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Warframe Update 1.78 Now Live, Here’s What’s New in “The Old Blood: Update 26.0.6”

Digital Extremes has released a new Warframe update today and it’s live on consoles! Called “The Old Blood: Update 26.0.6,” this should show up as Warframe update 1.78 for console gamers. Clocking in at 3.6GB, there’s a ton of gameplay changes, new enemy types an more in this patch. Check out the Warframe update 1.78 patch notes below.

Note that there are platform-specific changes included, which we’ve also listed below before the full patch notes as well.

Warframe update 1.78 patch notes:

PS4 Specific Fixes: 

  • Fixed a crash caused by loading into a mission while being on the home screen and then returning to the game.

XB1 Specific Fixes: 

  • Fixed the Jade Bombyx Syandana clipping through some Warframes.

General Changes:

  • Kuva Siphons/Floods have been added to the World State Window Alert section in Navigation for increased exposure!
  • The Options screen, Ayatan Treasures screen, and Dojo Room Options UI have received a fresh new look!
  • The loading screen now puts your Liset at the forefront in a new formation!
  • Tekko Prime now gains additional Status Chance when used with Atlas and/or Atlas Prime.
    • Base status = 10%, Prime = 26%
  • Nyx’s Psychic Bolts infested movement speed debuff is now affected by Power Strength.
  • Each Kavat can now give you 3 Imprints (up from 2). This will apply to all Kavats that predate this update. If you’ve already used 2, you’ll find 1 more ready to go!
  • You can now enter your own Dojo from the Clan screen when visiting someone else’s Dojo, instead of having to return to your Orbiter first.
  • Increased volume of Lua Rescue Alarm as per player feedback.
  • Increased the Exposing Harpoon duration from 10 seconds to 15 seconds.
  • Swapped the Kuva Bombard Crimson Dervish and 80 Endo drop to Condition Overload.
  • Allies will no longer attack Synthesis Targets, thus giving you full control on if you want to Scan.
  • Weapon stats will now be reflected in a slightly more rounded way. Innate Damage is added before anything on the weapon happens – boosting the weapons base Damage and then renormalizes the Damage percentages. This makes Elemental Mods stack in a way you would expect.
  • Moved the ‘Tips’ section in the Arsenal Upgrade screens to the button bar at the bottom.
  • Increased the ‘Additional Item Drop Chance’ of certain Amalgam enemies from 2% to 4% due to discovery that this drop was broken (fixed below). Happy hunting!
  • The Riven Cycle screen now gives you the option to view the Riven stats on every owned variant of said weapon. For example, you can now select either your normal Boltor or your Boltor Prime to view it’s said Stats.
  • Hyena Change (Razorback mission only):  An Orokin Cell farming exploit was brought to our attention by not only players, but also our internal flagging system when such a method is tripped for misuse. In short, players were forcing the Hyena’s to spawn infinitely by entering/exiting rooms knowing that their Orokin Cell drop rate is 100%. As a result of this misuse, the Orokin Cell drop rate for the Hyena’s in the Razorback mission will diminish the more you spawn, to still allow for multiple drop attempts but without giving away the entire cake.
  • Lowered the Zealoid Prelate and Zealoid Bastion Codex scans from 30 to 3.
  • Removed Zealoid Prelate and Zealoid Bastion from the Simulacrum due to breaking functionality.
  • Atlas Prime’s Tectonics rock wall now has a Primed appearance!
  • Atlas Prime’s Rumblers will now maintain their Primed appearance even if another Atlas Skin is equipped on him.
    • The only exception is if the Atlas Karst Skin is equipped, as it has Rumblers of its own.
  • Atlas’ Rumbler summons will now create a burst of rocks when summoned/destroyed.
  • Increased Neptune, Laomedeia Disruption Credit Cache rewards based on feedback:
    • Rotation A is now solely a 100% chance for a 2x 10,000 Credits Cache.
    • Rotation B is now solely a 100% chance for a 3x 10,000 Credits Cache.
    • Rotation C is now 95% chance for a 5x 10,000 Credits Cache.
      • Universal Medallion still remains as a 5% chance reward
    • You’ll recall when we launched this node, we mentioned that “Expect higher-than-usual Credit Rewards from this Endless mode. While it may not be a perfect competition for the Index, it’ll be a change of pace for those looking to get some Credits with a change of scenery”. We still aren’t in Index territory, but it should at least be more rewarding. Let us know what you think!
  • Veiled Sentinel weapon Riven Mods can now be equipped on any Sentinel weapon type instead of a specific type (e.g. shotgun). All Veiled Sentinel Riven Mods are now “Companion Weapon Riven Mod”.
  • Sentinel Rivens will no longer get the ‘with an active pet’ requirement. Existing Rivens with this requirement have been changed to ‘without dying or becoming downed’.
  • Updated the terminology for Aim Glide/Latch Time to Aim Glide/Wall Latch Duration.
  • Teralyst vocals will now be ducked more when an Onkko transmission is playing.
  • Tweaked Liset “sky” loading screen emissive/lighting.
  • Updated reflections in Captura Scenes.
  • Augur Mod Set Bonus will now continue to grant more Overshields up to the maximum amount of Overshield.
  • Operator Ear Accessories will now be visible when the Saturn Six mask is in the closed position.
  • Ghoul Purge inbox messages will no longer automatically open your inbox or play the transmissions if you have completed all of the Encrypted Journal Fragments.
  • Tweaked weather patterns in the Plains of Eidolon to prevent lengthy rainy periods.
  • Increased brightness of Ash’s Bladestorm mark slightly to improve visibility.
  • Ally NPCs will no longer attack Garuda’s Blood Altar Victims.
  • Updated Umbral Forma’s description to properly reflect the items it can be installed on (Warframes and Melee Weapons). Removed the ability to use Umbral Forma on K-Drives and Archwing Melee.
  • Tweaks Ostron eyes to make them less glowy.
  • Enemies may now “react” (without changing their Alert state) to you by stopping and looking around if you shoot a Silent weapon within 2-3m of them several times quickly.
  • Applying a Look Link to the same item (ex: a Nova Look Link applied to a Nova) that uses default colours will now properly apply the default color. Previously, the original color would remain unchanged.
  • The Norg Mask, Mother’s Mask, and Grineer Mask now have a higher chance of appearing in Nakak’s store. This also fixes an issue where they would never appear – sorry!
  • Removed reflection textures from Operator heads to reduce shininess.
  • Change Nightwave Silent Eliminator Act description to clarify that the minimum enemy level must be 30+, not the maximum:
    • Previous: Complete an Extermination mission with level 30 or higher enemies without triggering alarms.
    • New: Complete an Extermination mission with only level 30 or higher enemies without triggering alarms.
  • Revenant’s Reave ability is now an upper body animation only; alleviating momentum cancelling lower body animations.
  • Increased the Glaive’s radial audio so it’s bouncing can be heard.
  • Airborne resistance from Mods is now capped at 90% to prevent stacking past 100% in some cases.
  • Reduced minimum range at which Demolyst markers hide when close to the player to 5 meters from 8 meters.
  •  Missed Vaporize Changes from Atlas Prime Access Release: This was initially meant for the release of Dethcube Prime with the Atlas Prime Access debut, but it slipped through the cracks.
    • Vaporize’s base Damage of 600 now multiplies with Mods equipped to your Sentinel’s gun.
    • Increased Vaporize’s max Range to 30 meters from 4 meters.
    • Decreased the cooldown to 10 seconds from 30 seconds.
    • Vaporize now has Punchthrough and can hit multiple enemies at once.
    • Updated the FX of Vaporize.
  • Corrected instances of possessive contraction in localization.
  • Updated terminology for Damage Types in Portuguese.
  • Tweaked Melee sounds for Scythe, Nunchaku, and Hammer weapons.
  • If a Mod is rewarded during an Endless Mission, the ‘Battle or Extract’ screen will now display how many of that Mod you currently own.
  • Improved the Clan Emblem Removal Inbox message to provide more clarity.
  • Removed overzealous blockers preventing players from going fast.

Optimizations:

  • Optimized engine startup slightly.
  • Made micro-optimizations to core math libraries.
  • Made some micro-optimizations to content update and game loading.
  • Made a micro-optimization to level loading and eliminated a bunch of harmless log warnings.
  • Made some micro-optimizations to FX rendering.
  • Made some micro-optimizations to loading into Orbiter and Dojos.
  • Fixed a game hitch when picking up a Stance Mod in mission.
  • Fixed an FX hitch when casting Khora’s Strangledome.
  • Fixed softlock when opening Chat.
  • Minor performance improvements when killing Infested Crawlers.
  • Fixed possible UI lock-up when attempting to contribute to incomplete Solar Rail Research (currently disabled).
  • Fixed petting Kubrows causing a loss of functionality.
  • Fixed loss of functionality if an enemy attempts to activate an alarm on a previously hacked panel.
  • Fixed the game crashing if it fails to synchronize your inbox on login i.e due to internet connection failure.
  • Fixed a crash that could occur if a squadmate summoned a Specter and then quit the game.
  • Fixed a crash when placing a waypoint on certain objects.
  • Fixed crash when changing maps in Conclave (among other rarer cases).
  • Fixed a crash due to corrupt data that could occur while updating.
  • Fixed an issue where you could crash if your Loadouts had a defunct vehicle slot.
  • Fixed a crash related to Melee.
  • Fixed a crash when selecting a loadout if your loadout name contains HTML characters such as “<” in the name.
  • Fixed a crash related to ragdolls.
  • Made sweeping optimizations to the script runtime.
  • Fixed script error when cycling a Riven Mod that is not in the currently selected collection grid category.
  • Fixed a script error when casting Gara’s Mass Vitrify.
  • Fixed a script error when “joining the hunt” from Simaris.
  • Fixed a script error when trying to start the Chimera Prologue/Apostasy Prologue/The Glast Gambit quests.
  • Fixed some getting a script error when attempting to purchase an item that doesn’t have multiple purchases available.
  • Fixed script error when selecting the W config on Wyrm’s Appearance (Wyrmius minigame).
  • Fixed a script error when viewing the Options screen.
  • Fixed a script error when auto installing Mods on Sentinel Weapons.
  • Fixed a script error/loss of functionality if you fail to complete a trade in Maroo’s Bazaar.
  • Fixed script error that could occur when exiting hacking.
  • Fixed script error that could occur when initiating a hack in high-level missions.
  • Fixed script error in squad UI when loading into a mission.

Fixes:

  • Fixed not being able to hit certain enemies with projectile weapons or if your shot started too close to them (most commonly seen in the Teralysts fights).
  • Fixed Nova’s Antimatter Drop exploding prematurely when aiming with your gun, and looking down a bit.
  • Fixed Khora’s Whipclaw healing enemies instead of damaging them when equipping Mods for negative Puncture damage.
  • Fixed Synth Fiber not working correctly when equipped on Venari.
  • Fixed hitting an enemy caught in Strangledome with your Whipclaw not transferring damage to other foes held in the Strangledome if you are a Client.
  • Fixed exploit with Titania’s Razorwing and Syndicate weapons.
  • Fixed Titania’s Dex Pixia not being equipped if Razorwing is cast while holding an Arch-Gun.
  • Fixed Saryn’s Spores costing no Energy when casted if the Venom Dose Augment is equipped.
  • Fixed Saryn’s Venom Dose Augment’s effects not properly applying to allies.
  • Fixed Saryn’s Molt not properly cleansing her of Nox’s sludge.
  • Fixed Mesa being unable to use abilities or melee when using the Venka after casting Peacemaker.
  • Fixed Inaros’ Negation Swarm Augment Mod not preventing any Status Effects from applying to the player after using the Arsenal in the Simulacrum.
  • Fixed Titania Razorwing not showing the number of Razorflies active after returning from Operator.
  • Fixed some pixelation on Volt’s chest.
  • Fixed Wisp Mote’s not keeping their Energy color when picked up by a non-Wisp player.
  • Fixed Wisp not aiming her rifle up when firing upwards.
  • Fixed Gauss, Khora, and Wukong’s custom HUD warping oddly when in Dual Wield mode.
  • Fixed some HUD buffs (e.g. Mirage Total Eclipse) duplicating when the player Transfers to their Operator and the buff value changes.
  • Fixed Mag Prime appearing super glossy.
  • Fixed the Etheria Armor set clipping with many Warframes/Skins.
  • Fixed a number of different Operator accessories excessively clipping with the Norg Mask and Mother’s Mask when ‘Hood Opened” is selected.
  • Fixed hole in the Harrow Hieropha Helmet.
  • Fixed the Etheria Shoulder Plates appearing misaligned on Mirage Prime.
  • Fixed Gara Zamariu’s Helmet dangles not applying chosen Energy color.
  • Fixed the Massif Prime Syandana not sitting properly on Wisp.
  • Fixed Mesa Immortal Skin not applying properly to Mesa Prime.
  • Fixed the Cryona Syandana clipping with some Warframe stances.
  • Fixed Catchmoon Kitguns, Arca Plasmor, and a few other weapons not being able to damage the Ropalolyst Synovia.
  • Fixed the Lua Lens appearing as the same basic Lens icon in the Arsenal/Inventory screen.
  • Fixed Operators running on air as a Client if you use Transference just as you’re falling off a level.
  • Fixed Clients being unable to see theirs or the Host’s Glyph when deployed in mission.
  • Fixed enemies on Dropships popping into view briefly for Clients.
  • Fixed enemy health bar remaining yellow on armored enemies that have their armor reduced to 0 for Clients.
  • Fixed Clients in Archwing not seeing the “Projectile Incoming” message.
  • Fixed cases of Client Operators Transferring back to their Warframe and unable to use Warframe Abilities.
  • Fixed the Fulmins detached barrel lingering for Clients after switching weapons.
  • Fixed enemy ragdolls sometimes going wild for Clients when they are killed by Excalibur’s Radial Javelin.
  • Fixed Client’s Warframe continuously firing the Quatz after Transferring to the Operator.
  • Fixed Client’s Riven Challenge progress not being tracked if a Host migration occurs.
  • Fixed the Akarius not homing in on enemies when playing as a Client.
  • Fixed momentum carrying over when Bullet Jumping and immediately entering Void Mode after.
  • Fixed inability to complete the Mastery Rank 12 test if you fall off the starting platform.
  • Fixed Teleporters in Featured Dojos sometimes teleporting back to your own Dojo.
  • Fixed the red visual marker hint for Demolysts not appearing in Gas City.
  • Fixed Zealoid Prelate walking in place if it’s killed without picking up Arlo’s Flame.
  • Fixed ability to equip Arcanes you do not own through Mod Link.
  • Fixed chat linked Veiled Rivens not showing the unveiling challenge information.
  • Fixed Veiled Companion Weapon Rivens issues when chatlinking.
  • Fixed Warframe Look Links applying to Operators.
  • Fixed incorrect Operator Hair icon.
  • Fixed unintended fire rate increase for Acceltra while jumping.
  • Fixed exploit tied to Tenno Spectres.
  • Fixed cases where enemies would be standing around idle in Sanctuary Onslaught instead of storming towards you.
  • Fixed Nightwave button appearing dark when accessing menus in Operator mode in the Orbiter.
  • Fixed Warframes running at a weird angle in Conclave.
  • Fixed Growing Power Aura effects not triggering when equipped on Excalibur Umbra after transferring to and from Operator.
  • Fixed camera panning through the ship when accessing the Focus Tree via the Arsenal.
  • Fixed Teralysts (and other boss enemies) taking more damage to weak points than they should be.
  • Fixed unowned Baro offerings showing credit cost instead of Ducat cost in the Void Trader screen.
  • Fixed enemy Tenno minimap markers showing up as white in Conclave.
  • Fixed enemies in the Simulacrum not recovering from Stomp cast by a Rhino Specter.
  • Fixed issues when previewing cosmetics in the Arsenal that are part of a bundle, like the Harrow Reliquary Skin.
  • Fixed waypoint marker not updating to the closest enemy in Archwing Exterminate missions.
  • Fixed crawler pathing to help them stop getting stuck.
  • Fixed Infested units sometimes preferring to vomit projectiles they have the opportunity to melee their target instead.
  • Fixed in-construction Dojo decorations sometimes going invisible.
  • Fixed missing “Jog” callout for the Golden Maw section of The War Within Quest.
  • Fixed Void Dash not applying movement in The War Within or if you try to use it immediately after Transferring to the Operator.
  • Fixed K-Drive races not appearing properly on the minimap when using the default K-Drive from the Vox Solaris Quest.
  • Fixed the hostages in the “Rescue the Hostages” mission during the Vox Solaris quest not all behaving in the same cowering way.
  • Fixed missing audio queues in the Chains of Harrow Quest.
  • Fixed enemies not spawning in the first half of the final mission in the Archwing quest.
  • Fixed misleading objective marker in final Archwing quest mission.
  • Fixed remaining players being unable to complete the Mask of the Revenant specter fight after a Host migration occurs.
  • Fixed Hunter Synergy crit chance boost not actually being taken into account when rolling for crits for pet.
  • Fixed Eidolon Hunt Bounties showing veiled rewards.
  • Fixed Ivara Empowered Quiver stat display saying Critical Chance when it should be Critical Damage.
  • Fixed Arcane Primary Charger, Arcane Blade Charger, Arcane Pistoleer, and Arcane Bodyguard not listing “+1 Arcane Revive” at max Rank.
  • Fixed Arcane Blade Charger displaying the damage increase factor (2%) instead of as a percentage (200%). The Arcane still behaved correctly and applied 200%.
  • Fixed inability to complete the Kuva Fortress Defense mission if you Nyx Mind Control a turret.
  • Fixed the random relic login reward text displaying ‘Relic Pack’ instead of ‘Relic’.
  • Fixed seeing a ‘Gear’ prompt when switching from the Trading screen to the Emote screen.
  • Fixed missing localization for Aim Glide/Latch Duration in the Aerodynamic Mod.
  • Fixed allies losing their Tidal Impunity buff if you cast Tidal Impunity elsewhere.
  • Fixed doing too much damage to Corrupted Vor causing him to become invincible and stuck in an animation.
  • Fixed Arch-Gun animation playing when swapping weapons in an Archwing mission.
  • Fixed Note Beacon text not appearing for Orbiter guests.
  • Fixed inability to use Warframe Abilities/Transference if Atlas’ Titanic Rumbler Augment Mod is activated due to bindings.
  • Fixed the Tusk Thumper Doma (and potentially others) sometimes jumping away and despawning.
  • Fixed Arcane Pistoleer not giving infinite Ammo at 100% efficiency for weapons that fire more than one bullet at a time.
  • Fixed an issue that prevented Donating your last of a type of Ayatan Sculpture to the Clan Vault.
  • Fixed a few places where players would get stuck where they would previously be able to move freely (for example launching Archwing in Plains or the Mastery Rank 25 test).
  • Fixed some NPCs crouch-walking preventing their pathing from being completed in some cases.
  • Fixed Submersible water clipping through levels where there’s no swimming allowed.
  • Fixed Ziplines kicking you off if you bump into geometry instead of just stopping you short of overlapping. Also fixed colliding with other players/enemies on Ziplines when you should be able to pass through.
  • Fixed certain cases where kills were leading to Achievements completing twice as fast.
  • Fixed Gas City Dropships potentially despawning before you ever had the chance to see it.
  • Fixes towards Condor Dropships in Vallis getting stuck in the sky and refusing to drop off their units.
  • Fixed “start elevator” appearing unlocalized at the bottom of one of the elevators in the Plains of Eidolon.
  • Fixed Amalgams not dropping the additional Kavat’s Grace, Anti-Grav Array, Gale Kick, and Odomedic Mods.
  • Fixed Mesa’s Peacemakers not firing after holding down fire while rolling with Mesa’s Waltz equipped.
  • Fixed inability to unveil multiple equipped Rivens at once that have similar Challenges (catch one fish, mine one ore or metal, etc).
  • Fixed cases where each kind of Relic wasn’t available for a Void Fissure mission. There will now always be a Void Fissure mission available for each Relic Era.
  • Fixed missing Gear item descriptions in the Gear wheel.
  • Fixed Corrupted Vor appearing poorly lit when showing up to the party in the Void.
  • Fixed misaligned firing from the Plinx.
  • Fixed the Tekko Prime rotating in your hands each time you change the color.
  • Fixed removing Decorations that you’ve just placed resulting in the item not stacking in your Inventory with ones you already own, and showing up as Ayatan Sculptures until you refresh the screen.
  • Fixed Decoration mode scaling incorrectly.
  • Potential fix for inability to move around in Decoration Mode.
  • Fixed sometimes seeing Rank 61 in the Nightwave ‘Tune In’ screen.
  • Fixed not seeing your Platinum/Credit balances when viewing a Chat linked item in the in-game Market.
  • Fixed an enemy icon flashing very briefly on screen if you skip the introduction cutscene when going to a Relay.
  • Fixed seeing your Kavat dissolve when viewing a Kavat Mod Link.
  • Fixed inability to view K-Drive Scrawls in the Market when you don’t own a K-Drive.
  • Fixed ability to walk around in the Vehicle Arsenal screen.
  • Fixed experiencing a hitch when opening the in-game Market.
  • Fixed inability to see Katana Holster options when the Blind Justice Stance is equipped.
  • Fixed the Combat Discipline Mod killing Warframes that are invincible (Nyx’s Absorb etc).
  • Fixed the Combat Discipline Mod causing a white screen if your Warframe dies because of it while controlling the Operator.
  • Fixed becoming unarmed and unable to get your weapon back while in Revenant’s Danse Macabre.
  • Fixed a case of Atlas’ Rumblers not being destroyed upon spamming the Ability.
  • Fixed Kuva disappearing from the ‘Last Mission Results’ after closing and reopening it.
  • Fixed paused enemies in the Simulacrum sometimes getting stuck in weird animation loops.
  • Fixed a large amount of spot-loading when changing Loadouts in the Arsenal.
  • Fixed Mecha Mod set bonus being applied to the Helminth Charger.
  • Fixed exiting the Custom Obstacle Course/Duel Room not returning the player to the room.
  • Fixed having to restart when visiting the Mod screen through the Arsenal during the Tutorial (before you’ve unlocked the Mod Segment).
  • Fixed Operator Amp Slots showing up in the Market before you’ve completed the Second Dream quest.
  • Fixed changing from a loadout with Natural Talent equipped to a loadout without Natural Talent in the Simulacrum not updating your cast speed.
  • Fixed running on an angle when attempting to run straight in Conclave.
  • Fixed your Kubrow/Kavat’s appearance always being Config A when loading into the Orbiter until you enter the Arsenal.
  • Fixed a floating NPC in the Hydroid Relay.
  • Fixed cases where your Archwing is invisible during a fly-in cinematic (The Jordas Precept, etc).
  • Fixed players always seeing your Operator’s Clothing Config A customization when viewing your Profile.
  • Fixed Condrocs flying away too early during their takeoff animation.
  • Fixed certain enemies not maintaining their velocity/movement after you unpause in Captura.
  • Fixed inability to read the full stats list of Mod Link weapon due to it having multiple alternate firing modes.
  • Fixed Ticker’s bundles not displaying their prices and being fully grayed out if you own some of the items in the bundles.
  • Fixed names doubling up in the Chat member list.
  • Fixed the Staticor’s Charged shot firing rapidly a large number of times when Ammo is fully depleted while using Mirage’s Hall of Mirrors.
  • Fixed the Boltor Bravura Skin being overly jittery.
  • Fixed MOA lockers being infinitely hackable.
  • Fixed inability to fire your Mote Amp as the Operator after switching back and forth in your Gear wheel.
  • Fixed Pyrana Prime’s passive not animating correctly.
  • Fixed the Gram/Gram Prime having bad animations when equipped with the Mortier Heavy Blade Skin.
  • Fixed inability to see Hunhow during the Second Dream opening cinematic.
  • Fixed inability to jump after firing the Sarpa and falling off an edge.
  • Fixed Mirage Eclipse’s damage buff not increasing the damage of Miter shots and by extension not increasing the damage of Slash procs caused by it.
  • Fixed missing Spy Vault lasers in the Orb Vallis.
  • Fixed your Kavat taking appearance from a previously equipped Kavat.
  • Fixed the Synth Reflex Mod bonus not activating without Companion.
  • Fixed having 0% Accuracy when using the Battacor exclusively.
  • Fixes towards animation issues when reloading the Boltor with the Boltor Bravura Skin equipped.
  • Fixed issues with lighting in certain boss tiles.
  • Fixed Operator eyeballs having spotty black textures.
  • Fixed an issue where you could lock yourself out of re-naming configs if you had too many characters in your name.
  • Fixed a progression stop in Saya’s Vigil where the the Ostron Coffer was behind the Plains of Eidolon barrier.
  • Fixed the Lanka, Opticor, Helios, Convectrix & Arca Plasmor Research missing from the Energy Lab.
  • Fixed ability to double Bullet Jump.
  • Fixed AI struggling to navigate properly in the Simulacrum.
  • Fixed towards the Vasca Kavat’s neck textures being separate from its body.
  • Fixed Focused Defense Mod description being written in all caps.
  • Fixed incorrect localization text for Heavy Attacks in the Combo screen.
  • Fixed sometimes being locked out of spawning your K-Drive if you fail to spawn it due to being too close to the Plains of Eidolon boundary.
  • Fixed players being left floating if they were standing on an Excavator or a Capture Case when it is destroyed.
  • Fixed Hexenon and Orokin Cell drops from Amalgams appearing as Mods.
  • Fixed Horrasques not appearing in the Codex. They were shy and hiding underground.
  • Fixed mysterious Plains of Eidolon fragment showing up in the Codex.
  • Fixed Executioner Harkonar missing a description in the Codex.
  • Fixed red emissives on the Venus Terra Moas.
  • Fixed Host Revive FX being replicated for Clients.
  • Fixed Edo Prime Armor not showing Electrical FX when your combos build up.
  • Fixed some weirdness with the Paracyst’s projectile FX.
  • Fixed part of the Melee Toxin FX not taking on Energy colors.
  • Fixed Titania’s Dendrite Gunblade Skin missing its FX.
  • Fixed Nightwave Emissary Assassinate ‘lantern’ illumination FX drastically changing when going through doorways.
  • Fixed Nightwave Emissary Assassinate ‘lantern’ illumination FX appearing different when on the ground vs being held.
  • Fixed Khora’s Strangledome beam FX appearing incorrect.
  • Fixed Ash’s Bladestorm mark FX not appearing on Ash if used while invisible.
  • Fixed an FX memory leak with the Spore Ephemera.
  • Fixed the Battacor’s Charge state FX not always triggering for Clients.
  • Fixed certain snowy terrain in The War Within not playing the right footstep sound.
  • Fixed Pax Charge sounds not playing properly.
  • Fixed Kitguns losing sound when Dual Wielding and using Archwing.
  • Fixed missing sounds for Baruuk’s Desert Wind.
  • Fixed Melee attacks losing their hit sounds when using Gauss Redline & Kinetic Plating.
  • Fixed text on the Void Fissure reward screen appearing difficult to read when the chosen UI Theme is bright.
  • Fixed “Reset All Decorations in Room” option for appearing in the Decorations UI when in an Orbiter room with no decorations placed.
  • Fixed UI bug when previewing unowned skins in the Arsenal and backing out of the menu.
  • Fixed slow loading UI when switching between the Warframe options in the Vor’s Prize tutorial quest.
  • Fixed the Navigation Alert bar overlapping your UI when viewing your Profile.
  • Fixed incorrect Mod UI when viewing a Venari Mod Link.
  • Fixed overlapping UI when viewing a Look Link when in the Arsenal.
  • Fixed the Invite UI pop up not changing when Menu Scale is changed (until after you relog).
  • Fixed words not wrapping in the Venus Junction UI.
  • Fixed losing Ivara’s Sleep/Cloak Arrow UI timer when Transfering to the Operator.
  • Fixed some UI screens not having correct icons/textures displayed after a level transition.
  • Fixed a long standing issue where UI might not have refreshed at the moment an Alert/Sortie/Fissure/etc mission expired if another, longer-running dynamic mission was also scheduled at that location.
  • Fixed Mods given during an Endless Void Fissure mission covering up the timer on the UI.
  • Fixed the Mining success UI appearing to have a blocky FX.
  • Fixed Emblems appearing incorrectly when equipped on a Sentinel Skin.
  • Fixed duplicate color names in the Heino Kubrow Gene-Masking Kit.
  • Fixed typo in name of Deaelra Kavat Fur Pattern (switched an L to an I).
  • Fixed a text string appearing when dismantling Servofish in Fortuna.
  • Fixed title of ‘Thank You’ messages running off screen.
  • Fixed a typo in The Jordas Precept fight.
  • Fixed spelling discrepancy of ‘Armor’ in the Shepherd Aura Mod.
  • Fixed small grammatical errors in the Training section of the Codex.
  • Fixed “Complete X to unlock this Act” showing X as broken code for French.
  • Fixed duplicate subtitles in transmission from Darvo in Vor’s Prize.
  • Fixed Gauss Collection description having typo in ‘Credit’.
  • Fixed Vauban Prime’s coat tails not being replaced by the regular non-Prime coat tails when toggling his ‘Prime Details’.
  • Fixed a spawn point in the Corpus Ship Onslaught tileset.
  • Fixed a level hole in the Corpus Outpost tileset.
  • Fixed wonky plant spawns in the Grineer Shipyards tileset. As reported here: https://old.reddit.com/r/Warframe/comments/dfk69f/de_fix_when/
  • Fixed an AI navigation issue in the Grineer Settlement tileset due to door-framing.
  • Fixed Corpus console being used in a Grineer tileset.
  • Fixed AI trying to move through windows in the Grineer Sealab tileset.
  • Fixed inability for Clients to see waypoints in the Corpus Ice Planet tileset after completing an Exterminate mission.
  • Fixed a poorly lit hallway in the Grineer Sealab tileset.
  • Fixed door clipping through walls in the Infested Corpus Ship tileset.
  • Fixed tree with missing collision in the Grineer Forest tileset.
  • Fixed dropping the Datamass off the cliffs around the Extraction point on the Grineer Earth Tileset resulting in the Datamass teleporting to an unreachable location.
  • Fixed elevator control panels hovering in the air in the Corpus Outpost tileset.
  • Fixed enemies spawning inside walls in the Corpus Outpost Exterminate tileset.
  • Fixed enemies not being teleported when falling into pits in the Orokin Derelict Exterminate tileset.
  • Fixed a hole in the Corpus Outpost Defense tileset.
  • Fixed a whole bunch of out of bounds decoration meshes that were poking into other tilesets.
  • Fixed unreachable loot in the Infested Corpus tileset.
  • Fixed Elite Sanctuary Onslaught tileset order changing if a Host Migration occurs.
  • Fixed a level hole in the Grineer Sealab tileset.

Welcome to The Old Blood: Update 26.0.6! It’s a hefty read below that we appreciate you taking the time to go through. Before you get started, you can look forward to a friendly in-game Inbox message with a few items from us to you. We know you’ve put a lot of time and resources into some of the things we’re changing (Melee, Vauban, Ember, etc), so please enjoy these free items by logging in before January 20th, 2020 @ 11:59 PM ET.

  • 3 Forma
  • 7-Day Affinity Booster

PLUS to those eligible (MR 3+ and account created before we announced the Legendary Core on October 18th) 1x Legendary Core will be delivered in a separate Inbox message! This criteria is necessary to avoid awarding dormant accounts that could use this gift to abuse trading.

There will also be a total of eight time-limited Alerts starting Friday, November 22nd @ 2 PM ET until Monday, November 25th @ 2 PM ET:

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  • With the hefty changes that Melee Phase 2: TECHNIQUES brings, you can also expect three Melee-only Alerts to help you get a feel for how the changes performs against the three main Factions in different mission settings. Each Alert rewards a fully built Forma upon completion – giving you even more options to make adjustments to your Melee weapons where you see fit.
  • The introduction of Kuva Liches brings a special new kind of Relic – Requiem Relics. There are four Relics in total that contain Requiem Mods, the Exilus Weapon Adaptor, and more! For more details, continue down to the Kuva Lich section. To get you a headstart with the Kuva Liches, there will be four Alerts on Sedna that will each reward one of the four unrefined Requiem Relics. Since completing The War Within quest is required to access the Kuva Fortress, these alerts are only available to those that have completed the Sedna Junction and Sedna’s Nodes.
  • As a fun bonus, you can also play an Alert for the “Grendel in Action” Glyph!

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KUVA LICHES:

We Maggots live… not long.
We hope more life… work… kill… maybe Queens notice…

Maybe… they share… the Old Blood.
We are maggots. But eventually even maggots can fly.

Update 26 brings a completely new breed of enemy, gameplay, and reward: The Kuva Liches have arrived. This system is what the Kingpin system, first shown on Devstream #88, has become over time, despite being put on hold for quite some time! This will continue to be expanded throughout Warframe’s factions and will be expanded to include a Clan aspect in a future update.

This system is meant to be challenging. It’s meant to be a threat. It’s meant to posit a vengeful and immortal enemy against you until you can decipher how to defeat them. It will demand your best gear and game knowledge! The Update notes will outline the essentials, the game will teach you the rest. Let’s begin, Tenno.

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THE PARAZON:

The Parazon is the first and most crucial piece to taking down your Kuva Lich, but it is not exclusive to the Kuva Lich system. This is a new tool given to ALL Tenno of any level and is now a part of the Tutorial. It is an interactive tool with widespread use in the game, from basics like hacking, to deeper gameplay like decoding the means to Assassinate your Lich.

PARAZON MODS:

We have moved some Warframe Mods (ex: Intruder) over to become Parazon Mods, and are adding new Parazon Mods (listed below). Our approach with these is that they provide benefits to the Parazon’s various uses, instead of taking up slots on Warframes. All core Cipher (Hacking) Parazon Mods can be found in Spy Vaults throughout the Origin System, and Assassin (Finisher) Mods can be found on various Bosses!

The Parazon will have 3 Normal Mod Slots, and 3 REQUIEM MOD Slots (covered below).

CIPHER MODS – Think of these as upgrading the tool aspect of ‘hacking’. These make hacking easier or give small benefits when hack is completed successfully!

  • Intruder: + Additional Seconds to hacking.
  • Live Wire: Shock Enemies within 24 meters while hacking. It will only shock enemies who are aware/alerted within that radius, thus not ruining your stealth gameplay.
  • Auto Breach: 30% Chance to autohack!
  • Runtime: +75% Sprint Speed after hack for 15 seconds.
  • Master Key: Unlock nearby lockers after hacking.
  • Untraceable: Become invisible for 18s after hacking. Activating it while already active will refresh the buff (ie hacking another terminal within the 18 second window).
  • Failsafe: 50% Chance to retry a failed hack.

ASSASSIN MODS – These are for the new PARAZON ‘MERCY’ FINISHERS that can occur at anytime in game on eligible enemies.

  • Blood for Life: 50% chance to create a Health Orb on Mercy.
  • Blood for Energy: 50% chance to create an Energy Orb on Mercy.
  • Blood for Ammo: Mercy refills magazine by 100%
  • Hit and Run: On Mercy: +60% Parkour speed for 15 seconds.
  • Out Of Sight: Blind Enemies with 18 meters on ‘Mercy’ kill.

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PARAZON FINISHERS: AKA ‘MERCY’

Parazon Finishers are a new lethal technique that can occur in any mission on almost any unit. They are optional, as you can still kill the enemy without using them. Enemies eligible for Mercy will have a Parazon icon over their head!

  • Mercying a Thrall has a 5% chance to drop 500 Kuva or a Requiem Relic, adding another reward vector in the steps that are required to Vanquish/Convert a Kuva Lich. Requiem Relics play a very key part in the Kuva Lich system, and our goal with this change is to conjoin the Thrall hunt on (what is currently) normal mission modes with your eventual Requiem Relic hunt.

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REQUIEM MODS:

New Requiem Mods have arrived and they are the only way to end your Kuva Lich. Your Lich is immortal until you figure out the correct combination of Requiem Mods – the precise order matters, and the only way to glean the order is by seeking ‘Requiem Whispers’ from your Lich’s Thralls and trying them out on you Lich.

The 8 Requiem Mods are:

LOHK

From brooding gulfs are we beheld
By that which bears no name

XATA

Its heralds are the stars it fells
The sky and Earth aflame

JAHU

Corporeal laws are unwrit
As suns and love retreat

VOME

To cosmic madness laws submit
Though stalwart minds entreat

RIS

In luminous space blackened stars

They gaze, accuse, deny

FASS

Roiling, moaning, this realm of ours
In madness lost shall die

NETRA

Carrion hordes trill their profane
Accord with eldritch plans

KHRA

To cosmic forms from tangent planes
We end as we began

Requiem Relics also contain an all new item – a Riven Sliver! A fragment of a sundered Riven. It is known that, with enough Slivers, Palladino is capable of reforging a complete Riven.
Earning Requiem Mods:
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The Void is reacting to the Lich experiments on the Kuva Fortress, and for the first time: Void Fissures are appearing on the Kuva Fortress! But these are unlike the others, and they only respond to REQUIEM RELICS.

There are 4 Requiem Relics – each with 2 Requiem Mods. Collect them all!

  • You can get Requiem Relics from KUVA FLOOD SIPHON MISSIONS, guaranteed.
  • You can get Requiem Relics from normal KUVA SIPHON MISSIONS, 50% of the time.
  • These can be refined like Lith, Meso, Neo, and Axi Relics. A 5th Tab has been added for REQUIEM RELICS in your Void Relic Refinement screen.

Requiem Mods have a limited amount of charges (3), but only consume charges when you successfully kill a Lich. Repeat Requiem Mods in your collection will eventually go to good use.

ONTO THE LICHES:

THE ENEMY:

  • Killing A KUVA LARVLING is the first step to creating a Lich. These can be found on any regular level 20+ Grineer mission in the Origin System – not including Sorties/Fissure/Quests/Special Regions, etc. for now. They are only available for players who have reached The War Within or beyond, this is the required prerequisite for getting a Lich.
    • A transmission will play when a Kuva Larvling fails to spawn.
  • You can only have one Lich active at a time.
  • The only way to get rid of your Lich is by using your Parazon with the correct Requiem Mods in the correct order – but you won’t be able to do this until you’ve found your Lich. Read on to learn how to do that.
  • Only you and your Parazon can be lethal to your Lich – your squadmates can help you weaken the foe, but you are the key to victory.

THE HUNT & THE INFLUENCE:

  • Once your Lich has set its sights on you, the hunt begins. You will know you have your Lich when an Icon appears in your Navigation and Menus, allowing you to view your Lich status at any time.
  • Everything from Lich Level, Requiem Mod Attempts, and More can be accessed from there!
  • Beware the red stain on the Origin System – the Nodes the Lich influences will be available for you to play by selecting in the Mission screen.
  • Any node of influence has REWARD TAX. Only defeating your Lich will return all of what was Taxed! The less influence nodes, the lower the Tax.
    • Don’t worry! Requiem Mods and Relics can not be Taxed by your Lich.
  • Influenced Nodes contain LICH THRALLS. You must use your Parazon on these to glean clues on how to destroy your Lich using the correct 3 REQUIEM MODS in the correct order.
  • Clearing Nodes and Killing Thralls leads to progression toward revealing your Lich’s 3 fatal Requiem Mods. Each Thrall’s death rewards a Requiem Murmur, which help reveal part of the Requiem Mod combination required to kill your Lich.
    • The first and second Murmur will appear quicker to get you started, with the last Murmur requiring 140% more to reveal.
    • Excess Murmur progress will carry over to the next Murmur to allow for faster Murmur discovery.
    • Ingame Murmur popups will show progress, in the form of a progress bar, from your previous Murmur discovery. This progress bar will not be displayed if you’ve solved all the Murmur hints.
    • Testing a Requiem on a Lich advances Murmur progress by roughly 10x more than a Thrall on average.
    • The Murmur progress is displayed in the UI with multiple rings to indicate which Hint you are currently working towards:
      • Progress ring for Hint 1, progress and middle ring for Hint 2, progress and both inner rings for Hint 3
  • Once you know the 3 Mods, figuring out the Order is a matter of trial and error in battles against your Lich – good luck!
    • A number next to Lich attempt history is available so you can tell the order.
  • Defection nodes that are under a Kuva Lich influence will become Exterminate nodes.

THE FIGHTS:

Your Liches likelihood to hunt you down is indicated by a bar on your Lich menu. The angrier they are, the more likely to spawn. Once you’ve drawn your Lich out to fight by destroying their Thralls and Influence nodes, fights against your LICH can go one of two ways:

DEFEAT– if your Parazon does not have the proper order of Requiem Mods. You will be defeated, and your Lich escapes, and grows stronger.

  • Lich’s rank will update immediately from a failed attempt, so you can see the new rank right away during a mission.

VICTORY – if your Parazon does have the proper order of Requiem Mods. You will be victorious.

THE VICTORY!
Defeating your Lich gives you two options:

VANQUISH:
Vanquishing your Lich with your Parazon ends its immortality, and grants you its Kuva Weapon.

CONVERT:
Converting your Lich with your Parazon corrupts it and turns it to your side, and will have a chance to appear in battle to aid you.

THE KUVA WEAPONS:

When you Vanquish a Lich, you’ll get its Kuva Weapon variant that is completely unique to your Lich. The base weapons are as follows, with custom stats depending on your Lich:

Kuva Karak: The custom weapon of a fearsome Kuva Lich. It has greater reload speed, lower recoil, and greater accuracy than the standard-issue Karak rifle.

Kuva Quartakk: Unlike a standard Quartakk, this Kuva Lich variant fires automatically from the hip and reloads faster while retaining its signature feature: annihilating targets with four simultaneous shots.

Kuva Ogris: The custom weapon of a fearsome Kuva Lich. Unlike the basic version the Kuva Ogris fires detonite-infused casings semi-automatically, from a smaller clip, while dealing greater damage per shot.

Kuva Kohm: The Kuva Kohm variant has a higher fire rate than the original. For every shot fired in rapid succession, the Kuva Kohm releases an additional bolt and grows more lethal.

Kuva Tonkor: This Lich-variant grenade launcher hurls mayhem and destruction with an increased reload speed.

Kuva Drakgoon: The Kuva Drakgoon flak cannon sends volleys of intensely hot shrapnel ricocheting around the room that do not slow down. Larger clip size and reload speed. Can be fired in wide or concentrated bursts.

Kuva Stubba (AKA Twin Stubba): Double-fist rapid-fire bursts of pain with these dual-wield variants of the Grineer submachine gun. Higher fire-rate and clip capacity.

Kuva Seer: This variant pistol has higher fire rate and magazine capacity. Superior zoom capabilities, plus projectiles have a small Corrosive burst.

Kuva Kraken: A custom variant that fires three quick shots with a single pull of the trigger, or can alt-fire burst the remainder of its clip. Higher fire rate, magazine capacity and reload speed.

Kuva Brakk: This Lich-variant semi-automatic hand cannon delivers a lot of punch in a small package. Higher fire rate, magazine capacity, and reload speed.

THE KUVA WEAPON RIVENS:

As this new system is mostly aimed at experienced players with a wide arsenal, the Kuva weapons earned from Liches are top-of-the-line statwise. However, most were based on older weapons that didn’t see as much use by players at higher Mastery Ranks. As a result, players who equip a Riven on one of these Kuva weapons may notice a slight discrepancy…. Rivens have lowered stats on Kuva weapons, because they have a different disposition.

This is a change we have wanted to make regarding Rivens for awhile, and Kuva Lich weapons presented the perfect opportunity to make it a reality. It’s a complicated change to convey in-game, so thank you for being understanding while we work to update UI across the game to reflect the changes.

Going forward, weapon dispositions will be tuned per weapon, instead of per weapon family. For instance, this means a Kohm Riven will have a disposition of 1.4 on a regular Kohm, but only a disposition of 1 when applied to a Kuva Kohm.

Read more about this in the official Dev Workshop on the Warframe forums.

Kuva Weapon Combining: VALENCE TRANSFER

Replace a Kuva weapon’s innate damage bonus with one from another Kuva weapon of the same kind. This process destroys the donor weapon and overrides the previous Kuva weapons damage bonus.

For example: everything you’ve done on Kuva Seer A will stay (Forma, Potato, Lens, Mod Configs, Appearance Configs, etc) when Kuva Seer B is consumed. The buff from Kuva Seer B will be passed onto Kuva Seer A, and Kuva Seer B will cease to exist in your Inventory.

How to:

1. Head to your Arsenal
2. Navigate to the Upgrade screen of the desired Kuva weapon
3. Select ACTIONS and then the new VALENCE TRANSFER option
4. Select the Kuva weapon you would like to consume
5. Type TRANSFER into the prompt to confirm the consumption – this also displays what buff you are replacing
6. Grofit!

NEW:

KUVA CHAKKHURR – A high-damage flintlock rifle that does additional Damage on head shots!

KUVA SHILDEG – A massive hammer for the smashing!!

KUVA AYANGA  – An Arch-Gun that can be turned into a Heavy Weapon with a Gravimag.

OTHER REWARDS AND SECRETS:

If Kuva Weapons or Lifelong Companionship aren’t your thing, there’s more! The birth of a Kuva Lich from a Larvling has a chance to create a Lich with some added flair – one of Seven new Ephemeras that you can only earn from Vanquishing or Converting your Lich (if it has one equipped)! These are a bit more special and rare, so don’t expect every Lich to have one, but we will be balancing over time.

Brand new Market items are available to help jump-start your Kuva world domination if that’s the road you wish to take. As with all our Platinum priced Market goods, these Packs are geared towards attaining convenience, at which they are priced accordingly:

Essential Parazon Mod Bundle: A Bundle featuring new Mods for your Parazon that give perks to Hacking or performing ‘Mercy’ kills on enemies. Purchased Mods are unranked.

Radiant Requiem Relic Pack: 4 Radiant Requiem Relics, one of each type, I, II, III,and IV.

Kuva Lich Hunter Collection: Get a taste of the Old Blood with this exclusive, one-time purchase, of Kuva Lich items. Includes a full set of Requiem Mods, the Radiant Requiem Relic Pack, Kuva Warframe Armor, and an assortment of Kuva Lich themed color pallets.

The additions and changes to the Kuva Lich system that came with Hotfix 26.0.7 on PC (released after we sent to Cert) will be coming in the next update.

 

NEW WARFRAME: GRENDEL
Consumer of worlds and everything else.

PASSIVE:

Each enemy consumed grants 50 bonus Armor.

FEAST:

Swallow an enemy whole and store it in Grendel’s gut. Not satisfied? Keep eating, but beware, each foe in Grendel’s belly slowly consumes Energy. Hold to vomit out stored enemies covering them in toxic bile.

NOURISH:

Consume the enemies in Grendel’s gut and nourish nearby squad members with a radial buff.

  • Nourished Energy – Energy buff
  • Nourished Armor –  Armor buff
  • Nourished Strike –  Damage Multiplier buff

REGURGITATE:

Violently puke out a bile soaked enemy from Grendel’s gut, turning the unfortunate creature into a toxic projectile.

PULVERIZE:

Powered by feasting, Grendel curls into a ball and knocks over anyone in his path. Jumping slams Grendel into the ground and generates a damaging shockwave.

Grendel can be earned for free through means based on the lore of his Leverian entry. Once you’ve listened, you’ll begin your hunt for Grendel by acquiring:

  • Grendel Neuroptics Locator
  • Grendel Chassis Locator
  • Grendel Systems Locator

These Keys are found in Arbitrations and will expose hidden missions on the planet mentioned in his Leverian for you. Grendel helps those in need – and only those who are truly ‘empty’ will earn his pieces, guaranteed.

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GRENDEL GLUTT HELMET

Dinner is served. An iconic helm for Grendel.

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SUMBHA SYANDANA

A most curious Syandana and one favored by the gallant gourmand, Grendel.

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MASSETER

Tear and chew through enemies with this unusual crankshaft-style greatsword. Grendel’s signature weapon.

*When using Grendel with his signature Masseter, he will be immune from crowd-control procs while doing Heavy Attacks.

GRENDEL COLLECTION

It’s all you can eat with this collection for the gallant gourmand. Includes Grendel Warframe, Glutt Helm, Masseter Greatsword, Sumbha Syandana and 3-day Credit and Affinity boosters.

TENNOGEN BUNDLES

Enjoy blasts from the past and new hotness with the following bundles! Featured below are 2 bundles that include items from past rounds as far back as 2016 and 2 bundles of TennoGen Round 17 items from our talented creators.

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TENNOGEN BUNDLE XL

  • Zephyr Graxx Skin by Faven
  • Equinox Megaera Skin by Vulbjorn, the graphical walrus
  • Opticor Mithra Skin by lukinu_u
  • Tonfa Hades by malaya, Scharkie, and Jadie
  • Polearm Skopos Skin by Girtan

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TENNOGEN BUNDLE XLI

  • Nova Stinger Skin by Cheshire
  • Atlas Arhat Helmet by Rekkou
  • Excalibur Arturius Helmet by Syncrasis
  • Volt Thales Helmet  by Arsenal
  • Liset Quilate Skin by polygonmonster

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TENNOGEN BUNDLE XLII

  • Diva Chest Armor by lukinu_u
  • Fhan’Epak Chest Armor by Faven
  • Paxis Chest Armor by Jadie and malaya
  • Vuoto Oculus by Oh_Shimmy
  • Wuush Graxx Skin by Faven

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TENNOGEN BUNDLE XLIII

  • Trinity Nightingale Skin by matzan481
  • Gara Rouen Alt Helmet by Hydroxate
  • Baruuk Graxx Skin by Faven
  • Wisp Graxx Skin by Faven
  • Wisp Damas Alt Helmet by FrellingHazmot

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TITANIA EMPRESS COLLECTION

The trappings of royalty. Includes the deluxe Titania Empress Skin, Hawkmoth Skin for the Dex Pixia exalted weapon, the Mot Skin for the Diwata sword, Titania’s Heartwood Armor Set and the Dendrite Gunblade Skin.

Titania Changes:

  • Titania can now Transfer to the Operator during Razorwing.
  • Titania’s cast animations are now an upper body animation only (except Razorwing), alleviating momentum cancelling lower body animations and trimming cast time.
  • Thorns Tribute now has Damage reflected AND reduced to help our little bug feel a little less squishy.
  • Titania can spawn up to four more Razorflies if all Tributes are active, one per Tribute.
  • Razorflies can now pick up Tributes.
  • Enemies directly affected by Titania’s Lantern will now have any damage they take dealt to them when the Ability ends (a la Mind Control).

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EUPHRATES PET ARMOR PACK

Contains Euphrates Pet Armor for both Kubrow and Kavat, modeled on the intimidating, bladed look of the Tigris Shotgun.

NEW KAVAT:

Introducing Vasca! A true child of the night, and a drinker of life.

How to obtain:

Bring your Kavat to the Plains of Eidolon at night to meet a Vasca Kavat – snoot to snoot. If your Kavat becomes tainted by a Vasca bite, Imprint it and breed 2 together for your own bloodthirsty kitty.

Don’t want your Kavat to carry the virus? Visit Master Teasonai in Cetus for the Vasca Curative.

Vasca Precepts:

  • Vampiric Bite: Vasca’s bite bypasses armor, draining her prey of life, adding to her own.
  • Transfusion: When her master is in bleedout, Vasca sacrifices some of her Health to raise them.

PLUS, new Vasca Floofs can be acquired by Master Teasonai!

Don’t feel like getting in a cat fight? Check out the Market for the Vasca Kavat Starter Kit!

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WEAPON EXILUS DESIGNATION + WHY!

Introducing a new Exilus Weapon Adapter that unlocks an Exilus Weapon Mod Slot for your Primary and Secondary weapons, granting you extra capacity to equip utility Mods. You can find the Exilus Weapon Adapter as an Offering from the main 6 Syndicates, from the new Requiem Relics, or in the in-game Market!

These Adapters will be for Primary and Secondary weapons only. Once we have finished making changes to the Melee system, we will re-evaluate the need for a Melee variant.

The conversation of tight capacity already exists without the addition of the Exilus Weapon Mod Slot, so we’re making these Slots default Polarities, meaning all Exilus Weapon Mods are – (Naramon) or V (Madurai) Polarity.

If you’re familiar with Exilus Mods, they are utility or movement Mods, not sustained DPS grants. Below is a list of eligible Exilus Weapon Mods that sustain the utility intention. Anything not included in this list was deemed DPS affecting and not true ‘Utility’:

Eligible Exilus Weapon Mods:

Ammo max:

  • Ammo Drum
  • Shell Compression
  • Trick Mag

Mutation:

  • Rifle Ammo Mutation
  • Primed Rifle Ammo Mutation
  • Shotgun Ammo Mutation
  • Primed Shotgun Ammo Mutation
  • Pistol Ammo Mutation
  • Primed Pistol Ammo Mutation
  • Arrow Mutation
  • Sniper Ammo Mutation
  • VIGILANTE: Supplies

Zoom:

  • Eagle Eye
  • Broad Eye
  • Overview
  • Air Recon
  • AERO: Periphery

Movement:

  • Agile Aim
  • Snap Shot
  • Spry Sights

Recoil modifying:

  • Gun Glide
  • Double-Barrel Drift
  • Stabilizer
  • Vile Precision
  • Strafing Slide
  • Steady Hands

Accuracy:

  • Guided Ordnance
  • Narrow Barrel
  • Targeting Subsystem

Silence:

  • Hush
  • Silent Battery
  • Suppress

Holstering Speed:

  • Soft Hands
  • Twitch
  • Reflex Draw

Reload Whilst Holstered:

  • Lock and Load
  • Tactical Reload
  • Eject Magazine

Projectile Speed:

  • Terminal Velocity
  • Fatal Acceleration
  • Lethal Momentum

Oddities:

  • Adhesive Blast
  • Cautious Shot
  • Fomorian Accelerant
  • Kinetic Ricochet
  • Tether Grenades

As a result, the following Mods have been tweaked:

General Changes

  • Ammo Drum increased to +90% Ammo
  • Shell Compression increased to +90% Ammo
  • Vile Precision is now -90% Recoil

Drain Reductions (at maximum rank):

  • Lock and Load from 13 to 9
  • Tactical Reload from 13 to 9
  • Eject Magazine from 13 to 9
  • Vile Precision from 11 to 9
  • Cautious Shot from 12 to 10
  • Rifle Ammo Mutation from 9 to 7
  • Primed Rifle Ammo Mutation from 14 to 10
  • Shotgun Ammo Mutation from 9 to 7
  • Primed Shotgun Ammo Mutation from 14 to 10
  • Arrow Mutation from 9 to 7
  • Pistol Ammo Mutation from 9 to 7
  • Primed Pistol Ammo Mutation from 14 to 10
  • Sniper Ammo Mutation from 9 to 7

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EMBER REVISITED

New Passive: Receive 5% Ability Strength for every enemy within a 50m engulfed in flame (up to a cap).

FIREBALL

Works fundamentally the same as it does now – tap for quick fire, hold to charge for greater impact. Enemies already inflicted by any Heat Status effect will now take additional damage.

Fireball has a casting combo, if you use it multiple times rapidly it gets stronger.

The damage output and charge speed also scale off of one of Ember’s newest abilities…

IMMOLATION (replacing Accelerant)

Time for a history lesson! Prior to Update 11.5, Ember’s second ability used to be “Overheat”, offering an aura of heat damage which also protected her from enemy fire. Almost SIX years later, it’s time for this ring of fire to come full circle.

When cast, Ember Immolates herself with protective fire armor. Her current level of self-Immolation is indicated by a unique UI indicator; the higher the heat, the more damage resistance, and the more effective Ember’s other abilities become.

The Immolation meter will build slowly at first – using Ember’s Fireball or Inferno causes the meter to build faster. But be warned! If the meter reaches maximum, Ember will “overheat” and Immolation will cost progressively more energy per second the longer you stay in an overheated state. To prevent this from happening, use Fire Blast to expel a portion of your heat meter, or toggle Immolation off to reset meter build.

FIRE BLAST

Casting time has been greatly reduced, and the ability now strips armor from nearby enemies. The amount of armor removed scales in effectiveness based on current Immolation levels. On cast, this immediately reduces your Immolation level by up to half.

INFERNO (replacing World On Fire)

Upon casting Inferno, all enemies currently within sight are struck by a fiery comet, lighting each target ablaze in a personal ring of fire. Inferno costs Energy per each target in sight, with the cost capped at 10 targets, at which other enemies are then free.

If an enemy ignited by Inferno comes in contact with another unit, the fire will spread, igniting them as well with a fresh ability duration. Damage of the heat AoE scales with current Immolation level.

With these changes, players will take a more active role in “bringing the heat” to all that stand in their way, with added protection that encapsulates Ember’s volatile nature.

Ember Augment Changes:

1. Fireball: Fireball Frenzy: This augment is unchanged.
2. Immolation: Flash Accelerant is now Immolated Radiance: Allies within Affinity range will receive 50% of Immolation’s Damage Reduction.
3. Fire Blast: Fire Fright is now Healing Flame: Each enemy hit heals Ember by 25 to 50 based on the level of the Immolation meter.
4. Inferno: Firequake is now Exothermic: Enemies killed while under the effect of Inferno have a 15% chance to drop an Energy Orb.

VAUBAN REVISITED

When revisiting Vauban, we aimed to retain his status as a crowd control powerhouse, while increasing his mobility and lethality to keep up with 2019 Warframe’s lightning-quick pace.

TESLA NERVOS (replacing Tesla Grenades)

Instead of sticking to surfaces, these new Tesla Drones will roll around, following the player. Once an enemy comes within range, these Drones will latch on and emit a shock that stuns the target and nearby enemies. Each Drone has a limited number of shock charges before it must be replaced. Hold cast to summon multiple Tesla Nervoses at once!

MINELAYER

All four of his mines have been replaced with new options:

1. Tether Coil pulls a number of nearby enemies to wherever it sticks, rendering them immobile.
2. Flechette Orb fires high velocity nails in all directions, inflicting puncture damage to any unlucky enough to be nearby.
3. Vector Pad lays down a walk pad, granting a boost of speed in a chosen direction (indicated by arrows). Players must be moving in the same direction as the pad to receive a boost, while enemies are affected no matter which way they wanted to go.
4. Overdriver will latch onto a nearby ally or yourself, enhancing their damage output for a period of time.

PHOTON STRIKE (Bastille moved to #4)

A deployable beacon marks a location on the map. After a short countdown, the area is struck by a massive orbital laser explosion (and yes, it does work indoors).

BASTILLE (combined with Vortex)

Vauban’s two marquee powers have been combined into a new and devastating ultimate ability!

When deployed, a Bastille will capture nearby enemies, stripping them of their armor over time. Players standing within a Bastille’s radius will gain a temporary armor increase, building up over time based on how many targets are currently being held in the Bastille.

When a Bastille’s duration expires, it collapses into a brief Vortex at the center of the cast for easy group kills. Want the Vortex to appear sooner, or last longer? Holding cast will collapse all active Bastilles early, or if you have no Bastilles, holding will deploy a new Vortex instead.

Overall, many of Vauban’s powers have been streamlined or replaced, making his tools less redundant, and much more versatile for keeping up with the pace of an average Warframe mission.

Vauban Augment Changes:

1. Tesla Nervos: Tesla Bank: While a target has a Nervos attached, any damage dealt to it will be absorbed by the Nervos and channeled into a 8m burst of Electricity on death.
2. No Augment for Minelayer.
3. Photon Strike: Photon Repeater: If Photon Strike hits at least 5 enemies, the next cast will cost no Energy.
4. Bastille: Repelling Bastille: Since Bastille and Vortex have merged, their Augments have merged as well. Enemies within the Bastille have a 100% chance to be repelled every 4s. Plus, Vortex’s duration is increased by 70% of its Maximum Duration for each additional Vortex thrown into it.

*Vauban and Ember have been removed from Conclave in the meantime for balancing.
Melee PHASE 2: TECHNIQUES

Update 26 brings change to Warframe – it iterates on the game and Melee is no exception. For months Phase 1 has been in your hands, and it’s time for Phase 2. What follows is a detailed overview of our design direction and intentions with this new Phase.

We are not touching Melee Riven Dispositions until we get updated data – expect advance notice when we close in on a date for this but for now it is roughly scheduled for early next year. This it to give players time to experiment, and to give ourselves a more reliable set of usage stats, we will start Melee Riven changes in the following revisit.

We want you to know how your use of melee and feedback on the systems have helped form Phase 2, and how some changes are included to allow for a more cohesive Melee experience. Our tools made Spin attacks optimal at the cost of the more interesting Melee system, and we’re trying to rectify that overall.

Previously we made several changes to the Melee system (as detailed in the Melee Rework Phase 1 Dev Workshop thread) including:

  • Introducing a new quick-melee attack
  • Full VFX overhaul on elemental damage types
  • Aimed Slam Attacks instead of impacting directly below an airborne player.

While select changes are to be rolled back (yes – see below before you react), the rest of the system served as a good foundation for this much more expansive Phase 2.

Please bear in mind that these changes are not set in stone, and some aspects of the new Melee system will be tweaked during the usual QA process. There are some more features being added later on, introduced in Melee Rework Phase 3 at a later date.

So what is covered in Melee Update Phase 2?

THE GAMEPLAY

1. The Return of Equipped Melee and Manual Blocking!
2. Dodge Cancelling and Tactical Dodging

THE COMBOS

3. Stance Changes, Combos and You!
5. Combo Counter Rework

THE TOOLS

6. Changes to Slam Attacks
7. Goodbye Channeling, Hello Heavy Attacks and Lifting!
8. Weapon Stats, Mastery Limits and General Melee Changes
9. Mod Rebalancing / Functionality
10. Exalted Weapons
11. The Screens: Arsenal Changes

THE TECHNICAL BITS

12. Aim Assist
13. Sticky Fingers when Equipping Melee!

THE FUTURE

14. Channelling 2.0 AKA “Rage Mode” and Future Plans!

As you can probably tell, this section is going to be a bit of a lengthy one, so make sure you sit comfortably, drink a nice cup of Greedy Milk and get ready to read all about how you can better turn your enemies into salsa with your favorite melee weapon!

An overarching note before you get started, is that every Melee weapon that was originally a single Elemental damage type has been converted to Physical + Element, allowing for more Status reliability as well (Silva and Aegis excluded given Flame Blade).

THE GAMEPLAY

1. Equipping Melee and Manual Blocking!

One of the bigger changes added to the Melee Rework: Phase 1 was the addition of fluid swapping between melee and Primary / Secondary Weapons. However, some players preferred the ability to manually block, making some of their builds less easy to manage. While we restored manual blocking for players playing ‘sword alone’, it wasn’t quite the same.

The good news is that both functions are back! Holding the weapon swap button will equip melee fully again, and the aim button will manually block when in this mode. Holding the Weapon Swap button while Exalted Melee is in play will also lock you into Exalted Melee mode! (Don’t worry, Auto Blocking is still a thing!)

We also have redesigned the utility of blocking: Blocking will now prevent 100% of damage,  with a blocking angle that is dependent on the melee weapon equipped. All successful Blocks will also add to the new Combo Counter!

BlockingAngleDiagram.png.a47772a79a2ebfa

For example, sword and shield weapons (such as the Silva & Aegis) have a blocking angle of 70 degrees, centered on the front of the player, where as a dagger weapon (such as the Dark Dagger) will only have a blocking angle of 45 degrees. (Previously all weapons had a locked blocking angle of 45 degrees upon the introduction of Auto Blocking). Zaws block 100% damage.

2. Dodge Cancel and Tactical Dodging

One of the older and larger complaints of the melee combo system has been the animation locks. Completing 7 step combos feels great, but the animations completely lock you into the movements. We are introducing two new ways to put more control in your hands:

  • Dodge Cancel – Allows a player to activate a dodge any time during a melee attack to end the combo immediately and dodge out of the way.
  • Tactical Dodging – Dodging while blocking now performs this Tactical Dodge, keeping the distance short, and allowing you to remain within melee range. This is an effort to not break the flow of combat after cancelling out of an attack, but also if you need to make a quick escape!

THE COMBOS

3. Stance Changes, Combos and You

By far, the biggest change you will see in the new Melee system is the alterations made to Stances, as well how Combos interact with one another. In the old (current) system, Combos are an effect of button presses, all leading into a chain of animations. In Melee Rework Phase 2, attacks are buttery-smooth and adaptable!

This rework of Combos applies to every Stance, not just the weapon types. For example, Tempo Royale (a Heavy Weapon Stance Mod) will still have different Combos than the Cleaving Whirlwind Stance, even though both Stances fit the Heavy Weapon melee type. The difference now, is that both share a design that uses common movements and attack types.

We also wanted melee attacks to feel more intuitive. For example, if you are aiming down the sights of a primary weapon or blocking incoming fire, and then hit the melee button, you most likely want to get in close! If you are not inputting a movement button while meleeing, it’s usually a sign you want to finish off your target. We wanted the new Combos to reflect that that existing movement, and so the new inputs reflect that situational awareness.

In most cases, the following improvements can be applied to any given Stance Mod equipped to a weapon (not just individual weapon types!):

  • Forward Combo (Forward + Melee) – This allows you to attack without initially interrupting movement with the first 1-3 swings (depending on the weapon Stance). The last attack in the sequence will loop seamlessly into the first, so that you can keep a level of mobility while attacking.
  • Forward Tactical Combo (Forward + Block/Aim + Melee) – This move is usually a distance-closing opener, bringing you closer to the enemy and getting you within range to continue a harder-hitting string of attacks. The beginning or end of this combo can have a slam effect, allowing you to control the enemy, and during the mid-point of the combo, attacks will be large and sweeping, allowing multiple enemies to be hit.
  • Neutral Combo (Melee button only) – Hard hitting, movement-free attacks to allow a player to destroy their target. The last attack can either have a knockdown effect, or throw them into the air and hold them there, if one set of strikes does not finish the job.
  • Neutral Tactical Combo (Block/Aim + Melee) – First hit will likely be a longer thrust or throw of a weapon to increase range. Further attacks will be hard-hitting, and will often finish in a ragdoll effect or a Lifting Attack, as opposed to a knockdown or stagger. Lifting attacks are detailed in Section 7 of this workshop.
  • Air Combo (Melee while Jumping) – Perform a combo in the air without sacrificing movement.
  • Hover Air Combo (Back + Melee while Jumping) – Holds the player in place while the combo completes, and overrides the slam attack angle to keep the action going!

Pro Gamer Move Example: Use the first, opening attack in the Forward Tactical Combo (Forward + Block/Aim + Melee) to close the distance on the target, then transition into either a Neutral Combo (Melee Only) or a Neutral Tactical Combo (Block/Aim + Melee) to finish off the target.

All of these fresh Stance changes has shone light on Whip Stances in particular not being as desirable in comparison to the others. We’re aware of this and are working on a new Whip Stance!

4. Smoother Combo Transitions

In the old system, only the first follow up attack inputted would remain in ‘memory’ and would execute at the end of the initial attack animation. Any kind of input entered after the initial follow up was ignored until the next attack had started. In the new system, the next attack is being constantly updated, depending on the last input received.

This allows for last-second decisions on combo changes to occur immediately after the first attack has finished. No more waiting for a combo attack animation to end before you can start spamming the attack button again! Embrace the fluidity!

5. Combo Counter Rework

The Combo Counter will be getting a new functionality pass. Rather than just providing flat bonuses to damage, the Combo Counter will now also act as an expendable resource for new heavy hitting combat: HEAVY ATTACKS! This will replace channeling’s bindings, and Section 7 below covers those changes. This counter will be increased in a more granular and rapid way, and can be built by using melee attacks, blocking damage, radial damage from Slam Attacks and hits from a thrown weapon (such as the Glaive).

As an expendable resource the Combo Counter should be easy to replenish, and the changes made should reflect how easy you can acquire and spend the Combo Counter resource. In addition, the ‘heaviness’ of an attack will have a measured difference on the amount of Combo Counter it increases. As a general rule, lighter, swift attacks will give lower additions to the Combo Counter than slower, heavy attacks will. Swing for the fences, Tenno!

A SIDE NOTE: as a result of this new Combo Counter system, certain Mods are changing, but there are also some Mods whose stats will remain untouched, such as Body Count, as it retains the same functionality. All Riven Challenges related to Channeling have been changed to reflect ‘Combo Counter’. For example, Riven Mods can now have a + / – to not gain Combo Points on hit. The Mods that will see some changes are listed below, in Section 9.

ANOTHER SIDE NOTE: Abilities that use the Combo Counter (such as Ash, Atlas, etc.) will scale at 25% of their former values, to make up for the ease of building a much higher Combo Counter Multiplier. This value is pending review for balance passes.

  • Combo Duration is displayed as a bar underneath your Combo Counter!

THE TOOLS

6. Changes to Slam Attacks

The ragdoll effect of the Slam Attack is being removed (with some weapon-specific exceptions *cough*JatKittag*cough*), however it is being replaced with an effect that will push enemies back or knock them down, giving the player some breathing room, and setting the enemy units up for follow-up attacks.

Melee Rework: Phase 1 introduced the global use of ragdoll effects on Slam Attacks, so this is the second item to be rolled back, and replaced with a better way to rain down death from above!

Also, all Melee weapons have received an updated Slam FX – come on and SLAM (attack), and welcome to the jam!

7. Replacing Channeling with Heavy Attacks and the ‘Lifted’ Status

Channeling will be saying its final farewells in the Melee Rework: Phase 2 update, and instead is being replaced with a new form of Heavy Attack, as well as a new Lifted status effect. As we said before, Channeling Mods will also be changed to support this new system, as well as providing a larger pool of utility to choose from in your builds.

These are the changes planned:

  • Heavy Attacks (Alt-Fire for Melee) – Heavy attacks can now occur at any time, simply by pressing the Alt-fire button while you have melee equipped or in your hand. This costs all of your Combo Counter (affected by Mods), so make sure you lay down the hurt! If you don’t have any Combo Counter active, you will use a Heavy Attack, but it will not benefit from any damage bonus from the Combo Counter.
  • Heavy Slam Attacks (Jump + Alt-Fire for Melee) – This new Slam Attack will create a new effect on targets, known as the LIFTED STATUS. When a target is Lifted, it is held suspended in the air, allowing a player to follow up on attacks while the target is held helplessly aloft. Again, if you do not have any Combo Counter active, this will act as a Heavy Slam attack without a damage bonus, and minimal Lifting Status.

But what about the Channeling FX you ask? Prime Armor Channeling FX will now appear when the Combo Counter reaches 2!

8. Weapon Stats and Mastery Limits

With this new change, there is a broad-sweeping review of Melee weapons and how they function with the new system:

  • Mastery Rank – Weapons have been reviewed to make sure their function and power are aligned with an appropriate Mastery Rank, similar to passes made on Primary and Secondary weapons.
  • Base Damage – Since the Combo Multiplier will apply to Heavy Attacks only, the base damage of all melee weapons has significantly increased.
  • Base Range – Along with damage, range has also been increased to make sure you get the most chop for your buck. While base range is being increased, Range Mods are going to have a different calculation applied to them. This is detailed in Section 9.
  • Mod and Arcane Channeling Functionality – As mentioned above, any Mods or Arcanes with functionality tied to Channeling have had their stats altered to increase Lifted Status, Heavy Attack damage and Combo Counter modifiers.

Expand the spoilers below for full list of Melee weapon stat changes: 

  Reveal hidden contents

9. Mod Re-balancing and Functionality Changes

Since the base damage of melee is being buffed, some notable Mods are getting a balance and/or functionality pass. With the wide amount of changes happening to Channeling and Heavy Attacks, some Mods have had to be reworked into other systems or have had changes to the way their damage scales.

For full transparency, some of these are nerfs to specific Mods, but we felt these were necessary to truly allow Phase 2 to be treated as a new beginning for melee. Our intention is to create engaging melee and Modding variety, which is not possible when there is a one-best loadout or single Mod that can kill almost anything in the game. We love killing things effectively, but we also want the combat to be engaging and feel powerful. Spin attacks still exist, but the repetition of them is something we’re trying not to force you to use. To reiterate: select tools made Spin attacks optimal at the cost of the more interesting Melee system, and we’re trying to rectify that.

At the moment, the current list of Mods and their proposed changes are listed below.

  • All Channeling Mods – have been changed to the Melee Parent type to bring them in line with Melee Phase 2 changes
  • Amalgam Organ Shatter – Description changed from Charge Attacks to Heavy Attacks.
  • Blood Rush – Will now scale differently, using a stacking multiplier based on the Combo Counter, raising 60% per Combo Counter tier (something much easier to achieve in Phase 2).
  • Condition Overload – Now uses a stacking multiplier based on how many Status Effects are on the target at 120% damage per Status.
    • During this whole Melee rebalance, Condition Overload remained a persistent outlier. Since launch, it has had an unintended stacking mechanic, that nothing else uses in the game: it grew exponentially, making it too volatile to balance. We know there’s nothing worse than ‘how can you call this unintended’, so let’s explain the history: initially it did the stacking on final damage, which, as you know from previous changes, we have been trying to move away from. This is because this type of stacking makes for very hard to control damage progression, and tends to be very confusing as to which damage, Melee/Proc etc, applies where. This new version of the mod makes Condition Overload’s damage multiplication become equal to Pressure Point when the enemy has 1 Status applied, better than Primed Pressure Point at 2 Statuses applied, and from there it just grows and grows. Even though the maximum potential damage is lower now, we think it is still an extremely powerful Mod in its latest iteration.
    • The new ‘Lifted’ Status also counts for Condition Overload calculation. Revised Stances and the new Heavy Attack give reliable ways of applying Status to enemies, which greatly increases the reliability of Condition Overload.
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  • Corrupt Charge – Adds a large amount to the Combo Counter, but significantly reduces the time it takes for the Combo Counter to drain.
  • Covert Lethality – is remaining as a Dagger Mod for now with +16 Initial Combo and 100% Finisher damage, pending later review. (Note: This has changed from what was laid out in the recent Dev Workshop)
  • Dispatch Overdrive – Increases player movement on a Heavy Attack hit.
  • Enduring Affliction – Increases the Status Chance on enemies suffering from the Lifted Status.
  • Enduring Strike – Increases the Combo Counter chance when hitting Lifted enemies.
  • Focus Energy – Add Electrical damage to an attack, as well as increasing Combo Counter generation.
  • Focused Defense – Adds an additional 20 degrees to a weapons blocking angle.
  • Gladiator Mod Set – Adds a multiplier with the Combo Counter up to 60% for the whole set.
  • Guardian Derision – Will add more to the Combo Counter for blocking hits. (Note: The Taunt mechanic is still in place.)
  • Killing Blow – Increases Heavy Attack damage and decreases the ‘wind-up’ time for Heavy Attacks
  • Life Strike – Heavy Attacks will now regenerate Health.
  • Maiming Strike – Changes from an additive buff to a stacking buff, but base functionality increased 150%.
  • Quickening – Grants +40% Attack Speed, +20% Combo Count Chance
  • Reach / Primed Reach – Will now increase range in a way that has been normalized. In the previous incarnation, long-range weapons were getting too much of a benefit, while short-range weapons were barely seeing any increase at all.
  • Reflex Coil – Increased Combo Point Efficiency when using Heavy Attacks.
  • Reflex Guard – +100% Combo Count Chance while Blocking.
  • Spring-Loaded Blade – Will now provide a maximum of 2 additional stacks of Melee Range.
  • True Punishment – Add 40% Critical Chance, but reduces the chance to add to the Combo Counter by -10%
  • Weeping Wounds – Increases Status chance in a Stacking Multiplier, 40% per combo tier.

This update will also see some changes to the following Weapon, Arcane and Focus School buffs:

  • Zenurik – Inner Might – Has been changed to provide 60% Combo Efficiency, instead of Channeling Efficiency.
  • Synoid Heliocor, Furax Wraith and Fragor Prime – All receive bonus initial Combo Count to offset the boosted Channeling Damage they had previously.
  • Exodia Triumph Arcanes – Have been changed to +50% chance to increase the Combo Counter on hit.
  • Exodia Valor Arcanes – Have been changed to +200% chance to increase Combo Count when hitting Lifted Enemies.
  • Exodia Brave Arcanes – Now grants +5 Energy Generation when killing an Enemy with a Heavy Attack. This can stack up to 3 times.

Again, some of these changes are subject to review and change. Now that Melee Rework: Phase 2 has been rolled out, there will surely be additional balance passes as usability and effectiveness are used (or abused).

10. Exalted Weapons

All melee-based Exalted Weapons have received the Phase 2 functionality treatment, gaining access to the combo changes. For those of you who may have missed it, Wukong’s Exalted Iron Staff has already had this functionality implemented (with the exception of the new Heavy Attacks and changes to the Slam Attacks).

Unique/Exalted

Garuda’s Claws

  • Parry Angle set to 60
  • Range increased from 1 to 2.2
  • Damage increased from 72 to 180

Desert Wind

  • Parry Angle set to 60
  • Range increased from 1 to 1.2

Exalted Blade

  • Parry Angle set to 60
  • Range increased from 1 to 2.8
  • Heavy Attacks added

Valkyr’s Claws

  • Parry Angle set to 60
  • Range increased from 0.5 to 1.7

Iron Staff

  • Parry Angle set to 65
  • Heavy Attacks added

11. New Screens: Arsenal Changes!

Part of Update 26 involves a change of the Arsenal Screen, and how information is displayed. This screen has been reorganized to include Loadouts, Companions and Vehicles in tabs, while also giving more information about a weapon when selected.

New stats for Heavy Attacks and Heavy Slam have also been added, with channeling statistics removed.

THE TECHNICAL BITS

12. Selective Aim Assist

Aim assist can be a help or a hindrance depending on what type of attack you wish to perform. While the current system either applies to all or none (on or off), the new system will have more intelligence on aim assist on a per-attack basis. As a general rule under the new system, Aim Assist will be disabled for almost all attacks in the Forward and Tactical Forward Combos, and enabled for most of the Neutral and Tactical Neutral Combo attacks. Of course if you don’t wish to use aim assist at all, you can disable it from the settings menu as normal.

13. Sticky Fingers when Equipping Melee!

Another common issue in user feedback was the unequipping of Gear Items (like the Codex Scanner), or dropping the ‘football’ (usually a pickup for Mobile Defense or Sabotage Missions) when equipping melee or using a melee attack. This has now been changed so that you will no longer drop items or unequip Gear Items when either equipping melee or using a Melee Attack!

Additional notes: 

  • Due to Melee Phase 2 removing ‘hold to charge’ attacks, you’ll now always have a fully charged up Void Blast before attacking with Rising Blast. We’re investigating some other options to bring back its original functionality, where you can release the charge early, with the new Phase 2 mechanics.

THE FUTURE

14. Lastly: Channeling 2.0 AKA “Rage Mode”

There has been a lot of discussion around this addition, and while it will not be included in the Phase 2 update, there is a lot of work being put into its application. This system is very special and we want to make sure that it is not just a cool addition, but that it has roots in Warframes lore, and a story behind it. This is something we want to implement with a lot of in-game fanfare and details will become available as progress is made.

For now, that’s it!

Arbitrations Revisited

From new players who just completed the Star Chart, to veterans returning for new Arcanes and Aura mods, we hope these changes result in a more satisfying gameplay experience overall.

All changes are potentially subject to later changes based on feedback, so try out a few mission types and tell us your thoughts!

Reward and Rotation Changes:

In the original Arbitrations, Excavation missions were the clear outlier in terms of reward output for time spent. The following changes are intended to bring all other missions to the same level as Excavation, and also iterate on other community feedback:

  • Arbitrations now use regular rotation length for their rewards, with the exception of Excavation. Excavation timers have been adjusted to compensate:
  • Example: In lieu of a reward every 10 waves of Defense, you will now receive a reward every 5 waves.
  • Arbitration rotation cadence has been changed from “ABCCCCC…” to “AABBCCCCC…”, so that the same level of time investment is encouraged.
  • We are addressing this desire for more consistent Endo from two angles:
    • 1. More of the droptable Mods that have been available since Arbitrations’ release (Vigorous Swap and Rolling Guard) will be moved to the Arbiters’ offerings for Vitus), replacing their percentages with more Endo.
    • 2. We are adding a new way for players to gain even more Endo, if they so choose. Read on for details!
  • Arbiter Drones will now have a small chance to drop Vitus Essence on kill.
  • Vitus Essence dropped by destroyed Arbitration drones will have the special pickup notification.
    • Due to the addition of Vitus Essence dropping from Drones, overall Vitus earnings will be much higher. We’ve decided to leave these values as-is, but will be closely watching the impact Arbitrations has on Kuva economy overall.

New Arbitration Rewards:

With all that Vitus, we wanted to offer something else to spend it on. Therefore, a new Ayatan Sculpture, Ayatan Zambuka, is now available from the Arbiters Honors store! You may have seen this sculpture in Cetus – Old Man Suumbaat is a shrewd negotiator, but the Arbiters have their ways. Offering a purchasable Sculpture allows players to make consistent progress towards resource-based goals, even if players already have certain items in the droptables.

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The following rewards have also been added to the Arbitrations drop tables:

*Stats below are shown at Max Rank*

New Aura Mods:

  • Aerodynamic: 6 seconds added to Aim Glide/Wall Latch time, decreases damage taken while Airborne by 24%.
  • Swift Momentum: 30% faster Charge Attack speed, 6 seconds added to Melee Combo Timer.
  • Shepherd: Increases Companion Armor by 180 and Companion Health by 300.
  • Combat Discipline: Allies gain 20 Health when they make a kill, but the aura bearer loses 10 Health when the bearer makes a kill.
  • Melee Guidance: Reduces Melee Combo Timer on Self by 6 seconds, increases Melee Combo Timer for Allies by 12 seconds.

New Arcanes:

  • Arcane Primary Charger: On Melee Kill: 20% chance that Primary Weapon Damage is increased by 200% for 8 seconds.
  • Arcane Blade Charger:  On Primary Weapon Kill: 20% chance that Melee Damage is increased by 200% for 8 seconds.
  • Arcane Pistoleer: On Pistol Headshot Kill: 30% chance to gain 100% Ammo Efficiency for 4 seconds.
  • Arcane Bodyguard: On Six Melee Kills within 30 seconds: Heal Companion by 600.
  • Arcane Tanker: On Archgun Equipped: Gain 1200 Armor for 16 seconds.
  • Per usual rules, an equipped maximum rank Arcane will also grant an extra Arcane Revive.
    • Note: You may notice that the new Arcanes have default icons – we will be updating these in the near future with unique imagery.
  • Added 3 x Vitus Essence bundle to the Arbitrations drop table.

Arbitrations Changes and Fixes:

  • Reduced the number of Kavor Defector squads required for a reward in Defection Arbitration missions to match other mission types.
    • Reward is now every 2 Defector squads instead of every 4 squads
  • Added a Vitus Essence Decoration to the Arbitration Honors Store.
  • Tweaked the Vitus pickup FX to be larger and red.
  • Fixed Vitus pickups sometimes falling through the floor.
  • With the increased reward cadence resulting in more than double the Vitus Essence Output as before, prices in the Arbiter’s reward manifest have increased by roughly 1.5 times. To offset this change, we have run script to increase players’ existing Vitus stockpiles by an equivalent amount. Your Vitus should be increased to the correct amount upon login!
  • Arbitration Disruption Missions:
    • Changed the extraction requirements for Disruption missions in Arbitrations from 8 completed Conduits to 4.
    • Added “extraction available” pop up when it is ready if the round is reached and 4/4 Conduits were completed.
    • Fixed round counter missing from the UI.

Catchmoon Changes:

If you’ve made it to this part of the Update notes, you’re well aware that a lot of the Warframe meta may shift in new directions. With the current path Catchmoon weapons are on, it was time to bring Catchmoon weapons to a more reasonable power level, while still keeping them effective.

  • Decreased fall off damage from 100 to 10.
  • Decreased range of projectile from 40m to 20m and fall off range from 20-30m to 8-16m.

Please note that we are monitoring item usage for other weapons who use similar projectiles (Fulmin / Arca Plasmor), but will provide notice before we consider changing anything. We are simply monitoring at this phase.

Heat Status Proc Changes:

Heat Status procs now reduce targets’ armor to 50% of the original value, with subsequent Heat procs refreshing the duration. Not hot enough for you? Applying the Status proc multiple times also turns up the Heat, dealing more damage per tick as the flames increase.

Gauss Changes & Fixes:

Passive:

  • Increased Shield regeneration speed buff from 80% to 120% max.
  • Increased Battery charge rate from moving by 25%. Going from 0% to 100% at full (unmodded) sprint now takes 20s vs 25s previously.
  • Battery will no longer drain during the Sanctuary Onslaught Zone teleport.
  • Gauss Spectres will start with 80% battery.
  • Fixed battery gain not taking vertical velocity into account.

Mach Rush:

  • Now grants 1% Battery charge per enemy hit during the dash.
  • Increased Battery charge rate during continuous run by 33%.
  • Can now jump from ground while running (cannot jump in air) without cancelling the dash.
  • Improved visibility during Mach Rush and reduced camera shakes during longer jogs.
  • Added small synergy with Thermal Sunder; running through a bubble will add its damage to your dash and impact burst.
  • Fixed the ability screen showing “distance per energy” and unintentionally applying both Efficiency and Duration under the hood, resulting in Energy drain not matching the UI when you had Duration Mods. Changed Energy per meter stat into Energy per second: unmodded Energy drain remains the same, and while speed Mods previously increased Energy drain (more distance covered), they now no longer do. Thus, Energy drain will be either the same or better than before, never worse.

Kinetic Plating:

  • Decreased Battery drain from damage by 33%.
  • While active, Melee weapon hits will grant a small amount of Battery charge.

Thermal Sunder:

  • Increased bubble duration from 4/6/8/10 to 6/9/12/15.
  • Increased minimum radius from 33% max to 50% max.
  • Split damage into two stats for Cold vs Heat. Increased damage for Heat mode by 2x.
  • Removed Blast damage stat, the Blast will use the damage of the mode you are applying (Cold or Heat) + the additional damage for cancelling the Status.
  • Blast Armor removal increased from 0-50% to 0-100%.
  • Blast Armor removal will now apply before the Blast damage is dealt, causing it to be more effective.
  • Toned down the brightness of Gauss’ Thermal Sunder Ability.

Redline:

  • Increased Redline % gain rate by 33%.
  • Increased projectile seek chance from 33% to 50%.
  • Decreased passive Battery drain by 33%.

General:

  • Added new sounds to Gauss when his Redline is filled and when it has been exceeded!
  • Fixed aimglide applying while holding aim with sword alone during Gauss Mach Rush, allowing you to become Zephyr.
  • Fixed jumping while using Gauss Mach Rush across water giving you no height, resulting in you getting wet.
  • Fixed Slash Status Effects dealing full damage to Gauss while Kinetic Plating is active. Status damage will be determined by current damage reduction at the time the Status occurs.

General Additions:

  • Added 2 new Trophies:
    • The Abyss Gazes Into You – Create a Kuva Lich (Bronze)
    • That Which Kills Us Makes Us- Vanquish a Rank 5 Kuva Lich (Silver)
  • Missing the handsome Zealoid Prelate calling you beautiful? Find the Orokin Derelict Emissary Assassinate Blueprint (Reusable) in the Market now!
  • Added new boss health bar introduced in the Emissary boss fight to all bosses except Jackal, Vor and Lech Kril, the Raptor, Hyena Pack, Ambulas and Lephantis.
  • Added the option to buy more Mod Config (max 3 extra per item) and Appearance Config Slots (max 3 extra per item) in their respective Arsenal screens! We view this as a more comprehensive way to customize your favourite Warframes, Weapons, etc, not necessarily everything you own. With that being said, we have reduced the Platinum price from 20 to 10 (as shown on Prime Time #266).
    • Please note that Mastery Rank 10 is required to purchase these.
  • A new Mastery Rank 28 Test has been added for soon-to-be eligible Tenno!
  • Added an Infested category to the Dojo Decoration list.
  • Added a tip to the Look Link screen that indicates Sigils are not applied in Look Link.
  • Added an option to fast travel to the Clan Vault Decoration.
  • You can now ‘Reset Main Room Decorations’ in your Orbiter. As a fail-safe the following screen upon selection will ask you to type RESETROOM to complete the operation.
  • Added “Dayform” and “Nightform” icons beside the emissive color selection in Equinox’s Appearance screen. Choosing a dark or a light color for your emissive will change what form you spawn into mission as — this just makes it easy to see which one!
  • Added “Yo” Scale to the Shawzin.
  • Added new “fast whooshing” sounds to the Pathocyst.
  • Added a subcategory on the player Profile stats screen called “MOST-USED EQUIPMENT”.
  • Added 2 new tips regarding Gauss’ Abilities.

Tonemapping Changes: 

Our goal with changes to tonemapping is to alleviate fatiguing images by introducing darker midtones. Things may appear more washed out in contrast to how it was before, but don’t worry, it’s all intentional. If you spot things that are out of the ordinary and real wack, please let us know!

BEFORE67f71c61f935a5505e8e91345a18d6ed.jpg&key

AFTER174f45921d14ed833dc8c91fba142818.jpg&key

Nightwave Changes & Fixes:                                                    

  • Emissary boss rewards will now only be revealed at the End of Mission screen to prevent aborting the mission if you didn’t receive the part you wanted.
  • Lowered the Zealoid Prelate and Zealoid Bastion Codex scans from 30 to 3.
  • Removed Zealoid Prelate and Zealoid Bastion from the Simulacrum due to breaking functionality.
  • Fixed Zealoid Prelate walking in place if it’s killed without picking up Arlo’s Flame.

Shawzin Changes & Fixes: 

  • Chat button can no longer be rebound in the Shawzin controller bindings. If the button has already been bound due to not having this restriction previously, rebinding what’s there will fix it.
  • Changed the name ‘Vibrato’ to ‘Whammy’ when using the Shawzin to more accurately reflect its function.
  • Limited Shawzin to 30 notes per second to prevent macros playing ridiculous amounts of notes and causing issues.
  • Fixed ability to pet your Kubrow/Kavat while using the Shawzin Emote.
  • Fixed always seeing the Dax Shawzin when playing the Emote after purchasing a Shawzin for the first time.
  • Fixed selecting things (more than half a second) in the Shawzin song menu cancelling the Shawzin emote.
  • Fixed the certain buttons resetting Shawzin songs.
  • Fixed Chat functionality in Shawzin screen.

Whew! That’s one big update! Once we get more news regarding upcoming content, we’ll let our readers know.

Source: Warframe forums

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Alex Co

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New Modern Warfare Update Notes for November 19 Listed – Challenges Fixed, 725 Nerf & More

It seems Infnity Ward’s new Call of Duty: Modern Warfare patch isn’t an actual patch, but a hotfix that requires no download. You will, however, be prompted to restart the game given there is a server-side change. Check out the new Modern Warfare update notes for November 19!

New Modern Warfare update notes November 19:

GENERAL FIXES:

  • Special Operations: Fix for an issue where a player would see no objective after retrying a mission after spectating (Operation Paladin)
  • CDL: Fix for rulesets in Search and Destroy where Field Upgrades were disabled
  • Fix for an exploit where players could duplicate their killstreaks (“Fix for various exploits”)
  • Fix for the “Blue V” Optic challenge not displaying the proper text description
  • Fix misspelling of “trophy”

Ground War:

  • Fixed a bug that could cause the filter on the respawn selection screen to stay on screen when spawning back in
  • Fix for an issue where the Select Loadout screen would keep reappearing after already selecting a loadout and attempting to spawn back in

Missions/Challenges:

The following challenges have been fixed:

  • “Infiltrator”
  • “Warrior’s Code”
  • “Aggression”
  • “Dominator”
  • “Munitions”
  • Officer progression “Launch Destroys”
  • Officer progression “Heartbreaker”
  • Officer progression ”Precision Airstrike”
  • Officer progression: “Karma”
  • Officer progression “Close and Personal”

Weapons:

  • AUG
    • Increasing close range damage
    • Increasing mid damage range and reduced chest multiplier
  • 725
    • Small reduction to base weapon damage range
    • Significantly reduced the damage range added by attachments
    • Small hips spread increase
    • Reduced effective damage at the hip
  • Model 680: Slight reduction of damage range with all range-extending attachments

In case you didn’t know, the 725 shotgun actually got a buff in patch 1.08, which seems to be resolved now based on the patch notes.

If you notice anything not listed in the patch notes, let us know what they are in the comments below.

More Modern Warfare Reading:

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Alex Co

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Destiny 2 Eververse Items for This Week – November 19

While we usually post the latest updates regarding Destiny 2’s Weekly Reset, and Xur on Fridays, some of you might also be interested in taking a look at what Tess has to offer each week! Having said that, we’re now posting a Destiny 2 Eververse items for this week post here on MP1st!

Destiny 2 Eververse items for this week – November 19:

Silver Items

  • Precise Strike (1000 Silver): Exotic Emote.
  • Ding (500 Silver): Legendary Emote.
  • What If (700 Silver): Exotic Weapon Ornament for Monte Carlo.
  • Propheteer Shell (600 Silver): Exotic Ghost Shell.
  • Golden Pride (800 Silver): Exotic Vehicle.
  • Nostalgic Engram (200/500/800 Silver): Contains different Ornaments, Emotes, and Accessories from year 2.

Bright Dust Items

  • Gleaming Boon of the Vanguard (150 Bright Dust): Consumable that can be used during a Strike to unlock an Eververse gift for all players in activity.
  • Gleaming Boon of the Crucible (500 Bright Dust): Consumable that can be used during a Strike to unlock an Eververse gift for all players in activity.
  • Oiled Gunmetal (40 Bright Dust): Legendary Shader.
  • Bruised Blush (40 Bright Dust): Legendary Shader.
  • Blind Clutch (450 Bright Dust): Legendary Transmat Effect.
  • Ophiuchus Shell (2,850 Bright Dust): Exotic Ghost Shell.
  • Eat it Up (400 Bright Dust): Blue Emote.

Don’t forget, Xur is coming this Friday!

Source: HoldtoReset

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Alex Co

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Destiny 2 New Weekly Reset November 19, 2019

It’s Tuesday, and that means another Destiny 2 new Weekly Reset here on MP1st! Check out the new activities in store for Destiny 2 players this week!

Destiny 2 Weekly Reset November 19, 2019:

(Image via Discord):

  • Nightfall: The Ordeal: The Scarlett Keep
  • Flashpoint: EDZ
  • Crucible: Mayhem, Breakthrough

Nightfall: The Ordeal

Her0 – 920

  • Empath
  • Champions: Unstoppable
  • Champions: Barrier
  • Hashladun’s Serendate

Legend – 950

  • Hero Modifiers +
  • Equipment Locked
  • Match Game

Master – 980

  • Legend Modifiers+
  • Champions: Mob
  • Chuff

Nightmare Hunt:

Master – 980

  • Equipement Locked
  • Match Game
  • Champions: Mob
  • Chuff

Nightmare Hunt: Pride – Skolas

  • Champions: Unstoppbale
  • Champions: Barrier
  • Empath
  • Torment of Skolas
  • Time Trial

Nightmare Hunt: Servitude – Zydron 

  • Champions: Overload
  • Champions: Barrier
  • Shocker
  • Torment of Zydron
  • Time Trial

Nightmare Hunt: Isolation – Taniks

  • Champions: Unstoppable
  • Champions: Barrier
  • Empath
  • Torment of Taniks
  • Time Trial

For the rest of the rewards and activities, use the image above.

We’ll update the post once Reddit’s post on it isn’t conking out anymore.

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Alex Co

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New Modern Warfare Patch Rolling Out This Afternoon (Update)

Update: The new Modern Warfare patch is now live, and it’s a server-side update that requires no download! Here’s the patch notes.

A Tweet from Infinity Ward’s Communication Manager Ashton Williams says a new patch for Call of Duty: Modern Warfare will roll out on November 19.

 

It’s unclear right now if the patch will be for all three systems.

Patch notes will be updated once they become available from Infinity Ward.

Kyle Hooper

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Gears Tactics Premiere to Take Place at This Year’s The Game Awards

Gears Tactics, the PC turn-based strategy game, will be shown at this year’s The Game Awards. This was confirmed by The Game Awards Twitter account over the weekend.

Since being revealed at E3 2018, Gears Tactics has not been heard or seen. Most of this is due to the fact the developer, The Coalition, was busy working on Gears 5. Now that it has launched, the Gears fandom will turn to the franchise’s first turn-based entry into the series.

This isn’t the first time a large Microsoft franchise has done a 180-degree into a different genre. Halo, the popular first-person shooter, was turned into a real-time strategy game back in 2009 with the launch of Halo Wars. A sequel, Halo Wars 2, was then released eight years later in 2017.

The Game Awards take place on December 12 at 9 a.m. PT/12 noon ET.

Kyle Hooper

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PS5 Controller Patent Possibly Gives Us a Peek at the Design

With Sony slowly unraveling details regarding its next-gen console the PS5, one of the things a lot of people are looking forward to the most is what the PS5 controller (DualShock 5?) will look like.

Well, if this newly unearthed PS5 controller patent is anything to go by, it’ll look and act a lot like the DualShock 4. This patent was published on the Japanese patent office, which you can see below.

While it looks almost 100 percent identical to the DualShock 4, the PS5 controller patent registered shows larger triggers, smaller analog sticks, a USB port, and there’s no lightbar up top, too.

As for official info, Sony has only mentioned “adaptive triggers” and “haptic feedback” as some of the new stuff gamers will experience with the PS5 controller. Here’s the stuff revealed by Sony last month:

Hapctic Feedback: First, we’re adopting haptic feedback to replace the “rumble” technology found in controllers since the 5th generation of consoles. With haptics, you truly feel a broader range of feedback, so crashing into a wall in a race car feels much different than making a tackle on the football field. You can even get a sense for a variety of textures when running through fields of grass or plodding through mud.

Adaptive Triggers: The second innovation is something we call adaptive triggers, which have been incorporated into the trigger buttons (L2/R2). Developers can program the resistance of the triggers so that you feel the tactile sensation of drawing a bow and arrow or accelerating an off-road vehicle through rocky terrain. In combination with the haptics, this can produce a powerful experience that better simulates various actions. Game creators have started to receive early versions of the new controller, and we can’t wait to see where their imagination goes with these new features at their disposal.

For those worried that it looks way too similar to the DualShock 4, remember that patents is not always an accurate representation of the final, retail version of video game products.

Are you expecting a big departure from the DualShock 4 or are you happy it’s staying the same (kinda)? Personally, I just want triggers or bumpers, and I’m good with the way the DualShock 4 is built.

In other PS5 news, go take a look at the dev kit that devs have now, and read up on the PS5 details in one handy list.

The PS5 is set for release in holiday 2020.

Source: Videogame Chronicle

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Alex Co

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DICE Comments on Upcoming Battlefield 5 Time to Kill Update

In case you didn’t know, DICE is once again tweaking Battlefield 5’s time to kill (TTK) in update 5.2, which is set for release this December. This was part of the announcement made for some of the incoming changes changes set for the next patch, and it seems to antagonized some players who were perfectly happy with it. Over on the game’s subreddit, DICE themselves, hopped in to comment on this Battlefield 5 time to kill update.

While DICE can’t outright answer some of the questions and whatnot, given how this Battlefield 5 TTK update hasn’t bee released yet, the studio’s Community Manager “PartWelsh,” still answered some of the community’s concerns, and assured them that no one is being ignored.

For the full list of comments from both PartWelsh and the communtiy, head on over to the Battlefield 5 time to kill update megathread.

As someone who still plays the game, I have to say, I’m a bit skeptical with this change, given how the current TTK feels right. I mean, I don’t regularly see people complaining that it’s either too quick or too slow, so the changes being tested and to be implemented are a bit odd. That said, I’ll reserve judgement once I’ve actually tried it out.

In other Battlefield 5 news, go check out some of the new, and upcoming melee weapons set to be released in the game soon, which was unearthed via dataminig.

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Alex Co

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Crash Team Racing Nitro Fueled Update 1.15 – Here’s What Go Fixed

Just the other day, Beenox released a new Crash Team Racing Nitro Fueled update, and it’s just for bug fixes. Console players will see it as Crash Team Racing Nitro Fueled update 1.15, this patch fixes a few things, but has seemingly left a few other bugs still.

While no actual patch notes have been released, here’s what we know based from players.

According to people from GameFAQs, here’s what’s been fixed:

  • Fixed the Roadster glitch (you can now pick it with any decal and paint job again)
  • Checkpoint system has been added for track exploits
  • Pit Stop glitch has been fixed when you selected it and start with default Crash Bandicoot and kart.

However, the unannounced patch did NOT fix these bugs:

  • Invisible wall bug in Koala Carnival
  • Nitro bumper bug still hasn’t been fixed

Let’s hope that these other issues will be ironed out before the next Grand Prix rolls in. Speaking of which, the Neon Circus event is still live. You can check out what’s in it here.

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Alex Co

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

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Modern Warfare Visibility Issues Are Affecting Gameplay and Here’s How

For those playing Call of Duty: Modern Warfare multiplayer, have you ever had problems spotting enemies even if they were relatively close by or in front of you? If so, you’re not alone. The community at large has voiced out on the Modern Warfare visibility issues, and have even recorded gameplay footage to show how bad it has become.

Reddit user ThatCEnerd posted the video below, which currently has over 5,700 upvotes, showcasing how an enemy in front of the player can’t be seen (not even joking) due to dust, lighting and whatever factors are in play. Don’t believe me? Watch it yourself.

Can you see this enemy’s character model? Bad lighting has never been a problem of this magnitude in any of the past 15 CoD games.
byu/ThatCEnerd inmodernwarfare

Another Reddit member by the name of TheDukeh posted yet another example of this one, which is kinda worse given the enemy is close by, but yet, can’t be seen until it’s too late. And for those wondering, yes, it’s in Azhir Caves, which from my experience, had this same issue even in the beta.

Sometimes its literally impossible to see your enemy. This needs to be fixed asap.
byu/TheDukeh inmodernwarfare

If you think having the video paused helps, well, see if it does in the images below as shared by VideoGangsta.

Every window is pitch black. Every room you look into from the outside is pitch black. There is visual clutter everywhere. Look at this picture I took. This was about 0.1 seconds before the guy in the top left window – who you probably can’t even see – killed me

I have taken countless other pics over the past few weeks showing similar stuff. Look at this pic

The “realistic sun lighting” makes it impossible to see anything. Please don’t start rambling about my brightness. I have my TV calibrated perfectly, and I’m far from the only person mentioning this issue.

It’s a game, Infinity Ward. I should be able to fucking see.

Lastly, Reddit user JDsharp93 posted a quick gameplay of him being mowed down by an enemy that you can’t even see on the screen on the map, Shoot House. Check the pic below, and then click on the video link to see how it looks in actual, raw gameplay.

Find the enemy
by inmodernwarfare

Will Infinity Ward fix the lighting or whatever it is needed to make enemies a wee bit easier to spot? Given how the devs have been silent about this so far, your guess is as good as mine. As someone who’s been the receiving end of this numerous times, I hope they do.

Have you had Modern Warfare visibility issues or is this just a case of the brightness needing to be turned up or something?

More Modern Warfare Reading:

 

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Alex Co

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Battlefield 5 New Melee Weapons Gameplay Showcased, Upcoming Modes for Chapter 5 Revealed

While DICE might have a lot of guns planned as rewards for Chaper 5: War in the Pacific, the studio seems to have quite a few Battlefield 5 new melee weapons planned as well, and we have gameplay for it, even.

Over on Twitter, reliable Battlefeld dataminer temporyal  posted a video showcasing the Battlefield 5 new melee weapons that are set to be released. There’s the Christmas Bat, Hachiwari (Keisuke Nakamura), Escape Axe (Jack Culver), Fire Iron, Fairbairn Sykes Black.

In addition to that, temporyal also posted a datamine of the upcoming game modes that DICE will feature in Chapter 5 in the next few weeks.

Same as in with every other datamined info, none of these have been confirmed by DICE, and as such, don’t be surprised if they don’t pan out according to plan. However, given that these datamined stuff almost always turn out to be legit, we should expect quite a few new Battlefield 5 melee weapons.

In other Battlefield 5 news, go check out some of the changes DICE has planned for the game in patch 5.2! Expect to arrive this December, patch 5.2 will include spotting, time to kill (TTK) changes, and lots more.

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Report: New Mass Effect Game in “Very Early Development” at BioWare

As part of yesterday’s big story on bow BioWare is overhauling Anthem in a major way, it was also mentioned that a new Mass Effect game is being developed by BioWare Edmonton.

Near the end of Jason Schreier’s report, he mentions that “a new Mass Effect game is in very early development at the Edmonton office under director Mike Gamble, a longtime BioWare producer.” This is something new for everyone who loves the sci-fi RPG franchise, as everyone assumed that EA would let it gather dust for a while given Mass Effect Andromeda’s catastrophic launch and reception.

While the latest entry in the franchise, Andromeda, is sitting at a quite respectable 71 percent on Metacritic, it’s a far cry from how the the first Mass Effect trilogy was received. Add in the fact that EA just scrapped all post-launch plans, and well, you can kinda guess how much of a failure it was.

Note that this is not confirmation from BioWare themselves, but given how connected and reliable Schreier has been throughout the years, we’re betting this one is legit, too.

For Mass Effect fans, what do you want to see from a new Mass Effect game? Personally, I want another charismatic protagonist like Shepard, good dialogue choices, new ways to play the game, and maybe, a proper way of displaying facial animations.

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Report: Modern Warfare Battle Royale Details Unearthed – 200 Players, Locations & More

In case you didn’t know, a Call of Duty: Modern Warfare battle royale mode has been rumored for quite some time now, and now, we have our first actual Modern Warfare battle royale details regarding it via datamined files.

Thanks to Reddit user Senescallo, we now know that Infinity Ward is aiming for 200 players in their version of battle royale,  the soldier health, revive health, locations and lots more!

Before reading on, remember that these are NOT confirmed in any way, and as such, should be treated as a rumor for now. Having said that, the fact that these are in the game files heavily imply that they will somehow be released at some point.

Game mode and options:

Battle Royale

Eliminate all opponents to win.

Default Options (Public Match)

  • Player Count: 200

  • Playlists: Solo (1), Duos (2), and Squads (4)

  • End-Game Radar: On

  • Infiltration Option: C130

  • Pre-Game Lobby Free-for-All: On

  • Post-Game Exfiltration: Off

  • Max Health: 150

  • Last Stand Health: 100

  • Last Stand Revive Health: 30

  • Last Stand Timer: 60s

  • Last Stand Revive Time: 7s

  • Friendly Fire Punish Limit: 2

  • Gulag: On

Additional Options (Private Match)

  • Infiltration Options: C130, Convoy, Blackhawk

  • Starting Weapon: Fists, G21 Pistol, MP5, M4A1, Knife

  • Enable BR Loot: Turns on loot on supported maps.

  • Circle Star Size Override: Size of the damage circle at map start. Default match starts with no circle. Use this for smaller matches.

  • Circle Damage Multiplier

Map, Zones and Points of Interests

Zones

  • Airfield

  • Boneyard

  • Dam

  • Downtown

  • Gulag

  • Hospital

  • Layover

  • Lumber

  • Overgrown

  • Port

  • Quarry

  • Storage Town

  • Supercenter

  • Trainyard

  • TV Station

Points of Interest

  • Bank

  • Fire Station

  • Gas Station

  • Gun Store

  • Pharmacy

  • Police Station

Game mode details:

Respawn

Respawn Tokens can be looted. After one use, Respawn Tokens are disabled for the player.

To respawn a teammate, obtain a Respawn Token, then drop their body near an Ambulance. Once the body is dropped at the Ambulance, the player will enter the Gulag queue for a chance to win a 1v1 and respawn into the match.

At some point during the match, the Gulag will be closed and no longer usable, thus preventing respawns.

Once a player has respawned, they must locate and activate a Mobile Armory to retrieve their loadout.

Missions

Battle Royale features Missions which can be looted via finding tablets. Only one Mission can be active for a Squad at a time.

Mission Types

  • Tracked

  • Timed Run

  • Assassination (Eliminate specific player)

  • Scavenger Hunt (Collect Scavenger Crates)

  • Domination (Capture Domination Point)

  • Random (Random Mission)

If no Bounty is available for the Assassination Mission, Consolation Plunder will be awarded.

When a Mission is started or completed, the entire Squad will be notified by an on-screen message.

Miscellaneous

  • Fulton Recovery Device placed

  • Fulton Balloon successfully away

  • Fulton Balloon shot down

  • Players have the ability to mark Vehicles, Locations, Items, Enemies, and Dangerous Locations

  • Battle Royale will have its own slice on the Main Menu

The Jump Master of a Squad can select a deployment point prior to the match start. If the Jump Master chooses to discard the role, any player can become it. Players who are not the Jump Master have the ability to jump separately from the team, if you detach from the Jump Master, you will not drop in proximity to your loadout bag.

Loot, Perks and Killstreaks:

Loot
  • Rarities: White, Green, Blue, Purple, Gold

  • Limited inventory space

  • Requisition Airdrop Timer: 30s

  • All Weapons, Attachments, Equipment, Field Upgrades*, and Killstreaks* from Multiplayer

  • Gas Mask, Vests, Helmets, Bandages, Ammo, Backpacks, Portable Defibrillator, and Plunder

  • Cannot hold two of the same weapon

  • Cannot take Armor of lower level than currently equipped

  • Attachments which are incompatible with the current weapon will be placed in the Backpack

  • Supply Crates contain potentially valuable equipment or items

Armor

  • Helmet LVL 1: Reduces headshot damage by 30 Reduces the effect of Flash and Concussion grenades

  • Helmet LVL 1: Reduces headshot damage by 30

  • Helmet LVL 1: Reduces headshot damage by 15

  • Ballistic Vest LVL 1: Absorbs 50 damage

  • Ballistic Vest LVL 2: Absorbs 150 damage

  • Ballistic Vest LVL 3: Absorbs 150 damage and increases healing item usage by 25

Post image

Perks

High Alert

Grants vision when an enemy looks at you from outside of your FoV.

Spotter

Enemy equipment within a small radius is visible and highlighted to you, even through walls.

Tracker

Enemies leave footprints as they move, and increased crouch movement speed.

Stalker

Faster movement while aiming down sight.

Marksman

Allows you to identify enemies from farther away by showing their names at a greater distance.

Sleight of Hand

Reload your weapons 50% faster than normal.

Armorer

You use armor plates 20% faster, and they supply 10% more armor.

Artisan Tastes

Weapons you pick up have a chance to automatically upgrade.

Deep Pockets

Any usable equipment you pick up has an extra use.

Grenadier

Any throwable equipment you pick up has an extra use.

Healer

Your medic items continue to heal for an additional 25% of their value over the next 20 seconds.

Thief

When you Harvest, generate 20% more plunder.

Ammo Scavenger

Enemies you kill always drop some ammunition.

Armor Scavenger

Enemies you kill always drop some armor plates.

Medic Scavenger

Enemies you kill always drop some medic items.

Plunder Scavenger

Enemies you kill always drop some Plunder.

Bounty Hunter

If you kill someone with more Perks than you, gain enough points to match them, and then you can replace this perk.

Ghost

You are invisible to drones and sensors.

Sneaky

Your Footsteps are invisible, and enemies are not warned when you track them.

Explosive Ordnance Disposal

Explosive Resistance, and you can capture enemy claymores and mines.

Killstreaks

  • Killstreaks activated using Lethal and Tactical buttons

  • Juggernauts cannot pick up Loot

UAV Satellite Trucks must be charged before scanning an area. Once used, they will remain on cooldown for some time before coming back online.

Miscellaneous

  • Mobile Armory: Retrieve loadouts, can only be used once per activation

  • Armory Kiosk

Plunder and Gulag data:

Plunder

Earn Plunder by completing missions and eliminating enemies. Purchase game changing items at plunder box locations.

Collect Plunder and convert it into XP by depositing it into ATM machines located throughout the game.

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  • The player who collects the most Plunder in a match will be named the Best Plunderer

  • There is a minimum amount of Plunder required before depositing it into the Bank

  • Plunder dropped from eliminated enemies expires after some time

  • When players enter a Bank, the Bank Alarm will sound, alerting all enemies within the vicinity

Gulag

Gulag Prison Camp

1 on 1, single round match. Win to respawn.

When enabled, players will have a chance to respawn back into the match by winning a 1v1 fight.

The Gulag acts as a King of the Hill style gauntlet, meaning players in the Gulag Queue will spectate the players who are currently fighting in the Gulag. There will be a countdown on the screen indicating how many rounds are left until you fight.

A Jail Break happens every so often and kicks all players out of the Gulag and back into the match.

Players have the ability to place bets on the players who are fighting using Plunder.

That’s a TON of info, right? Again, none of these are confirmed, so take them with a grain of salt for now.

Are you excited at the prospect of a 200-player battle royale mode with killstreaks? Let us know your thoughts below.

More Modern Warfare Reading:

 

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Alex Co

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

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Modern Warfare Unlimited Tactical Sprint Bug Found and Here’s How to Do It

If you’ve been trying to run ‘n’ gun in Call of Duty: Modern Warfare, you might have noticed how the “tactical sprint” duration is super short. Well, it seems there’s an actual Modern Warfare unlimited tactical sprint bug in the game, and it’s super easy to pull off!

For those unaware, the tactical sprint is triggered by double clicking the run stick (left analog) and holding it, which will make you raise your gun nozzle up, and run much faster. Unfortunately, it’ll make going to ADS (aiming down sights) a lot slower, and it’s super easy to drain,but this Modern Warfare unlimited tactical sprint glitch can be done over and over, and it’s something you can do in any game mode, in any situation.

Reddit user falling150 posted the method, which is listed below.

When you use tactical sprint and run out of stamina for it, if you melee, it resets and you can use tactical sprint again. Some weapons take two melees, some only one. I have not charted out the required number of melees because i have created a habit of performing melee twice since the melee is so fast in this game.

Given how it’s pulled off, this is very, very likely just a bug and not intentionally put in by Infinity Ward. Now that it’s out in the open, I expect it to be patched out very soon. Of course, leaving it in will benefit rushing players, and it’s not like the game isn’t slow enough as it is.

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Alex Co

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

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Between Aptitude and Luck

Poker isn’t the greatest sport to follow. I understood that after my visit to the land-based casino in Vegas. I spent two or three days with a companion and figured it is amusing to look at a high stakes opportunity. It wasn’t. It was far from that– you see bunches of individuals demand wearing shades in an austere room, a few cards and chips going about a table, and sporadically somebody being expelled. Watching poker, all things considered, is exhausting.

Regardless of that, broadcast poker delighted in an immense amount in prominence during this century. A few of experts have contended that duo of things affected it: cameras and ice hockey. One famous television featured the program considered Late Night Poker that altered the manner by which watchers could draw in with the game – by presenting under-the table cameras so watchers were able to view the cards. It led to straightforward expansion and the game became an everlasting show, where you were able to watch the inward activities of the gamblers.

The discussion about the position of this wonderful game has been going on all the time. However, it’s a fascinating thing– in numerous nations, rounds of poker are either illicit or directed though the principles of expertise, and on account of online competition, it may be anything but difficult to mishandle the framework of this popular game.

Online casinos in Poland are not allowed. However, the state is looking to make some changes and allow online casino chances. Visit slot like sizzling hot online to find general things about Polish gambling.

Then again, I came across an examination which contended that poker isn’t the round of aptitude that numerous gamblers portray it. In the test, 300 members were isolated into “master” vs”nonmaster” gatherings, contingent upon whether they had an enthusiasm for the chance or not. At that point, they started 60 hands of the game in which the arrangements were fixed, so gamblers could receive reliably great, terrible or unbiased hands.

The scientists have learned that there wasn’t a huge distinction in the last measures of cash that the specialists collected contrasted to the nonspecialists, and ability level didn’t impact on the result. At the end of the day, they contended, poker is a round of karma.

A great deal of chance includes perusing different gamblers– do they play moderately, or genuinely free? Do they “menace” the pot, or just ever make little wagers? After some time, in the event that you have matches with somebody for a significant period, you can develop a picture of them, and that gives you an idea when you have to place wagers or not. At that point, I started online poker, and the entirety of that hypothesis escaped. At the point when you’re playing on the web for modest quantities of cash – 1p or 2p wagers – nobody truly considers the hypothesis. In the event that somebody has what they believe is a decent hand, it doesn’t make a difference how you’ve been attempting to introduce at the table.

If you have ever played the poker, you probably realized that in the event that if you want real cash from the game, it won’t occur with 60 hands. What number of hands you need to start so as to turn into a specialist is impossible to say, however, a few gamblers report playing between from 200 to around 10,000 hands for each day. At the end of the day, in the event that you need to be a splendid gambler, it will take you quite a while. Except if you’re a PC, where it can take around two months.

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Battlefield 5 Upcoming Patch (5.2) Changes – Private Games Addition, Wake Island & More

For Battlefield 5 players, a lot of you might be wonderig when Private Games will be available. Well, after numerous delays, DICE has announced that the Battlefield 5 Private Games release is set for December as part of the Battlefield 5 upcoming patch called 5.2!

This was announced by DICE as part of the latest Community Broadcast, which also confirmed that Private Games has been renamed to “Community Games.” Not only that, bu changes to how spotting works via the Flare Gun, the Wake Island release and more have been detailed too.

Community Broadcast – Chapter 5 Check In
byu/PartWelsh inBattlefieldV

Once the patch notes for Battlefield 5 update 5.2 are released – which should be a day or two before the patch drops — we’ll let our readers know ASAP.

Are you liking the planned changes DICE has coming to Battlefield 5? Given how the game won’t be replaced by a new Battlefield title anytime soon, it’s good to know that DICE has more stuff planned for it. Speaking of which, some of the Chapter 5 rewards have been leaked, and a lot of them are weapons! There’s also a new mode called “Invasion” being cooked up that mixes in RTS (real-time strategy) elements with the core Battlefield formula.

 

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Alex Co

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

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Modern Warfare PC Update Rolled Out for Stability and Crashes

Infinity Ward has released a new Call of Duty: Modern Warfare update today, but unfortunately, it’s just for PC, and it’s primarily for bug fixes. This Modern Warfare PC update fixes stuttering issues in the campaign, and for stability.

Here are the Modern Warfare PC update patch notes:

  • Implemented fixes to prevent stuttering/hitching during cutscenes; if you still experience this, please let us know

  • Overall stability improvements, including a fix for Dev Error 6178

And that’s it. As one might expect, there are no gameplay changes, or anything of the sort, which is to be expected. Of course, given how bad the crashing issues are on PC, this is a much-needed patch that the PC playerbase will appreciate.

Source: Reddit

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Alex Co

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

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Report: Anthem Overhaul Planned by BioWare, Not Being Abandoned

It’s safe to say by now that Anthem hasn’t been the hit EA and BioWare were expecting it to be. With BioWare scrapping the Anthem roadmap it announced befor the game launched, some might have assumed that the studio is slowly abandoning it to die. For those still playing,  a new report has surfaced and it talks about a major Anthem overhaul!

In a new insider report by the super reliable Jason Schreier, it mentions that BioWare is planning a major Anthem overhaul, which the studios is dubbing Anthem 2.0, or “Anthem Next.” It’s mentioned that BioWare is taking a long hard look at the game, and is planning to shake up everything (and I mean everything). While there’s no timeline for release, or how it’ll even be distributed (either with incremental updates or in one big swoop, or maybe as a new standalone title), BioWare plans to change the world itself, how loot works, mission structure and more.

One thing is for sure though according to the report: BioWare is NOT abandoning Anthem. One source close to the project states, We spent a few months just tearing it down and figuring out what needed to change fundamentally (a lot), and we’ve been rebuilding for another few months since.”

BioWare is also said to be looking at the difficulty, how progression works in Anthem, the social aspects and more. The source states that the studio aims to separate the map instead of how it is now, which in turn, would allow BioWare to play around with each part of the world without worrying about breaking another part.

Another source says, that they are doing oing “lots of testing things out and experimentation but still nothing concrete.”

This report comes at the heels of some recent big departures connected to the game, which most likely isn’t a coincidence. Given Schreier’s track record, Anthem fans have a lot to look forward to in 2020 if things go according to plan.

Read the entire report here.

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Alex Co

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

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Destiny 2 Xur Location Today and Inventory for November 15, 2019

Guardians, it’s Friday, and that means another Xur post here on MP1st! For the Destiny 2 Xur location today and inventory post, head on below.

ûr, 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:

EDZ, Winding Cove

Exotic Gear:

Name Type Armor Perk Perk 1 Perk 2 Cost
Riskrunner Energy Submachine Gun 29 Legendary Shards
Mask of the Quiet One Titan Helmet 23 Legendary Shards
Skull of Dire Ahamkara Warlock Helmet 23 Legendary Shards
Ophidia Spathe Hunter Chest Armor 23 Legendary Shards

Consumables:

Name Type Cost
Five of Swords Challenge Card

Invitations:

Name Type Cost
The High Priestess Invitation of the Nine 9 Legendary Shards

Don’t forget to check out the Destiny 2 Weekly Reset here, as well as the hotfix released this week which include bug fixes.

Source: Reddit

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Alex Co

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

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Star Wars Jedi Fallen Order Reviews Round Up

Star Wars fans, it’s finally here! Respawn Entertainment’s (Titanfall) first single-player game — Star Wars Jedi: Fallen Order — is out in the wild, and reviews are pouring in with the embargo officially being lifted. Curious how the game has fared in the eyes of critics? Here’s our Jedi Fallen Order reviews round up!

While our review isn’t up yet (given our review code came in late), you can check out some of our handpicked reviews below from familiar sites.

IGN – 9 / 10

Star Wars Jedi: Fallen Order makes up for a lot of lost time with a fantastic single-player action-adventure that marks the return of the playable Jedi.

GamesRadar+4 / 5 stars

Star Wars Jedi: Fallen Order might take ideas liberally from others, but the result is an endearing adventure that ranks as EA’s best Star Wars effort yet.

GamingTrend – 95 / 100

Star Wars Jedi: Fallen Order is an absolute masterpiece. Well paced, written, and executed, the game is Respawn’s best thus far.

GamesBeat93 / 100

It is the kind of achievement that is only possible when one of the best developers in the world puts all of its might into making something special. And I hope we get more just like it in the future.

COGconnected – 90 / 100

I love Star Wars, I love video games, and Fallen Order is a glorious amalgamation of the two.

Easy Allies9 / 10

Star Wars Jedi: Fallen Order is a fantastic title and stands as one of the best Star Wars games yet.

Hobby Consolas Spanish – 90 / 100

Jedi Fallen Order is the game every Star Wars fan has been waiting for. Its level design, exploration and combat mechanics are great, and so is the use of the license. Sadly it is short (from 6 to 10 hours) and graphics feel a bit outdated.

Press Start – 9 / 10

Star Wars Jedi: Fallen Order is the Star Wars game fans have been waiting for. It brings together a strong story, addictive combat and an earnest dedication to recreating that Star Wars magic to offer one of the best Star Wars games in over a decade. It’s an experience that any Star Wars fan can’t afford to miss.

Game Informer – 8.8 / 10

Jedi: Fallen Order tells a new Star Wars story and takes players to new places. It sits nicely alongside the Rebels and Resistance TV shows, which also dare to be different

Spaziogames – Italian – 8.8 / 10

Star Wars Jedi: Fallen Order is indubitably one of the best Star Wars Games. Under the guide of Stig Asmussen, Respawn has created a solid action-adventure game and an exciting original story that fits perfectly in the series universe.

Twinfinite – 4 / 5

Star Wars Jedi: Fallen Order is the Star Wars game that fans have been crying out for years now. While it doesn’t do anything new, its clear inspirations from Dark Souls and Tomb Raider have helped to create an epic, sprawling adventure that’ll have you ready for more the moments the credits roll.

USgamer – 3.5 / 5 stars

Star Wars Jedi: Fallen Order comes painfully close to being the best action game of the year, but it ultimately falls short due to pacing problems and a host of technical issues. Still, this is the first step into a larger world for a franchise that has persistently struggled since its acquisition by EA.

PowerUp! – 6 / 10

There are pockets of joy and engagement in Fallen Order, but ultimately it feels like a game developed a long time ago, before Star Wars moved on to brighter galaxies far, far away from this.

Shacknews – 7 / 10

While Star Wars Jedi: Fallen Order has some exciting combat and moments of genuinely interesting storytelling and acting, it just falls short of hitting the mark. It borrows heavily from several genres without actually adding anything new to the conversation. That’s not to say it’s bad, it just didn’t leave me wanting to revisit this galaxy.

We’ll be adding more reviews as they come in.

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Alex Co

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