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Fortnite Update 2.46 (v11.20) Now Out, Here Are the Patch Notes

While it might not have been rleased this Tuesday, Epic Games has today released the latest Fortnite update. Called the Fortnite v11.20 patch by Epic, console gamers will see this as Fortnite update 2.46. Clocking in at 3.4Gb, check out the complete Fortnite update 2.46 patch notes below (yes, Epic has now started sharing ’em again).

Fortnite update 2.46 patch notes:

Battle Royale:

v11.20 includes enhancements to the Battle Royale experience:

  • Daily Challenges are back and can be completed for XP!
    • Up to three at a time are available, and once a day you can replace a Challenge for another.
  • In the Locker, you can now filter your items by the Season they were introduced in.
    • To filter your items by Season, enter the Season name in the search bar. Use terms like “season 5,” “season x,” “chapter 2 season 1,” etc.
  • You can now adjust the UI contrast.
    • To adjust the UI contrast, use the User Interface Contrast setting in the Graphics section of the Video settings.
  • Added a Tutorial playlist for the mobile version of Fortnite.
    • To use Microsoft DirectX 12, select it in the Advanced Graphics section of the Video settings.
  • Adjusted the headshot multiplier of the Tactical Shotgun so it’s now in line with the headshot multiplier of the Pump Shotgun.
  • Increased the Effective Health (sum of Health + Shield) given from Slurp Tankers.

Bug fixes:

  • Resolved syncing issues involving the Bandage Bazooka. (Because these have been resolved, the Bandage Bazooka has been re-enabled.)
  • Addressed reports of hitching on mobile devices.
  • Resolved the equipped item slot being the selection slot when players open the inventory.
  • Addressed reports of buildings sometimes appearing low-detailed on PlayStation 4 and Xbox One as players land on the map.
  • The hair of the Devastator Outfit now appears the intended color.
  • The John Wick Outfit’s Pistol no longer appears larger than intended.
  • The Magma Wrap now appears correctly on everything except the Bandage Bazooka and Pistol.
    • It will appear correctly on these weapons in a future release.

Creative:

What’s New?

Timed Objective

It’s a race against time as players fight a tug-of-war over a ticking clock. This new objective device opens up a whole host of possibilities for new game modes and nail-biting gameplay.

10CM_TimedObjective_Social.jpg

Map Indicator

Now you can really make your mark – and what’s more, you can give it a name!  Use the Map Indicator device to place and name your own POIs (Points of Interest) on your islands (alliteration is optional).

11CM_Devices_Social_MapIndicator.jpg

Damage Amplifier (UDamage)

In honor of Unreal Tournament’s 20th anniversary, we’re adding the UDamage power-up from UT into Creative! Players will notice when another player has the UDamage equipped, but by then it may be too late for them.

Snowmen Galleries

Do you want to build a snowman? Use either the premade ones or make your own snowman for your #FrostyFortnite creations.

ISLANDS

Bug Fixes

  • The minimap will properly display Sandbar or Volcano islands when on mobile devices.

  • Players will now take damage from the lava in Caldera Island while moving.

  • Players can no longer walk on certain areas of the water on Tropical Island.

GAMEPLAY

  • Certain Game Settings options will now automatically turn off UI elements that are not needed – e.g. Allow Building: None will remove the building icons from the UI during the game.

  • Added additional values to the Allow Building option in the Game Settings menu.

    • Traps Only – Building is disabled but trap placement is allowed.

    • No Traps – Building is allowed but trap placement is disabled.

  • Added additional values to the Score for End option in Game Settings.

    • 4, 6, 7, 8, 9, 15, 25, 30, 35, 40, 45.

  • Added additional values to the Eliminations to End, Objectives to End, and Creature Eliminations to End options in Game Settings.

    • 25, 35, 45.

  • Added new options to show or hide resources on the UI in the Game Settings menu.

    • Wood Resource Widget is Visible:  Yes, No (Default: Yes).

    • Stone Resource Widget is Visible:  Yes, No (Default: Yes).

    • Metal Resource Widget is Visible:  Yes, No (Default: Yes).

    • Gold Resource Widget is Visible:  Yes, No (Default: No).

  • Added Show Cumulative Stat Value on HUD: Whether to show the cumulative total for the chosen HUD stat for multi-round games in addition to the current round total

    • Yes, No (Default: Yes)

Bug Fixes

  • Fixed an issue that could cause excessive jittering when loading onto an elevated spawn pad on high memory islands.

  • Fixed an issue where ending a game with spectators caused them to enter a bugged state, unable to leave spectator mode or return to the hub.

  • Players returning to the Hub while spectating should now properly exit spectator mode and spawn on the Hub, rather than under it.

  • Players who enter or return to the Playground Hub will no longer spawn over water rather than on the Hub.

  • Fixed an issue where spectators would see players’ Health Bars depleted after they respawned during a game.

  • Fixed an issue where players could enter Down But Not Out in Cooperative matches where they were the only players in the game.

  • Fixed an issue where players wearing consumables (Bush/Sneaky Snowman) would be invulnerable to damage when Building Damage was set to None in the Game Settings menu.

  • Fixed an issue where Low Exposure post process would appear extremely dark on Mobile devices.

WEAPONS + ITEMS

  • Added the Harpoon Gun to the Creative Inventory.

  • Added the Uncommon Scoped Assault Rifle to the Creative Inventory.

  • Added a new resource: Gold

    • This is a non-building and non-harvestable resource that can be collected or awarded to players through devices or granted directly for eliminations via the Game Settings menu or the Team Settings & Inventory device.

    • Gold can be found in the Consumables tab in the Content Browser and dropped onto devices like other consumables.

    • Gold can be used as a purchasing resource in Vending Machines.

    • Gold can be award per round in the Round Settings Device

    • Gold can be granted per elimination in the game settings

    • Known Issue: Gold has not yet been added to the Item Spawner.

Bug Fixes

  • Fixed an issue where Remote Explosives could not be selected with the Phone tool after leaving the session in which they were placed.

  • Remote Explosives are no longer saved with the island.

  • Remote Explosives will now do damage when attached to terrain, some walls, and indestructible buildings.

CREATIVE TOOLS + PHONE

  • Added Building To Prop feature to the Quick Menu.

    • When enabled, anything currently selected with the Phone Tool will become a prop that can be resized, rotated, and placed in any location.

    • Important Note: Once something is converted to a prop it loses the ability to be used as a supporting structure and adhere to the grid.

  • Added back the hotkey for Grid Snap to “V” and D-Pad left.

Bug Fixes

  • Remapped the Quick Menu keyboard binding to default to “B” instead of “T”.

  • The “Dusty Rocket Piece” will now turn green when multi-selected.

  • Fixed an issue where players would be unable to fly in “Island Inspector” on Kevin Floating Islands.

  • Fixed an issue where the Default Camera image for Ice Lake island would be obstructed by terrain when using Island Inspector.

  • Fixed an issue where the Drop option would not function on Mobile Devices.

PREFABS & GALLERIES

  • 8 New Galleries.

    • Village Roof Gallery – Village Roofs without snow.

    • Snowman Gallery.

    • Snowman Prop Gallery.

    • Decal Gallery – Decals that can be placed up against walls.

    • Variant Foliage Gallery B – The previous Variant Foliage Gallery has been split into Variant Foliage Gallery A & B, to address memory concerns.

    • Winter Variant Foliage Gallery A.

    • Winter Variant Foliage Gallery B.

    • Autumn Variant Foliage Gallery.

Bug Fixes

  • Re-added missing color variants to the Neo Tilted Car Gallery.

  • Fixed an issue where Village Prefabs and Galleries were missing snow.

  • Fixed an issue with the Chicken Leg and Feather assets in the Cabins Prop Gallery having health values that were too high.

  • Fixed an issue where players would see a default texture when destroying the Christmas Tree.

  • Fixed an issue where the Variant Foliage Gallery could not be placed on certain platforms.

  • Fixed an issue where Damage textures would not appear on vehicles that appear in Galleries or Prefabs.

  • The Lucky Tower and Lucky Cafe prefabs will no longer spawn with Chests.

DEVICES

  • Added Map Indicator device

    • This device allows you to create custom points of interest on your map which will appear on both the Overview Map and Minimap.

    • Basic Options

      • Enabled On Game Start:

        • Yes, No (Default: Yes).

      • Icon: Selects an icon to be displayed on the map and minimap at the device’s location.

        • None, A, B, C, D (Default: A).

      • Icon Color:

        • White, Red, Orange, Yellow, Green, Teal, Blue, Purple (Default: White).

      • Text: Specifies the text to appear above the icon (150 character limit).

      • Text Color:

        • White, Red, Orange, Yellow, Green, Teal, Blue, Purple (Default: White).

    • Advanced Options

      • Team: Specifies which teams can see the icon/text.

        • All, Team 1-16 (Default: All).

      • Show on Maps:

        • Both, Minimap, Overview Map (Default: Both).

      • Enabled When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Disabled When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

  • Added Timed Objective device

    • This is a timer-based objective which can be contested by teams. With lots of support for triggers and receivers, it’s a versatile new objective which can be used for lots of new game modes.

    • Basic Options

      • Time: Specifies the length of the timer.

        • 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 10 seconds, 15 seconds, 30 seconds, 45 seconds, 1 minutes, 1.5 minutes, 2 minutes, 2.5 minutes, 3 minutes, 4 minutes, 5 minutes (Default: 10 seconds).

      • Start Score: Specifies the amount of score to be awarded for starting the timer.

        • None, 1-10, 20, 30, 40, 50, 100 (Default: None).

      • Stop Team Filter: Specifies which teams are capable of stopping the timer.

        • None, All, Team 1-16 (Default: All).

      • Stop Score: Specifies the amount of score to be awarded for stopping the timer.

        • None, 1-10, 20, 30, 40, 50, 100 (Default: None).

      • Completed Score: Specifies the amount of score to be awarded when the timer completes.

        • None, 1-10, 20, 30, 40, 50, 100 (Default: None).

    • Advanced Options

      • Timer Label Text: Specifies the text which will appear in front of the countdown when the timer is active (150 character limit).

      • Timer Label Text Style:

        • Default, Small, Large, Bold, Extra Large, Blue, Bold Blue, Orange, Red, Red Outline (Default: Bold).

      • Hologram Until Activated: Specifies whether the objective device is displayed as a hologram before activation rather than a solid object.

        • Yes, No (Default: Yes) – Visibility During Game: Visible, Hidden (Default: Visible).

      • Countdown Visible on HUD: Visible, Hidden (Default: Visible) – specifies whether the Timer Label Text is shown on the HUD when the countdown is active.

      • Completion Behaviour: Specifies what the device does once the timer completes.

        • Disable, Reset, Restart (Default: Disable)

          • Disable – the device becomes disabled and cannot be used again unless reset via receiver.

          • Reset – the device immediately becomes ready for use again with the original timer value.

          • Restart – the device immediately restarts the countdown again from the original timer value.

      • Urgency Mode: Determines whether the device begins to give additional visual and audio feedback when it gets close to completion.

        • Enabled, Disabled (Default: Enabled)

      • Urgent Mode Start Time: Urgency Mode will begin when there are this many seconds left on the timer.

        • 1-300 (Default: 5)

      • Start Interact Text: Specifies the label text shown on the device when a player can start the timer.

        • Text field 150 character limit (Default: “Start”)

      • Start Interact Time: Specifies the length of the interaction required to start the timer.

        • Instant, 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 10 seconds, 15 seconds, 20 seconds (Default: 3 seconds).

      • Start Team Filter: Specifies which teams are capable of starting the timer.

        • None, All, Team 1-16 (Default: All)

      • Stop Interact Text: Specifies the label text shown on the device when a player can stop the timer.

        • Text field 150 character limit (Default: “Start”)

      • Stop Interact Time: Specifies the length of the interaction required to stop the timer.

        • Instant, 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 10 seconds, 15 seconds, 20 seconds (Default: 3 seconds)

      • Restart Interact Text: Specifies the label text shown on the device when a player can restart it.

        • Text field 150 character limit (Default: “Restart”)

      • Restart Team Filter: Specifies which teams are capable of restarting the timer.

        • None, All, Team 1-16 (Default: All)

      • Restart Score: Specifies the amount of score to be awarded for restarting the timer.

        • None, 1-10, 20, 30, 40, 50, 100 (Default: None)

      • Restart Interact Time: Specifies the length of the interaction required to restart the timer.

        • Instant, 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 10 seconds, 15 seconds, 20 seconds (Default: 3 seconds)

      • Pause Interact Text: Specifies the label text shown on the device when a player can pause the timer.

        • Text field 150 character limit (Default: “Pause”)

      • Pause Score: Specifies the amount of score to be awarded for pausing the timer.

        • None, 1-10, 20, 30, 40, 50, 100 (Default: None)

      • Pause Interact Time: Specifies the length of the interaction required to pause the timer.

        • Instant, 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 10 seconds, 15 seconds, 20 seconds (Default: 3 seconds)

      • Pausing Team Filter: Specifies which teams are capable of pausing the timer.

        • None, All, Team 1-16 (Default: All)

      • Resume Interact Text: Specifies the label text shown on the device when a player can resume the timer.

        • Text field (150 chars, Default: “Pause”)

      • Resume Score: Specifies the amount of score to be awarded for resuming the timer.

        • None, 1-10, 20, 30, 40, 50, 100 (Default: None)

      • Resume Interact Time: Specifies the length of the interaction required to resume the timer.

        • Instant, 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 10 seconds, 15 seconds, 20 seconds (Default: 3 seconds)

      • Resuming Team Filter: Specifies which teams are capable of resuming the timer.

        • None, All, Team 1-16 (Default: All)

      • Show Time on Maps: Determines whether the countdown timer is shown on the Minimap or Overview Map.

        • Off, Both, Minimap, Overview Map (Default: Off)

      • Mesh Options: Determines whether to add additional meshes to the basic objective device.

        • None, Explosive Attachment (Default: None)

      • Allow Sounds:If set to Off, all of the following sound settings are ignored.

        • On, Off (Default: On)

      • Play Activation Sound:

        • On, Off (Default: On).

      • Activation Sound Attenuation:

        • Enabled, Disabled (Default: Enabled).

      • Play Deactivation Sound:

        • On, Off (Default: On).

      • Deactivation Sound Attenuation:

        • Enabled, Disabled (Default: Enabled).

      • Play Completed Sound:

        • On, Off (Default: On).

      • Completed Sound Attenuation:

        • Enabled, Disabled (Default: Enabled).

      • Play Timer Sound:

        • On, Off (Default: On).

      • Timer Sound Attenuation:

        • Enabled, Disabled (Default: Enabled).

    • Trigger & Receiver Support

      • Start When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Stop When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Pause When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Resume When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Complete When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Enable When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Disable When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Show When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Hide When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • When Started Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).

      • When Stopped Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).

      • When Complete Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).

      • When Paused Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).

      • When Resumed Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).

  • Added the Damage Amplifier Powerup to the Powerups Gallery

    • The Damage Amplifier, known as the UDamage for its easily recognized “U” shape, boosts weapon damage to devastating levels.

    • Basic Options

      • Damage Multiplier: 0.0x-4.0x in 0.25x increments (Default: 2.0x).

      • Effect Duration: Infinite, 3 seconds, 5 seconds, 10 seconds, 20 seconds, 30 seconds, 1 minute, 2 minutes, 5 minutes (Default: 3 seconds).

      • Time to Respawn: Never, Instant, 5 seconds, 10 seconds, 15 seconds, 20 seconds, 25 seconds, 30 seconds, 45 seconds, 1 minute, 1.5 minutes, 2 minutes, 3 minutes, 4 minutes, 5 minutes (Default: 15 seconds).

      • Ambient Audio – Determines whether to play an ambient sound when close to the object in the world.

        •  On, Off (Default: On)

    • Advanced Options

      • Disables Effect on Pickup: No, Yes (Default: No)

        • If set to ‘Yes’ this will cancel any existing Damage Amplifier effect active on the player.

      • Pickup Radius:

        • On Touch, .25m, .5m, 0.75m, 1m, 1.5m, 2m, 2.5m, 3m, 3.5, 4m, 5m (Default: On Touch).

      • Spawn on Minigame Start: Determines whether the powerup is already spawned at game start or if it waits for the duration of its Time to Respawn before appearing for the first time.

        • No, Yes (Default: Yes)

      • Pick Up Audio:

        • On, Off (Default: On)

    • Trigger & Receiver Support

      • Spawn when Receiving From: Immediately spawns the powerup on receiving a signal from the selected channel.

        • No Channel, Channel 1-75 (Default: No Channel)

      • Despawn when Receiving From: Immediately despawns the powerup on receiving a signal from the selected channel.

        • No Channel, Channel 1-75 (Default: No Channel)

      • Pickup when Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel)

      • When Item Picked Up Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel)

  • Added Elimination Manager device

    • This device allows additional items to be dropped when a player is eliminated, as well as providing some additional trigger support for eliminations.  Drop items on the device after placing it to register them in the device.

    • Basic Options

      • Team: Specifies which team is assigned to this device.

        • Any, Team 1-16 (Default: Any)

      • Class Identifier: Specifies which player Class is assigned to this device.

        • None, 1-16 (Default: None)

      • Number of Items Dropped: Specifies how many of the registered items the device will drop when a player assigned to this device is eliminated.

        • All, 1-5 (Default: All)

      • On Elimination Transmit On: When a player assigned to this device gains an elimination, send a signal on the selected channel.

        • No Channel, Channel 1-75 (Default: No Channel)

    • Advanced Options:

      • Enabled at Game Start:

        • Yes, No (Default: Yes).

      • Visible During Games:

        • On, Off (Default: On).

      • Spawn on Self-Elimination: Specifies whether items will be dropped from the device when the elimination was self-inflicted.

        • No, Yes (Default: No)

      • Toss Items: Yes, No (Default: Yes) – determines whether spawned items are thrown out from the device or just dropped on the ground.

    • Trigger & Receiver Support

      • Enable When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Disable When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • When Item Picked Up Transmit On: Transmits a signal on the selected channel when any item dispensed by the device is picked up by a player.

        • No Channel, Channel 1-75 (Default: No Channel)

      • When Eliminated Transmit On: When a player assigned to this device is eliminated, send a signal on the selected channel.

        • No Channel, Channel 1-75 (Default: No Channel)
  • Added new options and values to the Capture Area device.

    • Capture Area can now support Area Control game types in addition to its existing functionality. Capture Areas can now be controlled by teams and can count as objectives.

    • Known Issue: Give Control When Receiving From, Reset Team Control When Receiving From and Neutralize when Receiving from also incorrectly force Allow Capture of the Area.

    • Basic Options

      • Item Filter: Determines whether the player needs to be carrying the correct item to capture the area or gain periodic score.

        • To Take Control, For Periodic Scoring, Both, None (Default: None)
          • Replaces and expands on the options for “Periodic Scoring Item Filter”

      • Can Receive Items from: Determines which players can deliver Capture Items to this capture area.

        • Allies, Hostiles, All, Team 1-16, None (Default: Allies)
          • Item Delivery Score: Sets the score awarded when a player delivers a Capture Item to the area.

            • Same as Periodic, Common Values (Default: Same as Periodic)

      • Can be Used for Periodic Scoring by: Determines which players can gain periodic score from this area.

        • Allies, Hostiles, All, Team 1-16, None (Default: Allies)
      • Periodic Scoring (Previously “Player Capture”): Determines whether periodic score is awarded for one player in the area, for each player in the area, or simply for owning the area.

        • Off, Each Player, One Player per Team, Owning Team (Default: Off)
      • Periodic Score Time (Previously “Player Capture Time”): Sets the interval between score awards for periodic scoring.

      • Periodic Score Value (Previously “Value”): Determines the amount of score awarded for each tick of periodic scoring.

      • Can be Controlled by: Determines which players can take control of the area.

        • None, Hostiles, Teams 1-16 (Default: None)
      • Score on Taking Control: Determines the amount of score awarded for taking control of the area.

        • 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 20, 30, 50, 100 (Default: 0)
      • Count as Objective: Determines whether ownership of the area counts as an objective for scoring purposes/win conditions.

        • Yes, No (Default: No)
      • Show on Objective HUD: Determines whether the Objective state is shown in the Objectives UI element.

        • Yes, No (Default: No)
    • Advanced Options
      • Enemies Contest Periodic Scoring: Determines whether the presence of enemy teams in the area prevents periodic score from being awarded.

        • Yes, No (Default: Yes)
      • Time to Take Control: Determines the length of time a player must remain in the area to take control of it.

        • Instant, 1 Second, 5 Seconds, 10 Seconds, 20 Seconds, 30 Seconds, 1 Minute, 5 Minutes, 10 Minutes, (Default: Instant)
      • Display Control Progress VFX: Determines whether the capture area changes color to show capture progress.

        • Yes, No (Default: Yes)
      • Display Ownership Change VFX: Determines whether the area capture ceremony is played when ownership changes.

        • Yes, No (Default: Yes)
      • Neutralize Time: Determines how long it takes for a team to neutralize ownership by an enemy team. If set to No Neutralization, the point won’t be neutralized before starting the capture.

        • No Neutralization,  Instant, 1 Second, 5 Seconds, 10 Seconds, 20 Seconds, 30 Seconds, 1 Minute, 5 Minutes, 10 Minutes (Default: No Neutralization)
      • Partial Progress Decay Speed: Determines the speed at which any partial capture progress will be lost if the capturing team leaves the area. Specified as a percentage of the capture speed – e.g. 200% means progress will drain twice as fast as it was gained.

        • Instant, 200%, 150%, 100%, 50%, 25%, No Decay (Default: Instant)
      • Controlling Team can Revert Partial Progress: Determines whether the team that currently owns the area can speed up the drain of partial capture progress by another team by standing in the area.

        • No, Yes (Default: No)
      • Take Control Faster per Player: Determines how much each additional team member in the area increases the rate of capture progress.

        • No Boost, x1.25, x1.5, x1.75, x2 (Default: No Boost)
      • Capture Allowed at Game Start: Determines whether the area can be captured as soon as the game starts.

        • Yes, No (Default: Yes)
    • Trigger & Receiver Support
      • Allow Capture when Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).
      • Disallow Capture when Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).
      • When Area is Scored Transmit On: Transmits a signal on the selected channel when the area awards score.

        • No Channel, Channel 1-75 (Default: No Channel)
      • When Item is Consumed Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).
      • When Control Change Starts Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).
      • When Control Changes Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).
      • When Area is Contested Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).
      • Give Control when Receiving From: Captures the objective for the instigating team on receiving a signal from the selected channel.

        • No Channel, Channel 1-75 (Default: No Channel)
      • Reset Team Control when Receiving From: Resets ownership of the area to the original team on receiving a signal from the selected channel.

        • No Channel, Channel 1-75 (Default: No Channel)
      • Neutralize when Receiving From: Sets ownership to Neutral on receiving a signal from the selected channel.

        • No Channel, Channel 1-75 (Default: No Channel)
    • Objective Options
      • HUD Elements: Determines which in-world HUD elements are shown for the objective.

        • None, Beacon, Badge, Both (Default: None)
      • Beacon Type: Sets the style of Beacon used if HUD Style is set to Beacon or Both.

        • Off, Arrow, Light-Beam, Flare (Default: Off)
      • Beacon Scale: Sets the size of Beacon used if HUD Style is set to Beacon or Both.

        • Object Scale, Extra Small, Small, Medium, Large, Extra Large (Default: Object Scale)
      • HUD Requires Line of Sight: Determines whether the player requires a direct line of sight for the HUD element to be visible. Only applies to Badge style elements.

        • Yes, No (Default: No)
      • Hide HUD Icon At: Sets the maximum distance at which the HUD element can be seen. Only applies to Badge style elements

        • 2m, 5m, 10m, 15m, 20m, 30m, 50m, 100m, 150m, 200m, 250m, 500m
      • Objective Identifier: Sets the letter assigned to the objective when displayed in the HUD or Objective UI elements. Only applies to Badge style elements.

        • None, A, B, C, D, W, X, Y, Z (Default: None)
      • Show Owning Team Name: Determines whether the HUD element should show the name of the team which currently owns it.  If set to No, the HUD will simply show Friendly/Neutral/Enemy.

        • Yes, No (Default: No)
      • Text (Friendly): Sets a text string to be shown to Friendly players when looking at the objective. Only applies to Badge style elements.

        • Text Field with 150 character limit (Default: Empty)
      • Text (Neutral): Sets a text string to be shown to Neutral players when looking at the objective. Only applies to Badge style elements.

        • Text Field with 150 character limit (Default: Empty)
      • Text (Enemy): Sets a text string to be shown to Enemy players when looking at the objective. Only applies to Badge style elements.

        • Text Field with 150 character limit (Default: Empty)
      • HUD Text Size: Sets the size of the text used in the HUD element. Only applies to Badge style elements.

        • 1x, 1.5x, 2x (Default: 1x)
  • Weapon-Free Zone device has been renamed to Mutator Zone and has new options.

    • Allow Weapon Fire:

      • Yes, No (Default: No).

    • Allow Building:

      • Yes, No (Default: Yes).

    • Safe Team: Sets a team to be immune to the zone’s settings.

      • None, 1-16 (Default: None)

    • On Player Entering Zone Transmit On: When a player enters the zone, sends a message on the selected channel with that player as the instigator. If all of the effects on the zone are disabled, this can be used as a simple trigger to activate other devices when a player moves into the area.

      • No Channel, Channel 1-75 (Default: No Channel)

    • On Player Leaving Zone Transmit On:

      • No Channel, Channel 1-75 (Default: No Channel).

  • Added new options to the Damage Volume device.

    • On Player Entering Zone Transmit On:

      • No Channel, Channel 1-75 (Default: No Channel).

    • On Player Leaving Zone Transmit On:

      • No Channel, Channel 1-75 (Default: No Channel).

  • Added new options to the Attribute Trigger

    • Trigger Sound:

      • Enabled, Disabled (Default: Enabled).

  • Added new option to the Barrier device

    • Zone Shape: Allows you to choose between a hollow box or a solid box for the barrier. A hollow box allows you to trap players inside or seal off sections of your island more easily.

      • Box, Box (Hollow) (Default: Box).

  • Added additional value to the Collision option on the Objective Device.

    • Only when Visible: Removes collision when the device is not visible.

  • Added additional options and values to the Explosive Device.

    • Collision: Only when Visible.

    • Blast Line of Sight: If true, then line of sight is required for the blast to deal damage

      •  Yes, No (Default: No).

    • Blast Radius: 3m, 3.5m, 4m, 4.5m, 5m.

    • Range Visualization: Shows a visual boundary around the Explosive Device while in Create mode to aid in setting distance values.

      • None, Explosion, Proximity (Default: None)

  • Added additional values to options on the Item Spawner device.

    • Initial Spawn Time:

      • Never – Allows spawning to be controlled entirely through received signals.

    • Spawn Time:

      • Never – Allows additional spawns after the first to be controlled entirely through received signals.

  • Added additional options to Powerups.

    • Ambient Audio: Determines whether to play ambient audio when near the object in the world.

      • On, Off (Default: On)

    • Pick Up Audio: Determines whether to play an audio cue when the item is picked up.

      • On, Off (Default: On)

  • Renamed an option on the Item Granter device

    • Grant on Index Change has been renamed to Grant on Cycle to make the functionality easier to understand in the context of the other device options.

Bug Fixes

  • Fixed a number of issues related to the Teleporter device:

    • Fixed characters’ arms jittering when driving certain vehicles onto a Trigger Device set to Teleport.

    • Fixed Teleporter device VFX being played when a restricted player uses the device while carrying a permitted DBNO player.

    • Health Bar UI on the Teleporter device is no longer visible when it is pasted.

    • Fixed an issue where the “Teleport To When Receiving From” setting wouldn’t work after the teleporter was moved with the phone tool.

    • Fixed an issue with the player’s momentum being preserved – even though that setting is turned off – if the rift is placed on the ground.

  • Fixed an issue where players could spawn in the sky after changing the Player Spawn Priority Group option on the Player Spawn Device.

  • Fixed an issue where the Damage Volume would not apply damage to creatures when Affects Creatures was set to ‘Yes’.

  • Fixed an issue where the Damage Volume would not apply damage to any target for the first game after it was placed.

  • Updated Island Settings text where appropriate to match the equivalent options in the Team Settings & Inventory device.

  • Added missing tooltips to the Item Granter device.

  • Fixed an issue on the Perception Trigger device where the audio cue would not play when it perceived a player.

  • Fixed minor typos in the Objective device, Timer device and Powerups Gallery devices.

  • Fixed an issue where Sentries could spawn outside of minigames.

  • Fixed an issue where Sentries would use a box rather than a sphere for their range, resulting in problems when they turned to attack players at extreme ranges.

  • Fixed an issue where Sentries could activate nearby devices when they spawned.

  • Fixed an issue where the Sentry range preview would remain visible if it was visible when the game started.

  • Fixed an issue where Sentries would target teammates when an enemy is in range

  • Fixed an issue where visual glows on the player would not be reapplied when other glows were removed. Glows now work on a priority system, with more important glows being shown first and less important ones being reapplied if the more important one wears off.

  • Fixed an issue where the Speaker device was visible in warm-up and post-game phases when it was supposed to be hidden.

  • Fixed an issue where Perception Triggers would not function correctly on published Islands.

  • Fixed an issue where Creatures would not spawn on islands.

  • Fixed an issue where the Lock Device would disappear between Rounds if the door was damaged during a game.

  • Fixed an issue where items removed from a device using the “Clear Items” button wouldn’t stay removed on subsequent Creative sessions.

  • Fixed an issue with the Self-Damage Target Filter setting on the Team Settings & Inventory and Class Designer devices where the ‘Players Only’ and ‘All’ options didn’t function correctly.

  • Fixed an issue with the Self-Damage Weapon Filter setting on the Team Settings & Inventory and Class Designer devices where the ‘All’ option didn’t function correctly.

  • Fixed an issue where the Capture Area could be placed under structures when Drops option was enabled.

  • Fixed an issue where trap-based devices would sometimes not be added to the Creative Inventory when selecting them from the Content Browser.

  • Fixed an issue where the Radio device would be deployed with incorrect default settings.

UI + SOCIAL

  • Updated Content Browser

    • The Content Browser has received a major update in both layout and functionality.

      • Layout and visuals.

        • The left-hand panel now contains a list of tags which can be toggled on and off to help find specific items.

        • When an object is selected, the name of the object is displayed on the thumbnail, and a preview of the object is shown in the right-hand panel.

        • The center panel shows the available prefabs, galleries, devices, weapons or consumables displayed as a grid of thumbnails.

        • Name, rarity, description, and details have been moved from the upper left to the lower right.

        • To streamline the look and layout, details are now hidden by default and can be shown by clicking the “detail” button in the lower right.

        • A new color scheme has been implemented with updated button/tab art.

      • Tags are a new feature added to the Content Browser to make it easier to find specific objects.

        • By selecting one or more tags from the list, you can create palettes of objects displayed in the central panel.

        • When multiple tags are selected, the results will show objects which contain any of the selected tags.

        • Selecting “Show All” will effectively clear all selected tags.

      • The logic of the tag order is as follows

        • Prefabs

          • Seasonal Prefabs

          • Recently Added

          • Themes sorted alphabetically

        • Galleries

          • Seasonal Galleries

          • Recently Added

          • Gallery Type sorted alphabetically

          • Themes sorted alphabetically

        • Devices

          • Recently Added

          • Starting Devices (i.e. a good set of devices to start with)

          • Device Type sorted alphabetically

        • Weapons

          • Weapon Type sorted alphabetically

        • Consumables

          • Consumable Type sorted alphabetically

      • We have also reorganized the object order within the browser itself (center panel).

        • Prefabs and Galleries: Objects are ordered based on the Theme name (e.g. Anarchy Acres objects will appear towards the top and Tilted Towers will appear towards the bottom).

        • Devices follow the same order as the tags themselves (e.g. Audio towards the top and Zone towards the bottom).

        • Weapons are sorted by rarity (e.g. Legendary at the top, Common towards the bottom)

        • Consumables are sorted to try and keep the most frequently used ones near the top and the less used ones nearer the bottom.

      • Known Issues

        • The right-hand preview image is low resolution, we will improve both the visual quality and usefulness in future updates.

        • We will continue to expand the usefulness of the tag system and make more improvements to the tags list UI in future updates.

        • Prefabs and Galleries are currently all labeled as “Consumables” in the preview. We will improve the labeling of all objects in the Content Browser to improve usability in future updates.

  • Device Customization

    • Updated the user interface for device customization with filter categories, text search, and a new look.

    • The customization menu now takes up only half the screen and keeps your character and the device you’re editing in view.

    • Filter Categories: There are five buttons in the top panel which can be used to change the selection of customization options shown below.

      • Basic Options: Shows only a basic subset of the available options for the device.

      • All Options: Shows all the available options for the device.

      • Modified Options: Shows only those options that have been changed from their default values.

      • Channels Only: Shows only the options related to triggers and receivers.

      • Text Search: Start typing in the search field to find options containing the text you have entered.

Bug Fixes

  • Fixed an issue where Creative Menus would stay open for visiting players when the island owner started the game.

  • Fixed an issue where the Edit Permissions menu option would be difficult to read when highlighted.

  • Fixed an issue where Favorited Islands would appear at the bottom of the Recent Islands list.

  • Fixed an issue where the Final Scoreboard displayed in a multi-round game would not show the final cumulative scores.

  • Fixed an issue where the Leave Creative button was renamed to Leave Match, causing some confusion to players.

  • Fixed an issue where the End Game on Match Point would always show a draw and not show the scores.

  • The “Dusty Rocket Piece” will now turn green when multi-selected.

  • Fixed an issue where players would be unable to fly in “Island Inspector” on Kevin Floating Islands.

  • Fixed an issue where the Default Camera image for Ice Lake island would be obstructed by terrain when using Island Inspector.

  • Fixed an issue where the Drop option would not function on Mobile Devices.

Will Epic decide to not publish patch notes again? Let’s hope not.

Source: Epic Games

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Alex Co

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Mortal Kombat 11 Update 1.12 Punches Out for Consoles, Patch Notes Available

NetherRealm Studios has released Mortal Kombat 11 update 1.12 today that’s now available on PS4, and Xbox One! Clocking in at 6.7GB, there’s a ton of gameplay balancing changes available. Check out the full Mortal Kombat 11 update 1.12 patch notes below.

Mortal Kombat 11 update 1.12 patch notes:

General Gameplay Adjustments • Move list corrections & added more move property tags

• Improvements to AI logic

• Reworked the Store to display more items at once and added bundles as a possible item type

• Added several new Brutalities for players to discover

• Added new End of Round Taunts for players to unlock

• Fixed issues where several modifier attacks could sometimes use the wrong facing direction while both characters are canned animation sequence

• Fixed a rare issue with Frame Data Tutorial that could cause successful hits to not count toward the progress

• Fixed an issue that could cause the round winner announcement to be delayed when not in the last round

• Fixed an issue that could cause final hit with certain Background Interactions to prevent the Flawless Victory announcement from occurring

• Fixed a rare practice mode issue that could cause the player to become unresponsive when repeatedly toggling the AI Playback Reset ON & OFF

• Fixed a rare issue that could cause projectile Krushing Blows to become disabled in some situations when it has not been used yet

• Fixed a rare issue that could cause a tie breaker to occur in trade situations on certain command grabs and synchronized attacks. These attacks will now properly trade

• Resurrections will no longer allow the opponent to move while the resurrection is still in progress if it happens at the same time as a Fatal Blow connects

• Fixed a rare audio issue that could cause some projectiles to not play audio when blocked or play a sound at the wrong location when hitting the opponent

• Characters will no longer sometimes face the wrong direction when blocking certain attacks

• The last hit red impact effects will no longer appear when the opponent is hit while in dizzy state after being defeated by a Fatal Blow

• Updated Johnny Cage Announcer voice to reference some unused nicknames

Krypt

• Added support for more special event chests

• Skeleton Keys can now sometimes be traded to the Kollector for Tower Summoning Stones

Towers of Time

• Added new secret events to Towers of Time

• The Ko-Op Tower Platform will now have all multiplayer towers available at once (Group Battles, Tag Battles and Team Raid)

• Added New Character Reward Bundles for first time completion of Ko-Op Towers

• Added new Boss Fight Towers and Premier Tag Towers

• Players can now play KO-Op tag battles solo and select two characters to tag in & out

• Added a new first time Kompletion Reward for completing a Boss Tower on Brutal difficulty that can contain an Augment or a Brutality for the character they are playing as

Stage Specific Adjustments

• Throw Background Interactions can no longer be projectile parried, destroyed or reflected. They can still be affected by projectile immunity

Character Specific Adjustments

Cassie Cage

• Cassie Cage – (Air) Bullet Barrage Amplify will no longer sometimes auto face the opponent

• Cassie Cage – Fixed a rare issue that could cause BLB-118 Drone to become unresponsive if interrupted during BLB-118 Energy Bounce or BLB-118 Escape

• Cassie Cage – BLB-118 Escape and BLB-118 Advance are now properly disabled when afflicted by Terminator’s Incapacitator

• Cassie Cage – Control BLB-118 & Cancel BLB-118 are now properly disabled when afflicted by Terminator’s Incapacitator

• Cassie Cage – Shoulder Charge Amplify Krushing Blow will no longer sometimes clip through objects in the corner of some stages

• Cassie Cage – Fixed an animation issue with Pistols when the match was ended with Flippin’ Out ability

Cetrion

• Cetrion – Conflux of Elements and Elemental Ring specials are now properly disabled when afflicted by Terminator’s Incapacitator

• Cetrion – Attacks that overlap with Cetrion while she is invisible during Unlimited Potential (Towards+Back Punch, Front Kick, Back Kick) will no longer have their active frames cancelled

• Cetrion – Geyser Krushing Blow will no longer sometimes clip through objects in the corner of some stages

D’Vorah

• D’Vorah – Fixed an animation issue when final hit of the match is performed with Infested

Erron Black

• Erron Black – Adjusted Erron Black’s proximity repel regions when performing Shoulder Shimmy (Towards+Back Punch) and Rising Outlaw (Down+Back Punch)

• Erron Black – Fatal Blow can no longer hit opponents behind him unless they are in a combo

• Erron Black – Fixed a rare audio issue with Forward Throw causing lingering sound effects when done during high latency online matches

Frost

• Frost – Adjust the hit region on Avalanche (Away+Front Kick, Back Punch)

• Frost – Fatal Blow can no longer hit opponents behind her unless they are in a combo

• Frost – Fixed an issue with Ice Auger Krushing Blow reaction that was not allowing the opponent to Breakaway

• Frost – Fixed a rare issue that could cause Ice Auger projectile to travel further then intended when it is interrupted

• Frost – Fixed a visual issue that would cause Ice Auger and Ice Auger Amplified to not disappear when hitting an opponent at maximum range

• Frost – Polar Pound’s (Away+Back Kick) visual effects will no longer sometimes linger when interrupted with specific timing

• Frost – Fixed an issue causing Fatal Blow armor to linger when blocked for a few frames which could allow it to absorb a Flawless Block Attack. Fatal Blow armor is now correctly removed when blocked

Geras

• Geras – Reverse Time can no longer be performed during an opponent’s resurrection

• Geras – Xuid & Guid (Towards+Front Punch, Front Punch + Front Kick, Back Kick) and Gauntlet Of The Ages Cancel are no longer disabled when afflicted by Terminator’s Incapacitator

Jacqui Briggs

• Jacqui Briggs – Lethal Clinch Double Spear Knee and Cybernetic Override Cancels are no longer disabled when afflicted by Terminator’s Incapacitator

Jade

• Jade – Divine Forced Amplified will no longer sometimes be missing visual effects when it hits the opponent

• Jade – Fixed an improper animation sometimes being played on Staff if a modifier is used at the same time as an attack using the Staff

Jax

• Jax – Quad Grab’s Power Bomb and Duck and Weave’s Cancel Duck & Weave are no longer disabled when afflicted by Terminator’s Incapacitator

Kabal

• Kabal – Fixed an issue causing Fatal Blow armor to sometimes linger when blocked for a few frames which could allow it to absorb a Flawless Block Attack. Fatal Blow armor is now correctly removed when blocked

Kano

• Kano – Blown Away (Towards+Back Punch, Up, Down, Back Kick) is no longer disabled when afflicted by Terminator’s Incapacitator

Kitana

• Kitana – Fixed an audio issue with the Follow The Leader (Towards+Back Punch, Front Kick, Back Kick) Krushing Blow

Kollector

• Kollector – Damned Bola Cancel is no longer disabled when afflicted by Terminator’s Incapacitator

• Kollector – Fixed a visual issue with War-Quoit Toss when colliding with certain objects

• Kollector – Fixed an issue causing Fatal Blow armor to sometimes linger when blocked for a few frames which could allow it to absorb a Flawless Block Attack. Fatal Blow armor is now correctly removed when blocked

• Kollector – Fixed a rare issue that could occur if the Kukri or Chakram during Take And Deny (Towards+Front Kick, Front Punch, Back Punch, Front Kick) made contact with the opponent on a frame where a rollback occurred during on online match

Kotal Kahn

• Kotal Kahn – Yeyecame Disk Amplify Krushing Blow can now also be performed with Krushing Blow Held Check set to ON by holding the Amplify button

• Kotal Kahn – Fixed an issue causing Fatal Blow armor to sometimes linger when blocked for a few frames which could allow it to absorb a Flawless Block Attack. Fatal Blow armor is now correctly removed when blocked

Kung Lao

• Kung Lao – Hat Toss, Guided Hat, and Possessed Hat now starts up 1 frame faster and had its hit region adjusted on the first active frame

• Kung Lao – (Air) Vortex can now be performed as a 2in1 cancelled from a Jump Attack

• Kung Lao – Fixed an issue causing Fatal Blow armor to sometimes linger when blocked for a few frames which could allow it to absorb a Flawless Block Attack. Fatal Blow armor is now correctly removed when blocked

Liu Kang

• Liu Kang – Adjusted Liu Kangs’s proximity repel regions when ducking

• Liu Kang – Adjusted the hit region on first hit of Nunchaku Stance’s Nunchaku Flurry

• Liu Kang – Lotus Strikes (Towards+Back Kick) is now correctly being counted for the Krushing Blow condition on Nunchaku Stance’s Nunchaku Flurry

• Liu Kang – Fixed an audio issue with Flying Dragon Kick Amplify while Dragon Fire is active

Noob

• Noob – Fade To Black (Towards+Back Punch, Back Punch) had its hit region adjusted

• Noob – Adjusted opponent’s victim region when hit by Turning Chop (Towards+Back Punch) and Fade To Black (Towards+Back Punch, Back Punch)

• Noob – For The Brotherhood (Back+Front Punch, Front Punch + Front Kick, Back Punch) is no longer disabled when afflicted by Terminator’s Incapacitator

Raiden

• Raiden – Lightning Strike now has 4 more frames of hit advantage, 5 more frames of blockstun, and recovers 2 frames faster

• Raiden – Lightning Strike Amplify now has 4 more frames of hit advantage

• Raiden – Fixed an issue causing Lightning Strike Amplify to not be possible if the Lightning Strike hit on the last active frame

• Raiden – Lightning Strike Amplify can now be performed when Lightning Strike misses or is blocked but the follow up Lightning will only track the opponent when Lightning Strike hits

• Raiden – Lightning Rod is now +8 on hit (up from -3)

• Raiden – If the attack from Lightning Strike bounces off Lightning Rod and hits the opponent, Raiden is now +4 to +5 on hit (up from -4 to -13) depending on spacing & active frames

Scorpion

• Scorpion – (Air) Hell Port Cancel is no longer possible when afflicted by Terminator’s Incapacitator

Skarlet

• Skarlet – Blood Ritual self-damage no longer factors in the opponent’s buffs & debuffs. The damage to Skarlet & the opponent is now always based on Skarlet’s buffs & debuffs

• Skarlet – Fixed an issue with Fatal Blow animation sometimes clipping in through objects in Sea of Blood stage

Sonya

• Sonya – Fixed a visual issue with Low Kounter Krushing Blow animation when performed on female characters

• Sonya – K.A.T. turret will no longer sometimes fire in the wrong direction after switching sides with the opponent

• Sonya – Fixed issue that could cause K.A.T. to jump toward the background when performing K.A.T. Tantrum

• Sonya – Fixed K.A.T. turret being able to stay out indefinitely while certain K.A.T. moves are repeatedly used

Sub-Zero

• Sub-Zero – Fixed a rare visual issue with (Air) Ice Axe when performed repeatedly during gameplay

Shang Tsung

• Shang Tsung – Screaming Soul Cancel is no longer possible when afflicted by Terminator’s Incapacitator

• Shang Tsung – Fixed an issue that sometimes prevented Fatalities from being possible if Shang Tsung was defeated while morphed

• Shang Tsung – Shang Tsung will no longer sometimes perform two End of Round Taunts if the round is ended while he is morphed

• Shang Tsung – After morphing into Terminator he can no longer sometimes keep Terminate’s armor active when morphing back into Shang Tsung with specific timing

• Shang Tsung – Fixed a rare issue that could cause Shang Tsung to permanently suffer from Terminator’s Terminate debuff when morphed he if uses it at a certain timing

• Shang Tsung – Fixed a visual issue with weapons playing an incorrect animation when Shang Tsung morphs back into his original form

• Shang Tsung – Fixed an issue that could cause practice mode Easy Krushing Blows to not reset properly when morphed

Nightwolf

• Nightwolf – Helmsplitter Krushing Blow will no longer clip through objects in the corner of some stages

Terminator

• Terminator – Slightly increased combo damage scaling on Infiltrator Toss Amplify and Albi Back Breaker Amplify Krushing Blow

• Terminator – Fixed an issue that could cause Incapacitator debuff to last for an incorrect duration if used immediately after a Krushing Blow or Fatal Blow

• Terminator – Fixed an issue that could cause Terminate buff and visuals to linger after he becomes Endoskeleton

• Terminator – Fixed an issue with Sawed Off damage sometimes being incorrect when reflected

• Terminator – Terminate is now removed when an attack from Terminator is parried

• Terminator – Slightly increased Terminator’s victim regions when Running Man is active

• Terminator – When Terminator is hit while exiting from Running Man it is now considered a punish instead of a Kounter

• Terminator – The wrong skeleton is no longer sometimes shown when hit by electrocution attacks

• Terminator – Running Man Cancel is no longer possible when afflicted by Terminator’s Incapacitator

• Terminator – Fixed an issue causing Killing Machine projectile immunity to not work properly with some Background Interactions

• Terminator – Fixed a visual issue with Terminator’s grenades at match start when he is used as second player during a Tag Battle

• Terminator – Incapacitator damage is now correctly considered a special move

• Terminator – Infiltrator Toss Amplify can now only be performed a maximum of two times in a combo

• Terminator – Fixed a rare camera issue when resetting practice mode shortly after hitting with Running Man Amplify

In other Mortal Kombat 11 news, don’t forget, Sindel will be joining the roster starting next week for Kombat Pack owners. Check out gameplay of the Scream Queen here.

Source: Reddit

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Infinity Ward Working on Upcoming Modern Warfare Patch Fans “Keep Asking About,” Patch Notes Over 2 Pages Long

While we just got a Call of Duty: Modern Warfare server-side hotfix yesterday, Infinity Ward has already mentioned that the next Modern Warfare update is coming this week, too, and this one will require a download. Well, it seems this upcoming Modern Warfare patch might be bigger than anticipated, or if not, a big patch is dropping soon!

Over on Twitter, Senior Communications Manager Ashton Williams mentioned how a “big update” is being worked on for the game, and this one is something fans “keep asking about.”

https://twitter.com/ashtonisVULCAN/status/1197242593785942016

It’s unknown now whether Williams is referring to the patch dropping this week as the same one she’s referring to in her tweet. It’s also unknown what she meant by her “you all keep asking about” comment. Does this mean the game’s pacing will be faster? Footstep sounds are properly muffled when not running? Or maybe it’s how lighting has been improved to make enemies easier to see? Your guess is as good as mine. Mind, this could be the “big overhaul” rumor that we reported on last month, which also mentions the mini map showing red dots again when firing unsuppressed weapons.

Having said that, Modern Warfare is a patch or two away from being a great (not good) multiplayer experience, let’s hope this is the patch that tips it over.

What are you hoping to see in this “big update?” Let us know your thoughts down below.

More Modern Warfare Reading:

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Modern Warfare Skill Based Matchmaking Research Shows How It Works (Summary)

For those playing Call of Duty: Modern Warfare multiplayer who are active on the game’s subreddit, on social media and the like, chances are you’ve heard how annoyed people are at the Modern Warfare skill based matchmaking (SBMM). While developer Infinity Ward has made no comment on this (as in total silence), that hasn’t stopped other Call of Duty devs from commenting about it. Thankfully, even if Infinity Ward won’t shed any light on this, we have reliable Call of Duty content creators to do the Modern Warfare skill based matchmaking research for us, and here’s what they found out!

Call of Duty YouTubers Xclusive Ace and Drift0r combined forces to get to the bottom of Modern Warfare 2019 SBMM data, and their findings are pretty telling. You can watch the videos below to hear what they have to say, read up on our summary, and even read the hard data provided (warning: lots of number crunching).

Modern Warfare sill based matchmaking research summary:

  • Tested using a Netduma router to test connection because it shows ping and location of servers.
  • Ace and Drift0r tested SBMM using three accounts each (low, medium, high skill) for a total of six accounts.
  • Every match was recorded with player data taken from Call of Duty Companion App.
  • Skill level does not appear to impact your ping to host. Skill level of your account has no impact to the quality of the host. FYI: Not saying connections are perfect, but rather, SBMM has no correlation to ping and host. However, Modern Warfare never prioritizes skill over connection.
  • Xclusive Ace servers and pings were identical no matter what skill level was being tested.
  • High-stat players do NOT match together based on research (ie: high KD/SPM players only match with other high KD/SPM players is false).
  • Global KD (kill-death ratio) has weak correlation to SBMM (.43 coefficient).
  • Global WL (win-loss ratio) is even weaker (.20 coefficient).
  • Players are somwhat based on level (character level).
  • Average KD (past five games) has a fairly strong correlation at .83. — Data suggests there is strict Modern Warfare 2019 skill based matchmaking based on your recent performance.
  • Research shows there is strict SBMM in play but does not affect connection to games.
  • Global stats seem irrelevant to SBMM.
  • SBMM hones in on recent performance in-game, which is what some players already deduced.

Modern Warfare SBMM test data numbers, states and more.

Check out Xclusive Ace’s and Driftor’s videos pointing these stuff out, as well as their opinion on the Modern Warfare SBMM controversy:

Surprised at the results? Annoyed? Given how Infinity Ward has kept mum about Modern Warfare SBMM, this is probably the best explanation we’re going to get. Let us know your thoughts in the comments below.

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Red Dead Redemption 2 Update 1.14 – Here Are the Fixes for PC and Consoles

In case you didn’t know, Red Dead Redemption 2 is out now on PC! For those experiencing issues with it, Rockstar Games has released Red Dead Redemption 2 update 1.14, and it’s out now on PC, and consoles (PS4, Xbox One). Check out the full Red Dead Redemption 2 update 1.14 patch notes below.

Red Dead Redemption 2 update 1.14 patch notes:

November 19, 2019] General / Miscellaneous – PC

  • Improvements to address an issue that resulted in stalls on 4-core and 6-core CPUs
  • Players with NVIDIA graphics cards and 4-core or 6-core CPUs should install the GeForce Hotfix Driver Version 441.34 from NVIDIA and remove any launch arguments to resolve this issue: For more information, please see this support page: https://support.rockstargames.com/articles/360038940333
  • Improvements to address an issue that resulted in a permanent mouse cursor being displayed at all times when launching the game via the Epic Games Store
  • Improvements to address an issue that resulted in the player’s cores draining at a faster rate than intended in Story Mode when running at high frame rates
  • Improvements to address an issue that resulted in player weight decreasing at a faster rate than intended in Red Dead Online when running at high frame rates
  • Improvements to address an issue that resulted in players not being able to place Waypoints on the Pause Menu Map in the correct location
  • Improvements to address an issue with matchmaking in Red Dead Online that resulted in players with incompatible control settings joining the same session. We recommend that players using mouse and keyboard controls should switch to ‘Free Aim’ targeting mode before entering Red Dead Online.
  • Improvements to address an issue that resulted in all custom graphical settings reverting to a low preset when the game was updated
  • Improvements to address an issue that resulted in an ‘Activation Required’ error when loading the game after system hardware or device changes were made
  • Improvements to address issues that resulted in a crash and displayed the ‘Failed to initialize graphics device’ or ‘Unable to initialize graphics driver ’errors when launching the game. If this issue still occurs, please make sure you have the latest graphics card drivers installed for your system.
  • Improvements to address an issue that resulted in a crash when launching the game in Fullscreen display mode while using Vulkan
  • Improvements to address an issue that resulted in a crash when launching the game with some graphics-related launch arguments active
  • Improvements to address an issue that resulted in a crash during loading screens when entering Story Mode or Red Dead Online
  • Improvements to address an issue that resulted in a crash while modifying weapons at the Gunsmith in Red Dead Online
  • Improvements to address issues that resulted in random crashes and the error “Red Dead Redemption 2 exited unexpectedly” during gameplay

[November 19, 2019] – New Content

  • A new Legendary Bounty has been added to  Red Dead Online:
    • “Yukon” Nikoli Borodin
  • Weekly Collectible List – Bowman’s Collection:
    • Flint Arrowhead
    • Raw Arrowhead
    • Agate Arrowhead
  • New Permanent Clothing items have been added to the Wheeler, Rawson & Co. Catalogue:
    • Cardenas Poncho
    • Chumley Flat Cap
    • Crutchfield Suspenders
    • Dress Shoes (Male Only)
    • Aguirre Boots (Female Only)
    • Fulbright Coat (Male Only)
    • Ballard Jacket (Female Only)
    • Salcedo Shirt (Male Only)
    • Goodale Shirtwaist (Female Only)
    • Bandanna (new tints)
    • Trimmed Bandana (new tints)

[November 13, 2019] Stability Fixes – PC

Graphics & Performance Fixes

  • Added improvements for performance and stability on graphics cards with 4GB of VRAM or less when using Vulkan
  • Fixed an issue that resulted in audio stuttering and sound drops on some CPUs when using Vulkan
  • Fixed an issue that resulted in graphics problems when using Fullscreen mode on systems with multiple displays
  • Fixed an issue that resulted in the game becoming stuck in Windowed Borderless mode instead of Fullscreen mode if the game lost focus or certain graphics settings were changed under DirectX 12
  • Fixed issues that resulted in the incorrect detection of devices and problems switching between SDR and HDR modes. Players who previously encountered these issues should enable HDR through the Windows Display Settings prior to launching the game
  • Fixed an issue that resulted in the game launching in a window larger than the maximum resolution of the attached display when using Windowed display mode
  • Improved the auto-detection of system hardware so that the recommended default graphics settings will provide higher performance
  • Fixed an issue that resulted in the game setting a default graphics preset that was unsupported by the amount of available VRAM on some graphics cards, preventing the game from launching
  • Fixed an issue that resulted in VRAM usage estimation for pending settings changes to be slightly different to the actual usage once the settings were applied
  • Added a separate option to enable tessellation on tree models within the Graphics settings menu
  • Fixed an issue that resulted in reduced performance when switching between different graphics settings presets without restarting the system
  • Fixed an issue that affected the brightness of Photo Mode images that were captured in HDR after editing them using the Social Club menu
  • Fixed issues with some full-screen effects and Photo Mode filters when using a display aspect ratio other than 16:9
  • Fixed an issue that resulted in graphics artifacts in mirror reflections when using Multisample Anti-Aliasing (MSAA)
  • Fixed an issue that resulted in graphics artifacts on the Pause Menu Map when using Multisample Anti-Aliasing (MSAA )
  • Fixed issues with rendering and lighting that occurred with some waterfalls
  • Fixed issues with rendering that occurred with a Story Mode character
  • Fixed an issue that resulted in flickering graphics artifacts on some systems using multiple graphics cards
  • Fixed an issue that resulted in graphical corruption during the theater shows in Saint Denis
  • Fixed an issue that resulted in graphics artifacts to appear when rendering some light reflections
  • Fixed an issue that affected the rendering of the Pause Menu background after changing the display resolution
  • Fixed an issue that resulted in reduced world detail at long distance when using items that allow zooming, such as scopes and binoculars
  • Fixed an issue that resulted in rendering issues with shadows on some parts of the terrain
  • Fixed an issue that resulted in graphics artifacts that could occur with some hair/fur rendering when using Multisample Anti-Aliasing (MSAA)
  • Improved the performance rendering some in-game particle effects
  • Improved the performance rendering of trails when in snowy areas of the game
  • Fixed an issue that resulted in the partial rendering of the Pause Menu while some graphics settings were active

Stability Fixes

  • Fixed issues that resulted in crashes during game startup and logo screen
  • Fixed issues that resulted in crashes when changing graphics settings or switching back and forth between presets
  • Fixed an issue that resulted in crashes during the initial boot of the game in the Windowed display mode
  • Fixed an issue that resulted in a crash when switching between Windowed and Fullscreen display modes on some graphics cards
  • Fixed an issue that resulted in a crash when the game window lost focus or as a result of using Alt+Tab
  • Fixed an issue that resulted in a crash when attempting to load an autosave on some systems
  • Fixed an issue that resulted in a crash when repeatedly transitioning between Story Mode and Red Dead Online
  • Fixed issues that resulted in crashes when attempting to quit the game
  • Fixed an issue that resulted in a crash on some systems when connecting and disconnecting input devices with the game running
  • Fixed an issue that resulted in a crash when attempting to switch weapons in Story Mode
  • Fixed an issue that resulted in a crash when opening the HDR Calibration screen with some combinations of graphics cards and displays
  • Fixed an issue that resulted in a crash when using the mouse to switch between categories in the Satchel menu
  • Fixed an issue that resulted in the game freezing when applying remapped keyboard inputs through the Settings menu
  • Fixed an issue that resulted in an infinite loading screen when exiting the Settings menu and returning to the Landing Page
  • Fixed an issue that resulted in a crash when playing Story Mode while offline
  • Fixed crashes and stability issues that resulted in the error “Red Dead Redemption 2 exited unexpectedly” during gameplay
  • Fixed an issue with attempting to join another player’s Red Dead Online session with a different control scheme or lock-on type that resulted in networking issues
  • Fixed an issue that prevented the Red Dead Redemption 2 desktop shortcut from correctly launching the game

Control & User Interface Fixes

  • Improved mouse support in some Store menus
  • Fixed an issue that resulted in a black screen during the initial boot of the game rather than the loading bar
  • Fixed an issue that resulted in players being unable to equip emotes in Red Dead Online while using the mouse
  • Fixed an issue that resulted in the Map in the Pause Menu being cut off when changing the game resolution
  • Fixed an issue that resulted in player overhead displays to appear in the incorrect position on displays other than 16:9 aspect ratio in Red Dead Online
  • Fixed an issue that prevented some keyboard inputs from being remapped
  • Fixed an issue that resulted in some incorrect text and warning screens to appear when when remapping keyboard inputs
  • Fixed issues that resulted in problems with scrolling in parts of the user interface
  • Fixed an issue that resulted in some menus not displaying input controls, including Safe Zone and Brightness Calibration screens
  • Fixed issues with keyboard text input when using some languages
  • Fixed issues that resulted in the red selection highlight disappearing while browsing through menus
  • Fixed issues that resulted in problems with mouse selection, or erratic cursor movement when browsing some menus
  • Fixed an issue with keyboard navigation of the Pause Map after selecting a blip/icon.
  • Fixed an issue that resulted in players being unable to complete some actions while inspecting weapons
  • Fixed an issue that resulted in save game information to be missing from the Load Game menu
  • Fixed issues with text input of non-Latin characters and added support for more input methods
  • Fixed an issue that resulted in the Pause Map moving position after placing a waypoint
  • Fixed an issue that resulted in difficulty aiming with a mouse, especially at low DPI settings
  • Fixed issues that resulted in incorrectly sized, overlapping or misaligned user interface elements under different display resolutions
  • Fixed an issue that resulted in the loss of previous selections when navigating back and forth between menus
  • Fixed an issue that resulted in redundant options in the Keyboard and Mouse submenu of the Controls menu

General / Miscellaneous

  • Improved the stability and result consistency of the in-game Benchmark Tool
  • Fixed an issue that resulted in players appearing underneath the world when in the lobby screen while playing some Red Dead Online content
  • Fixed an issue that resulted in incorrect performance of the ‘Tap and Hold Speed Control’ accessibility feature while using keyboard and mouse controls in First Person camera mode
  • Fixed an issue that resulted in camera stuttering when using the mouse to look around while sprinting
  • Fixed an issue that caused problems with the fishing minigame when running at high framerates

[November 12, 2019] – New Content

  • A new Legendary Bounty has been added to Red Dead Online:
    • Red Ben Clempson
  • Weekly Collectible List – Herbalists Collection
    • Blood Flower
    • Chocolate Daisy
    • Creek Plum
  • New Permanent Clothing items have been added to the Wheeler, Rawson & Co. Catalogue:
    • Dunaway Coat
    • Lebetter Hat
    • Fuentes Poncho
    • Kiliman Vest
    • Parson Boots (Male Only)
    • Rowland Boots (Female Only)
    • Purkiss Hat
    • Cerrada Boots
    • Farley Shirt (Male Only)
    • Tillson Sweater
    • Pearrow Hat
    • Union Cap
    • Cibola Boots
  • A new Time-Limited Clothing item has been added to the Wheeler, Rawson & Co. Catalogue:
    • Cardozo Vest

[November 6, 2019] General / Miscellaneous – PC

  • Improvements to address issues that resulted in Red Dead Redemption 2 crashing due to Anti-Virus software.

[November 4, 2019] General / Miscellaneous

  • Various stability fixes

[November 4, 2019] New Content

  • A new Legendary Bounty has been added to Red Dead Online:
    • Etta Doyle
  • Weekly Collectible List – Fortune Teller’s Collection:
    • Ace of Cups
    • Ace of Wands
    • Absinthe
  • Four new emotes have been added to the Wheeler, Rawson & Co. Catalogue:
    • Gentle Wave
    • Applause
    • Thumbs Down
    • Hush Your Mouth

Don’t forget to check out our plethora of articles, Easter eggs and more on our Red Dead Redemption 2 tag page. PC players, you’ll find a lot to check out there.

Source: Rockstar Support

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Alex Co

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World War Z Update 1.11 Crawls Out, Includes Fixes and Prep for Incoming Horde Mode

In case you didn’t know, developer Saber Interactive is releasing a Horde mode for World War Z next month. In preparation for that, and to fix some of the game’s issues, the studio has released World War Z update 1.11 and it’s live (dead?) now! Clocking in at 11GB on PS4, check out the World War Z update 1.11 patch notes below.

World War Z update 1.11 patch notes:

Weapons

  • Improved stats of Golden Assault Rifle, Pistol and Advanced SMG so now they are identical to their level 5 upgradable versions
  • Prestige Scout Rifle. Increased damage and accuracy
  • Prestige Classic Battle Rifle. Increased accuracy.
  • Prestige Crossbow. Increased max ammo, damage and accuracy.
  • Prestige Combat Shotgun. Increased max ammo.

UI

  • Minor UI and localization fixes

Stability

  • Fixed several gameplay crashes
  • Fixed several server crashes resulting in disconnects

Levels

  • Fixed a large number of gameplay bugs that were causing inability to progress in levels. especially in New York 4 and Moscow 4 levels

General fixes

  • Fixed issue with prestige levels not saving correctly in some cases
  • Fixed issue with maximum completed difficulty display in Episodes screen
  • Completing levels with mutators in private lobby will not count towards earning unique weapon rewards

Once the big patch (as if this wasn’t big enough) for the Horde mode is out, we’ll let our readers know. If you haven’t played the game in a while, Saber released the “Kill It With Fire” game update a few weeks ago, and here’s what’s in it.

Source: Focus Home forums

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Alex Co

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Star Wars Jedi Fallen Order Update 1.03 Now Out, Here’s What Got Fixed

While PC players might already have gotten it yesterday, the Star Wars Jedi Fallen Order update is now out on PS4 and Xbox One, too! Clocking in at just 147MB on PS4, check out the Star Wars Jedi Fallen Order update 1.03 patch notes below.

Jedi Fallen Order update 1.03 patch notes:

  • Texture flickering while driving the AT-AT on Kashyyyk
  • Input from the arrow keys failing to respond within menus
  • Dynamic resolution settings
  • Slowed loading times

As one can plainly see (and assume), no new content is included in this Jedi Fallen Order patch. That said, this is still a welcome patch since it helps alleviate some of the issues gamers are currently facing. Aside from the ones mentioned above, what other game issues is Jedi Fallen Order suffering from? Let us know your thoughts in the comments below.

Stay tuned to our Star Wars Jedi Fallen Order review hitting the site soon.

Source: Respawn

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Alex Co

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First Borderlands 3 Campaign DLC “Moxxi’s Heist of The Handsome Jackpot” Announced, Details & Trailer Revealed

As part of today’s Borderlands 3 campaign DLC reveal, Gearbox Software has not only announced the title, but the devs also gave us our first look, and a lot of details, too! Called “Moxxi’s Heist of The Handsome Jackpot,” the Borderlands 3 campaign DLC release date is set for December 19 and is part of the Season Pass (one of the four campaign add-ons).

Check out the Moxxi’s Heist of The Handsome Jackpot below along with official game info straight from Gearbox.

In short, Moxxi’s recruiting you to seize control of a derelict space station built by the infamous Handsome Jack back when he was still President of the Hyperion corporation. The Handsome Jackpot is quite possibly the gaudiest gambling spot in the galaxy, with neon signs, slot machines, and gold statues all over the place. It’s also crawling with multiple models of deadly Hyperion Loader Bots, as well as lunatic looters who’ve been trapped on board ever since Jack’s death. But that’s not all:

  • Explore a glitzy new galaxy destination packed with unique zones worthy of Handsome Jack’s lavish lifestyle and dirty dealings;
  • Join Moxxi’s crew of eccentric characters and pull off the ultimate casino heist in a series of thrilling campaign missions;
  • Discover hidden secrets and strange happenings in The Handsome Jackpot via fresh side missions and Crew Challenges;
  • Get a blast from Pandora’s past when you battle the Hyperion forces that outlived Handsome Jack, including never-before-seen enemies and larger-than-life bosses;
  • Perfect your Vault Hunter’s gear loadout with all-new Legendary weapons and gear;
  • Expand your collection of cosmetics with even more customization items, including Vault Hunter heads and skins, weapon trinkets, an ECHO Device skin, and new emotes.

Gearbox mentions that Moxxi’s Heist of The Handsome Jackpot is tuned for characters who are at least level 13, though it will automatically scale up so that higher level players can find a challenge and the appropriate loot. You’ll also need to have unlocked Sanctuary III in order to access it.

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Alex Co

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Rainbow Six Siege X Money Heist Event Now Live, Here Are the Details

If you’re a fan of Rainbow Six Siege, and you’re also a fan of Netflix’s hit show, Money Heist, rejoice! A Rainbow Six Siege Money Heist crossover event is now live!

Running from November 20 to 25, check out official trailer and details of this Rainbow Six Siege X Money Heist event below.

RULES OF THE HEIST

The Casa De Papel event is a classic Hostage match, where Attackers and Defenders must fight over a Hostage dressed in the series’ iconic mask and red jumpsuit. Hibana and Vigil are also equipped with the same look, should you pick them to play with.

THE BUNDLES

A full set of four items for both Hibana and Vigil will become available for purchase in the shop during the event and will be there for approximately a year.

Hibana’s Heist Bundle contains the Red Jumpsuit uniform, Emboldened headgear, Tokyo charm and Regal Mint weapon skin for the TYPE-89.

Vigil’s Accomplice Bundle includes the Red Jumpsuit uniform, Nameless headgear, The Surrealist charm and Fresh Paper weapon skin for the K1A.

In other Rainbow Six Siege news, don’t forget to check out the updated limb penetration system set to be rolled out. We also posted the patch notes for Operation Shifting Tides that’s currently being tested in the PTS.

Source: Rainbow Six

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Alex Co

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Watch the Borderlands 3 First DLC Reveal Livestream Here

We posted yesterday that Gearbox will unveil the first premium DLC for Borderlands 3 today. Well, that time is now! Check out the Borderlands 3 first DLC reveal livestream below to see what’s in store for Vault Hunters!

Here’s some of the stuff being revealed today:

Get ready for a glimpse of your next big adventure, Vault Hunter. On Wednesday, November 20, the full reveal trailer for DLC 1 will be making its big debut at 8:00 AM PST. At the exact same time, the third episode of The Borderlands Show will kick off to deliver more insight into Borderlands 3’s first campaign DLC that’s launching later this year. The Borderlands Show’s regular hosts Greg Miller and Fran Mirabella from Kinda Funny will be joined by none other than President, CEO, and Co-founder of Gearbox Software Randy Pitchford, as they take a look at what’s coming in DLC 1 and discuss other news in the wild world of Borderlands. Make sure you don’t miss this informative interview about the thrilling story, unique environments, and handsome new loot you can expect from this paid DLC.

We’ll get a summary up once the show ends as well, so don’t fret if you can’t watch it.

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Alex Co

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Next Modern Warfare Patch Dropping This Week, Will Address Perks, Weapons & More

While we earlier got a new Call of Duty: Modern Warfare hotfix (server-side update), it seems Infinity Ward isn’t done with updating the game for the week just yet. We now have confirmation from the developers that the next Modern Warfare patch is dropping this week, and will include gameplay changes,

Over on Twitter, Infinity Ward Senior Communications Manager Ashton Williams confirmed that the patch “coming out in the next few days” will include fixes to perks, weapons and more.

https://twitter.com/ashtonisVULCAN/status/1196913289151705088

Multiplayer Designer David Mickner also went on Twitter to state that the studio is getting updates out this week to address issues, improve the game, and “bring new content.”

Mickner also adds that today’s hotfix was an emergency update for critical fixes (read: crashing and stability issues), and that the scheduled one “later this week” will include fixes to spectating, and more.

Perks being tweaked might be the most interesting thing in this upcoming Modern Warfare patch. Will it nerf Ghost? Maybe make Dead Silence a perk (highly unlikely)? We’ll know for sure later this week. Same as before, once this patch drops, MP1st will be there to report on it ASAP.

More Modern Warfare Reading:

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Alex Co

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First Borderlands 3 DLC to be Revealed Tomorrow

The first Borderlands 3 DLC (downloadable content) will be revealed on the Borderlands show this coming Wednesday (tomorrow). This was announced by Gearbox Software via the official Borderlands 3 Twitter account, where it also mentioned the reveal will happen on 8 a.m. PT, on the studio’s official Twitch.

Greg Miller from Kinda Funny will be hosting the show and promises news, reveals and possibly a SHiFT code. He will be joined by Gearbox Software big boss Randy Pitchford as they dive into the new Borderlands 3 DLC content.

Gearbox shared some of the stuff to be revealed tomorrow:

Get ready for a glimpse of your next big adventure, Vault Hunter. On Wednesday, November 20, the full reveal trailer for DLC 1 will be making its big debut at 8:00 AM PST. At the exact same time, the third episode of The Borderlands Show will kick off to deliver more insight into Borderlands 3’s first campaign DLC that’s launching later this year. The Borderlands Show’s regular hosts Greg Miller and Fran Mirabella from Kinda Funny will be joined by none other than President, CEO, and Co-founder of Gearbox Software Randy Pitchford, as they take a look at what’s coming in DLC 1 and discuss other news in the wild world of Borderlands. Make sure you don’t miss this informative interview about the thrilling story, unique environments, and handsome new loot you can expect from this paid DLC.

Also mentioned in the post by Gearbox is that Randy Pitchford will also talk about the big patch coming to Borderlands 3 later this month, which will include the endgame challenge of Takedown at the Maliwan Blacksite, Mayhem Mode 4, and some quality-of-life improvements

Borderlands 3 also received a small update today. Check it out here

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Borderlands 3 Update 1.06 Rolled Out (Update)

Update: If you’re reading this, Borderlands 3 update 1.07 is already out, and it brings new content, gameplay fixes and lots more! Check out the full patch notes.

Gearbox Software has released a new Borderlands 3 update today, and it’s already available for download. Clocking in at just 200MB, the Borderlands 3 update 1.06 file doesn’t contain any new content, but is purely for bug fixes, and nothing else.

Unfortunately, Gearbox Software has not released any official patch notes other than to say that it includes “bug fixes,” though the last hotfix (server-side) released by Gearbox also included a lot of bug fixes, which you can see below. And for those wondering, this patch does NOT fix the favorite/trash bug.

BUG FIXES

  • Addressed a reported concern that players would experience their screen shaking while in a party when one player used Bear Fist
  • Addressed a reported concern with duplicated audio when Maya turns on the music in “Beneath the Meridian” when playing in a party
  • Addressed a reported concern where players couldn’t hear Aurelia’s Holographic Doorbell answer the door
  • Addressed a reported concern where some players were missing the waypoint when quitting out of the map or performing a save and load during the “Bad Reception” side mission
  • Addressed a reported concern that the portal in Destroyer’s Rift disappears after completing the mission “Divine Retribution”
  • Addressed a reported concern that the Eridian structures were not resetting after player death during the Tyreen boss fight

BLOODY HARVEST

The Spooky Season is starting to fade from Borderlands 3! Starting with this hotfix, you’ll start seeing less Haunted enemies until the event ends on December 5!

  • Lowered the chance to see Haunted enemies outside of Heck

If Gearbox ever releases the official patch notes, we’ll make sure to update the post.

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Alex Co

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Fallout 76 Update 1.30 Now Out, Here’s What’s New in Update 15 (1.2.5.8)

Bethesda Game Studios has released a new Fallout 76 update, and it’s live now! Called the Fallout 76 update 15 or version 1.2.5.8, it’ll show up as Fallout 76 update 1.30 on consoles. Clocking in around 5GB, check out the Fallout 76 update 1.30 patch notes below.

Fallout 76 update 1.30 patch notes:

GENERAL UPDATES

C.A.M.P., CRAFTING, AND WORKSHOPS

SCRAPBOX
  • Scrapbox: The Scrapbox can now be destroyed and has the same amount of health as the Stash.

SOUND

  • Music: The music that plays on the Main Menu has returned to the original launch theme.

USER INTERFACE

  • Atomic Shop: Added a Fallout 1st category to the Atomic Shop.
  • Atomic Shop: A “Free” tag will now appear on the Atomic Shop main menu option when there is a free item that the player has not yet claimed.
  • Main Menu: The background video that plays on the Main Menu has returned to the original launch video.
  • Scrapbox: All Junk items in the player’s inventory now display in the Scrapbox transfer menu.
  • Scrapbox: When selecting a stack of items while using the Scrapbox, players can now select how many items from that stack to transfer.
  • Settings: A “Show Other Players’ names” option to the Display has been added to the settings menu. This can be toggled to show or hide other players’ names in the game world and on the map. Social menus will still show players names even if this setting is disabled.
  • Splash Screen: Added a button to the Fallout 1st Splash Screen that members can use to enter the Atomic Shop.

NUCLEAR WINTER UPDATES

USER INTERFACE

  • Loot Bags: Loot Bag skins can now be favorited in the Atomic Shop for use as drop bags in Nuclear Winter matches.
    • Please Note: This only applies to Loot Bags created when dropping items on the ground. Loot Bags created on death in Nuclear Winter still appear as orange duffle bags.
  • Match Summary: During an XP bonus event, any bonus XP the player earned will now be displayed on the end of match summary screen.

GENERAL BUG FIXES

ART AND GRAPHICS
  • Headwear: The antennae on the Vault Girl Martian Head now correctly appear green instead of black under various types of lighting.
  • Headwear: Fixed a visual issue that could occur with the character’s head when wearing the Raider Gas Mask and using the Change Appearance menu.
  • Graphics: Corrected a visual issue when viewing Power Plant towers from a distance.
  • Lighting: Fixed an issue that could cause lighting to load incorrectly when playing in non-English versions of the game.
  • Outfits: The cloth at the bottom of the Ranger Armor now moves more smoothly when walking or running.
  • Scorchbeast Meat: Uncooked pieces of Scorchbeast Meat no longer display the art for cooked versions when previewed.
  • Scrapbox: The color of the Scrapbox now more closely matches the color of the Stash.
  • Underarmor: Raider Waster Underarmor is no longer visible through leather armor on the character’s torso and arms.
  • Weapons: Sections of Rocket Mods for the Baseball Bat are no longer transparent when previewed in the crafting menu.
  • Weapons: The Jack-O-Lantern Combat Rifle skin has received visual updates and the stock should now appear less glossy.
C.A.M.P., CRAFTING, AND WORKSHOPS
  • Build: Fixed an issue that could allow environment objects that were removed by building on top of them to sometimes reappear when the player’s C.A.M.P. loads in.
  • Build: Fixed an issue where environment objects that can be removed by building on top of them would not appear correctly on the build preview screen.
  • Crafting: When an item that contains multiple components, like Bulk Ammo Scrap, is scrapped while crafting or repairing another item, any unused components it produced will now correctly be sent to the Stash or Scrapbox rather than disappear.
  • Collectron Station: Fixed an issue that could cause Scavenger Collectron bots to remain in the world after their owners had logged off.
  • Exploit: Addressed an exploit that could allow non-scrap items to be transferred into the Scrapbox.
  • Greenhouse: Doors now snap to the correct location when built at the entrance of a Greenhouse without a base.
  • Greenhouse: When a door that opens inward is built on a Greenhouse, it will no longer clip into the walls of the structure while it is open.
  • Modify: Replacing an object no longer sometimes prevents the player from moving or editing that object.
  • Modify: Fixed an issue that could prevent red error messages from appearing when attempting to move an object to an invalid placement location.
  • Neon Lights: The neon number “1” can now correctly snap to other letters, numbers, and symbols from the Neon Signs and Letters set.
  • Smoke Machines: The Halloween Fog Machine is now a variant of the Smoke Machine in the Build menu, rather than being displayed as a separate appliance.
  • Statues: The Vault Bunyan and Babe the Blue Brahmin Statue is no longer missing a preview icon in the Build menu.
  • Survival Tent: Attempting to place a C.A.M.P. or Survival Tent within the build zone of another Survival Tent will no longer incorrectly display a green outline, signifying valid placement.
  • Survival Tent: A build radius will now appear when attempting to place a C.A.M.P. or Survival Tent new another player’s existing Survival Tent.
  • Vending Machine: Components assigned for sale in the Vending Machine are no longer prioritized over the Scrapbox when crafting or repairing items.
  • Tyler County Dirt Track: Objects can no longer be built in such a way that they directly intersect the “Tyler County Dirt Track” banners at this Workshop.
ITEMS
  • Armor: Fixed an issue that prevented Armor from taking condition damage during combat.
  • Eyewear: Glasses purchased from the Atomic Shop, such as Gag Glasses, can now correctly be worn with hats.
  • Headwear: The name of the Ranger’s Helmet has been adjusted to “Ranger Armor Helmet” for clarity.
  • Headwear: The Chef Hat now correctly appears white when worn by female characters.
  • Loot Bags: Players that own the Jack-O’-Lantern Loot Bag can now correctly equip it as their Drop or Death Loot Bag in the Atomic Shop.
  • Ranger Armor: The Riot Armor Paint for the Ranger Armor now applies correctly during Nuclear Winter matches if the player has favorited it in the Atomic Shop.
PERFORMANCE AND STABILITY
  • Stability: Addressed a rare crash that could occur while using the C.A.M.P.’s Build mode.
  • Stability: Fixed a crash that could occur when sharing a lot of quests while on a team.
  • Stability: Addressed multiple issues that could result in a server crash.
SOUND
  • Emotes: Reopening the Emote Menu while an Emote or Dance Emote is playing now correctly ends any active sound effects or music from that Emote.
USER INTERFACE
  • Change Appearance: Disconnecting while in the Change Appearance menu in Vault 76 with a new character no longer prevents the player from opening the Map after logging back in.
  • Localization: Text on the Ranger Armor’s inspect screen in the Atomic Shop is now correctly translated when playing in non-English versions of the game.
  • Localization: Corrected several invalid characters that could appear in item names when playing in Chinese, Korean, Japanese, or Russian versions of the game.
  • Localization: Corrected a line of text on the Private Worlds info screen that was not translated into languages other than English.
  • Login: Entering an incorrect password on the login screen no longer prevents the player from logging in when entering the correct password on the next attempt.
  • Notifications: Fixed a minor display issue when disconnected while searching for a world.
  • Notifications: Fixed an erroneous warning message that could be displayed while using a Scrap Kit.
  • Player Icons: The name of the Fallout 1st Player Icon has been adjusted for clarity.
  • Private Worlds: Upon joining a Private World, the message displayed when a C.A.M.P. cannot be placed no longer incorrectly asks if the player would like to try to find another world.
  • Private Worlds: Fixed an issue that could cause a Private World to shut down too soon after all Fallout 1st members had left that world.
  • Private Worlds: Corrected a placeholder message that appears to non-Fallout 1st members when a Private World shuts down after the owner has gone offline.
  • Scrapbox: The “Scrap and Store” button now correctly appears greyed out when accessing another player’s Scrapbox as a non-Fallout 1st member. When attempting to use the “Scrap and Store” button, that player will receive a notification explaining why it is disabled.
  • Scrapbox: The “Scrap and Store” button now correctly appears greyed out when a Fallout 1st member does not have any scrapable items in their inventory.
  • Scrapbox: Removed several unused sorting options from the Scrapbox transfer menu.
  • Social: Fixed issue where joining a friend on a Private World would sometimes fail when using the Xbox friends “Join Game” option.
  • Survival Tent: Upon joining a world, the message displayed when a Survival Tent cannot be placed no longer incorrectly states that the player has been granted a free placement.
  • Survival Tent: Updated a placeholder message that could appear occasionally when attempting to place a Survival Tent.
  • Vending Machine: Corrected the name of the Halloween Vending Machine.
WORLD
  • Flatwoods: Corrected placement of several floating shrubs in Flatwoods.
  • Garrahan Estate: Players can no longer clip through one of the walls at Garrahan Estate.
  • Grafton: Players can no longer jump through a section of the ceiling at Grafton Pawn Shop.
  • Grafton Steel: Fixed a gap between the sections of the tallest tower at Grafton Steel.
  • Monongah Power Plant: Players can no longer fire weapons through control room windows in the Power Plant’s interior.
  • Morgantown: Players can no longer walk through the Satellite Dishes throughout Morgantown.
  • Nuke Silos: Door buttons for storage room exits no longer appear to float in front of the wall in Nuke Silos.
  • Orwell Orchards: Adjusted a location where players could become stuck in Orwell Orchards.
  • The Whitespring: Corrected a placement issue affecting one of the workbenches in the Artisan Corner at The Whitespring Resort.
  • The Whitespring: Fixed a location within the Whitespring Bunker that could allow players to clip outside the game’s playable area.
  • Top of the World: The rope that holds up the Madigan’s cage is no longer missing.
  • Vault 51: Players can no longer jump into the Vault 51 door in Adventure Mode.

NUCLEAR WINTER BUG FIXES

COMBAT
  • Damage Resistance: All Perk Cards and other buffs that grant additional Damage Resistance now correctly apply those effects during Nuclear Winter PVP combat.
  • Spawn Invulnerability: Players no longer take very small amounts of damage from attacks while spawn invulnerability is active at the start of a match.
ITEMS
  • Baseball Grenades: Now display the correct rarity color in Nuclear Winter matches. Their drop rate has not been changed.
  • Exploit: Fixed an exploit that could enable players to obtain Nuclear Winter items outside of a Nuclear Winter match.
USER INTERFACE
  • Localization: The Quick Stairs Kit icon is no longer missing in the Nuclear Winter Favorites menu in non-English versions of the game.
  • Localization: Carry weight and ammo count no longer appear misaligned in the HUD when playing in Chinese versions of the game.
  • Notifications: Adventure Mode level up notifications no longer appear at the end of Nuclear Winter matches when a player hasn’t actually leveled up.
  • Notifications: Fixed an issue that could cause Fallout 1st members to receive an erroneous message about Survival Tent placement when connecting to a Nuclear Winter match if they had previously received that message in Adventure mode.
WORLD
  • Morgantown: Fixed a specific spawn location that could allow a player to spawn inside a normally inaccessible building.
  • Morgantown: Fixed an issue that could allow a player to enter an inaccessible building during Nuclear Winter matches in Morgantown.
  • Vault 51: Halloween decorations have been put away.

Don’t forget to check out Fallout 1st, which is the game’s subscription-based premium service. Go read up on some of the stuff coming in 2020.

Source: Fallout

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Alex Co

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

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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!

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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!

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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

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

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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

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

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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

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

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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

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

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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