Following last week’s news that there will be a media event for The Last of Us Part II later this month, it seems press people will get more than just a new trailer. Over on ResetEra, reliable industry insider and and Senior Analyst at Niko Partners Daniel Ahmad has let on that “media will get a 3 hour hands on” with The Last of Us 2!
Mind, this isn’t official news just yet, so Ahmad could be wrong. That said, he has a very good track record in reporting these things, so that’s why we’re putting it up here.
Tennos, a new Waframe update is out on on PS4! Called the Saint of Altra: Update 25.7.4, it’s Warframe update 1.77 on the console version. Clocking in at 2.8GB, check out the comprehensive Waframe update 1.77 patch notes below.
Warframe update 1.77 patch notes:
Gauss
PASSIVE
Moving Gauss increases the speed gauge, which in turn increases his shield recharge rate.
Gauss’ battery meter also builds when Reviving a teammate!
MACH RUSH
Burst into a hyper-sprint bowling over enemies and charging the battery. Crashing into solid objects generates a powerful shockwave. Hold to rush continuously.
KINETIC PLATING
Generate armor plating that converts a portion of absorbed Kinetic Damage into Energy. Also protects Gauss from being staggered or knocked down. Damage Resistance is relative to battery level.
THERMAL SUNDER
Siphon kinetic energy from the area, charging the battery and inflicting Cold Status on nearby enemies. Hold reverses the process, draining the battery and inflicting Heat Status on nearby enemies.
REDLINE
Push Gauss’ battery beyond the redline, supercharging his Abilities and setting Fire Rate, Attack Speed, Reload Speed, and Holster Rate into overdrive. When past the redline, bolts of arcing electricity dance periodically from Gauss, exploding en masse when the ability is deactivated. ACCELTRA
Using a barrage of rapid-fire plasma rockets, Gauss’ signature weapon lays down a path of destruction. Reloads are faster while sprinting, even more so in Gauss’ hands. For safety, rockets arm after traveling safe distance.
Acceltra can equip Rifle Ammo Mutation Mod!
AKARIUS
Bombard legions of enemies with target seeking rockets. These dual launchers reload faster while sprinting, even more so in Gauss’ hands. Rockets arm after reaching a safe distance.
GAUSS MAG ALT HELMET
A uniquely-styled alternate helmet for Gauss.
ALTRA SYANDANA
Sleek and streamlined, Gauss’ signature Syandana is sure to turn heads as you speed by!
THE GAUSS COLLECTION
Accelerate past the redline with Gauss. This collection includes the Gauss Warframe, Gauss Mag Helmet, Acceltra rapid-fire rocket launcher, and Akarius secondary rocket launchers.
HARROW RELIQUARY SKIN
Bound by void and will, Harrow’s twilight heart pulses within the sacred casket of a body reinvented. Wield malicious spirits and arcane power with the Harrow Reliquary Collection, and renounce heresy with the Etheria Armor Set and Renuntio Spear!
HARROW RELIQUARY COLLECTION
A shattered being bound by Void and will. Includes the Harrow Reliquary Skin, Renuntio Speargun Skin and Etheria Armor Set.
DISRUPTION EXPANSION
NOTE: New Nodes have been added which means to be eligible for Arbitrations, you must complete them!
Originally making its debut in The Jovian Concord, the Disruption game-mode was immediately a hit – fast paced with high stakes, your skills were put to the test. Alad V has sold his Conduit technology for a quick Credit, and Disruption has spread.
We now bring you 6 more locations of varying difficulty throughout the Origin System to play this game mode – with new rewards throughout! Each will feature new Debuffs appropriate for their setting, from Moonquakes to Ghoul Graves!
Grineer Settlement – Mars, Olympus
Will you be able to stop Grineer Ghouls before it’s too late? This will be a new player’s first encounter with Disruption, and it’s balanced accordingly.
Moved Olympus mobile defense from Mars Olympus to Tharsis to replace ice planet Hijack.
Corpus Outpost – Neptune, Laomedeia
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.
The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!
Moved Spy mission on Neptune Laomedeia to Nereid on the main path.
Replaced Spy mission on Laomedeia with Disruption since it’s off the main path (ice planet hijack gets removed in the process as it has Jupiter in its skybox).
Grineer Galleon – Sedna, Kelpie (Grineer)
If you’re looking for how to earn Gauss, he can be earned here on Sedna’s Disruption mode!
The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!
Moved Sabotage from Kelpie to Rusalka to replace Capture
Grineer Galleon – Uranus, Ur (Infested)
Take on the endless swarms of Infested in Disruption, including a sneak peak at a new enemy! Here you’ll find Gauss’s Signature Weapon Blueprints for the ACCELTRA and AKARIUS on Infested Demolyst Agents!
The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!
Grineer Kuva Fortress – Kuva Fortress, Tamu
The Kuva Fortress has a new endless mode! Here you’ll be able to earn Kuva in a new way! First – the mission reward tables themselves. This is of course the obvious choice, but as we developed these tables we know the fact that Boosters don’t work on them is an issue. So we’ve also added Kuva to the Grineer Demolysts that aim to destroy the Conduits of Kuva Disruption! The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!
Moved defense from Fortress Tamu to Nabuk to replace Capture
Lua – Lua, Apollo (Corpus)
A new node has been added on Lua featuring Disruption revisit your past for a chance to earn Somatic Fibres, a necessary component in Lua Lens construction!
The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!
Disruption has also been added as a possible mission type for Void Fissures, Sorties, Syndicate missions, and more!
General Disruption Notes/Changes:
Disruption Arbitration requires 8 completed Conduits to extract.
Rewards are given every other round: 4 Conduits per Round = 2 Rounds to extract as intended.
Joining a Disruption mission in progress will lock when either 2 Conduits are completed or 1 Conduit has failed, as opposed to locking after 1 Conduit is completed/failed.
Changes to reduce marker clutter:
Markers only show for active Conduits or if a player has picked up a Conduit key for it.
One marker will always be shown if there are no active Conduits and no Conduit Keys picked up.
Conduit Keys on the ground for a matching Conduit will be removed as soon as it is activated.
NEW REWARD:
LUA LENS BLUEPRINT
A new Focus Lens found only on Lua Disruption which allows you even greater Focus conversion!
NEW REWARD:
Universal Syndicate Medallion!
This mysterious item is accepted by all eligible Syndicates to give you 1,000 Standing. If you’re lucky enough to find one in Disruption, you’ll be able to gain favour with any of the core 6 Syndicates (Steel Meridian, Arbiters of Hexis, Cephalon Suda, New Loka, Red Veil, Perrin Sequence)! You will also be able to use it with Quills, Vox Solaris, Ostron, Solaris United, Ventkids, and Simaris.
As mentioned in Hotfix 25.7.4, after some internal discussion and player feedback, we decided against allowing the Universal Medallion to apply to Conclave. It didn’t feel right to add a PvE path for a PvP gamemode, especially towards those you have actively played Conclave to get their Standing.
We are starting small with this item as it has potential for a large impact on various economy elements that we want to carefully measure, but expect iteration and larger versions of these for rewards! Anything from special Alerts featuring multiple, future drop tables, and more!
NEW MARKET ITEM: Aura Forma !
Making its debut as a Blueprint in Arbitrations, we have added AURA FORMA to the Market for Platinum. You can buy 1 (80 Platinum) or a bundle of 3 at a discounted Platinum Price (150 Platinum).
Riven Additions and Changes:
Your total max Riven Slots is now 120 (up from 90)! Should you wish to purchase more Slots, you may now do so (up to 120)!
Companion Weapon Rivens are available from Simaris’ Offerings for Standing (The War Within completion required), and yes, this includes the Artax!
The follow Riven challenges now count towards Sentinel kills:
Kill X enemies
Kill X enemies that are on a dropship
Kill X enemies in a row while wall dashing/clinging without touching the ground
Changed the Dargyn Bow Riven challenge description to specific that it must be Dargyns in flight, not ones parked on the ground.
Plains of Eidolon: Bounty Additions
With the launch of Orb Vallis, we added Bounty Bonuses as a way to reward players who went above and beyond to complete their missions. It’s about time that new system was extended to Plains Bounties as well!
All normal Plains of Eidolon Bounties have Bonus Objectives, meaning you will receive extra rewards for performing well:
Assassinate: Draw out the target within X minutes.
Caches: Complete within X minutes.
Capture: Complete without killing an enemy.
Defend the Area: Keep the control level above X%.
Exterminate: Complete within X minutes.
Hijack Drone: Keep drone health above X%.
Rescue: Keep rescue target health above X%.
Sabotage: Kill X enemies.
Armored Vault: Keep the Vault health above X%.
Friend Limit Cap
We PSA’d back in July this year that a Friends List Cap was in the works, and the unlimited friends bottle has officially been corked. If you have more than 1000 friends, they will all stay on your list, you simply won’t be able to add any more.
For those of you with sizeable friends lists, we have added a few management tools to help whittle down the numbers, if you so wish:
Added batch remove option for friends who have been inactive for one, three, six, or twelve months. You will have to type in “Batch remove” as additional confirmation, so you don’t accidentally Thanos snap your friends list.
Added “Exclude Clan Members” toggle to the batch removal screen.
Added manual “Skip These Friends” text box to the batch removal screen.
NEW FEATURES: LOOK LINK & MOD LINK
We have added 2 new features that allow you to instantly share 2 major parts of the Warframe experience:
Share the way you Mod: Mod Link
Share the way you Look: Look Link
Read on for details on how to instantly share your builds and customizations:
MOD LINK!
Instantly share the way you play in Chat with MOD LINK! By selecting the handy ‘Link’ icon in your Modding screen, your active Chat window will be instantly populated with your build. Just hit send to share – whether in a Private Message, with your Clan, or in Region chat! Note that we put a 15 second cool-down to reduce spam! Additionally, an ‘unowned’ label in Mod Link preview will appear when you don’t own at least one Mod.
LOOK LINK!
Instantly share the way you look in Chat with LOOK LINK!
By selecting the handy ‘Link’ icon in your Arsenal>Appearance screen, your active Chat window will be instantly populated with your appearance loadout. Just hit send to share – whether in a Private Message, with your Clan, or in Region chat! Note that we put a 15 second cool-down to reduce spam!
We also moved the Captura button on the Appearance screen to the upper right-hand corner and updated the icon to better match the Look Link style.
SHAWZIN 2.0: INTERACTIVE EMOTE!
All Shawzin purchases now come with a free ‘Shawzin’ Emote that you can equip to play your signature instrument! Those who have already purchased the Shawzin will retroactively have the Emote. With over half a dozen Scales, 3 frets and 3 strings, your song opportunities are endless. We cannot WAIT to see what you all come up with!
We have added 3 new Shawzin Decorations to the market with a different flair:
MIMICA SHAWZIN – custom colour Shawzin! This Shawzin features an adaptive enamel that senses and mimics the coloring of any musician playing it.
DAWN SHAWZIN – Like the morning’s first light, this Shawzin will wake the spirit within.
And NELUMBO Shawzin – with it’s own sound-pack, it’s completely unique! Including its very own open/close sounds.
SHAWZIN has been renamed to DAX SHAWZIN for clarity.
Simply change your Shawzin while using the Emote using the menu provided!
Some nifty features to explore with your Shawzin:
Numerous different musical scales to choose from
Play single notes and chords
Play along with Mandachord rhythm section
Practice songs included (and a “slow playback” feature also available)
“This Is What You Are”, “We All Lift Together”, and “Smiles From Juran” songs included!
Add vibrato and whammy bar effects
Record your Shawzin songs and share with friends by linking in Chat once you’ve achieved at least 4 Clems (points) by playing your track back
You can load 1000 note songs that you have recorded, but there is a Chat link limit of 100 notes.
Shawzin can auto playback songs or you can play along
Metronome mode option (120bpm with quantization feature)
Custom Shawzin keybind settings are available!
Controller defaults are: Exit is the start button (unbindable) so it does not cause accidental Shawzin exits. Notes are defaulted to the bottom three buttons.
Shawzin music can be heard in Squads and aboard landing crafts. Relays do allow you to play, but you will only hear your music and not your peers. COMMUNITY CONTEST WINNER ADDITIONS
MOAs, Cetus, and Companions are receiving a touch more player flare. New content designed or inspired by players has been added to Warframe!
The MOAnimation Contest’s winning emote by Zeaban works on all MOAs with an Emotion Module installed! Direct a Boast emote at your companion MOA to check out the new reaction.
PASSIVE
Moving Gauss increases the speed gauge, which in turn increases his shield recharge rate.
Gauss’ battery meter also builds when Reviving a teammate!
MACH RUSH
Burst into a hyper-sprint bowling over enemies and charging the battery. Crashing into solid objects generates a powerful shockwave. Hold to rush continuously.
KINETIC PLATING
Generate armor plating that converts a portion of absorbed Kinetic Damage into Energy. Also protects Gauss from being staggered or knocked down. Damage Resistance is relative to battery level.
THERMAL SUNDER
Siphon kinetic energy from the area, charging the battery and inflicting Cold Status on nearby enemies. Hold reverses the process, draining the battery and inflicting Heat Status on nearby enemies.
REDLINE
Push Gauss’ battery beyond the redline, supercharging his Abilities and setting Fire Rate, Attack Speed, Reload Speed, and Holster Rate into overdrive. When past the redline, bolts of arcing electricity dance periodically from Gauss, exploding en masse when the ability is deactivated. ACCELTRA
Using a barrage of rapid-fire plasma rockets, Gauss’ signature weapon lays down a path of destruction. Reloads are faster while sprinting, even more so in Gauss’ hands. For safety, rockets arm after traveling safe distance.
Acceltra can equip Rifle Ammo Mutation Mod!
AKARIUS
Bombard legions of enemies with target seeking rockets. These dual launchers reload faster while sprinting, even more so in Gauss’ hands. Rockets arm after reaching a safe distance.
GAUSS MAG ALT HELMET
A uniquely-styled alternate helmet for Gauss.
ALTRA SYANDANA
Sleek and streamlined, Gauss’ signature Syandana is sure to turn heads as you speed by!
THE GAUSS COLLECTION
Accelerate past the redline with Gauss. This collection includes the Gauss Warframe, Gauss Mag Helmet, Acceltra rapid-fire rocket launcher, and Akarius secondary rocket launchers.
HARROW RELIQUARY SKIN
Bound by void and will, Harrow’s twilight heart pulses within the sacred casket of a body reinvented. Wield malicious spirits and arcane power with the Harrow Reliquary Collection, and renounce heresy with the Etheria Armor Set and Renuntio Spear!
HARROW RELIQUARY COLLECTION
A shattered being bound by Void and will. Includes the Harrow Reliquary Skin, Renuntio Speargun Skin and Etheria Armor Set.
DISRUPTION EXPANSION
NOTE: New Nodes have been added which means to be eligible for Arbitrations, you must complete them!
Originally making its debut in The Jovian Concord, the Disruption game-mode was immediately a hit – fast paced with high stakes, your skills were put to the test. Alad V has sold his Conduit technology for a quick Credit, and Disruption has spread.
We now bring you 6 more locations of varying difficulty throughout the Origin System to play this game mode – with new rewards throughout! Each will feature new Debuffs appropriate for their setting, from Moonquakes to Ghoul Graves!
Grineer Settlement – Mars, Olympus
Will you be able to stop Grineer Ghouls before it’s too late? This will be a new player’s first encounter with Disruption, and it’s balanced accordingly.
Moved Olympus mobile defense from Mars Olympus to Tharsis to replace ice planet Hijack.
Corpus Outpost – Neptune, Laomedeia
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.
The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!
Moved Spy mission on Neptune Laomedeia to Nereid on the main path.
Replaced Spy mission on Laomedeia with Disruption since it’s off the main path (ice planet hijack gets removed in the process as it has Jupiter in its skybox).
Grineer Galleon – Sedna, Kelpie (Grineer)
If you’re looking for how to earn Gauss, he can be earned here on Sedna’s Disruption mode!
The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!
Moved Sabotage from Kelpie to Rusalka to replace Capture
Grineer Galleon – Uranus, Ur (Infested)
Take on the endless swarms of Infested in Disruption, including a sneak peak at a new enemy! Here you’ll find Gauss’s Signature Weapon Blueprints for the ACCELTRA and AKARIUS on Infested Demolyst Agents!
The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!
Grineer Kuva Fortress – Kuva Fortress, Tamu
The Kuva Fortress has a new endless mode! Here you’ll be able to earn Kuva in a new way! First – the mission reward tables themselves. This is of course the obvious choice, but as we developed these tables we know the fact that Boosters don’t work on them is an issue. So we’ve also added Kuva to the Grineer Demolysts that aim to destroy the Conduits of Kuva Disruption! The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!
Moved defense from Fortress Tamu to Nabuk to replace Capture
Lua – Lua, Apollo (Corpus)
A new node has been added on Lua featuring Disruption revisit your past for a chance to earn Somatic Fibres, a necessary component in Lua Lens construction!
The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!
Disruption has also been added as a possible mission type for Void Fissures, Sorties, Syndicate missions, and more!
General Disruption Notes/Changes:
Disruption Arbitration requires 8 completed Conduits to extract.
Rewards are given every other round: 4 Conduits per Round = 2 Rounds to extract as intended.
Joining a Disruption mission in progress will lock when either 2 Conduits are completed or 1 Conduit has failed, as opposed to locking after 1 Conduit is completed/failed.
Changes to reduce marker clutter:
Markers only show for active Conduits or if a player has picked up a Conduit key for it.
One marker will always be shown if there are no active Conduits and no Conduit Keys picked up.
Conduit Keys on the ground for a matching Conduit will be removed as soon as it is activated.
NEW REWARD:
LUA LENS BLUEPRINT
A new Focus Lens found only on Lua Disruption which allows you even greater Focus conversion!
NEW REWARD:
Universal Syndicate Medallion!
This mysterious item is accepted by all eligible Syndicates to give you 1,000 Standing. If you’re lucky enough to find one in Disruption, you’ll be able to gain favour with any of the core 6 Syndicates (Steel Meridian, Arbiters of Hexis, Cephalon Suda, New Loka, Red Veil, Perrin Sequence)! You will also be able to use it with Quills, Vox Solaris, Ostron, Solaris United, Ventkids, and Simaris.
As mentioned in Hotfix 25.7.4, after some internal discussion and player feedback, we decided against allowing the Universal Medallion to apply to Conclave. It didn’t feel right to add a PvE path for a PvP gamemode, especially towards those you have actively played Conclave to get their Standing.
We are starting small with this item as it has potential for a large impact on various economy elements that we want to carefully measure, but expect iteration and larger versions of these for rewards! Anything from special Alerts featuring multiple, future drop tables, and more!
NEW MARKET ITEM: Aura Forma !
Making its debut as a Blueprint in Arbitrations, we have added AURA FORMA to the Market for Platinum. You can buy 1 (80 Platinum) or a bundle of 3 at a discounted Platinum Price (150 Platinum).
Riven Additions and Changes:
Your total max Riven Slots is now 120 (up from 90)! Should you wish to purchase more Slots, you may now do so (up to 120)!
Companion Weapon Rivens are available from Simaris’ Offerings for Standing (The War Within completion required), and yes, this includes the Artax!
The follow Riven challenges now count towards Sentinel kills:
Kill X enemies
Kill X enemies that are on a dropship
Kill X enemies in a row while wall dashing/clinging without touching the ground
Changed the Dargyn Bow Riven challenge description to specific that it must be Dargyns in flight, not ones parked on the ground.
Plains of Eidolon: Bounty Additions
With the launch of Orb Vallis, we added Bounty Bonuses as a way to reward players who went above and beyond to complete their missions. It’s about time that new system was extended to Plains Bounties as well!
All normal Plains of Eidolon Bounties have Bonus Objectives, meaning you will receive extra rewards for performing well:
Assassinate: Draw out the target within X minutes.
Caches: Complete within X minutes.
Capture: Complete without killing an enemy.
Defend the Area: Keep the control level above X%.
Exterminate: Complete within X minutes.
Hijack Drone: Keep drone health above X%.
Rescue: Keep rescue target health above X%.
Sabotage: Kill X enemies.
Armored Vault: Keep the Vault health above X%.
Friend Limit Cap
We PSA’d back in July this year that a Friends List Cap was in the works, and the unlimited friends bottle has officially been corked. If you have more than 1000 friends, they will all stay on your list, you simply won’t be able to add any more.
For those of you with sizeable friends lists, we have added a few management tools to help whittle down the numbers, if you so wish:
Added batch remove option for friends who have been inactive for one, three, six, or twelve months. You will have to type in “Batch remove” as additional confirmation, so you don’t accidentally Thanos snap your friends list.
Added “Exclude Clan Members” toggle to the batch removal screen.
Added manual “Skip These Friends” text box to the batch removal screen.
NEW FEATURES: LOOK LINK & MOD LINK
We have added 2 new features that allow you to instantly share 2 major parts of the Warframe experience:
Share the way you Mod: Mod Link
Share the way you Look: Look Link
Read on for details on how to instantly share your builds and customizations:
MOD LINK!
Instantly share the way you play in Chat with MOD LINK! By selecting the handy ‘Link’ icon in your Modding screen, your active Chat window will be instantly populated with your build. Just hit send to share – whether in a Private Message, with your Clan, or in Region chat! Note that we put a 15 second cool-down to reduce spam! Additionally, an ‘unowned’ label in Mod Link preview will appear when you don’t own at least one Mod.
LOOK LINK!
Instantly share the way you look in Chat with LOOK LINK!
By selecting the handy ‘Link’ icon in your Arsenal>Appearance screen, your active Chat window will be instantly populated with your appearance loadout. Just hit send to share – whether in a Private Message, with your Clan, or in Region chat! Note that we put a 15 second cool-down to reduce spam!
We also moved the Captura button on the Appearance screen to the upper right-hand corner and updated the icon to better match the Look Link style.
SHAWZIN 2.0: INTERACTIVE EMOTE!
All Shawzin purchases now come with a free ‘Shawzin’ Emote that you can equip to play your signature instrument! Those who have already purchased the Shawzin will retroactively have the Emote. With over half a dozen Scales, 3 frets and 3 strings, your song opportunities are endless. We cannot WAIT to see what you all come up with!
We have added 3 new Shawzin Decorations to the market with a different flair:
MIMICA SHAWZIN – custom colour Shawzin! This Shawzin features an adaptive enamel that senses and mimics the coloring of any musician playing it.
DAWN SHAWZIN – Like the morning’s first light, this Shawzin will wake the spirit within.
And NELUMBO Shawzin – with it’s own sound-pack, it’s completely unique! Including its very own open/close sounds.
SHAWZIN has been renamed to DAX SHAWZIN for clarity.
Simply change your Shawzin while using the Emote using the menu provided!
Some nifty features to explore with your Shawzin:
Numerous different musical scales to choose from
Play single notes and chords
Play along with Mandachord rhythm section
Practice songs included (and a “slow playback” feature also available)
“This Is What You Are”, “We All Lift Together”, and “Smiles From Juran” songs included!
Add vibrato and whammy bar effects
Record your Shawzin songs and share with friends by linking in Chat once you’ve achieved at least 4 Clems (points) by playing your track back
You can load 1000 note songs that you have recorded, but there is a Chat link limit of 100 notes.
Shawzin can auto playback songs or you can play along
Metronome mode option (120bpm with quantization feature)
Custom Shawzin keybind settings are available!
Controller defaults are: Exit is the start button (unbindable) so it does not cause accidental Shawzin exits. Notes are defaulted to the bottom three buttons.
Shawzin music can be heard in Squads and aboard landing crafts. Relays do allow you to play, but you will only hear your music and not your peers. COMMUNITY CONTEST WINNER ADDITIONS
MOAs, Cetus, and Companions are receiving a touch more player flare. New content designed or inspired by players has been added to Warframe!
The MOAnimation Contest’s winning emote by Zeaban works on all MOAs with an Emotion Module installed! Direct a Boast emote at your companion MOA to check out the new reaction.
The winning Venetian Carnival Contest designs are now part of Nakak’s shop rotation! Keep an eye out at Nakak’s shop* to obtain the majestic Norg Mask designed by Roimonstre and the beautiful Mother’s Mask designed by HUMERONYMUS.
*The Norg Mask and the Mother’s Mask are both part of Nakak’s inventory rotation, but they aren’t always available. The rotation is random, so we can’t say exactly when they’ll arrive, but they certainly will!
You can purchase the Prized Companion Skin Pack in the in-game Marketplace! The pack includes both winning skins from the Tenno’s Best Friend contest: the Heino Kubrow Skin based on Skvirl’s dog and the Deaelra Kavat Skin based on DeaeIra’s cat!
New Infested Dojo Decorations!
Does your love for Infested Aesthetic spread through your being like a festering disease? Start crafting today and get your hands — or hand-like appendages — on Infested Dojo pieces that would make Lephantis wriggle with pride.
General Additions:
Added 26 new Warframe Ability Tips in the Ability screen based on community submissions from the official Play Warframe’s #tenno-brainstorm Discord channel! Thank you to all those who participated and shared their knowledge.
Also edited several existing Warframe Ability Tips and replaced some of the tips on Augment Mods with new ones that focus on core ability features.
Added tips to the following screens! Simply hover over the tooltip icon to learn more about:
Nightwave
Loadouts
Syndicates
Relic Manager
Inventory
In Update 25.6.0, we released the Essential Glyphs Bundle inspired by the Random Mod Packs’ iconography. Well, since then you’ve been telling us you want more! So here we are with the “Essential Glyph Bundle 2” to complete this series of Elemental Damage Glyphs. It includes the following six designs that you can purchase from the in-game Market:
Essential Blast Glyph
Essential Corrosive Glyph
Essential Gas Glyph
Essential Magnetic Glyph
Essential Radiation Glyph
Essential Viral Glyph
Added the ability to replay the following Quests:
Natah
Saya’s Vigil
The Jordas Precept
Patient Zero
The Silver Grove
The Archwing
Howl of the Kubrow
Added Clan Room and Decoration XP to the Research tab on Clan Statistics Page. This will help you identify missing affinity if you are close to your next Rank!
Added minimap markers to important NPCs in Iron Wake.
Added a Vintage Corpus Locker Decoration to the Market.
Eidolon Lenses have been added to the Market!
A new ‘Dark Lotus’ UI Theme and Background has been added! You can find it under Interface > UI Customization.
Orokin Grineer now have a unique looking grenade!
Added a ‘Recovered Artifacts’ section to Simaris’ Offerings.
Added Arsenal Ability videos for Chroma, Equinox, Atlas, and Nezha!
Searching for combined elements (Radiation, Magnetic, etc.) in your Upgrade and Mod menus will now pull up the base element mods that can be combined to make that element!
Rendering Upgrades:
As part of the new rendering tech we showcased during TennoLive, we’ve implemented a few upgrades that are ready for your viewing pleasure! Metallic surfaces, such as gold and steel (etc), are improved across the whole game to respond better to lights and reflections. This boasts the detail and depth that were always there but hard to see. If you notice any areas or objects that are brighter than expected please let us know!
https://gfycat.com/aromaticrealisticgartersnake
https://gfycat.com/pinkfocusedilsamochadegu
This update includes all of the changes and fixes that went live after Update 25.7.0 launched on PC to improve the areas that were affected by the initial changes. Including but not limited to issues with ‘dull looking metal’ and emissive colors on Warframes not working, etc.
Please keep in mind that even though rendering is more accurate/consistent now thanks to these hotfixes, some legacy materials could suffer. Let us know if you spot something funky!
Optimizations:
You may notice slight performance improvements in the Relays. We are upgrading to new tech as time allows – so look forward to more improvements in the future!
Made micro-optimizations to core math libraries.
Optimized texture decompression.
Made minor quality improvement to indirect lighting on characters.
Made visibility system performance optimizations.
Better optimized pathing for the Plague Star Drone for next Operation re-run.
Optimized several geometry culling functions.
Optimized VOIP automatic gain control.
Optimized particle system color randomization.
Fixed one-frame loading screen drop out.
Reduced the size of floating chunks of ice in Orb Vallis and tweaked the FX for an overall performance improvements when loading in.
Improved robustness and accuracy of script runtime.
Potential fix for UI lockup when leaving squads setting up for the Index.
Fixed Zealot Heralds Torid FX perpetually lingering, thus affecting performance.
Fixed a script error that could result if you left a mission while an Infested Runner was charging at you.
Fixed a crash if an enemy attempted to spawn out of world bounds.
Fixed a crash in player Inventories.
Fixed a crash when re-casting Atlas’ Rumblers.
Fixed Arsenal UI crash if you had a Moa, Kavat or Kubrow but never used a Sentinel.
Fixed a script error when changing the Warframe Articula’s loadout.
Fixed a script error/game hang with colour pickers and Loadouts.
Fixed a script error/game hang when deleting and managing Loadouts.
Fixed a script error/game hang when renaming a Loadout without Companions.
Improved handling of corrupt shader caches to fix some crashes.
Fixed a crash when in the Dojo.
Fixed a crash if you lost connection to the server and tried to access your Profile at the same time.
Fixed a rare crash when transitioning between Zones in Sanctuary Onslaught.
Fixes towards crashing when attempting to play the Profit Taker fight.
Fixed a crash in Sanctuary Onslaught.
Fixed a crash that occurred in the Grineer Settlement.
Bow Stat Changes:
When tracking down a bug why Paris Bows were doing less Damage than their Arsenal stats indicated, internal stats were reporting all Bows doing more damage than they actually were. Below is a review of all Bows (with the exception of the Lenz) and increased stats where appropriate:
General Changes:
Normalized quick shots to have the same critical chance/damage and status chance as charged shots.
While reviewing Bow stats the team has also refreshed all their FX (including the Lenz)!
Specific Changes:
Cernos
Quick Shot increased from 110 to 190
Charged Shot increased from 220 to 380
Flight Speed increased from 85 to 90
Aim Zoom decreased from 2.23x to 2x
Mutalist Cernos
Quick Shot increased from 120 to 205
Charged Shot increased from 225 to 410
Aim Zoom decreased from 2.23x to 2x
Cernos Prime
Quick Shot increased from 60 to 92
Charged Shot increased from 120 to 184
Flight Speed increased from 85 to 95
Tightened the spread of the vertical fire mode and made the top arrow land on the reticle instead of the middle
Rakta Cernos
Quick Shot increased from 150 to 235
Charged Shot increased from 250 to 470
Daikyu
Status Chance decreased from 50% to 46%
Critical Chance increased from 20% to 34%
Charged Shot increased from 460 to 700
Flight Speed increased from 135 to 140
Dread
Quick Shot increased from 130 to 168
Charged Shot increased from 200 to 336
Paris
Quick Shot increased from 120 to 160
Charged Shot increased from 180 to 320
MK1-Paris
Quick Shot increased from 100 to 115
Charged Shot increased from 120 to 230
Paris Prime
Quick Shot increased from 130 to 180
Charged Shot increased from 260 to 360
Flight Speed increased from 85 to 95
The New Strange UI Changes:
Added Objective text, “Return to the Derelict” to the mission.
Added Objective text, “Visit Cephalon Simaris” to match the existing marker when the player arrives in the Relay and enhanced the distance display on the marker.
Added Object text, “Return to Orbiter” after talking to Simaris.
Added a marker after talking to Simaris that guides players to their docked Liset in the hangar.
Updated wording for the Arid Lancer Synthesis stage.
Added a marker to all nodes on Mars where Arid Lancer targets can be found instead of just one.
Changed the “Return to Orbiter” marker to an Extraction marker.
Added “Return to Orbiter” and “Return to Simaris” Objectives to the fifth quest stage.
Added two new markers and hint text that presents the option to run the Synthesis tutorial and obtain Synthesis Scanners and Traps.
Lua Spy Mission Changes:
Added shiny overlay to destroyable loot crates and made the surrounding glass more transparent.
Updated door materials to be consistent with other updated doors.
Slowed the music memory puzzle to reduce difficulty.
Wukong Samadhi Skin Changes:
Made some texture/material changes to the Wukong Samadhi Skin to reduce the amount of ‘sparkling’.
Improved the tintable area of the Wukong Samadhi Skin tail, as it appeared as a more grey tone instead of a fuller dark black tone as intended.
Fixed the Wukong Samadhi Skin’s Shoulder Armor not appearing when previewing in the Arsenal.
Fixed some ugly texture stretching on the Wukong Samadhi Iron Staff Skin in the in-game Market.
Nightwave Changes & Fixes:
In order to avoid spoilers, Nightwave Acts that require completing content tied to Quests will now be locked unless you have completed the related Quest. Locked Acts will point you to the Quest required to complete in order to unlock it. The following Acts will see this change:
“Don’t Fear The Reaper”, complete Kuva Siphon Missions, will now require The War Within Quest be completed.
“Ascendant”, complete Halls of Ascension on Lua, will now require The Second Dream Quest be completed.
“Grove Guardian”, kill Silver Grove Specters, will now require The Silver Grove Quest be completed.
Catch-up Acts will now appear once you have less than 3 current-weekly Acts left to complete, as opposed to only appearing once you’ve completed the whole current week.
Changed Nightwave Act progress/requirement number format (1500 to 1,500).
Changed the Thumper Nightwave Challenge range being only 50 meters, made it a more generous 200 meters to prevent issues.
Fixed overlapping Nightwave UI after viewing an item diorama.
Fixed flickering issues with the orange screens in Episode 3 of Nightwave: The Emissary.
Fixed broken Nightwave UI when skipping through multiple Episode cinematics.
Fixed the Trinity Aura Helmet Blueprint appearing twice in the Nightwave Cred Offerings.
Fixed Nora Night’s Transmissions appearing when loading between Nightwave episodes.
Changed Zealots to be allied to the level’s Faction to prevent them clearing objectives.
Fixed Zealots not being allied with Infested.
Fixed Zealots not storming players on spawn.
Loadout Screen Changes/Fixes:
Added outline and backer to the “Add Glyph” icon on the loadout screen.
Default sort is now by Name, previous default has been renamed to ‘Date Added’.
Removed the Loadout Options button from the Arsenal. Simply select the Loadout name to open up the Loadout screen!
Fixed possibility of the squad overlay remaining on the screen when quickly clicking the copy loadout button right after starting to close the screen.
Fixed naming issues when trying to rename a loadout with an icon.
Fixed broken icons for loadouts saved using a sold Warframe.
Fixed display and script errors in the Loadout screen that can occur if using a “Favourite” loadout.
Toroid Changes & Fixes:
Increased drop rate from 1.1% to 2%.
Fixed Toroids not dropping from non-Raknoid enemies at Spaceport, Research Base, and Temple of Profit in Orb Vallis.
General Changes:
If you freeze enemies with things like Frost, Atlas, or Gara’s abilities, you can now immediately apply other Status Effects! Before these powers would prevent Status Effects from being added.
Captura Scenes can now be linked in Chat!
We’ve updated the Interception HUD style to provide clearer information when a Tower is being captured by you or by enemies.
Updated the following Warframe Ability Descriptions to better explain the Ability. Below are the latest edits:
Equinox’s Mend and Maim: “In Night-Form, allies’ Shields are replenished with each nearby enemy killed. In Day-Form, enemies are inflicted with the Bleed Status Effect. Deactivate to cast a wave of slashing force, or restore Health and Shields to Equinox and allies in Night Form.”
Ivara’s Navigator: “Assume control of any projectile launched by Ivara and guide it to the target”.
Nidus’ Parasitic Link: “Bind to a target with parasitic link. When cast on an ally, both the host and Nidus have their Ability Strength increased. Linked enemies take some of the damage inflicted on Nidus.”
Zephyr’s Tail Wind will now terminate early if you fly into a wall or similar (similar to Rhino Charge).
Defense and Excavation used to use the base node for enemy count scaling, now difficulty properly scales alongside current enemy level – meaning that the higher the enemy level, the more simultaneous enemies you’ll have to face!
Tweaked the Redeemer and Redeemer Primes equipped position so it sits more in Warframes’ hand.
Reduced Status Effect light FX intensity further to compensate for stacking procs (Gas multiprocs, etc.)
Removed the retired Deception gamemode from the Codex ‘Missions’ setting.
Revenant now holds the Tatsu instead of the Galatine in his in-game Market diorama.
Reduced Foundry rush cost from 25 to 5 for Detonite Injector, Fieldron, and Mutagen Mass.
The Platinum cost of unowned items now displays in the item grid when browsing unowned Color Palettes in the Arsenal, UI Customizations, and more!
Minor Disruption UI Polish/size changes.
Polished UI and Marker flow for Venus Ambush Bounties – namely markers match in-world and made text consistent with proper fictional names (Coildrive). Slightly adjusted console materials and placement for polish.
Updated and fixed animations related to the Quatz clip when reloading and firing.
Adjusted color channels on the Galvanik Armor Set, Amphor Syandana, Kavat Amphix Armor, and Kubrow Amphatz Armor.
Re-arranged color channel layout of the Provvok Shoulder Guard to match other armor pieces (metals in the accents channel, etc.).
Reduced brightness of Incubator light source to better represent the lighting of your furry friends in-mission.
Standardized Titania’s Tribute buffs to have a base range of 35m and duration of 120s, which acts as a buff in most cases.
Updated the icon for miscellaneous Syndicates in the Syndicate screen to match other miscellaneous categories.
Adjusted some of the PBR materials on Mars, Jupiter, and Venus in the Navigation skybox.
Converted materials on some of the Grineer Forest trees to PBR.
Converted materials to PBR on the following weapons:
Grakata
Drakgoon
Ignis
Miter
Sobek
Vulkar
Karak
Grinlock
Furax
Hind
Converted materials to PBR on the following Sentinels (and Skins):
Wyrm
Para Carrier Skin
Shade
Shade Sprite Skin
Djinn
Dethcube
Dethcube Forest-Camo Skin
Dethcube Carabus Skin
Converted materials to PBR on the following Attachments/Items:
Capsule Sentinel Tail
Dome Sentinel Wings
Diamond Sentinel Wings
Hunhow Sentinel Mask
Mandible Sentinel Mask
Thorax Sentinel Tail
Chrysalis Sentinel Wings
Jet Sentinel Wings
Kubrow Sentinel Wings
Lotus Sentinel Mask
Mech Head Sentinel Mask
Para Sentinel Mask, Tail, and Wings
Caggro Sugatra
Braton Forest-Camo Skin
Dragon Nikana Sheath
Solaris Datamass
Animo Nav Beacon
Reduced particle FX on Fluctus’ projectiles.
Adjusted appearance of Volt’s Transistor Shield to make it clearer that squadmates can pick it up.
Updated Relay door materials to be consistent with other updated doors.
New players can now join Defense missions until the second Wave instead of the fourth Wave to guarantee enough time to collect Reactant during Void Fissure missions.
Derelict Survival Missions no longer have electrified water to prevent enemies from slowing down to jump over it
Previewing an Operator cosmetic in the Market will now show the item as it would appear on the player’s Operator.
Updated Loki Incubus Skin and Helmet default accent colours from gold to blue.
Players and allies have invulnerability until the loading screen goes away to prevent players from dying while in the loading screen due to poor connection.
Reduced the light intensity of the Arca Plasmor.
Mod descriptions are now included when searching in the Mod Trading screen (ie searching Toxin will display Fever Strike, etc).
Tweaked an unattractive light in the Relays’ Steel Meridian Syndicate room.
Increased the range of the Infested Impedance Mod from 8m to 16m.
Reduced bloom in certain Orb Vallis caves that impeded successful fishing.
Kyta Raknoid and Coolant Raknoids are now resistant to Abilities rather than immune (still have immunity to Limbo Stasis and Mag Pull). Slash Bleed and Toxin Poison Status Effect will bypass Shields on the Kyta Raknoid.
Hyena Corpus proxies on Orb Vallis are now fully affected by Status Effects.
Enemies that are pinned to a projectile are now released if that projectile punctures through an object. This fixes ragdolls flying off uncontrollably instead of pinning to the wall.
To keep in-line with existing limitations, the first Ghoul Bounty is restricted to Mastery Rank 1, and the other Ghoul Bounty is restricted to Mastery Rank 3.
Tweaked Banshee Soprana’s skirt and cloth attributes to reduce clipping with her derriere.
When previewing Kubrow/Kavat Armor that cannot be equipped on your current Kubrow/Kavat (Hyekka, Moonless, etc) it will now display the compatible Kubrow/Kavat Skin.
Further decreased the max size of Atlas’ Rumblers ever so slightly so they no longer get caught in certain doors.
Sniper scopes and Mining will no longer show the player if they’re cloaked and zooming in (Loki’s Invisibility etc).
Tweaked Interception HUD by moving and aligning UI.
Removed a radar dish in Plains of Eidolon due to it blocking a turret from firing.
Improvements towards AI pathfinding in the Grineer Sealab tileset across all missions.
Improvements towards AI maneuvering in the Grineer Forest Defense tileset.
Improvements towards AI orientation in the Gas City tileset to fix enemies facing the wrong direction.
Improvements towards Defection AI maneuvering in the Infested Corpus Sip tileset.
Improved lava textures in the Grineer Asteroid tilesets.
Improved collision on Jupiter tilesets, making traversal smoother.
Removed invisible walls from around the stairs on the Saturn Rescue tileset.
PASSIVE
Moving Gauss increases the speed gauge, which in turn increases his shield recharge rate.
Gauss’ battery meter also builds when Reviving a teammate!
MACH RUSH
Burst into a hyper-sprint bowling over enemies and charging the battery. Crashing into solid objects generates a powerful shockwave. Hold to rush continuously.
KINETIC PLATING
Generate armor plating that converts a portion of absorbed Kinetic Damage into Energy. Also protects Gauss from being staggered or knocked down. Damage Resistance is relative to battery level.
THERMAL SUNDER
Siphon kinetic energy from the area, charging the battery and inflicting Cold Status on nearby enemies. Hold reverses the process, draining the battery and inflicting Heat Status on nearby enemies.
REDLINE
Push Gauss’ battery beyond the redline, supercharging his Abilities and setting Fire Rate, Attack Speed, Reload Speed, and Holster Rate into overdrive. When past the redline, bolts of arcing electricity dance periodically from Gauss, exploding en masse when the ability is deactivated. ACCELTRA
Using a barrage of rapid-fire plasma rockets, Gauss’ signature weapon lays down a path of destruction. Reloads are faster while sprinting, even more so in Gauss’ hands. For safety, rockets arm after traveling safe distance.
Acceltra can equip Rifle Ammo Mutation Mod!
AKARIUS
Bombard legions of enemies with target seeking rockets. These dual launchers reload faster while sprinting, even more so in Gauss’ hands. Rockets arm after reaching a safe distance.
GAUSS MAG ALT HELMET
A uniquely-styled alternate helmet for Gauss.
ALTRA SYANDANA
Sleek and streamlined, Gauss’ signature Syandana is sure to turn heads as you speed by!
THE GAUSS COLLECTION
Accelerate past the redline with Gauss. This collection includes the Gauss Warframe, Gauss Mag Helmet, Acceltra rapid-fire rocket launcher, and Akarius secondary rocket launchers.
HARROW RELIQUARY SKIN
Bound by void and will, Harrow’s twilight heart pulses within the sacred casket of a body reinvented. Wield malicious spirits and arcane power with the Harrow Reliquary Collection, and renounce heresy with the Etheria Armor Set and Renuntio Spear!
HARROW RELIQUARY COLLECTION
A shattered being bound by Void and will. Includes the Harrow Reliquary Skin, Renuntio Speargun Skin and Etheria Armor Set.
DISRUPTION EXPANSION
NOTE: New Nodes have been added which means to be eligible for Arbitrations, you must complete them!
Originally making its debut in The Jovian Concord, the Disruption game-mode was immediately a hit – fast paced with high stakes, your skills were put to the test. Alad V has sold his Conduit technology for a quick Credit, and Disruption has spread.
We now bring you 6 more locations of varying difficulty throughout the Origin System to play this game mode – with new rewards throughout! Each will feature new Debuffs appropriate for their setting, from Moonquakes to Ghoul Graves!
Grineer Settlement – Mars, Olympus
Will you be able to stop Grineer Ghouls before it’s too late? This will be a new player’s first encounter with Disruption, and it’s balanced accordingly.
Moved Olympus mobile defense from Mars Olympus to Tharsis to replace ice planet Hijack.
Corpus Outpost – Neptune, Laomedeia
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.
The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!
Moved Spy mission on Neptune Laomedeia to Nereid on the main path.
Replaced Spy mission on Laomedeia with Disruption since it’s off the main path (ice planet hijack gets removed in the process as it has Jupiter in its skybox).
Grineer Galleon – Sedna, Kelpie (Grineer)
If you’re looking for how to earn Gauss, he can be earned here on Sedna’s Disruption mode!
The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!
Moved Sabotage from Kelpie to Rusalka to replace Capture
Grineer Galleon – Uranus, Ur (Infested)
Take on the endless swarms of Infested in Disruption, including a sneak peak at a new enemy! Here you’ll find Gauss’s Signature Weapon Blueprints for the ACCELTRA and AKARIUS on Infested Demolyst Agents!
The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!
Grineer Kuva Fortress – Kuva Fortress, Tamu
The Kuva Fortress has a new endless mode! Here you’ll be able to earn Kuva in a new way! First – the mission reward tables themselves. This is of course the obvious choice, but as we developed these tables we know the fact that Boosters don’t work on them is an issue. So we’ve also added Kuva to the Grineer Demolysts that aim to destroy the Conduits of Kuva Disruption! The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!
Moved defense from Fortress Tamu to Nabuk to replace Capture
Lua – Lua, Apollo (Corpus)
A new node has been added on Lua featuring Disruption revisit your past for a chance to earn Somatic Fibres, a necessary component in Lua Lens construction!
The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!
Disruption has also been added as a possible mission type for Void Fissures, Sorties, Syndicate missions, and more!
General Disruption Notes/Changes:
Disruption Arbitration requires 8 completed Conduits to extract.
Rewards are given every other round: 4 Conduits per Round = 2 Rounds to extract as intended.
Joining a Disruption mission in progress will lock when either 2 Conduits are completed or 1 Conduit has failed, as opposed to locking after 1 Conduit is completed/failed.
Changes to reduce marker clutter:
Markers only show for active Conduits or if a player has picked up a Conduit key for it.
One marker will always be shown if there are no active Conduits and no Conduit Keys picked up.
Conduit Keys on the ground for a matching Conduit will be removed as soon as it is activated.
NEW REWARD:
LUA LENS BLUEPRINT
A new Focus Lens found only on Lua Disruption which allows you even greater Focus conversion!
NEW REWARD:
Universal Syndicate Medallion!
This mysterious item is accepted by all eligible Syndicates to give you 1,000 Standing. If you’re lucky enough to find one in Disruption, you’ll be able to gain favour with any of the core 6 Syndicates (Steel Meridian, Arbiters of Hexis, Cephalon Suda, New Loka, Red Veil, Perrin Sequence)! You will also be able to use it with Quills, Vox Solaris, Ostron, Solaris United, Ventkids, and Simaris.
As mentioned in Hotfix 25.7.4, after some internal discussion and player feedback, we decided against allowing the Universal Medallion to apply to Conclave. It didn’t feel right to add a PvE path for a PvP gamemode, especially towards those you have actively played Conclave to get their Standing.
We are starting small with this item as it has potential for a large impact on various economy elements that we want to carefully measure, but expect iteration and larger versions of these for rewards! Anything from special Alerts featuring multiple, future drop tables, and more!
NEW MARKET ITEM: Aura Forma !
Making its debut as a Blueprint in Arbitrations, we have added AURA FORMA to the Market for Platinum. You can buy 1 (80 Platinum) or a bundle of 3 at a discounted Platinum Price (150 Platinum).
Riven Additions and Changes:
Your total max Riven Slots is now 120 (up from 90)! Should you wish to purchase more Slots, you may now do so (up to 120)!
Companion Weapon Rivens are available from Simaris’ Offerings for Standing (The War Within completion required), and yes, this includes the Artax!
The follow Riven challenges now count towards Sentinel kills:
Kill X enemies
Kill X enemies that are on a dropship
Kill X enemies in a row while wall dashing/clinging without touching the ground
Changed the Dargyn Bow Riven challenge description to specific that it must be Dargyns in flight, not ones parked on the ground.
Plains of Eidolon: Bounty Additions
With the launch of Orb Vallis, we added Bounty Bonuses as a way to reward players who went above and beyond to complete their missions. It’s about time that new system was extended to Plains Bounties as well!
All normal Plains of Eidolon Bounties have Bonus Objectives, meaning you will receive extra rewards for performing well:
Assassinate: Draw out the target within X minutes.
Caches: Complete within X minutes.
Capture: Complete without killing an enemy.
Defend the Area: Keep the control level above X%.
Exterminate: Complete within X minutes.
Hijack Drone: Keep drone health above X%.
Rescue: Keep rescue target health above X%.
Sabotage: Kill X enemies.
Armored Vault: Keep the Vault health above X%.
Friend Limit Cap
We PSA’d back in July this year that a Friends List Cap was in the works, and the unlimited friends bottle has officially been corked. If you have more than 1000 friends, they will all stay on your list, you simply won’t be able to add any more.
For those of you with sizeable friends lists, we have added a few management tools to help whittle down the numbers, if you so wish:
Added batch remove option for friends who have been inactive for one, three, six, or twelve months. You will have to type in “Batch remove” as additional confirmation, so you don’t accidentally Thanos snap your friends list.
Added “Exclude Clan Members” toggle to the batch removal screen.
Added manual “Skip These Friends” text box to the batch removal screen.
NEW FEATURES: LOOK LINK & MOD LINK
We have added 2 new features that allow you to instantly share 2 major parts of the Warframe experience:
Share the way you Mod: Mod Link
Share the way you Look: Look Link
Read on for details on how to instantly share your builds and customizations:
MOD LINK!
Instantly share the way you play in Chat with MOD LINK! By selecting the handy ‘Link’ icon in your Modding screen, your active Chat window will be instantly populated with your build. Just hit send to share – whether in a Private Message, with your Clan, or in Region chat! Note that we put a 15 second cool-down to reduce spam! Additionally, an ‘unowned’ label in Mod Link preview will appear when you don’t own at least one Mod.
LOOK LINK!
Instantly share the way you look in Chat with LOOK LINK!
By selecting the handy ‘Link’ icon in your Arsenal>Appearance screen, your active Chat window will be instantly populated with your appearance loadout. Just hit send to share – whether in a Private Message, with your Clan, or in Region chat! Note that we put a 15 second cool-down to reduce spam!
We also moved the Captura button on the Appearance screen to the upper right-hand corner and updated the icon to better match the Look Link style.
SHAWZIN 2.0: INTERACTIVE EMOTE!
All Shawzin purchases now come with a free ‘Shawzin’ Emote that you can equip to play your signature instrument! Those who have already purchased the Shawzin will retroactively have the Emote. With over half a dozen Scales, 3 frets and 3 strings, your song opportunities are endless. We cannot WAIT to see what you all come up with!
We have added 3 new Shawzin Decorations to the market with a different flair:
MIMICA SHAWZIN – custom colour Shawzin! This Shawzin features an adaptive enamel that senses and mimics the coloring of any musician playing it.
DAWN SHAWZIN – Like the morning’s first light, this Shawzin will wake the spirit within.
And NELUMBO Shawzin – with it’s own sound-pack, it’s completely unique! Including its very own open/close sounds.
SHAWZIN has been renamed to DAX SHAWZIN for clarity.
Simply change your Shawzin while using the Emote using the menu provided!
Some nifty features to explore with your Shawzin:
Numerous different musical scales to choose from
Play single notes and chords
Play along with Mandachord rhythm section
Practice songs included (and a “slow playback” feature also available)
“This Is What You Are”, “We All Lift Together”, and “Smiles From Juran” songs included!
Add vibrato and whammy bar effects
Record your Shawzin songs and share with friends by linking in Chat once you’ve achieved at least 4 Clems (points) by playing your track back
You can load 1000 note songs that you have recorded, but there is a Chat link limit of 100 notes.
Shawzin can auto playback songs or you can play along
Metronome mode option (120bpm with quantization feature)
Custom Shawzin keybind settings are available!
Controller defaults are: Exit is the start button (unbindable) so it does not cause accidental Shawzin exits. Notes are defaulted to the bottom three buttons.
Shawzin music can be heard in Squads and aboard landing crafts. Relays do allow you to play, but you will only hear your music and not your peers. COMMUNITY CONTEST WINNER ADDITIONS
MOAs, Cetus, and Companions are receiving a touch more player flare. New content designed or inspired by players has been added to Warframe!
The MOAnimation Contest’s winning emote by Zeaban works on all MOAs with an Emotion Module installed! Direct a Boast emote at your companion MOA to check out the new reaction.
The winning Venetian Carnival Contest designs are now part of Nakak’s shop rotation! Keep an eye out at Nakak’s shop* to obtain the majestic Norg Mask designed by Roimonstre and the beautiful Mother’s Mask designed by HUMERONYMUS.
*The Norg Mask and the Mother’s Mask are both part of Nakak’s inventory rotation, but they aren’t always available. The rotation is random, so we can’t say exactly when they’ll arrive, but they certainly will!
You can purchase the Prized Companion Skin Pack in the in-game Marketplace! The pack includes both winning skins from the Tenno’s Best Friend contest: the Heino Kubrow Skin based on Skvirl’s dog and the Deaelra Kavat Skin based on DeaeIra’s cat!
New Infested Dojo Decorations!
Does your love for Infested Aesthetic spread through your being like a festering disease? Start crafting today and get your hands — or hand-like appendages — on Infested Dojo pieces that would make Lephantis wriggle with pride.
General Additions:
Added 26 new Warframe Ability Tips in the Ability screen based on community submissions from the official Play Warframe’s #tenno-brainstorm Discord channel! Thank you to all those who participated and shared their knowledge.
Also edited several existing Warframe Ability Tips and replaced some of the tips on Augment Mods with new ones that focus on core ability features.
Added tips to the following screens! Simply hover over the tooltip icon to learn more about:
Nightwave
Loadouts
Syndicates
Relic Manager
Inventory
In Update 25.6.0, we released the Essential Glyphs Bundle inspired by the Random Mod Packs’ iconography. Well, since then you’ve been telling us you want more! So here we are with the “Essential Glyph Bundle 2” to complete this series of Elemental Damage Glyphs. It includes the following six designs that you can purchase from the in-game Market:
Essential Blast Glyph
Essential Corrosive Glyph
Essential Gas Glyph
Essential Magnetic Glyph
Essential Radiation Glyph
Essential Viral Glyph
Added the ability to replay the following Quests:
Natah
Saya’s Vigil
The Jordas Precept
Patient Zero
The Silver Grove
The Archwing
Howl of the Kubrow
Added Clan Room and Decoration XP to the Research tab on Clan Statistics Page. This will help you identify missing affinity if you are close to your next Rank!
Added minimap markers to important NPCs in Iron Wake.
Added a Vintage Corpus Locker Decoration to the Market.
Eidolon Lenses have been added to the Market!
A new ‘Dark Lotus’ UI Theme and Background has been added! You can find it under Interface > UI Customization.
Orokin Grineer now have a unique looking grenade!
Added a ‘Recovered Artifacts’ section to Simaris’ Offerings.
Added Arsenal Ability videos for Chroma, Equinox, Atlas, and Nezha!
Searching for combined elements (Radiation, Magnetic, etc.) in your Upgrade and Mod menus will now pull up the base element mods that can be combined to make that element!
Rendering Upgrades:
As part of the new rendering tech we showcased during TennoLive, we’ve implemented a few upgrades that are ready for your viewing pleasure! Metallic surfaces, such as gold and steel (etc), are improved across the whole game to respond better to lights and reflections. This boasts the detail and depth that were always there but hard to see. If you notice any areas or objects that are brighter than expected please let us know!
This update includes all of the changes and fixes that went live after Update 25.7.0 launched on PC to improve the areas that were affected by the initial changes. Including but not limited to issues with ‘dull looking metal’ and emissive colors on Warframes not working, etc.
Please keep in mind that even though rendering is more accurate/consistent now thanks to these hotfixes, some legacy materials could suffer. Let us know if you spot something funky!
Optimizations:
You may notice slight performance improvements in the Relays. We are upgrading to new tech as time allows – so look forward to more improvements in the future!
Made micro-optimizations to core math libraries.
Optimized texture decompression.
Made minor quality improvement to indirect lighting on characters.
Made visibility system performance optimizations.
Better optimized pathing for the Plague Star Drone for next Operation re-run.
Optimized several geometry culling functions.
Optimized VOIP automatic gain control.
Optimized particle system color randomization.
Fixed one-frame loading screen drop out.
Reduced the size of floating chunks of ice in Orb Vallis and tweaked the FX for an overall performance improvements when loading in.
Improved robustness and accuracy of script runtime.
Potential fix for UI lockup when leaving squads setting up for the Index.
Fixed Zealot Heralds Torid FX perpetually lingering, thus affecting performance.
Fixed a script error that could result if you left a mission while an Infested Runner was charging at you.
Fixed a crash if an enemy attempted to spawn out of world bounds.
Fixed a crash in player Inventories.
Fixed a crash when re-casting Atlas’ Rumblers.
Fixed Arsenal UI crash if you had a Moa, Kavat or Kubrow but never used a Sentinel.
Fixed a script error when changing the Warframe Articula’s loadout.
Fixed a script error/game hang with colour pickers and Loadouts.
Fixed a script error/game hang when deleting and managing Loadouts.
Fixed a script error/game hang when renaming a Loadout without Companions.
Improved handling of corrupt shader caches to fix some crashes.
Fixed a crash when in the Dojo.
Fixed a crash if you lost connection to the server and tried to access your Profile at the same time.
Fixed a rare crash when transitioning between Zones in Sanctuary Onslaught.
Fixes towards crashing when attempting to play the Profit Taker fight.
Fixed a crash in Sanctuary Onslaught.
Fixed a crash that occurred in the Grineer Settlement.
Bow Stat Changes:
When tracking down a bug why Paris Bows were doing less Damage than their Arsenal stats indicated, internal stats were reporting all Bows doing more damage than they actually were. Below is a review of all Bows (with the exception of the Lenz) and increased stats where appropriate:
General Changes:
Normalized quick shots to have the same critical chance/damage and status chance as charged shots.
While reviewing Bow stats the team has also refreshed all their FX (including the Lenz)!
Specific Changes:
Cernos
Quick Shot increased from 110 to 190
Charged Shot increased from 220 to 380
Flight Speed increased from 85 to 90
Aim Zoom decreased from 2.23x to 2x
Mutalist Cernos
Quick Shot increased from 120 to 205
Charged Shot increased from 225 to 410
Aim Zoom decreased from 2.23x to 2x
Cernos Prime
Quick Shot increased from 60 to 92
Charged Shot increased from 120 to 184
Flight Speed increased from 85 to 95
Tightened the spread of the vertical fire mode and made the top arrow land on the reticle instead of the middle
Rakta Cernos
Quick Shot increased from 150 to 235
Charged Shot increased from 250 to 470
Daikyu
Status Chance decreased from 50% to 46%
Critical Chance increased from 20% to 34%
Charged Shot increased from 460 to 700
Flight Speed increased from 135 to 140
Dread
Quick Shot increased from 130 to 168
Charged Shot increased from 200 to 336
Paris
Quick Shot increased from 120 to 160
Charged Shot increased from 180 to 320
MK1-Paris
Quick Shot increased from 100 to 115
Charged Shot increased from 120 to 230
Paris Prime
Quick Shot increased from 130 to 180
Charged Shot increased from 260 to 360
Flight Speed increased from 85 to 95
The New Strange UI Changes:
Added Objective text, “Return to the Derelict” to the mission.
Added Objective text, “Visit Cephalon Simaris” to match the existing marker when the player arrives in the Relay and enhanced the distance display on the marker.
Added Object text, “Return to Orbiter” after talking to Simaris.
Added a marker after talking to Simaris that guides players to their docked Liset in the hangar.
Updated wording for the Arid Lancer Synthesis stage.
Added a marker to all nodes on Mars where Arid Lancer targets can be found instead of just one.
Changed the “Return to Orbiter” marker to an Extraction marker.
Added “Return to Orbiter” and “Return to Simaris” Objectives to the fifth quest stage.
Added two new markers and hint text that presents the option to run the Synthesis tutorial and obtain Synthesis Scanners and Traps.
Lua Spy Mission Changes:
Added shiny overlay to destroyable loot crates and made the surrounding glass more transparent.
Updated door materials to be consistent with other updated doors.
Slowed the music memory puzzle to reduce difficulty.
Wukong Samadhi Skin Changes:
Made some texture/material changes to the Wukong Samadhi Skin to reduce the amount of ‘sparkling’.
Improved the tintable area of the Wukong Samadhi Skin tail, as it appeared as a more grey tone instead of a fuller dark black tone as intended.
Fixed the Wukong Samadhi Skin’s Shoulder Armor not appearing when previewing in the Arsenal.
Fixed some ugly texture stretching on the Wukong Samadhi Iron Staff Skin in the in-game Market.
Nightwave Changes & Fixes:
In order to avoid spoilers, Nightwave Acts that require completing content tied to Quests will now be locked unless you have completed the related Quest. Locked Acts will point you to the Quest required to complete in order to unlock it. The following Acts will see this change:
“Don’t Fear The Reaper”, complete Kuva Siphon Missions, will now require The War Within Quest be completed.
“Ascendant”, complete Halls of Ascension on Lua, will now require The Second Dream Quest be completed.
“Grove Guardian”, kill Silver Grove Specters, will now require The Silver Grove Quest be completed.
Catch-up Acts will now appear once you have less than 3 current-weekly Acts left to complete, as opposed to only appearing once you’ve completed the whole current week.
Changed Nightwave Act progress/requirement number format (1500 to 1,500).
Changed the Thumper Nightwave Challenge range being only 50 meters, made it a more generous 200 meters to prevent issues.
Fixed overlapping Nightwave UI after viewing an item diorama.
Fixed flickering issues with the orange screens in Episode 3 of Nightwave: The Emissary.
Fixed broken Nightwave UI when skipping through multiple Episode cinematics.
Fixed the Trinity Aura Helmet Blueprint appearing twice in the Nightwave Cred Offerings.
Fixed Nora Night’s Transmissions appearing when loading between Nightwave episodes.
Changed Zealots to be allied to the level’s Faction to prevent them clearing objectives.
Fixed Zealots not being allied with Infested.
Fixed Zealots not storming players on spawn.
Loadout Screen Changes/Fixes:
Added outline and backer to the “Add Glyph” icon on the loadout screen.
Default sort is now by Name, previous default has been renamed to ‘Date Added’.
Removed the Loadout Options button from the Arsenal. Simply select the Loadout name to open up the Loadout screen!
Fixed possibility of the squad overlay remaining on the screen when quickly clicking the copy loadout button right after starting to close the screen.
Fixed naming issues when trying to rename a loadout with an icon.
Fixed broken icons for loadouts saved using a sold Warframe.
Fixed display and script errors in the Loadout screen that can occur if using a “Favourite” loadout.
Toroid Changes & Fixes:
Increased drop rate from 1.1% to 2%.
Fixed Toroids not dropping from non-Raknoid enemies at Spaceport, Research Base, and Temple of Profit in Orb Vallis.
General Changes: Expand the spoilers below for the full list of changes
Hide contents
If you freeze enemies with things like Frost, Atlas, or Gara’s abilities, you can now immediately apply other Status Effects! Before these powers would prevent Status Effects from being added.
Captura Scenes can now be linked in Chat!
We’ve updated the Interception HUD style to provide clearer information when a Tower is being captured by you or by enemies.
Updated the following Warframe Ability Descriptions to better explain the Ability. Below are the latest edits:
Equinox’s Mend and Maim: “In Night-Form, allies’ Shields are replenished with each nearby enemy killed. In Day-Form, enemies are inflicted with the Bleed Status Effect. Deactivate to cast a wave of slashing force, or restore Health and Shields to Equinox and allies in Night Form.”
Ivara’s Navigator: “Assume control of any projectile launched by Ivara and guide it to the target”.
Nidus’ Parasitic Link: “Bind to a target with parasitic link. When cast on an ally, both the host and Nidus have their Ability Strength increased. Linked enemies take some of the damage inflicted on Nidus.”
Zephyr’s Tail Wind will now terminate early if you fly into a wall or similar (similar to Rhino Charge).
Defense and Excavation used to use the base node for enemy count scaling, now difficulty properly scales alongside current enemy level – meaning that the higher the enemy level, the more simultaneous enemies you’ll have to face!
Tweaked the Redeemer and Redeemer Primes equipped position so it sits more in Warframes’ hand.
Reduced Status Effect light FX intensity further to compensate for stacking procs (Gas multiprocs, etc.)
Removed the retired Deception gamemode from the Codex ‘Missions’ setting.
Revenant now holds the Tatsu instead of the Galatine in his in-game Market diorama.
Reduced Foundry rush cost from 25 to 5 for Detonite Injector, Fieldron, and Mutagen Mass.
The Platinum cost of unowned items now displays in the item grid when browsing unowned Color Palettes in the Arsenal, UI Customizations, and more!
Minor Disruption UI Polish/size changes.
Polished UI and Marker flow for Venus Ambush Bounties – namely markers match in-world and made text consistent with proper fictional names (Coildrive). Slightly adjusted console materials and placement for polish.
Updated and fixed animations related to the Quatz clip when reloading and firing.
Adjusted color channels on the Galvanik Armor Set, Amphor Syandana, Kavat Amphix Armor, and Kubrow Amphatz Armor.
Re-arranged color channel layout of the Provvok Shoulder Guard to match other armor pieces (metals in the accents channel, etc.).
Reduced brightness of Incubator light source to better represent the lighting of your furry friends in-mission.
Standardized Titania’s Tribute buffs to have a base range of 35m and duration of 120s, which acts as a buff in most cases.
Updated the icon for miscellaneous Syndicates in the Syndicate screen to match other miscellaneous categories.
Adjusted some of the PBR materials on Mars, Jupiter, and Venus in the Navigation skybox.
Converted materials on some of the Grineer Forest trees to PBR.
Converted materials to PBR on the following weapons:
Grakata
Drakgoon
Ignis
Miter
Sobek
Vulkar
Karak
Grinlock
Furax
Hind
Converted materials to PBR on the following Sentinels (and Skins):
Wyrm
Para Carrier Skin
Shade
Shade Sprite Skin
Djinn
Dethcube
Dethcube Forest-Camo Skin
Dethcube Carabus Skin
Converted materials to PBR on the following Attachments/Items:
Capsule Sentinel Tail
Dome Sentinel Wings
Diamond Sentinel Wings
Hunhow Sentinel Mask
Mandible Sentinel Mask
Thorax Sentinel Tail
Chrysalis Sentinel Wings
Jet Sentinel Wings
Kubrow Sentinel Wings
Lotus Sentinel Mask
Mech Head Sentinel Mask
Para Sentinel Mask, Tail, and Wings
Caggro Sugatra
Braton Forest-Camo Skin
Dragon Nikana Sheath
Solaris Datamass
Animo Nav Beacon
Reduced particle FX on Fluctus’ projectiles.
Adjusted appearance of Volt’s Transistor Shield to make it clearer that squadmates can pick it up.
Updated Relay door materials to be consistent with other updated doors.
New players can now join Defense missions until the second Wave instead of the fourth Wave to guarantee enough time to collect Reactant during Void Fissure missions.
Derelict Survival Missions no longer have electrified water to prevent enemies from slowing down to jump over it
Previewing an Operator cosmetic in the Market will now show the item as it would appear on the player’s Operator.
Updated Loki Incubus Skin and Helmet default accent colours from gold to blue.
Players and allies have invulnerability until the loading screen goes away to prevent players from dying while in the loading screen due to poor connection.
Reduced the light intensity of the Arca Plasmor.
Mod descriptions are now included when searching in the Mod Trading screen (ie searching Toxin will display Fever Strike, etc).
Tweaked an unattractive light in the Relays’ Steel Meridian Syndicate room.
Increased the range of the Infested Impedance Mod from 8m to 16m.
Reduced bloom in certain Orb Vallis caves that impeded successful fishing.
Kyta Raknoid and Coolant Raknoids are now resistant to Abilities rather than immune (still have immunity to Limbo Stasis and Mag Pull). Slash Bleed and Toxin Poison Status Effect will bypass Shields on the Kyta Raknoid.
Hyena Corpus proxies on Orb Vallis are now fully affected by Status Effects.
Enemies that are pinned to a projectile are now released if that projectile punctures through an object. This fixes ragdolls flying off uncontrollably instead of pinning to the wall.
To keep in-line with existing limitations, the first Ghoul Bounty is restricted to Mastery Rank 1, and the other Ghoul Bounty is restricted to Mastery Rank 3.
Tweaked Banshee Soprana’s skirt and cloth attributes to reduce clipping with her derriere.
When previewing Kubrow/Kavat Armor that cannot be equipped on your current Kubrow/Kavat (Hyekka, Moonless, etc) it will now display the compatible Kubrow/Kavat Skin.
Further decreased the max size of Atlas’ Rumblers ever so slightly so they no longer get caught in certain doors.
Sniper scopes and Mining will no longer show the player if they’re cloaked and zooming in (Loki’s Invisibility etc).
Tweaked Interception HUD by moving and aligning UI.
Removed a radar dish in Plains of Eidolon due to it blocking a turret from firing.
Improvements towards AI pathfinding in the Grineer Sealab tileset across all missions.
Improvements towards AI maneuvering in the Grineer Forest Defense tileset.
Improvements towards AI orientation in the Gas City tileset to fix enemies facing the wrong direction.
Improvements towards Defection AI maneuvering in the Infested Corpus Sip tileset.
Improved lava textures in the Grineer Asteroid tilesets.
Improved collision on Jupiter tilesets, making traversal smoother.
Removed invisible walls from around the stairs on the Saturn Rescue tileset.
Fixes:
Fixed inability to deploy your Arch-Gun during the Profit Taker fight you used all of your Arch-Gun Ammo and then attempt to use your Arch-Gun again after the recharge timer has expired.
Fixed loss of functionality when the disabling animation for Exalted Abilities is interrupted (knock downs, bullet jumping, etc.).
Fixed friendly Mine Osprey Drones from Nekros’ Shadows of the Dead causing a progression stopper in Gas City ‘kill all remaining enemies’ missions due to the Drone not timing out, and not taking allied damage. This also fixes the same progression stopper in Gas City Defense missions due to an inability to end the Wave.
Fixed Wisp’s Mote buff having an infinite duration for Clients if they Transfer to the Operator, leaving the Warframe in range of the Motes, and then Transfer back.
Fixed a long-standing bug-turned-exploit with Ivara’s Noise Arrow that we’d like to explain in detail so you can understand why we have chosen to fix it now. The old bug is as follows: Enemies who are attracted to Ivara’s Noise Arrow never regain intelligence if Ivara is invisible. The fix allows them to ‘finish’ their investigation of the noise and thus regain some form of intelligence. This was exploitable in conjunction with the way that Interception missions work, and has been in the game for quite a long time on our end.
Fixed a long-standing issue where Clans were unable to destroy their Orokin Labs if it was created for a Solar Rail back in the day. Destroying the room now will cancel any pending Research tied to it and refund any Resources contributed to the Vault.
Fixed the K-Drive disappearing if riding it from the Plains into the Cetus doorway. Also fixes sometimes being left without the use of Abilities.
Fixed Kitguns having a placeholder text when attempting to pick it up after being disarmed by a Drahk Master.
Fixed Larkspur beams lagging behind when flying in Archwing.
Fixed the FX on the edge of the War fading out very quickly if the Mara Detron is equipped.
Fixed having a negative capacity if you cycle a Riven Mod then Fuse it with Endo while it is equipped.
Fixed a loss of functionality when spamming Triangle as the round timer runs out in endless missions (Interception or Defense).
Fixed issue with being unable to scroll through a Bundle’s items in the in-game Market after selecting an item to view it and returning to the Bundle.
Fixed Energy color for Secondary Weapons only appearing after they have been selected vs. showing up in preview.
Fixed viewing a Syndicate in the Syndicate panel on the Orbiter only having partial functionality for the right stick.
Fixed missing button callouts for toggling the Somachords ‘autoplay’.
Fixed incorrect button callouts in The War Within quest.
Fixed a Host migration in any Rescue mission before the players locate/free the Hostage resulting in the remaining players having a broken UI.
Fixed some flat lighting when talking to Nakak in Cetus.
Fixed numerous Syandanas clipping through Wisp’s cape.
Fixed the Archgun Deployer Ammo pickup UI appearing in whatever language the Host is playing in.
Fixed sheathed weapons not taking elemental colors when default Energy color are used (Nikana, Silva/Aegis, etc).
Fixed incoming fire interrupting Gunblade charge attacks.
Fixed the Blind Justice custom idle not playing when equipped.
Fixed Lua Spy vault markers sometimes displaying differently between Host and Clients.
Fixed lingering explosion FX on failed Coildrive Ambush Bounty in the Orb Vallis.
Fixed being unable to hit specific body parts with Wisp’s Sol Gate. Now you can Sol Gate a Nox’s helmet to pieces, and more!
Fixed broken water effects and reflections in the Void Tileset.
Fixed Domus Syandana not connecting properly to Khora’s back.
Fixed various older Prime Accessories cosmetics not being linkable in chat.
Fixed an additional stream of bullet FX shooting from the Quatz’ grip when a pistol skin is equipped.
Fixed Nezha’s Blazing Chakram ability counting towards Fire Accuracy stats.
Fixed Liset doors sometimes disappearing when viewed at certain camera angles.
Fixed being able to jump into Junction ceilings during the Spectre fights.
Fixed switching Warframes in the Arsenal and then previewing unpurchased cosmetics via the Arsenal resulting in the Market preview showing the original Warframe you had equipped, not the current one.
Fixed Mesa using her primary weapon in bleedout if it was the last weapon equipped before being downed with Peacemaker active.
Fixed previewing Kubrow Armor in the Market with a Kavat active resulting in the default preview Kubrow’s fur clipping through the Armor.
Fixed Ayatan Treasure UI and animations not updating in real time as Stars are installed in the Ayatan Treasures menu.
Fixed Devotee model disappearing after viewing his Codex entry for a few minutes.
Fixed Amphatz Kubrow armor clipping into bulkier Kubrows.
Fixed textures on the leg plates of the Amphatz Kubrow Armor stretching during idle animations.
Fixed Fulmin mode swap animation not playing when used in Archwing over the Plains or the Orb Vallis.
Fixed Garuda’s Talons not using the proper textures for Clients with the Garuda Successor Skin equipped.
Fixed Gift of the Lotus Alerts not showing the mission’s level range.
Fixed braid on the back of the Valkyr Leonessa Helmet clipping through her head.
Fixed Titania being spawned inside the ground sometimes when scoring in The Index while in Razorwing.
Fixed offscreen flickering for Khora’s Spikes Syandana.
Fixed Quatz clip disappearing if you interrupted reload at just the right time.
Fixed Warframe Ability Tips not appearing in the Ability screen for those playing in Korean and Russian.
Fixed Operator expressions not working when playing in Russian and Korean. Facial expressions were based on matching English words, but English is stripped from these regions so the neutral expression would always be used.
Fixed performance issues when opening the Inventory on an account that has a lot of items.
Fixed players watching two Warframes attempt a handshake in Relays, Cetus, and Fortuna not actually seeing it happen. Truly the most secret of handshakes!
Fixed loss of functionality when canceling reload and changing fire modes with Rifles.
Fixed incorrect prompt text in Vor’s Prize when attempting to hack console.
Fixed missing translations for some of the Dog Days rewards and items from Nakak’s offerings during the event.
Fixed no mining deposits appearing after returning from Deck 12 even though the mining tool is beeping and showing that there are deposits nearby.
Fixed the Huntress Bundle diorama in the Market displaying Nova instead of Ivara.
Fixed Wukong holding the wrong staff in the Market dioramas for the Wukong Samadhi Collection and Wukong Samadhi Skin.
Fixed the Subhuti Syandana clipping through some Warframes’ legs.
Fixed Captain Vor not reacting when taking damage from a silent weapon.
Fixed shotgun shells floating if Corinth’s reload was interrupted.
Fixed the “Watch All” option in The Wolf of Saturn Six only playing the first three dioramas.
Fixed the Orthos (Prime) changing sizes randomly when cycling through skin options for it, predominantly the Forest-Camo and Tekelu skins.
Fixed Ghouls, Ratel, and Wolf of Saturn Six targeting your Sentinel when it and you are both invisible (eg: Ivara’s Prowl, Loki’s Invisibility, etc.).
Fixed issue with being unable to swap back to Primary Weapon if the “Auto-Swap on Empty” option is enabled and the weapon runs out of ammo.
Fixed the Meteor Whip Skin only listing the Lecta as a compatible whip.
Fixed Iron Staff’s Energy drain not occuring when cast with Defy after emptying ammo from the only weapon equipped.
Fixed being able to clip through a certain wall in the Corpus Outpost tileset. You know the one…
Fixed issue with Lunar Pitchers not spawning in certain areas in the Orokin Moon tileset.
Fixed being able to spawn and “capture” Plains Conservation animals into the Simulacrum.
Fixed scanning Plains Conservation animals not always counting towards their Codex entry.
Fixed light ray meshes being too opaque and appearing blocky in the Corpus Outpost tileset.
Fixed an issue with Pistol hip fire aim poses that made the gun arm travel left and right a lot more than intended.
Fixed many Syandanas, including the Repala Syandana, reverting back to their default colors after dying.
Fixed being able to stack the Sniper zoom bonus beyond its intended multiplier by Meleeing while zooming and then transferring to Operator repeatedly.
Fixed a destroyed Galleon appearing in Saturn’s skybox when it should be whole.
Fixed the Narvarr Prime Shoulder Armor clipping through Excalibur Umbra.
Fixed the Narvarr Prime shoulder armor clipping through Mirage Prime’s shoulder plates.
Fixed extremely shiny texture on the Extraction point Orbiter docks.
Fixed several areas (Foundry, Relic Refinement console, Arsenal, and the Infested Chair) around the Orbiter not having any collision for the Roller Floofs from Dog Days Tactical Alert, causing them to clip through.
Fixed selecting Sugatras you do not own in the Arsenal defaulting the Melee weapon to its default Skin if you have a Skin equipped.
Fixed missing Map boundary ring during Orb Vallis Excavation Bounty allowing the player to fail the mission without even realizing it until it’s too late.
Fixed the Glaxion Festive Skin missing its jolly green glowy lights when equipped on the Glaxion Vandal.
Fixed missing explosion from the cannons of a Grineer Galleon in the Koro, Kuva Fortress Assault mission.
Fixed the Magnolia Tree Decoration base disappearing if playing on low quality settings and walking too far away from it.
Fixed being able to collide with Kubrows and Kavats in the Orbiter.
Fixed certain NPCs in the Relays popping out of existence at certain camera angles.
Fixed NPC head tracking in the Relays going bananas when standing behind them.
Fixed broken lighting on several doors in Corpus tilesets and made updates to reflections.
Fixed Coildrive sometimes not arriving to drop off Reinforcements in Orb Vallis Bounties.
Fixed grid icons sometimes being offset and leaving a small gap at the bottom in various menu screens.
Fixed issues with Melee Infested units being unable to step up/step down in certain areas in the Grineer Galleon tileset to engage players.
Fixed issues with Nova escaping certain maps for easy-mode Defense.
Fixed a graphics issue with some water textures on Uranus Tilesets.
Fixed polish and flow issues with The Jordas Precept Quest on the ‘use Pherliac Pods’ stage.
Fixed the Pataga Sugatra being unaffected by colour channels when equipped on the Ninkondi or Ninkondi Prime.
Fixed issues with Vents in the Corpus Ship Spy vaults always being closed.
Fixed an issue where some Market Blueprint cost requirements would show the wrong number of available weapons for building.
Fixed issues with Misa Prime and Pyra Syandana offsets on Banshee Prime.
Fixed the Jat Kusar default holster position clipping inside Trinity Strega skin.
Fixed collision issues with Kuva Extractors in Kuva Survival.
Fixed the Atavist Prime Right Shoulder Plate clipping on the Ash Koga skin.
Fixed holster issues with the Kronen Prime on numerous Warframes.
Fixed the Sarva Harness Syandana clipping on Saryn.
Fixed the quiver of the Daikyu clipping inside Nezha.
Fixed Emblems being improperly offset on the Rhino Blade of The Lotus Skin.
Fixed a flickering issue with the Sarpa Day of the Dead Skin.
Partial fixes toward Leg Armor clipping with Frost.
Fixed missing icons for certain Melee Holster pictures.
Fixed Kubrow Amphatz Armor not lighting properly in-mission.
Fixed certain Relays showing the incorrect planet in their skyboxes.
Fixed Companions being hurt by electrified water in Orb Vallis caves.
Fixed Warframes floating with flat feet with the Wisp Agile animation equipped.
Fixed Glaive weapons bouncing off of enemies not counting towards its bounce limit.
Fixed Warframe legs moving incredibly fast with multiple movement speed buffs applied. You will still move as quickly, but your run animation will look better!
Fixed Baruuk taking much longer to deploy Spectres.
Fixed wonky transition to Archwing from the Kuva Fortress during the War Within Quest.
Fixed being able to use Itzal’s Blink in Submersible levels to swim or fall outside of the map.
Reduced clipping of Silva & Aegis’s blade with the Danaus Sword & Shield Skin equipped.
Fixed Rescue mission UI sometimes being stuck at “Locate Rescue Target” regardless of actual Rescue progress in-mission.
Fixed landing incorrectly on tiles in the final stage of Octavia’s Anthem sometimes resulting in the music note FX appearing faint and hard to see.
Fixed mid-Wave Host migrations in Sanctuary Onslaught resulting in pixelated Warframes and enemies until you enter a new portal.
Fixed enemies not properly targeting Gara’s Mass Vitrify wall.
Fixed Operator legs clipping through the Smelter Apparel.
Fixed a box appearing around the Operator when the Infested Spore Ephemera is equipped during the Chimera quest.
Fixed Submersible enemies spawning outside of the water in the Grineer Sealab tileset.
Fixed weapon explosion FX not taking secondary Energy colors.
Fixed Status FX not applying to ragdolled enemies.
Fixed Cyanex’s Alt Fire not being affected by Fire Rate Mods.
Fixed inability to equip the Terminal Velocity Mod on the Komorex.
Fixed Mirage’s Hall of Mirror clones sometimes using their Primary Fire instead of Alt Fire for the Corinth and Euphona Prime.
Fixed ships in Archwing Pursuit missions flying in all directions except the one it’s supposed to be.
Fixed issue where all Custom Obstacle Course decorations appeared at the centre of the room when a player entered the instance to run the course.
Fixed floating, detached fans on the Jupiter tileset.
Fixed foggy-looking floor reflection in Metis, Jupiter’s Spy Vault.
Fixed Arbitration Statue not being linkable in Chat.
Fixes to prevent art overlapping between Jupiter tilesets and to improve AI navigation.
Fixed wonky cloth appearance on some Warframes, like Equinox Prime.
Fixed water volumes appearing in incorrect tilesets.
Fixed Lex Prime not using its proper reload animation.
Fixed Mag’s Magnetize sometimes not disarming even with over 100% Magnetize Status Effect on burst.
Fixed Darygn Pilots getting trapped in a mounting animation due to attempting to pilot an already taken Darygn.
Fixed auto-dropping the Excavation Power Cell when picking up Primary Ammo with only a Primary weapon equipped.
Fixed ability to join another player in a Junction if you previously disconnected from their squad.
Fixed an Ayatan Sculpture spawning under the floor in the Infested Corpus Rescue tileset.
Fixed abusing Host migrations to get multiple Beacon assassin spawns. Beacons will be ineligible to place after a Host migration if someone had already summoned an assassin previously.
Fixes towards the Arbitration Shield Drone sometimes spawning in unvisited rooms, making it feel as if the Drone doesn’t spawn at all.
Fixed Ash’s Rising Storm combo building much faster than intended due to an interaction with Relentless Combo and a Gunblade weapon.
Fixed Flash Accelerant having incorrect stat text (Extra Damage not Armor Reduction).
Fixed the Quanta and Quanta Vandal alt fire cube explosion sound no longer playing.
Fixed Cernos Prime equipped with Heavy Caliber causing Vertical Spread mode to function as a Horizontal Spread.
Fixed AI clipping through rocks thus entering the Upside Down in the Orokin Moon tileset.
Fixed numerous Glyphs not appearing in the Market when searching for relevant tags.
Fixed the Spore Ephemera rendering overtop of the Operator chair.
Fixed for certain Beam weapons playing the wrong weapon hit FX when hitting enemies in the head.
Fixed Baruuk’s Meroe helmet tassel sometimes disappearing when viewing his diorama at certain angles.
Fixed missing swing trail FX on the Nikana Tekelu Skin.
Fixed the Codex not including Refined Relics towards the number ‘owned’.
Fixed Infested Impedance not affecting some Infested enemy types.
Fixed reload circle filling instantly for weapons that reload individually (Zarr and Corinth), instead of filling up individually for each round loaded.
Fixed your Arch-Gun unequipping when casting Harrow’s Thurible ability twice.
Fixed your Arch-Gun constantly replaying it’s equip animation after casting Chroma’s Spectral Scream ability twice.
Fixed Wisp not angling Primary weapons when hip-firing.
Fixed your gun appearing to twitch when transitioning from hip-fire to aiming.
Fixed sometimes not switching to your Secondary weapon upon being downed.
Fixed a collapsing texture on Loki Prime’s Helmet.
Fixed the Tatsu ground slam often failing to connect.
Fixed the Ludoplex diorama appearing to be zoomed in very close.
Fixed Octavia’s Mallet causing Resonator to stop moving.
Fixed only 2 Nightmare modifiers being chosen at a time across the Star Chart.
Fixed another case where the water splash FX would get stuck on your screen in the Grineer Sealab tileset (when Transferring to/from Operator while it’s active).
Fixed the camera just spinning wildly when attempting to move when downed.
Fixed browsing Warframe Helmets, if the active one is a Prime Helmet, the preview for the selected ones will overlap the Prime, instead of switching to a different one.
Fixed a loss of functionality when exiting the cutscene that plays inside the Codex when first inspecting the Shatterbox in Saya’s Vigil quest.
Fixed Clients getting overlapping UI in The Index.
Fixed Foundry timers being unreliable for Blueprints when playing with a high frame rate.
Fixed the Corpus Background having an incorrect icon.
Fixed Wukong’s Celestial Twin kills not counting towards Sanctuary Onslaught efficiency.
Fixed an edge case where player A invites player B to their Orbiter, B joins and then returns to their own Orbiter, then B goes to player C’s orbiter. If C’s Orbiter has no Decorations, B will see the Decorations of player A’s Orbiter!
Fixed Grineer Butchers appearing to be unarmed for Clients.
Fixed Orb Vallis teleport Reinforcement FX not appearing for Clients.
Fixed towards enemies pursuing the cold, dead corpses of players in Excavation missions.
Fixed Client players in the Hydroid Relay Captura Scene seeing one female NPC without proper head textures.
Fixed Decorations with physics (Roller Floof, etc) sometimes falling out of the Orbiter into the dark, cold, vastness of space.
Fixed sometimes seeing duplicate corpses if the enemy died from a Slash Status Effect.
Fixed Nox and Lephantis targeting invisible Sentinels.
Fixed Tyl Regor sometimes endlessly stuck teleporting during his boss fight.
Fixed not receiving Focus Affinity after installing a Gravimag.
Fixed your Liset being parked sideways in the Relay after completing a practice Mastery Test.
Fixed the Citadella Prime Syandana spinning ring being slightly offset.
Fixed ability to create two Mass Vitrify walls if a section of the first wall is broken.
Fixed inability to complete the Mastery Rank 12 test if you fall off the starting platform.
Fixed Shield Lancers potentially getting themselves stuck forever before or after attempting to climb ledges.
Fixed inability to use the Helminth Infirmary chair if your Domestik Drone opened the door for you.
Fixed a Conservation call point spawning outside of the Orb Vallis boundaries.
Fixed your Kubrow’s head twisting into ungodly positions upon petting it.
Fixed Amalgam Heqet clones causing screen flickering when used on Mirage.
Fixed ability to use disabled Emotes for Operators if the Emote wheel is opened during Transference.
Fixed Atlas’ Titanic Rumbler Augment making his Rumblers too big to fit through the doors.
Fixed the Cyanex canceling heavy throw animations if your magazine is empty.
Fixed Tyl Regor and his Grineer Manics not going invisible when jumping around the boss arena.
Fixed Raknoid hologram flickering in the Fortuna back room.
Fixed inability to Chat link some K-Drive Mods.
Fixed issues with the Teralysts as well as some other enemies not having properly sized collision.
Fixed having all Energy drained when casting Frost’s Freeze ability with the Freeze Frost Augment equipped on a Snow Globe.
Fixed Excalibur’s Furious Javelin not always removing the previous buff if you recast before it expires.
Fixed being affected by two or more Octavia Metronomes and leaving the radius of one of them causing Vivace and Forte buffs to become impossible to obtain until you become affected by a new Metronome cast.
Fixed the second “kick” of Nezha’s Pyroclastic Flow Augment not having any FX, making it appear to not function correctly.
Fixed Nyx’s Absorb consuming more than its base of 4 Energy per second even when not being attacked.
Fixed Warframe invulnerability (if applicable) being removed when Transferring back to Operator.
Fixed HUD buff indicator discrepancies between Host/Client when receiving a damage buff from Augments like Freeze Force, Shock Trooper etc.
Fixed the Klamora and Lega Prism’s continuous fire being affected by framerate.
Fixed the Spore Ephemera not rendering over certain Warframe parts.
Fixed the Imperator Vandal not rendering properly as an Arch Gun when using certain Skins or no Skin.
Fixed the Tatsu missing its forward momentum when changing directions.
Fixing Gas City Dropship spawns being rarer in non-Assassination missions.
Fixed text overlap in some languages when viewing restored Nightwave Acts.
Fixed a vertical line is showing up when you click to Rank up in the Solaris or Ostron Syndicates screen.
Fixed various hitbox issues, including those in the Lua Cunning Test, Lua spy vault, and the windmill in the Plains of Eidolon. This fixed progression stoppers in the Second Dream.
Fixed low-resolution textures on the Two-Handed Nikana Maligna Skin.
Fixed an issue in the Corpus Outpost with missing collision on rocks.
Fixed missing collision on barrels in a few Grineer Forest tiles.
Fixed an issue on K-drives where Polarity slots cannot be swapped if player overwrites starting polarity.
Fixed an issue with Somachord tracks not properly skipping.
Fixed the Dog Days Captura scene beach balls not having collision.
Fixed Mastery Requirement showing up in Loadout tooltips.
Fixed camera issues in Captura.
Fixed Gara’s Splinter Storm not shattering Glass on Gara’s Helmet.
Fixed numerous missing localization lines.
Fixed an issue where “Completed Ayatan Sculpture” based Challenges couldn’t be completed.
Fixed certain Amps no longer applying multiple instances of damage to Eidolons. This resulted in the Shwaak Prism feeling like it lacked punchthrough, when in fact it was the Eidolon who was not registering hits.
Fixed Gorgaricus Spores not exploding when they impact the ground.
Fixed sorting equipment in Arsenal by Usage for Moas, Kubrows and Kitguns.
Fixed an issue where some projectiles wouldn’t come to a complete stop and would slowly float away (noticed on some bouncing Penta grenades).
Fixed Sigils not stacking in your Inventory when obtaining multiple copies.
Fixed teleport volume in the Corpus Ship tileset that was poking into other tiles causing players to get teleported in rare instances.
Fixed missing pillar tops in the Lua tileset.
Fixed the Handspring Mod not functioning for Clients.
Fixed enemies in Nightmare missions spawning at different levels than advertised in the Star Chart UI.
Fixed Corpus Mankers not spawning in the Profit Taker fight.
Fixed momentum from your Warframe being carried through to your Operator if you Transferred and then Void Dashed.
Fixed an issue where Cloud Walker being deactivated would launch Wukong in the direction he was traveling before activating it. He now maintains the momentum that he was traveling with during Cloud Walker.
Fixed Nova’s Antimatter exploding prematurely when aiming with your gun, and looking down a bit.
Fixed Ivara’s Sleep arrow sometimes causing birds to fall through the ground.
Fixed Nezha’s Pyroclastic Flow Augment kicked fire remaining indefinitely and damaging allies when Nezha dies and respawns.
Fixed Mirage’s Hall of Mirror clone kills not counting towards ‘kills’ for relevant Challenges/Acts.
Fixed ability to install an Umbra/Aura Forma on Archwings and Sentinels.
Fixed Mod drops no longer showing in the Codex.
Fixed Bundle dioramas for Operator cosmetics not applying your Operator attributes.
Fixed (for real this time) Sigils not stacking in your Inventory when obtaining multiple copies.
Fixed some Archwing enemies having behavioural problems when at a certain, exact distance away from the player.
Fixed Archwing enemies that move while facing the target having problems if directly underneath or over their target.
Fixed part of Harrow’s Reliquary Thurible being visible when loading into missions.
Fixed missing Sanctuary Onslaught Portal FX.
Fixed Melee Elemental FX not always showing up when you swing the weapon.
Fixed Solo players still moving in the direction the elevator was moving when the game is paused.
Fixed Trinity Link’s beam flickering (and likely some others.
Fixed the Operator Dual Oculus Lenses being too opaque after recent changes. It’s now closer to what it was before.
Fixed Volatile Orokin Containers having a blue light instead of the intended red.
Fixed Secondary and Bonus Bounty objectives pertaining the Host language for Clients.
Fixed ‘PICK UP KUVA CATALYST’ being incorrecting translated in Japanese.
Fixed filepath showing instead of “INSERT SHARD” text in Teralyst Bounty.
Fixed picking up Heavy Weapon Ammo showing “|NAME| cooldown reset”.
Fixed stuck loot in the Corpus Ice Planet tileset.
Fixed Chat linked Sentinel weapons not showing any info in the preview.
Fixed a constant reload and recharge sound for some Kitguns.
Fixed incorrect Energy colors on the Simaris Helios Skin.
Fixed ability to overflow Dojo MOTD boxes with lines.
Fixed some overly glowing ice textures.
Fixed hard to reach loot spawn that was stuck in mesh collision in the Corpus Ice Planet tileset.
Fixed Simaris’ Inbox messages missing an icon.
Fixed a black textured Corpus door.
Fixed Aura Mods not functioning.
Fixed Euphona Prime having incorrect aimed accuracy when using the slug fire mode.
Fixed enemies become alerted when using a Scanner.
Fixed see-through Decorations when building in the Dojo.
Fixed the Prime Details toggle not behaving properly for TennoGen Skins on Volt Prime.
Fixed Tyl Regor and Kela De Thaym turning into a puddle if Oberon’s Smite was used during the fight.
Fixed Volt’s electricity FX and Umbra’s Howl FX appearing as lines instead of lightning beams.
Fixed Clients losing loot into teleport pits.
Fixed broken animal Conservation notes in Orb Vallis.
Fixed attempting to change a Dojo Room description not saving and instead displaying ‘undefined’.
Fixed your input swapping to Chat if you started a mission with the Appearance preview screen active.
Fixed holes in the Grineer Galleon tileset that could cause AI to get stuck.
Fixed a hole in the floor of the Larunda Relay due to missing pillar collison.
Fixed a level hole in the Grineer Settlement tileset.
Fixed a level hole in the Plains of Eidolon.
Fixed small map hole under the elevator to Fortuna on the Orb Vallis.
Fixed small ceiling hole in the Gas City Tileset.
STATUS ON TENNOGEN
You have patiently waited for new TennoGen since the last release in July but unfortunately there will be no bundles coming with Saint of Altra: Update 25.7.0. We are eager to deliver, but understand our limitations when it comes to the behemoth of a task that is testing for a mainline update of this size. We know this is a bummer, however, we do want to reassure you that we have not forgotten about bringing TennoGen to our console community. Two new TennoGen bundles that feature blasts from the past and some new hotness will be coming in the update that follows Saint of Altra. These “catchup” bundles are something you guys have been requesting, so we look forward to launching those in the future!
True to their word, BioWare is ending the Cataclysm event in Anthem after today. Will we get a replacement event? I’m hoping we do, and it’s rolled out fast. But for now, there’s a new Anthem Cataclysm update today, and here’s what got fixed.
Anthem Cataclysm update today September 17:
Cataclysm “Echoes of Reality” Changes:
Arenas – The last event was added to the Cataclysm in Week 5, so you won’t need to learn any new ones this time. Now, it’s all about maximizing your runs and scores.
Inversions – You’ll have a couple of new wrinkles to contend with on Inversions this week:
Broken Magazine:Weapons have no spare ammo, but enemies drop ammo more often.
Running on Empty:Firing the last shot in a weapon’s clip increases all damage for a short time.
Seasonal Store Refresh:
War Chest: Ranger, War Chest: Interceptor, War Chest: Storm & War Chest: Colossus(Returning) – Each chest includes 1 Gear, Support or Melee piece for the javelin of that War Chest.
War Chest: Weapon(Returning) – Grants one item from the new pool of weapons (which include MW and LEG variants): Pulse Accelerators, Volt Casters and Blade Slingers.
War Chest: Gear (Returning) – Grants one Gear piece for a random javelin.
War Chest: Melee(Returning) – Grants one Melee weapon for a random javelin.
War Chest: Support(Returning) – Grants one Support gear piece for a random javelin.
Also Returning to the Seasonal Store:
Fragmenter Armor Pack (Ranger)
Piercer Armor Pack (Interceptor)
Shatter Armor Pack (Colossus)
Shard Torrent Armor Pack (Storm)
Cameraman (Universal Emote)
Excited Come Here (Universal Emote)
Just… Stop. (Universal Emote)
Chest Pound Heavy (Universal Emote)
Wrap: Crystal Sky
Wrap: Neon Shard
Graphic: Shattered Sea
Graphic: Greed’s Glisten
Graphic: Gleaming Mantle
Graphic: Purple Spire
Decal: Emerald Wrap
Decal: Cobalt Warp
Decal: Amber Warp
Decal: Amethyst Warp
Decal: Jade Warp
Decal: Ruby Warp
Painted: Amethyst Gemstone
Painted: Quartz Gemstone
Painted: Diamond Gemstone
Daily Cataclysm Challenge:
Daily Cataclysm Arenas Challenge: Javelin War Chest – These challenges continue in the final week of the Cataclysm. Once again, these items within the Chests will be Masterwork (lvl 66) with a chance to roll Legendary (lvl 80). Each one of these can be repeated daily.
Power of the Storm (Daily) – Complete 3 Cataclysm arenas using the Storm javelin and be rewarded with one Storm War Chest.
Heart of the Ranger (Daily) – Complete 3 Cataclysm arenas using the Ranger javelin and be rewarded with one Ranger War Chest.
Strength of the Colossus (Daily) – Complete 3 Cataclysm arenas using the Colossus javelin and be rewarded with one Colossus War Chest
Speed of the Interceptor (Daily) – Complete 3 Cataclysm arenas using the Interceptor javelin and be rewarded with one Interceptor War Chest.
Bethesda Game Studios released a new Fallout 76 update for all platforms, and it’s live now! Numbered Fallout 76 update 1.28 (1.2.3.13 by Bethesda), it clocks in at just 1.4GB on PS4, and less than 65MB on PC. Check out the full Fallout 76 update 1.28 patch notes below.
Fallout 76 update 1.28 patch notes (1.2.3.13):
BUG FIXES
PERFORMANCE AND STABILITY
Controls: Addressed an issue that could cause the game controls to become unresponsive when exiting a set of Power Armor.
Stability: Addressed an issue that could cause a server crash.
USER INTERFACE
Social: Players no longer lose their ability to interact with the Social menu if it was open when a they added or removed a friend.
Don’t forget, a new event has been announced by Bethesda called “Project Clean Appalachia.” Once it’s out, we’ll let our readers know.
This week’s Xbox store sale (called the Xbox Deals With Gold) are now live! Same as before, we have the full list of Xbox store sale games listed below which runs from September 17-23, 2019.
If you’re not a PS4 gamer and haven’t tried the Call of Duty: Modern Warfare beta yet, chances are you’re excited to give it a go this coming weekend. Before you do though, Infinity Ward will do a Modern Warfare livestream tomorrow to share more details about crossplay — which is being tested in the beta — and what’s coming in the beta’s second weekend. Not only that, but we get a huge list of Modern Warfare beta feedback items the studio is currently looking into.
Join us tomorrow, September 17th, for our first official livestream for Modern Warfare where we'll be sharing details about crossplay, what's coming up in weekend two of the Beta, and more! #ModernWarfarehttps://t.co/jtlj7Vv8japic.twitter.com/g0sbWxvuoi
MP1st will of course have a livestream up on the site once we’re near the event.
Also worth noting, Infinity Ward has listed down some of Modern Warfare beta feedback they’re currently looking into, which you can see below (via Reddit).
Feedback We’re Working On:
Since the start of the Beta, you’ve sent us your comments, suggestions, and bugs. This week, we’ll be posting updates regarding feedback you’ve provided during the beta and information you’ll need before we jump into weekend two. For now, let’s take a look at some of the feedback we’re looking into:
Partying Up: After completing a match as a party, some players are unable to find a new match and are stuck in the matchmaking lobby. We’re still looking into this issue, but in the meantime, disbanding your party and joining back up is a temporary solution while we work on a fix.
Unable to connect to online services: This is currently being investigated. If you are still running into this issue, please feel free to PM me your PSNID (if you aren’t comfortable posting it in a thread) so we can take a deeper look. This will be helpful as we work on a solution.
Hearing enemy footsteps, team footsteps, and your own: Tell us how you’re listening to the game. You can be specific by telling us some of the following information: What type of heaphones are you using? Speakers? Monitor? TV? What preset are you currently using? Are you plugged in directly to the controller? This information can help us narrow down what you’re hearing and help us look further into any issues.
Calling Cards using wrong name and/or flag description: The description for the flag of Colombia currently says “Columbia.” The Slovakian flag is currently labeled Croatia. Both of these will be fixed during weekend two of the Beta.
Players are able to clip into a table on Grazna Raid: A fix for this has already been completed and will be implemented as soon as possible.
Level Cap displaying a higher level than 10: Right now, the level cap is set to 10. Some players are seeing their level cap display 11 or higher. This is a visual bug and will be fixed in weekend two.
Graphical corruption on the matchmaking screen: Some players experienced graphical corruption errors while in matchmaking, resulting in the screen appearing black, green, or yellow. This will be fixed in weekend two of the Beta.
Cruise Missile: The camera will remain static on the initial deployment scene and not properly display the map and enemy targets below. Once having control of the missile, it can become hard to control. This is currently being looked into.
Spawning and Visuals: Spawning is currently inconsistent on some maps, so thank you for sharing your videos with us and sharing your feedback. We’ll continue to monitor the spawn system and we’ll update you if we deploy any changes. We will also be looking into lighting and exposure on various areas of the map, such as how you view dark rooms from the outside of a building and vice versa, for example.
Clipping through vehicles and Deployable Cover: Character models are currently clipping through vehicles used during the infil sequence and in some cases, when using the Deployable Cover Field Upgrade. These are currently being investigated.
Semtex Grenade: When stuck to a door, the Semtex grenade will not explode and the grenade icon will remain on screen. This will be fixed for weekend two of the Beta.
Smoke effect on weapons: The smoke effect after firing a weapon is currently not displaying in-game. This will be fixed by launch.
Connecting to Online Services: Some players are unable to connect to online services. If you’re still having this issue, please feel free to PM me your PSNID so we can further investigate.
Stuttering: On occasion, a player might experience a “pull” or stutter near doors. This is being looked into.
Players unable to move in certain locations: We’ve seen a few cases where players are getting stuck in their position and are unable to move around the map. We’re currently investigating this.
Weapon Attachments: In some cases, weapon attachments are not unlocking after reaching the required level. This is being investigated.
Doors: We’ve read your comments about doors; how they open, how loud they can be, and how they interact with you if they’re already open. We’ll be monitoring how you interact with them throughout the weekend and during weekend two.
Spawning and Visuals: Spawning is currently inconsistent on some maps, so thank you for sharing your videos with us and sharing your feedback. We’ll continue to monitor the spawn system and we’ll update you if we deploy any changes. We will also be looking into lighting and exposure on various areas of the map, such as how you view dark rooms from the outside of a building and vice versa, for example.
Semtex Grenade: When stuck to a door, the Semtex grenade will not explode and the grenade icon will remain on screen. This will be fixed for weekend two of the Beta.
Smoke effect on weapons: The smoke effect after firing a weapon is currently not displaying in-game. This will be fixed by launch.
Players “stuck” on the map: On random places across a map, a player might get ‘stuck’ in their current position and is unable to move. We’re taking a look at these and should have some of these locations fixed for weekend two.
Minimap: We turned on a version of the minimap that doesn’t display enemy fire. We’ve been reading through your comments not only about the map itself, but also the compass and other UI elements on screen. Reading your feedback has brought up some very insightful conversations here at the studio, so again, thank you. Tomorrow, we’ll be turning off outlines that exist on your teammates within the world. We’d love to hear your thoughts on this combination, so please keep your suggestions and feedback rolling in throughout the weekend.
Weapon Attachments: In some cases, weapon attachments are not unlocking after reaching the required level. This is being investigated.
Recon Drone: There are two noted issues with this Killstreak. One: UI elements remain on the players screen after using the Drone. Second: Thermal function on the Drone causes the map below to become discolored.
Weapons clipping through the Operator Character Model: On occasion, the AUG will clip through the arm of an Operator when viewing in the matchmaking or Operator selection screen
As part of Crystal Dynamics’ on-going character spotlight on the heroes appearing in Marvel’s Avengers, it’s now Iron Man’s turn. Check out the video below to see the Marvel’s Avengers game Iron Man character spotlight where we see different suits shown off.
Also discussed are the inspiration and whatnot for the character design.
The brilliant Tony Stark first appeared in Tales of Suspense #39 (March 1963) during the Cold War, but it wasn’t until Tales of Suspense #48 (December 1963) that he debuted the iconic red & gold armor of Iron Man.
In Marvel’s Avengers, @CrystalDynamics spent a tremendous amount of time & iteration designing the Iron Man armor. For his iconic armor, they were inspired by Italian motorcycles & supercars, which combine machinery & sleek housing.
The goal was to create a design that looks both functional and believable, but also maintains the classic design DNA.
A concept designer with extensive experience in industrial design was assigned to create his iconic armor. Using his experience designing vehicles was crucial in shaping the parts and function of the armor.
While this is his “base” armor, the goal was for it to still look modern. Like traditional Iron Man designs, Crystal Dynamics kept the classic round inner shape for the arc reactor, but then housed it within a skewed hexagonal shape for a more contemporary look.
The team spent a considerable amount of time on the rear design of Iron Man as well, because that is what is most visible when playing the game.
The shoulders flaps function for flight maneuvering & as air vents for cooling. The venting also provides visual feedback to players to show the armor is overheating.
The red and gold graphic breakup was a learning process, and Crystal Dynamics designed many concepts based on historical Iron Man designs to come up with the best balance. They reduced the size of the traditional gold regions of the armor, and distributed the red more evenly.
In addition to the iconic armor, other Iron Man armors will have a wide variety of design breakup and colors that touch on various Marvel designs, as well as some exciting and unique new armors.
Just last week, we posted that The Division 2’s next update is set to hit sometime in October. Today, Ubisoft Massive has released The Division 2 title update 6 patch notes that will be included in the October update!
Important things to note: This patch is now live on the PTS (Public Test Server), and according to Ubisoft, doesn’t include any narrative content of Episode 2 (also dropping with the patch), and The Division 2 title update 6 patch notes will not mention them. The patch notes below might not be final as well, so some stuff might be added or deleted once title update 6 is rolled out.
The Division 2 title update 6 patch notes:
Gameplay changes
Blueprints
Added a missing blueprint for the Aces & Eights kneepads.
Removed 3 blueprints from the blueprint collection as they were not obtainable in the game.
PVP
Dark Zone Gear Normalization
Player stats will no longer be normalized, and agents will receive their full recalibration bonuses at end game.
Players below Gear Score 500 will still receive stats boost to allow an easier entry into the Dark Zone.
Talents continue to have PvE and PvP versions.
The UI will now automatically change the talent text inside and outside normalized PvP.
We’re working on displaying all PvP modifiers in the UI.
Developers Notes:We heard player feedback that normalization can be too punishing, especially when you’re trying to min/max your agent as much as possible, just to learn that when entering a Dark Zone, the effort was not worth it.
Supply Drops
Added more variety of the types and locations of supply drops.
Supply drops can now drop in inactive landmarks.
These encounters can have multiple bosses or faction fights.
Supply drops will occasionally drop in the Occupied Dark Zone.
Black Tusks will make sure to guard the precious drop.
Updated Thieves Den Vendor
The Thieves Den Vendor has now setup a proper store and accepts DZ resources.
The Thieves Den Vendor stock will rotate regularly – We’ll have more information on the stock and rotation at a later point.
Added an indicator on the World Map which displays the specific Dark Zone in which the Thieves Den Vendor is located.
At end game, the Thieves Den Vendor will move between the two non-occupied DZs.
Normal vendors outside each Dark Zone’s main gate now accepts DZ resources with reworked stocks.
Dark Zone matchmaking
We’ve made changes to matchmaking for Dark Zones which should ensure higher populations in all zones.
Developers Notes:In the past, one of our biggest goals with the DZ was for it to always feel like a fully seamless experience with the open world. This led players, depending on which server they were assigned to, going into empty DZ phases. In Episode 2, we now make an effort to place you onto a server that will help ensure you’re playing in a full zone. The server transfer can happen when players first walk into a DZ checkpoint.
General changes
Dark Zone extractions now have a chance to be ambushed by NPC’s.
Hacking a Dark Zone Terminal will temporarily highlight DZ resources around you.
Conflict
Added new sound effects for the countdown in Conflict.
End of match rewards.
Players will now always earn a reward for playing a match.
Additional rewards will be given for ranking up and winning.
Added new loading screens.
Added new match start sequence.
Updated boost signs and feedback.
Updated Victory/Loss presentation.
Added new music for the winning team.
Reworked end of round screen
Will emphasize on each earned reward.
Added PvP projects in Conflict.
Daily DZ Projects now rotates between a Conflict project and a DZ project.
Added visibility of the area of effect range of Skills.
Only shows when players are in the affected area.
Control Points
Control Point Officers will now revive all downed players, instead of only reviving the player that was downed last, in co-op sessions.
UI
Added a bonus armor visualization on enemies.
Loadout selection
Players can now choose loadouts from the map voting screen.
Loot targeting
Loot targeting is a new feature introduced with Title Update 6 / Episode 2. When reaching World Tier 5 players will be able to see Named Zones and Main Missions now have icons to reflect a higher drop chance for specific items. This allows agents to target specific brands, weapons and mods in these missions and zones. A detailed article about this feature can be found here.
Recalibration
We have made several changes to recalibration for this update:
New recalibration interface.
Players are now able to recalibrate stat types over each other, for example Offensive (Red) attributes over Defensive (blue) attributes.
This still only applies to stats on gear pieces of the same category.
It is now possible to recalibrate items that are located in the Stash.
Brand sets
Brand sets now have an item available on every slot, Mask, Backpack, Vest, Gloves, Holster and Kneepads.
The only exception to this is the “511” brand, as the real-life version doesn’t cover all slots and we’re happy to stick with that.
Crafting
Enemies will no longer drop crafting materials that the player is currently capped out on.
Deconstructing gear and weapons have a chance to provide Polycarbonate.
The chance to gain extra materials from deconstructing stays the same.
Lowered crafting costs. When crafting fewer grey and Brand materials will now be required.
At Gear Score 500 base materials required are now 60 (down from 85)
At Gear Score 500 Brand materials required are now 5 (down from 8).
Enemies will now drop higher amounts of crafting materials.
Green materials up to 12 (from 6).
Blue materials up to 9 (from 4).
Named enemies drop larger quantities than before.
Crafting material containers will now drop one green and one blue material, instead of just one of either.
Blueprints that haven’t been acquired yet will now be visible in the crafting bench interface with hints on how to acquire them.
Added a notification to the crafting interface that increases clarity when an upgrade to the Crafting Bench is available.
The crafting vendor Inaya now sells a perk that allows a player to share materials between all their characters.
Increased perks for upgrading the material inventory size:
Base materials cap with all perks unlocked now 2000 (up from 600).
Green and blue materials cap with all perks unlocked now 1500 (up from 400).
Increased material caps for rare materials:
Purple cap now 300 (up from 100).
Orange cap now 80 (up from 50).
Hard Wired base materials cap now 50 (up from 30).
Hard Wired components cap now 10 (up from 5).
Stash
Increased Stash space by 150.
Balancing changes
Brand Sets Alps Summit Armament:
2-Piece set bonus is now +10% Skill Power (up from 5%).
China Light Industries Corporation:
3-Piece set bonus is now +20% Skill Haste (down from 30%).
Petrov Defense Group:
3-Piece set bonus is now +20% Skill Haste (down from 30%).
NPCs
Rebalanced Hard, Challenging and Heroic difficulty.
Black Tusk War Hounds and Mini Tanks will now feature red, blinking lights before they perform their on-death explosion.
This is now consistent with how all other NPCs signal that they explode.
Black Tusk Mini Tank now has a short wind-up before its on-death explosion.
Fixed an issue that prevented the Black Tusk War Hound’s turret from not being able to rotate beyond a certain threshold when moving.
Developer comment:This means the War Hound will be able to hit a target more frequently when moving which was always intended.
Decreased effectiveness of the Black Tusk Mini Tank after its Controller has died.
Increased wind-up time of LMG greatly.
Decreased accuracy significantly.
Enabled friendly fire.
Removed Explosive Ammo from Elite Black Tusk War Hound and replaced it with “Triple Shot”—three successive shots after a short delay between each.
Developer comment: Bleed was too punishing when applied by the War Hound.
NPCs are now more aggressive when entering combat with the player.
Assaults now provide cover-fire for their allies when entering combat if a Heavy Weapons is not present in their fireteam.
Decreased Outcasts Tank and Underground Tank health by 12.5%.
Increased movement speed of Underground Tank slightly.
Decreased crowd-controlling effectiveness against Tank NPCs slightly and in a number of different ways:
Shock duration decreased by 50% for Tanks.
Ensnare duration decreased by 50% for Tanks.
Burn no longer staggers or affects the behavior of Tanks.
Blind causes Tank NPCs to stand still and shoot wildly (with friendly fire turned on).
Blinded Melee Tanks slowly move to the player’s last known position but will not attack.
Confuse causes Tank NPCs to walk around randomly while shooting wildly (with friendly fire turned on).
Confused Melee Tanks slowly move towards the player but with a decent amount of delay.
Player Turrets are now more likely to be targeted by enemy NPCs.
This is especially true if the player is hiding in cover or not doing anything particularly threatening.
The hitbox size has also been increased slightly and we fixed some issues so enemy NPCs will now hit turrets a bit more easily.
Skills Seeker Mine
Increased damage of Explosive Seeker Mine by 20%.
Now applies Bleed status effect.
Increased damage of Cluster Seeker Mines by +30%.
Increased cooldown of Cluster Seeker Mines from 40s to 60s.
Lowered quantity of Cluster Seeker Mines from 4 to 3.
Increase cooldown of Blinder Firefly from 60s to 90s.
Developer Notes: We’ve seen an overall positive reception from the community in regard to the improvements to skills and skill haste in TU5, and it’s been great to see players theory crafting and using their new and improved builds. With skill-based builds becoming more and more common at the end-game however, it was clear that some combination of skills had become overly disruptive to the intended experience. In particular, the generous increase to skill haste on gear coupled with the reduced base cooldown of Cluster Seekers meant achieving a very short cooldown was relatively easy. While we’re happy with the damage output of the Cluster Seeker itself, the skill does more than just blow things up, as it effectively causes NPCs to panic; frequently flushing them out of or away from cover, leading to even more damage received. For this reason, the Cluster Seeker can be seen as a significant force multiplier, especially in group content. Because encounter balance and cadence is important for creating not just challenging combat, but a satisfying overall experience, we felt it necessary to increase the cooldown of Cluster Seekers to 60s (still remaining 30s shorter than its TU4 counterpart) and lower the number of mines deployed by 1, while giving it a boost in damage to compensate; ensuring it remains your best choice when it comes to eliminating multiple spread-out targets at once. The increase in damage and the addition of the Bleed status effect to the Explosive Seeker Mine should also increase its attractiveness and make choosing between it and the Cluster variant a more meaningful choice.
Firefly
All Firefly variants can now be quick-deployed and will rapidly seek out the nearest target(s).
Increased cooldown of Blinder Firefly from 60s to 90s
Developer Notes: Similar to what was outlined above, generous skill haste from gear and the addition of the exotic BTSU gloves meant players could achieve both very frequent and very long blind durations on NPCs. Coupled with something like an equally short cooldown on Cluster Seekers, it was possible to crowd-control an entire wave of 10+ enemies while simultaneously dealing tens of millions of damage with ease and at very little risk. We like seeing powerful combinations of skills being used together and want to encourage clever use of game mechanics, especially in terms of group synergy, but it should come at the cost of investing in highly specialized gear. With these changes, it is still possible to achieve a 10s or lower cooldown on both the Blinder Firefly and Cluster Seeker Mines, however it will require a more significant investment in Skill Haste to achieve such a powerful force-multiplier.
Turret
Assault Turret and Sniper Turret damage is now affected by the Damage to Elites attribute.
Increased drain on Incinerator Turret active duration when firing.
Drone:
Striker Drone damage is now affected by the Damage to Elites attribute
Eagle Bearer
Lowered Eagle Bearer Damage by 15%
Talents New talents:
Spark: Damaging enemies with skills or grenades grant +15% weapon damage for 15s.
Spark can be found on backpack items.
Vigilance: Gain +25% weapon damage. Receiving damage disables this buff for 5s.
Vigilance can be found on chest items.
Concussion: Headshots grant +20% headshot damage for 2 s, 5s with marksman rifles.
Concussion can be found on mask items.
Talent changes: Gear:
On The Ropes: Nerf
Weapon damage is increased by 15% (down from 25%) while all skills are on cooldown.
Critical: Buff
+15% (up from 5%) critical hit damage
Mad Bomber: Buff
Removed attributes requirements.
Riot Foam Grenade radius is now correctly modified.
Unstoppable Force: Nerf
Killing an enemy grants 1% (down from 2%) weapon damage for every 20.000 (down from 25.000) max armor.
Creeping Death: Buff
Status effects spread to the nearest enemy within 25m (up from 10m). Can occur every 5s (down from 15s).
Trauma: New functionality
PVE: Once every 30s, an enemy hit with a headshot is blinded for 5s.
PvP: Once every 40s, an enemy hit with a headshot is blinded for 2s.
Centered: Buff
Headshot kills grant status effect immunity for 30s (up from 10s).
Dialed In: New functionality
While Aiming, gain 15% weapon stability.
Spotter: Nerf
+15% (down from 20%) weapon damage to pulsed enemies.
Wicked: New functionality
Whenever you apply a status effect, gain +15% weapon damage for 20s.
Compensated: Nerf
Weapon damage is increased by 10% (down from 15%) when your critical hit chance is below 20%.
Now correctly removes the buff if critical hit chance is increased when the buff is active.
Obliterate: Buff
Depleting an enemy’s armor grants +30% (up from 25%) critical hit damage for 15s (up from 5s).
Opportunistic: New functionality
Enemies you damage take 10% more damage from all sources for 3s.
Kneecap: New functionality
Shooting an enemy in the legs applies bleed to them for 10s. This can occur once every 30s.
Bloodlust: New functionality
Swapping weapons grants +15% weapon damage for 5s. The buff is lost for 5s when you swap a weapon while the buff is active.
Gunslinger: Buff
Swapping to your sidearm within 10s (up from 3s) of a kill refills the sidearm’s magazine and grants +30% (up from 20%) weapon damage for the entire magazine.
To Order: Added functionality
Grenades can now be “cooked” by holding the fire button, making them explode earlier. Gain +15% bonus armor while aiming grenades.
Surgical: Buff
+10% (up from 5%) critical hit chance
Entrench: Buff
Headshots from cover repair 15% (up from 10%) of your armor.
Weapons:
Naked: New functionality
Whenever your armor is depleted, gain +50% damage for 20s.
Breadbasket: Buff
Landing body shots adds a stack of bonus +50% (up from 5%) headshot damage to the next headshot for 10s. Max stack is 3 (down from 10).
Boomerang: Buff
Critical hits have a 50% (up from 20%) chance to return the bullet to the magazine. If a bullet is returned to the magazine the next shot has +50% (up from 20%) increased damage.
Close & Personal: Buff
Killing a target within 7m grants +50% weapon damage for 10s (up from 5s).
Near Sighted: Adjustment
Receive a +80% (up from 35%) stability at the cost of -30% (up from 20%) critical strike range and -30% optimal range.
Finisher: Added functionality
Swapping from this weapon within 10s (up from 3s) of killing an enemy grants +30% Critical Hit Chance and +30% Critical Hit Damage for 15 (added).
Frenzy: Buff
For every 10 bullets in the magazine capacity, gain +3% (up from 2%) rate of fire and +3% (up from 2%) weapon damage for 5s when reloading from empty.
Killer: Buff
Killing an enemy with a critical hit grants +50% (up from 30%) critical hit damage for 15s (up from 5s).
Lucky Shot: Buff
Magazine capacity is increased by 20%. Missed shots from cover have a 100% (up from 25%) chance to return to the magazine.
Outsider: New functionality
After killing an enemy, gain +100% optimal range, +100% critical range and +100% accuracy for 10s.
Removed attributes requirements.
Unwavering: Modified functionality
Swapping to this weapon grants +200% weapon handling for 5s. Kills refresh this buff. Swapping away disables this buff from all weapons for 5s.
Sadist: Added functionality
Deal 30% weapon damage to bleeding enemies. After 3 kills, applies bleed to the next enemy you hit.
Eyeless: Added functionality
Deal 30% weapon damage to blinded enemies. After 3 kills, applies blind to the next enemy you hit.
Ignited: Added functionality
Deal 30% weapon damage to burning enemies. After 3 kills, applies burning to the next enemy you hit.
Overwhelm: Buff
Suppressing an enemy grants +10% (up from 5%) weapon damage for 10 seconds. Max stack is 5.
Ranger: Adjustment
Removed attributes requirements.
Reformation: Buff
Headshot kills increase skill repair and healing by 150% (up from 50%) for 25s.
Rifleman: Buff
Stacks are no longer removed on missed shots and bodyshots.
Premeditated: Nerf
Weapon damage is increased for every shell loaded to a maximum of +40% (up from 35%). If all shells are reloaded the weapon damage is increased by an additional 10% (down from 50%). Buff lasts for 10 seconds.
Pummel: Buff
2 (down from 3) consecutive body shot kills refills the magazine and grants +50% weapon damage for 10s (up from 7s).
Vindictive: Added functionality
Killing an enemy with a status effect applied grants all group members within 15m +20% critical hit chance and +20% critical hit damage (added) for 20s (up from 10s)
Measured: Modified functionality
The top half of the magazine has +20% rate of fire and -15% weapon damage. The bottom half of the magazine has -20% rate of fire and +30% total weapon damage (modified).
Steady Handed: Buff
Landing a shot adds a stack of bonus 3% (up from 2%) weapon handling. Max stack is 10 (down from 15). At max stacks each shot landed has a 5% chance to consume the weapon handling bonus and refill the magazine.
Fast Hands: Buff
Critical Hits add a stack of 15% (up from 3%) reload speed bonus. Max stack is 10 (down from 20).
UI changes
The order of mod slots has been rearranged on several gear items. Dye slots are now always shown at the bottom of the mod slot list.
Added Bleed status effect UI info to Explosive Seeker mine.
Added Bleed status effect UI info to Stinger Hive
Added Bleed status effect UI info to Artillery Turret.
Apparel
Added a menu that shows all collected skins and dyes in one menu.
Added the option to add a dye to all armor pieces.
Inventory
Added a menu that allows sorting of gear-mods in several ways.
Added grid view for mods to sort them by category.
Added more flags for items:
Mark for Donation
Mark for Recalibration
Added gear menu to sort all gear by brand, item type and several other options.
Character UI
DMG, RPM and Skill Power is now visible and can be compared on the main inventory screen.
Loadouts
Added 12 Loadout slots
Bug fixes General
Fixed an issue where players were unable to speak to Manny after finishing Tidal Basin in a group.
Fixed an issue that caused some PC players to be unable to see items linked in chat when clicking / hovering on them.
Fixed an issue that caused chat to appear in an incorrect color after linking an item.
Fixed an issue that could allow players to pickup a Hunter’s mask in another player’s session without defeating the Hunter encounter.
Fixed an issue that caused character animations to be incorrect when aiming down sight against a wall.
Fixed an issue that could cause aiming down sight not working when aiming backwards in low cover.
Fixed an issue that could cause camera movement to be misaligned when spectating an agent and switching team member buttons too fast in spectator mode.
Fixed an issue where characters would float after performing a combat roll from the top of stairs. No more parkour!
Fixed an issue where trying to reload while an interaction prompt is available would cause the reload to fail.
Fixed a missing animation after reaching level 1 in the Shepherd system.
UI
Fixed an issue that caused the FOV to change drastically after enabling Motion sickness mode on PS4.
Fixed wording on the “Extraction Completed” leaderboard to include “Contaminated Items Extracted”.
Fixed an issue where players would not receive a notification clarifying why they are unable to invite a player to Operation Dark Hours.
Fixed an issue where “Fast travel to Mission” would not work when matchmaking was successful for Kenly College.
Fixed an issue where the equalizer UI element for some audio collectables was missing.
Fixed an issue that caused the sensitivity feedback bar in the Microphone Input Threshold VOIP settings not to function.
Fixed an issue that caused an exclamation mark to not disappear from the Skills tab UI.
Fixed an issue that could cause the Spike talent to not properly function despite meeting the requirements on any weapon.
Fixed an issue where the “Commitment Distinction” and “Side Mission Merit” commendations tracked the Prologue, Skirmish and “Talk to The Quarter Master” objectives as missions and side missions.
Fixed an issue that caused the World Tier transition UI to overlap with other UI elements when opening menus while transitioning between Tiers.
Fixed an issue that could cause the Notifications to overlap with the chat window when using the Scaling Anchor UI down setting.
Fixed an issue that caused Skills to be highlighted when switching between team members in spectator mode.
Fixed an issue where the road displayed on the Megamap was higher than the buildings in the Camp White Oak area. President Ellis did definitely not take the high road…
Fixed an issue that caused the Double Barrel Sawed Off to have a progress bar as reload animation.
Fixed an issue that caused the “Discovery” tab to not correctly sort when choosing “Missions” as sorting method.
Fixed an issue on the Shooting Range that could cause damage numbers feedback to pop up on previous targets.
Fixed an issue that caused the Party Leader to be unable to ready up when having transferred the party leader status to another person who declined it while the ready up process was ongoing.
Fixed an issue where the description of the Riot Foam Grenade in the inventory UI showed the Concussion Grenade description.
Fixed an issue that caused the Activity Summary to award stars for Damage Done to Bosses and Damage Dealt to multiple players despite those players having different numbers.
Fixed an issue that could cause the UI to become empty when inspecting another player while voting for a map in Conflict.
Fixed an issue that caused HUD elements to get blocked by an invisible barrier when clicking and dragging.
Fixed an issue that caused the mission panel at the entrance of Viewpoint Museum to be missing when a Hard and Challenging Daily Project was active at the same time.
Fixed an issue that caused HUD elements to be displaced after being given a customized position when turning on Anchor UI.
Fixed an issue that caused the Mission Icon for the “Resume personal progress in the Social menu” notification to be missing when the host of the session disconnected or left the group.
Fixed an issue that caused the News section Ui to block the Social section. Back to being social!
Audio
Fixed an issue that could cause an abrupt transition between spinning and winding down the barrels of the Gunner’s Minigun.
Fixed an issue that caused Manny’s and ISAC’s VO to be too low when Mena language was selected.
Fixed several props in the world not having audio.
Fixed an issue that could cause a collected Recording to not automatically play when picked-up after fast-travelling or logging in to the game.
Modding, Crafting & Recalibration
Fixed an issue that caused the Laser Pointer mods to be misaligned on the Carbine 7.
Fixed an issue that caused Scope mods to be misaligned on the Stoner LMG.
Fixed an issue that caused the “Lullaby Upgrade” and “Ruthless Upgrade” blueprints to not count towards the Weapon Upgrade section in the Crafting bench.
Fixed an issue that caused some players to be unable to upgrade equipped exotic weapons.
Improved the Ui for upgrading the Crafting Bench to Gear Score 500.
Fixed an issue that caused the Random Brand Vest items to sometimes yield less armor than the description of the blueprint would suggest.
Fixed an issue that would cause some gear dyes not appearing properly on items when equipping them on a female character.
Fixed an issue that caused the Stats menu to display the “Armor Regeneration” as 0 when mods with “+ X Armor / s Regeneration” and “+X Armor on Kill” were equipped.
Fixed an issue that caused the Black Market RPK-74 E Replica to have odd properties.
Fixed an issue that could cause Pivot Pads to be crafted without stats and armor.
NPCs
Fixed an issue that could cause NPCs to desync after being hit by a melee attack.
Fixed an issue that could cause the RPG NPC to lose the ability to use the RPG Launcher while under a status effect.
Fixed an issue that caused the bullets of the Tank Mini Gun to not be synced with the weapon.
Fixed an issue that caused NPCs looping the peek out animation when targeted by an agent.
Fixed an issue where NPCs would drop their Grenade Launcher when climbing a ladder in Kenly College.
Fixed an issue that could cause NPCs to pass through doors instead of opening them.
Skills
Fixed an issue that caused missing visual effects when the Defender Drone deflected incoming bullets.
Fixed an issue that could cause the Reviver Hive to not work when player health was low while in a down state.
Fixed an issue that could cause the Reviver Hive to trigger reviving a player while already being revived by a Control Point Officer.
Fixed an issue that caused the Artillery Turret’s cooldown to decrease faster than other Skills with the same base cooldown when having Skill Haste.
Fixed an issue that could cause the Firestarter Chem Launcher’s charges to be destroyed after the cooldown had already ended when the player had at least 100% Skill Haste.
Fixed an issue that caused the tutorial video for the Mender Seeker Mine to not be visible in the Skills mod menu.
Fixed an issue that caused the audio effects of the Incinerator Turret to not work properly.
Fixed an issue that caused the Restorer Hive to not affect other friendly Skills.
Fixed an issue that could cause Assault Rifle Damage to Health bonus to effect Skill damage when an Assault Rifle was drawn and equipped.
Fixed an issue that caused the Artillery Turret UI to not state that it applies the Bleed status effect on hit.
Weapons & Gear
Fixed an issue that caused the bipod to be visible on the KAC LAMG’s inventory picture model.
Fixed an issue that could cause a player being unable to acquire the Gunslinger Holster: Rind Exotic Holster when repeating the project.
Fixed an issue that could prevent players from re-playing the High Noon Saloon project if they failed to loot the named boss in a group.
Fixed an issue that caused the Sleight of Hand talent to be active inside safe zones if the player had the Dodge City Gunslinger’s Holster equipped and their pistol drawn.
Fixed an issue that caused sidearms to be misaligned when holstered in the Dodge City Gunslinger’s Holster.
Fixed an issue that caused the lever action animation to not trigger when firing the Diamondback.
Fixed an issue that would cause the 5 of 6 gearset bonus of Aces & Eights to break when it activated while the player was under ab EMP effect.
Improved Signature Ammunition pick-up when the spare ammunition is full.
Fixed an issue that could cause the “Protected Reload” and “Protected Deploy” talents to randomly grant 20% bonus armor.
Fixed an issue that caused the Military M60 to clip with the player model when reloading and moving side to side.
Fixed an issue that could cause skills thrown while having the BTSU Gloves equipped to damage or ensnare the player that used the skill.
Main Missions
Fixed an issue that caused the objective marker in the invaded Space Administration HQ to be misplaced in the final beat.
Fixed an issue that could cause streaming issues when wiping during the first part of the Space Administration HQ mission on Heroic difficulty.
Fixed an issue that caused a breadcrumb marker to misdirect during the “Reach the docks” objective in the Potomac Event Center mission.
Fixed an issue that caused NPCs to phase through the closed door during the objective “Upload Data” in the invaded Bank Headquarters mission.
Fixed an issue that could cause audio to not work when a player transferred back to Washington D.C. while standing inside the last ECHO in the Manning National Zoo mission.
Fixed an issue that caused the Grenade landing UI to be off-screen when attempting to throw a Grenade at Emeline Shaw inside the monorail in the Manning National Zoo mission.
Fixed an issue that caused players to not see the Monorail and surroundings if they were invited after the Monorail cinematic had finished in the Manning National Zoo mission.
Fixed an issue in which the crosshair incorrectly turned red when aiming at Emeline Shaw in the Monorail even though she can’t be shoot at that time in the Manning National Zoo mission.
Fixed missing smoke and fire effects during the Monorail encounter in the Manning National Zoo mission.
Fixed an issue that could cause a health bar to appear on the train under specific circumstances in the Manning National Zoo mission.
Fixed a missing interaction highlight for the Access Point room door in the Manning National Zoo mission.
Fixed incorrect collision with a prop in the Manning National Zoo mission.
Fixed an issue causing the Devourer boss to only attack an active Striker Drone and ignore all players in the Manning National Zoo mission.
Fixed an issue that could cause players to become stuck in a location in the Manning National Zoo mission.
Fixed an issue where no rain would be visible during a thunderstorm in the Camp White Oak mission.
Fixed a missing objective after the “Reach the Tunnel” objective in the Camp White Oak mission.
Improved the performance for the objective area “Reach the Tunnel” in the Camp White Oak mission on Challenging difficulty.
Fixed an issue causing players to be unable to leave the Camp White Oak mission when having bought the Year 1 Pass at the start of the mission and leaving a party.
Fixed an issue that could cause an infinite loading screen if the session owner would leave the group during the “En route to Manning National Zoo / Camp White Oak” screen.
Fixed an issue where NPCs would stop fighting when agents covered at a specific wall in the Grand Washington Hotel mission.
Fixed an issue where players could fall through the map when rolling over a prop in the Grand Washington Hotel mission on Challenging difficulty.
Fixed an issue where the elevator doors would not open after players fast travelled to the Grand Washington Hotel mission and had previously called the elevator.
Fixed an issue that could cause a player to take no damage when standing in a certain area in the Grand Washington Hotel mission.
Fixed an issue that would cause True Sons Heavy Weapon NPCs to go prone in their spawning area in the Lincoln Memorial mission.
Fixed missing water textures in the Roosevelt Island mission when playing on less than medium graphics settings on Xbox One.
Fixed an issue where NPCs would too aggressively flank players under certain circumstances in the invaded View Point Museum mission.
Fixed an issue that allowed players to pick up the “Relocation Order” collectible through the wall in the View Point Museum mission.
Fixed an issue that could make the rooftop encounter in the Invaded Capitol Building mission too easy when standing in certain areas of the map.
Fixed an issue where the sound effects of the mortar mine would be delayed in the Jefferson Plaza mission.
Fixed an issue where players would hear incorrect sound effects when collecting a laptop during the objective “Secure interrogation data” of the American History Museum mission.
Fixed an issue that allowed players to remain in an unintended position during the final beat of the Capitol Building mission on Heroic difficulty.
Fixed several lighting issues for several doorways.
Fixed several issues with covers.
Fixed several lighting issues.
Fixed several occlusion issues.
Fixed several props not being destructible even though they should.
Fixed a few breadcrumb issues. Hopefully you won’t get lost in the woods anymore…
Side Missions & Classified Assignments
Fixed an issue that could prevent players from collecting backpack trophies in Classified Assignment if the Year 1 Pass had been revoked and then was added again.
Fixed an issue that could spawn infinite enemy NPCs in the Drone Crash Site Side Mission.
Fixed an issue that could cause players to become stuck in a Classified Assignment when being kicked from another player’s session.
Fixed an issue that could cause a Classified Assignment to go on cooldown when being kicked out of another player’s session.
Fixed an issue that could cause NPCs to pass through doors in the Central Aquarium Classified Assignment.
Fixed an issue that caused the counter to incorrectly increase by 2 when picking up explosives in combat during the objective “Collect Explosives 0/4” in the Department of Justice Side Mission.
Fixed an issue that could cause the door menu for the Nelson Theatre Classified Assignment to not appear for players on PlayStation 4 despite meeting the requirements.
Fixed several collision issues for props in Classified Assignments.
Operation Dark Hours Raid
Improved performance during the final beat of the raid.
Improved performance while fighting the Weasel encounter.
Fixed a missing in-game notification when accepting an expired invite to a group.
Fixed an issue that caused Lucy’s “360° Chaingun Attack” to not have sound effects.
Fixed missing audio for the overloaded Mortars on the Razorback encounter.
Fixed an issue causing Black Tusk snipers to behave passively during the “Identify cargo delivery” objective.
Fixed an issue that could cause an encounter to unintentionally start when shooting at certain positions.
Fixes an issue that could cause the Aces & Eights six-piece group buff to not be received by all raid-group members.
Fixed an issue that caused Negotiator’s Dilemma gear set “Press Home the Advantage” talent to not apply the “+10% explosive damage” buff to all raid-group members.
Fixed an issue that could cause the spectator camera to shake in Synced View when spectating a moving agent.
Fixed an issue where text in the Activity Summary could overlap in several localizations.
Fixed an issue that could cause sub groups to be inconsistently displayed in the Activity Summary.
Fixed several issues with cover.
Kenly College
Fixed a placeholder text on the Kenly College Megamap.
Fixed an issue that could cause the arrival helicopter video sequence to play in reverse when leaving a group.
Fixed an issue that caused the countdown timer and “in progress” texts to flicker in the Kenly College progression tab.
Fixed an issue that could show an incorrect NPC level in the Kenly College progression tab.
Fixed an issue that would cause the activated panel lights to no longer appear if the game was restarted or the player disconnected during the “Disable power sources in correct order” objective in the Student Union Investigation Area of Kenly College.
Fixed an issue that could cause the remaining enemy NPCs to not follow the player when securing the area during the “Investigation: IED Terminals” mission in some locations of the Student Union Investigation Area of Kenly College.
Fixed an issue that would cause the Kenly College discovery Voice Over to play each time a player returned from the Expedition.
Fixed an issue that could prevent players from fast travelling to Kenly College if the party leader was already in the Expedition area.
Fixed objective indicators not correctly updating in some areas of the Metro Station Investigation Area of Kenly College.
Fixed an issue that could prevent players to interact with the terminals if they disconnected during the “Objective Failed” screen of the “Hack the terminal network” objective in the Library Investigation Area of Kenly College.
Fixed an issue that would cause the Minimap to remain highlighted even after the checkpoint marker for the “Search for more JTF casualties” objective had been activated for players on PlayStation 4 in the Student Union Investigation Area of Kenly College.
Fixed an issue that could cause several loading screens to appear when a group member left Kenly College to return to the Base of Operations.
Fixed an issue where player models could be floating in certain areas of the Metro Station Investigation Area of Kenly College.
Fixed an issue that would cause players in a Dark Zone to immediately be kicked out of the group when accepting the group invite from a friend in Kenly College.
Fixed an incorrect message being displayed when approaching the door of an offline Investigation Area while having another Investigation Area active in Kenly College.
Fixed several cover issues in Kenly College.
Fixed several collision issues with props in Kenly College.
Fixed some lighting issues in Kenly College.
World
Fixed the box carried by friendly NPCs returning from resource gatherings disappearing and reappearing at certain distances. No more magic boxes!
Improved streaming for walls at an Underground Entrance in the Open World.
Improved the light transition at noon time in the Theater Settlement.
Fixed several occlusion issues in the Open World.
Fixed an issue that allowed players to not take any damage when standing at a certain location in the Open World.
Fixed several cover issues in the Open World.
Fixed several collision issues with props in the Open World.
Fixed several lighting issues in the Open World.
Improved several streaming issues in the Open World.
Fixed some breadcrumb issues in the Open World. Yes, time for more Hänsel and Gretel references!
Dark Zone & PvP
Fixed an issue that could cause players to not be able to join a matchmaking server under certain circumstances.
Fixed an issue where Turrets could drop through the environment when being quick deployed in some Dark Zone areas.
Fixed an issue causing enemy NPCs to become stuck in certain areas of DZ West.
Fixed several props during the Intro Mission for DZ South.
Fixed an issue where player speed would briefly slowdown in Conflict when walking over a supply drop area.
Fixed occasions where a downed player name could appear multiple times inside a Checkpoint in the Dark Zone.
Fixed an issue that could cause a player to become immune to damage in certain areas of the Stadium map in Conflict.
Fixed several display errors that could occur when using multiple monitors in Conflict.
Fixed several audio issues in Dark Zones.
Fixed several props providing cover in Dark Zones.
Fixed several cover issues in Conflict.
Fixed several cover issues in Dark Zones.
Apparel
Fixed an issue where chest skin particles would look low quality when wearing the Malibu Shirt on a male agent.
Fixed an issue that could cause several shirts to look too tucked in when wearing the Hawaiian pants on a female agent.
Fixed an issue that caused the Dallas necklace to clip through certain high-end vests.
Fixed several clipping issues for the Gunner uniform.
Fixed multiple missing textures between the Seattle Sneakers and multiple pants on a male agent.
Fixed an issue that caused an agent’s weapon to show when using the “Aerobic” emote.
Fixed props missing from the Band Dance and Impatient emotes.
Fixed the Bermuda gear dye to be applied incorrectly to some “Tay” Protective Pads.
Fixed an issue causing the agent’s face to twitch when performing and previewing the Facepalm and Mime emotes.
Fixed an issue causing the agent to freeze for a few seconds after performing the “Sassy” emote.
Fixed several clipping issues with Apparel.
Other
Fixed an issue that could cause a player’s vision to be obscured by visual effects when shooting reed props with Specialization Ammunition.
Fixed an issue causing the “Roaming gunners” objective to not update when killing the heavy weapon NPC with a Skill.
Fixed an issue that would cause a player character to appear in the black screen when starting the Benchmark test.
Fixed an issue that would allow players to finish the Commendations “SHD Skill Merit”, “Demolitions Merit” and “Drone System Distinction” in the Shooting Range.
Fixed an issue that could cause Aim Assist to turn to ON each time the game is started no matter what settings had previously been used.
Fixed an issue where Notifications were incorrectly displayed on wide screen monitors.
Fixed an issue where the default layout for chat would clip outside the game window when using a wide screen monitor and having the “Anchor UI” option enabled.
Fixed several issues with incorrect menu narration.
That’s one insanely long list of patch notes, no? Once the patch is out, we’ll be sure to let our readers know.
If you’ve played the Call of Duty: Modern Warfare beta, chances are you’ve been shot in the back quite a few times. Sure Infinity Ward bring the mini-map back, but that didn’t fix the Modern Warfare spawns, which weren’t that good, at least in the beta.
Want proof of it? Check out this video by FejSkaz, which shows him shooting people while they spawn!
It’s bad, right? Of course, this is a beta, so things will change, and Infinity Ward has already said that they’re looking into tweaking it, which I’m hoping we see implemented in the beta this coming weekend.
Speaking of the beta, Infinity Ward has announced that this weekend, we’ll see the 32 vs 32 Ground War mode.
Did you encounter any bad spawns in the Modern Warfare beta? Let us know your thoughts in the comments below.
Well, it’s a wrap for the Call of Duty: Modern Warfare beta’s first weekend of availability! Next week, Xbox One and PC players will be able to jump in on the fun as well! As for PS4 gamers, expect the Modern Warfare 32 vs 32 Ground War mode to become available during this upcoming weekend!
This was announced by Infinity Ward on the beta client’s messages of the day.
GROUND WAR COMING SOON
“Thank you for playing the Call of Duty: Modern Warfare Beta! We hope you’re enjoying everything we’ve shown you so far, but we aren’t done yet! On Saturday, September 21, during weekend two of the Beta, we’ll be taking your multiplayer experience to the next level. Taking place on a new map, Karst River Quarry, you’ll get your hands on 32v32 warfare in a new mode, Ground War.”
In addition to that, a new trailer hyping the second week of the beta has been released as well.
If you thought 10 vs 10 Domination was chaotic, we haven’t seen nothing yet it seems.
Do you think 32 vs 32 Ground War will work with Call of Duty’s fast time-to-kill (TTK) and killstreak-heavy gameplay? Stay tuned to our Modern Warfare beta impressions hitting the site soon.
It’s been a long time since we got a new Borderlands game, and during its absence, different games filled up the looter shooter genre (to some degree) with the likes of Destiny, The Division, and more. While not the same games per se, the Borderlands franchise has enough similarities with these games to fall under the looter shooter genre. The big question now is: is the game a worthy addition to the franchise, or does it falter in today’s gaming landscape? Read on for our Borderlands 3 review to find out.
A Humorous Story Not Built for Everyone
And that is how it should be. I’m tired of seeing games trying to cater to every type of person out there or set out an agenda, sacrificing what made them so enjoyable the first time around. Borderlands 3 doesn’t shy away from all the crude jokes, pulling at whatever strings it could possibly find. I’ll admit it’s very meme-filled, but that’s what people of the franchise have come to know it for. While the main villains, the Calypso Twins, won’t hold a candle to the greatness that Handsome Jack (Borderlands 2) was, they’re in the least pretty entertaining to watch. Essentially, they’re a satire version of popular platform streamers that control the media.
These twins certainly don’t take a back seat as many of the villains in other games, and the game will certainly give you reasons to want to kill them. Along with some fresh faces we also get a ton of characters returning back. I never like going in-depth in the main story as I find it better for the players to experience it for themselves, but it’s definitely enjoyable and the side quests — albeit can be repetitive with tasks and backtracking — do offer some enjoyable dialogue interaction between the player and other key characters. There’s loads of side missions to do if you don’t want to just run off and rush through the campaign, and I found myself doing a good chunk of them through my first playthrough.
Kill.Loot.Kill.Loot
Advertised to have over a “bazilion” guns, Borderlands 3, much like its predecessor, offers players an absurd endless amount of weapons and gear that can be collected throughout the game’s campaign. Tons of hidden chests and unique drops from bosses give gamers all the reasons to replay this title, and of course that’s in addition to trying out the other available classes. Loot in this game doesn’t get boring as every single weapon has their own unique stats and effects and they can get pretty crazy. Some reward you with money, others will pack some sort of elemental punch and surprisingly, yes there are guns that do actually have legs and walk around. Either way, this game is nothing of short when it comes to loot and it’ll definitely satisfy anyone’s craving for a heavy loot base game.
There is one major improvement that Borderlands 3 does introduce and that’s to the co-operative loot. In the previous game when players would play in an instance with other all the loot was shared and could only be picked up by a single player. This created much frustration as players would miss out on some very rare legendary/exotic drops if someone else decided to pick it up before them. Of course the “trading” system back then allowed one player to drop the weapon for another to pick up, but there were still times when some would be completely selfish and not share whatever loot they can. This has all changed in Borderlands 3, and while it still offers the traditional co-operative loot, dubbed Coopetition, the new loot option lets everyone be happy by allowing them to pick up their own unique drops when in co-op. Enemy scaling is also tied to it where in coopetition enemies are scaled to the host and in the other (Cooperation) they are scaled to each individual players. Some may prefer the traditional loot system, but I’m thankful that they added the new option as I find it makes progression all the more flowing.
And we mentioned above that the previous trading system in the game requires players to drop guns for one another and while you can still do that, there is now a dedicated trading mechanism to make things far more easier between players. The overall loot system in Borderlands 3 is just so much more better and satisfying that other games should attempt to follow it. Heck they should look to the previous games still as many are still not to that point when it comes to loot. There’s just so much loot content in the game it’s hard to complain if the team were to decide add more later on as the package feels all there.
Same Old Dog Learning New Tricks
The core gunplay in truth hasn’t changed all that much from Borderlands 2. Sure they added a slide and vault mechanic along with a few other things, however, for the most part it will feel nearly identical to the past iteration. This isn’t to say this is a negative in anyway, but if you were hoping for some major overhaul with it, well lower those expectations. I will say it does feel the combat is more faster and fluid than the last three iterations, however the core experience remains the same regardless. And my philosophy has always been if it ain’t broke why fix it, though I can understand where some may come off as feeling tired despite the long releases. Honestly, despite having small changes to the overall gunplay, it’s actually the quality of life improvements that players should be looking forward to. There’s a lot of small changes this time around that make up to be major improvements. For example the fast traveling system has been overhauled to allow players to fast travel from anywhere on the map and you can even fast travel to a vehicle that you had abandoned. Other small changes include a ping system, trade system, being able to access vendors while others are using them, and so much more. Sure these features aren’t groundbreaking, but they do in the least add up to a better experience that makes it vastly superior to the previous Borderland games. I would like to point out unless I’m using the fast travel wrong there doesn’t appear to be a way to fast travel to other planets if a quest takes place there. No instead you’ll have to travel to the Sanctuary ship first and then fast travel to the other planet. Seems like a pretty annoying design flaw that surprisingly got passed through.
Moving on the game, much like the previous ones, features four unique starting classes with more likely to be added in the coming DLC. My first playthrough of Borderlands 3 I choose to go with Fl4K, who is a humanoid robot with abilities centered around pets and self-buffs. The class was pretty fun overall as with the other three that I got to try out after completing the campaign. The one glaring problem that I found throughout my playthrough was the excessive use of bullet sponge enemies. This may just be more of a sign that I was simply undergeared, however we even found that the bosses were pretty spongy themselves to the point that strafing was an endless loop during those fights. This issue was definitely easier solved during the cooperative play, though if you want to play it solo I suggest you at least invest in better gear than I did.
And speaking of co-op, if there is one thing that I must decide would be a feature in the Borderlands franchise that must be a standard in today’s industry, then it has to be the co-op system that fans have grown to love. For whatever reason, games today are doing co-op completely wrong. They either offer it, but only for a limited amount of missions, or they give us a full co-op experience but one player is completely missing out on unlocks and other campaign related goodies requiring them to play-through it on their own file. It’s as if they’re stuck in the old ways of gaming, yet Borderlands 1 was a thing since last generation. With Borderlands 3 (and the previous iterations) I can enjoy the full campaign with friends without having to worry about replaying the exact mission to get everyone caught up with one another. The only major downside is that if you join a friend’s campaign who happens to be ahead of yours then you’ll be brought up to their current campaign progression, meaning you just missed out on a lot of things such as boss fights, trophies, missions, and loot so do be careful. Either way, Borderlands to me has always set the gold standard when it comes to how developers should handle cooperative play in games as it doesn’t force players to re-run the game with the same character since campaign progression is all shared.
Super Clean Look, A Not So Silky Smooth Experience
Visually this time around Borderlands 3 offers the most diverse environments than any of its previous predecessors, although those ones were pretty diverse with what they had to work with. While at first glance the game does appear to look the same, I can assure you it isn’t. The overall picture quality is much more crisp and there are far more details in characters and the overall environment. The art style remains the same, though that isn’t surprising as it’s a staple of the series. Personally I’ve never been a big fan of it, always thought it looked ugly but hey that’s me and I know I can respect the consistency and unique look that it has going for it. Borderlands 3 without a question is the best looking Borderlands game to date and I did like how much cleaner it looked compared to last generation where visuals appeared more muddier. Character models don’t look reused as they have all been updated with new visuals to appear more smoother when it comes to their animations and they also have far more details. Pop-ins aren’t bad at all either and I’ve only noticed them for a small moment when loading into a new area or coming back from the dead.
Performance on the other hand was a bit of a hit and miss. Playing on the PlayStation 4 Pro I found it to be very common to experience hitching and frame-rate drops regardless if the area was populated or not. I can’t speak about the other platforms, though if the Pro was experiencing these then no doubt the original PlayStation 4 and Xbox One are also experiencing performance issues. Menus were especially slow when compared to everything else, which is odd because a majority of titles tend to keep the main menu UI as streamlined as possible. And do mind this was with the performance option selected on the PS4 Pro, which the other available option is resolution/graphics. It did run better but not by a whole lot. Split-screen is also back, though this is where the performance issues truly showed and we aren’t surprised by that since the base game struggles. Textures would have issues loading in and frame-rate dropping was way more noticeable than it was in solo play. I’d almost argue that it was unplayable as we stopped playing it that way here locally. Gearbox did acknowledge that they were looking into the performance issue, so hopefully this is resolved sooner rather than later.
I will say the in-game map is rather clunky and menus would typically hitch up. There’s also loading screens between areas on the same planet, which feels like a pretty dated design choice. The last game I played with loading between open world maps was Anthem, but thankfully the loads aren’t that bad. Annoying yes, but not to the point where I want to pull my own hair out. And at least the maps overall are large and filled with side quests so it gives players a reason to stick to a single zone before moving onto the next. Just throwing this out there for Gearbox, but maybe give us a seamless world for the next game.
Overall, despite seven years going by since the last mainline Borderlands title released Borderlands 3 for the most attempts to recapture the same core experience that fans grew to love, and it does. This game is specifically built for the fans and although it may not be the huge overhaul that many had hoped, similar to how Borderlands 2 was to one, in the least the game maintains everything a Borderlands fan could want out of a Borderlands game. I enjoyed the game for what it is and fans will also, though I will note that the experience is all too familiar to the point that it almost feels like a large DLC expansion to Borderlands 2. Take that as you will. I don’t necessarily think that’s bad as the franchise isn’t one that releases every year so it’s not like people are tired of it, but it does make you wonder if the studio could have done more in terms of advancing the franchise. Again I just want to stress that this is a game made for the fans, so if you’ve been on the fence and loved the other entries you should definitely pick this up. If you are new to the franchise, it honestly isn’t a bad starting point despite being the third entry. You’ll just obviously be out of the loop on a few things, so i would suggest you at least play the remasters before hopping into three.
Overall score: 8.5
Pros:
Diverse environments that won’t bore you
Enjoyable story
Tons of side quests to keep you playing for a long time
Online Co-op continues to set the golden standard
Tons of quality of life improvements to bring to title up-to-date
Loot, Loot and Loot
Cons:
The soundtrack
Slow and clunky UI
Excessive amount of bullet sponges, bosses especially
Frame-rate issues can dampen the experience
Repetitive Missions and Backtracking
No vertical Split-screen option and split-screen overall is a technical mess.
A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.
At this year’s Tokyo Game Show, Square Enix brought gameplay footage of the upcoming Marvel’s Avengers title set to hit next year. Don’t get too excited, though, it’s the same gameplay footage the publisher released a few weeks ago, but this time, we see how the Avengers game HUD looks like!
Check out the gameplay video below where you can see the HUD where it shows a bar under the player health, tutorial pop up on center, and even mission requirements on the left.
In addition to that, we now know that enemies will have health bars, and we can see damage counters as well when enemies get hit. Here’s some of the other new stuff from the video (via Reddit user empw):
DOZENS of suits. DOZENS. From movies, comics, and their own thoughts. It sounded to me like it was dozens per character but I don’t want to confirm that yet.
The game ships with more than 5 playable characters. We know Kamala is one for sure. Wonder who else.
They mentioned fan-service being a big part of the game. I love to be catered to.
Hulk can punch! Shout out /u/ItIsABear for his write up.
Enemy has health bars and there is a damage counter. Not sure how I feel about the health bars, in this it really took me away from the immersion. I’m sure I’ll get used to it but would love the option to turn it off.
In case you’re still looking forward to more Final Fantasy 7 Remake footage, we have one from the Tokyo Game Show that not only shows a boss fight, but even a Final Fantasy 7 Remake Ifrit summon — and yes, it looks scarily fantastic!
For those unfamiliar with the franchise and summons, in almost all Final Fantasy games, players can summon these large beings that inflict a ton of damage, and usually look super cool — the first few times you see ’em. Of course, after watching the drawn out animations, you’ll want to skip them. Watch Cloud take on the Aps boss, and you can watch Ifrit being summoning at around the 2:40 mark.
Impressive, no? It’s definitely a step up from the original Ifrit summon from decades ago.
Following Nioh 2’s reveal at this year’s Tokyo Game Show, Koei Tecmo has announced that a Nioh 2 beta is hitting the PS4 this November, and it’s free for everyone when it launches this November 1!
Yokai hunters, ready to face the Dark Realm? Play the Nioh 2 Open Beta starting November 1 to 10, available at PS Store pic.twitter.com/EPPoqWBsiZ
Developer Spiders is no stranger to creating action-RPGs. Having worked on titles such as Bound by Flame, and Technomancer, it’s clear that these devs have a passion for the genre, even if their budgets haven’t been up to par with bigger AAA titles. While there are some great moments filled in both games, overall they were solid efforts with some redeeming factors. I’ve always had a soft side for them, and with Greedfall releasing, it looked like it could be their biggest and most ambitious title ever. Did my expectations find a game worth the early buzz? Absolutely.
A Whole New World
Greedfall has players taking control of either a man or woman they can customize right from the start before the adventure begins. This includes how they look and what class to pursue. While players are able to mix and match what skills and abilities they get via three different trees, nothing is set in stone as players can also respect a few times if they don’t find their build to their liking. Once selected, the player is let loose in the first city, which ironically is used as a tutorial hub. This area turns out to be quite bigger than I anticipated and lead to the first thing that I immediately noticed about Greedfall. It’s a beautiful game, so much that if I was shown a screenshot of this, I’d almost think it was another entry in an Assassins Creed game, it’s that good looking. In particular, the lighting and atmosphere create this dirty yet beautiful look at times remind me of dark autumn colors. It might sound a bit drab and potentially some might prefer a bit more color, but I was absolutely in love with the world from the start and I hadn’t even arrive on the island yet. This also extends into the user interface with easy to use maps, quest logs, and equipment and stat management.
The plot of Greedfall has a few elements to it I found myself drawn into. The first one introduced right away is that there is a disease spreading that is incurable. Think something akin to the Black Plague. Once people get it, their lives are cut rather short and horridly. They believe there is a potential cure on the island of Teer Fradee; a place that we have started to colonize and explore. It’s an island that is quite unique in that there are creatures we’ve never seen before, which leads into the next plot point that Greedfall likes to focus on: politics and religion. Do we, as explorers, have the right to take the island from the natives? And what about protecting ourselves from their attacks? While Greedfall might not put a huge focus on these elements, they are ingrained with the decision making when choosing how to accomplish quests. Do you help the natives defend against a group of evil minded missionaries? Perhaps a certain group is unjustly attacking the colonial people? In making those choices, the player’s reputation with that group might go up or down, altering their attitudes towards the player at later moments. It was decisions like these peppered throughout the narrative that absolutely kept my wondering what my choices were going to affect. There is another part of the plot that focuses on events that occurred in the past with the island and definitely leads way to some intrigue and wonder but I won’t spoil those elements.
Your Adventure Awaits
While exploring the island of Teer Fradee, there are many locations to visit. And while the map is rather large, it’s not open world. Instead, Spiders has decided to go for a rather large selection of hub-like areas, big and small. This works well and the game has an easy enough interface to make exploring rather enjoyable. While players will be traveling a lot from point A to point B for various quests, fast travel helps immensely with this. The beautiful part of the majority of quests is that there is very little in the way of fetch quests. So while players might be going back and forth for a mission, it’s never for just obtaining one item usually, and will usually lead way to more story elements, or other interesting revelations during that particular journey. Quests will start off sometimes simple enough only to turn into much longer affairs. That’s not to say every quest is a home run, the majority of these I found intriguing, interesting, and taking me to unique looking locations, which is a good thing because while Greedfall looks rather stunning at moments, there are a whole lot of tree and mountains to look at. Though some areas change this a bit, adding in something like a swamp or water fall area, a lot of the world does look a little too similar at times, beautiful as it may be. A bit more variety in locations could have gone a long way.
Combat is in real-time, and depending on what class players are focused on, can feel extremely different. Using a warrior style will lead you to more two handed weapons, armor, and slow but powerful attacks. Magic users can dash around the environment, firing magic projectiles at a distance, or the agility class can use traps and focus on guns more. Each class can be sort of mixed and matched with others to the players liking. Experimenting with this was rather fun and because memory shards are collected as the story progressed, there is ample time to reset stats and try something different.
While combat felt a little bit chaotic for me at first, after a few hours I learned how to properly dodge or parry incoming attacks. There is no typical block button in Greedfall, and there is also a unique armor system in play. Armor shields sit above the players health bar and different attack types do different damage to those. Once those are whittled down, health takes more of a hit when attacked. This can be circumvented with potions found or crafted when in battle. Eventually I felt like I was doing a battle dance around the playing field, attacking with my AI-controlled companions together to bring down any enemy I encountered. While the earlier hours were a decent challenge for me, I did feel like later on I was defeating most battles with ease. There are a variety of difficulty levels to select from if the challenge doesn’t seem hard enough. I felt it was just right for my playing tastes.
An Island of Fun
Greedfall truly surprised me in a lot of ways. Not just from a visual standpoint but just the overall package Spiders provided. The music was appropriate and fitting for the theme. The plot line kept me engaged. The decisions I had to make, had me wondering what might alter my relationship with various factions. The overall system performance on the PS4 Pro was also excellent. The majority of my time within my 38 hour play through I experienced no major or game breaking bugs. There are a few lower quality elements noticeable, like characters facial animations and how little the NPC’s really do most the time. Standing around or acting like they are there just to showcase that the world isn’t empty. It’s almost a optical illusion in an essence, but it worked. I felt the camera control was a little too fast, but turning that down all the way helped my experience out perfectly. Little minor graphic blemishes or issues aside, it’s still Spiders most polished and realized game to date. The passion for the project shines throughout.
When I finished Greedfall, I wanted to know more about the island, more about the people, and I felt a bit empty having finished it. The ending I got was catered towards the details and choices I made, but really it all comes down to one choice after the final battle. The remaining details of choices are detailed in narration. I was satisfied overall, but yearned for a little bit more. When I mentioned feeling empty earlier, it’s not in a negative way. It’s the sign of a game I truly had a blast playing and absorbed myself into. That feeling when something you enjoyed so much is over and there is nothing left. That’s how I felt. With no New Game +, the only choice is to either load the last save before the final mission to wrap up any side stuff, or start a new adventure making new choices. I think I’ll do the latter and go back to Teer Fradee once more. This is the Spiders’ best work to date. The team absolutely deserves praise and if this is any indication of their growth going forward, Spider is one for RPG fans to keep tabs on. Greedfall is one of my favorite gaming experiences of 2019.
In the fourth day of the Call of Duty: Modern Warfare beta, Infinity Ward has updated the playlist, and has taken out the friendly (teammate) outlines that lets you see them through walls. Of course, this isn’t needed as much given that we now have a mini-map to use again since it was added yesterday. Check out the full Modern Warfare beta update day 4 changes below.
Over two weeks ago, we reported that the latest Battlefield 5 patch not only brought in new gameplay fixes and gameplay features, but it also introduced the Battlefield 5 high ping issue. If you’re hoping it gets fixed soon, sadly, that won’t be happening until we get a new patch released.
This was confirmed by DICE over on Reddit where it gave the following status update when it comes to the Battlefield 5 high ping issue.
“Update on the High Ping Issue Battlefield – We’ve tried to make something work for this week in terms of a Hotfix, but we want to take more time to ensure that the issue is resolved fully, and correctly, and so will be including this in our 4.6 Update releasing later this month.”
Yep, it’s coming to update 4.6, whcih the team is working on right now. More details regarding that will be made this coming week, with the patch’s release set for later this month. Hopefully, once this gets fixed, no more new issues crop up.
In case you didn’t know, the Call of Duty: Modern Warfare beta is now open to everyone with a PS4 (no PlayStation Plus required). If you tried searching for it on the PSN Store, you won’t find the Modern Warfare download link or page on PSN, which might puzzle people. For those who want to download the Modern Warfare beta client, we’re here to help you do just that!
Players will need to go to the Call of Duty Promotions page. Once there, choose a country and then hit “submit,” where you’ll then be given a code that you can use on PSN! Once you redeem it on PSN, you’ll then gain access to the client. Download it, and that’s it!
The Modern Warfare open beta runs from September 14-16, and again next weekend on September 19-23.
For those who already have access, Infinity Ward is making changes to the game, and here’s what’s new for today!
Stay tuned for our hands-on impressions of the beta once we’ve poured enough time into it, and with the beta’s updates, we want to make sure we give it a fair shake.
It’s the third day of the Call of Duty: Modern Warfare beta! In case you haven’t turned it on yet, the Modern Warfare beta update for day 3 increases the level cap to 20, adds a new mode, and adds the mini map, though you won’t be able to enemy fire (red dots). Same as before, this is a server-side update, which means no download is necessary.
In case the 50-minute Death Stranding gameplay footage from the Tokyo Game Show (TGS) wasn’t enough for you, here’s more new Death Stranding TGS gameplay! Running at 30 minutes long, this is once again narrated by game creator Hideo Kojima, and we see Noramn Reedus check things out, and well, watch for yourself.
We see the main character check out a fetus, eat a bit, and of course, interact with the in-game items based on real-world brands (yes, product placement stuff as we’ve mentioned before). We also see him take a piss, and traverse the environment.
What are your thoughts on this new Death Stranding gameplay so far? Are you in on the hype train or still thinking just what kind of game it is?
Death Stranding will be out this November 8 exclusively on the PS4.