Rockstar Games has rolled out the GTA Online weekly update reset of activities alongside the discounts, GTA Plus bonuses and more for September 8! Check out the complete highlights and recap in one handy list below.
GTA Online Weekly Update Reset for September 8 – Discounts, GTA Plus & More:
This week in GTA Online, Nightclub moguls will see their profits soar with opportunities to earn extra GTA$ in Nightclub Warehouse Sell Missions and double their usual Nightclub Daily Income.
In addition, as the Sprunk vs. eCola Showdown enters its final week, eCola enthusiasts can show their brand loyalty by flexing with a free pair of Red Glow Shades. And for those looking to play both sides, Sprunk and eCola Liveries are both free this week.
Highlights include:
Nightclub Bonuses:
Doubled NightclubDaily Income
A GTA$250K bonus for completing one Nightclub Warehouse Sell Mission
Another GTA$250K bonus for completing threeNightclub Warehouse Sell Missions
All Nightclub Utility Fees are being waived through September 14
Triple GTA$ and RP on Southern San Andreas Super Sport Series
Double GTA$ and RP on Sumo
Double GTA$, RP, and Goods in Business Battles
A free pair of Red Glow Shades for logging in
This week in Simeon’s Premium Deluxe Motorsport Showroom: A red Gallivanter Baller (previously unavailable for purchase from in-game websites), the Canis Seminole Frontier in a Metallic Garnet Red paint job combined with the Old Wood livery, a Dinka Sugoi in Metallic Red and bedecked in the Wave livery, a Classic Blaze Red Dinka Blista Kanjo in the Shopping List livery (available to apply at any Auto Shop after reaching Rank 11), and a Pearlescent Torino Red Declasse Tulip equipped with The Bad livery
On display at the Luxury Autos Showroom: The Benefactor BR8 (complete with the eCola Livery) and a Truffade Nero in Pearlescent Wine Red (available to apply at any Auto Shop after 5 Turbo starts)
Lucky Wheel Top Prize: The Obey 8F Drafter
LS Car Meet Test Rides: The Vulcar Warrener HKR, Progen GP1, and Declasse Drift Tampa
LS Car Meet Prize Ride: A red Pegassi Osiris for winning a Car Meet Race three days in a row
On PlayStation 5 and Xbox Series X|S
Hao’s Premium Test Ride: The Imponte Arbiter GT
This week’s Hao’s Special Works Time Trial takes place between East Vinewood and Vespucci Beach and offers Double GTA$ and RP.
Nightclub Discounts: 40% off Nightclubs, 60% off Nightclub Equipment Upgrades, hiring Staff Members and Security Upgrades will cost 50% less, plus free Champagne at all Nightclubs and The Music Locker
50% off Benny’s Original Motor Works upgrades
Vehicle Discounts: 40% offthe Imponte Arbiter GT, Atomic Blimp, Ocelot Swinger, Declasse Tulip, Coil Brawler, Vulcar Warrener HKR, and Buckingham Alpha-Z1, plus 30% off the Nagasaki Havok, Progen GP1, and B-11 Strikeforce
Free Sprunk and eCola liveries
Ongoing Monthly GTA+ Benefits: The new Declasse Vigero ZX complete with a Hao’s Special Works Performance Upgrade, two exclusive liveries for the muscle car, a free Vespucci Beach MC Clubhouse, free clothing and accessories, and more
Prime Gaming Bonuses: GTA Online players who successfully connect their Rockstar Games Social Club account with Prime Gaming will get GTA$125K just for playing anytime this week
Last week ofthe Sprunk vs. eCola showdown: Players can continue to vote for their favorite brand by joining the official Sprunk or eCola Crew on Social Club, drinking cans of each soda, and claiming the free Sprunk or eCola Bodysuit Outfits from any clothing store.
GTA+ This month’s benefits for GTA+ Members include:
The Declasse Vigero ZX, Complete with a Hao’s Special Works Performance Upgrade
Two Liveries for the Declasse Vigero ZX Exclusive to GTA+ Members
The Vespucci Beach MC Clubhouse
50% Bonus GTA$ and RP on Biker Sell Missions, Clubhouse Contracts, and Extra Income Jobs
Free Clothing and Accessories, and More
Visit the GTA+ website to check out all the GTA+ Membership Benefits available through September 28. To learn more about how to make the most of your GTA+ Membership, check out the GTA+ Guide.
DISCOUNTS:
There are plenty of discounts and sales geared to appeal to those personally invested in the success of Los Santos’ nightlife scene: Nightclub properties are 40% off outright — meanwhile, Nightclub Equipment Upgrades are 60% off, Security Upgrades and hiring Staff Members for clubs will both cost 50% less, and there’s free Champagne for all at any Nightclub and The Music Locker.
Driving eligible vehicles to Benny’s Original Motor Works in downtown Strawberry and equipping upgrades will cost 50% less than usual this week. See below for a complete list of discounted vehicles, including a few that Benny would love to get his grease-stained mitts on.
Imponte Arbiter GT – 40% off
Atomic Blimp – 40% off
Ocelot Swinger – 40% off
Declasse Tulip – 40% off
Coil Brawler – 40% off
Vulcar Warrener HKR – 40% off
Buckingham Alpha-Z1 – 40% off
Nagasaki Havok – 30% off
Progen GP1 – 30% off
B-11 Strikeforce – 30% off
Tune in next seek for the new GTA Online weekly update.
Crystal Dynamics has announced that it has acquired Tomb Raider, Legacy of Kain and other several franchises from Square Enix Limited.
The move comes after Embracer Group completed its acquisition of a number of Square Enix’s properties in August. The $300 million dollar deal included the Crystal Dynamics, Eidos-Montréal, and Square Enix Montréal studios. Embracer Group also acquired the IPs for Tomb Raider, Deus Ex, Thief, Legacy of Kain and more than 50 back-catalog games.
We are excited to inform you that Crystal Dynamics has taken control of several game franchises—including TOMB RAIDER and Legacy of Kain—from the games’ previous owner, Square Enix Limited.
As a result of this change, Crystal Dynamics (or its affiliate) is now the owner of these games and the controller of the gameplay and personal data related to them.
As for what’s new for the Tomb Raider franchise, the studio announced a new Tomb Raider game back in April. It has not elaborated on plans for the other franchises at the time of writing.
The Yakuza series developer, Ryu Ga Gotoku (RGG) Studio has announced the RGG Summit 2022. The showcase will be held next week on September 14, and will kick off at 6 am EST/3 am PST/6 pm HKT.
RGG studio announced the event via a Twitter post, which you can check out right here:
As of now, we do not know what Sega plans to reveal at the RGG Summit 2022. However, given the fact that the announcement was made on the studio’s Western page as well implies that they might be unveiling a new game, which might or might not be Yakuza 8.
The RGG showcase will take place just before the Tokyo Game Show starts on September 15. We might get a first look at the next Yakuza title or a sequel to Lost Judgement.
What are you hoping to see at the RGG Summit? Let us know in the comments below!
Saber Interactive has deployed Evil Dead: The Game update 1.200.100 on all platforms, and this is to bring the Season 1 Pass content alongside other changes. Note that the Plaguebringer demon class is free for everyone, and the gameplay changes will affect everyone playing.
Evil Dead: The Game Update 1.200.100 Patch Notes:
Update: The complete patch notes are now available.
New Content
New survivors: Mia and David from Evil Dead 2013
New demon: Plaguebringer
New weapons: Syringe and Nailgun
New mission: Weekend at Knowby’s with rewards (3 new screamers)
Now missions can be played without following the numeric order
Now the cars receive damage/second during the Dark Ones and the Necronomicon phases
Map selection in Exploration Mode
New Feature
Map selection in Exploration Mode
Balance Updates
The lever action rifle now uses handgun ammo
Mini Eligos’ Thunderstruck attack has increased velocity
Warlord’s Elite Unit’s light attack is faster now
More aggressive AI now interrupts its taunts to attack
Increased possibility of the AI performing special attacks
Necromancer now can’t spawn a second Flutist while the first one is still active
More Infernal Energy Orbs in Caravans and Cabin map
The minimum distance between objectives has increased to avoid them spawning very close by
After an objective, the Demon gets expelled closer to the next objective
Reduced high rarity drops on common boxes
Reduced the rarity of hidden weapons
Reduced the number of hidden weapons on the Army of Darkness map
Reduced Shemp’s and Amulet spawn in Castle Kandar
Reduced the amount of spawned cars on all maps
Increased Necronomicon health by 5%
Storm now closes 50 additional meters
Decrease the max amount of Shemp’s Cola taken by Mini Ashes trap from 2 to 1
General
Players can no longer duplicate amulets and “Shemps Cola”
Players can no longer duplicate items simultaneously by pressing “Drop” and “Drop all”
Players can no longer drop items while being attacked by Mini Ashes Trap, Hand Trap, and during Finisher animations
Demon upgrades apply correctly to every unit skill (previously, some of them weren’t correctly applied)
Demon receives the correct damage to its Evil Energy while possessing a car
You can no longer drop the weapon and open the map during the possession animation
Now the cars receive damage/second during the Dark Ones and the Necronomicon phases
The Necronomicon can no longer be attacked before its timer starts
Survivor is no longer able to continue in an infinite Bleeding Out
Survivor is no longer able to attack during the Bleeding Out
The Survivor’s ability cooldown can no longer be stuck at 0 after being possessed by the Demon while activating the active ability
Demi-Eligos’ clone no longer disappears after spawning
Fixed the non-damage attacks for Warlord and Puppeteer Boss Units to Necronomicon (now their abilities inflict damage to the Necronomicon)
Fixed video stuttering after the player kills Evil Ash on Mission 5
Ranged weapons model no longer disappears from the player’s hands
Caravans map no longer freezes in an area near Dead End on Xbox One and PS4
Fixed objective in Caravans without pick-up prompt
Players can no longer walk in the air if their vaulting animation is interrupted by a demon scare portal trap
Ranged weapon’s crosshair no longer stays on screen after dying during the Necronomicon phase
Hunter’s “Light Therapy” skill can no longer be unlocked without spending skill points at the second tier
When in Solo Mode, players will no longer freeze during the Dark Ones banishing animation
Survivors no longer have issues reviving their teammates if they start doing it while running
Fixed the cost of portals not being reduced during the Necronomicon phase
Fix for Clara pond objective bug
Various stability fixes
Various fixes for navigation and environment locations where players get stuck
Aside from the patch notes, here are some of the details regarding the Plaguebringer, Mia and other changes observed by the community in yesterday’s stream showcasing today’s content drop.
Mia Abilities:
https://imgur.com/a/8PSw3rS
-Mia is a Warrior and David a Support.
-Mia’s immunity to possession is not a passive thing but her button ability, and only lasts for a short period of time.
-David’s button ability is to place and lit a small blue fire, that reduces everyone’s fear slowly, just like any other prop light in the world map would, it also increases the possession costs for the demon.
-Mia inflicts bleeding status on the enemies with her heavy attacks.
-When David uses a shemp he gives himself and nearby survivors a brief damage resistance buff.
-Plaguebringer button ability is to place a giant cauldron, it has a huge AoE effect that decreases the amount of HP given by shemps and reduces the balance bar damage dealt by survivors.
-Said giant cauldron is quite sturdy, and can take a big beating before getting destroyed. The demon also used it to briefly block access to a loot crate, and then body block and trap some survivors on the stairs of a Kandar chest tower… I can already see this thing bringing many salty tears from the dumb lone wolf looters on Dead End’s second floors.
-The Witch seems crazy strong, all her attacks deal AoE damage, her normals shoot anime like sword fang projectiles with quite the range.
-The Witch has a special gimmick where if she “dies” by running out of infernal energy to control her she resurrects herself in zerker mode for a brief amount of extra time.
-The recovery speed of stunned possessed units is noticeably faster now.
-Besides the nailgun there’s also a new melee weapon, a pair of big syringes, they seem as quick as barefists.
-The AI for the mob units has been tweaked, they are more aggressive now and use their special attacks more often.
-The demon mist now closes down much, MUCH closer and tighter to the Necronomicon during the book phase.
-The distance the demon player gets teleported away every time a dagger/page objective is completed has been greatly decreased.
-The number of cars on maps seems to have been slightly reduced, as a streamer points out how the SUV that always spawns in middle of Fort Gort is no longer there.
-Mia has machete mastery and David nailgun mastery.
-Seems like Mia can’t use chainsaws.
-Plaguebringer basics are skeletons dual-wielding swords, they are fragile but super fast, most of their attacks involve spinning their blades around like crazy.
-Plaguebringer basics have a thrusting lunge charge attack, quite similar to the one Necromancer basics use, but way much faster and with way more range.
-When the Pit Demon dies she melts away and leaves a huge pond of green goo that slows down survivors.
-The Pit Demon has a big foot stomp AoE attack, looks quite similar to Henrietta’s body slam but only with a wide frontal hitbox.
-Plaguebringer has no cooldowns for the special attacks of all her units, she uses infernal energy for them instead.
-Besides the obligatory grab move the Witch also has potion tossing projectiles, and a huge scream AoE attack.
-Mia transforms into her demon form and looks like she is “possessed” when she uses her button ability.
-The dupe exploit is apparently fixed now?
-They haven’t showcased it yet, but streamers confirmed cars now take damage near the book.
That’s about it. Once we know more regarding Evil Dead: The Game’s next content drop, we’ll let our readers know.
Once the full patch notes are out, we’ll update the post.
Evil Dead: The Game update 1.21 has just been released by Saber Interactive, and this brings the new Demon class Plaguebringer into the game (for free) alongside new Survivors and more (as part of the Season 1 Pass)! Read on for the Evil Dead: The Game September 8 patch notes.
Evil Dead: The Game Update 1.21 Patch Notes | Evil Dead: The Game September 8 Patch Notes:
Update: The complete patch notes are now available.
New Content
New survivors: Mia and David from Evil Dead 2013
New demon: Plaguebringer
New weapons: Syringe and Nailgun
New mission: Weekend at Knowby’s with rewards (3 new screamers)
Now missions can be played without following the numeric order
Now the cars receive damage/second during the Dark Ones and the Necronomicon phases
Map selection in Exploration Mode
New Feature
Map selection in Exploration Mode
Balance Updates
The lever action rifle now uses handgun ammo
Mini Eligos’ Thunderstruck attack has increased velocity
Warlord’s Elite Unit’s light attack is faster now
More aggressive AI now interrupts its taunts to attack
Increased possibility of the AI performing special attacks
Necromancer now can’t spawn a second Flutist while the first one is still active
More Infernal Energy Orbs in Caravans and Cabin map
The minimum distance between objectives has increased to avoid them spawning very close by
After an objective, the Demon gets expelled closer to the next objective
Reduced high rarity drops on common boxes
Reduced the rarity of hidden weapons
Reduced the number of hidden weapons on the Army of Darkness map
Reduced Shemp’s and Amulet spawn in Castle Kandar
Reduced the amount of spawned cars on all maps
Increased Necronomicon health by 5%
Storm now closes 50 additional meters
Decrease the max amount of Shemp’s Cola taken by Mini Ashes trap from 2 to 1
General
Players can no longer duplicate amulets and “Shemps Cola”
Players can no longer duplicate items simultaneously by pressing “Drop” and “Drop all”
Players can no longer drop items while being attacked by Mini Ashes Trap, Hand Trap, and during Finisher animations
Demon upgrades apply correctly to every unit skill (previously, some of them weren’t correctly applied)
Demon receives the correct damage to its Evil Energy while possessing a car
You can no longer drop the weapon and open the map during the possession animation
Now the cars receive damage/second during the Dark Ones and the Necronomicon phases
The Necronomicon can no longer be attacked before its timer starts
Survivor is no longer able to continue in an infinite Bleeding Out
Survivor is no longer able to attack during the Bleeding Out
The Survivor’s ability cooldown can no longer be stuck at 0 after being possessed by the Demon while activating the active ability
Demi-Eligos’ clone no longer disappears after spawning
Fixed the non-damage attacks for Warlord and Puppeteer Boss Units to Necronomicon (now their abilities inflict damage to the Necronomicon)
Fixed video stuttering after the player kills Evil Ash on Mission 5
Ranged weapons model no longer disappears from the player’s hands
Caravans map no longer freezes in an area near Dead End on Xbox One and PS4
Fixed objective in Caravans without pick-up prompt
Players can no longer walk in the air if their vaulting animation is interrupted by a demon scare portal trap
Ranged weapon’s crosshair no longer stays on screen after dying during the Necronomicon phase
Hunter’s “Light Therapy” skill can no longer be unlocked without spending skill points at the second tier
When in Solo Mode, players will no longer freeze during the Dark Ones banishing animation
Survivors no longer have issues reviving their teammates if they start doing it while running
Fixed the cost of portals not being reduced during the Necronomicon phase
Fix for Clara pond objective bug
Various stability fixes
Various fixes for navigation and environment locations where players get stuck
Aside from the patch notes, here are some of the details regarding the Plaguebringer, Mia and other changes observed by the community in yesterday’s stream showcasing today’s content drop.
Mia Abilities:
https://imgur.com/a/8PSw3rS
-Mia is a Warrior and David a Support.
-Mia’s immunity to possession is not a passive thing but her button ability, and only lasts for a short period of time.
-David’s button ability is to place and lit a small blue fire, that reduces everyone’s fear slowly, just like any other prop light in the world map would, it also increases the possession costs for the demon.
-Mia inflicts bleeding status on the enemies with her heavy attacks.
-When David uses a shemp he gives himself and nearby survivors a brief damage resistance buff.
-Plaguebringer button ability is to place a giant cauldron, it has a huge AoE effect that decreases the amount of HP given by shemps and reduces the balance bar damage dealt by survivors.
-Said giant cauldron is quite sturdy, and can take a big beating before getting destroyed. The demon also used it to briefly block access to a loot crate, and then body block and trap some survivors on the stairs of a Kandar chest tower… I can already see this thing bringing many salty tears from the dumb lone wolf looters on Dead End’s second floors.
-The Witch seems crazy strong, all her attacks deal AoE damage, her normals shoot anime like sword fang projectiles with quite the range.
-The Witch has a special gimmick where if she “dies” by running out of infernal energy to control her she resurrects herself in zerker mode for a brief amount of extra time.
-The recovery speed of stunned possessed units is noticeably faster now.
-Besides the nailgun there’s also a new melee weapon, a pair of big syringes, they seem as quick as barefists.
-The AI for the mob units has been tweaked, they are more aggressive now and use their special attacks more often.
-The demon mist now closes down much, MUCH closer and tighter to the Necronomicon during the book phase.
-The distance the demon player gets teleported away every time a dagger/page objective is completed has been greatly decreased.
-The number of cars on maps seems to have been slightly reduced, as a streamer points out how the SUV that always spawns in middle of Fort Gort is no longer there.
-Mia has machete mastery and David nailgun mastery.
-Seems like Mia can’t use chainsaws.
-Plaguebringer basics are skeletons dual-wielding swords, they are fragile but super fast, most of their attacks involve spinning their blades around like crazy.
-Plaguebringer basics have a thrusting lunge charge attack, quite similar to the one Necromancer basics use, but way much faster and with way more range.
-When the Pit Demon dies she melts away and leaves a huge pond of green goo that slows down survivors.
-The Pit Demon has a big foot stomp AoE attack, looks quite similar to Henrietta’s body slam but only with a wide frontal hitbox.
-Plaguebringer has no cooldowns for the special attacks of all her units, she uses infernal energy for them instead.
-Besides the obligatory grab move the Witch also has potion tossing projectiles, and a huge scream AoE attack.
-Mia transforms into her demon form and looks like she is “possessed” when she uses her button ability.
-The dupe exploit is apparently fixed now?
-They haven’t showcased it yet, but streamers confirmed cars now take damage near the book.
That’s about it. Once we know more regarding Evil Dead: The Game’s next content drop, we’ll let our readers know.
Once the full patch notes are out, we’ll update the post.
Those having issues logging in to Evil Dead: The Game this September 8, it’s not just you who’s experiencing issues, and it’s due to server maintenance. The Evil Dead: The Game down reports that are popping up is valid for everyone, but don’t fret, this is just for a few hours, and a new game update is going to be released during the downtime.
Evil Dead The Game Down Server Status and Updates for September 8:
Here’s the announcement from Saber Interactive:
🛠 #EvilDeadTheGame will be under maintenance starting at 7:30am EST/11:30 UTC on Sept 8 to prepare for the upcoming update.
🕑 Expected downtime: 3-4 hours.
🎮 Platforms: PC, PSN & Xbox.
As you can see, it’ll affect all platforms, and there is a patch set to be deployed during downtime. This will bring the Plaguebringer Demon in the game, as well as new Survivors such as David Allen and Mia!
If the maintenance window is extended, we’ll be sure to update the post to reflect this. We’ll also provided a link out once the game update is released.
Focus Home Interactive has deployed Snowrunner update 1.33 today which supports new content for Season 5. Aside from new maps and trucks, a ton of general bug fixes have also been implemented. Check out the full SnowRunner September 8 patch notes below.
Visual Concepts has revealed details on NBA 2K23’s The City, which is once again coming to PS5 and Xbox Series X|S exclusively. If you’re curious what changes are coming to the mode for this year, check out the trailer and list below for a quick look at the NBA 2K23 The City improvements.
NBA 2K23 The City Improvements for PS5, Xbox Series X|S:
https://www.youtube.com/watch?v=hfTSxvtLhe4
Traversal Times: Based on community feedback, the City is slightly smaller than in NBA 2K22 to provide a better experience. Also, Fast Travel stations have been added to quickly jump around the City;
Affiliation Boroughs: Completely revamped boroughs have relocated and turned thematic destinations that really touch upon the true essence of each borough;
The Block and Theater: The new mecca of competition, the Block, is located in the exact center of the City where players can find all of the great content in one central hub. The Theater replaces the warehouse buildings and will serve as a hub to play instant matchmaking games. Every Friday, the four-event playlist will completely swap out to four new events.
Dreamville Studio: Founded by Grammy-nominated artist and producer J. Cole, Dreamville Studio is a location MyPLAYERs will gain access to if they prove they have what it takes to befriend J. Cole in MyCAREER during their quest to win over the City.
The Arena: New location where to play MyCAREER games, the Arena provides a pre-game atmosphere with a sprawling plaza out front. To prepare for the game, players will enter and show off their fit in front of the waiting media, complete any available quests, and more, followed by taking questions from the media post-game.
Event Center and Jordan Challenge Building: The Event Center’s all-new design and look adds a whole new level of flair, fitting for such an important building, while the Jordan Challenge Building will provide players with easy-access to the new in-game mode.
Seasons will be back to The City once again this year, and it will bring new rewards to earn every six weeks. More details regarding Season 1 will be revealed soon.
If you want a more detailed look at The City for this year’s version, head on over to the latest Courtside Report.
NBA 2K23 is scheduled for a September 9 release on Xbox Series X|S, Xbox One, PlayStation 5, PlayStation 4, Nintendo Switch, and PC.
Despite the reveal trailer being dubbed in English, Soulframe, Digital Extremes newest free-to-play game, has its own in-game language that has already been deciphered by the studios’ dedicated fanbase. While it was used to decrypt a poem found on the Soulframe website, many had questions as to what the actual language was, and if it was based on something already existing. Well we’re here to shed a bit of light on that, as speaking to us in a recent interview, Digital Extremes has shared some tidbits around the game’s language.
In a interview with MP1st, Digital Extreme’s Creative Director, Geoff Crookes had this to say about the mysterious new language that the team created for Soulframe.
Q: Speaking of Cryptic messages, it looks like Soulframe already has its own language based on all the ciphering that the community has done. Can you shed a bit of light on this? Maybe what it’s officially called? Based on? We imagine quite a bit of work went into this also, mind talking about that?
Geoff Crookes: Yeah, the idea there was to dip players’ toes into the world building of Soulframe, having its own language is a nice way to imply a sense of history. Rosa Lee (SF Art Director) deserves the credit for putting this together. She looked at a few ancient alphabets as inspiration then designed the font to have rigid jail cell type shapes since it’s the language of the game’s villains. We will be using this more in the future to give further hints to the world with some content drops when sharing development progress.
I know it’s not a whole lot, but in the very least we now know for certain that this is the language of the game’s antagonists. Hopefully we learn more about it real soon!
In the meantime, be on the look out for our full interview with Digital Extremes. It’ll be dropping very soon!
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.
While Mundfish’s Atomic Heart looked quite impressive in its latest gameplay trailer, it seems gamers might need to wait a bit longer to play the game, as the Atomic Heart release window has been extended to winter 2022.
Mind, this is not a guarantee that the game will be released in winter 2022, as your friendly PR rep confirmed that winter is Dec. 2022 to March 2023. While there’s no concrete release date yet, the press release also announced that Mundfish has partnered with Focus Entertainment to publish the game.
Focus Entertainment will publish the game on consoles and PC (outside of CIS and Asian territories). Check out the quotes from both Mundfish and Focus.
“Five years ago, when we founded the studio, we set ourselves the goal of creating a world-class product that could be appreciated by millions of people all over the world,” said Robert Bagratuni, CEO of Mundfish. “And now, when the stakes are as high as ever, we are finally ready to release the momentum we have been accumulating over these years. We couldn’t be happier to head to the release with such an experienced publisher, and we have no doubt that Focus Entertainment will make the upcoming game launch truly outstanding.”
“It’s an honor to collaborate with a studio as talented as Mundfish,” says Julien Ramette, Chief Business Development Officer at Focus Entertainment. “We were amazed by Robert and his teams’ creative minds as soon as we started interacting. The AAA standards they’ve provided for their first game is truly an accomplishment. Atomic Heart is sure to honor all players in search of an original, new generation experience.”
Atomic Heart will be released on the PS4, PS5, Xbox One, Xbox Series X|S and PC sometime in Q4 2022 or in Q1 2023.
In the time since we did our last piece about the addition of Juri and Kimberly to the Street Fighter 6 roster at EVO 2022, fans have eagerly been waiting to see more of the two exciting, brutal fighters. Fret not: we’ve got some Street Fighter 6 new gameplay footage of Juri and Kimberly slugging it out.
Enjoy 11 minutes of the fluid, visceral combat the Street Fighter series is known for, complete with beautiful animations for finishers and specials:
Juri has been part of the Street Fighter series since 2010’s Super Street Fighter IV. She is a very popular character for players with an aggressive playstyle. Her Taekwondo-inspired moveset and flashy animations make her one of the series’ most vibrant characters.
Kimberly is an all-new addition to the series. Her story is connected to that of the ninpō master Guy, who has been part of the series since 1995’s Street Fighter Alpha. Kimberly is an “uninvited student” to Guy, and practices his Bushinryu school of martial arts. Despite her loud, playful personality, her fighting style displays finesse and a noticeable restraint.
Capcom will release Street Fighter 6 sometime next year for PC, PlayStation 4, PlayStation 5, and Xbox Series X/S. In the meantime, check out the official character pages for Juri and Kimberly, as well as our article on the difference between the Classic and the Modern control schemes.
With Microsoft seeking to acquire mega-publisher Activision-Blizzard. it seems Sony isn’t taking it lying down. While Microsoft has gone on record to say that they have offered to keep Call of Duty on PlayStation platforms for several more years beyond Sony and Activision’s initial deal, it seems we now can understand why Sony is not too keen on the acquisition to go down.
Speaking to GamesIndustry, PlayStation CEO Jim Ryan has commented on Microsoft’s offer to Sony regarding the Call of Duty franchise, and has called it, “inadequate on many levels.”
Apparently, Microsoft has offered Call of Duty to be available on PlayStation for just three more years after the initial deal.
Microsoft has only offered for Call of Duty to remain on PlayStation for three years after the current agreement between Activision and Sony ends. After almost 20 years of Call of Duty on PlayStation, their proposal was inadequate on many levels and failed to take account of the impact on our gamers. We want to guarantee PlayStation gamers continue to have the highest quality Call of Duty experience, and Microsoft’s proposal undermines this principle.
Whichever side you’re on, this is a hard pill to swallow given how big Call of Duty is for gamers everywhere. The Microsoft and Activision deal is not completed yet, so Sony PlayStation fans have a little glimmer of hope it seems.
Activision has released a new breakdown video that talks about everything that is included in Call of Duty: Modern Warfare 2 Vault Edition. The roughly one-minute long video lists down all the reasons why folks should consider spending an extra $30 to get the vault edition.
You can watch the Call of Duty: Modern Warfare 2 Vault Edition breakdown video here:
The Modern Warfare 2 Vault Edition includes early access to the Open Beta, Red Team 141, the first-ever Weapon Vault, 1 Battle Pass, and more.
Here’s a list of everything that is included (via PlayStation Store):
Modern Warfare® II for PS4™/PS5™
Campaign Early Access
Early access to the Open Beta
Ghost Legacy Pack in MW/WZ
Red Team 141 Operator Pack
FJX Cinder Weapon Vault
Battle Pass (1 Season)
50 Tier Skips
Call of Duty: Modern Warfare 2 launches for Xbox Series X|S, Xbox One, PS5, PS4, and PC on October 28, 2022. Pre-orders for the game are now live!
Back in May of this year, CD Projekt RED mentioned that The Witcher 3 next-gen versions (PS5, Xbox Series X|S) are due for release in Q4 2022. Well, here we are just a month away from the quarter with not much news about it, which some might assume that the project’s release has since been pushed back.
Well, we’re here to report that’s not the case, as the studio confirmed that The Witcher 3 for next-gen is still due for Q4 2022! This was revealed by the studio during its most recent H1 2022 earnings presentation. In the audiocast, CDPR said the following:
The main event for us (CDPR) for Q4 will be The Witcher 3 release which has been confirmed to happen by the end of the year in Q4.
You can list to the webcast below (actual start time is at 24:35):
This is definitely good news for those who want to replay The Witcher 3 but with better technical stability and performance. Or better yet, if you haven’t played it at all, I suggest waiting for the next-gen version to be released, as that will surely be the edition that’s the most technically sound (and visually appealing).
In other The Witcher news, CD Projekt RED has confirmed that development in the next Witcher game is in active development, and this will kick off a brand new saga. No word on whether Geralt is returning or not, though.
Sony has launched a new PlayStation Store sale today, and this one is the “PlayStation Indies” sale, and it has over 1,000 items discounted! Head on below for the full list of games and their prices.
Digital Extremes has released Warframe update 1.021 on all platforms, and this brings the big Veilbreaker Update 32 content into the game! Read on for the Warfarme September 7 patch notes.
Although The New War is largely over, Narmer’s enslavement of the Origin System continues. But who is in control of Narmer now? Many Grineer and others remain imprisoned and helpless under the crushing influence of the Narmer Veil.
Enter Kahl-175. Having survived his brush with the Sentients, and now free from their shackles, he emerges as the Origin System’s newest savior. Wield his explosive Grineer armaments as you race against time to rescue your Brothers from Narmer’s oppressive clutches. Battle Archons alongside your Squadmates, meet the 50th Warframe Styanax*, take on all-new Missions, bend time with the Protea Caladrius Collection, and much more!
This update also has a heavy focus on Quality of Life (QOL) changes including a rework to Spearguns, the three starter Warframes (Excalibur, Mag, and Volt), improvements to Riven database collecting, a whole slew of Warframe Augment Mod buffs, and more to be discovered below.
*50th Warframe Styanax Giveaway: Login today until September 21st to receive Styanax (includes Warframe Slot and Orokin Reactor) in-game via Inbox message! Please note that the inbox will be sent 15-20 minutes after the update has gone live, which may require you to re-log if you jump into the update right after it has downloaded.
A note from the Dev team:
With Veilbreaker comes a weekly approach to the systems introduced in this update. We want a variety of options for players to plan Daily, Weekly, and Evergreen goals.
For Kahl’s Veilbreaking (and Kahl’s Garrison), we’re pushing Kahl’s weekly Garrison ‘Break Narmer’ missions to begin next week to give the team more time to polish the content. In the meantime, you can fully experience the Veilbreaker introductory Quest, Archon Hunts, and the Archon Shard System with Update 32: Veilbreaker.
With this goal of polishing comes the compromise that some of the rewards are also delayed a week, but we would rather have a more enjoyable experience vs. a rushed one. What that means for you is the free-path items through the new Chipper character, such as new Kahl cosmetics, new Mods, Styanax blueprints, new weapon blueprints etc., will be accessible when Kahl’s Break Narmer weekly missions begin. These missions are the only path to obtaining Stock, the currency used in Chipper’s offerings.
Once you have completed the Veilbreaker introductory quest, the following gameplay systems become available:
Kahl’s Garrison – COMING NEXT WEEK!
New Syndicate coming soon – this Syndicate auto-ranks with weekly gameplay progress rather than needing Standing!
Weekly ‘Break Narmer’ Garrison Assignments (Play As Kahl-175)
Archon Hunts – AVAILABLE NOW
Archon Shards
* More detailed information on the above systems is provided in dedicated sections below.
Update 32 includes the following code changes and fixes from PC Hotfix 31.5.4 and the new Veilbreaker content!
Made systemic micro-optimizations to memory footprint for Playstation.
Fixed stackable buffs for Galvanized Scope/Crosshair being removed all at once when the first stack’s time runs out.
Also fixed Arcanes that have decaying stacks losing all their bonus when a stack expires.
Fixed custom Operator Energy not affecting Operator abilities or equipped Ephemera.
Fixed progress not saving/receiving rewards after completing a mission. As reported here:
Fixed controller icons overlapping in the Melee Combos screen.
Fixed being unable to tab through the loadouts in the Operator Appearance screen while using a controller.
Fixed casting the Necramech’s Necraweb Ability resulting in the Necramech becoming unarmed.
Fixed a rare crash that could occur under poor network conditions when streaming between areas (Elevator to Zariman, Cetus to Plains etc.)
Fixed Clients not receiving progress towards the Fallen Angel Nightwave challenge.
Fixed experiencing a Host Migration when attempting to join a public session from a Town to an Open World (Cetus > Plains, etc).
PlayStation Notes:
Added ‘Premium Bundles’ category in the in-game Market.
Fixed dropping other PS4 Clients when loading into Deck 12 during Exploiter Orb mission if a player with a weaker connection attempts to Host.
NEW INTRODUCTORY QUEST: VEILBREAKER
Kahl-175 returns! In this solo introductory quest, witness the state of the Origin System following the events of The New War through the perspective of Grineer Lancer Kahl-175. Though Narmer’s leadership was shattered by the Tenno, many have yet to escape the Veil’s influence. With a new devotion to his Grineer brothers, Kahl partners with an unlikely ally to rescue those still imprisoned.
Quest Prerequisite: You must have The New War quest completed in order to unlock the Veilbreaker Quest in your Codex.
Completing the quest will reward you with the Archon Shard Helminth Segment Blueprint to install on your Helminth.
NEW SYNDICATE: KAHL’S GARRISON – COMING NEXT WEEK!
Upon completion of the Quest, Tenno will gain access to KAHL’S GARRISON, a new Syndicate located in the Drifter’s Camp on Earth. Next week you’ll get access to Rank up with this Syndicate by completing weekly Garrison Assignments to unlock new vendors in the camp, and customize Kahl with earned customizations.
‘Break Narmer’ Garrison Assignments – COMING NEXT WEEK!
Garrison Assignments are one-per-week solo missions available at Kahl in the Drifter’s Camp. Play as Kahl to continue his heroic task of freeing more victims from the Veil.
There are three unique Kahl driven missions accessible through Garrison Assignments. Additional challenges are presented during these Assignments and are optional to complete. Completing these challenges rewards a new currency called Stock (more on this below) that can be spent in Kahl’s Garrison.
New Somachord Songs! – COMING NEXT WEEK!
Four new Somarchord Songs are available to unlock by finding Somachord Fragments located throughout Garrison Assignment missions.
FINAL STAND
HOLD THE LINE
SKYBREAK
STEEL HORIZON
Since Kahl is not equipped with a scanner of his own, these Fragments can be collected by interacting with them to pick up.
Rank up Kahl’s Garrison – COMING NEXT WEEK!
This Syndicate auto-ranks with weekly gameplay progress rather than needing Standing! Unlocking ranks means building up the Garrison with new faces and opportunities.
Earn Stock – COMING NEXT WEEK
Stock is the currency used to purchase items in Kahl’s Garrison. Collect them via Garrison Assignments to spend on:
New Archon Warframe Mods
Kahl Customizations
Fog of War Ephemera
Styanax Components
Various Weapon Blueprints
Archon Shards
New Archon Warframe Mods – COMING NEXT WEEK
A new collection of Warframe Mods has landed in Kahl’s Garrison! They offer an increase of core stats with added effects for elemental damage dealing abilities.
*Stats shown below are all at max rank.
Archon Continuity
+55% Ability Duration. Abilities that inflict a Toxin Status Effect will also apply a Corrosive Status Effect.
Archon Stretch:
+45% Ability Range. Abilities that deal Electricity Damage restore +2 Energy/s over 5s.
Archon Vitality:
+440% Health. Status Effects from Abilities that deal Heat Damage will be applied twice.
Please note that we are aware of this not working with some fire abilities e.g. Ember’s Fire Blast, this will be corrected in a future Hotfix/Update.
Archon Flow:
+275% Energy Max. Enemies killed by Cold Damage have a 10% chance to drop an Energy Orb. Cooldown: 10s.
Archon Intensify:
+30% Ability Strength. Restoring Health with abilities grants +30% Ability Strength for 10s.
Likewise note that this currently has issues with some abilities that “heal over time” or trigger a heal after the ability is already running, we’ll be making improvements to this one as well.
Kahl Customizations – COMING NEXT WEEK
Kahl’s Garrison will be present in your Drifter Camp following the completion of the Veilbreaker Quest. Visit Kahl-175 there and refresh his uniform with a variety of customization options. Equipped with Voidshell technology and a variety of Helmet and Attachment options, players can kit him with a unique look that would make his Brothers proud.
Leg, shoulder, and chest Armor you own can also be equipped on Kahl!
NEW WEEKLY MISSION: ARCHON HUNTS (AVAILABLE NOW)
Upon completion of the Veilbreaker Quest, you will unlock Archon Hunts. Archon Hunts are a new class of weekly Mission that are available each week. Now, you can tackle these Narmer experiments with a full squad at your side!
Archon Hunts can be started from the tracking console in Kahl’s Garrison (releasing next week), or through navigation. Equip your Arsenal for a true test of your formidable power as Old foes re-join the fray.
Archon Hunt Missions
Face veiled opponents as you navigate familiar locations through Narmer-controlled parts of the Origin System. In an Archon Hunt, Tenno must complete three missions of increasing difficulty with additional restrictions. Only one Archon Hunt is available each week, so players can try their hand at completing it solo, or tackling it with a squad. For every player in the squad, enemies grow in strength (+50% Health and Shields per). While the Archon Hunt can be replayed, the rewards will only drop once.
Restrictions are also present for added impact:
Restricted Respawns:
No Self Revive: Can only be revived by other Tenno (or Companions).
Last Gasp Penalty: Activating the Last Gasp Focus ability reduces the timer by 2 seconds.
Bleedout Shortens: Bleedout duration is reduced after each time bleedout is entered, to a minimum of 5 seconds.
Restricted Consumables
No Summons: Summons are disabled for the entire duration of the mission. This includes Specters, Necracmech, etc.
Cooldown Increase: Each type of Restore has a 3 minute cooldown timer applied. This cooldown affects all sizes of the restore type.
Similar to Arbitrations, Bonuses for certain Warframes and weapons are applied for the duration of that Archon Hunt. These bonuses are unique to you!
These missions are intended to be challenging, so select your loadouts carefully to overcome your obstacles and take down your opponents.
The team is aware and investigating a bug where the Archons will sometimes take exorbitant amounts of damage; we are looking to resolve this soon.
Enemy Types
Tenno who fought in The New War will remember the types of enemies that can be found in Archon Hunts. Alongside Veiled enemies, you will face Deacons. Deacons that once patrolled the Narmer-controlled system are now searching for more units to grow their flock of devout Veiled followers. Beware Tenno, coming in contact with the Deacons will be far more dangerous than your previous encounters, thanks to the posse that marches alongside them. A Deacon will stay unscathed unless you can deal with their surrounding troops first.
Archon Changes
The final mission of the ARCHON HUNT will always be an Assasination – or ‘Archon Hunt’ mission – Tenno must take up arms against an Archon to complete the Hunt and earn themselves a great reward. Each weekly rotation of an Archon Hunt will feature a new Archon to defeat – Boreal, Amar, or Nira.
The Archons are not how you remember them, Tenno. Since your time fighting them solo in The New War, they have grown stronger. Each of the three Archons have received a rework to increase their difficulty level.
Their greater resistance to damage, harder-hitting attacks, and new methods of trickery make them a formidable foe – a well-equipped loadout and/or a resourceful squad are necessities to defeating these reworked Archons.
Archon Hunt Rewards
Completing all three Archon Hunt missions awards you an Archon Shard – alongside a random reward from the reward pool. Each Archon comes equipped with a different Archon Shard. Each Shard offers unique benefits when equipped to push your arsenal to new heights. As well, each Shard earned has a 20% chance of being Tauforged. You can find more information on Shards in the Archon Shards section below.
Archon Shards are a source of anti-entropic radiation ideal for empowering synthetic lifeforms, most notably Archons and Warframes. Managing these Shards is done through Helminth in your Orbiter – read on below for details on what they are and how to use them.
Note: To engage with this system you must complete the Veilbreaker Quest!
What are Archon Shards
Archon Shards can be socketed in your Warframes to give permanent* additive (do not scale with mods) stat increases.
*Permanent in the sense that once socketed to your Warframe those stat increases are sustained unless you decide to un-socket it. Read the “How to Use Archon Shards” section to learn more about that.
Archon Shards are earned in the two following ways:
1. Archon Hunts:
1 x guaranteed Archon Shard is rewarded after successfully completing all three missions in the weekly Archon Hunt.
With a 20% chance of that Shard being Tauforged.
The Tauforged status increases the overall power of a base Archon Shard’s additive stats by x1.5.
For example: A base Amber Archon Shard will offer +15% Sprint Speed, while the Tauforged version of that same Shard will offer +22.5% (15 x 1.5 = 22.5).
2. Kahl’s Garrison (COMING SOON):
Kahl offers 1 x Archon Shard a week available for purchase for Stock!
Archon Shard Types
Each Archon drops a specific Shard color with different stat categories associated with it. Socket the same color of Archon Shards in your Warframe to focus on one type of combat advantage, or diversify your Shard usage for a more dynamic approach where you feel appropriate.
Azure Archon Shard
Drops from: Archon Boreal (Earth Archon Hunt)
Stat Category: Defensive
Crimson Archon Shard
Drops from: Archon Amar (Mars Archon Hunt)
Stat Category: Offensive
Amber Archon Shard
Drops from: Archon Nira (Jupiter Archon Hunt)
Stat Category: Utility
How to Use Archon Shards
After completing the Veilbreaker Quest, an inbox will be delivered to you containing the Archon Shard Helminth Segment Blueprint to install in your Helminth. This unlock a new Menu in your Helminth Segment where you can Socket and Unsocket your hard-earned Shards on your equipped Warframe. Each Warframe has a total of 5 slots available to be filled.
Installed Archon Shards can be unsocketed to be reused, at the cost of 50% of your Bile Helminth resource pool.
You can also access equipped Archon Shards from the Arsenal. Hovering over one of the Shards will give you access to jump to the Shard management screen in the Helminth if you’d like to make changes.
NEW WARFRAME: STYANAX
Our 50th Warframe STYANAX has arrived! Styanax never wonders how many enemies he will face, only where he can find them.
Styanax is free now until September 21st just by logging in! Afterwards, he can be purchased via the in-game Market, or his components can be earned through Kahl’s Garrison using Stock (COMING SOON).
Passive
Styanax’s critical chance increases with his shield strength and doubles for spearguns.
Axios Javelin
Throw an Axios Javelin. When the javelin impales an enemy against a wall, surrounding enemies are pulled into the area and suffer a burst of damage.
Tharros Strike
Summon Tharros, the shield of Styanax. Swing Tharros to repel enemies and reduce their shields and armor. Styanax regenerates health for every enemy struck.
*Tharros Strike is Styanax’s Helminth ability!
Rally Point
Draw enemy attention to Styanax. His resolve uplifts nearby allies, regenerating the squad’s energy over time. Styanax and his allies also regenerate shields for every kill assist they contribute.
*Rally Point is Styanax’s Railjack ability!
Final Stand
Exude might and valor. Rise into the air and throw a barrage of Axios Javelins. The javelins deal damage to nearby enemies wherever they land. Direct hits to enemies deal greater damage.
STYANAX’S SIGNATURE WEAPON: AFENTIS
Styanax’s speargun matches his might. Throw Afentis to pin an enemy and nearby enemies will also be stunned. Throw Afentis onto the ground to create a field that buffs allies. When allies bolstered by Afentis kill an enemy, they maintain the buff for a short time after they leave the field.
The Afentis blueprint can be purchased for Stock in Kahl’s Garrison. *Reminder that we’re pushing Kahl’s weekly Garrison ‘Break Narmer’ missions (this includes access to the Garrison) to begin next week to give the team more time to polish the content.
Styanax Synmora Helmet
Remember your courage with each step. An elite helmet for Styanax.
Styanax Agogean Helmet
Love the light of dawn even as you know the shadow of death. A distinguished helmet for Styanax.
Lanex Syandana
A syandana for the intrepid.
Styanax Leverian
Visit Drusus Leverian to uncover the origins of this battle hardened Warframe.
STYANAX GALLANTRY COLLECTION
A distinguished look befits a decorated warrior. This collection includes the Styanax Synmora Helmet, Styanax Agogean Helmet, Lanex Syandana, Styanax Voidshell Skin with Fieldron Form Material Structure, and Tharros and Axios Display decoration.
NEW MACHETE WEAPON: SLAYTRA
The Slaytra is a powerful reiteration of the traditional Grineer Machete that doubles the duration of bleed from slash damage.
The Slaytra blueprint can be purchased for Stock in Kahl’s Garrison. *Reminder that we’re pushing Kahl’s weekly Garrison ‘Break Narmer’ missions (this includes access to the Garrison) to begin next week to give the team more time to polish the content.
NEW THROWN WEAPON: AEGRIT
What the Aegrit lacks in quantity it makes up for in destructive power. Toss the Aegrit onto your enemy’s position then detonate remotely at the right moment for maximum destructive effect.
The Aegrit blueprint can be purchased for Stock in Kahl’s Garrison. *Reminder that we’re pushing Kahl’s weekly Garrison ‘Break Narmer’ missions (this includes access to the Garrison) to begin next week to give the team more time to polish the content.
VEILBREAKER WARRIOR PACK
Stand by your brothers in arms and defend the defenseless with the items in this pack:
350 Platinum
Slaytra Machete
Afentis Speargun
Ascension Speargun Skin
Aegrit Thrown Weapon
Fog of War Ephemera
Kahl’s Fortitude Sigil*
For My Brothers Glyph*
Noggle Statue – Kahl-175
7-Day Affinity Booster
7-Day Credit Booster
Items marked with a * are exclusive to this pack for a limited time. In an effort to continue to make Supporter packs more player-friendly, everything else listed can either be purchased separately from the in-game Market for Platinum or can be earned (Slaytra Machete, Afentis Speargun, Aegrit Thrown Weapon). The free path to the listed weapons will be available next week with the release of Kahl’s Garrison.
NEW VOIDSHELL COLLECTIONS
The latest and greatest in the Void has brought forth ethereal capabilities for these Warframes. Don the morphic material created in the Zariman Void Jump.
Styanax Voidshell Collection
Includes Styanax Voidshell Skin and the Fieldron Form material structure.
Excalibur Voidshell Collection
Includes the Excalibur Voidshell Skin and the Lunaro Striker material structure.
Wukong Voidshell Collection
Includes the Wukong Voidshell Skin and the Rubedo Impression material structure.
Nova Voidshell Collection
Includes the Nova Voidshell Skin and the Pearlescent Plastid material structure.
Void Adornment Bundle II
Collect them all! Wukong, Excalibur, and Nova Voidshell skin with their material structures are available in this bundle.
These new Voidshell Collections are available for purchase in the in-game Market.
PROTEA CALADRIUS COLLECTION
Take command. Eliminate your adversaries. Restore order. The Protea Caladrius Collection contains the:
Protea Caladrius Skin
Take command. Eliminate your adversaries. Restore order.
Daecret Tonkor Skin
Guardians of the highest order merit a dignified look.
Monitivus Thrown Weapon Skin
Sometimes elegance goes well with destructive power.
The Protea Caladrius Collection is available for purchase in the in-game Market.
NEW COMMUNITY ITEMS
Styanax Community Display
Encapsulate the power of Styanax in this stunning display from TBGkaru.
Kahl-175 Community Glyph
Unveil your support for the veil-breaking warrior, Kahl-175, with this amazing community Glyph by MissMagicka
The Styanax Community Display and Kahl-175 Community Glyph are available for purchase in the in-game Market.
TENNOGEN ROUND 22: PART 2
Find the latest in TennoGen realness in the in-game Market!
TennoGen Bundle LXX
Octavia Mandachoralyst Skin & Helmet by kakarrot2812
Volt Technoshock Skin & Helmet by kakarrot2812
Piercing Eye Shoulder Armor by Mz-3 and HAROHARO
Piercing Eye Chest Armor by Mz-3 and HAROHARO
Heavy Blade Dogma Skin by Felix Leonhart
TennoGen Bundle LXXI
Wisp Raevuz Skin & Helmet by malaya and Xtygian
Revenant Ahriman Skin & Helmet by Vulbjorn, the graphical walrus.
Polearm Ulcerated Skin by Vulbjorn, the graphical walrus.
Vikasa Shoulder Plates by blazingcobalt
Paxis Shoulder Armor by malaya and Jadie
QUALITY OF LIFE (QOL) CHANGES
This next (very large) section of the notes focuses on the QOL changes/fixes that are a core part of this update. It will cover the following:
Starter Warframe Ability Changes: Excalibur, Mag, & Volt
Warframe Augment Buffs Part 2
Armor Changes
Area of Effect Weapon Changes – Which covers:
Ammo Pick-Up Changes
Holster Speed Buffs & Mod Changes
Headshot Damage Changes
Primed Fulmination and Primed Firestorm Rebalancing
and more!
Spear Gun Changes
Syndicate Pledging
Riven Capacity System Changes
Last Gasp Rework
Solar Rail Junction Changes
Gilding Changes
An important note before diving into the QoL segments of these patch notes:
Looking at the list above, this update touches a significant amount of existing content! Many Tenno may have their loadouts affected by these changes, especially those to Warframes and AOE weapons. Historically, reworks that apply to resource-devoted gear have been met by a friendly compensation Inbox message, so players can expect the same in this case!
We hope you enjoy these free items by logging in before December 31st at 11:59PM ET:
3 x Built Forma
2 x Orokin Catalysts
2 x Orokin Reactors
PLUS to those eligible (accounts that own Primed Fulmination and/or Primed Firestorm), 20k Endo + 500k Credits will be delivered in a separate Inbox message!
STARTER WARFRAME ABILITY CHANGES: EXCALIBUR, MAG, & VOLT
The classic trio has been revisited for a bit of a facelift! Our goals were to make all abilities relevant, while simplifying some mechanics for new players to better understand. The changes are as follows:
EXCALIBUR
Slash Dash
Reworked chain targeting to pick the next best target after each slash instead of at the start.
Invalid targets aren’t removed from the list of potential targets as they may become valid again at some point (re-entering Line Of Sight or being at a closer distance).
Damage is now 100% Slash, guaranteeing Slash Status Effect.
Increased overall speed when dashing between enemies.
Increased active targeting of extra units.
Can now be canceled by jumping or dodging.
Reduced the slashing animation.
Improved in-air slash dashing animations.
Updated the FX with an accompanying Excalibur phantom trail after performing a Slash Dash.
Radial Javelin
Removed the cap on enemies that can be hit by Radial Javelin.
Prior to the change, there was a limit to the number of enemies Radial Javelin could hit. So, for example (not accurate numbers), even if 15 enemies were in range, it would only hit 10. Now it hits absolutely everything in range!
Added guaranteed Slash Status Effect.
Animation tweaks:
Increased the size of the javelins.
The Javelins will now visually aim for the chest.
MAG
Passive:
No longer requires you to Bullet Jump to pull pickups towards her.
Pull
Now creates a mini-vortex when casting, which gathers enemies in front of Mag. Polarize Shards on the ground will also be Pulled into this Vortex.
Helminth: Changed Mag’s Pull to now have diminished range when infused. Was 25m at max, now 12.5m.
Magnetize
Shards from Polarize are pulled into the Magnetize Bubble, including Shards orbiting Mag.
Charged Magnetize absorb shards increase its damage by 500 for each one. Scales with Ability Strength mods.
Increased the angle of Protective cast from 80 to 120 degrees across all ranks.
Unified Range value across all ranks (15m for Explosion Radius, 4m for Bubble Radius).
Unified Protective cast Absorption Multiplier across all ranks to 2x.
Added an FX when the Shards projectile expires.
Fixed the burst FX being incorrectly rotated.
Polarize
Shards are now significantly larger and hover above the ground, making them much easier to see.
Shards within 3m of Mag now orbit her, inflicting the Slash or Puncture Status Effect to nearby enemies.
Unified Range and Duration across all ranks to 8m and 5s respectively.
Crush
Unified range across all ranks to 18m.
VOLT
Passive:
Increased the points of Electricity Damage added for every 1 meter traveled from 5 to 10.
Updated passive to also include bonus damage to ‘Shock’ on attacks that bounce.
Shock
Reduced cost from 25 to 15 energy.
Unified range across all ranks to 15m.
Speed
Increased base speed from 50% to 75%, and unified across all ranks.
Increased duration from 5/10s to 9/12s (base/max).
Increased the reload speed buff from 17.5% to 25%.
Unified the range for all ranks to 25m.
Electric Shield (all changes below are specific to its carrying mechanic)
Removed Speed reduction while carrying the Shield.
Removed Energy Drain for every 4 meters traveled while carrying the Shield..
Removed Secondary weapon restriction. Primary and Melee weapons can now be used while carrying Shield.
Updated sound FX for picking up and dropping Shield.
Discharge:
Unified Electric Pulse Range to 20m across all ranks, and Electric Arc Radius to 8m across all ranks.
General Warframe Changes:
WUKONG
Celestial Twin Changes:
Wukong is a top performer as a mobile and tanky Warframe. Celestial Twin has had the ability to effortlessly carry players through most content thanks to the Twin doing a lot of the heavy lifting. In an effort to encourage a more harmonious work relationship between Wukong and his Twin, we have made the following above adjustments:
Overall damage of Celestial Twin has been halved, but marking enemies with your Ability Button still offers a 3x damage boost against marked targets.
Celestial Twin is vulnerable to self-stagger from its own weapon.
As the Twin shares your Wukong’s loadout, this can be bypassed by adjusting your mods accordingly if you wish.
Wukong and his Celestial Twin now share an Ammo Pool. Ammo that is picked up by either you or your Celestial Twin is shared between you. Upon running out of ammo for a specific weapon, the Twin will either swap to a weapon in your loadout that does have ammo or swap to melee when completely out of ammo. The Twin will also search out Ammo pickups.
Prior to this change, Celestial Twin had an infinite ammo pool, which allowed for the use of high-impact low-ammo weapons, such as the Bramma, to be used far outside the weapon’s balance intentions. Since your Twin now inherents your loadout, a more active role is encouraged to maintain its effectiveness.
Made several HUD adjustments to Wukong’s Celestial Twin/Defy icons so that they are not stretched or overlap other UI elements.
Primal Fury Changes:
Melee stance has been reworked to modern standards – bigger hits in the combos now have larger damage multipliers built in.
Added a short duration vortex pull at the end of his forward combo when he slams the floor. Does not scale with Ability Strength Mods.
Revenant’s Mesmer Skin Change:
Now grants 1 second of invulnerability after a charge is consumed.
The addition of Overguard affected the efficiency of Mesmer Skin, as rapidfire Overguarded enemies would melt through their Mesmer Skins and remain unaffected by the incoming sleep effect. To bring this ability closer to its original intention, Mesmer Skin will now grant 1 second of invulnerability after a charge is consumed. This gives players time to react to these powerful units before taking their full damage.
Mesa’s Ballistic Battery Changes:
Increased maximum stored damage from 1.6k to 5k.
Changed the casting animation to be only upper body and use one hand.
This allows casting to be done without interrupting shooting.
Changed damage accumulation to be shown as a buff indicator instead of % on ability.
The refresh buff indication now calls out ‘Ballistic Battery’ outright and uses its ability icon while accumulating.
Mesa now has the ability to use Ballistic Battery during Peacemaker.
Buff indicator refreshes when the shot is fully charged.
WARFRAME AUGMENT BUFFS PART 2
In Update 31.2, we buffed a number of underused Warframe augments. The time has come to continue this work! This batch tackles Warframes from Loki to Rhino (of which there are surprisingly many!). We have increased their viability in missions, which we hope will encourage more build diversity.
*Stats below are all at Max Rank.
Loki’s Safeguard Switch
Was: After teleporting with an Ally they will be invulnerable for 6s.
Now: Offers half the invulnerability time for Loki, and cleanses status on both targets when switching.
Also added a HUD icon for invulnerability time for Loki when switching to an enemy.
Mag’s Fracturing Crush
Was: Survivors have their armor decreased by 50% and become unable to move for 7 seconds.
Now: Augment functions unchanged, casting speed is increased by 50%.
Mesa’s Staggering Shield
Was: Reflected bullets gain a 50% chance of staggering enemies.
Now: Augment function unchanged, reflected bullet stagger chance now scales with Ability Strength (up to 100% stagger if you have 200%+ Ability Strength).
Mesa’s Ballistic Bullseye
Was: Applies a 100% Status Chance bonus to the shot, based on the amount charged.
Now: The shot gains a +50% Final Critical Chance bonus, based on the amount charged.
Nekros’ Soul Survivor
Was: Use on a downed ally to revive them with 30% of health. Nekros’s energy will be consumed.
Now: Core Augment function unchanged, but no longer requires all of Nekros’ Energy to be consumed on cast. It now costs the same as base Soul Punch (25 Energy) to cast.
Also added 2 seconds of invulnerability for the revived player to protect them during the standing-animation.
Nezha’s Pyroclastic Flow
Was: Accumulate 150% of the damage Fire Walker deals, unleashing it in a trail of fire that lasts 10s.
Now: Accumulate 250% of damage done by Fire Walker, and the trail of fire forces a Heat Status Effect. Duration is unchanged.
Nidus’ Insatiable
Was: Nidus has a 60.0% chance of generating an additional Mutation stack whenever he gains one, while standing in the Ravenous Infestation.
Now: The chance to gain extra stacks now scales with Power Strength, and chances higher than 100% have the chance to give multiple Mutation Stacks.
Ex. 150% is guaranteed 1 bonus Mutation and 50% to get a second.
Nidus’ Larva Burst
Was: Reactivate Larva to detonate and deal 300 Toxin Damage in 5m Range. This damage stacks for every enemy grabbed by the Larva.
Now: Reactivate Larva to detonate and deal 600 Toxin Damage in 8m Range. This damage stacks for every enemy grabbed by the Larva.
Nova’s Neutron Star
Was: On recast, all remaining particles will seek out enemies and deal 120 Blast Damage with guaranteed Status Effect in 8 meters.
Now: On recast, all remaining particles will seek out enemies and deal 240 Heat Damage with a guaranteed Heat Status Effect to foes within 16 meters. Particles from Neutron Star have a doubled “seek radius” to find targets compared to Null Star.
Nova’s Antimatter Absorb
Was: Absorbs enemy bullets within 3 meters, increasing its damage when it explodes.
Now: Absorbs enemy bullets within 5 meters, increasing its damage when it explodes.
Nyx’s Pacifying Bolts
Was: Affected enemies will be confused for 10 seconds.
Now: Core Augment function unchanged. Creates an additional 3 Bolts on cast.
Octavia’s Partitioned Mallet
Was: Allows for two simultaneous Mallets, each with 50% reduced range.
Now: Core Augment function unchanged. The Range for the simultaneous Mallets is increased to 80%.
Revenant’s Blinding Reave
Was: Enemies hit are blinded by Reave’s fog for 10s.
Now: Core Augment function unchanged. Reave gains +40% Range.
Rhino’s Reinforcing Stomp
Was: Iron Skin Health is replenished by 80 for each enemy affected.
Now: Iron Skin Health is restored by 4% for each enemy affected. The value of health restored no longer scales with Ability Strength.
The percentage of Iron Skin Health restored is based on the Peak Value of Iron Skin following ability cast and invulnerability period.
This change should help this Augment scale better in higher-level missions instead of using flat Health values.
Rhino’s Piercing Roar
Was: Enemies within 25m will be knocked down and suffer from a Puncture Status Effect. Roar can be recast.
Now: Enemies within 25m will be knocked down and suffer 10 stacks of Puncture Status. Roar can be recast. Additionally increases Roar’s Range by +40%.
Oberon’s Hallowed Reckoning
Was: Enemies affected by Reckoning emit a 2m Area of Effect that increases Ally armor by 250 and inflicts 150 damage per second to enemies.
Now: Area of Effect Range increased to 3m, which scales with Ability Range. Enemy damage increased to 300 damage per second. Additionally increases the Range of Reckoning by 40%.
ARMOR CHANGES
Armor is a fundamental part of Warframe’s balance, but the act of stripping armor has always been somewhat hard to gauge. Currently, when an armor stripping Ability is cast it uses the target’s current armor as the base for its calculation. This means that you may have to cast that Ability several times on the same enemy in order to strip their armor completely.
Players have adapted to this system by maximizing Ability Strength to the point where the armor stripping effect is as close to 100% as possible – thus reducing the number of casts required to strip armor to one.
In the effort of encouraging build diversity and streamlining the way that armor stripping abilities work, we are making the following changes:
ALL Armor Stripping Warframe abilities now apply to the TOTAL armor value.
How it worked before: You cast an ability that strips 50% Armor. The first cast will reduce the foe’s Armor to 50%, the second cast will reduce the armor to 25%, taking half of the existing 50%. This was the case for every ability except Oberon’s Reckoning, and special exceptions like Shattering Impact.
How it works now: Casting an ability that strips 50% Armor will reduce their Armor to 50% on the first cast, and 0% on the second cast.
This applies to every single Armor removal ability in the game. We have also buffed a few of these abilities in the process to bring them up to a usable level in light of these changes:
Increased Frost’s Avalanche armor reduction from 40% to 60% and changed the armor reduction to be permanent.
Frost’s Avalanche can also now reduce armor from targets even if they are immune to crowd control abilities.
Increase Nekros’ Terrify armor reduction from 20% to 60%.
Increase Oberon’s Reckoning armor reduction from 30% to 50%.
Changed Banshee’s Sonic Fracture (Augment) armor reduction to be permanent.
Increase Mag’s Fracturing Crush (Augment) armor reduction from 50% to 75%, remove the 80% cap per cast and change the armor reduction to be permanent.
Increase Trinity’s Abating Link (Augment) armor reduction from 45% to 60%.
AREA OF EFFECT (AOE) WEAPON CHANGES
Area of Effect (AoE) weapons are a pretty dominant aspect of Warframe gameplay, especially affected by the removal of self-damage a few years ago. We want AoE weapons to feel impactful, but we feel their current state needs adjustment.
Before we get into the specific ‘WHAT’ of the changes to AoE, let’s talk about the broad ‘WHY’ of these changes. There are 3 core reasons:
1) “Can this be automated?”
Currently, some explosive weapons and playstyles remove the need to aim, or otherwise care about your surroundings. This doesn’t fit the “automated” category perfectly, but we want such impactful weapons to require more consideration and tactical decision making than currently exists.
2) “Is this overly dominant?”
Warframe is a game full of very powerful tactics, but problems arise when players feel ‘forced’ to use specific choices. The top 5 most popular weapons are all AoE, accounting for 47% of all weapon usage at high Mastery Rank AOE usage stats. In situations where efficiency is important, some would say you aren’t playing ‘correctly’ if you’re not utilizing these choices, which some players don’t necessarily find fun.
3) “Is this playstyle disruptive to other players?”
A majority of sessions are played co-op, so ideally everybody gets a chance to play. We’ve reached a point where players are asking us to change these weapons, because they leave so little for others to do.
With our motivations clear, we can now get into specifics. We approached this change in a multitude of ways:
Ammo Changes
a. Ammo Pick Up
b. Holster Speed Buffs & Mod Changes
Headshot Damage Changes
Primed Fulmination and Primed Firestorm Rebalancing
New Steel Path Missions: Void Fissures
1. Ammo Changes
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
1. a) Ammo Pick Up
Ammo drop types have been simplified to Primary, Secondary and Heavy ammo. We have eliminated the Sniper and Shotgun ammo types. ‘Ammo Pickup’ is also a new property on every weapon, it indicates the amount of ammo you get when picking up an ammo box.
We also increased base ammo pickup values as follows:
Primary – from 60 to 80
Secondary – from 20 to 40
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapon Ammo Pick Up Overrides
1 Ammo per Pick Up:
Kuva Bramma
Kuva Ogris
Kuva Zarr
Lenz
Proboscis Cernos
3 Ammo per Pick Up:
Tonkor
Kuva Tonkor
4 Ammo per Pick Up:
Tenet Envoy
5 Ammo per Pick Up:
Carmine Penta
Penta
Secura Penta
Ogris
9 Ammo per Pick Up:
Zarr
10 Ammo per Pick Up:
Torid
15 Ammo per Pick Up:
Arca Plasmor
Catchmoon (Primary)
Cedo
Cernos
Cernos Prime
Corinth
Corinth Prime
Daikyu
Dread
Drakgoon
Exergis
Felarx
Hek
Komorex
Kuva Chakkhurr
Kuva Drakgoon
Kuva Hek
Lanka
MK1-Paris
MK1-Strun
Mutalist Cernos
Paris
Paris Prime
Phantasma
Rakta Cernos
Rubico
Rubico Prime
Sancti Tigris
Simulor
Sporothrix
Sporelacer (Primary)
Snipetron
Snipetron Vandal
Sobek
Synoid Simulor
Strun
Strun Prime
Strun Wraith
Tenet Arca Plasmor
Tigris
Tigris Prime
Vaykor Hek
Vectis
Vectis Prime
Vulkar
Vulkar Wraith
20 Ammo per Pick Up:
Tombfinger (Primary)
40 Ammo per Pick Up:
Acceltra
Aeolak
Alternox
Astilla
Astilla Prime
Boar
Boar Prime
Gaze (Primary)
Ignis
Ignis Wraith
Kohm
Kuva Kohm
Miter
Opticor
Opticor Vandal
Stahlta
Tenet Tetra
Vermisplicer (Primary)
60 Ammo per Pick up:
Amprex
Javlok
Scourge
Scourge Prime
Trumna
Zhuge Prime
Primary Weapons with Ammo Regen Rates Overrides:
Basmu: From 42/s to 10.5/s
Bubonico: From 9/s to 4.5/s
Flux Rifle: From 40/s to 24/s
Fulmin: From 30/s to 20/s
Shedu: From 28/s to 3.5/s
Secondary Weapon Ammo Pick up Overrides:
3 Ammo per Pick Up:
Angstrum
Prisma Angstrum
Kulstar
4 Ammo per Pick Up:
Castanas
Sancti Castanas
Pox
Talons
5 Ammo per Pick Up:
Akarius
9 Ammo per Pick Up:
Kuva Seer
20 Ammo per Pick Up:
Akbronco
Akbronco Prime
Atomos
Brakk
Bronco
Bronco Prime
Catabolyst
Catchmoon (Secondary)
Cyanex
Detron
Epitaph
Euphona Prime
Gaze (Secondary)
Kohmak
Twin Kohmak
Kompressa
Kuva Nukor
Kuva Brakk
Mara Detron
Nukor
Pyrana
Pyrana Prime
Sepulcrum
Sporelacer (Secondary)
Sonicor
Staticor
Tenet Detron
Tombfinger (Secondary)
Twin Rogga
Vermisplicer (Secondary)
Zakti
Zakti Prime
Zymos
Many weapons have also had their maximum ammo capacity adjusted.
Primary Weapons:
Arca Plasmor: From 48 to 50
Corinth: From 132 to 135
Gaze (Primary): From 400 to 200
Kuva Zarr: From 15 to 5
Kuva Ogris: From 30 to 7
Kuva Tonkor: From 60 to 11
Miter: From 72 to 80
Proboscis Cernos: From 9 to 7
Sporelacer (Primary): From 130 to 60
Tenet Envoy: From 24 to 16
Tombfinger (Primary): From 540 to 120
Vermisplicer (Primary): From 226 to 90
Zarr: From 84 to 60
Secondary Weapons:
Epitaph: From 60 to 40
Gaze (Secondary): From 400 to 200
Vermisplicer (Secondary): From 226 to 90
Secondary Weapons with Ammo Regen Rates Overrides:
Cycron: From 40/s to 20/s
Tenet Cycron: From 40/s to 20/s
We also reduced the frequency of ammo drops from enemies and made them scale with squad size.
Used to drop from 70% of regular enemies and 80% of Open World enemies, now they drop less frequently, with smaller squads getting more drops
1p squad = 45%, or 60% in Open Worlds
2p squad = 37.5%, or 52.5% in Open World
3p squad = 30%, or 45% in Open Worlds
4p squad = 22.5%, or 37.5% in Open Worlds
On average you’ll be getting Ammo drops half as often, but most weapons with the aforementioned increase of pickup values receive twice as much.
Eximus will now have a guaranteed drop of either Primary OR Secondary Ammo in addition to existing base enemy ammo drops.
Increased the chance of a Riven Sliver dropping from Eximus Units.
Steel Path Eximus: changed from 1% to 2% drop chance
Regular Eximus: changed from 0.5% to 2% drop chance
Note that Riven Slivers still only have a chance to drop from Eximus level 30 and over
Made the following changes to Mods/Arcanes in light of the above ammo changes (stats shown at max rank):
Rifle Ammo Mutation: Now converts Secondary ammo pickups to 50% of Ammo Pick Up.
Pistol Ammo Mutation: Now converts Primary ammo pickups to 50% of Ammo Pick Up.
Shotgun Ammo Mutation: Now converts Secondary ammo pickups to 50% of Ammo Pick Up.
Sniper Ammo Mutation: Now converts Secondary ammo pickups to 50% of Ammo Pick Up.
Primary/Secondary Merciless Arcane: Removed its +100% Ammo Maximum bonus.
Vigilante Supplies Mod: Now converts Secondary ammo pickups to 30% of ammo pickup.
Mirage’s Explosive Legerdemain Augment: Increased damage dealt from proximity mines created from Ammo and Orbs pickups from 500 to 1000.
Deployable Ammo Restores now restore 1x (for small), 2x (for medium), and 3x (for large) Primary and Secondary Ammo Pick up amounts every 15s for 60s.
We’ll be keeping a close eye on how these ammo changes affect specific weapons’ performance and popularity. Expect more tweaks to these values in future updates!
1. b) Holster Speed Buffs & Mod Changes
These changes to Ammo encourage swapping between weapons, so we’ve taken the opportunity to dramatically increase the swapping speed between Primary and Secondary. The real purpose of your Secondary weapon is for it to be a backup to your Primary, but with the holster speeds the way they were before that vision was not realized – until now!
In light of the overall speed buff to holster speed, we have made the following changes to the mods and Arcanes that offered holster speed stat increases:
(All stats below are shown at max rank)
Vigorous Swap:
Removed its 100% Holster Speed” bonus on equip – but maintained its +165% Damage for 3s.
Streamlined Form:
Removed its +60% Holster Rate bonus.
Increased Slide buff from 15% to 30%.
Increased Friction Reduction from 15% to 30%.
This mod is chronically underused, so it easily deserved to be a bit stronger in light of the holster changes!
Synth Reflex:
Removed its 100% Holster Speed bonus and reload 5% of Magazine/s when holstering Primary and Secondary weapons.
Replaced with +40% Bullet Jump for 2 secs.
Speed Holster Aura Mod:
Renamed to Holster Amp.
Removed its +120% Holster Rate bonus.
It now deals +60% Damage for 3s on equip.
Primary/Secondary Dexterity Arcane:
Removed their “+60% Holster Speed” bonus.
Reflex Draw, Soft Hands, Twitch (Conclave):
Removed their holster rate increase.
They now apply -40% Weapon Recoil and -40% spread for 8s on equip.
2. Headshot Damage Changes
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
Radial damage no longer gains extra headshot damage or triggers headshot conditions.
This is primarily targeted at the Ignis Wraith – as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.
Increased the base damage multiplier on headshots from 2x to 3x.
This means precision weapons are more rewarded for skillful usage, leveling the playing field even further!
3. Mod Rebalancing and Changes
Finally, we’ve changed the effects on a few specific mods that increase explosive radius.
The mods Primed Firestorm and Primed Fulmination both offered a 66% increase in explosive radius, which is being reduced to 44%, matching the increase offered by other Primed mods. Primed Mods traditionally offer around double the value of the base Mods, but these two offered tripled value. This change is reflective of the Primed Mod standard.
We were also seeing an influx of players using the Furax with the Amalgam Furax Body Count mod as AoE weapons have become more and more prevalent. So we removed its +20% Blast Radius on Specialized Launchers and replaced it with +45% Fire Rate for Secondary Weapons.
In light of the above changes, we have also buffed the following mods:
Reach Mod: Increased range from +1.1 to +1.5.
Tactical Pump: Increased reload speed from 30% to 60%.
4. New Steel Path Missions: Void Fissures
While evaluating AoE, we found another angle of consideration: mission design. Specifically Fissure missions where AoE lethality is common and problematic. For each new Prime Access, we ask players to revisit these lower level missions to open Relics – in Lith missions it can be difficult to even earn Reactant if you kill too quickly! Which leads us to the following addition of Steel Path Void Fissure Missions.
If you are an experienced Warframe player, you are extremely familiar with the Void Fissure mission flow: Select Relic and blitz through enemies to crack it. It is obvious that where Void Fissure missions are, they are far too easy and can be completed with little to no friction (looking at you Lith). Ultimately, this makes the Prime content not as engaging as it could be, while also leaving new players behind in the dust as the experienced rip through enemies before they can get to them.
The solution: Steel Path Void Fissure missions.
When enabling Steel Path in Navigation, Void Fissure missions in the World State Window will now have the usual Steel Path flare apply (Acolytes, difficulty modifiers, etc.). To make it worth your while, 1 x Steel Essence is also awarded for every Relic you crack.
As you can see, we’ve evaluated the problem from many different angles, and are hopeful that these changes will lead to a healthier gamestate overall. As part of our comprehensive AOE review pass, we focused on weapons with Ammo Pools. We are aware of the way Glaive/Thrown Melees behave and are reviewing closely to see if their dominance will require a revision pass as well. But as always, we’ll be watching for your feedback. So bring your AoE weapons into a mission and get a good feel for it (with all of the above in mind) before you share your thoughts.
SPEAR GUN CHANGES
We have changed the way that Spear Guns function in-game to help increase their viability in mission. Based on overwhelming community feedback we’ve:
Removed the need to manually retrieve your Spear Gun once it’s been thrown. Your Spear Gun now re-appears in your hand using reload.
Removed the need to charge your Spear Gun to throw it, simply Tap alt-fire to throw!
Within the arsenal, ‘Charged Throw’ stats have simply become ‘Throw’ stats.
Spear Guns have also received new throw animations and updated sound FX on reload, plus a new Spear Gun category has been added when searching for weapons in the Arsenal.
SYNDICATE PLEDGING
We have decoupled the need to wear an affiliated Syndicate Sigil to gain Standing in-mission. Meaning Syndicate Sigils are now purely cosmetic!
*Pledging is only available for the 6 Faction Syndicates: Steel Meridian, New Loka, Arbiters of Hexis, Cephalon Suda, Red Veil, and The Perrin Sequence.
In their place, you now have the ability to Pledge allegiance to a Syndicate to increase your Standing with them and their allies. We have also removed the Rank-specific Standing bonuses inherent with Sigils. Now, Pledging will earn you 15% of Affinity gain (previously the top rank 5 Sigil bonus) as Standing in that Syndicate, regardless of your Rank.
Pledging is done in the Syndicate segment in your Orbiter. You will be able to select which Syndicate to Pledge to after accessing your Syndicate Segment following this update. Should you change your mind, you can simply select the ‘Change Pledge’ button and select a new Syndicate to pledge yourself to. Alternatively, you can Rescind your Pledge if you are unsure what Syndicate to commit to.
To help with managing your Standing across Syndicates, pledging allegiance now better displays the Syndicate’s relationship status with the other Syndicates (neutral, enemy, or allied).
RIVEN CAPACITY SYSTEM CHANGES
Those familiar with Rivens may be aware that they come in two states: Veiled and Unveiled. Both of these kinds of Rivens take up Riven Slots and can be equipped to weapons.
After many years in the case of Riven collectors vs. database restrictions, we’ve added a third state to Rivens that allows them to be stackable and not take up Riven Slots. All newly acquired Rivens will be in this indistinct state, identified by ‘???’ in place of ‘Veiled’ in their Mod label and a new Mod Icon, , meaning you will be able to continue to earn Rivens as rewards beyond your Riven Slot capacity.
In this new, these Mods will not show Riven Challenges or take up a Riven Slot until they are equipped onto a weapon. The Mod description for this new Mod type explains this mechanic as well.
Here is a breakdown of the three Riven states for clarity:
‘???’ Rivens
All new Rivens obtained via Rewards, Palladino, etc.
Stackable and will not take up Riven Slots
Riven Type (Archgun, Rifle, etc.) is revealed, but not the Challenge
Tradeable
Veiled
What an Indistinct Riven becomes once equipped to a Weapon
Challenge Revealed
Takes up Riven Slots
Tradeable
Unveiled
Challenge Completed
Stats are revealed and can be cycled via Kuva
Tradeable
Since the only number we have to track with this new Riven state is the quantity owned, the database load is greatly diminished, and you can keep as many as you want! Only once a mod of this type is equipped onto a weapon does the challenge reveal itself, making the Riven apply to your account cap. This is a particularly useful change for Sorties, as you will no longer be locked out of playing them if you are at your maximum Riven cap.
A confirmation screen will appear after attempting to equip the Riven, and will display the amount of Riven slots you have available before you commit to equipping it and using up a slot.
Acquisition of new Riven mods from Vendors and other reward drops now give Indistinct Rivens.
LAST GASP REWORK
We have made some changes to Unairu’s Passive ‘Last Gasp’ to improve its convenience and usability.
Last Gasp meter now starts at 0% instead of 50%, but there is no initial drain. Instead, drain will set in after a few seconds of not getting any kills. Once the drain has run for a few seconds, it will begin to accelerate.
This was intended to address players remaining in Last Gasp indefinitely by timing their kills. Each kill now fills the meter by 1/3, and Eximus kills refill the meter instantly.
You can now hold the Transference input to return to your downed Warframe.
The UI has been updated to communicate these changes.
Removed ‘get up’ animation when reviving in Last Gasp.
Stopped looping sound when Last Gasp ends.
Reduced the spawn animation of Last Gasp.
SOLAR RAIL JUNCTION CHANGES
This is a follow up to other Solar Rail Junction changes we have made this year, specifically in Update: 31.5 and Hotfix 31.6.4. As part of the same initiative to improve new player progression through the Junctions, this batch of changes has a predominant focus on the unreliable difficulty level of Specters; they do far too much damage but also have very low health, so either you get nuked to oblivion or vice versa. In an effort to level out the playing field, we have done a review of the biggest pain point Specters and made adjustments.
General Junction Changes & Fixes:
Added a short title card intro after triggering the panel and before combat begins to introduce the Specter of that Junction.
Added a boss health bar in the UI for Junction Specters.
Swapped Volt Specter Junction location (Venus to Mercury) with Rhino Specter (Earth to Venus).
Volt Specter is easier overall (due to his abilities being more obviously telegraphed), and was therefore more fitting of an earlier Junction.
Removed ragdoll on Specters when defeated.
The cinematic for activating a Solar Rail will now play (can be skipped if desired) on Junction replay, even if it has already been completed.
Fixed loss of functionality when downed by a Specter, triggering Last Gasp.
Fixed the Junction Specter ragdoll stopping after the Junction Specter has been defeated.
Specific Specter Changes:
Loki (Earth to Mars)
Increased his base health from 160 to 180.
Trinity (Mars to Ceres)
Reduced her level from 20 to 15.
Reduced her Melee and Primary weapon damage.
Increased her armor from 200 to 215.
Valkyr (Ceres to Jupiter)
Added a max active time of 10s to the Valkyr Specter’s Hysteria ability.
Nova (Jupiter to Europa)
Removed Nova Specter’s Molecular Prime ability.
It simply did not telegraph well, which resulted in increased damage on players without much notice.
Reduced the amount of damage done from Nova’s Kunai secondary.
Nova Specter will now cast her Worm Hole ability in specifically placed waypoints located around the Junction room.
Increased the rate at which the Nova Specter uses her Worm Hole ability.
Moved the Nova Specter’s spawn point slightly forward.
Ember (Jupiter to Saturn)
Reduced the Ember Specter’s level from 25 to 20.
Reduced the damage and fire rate of the Ember Specter’s Magnus secondary.
Equinox (Saturn to Uranus)
Reduced the Equinox Specter’s level from 30 to 25.
Frost (Uranus to Neptune)
Removed the Frost Specter’s Avalanche ability.
This proved to be too powerful an ability for the Frost Specter, as it would freeze players on the spot and frequently resulted in being one shot by the Specter.
Made tweaks to Frost Specter’s ability stats.
Increased cooldown duration for his abilities.
Increased path damage for Ice Wave.
Junction Fixes:
Fixed getting punted out of the room when defeated by Specter.
Fixed combat music not resetting when defeated by Specter.
Fixed the kneel animation dissolving on a loop when Specter has been defeated.
Fixed companion not being revived and teleported back to you at the spawn point after being defeated by Specter.
Fixed Specter kneeling animations for bulkier Warframes to prevent their hands from clipping through themselves.
GILDING CHANGES
As mentioned on Devstream #163, we have made changes to the Gilding system to make it easier to access the full power of your Modular items earlier on in-game. For those players that have just completed the Second Dream and are looking to craft a more powerful Amp to help you into and beyond The New War – these changes are for you!
Instead of upon Gilding, modular weapons will now have their full stats available upon ranking up to Level 30. Gilding your Modular weapon now serves the purpose of allowing it to earn Mastery and unlock customization. This allows players to have access to more powerful gear without needing to fully level and earn Standing for the respective Syndicates!
OPERATOR TRANSFERENCE CHANGE:
We have drastically reduced the cooldown on Operator Transference.
In Update 31.5: Angels of the Zariman, we made changes to Operator Transference to make it Client-Authoritative to alleviate the common scenario of latency. After the change was made, players noted that there was now a cooldown in between Transferences that was causing delays when performed back to back. We have made improvements so that the cooldown is much less felt. It is worth noting that there are still some idle animation bugs that can happen at zero cooldown, but the improvement will be noticeable regardless.
OVERGUARD LIFESTEAL CHANGES:
On the introduction of Overguard, we mentioned that we would be improving how some ability mechanics function with Overguard, this is a continuation of those efforts. So we have made several changes, the majority of which cover how Overguard reacts with lifesteal.
Fixed Garuda’s Blending Talons Augment not triggering when hitting an enemy with Overguard is affected by a Slash Status Effect.
Fixed Gauss’s Kinetic Plating not generating battery when melee attacking enemies with Overguard.
Fixed Protea’s Temporal Anchor not counting damage to Overguard when building up damage for the temporal implosion blast.
Fixed Zephyr’s Tailwind Target Fixation Augment not counting enemies with Overguard when building up extra damage.
Fixed Hema not restoring health on headshots against enemies with Overguard.
Fixed Hirudo not restoring health on critical hits against enemies with Overguard.
Fixed enemies affected by Frost’s Avalanche not losing any armor while Overguard is active.
If there are any other cases where Lifesteal isn’t applying from Overguard, please let us know on the Forums and we will take a look!
THE NEXT STEP TOWARD CROSS PLAY – WORLD-STATE SYNC
With Baro Ki’Teer’s inventory fully synced on all platforms, the team has progressed toward the following Cross Play objective: syncing all world-state content. This sync includes everything from Sorties, Void Fissures, Day/Night cycle, Town Vendors, Bounties, and everything in between that has a timer system. Additionally, the Relays active/destroyed on PC now apply to the console Star Chart, making them synced across the board. We had aspirations to do a “Relay Rebuilding” event, but to get Cross Play sooner than later, we’ve decided to forgo that idea.
Our next objective is the public Cross Play test between select Platforms to gather feedback and bugs. Expect news about those tests, hopefully soon!
We’ve updated the 2FA “thank you for enabling” item from the Fae Path Ephemera to a 3-Day Affinity Booster.
Due to the inability to enable 2FA on consoles, the Fae Path Ephemera became a Baro Ki’teer item on consoles as a way for them to obtain it. With Baro Ki’Teer’s inventory now synced across the board, swapping the 2FA reward was essential to us to continue advocating for players to enable it
SISTERS OF PARVOS ARMOR
Built for espionage and accounting alike, a set of Sisters of Parvos armor is now in the hands of the Tenno!
These armor pieces are equippable on both Warframes and Kahl:
Sorex Chest Plate
Sorex Shoulder Guards
Sorex Leg Guards
These armor pieces are available for purchase directly in the in-game Market.
Note that while we are only releasing one of the Sisters of Parvos sets initially shown in the art for the Sisters of Parvos update, our goal is to have all three sets available in the future!
GENERAL ADDITIONS:
The Broken Veil Shoulder Armor is here! Declare that your vision will not be clouded when you wear this armor. Find it in the in-game Market!
Added a Countdown Timer to the current Nightwave season when 2 weeks are remaining.
*countdown numbers in the image above were used as placeholders.
In-Game Surveys are being added to better understand players’ experiences. Some players will receive an in-game survey upon attempting to close Warframe. While the survey is optional and players can skip it if they would like to, we strongly encourage participation as it helps with continued game development.
Added Companion, Archwing and Necramech level in the Arsenal.
Added the following Warframe Noggles to the in-game Marketplace
Nidus
Gauss
Titania
Grendel
DOJO/CLAN CHANGES & FIXES:
Ignis Wraith Research is now available to all Clans!
Take a trip down memory lane with me as we travel back to 2017. Operation: The Pacifism Defect event concludes, and the top 10% of Clans in their tier are awarded the Research for the Ignis Wraith. Fast forward to 2022, and Research remains within those Clans, showing some unfortunate side effects of Trading manipulation. After internal discussion, the team decided to add the Ignis Wraith Research to all Clans with some rules:
Ignis Wraith Blueprint Research requires the Clan to have a Rank of 10 and will be three times more expensive – we believe it’s vital that Clans earn the Research for those who did not place in the Operation.
Ignis Wraith Blueprint is now untradable – protecting players from Trade manipulation who might be unaware that it’s now available in Clan Research.
Ignis Wraith Blueprint’s sell price is now equal to the acquire price of 15,000 Credits – Allowing those who might have stockpiled Blueprints for Trading purposes to make back their Credits.
Added an “Accept All” option in the Pending section of the Clan Menu to allow you to approve all pending Clan join requests.
Removed the automatic message notifying members that a player has been kicked, has left, or has been rejected from the Clan.
Added a toggle while in the Dojo to toggle the Map visibility.
Missed note from previous hotfixes: Added ability to toggle character shadows while in the Dojo.
Fixed the cancel button not being visible when visiting a Clan Ad screen for the first time from the Clan screen.
Also fixed two loading spinners appearing when loading into the Clan AD screen.
Fixed issues of the Starlight Market Dojo room clipping into other rooms.
Fixed controller input binding missing to expand the Legend list in the Dojos.
GENERAL CHANGES:
Operator Energy pickups will now be shared with Warframe.
Note that this won’t affect Warframe mods that trigger certain conditions off energy pick-up while in Operator mode (ie. Health Conversion).
Included Message when unlocking a Void Relic to indicate which Void Relic buff is active and a brief explanation of what it does.
The Index Investment screen has been refreshed and will now apply selected themes.
Equinox’s split form while using the Duality Augment Mod will now retrieve ammo while active.
Added a mechanism which permanently unlocks Arbitration missions one you have completed all current mission nodes. Even if we add new mission nodes in the future, you will not lose access to Arbitrations.
Arbitrations now give +500 Health to the chosen Warframe and 2 additional weapons will appear as buff eligible.
Added refresh timers to all UI screens where Daily Cap is shown (Syndicates).
Reduced the number of Syndicate Medallions required to complete the Riven Challenge from 12-16 to 8-12.
Re-added the remaining Voidplume UI counter onboard the Zariman (similar to Medallions in Syndicate Missions).
Made Eidolon Shards redeemable for 2500 Focus, similar to how Brilliant and Radiant shards have the same functionality.
Eidolon Shards can now be fed in bundles of 25 to appease the Helminths Sentient appetite.
The following Warframe Blueprints that can be obtained from Simaris can now be sold for Credits:
Atlas Blueprint
Chroma Blueprint
Titania Blueprint
Gara Blueprint
Inaros Blueprint
Weapon FX Brightness adjustments – The following weapons have had their explosion FX tweaked for teammates:
Cedo
Glaive explosion fx, particles will now have reduced brightness for teammates.
Bubonico
Adjusted the Bubonico’s Alt fire explosion to be reduced for teammates.
Corvas Prime
Fixed some stacking explosion FX issues with the Ogris Nightwatch Napalm mod, and made it respect Reduce Team FX settings.
Updated thrown weapons to now only show a single projectile in hand when only one 1 projectile is remaining before reloading. This affects the following weapons:
Kunai
Castanas
Talons
Hikou
Pox
Despair
Changed all ‘Thrown Blade’ skin names to ‘Thrown Weapon’.
Titania’s Moyturan Wings auxiliary attachment from the Donann skin will now flap when she is in Razorwing mode.
Note: If equipped on Titania Prime, her Primed energy wings will not appear.
Added sound FX to Eximus when their Overguard shields are depleted.
Added explosion FX to the Corvas Prime while in Archwing.
Un-owned Landing Crafts will now appear for purchase in the Landing Craft inventory list.
Changed the ‘Enable Voice’ option to be off by Default.
Felarx Incarnon Form changes:
These changes were made thanks to Community Feedback that the Felarx was struggling compared to other Incarnon weapons in its class.
Now uses a larger projectile.
Increased damage while in Incarnon Form from 600 to 700.
Increased the FX on the Incarnon Form.
Fixed unintended animation behavior with the shells during reload.
Improved the confirmation messages for installing and purchasing Orokin Catalysts and Gravimags, as well as explaining what’s being installed and why.
Mining Vendors in Open-Worlds now carry a Relic-pack that can be purchased from their Offerings, similar to the Relic pack that is currently available for Syndicate standing.
Drifter eye FX will now be hidden when in the midst of the Smoke Screen ability.
Searching within the Arsenal now prioritizes item name over item description.
Added Globelight interaction onboard the Zariman near the external ship bay.
Made volume adjustments to some ambient music on board the Zariman.
Holding RB on controller now opens the Operator ability menu like it does for Warframes.
The Modding Menu now shows relevant currencies to the Mod you are working on in the currency bar rather than the top corner for the Modding Menu.
Updated the icons on Riven Mod packs in the in-game Market and in the Daily Tribute options.
Updated the description of the following Melee abilities to indicate that they scale with the mods on your melee weapon as well as your current melee combo.
Atlas’ Landslide
Khora’s Whipclaw
Gara’s Shattered Lash
When selecting UI Themes in the Customization aimenu, the icons now enlarge on hover.
Adjusted the name of Shotgun Spazz (including Amalgam version) to Shotgun Barrage.
In light of being educated by concerned players on word connotations.
The Nightwave Series banner now increases scale on hover.
Adjusted how the Somatics blend with the Holdfast NPC’s.
Slightly increased the Eximus Nox Helmet armor.
Updated the volume of Drifter vocalization on jumping.
Updated the FX of applying an Orokin Catalyst.
Updated the Syndicate Menu width for certain languages.
Made several improvements to the navigation and objective markers in the Corpus Ice Planet tilset.
Improved the skybox lighting in the Drifter Camp.
Increased recovery window for self-knockdowns and self-staggers.
Changed Corpus Orbiter decoration materials to be a bit brighter/more punchy.
Weapon descriptions are now left aligned. Making big moves here, bet you didn’t see that one coming now did you.
Purchases on the Warframe website and when purchasing TennoGen now use new backend science to determine the currency/region pricing. Most players won’t notice this change, but we wanted to be transparent for those who may see a currency difference.
OPTIMIZATIONS:
Optimized the particle FX on the Ogris.
Optimized performance of various screens that showed a grid of items.
Optimized framerate during certain in-game Syndicate transmissions.
Optimized waypoints on Venus to save memory.
Optimized viewing the codex via player profiles in and out of missions.
Optimized object rendering for Voidshell skins.
Optimized CPU cost of multiple Tributa Statues in Dojos.
Improved the loading of several decorations in the Orbiter and Dormizone, notably the Necramech Decorations.
Improved perforation for Sporelacer’s secondary projectile.
Made several memory and graphics optimizations across the game (including Open Zones, FX, and more).
Made optimization to the memory used in missions.
Made a micro-optimization to level streaming.
Made a few micro-optimizations to game code.
Made systemic optimizations to memory footprint for all platforms.
Made systemic micro-optimizations to game code systems.
Improved how players are loaded from the Plains of Eidolon back to Cetus.
Fixed an issue where a large hitch in the middle of a fast travel could leave the screen white.
Fixed significant performance drops when using a weapon skin that changes projectile visuals, using high amounts of multishot, and Mirage’s Hall of Mirrors.
Fixed frame rate-dependent animation reload inconsistencies with the Felarx.
Fixed spot loading hitch when ranking up in Nightwave.
Fixed a spot-building/loading hitch that would occur when accepting an invite to a Dojo.
Fixed loading issue for the Post New War landscapes (Orb Vallis & The Plains of Eidolon).
FIXES:
Fixed Khora’s Whipclaw passing through enemies at 2-9m range (which made enemies very difficult to hit if you are aiming at them) and causing the explosion to occur behind them.
Fixed Titania’s Razorflies always facing the same direction. They should be more dynamic now!
Fixed Titania’s Razorflies triggering the effect of the Secondary Deadhead and Pax Seeker Arcanes.
Fixed being able to fly around after being downed as Titania while Razorwing is active, which was also causing loss of functionality.
Fixed the Tentacles of Hydroid’s Tentacle Swarm targeting your companion before enemies.
Fixed issue where “X/Y Medallions Found” could get out of sync for players who were AFK when one of the Medallions was picked up.
Fixed Zenurik’s Inner Might causing Atlas’ Rubble Heap Augment Mod to cost Energy even when you have over 1400 rubble.
Fixed Atlas being able to self-damage and destroy objectives with Tectonics.
Fixed Excalibur Umbra randomly deactivating Exalted Blade when playing as Operator.
Umbra will now keep Exalted Blade active, and will turn off only if your Exalted Blade deactivates.
Fixed Mirage’s Eclipse increasing the scanning time with your Synthesis scanner.
Fixed Sevagoth being stuck in slow motion after being controlled by Mutalist Alad V and casting Gloom.
Fixed the teleport delay from Drifter Camp to Orbiter (both there and back).
Fixed Mag’s Polarize inconsistently removing enemy armor if it affected a group of enemies versus a single unit.
Fixed issue of recasting Vast Untime on Xaku consuming a charge of Inner Might but not reducing the casting cost.
Fixed the timer for Gyre’s Cathode Grace not increasing duration for Client on Warframe Ability kills.
Fixed duration timer in HUD for Volt’s Speed disappearing if another member of the squad is playing Volt and casts Speed at the same time.
Fixed the +100 Ability Duration and Status Immunity Helminth Invigorations not applying to Sevagoth’s Shadow.
Fixed some melee weapons (ex: Nikana with Blind Justice) not chain attacking while blocking in melee-only mode.
Fixed Xoris being able to spontaneously shed combo-stack buffs (Blood Rush/Weeping Wounds) as if they had done a heavy attack, but without actually doing it, when chaining throws.
Fixed Steel Path Excavators spawning at level 1 while enemies are level 135. This was a UI bug only, health scaling was working as intended.
Fixed incorrect Arching animations when using sprint, aim and dash.
Fixed swapping to Alt-fire on the Zenith breaking its functionality for the remainder of the mission
Fixed rare issue where enemies killed with Cascadia Empowered would freeze in place after dying.
Fixed visual issue with how instant teleports (ex. Nova’s Wormhole and Transference) appear to other players observing the Ability.
Fixed Protea’s Blaze Artillery at times temporarily preventing certain inputs from working (melee for example) during the throwing animation.
Fixed the Drifter loadout only copying colors from the Operator’s left eye in The New War quest.
Fixed issue where Void Slinging into the Zariman Void Angel fight arena before being teleported out would leave the Operator invisibile.
Fixed issues of equipping two Amp Arcanes that convert Amp damage to single type (ie. heat) not doing instances of void damage whatsoever.
Fixed the Helminth ability Master’s Summon not recalling Moas/Hounds.
Fixed getting permanently stuck in the limbo state during The War Within quest if you fall off the cliff in the mountain pass stage.
Fixed issue of the Operator getting trapped in the Skybox after dying to the Golden Maw in the War Within Quest.
Fixed the signal light material used to highlight the parkour opportunities in the Gas City tileset now flickering orange instead of overbright white.
Fixed missing Ordis dialog subtitles in the Limbo Theorem quest.
Corrected incorrect wrong emissive texture on Lumis Operator earrings.
Fixed Magus Overload’s explosion not dealing damage if the enemy affected was rising from ragdoll.
Fixed Magus Overload instantly killing robotic enemies on Void Sling.
Fixed Titania being unable to use Blink while in Razorwing when Guardian Shell is active.
Fixed an issue where ‘On Void Sling’ Arcanes were mistakenly applying multiple times. This also applied to:
Magus Overload
Magus Accelerant
Fixed Brief Respite Warframe Aura Mod affecting the Operator.
Fixed the Aero Vantage Mod causing your Warframe to perform the walk animation while aim-gliding and rolling.
Fixed the following Parazon Mods not functioning properly on Thrall Mercy Kills.
Blood for Ammo
Hard Reset
Malicious Code
Fixed your character rotating rapidly in the Pause Menu if it was opened while you are toggled into Blocking or you are facing enemies that cause you to automatically Block.
Fixed an issue with the exit animation when leaving Railjack stopping abruptly.
Fixed environment outside the Railjack not moving for Host when watching Client pilot.
Also fixed the Host seeing the spawn location even after the Client had flown around and they had taken over the pilot seat.
Fixed backdrop in the Railjack’s window not being correct according to its actual location for Clients who join in-progress missions.
Fixed connectivity issues that would occur in Railjack when transitioning between missions.
Fixed an issue where exiting the Railjack could make everyone in the squad’s screen fade to black.
Fixed being unable to use Garuda’s Claws on Railjack after dying in Archwing.
Fixed absurd Operator ragdoll issues.
Fixed some emissives on the Kalynex Polearm Skin .
Fixed Clients seeing Hosts in flying animation position inside Crewship after using Railjack Archwing Slingshot.
Fixed Railjack Crewmembers’ names, notably Converted Liches, overlapping in the Crew UI with their squad number.
Fixed Clients being unable to kick crew members off of the Dorsal or Ventral Railjack Turrets if they are already occupying it.
Fixed Crew auto-piloting prematurely ending if another ship flies in front of Railjack.
Fixed Crew auto-piloting targeting camera position instead of target position.
Also tweaked view on the Dorsal, Ventral, and the Tunguska Cannon.
Fixed the default Arching Reticle overlapping the custom Incarnon Weapon Reticle when in Archwing.
Fixed the last bonus icon in a Plains of Eidolon Bounty showing up as silver (bonus objective failed) even if the bonus has been fulfilled.
Fixed custom Reticle color getting reset to white after using Archwing Blink twice in succession. As reported here:
Fixed custom Reticle disappearing when dual wielding a Glaive + Pistol and throwing the Glaive when it isn’t fully charged.
Fixed Voidshell Material Structures not applying to the Drifter/Operator Voidshell Skin.
Fixed custom colors not applying to the Targis Prime Chest and Knee Armor Plates.
Fixed the missing explosion sound FX on the Akarius’ projectiles.
Fixed being able to escape the Uranus Sealab tileset using Titania’s Razorwing.
Fixed check marks missing next to completed Sortie missions in navigation.
Fixed the Phobos Corpus Ship fly-in skybox not having the updated Deimos model.
Fixed Simaris targets not spawning in the direction they want to target, to prevent them from spinning around.
Fixed some cases of Warframes and NPCs falling through elevators.
Fixed cases of some Melee weapons being unable to chain attacks while blocking in exclusive Melee mode.
Fixed NPC’s being stuck in Relay Elevators when the doors close.
Fixed case of Dialogue being in the incorrect order in The Sacrifice Quest during the game of Komi.
Fixed the Warframe statue in the Personal Quarters not being visible to visiting players on your Orbiter.
Fixed picking up Void Plumes from Void Angels or Melica Caches triggering the “Found X/Y” popup message.
Since there are no fixed numbers in the levels from Void Angels/Melica, it didn’t make sense to show messaging for these.
Fixed the New Loka Syndicate room outline not appearing in the Relay map.
Fixed players not being able to see the Hosts’ featured Warframe when visiting their Orbiter.
Fixed players being able to see out of a hole in the Deck 12 Tunnel in the Orb Vallis.
Fixed players being able to still fly when being downed as Titania during the Razorwing cast animation.
Fixed the final Plains of Eidolon bounty stage displayed as silver (indicating bonus objective failed) even when successful.
Fixed not being able to fail the Deimos assassinate bounty when needing to defend the cauldron as it summons the assassination target.
Fixed issue of Menu inputs reverting to Keyboard when using Controller on PC and using the attached keyboard in the Arsenal or appearance menu.
Fixed some funky water FX in the Drifter Camp.
Fixed Client infinitely hanging on the “Waiting for Players” state and failing to join after being invited by Host (from Orbiter) while in the Chrysalith.
Fixed the ships that hover around the Zariman being visible in the Railjack Star Chart.
Fixed issue of Thrax enemy Spectral Forms re-spawning with 40% Max Health.
Fixed issues of Thrax Spectral Forms returning to their Corporeal Form at 2.5x their original health.
Fixed white explosions appearing during the “Defeat Grineer Pursuit Target” mission phase in Railjack, in the Raptor Boss Fight and at the end of the Ambulas Boss fight.
Fixed cases of one of the Orb Vallis’ Caves generators not draining to give access to Toroids.
Fixed the Yareli and Merulina Noggles only being selectable from the base.
Fixed Coolant leak reflections not functioning when GPU particle quality is disabled.
Fixed rare case of the sky flickering while on board the Zariman.
Fixed being unable to equip weapons in the Arsenal while in the Dormizone.
Fixed Ayatan Sculptures animating for Clients when they aren’t fully socketed.
Fixed the Granum Void and Cephalon Simaris’ target being enabled in the Grendel Locator missions.
Fixed Incarnon Weapon reticles being visible in Captura Scenes.
Fixed Focus Conversion through the Arsenal physically duplicating your Warframe.
Fixed Friends lists sometimes duplicating player names.
Fixed being unable to use in Blink Pads Open Worlds while being ragdolled.
Fixed the Exolizer progress halting if a Host migration occurs after barriers are destroyed but the Thrax Centurion has not yet spawned in Zariman Void Cascade missions.
Fixed issue of Map loading within the Zariman causing spawn issues following Host migration.
Fixed issue where Void Slinging into a Void Angel could cause total Operator functionality loss.
Fixed Exodampers in Void Armaggeddon reviving at full health after a Host migration.
Fixed offline Exodampers in Void Armageddon switching places and changing debuffs after Host migration.
Fixed Host being able to hear a ping song every time they or a Client places a waypoint.
Also fixed Clients being unable to hear placed waypoints at all when placed.
Fixed Prime Parts being sorted at the bottom of the end of mission screen.
They will now be sorted with the same importance as Prime Blueprints.
Fixed Client being unable to board Railjack after completing a mission if the Host is not inside the Railjack.
Fixed an issue where Clients would sometimes never get the prompt to kick a crewmate out of the Pilot’s seat.
Fixed the fuselage of the default Railjack skin missing in the Dry dock, cinematics, and missions.
Fixed overblown FX on the Ram Jammer Railjack Intrinsic.
Fixed enemies teleporting to their shooting position when approaching Rampart turrets, completely skipping their transition animation.
Fixed the collision on Friendly Kuva Liches & Sisters of Parvos to ensure they can now enter certain spaces, such as elevators.
Fixed being unable to rotate Landing Craft when customizing it with a controller.
Fixed losing all your Molt Augmented Arcane stacks after a Host migration.
Fixed being able to trigger a stealth kill on low health enemies instead of performing a Mercy Kill with your Parazon.
Fixed the feet and legs of the Khora’s Ushuru Skin appearing sunken and stretched.
Fixed for Melee elemental FX not showing up when loading into a level.
Fixed the ‘Marathoner’ Plains of Eidolon Challenge counting meters traveled when using the Blink Pads.
Fixed missing texture on Drakgoon’s default projectiles.
Fixed Kuva Trokarians not using their anti-Warframe spears.
Fixed multiple map holes in the Dormizone.
Fixed several map holes in the Southwest corner of the Plains of Eidolon.
Fixed your character shifting between postures when pressing forward while other keys are pressed down.
Fixed issue where the Oull Parazon Mod icon was not displaying in the Mod upgrade screen.
Fixed the incorrect mask colors for Executioner Vay Molta in Dog Days.
Fixed a couple decal issues on pillars aboard the Zariman.
Fixed being able to send the Capital Ship to the Void early in The Call of the Temperstarii Quest.
Fixed Sentinel UI information completely disappearing (name, downed status, level, etc.) when killed in a mission.
Fixed Quinn’s high threat level transmission playing instead of his extraction transmission right when Extraction becomes available.
Fixed an animation pop that would occur when equipping a weapon that has the ‘Visible When Holstered’ option enabled in the Arsenal.
Fixed the ‘Darvo Deal’ sale tag appearing in the in-game Market randomly when you own a coupon.
Fixed the following decorations not being able to be chat linked:
Boot Trophy
Flagellocanth trophy
Lobotriscid trophy
Fixed tileset not loading in through doorways in the Kuva Fortress until you get close enough for the opening animation to start.
Fixed Mods showing up in the End of Mission screen regardless of what is typed.
Fixed the Auditor in the Index deploying laser barriers nowhere near its current position.
Fixed issue with Corpus helmets popping off on spawn.
Fixed purchase button appearing over Operator faces.
Fixed access to forbidden areas in the New Loka area in Relays.
Fixed map hole in the post New War Plains of Eidolon near Mount Nang.
Fixed End of Mission screen not covering the top of the screen.
Fixed issues with textures not responding properly to light.
Fixed Sister of Parvos dialogue “I claim this sector” when they have retreated to the final Railjack confrontation.
Fixed rare issue with Atlas’ Tectonics Ability.
Fixed issue of Clients not appearing to squadmates as though they’re moving after loading into the mission.
Fixed skybox issue on board the Zariman.
Fixed the “Updating Account Information. Please wait.” message not disappearing in poor network conditions with the end of a mission screen.
Fixed mentions of Platinum being capitalized in Trading windows.
Fixed “Fortuna” and “Spaceport” location labels appearing in title case in minimap while the rest are uppercase.
Fixed issue related to shaders responsible for explosions.
Fixed weird bracket offsets on context actions.
Fixed rare case of being unable to see Operator in another player’s Profile diorama.
Fixed Clients seeing asterisks instead of the threat level Void Cascade missions when the Host is playing in another language.
Fixed “Syndicate Disruption” and “Fissure Kuva Survival” mission labels in the World State Window appearing in title case when they should be in uppercase.
Fixed rare issue with decorations.
Fixed collision issues with several Displays so they fit more flush to walls when decorating. This change will retroactively apply to any of the following Displays that are already placed.
Kahl-175 Community Display
Teshin Community Display
Veso Community Display
Vala and Parvos Community Display
Yareli Community Display
Pride Community Display
Fixed issues with leaving your squad while in a Relay.
Fixed not being able to launch event missions from the World State Window in Navigation.
Fixed collision issues with one of the Hydroponic walls in the Zariman.
Fixed text issues in the Operator Focus Menu for the Ukrainian language.
Fixed issues of text being cut off when viewing weapon stats in the Arsenal.
Fixed missing Operator Energy UI during The War Within quest.
Fixed issues of Warframes stuttering while moving when in situations with connectivity. When observed, Warframes will not appear to move smoothly regardless of connectivity.
Fixed instances of your Operator appearing in the opening cinematic for the Heart of Deimos Quest.
Fixed instances where the incorrect dialogue would play out of order in The Sacrifice Quest.
Fixed missing Ordis lines in the War Within quest.
Fixed interrupting Sancti Tigris mid-reload leaving floating cartridges in the air.
Fixed a large door in the Zariman appearing much darker than its surroundings.
Fixed ‘Hey Kiddo’ pal positioning being wonky.
Fixed being unable to chat-link most Helmets and Weapons Skins.
Fixed rare Crash when playing Railjack.
Fixed the Tar Mutalist’s ranged attack puddle on impact appearing perpendicular to the ground.
Fixed fix missing landing sounds FX when using Yareli’s Merulina boosters.
Fixed crash after picking up certain items (e.g. Vomvalyst energy) with Sevagoth’s Shadow and then dying and respawning.
Fixed crash when certain enemies attempt to melee attack.
Fixed a rare crash that occurred when changing between levels.
Fixed a rare crash that would occur with some audio.
Fixed script error with Baruuk’s Serene Storm.
Fixed script error when using Trinity’s Link on board a POI and then returning to the Railjack.
Fixed script error that would occur in Captura.
Fixed Warframe Launcher not auto-selecting language on OS with the language set to Traditional Chinese.
Fixed script error that occasionally occurred when one of Caliban’s summoned Conculysts were killed.
Fixed Crash that occurred in New War Quest related to Last Gasp when starting as the Drifter.
Fixed script error that could occur when spawning Sentient enemies in the Simulacrum.
Fixed script error when viewing the Eidolon Lure in Codex.
Fixed script error related to the Soma Prime.
Fixed some of the recommended trick inputs being incorrect in the Waverider Quest.
Fixed the Imperial Rampart Codex entry using the model for the regular Rampart.
Fixes towards an out of memory crash during The New War.
Note:
We showed a new Landing Craft on Devstream #163, but there were some issues with it so it is not launching this update, but will be coming in the future!
Warframe update 21.3 is now live across all platforms, and this brings the big Veilbreaker Update 32 content into the game, alongside new items, gameplay adjustments and loads more! Read on for the Warfarme Veilbreaker Update 32 patch notes.
Although The New War is largely over, Narmer’s enslavement of the Origin System continues. But who is in control of Narmer now? Many Grineer and others remain imprisoned and helpless under the crushing influence of the Narmer Veil.
Enter Kahl-175. Having survived his brush with the Sentients, and now free from their shackles, he emerges as the Origin System’s newest savior. Wield his explosive Grineer armaments as you race against time to rescue your Brothers from Narmer’s oppressive clutches. Battle Archons alongside your Squadmates, meet the 50th Warframe Styanax*, take on all-new Missions, bend time with the Protea Caladrius Collection, and much more!
This update also has a heavy focus on Quality of Life (QOL) changes including a rework to Spearguns, the three starter Warframes (Excalibur, Mag, and Volt), improvements to Riven database collecting, a whole slew of Warframe Augment Mod buffs, and more to be discovered below.
*50th Warframe Styanax Giveaway: Login today until September 21st to receive Styanax (includes Warframe Slot and Orokin Reactor) in-game via Inbox message! Please note that the inbox will be sent 15-20 minutes after the update has gone live, which may require you to re-log if you jump into the update right after it has downloaded.
A note from the Dev team:
With Veilbreaker comes a weekly approach to the systems introduced in this update. We want a variety of options for players to plan Daily, Weekly, and Evergreen goals.
For Kahl’s Veilbreaking (and Kahl’s Garrison), we’re pushing Kahl’s weekly Garrison ‘Break Narmer’ missions to begin next week to give the team more time to polish the content. In the meantime, you can fully experience the Veilbreaker introductory Quest, Archon Hunts, and the Archon Shard System with Update 32: Veilbreaker.
With this goal of polishing comes the compromise that some of the rewards are also delayed a week, but we would rather have a more enjoyable experience vs. a rushed one. What that means for you is the free-path items through the new Chipper character, such as new Kahl cosmetics, new Mods, Styanax blueprints, new weapon blueprints etc., will be accessible when Kahl’s Break Narmer weekly missions begin. These missions are the only path to obtaining Stock, the currency used in Chipper’s offerings.
Once you have completed the Veilbreaker introductory quest, the following gameplay systems become available:
Kahl’s Garrison – COMING NEXT WEEK!
New Syndicate coming soon – this Syndicate auto-ranks with weekly gameplay progress rather than needing Standing!
Weekly ‘Break Narmer’ Garrison Assignments (Play As Kahl-175)
Archon Hunts – AVAILABLE NOW
Archon Shards
* More detailed information on the above systems is provided in dedicated sections below.
Update 32 includes the following code changes and fixes from PC Hotfix 31.5.4 and the new Veilbreaker content!
Made systemic micro-optimizations to memory footprint for Playstation.
Fixed stackable buffs for Galvanized Scope/Crosshair being removed all at once when the first stack’s time runs out.
Also fixed Arcanes that have decaying stacks losing all their bonus when a stack expires.
Fixed custom Operator Energy not affecting Operator abilities or equipped Ephemera.
Fixed progress not saving/receiving rewards after completing a mission. As reported here:
Fixed controller icons overlapping in the Melee Combos screen.
Fixed being unable to tab through the loadouts in the Operator Appearance screen while using a controller.
Fixed casting the Necramech’s Necraweb Ability resulting in the Necramech becoming unarmed.
Fixed a rare crash that could occur under poor network conditions when streaming between areas (Elevator to Zariman, Cetus to Plains etc.)
Fixed Clients not receiving progress towards the Fallen Angel Nightwave challenge.
Fixed experiencing a Host Migration when attempting to join a public session from a Town to an Open World (Cetus > Plains, etc).
PlayStation Notes:
Added ‘Premium Bundles’ category in the in-game Market.
Fixed dropping other PS4 Clients when loading into Deck 12 during Exploiter Orb mission if a player with a weaker connection attempts to Host.
NEW INTRODUCTORY QUEST: VEILBREAKER
Kahl-175 returns! In this solo introductory quest, witness the state of the Origin System following the events of The New War through the perspective of Grineer Lancer Kahl-175. Though Narmer’s leadership was shattered by the Tenno, many have yet to escape the Veil’s influence. With a new devotion to his Grineer brothers, Kahl partners with an unlikely ally to rescue those still imprisoned.
Quest Prerequisite: You must have The New War quest completed in order to unlock the Veilbreaker Quest in your Codex.
Completing the quest will reward you with the Archon Shard Helminth Segment Blueprint to install on your Helminth.
NEW SYNDICATE: KAHL’S GARRISON – COMING NEXT WEEK!
Upon completion of the Quest, Tenno will gain access to KAHL’S GARRISON, a new Syndicate located in the Drifter’s Camp on Earth. Next week you’ll get access to Rank up with this Syndicate by completing weekly Garrison Assignments to unlock new vendors in the camp, and customize Kahl with earned customizations.
‘Break Narmer’ Garrison Assignments – COMING NEXT WEEK!
Garrison Assignments are one-per-week solo missions available at Kahl in the Drifter’s Camp. Play as Kahl to continue his heroic task of freeing more victims from the Veil.
There are three unique Kahl driven missions accessible through Garrison Assignments. Additional challenges are presented during these Assignments and are optional to complete. Completing these challenges rewards a new currency called Stock (more on this below) that can be spent in Kahl’s Garrison.
New Somachord Songs! – COMING NEXT WEEK!
Four new Somarchord Songs are available to unlock by finding Somachord Fragments located throughout Garrison Assignment missions.
FINAL STAND
HOLD THE LINE
SKYBREAK
STEEL HORIZON
Since Kahl is not equipped with a scanner of his own, these Fragments can be collected by interacting with them to pick up.
Rank up Kahl’s Garrison – COMING NEXT WEEK!
This Syndicate auto-ranks with weekly gameplay progress rather than needing Standing! Unlocking ranks means building up the Garrison with new faces and opportunities.
Earn Stock – COMING NEXT WEEK
Stock is the currency used to purchase items in Kahl’s Garrison. Collect them via Garrison Assignments to spend on:
New Archon Warframe Mods
Kahl Customizations
Fog of War Ephemera
Styanax Components
Various Weapon Blueprints
Archon Shards
New Archon Warframe Mods – COMING NEXT WEEK
A new collection of Warframe Mods has landed in Kahl’s Garrison! They offer an increase of core stats with added effects for elemental damage dealing abilities.
*Stats shown below are all at max rank.
Archon Continuity
+55% Ability Duration. Abilities that inflict a Toxin Status Effect will also apply a Corrosive Status Effect.
Archon Stretch:
+45% Ability Range. Abilities that deal Electricity Damage restore +2 Energy/s over 5s.
Archon Vitality:
+440% Health. Status Effects from Abilities that deal Heat Damage will be applied twice.
Please note that we are aware of this not working with some fire abilities e.g. Ember’s Fire Blast, this will be corrected in a future Hotfix/Update.
Archon Flow:
+275% Energy Max. Enemies killed by Cold Damage have a 10% chance to drop an Energy Orb. Cooldown: 10s.
Archon Intensify:
+30% Ability Strength. Restoring Health with abilities grants +30% Ability Strength for 10s.
Likewise note that this currently has issues with some abilities that “heal over time” or trigger a heal after the ability is already running, we’ll be making improvements to this one as well.
Kahl Customizations – COMING NEXT WEEK
Kahl’s Garrison will be present in your Drifter Camp following the completion of the Veilbreaker Quest. Visit Kahl-175 there and refresh his uniform with a variety of customization options. Equipped with Voidshell technology and a variety of Helmet and Attachment options, players can kit him with a unique look that would make his Brothers proud.
Leg, shoulder, and chest Armor you own can also be equipped on Kahl!
NEW WEEKLY MISSION: ARCHON HUNTS (AVAILABLE NOW)
Upon completion of the Veilbreaker Quest, you will unlock Archon Hunts. Archon Hunts are a new class of weekly Mission that are available each week. Now, you can tackle these Narmer experiments with a full squad at your side!
Archon Hunts can be started from the tracking console in Kahl’s Garrison (releasing next week), or through navigation. Equip your Arsenal for a true test of your formidable power as Old foes re-join the fray.
Archon Hunt Missions
Face veiled opponents as you navigate familiar locations through Narmer-controlled parts of the Origin System. In an Archon Hunt, Tenno must complete three missions of increasing difficulty with additional restrictions. Only one Archon Hunt is available each week, so players can try their hand at completing it solo, or tackling it with a squad. For every player in the squad, enemies grow in strength (+50% Health and Shields per). While the Archon Hunt can be replayed, the rewards will only drop once.
Restrictions are also present for added impact:
Restricted Respawns:
No Self Revive: Can only be revived by other Tenno (or Companions).
Last Gasp Penalty: Activating the Last Gasp Focus ability reduces the timer by 2 seconds.
Bleedout Shortens: Bleedout duration is reduced after each time bleedout is entered, to a minimum of 5 seconds.
Restricted Consumables
No Summons: Summons are disabled for the entire duration of the mission. This includes Specters, Necracmech, etc.
Cooldown Increase: Each type of Restore has a 3 minute cooldown timer applied. This cooldown affects all sizes of the restore type.
Similar to Arbitrations, Bonuses for certain Warframes and weapons are applied for the duration of that Archon Hunt. These bonuses are unique to you!
These missions are intended to be challenging, so select your loadouts carefully to overcome your obstacles and take down your opponents.
The team is aware and investigating a bug where the Archons will sometimes take exorbitant amounts of damage; we are looking to resolve this soon.
Enemy Types
Tenno who fought in The New War will remember the types of enemies that can be found in Archon Hunts. Alongside Veiled enemies, you will face Deacons. Deacons that once patrolled the Narmer-controlled system are now searching for more units to grow their flock of devout Veiled followers. Beware Tenno, coming in contact with the Deacons will be far more dangerous than your previous encounters, thanks to the posse that marches alongside them. A Deacon will stay unscathed unless you can deal with their surrounding troops first.
Archon Changes
The final mission of the ARCHON HUNT will always be an Assasination – or ‘Archon Hunt’ mission – Tenno must take up arms against an Archon to complete the Hunt and earn themselves a great reward. Each weekly rotation of an Archon Hunt will feature a new Archon to defeat – Boreal, Amar, or Nira.
The Archons are not how you remember them, Tenno. Since your time fighting them solo in The New War, they have grown stronger. Each of the three Archons have received a rework to increase their difficulty level.
Their greater resistance to damage, harder-hitting attacks, and new methods of trickery make them a formidable foe – a well-equipped loadout and/or a resourceful squad are necessities to defeating these reworked Archons.
Archon Hunt Rewards
Completing all three Archon Hunt missions awards you an Archon Shard – alongside a random reward from the reward pool. Each Archon comes equipped with a different Archon Shard. Each Shard offers unique benefits when equipped to push your arsenal to new heights. As well, each Shard earned has a 20% chance of being Tauforged. You can find more information on Shards in the Archon Shards section below.
Archon Shards are a source of anti-entropic radiation ideal for empowering synthetic lifeforms, most notably Archons and Warframes. Managing these Shards is done through Helminth in your Orbiter – read on below for details on what they are and how to use them.
Note: To engage with this system you must complete the Veilbreaker Quest!
What are Archon Shards
Archon Shards can be socketed in your Warframes to give permanent* additive (do not scale with mods) stat increases.
*Permanent in the sense that once socketed to your Warframe those stat increases are sustained unless you decide to un-socket it. Read the “How to Use Archon Shards” section to learn more about that.
Archon Shards are earned in the two following ways:
1. Archon Hunts:
1 x guaranteed Archon Shard is rewarded after successfully completing all three missions in the weekly Archon Hunt.
With a 20% chance of that Shard being Tauforged.
The Tauforged status increases the overall power of a base Archon Shard’s additive stats by x1.5.
For example: A base Amber Archon Shard will offer +15% Sprint Speed, while the Tauforged version of that same Shard will offer +22.5% (15 x 1.5 = 22.5).
2. Kahl’s Garrison (COMING SOON):
Kahl offers 1 x Archon Shard a week available for purchase for Stock!
Archon Shard Types
Each Archon drops a specific Shard color with different stat categories associated with it. Socket the same color of Archon Shards in your Warframe to focus on one type of combat advantage, or diversify your Shard usage for a more dynamic approach where you feel appropriate.
Azure Archon Shard
Drops from: Archon Boreal (Earth Archon Hunt)
Stat Category: Defensive
Crimson Archon Shard
Drops from: Archon Amar (Mars Archon Hunt)
Stat Category: Offensive
Amber Archon Shard
Drops from: Archon Nira (Jupiter Archon Hunt)
Stat Category: Utility
How to Use Archon Shards
After completing the Veilbreaker Quest, an inbox will be delivered to you containing the Archon Shard Helminth Segment Blueprint to install in your Helminth. This unlock a new Menu in your Helminth Segment where you can Socket and Unsocket your hard-earned Shards on your equipped Warframe. Each Warframe has a total of 5 slots available to be filled.
Installed Archon Shards can be unsocketed to be reused, at the cost of 50% of your Bile Helminth resource pool.
You can also access equipped Archon Shards from the Arsenal. Hovering over one of the Shards will give you access to jump to the Shard management screen in the Helminth if you’d like to make changes.
NEW WARFRAME: STYANAX
Our 50th Warframe STYANAX has arrived! Styanax never wonders how many enemies he will face, only where he can find them.
Styanax is free now until September 21st just by logging in! Afterwards, he can be purchased via the in-game Market, or his components can be earned through Kahl’s Garrison using Stock (COMING SOON).
Passive
Styanax’s critical chance increases with his shield strength and doubles for spearguns.
Axios Javelin
Throw an Axios Javelin. When the javelin impales an enemy against a wall, surrounding enemies are pulled into the area and suffer a burst of damage.
Tharros Strike
Summon Tharros, the shield of Styanax. Swing Tharros to repel enemies and reduce their shields and armor. Styanax regenerates health for every enemy struck.
*Tharros Strike is Styanax’s Helminth ability!
Rally Point
Draw enemy attention to Styanax. His resolve uplifts nearby allies, regenerating the squad’s energy over time. Styanax and his allies also regenerate shields for every kill assist they contribute.
*Rally Point is Styanax’s Railjack ability!
Final Stand
Exude might and valor. Rise into the air and throw a barrage of Axios Javelins. The javelins deal damage to nearby enemies wherever they land. Direct hits to enemies deal greater damage.
STYANAX’S SIGNATURE WEAPON: AFENTIS
Styanax’s speargun matches his might. Throw Afentis to pin an enemy and nearby enemies will also be stunned. Throw Afentis onto the ground to create a field that buffs allies. When allies bolstered by Afentis kill an enemy, they maintain the buff for a short time after they leave the field.
The Afentis blueprint can be purchased for Stock in Kahl’s Garrison. *Reminder that we’re pushing Kahl’s weekly Garrison ‘Break Narmer’ missions (this includes access to the Garrison) to begin next week to give the team more time to polish the content.
Styanax Synmora Helmet
Remember your courage with each step. An elite helmet for Styanax.
Styanax Agogean Helmet
Love the light of dawn even as you know the shadow of death. A distinguished helmet for Styanax.
Lanex Syandana
A syandana for the intrepid.
Styanax Leverian
Visit Drusus Leverian to uncover the origins of this battle hardened Warframe.
STYANAX GALLANTRY COLLECTION
A distinguished look befits a decorated warrior. This collection includes the Styanax Synmora Helmet, Styanax Agogean Helmet, Lanex Syandana, Styanax Voidshell Skin with Fieldron Form Material Structure, and Tharros and Axios Display decoration.
NEW MACHETE WEAPON: SLAYTRA
The Slaytra is a powerful reiteration of the traditional Grineer Machete that doubles the duration of bleed from slash damage.
The Slaytra blueprint can be purchased for Stock in Kahl’s Garrison. *Reminder that we’re pushing Kahl’s weekly Garrison ‘Break Narmer’ missions (this includes access to the Garrison) to begin next week to give the team more time to polish the content.
NEW THROWN WEAPON: AEGRIT
What the Aegrit lacks in quantity it makes up for in destructive power. Toss the Aegrit onto your enemy’s position then detonate remotely at the right moment for maximum destructive effect.
The Aegrit blueprint can be purchased for Stock in Kahl’s Garrison. *Reminder that we’re pushing Kahl’s weekly Garrison ‘Break Narmer’ missions (this includes access to the Garrison) to begin next week to give the team more time to polish the content.
VEILBREAKER WARRIOR PACK
Stand by your brothers in arms and defend the defenseless with the items in this pack:
350 Platinum
Slaytra Machete
Afentis Speargun
Ascension Speargun Skin
Aegrit Thrown Weapon
Fog of War Ephemera
Kahl’s Fortitude Sigil*
For My Brothers Glyph*
Noggle Statue – Kahl-175
7-Day Affinity Booster
7-Day Credit Booster
Items marked with a * are exclusive to this pack for a limited time. In an effort to continue to make Supporter packs more player-friendly, everything else listed can either be purchased separately from the in-game Market for Platinum or can be earned (Slaytra Machete, Afentis Speargun, Aegrit Thrown Weapon). The free path to the listed weapons will be available next week with the release of Kahl’s Garrison.
NEW VOIDSHELL COLLECTIONS
The latest and greatest in the Void has brought forth ethereal capabilities for these Warframes. Don the morphic material created in the Zariman Void Jump.
Styanax Voidshell Collection
Includes Styanax Voidshell Skin and the Fieldron Form material structure.
Excalibur Voidshell Collection
Includes the Excalibur Voidshell Skin and the Lunaro Striker material structure.
Wukong Voidshell Collection
Includes the Wukong Voidshell Skin and the Rubedo Impression material structure.
Nova Voidshell Collection
Includes the Nova Voidshell Skin and the Pearlescent Plastid material structure.
Void Adornment Bundle II
Collect them all! Wukong, Excalibur, and Nova Voidshell skin with their material structures are available in this bundle.
These new Voidshell Collections are available for purchase in the in-game Market.
PROTEA CALADRIUS COLLECTION
Take command. Eliminate your adversaries. Restore order. The Protea Caladrius Collection contains the:
Protea Caladrius Skin
Take command. Eliminate your adversaries. Restore order.
Daecret Tonkor Skin
Guardians of the highest order merit a dignified look.
Monitivus Thrown Weapon Skin
Sometimes elegance goes well with destructive power.
The Protea Caladrius Collection is available for purchase in the in-game Market.
NEW COMMUNITY ITEMS
Styanax Community Display
Encapsulate the power of Styanax in this stunning display from TBGkaru.
Kahl-175 Community Glyph
Unveil your support for the veil-breaking warrior, Kahl-175, with this amazing community Glyph by MissMagicka
The Styanax Community Display and Kahl-175 Community Glyph are available for purchase in the in-game Market.
TENNOGEN ROUND 22: PART 2
Find the latest in TennoGen realness in the in-game Market!
TennoGen Bundle LXX
Octavia Mandachoralyst Skin & Helmet by kakarrot2812
Volt Technoshock Skin & Helmet by kakarrot2812
Piercing Eye Shoulder Armor by Mz-3 and HAROHARO
Piercing Eye Chest Armor by Mz-3 and HAROHARO
Heavy Blade Dogma Skin by Felix Leonhart
TennoGen Bundle LXXI
Wisp Raevuz Skin & Helmet by malaya and Xtygian
Revenant Ahriman Skin & Helmet by Vulbjorn, the graphical walrus.
Polearm Ulcerated Skin by Vulbjorn, the graphical walrus.
Vikasa Shoulder Plates by blazingcobalt
Paxis Shoulder Armor by malaya and Jadie
QUALITY OF LIFE (QOL) CHANGES
This next (very large) section of the notes focuses on the QOL changes/fixes that are a core part of this update. It will cover the following:
Starter Warframe Ability Changes: Excalibur, Mag, & Volt
Warframe Augment Buffs Part 2
Armor Changes
Area of Effect Weapon Changes – Which covers:
Ammo Pick-Up Changes
Holster Speed Buffs & Mod Changes
Headshot Damage Changes
Primed Fulmination and Primed Firestorm Rebalancing
and more!
Spear Gun Changes
Syndicate Pledging
Riven Capacity System Changes
Last Gasp Rework
Solar Rail Junction Changes
Gilding Changes
An important note before diving into the QoL segments of these patch notes:
Looking at the list above, this update touches a significant amount of existing content! Many Tenno may have their loadouts affected by these changes, especially those to Warframes and AOE weapons. Historically, reworks that apply to resource-devoted gear have been met by a friendly compensation Inbox message, so players can expect the same in this case!
We hope you enjoy these free items by logging in before December 31st at 11:59PM ET:
3 x Built Forma
2 x Orokin Catalysts
2 x Orokin Reactors
PLUS to those eligible (accounts that own Primed Fulmination and/or Primed Firestorm), 20k Endo + 500k Credits will be delivered in a separate Inbox message!
STARTER WARFRAME ABILITY CHANGES: EXCALIBUR, MAG, & VOLT
The classic trio has been revisited for a bit of a facelift! Our goals were to make all abilities relevant, while simplifying some mechanics for new players to better understand. The changes are as follows:
EXCALIBUR
Slash Dash
Reworked chain targeting to pick the next best target after each slash instead of at the start.
Invalid targets aren’t removed from the list of potential targets as they may become valid again at some point (re-entering Line Of Sight or being at a closer distance).
Damage is now 100% Slash, guaranteeing Slash Status Effect.
Increased overall speed when dashing between enemies.
Increased active targeting of extra units.
Can now be canceled by jumping or dodging.
Reduced the slashing animation.
Improved in-air slash dashing animations.
Updated the FX with an accompanying Excalibur phantom trail after performing a Slash Dash.
Radial Javelin
Removed the cap on enemies that can be hit by Radial Javelin.
Prior to the change, there was a limit to the number of enemies Radial Javelin could hit. So, for example (not accurate numbers), even if 15 enemies were in range, it would only hit 10. Now it hits absolutely everything in range!
Added guaranteed Slash Status Effect.
Animation tweaks:
Increased the size of the javelins.
The Javelins will now visually aim for the chest.
MAG
Passive:
No longer requires you to Bullet Jump to pull pickups towards her.
Pull
Now creates a mini-vortex when casting, which gathers enemies in front of Mag. Polarize Shards on the ground will also be Pulled into this Vortex.
Helminth: Changed Mag’s Pull to now have diminished range when infused. Was 25m at max, now 12.5m.
Magnetize
Shards from Polarize are pulled into the Magnetize Bubble, including Shards orbiting Mag.
Charged Magnetize absorb shards increase its damage by 500 for each one. Scales with Ability Strength mods.
Increased the angle of Protective cast from 80 to 120 degrees across all ranks.
Unified Range value across all ranks (15m for Explosion Radius, 4m for Bubble Radius).
Unified Protective cast Absorption Multiplier across all ranks to 2x.
Added an FX when the Shards projectile expires.
Fixed the burst FX being incorrectly rotated.
Polarize
Shards are now significantly larger and hover above the ground, making them much easier to see.
Shards within 3m of Mag now orbit her, inflicting the Slash or Puncture Status Effect to nearby enemies.
Unified Range and Duration across all ranks to 8m and 5s respectively.
Crush
Unified range across all ranks to 18m.
VOLT
Passive:
Increased the points of Electricity Damage added for every 1 meter traveled from 5 to 10.
Updated passive to also include bonus damage to ‘Shock’ on attacks that bounce.
Shock
Reduced cost from 25 to 15 energy.
Unified range across all ranks to 15m.
Speed
Increased base speed from 50% to 75%, and unified across all ranks.
Increased duration from 5/10s to 9/12s (base/max).
Increased the reload speed buff from 17.5% to 25%.
Unified the range for all ranks to 25m.
Electric Shield (all changes below are specific to its carrying mechanic)
Removed Speed reduction while carrying the Shield.
Removed Energy Drain for every 4 meters traveled while carrying the Shield..
Removed Secondary weapon restriction. Primary and Melee weapons can now be used while carrying Shield.
Updated sound FX for picking up and dropping Shield.
Discharge:
Unified Electric Pulse Range to 20m across all ranks, and Electric Arc Radius to 8m across all ranks.
General Warframe Changes:
WUKONG
Celestial Twin Changes:
Wukong is a top performer as a mobile and tanky Warframe. Celestial Twin has had the ability to effortlessly carry players through most content thanks to the Twin doing a lot of the heavy lifting. In an effort to encourage a more harmonious work relationship between Wukong and his Twin, we have made the following above adjustments:
Overall damage of Celestial Twin has been halved, but marking enemies with your Ability Button still offers a 3x damage boost against marked targets.
Celestial Twin is vulnerable to self-stagger from its own weapon.
As the Twin shares your Wukong’s loadout, this can be bypassed by adjusting your mods accordingly if you wish.
Wukong and his Celestial Twin now share an Ammo Pool. Ammo that is picked up by either you or your Celestial Twin is shared between you. Upon running out of ammo for a specific weapon, the Twin will either swap to a weapon in your loadout that does have ammo or swap to melee when completely out of ammo. The Twin will also search out Ammo pickups.
Prior to this change, Celestial Twin had an infinite ammo pool, which allowed for the use of high-impact low-ammo weapons, such as the Bramma, to be used far outside the weapon’s balance intentions. Since your Twin now inherents your loadout, a more active role is encouraged to maintain its effectiveness.
Made several HUD adjustments to Wukong’s Celestial Twin/Defy icons so that they are not stretched or overlap other UI elements.
Primal Fury Changes:
Melee stance has been reworked to modern standards – bigger hits in the combos now have larger damage multipliers built in.
Added a short duration vortex pull at the end of his forward combo when he slams the floor. Does not scale with Ability Strength Mods.
Revenant’s Mesmer Skin Change:
Now grants 1 second of invulnerability after a charge is consumed.
The addition of Overguard affected the efficiency of Mesmer Skin, as rapidfire Overguarded enemies would melt through their Mesmer Skins and remain unaffected by the incoming sleep effect. To bring this ability closer to its original intention, Mesmer Skin will now grant 1 second of invulnerability after a charge is consumed. This gives players time to react to these powerful units before taking their full damage.
Mesa’s Ballistic Battery Changes:
Increased maximum stored damage from 1.6k to 5k.
Changed the casting animation to be only upper body and use one hand.
This allows casting to be done without interrupting shooting.
Changed damage accumulation to be shown as a buff indicator instead of % on ability.
The refresh buff indication now calls out ‘Ballistic Battery’ outright and uses its ability icon while accumulating.
Mesa now has the ability to use Ballistic Battery during Peacemaker.
Buff indicator refreshes when the shot is fully charged.
WARFRAME AUGMENT BUFFS PART 2
In Update 31.2, we buffed a number of underused Warframe augments. The time has come to continue this work! This batch tackles Warframes from Loki to Rhino (of which there are surprisingly many!). We have increased their viability in missions, which we hope will encourage more build diversity.
*Stats below are all at Max Rank.
Loki’s Safeguard Switch
Was: After teleporting with an Ally they will be invulnerable for 6s.
Now: Offers half the invulnerability time for Loki, and cleanses status on both targets when switching.
Also added a HUD icon for invulnerability time for Loki when switching to an enemy.
Mag’s Fracturing Crush
Was: Survivors have their armor decreased by 50% and become unable to move for 7 seconds.
Now: Augment functions unchanged, casting speed is increased by 50%.
Mesa’s Staggering Shield
Was: Reflected bullets gain a 50% chance of staggering enemies.
Now: Augment function unchanged, reflected bullet stagger chance now scales with Ability Strength (up to 100% stagger if you have 200%+ Ability Strength).
Mesa’s Ballistic Bullseye
Was: Applies a 100% Status Chance bonus to the shot, based on the amount charged.
Now: The shot gains a +50% Final Critical Chance bonus, based on the amount charged.
Nekros’ Soul Survivor
Was: Use on a downed ally to revive them with 30% of health. Nekros’s energy will be consumed.
Now: Core Augment function unchanged, but no longer requires all of Nekros’ Energy to be consumed on cast. It now costs the same as base Soul Punch (25 Energy) to cast.
Also added 2 seconds of invulnerability for the revived player to protect them during the standing-animation.
Nezha’s Pyroclastic Flow
Was: Accumulate 150% of the damage Fire Walker deals, unleashing it in a trail of fire that lasts 10s.
Now: Accumulate 250% of damage done by Fire Walker, and the trail of fire forces a Heat Status Effect. Duration is unchanged.
Nidus’ Insatiable
Was: Nidus has a 60.0% chance of generating an additional Mutation stack whenever he gains one, while standing in the Ravenous Infestation.
Now: The chance to gain extra stacks now scales with Power Strength, and chances higher than 100% have the chance to give multiple Mutation Stacks.
Ex. 150% is guaranteed 1 bonus Mutation and 50% to get a second.
Nidus’ Larva Burst
Was: Reactivate Larva to detonate and deal 300 Toxin Damage in 5m Range. This damage stacks for every enemy grabbed by the Larva.
Now: Reactivate Larva to detonate and deal 600 Toxin Damage in 8m Range. This damage stacks for every enemy grabbed by the Larva.
Nova’s Neutron Star
Was: On recast, all remaining particles will seek out enemies and deal 120 Blast Damage with guaranteed Status Effect in 8 meters.
Now: On recast, all remaining particles will seek out enemies and deal 240 Heat Damage with a guaranteed Heat Status Effect to foes within 16 meters. Particles from Neutron Star have a doubled “seek radius” to find targets compared to Null Star.
Nova’s Antimatter Absorb
Was: Absorbs enemy bullets within 3 meters, increasing its damage when it explodes.
Now: Absorbs enemy bullets within 5 meters, increasing its damage when it explodes.
Nyx’s Pacifying Bolts
Was: Affected enemies will be confused for 10 seconds.
Now: Core Augment function unchanged. Creates an additional 3 Bolts on cast.
Octavia’s Partitioned Mallet
Was: Allows for two simultaneous Mallets, each with 50% reduced range.
Now: Core Augment function unchanged. The Range for the simultaneous Mallets is increased to 80%.
Revenant’s Blinding Reave
Was: Enemies hit are blinded by Reave’s fog for 10s.
Now: Core Augment function unchanged. Reave gains +40% Range.
Rhino’s Reinforcing Stomp
Was: Iron Skin Health is replenished by 80 for each enemy affected.
Now: Iron Skin Health is restored by 4% for each enemy affected. The value of health restored no longer scales with Ability Strength.
The percentage of Iron Skin Health restored is based on the Peak Value of Iron Skin following ability cast and invulnerability period.
This change should help this Augment scale better in higher-level missions instead of using flat Health values.
Rhino’s Piercing Roar
Was: Enemies within 25m will be knocked down and suffer from a Puncture Status Effect. Roar can be recast.
Now: Enemies within 25m will be knocked down and suffer 10 stacks of Puncture Status. Roar can be recast. Additionally increases Roar’s Range by +40%.
Oberon’s Hallowed Reckoning
Was: Enemies affected by Reckoning emit a 2m Area of Effect that increases Ally armor by 250 and inflicts 150 damage per second to enemies.
Now: Area of Effect Range increased to 3m, which scales with Ability Range. Enemy damage increased to 300 damage per second. Additionally increases the Range of Reckoning by 40%.
ARMOR CHANGES
Armor is a fundamental part of Warframe’s balance, but the act of stripping armor has always been somewhat hard to gauge. Currently, when an armor stripping Ability is cast it uses the target’s current armor as the base for its calculation. This means that you may have to cast that Ability several times on the same enemy in order to strip their armor completely.
Players have adapted to this system by maximizing Ability Strength to the point where the armor stripping effect is as close to 100% as possible – thus reducing the number of casts required to strip armor to one.
In the effort of encouraging build diversity and streamlining the way that armor stripping abilities work, we are making the following changes:
ALL Armor Stripping Warframe abilities now apply to the TOTAL armor value.
How it worked before: You cast an ability that strips 50% Armor. The first cast will reduce the foe’s Armor to 50%, the second cast will reduce the armor to 25%, taking half of the existing 50%. This was the case for every ability except Oberon’s Reckoning, and special exceptions like Shattering Impact.
How it works now: Casting an ability that strips 50% Armor will reduce their Armor to 50% on the first cast, and 0% on the second cast.
This applies to every single Armor removal ability in the game. We have also buffed a few of these abilities in the process to bring them up to a usable level in light of these changes:
Increased Frost’s Avalanche armor reduction from 40% to 60% and changed the armor reduction to be permanent.
Frost’s Avalanche can also now reduce armor from targets even if they are immune to crowd control abilities.
Increase Nekros’ Terrify armor reduction from 20% to 60%.
Increase Oberon’s Reckoning armor reduction from 30% to 50%.
Changed Banshee’s Sonic Fracture (Augment) armor reduction to be permanent.
Increase Mag’s Fracturing Crush (Augment) armor reduction from 50% to 75%, remove the 80% cap per cast and change the armor reduction to be permanent.
Increase Trinity’s Abating Link (Augment) armor reduction from 45% to 60%.
AREA OF EFFECT (AOE) WEAPON CHANGES
Area of Effect (AoE) weapons are a pretty dominant aspect of Warframe gameplay, especially affected by the removal of self-damage a few years ago. We want AoE weapons to feel impactful, but we feel their current state needs adjustment.
Before we get into the specific ‘WHAT’ of the changes to AoE, let’s talk about the broad ‘WHY’ of these changes. There are 3 core reasons:
1) “Can this be automated?”
Currently, some explosive weapons and playstyles remove the need to aim, or otherwise care about your surroundings. This doesn’t fit the “automated” category perfectly, but we want such impactful weapons to require more consideration and tactical decision making than currently exists.
2) “Is this overly dominant?”
Warframe is a game full of very powerful tactics, but problems arise when players feel ‘forced’ to use specific choices. The top 5 most popular weapons are all AoE, accounting for 47% of all weapon usage at high Mastery Rank AOE usage stats. In situations where efficiency is important, some would say you aren’t playing ‘correctly’ if you’re not utilizing these choices, which some players don’t necessarily find fun.
3) “Is this playstyle disruptive to other players?”
A majority of sessions are played co-op, so ideally everybody gets a chance to play. We’ve reached a point where players are asking us to change these weapons, because they leave so little for others to do.
With our motivations clear, we can now get into specifics. We approached this change in a multitude of ways:
Ammo Changes
a. Ammo Pick Up
b. Holster Speed Buffs & Mod Changes
Headshot Damage Changes
Primed Fulmination and Primed Firestorm Rebalancing
New Steel Path Missions: Void Fissures
1. Ammo Changes
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
1. a) Ammo Pick Up
Ammo drop types have been simplified to Primary, Secondary and Heavy ammo. We have eliminated the Sniper and Shotgun ammo types. ‘Ammo Pickup’ is also a new property on every weapon, it indicates the amount of ammo you get when picking up an ammo box.
We also increased base ammo pickup values as follows:
Primary – from 60 to 80
Secondary – from 20 to 40
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapon Ammo Pick Up Overrides
1 Ammo per Pick Up:
Kuva Bramma
Kuva Ogris
Kuva Zarr
Lenz
Proboscis Cernos
3 Ammo per Pick Up:
Tonkor
Kuva Tonkor
4 Ammo per Pick Up:
Tenet Envoy
5 Ammo per Pick Up:
Carmine Penta
Penta
Secura Penta
Ogris
9 Ammo per Pick Up:
Zarr
10 Ammo per Pick Up:
Torid
15 Ammo per Pick Up:
Arca Plasmor
Catchmoon (Primary)
Cedo
Cernos
Cernos Prime
Corinth
Corinth Prime
Daikyu
Dread
Drakgoon
Exergis
Felarx
Hek
Komorex
Kuva Chakkhurr
Kuva Drakgoon
Kuva Hek
Lanka
MK1-Paris
MK1-Strun
Mutalist Cernos
Paris
Paris Prime
Phantasma
Rakta Cernos
Rubico
Rubico Prime
Sancti Tigris
Simulor
Sporothrix
Sporelacer (Primary)
Snipetron
Snipetron Vandal
Sobek
Synoid Simulor
Strun
Strun Prime
Strun Wraith
Tenet Arca Plasmor
Tigris
Tigris Prime
Vaykor Hek
Vectis
Vectis Prime
Vulkar
Vulkar Wraith
20 Ammo per Pick Up:
Tombfinger (Primary)
40 Ammo per Pick Up:
Acceltra
Aeolak
Alternox
Astilla
Astilla Prime
Boar
Boar Prime
Gaze (Primary)
Ignis
Ignis Wraith
Kohm
Kuva Kohm
Miter
Opticor
Opticor Vandal
Stahlta
Tenet Tetra
Vermisplicer (Primary)
60 Ammo per Pick up:
Amprex
Javlok
Scourge
Scourge Prime
Trumna
Zhuge Prime
Primary Weapons with Ammo Regen Rates Overrides:
Basmu: From 42/s to 10.5/s
Bubonico: From 9/s to 4.5/s
Flux Rifle: From 40/s to 24/s
Fulmin: From 30/s to 20/s
Shedu: From 28/s to 3.5/s
Secondary Weapon Ammo Pick up Overrides:
3 Ammo per Pick Up:
Angstrum
Prisma Angstrum
Kulstar
4 Ammo per Pick Up:
Castanas
Sancti Castanas
Pox
Talons
5 Ammo per Pick Up:
Akarius
9 Ammo per Pick Up:
Kuva Seer
20 Ammo per Pick Up:
Akbronco
Akbronco Prime
Atomos
Brakk
Bronco
Bronco Prime
Catabolyst
Catchmoon (Secondary)
Cyanex
Detron
Epitaph
Euphona Prime
Gaze (Secondary)
Kohmak
Twin Kohmak
Kompressa
Kuva Nukor
Kuva Brakk
Mara Detron
Nukor
Pyrana
Pyrana Prime
Sepulcrum
Sporelacer (Secondary)
Sonicor
Staticor
Tenet Detron
Tombfinger (Secondary)
Twin Rogga
Vermisplicer (Secondary)
Zakti
Zakti Prime
Zymos
Many weapons have also had their maximum ammo capacity adjusted.
Primary Weapons:
Arca Plasmor: From 48 to 50
Corinth: From 132 to 135
Gaze (Primary): From 400 to 200
Kuva Zarr: From 15 to 5
Kuva Ogris: From 30 to 7
Kuva Tonkor: From 60 to 11
Miter: From 72 to 80
Proboscis Cernos: From 9 to 7
Sporelacer (Primary): From 130 to 60
Tenet Envoy: From 24 to 16
Tombfinger (Primary): From 540 to 120
Vermisplicer (Primary): From 226 to 90
Zarr: From 84 to 60
Secondary Weapons:
Epitaph: From 60 to 40
Gaze (Secondary): From 400 to 200
Vermisplicer (Secondary): From 226 to 90
Secondary Weapons with Ammo Regen Rates Overrides:
Cycron: From 40/s to 20/s
Tenet Cycron: From 40/s to 20/s
We also reduced the frequency of ammo drops from enemies and made them scale with squad size.
Used to drop from 70% of regular enemies and 80% of Open World enemies, now they drop less frequently, with smaller squads getting more drops
1p squad = 45%, or 60% in Open Worlds
2p squad = 37.5%, or 52.5% in Open World
3p squad = 30%, or 45% in Open Worlds
4p squad = 22.5%, or 37.5% in Open Worlds
On average you’ll be getting Ammo drops half as often, but most weapons with the aforementioned increase of pickup values receive twice as much.
Eximus will now have a guaranteed drop of either Primary OR Secondary Ammo in addition to existing base enemy ammo drops.
Increased the chance of a Riven Sliver dropping from Eximus Units.
Steel Path Eximus: changed from 1% to 2% drop chance
Regular Eximus: changed from 0.5% to 2% drop chance
Note that Riven Slivers still only have a chance to drop from Eximus level 30 and over
Made the following changes to Mods/Arcanes in light of the above ammo changes (stats shown at max rank):
Rifle Ammo Mutation: Now converts Secondary ammo pickups to 50% of Ammo Pick Up.
Pistol Ammo Mutation: Now converts Primary ammo pickups to 50% of Ammo Pick Up.
Shotgun Ammo Mutation: Now converts Secondary ammo pickups to 50% of Ammo Pick Up.
Sniper Ammo Mutation: Now converts Secondary ammo pickups to 50% of Ammo Pick Up.
Primary/Secondary Merciless Arcane: Removed its +100% Ammo Maximum bonus.
Vigilante Supplies Mod: Now converts Secondary ammo pickups to 30% of ammo pickup.
Mirage’s Explosive Legerdemain Augment: Increased damage dealt from proximity mines created from Ammo and Orbs pickups from 500 to 1000.
Deployable Ammo Restores now restore 1x (for small), 2x (for medium), and 3x (for large) Primary and Secondary Ammo Pick up amounts every 15s for 60s.
We’ll be keeping a close eye on how these ammo changes affect specific weapons’ performance and popularity. Expect more tweaks to these values in future updates!
1. b) Holster Speed Buffs & Mod Changes
These changes to Ammo encourage swapping between weapons, so we’ve taken the opportunity to dramatically increase the swapping speed between Primary and Secondary. The real purpose of your Secondary weapon is for it to be a backup to your Primary, but with the holster speeds the way they were before that vision was not realized – until now!
In light of the overall speed buff to holster speed, we have made the following changes to the mods and Arcanes that offered holster speed stat increases:
(All stats below are shown at max rank)
Vigorous Swap:
Removed its 100% Holster Speed” bonus on equip – but maintained its +165% Damage for 3s.
Streamlined Form:
Removed its +60% Holster Rate bonus.
Increased Slide buff from 15% to 30%.
Increased Friction Reduction from 15% to 30%.
This mod is chronically underused, so it easily deserved to be a bit stronger in light of the holster changes!
Synth Reflex:
Removed its 100% Holster Speed bonus and reload 5% of Magazine/s when holstering Primary and Secondary weapons.
Replaced with +40% Bullet Jump for 2 secs.
Speed Holster Aura Mod:
Renamed to Holster Amp.
Removed its +120% Holster Rate bonus.
It now deals +60% Damage for 3s on equip.
Primary/Secondary Dexterity Arcane:
Removed their “+60% Holster Speed” bonus.
Reflex Draw, Soft Hands, Twitch (Conclave):
Removed their holster rate increase.
They now apply -40% Weapon Recoil and -40% spread for 8s on equip.
2. Headshot Damage Changes
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
Radial damage no longer gains extra headshot damage or triggers headshot conditions.
This is primarily targeted at the Ignis Wraith – as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.
Increased the base damage multiplier on headshots from 2x to 3x.
This means precision weapons are more rewarded for skillful usage, leveling the playing field even further!
3. Mod Rebalancing and Changes
Finally, we’ve changed the effects on a few specific mods that increase explosive radius.
The mods Primed Firestorm and Primed Fulmination both offered a 66% increase in explosive radius, which is being reduced to 44%, matching the increase offered by other Primed mods. Primed Mods traditionally offer around double the value of the base Mods, but these two offered tripled value. This change is reflective of the Primed Mod standard.
We were also seeing an influx of players using the Furax with the Amalgam Furax Body Count mod as AoE weapons have become more and more prevalent. So we removed its +20% Blast Radius on Specialized Launchers and replaced it with +45% Fire Rate for Secondary Weapons.
In light of the above changes, we have also buffed the following mods:
Reach Mod: Increased range from +1.1 to +1.5.
Tactical Pump: Increased reload speed from 30% to 60%.
4. New Steel Path Missions: Void Fissures
While evaluating AoE, we found another angle of consideration: mission design. Specifically Fissure missions where AoE lethality is common and problematic. For each new Prime Access, we ask players to revisit these lower level missions to open Relics – in Lith missions it can be difficult to even earn Reactant if you kill too quickly! Which leads us to the following addition of Steel Path Void Fissure Missions.
If you are an experienced Warframe player, you are extremely familiar with the Void Fissure mission flow: Select Relic and blitz through enemies to crack it. It is obvious that where Void Fissure missions are, they are far too easy and can be completed with little to no friction (looking at you Lith). Ultimately, this makes the Prime content not as engaging as it could be, while also leaving new players behind in the dust as the experienced rip through enemies before they can get to them.
The solution: Steel Path Void Fissure missions.
When enabling Steel Path in Navigation, Void Fissure missions in the World State Window will now have the usual Steel Path flare apply (Acolytes, difficulty modifiers, etc.). To make it worth your while, 1 x Steel Essence is also awarded for every Relic you crack.
As you can see, we’ve evaluated the problem from many different angles, and are hopeful that these changes will lead to a healthier gamestate overall. As part of our comprehensive AOE review pass, we focused on weapons with Ammo Pools. We are aware of the way Glaive/Thrown Melees behave and are reviewing closely to see if their dominance will require a revision pass as well. But as always, we’ll be watching for your feedback. So bring your AoE weapons into a mission and get a good feel for it (with all of the above in mind) before you share your thoughts.
SPEAR GUN CHANGES
We have changed the way that Spear Guns function in-game to help increase their viability in mission. Based on overwhelming community feedback we’ve:
Removed the need to manually retrieve your Spear Gun once it’s been thrown. Your Spear Gun now re-appears in your hand using reload.
Removed the need to charge your Spear Gun to throw it, simply Tap alt-fire to throw!
Within the arsenal, ‘Charged Throw’ stats have simply become ‘Throw’ stats.
Spear Guns have also received new throw animations and updated sound FX on reload, plus a new Spear Gun category has been added when searching for weapons in the Arsenal.
SYNDICATE PLEDGING
We have decoupled the need to wear an affiliated Syndicate Sigil to gain Standing in-mission. Meaning Syndicate Sigils are now purely cosmetic!
*Pledging is only available for the 6 Faction Syndicates: Steel Meridian, New Loka, Arbiters of Hexis, Cephalon Suda, Red Veil, and The Perrin Sequence.
In their place, you now have the ability to Pledge allegiance to a Syndicate to increase your Standing with them and their allies. We have also removed the Rank-specific Standing bonuses inherent with Sigils. Now, Pledging will earn you 15% of Affinity gain (previously the top rank 5 Sigil bonus) as Standing in that Syndicate, regardless of your Rank.
Pledging is done in the Syndicate segment in your Orbiter. You will be able to select which Syndicate to Pledge to after accessing your Syndicate Segment following this update. Should you change your mind, you can simply select the ‘Change Pledge’ button and select a new Syndicate to pledge yourself to. Alternatively, you can Rescind your Pledge if you are unsure what Syndicate to commit to.
To help with managing your Standing across Syndicates, pledging allegiance now better displays the Syndicate’s relationship status with the other Syndicates (neutral, enemy, or allied).
RIVEN CAPACITY SYSTEM CHANGES
Those familiar with Rivens may be aware that they come in two states: Veiled and Unveiled. Both of these kinds of Rivens take up Riven Slots and can be equipped to weapons.
After many years in the case of Riven collectors vs. database restrictions, we’ve added a third state to Rivens that allows them to be stackable and not take up Riven Slots. All newly acquired Rivens will be in this indistinct state, identified by ‘???’ in place of ‘Veiled’ in their Mod label and a new Mod Icon, , meaning you will be able to continue to earn Rivens as rewards beyond your Riven Slot capacity.
In this new, these Mods will not show Riven Challenges or take up a Riven Slot until they are equipped onto a weapon. The Mod description for this new Mod type explains this mechanic as well.
Here is a breakdown of the three Riven states for clarity:
‘???’ Rivens
All new Rivens obtained via Rewards, Palladino, etc.
Stackable and will not take up Riven Slots
Riven Type (Archgun, Rifle, etc.) is revealed, but not the Challenge
Tradeable
Veiled
What an Indistinct Riven becomes once equipped to a Weapon
Challenge Revealed
Takes up Riven Slots
Tradeable
Unveiled
Challenge Completed
Stats are revealed and can be cycled via Kuva
Tradeable
Since the only number we have to track with this new Riven state is the quantity owned, the database load is greatly diminished, and you can keep as many as you want! Only once a mod of this type is equipped onto a weapon does the challenge reveal itself, making the Riven apply to your account cap. This is a particularly useful change for Sorties, as you will no longer be locked out of playing them if you are at your maximum Riven cap.
A confirmation screen will appear after attempting to equip the Riven, and will display the amount of Riven slots you have available before you commit to equipping it and using up a slot.
Acquisition of new Riven mods from Vendors and other reward drops now give Indistinct Rivens.
LAST GASP REWORK
We have made some changes to Unairu’s Passive ‘Last Gasp’ to improve its convenience and usability.
Last Gasp meter now starts at 0% instead of 50%, but there is no initial drain. Instead, drain will set in after a few seconds of not getting any kills. Once the drain has run for a few seconds, it will begin to accelerate.
This was intended to address players remaining in Last Gasp indefinitely by timing their kills. Each kill now fills the meter by 1/3, and Eximus kills refill the meter instantly.
You can now hold the Transference input to return to your downed Warframe.
The UI has been updated to communicate these changes.
Removed ‘get up’ animation when reviving in Last Gasp.
Stopped looping sound when Last Gasp ends.
Reduced the spawn animation of Last Gasp.
SOLAR RAIL JUNCTION CHANGES
This is a follow up to other Solar Rail Junction changes we have made this year, specifically in Update: 31.5 and Hotfix 31.6.4. As part of the same initiative to improve new player progression through the Junctions, this batch of changes has a predominant focus on the unreliable difficulty level of Specters; they do far too much damage but also have very low health, so either you get nuked to oblivion or vice versa. In an effort to level out the playing field, we have done a review of the biggest pain point Specters and made adjustments.
General Junction Changes & Fixes:
Added a short title card intro after triggering the panel and before combat begins to introduce the Specter of that Junction.
Added a boss health bar in the UI for Junction Specters.
Swapped Volt Specter Junction location (Venus to Mercury) with Rhino Specter (Earth to Venus).
Volt Specter is easier overall (due to his abilities being more obviously telegraphed), and was therefore more fitting of an earlier Junction.
Removed ragdoll on Specters when defeated.
The cinematic for activating a Solar Rail will now play (can be skipped if desired) on Junction replay, even if it has already been completed.
Fixed loss of functionality when downed by a Specter, triggering Last Gasp.
Fixed the Junction Specter ragdoll stopping after the Junction Specter has been defeated.
Specific Specter Changes:
Loki (Earth to Mars)
Increased his base health from 160 to 180.
Trinity (Mars to Ceres)
Reduced her level from 20 to 15.
Reduced her Melee and Primary weapon damage.
Increased her armor from 200 to 215.
Valkyr (Ceres to Jupiter)
Added a max active time of 10s to the Valkyr Specter’s Hysteria ability.
Nova (Jupiter to Europa)
Removed Nova Specter’s Molecular Prime ability.
It simply did not telegraph well, which resulted in increased damage on players without much notice.
Reduced the amount of damage done from Nova’s Kunai secondary.
Nova Specter will now cast her Worm Hole ability in specifically placed waypoints located around the Junction room.
Increased the rate at which the Nova Specter uses her Worm Hole ability.
Moved the Nova Specter’s spawn point slightly forward.
Ember (Jupiter to Saturn)
Reduced the Ember Specter’s level from 25 to 20.
Reduced the damage and fire rate of the Ember Specter’s Magnus secondary.
Equinox (Saturn to Uranus)
Reduced the Equinox Specter’s level from 30 to 25.
Frost (Uranus to Neptune)
Removed the Frost Specter’s Avalanche ability.
This proved to be too powerful an ability for the Frost Specter, as it would freeze players on the spot and frequently resulted in being one shot by the Specter.
Made tweaks to Frost Specter’s ability stats.
Increased cooldown duration for his abilities.
Increased path damage for Ice Wave.
Junction Fixes:
Fixed getting punted out of the room when defeated by Specter.
Fixed combat music not resetting when defeated by Specter.
Fixed the kneel animation dissolving on a loop when Specter has been defeated.
Fixed companion not being revived and teleported back to you at the spawn point after being defeated by Specter.
Fixed Specter kneeling animations for bulkier Warframes to prevent their hands from clipping through themselves.
GILDING CHANGES
As mentioned on Devstream #163, we have made changes to the Gilding system to make it easier to access the full power of your Modular items earlier on in-game. For those players that have just completed the Second Dream and are looking to craft a more powerful Amp to help you into and beyond The New War – these changes are for you!
Instead of upon Gilding, modular weapons will now have their full stats available upon ranking up to Level 30. Gilding your Modular weapon now serves the purpose of allowing it to earn Mastery and unlock customization. This allows players to have access to more powerful gear without needing to fully level and earn Standing for the respective Syndicates!
OPERATOR TRANSFERENCE CHANGE:
We have drastically reduced the cooldown on Operator Transference.
In Update 31.5: Angels of the Zariman, we made changes to Operator Transference to make it Client-Authoritative to alleviate the common scenario of latency. After the change was made, players noted that there was now a cooldown in between Transferences that was causing delays when performed back to back. We have made improvements so that the cooldown is much less felt. It is worth noting that there are still some idle animation bugs that can happen at zero cooldown, but the improvement will be noticeable regardless.
OVERGUARD LIFESTEAL CHANGES:
On the introduction of Overguard, we mentioned that we would be improving how some ability mechanics function with Overguard, this is a continuation of those efforts. So we have made several changes, the majority of which cover how Overguard reacts with lifesteal.
Fixed Garuda’s Blending Talons Augment not triggering when hitting an enemy with Overguard is affected by a Slash Status Effect.
Fixed Gauss’s Kinetic Plating not generating battery when melee attacking enemies with Overguard.
Fixed Protea’s Temporal Anchor not counting damage to Overguard when building up damage for the temporal implosion blast.
Fixed Zephyr’s Tailwind Target Fixation Augment not counting enemies with Overguard when building up extra damage.
Fixed Hema not restoring health on headshots against enemies with Overguard.
Fixed Hirudo not restoring health on critical hits against enemies with Overguard.
Fixed enemies affected by Frost’s Avalanche not losing any armor while Overguard is active.
If there are any other cases where Lifesteal isn’t applying from Overguard, please let us know on the Forums and we will take a look!
THE NEXT STEP TOWARD CROSS PLAY – WORLD-STATE SYNC
With Baro Ki’Teer’s inventory fully synced on all platforms, the team has progressed toward the following Cross Play objective: syncing all world-state content. This sync includes everything from Sorties, Void Fissures, Day/Night cycle, Town Vendors, Bounties, and everything in between that has a timer system. Additionally, the Relays active/destroyed on PC now apply to the console Star Chart, making them synced across the board. We had aspirations to do a “Relay Rebuilding” event, but to get Cross Play sooner than later, we’ve decided to forgo that idea.
Our next objective is the public Cross Play test between select Platforms to gather feedback and bugs. Expect news about those tests, hopefully soon!
We’ve updated the 2FA “thank you for enabling” item from the Fae Path Ephemera to a 3-Day Affinity Booster.
Due to the inability to enable 2FA on consoles, the Fae Path Ephemera became a Baro Ki’teer item on consoles as a way for them to obtain it. With Baro Ki’Teer’s inventory now synced across the board, swapping the 2FA reward was essential to us to continue advocating for players to enable it
SISTERS OF PARVOS ARMOR
Built for espionage and accounting alike, a set of Sisters of Parvos armor is now in the hands of the Tenno!
These armor pieces are equippable on both Warframes and Kahl:
Sorex Chest Plate
Sorex Shoulder Guards
Sorex Leg Guards
These armor pieces are available for purchase directly in the in-game Market.
Note that while we are only releasing one of the Sisters of Parvos sets initially shown in the art for the Sisters of Parvos update, our goal is to have all three sets available in the future!
GENERAL ADDITIONS:
The Broken Veil Shoulder Armor is here! Declare that your vision will not be clouded when you wear this armor. Find it in the in-game Market!
Added a Countdown Timer to the current Nightwave season when 2 weeks are remaining.
*countdown numbers in the image above were used as placeholders.
In-Game Surveys are being added to better understand players’ experiences. Some players will receive an in-game survey upon attempting to close Warframe. While the survey is optional and players can skip it if they would like to, we strongly encourage participation as it helps with continued game development.
Added Companion, Archwing and Necramech level in the Arsenal.
Added the following Warframe Noggles to the in-game Marketplace
Nidus
Gauss
Titania
Grendel
DOJO/CLAN CHANGES & FIXES:
Ignis Wraith Research is now available to all Clans!
Take a trip down memory lane with me as we travel back to 2017. Operation: The Pacifism Defect event concludes, and the top 10% of Clans in their tier are awarded the Research for the Ignis Wraith. Fast forward to 2022, and Research remains within those Clans, showing some unfortunate side effects of Trading manipulation. After internal discussion, the team decided to add the Ignis Wraith Research to all Clans with some rules:
Ignis Wraith Blueprint Research requires the Clan to have a Rank of 10 and will be three times more expensive – we believe it’s vital that Clans earn the Research for those who did not place in the Operation.
Ignis Wraith Blueprint is now untradable – protecting players from Trade manipulation who might be unaware that it’s now available in Clan Research.
Ignis Wraith Blueprint’s sell price is now equal to the acquire price of 15,000 Credits – Allowing those who might have stockpiled Blueprints for Trading purposes to make back their Credits.
Added an “Accept All” option in the Pending section of the Clan Menu to allow you to approve all pending Clan join requests.
Removed the automatic message notifying members that a player has been kicked, has left, or has been rejected from the Clan.
Added a toggle while in the Dojo to toggle the Map visibility.
Missed note from previous hotfixes: Added ability to toggle character shadows while in the Dojo.
Fixed the cancel button not being visible when visiting a Clan Ad screen for the first time from the Clan screen.
Also fixed two loading spinners appearing when loading into the Clan AD screen.
Fixed issues of the Starlight Market Dojo room clipping into other rooms.
Fixed controller input binding missing to expand the Legend list in the Dojos.
GENERAL CHANGES:
Operator Energy pickups will now be shared with Warframe.
Note that this won’t affect Warframe mods that trigger certain conditions off energy pick-up while in Operator mode (ie. Health Conversion).
Included Message when unlocking a Void Relic to indicate which Void Relic buff is active and a brief explanation of what it does.
The Index Investment screen has been refreshed and will now apply selected themes.
Equinox’s split form while using the Duality Augment Mod will now retrieve ammo while active.
Added a mechanism which permanently unlocks Arbitration missions one you have completed all current mission nodes. Even if we add new mission nodes in the future, you will not lose access to Arbitrations.
Arbitrations now give +500 Health to the chosen Warframe and 2 additional weapons will appear as buff eligible.
Added refresh timers to all UI screens where Daily Cap is shown (Syndicates).
Reduced the number of Syndicate Medallions required to complete the Riven Challenge from 12-16 to 8-12.
Re-added the remaining Voidplume UI counter onboard the Zariman (similar to Medallions in Syndicate Missions).
Made Eidolon Shards redeemable for 2500 Focus, similar to how Brilliant and Radiant shards have the same functionality.
Eidolon Shards can now be fed in bundles of 25 to appease the Helminths Sentient appetite.
The following Warframe Blueprints that can be obtained from Simaris can now be sold for Credits:
Atlas Blueprint
Chroma Blueprint
Titania Blueprint
Gara Blueprint
Inaros Blueprint
Weapon FX Brightness adjustments – The following weapons have had their explosion FX tweaked for teammates:
Cedo
Glaive explosion fx, particles will now have reduced brightness for teammates.
Bubonico
Adjusted the Bubonico’s Alt fire explosion to be reduced for teammates.
Corvas Prime
Fixed some stacking explosion FX issues with the Ogris Nightwatch Napalm mod, and made it respect Reduce Team FX settings.
Updated thrown weapons to now only show a single projectile in hand when only one 1 projectile is remaining before reloading. This affects the following weapons:
Kunai
Castanas
Talons
Hikou
Pox
Despair
Changed all ‘Thrown Blade’ skin names to ‘Thrown Weapon’.
Titania’s Moyturan Wings auxiliary attachment from the Donann skin will now flap when she is in Razorwing mode.
Note: If equipped on Titania Prime, her Primed energy wings will not appear.
Added sound FX to Eximus when their Overguard shields are depleted.
Added explosion FX to the Corvas Prime while in Archwing.
Un-owned Landing Crafts will now appear for purchase in the Landing Craft inventory list.
Changed the ‘Enable Voice’ option to be off by Default.
Felarx Incarnon Form changes:
These changes were made thanks to Community Feedback that the Felarx was struggling compared to other Incarnon weapons in its class.
Now uses a larger projectile.
Increased damage while in Incarnon Form from 600 to 700.
Increased the FX on the Incarnon Form.
Fixed unintended animation behavior with the shells during reload.
Improved the confirmation messages for installing and purchasing Orokin Catalysts and Gravimags, as well as explaining what’s being installed and why.
Mining Vendors in Open-Worlds now carry a Relic-pack that can be purchased from their Offerings, similar to the Relic pack that is currently available for Syndicate standing.
Drifter eye FX will now be hidden when in the midst of the Smoke Screen ability.
Searching within the Arsenal now prioritizes item name over item description.
Added Globelight interaction onboard the Zariman near the external ship bay.
Made volume adjustments to some ambient music on board the Zariman.
Holding RB on controller now opens the Operator ability menu like it does for Warframes.
The Modding Menu now shows relevant currencies to the Mod you are working on in the currency bar rather than the top corner for the Modding Menu.
Updated the icons on Riven Mod packs in the in-game Market and in the Daily Tribute options.
Updated the description of the following Melee abilities to indicate that they scale with the mods on your melee weapon as well as your current melee combo.
Atlas’ Landslide
Khora’s Whipclaw
Gara’s Shattered Lash
When selecting UI Themes in the Customization aimenu, the icons now enlarge on hover.
Adjusted the name of Shotgun Spazz (including Amalgam version) to Shotgun Barrage.
In light of being educated by concerned players on word connotations.
The Nightwave Series banner now increases scale on hover.
Adjusted how the Somatics blend with the Holdfast NPC’s.
Slightly increased the Eximus Nox Helmet armor.
Updated the volume of Drifter vocalization on jumping.
Updated the FX of applying an Orokin Catalyst.
Updated the Syndicate Menu width for certain languages.
Made several improvements to the navigation and objective markers in the Corpus Ice Planet tilset.
Improved the skybox lighting in the Drifter Camp.
Increased recovery window for self-knockdowns and self-staggers.
Changed Corpus Orbiter decoration materials to be a bit brighter/more punchy.
Weapon descriptions are now left aligned. Making big moves here, bet you didn’t see that one coming now did you.
Purchases on the Warframe website and when purchasing TennoGen now use new backend science to determine the currency/region pricing. Most players won’t notice this change, but we wanted to be transparent for those who may see a currency difference.
OPTIMIZATIONS:
Optimized the particle FX on the Ogris.
Optimized performance of various screens that showed a grid of items.
Optimized framerate during certain in-game Syndicate transmissions.
Optimized waypoints on Venus to save memory.
Optimized viewing the codex via player profiles in and out of missions.
Optimized object rendering for Voidshell skins.
Optimized CPU cost of multiple Tributa Statues in Dojos.
Improved the loading of several decorations in the Orbiter and Dormizone, notably the Necramech Decorations.
Improved perforation for Sporelacer’s secondary projectile.
Made several memory and graphics optimizations across the game (including Open Zones, FX, and more).
Made optimization to the memory used in missions.
Made a micro-optimization to level streaming.
Made a few micro-optimizations to game code.
Made systemic optimizations to memory footprint for all platforms.
Made systemic micro-optimizations to game code systems.
Improved how players are loaded from the Plains of Eidolon back to Cetus.
Fixed an issue where a large hitch in the middle of a fast travel could leave the screen white.
Fixed significant performance drops when using a weapon skin that changes projectile visuals, using high amounts of multishot, and Mirage’s Hall of Mirrors.
Fixed frame rate-dependent animation reload inconsistencies with the Felarx.
Fixed spot loading hitch when ranking up in Nightwave.
Fixed a spot-building/loading hitch that would occur when accepting an invite to a Dojo.
Fixed loading issue for the Post New War landscapes (Orb Vallis & The Plains of Eidolon).
FIXES:
Fixed Khora’s Whipclaw passing through enemies at 2-9m range (which made enemies very difficult to hit if you are aiming at them) and causing the explosion to occur behind them.
Fixed Titania’s Razorflies always facing the same direction. They should be more dynamic now!
Fixed Titania’s Razorflies triggering the effect of the Secondary Deadhead and Pax Seeker Arcanes.
Fixed being able to fly around after being downed as Titania while Razorwing is active, which was also causing loss of functionality.
Fixed the Tentacles of Hydroid’s Tentacle Swarm targeting your companion before enemies.
Fixed issue where “X/Y Medallions Found” could get out of sync for players who were AFK when one of the Medallions was picked up.
Fixed Zenurik’s Inner Might causing Atlas’ Rubble Heap Augment Mod to cost Energy even when you have over 1400 rubble.
Fixed Atlas being able to self-damage and destroy objectives with Tectonics.
Fixed Excalibur Umbra randomly deactivating Exalted Blade when playing as Operator.
Umbra will now keep Exalted Blade active, and will turn off only if your Exalted Blade deactivates.
Fixed Mirage’s Eclipse increasing the scanning time with your Synthesis scanner.
Fixed Sevagoth being stuck in slow motion after being controlled by Mutalist Alad V and casting Gloom.
Fixed the teleport delay from Drifter Camp to Orbiter (both there and back).
Fixed Mag’s Polarize inconsistently removing enemy armor if it affected a group of enemies versus a single unit.
Fixed issue of recasting Vast Untime on Xaku consuming a charge of Inner Might but not reducing the casting cost.
Fixed the timer for Gyre’s Cathode Grace not increasing duration for Client on Warframe Ability kills.
Fixed duration timer in HUD for Volt’s Speed disappearing if another member of the squad is playing Volt and casts Speed at the same time.
Fixed the +100 Ability Duration and Status Immunity Helminth Invigorations not applying to Sevagoth’s Shadow.
Fixed some melee weapons (ex: Nikana with Blind Justice) not chain attacking while blocking in melee-only mode.
Fixed Xoris being able to spontaneously shed combo-stack buffs (Blood Rush/Weeping Wounds) as if they had done a heavy attack, but without actually doing it, when chaining throws.
Fixed Steel Path Excavators spawning at level 1 while enemies are level 135. This was a UI bug only, health scaling was working as intended.
Fixed incorrect Arching animations when using sprint, aim and dash.
Fixed swapping to Alt-fire on the Zenith breaking its functionality for the remainder of the mission
Fixed rare issue where enemies killed with Cascadia Empowered would freeze in place after dying.
Fixed visual issue with how instant teleports (ex. Nova’s Wormhole and Transference) appear to other players observing the Ability.
Fixed Protea’s Blaze Artillery at times temporarily preventing certain inputs from working (melee for example) during the throwing animation.
Fixed the Drifter loadout only copying colors from the Operator’s left eye in The New War quest.
Fixed issue where Void Slinging into the Zariman Void Angel fight arena before being teleported out would leave the Operator invisibile.
Fixed issues of equipping two Amp Arcanes that convert Amp damage to single type (ie. heat) not doing instances of void damage whatsoever.
Fixed the Helminth ability Master’s Summon not recalling Moas/Hounds.
Fixed getting permanently stuck in the limbo state during The War Within quest if you fall off the cliff in the mountain pass stage.
Fixed issue of the Operator getting trapped in the Skybox after dying to the Golden Maw in the War Within Quest.
Fixed the signal light material used to highlight the parkour opportunities in the Gas City tileset now flickering orange instead of overbright white.
Fixed missing Ordis dialog subtitles in the Limbo Theorem quest.
Corrected incorrect wrong emissive texture on Lumis Operator earrings.
Fixed Magus Overload’s explosion not dealing damage if the enemy affected was rising from ragdoll.
Fixed Magus Overload instantly killing robotic enemies on Void Sling.
Fixed Titania being unable to use Blink while in Razorwing when Guardian Shell is active.
Fixed an issue where ‘On Void Sling’ Arcanes were mistakenly applying multiple times. This also applied to:
Magus Overload
Magus Accelerant
Fixed Brief Respite Warframe Aura Mod affecting the Operator.
Fixed the Aero Vantage Mod causing your Warframe to perform the walk animation while aim-gliding and rolling.
Fixed the following Parazon Mods not functioning properly on Thrall Mercy Kills.
Blood for Ammo
Hard Reset
Malicious Code
Fixed your character rotating rapidly in the Pause Menu if it was opened while you are toggled into Blocking or you are facing enemies that cause you to automatically Block.
Fixed an issue with the exit animation when leaving Railjack stopping abruptly.
Fixed environment outside the Railjack not moving for Host when watching Client pilot.
Also fixed the Host seeing the spawn location even after the Client had flown around and they had taken over the pilot seat.
Fixed backdrop in the Railjack’s window not being correct according to its actual location for Clients who join in-progress missions.
Fixed connectivity issues that would occur in Railjack when transitioning between missions.
Fixed an issue where exiting the Railjack could make everyone in the squad’s screen fade to black.
Fixed being unable to use Garuda’s Claws on Railjack after dying in Archwing.
Fixed absurd Operator ragdoll issues.
Fixed some emissives on the Kalynex Polearm Skin .
Fixed Clients seeing Hosts in flying animation position inside Crewship after using Railjack Archwing Slingshot.
Fixed Railjack Crewmembers’ names, notably Converted Liches, overlapping in the Crew UI with their squad number.
Fixed Clients being unable to kick crew members off of the Dorsal or Ventral Railjack Turrets if they are already occupying it.
Fixed Crew auto-piloting prematurely ending if another ship flies in front of Railjack.
Fixed Crew auto-piloting targeting camera position instead of target position.
Also tweaked view on the Dorsal, Ventral, and the Tunguska Cannon.
Fixed the default Arching Reticle overlapping the custom Incarnon Weapon Reticle when in Archwing.
Fixed the last bonus icon in a Plains of Eidolon Bounty showing up as silver (bonus objective failed) even if the bonus has been fulfilled.
Fixed custom Reticle color getting reset to white after using Archwing Blink twice in succession. As reported here:
Fixed custom Reticle disappearing when dual wielding a Glaive + Pistol and throwing the Glaive when it isn’t fully charged.
Fixed Voidshell Material Structures not applying to the Drifter/Operator Voidshell Skin.
Fixed custom colors not applying to the Targis Prime Chest and Knee Armor Plates.
Fixed the missing explosion sound FX on the Akarius’ projectiles.
Fixed being able to escape the Uranus Sealab tileset using Titania’s Razorwing.
Fixed check marks missing next to completed Sortie missions in navigation.
Fixed the Phobos Corpus Ship fly-in skybox not having the updated Deimos model.
Fixed Simaris targets not spawning in the direction they want to target, to prevent them from spinning around.
Fixed some cases of Warframes and NPCs falling through elevators.
Fixed cases of some Melee weapons being unable to chain attacks while blocking in exclusive Melee mode.
Fixed NPC’s being stuck in Relay Elevators when the doors close.
Fixed case of Dialogue being in the incorrect order in The Sacrifice Quest during the game of Komi.
Fixed the Warframe statue in the Personal Quarters not being visible to visiting players on your Orbiter.
Fixed picking up Void Plumes from Void Angels or Melica Caches triggering the “Found X/Y” popup message.
Since there are no fixed numbers in the levels from Void Angels/Melica, it didn’t make sense to show messaging for these.
Fixed the New Loka Syndicate room outline not appearing in the Relay map.
Fixed players not being able to see the Hosts’ featured Warframe when visiting their Orbiter.
Fixed players being able to see out of a hole in the Deck 12 Tunnel in the Orb Vallis.
Fixed players being able to still fly when being downed as Titania during the Razorwing cast animation.
Fixed the final Plains of Eidolon bounty stage displayed as silver (indicating bonus objective failed) even when successful.
Fixed not being able to fail the Deimos assassinate bounty when needing to defend the cauldron as it summons the assassination target.
Fixed issue of Menu inputs reverting to Keyboard when using Controller on PC and using the attached keyboard in the Arsenal or appearance menu.
Fixed some funky water FX in the Drifter Camp.
Fixed Client infinitely hanging on the “Waiting for Players” state and failing to join after being invited by Host (from Orbiter) while in the Chrysalith.
Fixed the ships that hover around the Zariman being visible in the Railjack Star Chart.
Fixed issue of Thrax enemy Spectral Forms re-spawning with 40% Max Health.
Fixed issues of Thrax Spectral Forms returning to their Corporeal Form at 2.5x their original health.
Fixed white explosions appearing during the “Defeat Grineer Pursuit Target” mission phase in Railjack, in the Raptor Boss Fight and at the end of the Ambulas Boss fight.
Fixed cases of one of the Orb Vallis’ Caves generators not draining to give access to Toroids.
Fixed the Yareli and Merulina Noggles only being selectable from the base.
Fixed Coolant leak reflections not functioning when GPU particle quality is disabled.
Fixed rare case of the sky flickering while on board the Zariman.
Fixed being unable to equip weapons in the Arsenal while in the Dormizone.
Fixed Ayatan Sculptures animating for Clients when they aren’t fully socketed.
Fixed the Granum Void and Cephalon Simaris’ target being enabled in the Grendel Locator missions.
Fixed Incarnon Weapon reticles being visible in Captura Scenes.
Fixed Focus Conversion through the Arsenal physically duplicating your Warframe.
Fixed Friends lists sometimes duplicating player names.
Fixed being unable to use in Blink Pads Open Worlds while being ragdolled.
Fixed the Exolizer progress halting if a Host migration occurs after barriers are destroyed but the Thrax Centurion has not yet spawned in Zariman Void Cascade missions.
Fixed issue of Map loading within the Zariman causing spawn issues following Host migration.
Fixed issue where Void Slinging into a Void Angel could cause total Operator functionality loss.
Fixed Exodampers in Void Armaggeddon reviving at full health after a Host migration.
Fixed offline Exodampers in Void Armageddon switching places and changing debuffs after Host migration.
Fixed Host being able to hear a ping song every time they or a Client places a waypoint.
Also fixed Clients being unable to hear placed waypoints at all when placed.
Fixed Prime Parts being sorted at the bottom of the end of mission screen.
They will now be sorted with the same importance as Prime Blueprints.
Fixed Client being unable to board Railjack after completing a mission if the Host is not inside the Railjack.
Fixed an issue where Clients would sometimes never get the prompt to kick a crewmate out of the Pilot’s seat.
Fixed the fuselage of the default Railjack skin missing in the Dry dock, cinematics, and missions.
Fixed overblown FX on the Ram Jammer Railjack Intrinsic.
Fixed enemies teleporting to their shooting position when approaching Rampart turrets, completely skipping their transition animation.
Fixed the collision on Friendly Kuva Liches & Sisters of Parvos to ensure they can now enter certain spaces, such as elevators.
Fixed being unable to rotate Landing Craft when customizing it with a controller.
Fixed losing all your Molt Augmented Arcane stacks after a Host migration.
Fixed being able to trigger a stealth kill on low health enemies instead of performing a Mercy Kill with your Parazon.
Fixed the feet and legs of the Khora’s Ushuru Skin appearing sunken and stretched.
Fixed for Melee elemental FX not showing up when loading into a level.
Fixed the ‘Marathoner’ Plains of Eidolon Challenge counting meters traveled when using the Blink Pads.
Fixed missing texture on Drakgoon’s default projectiles.
Fixed Kuva Trokarians not using their anti-Warframe spears.
Fixed multiple map holes in the Dormizone.
Fixed several map holes in the Southwest corner of the Plains of Eidolon.
Fixed your character shifting between postures when pressing forward while other keys are pressed down.
Fixed issue where the Oull Parazon Mod icon was not displaying in the Mod upgrade screen.
Fixed the incorrect mask colors for Executioner Vay Molta in Dog Days.
Fixed a couple decal issues on pillars aboard the Zariman.
Fixed being able to send the Capital Ship to the Void early in The Call of the Temperstarii Quest.
Fixed Sentinel UI information completely disappearing (name, downed status, level, etc.) when killed in a mission.
Fixed Quinn’s high threat level transmission playing instead of his extraction transmission right when Extraction becomes available.
Fixed an animation pop that would occur when equipping a weapon that has the ‘Visible When Holstered’ option enabled in the Arsenal.
Fixed the ‘Darvo Deal’ sale tag appearing in the in-game Market randomly when you own a coupon.
Fixed the following decorations not being able to be chat linked:
Boot Trophy
Flagellocanth trophy
Lobotriscid trophy
Fixed tileset not loading in through doorways in the Kuva Fortress until you get close enough for the opening animation to start.
Fixed Mods showing up in the End of Mission screen regardless of what is typed.
Fixed the Auditor in the Index deploying laser barriers nowhere near its current position.
Fixed issue with Corpus helmets popping off on spawn.
Fixed purchase button appearing over Operator faces.
Fixed access to forbidden areas in the New Loka area in Relays.
Fixed map hole in the post New War Plains of Eidolon near Mount Nang.
Fixed End of Mission screen not covering the top of the screen.
Fixed issues with textures not responding properly to light.
Fixed Sister of Parvos dialogue “I claim this sector” when they have retreated to the final Railjack confrontation.
Fixed rare issue with Atlas’ Tectonics Ability.
Fixed issue of Clients not appearing to squadmates as though they’re moving after loading into the mission.
Fixed skybox issue on board the Zariman.
Fixed the “Updating Account Information. Please wait.” message not disappearing in poor network conditions with the end of a mission screen.
Fixed mentions of Platinum being capitalized in Trading windows.
Fixed “Fortuna” and “Spaceport” location labels appearing in title case in minimap while the rest are uppercase.
Fixed issue related to shaders responsible for explosions.
Fixed weird bracket offsets on context actions.
Fixed rare case of being unable to see Operator in another player’s Profile diorama.
Fixed Clients seeing asterisks instead of the threat level Void Cascade missions when the Host is playing in another language.
Fixed “Syndicate Disruption” and “Fissure Kuva Survival” mission labels in the World State Window appearing in title case when they should be in uppercase.
Fixed rare issue with decorations.
Fixed collision issues with several Displays so they fit more flush to walls when decorating. This change will retroactively apply to any of the following Displays that are already placed.
Kahl-175 Community Display
Teshin Community Display
Veso Community Display
Vala and Parvos Community Display
Yareli Community Display
Pride Community Display
Fixed issues with leaving your squad while in a Relay.
Fixed not being able to launch event missions from the World State Window in Navigation.
Fixed collision issues with one of the Hydroponic walls in the Zariman.
Fixed text issues in the Operator Focus Menu for the Ukrainian language.
Fixed issues of text being cut off when viewing weapon stats in the Arsenal.
Fixed missing Operator Energy UI during The War Within quest.
Fixed issues of Warframes stuttering while moving when in situations with connectivity. When observed, Warframes will not appear to move smoothly regardless of connectivity.
Fixed instances of your Operator appearing in the opening cinematic for the Heart of Deimos Quest.
Fixed instances where the incorrect dialogue would play out of order in The Sacrifice Quest.
Fixed missing Ordis lines in the War Within quest.
Fixed interrupting Sancti Tigris mid-reload leaving floating cartridges in the air.
Fixed a large door in the Zariman appearing much darker than its surroundings.
Fixed ‘Hey Kiddo’ pal positioning being wonky.
Fixed being unable to chat-link most Helmets and Weapons Skins.
Fixed rare Crash when playing Railjack.
Fixed the Tar Mutalist’s ranged attack puddle on impact appearing perpendicular to the ground.
Fixed fix missing landing sounds FX when using Yareli’s Merulina boosters.
Fixed crash after picking up certain items (e.g. Vomvalyst energy) with Sevagoth’s Shadow and then dying and respawning.
Fixed crash when certain enemies attempt to melee attack.
Fixed a rare crash that occurred when changing between levels.
Fixed a rare crash that would occur with some audio.
Fixed script error with Baruuk’s Serene Storm.
Fixed script error when using Trinity’s Link on board a POI and then returning to the Railjack.
Fixed script error that would occur in Captura.
Fixed Warframe Launcher not auto-selecting language on OS with the language set to Traditional Chinese.
Fixed script error that occasionally occurred when one of Caliban’s summoned Conculysts were killed.
Fixed Crash that occurred in New War Quest related to Last Gasp when starting as the Drifter.
Fixed script error that could occur when spawning Sentient enemies in the Simulacrum.
Fixed script error when viewing the Eidolon Lure in Codex.
Fixed script error related to the Soma Prime.
Fixed some of the recommended trick inputs being incorrect in the Waverider Quest.
Fixed the Imperial Rampart Codex entry using the model for the regular Rampart.
Fixes towards an out of memory crash during The New War.
Note:
We showed a new Landing Craft on Devstream #163, but there were some issues with it so it is not launching this update, but will be coming in the future!
Xbox has revealed a new Elite Series 2 controller variant called the Xbox Elite Series 2 – Core. The announcement came alongside a trailer and an official blog post which shed a light on everything included in this variant of the Elite Series 2, which is a lot cheaper.
Here’s a list of features included in the Xbox Elite Series 2 – Core controller:
Adjustable-tension thumbsticks
Wrap-around rubberized grip
Shorter hair trigger locks
Limitless customization with exclusive button mapping options in the Xbox Accessories app
Up to 40 hours of rechargeable battery life
The current Elite Series 2 consists of everything the Core variant has to offer and includes different thumbsticks, D-pad, a paddle shape, and a carrying case. In simpler words, the Elite Series 2 – Core is basically a cheaper version of the current Elite Series 2 but doesn’t come with all the extra accessories (component pack) that can be found included with the variant available right now. Here’s a visual comparison of the two versions:
Xbox Elite Series 2 – Core is available to pre-order right now for $129.99 on the Microsoft Store. The extra accessories, otherwise known as the “component pack” can also be bought separately for $59.99. Both the Core controller and component pack will launch officially later this month on 21 September, 2022.
After quite a delay, Motion Twin has released Dead Cells update 1.39, and this is for the big Panchanku update that’s been available on PC since last month! Read on for the full Dead Cells September 7 patch notes.
Dead Cells Update 1.39 Patch Notes | Dead Cells September 7 Patch Notes:
Here’s the TLDR of the update:
panchaku and new ‘flame head’ Bobby outfit
rebalancing on weapons & items
rework of legendaries system
Soul Knight weapon and outfit
pet your pets
roadmap and Evil Empire/Motion Twin priorities
Panchaku & Bobby outfit
After numerous requests following the animated Bad Seed trailer, we’re finally adding the panchaku to Dead Cells, with a new outfit inspired by Bobby Pills’ trailers.
We already had a ‘Bobby’ skin, but now the iconic pink flame head is here to make it complete. You can stop pestering us now, or just move onto the next shiny thing you reprobates want.
Sorry for the potato quality, the 5MB limit on Steam just kills my gifs
The panchaku is simply two frying pans tied together with a piece of string, which crits on enemies facing you and has a slick combo with hits behind and all around you.
It can also reflect bombs and projectiles in the middle of the combo. So a slight upgrade on the Vorpan…
Item reworks
It’s been a while since our last major rebalance of weapons, with the ‘What’s the Damage?’ update releasing over a year ago. Since then we’ve had new items and mutations from the ‘Everyone is Here’ and the ‘Break the Bank’ updates, plus ‘The Queen and the Sea’ DLC, so there’s a few imbalances here and there.
So, we’re making changes to 29 weapons and skills (and a mutation!) to rebalance the item pool.
Why do we do rebalancing? This isn’t a multiplayer game after all…
Well, we need to do this to keep the variety element strong – a good roguelite should offer you difficult choices. If you’re going to take the same 2 or 3 weapons every time because they’re OP, then you’re going to get bored very quickly. And we don’t want you to get bored of Dead Cells!
That’s why we need to bring items to the same power level (or as close as possible) to encourage players to explore and use more of the item pool.
Here’s the buffs & nerfs:
Buffs:
Hard Light Sword and Pistol: slight damage buff to the sword and attack speed buff to the pistol
Hokuto’s Bow: damage bonus buffed
Queen’s Rapier: the delayed slice hits sooner
Maw of the Deep: attack speed buff
Wrecking Ball: first and last attack are faster + greatly reduced lock on Wrecking Ball’s third and fourth attacks
Leghugger: now jumps on a nearby target before launching its reactivation attack + keeps its growth state across instances of the object in a run
Killing Deck: damage buff on the first 2 attacks
Hand Hook: now also crits when the thrown enemy hits another entity + removed the first hit + greatly reduced the lock of the last attack.
Greed Shield: can now trigger once per enemy every 10 seconds + damage buff
Frantic Sword: crit multiplier is now inversely proportional to your life (when at or under 50% max life)
Abyssal Trident: slight damage buff
Shrapnel Axes: slight damage buff
Pollo Power: now fires 1 more egg + damage buff
Crowbar: now also crits on beast enemies (hand-picked, think “non-humanoid, non-mechanic”)
Lightning Bolt: now crits one tick earlier and damages you 1 tick later
Spiked Shield: crit damage buff
Cudgel: Bullets parried will now stun enemies as well.
Gilded Yumi rework:
– Reduced the ammo count to 2.
– Now has a 2-hit combo, which shoots the second arrow faster.
– Is now considered to be a Heavy Weapon.
– Increased the overall weapon speed.
– Increased the base damage, reduced the crit multiplier.
– Damage no longer gets split between hit enemies.
– Arrows now pierce all enemies.
– Bosses get dragged by the arrow more.
– Reduced the arrow’s speed.
– No longer stuns in an AoE on hit.
– Can’t roll ammo or pierce affixes anymore.
Nerfs:
Smoke Bomb: scaling heavily nerfed (it was following the same formula as the stats)
Grappling Hook: same as Smoke Bomb
Boy’s Axe: damage nerf + can’t roll the Extra Ammo affix + can’t be affected by Ammo mutation
Bladed Tonfas: slight crit multiplier nerf
Lacerating Aura: cooldown now starts at the end of the effect instead of starting at cast
Maw of the Deep: its root is now less effective on bosses
Crusher: its slow is now less effective on bosses
Hunter’s Grenade: no longer provides stats
Rapier: damage nerf
Sonic Carbine: damage nerf
Hokuto’s Bow: procs less often
Barbed Tips: damage of each stack is reduced the more arrows there are in the enemy. 1 arrow = 40dmg, 2 arrows = 74dmg, 3 arrows = 104dmg, etc.
Legendary item change
Moving on to the legendary item change, which we’ve wanted to do for a while. For those who don’t know, legendary items are the gold-coloured items.
In the old system, their damage would scale off your two highest stats (Brutality, Tactics and Survival), which wasn’t intuitive with the stats system. Your average player usually just spread points between the off-colour stats to gain maximum health.
As the legendaries power was affected by your two highest stats, it meant that you would need to put points on only one of the stats that you weren’t using to get maximum damage from legendaries.
Basically the whole thing wasn’t very clear.
It was also just not very interesting – the only thing that legendaries gave you was more damage, that was it. More damage is always good, but we wanted to make it better!
So to replace the old system, we’re introducing legendary affixes (affixes are the tasty extra powers you get on items, like 60% damage to a bleeding enemy).
All the legendary affixes have been specifically added to certain weapons so that they each have a synergy with their item’s gameplay. This way, they’ll be making legendaries stronger than your typical weapon version by adding an extra, complimentary gameplay element instead of just upping the damage.
We’ve created a few brand new affixes as well as using some existing ones. There are a lot of legendary affixes in this list, so if you don’t really care about specifics you should just scroll past!
Melee Weapons
Balanced Blade: Run Speed on Crit
Spite Sword: Poison Skin Area
Assassin’s Dagger: Mega Crit
Blood Sword: Double Stack
Twin Daggers: Run Speed on Crit
Broadsword: Global Shield on Kill
Shovel: Better Secrets
Cursed Sword: True Evil
Sadist’s Stiletto: Super Back Damage
Swift Sword: Run Speed on Kill
Giant Killer: God Slayer
Shrapnel Axes: Fire Bullet
Seismic Strike: Death Root
War Spear: Run Speed on Crit
Impaler: Super Back Damage
Symmetrical Lance: Quad Damage Free & Ignore Global Shields
Rapier: Run Speed on Crit
Meat Skewer: Super Back Damage
Nutcracker: Death Root
Spartan Sandals: Fire Feet
Spiked Boots: Run Speed on Crit
Hayabusa Boots: Super Back Damage
Hayabusa Gauntlets: Mega Crit
Valmont’s Whip: Mega Crit
Wrenching Whip: Bleed on Hit
Oiled Sword: Poison on Hit
Torch: Double Stack
Frantic Sword: Heal Mid Life
Flawless: Run Speed on Crit
Flint: Fire on Hit
Flawless: Run Speed on Crit
Tentacle: Poison on Hit
Vorpan: Fire on Hit
Flashing Fans: Bleed on Hit
Scythe Claw: Death Root
Rhythm n’ Bouzouki: Fire on Hit
Crowbar: Super Back Damage
Snake Fangs: Double Stack
Iron Staff: Frost Shield
Ferryman’s Lantern (Melee): Fire on Hit
Hattori’s Katana: Mega Crit
Explosive Crossbow (Melee): Death Freeze
Tombstone: Cascading Tomb
Oven Axe: Run Speed on Crit
Toothpick: Heavy Stun
Toothpick (Broken): Rebuild on Kill
Machete and Pistol: Bleed on Hit
Hard Light Sword (Sword): Mega Crit
Pure Nail: Death Worm
Bone: Run Speed on Crit
Abyssal Trident: Run Speed on Crit
Hand Hook: Bleed on Hit
Maw of the Deep: Triple Bullets
Bladed Tonfas: Run Speed on Kill
Wrecking Ball: Speed Ball
Queen’s Rapier: Super Slice
Dagger of Profit: Run Speed on Crit
Gold Digger: Heavy Stun
Panchaku: Fire on Hit
Ranged Weapons
Multiple-nocks Bow: Double Bullets
Bow and Endless Quiver: Poison on Hit
Marksman’s Bow: Heavy Stun
Sonic Carbine: Poison Bullet
Infantry Bow: Bleed on Hit
Quick Bow: Mega Crit
Ice Bow: Strong Ice
Heavy Crossbow: Super Pierce
Heavy Crossbow (Reload): Global Shield on Use
Repeater Crossbow: Super Pierce
Repeater Crossbow (Quiver of Bolts): Pierce
Ice Crossbow: Strong Ice
Ice Crossbow (Piercing Shot): Death Freeze
Explosive Crossbow: Super Pierce
Alchemic Carbine: Double Stack
Boomerang: Extra Ammo Few
Hemorrhage: Bleed Propagation
The Boy’s Axe: Extra Ammo Few
War Javelin: Fire Bullet
Hokuto’s Bow: Super Pierce
Nerves of Steel: Mega Crit
Throwing Knife: Bleed Propagation
Electric Whip: Super Back Damage
Firebrands: Double Stack
Ice Shards: Death Freeze
Pyrotechnics: Double Stack
Lightning Bolt: Global Shield on Kill
Fire Blast: Global Shield on Use
Frost Blast: Strong Ice
Magic Missiles: Super Pierce
Blowgun: Poison Cloud on Hit
Barrel Launcher: Death Fire
Ferryman’s Lantern (Soul Shot): Fire Bullet
Hard Light Gun: Double Stack
Killing Deck: Bleed on Hit
Gilded Yumi: Fire Bullet
Money Shooter: Super Pierce
Magic Bow: Double Bullets
Shields
Front Line Shield: Counter Attack
Cudgel: Long Stun
Punishment: Death Freeze
Knockback Shield: Death Root
Rampart: Frost Shield
Assault Shield: Heavy Stun
Bloodthirsty Shield: Double Stack
Greed Shield: Gold Damage Buff
Spiked Shield: Mega Crit
Parry Shield: Stun Shield
Force Shield: Frost Shield
Thunder Shield: Poison Shield
Ice Shield: Strong Ice
Deployable Traps
Double Crossb-o-matic: Super Pierce
Sinew Slicer: Bleed Propagation
Heavy Turret: Super Pierce
Barnacle: Poison Bullet
Flamethrower Turret: Double Stack
Cleaver: Double Stack
Wolf Trap: Ice on Stop
Crusher: Ice on Stop
Explosive Decoy: Run Speed on Kill
Emergency Door: Deployed Dmg
Tesla Coil: Oil and Fire on Destroy
Scavenged Bombard: Double Speed
Grenades
Powerful Grenade: Bigger Explosion
Infantry Grenade: Oil
Cluster Grenade: Echo
Magnetic Grenade: Echo
Stun Grenade: Long Stun
Ice Grenade: Strong Ice
Fire Grenade: Bigger Explosion
Root Grenade: Death Root
Oil Grenade: Death Fire
Swarm Grenade: Poison on Hit (yes, it applies to the biters’ attacks)
Powers
Death Orb: Double Speed
Tornado: Double Speed
Knife Dance: Bleed Poison
Corrupted Power: Global Shield on Use
Vampirism: Oil and Fire on Use
Tonic: Extended Duration
Grappling Hook: Fire on Use
Phaser: Poison on use
Corrosive Cloud: Double Stack
Lacerating Aura: Bleed on Hit
Wave of Denial: Oil and Fire on Use
Wings of the Crow: Global Shield on Use
Great Owl of War: Super Pierce
Lightspeed: Global Shield on Use
Giant Whistle: Echo
Telluric Shock: Global Shield on Kill
<Spoiler Item>: Run Speed on Kill
Smoke Bomb: Run Speed on Use
Mushroom Boi!: Poison Cloud on Hit
Lightning Rods: Fire on Stop
Scarecrow Sickles: Double Bullets
Ice Armor: White Walker
Serenade: Durability Up
Cocoon: Frost Shield
Face Flask: Oil and Fire on Use
Pollo Power: Death Worm
Leghugger: Bleed on Hit
Legendaries will always roll their legendary affix and they cannot be removed, rerolled or replaced.
Also just to be clear, we’ve removed the double stat scaling system, although legendaries will remain colorless in terms of scaling, which means that they scale off whichever of your stats has the highest value.
More legendary affixes will be coming in future updates, so keep your eyes peeled.
Oh and we’re also adding an option in Custom Mode to allow ‘legendary-only’ runs:
Look at all that gooooold!
Soul Knight content
We’re also introducing content from Soul Knight, another roguelite that already has Dead Cells content in it, so we’re returning the favour!
The Magic Bow fires 5 slow-moving arrows, which make up for their lack of speed by homing in to their nearest enemy. Each arrow that successively hits the same enemy does more damage to that enemy.
The Knight outfit adds the pint-sized adventurer and his oversized head as an option.
Pet the pet
The last bit of content we’re adding is letting you pet the pets.
In transitions between biomes you just need to long press the interact button to show some love to your latest companion. You won’t get any benefit from this, it’s just something fun for us to add. I mean why wouldn’t we add this!
Unfortunately the owl was too awkward to code this for, so it will never know the loving touch of the Beheaded…
Other additions
Reworked the Outfit Selection UI. It is now a grid displaying the icons of all the unlocked outfits, as well as an in-game preview.
Added Teleportation Monoliths before the exits leading to Forgotten Sepulcher.
Added an exit to Clock Tower in Graveyard, for cases where the player would get softlocked otherwise.
In Ramparts, prevented the exit leading to Conjunctivius from being locked behind a Breakable Ground.
In Prisoners’ Quarters, if the player has the Spider Rune but not the Vine Rune, the passage to the Sewers door will now use a specific room. Yes, this is a very specific change, don’t ask about it.
Weapons’ icons on the HUD now fade away when their controls are locked.
Uniformized the different speed bonus feedbacks.
Made double tap input option for Dive Attack more reliable and consistent.
Talisman DoT Affixes now scale based on the highest tier stat, instead of the tier average.
Gold Gorgers now can’t attack or teleport to the player if they didn’t see the player at least once.
Bug fixes
Fixed Corrosive Cloud not triggering the Bleed Propagation affix.
Fixed Serenade sometimes losing its affixes on use.
Fixed Explosive Barrels not updating properly when not on screen.
Disabled gravity when picking up a scroll, to prevent a softlock when falling offscreen.
Fixed tier icons not displaying properly on colorless items.
Fixed the Bank Pop-up and the 1BC Pop-up overlapping.
Corrosive Cloud now correctly displays its synergy with Bleed.
Fixed the Cherry on the Cake bombs not dealing any damage to the player.
Added the missing world map transition of Distillery -> Lighthouse.
Fixed Conjunctivius sometimes shooting projectiles during the death animation.
Fixed the Hunter’s Grenade not spawning back when thrown off a cliff, or when an enemy converted to elite fell of a cliff.
Fixed a crash when picking up an amulet with the Homunculus Rune in the Daily Challenge.
Fixed Mushroom Boi getting stuck in the dash animation after triggering the explosion.
Fixed Mutineers’ melee attack not having the attack warning.
Fixed Invisibility not affecting the player’s head or scarf.
Fixed Armored Shrimps moving while frozen.
Fixed the player getting stuck off-screen in some specific situations.
Fixed pets sometimes dying for no apparent reasons
Fixed the Leghugger not teleporting back to the player when too far away.
Fixed minimap refresh hiding part of the maps revealed by Explorer’s Instinct.
Fixed Scrolls on the minimap not displaying their Stat icon, when triggering Explorer’s Instincts.
Fixed mutations going higher and higher on the HUD every time the player changes the “place backpack next to weapons” option.
Fixed Queen sometimes getting stuck on the “Reality Slices” phase.
Fixed some powers and effects not working properly after going through a ZDoor, as well as their visual disappearing:
– Ice Armor’s sprite.
– Cell Bonus FX.
– Lacerating Aura FX.
– Wings of the Crow FX.
Fixed elite Gold Gorgers using Elite Skills when transformed by the Hunter’s Grenade.
Fixed Barbed Tips damage multiplier being applied one stack too early.
Fixed Two-Handed Weapons not properly generating their legendary affix.
Fixed the way DoT Effects damage scale was calculated, leading to some of them dealing less damage than intended.
Fixed Custom Heads being on the wrong layer after the player was thrown by the Queen.
Fixed DPS display on weapons not working properly with damage multipliers.
Fixed DPS display for the Bone.
Fixed options text getting out of the frame when opened on the main menu.
Roll7 has pushed out Rollerdrome update 1.04, which brings a slew of fixes to the skating-action game. Read on for the official Rollerdrome September 7 patch notes.