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Call of Duty Warzone New Modes Datamined, Revealing 13 Total Along With Descriptions

With Infinity Ward releasing a hefty new Call of Duty: Modern Warfare patch last week that included Call of Duty: Warzone fixes, the studio seems to have included some of the Call of Duty Warzone new modes they’re planning as well.

Thankfully, dataminers are on the case! Reddit user DougDagnabbit posted the latest datamine from the the patch, and it shows 13 new Call of Duty Warzone modes, and there are even descriptions too!

  1. Classic BR – No Cash, Contracts, Gulags, loadouts, or respawns‬

‪2. Mo Gulag Mo Problems – Dead players go to Gulag until final 3 circles, NO buybacks‬

‪3. BYOL – Bring your own loadout, start w/ your loadout‬

‪4. Non Stop – Gas always closing‬

5. PewPew – High dmg pistols & Explosive Physics‬

‪6. Run Like Hell – Circle is faster than a running player‬

‪7. Bottom Line – When a player dies they will drop back into the fight if they have enough cash on them. Gulag disabled‬

‪8. Realism – Minimal HUD ‬

The rest have no description in their strings.

‪9. Infinite Gulag – 🤷🏻‍♂️ ‬

‪10. Most Wanted – 🤷🏻‍♂️ ‬

‪11. One shot – Gonna go out on a limb here and say you’ll die in 1 shot ‬

‪12. Stimulus – I’m guessing more money available or just increased money rates in general‬

‪13. Inflation Redeployment – No clue 🤷🏻‍♂️‬

Aside from the Call of Duty Warzone new modes, it has now been confirmed that the bunker keypads scattered around the map can now have a “correct” input code in them which wasn’t possible before! There are also three key cards available which are green, red and blue!

In case you think this is all made up, you can check screenshots of some of the datamined code below.

Don’t forget, these are info obtained via datamining and as such, there is no guarantee that we’ll see this in the game. That said, they are in the game code, and with these things, it usually pans out.

In other Call of Duty: Warzone news, the game seems to be a lock for the PS5 and Xbox Series X based on Infinity Ward’s latest statement.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Call of Duty Warzone PS5 and Xbox Series X Will Be Supported by Infinity Ward, No Google Stadia Port Planned

Given how big Call of Duty: Warzone has become, and how the next-gen consoles (PS5, Xbox Series X) are headed to players later this year, some might be wondering how this will affect the game. Based on Infinity Ward’s comments, Call of Duty Warzone PS5 and Xbox Series X versions are guaranteed to be available.

In an interview with GamerGen (translated via Google), studio Narrative Director Taylore Kurosaki had this to say when it comes to Call of Duty Warzone PS5 and Xbox Series X availability.

Maybe you’re not allowed to talk about it too, but I’ll try : any Warzone or Modern Warfare port on PS5 or Xbox Series X ? Will it only be backward compatible or are you planning « new versions » ?

TK : I know that our plan is Warzone is going to be around for quite some time, so as soon as those new systems are out and available I’m sure we’ll support them.

In the same interview, Kurosaki also shot down the chances of Call of Duty: Modern Warfare and Warzone hitting the Google Stadia.

There was a Stadia Connect broadcasted a few minutes ago, anything planned for Stadia?

TK : We’ve got no plan of porting it on Google Stadia at this time.

Honestly speaking, not surprised at this bit of news regarding Warzone and next-gen platforms. I’d be more surprised if a big PS4/Xbox One game didn’t get a next-gen port.

In other Call of Duty news, Call of Duty 2020 should be getting announced later this month, and we’re excited to know more about it.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Upcoming Destiny 2 Season Changes Detailed

In the latest This Week at Bungie blog post by the studio, not only did we get an update on the on-going Guardian Games and which class is winning, but the studio also talked about the upcoming Destiny 2 Season changes planned.

Creative Director Evan Nikolich goes in-depth on how the season model will evolve in Destiny 2, and what to expect in Destiny 2, Year 4.

THE STORY CONTINUES

We have been making progress carrying the overarching narrative Season over Season in Destiny 2. Saint-14 and Osiris led to the Warmind which leads to… [REDACTED]
It’s not perfect yet. The bridges between Seasons can definitely be improved, and we could do a better job of recognizing prior Seasons’ narrative threads in the active Season. 
In Year 4, we are going to build a better interconnected narrative and, more importantly, let players be a part of that narrative no matter when they enter the current year. This means if you start playing in March 2021, you could go back and experience the Season 12 and Season 13 narrative content. We want our stories to feel more cohesive, flow with meaningful momentum Season over Season, and lead to an exciting climax each year.
That said, for a narrative to have weight, there needs to not only be meaningful change but also a meaningful way to experience the history of the world.
We haven’t preserved enough history for a player who comes in mid-year to have any concept of what came in that year’s prior Seasons. As a result, players can feel left behind later in the year and unable to experience the stories or to acquire prior Seasons’ weapons and gear. The Forsaken Season Pass allowed its content to build up over the course of the year, and that’s where we’re heading in Year 4.

As for activities, Bungie mentions that beginning in Season 12, the core parts of the activity experience will live on after the Season has ended. This means that later players joining in future Seasons, you’ll be able to jump into the older activity experiences without all of the season-specific requirements being a burden.

Let me give an example of how this might work in the future using Season of Dawn to illustrate. With our new approach, when Season of Dawn concluded we would have left behind the “Saving Saint-14” quest, the Exotic quests to acquire Devil’s Ruin and Bastion, and the Sundial activity. We would sunset the Obelisks experience to reduce clutter in the quest log and to keep bounty quantity from inflating across the game, and deprecate the Fractaline currency so it could be safely removed from the player’s inventory. The Obelisks were time intensive and we do not want to overload a player’s choices in engaging in the current Seasonal ritual versus the past Seasonal ritual. This is our current plan for Year 4 but, like everything else, these plans and exactly how content persists will change and evolve as we work. 
As for the rewards, which is possibly the most important aspect of it, Bungie plans to carry season rewards throughout the year. The studio is aiming for players to be part of the seasonal chase no matter when they enter the year and to reduce the pressure of having to collect everything during a single season. With this in mind, Bungie will be adding some selected weapons from Season 8, 9 and 10 to an engram will drop during Season 11!
Long term, we want to make sure that the rewards we release each Season are available to players throughout the year. Continuing with our Season of Dawn example, the rewards that came out of Sundial would continue to drop from Sundial. How the drops will occur will change (as, narratively, Osiris has left and we have removed the Obelisks), but weapons and gear would still be present. This is the obvious solution, but it suffers from a design perspective in creating a narrow pursuit focus. Having the rewards in just one location oversimplifies the pursuit game and has the same effect of limiting the ways you can play Destiny. 
Our focus is to broaden and provide multiple ways for you to earn past Seasons’ rewards. In addition to the rewards coming from the Seasonal activity, we are thinking of having the Seasonal rewards be available to earn in the core modes of play as well (Strikes, Crucible, and Gambit). If you’re getting tired of playing Sundial, you’ll have the opportunity to jump into Crucible or Strikes and pick up a couple of the Season of Dawn weapons we’ve handpicked. As the Seasons roll on, the rewards will continue to get added to these core activities and, as a player, you can tackle the pursuits at your own pace in your preferred mode of play and feel the world growing in terms of rewards. 

In short: Bungie wants to make seasons in Destiny 2 something that can be experienced all year round.

There are also changes coming to Weekly Bounties which you should read up here.

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Alex Co

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The Last of Us 2 Multiplayer Leak Gives Us an Early Look at the Crafting System

In case you didn’t know, a massive The Last of Us 2 leak surfaced last week that spoiled a lot of stuff in the game’s story. Not only that, but it even included bits about the forthcoming The Last of Us 2 multiplayer mode as well.

There will be no story spoilers in this post for those who have concerns although, fair warnings, we suggest you stay away from the comment sections and personal messages as users have been spoiling the main story of The Last of Us 2. We don’t condone it, but in this situation due to factions not being in the release of The Last of Us Part 2, we have made the exception to report on this The Last of Us 2 multiplayer leak as we have with other multiplayer titles. We have locked comments on the thread to avoid any potential spoilers. We have also modified the image to only show the system menu to hide potential spoilers.

There are a few interesting discoveries in these photos. For starter, it appears that the Gifting perk is being considered for a return. This perk allowed players to gift one another a random object during online matches.  The Nail bomb is also making its way back along with Molotovs. As for the other two items found on the top row, one is clearly a mine, which is new, and the other possibly a new icon for the smoke bombs.  The Armor system, however, appears to have been overhauled and no longer can be purchasable via the in-match store, but instead as craftable like the other items. A nice change if I must be honest as it will now limit the amount of usage armor has, whereas before players could stockpile scraps/parts and purchase them.

For comparison, this is the original crafting/store menu in the first The Last of Us Faction mode You can see some clear UI differences, but for the most functionality remains the same.

Of course, this is coming from a very early leak build (2018) and Naughty Dog made the decision to scrap the multiplayer from the original release back in 2019, so chances are what’s being shown above isn’t going to stick once their multiplayer experience is ready for release.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Summer Game Fest Announced to Fill the E3 2020 Void

E3 2020 may have been canceled, but that hasn’t stopped publishers and industry professionals from coming up with a solution. Introducing the Summer Game Fest, a season-long event that will give publishers and game studios a platform to host their own gaming events. 

Curator and host Geoff Keighley had this to say about the Summer Game Fest:

“In these uncertain and challenging times, it’s more important than ever that video games serve as a common and virtual connection point between us all. SGF is an organizing principle that promises fans a whole season of video game news and other surprises from the comfort of home.” 

The Summer Game Fest event officially kicks off this month and will run until August. It will feature top publishers such as Microsoft, PlayStation, Square Enix, and many more as shown in the tweet down below.

Here’s a trailer also showcasing some of the titles expected to appear, including Crystal Dynamic’s Marvel’s Avengers title and many more!

Events will be broadcasted across all major streaming platforms such as Mixer, Facebook, Twitch, Twitter, and Youtube, and if you wish to be notified when they plan on streaming, be sure to head on over to their official website: Summer Game Fest 2020. Additionally, it has also been confirmed that they will be delivering some playable content to viewers at home, although the exact details behind that are still not clear. 

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Rumor: Call of Duty 2020 Reveal Expected This Month, Won’t Be Called COD: Vietnam

Are you already looking forward to this year’s Call of Duty? If so, the Call of Duty 2020 reveal isn’t that far off given Activision usually reveals the Call of Duty game of the year in May for the past few entries in the franchise (Modern Warfare 2019, Black Ops 4, etc.).

This sentiment isn’t lost on us as we’re expecting this year’s Call of Duty to be revealed sometime this month. Even Call of Duty super fansite Charlie  Intel thinks the same way too.

In addition to that, YouTuber Long Sensation who leaked the name of Call of Duty 2019 as just Call of Duty: Modern Warfare, tweeted this way back in March (which we reported on back then).

https://twitter.com/LongSensationYT/status/1237828005235437569?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1237828005235437569&ref_url=https%3A%2F%2Fmp1st.com%2Fnews%2Frumor-call-of-duty-2020-reveal-happening-in-may-not-looking-great-at-the-moment

While we reported on Call of Duty 2020 being called Call of Duty: Vietnam just a few weeks ago, it seems that title is off the table according to reliable reporter and industry insider Jason Schreier.

Given the generation we’re in, I don’t think using the name of a country as the title of a first-person shooter will fly — even if it does reference or show the Vietnam War.

Bear in mind that the Call of Duty 2020 reveal could be pushed back from taking place this month due to the COVID-19 pandemic, but for now, we’re still expecting this year’s entry, which is heavily rumored to be in development at Treyarch, to make its debut sometime in May.

Are you looking forward to this year’s Call of Duty reveal? What title do you think Treyarch should go with if it’s not known as Call of Duty: Vietnam is focused on the Vietnam War?

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Unreal Engine 4.25 Update Will Add Initial Next-Gen Support Along With Ray-tracing

With the next-generation consoles being released this coming Holiday, developers behind the Unreal Engine are preparing for their imminent drop as the upcoming 4.25 update will add some initial support for both PlayStation 5 and Xbox Series X.

This news comes from the Unreal Engine 4.25 Release Highlights video where developers discuss the many new features introduced in the 4.25 update. At roughly the 45-minute mark of the video, Engineering Director, Marcys Wassner confirmed this update will introduce some support for the PS5 and XSX. 

One of the big things we have is initial support for next-gen platforms. So if you happen an Xbox Series X or PlayStation 5 developer, 4.25 will be the first place with initial support there.

Along with this, Ray-Tracing is now moving out of its beta phase and officially will be available for production with the 4.25 update. This decision was made based on the team feel that technology has “matured” enough and is ready for everyone to use. If you are interested in getting the full rundown of Unreal Engine 4.25 Update you can watch the video down below.

Unreal Engine 4.25 recently went into preview last March and has since received many updates that targeted animations, graphics, audio, rendering, and more. This is, however, the first mention of any next-gen support. We expect to hear more news on the added support as we inch closer to release, but in the very least, developers who are currently not working within Epic Games will now have the opportunity to start tinkering with next-gen support once this update has been released. 

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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PlayStation VR Facial Tracking Patent Aims to Deliver More Realistic Experiences

A number of new patents by Sony Interactive Entertainment have just gone public, revealing some of the potential work that Sony is experimenting with, including  a PlayStation VR facial tracking patent that will track facial features to provide a more realistic experience for users.

The first part of the “Integration of tracked facial features for VR users in virtual reality environments” patent discusses the ability of facial tracking that keeps tabs on facial movements. This includes the eyes and mouth movements, and in the example that the company uses it shows an onscreen avatar mimicking the same facial expressions of the HMD wearer being processed to another user who isn’t using an HMD.

A method for rendering a virtual reality (VR) scene viewable via a head-mounted display (HMD) is provided. The method includes detecting eye gaze of a user using one or more eye gaze sensors disposed in a display housing of the HMD. And, capturing images of a mouth of the user using one or more cameras disposed on the HMD, wherein the images of the mouth include movements of the mouth. Then, the method includes generating a virtual face of the user. The virtual face includes virtual eye movement obtained from the eye gaze of the user and virtual mouth movement obtained from said captured images of the mouth. The method includes presenting an avatar of the user in the VR scene with the virtual face. The avatar of the user is viewable by another user having access to view the VR scene from a perspective that enables viewing of the avatar having the virtual face of the user. Facial expressions and movements of the mouth of the user wearing the HMD are viewable by said other user, and the virtual face of the user is presented without the HMD.

What’s more, is that the company details in the patent the ability to identify a users’ nose. Yeah, we know it’s pretty weird but from the explanation provided it does seem to make a bit of sense as to why they would as it may offer a more realistic experience for the user.

The following implementations of the present disclosure provide methods, systems, computer-readable media, and cloud systems, for rendering virtual reality (VR) views into VR scenes for presentation to a head-mounted display (HMD). One method includes sensing the position of a nose of the user when the HMD is worn by the user. The method includes identifying a model of the nose of the user based on the position that is sensed. The model of the nose having a dimension that is based on the position of the nose of the user when the HMD is worn. The method further includes rendering images to a screen of the HMD to present the VR scenes. The images being augmented to include nose image data from the model of the nose. In one example, the HMD is configured to capture facial feature expressions which are used to generate avatar faces of the user, and convey facial expressions and/or emotion.

The embodiments described herein, therefore, enable systems of the HMD to track features of the user space, while wearing the HMD. The features can include identifying characteristics of the user’s nose and using that information to render at least a portion of the user’s nose in images presented to the screens of the HMD for viewing the virtual-reality content. By presenting images of the user’s nose in the images of the scenes being viewed, the images or partial images of the user’s nose will resemble the views that a user typically sees when not wearing an HMD. As such, the user’s brain viewing images will be accustomed to seeing at least part of the user’s own nose in the scenes, and the user’s brain will automatically filter out the presence of the nose.

However, by providing the user’s nose or partial views of the user’s nose in the scenes, it is possible for the user to feel a more realistic experience when viewing the virtual-reality content. If the user’s nose is not provided, at least partially in the images, the user’s appearance or perception of the virtual-reality scenes will be less than natural. As such, by providing this integration into the images, in locations where the user is expecting to see at least part of the user’s nose, the views into the virtual-reality content will be more natural, and as expected by the user’s natural brain reactions to filter out the nose. Embodiments described herein present methods for identifying the nose, characterizing the nose physical characteristics, and then generating models of the nose for presentation at least partially in the scenes.

And below are some images, one showing how this may work in a game with the center point being the nose itself. You may also notice the headset (presumably PSVR) has a slightly different design than the original model. Don’t take this as an indication that this is what the new VR headset will look like should Sony continue support for it into the PlayStation 5.

The ability to track facial expressions via the headset itself is a pretty cool idea and its one that was already being tested by other VR headset companies. One notably is Veeso, who published a video back in 2016 showing just that. Unfortunately, they never meet their Kickstarter goal and the project was shortly canceled after. Facebook is also experimenting with the idea.

For those who are active VR users, is this something that will interest you? I know for us we can see functions of emote becoming far easier to perform with this kind of technology. What are your thoughts? let us know in the discussion down below!

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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The Last of Us 2 Leakers Identified by Sony, Not Affiliated With Sony or Naughty Dog

Just a few days ago, a massive The Last of Us: Parti II leak sprung and shocked the gaming populace, as not only did it show gameplay, but also spoiled important plot points too. Initial rumors from various sources pointed to The Last of Us 2 leakers being disgruntled Naughty Dog devs, but it seems that’s not the case.

In a statement sent to GamesIndustry, Sony confirmed that the leaks did not come from anyone affiliated with Sony or Naughty Dog, and that the company has identified the primary individuals responsible for it. Aside from that, nothing else was shared, as it’s currently an on-going investigation.

Well, that settles it then; at least it’s not someone from Naughty Dog that did this and I suspect the individuals are in for a nasty lawsuit all because they wanted to ruin the fun for people.

Note that we don’t condone spoilers, and we won’t tolerate anyone posting spoilers in the comments regardless if they are hints, screenshots and whatnot. We will delete them and ban the people who attempt to do it.

In other The Last of Us 2 news, word got out yesterday that the full game will require 100GB of harddisk space and will come in two discs.

The Last of Us 2 will hit the PS4 this June 19 exclusively on the PS4.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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The Division 2 Title Update 9.1 Scheduled for Mid/Late May, Season Update Announced

While Ubisoft just released Title Update 9 for The Division 2 a few weeks ago, some players might already be looking to The Division 2 Title Update 9.1, and it’ll be in it. While Ubisoft hasn’t revealed the full patch notes just yet, we do know the overview of stuff it’ll fix.

During this week’s State of the Game devstream, Ubisoft Massive talked about Raid 2, and some of the changes planned for The Division 2 Title Update 9.1, and when it’s scheduled for release.

Title Update 9.1

Server vs. Client Updates

There are two kinds of updates. With client updates, they can change the world, the UI, and more deep and overall changes that impact directly the experience of the player. (For example, when they address DZ FPS) The server updates can be done during the regular maintenance.

Date

Title Update 9.1 is scheduled for mid/late May. The exact date should follow next week.

Content

TU9.1 should address the following:

  • NPC aggressiveness
  • NPC targeting accuracy
  • Grenade accuracy
  • FPS drops in the Dark Zones
  • The Warhound Convoy activity is considered too generous as-is, and is something the developers will look into for the patch.

Regular server-side updates will continue in the meantime, including a planned update next week. A release date for Title Update 9.1 is also anticipated next week.

Raid 2 Update

Currently, the second raid has a spring release and is not specifically tied to the June Title Update.

They will announce the Raid release ahead of time so that you can prepare for it and gear up.

They don’t want to combine the raid-release with a lot of balance changes, because the players need to know the game and have their builds ready to have a good chance to complete the raid.

So in short, you will know when the raid will drop ahead of time so that you have a chance to be ready.

In addition to that, there’s also an Season update that introduces the Home League event.

Season Update

New Event – Home League

  • Runs for two weeks.
  • This is the first League to feature activities in New York.
  • Gain up to 60 ranks to earn 10 rewards, including a unique backpack trophy and an Exotic Cache.

Three Manhunt Targets are now available as of last week.

  • They will be available until the end of the Season.
  • Clear all four Manhunt Targets to get access to the Prime Target.
  • Beating the Prime Target, once available, will unlock a new Skill mod.

Once we know more info regarding Title Update 9.1, we’ll be sure to let our readers know.

Source: Reddit

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Alex Co

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Public Event for Evo 2020 Cancelled, Online Event Planned for Summer

The team over at Evolution Championship has officially confirmed that the public portion for Evo 2020 has been canceled due to COVID-19 concerns. For those who have already purchased tickets for the event, the organizers are offering full refunds on them.

The event was previously reported to still be on track for the end of July and early August, though an official tweet by the Evolution Championship Series organizers confirmed that this has now been changed. 

Due to COVID-19, we are sadly canceling Evo 2020 at Mandalay Bay and refunding all purchased tickets.

Now to keep the Evo spirit alive, we’re bringing the event online this Summer. More information coming soon!

The health and well-being of our community is our highest priority. We hope everyone stays safe during this time. – the Evo team

The organization now plans on hosting its Evo 2020 tournaments via online stream, though exactly how has yet to be revealed. We will most likely get something similar to the Final Kombat Mortal Kombat tournament where qualifiers were still invited to the event to resume the championship tournament. It will sadly be a whole lot more quieter this year, though in the very least we can still look forward to any of the major announcements made during the tournaments. 

We’ll be sure to push an update once the details have been finalized. Evo 2020 is the latest event to be canceled due to health concerns. If it wasn’t clear already, expect all gaming related events that haven’t been canceled yet to most likely be canceled. 

 

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Star Wars Battlefront 2004 Update Adds Online Multiplayer

Are you a fan of Pandemic Studios’ Star Wars Battlefront? While the game was released way back in 2004, the actual multiplayer portion of it went offline just in 2014. Well, there’s a Star Wars Battlefront 2004 update and it adds online play back in!

Alongside the multiplayer support added to this Star Wars Battlefront 2004 update, it also adds support for French, Italian, German and Spanish, and “additional audio support,” fixes for various menu and gameplay issues that surfaces based on different screen sizes.

If you’re planning on getting Star Wars Battlefront 2004, it’s on sale now on Steam and is for sale for roughly $4. This could be a good alternative to DICE’s Star Wars Battlefront 2, which is an awesome game as well.

Speaking of which, DICE has announced last week that Star Wars Battlefront 2’s latest content drop, Battle of Scarif, will be its last, though players can still expect double XP, and other events to take place in the game.

Anyone up to playing this classic Star Wars Battlefront title? If so, how’s the player base? Let us know your thoughts down below in the comments.

Source: GameWatcher

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Alex Co

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Destiny 2 Xur Location Today and Items – May 1, 2020

It’s Friday and that means another Destiny 2 Xur location today and items for May 1, 2020! Curious what the hooded figure is selling? Wonder no more! Check out the complete inventory below.

Destiny 2 Xur location today and items – May 1:

Xûr, Agent of the Nine

Description:

A peddler of strange curios, Xûr’s motives are not his own. He bows to his distant masters, the Nine.

Location:

The Rig, Titan

Exotic Gear:

Name Type Armor Perk Perk 1 Perk 2 Cost
Monte Carlo Primary Auto Rifle 29 Legendary Shards
Khepri’s Sting Hunter Gauntlets 23 Legendary Shards
Severance Enclosure Titan Chest Armor 23 Legendary Shards
Skull of Dire Ahamkara Warlock Helmet 23 Legendary Shards

Consumables:

Name Type Cost
Five of Swords Challenge Card

What’s a Xûr?

Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector in each of the Worlds, depending on the current Flashpoint. Xûr sells Exotic equipment and only takes Legendary Shards in exchange for them.

TL;DR: He’s the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it’s coal.

When does Xûr visit?

Xûr visits every Friday at 17:00 UTC and departs at reset. If you would like to see all the live conversions of Time Zones, please follow this link here.

Sort comments by New to join the conversation!

Don’t forget to check out the Trials of Osiris rewards reset for the week right here.

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Alex Co

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Destiny 2 Trials of Osiris Rewards This Week – May 1

With Bungie shuffling rewards for Trial of Osiris every week in Destiny 2, we’ve decided that aside from Xur, we’ll be posting the Destiny 2 Trials of Osiris rewards this week and every weekend!

Destiny 2 Trials of Osiris rewards this week – May 1:

Trials of Osiris are LIVE

This thread is for all general discussion, questions, thoughts, musings, wonderings, etc. for the Trials of Osiris.

FAQ

What is Trials of Osiris?

  • Trials of Osiris is the pinnacle PvP activity. Every Weekend, the best players compete in 3v3 Elimination for one goal: Go Flawless.
  • To start, head to Saint-14 in the Tower Hangar and buy one of the possible passages (see below).
  • To reach Flawless and get to the Lighthouse, you need to win 7 matches without losing one.
  • It uses Win Based Matchmaking, which means you’ll face teams with a similar amount of wins on their card. Matches will get harder as you win more matches.
  • There is NO fireteam matchmaking. You need to team up yourself!
  • Power Level matters, however bonus power from the artifact is not enabled.

How Long do the Trials of Osiris last?

  • Event Starts: Every Friday at Daily Reset (1700 UTC).
  • Event Ends: Following Tuesday at Weekly Reset (1700 UTC).

Where do I go to find Guardians to compete with in the Trials?

  • You can head over to /r/Fireteamswww.The100.io, Xbox LFG system, DestinyLFG.net or DestinyLFG.com, or go to the Bungie.net recruitment forum (also available through the Bungie App).

What if I have a question about another piece of armor/weapon or general Trials question?

  • Use Control + F (Or Command + F if on a Mac) and search for keywords in your question. Someone may have asked it already. If they haven’t ask right below.

Trials of Osiris Map

Anomaly

Rewards

Rotation not known yet, please let us know!

CW Map 3 Wins 5 Wins 7 Wins Flawless
18 Anomaly ? ? ? ?
17 Burnout Chest Sniper Fusion Chest
16 Exodus Blue Auto Rifle Chest Legs Arms
15 Rusted Lands Scout Rocket Launcher Shotgun Legs
14 Cauldron Arms Fusion Chest Helmet
13 Widow’s Court Rocket Launcher Arms Sniper Class Item
12 Anomaly Shotgun Auto Arms Chest
11 Burnout Scout Rocket Fusion Arms

Rewards

  • 3 Wins (Powerful): Exile’s Curse (Fusion Rifle)
  • 5 Wins (Powerful): Astral Horizon (Kinetic Shotgun)
  • 7 Wins (Pinnacle): Helmet
  • Flawless (Pinnacle): Class Item

Bounties

Name Description Cost Requirement Reward
Arsenal of Light As a fireteam, defeat opponents using abilities in the Trials of Osiris. 1000 Glimmer 100 Ability XP & Glimmer & 35 Valor Rank Points & 5 Trials Token
Stormbolt Alignment As a fireteam, defeat opponents using Arc damage in the Trials of Osiris. 1000 Glimmer 100 [Arc] Arc XP & Glimmer & 35 Valor Rank Points & 5 Trials Token

Passages

Name Perk Cost
Passage of Mercy Forgives one loss per run. 25000 Glimmer & 15 Legendary Shards
Passage of Ferocity With zero losses, your third win grants a bonus win. 25000 Glimmer & 15 Legendary Shards
Passage of Wealth Increased tokens from completing and winning Trials matches. 35000 Glimmer & 25 Legendary Shards
Passage of Wisdom Grants bonus XP from Trials wins, scaling with the number of wins on a ticket. 35000 Glimmer & 25 Legendary Shards
Passage of Confidence Grants bonus rewards from Flawless Chest. 50000 Glimmer & 50 Legendary Shards

Don’t forget to check Xur out this week and what he’s selling as well as the weekly reset.

Note that we’ll be updating the post as more info comes in.

Source: Reddit

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Warframe Update 27.4 Brings Railjack Changes and Lots More

PC Warframe players, Digital Extremes has released Warframe update 27.4 which brings Railjack changes and lots more! Console gamers should see this soon-ish and once we know more, we’ll let our readers know. Check out the huge patch notes list below.

Warframe update 27.4 patch notes:

General Changes:

  • Doubled the Railjack’s innate loot-pickup (Vacuum) Range.
    • We’ve also improved the way that Vacuums pull items towards the player and the Railjack. The maximum amount of time it takes for the pick-up to reach the player should be a little more consistent now (about 0.75 seconds in most cases).
  • The Sentient Anomaly in the Veil Proxima now has no downtime – it rotates every 30 minutes to a different node with no downtime in between.
  • Changing the pacing and general feel of all Railjack Piloting and movement to be less reliant on the optimal strategy of “Single strafe Boost then Repeat”:
    • Doubled the Railjack’s base Speed.
    • Lowered Boost Speed by 75%
    • Increased the Boost Speed cost of dodge.
    • Increased Boost Drain
  • Made scale a factor in damage reduction and bonuses. This means Archwings and their weapons will do more damage to ships, while also taking less damage from them.
  • Fixed inconsistencies with the sensitivities of the emplacement positions (side turrets now match the pilot turret)
  • Doubled Revolite crafting yield from 50 to 100.
  • Tripled values of Titanium and Asterite resource drops.
  • Grineer on-foot enemies now drop Archwing Mods, and Captains drop Operation and Dual Stat Archwing Mods.
  • Added an Omni Tool binding when using a controller! The default binding is RB + Right Directional-Pad button, to customize go into your Options > Controls > Customize Controller > Ability Menu > Bind ‘Equip Omni’.
    • The Omni Tool will only be equipped using this shortcut option if it is in the Gear Wheel!
  • The Omni tool will now slot into the first available slot in the Gear Wheel when given to players instead of being appended to the end.
  • Removed unnecessary ability to use the Omni tool outside of Railjack missions.
  • Railjack sessions now lock after 5 minutes or if 50% of the Fighters have died – similar to normal sessions.
  • Removed the whirly spin move of one of the Sentient fighters. He was having just a little bit too much fun and the other Sentients were just not having any of his funny business.
  • Updated the look of the Taktis Grineer Fighter ships.
  • Made slight visual updates to the search bar in the Avionics screen.
  • When transitioning between Railjack missions, your Warframe/Operator Health/Shields will be restored as well as any Vazarin instant Revives.
  • Railjack Missions now reward more Credits at End of Mission to tie some of the main currencies into the reward structure more heavily.
    • Earth Proxima Missions reward 30,000 – 45,000 Credits depending on the node.
    • Saturn Proxima Missions reward 50,000 – 75,000 Credits depending on the node.
    • Veil Proxima Missions reward 80,000 – 150,000 Credits depending on the node.

Ship Combat Changes:

  • Changed all Health, Shield and Armour to use the new Tenno versions introduced in Warframe Revised.
  • Halved the Health and Armour of all Grineer Fighters.
  • Randomized the amount of Fighters required to be killed during the Extermination portion of the Skirmish mission so it’s not always the same.
  • Decreased the amount of time between landing the killing shot to the enemy explosion on Fighters (0.1 – 1 sec) down from (1-3) seconds. The effect of this will be not only a quicker pace, but also a quicker time to spawn any drops.
  • Decreased Railjack Shield Recharge delay from 5 to 3 seconds. Shield Recharge delay remains at 5 second based on Public Test results.
  • Railjack Weapon heat build up changes:
    • Apoc – Sigma/Lavan/Vidar heat build up reduced from 20 to 12. Zetki from 40 to 20
    • Carcinoxx – Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zetki from 20 to 12
    • Cryophon – Zetki from 400 to 350
    • Photor – Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zetki from 20 to 12
  • Railjack Weapon changes:
    • Milati Multi Missile
      • Reload speed increased from 5 secs to 2 secs
      • Projectile speed increased from 250 to 400
    • Pulsar damage increased:
    • Sigma/Lavan/Vidar
      • MK 0 – 43 to 52
      • MK 1 – 78 to 94
      • MK 2 – 133 to 160
      • MK 3 – 213 to 256
    • Zetki
      • MK 1 – 117 to 141
      • MK 2 – 200 to 240
      • MK 3 – 320 to 384

On-Foot Combat Changes:

  • Reduced the Health of all on-foot Grineer Railjack enemies by half.
  • Removed scaled damage controllers from all on-foot Grineer Railjack enemies.

Pacing Changes:

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

Archwing Changes / Fixes:

  • Longstanding issues with the usability of Archwing Melee has been fixed.
    • Made numerous changes here based on Public Test results, including further Melee weapon rebalancing.
    • Increased base Melee magnetism range from 100 to 140m
    • Decreased chance of Enemy Fighters performing a maneuver to break away from Melee attacks from 100% to 10%.
    • Increased camera offset from Enemy Fighters from 25 to 30m to help show action.
  • Archwing Melee Range Mods now affect aim assist lock-on range.
  • Archwing Gun stats normalized – space combat now uses ground “Heavy Weapon” stats.
  • UI Lead indicator has been added to relevant Archwing Guns.

Systemic Changes: 

  • The Kuva Lich ‘Valence Fusion’ has been added for built Armaments and Components. Introducing RAILJACK VALENCE FUSION – players can now fuse duplicate built or unbuilt stats to their favorite built parts, boosting them. Based on Public Test Cluster feedback, this no longer requires built Armaments and Components to Valence Fuse: Wreckage can be used, with a resource cost (Max 40%!). Built Armaments and Components can also be used and consumed, with a Dirac cost.
    • Requires Dirac to perform if VALENCE FUSION occurs for built Armaments and Components.
    • Requires Resources and Credits if VALENCE FUSION occurs for Wreckage of Armaments and Components.
    • Combining matching tiers gives 10% boost in stats
    • Combining lower tiers gives 5% boost in stats.
    • Two tiers removed (MK3 with MK1) is 2% boost
    • You can only VALENCE FUSE the same House and type of Armaments and Components across all MKs – much like Kuva Lich Weapons.  Also Sigma equipment (your starting equipment or purchased from the Dojo) cannot be upgraded in this way.

Affinity and Intrinsic Gain Changes: 

  • Doubled Affinity-to-Intrinsic Point conversion. You will now gain Intrinsics 2x faster.
  • Increased the earned Affinity on killing Elite Fighters and Outriders.

Avionics Changes: 
When it comes to Avionics changes, there’s an overarching goal: Simplify Avionic management.

  • Each Integrated Avionic Type will now only exist with a single Manufacturer rather than three Manufacturer flavors. What this means is that there won’t be 3x variants of the same Avionic.
  • Consolidated Avionics have had their Avionic Capacity Drain altered so that on average the Integrated Avionics now consume 20% less. This ensures players can more comfortably fit the builds they want in the new consolidated system based on Feedback from the Public Test Cluster.
  • The ‘retired’ Integrated Avionics will be removed from players inventory via a script on login.
  • The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of its Type.
  • ALL Dirac used to upgrade Integrated Avionics will be refunded. This applies to both retired and remaining Avionics.
  • ALL remaining Integrated Avionics will have their Upgrades drained.
  • Added ‘Incomplete’ tab/category to the Avionics screen in the ‘Configure Railjack’ panel, Mods Segment screen, and the Codex.
    • Avionics, Mods, and Arcanes that are not owned are marked as ‘preview’ in this category and those that you own but have not ranked to Max are also in this category.
    • 53fa1e25a1d0b7e92c5ae3142eabfb78.jpg
  • You can now Chat Link Avionics!

Battle Avionic Refresh:
Munitions Vortex

  • Reverted to ‘as is’ based on Public Test results, albeit with brand new FX for understanding scale / effect of Avionic.
  • Vortex is now attached to the front of your Railjack
  • Increased Vortex radius from 30 to 60
  • Increased radius from 150 to 200

Countermeasures

  • Initial use cost of 5 Flux Energy, double cost if used again within 4 secs up to a cap of 40 energy (5/10/20/40)

Blackout Pulse

  • Display range stat on all marked targets while projectile is in flight
  • Increased radius from 100 to 200
  • Increased damage from 250 to 500

Particle Ram

  • Requires forward velocity to be active
  • Increased speed of projectile when its launched
  • Increased length of projectile so targets stay within the damage field as long as they did before with slower projectile
  • 50% more Damage during a Vector Maneuver
  • 100% more damage when launching the Particle Ram
  • Now accepts Energy colour.

Shatter Burst

  • Display range stat on all marked targets while projectile is in flight
  • Range increased from 120 to 200
  • Damage increased from 500 to 1000
  • Radius increased from 60 to 80
  • Fall off decreased from 100% to 50%

Void Hole

  • Decreased duration from 25 to 12 secs
  • Increased attraction strength

Fiery Phoenix

  • Decreased energy drain from 5 to 2.5 per sec

Seeker Volley

  • Increased damage from 1000 to 1600
  • Increased Critical Chance from 20 to 40%
  • Increased speed from 120 to 260

Tactical Avionic:
Fire Suppression

  • Changed the Fire Suppression Tactical Avionic to always fix only one Hazard, and upgrading the rank reduces the cooldown.
    • Previously the only reason you would have upgraded this avionic was to handle more Hazards at once, but now your Railjack can only have 1 Hazard at a time. Reducing the cooldown instead still gives you a reason to rank it up.

NEW AVIONICS!
Find these new Avionics from Earth, Saturn, or Veil Proximia Grineer Fighters to enhance your Railjack (these values are with Max Rank Avionic and Max Grid Rank):

Deep Hold (Lavan)
Increase Forge Capacity by 60%.

Cruising Speed (Zetki)
Increase Speed by 80% when no enemies within 3000m.

Quicklock (Lavan)
Decrease Ordnance Lock-on time by 75%.

Artillery Cheap Shot (Zetki)
Forward Artillery has a 50% chance to not consume Dome Charges.

Ordnance Cheap Shot (Lavan)
Ordnance weapons have a 50% chance to not consume Munitions.

Turret Velocity (Vidar)
Increase Turret Range by 25.3%. Increase Turret Projectile Speed by 55%.

Archwing Melee Stat Refresh (NEW based on Public Test Feedback): 
Mastery Rank 0-3
Veritux

  • Damage increased from 300 to 360 470

Onorix

  • MR increased from 0 to 1
  • Damage increased from 290 to 320 412

Agkuza

  • MR increased from 0 to 3
  • Damage increased from 350 to 436
  • Status chance increased from 10% to 15%

Mastery Rank 4-6

Kaszas

  • MR increased from 0 to 4
  • Damage increased from 325 to 392
  • Status chance increased from 15% to 20%
  • Critical chance increased from 10% to 15%

Rathbone

  • MR increased from 0 to 6
  • Damage increased from 280 to 340 450
  • Status chance increased from 7.5% to 12%
  • Critical chance increased from 15% to 20%

Mastery Rank 7-9
Knux

  • MR increased from 0 to 7
  • Damage increased from 325 to 340 445
  • Critical chance increased from 10% to 13%

Centaur

  • MR increased from 0 to 8
  • Damage increased from 280 to 290 376

Prisma Veritux

  • MR increased from 0 to 8
  • Damage increased from 300 to 320 394
  • Critical chance increased from 15% to 30%

Arch-Gun Changes:

Grattler

  • Proximity fuse has been added to Grattler rounds in space so they explode when they are near a target.

Phaedra

  • Phaedra accuracy increased.

Imperator Vandal    

  • Imperator Vandal accuracy increased.

Dual Decurions

  • Recoil reduced for Dual Decurions in space.
  • Increased accuracy.
  • Decreased zoom FoV.

Larkspur

  • Reduced the collision size of Larkspur’s Alt Fire projectile.

Velocitus

  • Increased size of Velocitus projectile in space.
  • Quick shot Damage increased from 200 Magnetic to 150 Impact, 150 Puncture, 150 Slash and 150 Magnetic.
  • Quick shot Critical Chance increased from 25 to 30%.
  • Charged shot Damage increased from 1200 Magnetic to 400 Impact, 400 Puncture, 400 Slash and 400 Magnetic.
  • Charged shot Critical Chance increased from 30 to 60%.
  • Charged shot Critical Damage increased from 3 to 3.6x.

Corvas

  • Minimum Fall Off Damage increased from 175 to 440.
  • Charged Shot Critical Damage increased from 2.6 to 3x.

Kuva Ayanga

  • Ammo regen delay decreased from 1 sec to 0.7 secs.
  • Ammo regen rate increased from 10 to 66.
  • Fall Off min Damage increased from 120 to 137.

Railjack Fixes:

  • Fixed attempting to exit the Railjack right when the Host selects another mission to warp to resulting in the left-behind player dying and sometimes unable to Revive.
  • Fixed lingering Revo Reducer buff after equipping and unequipping the Revo Reducer Avionic until they complete a mission or leave their Dojo.
  • Fixed cases where the doors in the Railjack would have collision and prevent players from passing through them.
  • Fixed inability to load into the Dojo via Railjack Navigation.
  • Fixed Railjack Reactors that have the “50 Shield per unused Avionics Capacity” perk not applying the perk when first loading into a Railjack mission.
  • Fixed Clients having a 5 minute Arch-Gun Deployer cooldown if you were outside the Railjack when a Host migration occurred.
  • Fixes towards an inescapable black screen if you were inside a Crewship as the Operator when it exploded.
  • Fixed Client’s inability to destroy a Grineer Crewship with the Forward Artillery if the Crewship was near disabled.
  • Fixed ‘Reflex Aim’s’ snap aiming not properly targeting the ships from a split Gyrex.
    • The target lead indicators will now follow the ships split from the Gyrex, but since radial damage does not hurt them, ‘Target Sync’ will not lock-on to them. This was set this way so that players do not waste their Munitions. 
  • Fixed Chroma Elemental Ward issue where casting it on yourself through the Railjack Tactical Map, then overriding it with your own cast causing the bonuses from the Tactical Map cast to never expire.
  • Fixed a functionality loss when using Transference while transitioning through a loading tunnel (Void tunnel).
  • Fixed Clients out in space that experience a Host migration, resulting in an ability to take your Heavy Weapon into the Railjack and POIs as a regular ground weapon (Primary).
  • Fixed being placed inside an Artillery and falling through the level to escape if you used Join Warp on a player on said Artillery.
  • Fixed your Warframe’s body not moving with camera aim when using the Railjack’s Forward Artillery.
  • Fixed using Transference when Piloting or using side Turrets in Railack as Operator causing it to cast the first slotted Battle Avionic.
  • Fixed Clients loading into an untextured level when sitting in the Archwing Slingshot during a Host Migration.
  • Fixed Focus Convergence Orb markers appearing in Space instead of inside the ship when piloting Railjack.
  • Fixed starting a second Railjack mission preventing Melee Finishers from working until respawned.
  • Made multiple fixes for jittery and weird cloth physics when hanging out in the Railjack. This also fixes issues of rigid cloth after dismounting from the Pilot seat.
  • Fixed Clients loading into Railjack missions from Dry Dock after accepting an invitation from Host getting stuck in infinite loading.
  • Fixed issue where Clients would get stuck in the Forward Artillery and above the intended area in the Railjack when entering and exiting the Forward Artillery back to back.
  • More fixes towards players finding themselves in all kinds of brokenness when using Archwing Slingshot on a Crewship that had just been destroyed.
  • Fixed elements of the Tactical Menu map disappearing in certain aspect ratios.
  • Fixed Clients getting left behind when starting a second Railjack mission from the Dry Dock and Hosts getting stuck in infinite load.
  • Fixed objective markers sometimes not showing after subsequent Railjack runs as Host.
  • Fixed fighter/Crewship objective markers reappearing after migration when they had already been completed.
  • Fixed Operator faces getting all messed up when piloting Railjack. Space fighters are thankful they no longer have to witness that horror anymore.
  • Fixed meltdown projector showing for players that are still inside the Crewship.
  • Fixed multiple issues related to Railjack for Clients invited to someone’s Orbiter including:
    • Fixed an issue where using “Board Railjack” / “Return to Orbiter” from the top menu while not close to the action itself would fail to execute it.
    • Fixed an issue where Clients would spawn in a “random” spot on the Railjack instead of in the bridge like the Host does if they were still in the Orbiter.
  • Fixed the Railjack Sungem and Caballero skins having the Ordnance and Nose Turret weapons clipping with parts of the Railjack/Skin.
  • Fixed the waypoints for Commanders in Railjack missions not having distance information.
  • Fixed Dragon Key debuff indicator appearing as a red dot in the HUD when Piloting the Railjack.
  • Fixed purchasing a Glyph to equip on your Railjack only applying the icon, but not setting the selected item. This resulted in the Glyph slot name not updating and selecting to equip a new Glyph would auto focus the old Glyph you had before the purchase.
  • Fixed teammate buttons in the Railjack Tactical Menu overlapping the location text.
  • Fixed super long Railjack names overwhelming the Railjack HUD.
  • Fixed UI becoming unresponsive after opening the Nightwave screen as the Operator when returning to the Dry Dock from a Railjack mission.
  • Fixed Elemental Resistance Avionics not Ranking up properly.
  • Fixed accessing the Railjack Arsenal from the Orbiter leading to camera placement issues.

Defendable Objects: Healing AoE and Damage Reduction Changes:

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

All the initial information can be found in the Dev Workshop:
https://forums.warframe.com/topic/1181914-dev-workshop-healing-defendable-targets/

 

Heal Source

Normal effect

Effect on all types of static Defendable objects (Cryopods, Excavators, etc)

How did this work before this Update?

Gara – Mending Splinters

3 HP per sec for each active splinter

Fine as is.

As is

Hildryn – Haven

500 Max Shields

80% faster Shield recharge

Fine as is, will inherit the Normal effect behavior.

On live does nothing

Trinity – Blessing

Up to 100% HP and Shield restore

Previously did nothing. Now, will Heal for 500 over 5 seconds, can’t stack

On live does nothing

Equinox – Mend

25 Shields for each enemy killed

Burst heal based on how much damage was dealt

Notes: Since the heal amount is based on player damage, the numbers are astronomical which will lead to imbalances outside our goal here.

Previously did nothing. Now, Allow the Shields component to work and heal for 500 over 5 seconds, can’t stack.

Does not affect (health nor shield)

Vazarin – Protective Dash

5 seconds invulnerability

60% Heal over 5 seconds

No invulnerability

Heal for 500 over 5 seconds, can’t stack

Works at full effect

Khora – Venari

Heal for 50 hp/sec

Fine as is. Will return functionality that kicked this whole Workshop off.

We will be returning the functionality it had before

Hydroid – Curative Undertow

Heals 30% hp every 1.5 secs when ally stands on it

Previously did nothing. Heal for 100 per 1.5 sec

On live does nothing

Harrow – Penance

Heals allies for a % of damage dealt

Notes: Similar to Equinox, very hard to balance for this since it’s based on damage dealt.

Heals are capped up to 50 per second.

On live does nothing

Oberon – Renew

125 burst heal

50 health per sec

Previously did nothing. Now, Fine as is and will inherit this behavior.

On live does nothing

Garuda – Blood Siphon

Heals by % of missing health

Doesn’t apply, for flavor we think this shouldn’t.

On live does nothing

Inaros – Scarab Swarm

Heals for damage dealt by Swarm Projectile divided by allies in range.

Fine as is, will inherit this behavior.

On live does nothing

Nidus – Ravenous

Heal allies standing on it for 20 HP per second

Fine as is, will inherit this behavior.

On live does nothing

Wisp – Vitality Mote

Increase max hp by 300 and heal for 30 hp  per second

Fine as is, will inherit this behavior.

On live does nothing

Volt – Capacitance

Grants shields based on 3% of damage dealt

Capped at 250 shields, no overshields

On live does nothing

Titania – Passive

4 Heal Per Second for 20 Seconds,

Fine as is

On live does nothing

Sancti Magistar

Heals for damage dealt in an AoE

Heal for up to 500 over 5 seconds, can’t stack with other players. Going from a burst to Heal over Time.

Going from burst to heal over time

Ancient Healer

Heal for 100 HP every 20 seconds

Fine as is

As is

Rejuvenation Aura

Heal 3 HP per sec

Fine as is

As is

Arcane Pulse

60% Chance to heal for 150 HP when picking up a globe with a 15 sec cooldown.

Fine as is

As is

 

Damage Reduction

Damage Reduction Source

Normal effect

Effect on all types of static Defendable objects (Cryopods, Excavators, etc)

How did this work before this Update?

Trinity – Blessing

50% Damage reduction

Capped at 50% Damage Reduction

On live does nothing

Mirage – Total Eclipse

Grants 75% Damage reduction to allies

Capped at 50% Damage Reduction

On live does nothing

Titania – Thorns

50% damage redirected to enemies

Fine as is (no effect)

On live does nothing

Gara – Splinter Storm

70% Damage reduction

Capped at 50% Damage Reduction

Works at full effect

Ember – Immolated Radiance

50% of Immolates Damage reduction applies to allies

Capped at 50% Damage Reduction

On live does nothing

Baruuk – Desolate Hands

80% Damage reduction

Capped at 50% Damage Reduction

On live does nothing

Harrow – Warding Thurible

40% Damage Reduction

Capped at 50% Damage Reduction

Works at full effect

Nezha – Warding Halo

Absorbs 90% of damage

Capped at 50% Damage Reduction

On live does nothing

Conclave Mods Converted to PVE: 

The following Conclave Mods have been converted/balanced to PvE Mods! If you already own these Mods they will automatically be available in your Arsenal. You can still obtain these Mods via Conclave, but will also be added to Nightwave Series 3: Glassmaker Cred Offerings.

  • Warframe PVP to PVE Mods (listed at max Rank):
    • Rumbled (Atlas, Rumblers Augment): Atlas becomes a Rumbler with Rock Armor that can absorb up to 300% of max Health worth of Damage.
      • Please note that this Augment did not convert correctly and we will be fixing it in a near Hotfix!
    • Prism Guard (Mirage, Prism Augment): Prism follows above Mirage. Duration changed to 4s.
    • Purifying Flames (Ember, Fire Blast Augment): Allies hit by the expanding ring of fire will be granted 4s of Status immunity.
    • Power of Three (Ivara, Quiver Augment): Quiver fires three arrows and consumes 20 more Energy.
    • Deceptive Bond (Loki, Decoy Augment): 50% of damage Loki takes is transferred to Decoy, and vice versa.
    • Singularity (Nyx, Absorb Augment): Create a ring every 3s that drags in enemies at 15m/s.
    • Recharge Barrier (Volt, Electric Shield Augment): Allies that pass through have 35% Shields restored.
    • Purging Slash (Excalibur, Slash Dash Augment): Allies in the path of Slash Dash have 4 debuffs removed and 100% Shields restored.
  • Weapon PVP to PVE Mods (listed at max Rank): 
    • Ambush Optics (Rubico): -50% Zoom.
    • Brain Storm (Grakata): On Headshot: +100% Ammo Efficiency for 1s.
    • Directed Convergence (Supra): +100% Accuracy when Aiming.
    • Focused Acceleration (Tetra): When Aiming: +80% Projectile Speed.
    • Shrapnel Rounds (Marelok): +200% Multishot, -66% Damage.
    • Skull Shots (Viper): On Headshots: +100% Ammo Efficiency for 2s.
    • Double Tap (Latron): On Hit: 20% Bonus Damage on next Hit for 2s.

Simulor/Synoid Simulor Changes:

  • We have made the following changes to the Simulor/Synoid Simulor:
    • Increased per stack damage for stacked orbs:
      • Simulor: 20 to 50
      • Synoid Simulor: 20 to 80
    • Increased damage of exploding vortexes:
      • Simulor: 75 to 100
      • Synoid Simulor: 75 to 240
  • Increased the duration of active vortexes to 20 seconds before they explode (unless done so manually).
  • Reduced the lifetime duration of a single Orb before it explodes.
    • This allows single projectiles to be used offensively as they now detonate quickly and have had their damage increased significantly. 
    • Creating vortexes now happens rather quickly. Shoot 4 orbs in quick succession to create a fully powered vortex. With this we also added a max number of active Orbs to 4. 
  • Added a max number of active vortexes at a time to 3 and increased the orb stack count to reach a fully powered vortex from 3 to 4.
    • With the significant increase in damage and lifetime of active vortexes, and with the added bonus of individual orbs providing more utility, adding a cap to the number of active vortexes and increasing the orb count for maxed vortexes felt appropriate to strike balance with the changes. 
    • Once 3 fully maxed vortexes are active, the Simulor will now default to single-shot orbs – with the reduced lifetime of a single orb, there are now more ways to use the Simulor against enemies!
  • Removed the initial stagger on enemies that would occur on vortex creation.
    • We removed this effect so that enemies aren’t pushed out of range of the vortex as much. 
  • Updated Simulor and Synoid Simulor’s FX!

Controller Changes & Fixes: 

  • Selecting “Defaults” in the ‘Customize Controller’ Options will now give you the option to choose to either default ‘All’ bindings or just those in the current tab.
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  • Fixed some issues with controller bindings not saving if swapping between using a controller or KBM to select bindings tabs.
    • Any changes made in individual tabs will now save locally in the tab until you close out of Options, at which point it’ll save them if desired. 

Kuva Lich Fixes: 

  • Fixed the game unpausing in Solo missions when the Menu is open after viewing Kuva Lich information page.
  • Fixed the decoy created by the “Ruse” Kuva Lich ability having a red HUD marker. To avoid confusion of who the real Kuva Lich is, this additional marker will no longer appear.
  • Fixed cases where your Kuva Lich Vanquish transmission wouldn’t show the correct Kuva Lich name.
  • Fixed ally Kuva Lich name/Health bar overriding enemy Kuva Lich UI.
  • Fixed the Kuva Bramma’s projectiles not getting pulled into Mag’s Magnetize and instead bouncing off of the area and yeeting into the sky.
  • Fixed getting damaged by ally Kuva Liches who cast Plasma Eruption.
  • Fixed Requiem Relic Kuva reward not stating how much Kuva you’re actually getting.
  • Fixed a case of Kuva Larvlings not spawning due to having an Amp with a specific name.

Optimizations: 

  • Optimized shader upload particularly when not using Deferred Rendering.
  • Optimized load-times and memory footprint for Orbiter, Relays and Towns and Dojos.
  • Made numerous improvements to diagnostics submitted when the game crashes, particularly for crashes coming from Graphics drivers.
  • Made optimizations to the Grineer Settlement, Corpus Ice Planet, Orokin Moon, Grineer Galleon, Grineer Shipyard, and Grineer Fortress tilesets.
  • Cleaned up FX to improve performance with the Detron/Mara Detron, and tweaked their projectile lifetime to 3-5 seconds.
  • Continued performance improvements towards Mirage’s Hall of Mirror clones when using a Multishot weapon.
  • Improved hitch that would occur when opening the in-game Market. A spinner icon will now appear briefly instead when loading.
  • Fixed a large game hitch that could last up to 10 seconds when replacing a Dragon Key in the Gear wheel with a K-Drive Launcher.
  • Fixed a long game hitch when equipping the Legacy Theme and opening the Star Chart.
  • Made optimizations to the sound thread which might improve performance on low end machines.
  • Improved screen space reflections to sit better with cubemap reflections with Deferred Rendering enabled! You may notice a slight quality bump with this change.

General Additions:

  • Added a ‘click’ sound when cycling through zoom options with Sniper Rifles.

General UI Changes:

  • The in-game Market has received a refreshed look with the addition of top level filters:
    • Your chosen UI Theme is now reflected when viewing the in-game Market!
      • Now that the Market uses Themes you can now see more details about items on hover and can Tab to see Weapon stats.
    • Moved Market filters to be grouped with the search bar.
      • Added filter to ‘Hide Mastered’ items.
    • Added “NEW” tag for new items.
    • Added new starburst FX to the “Thank You for Your Purchase” screen in the in-game Market. Such pizazz!
  • Added ‘Preview’ button (right-mouse click) to items in your Inventory that will take you to their page in the in-game Market.
    • Also added this feature for Prime items in your Inventory to learn more about them!
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  • Added a new ‘LANDING CRAFT’ option under Equipment. The previous ‘Select Landing Craft’ and ‘Customize Landing Craft’ that were part of the ‘ORBITER’ option will be housed there now.
  • Updated the Relic Pack Relic contents screen (when purchased in the in-game Market and from Syndicates) – it will now show each Relic’s contents better categorized by rarity.
    • Also added ‘Common’, ‘Uncommon’,  ‘Rare’ tooltips over rarity icons.
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  • The Invite screen has a fresh new look and has been polished:
    • Added count of online friends and Clan members.
    • Improved the hover indicator to be clearer when selecting from the list.
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  • Added ‘Daily Standing Cap’ information to the Bounties screens in Cetus and Fortuna.
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  • The Leaderboard screen has been refreshed to apply your chosen UI Theme and display information/options in a cleaner way.
  • You’ll now be met by a confirmation prompt when choosing to close Warframe by using the X in the game window.
  • Added Riven compatible items component to Riven Unveil screen when Unveiling a Riven and when viewing a Riven via Chat Link!
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  • The Trading screen will now prompt you with a warning when you’re about to Trade an Arcane that is currently equipped.
  • You can now search the Mods Codex section via Drop Location by entering the location in the search bar (ie Arbitrations, Nightwave, Earth, etc).
  • Banshee, Excalibur Umbra, Frost, Nekros, Nova, Nyx, Saryn, Valkyr, and Zephyr Ability videos have been added to their respective Arsenals!
  • Reduced spacing between mini-map and objective text when fighting Eidolons.

General Changes:

  • Titania Prime has been given her own unique dodge/roll animations that flow better with her floating movement! As requested here: https://forums.warframe.com/topic/1181409-please-add-new-dash-animation-to-titania-prime/
  • Instead of having to re-aim at your placed Waypoint to remove it (or spam G twice), now you can remove your Waypoint by holding G! G, isn’t that helpful!
  • Improved the look of rain with Deferred Rendering enabled in the Plains of Eidolon on surfaces so that they look less like grey, boring puddles.
  • Helminth Cysts can now be removed in the Helminth Infirmary after one day as opposed to waiting a whole week.
  • You can now sell your duplicate Garuda, Harrow, Octavia, Revenant, and Nidus Blueprints for 2500 Credits from your Inventory.
  • You can now sell Syndicate 10x Restores for 2500 Credits.
  • Increased the Status Chance of the Twin Grakatas to match their mechanic of firing 2 rounds at once.
  • Polished the handless cartwheel and knock back animations from self-interrupt weapons. Also fixed the knock back distance and slide to be more aligned so that the Warframe isn’t just standing still.
  • Changed Grendel’s Nourish ability description to “Inflict Toxin damage on Feasted enemies in Grendel’s gut one by one, adsorbing nourishment to buff allies. Tap to cycle through buffs and hold to cast.”
  • Updated the grunge on the Corbu Shawzin to make it edgier for all your shredding needs.
  • Polished the Grattler Heavy Gun’s fire and reload animations. Also fixed an errant animation that played when equipped.
  • Update FX for Corpus Osprey projectiles.
  • Improved camera collision against water so that it doesn’t penetrate and go underwater as much.
  • Improved Mirage’s Sleight of Hand’s detection of light and dark areas to decide which booby trap to spawn. Also fixed a bug where the ‘package’ could use the wrong type of explosion based on light/dark in certain situations.
  • Made some slight changes to Corinth Prime’s sound mix.
  • Multiple invites from players will no longer stack the invite received sound FX to save your ears from the increasing volume.
  • If a player sends an invite to someone who has “Do Not Disturb” mode on it will now say “(Player Name) is using Do Not Disturb and will not receive invitations”.
  • Reduced the Basmu’s firing sound FX from other players.
  • Khora’s Spikes (her default back attachment) are now an Auxiliary attachment to give players more customization options with Syandanas.
  • Added support to Sword & Board skins to have consistent main-hand holster positions and scaling regardless of base weapon.
    • This also fixed Sigma & Octantis shield popping closed and opened again when holstering. 
  • This also fixed Sigma & Octantis shield popping closed and opened again when holstering.
  • Made updates and optimizations to several weapon FX including Kitguns.
  • Made minor general explosion FX updates.
  • Increased the text fields on the Mastery Rank Up message to better accommodate other languages.
  • Updated the Orokin Tree mesh and materials to be higher quality. Yay fresh trees!
  • You can now customize your Kavat’s Emissive color, which will affect their tail and eye color.
    • This option also fixes not being able to change the color of the fan-like Kavat tails due to it being based on energy color.
  • Titania can no longer play the Shawzin while in Razorwing due to it resulting in a very broken flying state.
  • Improved Liset previews (Xiphos, etc) by adding respective Liset animations, FX, etc.
  • Reduced Shedu’s projectile brightness FX.
  • Domestik Drones will no longer start semi-hidden in the Decoration placement mode. They will now be fully visible instead of its previously glowy state!
  • Updated Infested hit/stagger reactions to give the player more understanding of when player attacks are landing!
  • Minor tweaks to Excalibur’s Radial Javelin cast effect and gave it some ground interaction (ice chunks when cast over ice, etc).

Fixes:

  • Fixed Scarlet Spear score not showing in your Profile.
  • Fixed Exodia Contagion projectiles ignoring Limbo’s Rift status of enemies/the player, letting it hit enemies across the Rift.
    • This allowed for Limbo to attack from a position of invulnerability, where normally damage cannot cross the Rift unless it’s a Warframe ability of some kind. We intentionally did not fix this until after the Scarlet Spear event, but it is a bug. 
  • Fixed Lech Kril not being affected by Viral Status Effects.
    • The same rule of Status Effects reacting with Bosses or VIPS (added in 27.3.0) applies here.
  • Fixed a functionality loss after exiting a self-stagger multiple times.
  • Fixed inability to fly up/down in Archwing if the Tranq Rifle or Lure is equipped.
  • Fixed a Host migration during a Disruption mission resulting in the UI becoming broken and the next round will not start.
  • Fixed Ability Range Mods not affecting Titania’s Lantern ability.
  • Fixed inability to equip Flight Speed Mods, such as Terminal Velocity, on the Basmu.
  • Fixed enemies getting stuck inside the portal when defending the consoles in Orokin Sabotage.
  • Fixed the “waiting for players” button missing in the UI when loading into Elite Sanctuary Onslaught.
  • Fixed objective marker never pathing through doors to one of the cells in Caliban, Uranus.
  • Fixed crash in Conclave due to the “x was killed by x” message.
  • Fixed Saryn’s Molt doing idle animations when using certain skins.
  • Fixed “awaiting revive from teammates” message missing in revive UI until players are out of revives.
  • Fixed some animation inconsistencies with the Aerolyst.
  • Fixed loss of functionality after swapping Primary and Secondary weapons right at the moment you die.
  • Fixed an energy FX clipping through into an unintended area in Augustus, Mars.
  • Fixed being unable to use Transference to Operator while Tranq Rifle or Fishing Spear is equipped.
  • Fixed the Sniper Ammo Mutation mod not appearing under the Exilus category in the Mod screen.
  • Fixed certain boss attacks (Ropalolyst’s laser attack and Profit Taker’s missile for example) not respecting Shield Gating and killing players in one hit.
  • Fixed multiple issues with Cetus’ and the Plains of Eidolon skybox related to fog, ambient clouds, and the weather systems.
  • Fixed an issue with the Sabotage mission on Thebe, Jupiter where the Client’s defense progress could deviate from the Host.
  • Fixed several Syandanas (Altra, Centuria, Kerata, Kuva Braid, Maggor, Sigma Series, and Vaykor) not sitting correctly on Nova’s Atomica skin.
  • Fixed an issue with featured Market items cycling while viewing your profile with the in-game Market open.
  • Fixed an edge case where emote hotkeys could cancel ability animations.
  • Made multiple fixes for the Golden Maw becoming invisible during attacks, when underground, or when generally not doing anything.
  • Fixed the Zealoid Prelate in the Derelict Emissary Assasinate mission looking like he’s riding an invisible motorcycle (as if he wasn’t edgy enough) and getting stuck that way if he falls off a small ledge.
  • Fixed fire rate mods not working on the Prisma Burst Laser.
  • Fixed pipes in the Forge room at the back of Railjack not properly lining up with sockets.
  • Fixed partial themed background in Syndicate screen when selecting ‘View Offerings’ before the Syndicate transmission is fully shown.
  • Fixed Cestra’s clip ejecting in the wrong directions when reloading. Also tweaked the reload animation timing so that you can see the arm rotating instead of looking like it pops.
  • Fixed Emblems on Rhino Prime and Wukong Prime equipped with any TennoGen skin (except for Vojnik for Rhino) sitting too far off from the shoulders with Prime details toggled off.
  • Fixes towards Warframe still performing custom reload animations with the Stratus Pistol skin equipped.
  • Fixed the Mergoos being barely visible in their Codex icons.
  • Fixes towards Melee weapons equipped with the Kopesh Longsword skin clipping into Warframe.
  • Fixed the Codex dioramas for the Gantulyst and Hydrolyst appearing as the Teralyst.
  • Fixed the Fluctus Arch-Gun’s stats not indicating that it has ‘Infinite’ punch-through. Go forth and punch-through all of the things, Tenno!
  • Fixed Akarius’ projectiles not homing onto enemies for Clients, as reported here: https://forums.warframe.com/topic/1125338-akarius-homing/
  • Fixed armor offsets for Saryn to prevent clipping into TennoGen skins. This also fixes the clipping issues with the Pakal Chest Plate and Kuva Leg Plates.
  • Fixed clicking on chat-linked Zaws overlapping UI screens that are already open with the Zaw inventory select screen.
  • Fixed the Kavat Starter Pack only giving 1x Kavat Genetic Code instead of the intended 10x. This also fixed purchasing Kavat Genetic Codes from the Kavat Starter Pack only giving 1x, when the UI indicated 10x.
    • We removed the ability to purchase them in the bundle to prevent this issue, but they can still be purchased individually in the in-game Market outside of the bundle. 
  • Fixed the Daikyu with a skin equipped folding in the middle when unequipped and set to ‘Visible When Holstered’.
  • Fixed Galvanik Shoulder Plates, Quaro, and Narvarr Prime armor clipping through Equinox’s shoulders on both of her forms.
  • Fixes towards clipping issues from upper leg armor pieces on Excalibur.
  • Fixed Excalibur’s Ion Helmet appearing as his default in the Conclave Arsenal after being equipped in the co-op Arsenal. This also fixed being unable to equip the Ion helmet while in the Conclave Arsenal.
  • Fixed the cloth ribbon on the Karak/Karak Wraith when equipped with the Desert-Camo and Conclave skin appearing distorted and behaving strangely.
  • Fixed reload animation issues on the Karak/Karak Wraith when equipped with the Desert-Camo and Conclave skin.
  • Fixed the Acolyte Sigil icon in the Inventory and Arsenal menus appearing squashed.
  • Fixed several Emblem icons appearing stretched and lower resolution in the Arsenal menu.
  • Fixed the Braton Vandal being sellable for only 1 Credit. We increased the sell price to 7500 Credits so that it matches most other Primary Weapons.
  • Fixed tilted position of the Telos Boltace when holstered on Mesa’s back.
  • Fixed the icons for the Braton Nocturne Skin and Kintsugi Skin missing its clip in the in-game Market and Arsenal.
  • Made fixes towards clipping issues with Bow quivers and Khora’s Spikes.
  • Fixed icon for the Vahd Pauldrons not reflecting the look of the in-game item.
  • Fixed icons for the Akjagara Prime and Redeemer Prime showing blue energy instead of the intended orange.
  • Fixed Mirage’s Mithra skin icon having different colors than the actual skin.
  • Fixed Loki Dojo statues having a different material on its head than on its body.
  • Fixed reward and ‘Rank Up!’ UI popups having dark backgrounds with HDR enabled.
  • Fixed black pixels appearing during fly-in cinematic when loading into missions with HDR enabled.
  • Fixed the Vahd Pauldrons doubling up on the right shoulder pad on Operators.
  • Fixed spelling of ‘Suumbaat’ in Kickbots auto replies.
  • Fixed the Hammers Palatine skin changing sizes when equipped on the Arca Triton and Fragor Prime. It will now be the same size across the board.
  • Fixed Volt’s Shield causing Exodia Contagion’s projectile to never explode.
  • Fixed the Azima playing double the amount of shots per “fire” sound FX for other players.
  • Fixed Zenith’s firing sound FX doubling for other players.
  • Fixed ‘ctrl + left/right’ in a text field adding a unicode character (displayed as *).
  • Fixed certain instances where Sentients would stand still. and not do or attack anything.
  • Fixed cases where Skyboxes were rendering black after switching Deferred Rendering on.
  • Fixed some floating geometry that was outside of bounds in the Gas City tileset.
  • Fixed Shawzin strings showing up as black boxes when HDR is enabled.
  • Fixed lag issues when playing the Shawzin.
  • Fixed missing assets in the Orb Vallis Diorama for Personal Quarters.
  • Fixed a couple map holes in Lares, Mercury.
  • Fixed floating platforms appearing way in the distance in the Mastery Rank 29 test.
  • Fixed camera snapping behind you when standing idle and reloading, just like when you’re shooting.
  • Fixed stackable projectiles not resetting correctly.
  • Fixed broken glow on Relic Rewards screen in-mission around Boosters section with HDR enabled.
  • Fixed inability to clear number values after attempting to type a number in the Options menu.
  • Fixed ability to clip through the Helminth Infirmary chair after having your Helminth Cyst removed.
  • Fixes to numerous clipping issues with the Solstice Centuria Syandana.
  • Fixed the Ocucor Arsenal stat displaying a Multishot value of 2 with no Mods equipped.
  • Fixed the Ocucors energy tendril that can home-in on enemies not being affected by Multishot.
  • Fixed the Mod Drop Chance Booster text getting cut off in the Booster UI section.
  • Fixed equipping a TennoGen Skin onto a polearm Zaw removing the Sugatra placements at both ends of the polearm.
  • Fixed [Pause > Equipment -> Arsenal] teleporting you to the Railjack Arsenal if your Dojo doesn’t have an Observatory. Option no longer shows if you don’t have a completed Observatory; normally we never teleport to the Railjack one if the Observatory is complete.
  • Fixed [Pause > Navigation] in the Dojo not doing anything if you have a Dry Dock/Railjack, but no Observatory room. Option no longer shows if you don’t have a completed Observatory.
  • Fixed Kuva Jesters growing surprisingly large on the shoulders of Kuva Guardians when affected by Ivara’s Sleep Arrow.
  • Fixed Clients only seeing Sentinel Burst Laser weapon only firing 1 bolt instead of 3.
  • Fixed a case of Titania’s motion/animations breaking when going in and out of Razorwing.
  • Fixed incorrect Melee sounds playing when using a Gilded Polearm Zaw with a Skin.
  • Fixed Mod Station Mods list appearing cut off if the Nightwave screen is opened while counting down to enter a Relay or Town and the loading starts with the Nightwave screen remaining open.
  • Fixed Arch-Guns becoming invisible when equipped while casting Gauss’ Redline ability. As reported here: https://forums.warframe.com/topic/1133653-gauss-archgun-redline-invisible-archgun/
  • Fixed both Charged Damage and Quick Shot Damage of Hildryn’s Balefire Charger Damage displaying the same value in the Arsenal.
  • Fixed a script error caused by a Mirage Sleight Of Hand trap wanting to explode after it has already expired.
  • Fixed enemies not being affected by Heat or Impact Status Effects when under the effect of Harrow’s Condemn. As reported here: https://forums.warframe.com/topic/1183480-harrow-condemned-preventing-status/
  • Fixed a case of Hildryn’s Haven doing zero damage to enemies it links to.
  • Fixed a rare crash when the squad Host migrates while loading into a Relay.
  • Fixed Dojo Decoration preview disappearing after selecting another Decoration.
  • Fixed Arcane tooltip in your Inventory showing more information than necessary. The tooltip of the selected Arcane should only show the Rank information.
  • Fixed incorrect Melee grip on all Heavy Blade skins.
  • Fixed enemies switching their target to your Sentinel while you’re attempting a Parazon Finisher.
  • Fixed Plinx becoming unusable if a negative Multishot Riven is equipped on it.
  • Fixed a script error that could occur if a Saryn Specter considered casting Spore with only 1 enemy within 15 meters.
  • Fixed several script errors that could occur during screen-shake events, particularly if you just joined the mission or died abruptly during a shake.
  • Fixed Zaws remaining in your Warframe’s hands when switching Arsenal views to your Primary/Secondary.
  • Fixed a script error that could occur when joining a mission in progress while an Ivara was using Prowl.
  • Fixed a script error that could occur when joining a Ropalolyst mission in progress or suffering a complete party-wipe before it uses a special attack.
  • Fixed a script error that could occur if you were swinging Excalibur’s Exalted Blade at the same time as you activated a context action.
  • Fixed a script error that could occur as a result of various flash-bang NPC attacks mis-firing on non-player targets.
  • Fixed your Melee weapon appearing in your hand when Interacting with you Companion in your Orbiter.
  • Fixed the Scourge projectile trail FX appearing distorted.
  • Fixed a script error when logging out while the Saya’s Vigil Quest is active.
  • Fixed a script error when entering Orb Vallis as a Client while Thermia Fractures are active
  • Fixed Rescue Prisoner Guards spawning inside the ground during the ‘Rescue the Prisoner’ phase of a Rescue Ghoul Defector Bounty in the Plains.
  • Fixed some flickering on the Ki’teer Ephemera as it wasn’t properly using the Attachment Energy color.
  • Fixed seeing a [PH] Equip Omni Tool under the Customize Controller > Ability Menu.
  • Fixed the Executioner Harkonar Noggle face being offset.
  • Fixed cases of overlapping UI when opening the Pause Menu while viewing other screens.
  • Fixed some general AI navigation and collision issues.
  • Fixed multiple issues with notification icons in UI popups not appearing solid white, notably the Invasion icon.
  • Fixed a crash when a player would try to get into an emplacement and then before finishing the emplacement, the player is knocked out of it.
  • Fixed color issue with Gauss’ Speed Gauge UI.
  • Fixed context actions appearing on Drums being used as structural decorations in the Observatory in the Dojo.
  • Fixed a case where you could perform a Melee Slam backwards if you happened to be aiming at your Sentinel.
  • Fixed dual wielding the Spectra Vandal with a Glaive causing the Spectra Vandal to look like the ordinary Spectra.
  • Fixed Planets/ships sometimes popping into view during the fly-in cinematic.
  • Fixes towards Client rewards never catching up to Host in Elite Sanctuary Onslaught. As reported here: https://forums.warframe.com/topic/1183832-clients-in-disruption-issues-after-host-de-sync-investigating/?do=findComment&comment=11537709
  • Fixed a script error related to restoring Health after Host migration.
  • Fixed not being able to fuse a Mod if you had the exact amount of Credits to afford it.
  • Fixed a script error that could occur when leaving an open world area with a Chesa Kubrow using the Retrieve Precept.
  • Fixed script error related to Helminth Chargers Strain Eruption Maggots exploding.
  • Fixed a crash that could occur when loading large levels on low-end hardware caused by the system being unable to handle large IO queues.
  • Fixed script error that could occur if someone quit the game instead of picking a Void Fissure reward.
  • Fixed script error that could occur when jumping down into the darkness in the Apostasy Prologue as Excalibur Umbra.
  • Fixed script error related to Mirage’s Sleight of Hand ability.
  • Fixed issue where Sword & Board weapon Skins would not preview with the shield opened.
  • Fixed some rendering artifacts (black squares) that could appear if you killed an enemy and their ragdoll had severed body parts (notably with Frost’s Avalanche).
  • Fixed Vauban’s Flechette Orb being destroyed if thrown into a Mutalist Quanta orb.
  • Fixed script error that could occur when entering the Plains of Eidolon at the same time as someone sacrifices a Brilliant Eidolon Shard.
  • Fixed custom holstered locations for Zaw Staves defaulting after exiting the Arsenal.
  • Fixed being unable to jump as Client after performing a recovery move from self-stagger.
  • Fixed crash that could occur with projectiles and Wisp’s Motes.
  • Fixed the Rahk Fluctus skin on ground Arch-gun flickering between it and the default skin when being viewed by another player.
  • Fixed crash related to casting Oberon’s abilities.
  • Fixed multiple script errors related to Host migrations in Arbitration missions.
  • Fixed issues where enemies would not spawn in some Archwing Mobile Defense missions.
  • Fixed crazy glass flickering issues in the floor of the Larunda Relay.
  • Fixed being all kinds of broken if you enter Sharkwing areas as Titania in her Razorwing mode.
  • Fixed being more kinds of broken if you transition from Sharkwing to land while Dual Wielding.
  • Fixed inaccurate waypoint markers for Syndicate Medallions when picked up.
  • Fixed Rathuum Arena scoreboard opening FX spamming constantly once opened.
  • Fixed missing reticle when Transferring to Operator while in Titania’s Razorwing.
  • Fixed the Corinth Prime playing an Alt Fire animation that does no damage if only 3 shots are left with no Ammo remaining.
  • Fixed Rhino Stomp, Convergence Orbs, and the Ignis shooting FX appearing translucent when Adaptive Exposure is enabled. As reported here: https://forums.warframe.com/topic/1119942-semi-transparent-objectstextures-almost-invisible/
  • Fixed having Mission Progress open when completing a Mastery Test preventing loading back to the Relay.
  • Fixed Executioner Harkonar decoy counting as a kill in the Rathuum Arena.
  • Fixed not receiving a warning for going over the Cetus Daily Standing Limit when providing Fish.
  • Fixed ending up with no UI if you were killed in an Arbitration mission before a Host migration and did not spawn until the migration was complete.
  • Fixed script errors when casting numerous Warframe abilities.
  • Fixed a harmless script error that would occur at the end of a Fomorian Assault mission if any core nodes were destroyed right as the shields were going back up.
  • Fixed a script error that would occur if you died trying to reach a safe distance from a Fomorian before it exploded.
  • Fixed script error that would occur if you crashed during a Fomorian Assault and managed to restart and reconnect to the mission during the escape sequence.
  • Fixed GPU particles sometimes not taking the proper energy colors upon being recycled.

There are megathreads for some of the changes discussed that if you want a better and more detailed explanation, I suggest checking out the Warframe forums.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

GDC Goes All-Digital This Summer

While the event has been pushed back until this August due to COVID-19, organizers today confirmed that there will no longer be an meet-up as GDC transitions into an all-digital event.

The news comes from an official press release by the company, stating that they will proceed with GDC 2020 only in a digital format.

While GDC organizers look forward to meeting again in person as soon as possible, this August’s GDC Summer will be transformed into an all-digital event in order to best serve our community.

We have been continuously reviewing the best ways to serve the game development
community over the past few months as the world has continued to adapt to
developments.

While we very much look forward to meeting again in person as soon as possible, we are
moving forward with a plan to transform
GDC Summer into an all-digital event, in order to best serve our community.

As so many game developers embrace remote working arrangements and online
collaboration, we’re inspired to adapt and deliver GDC in a digital format that
will be available to everyone with an internet connection, and will work hard
to deliver the high-quality content and networking opportunities GDC attendees
have come to expect.

We believe in the power of gathering our community to share, inspire, and
strengthen our industry and are committed to providing that opportunity in
August. We look forward to sharing more information about GDC Summer soon.

We can’t say we’re surprised seeing that E3 2020 was also canceled, along with several other gaming events, though at least they still plan on pushing through, even if it in the streaming format. GDC 2020 is set to begin this August.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

Home > News

Predator Hunting Grounds Update 1.06 Slithers Out

Illfonic Games has released a new Predator: Hunting Grounds patch on PS4, and it’s live now. Players will see this as Predator Hunting Grounds update 1.06. Clocking in at just 360MB, you can check out the complete patch notes below.

Predator Hunting Grounds update 1.06 patch notes:

  • General
    • Reduced amount of Veritanium received when obtaining a duplicate item from opening a field locker
    • Made some improvements to AI pathing
    • Reduced boar health and run speed
    • Fixed some issues that were occurring with new item notifications
    • Stability improvements regarding loading screens and various gameplay interactions
    • Players will now be kicked from the match if they are inactive for over 2 minutes
    • Field locker reveal will now wait until objects are fully loaded before appearing
    • [PC] Friends list now only shows friends that are currently online on Predator: Hunting Grounds
  • Maps/Missions
    • General
      • Reduced amount of Medical Stations and Ammo Crates in each map
      • Reduced amount of AI spawned on missions and defense points
      • Fixed an issue where the defense timer missions would sometimes display the incorrect countdown timer
      • Reduced defense timer countdowns on several missions
      • Fixed collision on some trees that were blocking bullets and projectiles in its leaves
      • Increased Health of Destructible Branches
      • Fixed an issue where map collectibles that were not being awarded correctly
      • Fixed an issue where the collectible interact would get stuck on screen
      • Fixed an issue where weapon lockers would prevent weapon switching if an empty weapon was replaced in the locker
      • Fixed an issue where weapon crates were not showing the correct weapon on the weapon swap widget
  • Fireteam
    • General
      • Increased amount of time to wait for reinforcements to spawn after radio has been activated
      • Can no longer toggle sprinting while mid jump
      • Increased stamina required to parry
      • Parrying without enough stamina will now cause you to enter an exhausted state
      • Jumping without enough stamina will now cause you to enter an exhausted state
      • Large Veritanium pickups are now instantly added to your currency instead of taking up an inventory slot
      • Fixed an issue where jumping did not cost any stamina
      • Fixed an issue where the Fireteam fall damage was not calculating correctly
      • Fixed an issue where Fireteam members were not able to move immediately after being downed
      • Fixed an issue where certain XP events would not be calculated during Exfil
      • Fixed an issue where Fireteam members would see their ammo as a negative amount
      • Added line of sight requirement for downed Fireteam widget to appear
    • Weapons
      • 2XL
        • Reduced close range damage
      • ABR-Z
        • Reduced close range damage
      • D34-D
        • Removed impact grenade firing mode
        • Reduced explosion timer on timed grenades
      • RP-103
        • Fixed an issue where the RP-103 would receive ammo too early in its reload animation
      • 7EN
        • Reduced firing rate
        • Reduced close range damage
    • Gear
      • Reduced the amount of Medical Kits and Ammo Bags you can carry to 2 (down from 3)
      • Increased gear weight cost of Medical Kits and Ammo Bags
      • Reduced Grenade inner damage radius
      • Increased Grenade damage falloff speed
      • Fixed an issue where Medical Kits and Ammo Bags would sometimes stick to objects when thrown
  • Predator
    • General
      • Increased Predator damage resistance to knives
      • Reduced the amount of damage that the Predator receives from taking headshot damage
      • Leap Slam now causes nearby Fireteam members to experience a blinding effect
      • Second Wind now causes nearby Fireteam members to experience a blinding effect
      • Increased health gained from feasting on boars
      • Boars will now show up during Target Isolation
      • Made changes to the visuals of target isolation markers
      • Fixed an issue where some of the Predator weapon reticles were incorrect
    • Classes
      • Hunter/Jungle Hunter ‘87
        • Fixed an issue where the Jungle Hunter ‘87 class did not have the same stats as the Hunter class
        • Increased damage resistance to all Fireteam firearms other than the shotgun
      • Scout
        • Increased damage resistance to all Fireteam firearms other than the shotgun
        • Increased Gear weight limit
    • Weapons
      • Combistick
        • Reduced melee swing damage
        • Reduced melee swing speed
      • Net Gun
        • Increased firing rate
        • Net Gun net can no longer be shot out of the air
      • Plasma Caster
        • Increased damage to uncharged plasma caster shots
        • Reduced damage at maximum charge to prevent downing a full health Fireteam member
      • Smart Disc
        • Fixed an issue that caused the Smart Disc UI to stay on screen if the Predator is damaged while controlling the Smart Disc
      • Yautja Bow
        • Increased velocity of arrows
        • Added ability to hold bow at full charge for an extra 10 seconds before auto release
  • Audio
    • Fixed flare sounds not triggering when placing flare during exfil
  • Matchmaking/Parties
    • Fixed an issue where other player pings would appear higher than they should
    • Fixed mission planning screen not waiting for the last person to completely finish loading the level before starting the timer
    • Removed the P2P Fallback for players after a long period of time when dedicated servers are available, prevents Predator players from creating P2P lobbies that no one can find
    • Fixed an issue where matchmaking would reset your position to the end of the line after waiting
    • Fixed an issue so that the Predator queue estimates will be more accurate

If you haven’t picked the game up yet, check out our review right here.

Source: Illfonic

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Modern Warfare Obsidian Camo Guide

Included in this week’s big Call of Duty: Modern Warfare update is a new camo challenge that should take completionists quite some time to finish. For those unaware, this is the all-new Modern Warfare Obsidian camo. If you’re not sure how get it, read on below for our quick and easy guide.

Modern Warfare Obsidian camo guide:

First thing to note, players DO NOT NEED Damascus camo unlocked in order to grind for Obsidian. You just need to obtain gold camo for that particular weapon, and you’re set to grind for the Obsidian challenges.

As for the Obsidian challenges, which has different targets for each weapon type, check it out below.

Assault Rifles:

  • 15 kills in a match, 200x (Note: The RAM-7 challenge seems to be bugged as it only requires 15 kills in a match 150x).

Submachine guns (SMGs), and Lightmachine guns (LMGs):

  • 15 kills in a match, 125x

Pistols:

  • 15 kills in a match, 100x

Riot Shield:

  • 750 kills

Knife:

  • 10 kills in a match, 125 times

RPG:

  • 5 kills in a match, 150 times

PILA, JOKR, Strela launchers:

  • Destroy 100 streaks or vehicles

Note that the kills required stack in one match, so if you get 30 Assault Rifle kills in one match, that takes shaves off two out of your 200-match requirement and so forth. Kills are counted in blocks, so if you get 29 kills in a match, that’s still only one block off your 200 or 150-match count.

Doing the math, getting Obsidian will take thousands of kills for each weapon, and remember: you already need gold camo unlocked before you can do this. So this is going to be a long grind for most players.

What are your thoughts on this camo? Did Infinity Ward make the grind a bit too much or just right? Let us know down in the comments.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Warframe Railjack Revisited Part 1 Launches Tomorrow on PC, Console Soon

Digital Extremes has announced that after some testing, the first part of the Warframe Railjack Revisited update will be launching tomorrow on PC and will include a massive changelog.

Just how massive you ask? Well according to Digital Extremes there will be a total of 29 pages that go in-depth with all the fixes, balancing, quality of life, and other improvements. This pales in comparison to the tiny notes we published a few days ago, so be prepared for some major reading tomorrow! As for the reason why it’s called “part 1”, Digital Extreme’s Community Director Rebbeca Ford confirmed during the stay at home stream that this update would only focus on three core areas, with part 2 focusing on the bigger picture. Those core areas are the pacing, balance, and the tools of Railjack.

We’ll be sure to post the full Warframe Railjack Revisited patch notes once they’re live tomorrow for PC, but for now, you can take a look at the short snippet of the previously posted down below.

A preview of some of the changes included in the 29 pages Warframe Railjack Revisited update tomorrow:

General Changes:

  • Doubled the Railjack’s innate loot-pickup (Vacuum) Range.
  • Changing the pacing and general feel of all Railjack Piloting and movement to be less reliant on the optimal strategy of “Single strafe Boost then Repeat”:
    • Doubled the Raijack’s base Speed.
    • Lowered Boost Speed by 75%
    • Increased the Boost Speed cost of dodge.
    • Increased Boost Drain (8 – 15)
  • Made scale a factor in damage reduction and bonuses. This means Archwings and their weapons will do more damage to ships, while also taking less damage from them.
  • Fixed inconsistencies with the sensitivities of the emplacement positions (side turrets now match the pilot turret)

Ship Combat Changes:

  • Changed all Health, Shield, and Armour to use the new Tenno versions introduced in Warframe Revised.
  • Halved the Health and Armour of all Griner Fighters.
  • Randomized the number of Fighters required to be killed during the Extermination portion of the Skirmish mission so it’s not always the same.
  • Decreased the amount of time between landing the killing shot to the enemy explosion on Fighters (.1 – 1 sec) down from (1-3) seconds. The effect of this will be not only a quicker pace but also a quicker time to spawn any drops.
  • Decreased Railjack Shield Recharge delay from 5 to 3 seconds.
  • Railjack Weapon heat build-up changes:
    • Apoc – Sigma/Lavan/Nidar heat build-up reduced from 20 to 12. Zekti from 40 to 20
    • Carcinoxx – Sigma/Lavan/Nidar heat build-up reduced from 10 to 8. Zekti from 20 to 12
    • Cryophon – Zekti from 400 to 350
    • Photo( – Sigma/LavanNidar heat build-up reduced from 10 to 8. Zekti from 20 to 12

On-Foot Combat Changes:

  • Reduced the Health of all on-foot Gnneer Railjack enemies by half.
  • Removed scaled damage controllers from all on-foot Gnneer Railjack enemies.

Pacing Changes:

  • Added Caps for the amount of simultaneous Railjack Hazards (Fire, Electric, and Breaches). Your Railjack can only have 1 of each Hazard active at a time.
  • Drastically decreased the frequency of RJ Hazard types.
  • Made each RJ Hazard type more harmful to the ship.
  • Increased the amount of Omni Revolite required to remove hazard events but increased the XP gained.
  • Increased the number of fighters in all alert stages.
  • Enemies now spawn much closer to the Railjack vs. 1000. km away.

Archwing Changes/Fixes:

  • Longstanding issues with the usability of Archwing Melee has been fixed – it’s whacking day -let us know!
  • Archwing Melee Range mods now affect aim assist lock-on range.
  • Archwing Gun stats normalized – space combat now uses ground ‘Heavy Weapon- stats.
  • UI Lead indicator has been added to relevant Archwing Guns.

Systemic Changes:

  • The Kuva Lich ‘Valence Transfer’ has been added for built Armaments and Components-players can now Transfer progress and stats to the new better parts, boosting them.
    • Requires Dirac to perform the operation
    • Combining matching tiers gives 10% boost in stats
    • Combining lower tier gives 5% boost in stats,
    • Two tiers removed (Mk3 with Mk1) is 2% boost

Affinity and Intrinsic Gain Changes:

  • Doubled Affinity-to-Intrinsic Point conversion. You will now gain Intrinsics 2x faster.
  • Increased the earned Affinity on killing Elite Fighters and Outriders.

Avionics Changes:

When it comes to Avionics changes, there’s an overarching goal: Simplify Avionic management.

  • Each Integrated Avionic Type will now only exist with a single Manufacturer rather than three Manufacturer flavors.

  • The ‘retired’ Integrated Avionics will be removed from the player’s inventory via a script.

  • The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of its Type.

  • ALL Dirac used to upgrade Integrated Avionics will be refunded. This applies to both retired and remaining Avionics

  • ALL remaining Integrated Avionics will have their Upgrades drained.

 

Like always, the PC version of Warframe will be receiving this patch first with the console versions (PS4, Xbox One, Switch) coming shortly after.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Apex Legends Season 5 Fortune’s Favor Starts May 12

Respawn Entertainment has today announced the Apex Legends Season 5 release date for May 12! Called “Fortune’s Favor, there’s a new legend incoming, a new Battle Pass, something called “quests” and more!

Check out the trailer and info for Apex Legends Season 5 below.

NEW LEGEND: LOBA

Stylish, sophisticated, and resourceful, whatever Loba wants, she takes. Good luck stopping her.

INTRODUCING: QUESTS

Hunt for treasure and answers in the new Season Quest. Those who complete the journey will be richly rewarded.

Ranked Season 4 is also coming with ahost of changes! Here’s the tl;dr (too long, didn’t read) version of Ranked Season 4 changes:

TL;DR

  • Splits are working well. Staying with ~6 weeks of ranked play before a reset

  • Tier and Apex Predator separation worked as intended.

  • reset gave a good incentive to keep playing.

  • Switching maps mid season helped keep things interesting. Will persist.

For a more detailed look at the changes, head no over here.

While we’re waiting for Season 5, the Battle Armor event is still on-going which you can read about here.

Hopefully, Loba brings some shake up to the meta! Quests are definitely intriguing and could possibly be the same as Call of Duty: Warzone’s Contracts, or could be something else entirely. We’ll know for sure in the coming days.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.