God of War Ragnarok Valhalla DLC officially launched this week, and while it has been marketed as a new roguelite experience built for Kratos’ second foray into Norse mythology, don’t let that turn you away, as the DLC is filled with just as much narrative as you’d expect from series, that you’ll have a hard time believing this is free.
Setting the Bar for DLC
I just got done with “beating” the God of War Ragnarok Valhalla DLC, and I am absolutely blown away by what Santa Monica has created here. While I initially thought this would be endless runs, much like what Naughty Dog has detailed for their No Return roguelite experience for The Last of Us 2, to my surprise, Santa Monica has crafted a rather elaborate story with this DLC. There will be no spoilers outside of me saying that for those wanting to see the tale of Ragnarok continue, you’re getting your wish with the Valhalla DLC.
Trust me when I say this: it is worth playing, and it’s shocking this isn’t some paid DLC because it has the meat you’d expect from an expansion. I’d go as far as to say that this sets a whole new bar for free DLC. When I say that, I mean that there is a story, as it features full-length cutscenes, character interactions, and even an ending. Weren’t it for the repeating nature of things, you’d think this was part of the main campaign. The production value is above and beyond what you’d expect from a free DLC.
It’s also rather clever that its whole roguelite aspect makes sense lore-wise. It’s a never-ending battle, where every time you die or complete a run, the world refreshes again for you to rinse and repeat—a cycle, just as described in Norse Mythology. Each cycle has new story content, almost ripping a page out of Supergiant Games’ Hades.
The Non-Stop Battle Banter/Assist Is Back, But Even Better
Again, I’m not going to spoil the story of the game, but one thing I did want to talk about is the battle chatter a ton of people criticized during the initial release of God of War Ragnarok. It never bothered me personally, as not once did I mention it in my God of War Ragnarok review, but I could understand the perspective of those who complained about it.
I will mention it’s back but with a pretty genius twist. You’ll understand once you’ve reached a point in the DLC story which isn’t that far in. It’ll probably put a smile (among other things) on you, though don’t be surprised if some still complain. It was Santa Monica listening to the feedback, and “doubling” down on it with what will probably make you laugh.
God of War Blends Perfectly Into the Roguelite Genre
Beyond the story, though, I can talk about the roguelite side of Valhalla. Much like any roguelite game out there, God of War Ragnarok Valhalla follows the same idea where you initially start with nothing, then slowly work your way up, earning new gear each run. Some of that gear ends up resetting, while others are permanent, like upgrades and some abilities.
But the runs themselves are interesting, as they follow a specific order but are also randomized in the areas you go to and the types of enemies you face. Some of those enemies have unique buffs and abilities, such as siphoning your rage meter.
The gameplay is very much God of War Ragnarok, and yet it fits so well in this format.
You don’t start overpowered, which is understandable. Still, it has that roguelite satisfaction of building up to it each run and managing challenges and the different bosses the game throws at it. It’s the perfect mode to showcase just how insane God of War combat can get.
There’s so much fun, and runs don’t overstay their welcome. They’ve even added a mechanic you can come across that lets you save and quit without worrying about losing your run.
What I love, though, is how other God of War gameplay mechanics get blended in. Nornir chests are back and give you a bit of a puzzle element to the experience. Elsewhere, The Challenge of Hades-like challenges show up, with timers to kill a certain amount of enemies, with different tier rewards tied to it.
There are even interactive story moments that you can expect.
There’s a lot to experience with this DLC, and after seeing the credits roll, I’m still sitting here in disbelief that this was free. Not only that, but it’s fantastic. If this were a review, I’d probably rate it in the high 9s. It’s that good! Do yourself a favor; if you haven’t already, redownload God of War Ragnarok and the Valhalla DLC, it’s worth the revisit and playthrough.
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.
Beautiful Light is an upcoming team-based first-person extraction shooter with its sights aimed at Escape from Tarkov, but without the high barrier of entry. The early version we got to try allowed us to dive into the immersive and oppressive maps while attempting to secure an artifact and extract before the other teams, within a desolate setting that instantly gives S.T.A.L.K.E.R. vibes. It’s a familiar template that is nonetheless aptly executed, still very much a work-in-progress but already showing promise of a game that could rival the best in the genre.
Calling All Operators
The few matches we played showed an engaging shooter with potential for tactical approach and cooperation with your teammates. It didn’t feel nowhere close to the overwhelming first-user experience seen in Escape from Tarkov, although that could be attributed to the fact that some aspects aren’t yet fully implemented, such as some environment interactions, bullet penetration systems, inventory usage, and anomaly gameplay. However, the need for swift but silent movement and the feeling of dread in face of imminent conflict was already palpable, capable, a great sign of what’s to come.
Gunplay felt solid and while there wasn’t any tinkering with the loadouts or looking into tactical gadget use such as night vision, you have a very clean HUD with fairly realistic ammo check, requiring an inspection of the weapon’s magazine. Running out of bullets during a heated firefight is the worse that may happen to you, making timely ammo checks of vital importance. The map is reasonably sized, with a handful of locations featuring good depth for exploration and ambushes, although there wasn’t a particular jaw-dropping moment, no memorable landmark or location yet, like the ones that often come to mind in a game like S.T.A.L.K.E.R.
Our experience pitted a few teams of three Operators against each other in a bid to secure an artifact and reach the exfil point where the helicopter will be waiting to take you to safety. Easier said than done, as the mission will be regularly hindered by the presence of other players striving for the same objective, but also anomalies that roam the land and try to take you out.
The current game mode requires the completion of a few goals in succession, but the locations where these are placed, namely the keycard computer, may change between matches. Your first task is to find this laptop and print a bunker keycard, scouring the village or radar station, for example, for this hard-to-miss glowing green device. You can’t miss it, but until you do there’s some searching around the various rooms or houses for it, precious time wasted as the opposing teams may already be on phase two of the operation.
Claiming the keycard isn’t a straightforward thing for a new player as it requires a bit of hacking, although that’s quite the overstatement. Using the command help will give you the full rundown on this process, with a memo on the left side displaying the steps to take for achieving this goal and leaving with the printed keycard. A couple of matches later and this is something that any player will solve in a few seconds, as they should, given the rush to reach the next area, the bunker, where the artifact stands.
This claustrophobic area of long and barely lit corridors features a terminal where you must check the state of the core module and connect the power supply cables in the correct order to power up the battery, ultimately confirming the actions and releasing the artifact. Now it’s time to grab it and escape by requesting an helicopter, as anomaly numbers ramp up around you and so do enemy teams.
The current loop is fun, even if lacking a proper progression system that is in the works and should deliver some solid encouragement to your repeat runs. However, there are some concerns looming over the extraction gameplay, the same that plague other similar games to a certain extent. What is going to prevent teams from camping nearby the artifact location, trying to thwart the rival’s plans and winning the match? Or hanging around near extraction points to kill everyone in a frustratingly mischievous tactic? Those are questions that need to be answered when development progresses and we get a clearer picture on the plan to avoid these pitfalls, and hopefully the additional objectives in the works will help players steer their attention to more organic gameplay, instead of monopolizing the camping spots.
Anomaly in the Zone
Beautiful Light tries to offer two very polarizing gameplay styles, providing different thrills overall. While playing as an Operator as described above is your standard shoot and extract template, anyone selecting to play as an Anomaly is going to find quite a few distinct mechanics and objectives. While this mode wasn’t available in our test build, some footage was shown along with info on what the developers are aiming to achieve.
Giving the example of a creature known as juggernaut, this choice will place you in a concept similar to the Alien vs. Predator games. As the Anomaly, your goal and winning condition is purely to hunt and kill Operators, using your evolved movement abilities to their fullest. The footage followed a creature capable of running on walls and jumping between trees with barely any effort, making for quite the predator that would strike from above, unseen and unheard.
This unrivalled freedom is meant to be expanded upon by a selection of different Anomalies to pick from, each one featuring a unique movement type that highly contrasts with the grounded and restricted Operator movement. How that will turn out is yet a mystery, as this feature seems to remain fairly secretive and in early development stages.
Indie developer Deep Worlds aims to release Beautiful Light, its debut title, in Early Access by the end of 2024, which seems like a more than reasonable timeframe for a game already looking solid and fun, but naturally lacking in content, customization, and progression systems. For the Early Access release, the goal is to offer two, eventually three different maps, with the full launch in theory boasting a respectable eight maps.
First impressions from Beautiful Light point to a satisfying compromise between accessibility and challenge, ultimately pending to the latter but without discarding fans of Call of Duty and other more immediate shooters. It’s early days even if the experience was clearly positive, surprisingly polished for a game that still has quite a long road ahead. This is clearly one to keep on your radar if you’re a fan of Escape from Tarkov or Hunt: Showdown mixed with a taste of horror and anxiety where danger may lurk in every desolate corner or pitch-black corridor.
MP1st was given access to a preview build of Beautiful Light for our hands-on session. Beautiful Light enters Early Access in late 2024 on PC.
LEGO 2K Drive update 1.13 (PS5 update version 1.013) is out now on all platforms, and this ushers in Season 3! Read on for what’s new in the LEGO 2K Drive update patch notes for today.
Play through 100 tiers of Drive Pass Season 3 to earn 23 Free Rewards including: 4 Vehicles, 5 Brick Packs, 5 Drivers and more!* Along with Drive Pass Season 3, the newest update to LEGO® 2K Drive includes new ways to play and earn rewards!
Premium Drive Pass Season 3 unlocks the ability to earn a total of 99 Premium Rewards, including: 9 Vehicles, 25 Brick Packs, 10 Drivers, 6 Flairs, 8 Sounds, 26 Stickers, and more!
Don’t forget to head to the Drive Pass menu and select Season 3 to begin progressing and earning these new rewards!
If you have been playing through the Free version of Season 3 and decide to upgrade to the Premium version of Drive Pass Season 3, you will instantly unlock all the Premium Rewards you have earned based on your current level!
EARN NEW REWARDS
Drive Pass Season 3 is packed with a huge variety of Free and Premium Rewards to spark your imagination and make you stand out from other racers! Free Vehicles in Season 3 include a four-wheeled chunk of cheese and a big rig that’d be right at home in a post-apocalyptic wasteland!
PLAY SEASONS AT YOUR OWN PACE
LEGO 2K Drive Seasons are not time limited, so you can pick up and play each Season at your own pace!
The Premium Drive Pass for Season 3 is included in the Year 1 Drive Pass*, and is also available for individual purchase.
SPEED UP PROGRESSION WITH TIMED TASKS
The newly added Timed Tasks help you earn rewards even faster thanks to a wide variety of Daily and Weekly objectives that you can complete to snag extra Brickbux and bonus Drive Pass XP. Note that you must be playing online to access and complete Timed Tasks.**
NEW WAYS TO PLAY
Rearrange the rules to your liking with the Custom Chaos mode that’s now available in Play With Friends multiplayer, including Shared World, Race, and Brick Brawl!** With a huge range of variables you can tweak, you can cook up all kinds of exciting Custom Chaos rulesets.
In addition, the newly added Reverse Races let you drive certain tracks backwards, and the Garage now includes a Part Locator tool that lets you search for specific Brick types via their respective ID numbers.
Full Update Patch Notes
NEW CONTENT AND FEATURES Custom Rules
Custom game settings for single-player, split-screen, and Play With Friends
-Gameplay settings
-Health and damage settings
-Boost settings
-Race Settings: Elimination Mode
-Brick Brawl Settings
Part Locator
Find LEGO parts by number in the Garage
-Displays vehicles that have the part and how to obtain it
Reverse Races
Players may now race popular races in reverse
Timed Tasks
Earn additional Drive Pass XP and Brickbux by completing daily and weekly tasks
-Online play is required to complete online tasks
Top 100 Leaderboard
Compete with players around the world for the Top 100 MP Leaderboard
-Accessible in the Career page
Unkie’s Emporium Surplus Viewer
Displays unclaimed parts in available vehicles
Improvements
Updated Creators Hub Depot list to display by upload time instead for more visibility of recent player creations
Added more information on Unkie’s Emporium, accessible from the Home Tab
Added clearer messaging for Creators Hub uploading rules
Added clearer messaging around why submitted vehicles were rejected
Added clearer messaging about Driver headgear replacement in some vehicles
Added new icons to differentiate Drive Pass-Specific activities in the open-world gameplay
Added functionality to allow Split-screen players to use the primary player’s custom & downloaded vehicles
Added a screen detailing Heat rewards for Ranked MP
Added ability to adjust horn volume in MP
Added ability to lose points for high-ranking players to make MP more competitive
-Players will not lose achieved ranks
BUG AND STABILITY FIXES
Bug Fixes
Fixed an issue where Ranked MP Points weren’t visually increasing between lobbies
Fixed an issue where there are 50 duplicate wheels in Surplus
Fixed an issue where the player loses functionality when another player fast-travels
Fixed an issue where EMP Power-up fails to affect robots in Robot Invasion
Fixed an issue where an error message would appear when the player rejoins the same lobby
Fixed an issue where one player can access Brickbrawl after the second split-screen player leaves
Fixed an issue where OTG is not able to be completed because another player fast-traveled
Fixed an issue where some wheels are not equitable on the Heart of Adventure vehicle in the Garage
Fixed an issue where Part 32828 is unable to be placed in Vintage Car Instructions
Fixed an issue where Part 64448 is allowed to be placed incorrectly in Monster Doughnut Instructions
Fixed an issue where the player is unable to complete Steam Locoboative Instructions
Fixed an issue where the player can be spawned right next to another player during Brickbrawl
Fixed an issue where the boost meter drops after respawning in Brickbrawl
Fixed an issue where the middle mine shoots inconsistently in Brickbrawl
Fixed an issue where the player gets stuck in a respawn loop in an Immortal Coil race
Fixed multiple issues when the player loses functionality in the Garage
Fixed multiple issues when approved vehicles fail to appear in My Hub
Fixed multiple issues when the second player loses functionality in split-screen mode
Stability Fixes
Fixed crash when an offline user enters the Garage
Fixed crash when the player switches between favorite tabs in the Garage
Fixed crash when the player closes the body shop while selecting a vehicle chassis in adjust mode
Fixed crash when a driver and flair are both selected at the same time in build mode
Fixed crash when the main menu loads without adequate online connectivity
Fixed multiple stability issues while playing Play with Friends
Fallout 4’s next-gen update for PS5 and Xbox Series X|S has been delayed to 2024 following its announcement last year. The update is supposed to bring a number of improvements to the game such as higher FPS, improved graphics, and more.
The delay was officially announced on the Fallout Twitter/X account this morning:
Thank you for your patience with us as we work on the Fallout 4 next-gen update. We know you're excited, and so are we! But we need a bit more time and look forward to an exciting return to the Commonwealth in 2024.
As a reminder, here’s everything the next-gen update is slated to bring to modern consoles:
Performance Mode with increased FPS
Quality Mode for up to 4k resolutions
Numerous bug fixes
Additional Creation Club content
Bethesda has yet to elaborate on any of these features as we haven’t heard anything about the update since October of last year. It appears as though we’ll have to wait a little longer to get more details, though we’re sure it’ll be great to hop back into Fallout 4 whenever the update finally does drop.
To keep up with other Fallout-related news, you can click here. Otherwise, we’ll be sure to let our readers know as soon as we hear more about the Fallout 4 next-gen update.
Visual Concepts has released WWE 2K23 update 1.22 (PS5 update version 1.022), which is yet another unannounced patch. Based on past patches, players shouldn’t expect anything major from it. Read on for what’s new in the WWE 2K23 update today patch notes.
WWE 2K23 Update 1.22 Patch Notes | WWE 2K23 Update 1.022 Patch Notes | WWE 2K23 New Update Today Patch Notes:
Size: 1.9GB (Xbox), 1.4GB (PS4)
Update: Content Creator Status has confirmed one new item for MyFaction!
Odds are, we’ll be getting the official patch notes later today — if we get any at all. For reference, the last patch released last month didn’t get any patch notes, though we did confirm it blocked modded wrestler creations, which you can read more about here.
Following last week’s big list of fixes, Remnant 2 update 1.000.021 is now out, and this one hot fixes a short list of bugs affecting the game. Read on for the new Remnant 2 update today patch notes for December 13.
– Fixed an issue where players would become unjoinable in multiplayer.
–Bug Fixes–
] –Archetypes– [
== Summoner ==
– Fixed an issue where after a summon died, a new one would not be able to be summoned.
] –Gear / Items– [
– Fixed an issue where some melee weapons were not using the correct amount of stamina.
I told you it was a short list of fixes. If a new one is released, we’ll let our readers know, but chances are, it’ll be 2024 when that happens.
If you haven’t bought the Awakened King DLC yet, go read our review here where we state, “The low price is inviting and absolutely worth it for the handful of hours that players will get to enjoy, building on a great game that has just started its ambitious content expansion.”
Digital Extremes has fired out Warframe update 2.23 (PS5 update version 1.031), and this is for Update 35: Whispers in the Walls! This is the new major update for the game and brings in cross-platform saves (begins Dec. 14), cross-platform trading and gifting, a new cinematic quest, new mods and more! Read on for the long and official Warframe Whispers in the Walls patch notes!
The mysteries left behind by the brilliant Albrecht Entrati and the unknowable Man in the Wall have begun to unravel. Welcome to Whispers in the Walls: the next major chapter of Warframe’s sprawling cinematic story!
New or rejoining? Welcome all!
If you are NEW to Warframe, you have joined at an exciting point in the game’s story and development! To prepare for the journey ahead of you to reach the Whispers in the Walls content, read our New Player Guide.
If you are RETURNING to Warframe, welcome back! Get caught up on the latest content with our Returning Player Guide.
SPOILER WARNING: If you are in need of a refresher on the Warframe story so far, you can take a peek into the [REDACTED] files found on a particular machine located in the new Sanctum Anatomica hub on Deimos after you have completed the Whispers in the Walls Quest.
Whispers in the Walls is a Mainline Update!
Meaning that everything the team has been working on since the launch of Abyss of Dagath is in this update (with the obvious exception of content that is not ready to be released). It is very likely, as it is with all Mainline updates, that things slip through the cracks so we will be watching for bug reports and feedback in the Dedicated Whispers in the Walls Subforums to address in follow-up Hotfixes.
If any of the terms above are new to you, visit “The Warframe Lexicon for Updates” to learn more about Warframe’s development cycle.
Update Download Sizes:
PlayStation 4: 3.54 GB
PlayStation 5: 8.77 GB (typical larger download due to system differences)
PlayStation Specific Notes:
New fog system on PlayStation 5: With this update, we have updated our fog system in Warframe on PS5! Instead of the previous raymarch system that depended on lighting from the sun and other various baked-in light sources, the new system is lit in real time. Meaning that fog now has a much more realistic appearance based on the environment that it is in.
Keyboard & Mouse Support on PlayStation: Warframe now officially supports keyboard and mouse (KBM) on PlayStation!
You can customize your KBM bindings in settings while they are plugged into your PlayStation.
Several elements of the game are now interactable with KBD, including Menu buttons, Hacking, Shawzin playing, etc.
Note: Even while using KBM, PlayStation controller binding icons will remain in the UI. This is intentional.
TABLE OF CONTENTS:
There is so much to explore in Update 35: Whispers in the Walls! We highly encourage you to read the patch notes in full to learn all you can about the Whispers in the Walls update! But if you are looking for a specific topic, simply CTRL+F the following keywords to jump to its dedicated section:
Sign in starting December 13th @ 3 PM ET until December 20th @ 3 PM ET to play the following alerts and earn the Blueprints and Components for the Sevagoth Warframe, as well as his signature Epitaph Secondary Weapon and Glyph.
Alert 1 Rewards: Sevagoth Blueprint and Epitaph Blueprint
Alert 2 Rewards: Sevagoth Systems and Epitaph Receiver
Alert 3 Rewards: Sevagoth Chassis and Epitaph Barrel
Alert 4 Rewards: Sevagoth Neuroptics and Sevagoth In-Action Glyph
CROSS PLATFORM SAVE ROLLOUT (BEGINS DEC 14TH)
STARTING DECEMBER 14TH, we will begin the rollout of Cross Platform Save across all available Platforms!
Cross Platform Save is an upcoming optional feature that allows you to Merge or Link your accounts to unify Warframe progress across all platforms. This allows you to use a single Warframe account across any Linked or Merged platforms (with some restrictions outlined in this FAQ).
To ensure success and stability during the launch of this highly requested feature, Cross Platform Save will be made available in staggered phases.
You can check if your Account is included in the latest phase and is ready for Cross Platform Save by going to the Account Management page on www.warframe.com.
If you do not qualify for the active phase, please wait for our announcement that the next phase is live before checking again. We appreciate your patience while we roll out these features — our intention is to have Cross Platform Save in everyone’s hands in 2023.
We are excited to reach this milestone in Warframe with the arrival of Cross Platform Save allowing Tenno to access their account on any Platform they choose. We will of course monitor and respond to any issues during the rollout phases. If you would like to report an issue or share feedback, please use our dedicated Cross Platform Save sub-forums.
For errors encountered during Cross Platform Save account setup, please contact Warframe Support www.support.warframe.com.
Thank you for your cooperation and feedback while we ensure the landmark new feature is working for all Tenno!
CROSS PLATFORM TRADING & GIFTING
Tenno can now trade with players on different platforms (depending on those players’ Cross Platform settings). Trading will function the same as gifting, except for trading Platinum between Nintendo Switch and other platforms, which is not available.
To trade with friends or fellow Tenno across platforms, make sure you are using a Cross Platform Save Account (or PC account*) and have Cross Platform Play enabled via your in-game settings. TennoGuard 2FA is required to trade in-game items with fellow Tenno in Warframe, which can be enabled via the Account Management page.
*PC accounts can automatically trade with players on other platforms — provided that both players still have Cross Platform Play enabled in their settings and that any non-PC player trading with them has a Cross Platform Save Account (more information on this in the link below).
NEW CINEMATIC QUEST: WHISPERS IN THE WALLS
Deep within the Necralisk, a dormant precept known as The Kalymos Sequence has been activated. You must return to Deimos and investigate Albrecht’s hidden, subterranean Laboratories for any clues he may have left behind.
Whatever he was working on, you will quickly discover that his Laboratories are the source of many unknowns…
The Whispers in the Walls Quest acts as an introduction into Warframe’s next major chapter. As with all research, discoveries often lead to more questions…
Note to Content Creators: Content creators are able to broadcast and/or publish VODs of their Whispers in the Walls Quest experience without DMCA concerns. This does not include edited video content outside of the context of your gameplay stream which includes licensed music from the Quest.
Quest Prerequisites
You must have the following Quests completed to access the Whispers in the Walls Quest:
Heart of Deimos
The New War
Note: We have removed Mastery Rank requirements from all main story Quests (which includes those listed above) to allow players to enjoy story content without the delays that Mastery Rank gain and tests would cause (more information on that covered below in the New Player Path Improvements section below).
Quest Rewards
Blueprint for the New Warframe Qorvex
New Secondary Weapon: Grimoire
Max Ranked and includes a Weapon Slot and pre-installed Orokin Catalyst.
Melee Upgrade Segment (more information in the New Heavy Melee Attack System: Tennokai section)
Mentor’s Legacy Mod (more information in the New Heavy Melee Attack System: Tennokai section)
Melee Arcane Adapter (more information in the New Heavy Melee Attack System: Tennokai section)
Access to the Cavia Syndicate in the new Sanctum Anatomica hub on Deimos
Access to new Deimos nodes and mission types
COMING SOON – OPERATION: GARGOYLE’S CRY (BEGINS DEC 18TH!)
The Murmur encroaches on our systems, Tenno. The Whispers beyond the Wall are a new threat; we must ensure they stay confined to Albrecht’s Laboratories
Operation: Gargoyle’s Cry is a time-limited event, launching on December 18th @ 11 AM ET on all platforms!
REQUIREMENTS AND HOW TO PREPARE
1. Complete the Whispers in the Walls Quest
If you are new to Warframe and have not completed the Heart of Deimos and The New War Quests to be able to play the Whispers in the Walls Quest, we have made it much easier in this update to catch up! More information on that in the New Player Path Improvements section below.
2. Be a part of a Clan and own a Clan Key
If you aren’t already in a Clan, you can either join or create one!
How to Join a Clan:
You can either search for a Clan OR a friend can send an invite to join theirs. To search for a Clan, follow these steps:
Pause Menu > Communication > Clan > Select the “Search for a Clan” option.
From there you can choose from the available options (Tier, language, activity level, etc.) to search for your ideal Clan.
Select the Clan that appeals most to you to send in a request to join, from there the Clan can accept your request if you also meet their requirements.
How to Form a Clan:
Pause Menu > Communication > Clan > Select the “Form a Clan” option.
Enter the name of your Clan
Congrats you are now the Founding Warlord of your very own Clan!
In both scenarios, a Clan Key is required for the Operation as you will need access to your Clan’s Dojo. Upon joining/creating a Clan, the blueprint will be added to your Foundry for you to craft it.
3. Ensure a Clan Member has the Architect or Dojo Decorator Role
Placing a Decoration in your Clan Dojo is a key component to participating in the Operation. In order to do so, you’ll need an active Clan member with the Architect or Dojo Decorator Role! A Clan’s Founding Warlord, Warlord, General, Officer, and Sage all have this role by default.
NEW TILESET: ALBRECHT’S LABORATORIES
Impressive though they may appear, the Laboratories are not without dangers of their own. You’ll find the gilded alcoves patrolled by abandoned Necramechs faithfully defending their departed master’s secretive research.
These majestic halls constitute a brand-new Warframe tileset, expanding outwards directly from the tunnels beneath the Necralisk. Gilded rooms filled with instruments are not all that can be found below… A haunting but familiar presence also lingers within the labyrinth. Weaved in with Albrecht’s place of research are vast bleak spaces where an unending storm rages on, a clear demonstration of The Man in the Walls’ influence.
NEW ENEMY FACTION: THE MURMUR
Known by many names, The Murmur are the hands (and feet, and eyes, and… you get the idea) of The Indifference. They are attempting to break through Albrecht’s Laboratories into the Origin System – something Tenno will need to stop at all costs.
*The image above shows The Anatomizer in the foreground and The Hollow Vein in the background.
The Fragmented
On the rare occasions when Murmur fragments assemble themselves into a whole, the result is a monstrous and potent entity. It may manifest in three different forms, the Suzerain, Zelator and Anchorite, with a fourth form, The Fragmented One, being the most formidable of all. Together, as heralds of the Indifference, they tether down the Strands of Khra which their bizarre master must travel. To learn more about where and how you will encounter The Fragmented, read the Assassination: The Fragmented section.
The Severed Warden
Brutally cut from the Indifference in order to protect the greater whole, its three hands bestow the Void’s twisted blessing upon its allies, so long as they remain attached.
The Anatomizer
A vortex of clinical destruction, it hurls explosive charges, intent upon dismembering opponents as it was itself dismembered.
The Hollow Vein
Albrecht Entrati was unsure whether this awkward composite was the result of the Indifference’s incomplete understanding of human anatomy, or an attempt at creative rearrangement thereof.
Shuffling Fragment
In its calcified chaos, the Indifference is disjointed even from itself.
Lumbering Fragment
These sundered limbs have only partly fused. Lumbering, mindless horror is the result.
Hurling Fragment
Clings to the cliffs and walls, hurling masonry on anything unfortunate enough to be traveling below.
Rupturing Fragment
This lumbering fragment, unconcerned with self-preservation, is liable to rupture violently when in proximity to its target.
*The image above shows the Rogue Arcocanid.
ROGUE NECRAMECH ENEMIES
Originally designed to defend Albrecht’s Laboratories from outsiders, these Necramechs have gone rogue and will attempt to destroy any interlopers who cross their path.
Rogue Culverin
An experimental Necramech, optimized for ranged combat, built for Albrecht Entrati by his son-in-law. It now fights alongside the very Murmur foes it was meant to repel.
Rogue Arcocanid
An experimental melee Necramech, a variant on the Tombjockey class, built for Albrecht Entrati by his son-in-law. It now fights alongside the very Murmur foes it was meant to repel.
Rogue Voidrig
A robust, if primitive, war-engine initially developed by Albrecht Entrati’s son-in-law to fight in the Old War and now repurposed as a laboratory guardian. Confused as to who its true master is, it now sides with the Murmur, contradicting its original precepts. TILESET GAMEPLAY FEATURES
The Laboratories are brimming with instruments and research technologies that can be used to your advantage!
Summon Personal Necramech
Colorless antiques pepper the Laboratories and contain archaic hacking technology. Convince the system to let you in by matching the corresponding icons to the sequence.
Inserting the incorrect sequence (red icons) will increase corruption levels, which risks failing the hacking attempt. Correctly matching the sequence will reward you by delivering your personal Necramech and your Squad’s to nearby dispensers. Once a terminal has been used, it is disabled for the rest of the mission and the ability to summon a Necramech is put on cooldown. Seek out new terminals once the cooldown has expired to once again dispatch your Necramech!
Vitriol Phials
As one might expect, the Laboratories contain a multitude of health and safety hazards beyond the enemies that patrol the halls. Most notable being the Vitriol Phials – destroying them releases their Corrosive contents which can aid against foes but watch your step! Vitriol does not distinguish friend and foe.
Lohk Surges
Lohk Surges are inescapable reminders that the Void has leaked into the Laboratories… Interact with them to provide you and your squad a buff. Be wary that doing so will spawn a foe!
TILESET COLLECTIBLES
There is much to discover in the Laboratories. If you can brave the dangers within, your searches within its long and winding corridors will prove fruitful.
Codex Fragments: Albrecht’s Notes
Much has unfolded within the confines of Albrecht’s Laboratories and he made sure to document the events of his research in great detail. These notes are bound tightly within his Grimoire, which can materialize in the Laboratories, but be forewarned… unbinding it and looking into Albrecht’s lost notes summons something that cannot be easily banished. If you are successful in eliminating it, a note from Albrecht’s Grimoire may be left behind in its stead.
Voca
Physical manifestations of Voidtongue cries, moans, and whispers. There are three kinds of Voca: Shrill Voca, Bellow Voca, and Echo Voca.
They are sought after by the Cavia and are used in the following ways:
Turn in for Cavia Standing in the Sanctum Anatomica hub on Deimos
Exchange for Wares in the the Sanctum Anatomica hub on Deimos
Used to craft Qorvex, Ekhein, and more
Voca can be earned as rewards in Cavia Bounty drop tables and can be found throughout Albrecht’s Laboratories similarly to Syndicate Medallions (squad-wide pickups!). Each mission spawns 8 Voca for you to seek out. They emit a distinct sound when you are near them, so keep your eyes and ears open as you explore every nook and cranny.
NEW RESOURCES
The following resources can be found by exploring Albrecht’s Laboratories, killing enemies within them, and completing the new Deimos missions.
Entrati Obols
During the Orokin era, these obols were a commonly recognized mark of the Entrati family. Some Archimedeans even used them as good luck talismans.
Necracoil
This experimental array transmutes Void energy into high voltages with low currents.
Stela
This Void-touched stone contains an ominous essence. Stela is specifically used in Coalescent Fusion – read the Archon Shard Expansion: Coalescent Fusion section to learn more!
Look out for a unique resource cache and destroy it to wrest the Stela from its grip. Stela can also be obtained by collecting Vosphene Glyphs in Mirror Defense on Munio, Deimos, completing Sanctum Anatomica Bounties, and defeating enemies in Albrecht’s Laboratories. DEIMOS EXPANSION: NEW NODES & MISSION TYPES
Completing the Whispers in the Walls Quest unveils five new nodes on Deimos to continue your excursions throughout Albrecht’s Laboratories. One of these new nodes feature a brand new mission type called Alchemy and four feature existing mission types (Assassination, Mirror Defense, Survival, and Exterminate) with an Entrati twist. All of these nodes are also available on The Steel Path!
There is also a special weekly mission type called Netracell that is exclusively accessed in the Sanctum Anatomica hub on Deimos. Read on to learn more!
NETRACELLS (WEEKLY)
The Netracells are secured by hazardous Keyglyphs found only in the Anchorhold. They contain highly sought after valuables and can only be opened by using the correct Keyglyph. The Keyglyphs were designed by Albrecht Entrati to open his secretive Netracells. Each one imposes a heavy burden on its carrier. An added security measure to give the lab’s defenses an advantage, should a Keyglyph fall into unknown hands.
*Image above shows the Anchorhold.
Note On Difficulty:
This game mode is intended to be very challenging, and specifically tuned for full squads. Be sure to prepare accordingly! The following restrictions apply to all Netracell missions:
Empowered Enemies: Enemy Health and Shields increased by 100% and an additional 50% for each squad member, stacking to a maximum of 300%. There is also an increased chance of Eximus.
Respawns: No self revive, Last Gasp penalty (activating Lasp Gasp reduces the timer by 2 seconds), and the bleedout timer shortens after each revive (to a minimum of 5 seconds).
Consumables: Summons are disabled for the entire duration of the mission and each type of Restore (all sizes) has a 3 minute cooldown timer applied.
How To Access:
A specific member of the Cavia Syndicate in the Sanctum Anatomica knows how to enter the Anchorhold. Visit them and select the “Enter the Anchorhold” option to begin the hunt for a Netracell.
A maximum of 5 Netracells can be found and unlocked per week for rewards (resets every Sunday at 0:00 UTC). You can still play the mission after you have completed the weekly allowance, you just won’t receive any rewards for doing so until the next weekly reset.
How To Play:
Upon entering the Anchorhold you and your squad will be required to select and carry the four randomized Keyglyphs presented. Each impose their own debilitating burden onto their bearer.
There is no limit to how many Keyglyphs one person can shoulder – coordinate with your squad who will carry which type (and how many) before beginning the search.
Exit the Anchorhold by hacking the terminal located at the bottom of the stairs and begin your search for the Netracell. Terminals are located and marked on the map to help narrow down the search radius, should you require aid. Upon finding the Netracell, the security level needs to be reduced by eliminating the enemy threat before gaining access to open it up. After successfully doing so, the player with the required Keyglyph will need to interact with the console to unlock its doors.
Collect your hard earned rewards in the Netracell and make your way to Extraction.
Rewards
Notable rewards for opening a Netracell include:
Melee Arcanes (more information in the New Melee Arcanes section)
Melee Arcane Adapter (more information in the Melee Upgrade Segment section)
Archon Shards (base and Tauforged)
Note: Only Crimson, Azure, and Amber Shards are rewarded from Netracells. The new Archon Shard types (Violet, Topaz, and Emerald) created via Coalescent Fusion can only be obtained via the Fusion process at Helminth (learn more in the Archon Shard Expansion: Coalescent Fusion section)
Alchemic devices in Albrecht’s Laboratories known as Crucibles allow elemental powers to be wielded and fused into complex forces. The Cavia are is requesting your assistance to ensure they remain operative for a greater goal.
How To Access:
Select the Cambire node (normal and Steel Path) on Deimos from the Star Chart or from the Laboratory Navigation in the Sanctum Anatomica.
How To Play: Crucibles within the Laboratories are capable of mixing complex elements, provided you can supply the elemental forces required. Killed enemies drop Amphors full of Heat, Cold, Toxin, or Electricity. Throw Amphors into the Crucibles to mix the requested complex element to 100%. They can also be lobbed at enemies as concentrated elemental grenades!
Once you have filled it with the required elements, the Crucible will begin its mixing process and a random Crucible Overflow buff will be applied to the squad for the duration of the mix. Ensure the stability of this high powered mixing process by breaking distressed pipes to drop the pressure if it gets too high.
Rewards
Notable rewards for successfully completing a Crucible include:
New Tennokai Mods (more information in the New Heavy Attack System: Tennokai section)
Ready to go toe-to-toe with something that almost certainly has way more toes than you do? Seek out and destroy The Fragmented, a nightmarish assembly of Murmur fragments.
How To Access:
Select the Effervo node (default and Steel Path) on Deimos from the Star Chart or from the Laboratory Navigation in the Sanctum Anatomica.
How To Play:
Seek out an Atropos Probe and inject its serum into a Vitreum to begin scanning. Defend the Vitreum while it scans for Murmur’s Eyes. Prevent the scan from being interrupted by keeping the search radius around the Vitreum clear of enemies. Once Murmur’s Eyes have been exposed, they will become visible to you for a limited amount of time. Collect them quickly before they fade from view.
Atropos Probes power the Vitreums for a limited amount of time, so once it has been depleted, new Probes and Vitreums must be found to continue the process. Collecting the required amount of Murmur’s Eyes will pinpoint The Fragmented’s location. Upon arrival, you will face off against one of the three variants (Suzerain, Zelator, or Anchorite). Dispatching it will reward you!
Rewards
Notable rewards for successfully defeating The Fragmented include:
New Mods (more information in the New Mods section below):
Ready Steel
Shivering Contagion
Precision Intensify
Energy Nexus
New Melee Arcanes (more information in the New Melee Arcanes section below):
The Murmur is staging an attack against Albrecht’s Laboratories! They have pinpointed the Laboratories best defenses against them and it is up to you to protect against the onslaught.
How To Access:
Select the Munio node (default and Steel Path) on Deimos from the Star Chart or from the Laboratory Navigation in the Sanctum Anatomica.
How To Play:
Protect the Vitreum and the Auricle as the enemies alternate their attacks between the two. A rotation is complete once both have been defended.
Vosphene Glyphs are the key to triggering the Laboratories’ automated security system. Gathering the required amount will bolster the active defense target by surrounding it with offensive turrets. Doing so will also reward 3x Stela (5x on Steel Path).
Rewards
Notable rewards for completing a round of Mirror Defense include:
New Tome Mods (more on information on these in the New Secondary Weapon Type: Tome section)
The Murmur is not backing down, so it’s time to whittle down their numbers.
How To Access:
Select the Persto node (default and Steel Path) on Deimos from the Star Chart or from the Laboratory Navigation in the Sanctum Anatomica.
How To Play:
Your classic Survival mission! Head into Albrecht’s Laboratories and see how long you can hold out against the Murmur and the Rogue Necramechs waiting within.
Rewards
Notable rewards for completing a round of Survival include:
A section of Albrecht’s Laboratories needs to be cleared out.
How To Access:
Select the Nex node (default and Steel Path) on Deimos from the Star Chart or from the Laboratory Navigation in the Sanctum Anatomica.
How To Play:
Your classic Exterminate mission! Eliminate all of The Murmur and Entrati enemies to reduce the danger in this area.
NEW SYNDICATE: CAVIA
Upon completion of the Whispers in the Walls Quest, you have access to Cavia, a new Syndicate located in the Sanctum Anatomica on Deimos.
Build rapport with Cavia members and work your way up from the Assistant Rank.
To avoid spoilers from The Whispers in the Walls Quest, the names of each member has been redacted in the sections below.
Wares & Shiny Treasures Vendor
A peculiar Vendor is nested atop one of the platforms in the Sanctum Anatomica, and offers the following items that can be acquired using Standing:
Qorvex Blueprint and Component Blueprints
Ekhein Blueprint
Grimoire Blueprint
Helminth Coalescent Segment Blueprint
Melee Arcane Adapter (more information in the Melee Arcanes section)
Melee Arcanes (more information in the Melee Arcanes section)
Melee Influence
Melee Retaliation
Melee Exposure
Melee Animosity
Melee Fortification
Melee Vortex
5x Cavia Syndicate Sigils
5x Albrecht’s Laboratories Captura Scenes
Albrecht’s Archive Scene
Albrecht’s Bureau Scene
Fragmented Gorge Scene
Fabrica Anatomica Scene
Sanctum Anatomica Scene
Necramech Mods – All of the Necramech Mods are now available between Necraloid and this new Vendor!
Necramech Redirection
Necramech Steel Fiber
Necramech Thrusters
Necramech Continuity
Necramech Slipstream
Necramech Reach
Necramech Blitz
Necramech Seismic Wave
Necramech Streamline
Necramech Stretch
Necramech Fury
Necramech Hydraulics
Necramech Augur
Neramech Enemy Sense
Necramech Rage
Necramech Repair
Necramech Aviator
Necramech Deflection
This Vendor also enjoys all things that sparkle and shine and has Shiny Treasures available to trade for resources. Decorate your Orbiter with Entrati splendor – we promise these versions are significantly less breakable than the ones found in-mission.
Arcane Dissolution & Voca Vendor
Located next to terminals in the Sanctum Anatomica, a key member of the Cavia stands as your access point to Arcane Dissolution (read the dedicated Arcane Dissolution section to learn more), exchanging Voca for Cavia Standing and resources for Voca.
Bounty Giver
Contained and sodden, this grandiloquent Cavia member hands out Bounty assignments and is your contact to increase your Cavia Rank.
Netracell Guide
Only this Cavia member knows how to enter the Anchorhold to find the Netracells located throughout Albretch’s Laboratories. Learn more about the new Netracell mission type in the Deimos Expansion: New Nodes and Mission Types section above. ALBRECHT’S LABORATORIES BOUNTIES
All of the new Deimos nodes and mission types are available as Bounties! Accessible from the Bounty giver in the Sanctum Anatomica hub on Deimos, these Bounties offer a variety of enemy levels to really test your expertise in navigating and conquering the Laboratories.
In addition to playing the standard mission, you must also complete a special objective (for example: Eliminate 2 Rogue Voidrigs) in order to extract and complete the Bounty.
Successfully completing a Bounty will reward you with Standing towards the new Cavia Syndicate, as well as several other potential rewards:
Qorvex Blueprints (New Warframe)
Mandonel Blueprint (New Archgun)
Voca (All variants: Shrill, Bellow, and Echo)
New Resources
Necracoil
Stela
Entrati Obols
Credits, Endo, Focus Lenses, Aya, and Ayatan Amber Stars.
NEW WARFRAME: QORVEX
Albrecht Entrati designed Qorvex to protect a Chosen Operator from the unique hazards of his lab. A Crucible Core gives Qorvex high survivability as he provides crowd control.
How to Acquire Qorvex:
Qorvex’s Blueprint and Component Blueprints are rewarded from Cavia Bounties. They can also be acquired from the Wares & Shiny Treasures Vendor in the Sanctum Anatomica for Standing. The Qorvex Collection can also be purchased from the in-game Market for Platinum.
Passive: Core Exposure
Weapons wielded by Qorvex have an additional +3 Punch Through.
Chyrinka Pillar*
Summon a Chyrinka Pillar that slows enemies. It pulses Radiation Damage with a guaranteed Status Effect.
*This is Qorvex’s Helminth and Railjack ability.
Containment Wall
Contain the threat. Qorvex summons walls that slam together, damaging all enemies caught between them and inflicting Radiation Status.
Disometric Guard
Guard yourself and nearby allies against Status Effects. Each time Qorvex kills or assists in killing an enemy affected by Radiation Status, the number of Status Effects Disometric Guard can prevent increases.
Crucible Blast
Release a beam from Qorvex’s Crucible Core. Each enemy struck suffers Radiation Damage with a guaranteed Status Effect. Enemies that were already affected by Radiation Status explode in a chain reaction.
Maximum Loadout Slot Increase:
With the release of Qorvex and the Initiate Power Pack (due to the inclusion of fully built Warframes), the maximum number of purchasable Loadout Slots has been increased from 22 to 24.
NEW ARCHGUN: MANDONEL
Mandonel fires Radiation Damage projectiles. Partially charged shots release a spread and fully charged shots release a beam that dissolves into a radiation field. Projectiles that pass through the field are empowered.
Mandonel’s beams charge Qorvex’s Chyrinka Pillars. Fully charged shots dissolve into a radiation field. Projectiles that pass through the field gain 2x Damage, 2x Status Chance, +10% Critical Chance, +50% Critical Damage, +2 Bounce, +1m Punch Through, and increased Projectile Speed.
How to Acquire Mandonel:
Its Blueprint is rewarded in the Cavia Bounties and its Components are found in the drop tables for the new Endless Mission Nodes on Deimos (Persto, Munio, and Cambire). It can also be purchased fully built via the in-game Market for Platinum (also comes pre-equipped with a Gravimag!).
QORVEX COLLECTION
Summon a guardian with the strength to face Albrecht’s Laboratories. This collection includes the Qorvex Warframe, Qorvex Raxpart Helmet, Portcull Syandana, and Mandonel Archgun (comes pre-equipped with a Gravimag).
Qorvex Raxpart Helmet
Resist the siege.
How to acquire Qorvex’ Raxpart Helmet:
It is available for purchase in the in-game Market. As with all newly released Alt Helmets, its Blueprint will be added to the Nightwave Cred Store in the future.
Portcull Syandana
Qorvex’s signature Syandana looks like stone but remains as light as it is stylish.
Available for purchase in the in-game Market! All of the above items can also be purchased separately.
NEW MELEE: EKHEIN
Wield the timeless power of this mighty hammer. Heavy Attacks performed with Ekhein temporarily increase its Damage and Attack Speed (Trait name: Heavy Insight).
How to Acquire Ekhein:
Ekhein’s Blueprint is acquired from the Wares & Shiny Treasures Vendor in the Sanctum Anatomica.
NEW SECONDARY WEAPON TYPE: TOME
The Grimoire is the first of this new weapon type!
Claim the power of Albrecht Entrati’s knowledge. Its alternate attack releases a voltaic orb with guaranteed Electricity Status.
How To Acquire The Grimoire:
Complete the Whispers In The Walls Quest. Its Blueprint can also be acquired from the Wares & Shiny Treasures Vendor in the Sanctum Anatomica. TOME SKINS
Judge a book by its cover, Tenno. The following skins are available in the in-game Market for Tome weapons!
Vitreum Tome Skin
Set watchful eyes upon the battle.
Necratech Tome Skin
Give your tome a high-tech appearance.
TOME MODS
Power the Grimoire with Tome Mods that enhance Warframe Abilities and reward strategic combat.
There are two types of Tome Mods: Canticle and Invocation. Only 1 of each type can be equipped onto Tome weapons. Canticle Tome Mods are eligible for the Exilus Slot.
The stats below are shown at Max Rank.
Ris Invocation
Alternate Fire increases Ability Duration by 4% for 20s for each enemy hit. Stacks up to 15 times.
Xata Invocation
Alternate Fire grants 1 Energy Regen/s for 20s for each enemy hit. Stacks up to 10 times.
Vome Invocation
Alternate Fire increases Ability Strength by 4% for 20s for each enemy hit. Stacks up to 15 times.
Netra Invocation
Alternate Fire increases Ability Efficiency by 4% for 20s for each enemy hit. Stacks up to 15 times.
Fass Canticle
Killing enemies grants Allies in Affinity Range 40% Shield Recharge Rate and -28% Shield Recharge Delay for 15s.
Khra Canticle
Enemies have a 12% chance to drop a Universal Orb on death.
Jahu Canticle
Killing enemies reduces the Armor and Shields of other enemies within Affinity Range by 5%.
Lohk Canticle
Killing enemies grants Allies within Affinity Range +30% Fire Rate for 15s.
How to Acquire Tome Mods:
Tome Mods are available to earn via Rotation C of the Mirror Defense node on Deimos (Munio).
The Essential Tome Mod Bundle, which contains all of the above Tome Mods, is also available for purchase in the in-game Market (after you have completed the Whispers in the Walls Quest).
NEW MODS
A new source of power surges through your Arsenal with 12 brand new Mods! Acquire them by defeating the new enemies in Albrecht’s Laboratories. Visit the official drop tables for specifics.
Stats below are shown at Max Rank!
Energy Nexus (Warframe)
Warframe receives +3 Energy Regen/s.
Precision Intensify (Warframe)
+90% Ability Strength for your 4th Ability
Ready Steel (Aura)
Squad begins the mission with +24 Initial Combo.
Shivering Contagion (Primary)
Enemies affected by Cold Status have a 30% chance to spread that status to other enemies within 6m.
Cleanse The Murmur (Shotgun)
x1.3 Damage to Murmur.
Expel The Murmur (Pistol)
x1.3 Damage to Murmur.
Smite The Murmur (Melee)
x1.3 Damage to Murmur.
NEW DELUXE COLLECTION: SEVAGOTH GLAUKUS
Sevagoth Glaukus Skin
Rail agents told of the legendary battle between Sevagoth Glaukus and Hydroid Rakkam. Agents looked on as the pair disappeared into the Void, locked in combat. Nobody knows how much of the old railer’s tale is true.
This skin features a custom Tombstone and Sevagoth’s Lullaby, a custom song that plays for Sevagoth’s Shadow. It also includes the Glaukus Halyard Auxiliary Attachment, the signature adornment of Sevagoth Glaukus.
Have a listen to Sevagoth’s Lullaby here:
Gillychap Shoulder Plate
Bosun Gillychap, the brave and beloved crewmate of Sevagoth Glaukus. Always ready to follow his captain into the heart of a Void Storm. Enjoy his company as he swims around this shoulder plate reef.
Cirriped Epitaph Skin
A weapon forged in the depths.
The Sevagoth Glaukus Collection can be purchased in the in-game Market and contains all of the above as well as the Sevagoth’s Lullaby Somachord track, a custom space shanty which can be played from your Orbiter’s Somarchord!
ARCHON SHARD EXPANSION: COALESCENT FUSION
Archon Shard technology has been extensively researched in the Albrecht’s Laboratories and has led to the advancement in their capabilities! The process of Coalescent Fusion allows for two Archon Shards to be fused together to create a single Shard that offers a set of new embed bonuses.
Coalescent Fusion Requirements:
Helminth Archon Shard Segment: The Blueprint is earned for completing the Veilbreaker Quest.
Archon Shards: More than one of various types (base or Tauforged).
New Helminth Coalescent Segment: The Blueprint is earned from the Wares & Shiny Treasures vendor in the Sanctum Anatomica.
Stela: New resource earned from Albrecht’s Laboratories.
How to unlock Coalescent Fusion:
The Helminth Coalescent Segment Blueprint can be acquired from the Wares & Shiny Treasures vendor in the Sanctum Anatomica after reaching the Researcher tier with the Cavia Syndicate. Once you have built and claimed it from your Foundry, return to the Helminth Room in your Orbiter to install it.
How to use Coalescent Fusion:
Step 1. After installing the Segment, interact with the Helminth chair and select the “Archon Shards” button.
Step 2. Select the new Coalescent Fusion icon located on the right of the Archon Shard embed UI.
Step 3. Hover over one of the two slots on screen to select the Archon Shard types you’d like to fuse together. Once both slots are filled, the Shard they will fuse to create will appear in the center. Hover over this Shard to preview the stats and bonuses it offers.
Base Archon Shards can only be fused with other base Shards. Likewise, Tauforged Shards can only be fused with Tauforged Shards to create a Tauforged variant.
To remove an Archon Shard, simply select it again.
Step 4. Select the “Fuse” button to complete the process.
Fusion Requirement: 50x Stela for each Fuse.
You’ve now successfully created a new Fused Archon Shard that can be embedded into your Warframes!
Archon Shard Fusion Types
There are 3 total combinations possible when fusing the different Archon Shards: Violet, Topaz, and Emerald. Each fused Shard has their own set of embed bonuses to choose from:
Violet Archon Shard (Crimson + Azure)
Gain +10% (Tauforged: +15%) Ability Damage on enemies affected by Electricity Status.
Gain +30% (Tauforged: +45%) Primary Electricity Damage. Gain an additional +10% (Tauforged: +15%) per Crimson, Azure, or Violet Archon Shard equipped.
Gain +25% (Tauforged: +37%) Melee Critical Damage. When max Energy is over 500, the damage boost doubles.
Health pickups give +20% (Tauforged: +30%) Energy. Energy pickups give +20% (Tauforged: +30%) Health.
Topaz Archon Shard (Crimson + Amber)
Recover 1 (Tauforged: 2) Health per enemy killed with Blast Damage. Max 300 (Tauforged: 450) Health.
Regenerate +5 (Tauforged: +7.5) Shields when you inflict an enemy with Blast Status.
Increase Secondary Critical Chance by 1% (Tauforged: 1.5%) every time you kill an enemy affected by Heat Damage. Max 50% (Tauforged: 75%).
Gain +10% (Tauforged: +15%) Ability Damage on enemies affected by Radiation Status.
Emerald Archon Shard (Amber + Azure)
Toxin Status Effects deal +30% (Tauforged: +45%) more damage.
Recover +2 (Tauforged: +3) Health each time enemies are damaged by a Toxin Status Effect.
Gain +10% (Tauforged: +15%) Ability Damage on enemies affected by Corrosion Status.
Increase max stacks of Corrosion Status by +2 (Tauforged: +3).
For the fashion fans out there these new Archon Shards apply to the Shard Hex and Shard Bane Ephemeras!
General Archon Shard Changes:
Each Archon Shard type now has its own icon associated with it to help identify them when making selections (primarily for our colorblind Tenno out there!).
Reduced Archon Shard removal cost from 50% to 30% Bile.
Updated the confirmation pop-up when removing an Archon Shard to specify the exact conditions of its removal:
Was: “Are you sure you want to remove the Embedded Archon Shard from this slot? Shard will be refunded and Helminth materials will be consumed.”
Now: “Are you sure you want to remove the Embedded Archon Shard from this slot?
(Shard Name) will be refunded and 30% Bile will be consumed.”
Hovering over Archon Shards in the embed slots at Helminth will now show their embed bonuses!
ARCANE DISSOLUTION
The Albrecht Laboratory is equipped with devices that can dissolve Arcanes into Vosfor, a potent powder for alchemical processes. It is used to trade for Arcane packs from a vendor in the Sanctum Anatomica!
The goal of Arcane Dissolution is to provide an alternative way for players to access and acquire the wide range of Arcanes found throughout Warframe.
HOW TO PERFORM ARCANE DISSOLUTION
Step 1: Speak with a vendor in the Sanctum Anatomica and select the “Arcane Dissolution” option to get started.
Step 2: Select the “Dissolve Arcanes” button
Step 3: Select the Arcanes you’d like to dissolve.
The amount of Vosfor obtained per Arcane is determined by a variety of factors, including its rarity and rank.
Note: The list includes Arcanes that are currently equipped – a warning message will pop-up to inform you if the selected Arcane is equipped.
Step 4: Once you have chosen the Arcanes you’d like to Dissolve, hit the “Dissolve” button.
Step 5: Return to the Arcane Dissolution menu to exchange the earned Vosfor for a variety of Arcane packs.
ARCANE PACKS
The following Arcane Packs can be acquired from a vendor in the Sanctum Anatomica for Vosfor. Each pack is themed based on where their containing Arcanes are acquired.
Purchasing a pack will randomly reward 3 unranked Arcanes from their list. The possibility of a certain Arcane being selected is based on its rarity and respective drop rates through gameplay means. We want to maintain the integrity of its original acquisition methods in this new alternate way to access them.
Expand the spoilers to view the full list of Arcanes per pack!
Ostron Arcane Collection
Reveal hidden contents
Steel Arcane Collection (Arbitrations)
Reveal hidden contents
Necralisk Arcane Collection
Reveal hidden contents
Eidolon Arcane Collection
Reveal hidden contents
Solaris Arcane Collection
Reveal hidden contents
Duviri Arcane Collection
Reveal hidden contents
Holdfasts Arcane Collection
Reveal hidden contents
NEW HEAVY ATTACK SYSTEM: TENNOKAI
With the launch of Auto Melee in Abyss of Dagath, we mentioned that we were working on a “Perfect Heavy Attack” system for Whispers in the Walls, and it is officially here!
Recall the ancient art of Tennokai with new Tennokai Mods for your Melee Weapons. Tennokai is a long-lost melee art form, allowing Tenno to make the most out of their Heavy Attacks. With Tennokai enabled on your Melee weapon, you will have a 15% chance for a symbol to appear while performing a melee attack. If you perform a Heavy Attack while the symbol is active on your reticle, it will trigger a Tennokai Heavy Attack, which has a faster wind-up speed and does not consume any combo counter.
With this new Tennokai system, there are a variety of Mods that allow you to further customize the frequency and effects of these Tennokai attacks.
HOW TO ENABLE TENNOKAI:
You can enable Tennokai for your Melee Weapon by equipping any of the new Tennokai Mods onto it. Tennokai Mods can be equipped in your build as normal, or in the new Melee Exilus Slot that is unlocked via the Melee Upgrade Segment acquired upon completion of the Whispers in the Walls Quest. TENNOKAI MODS
These Mods can be earned from Rotation C of the new Alchemy game mode (Cambire, Deimos) or purchased via the Market in the Essential Tennokai Mod Bundle*.
*The Market purchase option is not available to players until they have installed the Melee Upgrade Segment (rewarded from completing the Whispers in the Walls Quest).
Stats below are shown at Max Rank.
Discipline’s Merit
Enables Tennokai. Opportunities occur every 4 melee hits instead of at random.
Dreamer’s Wrath
Enables Tennokai. Increases opportunity chance by 50% and Heavy Attack critical damage by 32%.
Master’s Edge
Enables Tennokai. Increases Tennokai damage by 60%.
Condition’s Perfection
Enables Tennokai. Increases status chance by +100% on Tennokai Attacks.
Opportunity’s Reach
Enables Tennokai. Increases opportunity window to 4.0s and melee range by 3m for Tennokai attacks.
Tenno will also receive a basic Tennokai Mod in their Inbox upon completion of The Whispers in the Walls Quest:
Mentor’s Legacy*
Enables Tennokai.
*This mod is not tradeable as it is a Quest reward! MELEE UPGRADE SEGMENT
Upon completion of the Whispers in the Walls Quest, players will receive a new Melee Upgrade Segment via their in-game Inbox. Installing it will further expand your Melee Arsenal with two new upgrade options:
Melee Exilus Slots
Fuse an Exilus Weapon Adapter into your Melee weapon to unlock the new Melee Exilus Slot. Players will be able to equip the new Tennokai Mods into this slot, as well as the following newly Exilus-compatible Mods:
Parry
Dispatch Overdrive
Focused Defense
Guardian Derision
Electromagnetic Shielding
Whirlwind
Melee Arcane Slot
In these new Arcane Slots, players will be able to equip new Melee Arcanes, which have also been released with this update. Players can earn Melee Arcane Adapters via the Wares & Shiny Treasures Vendor in the Cavia Syndicate, Netracells, or by purchasing them in the Market for Platinum*.
*The Market purchase option is not available to players until the completion of the Whispers in the Walls Quest.
Melee Arcanes and Zaw Arcanes
Like Kitguns, Zaws will offer both a slot for Zaw Arcanes and Melee Arcanes (once Melee Arcanes are unlocked). Zaw Arcanes cannot be used in Melee Arcane Slots, and vice versa.
NEW MELEE ARCANES
With the new Melee Upgrade Segment, players are now able to install Arcanes into their Melee Weapons. With this Arsenal Expansion, we have added a variety of new Arcanes at the Wares & Shiny Treasures Vendor in the Cavia Syndicate. These Arcanes can also be earned from taking down The Fragmented (Effervo, Deimos), defeating the void-born creature contained in Albrecht’s Grimoire, or by completing Netracell missions. The two Legendary Tier Arcanes (Melee Influence and Melee Crescendo) are exclusive to Netracells.
The stats below are shown at Max Rank.
Melee Animosity
On Melee Hit: Gain 42% Critical Chance on your next Heavy Attack, up to 420%.
Melee Duplicate (Legendary)
On Base Critical Hits: 100% chance for your attack to strike a second time.
*Base Critical Hits (yellow by default) are all critical hits that are not “big” (orange by default) or “super” (red by default).
Melee Retaliation
Gain 30% Melee Damage for every 200 current Shields, up to 420%. Bonus halved for Overshields.
Melee Exposure
On Ability Cast: Gain 60% Corrosive Damage on Melee strikes for 25s. Stacks up to 240%.
Melee Influence
On Melee Electricity Status: 20% Chance for elemental Melee Status Effects to apply to enemies within 20m for 18s. Cannot refresh while active.
Melee Fortification
On Melee kill: +210 Armor for 10s.
Melee Crescendo (Legendary)
On Finisher Kill: Gain 6 Initial Combo for the rest of your mission.
Melee Vortex
Kill an enemy affected by Magnetic Status for a 45% chance to pull in enemies within 18m radius. NEW PLAYER PATH IMPROVEMENTS
We’ve tackled New Player Path improvements from a variety of angles, and we’ll go over these adjustments point-by-point:
Main Quest Path Restructuring
Junction Task Changes
Rising Tide Quest Improvements
Mastery Rank Requirements for Progression
MAIN QUEST PATH RESTRUCTURING
The story that has guided players throughout their journey in Warframe has evolved throughout the years — to put it lightly. Quests lead players to meet the fantastic cast of characters spread throughout the Origin System, but also introduce them to various mechanics that enhance and deepen their gameplay experience. With that said, we have restructured our Quest Path to ensure that players meet the vital NPCs and are set up for success to take on The New War.
Quests removed from the Main Quest Path
Stolen Dreams
The New Strange
With these Quests no longer considered Main Quests, applicable Junctions have had their tasks updated to no longer require these Quests — see the Junction Requirement Changes section for more details.
Quests added to the Main Quest Path
Heart of Deimos
Rising Tide
Saya’s Vigil was added as a Main Quest with Abyss of Dagath in October 2023, and we intend to give Vox Solaris the same treatment in 2024. Before we do so, we will be revisiting this Quest’s difficulty level to ensure it is new player friendly.
Here is the updated Main Quest Path as of December 2023:
Awakening
Vor’s Prize
Saya’s Vigil
Once Awake
Heart of Deimos
The Archwing
Natah
The Second Dream
Rising Tide
The War Within
Chains of Harrow
Apostasy Prologue
The Sacrifice
Prelude to War
The New War
Whispers in the Walls
With these changes, we have updated our in-game Tenno Guide to prioritize Main Quests when directing players what to do next. Our goal is to reduce player confusion and simplify their progression path — by de-prioritizing Side Quests, players are less likely to embark on Quests that may be too difficult for their current progression or otherwise serve as a distraction.
Tenno who are interested in completing Side Quests will still have access to those unlocked in their Codex! Once players have completed all Main Quests (at time of writing, up to Whispers in the Walls), the Tenno Guide will recommend any incomplete Side Quests.
JUNCTION TASK CHANGES
Junctions are a great way for players to learn about new systems in Warframe and offer a guided path throughout the Origin System — but they can also be a frustration point if the tasks are too hard or unclear. With that in mind, we have made the following adjustments to our Junctions:
Venus Junction:
Added Orokin Reactor to Junction Rewards
While players have access to Orokin Reactors via Nightwave, we want to introduce a guaranteed way for new players to receive this upgrade as they continue to improve their Arsenal.
In the early days of Warframe, the Junction Path encouraged players to clear all of a planet’s nodes before advancing to the next planet. Tasks that ask players to hunt a specific enemy type or clear a node that’s distant from the main Junction path reflect that goal. We now want to encourage players to stay on the main path to advance through the main quests and then clear nodes when they are interested in Steel Path.
Adjusted number of Rubedo needed for “Collect 250 Rubedo in missions” task.
Task originally required 500 Rubedo.
Rubedo has a low spawn-rate on Earth. This Junction task was designed to make players clear all of Earth before moving on to Mars. They can move on more quickly now while still having a light intro to Resources.
Phobos Junction:
Removed Tasks:
Defeat 150 enemies in a single mission on Mars
There are already so many strength tests on Mars from Relic missions to the Heart of Deimos quest. We no longer felt this strength test was necessary.
Scan 1 Cephalon Fragment on Mars
This Junction Task was meant to be an introduction to Codex Scanners, but the Saya’s Vigil quest now provides a formal introduction to Scanners, so we no longer felt this task was necessary.
Moved “Refine a Void Relic once at the console in your Orbiter” task to Phobos Junction.
This task originally was in the Ceres Junction, but we have moved it to Phobos Junction to keep all Relic tasks in one place.
Added Orokin Catalyst to Junction Rewards.
Similarly to the Reactor, this gives new players a guaranteed path to this important upgrade in their Arsenal.
Ceres Junction:
Removed Tasks:
Defeat Lt Lech Kril at War on Mars
In the early days of Warframe, bosses like Lt Lech Kril were a staple of the Warframe experience, and we worried new players would be out of the loop if they didn’t experience them on their way to The Second Dream. Today, however, there is a lot of new content players are eager to experience, so we no longer feel new players will be left out if they choose not to fight Lt Lech Kril at this stage.
Defeat 300 Arid Grineer enemies on Mars
As mentioned above, this task encourages players to clear all of a planet’s nodes before advancing to the next planet, which is no longer the goal of the Junction Path.
Refine a Void Relic once at the console in your Orbiter. (Moved to Phobos Junction)
Added “Complete Quest: Heart of Deimos” task.
This allows players to build a relationship with the Entrati, and gets them on the path to building their Necramech for The New War Quest.
Europa Junction:
Removed “Complete Quest: Stolen Dreams” task.
Stolen Dreams is now a side Quest and therefore isn’t vital for the new player path!
Saturn Junction:
Removed “Complete Quest: The New Strange” task.
The New Strange is now a side Quest and therefore isn’t vital for the new player path!
Uranus Junction:
Removed “Craft a weapon requiring Mastery Rank 1 or higher” task.
Our primary goal with these changes is to decouple Mastery Rank from the Main Quest experience. That way new players can advance all the way to Whispers in the Walls without worrying about the 24-hour Mastery Rank Timer. To that end, all Junction Tasks that relate to Mastery Rank have been removed.
Neptune Junction:
Removed “Open a Cache during any Sabotage mission on Uranus” task.
Searching for Caches in Sabotage missions is taught via Nightwave now, so we are removing this to reduce overall grind.
Adjusted “Complete a mission on Uranus with only your Melee weapon equipped” task.
This task originally required a player to do so 5 times, now they must only do it once!
Pluto Junction:
Removed tasks:
Defeat the Hyena Pack at Psamathe on Neptune
As with Lt Lech Kril mentioned above, we no longer feel new players will be left out if they choose not to fight the Hyena Pack at this stage.
Complete a Corpus Spy mission with 3 successful data extractions on Neptune
We no longer feel a player must master Spy Missions at this stage in order to advance along the Main Quest Path. Players may instead choose to sharpen their Spy Mission skills when they pursue Nightwave, the Steel Path, or Ivara Blueprints!
Sedna Junction:
Removed tasks:
Defeat Vay Hek at Oro on Earth
As with Lt Lech Kril and the Hyena Pack mentioned above, we no longer feel new players will be left out if they choose not to fight Vay Hek at this stage.
Collect 1 Exilus Mod from any Orokin Principle challenge room on Lua
The “Ascendant” Nightwave Act teaches players about these puzzles on Lua, so we chose to remove it from the Junction path.
Craft a weapon requiring Mastery Rank 5 or higher
Our primary goal with these changes is to decouple Mastery Rank from the Main Quest experience. That way new players can advance all the way to Whispers in the Walls without worrying about the 24-hour Mastery Rank Timer. To that end, all Junction Tasks that relate to Mastery Rank have been removed.
Adjusted “Defeat 2 Sentient enemies on Lua” task.
Originally required players to defeat 5 Sentients. Only 2 spawn per Lua mission, so this reduces the grind needed to complete this task.
Add “Complete Quest: Rising Tide” task.
The other removed tasks allow players more time to focus on this new Quest requirement, which arms them with a Railjack for The New War.
RISING TIDE QUEST IMPROVEMENTS
While Rising Tide has seen improvements over the years with the goal of reducing the overall grind, we have still heard complaints from the community about its overall difficulty for less experienced players. Since this Quest is now a required part of the Main Quest Path, we have made some adjustments to ensure it matches the expected player progression between The Second Dream and The War Within.
Starting the Quest
Players will no longer need to purchase the Railjack Cephalon Blueprint from the Market to trigger this Quest. Now, once The Second Dream is complete, players will be able to start Rising Tide in their Codex. Upon doing so, the Railjack Cephalon Blueprint will be delivered to them directly via an Inbox Message.
Quest Mission Changes:
These changes apply to all Rising Tide recovery missions with the goal of reducing overall difficulty for players.
Removed solo-only requirement for these missions to allow players to squad up with a friend or matchmake with fellow Tenno.
Reduced the spawn rate of enemies by half, and added a random stagger to spawn frequency so that players were not dealing with large waves of enemies at once.
Slightly reduced the scanning beacon objective radius to make defending it easier.
Enemies within the radius of the scanning beacon will now be marked with a red waypoint to help players identify who to target.
Reduced the frequency of Cephalon Cy’s voice lines when the scanner perimeter is breached.
MASTERY RANK REQUIREMENTS FOR PROGRESSION
Right now, Mastery Rank timers make it impossible for new players to advance to the War Within until 120 real world hours have passed due to their time gating. Our goal is for new players to be able to catch up with their Tenno friends over the course of a weekend. To that end, we have removed Mastery Rank from the Main Quest Path, which includes Junctions.
Mastery Rank requirements remain for Side Quests like The Deadlock Protocol, more advanced gameplay systems like Rivens, and features like trading.
Astute Tenno will also have noticed that The War Within quest implicitly locked late-game content behind Mastery Rank 5, because you needed to be Mastery Rank 5 to complete Sedna Junction and unlock The War Within quest. We still want to prevent new players from diving into late-game content too quickly, so in lieu of The War Within Mastery Rank prerequisite, we have deliberately added a Mastery Rank 5 prerequisite to certain experiences:
Kuva Liches and Sisters of Parvos now require players to have completed The War Within and be Mastery Rank 5.
Kuva Siphon Missions now require players to have completed The War Within and be Mastery Rank 5.
Sorties now require players to have completed The War Within and be Mastery Rank 5.
We also removed the Mastery Rank 2 requirement for Natah.
We already removed the scanning requirement to start this Quest, but now we are reducing further friction by removing the Mastery Rank requirement outright.
Added Mastery Rank 3 requirement for Waverider.
This is so as not to distract new players from their Main Quest Path, as this Quest originally became available to them upon completing Vox Solaris.
Misc. Quest Changes:
Baro’s arrival inbox message will no longer appear while playing the Vor’s Prize Quest.
Reduced build time for the Personal Quarters segment from 12 hours to 1 hour.
This Segment is required to access the Apostasy Quest, so reducing the wait time aligns with our goal of reducing overall friction to complete the Main Story Quests.
Added a new pop-up message directing players to equip Kinetic Siphon Traps when attempting to start “Capture Manifestations” missions in the Chains of Harrow Quest.
“You must equip Kinetic Siphon Traps in your Gear Wheel to play this mission. To purchase them, visit Cephalon Simaris in any Relay and explore his Offerings at the console behind him to his right”.
Ordis originally offered gentle guidance for the players to acquire them, but we felt more specific instruction was helpful here for those attempting to venture forward unprepared.
ARCHGUN DEPLOYER: HEAVY WEAPON CHANGES
With the various buffs and adjustments we’ve made to Warframe weapons over the years, a common question we see in response is “but what about Archguns?”. These Heavy Weapons are meant to be heavy-hitters, but arguably have been overshadowed by the Primary and Secondary guns in your Arsenal. To address this feedback, we have made the following changes:
ON-DEPLOY OVERGUARD BUFF
Upon using an Archgun Deployer, players will now gain 2000 Overguard.
Effect has a 60s cooldown.
The Overguard gain is capped at 2000, so re-deploying your Archgun after the cooldown resets will refresh your Overguard up to the 2000 cap.
HEAVY WEAPON BUFFS
Overall, most Heavy Weapons (a.k.a. Archguns when used via the Archgun Deployer) have had their damage doubled. Some of the Archguns have also received buffs to their Archwing version, which we will indicate below.
Archgun Damage Resistance
Before we get into the stats, we have added a 50% Archgun Damage Resistance to the Profit Taker. Since these weapons have had their damage buffed, this resistance keeps these fights to the same difficulty as before.
Exceptions: The Kuva Grattler, Grattler, Mausolon and Kuva Ayanga have unique Damage Resistance values when used against the Profit Taker. These are adjusted to keep their damage output the same against these foes — as these weapons did not have their damage doubled, the amount of damage resistance is balanced to account for their buffs.
Corvas Prime’s damage stats were untouched so we did not implement Damage Resistance for this weapon.
The Orowyrm also received a 50% Damage Reduction against the Imperator to balance against its buffs.
Heavy Weapon Stat Changes
Note: these apply only to Archgun Deployer versions of these weapons unless otherwise specified.
CORTEGE
Held: Increased from 90 to 180 Heat Damage
Damage / Projectile: Increased from 10 to 20 Impact Damage
Radial Attack: Total Damage increased from 3000 to 6000
Blast Damage increased from 1000 to 2000 (per projectile, of which there are 3)
CYNGAS:
Total Damage increased from 120 to 240
Impact Damage increased from 39.6 to 80
Puncture Damage increased from 39.6 to 80
Slash Damage increased from 39.6 to 80
Punch Through increased from 0.0m to 1.5m
Increased Projectile Size
DUAL DECURION
These changes apply to both the Heavy Weapon and Archwing Variants, unless otherwise specified.
Total Damage increased from 110 to 190 (Heavy Weapon only)
Impact Damage increased from 49.5 to 85.5 (Heavy Weapon only)
Puncture Damage increased from 30.2 to 52.2 (Heavy Weapon only)
Slash Damage increased from 30.2 to 52.2 (Heavy Weapon only)
Punch Through increased from 0.0m to 1.2m
Fire Rate increased from 8.33 to 10.42
Magazine increased from 32 to 64
Ammo Maximum increased from 400 to 512 (Heavy Weapon only)
Increased Bullet Hit Radius (Heavy Weapon only)
Recoil reduced by about half
PRISMA DUAL DECURIONS
These changes apply to both the Heavy Weapon and Archwing Variants, unless otherwise specified.
Total Damage increased from 110 to 220 (Heavy Weapon only)
Impact Damage increased from 49.5 to 99 (Heavy Weapon only)
Puncture Damage increased from 30.2 to 60.5 (Heavy Weapon only)
Slash Damage increased from 30.2 to 60.5 (Heavy Weapon only)
Punch Through increased from 0.0m to 1.2m
Fire Rate increased from 10 to 12.5
Magazine increased from 32 to 64
Ammo Maximum increased from 400 to 512 (Heavy Weapon only)
Increased Bullet Hit Radius (Heavy Weapon only)
Recoil reduced by about half
CORVAS
Quick Shot: Total Damage increased from 440 to 880
Impact Damage increased from 32 to 64
Puncture Damage increased from 4 to 8
Slash Damage increased from 4 to 8
Charged Shot: Total Damage increased from 880 to 1760
Impact Damage increased from 64 to 128
Puncture Damage increased from 8 to 16
Slash Damage increased from 8 to 16
Punch Through increased from 0.0m to 2.4m
CORVAS PRIME:
Punch Through increased from 0.0m to 1.4m
FLUCTUS
Total Damage increased from 250 to 500
Impact Damage increased from 50 to 100
Puncture Damage increased from 25 to 50
Slash Damage increased from 175 to 350
GRATTLER
Primary: Total Damage increased from 150 to 225
Impact Damage increased from 15 to 22.5
Puncture Damage increased from 120 to 180
Slash Damage increased from 15 to 22.5
Radial Attack: Blast Damage increased from 205 to 310
KUVA GRATTLER
Primary: Total Damage increased from 94 to 140
Impact Damage increased from 9.4 to 14
Puncture Damage increased from 75.2 to 112
Slash Damage increased from 9.4 to 14
Radial Attack: Blast Damage increased from 155 to 235
IMPERATOR
Total Damage increased from 50 to 100
Impact Damage increased from 20 to 40
Puncture Damage increased from 17.5 to 35
Slash Damage increased from 12.5 to 25
Punch Through increased from 0.0m to 1.2m
Increased Bullet Hit Radius
IMPERATOR VANDAL
Total Damage increased from 50 to 100
Impact Damage increased from 20 to 40
Puncture Damage increased from 17.5 to 35
Slash Damage increased from 12.5 to 25
Punch Through increased from 0.0m to 1.2m
Increased Bullet Hit Radius
KUVA AYANGA
Primary: Impact Damage increased from 87 to 130
Radial Attack: Blast Damage increased from 187 to 280
LARKSPUR
Held: Total Damage increased from 90 to 180
Impact Damage increased from 10 to 20
Radiation Damage increased from 80 to 160
Charge: Total Damage increased from 420 to 840
Impact Damage increased from 140 to 280
Blast Damage increased from 180 to 360
Radiation Damage increased from 100 to 200
Charge – Radial Attack: Total Damage increased from 800 to 1600
Blast Damage increased from 400 to 800
Radiation Damage increased from 400 to 800
LARKSPUR PRIME
Held: Total Damage increased from 90 to 180
Impact Damage increased from 10 to 20
Radiation Damage increased from 80 to 160
Charge: Total Damage increased from 420 to 840
Impact Damage increased from 140 to 280
Blast Damage increased from 180 to 360
Radiation Damage increased from 100 to 200
Charge – Radial Attack: Total Damage increased from 800 to 1600
Blast Damage increased from 400 to 800
Radiation Damage increased from 400 to 800
MAUSOLON
Auto: Total Damage increased from 120 to 180
Impact Damage increased from 24 to 35
Puncture Damage increased from 48 to 70
Heat Damage increased from 46 to 75
Auto – Radial Attack: Heat Damage increased from 48 to 72
Charge: Total Damage increased from 1000 to 1500
Impact Damage increased from 100 to 150
Puncture Damage increased from 400 to 600
Heat Damage increased from 500 to 750
Charge – Radial Attack: Heat Damage increased from 3000 to 4500
MORGHA
Auto Burst:
Impact Damage increased from 32 to 64
Auto Burst – Radial Attack: Blast Damage increased from 164 to 328
Increased distance at which the explosion occurs to help prevent it from exploding in your face
Semi: Impact Damage increased from 100 to 200
Semi – Radial Attack: Total Damage increased from 3600 to 7200
Impact Damage increased from 600 to 1200
Puncture Damage increased from 800 to 1600
Slash Damage increased from 1000 to 2000
Blast Damage increased from 1200 to 2400
PHAEDRA
Total Damage increased from 56 to 116
Impact Damage increased from 14 to 29
Puncture Damage increased from 36.4 to 75.4
Slash Damage increased from 5.6 to 11.6
Punch Through increased from 0.0m to 1.2m
Increased Projectile Size
VELOCITUS
Quick Shot: Total Damage increased from 600 to 1200
Impact Damage increased from 150 to 300
Puncture Damage increased from 150 to 300
Slash Damage increased from 150 to 300
Magnetic Damage increased from 150 to 300
Charged Shot: Total Damage increased from 1600 to 3200
Impact Damage increased from 400 to 800
Puncture Damage increased from 400 to 800
Slash Damage increased from 400 to 800
Magnetic Damage increased from 400 to 800
Increased Projectile Size
Punch Through increased from 0.0m to 5m
NEW IN-GAME MARKET ITEMS & BUNDLES SANCTUM SUPPORTER PACK
A gilded collection worthy of the Entrati family. Includes:
Ekhein Hammer
Kalymos Kavat Gene-Masking Kit
Kalymos Fur Pattern
Vitreum Brown Fur Color
Auricle Green Fur Color
Sanctum Red Fur Color
Alchemy Black Fur Color
Envine Signa
Necramite Drone
Albrecht 1999 Display
Albrecht Jahu Display
Grimoire Altar Decoration
Vasca Kavat & Precept Mods
Draining Bite Precept Mod
Transfusion Precept Mod
Albrecht’s Treasures Glyph*
Sanctum Color Picker*
Too Late Emote*
350 Platinum
This pack may only be purchased once per account. Items marked with an asterisk are pack exclusive, while the rest can be purchased in the in-game Market for Platinum!
Note: The description of the pack on your platform’s store does not specify all of the exact items as you see them listed here – but rest assured that all of the items will be delivered to your account upon purchasing! We will be correcting these descriptions in the new year. Thank you!
DONNISH DECOR PACK
Give your space an air of scholarly sophistication. Includes:
Necramite Drone
Albrecht 1999 Display
Grimoire Altar Decoration
WHISPERS IN THE WALLS COMMUNITY GLYPH BUNDLE
A bundle featuring themed glyphs from Community Artists SirEnarion & death_ma666ots.
Albrecht Hat Community Glyph
Man In The Wall Community Glyph
ADDITIONS:
Over 150 new Duviri-themed Dojo Decorations have been added.
Added Vosphene Dojo Decorations for each type (Fass, Jahu, Khra, Lohk, Netra, Ris, Vome, and Xata).
The Legendary 4 Mastery Rank Test is now available to those eligible!
Cephalon Simaris’ room in the Relays has also been fitted with new Legendary Rank pods as he was running out of room!
Added the remaining buff descriptions for Warframe Abilities, Focus Abilities, Augment, Archwing Abilities, Companion Precepts, Mods (Galvanized Set, Aerial & Covert Bond, Fired Up, Adaptation), Arcanes (Steel Path Arcanes and Virtuous Shadow), Dragon Keys, Necramech Abilities, and all of the Status Effect debuffs (when applied to players).
To refresh your memory, in the Abyss of Dagath update we added the ability to hover over the HUD buff icons and read their descriptions. Since there are many many many buffs across Warframe it took us a bit more time to write and include descriptions for all the existing buffs – but we’re all caught up with this update!
Players can now “Activate” their Stackable “???” Rivens into Veiled Rivens via their Mod Segment. Doing so will reveal the challenge required to Unveil it and take up a Riven Slot.
Added the ability to sort by “Recent” (most recently purchased or acquired) in the Landing Craft Decoration Menu, and in the Dojo Decoration Menu (for Personal Decorations only).
Note: Ayatan Sculptures will always be listed at the top, followed by the most recent.
Added a “Preview Visual Effects Intensity” toggle in the Accessibility options to enable/disable the pop-up preview that appears when making changes to the Visual Effects Intensity slider. This is always disabled by default and must be toggled on each time you want to check how change will apply.
Added a “Enable Ordis Orbiter Transmissions” toggle in the Audio settings.
In Hotfix 34.0.4, Ordis’ transmissions were added to the “Enable Hint Transmissions” toggle but it is best suited as its own option to give players more ways to adjust their audio preferences. Be sure to check your Audio settings to enable/disable those toggles to your liking!
CHANGES
Enemy Voidrig Necramech Changes:
These Entrati war machines have proven that they are fierce opponents, but fighting against them with their high power level requirements can feel like a bit of a trudge, which in turn also made them rather difficult for less experienced players to defeat.
Since these foes are critical targets to earn your very own Necramech, the following changes have been made to Voidrigs (both Albrecht’s Laboratories and Isolation Vaults) to improve the combat experience for all!
Voidrigs can now take damage anywhere (with damage attenuation) instead of just their weak points. Targeting their weak points will now deal increased damage!
This change is already live as it accidentally went out with Abyss of Dagath. The intention of the change was to make the fight much less taxing, while still maintaining some benefit to focusing attacks at their weak spots. Since they are now susceptible to all attack points, damage attenuation (maximum damage per instance and per second caps) was added to maintain a level of difficulty and prevent them from being one-shot. Enemy Bonewidows will receive the same treatment in a future update.
Updated the look of their weak points to better highlight them – they now appear as vials filled with a liquid substance that can be targeted and destroyed.
Removed its Shields and slightly increased its Health.
Voidrig ability changes:
Storm Shroud now deals Electricity Damage and Status Effect in a short range. A sound effect will now play when it is cast to help communicate the incoming danger.
Reduced the range at which Voidrig will cast Gravemines.
Improved the general readability of enemy Voidrig abilities to help players telegraph their attacks:
Added VFX at the front of Voidrigs during their slide attack to communicate the damage width more clearly.
Added VFX to the Gravemines’ explosions to improve visibility of the grenades and their travel range.
Improved readability of Necraweb’s VFX when the canister is thrown and explodes. Also improved visibility of the explosion area in which players would be slowed.
Improved the way Voidrigs aim at players – in other words they will now aim their guns at you more accurately.
Made several tweaks to their ambient noises.
Helminth Changes:
Added the ability to contribute the following resources to Bile Secretions:
Hemocyte Cystoliths
Enigma Gyrum
Kullervo’s Bane
Ariette Scale
Rune Marrow
Aggristone
Vainthorn
Added the ability to contribute the following resources to Biotics Secretions:
Connla Sprout
Eevani
Kovnik
Dracroot
Ueymag
Yao Shrub
Silphsela
Tasoma Extract
Added the ability to contribute the remaining Duviri resources to the following Secretions.
Saggen Pearl (Synthetics)
Lamentus (Pheromones)
Maw Fang (Oxides)
Nacreous Pebble (Calx)
Nightwave Changes:
Nightwave will now recover Permanent Weekly Acts that weren’t finished in previous weeks, allowing you to collect any missed Standing starting the next rotation. Read the official PSA for a full recap on the events that lead to this change.
Additionally, Permanent Weekly Acts are now numbered. Players can differentiate between new weeks and weeks you’ve missed.
For example, if you missed two weeks of “Not a Warning Shot” at the start of Nightwave, the third week will have “Not a Warning Shot III,” with “Not a Warning Shot I” and “Not a Warning Shot II” being recoverable. This change will occur next week, the current rotation will maintain the previous naming conventions until then.
General Nightwave Changes:
Updated “The Hunt Is On” Nightwave Act’s description for clarity on challenge requirements:
Was: Find X Syndicate Medallions as a squad.
Now: Find X Syndicate Medallions. You can search by yourself or with a squad.
Mirage Eclipse Changes:
Tenno who are familiar with Mirage’s ability Eclipse know how temperamental it can be. Areas that look light are actually dark and vice versa, which can make it rather difficult to know how much of a bonus the ability is actually giving you at any moment.
To address this issue, the HUD icon for Eclipse will now continuously update to show an accurate and responsive state of what effect Mirage is currently getting, rather than just showing the maximum values from standing in light or dark. We have also updated the HUD icons with names to distinguish which buff is being given:
Low light environments = Lunar Eclipse
Bright light environments = Solar Eclipse
This at least gives us (and you) a better tool to measure what Eclipse is really doing.
With this update we started assessing how inconsistent and frustrating this ability was, and noticed a variety of problems: it didn’t work properly on the Plains of Eidolon and, super relevant for this update, it didn’t work at all with the new lighting technology in Albrecht’s Laboratories!
We are still considering what we can do to make this ability better in the long term. Stay tuned for further changes on Eclipse.
General Changes:
Hovering your reticle over explosive barrels will now show its explosion radius!
Narmer Bounties are now always available on both Venus and Earth, regardless of what time of day it is on the Plains of Eidolon!
Prior to this change, Narmer Bounties on the Plains of Eidolon would only appear during the day cycle and Orb Vallis during the night cycle. Instead of waiting 150 minutes for the cycle to switch and to gain access to the bounty-exclusive rewards, you can now play them at any time!
Daily Tribute reward scaling is now capped at 3000 days. This is a preemptive measure! The first time 3000 days can be hit will be in March 2024.
The Daily Tribute system was first introduced in Update 18.0 (2015-12-03) and if you’ve been around long enough to hit day 3000 in 2024, thanks for sticking with us! Ultimately, we want to ensure the longevity of this system by proactively putting in measures that prevent an unbalanced reward system caused by indefinite scaling.
Players will continue to receive rewards beyond this milestone (and the day counter in the UI will still update by day), but the scaling for the following rewards (listed below) will no longer increase past the 3000 day multiplier.
Credits
Endo
Affinity Booster
Credit Booster
Resource Booster
Resource Drop Chance Booster
Resources
Forma Blueprint
Reduced the duration of Magnetic Status Effects when applied to players from 6 to 3 seconds and decreased the total Energy drain from 120 to 90.
In addition to general feedback on Magnetic Damage being a bit harsh, the new tileset has many Magnetic Damage sources so the following changes were made to ensure it still had an impact without becoming unmanageable.
To address severe performance issues caused by the unlimited amount of Status Effects stacks that could be transferred by Contagion Bond, we have added a 100x stacks total cap to the Mod.
Enemies can still be inflicted with Status Effect stacks even after hitting this cap. In other words, if 100x stacks have been transferred to an enemy from Contagion Mod, they can still receive more stacks from different sources.
The following items can now be purchased for Platinum in the in-game Market:
Veiled Riven Cipher
Primary Arcane Adapter
Secondary Arcane Adapter
Melee Arcane Adapter
Hovering over Warframe color channels in the Arsenal will now highlight the associated area!
Added a message to the end of mission screen when a key-based mission (e.g. Abyssal Zone) failed due to the key-owner quitting or disconnecting: “Owner of the mission key left the squad.”
Increased the Starting Energy of the following Prime Warframes so that they have higher Energy Capacity compared to their base version:
Grendel Prime from 100 to 115
Inaros Prime from 50 to 75
Ivara Prime from 75 to 100
Khora Prime from 75 to 100
Limbo Prime from 100 to 125
Nidus Prime from 50 to 75
Titania Prime from 100 to 125
Updated the Daily Special purchase message at Legs to indicate that Moas use Sentinel Weapons. It will now indicate if a player does not own a Sentinel Weapon to use with their new Moa.
“You do not own any compatible weapons for this Moa. Moas share ranged weapons with Sentinels, these weapons are included when Sentinels are purchased or built in the Foundry. Are you sure you want to purchase this Moa?”
Removed the Tomb Guardian from the list of spawnable enemies in the Simulacrum.
Since these enemies split into smaller versions of themselves upon defeat, they could result in a large number of foes spawned into the Simulacrum, leading to performance issues or crashes.
Updated buff description for Nova’s Escape Velocity Augment Mod to specify “Movement Speed” instead of just “Speed”. Now reads:
“Increased Movement Speed after traveling through Worm Hole.”
The Gear Wheel now displays your respective Hot Key binding on the actual item instead of the description when opening the Gear Wheel.
Added on-hover tooltips to Mods with unique effects. Mods with a special mechanic will now appear bolded in its description indicating that you can hover over it to learn more about it. This applies to the following (not exhaustive):
Reduced the delay that could occur between using a Riven Cipher and witnessing the Unveiling visual effects.
Primary and Secondary Arcane descriptions now indicate that you require a Primary or Secondary Arcane Adapter in order to install said Arcane.
Updated the Veiled Riven Cipher’s description to better explain its usage:
Was: “Identify a Veiled Riven.”
Now: “Use this cipher to instantly complete one Veiled Riven Challenge at the cost of consuming the cipher.”
Renamed “Secondary Fire” in the Controls settings to “Alternate Fire” to unify naming with Weapon and Mod descriptions
Sentinels will now only be Highlighted with Character Highlights if the “Self Highlight” option is toggled on.
Previously, Sentinels would be affected by Ally Highlights regardless of the Self Highlight toggle. Since Sentinels hover over the Warframe’s shoulder, we now consider them to be an extension of the “Self” for the purposes of the Character Highlighting system.
You can now unlock Waverider Challenges in any mission, not just Open Zones, if you have Yareli equipped and Merulina unlocked.
Cobra and Crane’s passive interaction with Baruuk (the first strike of this weapon will put enemies to sleep) now respects enemy CC immunity (Eximus, Bosses, Overguard, etc.).
Increased Garv’s armor in Cambion Drift Bounties to improve his survivability.
The crystal fractals on Citrine’s Crystallize will now disappear more quickly to reduce overall visual clutter. This does not impact the duration of the Crystalline Growths on foes — we simply adjusted the ability effects where they search out foes.
Added sound effect to opening the Arcane Segment in the Orbiter and when equipping Arcanes.
OPTIMIZATIONS
Made systemic optimizations to the Chat Linking system.
Made systemic optimizations to the memory footprint for all platforms.
Made systemic micro-optimizations to rendering for all platforms.
Made systemic micro-optimizations to the memory footprint on all platforms.
Made systemic micro-optimizations to the script runtime.
Made micro-optimizations to loading the inventory of large accounts.
TOP FIXES
Fixed loss of functionality caused by using Kullervo’s Wrathful Advance with an Archgun equipped.
Fixed becoming invulnerable and gaining use of your Primary and Secondary weapons when rolling immediately after Kullervo’s Wrathful Advance.
Fixed Ember’s Inferno not earning Shields from Energy spent when used with Augur Set Mods or Brief Respite.
Fixed Dagath’s Rakhali’s Cavalry not applying defense reduction to Doomed enemies while they are ragdolled.
Fixed being able to use Inner Might multiple times when casting Abilities via the Railjack Tactical Menu. Now, Inner Might will be used for the initial cast and go into cooldown, as intended.
Fixed subsequent casts of Xaku’s The Lost and The Vast Untime Abilities not consuming Inner Might or Mystic Bond charges, allowing them to be cast for free repeatedly.
Fixed Excalibur Umbra being able to pass into Kuva Trokar anti-Warframe fields after using Transference (or being ejected from your Warframe). Now he will be stopped outside the bubble like all other Warframes.
Fixed Exploding Barrels dealing 100% of their damage to Companions and friendly NPCs. They will now only deal the same 30% damage that players receive.
Fixed Arcane Power Ramp losing its stacks upon using Transference.
Fixed Auto Melee persisting if the first melee of a mission is a Warframe ability (Kullervo’s Wrathful Advance, etc.)
Fixed Host Migrating with a dead Client sometimes resulting in a Failed mission for the returning players.
Fixed using Auto Melee while entering a Cutscene resulting in being locked in a perma-melee state with no input required.
Fixed Clients’ Warframe rotation being replicated badly for Host after Transference.
Fixed Zariman Void Cascade bubble not knocking back Client Warframes.
Fixed Clients experiencing a loss of function if a Host Migration occurs while said Clients are in an Exolizer bubble during a Zariman Void Cascade mission.
Fixed cases where enemies would ignore Clients after a Host Migration occurred.
Fixed Umbra’s sentient mode ceasing to function if Clients get Host Migrated while in Operator mode.
Fixed Orowyrm Dive ability button appearing as “UNBOUND” during Stage 9 of the Duviri Paradox Quest.
Fixed the damage multiplier HUD tracker for Voruna’s Ulfrun’s Descent not updating properly for Clients.
We had attempted to fix this in Hotfix 34.0.6, but it ultimately required a code fix which has been included in this update!
Fixed Affinity gained from killing enemies with Voruna’s Ulfrun’s Descent applying to the whole loadout, instead of to Voruna exclusively as intended (all Affinity gained from ability kills go to Warframe).
Fixed an issue where Zephyr’s Tornadoes weren’t dealing their tick damage to enemies until players shot Elemental Damage into them.
Fixed the Pack Leader Mod not granting Companions Health or Overguard from Gunblade Melee attacks.
Fixed Allies and Enemy Highlighting remaining active during Quest cutscenes. They will no longer be visible during cutscenes if enabled.
Fixed Parazon getting equipped in hand after Mercy-killing an Eximus enemy while auto-meleeing.
Fixed Clients getting stuck loading into a Void Cascade mission indefinitely.
Fixed endlessly Melee attacking in Duviri as Drifter if the “Melee with Fire Weapon Input” toggle is enabled.
Fixed receiving friend requests when you have the “Receive Friend Requests From” option set to “Nobody” in your settings.
Fixed Councilor Vay Hek getting stuck in a ventilation pipe in his boss arena, causing a progression stop.
Fixed damage numbers from attacks affected by Voruna’s Shroud of Dynar being the incorrect Critical Hit color.
Fixed Warframe abilities being able to target invulnerable turrets in the Index.
This fixes issues where certain abilities, like Protea’s Blaze Artillery, would target the turrets despite being unable to harm them.
Fixed opening the pause menu while Transferring into the Orowyrm causing the player camera to detach from the Orowyrm.
Fixed Clients using Transference right as they get teleported to the next Circuit Stage getting teleported to the Circuit “Waiting Room” instead.
Fixed Xaku’s Grasp of Lohk being able to kill enemies through doors.
Fixed explosive consoles created by Mirage’s Sleight of Hand causing enemies to trigger alarms when interacted with. Now these consoles will explode once enemies use them, but alarms will no longer be raised.
Fixed a case of players being able to bypass the inactivity detector in the Plains of Eidolon.
Fixed Slingshotting into Corpus Ships in Railjack missions causing instant mission failure.
Fixed Magus Aggress charges being unintentionally consumed by Companion attacks.
Fixed Enemy Highlights not applying Archon Amar’s clones.
Fixed armor stripped by Hildryn’s Pillage sometimes regenerating on enemies affected by Hydroid’s Passive.
We are aware of other issues related to Hydroid’s Passive and armor strip, but those require a Code Fix that did not make it in time for this update.
Fixed cases of Tusk Thumpers on the Plains of Eidolon becoming invulnerable.
Fixed certain multishot alt-fire attacks, namely from the Arum Spinosa and Quassus, dealing unintentionally high damage to Archons.
Maximum Damage Per Instance was incorrectly using these weapons’ Primary (single instance) attack instead of its alt-fire (multi-instance) attack in the damage attenuation calculation – which resulted in higher than intended damage numbers for each instance.
Fixed certain Sentient enemies being pushed away by Nidus’ Larva, instead of being pulled in as intended.
Fixed a bug where auto-melee was preventing players from throwing throwable objects, such as Thermia Canisters, with their Melee equipped.
Fixed Xaku’s Grasp of Lohk weapons being able to hit enemies inside of the Arctic and Guardian Eximus’ protective bubbles.
Fixed the “Invert Tap/Hold Abilities” toggle not applying to Vauban’s Bastille and Titania’s Spellbind ability.
Fixed a bug with long dedicated server sessions “leaking” slots (Clients partially joining a session but never connecting/disconnecting from the slot). Thank you to a dedicated Tenno out there who sent useful reports to help us nail this down!
Fixed the Catabolyst sometimes skipping its reload animation which was preventing players from using its grenade throw attack.
This also fixes being unable to benefit from its Critical Mutation Augment Mod, which applied buffs to its grenade.
Fixed Clients being unable to skip mission intro cutscene if the Host skipped it before they loaded in.
Fixed Host and Clients experiencing performance issues caused by Kubrow with the Duplex Bond Mod and a Collar equipped.
Fixed Ivara Prime’s jellyfish effects missing from her helmet. She has been jellified once again.
Fixed being unable to progress past the “Find the Vault” stage of the Heart of Deimos Quest.
Cross Platform Play Changes & Fixes:
Newly created Clans and Alliances will now have the “Cross Platform Clan” toggle enabled by default.
A pop-up explaining how to disable Cross Platform Clan will occur upon creation, to ensure players are familiar with the setting.
Fixed an issue where players on console were unable to add a friend on PC if they had the same account alias.
Fixed players receiving an incorrect error message, “Cannot sync to Warframe database due to no internet connection.”, when trying to send a friend request to someone with a duplicate name on another platform, for whom they already have a pending friend request.
Fixes towards unclear error prompts when inviting a player when you have Cross Platform Play disabled. It will now better communicate why an invite isn’t being sent due to Cross Platform Play settings between sender and receiver.
GENERAL FIXES
Fixed a case where Zylok and Zylok Prime’s flipping firing animation triggered too frequently for Clients when viewed by Host.
Fixed various armor offset issues on Grendel Prime with the Grendel Voidshell Skin equipped.
Fixed the first letter typed into a text box not registering if the text box is selected by a Controller, but the text input is performed by a Keyboard.
Fixed various Syandanas appearing smaller on Dagath compared to other Warframes.
Fixed a case of Sibear’s heavy attack causing a performance hitch.
Fixed an issue where players could get stuck in the back half of the Railjack after the Host aborted the mission.
Fixed the Updates Screen button above the in-game news console being pushed off-screen if there were a lot of in-game news links.
Now the screen will offer players the ability to scroll should all links not fit on one page.
Fixed icons of currently inflicted Status Effects not appearing over enemy heads with the “Show Enemy Names” setting toggled off.
Fixed Buff Icons not updating when using the Railjack Tactical Menu.
Fixed Nightwave Screen displaying the incorrect background if a player accesses it via the new Episode pop-up menu.
Fixed custom reticle color from HUD settings not applying to the Dorrclave and Incarnon Weapons.
Fixed Clients being unable to see the Status Effects spread from Contagious Bond in the UI.
Fixed the End of Mission screen showing the incorrect amount of Stock earned in a Break Narmer mission (UI only issue).
Fixed Client crash that could occur when trying to Abort a mission from the pause menu while transitioning to a hub.
Fixed various Warframes displaying incorrect Health values when previewed in the Conclave Arsenal.
Fixed an issue where Nidus’ Virulence Energy refund per enemy hit was incorrectly displayed as zero when Zenurik’s Inner Might was equipped.
Fixed an issue with Orb Vallis coolant shaders.
Fixed inconsistent capitalization in Node names when checking with the Arbiters of Hexis which Nodes must still be unlocked to gain access to Arbitrations.
Fixed Heavy Attack charge up animation not respecting “Camera Tracks Melee Target” setting while the player is stationary.
Fixed unintended “|CONDITION|” appearing in Cascadia Empowered’s and Rising Agony Decree’s description.
Fixed K-Drive trick chains less than 10 seconds triggering completion for the “Keep a K-Drive trick chain alive for 10 seconds” challenge on Page 3 of the Waverider Quest.
Fixed black splotches appearing at the bottom of Parazon Mods.
Fixed armor offset issues with the Commodore Prime Suit.
Fixed players getting stuck respawning endlessly if they are standing on top of the cannon in the Koro, Kuva Fortress mission after it has been fired.
Fixed a rare crash that could occur when Clients in a squad have an Aura Mod equipped and there was Host migration.
Fixed Waypoint functionality breaking if the full large-sized map was up before mounting/dismounting a K-Drive.
Fixed the Axio Engineer always having the enemy waypoint marker on him when spawned in the Simulacrum.
Fixed lingering Intrinsics screen when a player is dragged into the Duviri Circuit while the Intrinsics screen is open.
Fixed rare cases where you could trigger Auto Melee while on the Kaithe.
Fixed Velocipods trailing under the Deimos exocrine instead of hovering on top, making it hard to Tranq or mount them.
Fixed cases where dismounting and remounting a K-Drive will leave players unable to shoot their secondary weapon.
Fixed players who are inactive during the entirety of an Abyssal Zone mission still receiving End of Mission rewards.
Fixed Mods starting with a special character are incorrectly sorted in the End of Mission screen when using the French client.
Fixed various buff icons appearing in the Pause menu and overlapping the menu UI.
Fixed a random clothes rack spawning in the Grineer Galleon tile set.
Fixed a rare issue where Incarnon challenge requirements could be surpassed which prevented the next Evolution tier from being unlocked.
Fixed an issue in the first part of Vor’s Prize where some Grineer showed odd movements as they approached players.
Fixed Corpus Condor Dropships having no collision, making it difficult to land Melee attacks on the enemies within them.
Fixed an issue where new players would only have access to the SPROUT area in Teshin’s Cave after restarting the game.
Fixed getting the “Failed to Connect to Server” error message instead of “User Cannot Be Found” if you enter an account name in chat that does not exist and attempt to view its profile.
Fixed the “Unable to join; Relay instance is reserved for players on another platform” error message occurring when attempting to join a Relay/Hub with Cross Platform Play Enabled.
Fixed issue where markers with no background icon could stack on top of another marker.
Fixed the preview description for Chat linked songs saying that it is part of the Kuva Lich Hunter Collection.
Fixed hitch occurring upon opening the Index scoreboard.
Fixed being able to clip through the ceiling by jumping up into various doorways in the Corpus Outpost tileset.
Fixed enemies having trouble climbing up the stairs in the Grineer Forest Defense tileset.
Fixed the Dax Equitem going temporarily invisible after teleporting through Gara’s Mass Vitrify.
Fixed the hologram door icons for the Harbinger’s Pass and Courtier’s Bliss Dojo Rooms hovering away from the door.
Fixed weird behavior with the Nukor’s enlarging effect on enemy limbs.
Fixed an issue where aiming at enemies with Incarnon weapons, like the Felarx, caused a brief white flash in the reticle. The reticle now remains red as intended.
Fixed being unable to chat link certain Companion fur colors.
Fixed a crash that could occur when hovering over empty slots in the End of Mission screen.
Fixed a crash that could occur when trying to enter the Cambion Drift from the Necralisk during the Heart of Deimos Quest.
Fixed a script error caused by the Melee Guidance Aura Mod.
Fixed a script error caused by Hydroid’s Tentacle Swarm.
Fixed a script error causing certain materials failing to fade correctly after defeating Councilor Vay Hek.
Fixed rocks near the elevators in the Strata relay having visible grid lines.
Fixed an invisible object underneath the crashed ship in the Awakening Quest.
Fixed a wall panel in the Corpus Gas City tileset unloading and reloading depending on how far away you are from it.
Fixed a gap in the Grineer Galleon tileset.
Fixed a hole in the Grineer Forest tileset.
Fixed root/rock textures clipping through the ground in the Break Narmer Junk Run mission.
Fixed Clients being unable to see a specific zipline in the Plains of Eidolon.
Fixed a small area on one of the floating rocks in the Undercroft being unlit.
Fixed disconnected ground textures behind one of the houses in the Undercroft.
Fixed some haloing on various in-game icons.
Fixed offset issues with the Maggor Leg Guard and Towsun variant on Inaros.
Fixed the Shield Gate Invulnerability stat tooltip for Sevagoth not updating based on the equipped Shield Mods.
Fixed an invisible wall preventing players from entering a door in Lua Spy missions.
Fixed a case of a neighboring tile causing clipping in the Orokin Tower tileset.
Fixes towards various cases of floating resource crates in the Grineer Galleon tileset.
Fixed a texture gap in the mountain during The War Within Quest.
Fixed a lighting issue in the Vay Hek assassination mission.
Fixed a hitch when selecting a Warframe in Teshin’s Cave.
Fixed Client disconnect when selecting a Warframe in Teshin’s Cave.
Fixed the Thunderbolt Mod causing self-damage to Ivara when equipped on her Artemis Bow.
Fixed a small area in Deimos where a player could fall out of the world.
Fixed context action for a Zariman Mobile Defense terminal being misaligned.
Fixed ability to freely move the camera through the locked doors of the Sands of Inaros Quest.
Fixed the ability to place the camera inside your Warframe when speaking to Darvo.
Fixed Warframe not aligning correctly to the Void Relic segment when installing it.
Fixed News console in the Orbiter having a very small interaction radius.
Fixed the Market console screen in the Orbiter being too far forward.
Fixed an issue where your Landing Craft would dock at a weird angle after quickly skipping the cutscenes while loading into Maroo’s Bazaar.
Fixed the Javi Evolution Scrawling Decoration laying flat in Decoration Menu and Baro Ki’Teer dioramas instead of upright as intended.
Fixed a script error caused by Hydroid’s on-hover Ability information.
Fixed being able press “repeat mission” while already reconnecting to a disconnected squad, resulting in a crash.
Fixed a script error in Archon Hunt missions.
Fixed an issue where lightly tapping the melee input to swap from Sirocco to Melee as Drifter would not actually perform a melee swing, resulting in players being unable to quick fire for a short period of time.
Fixed the Waverider Challenge list still appearing in the pause menu after deselecting it as the active Quest in the Codex.
Fixed the Navigation Console, Star Chart, and World State Window UI not updating at the exact moment Baro arrives.
Fixed enemies falling through the map in the Helene, Saturn Defense mission.
Fixed casting Baruuk’s Desolate Hands ability in Teshin’s Cave targeting the kneeling Warframes, which was also causing a script error.
Fixed being unable to use Wisp’s Will-O-Wisp in the Undercroft after casting it in the lobby before loading in.
Fixed the HUD filling up with Blast icons if hit with Blast Damage while riding Merulina.
Fixed being unable to chat link the new Tennobaum 2023 Glyphs and several crafting components.
Fixed a map hole in the Grineer Asteroid tileset.
Fixed a set of stairs having incorrect textures in the Corpus Outpost tileset.
Fixed Panthera firing its primary and alt fire simultaneously and repeatedly after casting Wukong’s Cloud Walker.
Fixed the Khinn Syandana getting stuck on Yareli’s legs when equipping in Arsenal.
Fixed certain parts of the Gauss’ Nitrolyst Helmet being incorrectly positioned when Redline mode is disabled.
Fixed the scrolling speed being far too fast in long Inbox messages.
Fixed the Helium Barrels in the Corpus Gas City tileset not having collision.
Fixed a script error in the Last Gasp Focus ability.
Fixed a script error in Mirage’s Prism ability.
Fixed performance issues caused by interactions between Wisp’s Shock Mote and Saryn’s Spores with a companion with Vicious Bond equipped.
Whew! That’s one hefty update! Once we know more about Digital Extremes’ plans for 2024, we’ll let our readers know. Don’t forget, the studio also has Soulframe set to launch sometime as well, with the closed beta tests kicking off this month.
Behaviour Interactive has released Dead by Daylight update 7.4.2 (PS4 version 3.03, PS5 version 7.400.200), which brings in a host of adjustments and bug fixes.
Dead by Daylight Update 7.4.2 Patch Notes | Dead by Daylight Update 3.03 Patch Notes | Dead by Daylight Update 7.400.200 Patch Notes:
Content
Re-enabled Flashlight items and perks Residual Manifest, Dramaturgy and Appraisal.
The Good Guy
Batteries Included (perk)
When within 12 meters of a completed generator, you have 5% Haste. The movement speed bonus lingers for 1/3/5 seconds after leaving the generator’s range. (Removed deactivation when all generators are completed)
The Trickster
Decreased the base time between throws to 0.3 seconds (was 0.33)
Increased the Main Event throw rate multiplier to 66% (was 33%)
Increased the Main Event active duration to 6 seconds (was 5 seconds)
Reverted the time before Laceration starts decaying to 15 seconds (was 10 seconds)
Bug Fixes
Archives
Fixed an issue that made it impossible to complete the Back-to-Back Tome 17 Challenge if getting a Good skill check or missing a skill check after getting 3 Great skill checks consecutively.
Bots
Bots can once again dodge special attacks.
Characters
Fixed an issue that caused the Mastermind picking up a Survivor on his shoulders to be misaligned for a few seconds.
Fixed an issue that caused The Demogorgon’s Break Pallet animation to play properly when a Survivor runs into the Pallet from the other side.
Fixed an issue that caused The Good Guy “Slice and Dice” hit animation to plays twice.
Fixed an issue that caused survivors to become misaligned during The Good Guy carry animation attacks
The Good Guy can now scamper under pallets being lifted by Any Means Necessary
Fixed an issue where players could bypass the 90 degree camera lock with The Good Guy
The Trickster’s Main Event can no longer trigger the Supreme Combo event multiple times per health state
As seen from the survivor point of view Charles Lee Ray no longer jitters and lags behind while carrying The Good Guy
Fixed an issue that caused The Huntress’ hatchets to become offset at launch
Environment/Maps
Fixed an issue in The Nostromo map where characters could land on debris
Fixed an issue in Midwich Elementary School where characters would clip through a vault
Fixed an issue in the Swamp Realm where extra collision would let characters stand
Fixed an issue in The Underground Complex where characters would not be able to rescue a survivor on a hook
UI
Fixed occasionally missing UI elements like the Currencies information.
Fixed a potential crash in the Archives when hovering a Reward node.
Fixed a potential crash if closing the Player Profile menu too quickly after equipping a Player Card badge or banner.
Misc
Fixed an issue that caused Survivors to clip into a locker after being interrupted from entering one by the Killer
Fixed an issue that caused Survivors to clip into lockers after using a flashlight and entering the locker simultaneously
Known Issues
The Back-to-Back Tome 17 challenge description erroneously says “1 consecutive skill check” instead of 3.
In other news related to the franchise, Behaviour is collaborating with Supermassive Games (Until Dawn, Dark Pictures Anthology) for a new single-player game based on Dead by Daylight! Read up about that here.
Gameloft has released Disney Dreamlight Valley update 1.85, addressing several bugs across every platform. Here are the Disney Dreamlight Valley December 13 patch notes.
Disney Dreamlight Valley Update 1.85 Patch Notes | Disney Dreamlight Valley Update 1.850 Patch Notes
While Gameloft has yet to release the PlayStation-specific notes, we do know that this update does bring over the hotfix that was released on other platforms a few days ago.
Crashes during rainy weather
Balancing spawn rates for Tropical Wood and other resources
Festive bows have returned to red
Additional Eternity Isle quest blockers have been resolved
The studio noted on Twitter that more additional hotfixes were on their way, so we’ll likely get more patch notes later today.
We are planning an additional hotfix for all platforms to resolve these and other top reported issues. Thank you for your patience and stay tuned for more information! ✨
Once they’ve been released, we’ll update the ones above. Just don’t expect anything major, as Gameloft just released the Disney Dreamlight Punkin King Return update last week.
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.
The Granblue series initially debuted almost a decade ago on mobile devices and web browsers exclusively in Japan. While the original game never received an official international release, a fighting game spin-off titled Granblue Fantasy Versus was released in 2020 from the prolific fan-favorite fighting game developer Arc System Works, which received pretty solid reviews. Now ahead of the release of the new action RPG spin-off Granblue Fantasy: Relink that is coming early next year, Granblue Fantasy Versus has also received a follow-up titled Granblue Fantasy Versus: Rising.
A Familiar Experience
Granblue Fantasy Versus: Rising serves as a sequel that also feels like more of an update to the first game as well. This game brings back the full roster from Granblue Fantasy Versus along with the addition of four new fighters on the base roster with more coming through DLC. There is a healthy roster of different characters to choose from here overall, which will only keep growing with the upcoming DLC as well.
As for the game’s combat system, it is almost exactly like in the first game but with a few extra features like dash attacks. For those new to the series entirely, the combat very much feels like an Arc System Works game, though you won’t find any assist characters or the like here to use in battle. The controls are very intuitive and the game’s Training mode or the tutorial missions in Story mode can help you to get fighting fit for your upcoming battles. I quite enjoyed the way the game utilized not only the various attack moves but also blocking and counterattacking effectively. For the most part, you can just button-mash like a lot of fighters if that is what you are looking for, but that certainly is not going to be anywhere near a sound strategy if you are looking to take the game online against good players.
Story Mode is split into three parts, starting with the one found in the original Granblue Fantasy Versus game. However, the developer stripped out all of the RPG elements of the game’s story mode and instead just turned it into a story that accompanies a mix of fights against hordes of grunts and matches against other fighters in the game with nothing else surrounding it. The only real thing you get to do is choose your character’s skill set and support skills. This is very disappointing coming off of the first game’s RPG elements that people greatly enjoyed.
The majority of the early stages of Story mode serve as a tutorial, but you’ll eventually get past them and into the more general missions and eventually boss battles. Some missions even add an ally fighter to the battle who fights alongside you, which is much needed in some of the more difficult boss battles.
After completing Part 1 of the Story mode, you will unlock Part 2, which features the story content added to the previous game as post-release content. Then, completing Part 2 will unlock Part 3, which is the all-new story content in Granblue Fantasy Versus: Rising. This new content is certainly enjoyable and the story from the original game is still captivating in itself, but the way this was handled in the game helps to push the idea that this is more of an ultimate version of the first game than an entirely new sequel.
Granblue Fantasy Versus: Rising offers players two other offline fighting modes besides Story and Training with Arcade and Versus modes. Versus is just your traditional local multiplayer where you fight a friend or the CPU, while Arcade mode features seven battles that let you face off against a series of characters until you reach the final boss, Beelzebub.
This Arcade mode is handled a bit differently than most though, as you start the mode by picking the fighter you would like to fight against in the first match and their difficulty level. From there, you will then be offered up to three options for the subsequent fight depending on your initial difficulty. For instance, if you chose Normal difficulty for the first one, you will be given three options to choose from after between Beginner, Normal, and Hard, each of which offers a different fighter to square off against. This is a very compelling way of handling Arcade mode and allows for a bit more flexibility. Completing Arcade mode doesn’t offer anything special ending-wise, unfortunately, but rather just provides you with an ending screen for that character that is then unlocked in the in-game Journal.
Playing Granblue Fantasy Versus: Rising online gives you the option to jump right into online battles from the main menu or instead jump into one of the open online lobbies where you don a chibi avatar as you walk around an open area. This felt very reminiscent of the lobbies that made up Dragon Ball FighterZ, which is another Arc System Works game, of course. In the online lobby, you can fight others, spectate matches, just chat, and even take part in mini-games through Grand Bruise. This game also adds rollback netcode and crossplay as well, though it remains to be seen how well the online will hold up when more people are playing.
For those looking to face off against others, you can go to the arcade-like machines found in the center of the lobby and fight a direct opponent or even choose the standby stations to get in a queue for ranked or casual matches with customized settings. I thought it was pretty cool that each lobby has a leaderboard housed in the lobby that continually shows the top players with consecutive win rankings.
Grand Bruise matches are also available in the online lobby, though this mode is also available in the same fashion from the main menu. These are quite different from anything else in the game, as you instead switch to a chibi avatar like found in the lobbies and take part in mini-games. It was pretty difficult to find matches online and also had multiple disconnections in the exclusively early access period, so hopefully that improves upon release. When I did get a matchup though, I very quickly realized how much Grand Bruise felt inspired by games such as Fall Guys: Ultimate Knockout.
This mode works as a battle royale that starts with a certain number of characters and whittles you down until only one remains. The first stage I played titled Rising Royale had us racing to the finish line against one another with numerous obstacles and pitfalls along the way. The unique aspect was that it added a Mario Kart-like item box element that you could grab to use to help you win. At the end of each round, only a certain number would advance and eventually, there is a winner.
Multiple other mini-game options are chosen at random in Grand Bruise, including one where you are fighting monsters and have to survive until the end or another where you have to survive dropping bombs and stay on a platform until only a certain number remain. Like Fall Guys, there are also team-based stages as well. This mode could prove to be a lot of fun, though people will probably lean more toward the traditional fighting modes since that is what they are here for instead of mini-games like this.
An issue I came across that I’m not sure if it was a bug or just a coincidence was the majority of times that I made it to the end and survived round one, my game would disconnect while waiting to load the second round. However, if I did not make the initial cut, I could stay and spectate the rest without any issues. This is a serious problem if it’s continuous for a lot of players, as it will quickly turn players away from even wanting to try it.
The lobby also has a Crane Game where you can spend your earned in-game Rupies to unlock various prizes, including characters’ colors and figures. This isn’t too overly hard either, though it does cost 50 Rupies for each play.
Besides the fighting modes, Granblue Fantasy Versus: Rising also features the Journal and Figure Studio modes. Journal is a hub for all of the artwork and music either included from the start or earned throughout the game through purchase or unlocking. This includes things like the Arcade ending screen artwork and a whole lot of others. Between the artwork and music, there are many for you to work towards collecting, which adds some replayability to the game for the completionists out there. The Journal also hosts bios for characters and weapons, as well as a full list of terms to help catch you up on the world of Granblue.
The Figure Studio mode is also available which lets you select available backgrounds that you’ve unlocked in the game and then place a variety of different figures upon them. This includes characters, objects, weapons, effects, and even just basic shapes. You start with several figures, but more can be unlocked by buying them at the Rupie Shop or winning them via the Crane Game. You can get quite creative here and create some awesome dioramas to take pictures of and share, but likely most players will end up skipping over this since it’s a fairly niche mode overall. Regardless, it is a neat feature for those who have an interest in doing so with a lot of options.
Verdict
While Granblue Fantasy Versus: Rising serves as a sequel to its predecessor, it still manages to feel more like what you come to expect from a remaster with upgraded content. That is not a knock on the game at all though, as the experience throughout is very satisfying across the board except for the removal of the RPG elements in Story mode. I had a lot of fun with the game’s fighting-based modes and even the all-new mini-game-focused Grand Bruise mode, both of which will have me coming back to play more in the future. Granblue Fantasy Versus: Rising is a perfect entry point to the series for those who are new and especially those excited about the upcoming action RPG Granblue Fantasy: Relink. There is even a free version of the game with rotating characters that is releasing alongside the game, so feel free to give that a try before purchasing the full version of Granblue Fantasy Versus: Rising.
Score: 8.5/10
Pros:
Large roster of fighters with four new additions
Combat improvements keep the gameplay very enjoyable
Online lobby system is very well designed
Grand Bruise may be Fall Guys lite, but it’s still quite fun
Crytek has released Hunt Showdown update 1.96 for both PC and console platforms to implement patch 1.15. This update brings The Tide of Desolation event to the game and more. Here’s the December 13 patch notes for the game.
This update includes an overhaul of Hunt’s Bloodline and Weapon Progression. Our goal with these changes is to make Progression easier, faster, and more convenient for both new and Prestige players. A note on terminology: a “weapon family” refers to the unlocks of a base item – e.g. the Nagant M1895 family includes the Nagant M1895 Poison Ammo, Nagant M1895 Precision, etc.
Bloodline
All weapon unlocks have been removed from the Bloodline. All base weapons now unlock at Rank 1. Weapon variants and custom ammo are unlocked with XP.
All Tools and Consumables now unlock exclusively through the Bloodline Rank Progression. Tool and Consumable families have been broken up and no longer depend on one another for unlocks.
Hunt Dollar rewards in the Bloodline have roughly doubled.
XP thresholds for Bloodline Ranks have been adjusted, with the overall XP required to reach Bloodline Rank 100 slightly reduced.
To improve visibility, 3 Legendary Weapon skins that were free in the Bloodbond store (Vanguard, Hedera Mortiferum, and Bear’s Tooth) are now Bloodline rewards for reaching Ranks 34, 67, and 100 respectively. These are unlocked the first time you complete the Bloodline Progression.
Developer’s note:
In light of these changes, the unlock order for most items in the Bloodline has been changed. Our approach has been to make key gameplay items and Traits available earlier in the Bloodline. All gameplay items are now unlocked by Rank 64.
XP Balance Changes
XP earned from Hunter kills has been standardized to 450 XP. Previously, XP per kill ranged from 300 to 550 XP, depending on the MMR of the player you killed.
XP awarded from certain AI kills has been increased:
Grunt: Increased to 20 from 10 XP.
Hellhound: Increased to 30 from 20 XP.
Hive: Increased to 60 from 30 XP.
Immolator: Increased to 60 from 50 XP.
Meathead: Increased to 300 from 200 XP.
Players no longer share Weapon Progression XP with their teammates.
Excess XP now overflows from one goal to the next. Previously, any XP earned in excess of a goal’s threshold was lost.
Developer’s note:
The changes we’ve made to Progression are balanced with the individual player in mind—increasing XP earned, reducing XP requirements, and ensuring easier access to key unlocks. With this in mind, we opted to remove team-shared weapon XP, both to improve the clarity of Progression and because it compromises the new system’s balancing. We’ll be closely monitoring player feedback and Progression data, considering measures to further assist Progression if needed.
Weapon Family XP
A weapon’s ammo type now determines the amount of XP required for each unlock in its family. As a rule, all unlocks in a weapon family require the same amount of XP.
Each unlock in a Compact Ammo weapon family requires 450 XP.
Each unlock in a Medium, Shotgun, and Special Ammo weapon family requires 600 XP.
Each unlock in a Long Ammo weapon family requires 900 XP.
For weapons with variants of different ammo types, like the Uppercut in the Caldwell Conversion family, the XP required to unlock the Long Ammo variants is that of the new ammo type—in this case, 900 XP.
For weapons which use multiple ammo types, like the LeMat Mark II, the XP required to unlock shotgun Special Ammo remains the same as its primary ammo type—in this case, Compact Ammo, 450 XP.
Developer’s note:
The XP requirements have been rebalanced according to XP awarded for a player kill, 450 XP. This leads to an overall reduction in XP required to unlock the complete family and ensures no unlock is ever more than two kills away. The XP required to unlock all custom ammo and weapon variants has been reduced by 33% across all families combined. This change should make Weapon Progression easier to understand and more accessible, especially for newer players.
Weapon Inspection
The second batch of Weapon Inspect animations is here! This batch includes all rifles and shotguns, as well as their variants and Legendary versions.
Triggering the action can be done by pressing the ‘Weapon Inspect’ input. The default bindings for supported platforms are:
PC – ‘I’ (can be customized like other PC inputs)
XBOX – Y (when the Weapon Wheel is open)
PS – ‘Triangle’ (when the Weapon Wheel is open)
Once triggered, any Inspect animation can be instantly interrupted by most other gameplay actions (aiming, attacking, quick-swap, etc.).
New Controller Behavior
Input Curves
Input curves describe how the stick input is translated to camera rotation. We have added four new options for players to tweak the responsiveness of their aim input. Check the menu for detailed descriptions.
Exponential (New Default)
Steady
Linear
Dynamic
Aim Boost
The way we increase sensitivity when stick input is maxed out has been reworked, and new settings are now available. “Aim Boost” replaces the old “Turning Extra Strength” option, but aims to achieve the same result: to allow for high-turn speeds when needed without compromising carefully tweaked aim behavior.
It is now possible to set the threshold after which Aim Boost is applied.
Aim Boost Threshold
The following settings can be tweaked for each aim stage (Default, Shoulder Aim, Aim Down Sights) separately.
Aim Boost Strength
Aim Boost Delay
Aim Boost Ramp Up Time
Deadzones
Inner deadzones can now be adjusted for the left and right stick individually. Adjusting these values can maximize the input value range of a controller and allow for more precise aiming.
Keep in mind that these are hardware-specific settings which should be adjusted for each individual input device. Excessively low values might lead to unwanted input (stick drift).
Select First Melee Tool
Double-clicking “Weapon Switch” ( Y / Triangle) will equip the first melee tool it finds in your inventory (regardless of the slot). If no Knives or Dusters are present, Throwing Knives and Throwing Axes are considered valid options.
Developer’s Note:
This is the first step to make equipment more easily accessible for players. This feature should make it more comfortable to switch back and forth between main weapons and melee tools while moving. It also allows players to assign a less frequently used Tool or Consumable to the quick slot (D-pad) which is usually used for the melee option.
Sprinting Behavior
A setting has been added which prevents a left stick click (L3) from stopping sprinting. In this case, sprinting can only be stopped by reducing movement speed.
Vibration
Controller vibration has been improved, and its strength has been reduced to create better contrast between key and secondary actions. Changes include:
Standardized vibration feedback for firing weapons by ammo type.
Improved and reduced strength of vibration for reloading and cocking of weapons.
Added vibration support to the Bomb Lance, melee weapons, dual wield pistols, and throwables.
Reduced vibration from status effects.
Moved vibration from jump action to landing.
Other minor adjustments to vibration.
Traits
Two previous Event Traits are returning as permanent Burn Traits. They can now be found in the world, either dropped from Meatheads or by chance as a Trait Spur.
Death Cheat: You will not lose your Hunter if you fail to extract, but equipment and missing Health Chunks will not be restored.
Relentless: Your Hunter will not lose a Health Chunk when downed.
Developer’s Note:
The Traits are not tied to any Pact and will remain after the conclusion of Tide of Desolation. These Burn Traits have low drop rates and will remain exceptionally rare in the bayou.
Gunplay
ADS Improvements
Shooting can no longer be interrupted by entering Dark Sight.
Bounty Icons are now hidden while in ADS.
Weapon swapping is no longer possible while in ADS.
Balancing Changes
When reloading the Drilling, all three barrels are now reloaded (bullets and shells).
Reduced the recoil for the Mosin-Nagant M1891 Obrez, the Mosin-Nagant M1891 Obrez Mace, and the Mosin-Nagant M1891 Obrez Drum.
Slightly increased the cycle time for dual wielding with the LeMat Mark II.
Improved the LeMat Mark II and LeMat Mark II UpperMat shotgun to be in line with the Rival Handcannon.
Decreased the sway for the Winfield M1873C Vandal Deadeye and the Springfield 1866 Compact Deadeye.
Decreased the spread for the Dolch 96 while being dual wielded.
Increased the muzzle velocity for the LeMat Mark II weapon family:
LeMat Mark II muzzle velocity increased to 375 m/s from 300 m/s.
LeMat Mark II UpperMat muzzle velocity increased to 530 m/s from 450 m/s.
LeMat Mark II Carbine muzzle velocity increased to 460 m/s from 375 m/s.
Increased the spread for the Caldwell Conversion Uppercut Precision and Caldwell Conversion Uppercut Precision Deadeye.
Increased the Derringer Pennyshot extra ammo by 2.
Gameplay
Flare Pistol, Fusees, Starshell Ammo, and Dragonsbreath Ammo can now ignite downed and dead Hunters.
While carrying a Bounty Token, an orange glow will show in Dark Sight if enemy Hunters are within 75m. The effect triggers regardless of the amount of Dark Sight Boost.
Increased the Poison Bomb cloud duration to 8 minutes from 5 minutes.
Reduced the light melee stamina consumption of the Heavy Knife to 9 from 15.
Hunters now have increased control over the camera during the vault animation.
Lightfoot no longer silences the jumping sound. Each jump is now audible, with or without Lightfoot.
Reduced the heavy melee damage of the Baseball Bat to prevent one-shot killing Immolators. The damage against enemy Hunters has not changed.
Increased the heavy melee damage for the Railroad Hammer and Sledgehammers found in-world.
Choke clouds no longer trigger Bear Traps.
Decoy Fuses now create a small explosion which can destroy windows and doors. Doors require multiple Decoy Fuses to be destroyed.
Increased the Shovels found in-world’s heavy melee damage and reduced the light melee stamina consumption.
Decreased the Pitchforks found in-world’s light and heavy melee stamina consumption.
Added a 5s delay before Regeneration starts to the Regeneration Shot and Regeneration Shot (Weak).
Weapon Charm movement range and sway have been reduced.
Meta
Gun Oil & Blueprint changes
Gun Oil now grants the next available unlock in the weapon family the user currently has equipped OR a random available unlock (respecting unlock order) if the player’s equipped weapon family is completed.
Blueprints now provide 3 random unlocks (respecting unlock order) from any weapon family.
Both items now spawn exclusively at workbenches, a new world entity that appears in every compound.
Traits
Several Traits with similar functionalities have been merged into new or updated Traits. Any updated or changed Traits currently equipped on Hunters will be automatically switched to their new or updated equivalents, or refunded as Upgrade Points.
Scopesmith – Deadeye Scopesmith, Marksman Scopesmith and Sniper Scopesmith have been merged into a single, new Trait that is compatible with all scoped weapon variants. Cost: 2 Upgrade Points.
Steady Aim – Steady Aim and Steady Hand have been merged into a single, updated Trait. Cost: 2 Upgrade Points.
Iron Eye – Iron Devastator, Iron Repeater, and Iron Sharpshooter have been merged into a single, new Trait. Cost: 3 Upgrade Points.
Hundred Hands – Hundred Hands and Dewclaw have been merged into a single, updated Trait. Cost: 2 Upgrade Points.
Assailant – Assailant and Tomahawk have been merged into a single, updated Trait. Cost: 1 Upgrade Point.
Lightfoot has decreased to 5 Upgrade Points from 6.
Equipment Prices
Baseball Bat increased to 40 Hunt Dollars from 20.
LeMat Mark II family:
LeMat Mark II decreased to 83 Hunt Dollars from 95.
LeMat Mark II UpperMat decreased to 370 Hunt Dollars from 440.
LeMat Mark II Carbine decreased to 115 Hunt Dollars from 130.
Dolch 96 family:
Dolch 96 decreased to 690 Hunt Dollars from 750.
Dolch 96 Precision decreased to 730 Hunt Dollars from 790.
Melee Tools:
Throwing Axes increased to 50 Hunt Dollars from 30.
Knuckle Knife increased to 50 Hunt Dollars from 15.
Knife increased to 40 Hunt Dollars from 30.
Throwing Knives decreased to 30 Hunt Dollars from 40.
Dusters increased to 30 Hunt Dollars from 15.
Derringer Pennyshot decreased to 63 Hunt Dollars from 72.
Flash Bomb decreased to 25 Hunt Dollars from 47.
Bounty Hunt Recruits Changes
General
Tier 1-3 Recruits have been reworked and are now presented as better deals out of the box, with more meaningful equipment and Traits that support their respective gear.
Based on the player’s Bloodline Rank, available Hunter Recruits are now more closely linked to the current tier. Only upon reaching Tier 2 (Rank 34+) and Tier 3 (Rank 67+) will higher-tiered Recruits become available.
Equipment and Traits
Weapons now have a higher chance of being directly supported by 1 assigned Trait.
Even though all base weapons can now be purchased directly from the Arsenal, certain expensive weapons are withheld from Tier 1 Recruits.
All Recruits now come with 2 random Consumables and 3 Tools:
Random melee
First Aid Kit
Random Tool
All Recruits now receive a fixed number of Traits, depending on tier.
Free and Tier 1: 2 Traits
Tier 2: 3 Traits
Tier 3: 4 Traits
Legendary Hunters
The Legendary Hunters recruitment cost has been decreased to 100 Hunt Dollars from 200.
Legendary Hunters now receive 3 Traits when recruited. Up to two Traits can be tailored towards a specific playstyle—for example, Sniper—while the third Trait is completely random.
The combined value of all three Traits on a Legendary Hunter should ideally reach a sum of 7 Upgrade Points at minimum. If the three Traits do not add up to reach this value, the difference is assigned directly to the Hunter in Upgrade Points and can be used as usual. It is possible that the three Traits can total a higher value than 7; in this case, no extra Upgrade Points are assigned to the Hunter.
Running Low on Hunt Dollars
Free Recruits are now only offered when your Hunt Dollar balance drops below 20,000. The lower the account balance, the higher the number of Free Recruits there will be offered in the next reshuffle.
If there are no Hunters in a player’s Roster, Free Recruits can be reshuffled an unlimited amount of times.
If your Hunt Dollar balance drops below a threshold of 2,000 and you are about to make a purchase of 500 Hunt Dollars or more, a pop-up window will appear warning you that you are running low on money.
New Equipment
During the Tide of Desolation Event, the newly added equipment outlined below will be unlocked by progressing through the Event. Once Tide of Desolation has ended, the following equipment will be moved to the regular Bloodline Progression:
Weapons
Caldwell Pax Trueshot
Dolch 96 Claw
Dolch 96 Deadeye
Drilling Handcannon
Drilling Hatchet
Katana
LeMat Mark II Carbine Marksman
Custom Ammo
Caldwell Conversion Uppercut – Full Metal Jacket Ammo
Caldwell Pax – High Velocity Ammo
Dolch 96 – Dumdum Ammo
Dolch 96 – Full Metal Jacket Ammo
Winfield M1873 – Poison Ammo
Winfield M1873C – Poison Ammo
Winfield M1876 Centennial – High Velocity Ammo
Traits
Martialist – 2 Upgrade Points
Audio
Various changes to the audio mix:
Tweaked the Winfield 1893 Slate gunshot audio and its behavior over distance. This should be more in line with other shotgun audio levels.
Tweaked the Sparks Pistol gunshot audio and its behavior over distance. This should be more in line with other pistol audio levels.
Increased the volume of the Necromancer and Serpent sound effects for enemy Hunters and teammates.
Lowered the volume of melee hits on Rotjaw.
Lowered the first-person volume of the Vetterli Cyclone reload.
Lowered the first-person volume of picking up a Stalker Beetle in the world.
Lowered the volume of Hellhounds falling on the ground.
Glass bottles (the Fire Bomb and all its variants) thrown into water now make a sound.
Throwing Knives and Throwing Axes now have new unique collision sounds when hitting Rotjaw.
Various audio design improvements made to the Dolch 96 reload animation.
UI
Two counters have been added to the Book of Weapons to help players track the number of unlocked entries.
“Total entries unlocked” show the unlocks of all existing entries. All items unlocked on Bloodline Rank 1 are already considered.
“Weapons Bibliophage entries unlocked” is the number of entries (50) needed to unlock the Achievement / Trophy “Weapons Bibliophage.” Entries that are automatically unlocked at Bloodline Rank 1 due to the Progression change are not considered; only manually unlocked entries count. This counter is generally intended to help you keep track of your progress when working to unlock “Weapons Bibliophage.”
Updated Book of Weapons entries to be ordered alphabetically.
Updated Roster -> Equipment entries for Tools and Consumables to be ordered alphabetically.
Removed display of Rank 1 unlocks from the Progress tab.
Updated Spectator Mode text and default keys.
Players can now customize Spectator Mode keybinds without creating conflicts with other keybinds.
World
Rule of Two Changes
The Rule of Two has been removed from Cash Registers, Envelopes, Purses, Traits, Blueprints, and Gun Oil. Moving forward, these objects will not disappear after two uses; they will remain in the world and can be interacted with once by each Hunter.
Generators
All Generators have been removed from all maps. The entry in the Manual that mentions the Generators has also been removed accordingly. Now the electric lights in each compound will have a percentage chance to be on when a Mission starts, on certain Times of Day. These Times of Day are Night, Serpent Night, and Ash Bloom. When on, the only way to turn off the electric lights is to shoot them.
Workbenches
Workbenches are new in-world entities that appear in every compound. They have a chance to spawn Gun Oil, a Blueprint, Hunt Dollar or Blood Bond pouches, and specific weapons. Gun Oil and Blueprints now spawn exclusively at workbenches. Any weapons spawned at Workbenches are variants, not base weapons – IE: Silencer, Bayonet, etc.
Elevators
The speed of all elevators has doubled, resulting in increased usefulness in specific situations.
Lawson Delta
Added new ladders to side buildings in Arden Parish.
Shooting range
The Shooting Range now has an area dedicated to showcasing Event weapons and Event Traits. These items are available for all to test for the duration of the Event.
Additionally, we’ve added the following equipment to the Shooting Range:
Drilling.
Springfield M1892 Krag Sniper.
Choke Beetle.
Fire Beetle.
Challenges Pools Update
Added new Challenges:
Deal damage to enemy Hunters using any variant of: Drilling
Deal damage to enemy Hunters using any variant of: Springfield 1866
Deal damage to enemy Hunters using any variant of: Mosin-Nagant M1891
Deal damage to enemy Hunters using any variant of: Springfield M1892 Krag
Deal damage to enemy Hunters using any variant of: Winfield M1876 Centennial
Deal damage to enemy Hunters using any variant of: LeMat Mark II
Deal damage to enemy Hunters using any variant of: Scottfield Model 3
Deal damage to enemy Hunters using any variant of: Specter 1882
Deal damage to enemy Hunters using any variant of: Winfield 1893 Slate
Deal damage to enemy Hunters using any variant of: Winfield 1887 Terminus
Ivory Tower has released The Crew Motorfest update 1.06 (PS5 update version 1.006), and this seems to bring stability fixes and cosmetic bundles into the game during today’s maintenance. Read on for what’s new in The Crew Motorfest new update patch notes.
The Crew Motorfest Update 1.06 Patch Notes | The Crew Motorfest Update 1.006 Patch Notes | The Crew Motorfest New Update Patch Notes:
Aside from mentioning a stability fix for Xbox, Ubisoft hasn’t shared the patch notes just yet. We’ve included the latest info round up for this week from the devs.
SUMMIT CONTEST
Precision driving, nerves of steel, and a whole lot of luck is just what you’ll need to succeed in this week’s Summit Contest.
CUSTOM SHOW
Ford, Chevrolet, or Mazda? Whichever you do decide to show off in this week’s Custom Show make sure to leave no doubters when out shining the competition.
Finally, here are the bundles of the week!
MAIN STAGE BUNDLE
GYMKHANA BUNDLE
Mazda RX3 (1972) – Street Car
Ford Focus RSRX Glow Motorsport Ed. (2016) – Rally
Chevrolet Camaro SS (2010) – Drift
That’s about it for this week’s round up. If you haven’t logged in since last week, the big Season 2 patch was released, which you can read about here.
If Ubisoft releases any official patch notes, we’ll update the article to reflect the changes made.
Ubisoft has pulled The Crew Motorfest servers down, and this is for planned maintenance this December 13. Expect the game’s online modes to be unavailable for a few hours. Read on for the schedule.
The Crew Motorfest Down for Maintenance Schedule for Dec. 13:
When: December 13 at 4 am ET/1 am PT/5 pm HKT/ 9 am UTC
Duration: 4 hours
Expect a patch to be released during this downtime. However, given we just got the big Season 2 content drop last week, don’t expect anything major from it outside of fixes.
If anything changes regarding the downtime, we’ll update the article. We’ll also provide a link out to the patch once it’s live and the patch notes are made available, so refresh it from time to time.
BattleBit Remastered update 2.2.3 is now out, and this brings not only bug fixes, but a host of new additions as well. Read on for all the improvements in the complete patch notes.
BattleBit Remastered Update 2.2.3 Patch Notes:
Patch Notes
DustyDew & TensaTown – 32v32 Invasion has been added.
Isle Invasion – A vehicle repair station has been added to ground objectives.
Invasion Kodiak – One objective at the last stage near defender base has been removed.
Invasion 32v32 has been added to Kodiak map.
Chromatic aberration on the Loadout screen has been reduced.
Film Grain settings have been added to the video settings.
Squad points now display on the interaction menu.
Camo previews are now available when hovering over them.
The ability to change the size of enemy pings is now available.
The ‘ping’ button function remains the same; holding it now opens a menu.
The maximum number of pings at a time has been increased from 3 to 6 per squad.
Air drone spotting of players is now possible; spots now last 12 seconds.
The radial menu flags have been sorted.
Players can now ping enemies while down, with pings lasting for 2 seconds.
The sound spread of all snipers has been increased to 2000 meters.
Sniper rifles now leave a bullet trail that lasts for 3 seconds.
The sound of a sniper’s bullet whizzing past is now distinct from other weapons.
The glint angle of sniper’s long-range scopes has been heavily reduced.
Smoke density has been updated, obstructing outside views from within.
The animations for proning/crouching transitions have been adjusted.
Grenades now trigger ‘In combat’ status for player spawning.
The Basra map has been reworked.
In the Invasion gamemode, flags are now created from 4 stages, with 3 locked after capture.
Footstep sounds have been made more directional.
Enemy footstep sounds are now louder and sharper than ally footsteps.
Ally player’s footsteps are no longer audible beyond 20 meters.
Bug Fixes
The issue causing the game to crash in spectator mode has been fixed.
Slight stutters introduced with the new update have been fixed.
Server-side performance and movement issues have been improved.
A bug preventing players from being killed while using a humvee’s turret has been fixed.
MDX’s glint no longer appears through foliage and obstacles.
Attachment barrel sizes have been readjusted.
The issue with trees not destroying and causing server errors has been fixed.
The solid color has been moved to the bottom in Pattern 1, and they have been renamed to avoid confusion.
The inability to place hesco walls on roofs has been fixed.
Positional hitmarkers have been fixed.
The inconsistency in pinging players has been addressed.
The issue of inconsistent mouse sensitivity on the radial menu, particularly at resolutions other than 1920×1080, has been fixed.
Players are no longer able to ping through bushes.
Network stability has been improved.
A backend bug related to players having more than 100 items in their inventory has been fixed.
Known Issue:
You may not able to see / access your twitch drops temporarily. However, you haven’t lost them, the game won’t display them until the issue is fixed.
If you’re having issues playing multiplayer games on Steam or have problems loading anything from the app, like the login page, it’s not just you, as Steam down reports have flooded in this December 12.
Steam Down Status and Updates for December 12
Update #1: There is no update from Steam yet, but it does look like the servers are starting to come back online for players, with reports dropping.
If you were hoping to hop on to play some online multiplayer on Steam, you might be running into error code tfla0002 as the servers appear down. You aren’t the only one, as multiple users have reported the issues for games such as The Finals and others. Looking at the reports on Down Detector, we can see tens of thousands of other users are affected.
We aren’t sure why they’re down, as Steam or Valve has yet to issue a statement, though some speculate that these are just normal Tuesday maintenance. As always, we’ll continue to monitor Steam’s server status and will update the story once we see improvements.
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.
The first limited-time event for Blizzard’s latest ARPG has arrived. Diablo 4 Midnight Blight goes live today, and with the event comes new holiday-themed quests, locales, and rewards for all players looking to hop back into the grind.
The event comes with a new trailer which you can view below:
Here’s everything the event brings to the lands of Sanctuary according to today’s press release:
Aid Gileon, the bard, as he seeks to reignite the holiday spirit in the townsfolk of Kyovashad after hearing rumors about spiteful dangers lurking in the snow and bringing down citizens’ morale.
Visit the Midwinter Square, located in Kyovashad, to build up festive spirit and upgrade the square to its full holiday potential through slaying the pale blue Blightfiends lurking in Fractured Peaks for their Blighted Fragments.
Interrupt the Blightfiends’ Blighted Revelry by destroying the jumble of human viscera known as Frigid Husks and recovering Lost Heirlooms which can also be used to upgrade the square.
Punish enough Blightfiends for defiling the Fractured Peaks residents and you may find yourself face to face with their sadistic overlord, the Red-Cloaked Horror.
Visit the Collections Table in Midwinter Square once you have enough Blighted Fragments, Lost Heirlooms, and other Midwinter Blight resources to trade them for Midwinter Proofs. These can be traded for a variety of rewards including: A Mount Trophy, Class-specific Back Trophies, Weapon Cosmetics, the Shard of Dawn Offensive Legendary Aspect, Gileon’s Brew, and more.
The Diablo 4 Midnight Blight event runs from December 12 to January 2. It’s available to players on the Seasonal Realm in World Tier I or above.
If you’re still grinding on Diablo, check out the game’s latest patch notes here.
There’s a new shooter in town and it’s Embark Studios’ The Finals. While it’s a free-to-play shooter, it does come with a full slate of features that players expect from today’s multiplayer games. You level up, unlock stuff and earn rewards as you play. In terms of matching players, it’s also keeping up with today’s standards, as The Finals does feature skill-based matchmaking (SBMM).
This was confirmed to us by Embark themselves during an interview where we asked about various topics about the game. One of the topics we asked about is SBMM, as it’s something the multiplayer gaming community is curious about thanks to how it’s being handled in certain shooters.
MP1ST: Skilled Based Matchmaking is also another touchy subject. We know The Finals can be a pretty competitive game, but are there any match-make systems in place for new players to ease them into the game better before throwing them in with more competitive long-time players?
Gustav Tilleby (Creative Director): We have skill-based matchmaking in the game. This is another area where I’m not really an expert on how that sort of is built. It will protect new players that come in, in a way, because they won’t get matchmade with, players that’s been in for a long time and, that are much better than them.
MP1ST: I know for example, in Fortnite, when you’re playing a game, like the first match in Fortnite, you deal bots galore, right? Just to help you ease into that, are there gonna be any bots?
Gustav Tilleby: Not right now. We don’t have bots in the game.
Sven Grundberg (Senior Environment Artist): What we do have is a pretty extensive tutorial. We didn’t have that as part of the playtest we did last week because we wanted you to get as much playtime as possible. But for new players, they’re going to go through, the tutorial process..
Gustav Tilleby: We’re also gating our game modes. The tournament modes, the more competitive modes, they’ll get unlocked after a little while.
The Finals featuring SBMM isn’t really surprising, as most games do have it in order to make the game feel fair for everyone. It’s just how Call of Duty has handled it recently that has people in an uproar. We also don’t know exactly how SBMM works in the Finals. That and because this is a team-heavy game, not everything will be solely because of SBMM.
How are your lobbies in The Finals so far? Are they filled with “sweats,” or they’re just right? Sound off, and let us know in the comments below.
Stay tuned to our full interview with Embark, which will hit the site soon.
How much do you value a robust customization system in your mech game over everything else? That is the question and the highlight in Custom Mech Wars, the new shooter from D3 Publisher, makers of the Earth Defense Force series. It’s easy to think of this as a spin-off of sorts, silly and simple, but incapable of reaching cult classic status like the aforementioned games. Exciting for die-hard EDF fans but throwaway action for the others, Custom Mech Wars is the spitting image of its developers – simple, campy, but extremely undercooked.
Mech Donald’s
The highlight of the game is right there in the name, the customization process that gives you many possibilities to go nuts on your war machine, including an ultimate edition that ramps up the weirdness by collaborating with anime games. The results can be quite appealing or distressing (pick your favorite option), as anime girl heads sit atop of hulking behemoths, ungodly creations that may hit the right spot within a certain segment of gamers, and nothing but cringeworthy material for others.
Speaking of the ultimate edition, even the base game seems quite pricey for what it offers, admittingly a straightforward and somewhat engaging experience, but the low-production values and overall outdated look and feel don’t do it any favors.
Playing the campaign rewards you with many parts with different stats to customize your new mech (although many end up being very similar), or you can go with the available selections instead. Obviously, it’s a lot more enticing to quickly build something from the ground up, selecting vital parts such as chest, head, arms, and legs, adding flourishes like accessories and colors afterwards, with a test function to give your Frankenstein’s monster a spin before getting in on the action.
With many rotating and positioning options for each main part, it’s not hard to see that something very weird can come out of this. Powerful may be a word to describe this creation tool, but silly would be the designation for some of the parts the game offers, from buses as legs and other options that are available almost for wackiness value, not for the quality or ease they bring to gameplay.
If piloting a weird, off-putting mech is your thing, then Custom Mech Wars gives you that possibility. However, the rest of the game feels hugely outdated and raw, from characters to environments and animations, and it wouldn’t be unfair to say it seems to harken from the days of PlayStation 2, looking on par with the recently released Earth Defense Force 6, if not worse. Textures are simple and very repetitive, models for mechs and humans are basic, buildings and other assets come from another era, with the only saving grace being the level of destructibility showcased in the cities – something that EDF already did anyway – despite the low detail on the destroyed assets, and a few decent visual effects.
Granted, looks aren’t everything, but the obsolete graphics coupled with a bland user interface don’t make for the most appealing calling card for anyone who isn’t familiar with the backlog of the developer. The unintuitive way of navigating through some panels and the overlapping text for the parts description during mech customization are but a couple of examples of a lack of polish that can’t be justified with tradition or any other claim.
There’s only Japanese audio and plenty of banter between pilots and managers, part of which you won’t be able to keep up with. Reading the subtitles diverts your attention from the action and results in unwarranted deaths, so while sticking to the original voice work is a good option for the purists, catching up to the story takes a serious hit without English audio to ease comprehension.
Blast From the Past
Playing Custom Mech Wars is exactly what you would expect by looking at it, or by knowing how an EDF game plays. It’s a succession of waves that frequently spawn right in front of you, your mech tasked with taking them out and moving to glowing objectives, collecting loot, dashing and boosting around for some aerial combat. It’s basic fun, not very exciting but good enough to kill some time if you’re not looking for a more involved experience.
Locational damage is a good thing but expected in this case; losing your weapons or arms will deprive you of all your firepower, forcing the pilot to exit and take matter into his own, tiny, and quite frankly not very capable hands. Online multiplayer supporting up to four players in cooperative story missions could spice up the action, but unfortunately we couldn’t try it before the game went live.
Custom Mech Wars is the kind of game that leaves a sour taste, because it feels like it’s banking on a single feature, albeit a solid one (despite the love it or hate it results), and doesn’t bother with other important aspects. This technical mess of a shooter enthusiastically embraces its many flaws and campy nature, overly relying on the developer’s loyal followers to remain trapped in the past, delivering some decent old-school gameplay for non-demanding mech fans, but not offering much value over a game such as Armored Core 6: Fires of Rubicon. Just like the Earth Defense Force series, maybe it should aim to keep up with the times and leave the past behind.
Get ready for battle! Bandai Namco Entertainment has announced that the Tekken 8 demo is set to kick off this December 14 for PlayStation 5 owners! Yes, starting this week, players will be able to try out the latest entry in the fighting game franchise before it launches next month.
Now for those on Xbox Series X|S and PC, the demo will also be available at later date on December 21. Read on for info on what to expect in the demo.
As of this morning, PlayStation Wrap-Up 2023 is now available to players. This feature from Sony allows players to see their most played games, how many hours they’ve spent gaming month-to-month, and their overall playtime throughout the year.
Detailed over on the PlayStation Blog, PlayStation Wrap-Up will be available to PS4 and PS5 players through January 12, 2024. The experience summarizes everything from trophies earned to top games played. It even gives you a personalized 2023 gaming style. These stats can then be downloaded as cards to share on social media. Here’s an example of what those look like:
Players will also be able to redeem a unique avatar and a PlayStation Stars digital collectible upon completing the experience. The collectible is a Spider-Bot model from Marvel’s Spider-Man, and it makes for a nice addition to your collection.
You can access the experience at this link. You’ll have until January 12, 2024 to use it, and you can go back and run through it again as many times as you’d like until then.
What were your top games on PlayStation this year? Let us know down in the comments.