Necramech, as reported here: https://forums.warframe.com/topic/1222078-pet-went-down-on-cabria-drift-while-in-mech-but-hud-still-showed-pet-with-100-health/
-
Fixed Subsumed Warframe abilities appearing in your Inventory as blueprints.
-
Fixed a wobble on guns when changing directions and hip firing in Necramech.
-
Fixed being unable to enter the Arsenal from the pause menu while in the Orbiter Captura Scene.
-
Fixed the “Deep Impact” Nightwave Act resetting even when completed, as reported here: https://forums.warframe.com/topic/1202212-deep-impact-daily-nightwave-objective-not-working-properly/
-
Fixed simultaneously opening the pause menu and selecting options while boarding the Railjack causing your Warframe to become frozen in the pause menu animation.
-
Fixed Railjack turret handles getting stuck in Client’s arms when they use the Tactical Menu to teleport to another player.
-
Fixed spectator mode not focusing on another player when there's only 2 players in the squad.
-
Fixed enemy reinforcements in Cambion Drift Bounties not rushing towards the players / Defense target.
-
Fixed “LotusWarframeCustomization” appearing instead of “No Ephemera Selected” on Vauban/Vauban Prime in the Arsenal.
-
Fixed the Necramech Necraweb “Throw” HUD tooltip lingering after throwing the canister.
-
Fixed black plane on the mirror in the Isolation Vaults.
-
Fixed Warframe losing its head if you die and then access the Abilities menu.
-
Fixed Khora’s active spike setting not switching between Skins.
-
Fixed Bounties auto accepting and not allowing the Client to vote if both players load into any Free Roam mission from the Orbiter.
-
Fixed an unintended submersible area in the Grineer Sealab tileset.
-
Fixed Boar reload animation to prevent clipping into the side of the gun.
-
Fixed some depth issues with feathers on the Plains of Eidolon Condrocs.
-
Fixed self-damage occurring when ragdolling off of K-Drive when using certain secondaries (notably the Athodai).
-
Fixed Dargyns floating mid-air when unmanned instead of falling down to the ground as intended.
-
Fixed being able to interact with Kavat during Helminth animation, as reported here: https://www.reddit.com/r/Warframe/comments/iqkcs8/so_i_found_out_you_can_interact_with_your_kavat/
-
Fixed Companions that are “released” to vendors still following you after you’ve done so.
-
Fixed skybox in the Index Outpost tileset appearing as a pure white light when viewed from a distance.
-
Fixed incorrect Jupiter fly in cinematic play when loading into Ultor, Mars.
-
Fixed incorrect wrong fly in cinematic for The Second Dream quest (was showing Venus instead of Neptune).
-
Fixed falling off the Corpus Outpost tileset causing you to fall through the skybox and see through the bottom of the map.
-
Fixed white blown out doorway in the Grineer Forest tileset.
-
Fixed the FX brightness level being far too intense when several of Vauban’s Bastilles are cast, to the point where it would cover the entire screen.
-
Fixed seeing the K-Drive scoreboards in the Cambion Drift Captura Scene.
-
Fixed a bunch of custom Warframe speargun idles/variants that were sliding.
-
Fixed Syandana Energy colors reverting to default in various situations, as reported here: https://forums.warframe.com/topic/1230188-syandana-energy-color-completely-vanishing-in-railjack-archwing-arsenal-etc/
-
Fixed while piloting Railjack.
-
Fixed when dying in a regular mission or in the Simulacrum.
-
Fixed when swapping through appearance configs in the Arsenal.
-
-
Fixed several issues with the Oscira Thrown Blade Skin:
-
Fixed cases where the Oscira Thrown Blade Skin pouches would disappear.
-
Fixed issues with the skin making it appear as if your Warframe has tiny knives hidden in its hand after reloading.
-
Fixed scale and mesh issues.
-
-
Fixed several FX and projectile issues with several pistols when the Oscira Pistol Skin is equipped.
-
Fixed FX issues with the Zastra Dual Dagger skin.
-
Fixed Titania appearing absolutely gigantic when using Omni Tool to return to Railjack in Razorwing after blowing up enemy ship, as reported here: https://www.reddit.com/r/Warframe/comments/ea4m8a/titania_is_so_big_so_i_stuck_inside_a_ship/?utm_source=reddit-android
-
Fixed Sentinel weapons missing the “owned” tag in the Foundry.
-
Fixed an issue where using /unstuck while in Archwing could put you below the ground.
-
Fixed the exposure setting not working in Captura.
-
Fixed minimap in Gas City tileset appearing doubled.
-
Fixes towards black screens related to stacking FX with Corrupted Crewmen.
-
Fixed a tile not rendering in the Railjack boss room for Kasio's Rest.
-
Fixed more unlocalized system error messages sometimes being shown in the UI when experiencing network problems.
-
Fixed return issue with combo stacking Melee Mods (like Blood Rush and Weeping Wounds) not resetting while in Operator with a very specific loadout as Client, as reported here: https://forums.warframe.com/topic/1202616-blood-rush-still-bugged/
-
Fixed the Critical Chance from the Gladiator Set bonus not resetting for Clients if the combo counter runs out while being in Operator, as reported here: https://www.reddit.com/r/Warframe/comments/iwmk9d/unlimited_critical_chance_on_any_melee_by/
-
Fixed a rectangle effect appearing around Mirage's Eclipse while wielding Tatsu with the Solstice skin.
-
Fixed crash caused by Grineer Crewship weapons.
-
Fixed super bright lights in the extraction cinematic in the Grineer Galleon tileset.
-
Fixed several issues in the Corpus Gas City tileset:
-
Fixed pixelation issues in certain shaded areas.
-
Fixed floating decals in certain areas.
-
Fixed incorrect materials in certain areas.
-
Fixed overly bright lights in certain areas.
-
-
Fixed Railjack Wreckage being marked as under repair even if you didn’t contribute anything.
-
Fixed Staff and Polearm hologram when being crafted in the Foundry shrinking in size when going in and out of the Foundry.
-
Fixed a hitch that would occur when opening the Arsenal immediately after crafting a Necramech.
-
Fixed squad information not appearing in HUD even if enabled in Options when operating a Railjack turret.
-
Fixed appearing instead of button callout when throwing Condensed Thermia in the Exploiter Orb fight.
-
Fixed Son transmissions playing over top of Conservation animal sounds when using the Echo Lure.
-
Fixed floating infested fungus floating above the ground in the Necralisk.
-
Fixed the Steel Meridian flag appearing completely blown out and white.
-
Fixed some intersections and awkward bowstring positions with Nekros’ animation idles.
-
Fixed animation issues with Ivara/Ivara Prime’s Artemis Bow.
-
Fixed players on Railjack getting pulled into Archwing when others are retreating from a Grineer Crewship.
-
Fixed Clients seeing both their Primary and Archwing weapons equipped when in Archwing. This was especially noticeable when using Itzal’s Penumbra.
-
Fixed enemies that deploy cover getting stuck in their cover instead of moving around it.
-
Fixed Energy recovery abilities and Thrall kill tracking not counting properly in the End of Mission screen.
-
Fixed some incorrect resource locations in the Cambion Drift.
-
Fixed missing motion blur on Ostrons in Cetus.
-
More fixes towards enemy reinforcements spawning some distance away but not rushing to attack.
-
Fixed floating resources in the swamps in the Cambion Drift.
-
Fixed numerous floating plants in the Ambulas boss tile.
-
Fixed ‘Wear and Tear’ slider value being to the 5th decimal place after setting the value and closing/reopening the menu.
-
Fixed cases where enemies would repeatedly leave cover just after entering it.
-
Fixed numerous Skins not applying correctly to the Daikyu.
-
Fixed overly bright Orokin Vault doors.
-
Fixed duplicate clip eject on Lex Prime and Euphona Prime when the Oscira Pistol Skin is equipped.
-
Fixed the Oscira Pistol Skin not properly applying to the Sicarus Prime.
-
Fixed Tubercular Gill System and Ferment Bladder having the same image when Chat Linked.
-
Fixed Fur Patterns incorrectly applying to Vasca Kavats.
-
Fixed outdated name for the Derelict Somachord; it is now Deimos Somachord.
-
Fixed Operator Sigils disappearing when switching the Bodysuit.
-
Fixed a map hole in the Cambion Drift.
-
Fixed blown out Junction sky boxes.
-
Fixed texture streaming on placed Glyphs being missing unless you get close.
-
Fixed a minor issue where the Cyst would be at full size in the End of mission diorama.
-
Fixed getting an "Unknown Error" when you try to start a Companion Incubation while already Imprinting.
-
Fixed inability to open the 'Tab' in-progress mission menu if you go to the extraction point of a mission before completing the objective.
-
Fixed Ivara Navigator Vitrica projectiles traveling at top speed, instead of slowing down for more control.
-
Fixed Corpus Vector shields appearing to have a black triangle when viewed from a distance.
-
Fixed grey looking tentacles in the Eris Infested Salvage tileset.
-
Fixed Profile box remaining expanded even though the Pause Menu is closed.
-
Fixed lighting not being updated when changing the UI until after you reload the page.
-
Fixed ability to toggle the free camera outside the Orbiter in the Orbiter Captura Scene.
-
Fixed Khora spawning an extra Venari when toggling the free camera in the Orbiter Captura Scene.
-
Fixed the attachment point for the back of Oberon Prime's tabard being lower than that shown in the Codex/Chat Link diorama.
-
Fixed de-equipping a Scanner not returning you to your active Exalted weapon if one was equipped prior.
-
Fixed the UI allowing you to select Tokens even when you've reached the cap for Entrati Standing.
-
An error prompt explaining why will now appear.
-
-
Fixed moments of excessive bloom in the Landing Craft customization screen.
-
Fixed the Kuva Ayanga dealing self damage.
-
Fixed the Guandao Prime shortening when you colour customize it.
-
Fixed an object with a texture that you can see through in the Kuva Fortress.
-
Fixed Enemy Ship indicators showing up in the Options menu in Railjack.
-
Fixed numerous issues with the Oscira Bow skin.
-
Fixed the energy colour on Dual Kamas Prime not working properly.
-
Fixed the Carnis, Jugulus, and Saxum Mod Sets not being equippable on Exalted Melee.
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Fixed the Tsujinasa Syandana not properly attaching to Excalibur Umbra.
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Fixed the Void Sabotage mission portal being bright and blown out.
-
Fixed clipping in a certain tile on Lua.
-
Fixed Mesa’s Peacemaker FOV stat not showing changes from Range Mods when viewed in the Arsenal.
-
Fixed a ‘None’ option erroneously appearing as an Equinox Skin.
-
Fixed parts of Nef Anyo’s face being unlit.
-
Fixed various graphic and icon compression issues as part of our great Ensmallening effort.
-
Fixed the True Master Emote having a stretched icon.
-
Fixed several camera clipping issues when parkouring around in the Corpus Gas City tileset.
-
Fixed crash after completing the first stage of Hidden Messages.
-
Fixed inability to equip Rifle Mutation Mods on the Veldt.
-
Fixed hole in the Corpus Outpost tileset that allows you to see through the map.
-
Fixed an issue where browsing Color Palettes would make your Orbiter jitter with each colour you hover over.
-
Fixed the Galvanik Leg Plates camera being too low when viewing it in the in-game Market diorama.
-
Fixed script error related to Equinox’s Rest & Rage.
-
Fixed script error related to looping firing animations.
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Fixed Wisp losing her head when duplicating during her idle Agile animation set.
-
Fixed missing bow animations when equipped with Xaku.
-
Fixed craft times showing incorrectly for the Health, Ammo and Energy Restores in the in-game Market. This also fixed Antitoxin Blueprints.
-
Fixed characters running 1 frame behind in cinematics.
-
Fixed extreme fire rates with an unmodded Kuva Quartakk and the Quatz when using a rapid combination of mouse clicks.
-
Fixed multiple map holes by extraction that was allowing players to escape the boundaries in the Corpus Outpost tileset.
-
Fixed a flicker on Oberon’s Hallowed Ground when it fades in.
-
Fixed Frost/Frost Prime’s capes (on all skins) clipping through him in the login screen.
-
Fixed Lens Blueprints appearing as purchasable in the Amp configuration screen if no Lenses are owned. This also fixes unowned Lenses showing as owned in the Lens selection screen.
-
Fixed certain rocks in the Corpus Outpost tileset missing collision.
-
Fixes towards edge-case where players could become stuck in the Grineer Galleon tileset.
-
Fixed the sound FX that the Sepulcrum plays when you’ve reached 5 kills transmitting to all other players in the squad, regardless of distance.
-
Fixed random unlit large mass appearing in a room in the Corpus Gas City tileset (specifically in the Amalthea, Jupiter Spy mission).
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Fixed helix spin not properly resetting on sequential projectile shots, which caused corkscrew effect to look odd coming out of the barrel.
-
Fixed material issues with the hives in the Hive Extermination Deimos bounties.
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Fixed Concealed Explosives not dealing explosive damage to nearby enemies when directly hit when equipped on Spira, Kunai, Hikou, Fusilai, or Despair.
-
Fixed invisible platform over the crevasse in the Corpus Outpost tileset.
-
Fixed reticle turning and staying red in the Nihil boss fight while playing as Titania.
-
Fixed enemy levels in regular missions appearing incorrect when a Quest is active on the same node.
-
Fixed visual issues caused by maturing Companions in the Orbiter.
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Fixed the Incubator dome animation playing after selecting new companions or maturing them. Swapping will be instantaneous and no animation will be played as intended.
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Fixed network issue that would boot you back to the login screen after opening the Star Chart.
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Fixed the glow on the Skiajati’s pommel appearing when equipped with skins.
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Fixed choosing “none” as a companion in the Railjack Arsenal causing the camera to clip into the Arsenal itself. This also fixes the same thing happening when switching back and forth from the companion tab.
-
Fixed crash related to Codex.
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Fixed rendering issues with the Palatine Syandana.
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Fixed Prime details (specifically the golden ring) persisting on skins equipped on the Soma Prime.
-
Fixed Primary Kitguns appearing unmastered in your Profile, as reported here: https://forums.warframe.com/topic/1225889-primary-kitguns-appearing-as-unmastered-in-profile/
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Fixed multiple instances of an individual Prism appearing in your Profile.
-
Fixed Mesa being unable to double jump after activating Peacemaker right after jumping, as reported here: https://forums.warframe.com/topic/1232266-inability-to-double-jump-reproducible/
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Fixed the Focus points earned during missions appearing in the End of Mission screen but not the total owned Focus points. Both should now be showing as intended.
-
Fixed Articulas in a Gun Pose missing the actual weapon that is equipped.
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Fixed lighting for Kavats in the Codex looking all blown out.
-
Fixed some lighting issues on foliage across certain tilesets.
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Fixed issues with text in the Railjack’s Tactical Map when using a Warframe that has Helminth abilities.
-
Fixed some cases of enemies spawning inside/below the Cambion Drift map.
-
Fixed underground areas in Cambion Drift colliding with surface level cliffs.
-
Fixed Necramechs aiming sideways when moving to threats without having a valid target yet.
-
Fixed numerous camera alignment issues when talking to Father, Mother, and Otak.
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Fixed the Bounty stage tracker UI in endless Bounties showing as complete on Round 2. It will now reset after completing each round as intended.
-
Fixes to aid objective marker flow in Deimos.
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Fixed the Necramech Codex entry not showing what it drops (after Scanning).
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Fixed issues with Chat linking Necramech Mods.
-
Fixed inability to Chat link Necramechs.
-
Fixed issues with the Necramech icon and diorama when viewed in the Codex.
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Various fixes to lighting issues in Europa/Phobos and Sedna skyboxes.
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Fixed inability to equip Skins on the Catchmoon Primary Kitgun.
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Fixed constructing Xaku in the Foundry resulting in the hologram for the Mire appearing, rather than Xaku's helmet.
-
Fixed Nezha’s Prex card appearing distorted in the Codex > Fragments section.
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Fixed a frozen smoke/steam FX in the Grineer Shipyard tileset.
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Fixed Decoration placement issues where Decorations were snapping on all 3 axis when rotate is released.
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Fixed Spore Ephemera FX appearing as rectangles for Ash’s Bladestorm clones.
-
Fixed a script error that resulted in Ghouls not spawning.
-
Fixed Necramech Shocking Iron ability sound loop playing non-positionally when you Transfer out of the Necramech while ability is still active.
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Fixed an unpleasant, blinding, white flash as you load a level after skipping the fly in sequence.
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Fixed the Quassus and Gunsen gaining different Melee combo counters on first hit with the Slicing Feathers Stance. They will both have the same 3 combo counter hits now.
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Fixes and improvements to AI navigation and objective marker pathing in the Lua tileset.
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Fixed harsh water lines and misaligned waterfalls in the Deimos Horend tileset.
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Fixed overly shiny oil textures in the Grineer Settlement tileset.
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Fixed running out of Secondary Weapon ammo while holding a Datamass resulting in switching to an invisible Primary Weapon.
-
Fixed embedded Torid projectiles getting destroyed by incoming damage like an electrical Status Effect.
-
Fixed Kela De Thaym’s Health bar UI overlapping with the Orbital Strike warning message.
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Fixed Railjack Sungem Akin appearing as the default Railjack skin when viewed from the Orbiter. As reported here: https://forums.warframe.com/topic/1231000-railjack-skins-dont-apply-from-inside-your-railjack/
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Fixed a case of Companions Moas spawning in the Arsenal floor and then falling when equipped.
-
Fixed Kasio’s Rest Railjack Asteroid Base not actually firing missiles at you.
-
Fixed Focus Lenses missing their Focus School icon when viewed in the Inventory screen.
-
Fixed Helios struggling to Scan anything while you’re piloting a Necramech.
-
Fixed animation locking when switching to a weapon after using a Scanner via Hotkey.
-
Fixed rare cases where you could summon your Arch-Gun while in Titania’s Razorwing.
-
Fixed Ack & Brunt not fully unfolding when previewing it in the Arsenal.
-
Fixed hovering over the Isolation Vault Bounties in Cambion Drift and in windowed mode resulting in the info box for the Bounty going off the screen.
-
Fixed squadmate minimap icons appearing blue.
-
Fixed inability to trade one of multiple copies of Detect Vulnerability Mod if they're all maxed.
GENERAL BUG REPORT MEGATHREAD: https://forums.warframe.com/topic/1236078-deimos-arcana-bug-report-megathread-read-first-post/
* Now that you’ve made it to the bottom of the Update notes, each section will have details that match the thread breakout we created for the Public Test Weekend. The headings are:
Kitgun + Weapon + Arcanes
Necramech + Bounties
Warframe Changes + Augments
The Steel Path + Acolytes
Public Test Weekend #3 Notes:
Kitgun + Weapon + Arcane Changes:
Generally speaking, the major focus this week was split between Weapon tweaks and major Arcane buffs to give another chance at usability. The Arcane readability, numbers, and more have been significantly reviewed and changed for Deimos: Arcana!
Weapon changes:
Bubonico
- Increased accuracy of primary fire
- Increased speed of ammo regen delay from .9 to .5 secs
- Increased ammo regen rate from 6.75 to 16.875
- Increased status chance of alt fire from 53% to 57%
- Decreased primary fire rate from 4.16 to 3.83
Sporothrix
- Increased damage from 363 to 371
- Reduced embed time from 3 to .9 secs
- Increased flight speed from 190 to 270
Proboscis Cernos
- Increased pull strength of the tentacles
- Increased ammo pool from 7 to 9
Catabolyst
- Added base punch through dept of 0.9
- Increased clip size from 19 to 27
- Increased ammo pool from 95 to 135
Pulmonars
- Increased attack speed
Arum Spinosa
- Increased spine damage from 60 to 70
- Increased spine flight speed from 33 to 49
- Increased accuracy of spine throw
Arcanes: Theorem and Residual
The Theorem and Residual Arcanes were the most contested items on the Test Cluster over the weekend. We have made a concerted effort to reset how they work in context (mainly where the AoE spawns) and rebalance. The next steps for us are receiving feedback on the newer flow and newer stats for these upon release!
Notable changes include:
-
Residual Arcanes will now leave their AoE at the position of the enemy at the time of death. You will see a ring on the ground (with upgraded FX) that you can enter to begin your Residual/Theorem buffing process. This means you will not need to search for corpses that may have been blown off in the distance -- instead, you should have an easier and faster means of finding these AOE rings.
-
Significantly increased the active Duration of your stacks after leaving the AoE (from 5 to 20 seconds).
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Theorem Arcanes now go up to 5 Ranks with Stats to reflect this.
THEOREM INFECTION
Before: Standing in a zone created by a Residual Arcane increases damage of companions and summoned allies within 60m by 4%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.
After: Standing in a zone created by a Residual Arcane increases damage of companions and summoned allies within 90m by 24%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.
THEOREM CONTAGION
Before: Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 5m dealing 100 damage and applying a Status Effect. Globes will persist for 8s upon leaving the zone.
After: Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 15m dealing 150 damage and increasing their vulnerability to the globe’s damage type by 200% for 6s. Globes will persist for 30s upon leaving the zone.
THEOREM DEMULCENT
Before: Standing in a zone created by a Residual Arcane increases weapon damage by 4%/s stacking up to 15x. Effect persists for 5s upon leaving the zone.
After: Standing in a zone created by a Residual Arcane increases weapon damage by 12%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.
OTHER ARCANE CHANGES:
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Theorem Infection increased from +90% to +360% Companion damage at max rank and stacks
-
Residual Boils spawns cysts on the ground inside the trigger instead of on the enemy corpse.
-
Residual Shock now fires Lighting from a spike instead of the enemy corpse.
Warframe Abilities and Augment Changes:
We focused on the most consistently critiqued Warframes for this week, with some explanations on what’s to come (outside of this week). Generally speaking, we felt Zephyr needed the most attention, and while people appreciated aspects of Atlas and Nekros, there was more work to be done on their kits as well.
Chroma:
-
In addition to Chroma being able to select elements in mission real-time (the biggest change), Chroma’s selectable element HUD now uses colour coding in addition to icon coding.
-
Increased Spectral Scream damage from 200 to 400 Damage Per Second at Max Rank. This, combined with 100% Status Chance and Chaining should lead to some more deadly or useful scenarios, especially since you can use all 4 elements now!
Nekros:
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Nekros’ Soul Punch now has a new mechanic: Marked for Harvest. Enemies that are hit by Soul Punch but don’t die have a Duration wherein they’ll be eligible to become a Shadow if killed while Marked!
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This is in addition to the 25% lethality change and Shadow healing.
Zephyr:
The focus for this week was all about Airburst. Making the explosion valid for damage scaling changes the stakes when hitting groups with this ability which was a detail a few feedback posts requested or tried to make sense of.
-
Airburst now deals 35% Additional Damage per enemy hit either with the projectile OR the explosion damage.
-
Airbust now has a 50% chance of dealing a Physical status effect hit by this slice of air or it’s explosion radius, heavily skewing towards Slash.
Atlas:
Overall, we still intend to look more at Atlas’s Tectonics, but due to some AI complications and ‘gotchas’, we had to reset a timeline to revisit this with a future batch of abilities. For now, those who saw a slight utility boost in the AOE Damage / Stagger we added to Tectonics’ Bulwarks will benefit from what was observed on the Public Test Cluster.
Garuda Bleeding Talons Augment:
Generally speaking the action we felt necessary to take for launch surrounded Garuda’s Augment. All other augments performed as expected either in general or within their niches, there was consistent feedback about Garuda’s having a ‘feel’ issue.
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We have trimmed the animation time if released early and increased the range up to 9 meters for this Augment!
Steel Path + Acolyte Changes
In addition to written feedback and the poll results, we did a full statistical review of the amount of Steel Essence earned this weekend on both Test and Live, and we are moving forward with the values provided on the Test Cluster: 3 per Steel Essence Incursion Alert, and 2 per Acolyte (eligible for Resource Amount Boosting).
We settled on these values because of what happens when they're broken down by different acquisition methods: people gain Steel Essence at better rates when playing normally (i.e no AFK Macro detected)! In practice, the actual dependency on RNG and Eximus spawning is gone. You will have a stable, matchmaking friendly way to reliably earn Steel Essence in shorter intervals across more content.
In our view, it’s better to reward broader diverse play than hyper reward idle strategies, and the stats confirm this to be the case. On paper the absolute Top 1% of missions will see less Steel Essence per hour (i.e the single strategy AFK-Macro-run), every other mission strategy will see more.
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The Steel Path Acolytes now have received the same Status Effect eligibility treatment that Liches received in Update 27.3 earlier this year. This means we have slightly increased their health (scaled by squad size) as the Status Effect eligibility makes them easier to kill.
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Reduced the Melee attack damage on both Misery and Malice to avoid the more reported 1HKOs
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Created more regular spawn windows for Acolytes and fixed issues with them not spawning after 30 minute missions. They are guaranteed in each mission, and endlessly guaranteed in Endless missions!
Bounty Changes:
Pacing and bugs for the new bounty types have been reviewed, with some specifics to call out:
Codename: Polyp Juggernaut Bounty:
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Decreased frequency of random Juggernaut sniffing by over 50% to improve pacing.
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The Juggernaut moves faster.
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Increased the likeliness of a ‘truffle’ being closer to improve pacing
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General pacing improvements.
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Enemies now spawn on your Polyp Juggernaut’s position, making battle phase more engaging
Codename: Purifier Bounty:
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Purify Cell Carrier spawn rates increased to improve pacing.
Codename: Fluid Sac Encounter:
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Reduced ranged enemy presence, increased enemy density and reduced delay between reinforcements. Increase sac explosion radius from 10 to 13 meters.
Bonewidow Necramech Changes:
General Necramech Changes
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Necramechs (Bonewidow and Voidrig) now have a built in vacuum!
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Enemy Necramechs now have the ‘Lich’ treatment with vulnerability to Status Effects!
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Increased Shared Affinity Range in Landscape missions to 250 meters from 50 to assist with all things levelling on Landscapes (when Necramechs in non-Landscape missions come, this will of course change the levelling dynamic).
Bonewidow Changes
The Bonewidow was flagged as the item needing the most review, and we took a look at each Ability and made changes to its power, energy economy, and scalability.
Meathook
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Made the Meathook ability more responsive for targeting based on camera direction.
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Added a damage buff to melee attacks while holding an enemy on Meathook.
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Meathook now only costs energy on successful hit. It no longer costs energy to throw an enemy that is already held.
Shield Maiden
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Added ‘Ironskin’ style scaling to Shield Maiden, meaning all incoming damage right after the cast period scales the health of the Shield Maiden.
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Made the angle of Shield Maiden’s blocking angle more sensible for the front area of the Necramech.
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Blocking with both Ironbride and Shield Maiden will increase blocking angle.
Firing Line
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Energy cost reduced from 75 to 50
Exalted Ironbride
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Increased the damage overall for Exalted Ironbride since its attack speed is slower by design.
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Less energy is now required to sustain Exalted Ironbride.
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Slam attacks are better performing and more intuitive.
Not listed are the dozens and dozens of fixes included for launch on the more specific bugs and issues! A huge thanks goes out to the participants on the Public Test Cluster for giving us so much to work with. We spent the week with our heads down banging out as many meaningful changes that aligned with both the feedback received and our development goals. As is the way, things will still receive iteration and changes once our community-at-large is involved on PC and Consoles!
Edited by [DE]MeganRemoved Halikar ****** ;)