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Disney Dreamlight Valley Trailer Shows Off Disney’s Own Animal Crossing

Gameloft has shown off the first Disney Dreamlight Valley trailer, a new free-to-play life sim that features characters from the Disney and Pixar franchises. Check out the trailer in action below to see Disney’s very own take on Animal Crossing.

Besides the trailer, here are the first details on Disney Dreamlight Valley:

Arriving in the dream world of Dreamlight Valley, players will embark on an enchanting quest to restore a once-idyllic village now desolate and full of Night Thorns after a mysterious event called The Forgetting. Uncover the mysterious secrets that led you to this new world and explore diverse realms inspired by classic Disney and Pixar worlds, while helping the iconic inhabitants of the town recover their lost memories. In this experience, players will meet and build friendships with beloved characters from Mickey & Friends to Disney’s The Lion King, The Little Mermaid, and Moana to Disney and Pixar’s Toy Story and more. Dive in and immerse in a multitude of unique individualized story arcs and enjoy activities with some of the village’s most memorable characters, such as whipping up a delectable Disney-themed dishes alongside Remy from Disney and Pixar’s Ratatouille inside of your own village restaurant, fishing at the fishing hole with Goofy, or growing vegetables from Wall-E’s garden patch.

Players will be able to design the Disney and Pixar villages of their dreams across multiple unique biomes, ranging from the snowy mountains of the Frosted Heights to the Peaceful Meadow and beyond—with a wealth of customization options for their avatars, homes, and villages. The game will feature an ever-evolving list of Disney-princess-inspired ballgowns, Mickey-adorned streetwear, Frozen-inspired antique kitchen designs, and more.

Disney Dreamlight Valley is coming to PS5, Xbox Series, PS4, Xbox One, Switch, and PC and Mac via Steam, Epic Games Store, Microsoft Store, and Mac App Store in 2023.

MP1st Staff

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Halo MCC Update for April 27 Brings Fixes to Multiple Titles

343 Industries has released a Halo Master Chief Collection patch today, and this brings fixes to Halo: Combat Evolved, Halo 2, and more! Read up on everything new in the Halo MCC update for April 27 patch notes.

Halo MCC Update for April 27 Patch Notes:

Resolved Issues

The following changes were made in the April 27, 2022 patch.

  • Improvements to Classic Audio in Halo: Combat Evolved.
  • Rockets in Halo 2 Classic multiplayer now correctly lock onto and track vehicles.
  • All players are now visible in Halo 2 Anniversary multiplayer matches.
  • In Halo 2 Classic multiplayer, the Mongoose will no longer spawn in Custom Games when the light vehicle option is set to Random.
    • The Mongoose is still available for use in Halo 2’s mod tools.
    • For more information on Halo: The Master Chief Collection’s mod tools, please visit the modding sub-forum on Steam.
  • The Field Medic skin for the Gauss Warthog has been removed from the Halo 3 Customization menu. While this skin was available in menus, no in-game version of this skin existed and it was incorrectly unlocked for players.
  • A crash caused by uploading map variants created on an Xbox 360 via the Private Files menu has been resolved.
    • If you are still experiencing crashes when uploading these map variants from the Private Files menu to your Shared Files, please submit a ticket.

There was a bigger patch released a few weeks ago for Halo MCC, and you can read about that right here.

Source: Waypoint Support

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Alex Co

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

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The Quarry Will Feature 186 Endings, With the Script at Over 1000 Pages

In an exclusive, game director Will Bynes confirms that The Quarry will feature a whopping 186 endings, with the script for the game at over 1000 pages! This just goes to show the scale of the game’s narrative, and in the interview Supermassive Games gives us a glimpse of how to create such an open-ended title.

In an exclusive with IGN, The Quarry game director Will Bynes talks about the scope of the game’s narrative, which culminates in 186 different endings for the game across all the nine characters:

“Writing a branching narrative is a really interesting exercise. We write a full, hundred page screenplay as if it were a movie. We develop our character styles, and once we’ve got that, then we can start looking at how we break that out into a full 10 hour experience.”

“Actors are used to, on a feature film, a hundred page script. So when we send the actors the scripts they get very alarmed because they’re huge. The script for this is over a thousand pages. We have to shoot about 50 pages a day, which is unheard of. It’s just a mad amount of footage. But obviously a lot of what they’re learning is the same thing again and again and again, but a different branch.”

It will be interesting to see how these design choices play out; on the one hand, it can be overwhelming, daunting even, to look for that perfect ending. However, it’s also quite amazing that there are tons of different endings to uncover depending on the choices you make that you will likely be replaying it over and over again.

The Quarry releases on consoles and PC this June 10. Check out the prologue in action here, featuring two of the game’s characters.

Source: IGN

MP1st Staff

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Ace Combat 7 Top Gun Maverick DLC Announced, Will Feature Aircraft from the Movie

A new epic collaboration is coming, with Bandai Namco announcing an Ace Combat 7 Top Gun Maverick DLC featuring aircraft from the upcoming movie! A sequel to the 1986 classic, Top Gun Maverick stars Tom Cruise, who also starred in the original, and featuring a new cast of characters as well. The collaboration release date is yet to be announced, but it will be a tie-in to the movie for its impending release.

As per the official JP site for the collaboration DLC, here are some more details on the Ace Combat 7 Top Gun Maverick DLC:

The dream collaboration between this work and the latest popular flight shooting game “ACE COMBAT ™ 7: SKIES UNKNOWN”, which has shipped over 16 million units in the series, has been realized! [F / A-18E Super Hornet] and [F / A-18E Super Hornet] appearing in the movie “ACE COMBAT ™ 7: SKIES UNKNOWN – TOP GUN: Maverick Aircraft Set-“, which is a paid download content scheduled to be delivered this spring. [F-14A Tomcat] and other two types of fighters that represent “Top Gun” will appear as playable aircraft. In addition to content such as collaboration emblems that can be used in the game, there is also a “Chest Heat” specification that is coveted by “Top Gun” fans who can enjoy that “Top Gun Anthem” (arranged by Keiki Kobayashi ver.) As BGM in multiplayer! Please look forward to this collaboration without any mistake that you can enjoy the world view of the movie that is about to be released!

Stay tuned for further news on this DLC, as well as the patch notes once this new update for Ace Combat 7 finally arrives!

Source: Top Gun Movie JP

MP1st Staff

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Diablo 2 Resurrected Update 1.16 Slices Out for Bug Fixes & Preps for Ladder Launch This April 27

Blizzard Entertainment has released Diablo 2 Resurrected update 1.16 (PS5 version 1.016), which is tagged as version 2.4.1.3 by the devs! This includes a few bug fixes, but also preps the game for the official Ladder launch!

Diablo 2 Resurrected Update 1.16 Patch Notes | Diablo 2 Resurrected Update 1.016 Patch Notes | Diablo 2 Resurrected April 27 Patch Notes:

Today we are releasing an update to Diablo II: Resurrected Patch 2.4 (Build Version | 69324) as we prep for the official Ladder launch! With this update we are not anticipating any downtime for players, however, we will monitor our channels here to ensure all is well. In addition to back-end updates for Ladder launch, this update will include some bug fixes. Here’s a list of what’s getting fixed:

Build Version | 69324

Bug Fixes

  • Fixed an issue where the ‘Confine Mouse Cursor’ option would re-enable whenever a cinematic is viewed
  • Fixed an issue where having Fist of the Heavens bound could impede your ability to pick up items
  • Fixed an issue where text to speech was not working properly
Source: Blizzard forums
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Alex Co

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

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WWE 2K22 Update 1.10 Piledrives Out for Community Creation Fixes This April 27

Visual Concepts has released the WWE 2K22 update 1.10 (PS5 version 1.010) patch today, and this is to fix a bug regarding Community Creations! There seems to be no gameplay-related improvements in tow with this patch. Read on for the WWE 2K22 April 27 patch notes.

WWE 2K22 Update 1.10 Patch Notes | WWE 2K22 Update 1.010 Patch Notes | WWE 2K22 April 27 Patch Notes:

Here’s the announcement from Visual Concepts:

#WWE2K22 HotFix Patch Update 1.10 is LIVE!

⭐ This update consists of continued improvements to the stability of the game when downloading multiple Superstars from Community Creations.

Thanks for your patience!

Yep, that seems to be it. In terms of new content though, the WWE 2K22 Banzai Pack was released yesterday, and it includes fan-fave Yokozuna, Rikishi, “The Samoan Bulldog” Umaga, Omos and NXT star Kacy Catanzaro.

There are five total DLC packs set to be available in the coming months, which will feature 27 new playable wrestlers. Players interested can purchase each DLC pack individually, or the entire set via the Season Pass.

To see the latest update (patch 1.09) which housed a lot of gameplay-related improvements, head on over here.

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Alex Co

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

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Modern Warfare and Warzone Update 1.57 Patch Notes; Ushers in Season 3 Classified Arms This April 27

Raven Software has released the COD Modern Warfare and Warzone update 1.57 patch today, and this one ushers in Season 3 Classified Arms across all platforms! Check out the full Modern Warfare and Warzone April 27 update patch notes below.

Modern Warfare & Warzone Update 1.57 Patch Notes | Modern Warfare & Warzone Season 3 Patch Notes | Modern Warfare and Warzone April 27 Patch Notes:

SEASON THREE LAUNCH

RICOCHET ANTI-CHEATTM

This week #TeamRICOCHET brings the kernel level driver to Call of Duty: Vanguard and details new mitigation techniques in Warzone. For more information, check out the RICOCHET Anti-CheatTM Progress Report here.

PLAYLIST

For regular updates about the Playlist and other Scheduled Events, check out the dedicated Warzone Trello Board.

BATTLE PASS

The Season Three Battle Pass for Vanguard and Warzone is bringing out the big guns to handle the monstrous fight ahead, offering dozens of free items, Legendary content, and more across all 100 Tiers.

For more information about the contents of the Season Three Battle Pass, check out the official blog here!

EVENTS

New Event: Operation Monarch

Operation Monarch, a special limited-time event featuring the iconic Titans of the Monsterverse – Godzilla and Kong, will introduce a new game mode for Quads inspired by several of Warzone’s best experiences to date.

Operation Monarch will go live at 9 AM PT May 11. More information to come soon.

MODES

New Mode: Caldera Iron Trials

The fan-favorite mode, Iron Trials, is back. This time on Caldera. Here’s a recap of the Iron Trials experience:

  • General
    • No free Loadout Drops
    • ATVs, Tac Rovers, and Squad Transports only
    • Buy Station prices are increased
    • Cash retained on death increased
    • Melee Finisher Damage capped at 150
  • Operators
    • Base Health increased
    • Health Regeneration
      • Regeneration amount decreased
      • Delay timer increased
    • Starting equipment adjusted
  • Loot
    • Epic and Legendary Weapons are harder to find
    • Killstreak drop rates are reduced
    • Large Cash piles are harder to find
    • Removed Field Upgrades
      • Stopping Power
      • Dead Silence
  • Equipment
    • Sniper Rifle single shots only down Players up to a maximum of 90 meters
      • These ranges vary considerably between Sniper Rifles
    • Stun Grenade stun duration decreased
    • Medical Syringe regeneration rate decreased
  • Gulag
    • Exclusive Gulag Loadouts
      • No Akimbo
      • No Semi-Auto or Fully-Auto Shotguns
    • Limited Tactical Equipment
    • Players redeploy with remaining equipment

Plunder Adjustments

  • Increased Carrying Limit

Players had a hard limit in Plunder of carrying a maximum of $1.6 million. Whilst this is an extremely unlikely scenario, we wanted to make the system more robust for the minority of Players that achieve such a feat.

Rebirth Resurgence Adjustments

  • Players no longer spawn with Handgun Charlie (BOCW) as a starting Weapon

MAPS

New Gulag: Hold

A roughly symmetrical arena is based in the belly of a ship moored just off the coast of Caldera, with identical hallways on the perimeter of an otherwise open space.

 

New Location: Dig Site

Located between the Mine and the Ruins, Dig Site provides Operators the opportunity to rummage through abandoned excavation equipment, tents, and massive skeletons for Supply Boxes and other items.

 

New Skybox

A dark storm approaches…

 

Updated Locations

  • Peak
    • New Constructs, Supply Boxes, Contracts, ascenders, and a fresh coat of paint.

 

  • Runway
    • New barracks, hangars, and other structural additions.

 

  • Lagoon
    • New sandbar, paths, and cover.

 

GENERAL

  • Private Matches
    • Added Rebirth Resurgence Solos
    • Added Rebirth Iron Trials
    • Added support for new Rebirth Island features (Comms Towers and Weapon Trade Stations) in some Modes
  • XP Token Accessibility
    • XP Tokens can now be activated from in-game through the menu.

 

GAMEPLAY

New Features

 

  • “Sabotage” Contract
    • Players will be given a vehicle target somewhere on the map. Destruction of the target will be rewarded with an Armored Truck Deployment via plane. Be warned, this Armored Truck can just as easily become someone else’s…
  • High Value Loot Zones (In-Season)
    • These zones are represented on the Tac Map by a very appropriate “$” sign and will provide the best looting opportunities. These zones will be complimented by Rebirth Supply Boxes that will provide recurring loot opportunities.

With Season One, we introduced Public Events, like Cash Drops, during Infil to draw Players towards new loot locations. We have been happy with the results of these ‘honeypot’ opportunities but we want to take it a step further. Starting with Operation Monarch, we will be introducing “High Value Loot Zones” to provide new, fruitful opportunities for Players willing to take the risk.

 

General Adjustments

  • Gas Mask

    • Will no longer interrupt a falling Player, thus allowing them to still be able to pull their parachute when falling to preserve their life.
    • Won’t play animation when the Player is ADS and affected by the gas from Nebula V Rounds

The Gas Mask remains a continued focus for our Quality of Life efforts. It plays an important role both in gameplay and the visceral Call of Duty feeling, but we felt that we had seen one too many videos of Players jumping from high heights into the Gas and the game incorrectly prioritizing the Gas Mask animation over the parachute… and we all know how that scenario ends.

  • “Most Wanted” Contract

    • Timer reduction via the following…
      • Eliminating opponents reduces the timer by 20 seconds
      • Opening Supply Boxes reduces the timer by 5 seconds
      • We want this to be a Contract that both promotes and rewards aggressive play.
    • Players can no longer use the Tac Map to ping an enemy Most Wanted target directly.
      • We felt this method was unfairly punishing and provided too great a degree of accuracy that was almost impossible to be countered by the target.
    • The refresh rate of the Most Wanted target on the Tac Map has been increased, to counterbalance the removal of the above ping.
      • This brings balance and still allows tracking of the approximate location of the target.

We reviewed the data for the Most Wanted Contract and we felt that improvements needed to be made to increase its engagement and success rate, whilst still retaining the all important risk/reward that it offers.

  • “Bounty” Contract

    • Speed increase to Tac Map refresh rate
      • This is especially noticeable when a target is in a vehicle to better inform Players that a vehicle chase may be required.
  • Deployable Buy Stations

    • When a Player pings a Deployable Buy Station, there will now be dedicated audio/narration to better inform squad mates of the Players’ intentions.
  • Redeploy Positioning Improvements

    • Players who redeploy via Gulag victory or are bought back will now spawn in close proximity to their squad or Loadout.

 

Caldera Adjustments

Loot that spawns across Caldera have been adjusted…

  • Added Perks
    • Battle Hardened
    • Engineer
    • High Alert
    • Restock
    • Tempered
    • Quick Fix
    • Scavenger
    • Pointman (Plunder Exclusive)
  • Notes:
    • Only one of each Perk can be equipped at any one time.
    • Lootable Perks can be pinged to communicate to your squad.
    • Lootable Perks are additive to Loadout Perks.
    • All Perks are unequipped on death but do not drop.

We want to further increase the value and rewards of looting during the mid-game. It’s important for both pacing and movement in Battle Royale that there are always new rewards to be found for Players who rotate through locations for greater loot advantages, and our first step on this path is to bring single Perks into loot. From our internal testing, this change has brought a wealth of new Player stories and we will continue to roll out additional Perks in this manner as we review player feedback and data on how it improves the pacing and experience of Battle Royale. These lootable perks will launch first in Caldera, and then to Rebirth Island at a later date.


Rebirth Island Adjustments

  • Spawn Protection Improvements

    • Removed the damage reduction scaling system that was based on ground distance
    • System is disabled if a Player is near the ground or an opponent
    • Players who have the shield icon will only take a flat 25% of the damage received
    • Spawn protection will no longer reduce gas circle damage

Whilst Spawn Protection plays an important role in any multi-life game mode, we felt it needed some extra refinement to make sure it cannot be exploited by Players. We will continue to monitor Player behavior in this area and make further changes throughout the season if required.

  • Weapon Trade Station Adjustments

    • Reduced Specialist Token drop rate
      • We’ve enjoyed the engagement Players have been having with the Weapon Trade Station and the Specialist Token reward, but felt it was slightly on the high side so have made a reduction.
    • The station will now look for empty space to drop your rewards
      • We found it a bit annoying to pick up loot after you traded your weapon so we’ve polished this moment. The system will now always look for an empty space when dropping your rewards

Later this season…

  • Footstep Audio Improvements
    • We are looking to bring in additional audio improvements to footsteps during the season as a priority.
  • Slide Camera Lock Improvement
    • We have heard from our community that the camera lock that can occasionally happen while sliding down a vertical descent can be frustrating and lead to a negative outcome in a combat encounter. We are pleased to announce that this will be addressed soon.

UI/UX

  • Buy Stations
    • No longer require confirmation when making a purchase

The confirmation box when making a Buy Station purchase had good intentions, but we felt that the muscle memory had become so ingrained in Players to double-tap twice in succession. This was causing unnecessary friction in a potentially hostile combat situation, versus the unlikelihood of mistakes being made. We plan to make additional refinements to the Buy Station experience during the Season.

BUG FIXES

  • Fixed an issue causing incorrect Ping positioning when used on the Tac Map near Redeploy Balloons.
  • Fixed an issue that caused Players to get stuck in AA turrets if they interacted with it at the same time it was destroyed.
  • Fixed an issue that prevented carriable gasoline from being picked up while Dead Silence is active.
  • Fixed an issue that allowed Players to glitch-carry carriable gasoline up ladders.
  • Fixed an issue that was preventing skyhook balloons from receiving damage from certain explosives and thermite-based sources.
  • Fixed an issue that allowed Players to have unlimited gas immunity when entering the area of effect of a PDS as it ends.
  • Fixed an issue that caused Vehicles to receive less damage than intended.
  • Fixed an issue that caused Players to be kicked back to the Main Menu when attempting to preview Vanguard Charms.
  • Fixed an issue that caused Buy Station UI selections to reset to the top when attempting to scroll up.
  • Fixed an issue that caused the Armaguerra 43 (VG) to have the same codename as another Weapon.
  • Fixed an issue that caused Helicopters flying near Capital to be pulled towards the ground.
  • Fixed an issue that caused the “Fenrir Unchained” Finisher to not be available in the Finishing Moves menu.
  • Fixed an issue that caused Blueprint-specific Attachments for the “Purgatory Lost” Blueprint to not be available in the Gunsmith Customs menu.
  • Fixed an issue that caused the “Mod. 3 10.0x Telescopic” Optic on the M1 Garand (VG) to appear blacked out when a Player would ADS.
  • Fixed an issue that caused the Player’s view to be obstructed when using Park’s “Petal Pusher” Operator Skin.
  • Fixed an issue that allowed Players to clip into stairs in a certain area of the map.
  • Fixed an issue that resulted in the Armaguerra’s Botti DA Stock not receiving a bonus to flinch like intended.

KNOWN ISSUES

  • Private Matches are temporarily disabled due to stability issues.

For a list of other known #Warzone issues, please check out our dedicated Trello Board.

WEAPONS

New Weapons

  • M1916: Marksman Rifle (VG)
    • A semi-automatic rifle with a deadly combination of power and fire rate. Lethal at any range in the hands of a capable marksman.
  • Nikita AVT: Assault Rifle (VG)
    • Heavy, powerful, and fast firing. This Assault Rifle can be outfitted to excel in both CQC and mid range combat.

New Unlock Challenge Missions 

  • KG M40 (VG)
    • Earn 3 double kill medals with an AR in a single match 15 times.
  • Whitley (VG)
    • Destroy 3 killstreaks with an LMG in a single match 15 times.

Weapon Adjustments
» Assault Rifles «

  • Assault Rifle Alpha (VG) 
    • .30 Russian Short 45 Round Mags
      • Damage Range decreased to 10%, down from 20%
      • Horizontal Recoil Control penalty decreased to -23%, down from -25%
      • Vertical Recoil Control penalty decreased to -18%, down from 20%
      • Visual Recoil decreased
    • 7.62 Gorenko 50 Round Mags
      • Damage Range penalty removed
      • Bullet Velocity penalty removed
    • Krausnick 620mm Precision
      • Bullet Velocity increased to 40%, up from 30%
      • Now increases Damage Range by 20%
    • VDD 320mm 02B
      • Bullet Velocity increased to 30%, up from -12%
      • Damage Range increased to 10%, up from -10%
      • Horizontal Recoil Control penalty decreased to -18%, down from -25%
      • Initial Firing Recoil penalty decreased to -10%, down from -20%
    • VDD 760mm 05B
      • Damage Range increased to 35%, up from 15%
      • Bullet Velocity increased to 50%, up from 40%
  • Assault Rifle Bravo (VG) 
    • .303 British Round Mags 
      • Capacity increased to 36, up from 32
    • 6.5 Sakura Round Mags
      • Capacity increased to 28, up from 24
    • 8mm Klauser Round Fast Mags
      • Capacity increased to 24, up from 20
    • 8mm Klauser 38 Round Drum Mags
      • Capacity increased to 42, up from 38
        • Attachment name will be corrected in a future update

The Assault Rifle Bravo (VG) has considerable close to mid-range potential–however, as a fast-firing burst Weapon, it would often burn through its magazine capacity rather quickly, leaving the wielder outgunned in longer distance or larger-scale engagements. With this change we are aiming to minimize one of the Weapon’s more obvious disadvantages and inch it ever closer to viability.

  • Volkssturmgewehr (VG) 
    • 7.62 Gorenko 30 Round Mags
      • Bullet Velocity penalty removed
      • Damage Range penalty removed
    • 7.62 Gorenko 40 Round Mags
      • Bullet Velocity penalty removed
      • Damage Range penalty removed
    • Krausnick 428mm 05V
      • Bullet Velocity increased to 50%, up from 40%
    • Reisdorf 407mm Custom
      • Now increases Bullet Velocity by 30%
      • Now increases Damage Range by 26%
    • VDD 287mm
      • Bullet Velocity increased to -10%, up from -12%
      • Horizontal Recoil Control penalty decreased to -21%, down from -25%
      • Vertical Recoil Control penalty decreased to -12%, down from -50%
  • Vargo 52 (BOCW) 
    • 17.1” VDV Reinforced Barrel
      • Horizontal Recoil Control decreased to 2.5%, down from 4%
      • Vertical Recoil Control decreased to 2.5%, down from 4%
    • 17.9” Takedown Barrel
      • Horizontal Recoil Control decreased to 7%, down from 8%
    • 18.6” Task Force Barrel
      • Horizontal Recoil Control decreased to 5%, down from 8%
      • Vertical Recoil Control decreased to 5%, down from 8%
    • 19.8” Liberator Barrel
      • Vertical Recoil Control decreased to 7%, down from 8%
      • Vertical Recoil Control decreased to 7%, down from 8%
    • Foregrip
      • Horizontal Recoil Control decreased to 5%, down from 10%
    • Spetsnaz Grip
      • Horizontal Recoil Control decreased to 5%, down from 20%
      • Vertical Recoil Control decreased to 5%, down from 6%
  • XM4 (BOCW)
    • Minimum Damage decreased to 26, down from 27
    • Maximum Damage Range increased to 880, up from 850

» Handguns «

  • Top Break (VG)
    • Max Damage increased to 46, up from 45
    • Mid Damage increased to 38, up from 34
    • Min Damage increased to 28, up from 26
  • Handgun Charlie (BOCW)
    • Head Damage Multiplier decreased to 1.49

Handgun Charlie (BOCW) has been a truly dominant Secondary Weapon. Due to its substantial headshot multiplier, Handgun Charlie (VG) was able to achieve Primary Weapon TTKs with little downside. We will be closely monitoring the Weapon’s performance and make further adjustments if necessary.

» Light Machine Guns «

  • Light Machine Gun Charlie (VG)

    • Max Damage decreased to 32, down from 34
    • Min Damage decreased to 28, down from 30
    • 6.5 Sakura 40 Round Mags
      • Horizontal Recoil Control decreased to 14%, down from 20%
      • Vertical Recoil Control decreased to 14%, down from 18%
    • Queen’s 775m Scepter
      • Horizontal Recoil Control decreased to 23%, down from 40%
      • Vertical Recoil Control decreased to 20%, down from 40%
    • Queen’s 705mm Royal
      • Horizontal Recoil Control decreased to 31%, down from 38%
    • Tight Grip

      • Recoil Control greatly decreased

Light Machine Gun Charlie (VG) has overstayed its welcome as the go-to long range choice. Its high damage profile paired with the ability to load it out to remove most recoil made for a nasty combination. By addressing some of the major outliers of the weapon, we’re left with a strong choice for those that can control it effectively.  

  • Whitley (VG)
    • Min Damage increased to 31, up from 30
    • ADS Speed decreased to 0.460, down from 0.475
    • .303 British 45 Round Mags
      • Fire Rate increased to 18%, up from 15%
    • 28″ Gracy MK. 9 Barrel
      • ADS Speed penalty decreased to -11%, down from -18%

» Sniper Rifles «

The adoption of 150 health in Battle Royale resulted in a huge boon to the Sniper category – While all other weapons require an additional shot or two, Snipers remained as they did previously. The long-standing “one shot rule” unfortunately diluted the Sniper class into one important metric, speed to click heads. 

As mentioned above Snipers may now use damage ranges as a defining characteristic of their one-shot potential. This not only brings more identity to each weapon but means Attachments that provide the lighter and quicker sniper rifles the Damage Range stat will increase their ability to one shot at increased distances. 

Our ultimate goal is to enable a wider range of viable playstyles and really push the potential of each weapon. Keep an eye out as we expect further adjustments to Sniper Rifles as we hone in on the best all-round experience.

The following Weapons will one-shot to the head only while inside of their Max Damage Range:

  • Marksman Rifle Charlie (MW)
  • SP-R 208 (MW)
  • Pelington 703 (BOCW)
  • Swiss K31 (BOCW)
  • Type 99 (VG)
  • Kar98k (VG)

The following Weapons will one-shot to the head at any Range:

  • HDR (MW)
  • Sniper Rifle Charlie (MW)
  • ZRG 20mm (BOCW)
  • 3-Line Rifle (VG)
  • Gorenko Anti-Tank Rifle (VG)

The following Weapons do not have one-shot potential to the head:

  • Rytec AMR (MW)
  • Sniper Rifle Alpha (MW)
  • Sniper Rifle Charlie (BOCW)

Please see below for the full list of changes to Snipers, and keep in mind that attachments that provide Range Bonuses can drastically change the Base Weapons Max Range:

  • Sniper Rifle Charlie (MW)
    • Can one-shot to the head at any range
    • Max Damage Range increased to 3400, up from 3072
    • Head Damage Multiplier increased to 3.2
  • Sniper Rifle Alpha (MW)
    • Cannot one shot
    • Max Damage Range decreased to 1375, down from 2500
    • Min Damage increased to 60, up from 50
    • Max Damage increased to 80, up from 70
  • HDR (MW)
    • Can one-shot to the head at any range
    • Max Damage Range decreased to 3400, down from 4000
    • Head Damage Multiplier increased to 3.2
  • Marksman Rifle Charlie (MW)
    • Can one-shot to the head within max damage range
    • Max Damage Range decreased to 1425, down from 2400
    • Head Damage Multiplier increased to 3.2
    • Min Damage increased to 75, up from 50
    • Max Damage increased to 95, up from 86
  • SP-R 208 (MW)
    • Can one-shot to the head within max damage range
    • Max Damage Range increased to 1300, up from 900
    • Head Damage Multiplier increased to 3.2
    • Max Damage increased to 94, up from 93
  • Swiss K31 (BOCW)
    • Can one-shot to the head within max damage range
    • Max Damage Range increased to 1650, up from 900
    • Head Damage Multiplier increased to 2.31
    • Max Damage increased to 130, up from 95
  • ZRG 20mm (BOCW)
    • Can one-shot to the head at any range
    • Max Damage Range increased to 4000, up from 3072
    • Head Damage Multiplier increased to 3.2
  • Sniper Rifle Charlie (BOCW)
    • Cannot one shot
    • Max Damage Range increased to 2675, up from 2600
    • Min Damage decreased to 96, down from 99
  • Pelington 703 (BOCW)
    • Can one-shot to the head within max damage range
    • Max Damage Range decreased to 1900, down from 2000
    • Head Damage Multiplier increased to 2.4
    • Min Damage decreased to 95, up from 99
    • Max Damage increased to 125, up from 102
  • LW3 – Tundra (BOCW)
    • Can one-shot to the head within max damage range
    • Max Damage Range decreased to 1675, down from 4000
    • Head Damage Multiplier increased to 2.5
    • Max Damage increased to 120, up from 102
  • Rytec AMR (MW)
    • Cannot one shot
    • Max Damage Range decreased to 2650, down from 2800
    • Min Damage decreased to 96, down from 99
    • Head Damage Multiplier increased to 2.1
  • Type 99 (VG)
    • Can one-shot to the head within max damage range
    • Max Damage Range decreased to 1350, down from 4092
    • Head Damage Multiplier increased to 2.4
    • ADS Transition In Speed decreased to 0.45, down from 0.48
    • ADS Transition Out Speed decreased to 0.42, down from 0.5
  • Kar98k (VG)
    • Can one-shot to the head within max damage range
    • Max Damage Range decreased to 1850, down from 3800
    • Max Damage increased to 100, up from 92
    • ADS Transition In Speed decreased to 0.43, down from 0.455
    • ADS Transition Out Speed decreased to 0.4, down from 0.476
  • 3-Line Rifle (VG)
    • Can one-shot to the head at any range
    • Max Damage Range decreased to 3225, down from 4092
    • Head Damage Multiplier increased to 3.15
    • Max Damage increased to 115, up from 95
    • Min Damage increased to 96, up from 79
    • ADS Transition In Speed increased to 0.532, up from 0.517
    • ADS Transition Out Speed increased to 0.54, up from 0.52
    • Movement speed scaler decreased to 0.80, down from 0.83
  • Gorenko Anti-Tank Rifle (VG)
    • Can one-shot to the head at any range
    • Max Damage Range decreased to 3700, down from 4092
    • Head Damage Multiplier increased to 3.0
    • Upper Torso Multiplier increased to 1.2
    • Upper Torso Multiplier increased to 1.1
    • ADS Transition Out Speed decreased to 0.5, down from 0.66
    • Now Has Access to Lengthened, Armor Piercing, Subsonic, Frangible and Hollow Point Ammunition.

 

» Submachine Guns «

 

  • Armaguerra 43 (VG) 
    • 8mm Kurz 72 Round Mags
      • Fire Rate decreased to 10%, down from 15%
      • Now increases Damage by 5%
      • The 8mm Kurz 72 Round Mags simply didn’t have a fair pro for con trade. We’ve slowed its rate of fire down some while providing a damage increase that results in targets being eliminated 1 bullet faster.
    • Imerito 180mm Short Barrel
      • Bullet Velocity penalty decreased to -10%, down from -12%
      • Recoil Control penalty decreased to -10%, down from -15%
      • Visual Recoil decreased.
  • Type 100 (VG)
    • Visual Recoil decreased
    • 8mm Kurz 48 Round Drums
      • Damage Multiplier decreased to 6.5%, down from 14%
      • Movement Speed decreased to -4%, down from -3%

The 8mm Kurz 48 Round Drums were holding too much of the Type 100’s overall damage potential. We’ll be monitoring the Type 100 this update and make adjustments to the base weapon if any are required. This Magazine is still very powerful with the increased rate of fire it provides and the damage bonus still results in one less bullet to kill.

  • Owen Gun (VG) 
    • 7.62 Gorenko 33 Round Mags
      • Neck Damage Multiplier decreased to 1.17, down from 1.3
    • 7.62 Gorenko 72 Round Drums
      • Head Damage Multiplier decreased to 1.47, down from 1.5
      • Neck Damage Multiplier decreased to 1.17, down from 1.3
    • Hockenson 142mm Rapid
      • Fire Rate decreased to 16%, down from 19%
  • Submachine Gun Charlie (VG) 
    • VDD 189mm Short Barrel
      • Min Damage decreased to 23, down from 24
      • Upper and Lower Torso Damage Multiplier decreased to 1.04, down from 1.1

The VDD 189mm short barrel has been a huge boon for the Submachine Gun Charlie (VG) and would often shred the target’s Upper Body far outside of its maximum damage range. The VDD still provides a large bonus against extremities and still increases both the min damage and optimal damage range of the MP40. We expect continued use of this attachment, even with these adjustments.

 

» Marksman Rifles «

  • M1 Garand (VG)
    • Lower Limb Damage Multipliers increased to .8, from .7

This slight change to the damage profile results in requiring one less shot to kill if all shots are to the limbs. 

ATTACHMENTS

» Ammunition «

  • Subsonic
    • Bullet Velocity penalty removed

Continuing our deep-dive into Ammunition – we’ve looked at Subsonic and feel that a downside on this ammunition puts it out of the desirability range of where we’d like it to be.

» Muzzles «

  • Mercury Silencer
    • Damage Range penalty removed
  • MX Silencer
    • Now Decreases Sprint to Fire Speed by 2%
    • Now Increases Damage Range by 10%

OPERATORS

New Operator: Mateo Hernandez

Purchasing the Battle Pass instantly unlocks Mateo Hernandez with two Legendary Operator Skins: the all-black “Chingon” outfit featuring a hooded skull mask and knee-length coat, and the blue and orange “Madcap” Skin for the eccentric fighter rushing madly toward victor

Equip his Favorite Weapon, the new M1916, and level him up to unlock thousands of Player XP and Weapon XP for the M1916, two additional Operator Skins, two Quips, the “No Escape” Finishing Move, and more.

DOWNLOADS

The Season Three update will have a download size of approximately 40 GB for those who own the free-to-play console version of Warzone and are currently on the latest updates.

Warzone Update Sizes

  • PlayStation 5:
    • 43.2 GB
  • PlayStation 4:
    • 43.2 GB
  • Xbox One Series X / S:
    • 40.9 GB
  • Xbox One:
    • 40.9 GB
  • PC:
    • 38.3 GB (Warzone Only)
    • 98.3 GB (Warzone and Modern Warfare®)


Note:
PC users will also need 13 GB of additional space on their hard drive for the patch copying process; this is only temporary space that is reclaimed upon completion of the patch installation and is not an additional download.

Remember, the Vanguard download is not necessary if you are only playing Warzone, and vice versa.

Furthermore, for a smaller overall file size, Players can choose to uninstall/remove other data packs if they are no longer needed.

That’s about it for this major patch for Modern Warfare and Warzone. Stay tuned here at MP1st for more in the future!

Source: Raven Software

MP1st Staff

Home > News

Call of Duty: Vanguard Season 3 Patch Notes Released

Sledgehammer Games has released the Call of Duty: Vanguard Season 3 patch notes today, and it is full of changes and fixes for the game! Check out the full COD Vanguard April 27 patch notes below.

Call of Duty: Vanguard Season 3 Patch Notes | Call of Duty: Vanguard April 27 Update Patch Notes:

MULTIPLAYER

Maps

  • NEW: Mayhem
    • This 1950s movie set is built for fast-paced combat. Jump into the Mayhem 24/7 Playlist at the start of Season Three!
  • Bocage
    • Adjusted the P1 Hardpoint location to prevent players from capturing and contesting from an unintended location.
  • Eagle’s Nest
    • Addressed an issue that caused graphical corruption near the Library.
  • Gavutu
    • Players can no longer use the Deployable Cover Field Upgrade to prevent other players from climbing the ladder on the LST Ship.
  • Sub Pens
    • Attack Dogs will no longer get stuck outside of the playable area.
    • Footstep audio will now properly play when players walk on the grate floor in the Maintenance area.

Modes

  • Control
    • Addressed an issue where the Announcer’s voice lines sometimes did not match the current game events.
  • Arms Race
    • General
      • Addressed an issue where players within the blast radius of a Base were not properly notified.
      • Destructible walls at the Castle Base are now properly damaged by the Demolition Charge Lethal Equipment.
      • Corrected the capture point boundaries at Base E to prevent players from capturing from an unintended location.
      • Players will no longer lose a Lethal Equipment after purchasing a Field Upgrade from a Buy Station.
      • Addressed an issue where Base gates could not be damaged after deploying a Motorbike.
      • Improved the Tank’s ability to traverse the terrain.
      • Addressed an issue where Operators would not be aligned with the Motorbike while driving it.
      • Friendly Base gates will no longer become stuck after a player detonates the Goliath Field Upgrade.
      • Weapons equipped with the Wreck Proficiency Attachment will now deal increased damage to walls, gates, and vehicles.
    • Stability & Exploits
      • Addressed an issue that caused a fatal error crash when players join an in-progress match.
      • Increased the distance at which enemies can be seen to prevent engagements where a player is seemingly invisible.
      • Addressed an exploit where players could survive out of the playable area using vehicles.
      • Addressed an exploit that caused players to become invulnerable when there are no lives remaining.
      • Addressed an exploit where players could obtain an unintended number of Nebula Crates.

Ranked Play

  • Ranked Play Leaves Beta
    • A special note to say THANK YOU to everyone who took part in the Season Two Beta. The data and feedback we collected throughout the Beta resulted in many fixes and improvements and were critical to the success and future of Ranked Play. Keep the feedback coming! – Treyarch
  • Season 3 Skill Rating Reset
    • Players’ Skill Ratings have been reset at the start of Season 3.
    • Play 5 Skill Evaluation Matches to earn a Season 3 Skill Rating and get placed into a Skill Division & Tier.
    • Initial Skill Rating placement has changed in Season 3. Therefore, after their 5 Skill Evaluation matches, some players may find that they get placed below where they were initially placed at the start of the Season 2 Beta.
    • Win matches after your initial placement to earn SR and advance your Skill Division & Tier over the remainder of the Season.
  • Season 3 Top 250 Skill Division & Leaderboard
    • The Season 3 Top 250 Skill Division and Ladder will go live on May 4th, one full week into Season 3, to give players time to earn a Season 3 Skill Rating and advance through divisions.
  • General
    • Fixed the “Cricket Glitch” that was causing some players to have reduced performance and chirping noises on some maps.
    • Fixed an issue where Ranked Play Camo Rewards would occasionally unequip.
    • Inactive players will now be kicked from Ranked Play matches, making them eligible for Suspension or Ladder and Skill Rating penalties.
    • Added Berlin Control to the Ranked Play map rotation.
  • UI Updates
    • Skill Division Tiers now use Roman Numerals instead of Numbers (Elite V, Elite IV, Elite III, Elite II, Elite I).
    • Once unlocked, Ladder Event Rewards correctly appear as unlocked on the My Career Rewards screen.
    • All players can now see and preview the Ranked Legend Solange Operator Skin Reward on the “Division Rewards” tab on the Rewards Screen, regardless of their current Skill Division.
    • Victory Flames now display behind Rank Icons on the Ladder and Top 250 Leaderboard when earned.
    • Updated the Top 250 Skill Division icon used in various locations.
    • Fixed an issue causing Skill Division icons to be incorrectly offset from player Rank icons on some screens.
  • Restrictions
    • The Volkssturmgewehr Assault Rifle is now restricted in Ranked Play.
    • The Sledgehammer melee weapon is restricted in Ranked Play.
      • This weapon can be selected in Loadouts but will unequip/appear restricted upon entering matchmaking and replaced with the Ratt in-game.
  • Season 3 Ranked Play Rewards
    • Players can earn the following rewards in Ranked Play during Season 3:
      • Blueprints
        • Pro Issue Automaton – Finish Top 5 in a Ladder Event
        • Pro Issue SMG Charlie – Win 50 Ranked Play Matches
      • Camos
        • Season 3 Ladder Champion – Finish 1st in a Ladder Event
        • Season 3 Ranked Veteran – Win 100 Ranked Play Matches
      • Charms
        • Good Game – Finish Top 10 in a Ladder Event
        • Dap Up – Win 25 Ranked Play Matches
      • Spray
        • Defuse You Lose – Win 10 Ranked Play Matches
      • Sticker
        • Season 3 Ranked Competitor – Complete 5 Skill Evaluation Matches
      • Emblems
        • Earn an Animated Skill Division Emblem at the end of Season 3 to reflect your highest Season 3 Skill Division
  • Ranked Play Matchmaking
    • Updated Ranked Play matchmaking rules to reduce the likelihood of receiving a high-ping match with players from a different region.

Operators

  • NEW: Mateo Hernandez (Harpy)
    • Mateo was born into a large immigrant family in Texas, dreaming of becoming a civil engineer.  He joined the Navy during World War II, fighting as a tail gunner in the Pacific. After witnessing growing prejudice and racism against his people following the war, Meteo threw himself into campaigning for his people, speaking out against these injustices as well as helping reunite families across the Mexican border.
  • NEW: Florence Carter (Harpy)
    • Born and raised in Alabama, Florence dreamed of representing her country as a fighter pilot since she was a little girl. During WWII, she was determined to make those dreams come true, but was turned away from those opportunities due to both her gender and her race. After the war, the SOTF recognized her talent and passion for being in the sky and Florence has flown as a rescue helicopter pilot for them ever since.
  • Bug Fixes
    • Snoop Dogg’s body will no longer float after death.
    • Beatrice, Constanze, and Padmavati are no longer silent while mantling, landing, and performing other movements.
    • Addressed an exploit that caused Operator heads to disappear when using the Top Break Pistol with certain Attachments.

     

Weapons

  • NEW: Nikita AVT (Assault Rifle)
    • Accurate and reliable with best-in-class fire rate, this AR can be outfitted to exceed in CQC or long-range combat scenarios.
    • Unlocked with Battle Pass at Tier 31.
  • NEW: M1916 (Marsman Rifle)
    • A semi-automatic rifle with a combination of power and fire rate. Impressive at any range in the hands of a capable marksman.
    • Unlocked with Battle Pass at Tier 15.
  • NEW: Sledgehammer (Melee)
    • A tool designed for breaking stone, though it works equally well on enemy bones in a punch.
    • Unlock Challenge: Get a Multikill with a Melee Weapon in 15 different matches.
  • NEW: Skål Crusher (Melee)
    • A tool usually used to chop apart wood; it can also chop apart enemies or be thrown at them.
    • Unlock Challenge: Get 5 Melee Weapons kills in 15 completed matches.
  • Volkssturmgewehr (Assault Rifle)
    • Shells will no longer cease to eject from the Weapon after sustained fire.
  • Gorenko Anti-Tank Rifle (Sniper Rifle)
    • 22mm ZAC Rapid (Barrel)
      • Slightly decreased rate of fire.
  • Ice Axe (Melee)
    • Addressed an issue that prevented throwable Melee Weapons from being thrown while the Aim Down Sights button is held.
  • General
    • Camo Challenges that require Headshots or Longshots are now properly tracked.
    • Progress toward unlocking the Plague Diamond Camo in Zombies is now properly tracked.
    • Added unlock challenges for the Season Two Battle Pass weapons.

Equipment

  • S-Mine 44 (Tactical)
    • Addressed an issue that caused the S-Mine 44 to jitter and repeatedly play sound effects upon placement.

Perks

  • Fortified (Tactics)
    • Bomb site explosions in Search & Destroy will now kill players who have Fortified equipped.

Field Upgrades

  • NEW: Trophy System
    • Deployable autonomous defense system that destroys up to three nearby pieces of equipment and projectiles.
    • Available to all players upon logging in for the first time during Season Three.

More on Trophy System

When we released Vanguard last year, our initial tuning on Lethal Equipment deemphasized their lethality in combat, focusing our combat on gun skill. With new explosive equipment added in Seasonal updates and clear player feedback indicating its appeal, it became apparent that the Trophy System should make its debut.

Upon deployment, the Trophy System will protect its immediate radius from the following incoming and pre-established items for a limited time. Notably, the Throwing Knife is an exception to these defenses due to the high-risk, high-reward nature of this Lethal Equipment.

  • Incendiary Grenade
  • Sticky Bomb
  • MK2 Frag Grenade
  • Gammon Bomb
  • Thermite
  • Demolition Charge
  • Molotov Cocktail
  • No. 69 Stun Grenade
  • MK V Gas
  • S-Mine 44
  • Decoy Grenade
  • Ammo Box
  • Trophy System
  • Jammer
  • Field Mic

User Interface & Experience

  • Party member Operators will now hold the correct showcase Weapon during the lobby walk sequence.
  • Proximity indicators are no longer displayed on the HUD for the Sticky Bomb Lethal Equipment in Hardcore modes.
  • Arms Race, Control, and Patrol are now properly tracked in the Combat Record.
  • Improved the scrolling functionality of the Friends and Recent Players lists.
  • Corrected the challenge descriptions for the NZ-41 Survivalist and Type 11 Death Artist Camo Categories.
  • Addressed an issue that caused player microphone indicators to disappear.

Bundles & Cosmetics

  • General
    • VFX and Animation pass completed for Weapon Blueprints, Finishing Moves, Charms, and other Bundle items.
    • Addressed issues with some Attachment cosmetics that prevented the Attachment from being equipped.
    • Addressed instances of Operator skins and Blueprints blocking scope visibility. When aiming down sights.
  • Tracer Pack: Snoop Dogg Operator
    • Cigar light will no longer disappear at the end of the “Hit This, Fam” MVP Highlight animation.
    • Operators equipped with the “Finishizzle Movizzle” Finishing Move will no longer observe hands clipping through face.
    • Snoop Dogg’s nose no longer clips through his mask in the “Tactical Toke” Highlight Intro animation.
  • Mecha Menace Mastercraft
    • Addressed an issue with the Mechanized Blueprint in which Reactive Inspect did not function properly.
  • Forbidden Sacrifice
    • Corrected the positioning of Operator hands while the Spinebuster Blueprint for the Sten SMG is held.

ZOMBIES UPDATES

Weapons

  • Season Three
    • M1916 and Nikita AVT available in Zombies loadouts once unlocked in the Season Three Battle Pass.
  • New Weapon Unlock Challenges added to Zombies for the KG40, Whitely, Sledgehammer, and Skål Crusher.

Covenants 

  • Addressed an issue where the Deadshot Covenant was not always moving weapon crosshairs to an enemy headshot location.

Challenges

  • Season Challenges
    • New Season Challenges available at the start of Season Three.
  • General
    • Addressed an issue where an incorrect icon was appearing when completing the Amaguerra 43 unlock challenge.

Side Quest

  • Addressed an issue that allowed a player already equipped with the Ray Gun to acquire a second Ray Gun from the digging side quest on Terra Maledicta.

Stability

  • Addressed various stability issues related to using Artifacts at higher rounds.

Gameplay

  • Addressed an issue where players equipped with a melee weapon and lethal equipment would be holding the equipment like a weapon after being revived.
  • Addressed various visual and animation issues with thrown melee weapons in Zombies.

Dedicated Server Pause

  • Addressed an issue where accessing certain menus could unpause the game.

That’s it for the patch. Stay tuned here at MP1st for more!

Source: Sledgehammer Games

MP1st Staff

Home > News

Dead by Daylight First LGBTQIA2+ Character Unveiled in New Archives Trailer

Behaviour Interactive will unveil their very first Dead by Daylight LGBTQIA2+ character soon, as a new trailer introducing the Survivor David King has surfaced! Check out the trailer below as well as details on the Survivor as he makes his way to the game via a new Archives’ Tome.

The newest Tome 11 called ”Devotion” introduces The Twins as the Killer and Survivor David King, the first LGBTQIA2+ Dead by Daylight character who struggles in coming to terms with his homosexuality.

Since his introduction in Dead by Daylight, Survivor David King quickly became a fan-favourite. Currently occupying a comfortable top ten position as one of the realm’s most-played Survivor, David is a hot-tempered ruffian with a penchant for a good scrap, whose time as a debt collector brought pain both internal and external. While a fragment of his pre-Fog life was previously revealed, there remained much to uncover. Throughout DEVOTION, fans will discover, that part of his personal struggles revolve around accepting his own identity and sexuality. David’s memories will take players in a pub, where a conversation about romantic relationships leads him to speak more about his personal life, including a past boyfriend.

Behaviour adds that this new tome introduces a brand-new narrative direction for the Archives, and fans should wait and see how this new chapter plays out.

Stay tuned here at MP1st for more information on this new Survivor for Dead by Daylight as he makes his way via a new update soon!

MP1st Staff

Home > News

Terraria Update 1.27 Out for 1.4.3.2 Console Changes This April 27

Re-logic has released the Terraria update 1.27 patch today, and this one is for version 1.4.3.2 changes across consoles and mobile devices! Check out the full Terraria April 27 update patch notes below.

Terraria Update 1.27 Patch Notes | Terraria April 27 Update Patch Notes | Terraria Update 1.4.3.2 Patch Notes:

New Content

  • Added the winners of the Journey’s End Vanity Contest:
    • Plaguebringer’s set
    • Wandering set
    • Timeless Traveler’s set
    • Floret Protector set
    • Capricorn set
    • Bonus winner: TV Head set!
    • All six of these are craftable with pre-Hardmode materials of various sorts, so that all players can experience these awesome vanity sets! Thanks to everyone who participated and voted in the Vanity contest, and especially to our winners!
  • Added new Achievements
  • Added a credits sequence and music track following Moon Lord’s defeat for the first time. This can also be accessed from the main menu.
  • Added keyboard & mouse support for mobile.
  • Added playable tutorial to mobile version.
  • Music Box (Journey’s End) is now created by recording the Credits music sequence. Additionally, using it in a normal accessory slot will play the Credits in-game, while using it in a social slot will only play the music.
  • Added a new Princess NPC, with a variety of related items (and a new hairstyle!)
  • Added new early game summon equipment: Flinx Fur Coat and the Flinx Staff!
  • Added a new pre-Hardmode whip, Spinal Tap, craftable at Dungeon-tier
  • Added a Lavaproof Fishing Hook and Angler Tackle Bag Tinker, the Lavaproof Tackle Bag
  • Beehives and Antlion Eggs can now be crafted and placed
  • Added a “Rainbow Cursor” vanity accessory
  • Added the Celebrationmk10 secret world seed.
  • Added Don’t Starve inspired seed, The Constant, with the following features unique only to the seed:
    • Play with Don’t Starve-inspired shaders and lighting.
    • Complete darkness is now dangerous to your health.
    • Exposed torches and campfires may not be reliable, as rain can put them out!
    • Players will need to eat, or they will face hunger and eventual starvation.
    • A few Don’t Starve inspired worldgen features, such as Surface Marble and Aboveground Spider Biomes
    • Has substantially improved drop rates and availability of Don’t Starve related items.
  • Added the Deerclops, a mid-late pre-Hardmode boss hailing from the world of Don’t Starve.
  • A variation on the Deerclops’ boss theme, provided by Klei Entertainment!
  • A few rare background clouds featuring characters from Don’t Starve can now appear.
  • Added several new Don’t Starve related emotes.
  • Main menu now has some links to some assorted Terraria-related websites.
  • Worlds using special seeds now have unique icons in the World Select menu to better tell them apart.
  • Several new pets from the Don’t Starve universe (Bernie, Pig Man, Glommer, Chester, and Tiny Deerclops).
  • A collection of Don’t Starve weapons and equipment, adapted to the world of Terraria! Notable items include the Ham Bat, Abigail’s Flower, Bat Bat, and Tentacle Spike.
  • Wilson and Willow vanity sets.
  • Several vanity hats and accessories (Garland and Magiluminescence).
  • Two food items, the Froggle Bunwich and Monster Lasagna.
  • The full array of standard boss related items from Deerclops.
  • 4 Don’t Starve themed paintings.
  • Added an option in Settings to customize the cursor color
  • Added an option in Settings to choose between different UI page defaults (expanded, collapsed, closed, etc.)
  • Added an option in Settings to enable Auto Select either via toggle or via press & hold

Changes

Vanity Accessory Changes​

  • Ultrabright Helmet now supports visible hair when worn
  • Armors and vanity items which draw on the back (backpacks, tails, wings, and capes) are now no longer mutually exclusive. This means that you can now have one of any of those four categories all displaying at the same time. Previously, only one of those could ever be visible at a time (for instance, if you had visible wings, you could not ever see a cape, backpack, or tail).
  • Combat Wrench now displays on the player regardless of what other backpacks are currently shown (it is its own category of back-draw)
  • Angel Halo now functions like Unicorn Horn, in that it will be visible regardless of any other head equipment or vanity that is equipped
  • Accessories which draw on the head have also been split into several subgroups, which will allow several of them to be worn simultaneously. For example, Blindfold/Spectre Goggles in the eye slot, Nature’s Gift/Obsidian Rose in the “flower” slot and Ginger Beard.
  • Blindfold can now be visibly seen when wearing hats/helmets which show the face
  • Wearing Diving Helmet-series accessories set to visible will override your helmet, allowing them to be seen instead of your helmet
  • Obsidian Skull-series accessories that are set to visible are now compatible with hats/helmets that show the face, as it will replace your face with the skull. Due to the shape of the Skull not fitting standard “Terrarian face” shapes, on certain helmets, it will use a different sprite with a more standard layout. You can also wear virtually all physically compatible Head/Face accessories with the Obsidian Skull as well.
  • Ginger Beard has been resprited, and if set to visible, is now compatible with hats/helmets that show the face. It is also now compatible with most other Head/Face accessories.
  • Reworked Shield/Cape display so that Shields and Capes are now visually compatible with each other again. The Shield now draws “in front” of the Cape, instead of underneath it, which led to many of the initial issues.
  • Shields which are set to not be visible can still be dyed, and will show that dye when actively used (such as Shield of Cthulhu dash or Brand of the Inferno Block). Previously, if they were set to invisible, their active use version would never have dye.
  • Long-player hair is now properly compatible with wings/backpacks, and will show the full length of the hair without being cut-off visually
  • The special trails left by various types of running boots (Sailfish Boots, Flurry Boots, Flower Boots, etc) are now also subject to vanity usage, and you can use the one you prefer either through re-ordering accessories or using the social slots
  • Bone Glove now has visual vanity for the hand slot

Other changes

  • The Misc option in the duplication menu should more properly encompass items that do not fall under any other category
  • Made minor updates to Boss Mask item sprites to match the mask sprites
  • Sprite update for Orange/Amber Phasesaber
  • Torch God now plays an Otherworldly track when that setting is toggled
  • Loading Tips now appear when connecting to a server
  • Thunder volume is now adjusted with the Ambient SFX settings rather than regular Sound settings (edited)
  • Plantero’s Sombrero has made its triumphant return
  • Spectre Goggles no longer override helmets entirely, as they are not full head accessories and were not meant to do so
  • Capes now show when sitting or riding mounts. This was previously limited due to conflicts, but feedback indicated it was worth the potential awkwardness at times to have the option.
  • NPC Happiness now gives the “Space” bonus for 3-NPC towns. Previously, there was neither a bonus nor a penalty at 3 NPCs, but this was perceived as a penalty, so it’s been changed.
  • Skeletron Prime’s bombs now explode on Planter Boxes (like they were changed to do on Platforms)
  • Queen Slime’s minions can now drop Slime Staff at normal drop rates
  • Enemy Banners now also give increased player protection against enemy projectiles (previously they only applied to contact damage)
  • Added an option to change the name of characters and worlds
  • Changed Striking Moment’s Buff text to reflect that it actually adds 400% damage (500% total) rather than adding 500%
  • Projectile NPCs (enemy projectiles that can be hit and destroyed by the player) are now subject to the effects of that enemy’s banner.
  • Chattering Teeth Bomb and Shadowflame Apparition are now also subject to their creator’s banners (Clown and Goblin Summoner respectively.)
  • Added /ale to the Emote Commands menu list.
  • Updated, added to, and pruned dozens of entries from an inaccurate and outdated list of homing projectiles that the Lunatic Cultist has damage resistance against.
  • Added a page-specific “Default” button for each of the Settings’ tabs, to be able to reset Settings on a page level.
  • Smart Cursor can now work with Auto Select
  • When an item is auto selected it will be displayed also in an extra hotbar slot
  • Touch controls have been optimised for several menus, such as Crafting, Crafting Guide, Reforge, Shop, Build Tools, Wiring and filters
  • Added a new string of text to be displayed in the Tinkerer’s Workshop when the selected item has no modifiers.
  • Added a dedicated page icon for the Reforge menu.
  • Adjusted page grid color to match the page icon background for storage items such as the Piggy Bank.

Balance Changes

  • Balancing changes have been introduced, in line with the PC version. These include changes to weapons, armor, tools, accessories, mounts, buffs and drops.

Bug Fixes

Major Issues and Crashes

  • Fixed an extensive issue relating to Jungle Shrines which causes many other important structures to not generate properly to the east of them, including Living Mahogany Trees and Underground Cabins
  • Fixed an issue where player map icons would sometimes cause a crash
  • Fixed a rare crash issue relating to mount idle animations
  • Fixed an issue that prevented map data from properly syncing with Cloud saving, so maps should reliably update via Cloud Save now
  • Fixed a recurring issue with Rolling Cacti spawning on Demon Altars and causing crashes
  • Fixed a rare issue where the game could freeze if it was literally impossible to spawn a meteorite
  • Fixed an issue where Doors, Trap Doors, and Tall Gates could render a house invalid if they were open
  • Fixed an issue where non-Journey players could sometimes be set to permanently have Journey powers activated.
  • Fixed an issue with some Rocket projectiles, resulting in a number of silent and not so silent crashes.
  • Fixed a rare crash caused by Jungle Mimics
  • Fixed an item duplication exploit
  • Fixed an issue where the game would crash during Multiplayer when reopening a chest while the inventory was open

Enemy/NPC Bugs

  • Fixed an issue with NPCs deciding to stand in escapable water until they drowned
  • Fixed an issue where valid day-time completions of Empress of Light would not drop Terraprisma under specific circumstances
  • Fixed a rare issue where Eye of Cthulhu, Retinazer, and Spazmatism had a chance to spin forever when changing to their second form
  • Fixed an issue where Lunatic Cultist and Martian Saucer would not properly attempt to find a new target if his current target left or died
  • Fixed a typo causing Antlion Swarmers to drop 10x too much money
  • Fixed an issue where Angry Nimbus could not pass through platforms properly
  • Fixed an issue where defeating Queen Slime boosted the power of Town NPCs twice as much as intended, while Empress did not boost them at all
  • Fixed an issue where floating enemies (Pixies, Wraiths, Dripplers, Ice Elementals, etc) could not fall through platforms or float up through platforms properly to reach the player
  • Fixed an issue where surface wooden Mimics were not capable of spawning naturally anymore
  • Fixed an issue where the OOA Tier 2 Goblin Bombers did the damage of Tier 1 Goblin Bombers
  • Fixed an issue where Slime Rain slimes would spawn regardless of the Journey mode spawn slider
  • Fixed an issue where Flying Dutchman would desync and behave oddly or die spontaneously
  • Fixed a syncing issue with Big Mimics that would result in erratic behavior in Multiplayer
  • Fixed an issue where Devourer kills on the body or tail didn’t count towards banners
  • Fixed an issue where “Digging” Truffle Worms no longer appeared on the Lifeform Analyzer
  • Fixed an issue where the last Twins to die might not drop their boss bag if you only damaged the other one in multiplayer
  • Fixed an issue where Hemogoblin Sharks fall through platforms the player is standing on, failing to walk on them normally
  • Fixed some issues with some spider enemies not using all of their animation frames when walking, resulting in stuttering movement
  • Fixed an issue where Golem’s body parts would appear oddly when spawned if you had too many enemies alive at once
  • Moon Lord no longer uses the NPC Smoothing setting to prevent several issues
  • Fixed an issue where Torch God would “count torches twice” resulting in the sequence happening too early
  • Fixed an issue where Torch God would not lose progress if the player died
  • Fixed an issue where some Corruption-invalidated housing would just say “invalid” rather than indicating it was due to Corruption/Crimson
  • Fixed some issues with Angry Dandelions targeting the wrong player in MP
  • Fixed an issue with Traveling Merchant spawning when time was paused with Journey powers
  • Fixed an issue where Ocean critters were spawning on screen
  • Fixed an issue where one of Moon Lord’s attacks didn’t properly attack or move in multiplayer
  • Daybreak spears embedded in Moon Lord eyes will instantly explode and deal their bonus damage immediately if the eye closes.
  • Fixed an issue where Town NPCs would try to sit on Dynasty Chairs (they shouldn’t be able to).
  • Fixed an issue where some Ocean enemies could spawn even behind safe walls
  • Twinkle Popper’s Twinkles no longer pick up money, as they would delete it forever during their explosion attack
  • Fixed an issue where the Wall of Flesh can drop below the world’s boundary
  • Fixed an issue where Pupfish were sometimes spawning in the Ocean
  • Fixed Spiked Slimes being able to pick up coins and despawn with them.
  • Fixed a (previously undetectable) issue where enemies with a higher NPC ID than Golden Slimes would have Golden Slime bonus money drops.
  • Fixed a rare bug with some minions that could make them despawn.
  • Fixed some issues with certain sentry minions, which could result in desync for players joining after they had been summoned.
  • Fixed a bug where Thorns-effects hit Empress of Light at an extremely rapid rate.
  • The Nurse will no longer try to “heal” a number of positive buffs
  • Fixed certain projectiles resetting NPCs’ immunity for other projectiles wrongfully
  • Fixed an issue with Happiness values that was causing them to round down heavily, negating minor differences and making it harder to reach certain thresholds.
  • Fixed an issue where the Crowded penalty for only 1 NPC was acting like there were 2 extra NPCs, making it start more severely than intended
  • Fixed an issue with Town NPCs not teleporting into very tall/thin homes at night, or houses where chairs did not have sufficient space
  • Fixed an issue where some critters would super jump while underwater
  • Fixed an issue where NPCs and Cats would sit in the same seat at night
  • Fixed Sky Dragon’s Fury’s secondary fire not inflicting Flask debuffs
  • Town NPCs will only fire on enemies if that enemy can be targetted (ideally, no more Plantera Hooks and the like)
  • Fixed some inefficiency in Minion targetting that had performance impacts
  • Fixed an issue with enemy Bees attacking invincible enemies, such as the Mysterious Tablet.
  • Fixed an issue where Brain of Cthulhu would despawn if there wasn’t enough room to teleport

Combat, Gameplay and Item Bugs

  • Fixed an issue where size modifiers on Whips had an inverse effect on speed, meaning big whips were always slow and small whips were always fast
  • Fixed Blood Arrows not being considered ranged projectiles (which prevented them from dealing criticals)
  • Fixed an issue where Desert Tiger pounce was flagged as a magic attack instead of summon, preventing it from activating Whip debuffs
  • Fixed an issue where Golf Cart impact damage did not scale with minion damage like other charging mounts
  • Fixed an issue where Horse-type mount impact damage scaled with melee damage instead of minion damage
  • Fixed an issue where Lucky Coin money drops on Expert/Master servers would not drop properly
  • Fixed an issue where Terraprisma would take too long to return when teleporting far away
  • Fixed an issue where Titanium ranged set had an unlisted chance not to consume ammo (it was not meant to have that bonus at all)
  • Fixed an issue where certain homing projectiles (Bat Scepter, Bee Gun) would not target Duke Fishron
  • Fixed an issue where Hornet, Imp, Tempest, UFO, and Stardust Cell minions did not inflict knockback
  • Fixed an issue where Beach Balls had no real movement speed limit, resulting in them getting yeeted like Team Rocket if you hit them with Zenith, never to be seen again
  • Fixed some syncing issues with Queen Bee that resulted in erratic charging/teleportation in multiplayer
  • Fixed Zenith not having full screen range on Gamepad
  • Fixed some hit detection issues with Life Drain
  • Fixed an issue where Celestial Starboard would dramatically reduce the distance of dashes used while flying
  • Fixed an issue where teleporting from the Snow biome into non-Snow Biome water would inflict Chilled in Expert/Master mode
  • Fixed an issue where Snowman Cluster Fragments did not dealing damage or breaking tiles
  • Fixed a number of attacks and items that had extreme range, usually due to Golf Ball camera
  • Fixed an issue where the majority of items held visibly in the player’s hand would float in weird locations if you pet an animal
  • Fixed Smart Cursor Painting having a different slot priority setup than actual Paint Tools, resulting in inconsistent behavior when putting Paint into Ammo Slots
  • Fixed (again) the issue where Dart Pistols had two possible Deadly Prefixes
  • Fixed an issue where Sanguine Staff and Terraprisma did not properly use Summon Lock On
  • Fixed an issue with Valor in Golden Lock Boxes not dropping correctly
  • Fixed an issue where “dodged” attacks could still result in debuffs on the player
  • Fixed an issue where Magic Missile-class weapons could clip through some blocks when in liquids
  • Fixed an issue with catching stacked fish (Bombfish, Daggerfish) with a full inventory deleting most of pre-existing stacks
  • Fixed Journey/Expert mode not multiplying debuff times properly
  • Fixed a bug causing it to be much harder than expected to achieve the happiness required for the Leading Landlord achievement.
  • Fixed an issue causing Jungle Armor, Ancient Cobalt, and Molten sets to not have the proper bonuses, while some other items (like Band of Regeneration) got them instead.
  • Fixed a bug causing the Hot Reels achievement to unlock when fishing in any liquid.
  • Players transformed into a Werewolf/Merman no longer have human faces when wearing certain accessories.
  • Fixed an issue when renaming chests that prevented the player from exiting their inventory easily.
  • Fixed an issue where Paper Airplanes did not drop in the quantities that the Bestiary said they should be dropping at
  • Fixed an issue where Ale Tosser did not properly receive Frostburn effects from Frost Armor
  • Fixed an issue where falling coins were no longer able to land on top of other coins
  • Fixed an issue where Fossil Pickaxe, Tree Globe, and World Globe would fall through blocks forever when dropped
  • Fixed an issue where Sergeant United Shield was accidentally showing accessory dyes under some specific circumstances, even though it is a weapon
  • Fixed an issue where Resonance Scepter and Life Drain could only knockback enemies to the right
  • Fixed an issue where High Velocity Bullets could sometimes hit particularly large targets twice (does not apply to multi-segment enemies, this should still allow multiple hits)
  • Fixed an issue where Wand of Sparking’s projectile was using Melee damage modifiers, not Magic
  • Fixed an issue where players who died, or Hardcore player ghosts, would interfere with Player Logic Sensors
  • Fixed an issue where Star Cannon’s projectile could not land critical hits, and wouldn’t always receive proper stat bonuses from player equipment
  • Fixed an issue where Star Cannon’s projectile could not be fired through platforms
  • Fixed a certain duplication exploit
  • Fixed an issue where Spikes would not hurt the player from some angles at certain elevations
  • Fixed an issue where World Globe would skip some forest backgrounds
  • Fixed an issue where Amphibian Boots stacked with other Frog Leg variants, even though Frog Leg variants do not otherwise stack
  • Corrected the damage on Frost armor’s set bonus debuff from 20 to 25 DPS.
  • Fixed an issue with part of Leather Whip’s segments being cut off.
  • Fixed an issue with Ice Bow being flagged as a channeling weapon when it isn’t.
  • Fixed an issue with Flying Knife not having proper screen range limits.
  • Fixed an issue with Crystal Serpent being held unusually by the player
  • Fixed an issue where Plantero’s Sombrero was poofing when turning Blood and Gore off
  • Fixed an issue where interacting Pylons from beneath had a different range than the actual teleportation-allowed range
  • Fixed cases of Pressure Plates & Logic Sensors not properly being removed from the world when mined
  • Fixed slowdown when leaving the housing window up for a REALLY long time
  • Fixed Life Drain not costing mana to use in PVP
  • Fixed an issue where Bones were still flagged as Ammo
  • Fixed an issue where Lunar Drills/Chainsaws were getting prefixes they shouldn’t
  • Jousting Lances can no longer receive melee speed prefixes. They already could not benefit from Melee speed, but this fixes some bugs caused by Melee speed modifiers that impacted them.
  • Fixed some stat inaccuracies where several OOA armor’s stats did not match their tooltips. Also made a few text adjustments to clarify specific damage types.
  • Fixed an issue where Hero’s Shield was not giving its aggro boost
  • Fixed some exploits/oversight related to Bee Hives, Bunny Cannons, and Antlion Eggs
  • Fixed a handful of item drop rates that were not properly affected by luck (mostly some OOA drops). Will not impact actual drop rates to much of a substantial degree.
  • Fixed an issue where Robot Shirt worked with “hand” accessories, since its hands were incompatible with them. Robot Shirt and Pumpkin Shirt now do not work with Belt accessories either, for the same reason.
  • Fixed an issue where the Paper Airplane projectile wasn’t considered Ranged
  • Fixed an issue where Molotov Cocktail didn’t gain Frost Armor’s Frostburn debuff
  • Fixed an issue where Coin Gun would not prioritize Coin slots over Inventory slots
  • Fixed a crash stemming from using the Clinger Staff near the top of the world when in reverse gravity
  • Fixed an issue where Paper Airplanes weren’t correctly dropping in stacks

Tile, Block and Worldgen Bugs

  • Fixed an issue where Bamboo and Wrought Iron Fences would not allow certain trees to grow like other fences
  • Fixed a dupe exploit involving sand
  • Fixed an issue where mousing over Logic Sensors with Block Swap on could break them
  • Fixed an issue where Clentaminator didn’t properly convert mushrooms into Vicious Mushrooms
  • Fixed an issue where Evil thorns stopped growing after initial worldgen
  • Fixed an issue where Surface Mushroom background darkening was requiring too many mushroom blocks to activate
  • Fixed an issue where Coral/Shells would regrow overtop of actuated blocks, replacing them
  • Re-Fixed an issue where Demon Altars could generate on top of Rolling Cacti
  • Fixed an issue with Golf Flags and wind detection
  • Ropes no longer merge with Smooth Marble Blocks
  • Fixed Crystal Shards not properly syncing when placed in multiplayer, which sometimes caused them to turn into Gelatin Crystals
  • Fixed an issue where Jungle and Mushroom vines wouldn’t grow underground, and an issue where Jungle Weeds would not turn into tall Jungle weeds
  • Fixed some issues with Weapon Racks not properly being removed in multiplayer
  • Fixed an issue where falling blocks would de-slope platforms they passed through
  • Fixed an issue where Offline Gemspark Blocks did not blend the same way as Online Gemspark Blocks
  • Fixed an issue where Hardcore Player Ghosts would prevent tiles from being placed behind them
  • Fixed an issue where Sand would duplicate sometimes when falling as a tile
  • Fixed some issues with falling blocks where they would land on some tiles they shouldn’t land on, and also fixed some syncing issues relating to them turning into an item or not in multiplayer
  • Fixed an issue where blue Portal Gun Stations would fire confetti if you tried to use confetti on them
  • Fixed Auto-Select choosing confetti when hovering over a Portal Gun Station
  • Fixed an issue where pressure plates in world gen would end up floating because they generated on breakable ice
  • Fixed Living Mahogany Trees not considering Jungle Grass as Jungle when generating
  • Fixed an issue where Boulder Traps would generate embedded in the Temple
  • Fixed an issue where you could not build “off” of a beam like other blocks. They were not treated like an adjacent block for the purposes of building.
  • Fixed a rare out of bounds issue with pots during world generation
  • Fixed a minor tile framing issue with Gnome Statues
  • Fixed an issue where Crimsand had no dust when stepping on it
  • Fixed an issue where Snow Clouds used a slightly inaccurate dust color when stepping on it
  • Stone Platforms are now immune to lava
  • Fixed an issue where Dirt Bombs would not cause buried grass to die
  • Fixed an issue where Pylon NPC detection only checked for the housing flag, and not the actual NPCs being present near their home.
  • Fixed Smart Cursor acting inconsistently with herb placement with pots and planter boxes
  • Fixed Mannequins/Hat Racks breaking in MP when bombed
  • Fixed some issues with Smart Cursor and pumpkin placement
  • Fixed an issue in Dungeon code that was causing the same seed to create different worlds each time.
  • Fixed an issue where seeds would not always generate identical worlds, depending on how many worlds had been generated in that play session
  • Fixed an issue where some falling tiles would fall through platforms instead of landing on them
  • Fixed an issue where spreading Moss would not always use the proper frame when on servers
  • Fixed an issue where Smooth Marble Blocks would merge with Echo Blocks
  • Fixed an issue where Smoke Blocks did not stay hammered between gameplay sessions
  • Fixed an issue where Bubble Blocks could not be used as the walls for player-spawn houses
  • Fixed an issue where Luminite Ore and Bricks made “Dirt” thud sounds when mined, instead of ore/metal sounds
  • Fixed an issue where Crimson Grass Walls spread slower than the Corruption variant.
  • Fixed a rare worldgen softlock, where the game gets stuck trying to generate Hellforges.
  • Fixed a bug where Boulders and Rolling Cacti qualified as ranged items eligible for dealing Frostbite if you wore the Frost armor.
  • Fixed an issue where Smooth Marble Blocks didn’t merge with Dirt Blocks, Ash Blocks, or Frozen Slime Blocks (despite merging with most other blocks).
  • Fixed an issue preventing Honey Pit microbiomes from spawning in the Jungle.
  • Fixed an issue where light Dynasty Walls showed an inaccurate teal map color.
  • Fixed another syncing issue with Cracked Dungeon Bricks, which should resolve the teleporting enemies in Dungeons
  • Fixed an issue where most falling tile projectiles would fall through platforms, except for regular Sand. All of them now land on the platform, except hostile Sand ball projectiles.

Visual/Art/Sound Issues and Bugs

  • Capes and Tax Collector’s Suit now properly disable visibility when sitting, rather than showing up awkwardly in the wrong position
  • Fixed an issue where Desert Tiger pounce didn’t use Summon Dye
  • Fixed an issue where multiple Minecarts used the Mount-dye slot instead of the Minecart-dye slot for their dust
  • Fixed a sprite positioning issue with 2 of the Etherian Goblin variants
  • Fixed a very widespread issue where several dozen armors had a transparent pixel in the armpit
  • Fixed a cut-off pixel on the Nebula Workbench
  • Fixed a missing pixel in the Zoologist emote
  • Fixed an issue where wings would continue to display when the player was dead
  • Fixed an issue where Water and Peace Candles would generate dust that behaved unusually when the player was on ropes
  • Fixed some stray pixels in the Hallowed Palm Potted Plant
  • Fixed Corrupt Torches making snow dust instead of Corrupt dust
  • Fixed an issue where Goldfish Bowl helmets were one pixel too high while flying
  • Fixed a stray pixel in the Goldfish Bowl helmet
  • Fixed the Crimson Capture setting using Blood Moon water instead
  • Fixed an odd pixel on one of the frames of the Gnome tile
  • Fixing an issue with the Palm Armor sprite
  • Fixed an issue where Mystic Snake Coil’s pot would disappear when in certain positions
  • Fixed an issue where parts of the player’s body would be in the wrong position when in reverse gravity
  • Fixed an issue with some tiles ignoring Illuminant Paint
  • Fixed an issue where several new banners had item sprite that used the full sized tile sprite instead of the smaller item-sized version
  • Stardust Guardian now stops showing its attack animation when the game is paused
  • Fixed a number of SFX issues with Martians
  • Music Boxes should no longer play music when music volume is at 0
  • Fixed an issue with light not spreading properly under some circumstances
  • Fixed an issue where a Crimson background would cut off under specific circumstances
  • Fixed an issue where background hellbats would be visible with backgrounds off
  • Fixed an issue with Tree top framing
  • Fixed an issue where some minions and pets would flip back and forth rapidly while holding out kites
  • Fixed an issue where the Angel Halo wasn’t fading with stealth, and would float in place if you died and opened the settings menu
  • Fixed Tea and Coffee’s sprites not being centered properly
  • Fixed an issue where invisible characters had bald map icons
  • Fixed an issue where invisible inner tubes caused visual issues on the body
  • Fixed an issue where various coins did not use the correct color sparkles
  • Fixed issues with long coat extensions when sitting
  • Fixed some issues with Vine/Seaweed draw tiles not rendering properly when taking screenshots
  • Attempted fix to an issue where Magic Missile-class items would sometimes visually “spike” towards the upper left corner. As this only happens to some users, and we do not know why and cannot reproduce it, we aren’t sure if the fix was successful, so please feel free to report if it is continuing.
  • Fixed an issue with the Witch Costume not properly showing legs underneath of it, even its own Witch Boots.
  • Fixed an issue where sitting players wearing the Gi outfit would be in a “jumping” pose
  • Fixed an issue where Lazure’s Barrier Platform would be worn on your head when in reverse gravity.
  • Fixed every vine type except normal/flower vines from passing on paint as they grow longer.
  • Changed the SFX of a number of some newer summoning and magic weapons, so that they are a bit more representative of the attack itself.
  • Fixed an issue where Celestial Starboard did not draw/make dust properly in reverse gravity.
  • Fixed Seasonal Bunnies not having the surface tag in bestiary
  • Fixed Frozen Zombie and Wolf not showing Snow Biome in bestiary
  • Ice Golem now correctly uses the rain tag in bestiary
  • Fixed Journey Mode’s Enemy Spawn Rate settings being reset on leaving a server
  • Corrupt players will now list their origin instead of corrupt text, if they can
  • Fixed an issue where player skin became much brighter under some circumstances, such as using some Light Pets
  • Fixed an issue where some Vanity ears would show the back-ear in the wrong position when sitting
  • Fixed an issue where Tail accessories did not adjust their height correctly when sitting
  • Fixed an issue where certain hairs would “draw double” when sitting
  • Fixed Tall Hats having visual issues when riding a mount
  • Fixed a visual framing issue with the Bamboo Lantern
  • Fixed an issue where Stardust Guardian was no longer transparent when dyed
  • Fixed an issue where Vanity Rocket Boot trails were inconsistently prioritized and not always showing the correct trail
  • Fixed a minor visual issue with Tinkerer’s Workshop where some of its pixels were not visible
  • Fixed Sky Dragon’s Fury not animating when thrown on the ground
  • Fixed an issue where Souls in a Bottle were missing animation frames
  • Fixed an issue where Hair 6 and Hair 94 had a conflict with capes
  • Fixed an issue with a few leaf sprites that caused them to not correctly handle paint
  • Fixed an issue where Reaper Hood’s head texture had an offset frame
  • Fixed issues where the aim tag and some world objects were incorrectly positioned when on reverse gravity
  • Fixed issue where the loading bar during world generation appeared out of bound.
  • Fixed issue where the yellow outline of the Settings tabs would overlap each other.

UI/Menu and Settings Bugs

  • Fixed an issue where Celestial Pillar health bars would exceed the health bar meter due to changing difficulty in Journey mode
  • Fixed an issue where boss minimap icons didn’t change direction based on the boss’s direction like it used to
  • Mana Cloak Star is no longer researchable (as it should never be obtainable in the first place)
  • Fixed an issue where Eye color wouldn’t always randomize during character creation
  • Fixed an issue where Quick Stack to Nearby Chests would not respect whether your coins were favorited or not
  • Fixed rain starting on its own while time was paused with Journey powers
  • Fixed several visual Sky-based effects failing to change properly when time was paused with Journey powers
  • Fixed rain failing to visually start/stop when time was paused with Journey powers
  • Fixed an issue where invasions would be announced, but would never arrive, when time was paused with Journey powersv
  • Fixed an issue where Journey Enemy Spawn rate slider would not visually go below 0.1x in multiplayer
  • Fixed an issue where some text search boxes had no limit
  • Fixed an issue where Fungi Bulbs did not properly indicate in the Bestiary that they spawn in the Surface Mushroom biome
  • Fixed a spacing issue on the ingame options menu that sometimes allowed for toggling two options at once by accident
  • Fixed double inputs for some ingame options, notably Autosave/Autopause
  • Torch God’s Bestiary Entry now properly unlocks in single player when you use the favor item, and when a player first joins a world with favor already active
  • Torch God’s Bestiary Entry now lists Caverns and Underground as biome tags
  • Fixed an issue where the game did not Autopause in the Achievements menu

Text, Tooltips and Dialogue Bugs

  • Fixed some tooltips that used “crit chance” instead of critical chance
  • Fixed an issue where one of the Cat pet names was missing, and one of the Cat pet names was split into two different names
  • Fixed an issue where Tax Collectors were twice as likely to be named Agnew as they should be
  • Fixed a few dated and no longer accurate loading tips
  • Fixed some legacy dialogue lines from Demolitionist about “ebonrock”, and gave it a Crimson-compatible alternate
  • Fixed a variety of minor text and grammar issues, primarily in Bestiary or NPC Dialogue
  • Fixed an issue where the favorites file could not support some characters and symbols in world/player names
  • Fixed several grammatical/spelling issues in NPC dialogue.
  • Fixed a few minor item tooltip/flavor text issues.
  • Fixed an issue where Wasp Gun had a tooltip that just said “Wasp Gun”
  • Fixed a typo in Dune world generation in regards to their position with Snow biomes
  • Fixed some minor grammatical and capitalization issues
  • Fixed a missing apostrophe in Pillagin Me Pixels item name.
  • Fixed missing tooltip in Queen Slime’s Treasure Bag.
  • Fixed a wide variety of NPC Dialogue, Bestiary, and Item Flavor Text grammatical/spelling/punctuation issues.
  • Fixed a minor issue where some text editing fields (such as Chest) would accept unlimited characters

Server Issues/Multiplayer Issues

  • Fixed an issue with spawn points on the very rightmost edge of a map not functioning properly in Multiplayer
  • Fixed an issue where Trap Doors would not properly sync in multiplayer, allowing enemies to move through them
  • Fixed a Multiplayer syncing issue relating to enemy heal effects.
  • Fixed projectile knockback being inconsistent in Multiplayer.

That’s about it for this major patch for Terraria. Stay tuned here at MP1st for future updates!

Source: Terraria forums

MP1st Staff

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Dead by Daylight Update 5.007 Released for Mid-Chapter Patch This April 27

Behaviour Interactive has released the Dead by Daylight update 5.007 patch on all platforms, and this is for mid-chapter update 5.7.0! This includes a ton of gameplay-related improvements ranging from visual fidelity in maps, perks and loads more! Read on for the Dead by Daylight 5.7.0 patch notes.

Dead by Daylight Update 5.007 Patch Notes | DBD 5.7.0 Patch Notes:

Features

UI Update – Added an indicator to the Searching for Friends popup when loading data.

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Content

Visual Update for Haddonfield Map.

General

  • Difficulty ratings for Survivors have been removed
  • Difficulty ratings for Killers are now Easy, Moderate, Hard, or Very Hard
  • Easy: These Killers are the easiest for a first-time player
  • Moderate: Require the player to be comfortable with the basics of the role, though the Killers share common mechanics with those from the Easy category
  • Hard: Use mechanics that are specific to the Killer and require more practice to be effective
  • Very Hard: Require a high amount of practice and understanding, inexperienced players would likely find little success when using them
  • Switch players should update to 14.1.0-1.0 firmware or newer to fix an issue with Auric Cell Purchases failing.

Dev Note: Since all Survivors have the same mechanics, they are no longer separated into different difficulty tiers. Killer difficulty is based on overall mechanical and strategic complexity, specifically for newer players.

Hemorrhage Rework

  • New Effect: Survivors affected by the Hemorrhage Status Effect have their healing progression regress at a steady rate when not being healed
  • Healing regresses at a rate of 7% per second (this means a 99% full heal would take 14 seconds to completely empty)
  • Sloppy Butcher and The Nightmare’s “Z” Block Add-on have been modified to take the new effect into account (changes listed below)

Dev Note: Hemorrhage has had a reputation of being a “useless” status effect, so we reworked it to have a more meaningful impact on the core mechanic of survivor healing.

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Perks

  • Boil Over
  • Increases struggling effects by 60/70/80% (was 50/75/100%)

Dev Note: Boil Over’s wiggle impact was causing some players to have significant issues navigating certain maps, beyond the intended impact of the perk. We are planning to look at wiggle impact more generally in a future patch, but for now we are toning down the impact from Boil Over to prevent particularly egregious cases.

  • Boon: Circle of Healing
  • Increases healing speed bonus by 40/45/50% (was 65/70/75%)

Dev Note: As it was foretold, so it has been delivered.

  • Sloppy Butcher
  • Modified to account for the Hemorrhage Rework
  • Increases the rate at which healing progression is lost by 15/20/25%

Dev Note: On the PTB, all mentions of Sloppy Butcher increasing bleed frequency were removed, but the mechanic remained! The strings have been updated to clarify that increase bleed frequency is still present on Sloppy Butcher, in addition to the new effect.

The Nightmare 

  • Add-on – “Z” Block
  • Modified to account for the Hemorrhage Rework
  • Survivors interacting with a Dream Trap suffer from the Hemorrhage Status Effect for 90 seconds (was 60 seconds)

The Legion

  • The Legion now has unique Terror Radius and Chase music, which can be modified by the Mix Tape add-ons
  • New: Each successful hit with Feral Slash now increases The Legion’s movement speed by +0.2m/s for the remainder of Feral Frenzy
  • New: After 4 successful hits with Feral Slash, the next Feral Slash will put the survivor into the dying state and end Feral Frenzy
  • Removed the loss of power gauge on successful basic attacks
  • When Feral Frenzy ends, the power gauge now starts charging immediately (Previously waited for the fatigue sequence to end)
  • Fatigue after Feral Frenzy lasts for 3 seconds (was 4 seconds)
  • Add-on – Mischief List
  • Increases the Duration of Feral Frenzy by 2 seconds (was 1 second)
  • Add-on – Scratched Ruler
  • Decreases Feral Frenzy recharge time by 5 seconds (was 2 seconds)
  • Add-on – Suzie’s Mix Tape
  • Increases Killer Instinct detection range by 20 meters (was 16 meters)
  • Add-on – Filthy Blade
  • Increases time required for Survivors to mend by 4 seconds (was 2.5 seconds)
  • Add-on – Iridescent Button
  • Removed effect where Terror Radius extends to the entire map
  • Reworked Add-on – Stab Wounds Study
  • The auras of Survivors who self-mend a Deep Wound from Feral Frenzy are shown for 4 seconds afterwards
  • Reworked Add-on – Friendship Bracelet
  • Increases duration of lunges during Feral Frenzy by 0.3 seconds
  • Reworked Add-on – Smiley Face Pin
  • Survivors who self-mend a Deep Wound from Feral Frenzy are inflicted with Blindness for 60 seconds
  • Reworked Add-on – Defaced Smiley Pin
  • Survivors who self-mend a Deep Wound from Feral Frenzy are inflicted with Mangled
  • Reworked Add-on – Etched Ruler
  • Survivors hit by Feral Slash are inflicted with Oblivious for 60 seconds
  • Reworked Add-on – Julie’s Mix Tape
  • If The Legion is stunned during Feral Frenzy, the power gauge refills once the duration of the stun ends
  • Reworked Add-on – Mural Sketch
  • Increases Speed Boost per hit during Feral Frenzy to 0.3m/s
  • Reworked Add-on – Never-sleep Pills
  • The Legion’s base move speed during Feral Frenzy is 4.6/ms
  • Increases the duration of Feral Frenzy by 10 seconds
  • Gain 100 to 500 bonus Bloodpoints for each successive hit on a Survivor during Feral Frenzy
  • Reworked Add-on – Joey’s Mix Tape
  • Survivors who self-mend a Deep Wound from Feral Frenzy are inflicted with Hemorrhage until fully healed
  • Reworked Add-on – Stolen Sketchbook
  • During Feral Frenzy from the second chained hit onward, hit Survivors drop their item
  • Reworked Add-on – The Legion Pin
  • Survivors who self-mend a Deep Wound from Feral Frenzy are inflicted with Broken for 60 seconds
  • Reworked Add-on – Frank’s Mix Tape
  • While using Feral Frenzy: Damaging generators is 20% faster, breaking walls is 30% faster the power gauge pauses while performing these actions
  • Reworked Add-on – Fuming Mix Tape
  • While using Feral Frenzy: The repair progress of generators can be determined by the intensity of their auras, generators not being worked on regress
  • Note: Regression effect does stack with Hex: Ruin or other regression effects
  • New Add-on – Stylish Sunglasses
  • Shows the auras of Survivors who are mending within a 24 meter radius
  • New Add-on – BFFs
  • Earn tokens for hitting Survivors during Feral Frenzy
  • Second chained hit: 2 token
  • Third chained hit: 3 tokens
  • Fourth chained hit: 4 tokens
  • Fifth chained hit: 5 tokens
  • Once the gates are powered, if 15 or more tokens have been collected, gain a 4% movement speed boost when not using Feral Frenzy
  • Removed Add-ons: Nasty Blade, Cold Dirt

Dev Note: This update for Legion leans into their signature – Running really fast with a knife! The stacking movement speed from Feral Strike gives a better reward from each hit, and they now have a way to down survivors at the end of a great chain. Add-ons have also seen a major overhaul to provide more variety of playstyles.

The Ghost Face 

  • The Ghost Face can no longer be revealed by Marked Survivors
  • Marked now lasts for 60 seconds (was 45 seconds)
  • The Ghost Face now has unique Terror Radius and Chase music
  • Reviewed the technical implementation of the stalk and reveal mechanics
  • Fixed an issue that could lead some player’s reveal to be ignored completely when multiple survivors are revealing at the same time
  • Reveal progress will now regress over a short time when a survivor loses sight of Ghost Face and resume when revealing starts again (Previously, losing sight of Ghost Face for a single frame would cause all reveal progress to be lost)
  • Added in differentiation of the sighting zone (the zone in your screen where the target must be to be revealed or stalked) for killers and survivors to better account for the differences between 1st and 3rd person cameras
  • Made it possible to reveal Ghost Face / stalk Survivors when they are not in the center of the screen but still take up a large amount of the screen (eg when they are very close to you)
  • Fixed some issues which caused the stalk / reveal sighting zone to scale incorrectly on non-16:9 resolutions
  • Add-on – Cheap Cologne
  • Increases Marked duration by 10 seconds (was 5 seconds)
  • Add-on – Headline Cutouts
  • Increases movement speed while stalking by 40% (was 10%)
  • Add-on – Walleye’s Matchbook
  • Decreases Night Shroud recovery time by 6 seconds (was 2 seconds)
  • Add-on – Marked Map
  • Increases duration of Killer Instinct after being revealed by 2 seconds (was 1 second)
  • Add-on – Leather Knife Sheath
  • Increases crouched movement speed by 10% (was 5.6%)
  • Add-on – Outdoor Security Camera
  • The auras of all Survivors are revealed for 7 seconds when a Marked Survivor is put into the dying state (was 4 seconds)
  • Now applies to all survivors (was limited to Survivors inside the Terror Radius)
  • Reworked Add-on – “Philly”
  • Decreases time required to Mark a Survivor by 20%
  • Reworked Add-on – Cinch Straps
  • Night Shroud remains active after a failed basic attack
  • Reworked Add-on – Olsen’s Address Book
  • Survivors that are Marked reveal their auras for 5 seconds when performing rushed actions
  • Reworked Add-on – Olsen’s Journal
  • A Survivor that is Marked is inflicted with Oblivious until the Mark expires
  • Reworked Add-on – Telephoto Lens
  • A Survivor that reveals The Ghost Face is inflicted with Oblivious for 60 seconds
  • Reworked Add-on – Chewed Pen
  • Survivors that are in the dying state take 3 seconds to reveal The Ghost Face
  • Reworked Add-on – Knife Belt Clip
  • Reduces the Terror Radius by 8 meters when crouching
  • Reworked Add-on – Lasting Perfume
  • Survivors that are on a hook take 3 seconds to reveal The Ghost Face
  • Reworked Add-on – Olsen’s Wallet
  • Breaking a pallet or wall immediately recharges Night Shroud
  • Reworked Add-on – Drop-Leg Knife Sheath
  • The Ghost Face gains 10% movement speed for 5 seconds after Marking a Survivor
  • Reworked Add-on – Night Vision Monocular
  • A Survivor that reveals The Ghost Face is inflicted with Exhausted for 5 seconds
  • Reworked Add-on – Victim’s Detailed Routine
  • After being Marked, Survivors are inflicted with Exhausted for 5 seconds
  • Reworked Add-on – “Ghost Face caught on Tape”
  • Instantly recharges Night Shroud after a successful basic attack puts a Survivor into the dying state

Dev Note: Ghost Face was having a tough time generally, and his add-ons were particularly uninteresting overall. This change boosts the effectiveness of the Marked effect, and also overhauls his Add-on loadout for more interesting and powerful combinations. The reveal and stalking mechanics have also been tuned to be more predictable and intuitive.

Changes from PTB 

  • The Nightmare’s “Z” Block Add-on has had the bleed frequency modifier returned
  • Hemorrhage no longer reduces healing progress when downed
  • The Shape’s stalk and The Ghost Face’s stalk / reveal mechanics have had their values tuned to account for the technical rework to stalking / revealing
  • The Legion 
  • Removed the loss of power gauge on successful basic attacks
  • The following Add-ons have been adjusted from the PTB: Frank’s Mixtape, Julie’s Mixtape, Stolen Sketchbook, Stab Wounds Study, BFFs, and Etched Ruler
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The Archives

  • “Tome 11: DEVOTION” of The Archives (starts April 28th 11AM ET)
  • The “Blood Debt” challenge in Tome 8: DELIVERANCE – Level 4 has had its completion goal reduced from 10 to 5.
  • Changed instances of Roman numerals in Tome names to Arabic numerals in all related contexts
  • Reworked the description texts of Glyph Challenges and Dual Role challenges to make them consistent and clearer

Engine Update And Download Size

  • We continued to improve our patching process in an attempt to reduce download size during an update. However, due to an engine update, expect a bigger than usual download this time.
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Bug Fixes

  • Fixed an issue that caused the shower drain leak VFX to float slightly above the floor in the Léry showers.
  • Fixed an issue that caused floating debris from breakable walls to be visible when one side has a noticeable slope in elevation.
  • Fixed an issue that caused Ace’s Trilby hats to clip through his head on the killer side when in the dream world.
  • Fixed an issue that caused the sleep VFX to flicker on Jake when wearing the Western Wrangler torso.
  • Fixed an issue that caused the dream state outline to clip into Nea’s default torso in various animations.
  • Fixed an issue that caused Yun-Jin’s ‘Lunar Hanbok’ torso customization to flicker when in the dream world.
  • Fixed an issue that caused the Dream world sky on Coldwind Farm to have unusual lines in the grainy texture.
  • Fixed an issue that caused some visual corruption in the sky on Haddonfield when in the Dream World.
  • Fixed an issue that caused the Onryo’s legs to clip through the backside of the TV after projecting.
  • Fixed an issue that sometimes caused subtitles for Ash to be displayed when selecting another survivor.
  • Fixed an issue that sometimes caused the survivor settings from the ‘Play as Survivor’ lobby to be carried over to the custom game lobby.
  • Fixed an issue that caused custom game lobby warning messages to not be displayed.
  • Fixed a hardlock when minimizing the Game during a Loading screen after a match.
  • Fixed an incorrect formatting on tutorial messages when the screen resolution is lower than 100%.
  • Fixed an issue with a wrong UI prompt “Scroll List” appearing in the Support menu.
  • Fixed an issue with the controller “Pause” button not able to close the Pause/Overlay Menu.
  • Fixed an issue where the report button was not disabled for a Custom Game in the Tally screen.
  • Fixed an issue in the Archives Compendium section where the tooltip was not showing if an active node has been completed.
  • Fixed an issue that caused projectiles passing through Thompson’s House windows when thrown from the inside of the building.
  • Fixed an issue that caused survivors dying in the Executioner’s Cage of Atonement to be considered killed instead of sacrificed, leading to various side effects.
  • Fixed an issue that caused the Executioner’s Torment VFX to remain visible after killing a survivor by Mori or Final Judgement.
  • Fixed an issue that caused survivors to be stuck in T-pose when Adrenaline triggers while in a Cage of Atonement.
  • Fixed an issue that caused survivors to be momentarily shown as crawling after being rescued from a Cage of Atonement.
  • Fixed an issue that caused the Nightmare to be prevented from putting down another Dream Snare when standing on one.
  • Fixed an issue that caused the Artists Crows to despawn immediately when spawned near the exit gates on the Léry’s Memorial Institute – Treatment Theatre map.
  • Fixed an issue that caused the Cenobite’s chains to hit a collision over survivors in the dying state.
  • Fixed an issue that may cause the Wraith to appear invisible to survivors while uncloaked.
  • Fixed an issue that may cause the Wraith to be visible while cloaked after cancelling the damage generator interaction when equipped with the The Serpent – Soot add-on.
  • Fixed an issue that caused the Cannibal’s Shop Lubricant add-on not to hide the aura of survivors downed with the chainsaw.
  • Fixed an issue that caused Victor to be missing from the match results screen.
  • Fixed an issue that caused the Hag’s traps not to be triggered for other survivors when a survivor in the dying state is on the trap.
  • Fixed an issue that caused the Hag’s Disfigured Ear add-on not to deafen the survivor.
  • Fixed an issue that caused failing to unhook a survivor during the Struggle phase to reset their skill check progress.
  • Fixed an issue that caused Dance with Me’s cooldown not to be shown on the perk’s icon.
  • Fixed an issue that caused the Shape’s standing mori to not be usable against survivors using the Clairvoyance interaction.
  • Fixed an issue that caused the Clairvoyance’s interaction not to end when put into the dying state.
  • Fixed an issue that caused the Boil Over icon to be missing on the killer’s side when carrying a survivor equipped with the perk.
  • Fixed an issue that made it impossible to pick up survivors put in the dying state in front of a locker in the Killer basement.
  • Fixed an issue that caused the screaming animation to be played twice when passing from the injured to the dying state while screaming.
  • Fixed an issue that caused the Modern Tale theme to keep playing when equipping cosmetics not in the collection.
  • Fixed an issue that caused the weapon of the Plague to become invisible in the middle of a basic attack swing.
  • Fixed an issue that occasionally caused survivor deafness at the start of a trial
  • Fixed an issue that sometimes prevented the Demogorgon scream from triggering after a missed pounced.
  • Fixed an issue that caused survivors to hear Ghost Face’s reveal sfx to play map-wide.
  • Fixed an issue that caused visceral cankers to prevent sliding doors from opening.
  • Fixed an issue that prevented the text “The Onryo” from being accepted in Crowd Choice.
  • Fixed an issue that caused game to disconnect during Steam maintenance.
  • Fixed an issue that caused survivor to go invisible when switching between lobby and store.
  • Fixed an issue that prevented the purchasing of DLC characters and auric cells.
  • Fixed an issue that caused mouse slow down after closing the game.
  • Fixed an issue that gave incorrect disconnection penalty.
  • Fixed an issue that caused friend list to not update properly.
  • Fixed an issue that caused the Onryo’s TV SFX to still be heard after a survivor retrieved a tape and closed the TV.
  • Fixed an issue that caused the Garage Door to have to wrong SFX when hit by the killer in the Gas Heaven Map.
  • Fixed an issue that caused David’s breathing to be heard map wide.
  • Fixed an issue that caused the ambiance music to stop in the Getting Started Menu when getting back from the Game’s Manual’s.
  • Fixed an issue that caused the Ghost Face crouching SFX to still be heard when breaking a pallet or a breakable wall.
  • Fixed an issue that caused the survivor to scream when healing to full while being afflicted with x duration Hemorrhage.
  • Fixed an issue where the options in the setting menu disappear before the settings UI is fully closed after changing a setting.
  • Fixed an issue where sometimes, the Bloodpoints score events disappear too fast in the Hud.
  • Fixed an issue in the Tally screen where smashing buttons while also selecting the spectate option could bring you back to the Hud with a black screen.
  • Fixed an issue that caused a misplaced collision on stair railing in the basement of the school.
  • Fixed an issue where one generator in Pale Rose cannot be repaired from one side.
  • Fixed an issue where the hooks on the second floor of the Library aren’t spawning in RPD map.
  • Fixed an issue where a Survivor can climb on a speaker and a table using the cleanse or bless totem action at the Press room in RPD map.
  • Fixed an issue where a Survivor can’t be picked up by the Killer between some assets on the first floor of Gideon Meat Plant.
  • Fixed an issue that caused a gap that can be mistaken for a passable path behind the ramp of the Swamp maze.
  • Fixed an issue that caused a fat shaming spot around the killer shack in Disturbed Ward.
  • Fixed an issue where a Survivor can fall onto a rock near the big boat in Swamp Pale Rose when put into the dying state by the Killer.
  • Fixed an issue that caused darker Dreamworld for the Survivor POV when entering a basement area.
  • Fixed an issue that caused low FPS on the main menu. (Switch only)
  • Fixed a visual glitch which could occur when toggling between the Killer lobby and main menu.
  • Fixed an issue that caused an infinite loading screen after using ‘Instant on’ or ‘Instant sign in’ mode while in a match. (Xbox One only)
  • Fixed an issue that caused Hex: Ruin to not regress generators after Hex: Undying is destroyed.
  • Fixed an issue that may cause the Nurse to instantly fully blink a second time when playing with high latency.
  • Fixed an issue that caused all survivors to lose laceration when the Trickster attacks someone.
  • Fixed an issue that caused the cooldown of the Cannibal’s successful chainsaw attack to be 3 seconds instead of 2.
  • Fixed an issue that may cause the survivor to become invisible during the Cenobite’s mori.
  • Fixed an issue that caused reversed skill checks not to be hit reliably on Stadia.
  • Fixed an issue that caused the hand icon next to the interaction bar when Victor uses his power.
  • Fixed an issue that caused dark lighting inside the houses in Haddonfield map.
  • Fixed an issue that caused confusion on vaultable windows on the second floors in Haddonfield map.
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Fixes from PTB 

  • Adjusted the Ghost Face’s chase music.
  • Fixed an issue where sometimes survivor playerTags were not visible when entering a lobby.
  • Fixed an issue that caused the Legion to gain stacks to Feral Slash when hitting a hooked survivor.
  • Fixed an issue that caused The Mixtape Legions chase music to continue being applied in subsequent matches after using the mixtape.
  • Fixed an issue that caused the Legion’s Fuming Mix Tape generator regression not to apply to generators not being repaired when starting Frenzy.
  • Fixed an issue that caused the kick sound effect on Generator or Breakable Wall to be missing when using the new animations with Julie’s and Frank’s mix tape add-ons equipped.
  • Fixed an issue that caused the Legion’s attack animation to be lengthened instead of the lunge when equipped with the Friendship Bracelet add-on.
  • Fixed an issue that caused the Shape to continue stalking at Tier 3.
  • Fixed an issue that caused healing progression to regress during the failed skill check penalty when affected by the Hemorrhage status effect.
  • Fixed an issue that caused the Hemorrhage effect applied by the Sloppy Butcher perk to regress healing at a lower rate than intended.
  • Fixed an issue that caused the progress bar animation to be missing when affected by the Hemorrhage perk and depleting a medkit while healing self.
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Known Issues

  • The Hex: Ruin effect is cancelled when a survivor stops repairing a generator during Feral Frenzy when equipped with the Fuming Mix Tape add-on.
  • When dismissing a daily ritual, an incorrect amount of reward might be displayed. This is purely visual, and does not affect the actual amount of reward you will receive. Reopening the daily ritual window should correct this.
  • In Haddonfield map, downing a Survivor next to a fence prevents the Killer from picking up the Survivor.
  • There’s a specific Green glyph that cannot be interacted with in the Wreckers Yard.
  • It is impossible to grab a Survivor from a specific side of multiple generators in Haddonfield map.
  • Meg is sometimes unable to Vault in the Killer Tutorial.
  • There is a one sided collision preventing smooth passage in the Eyrie of the crows map.
  • The Credits appear as a placeholder text string in all non-English languages on PS5, Switch and Stadia platforms.

Source: Dead by Daylight forums

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Alex Co

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Dead by Daylight 2.47 Released for Mid-Chapter 5.7.0 This April 27

Behaviour Interactive has released the Dead by Daylight update 2.47 patch, and this is for mid-chapter update 5.7.0! This includes a lot of gameplay improvements across the Haddonfield Map and more! Read on for the Dead by Daylight April 27 patch notes.

Dead by Daylight Update 2.47 Patch Notes | Dead by Daylight April 27 Patch Notes:

Features

UI Update – Added an indicator to the Searching for Friends popup when loading data.

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Content

Visual Update for Haddonfield Map.

General

  • Difficulty ratings for Survivors have been removed
  • Difficulty ratings for Killers are now Easy, Moderate, Hard, or Very Hard
  • Easy: These Killers are the easiest for a first-time player
  • Moderate: Require the player to be comfortable with the basics of the role, though the Killers share common mechanics with those from the Easy category
  • Hard: Use mechanics that are specific to the Killer and require more practice to be effective
  • Very Hard: Require a high amount of practice and understanding, inexperienced players would likely find little success when using them
  • Switch players should update to 14.1.0-1.0 firmware or newer to fix an issue with Auric Cell Purchases failing.

Dev Note: Since all Survivors have the same mechanics, they are no longer separated into different difficulty tiers. Killer difficulty is based on overall mechanical and strategic complexity, specifically for newer players.

Hemorrhage Rework

  • New Effect: Survivors affected by the Hemorrhage Status Effect have their healing progression regress at a steady rate when not being healed
  • Healing regresses at a rate of 7% per second (this means a 99% full heal would take 14 seconds to completely empty)
  • Sloppy Butcher and The Nightmare’s “Z” Block Add-on have been modified to take the new effect into account (changes listed below)

Dev Note: Hemorrhage has had a reputation of being a “useless” status effect, so we reworked it to have a more meaningful impact on the core mechanic of survivor healing.

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Perks

  • Boil Over
  • Increases struggling effects by 60/70/80% (was 50/75/100%)

Dev Note: Boil Over’s wiggle impact was causing some players to have significant issues navigating certain maps, beyond the intended impact of the perk. We are planning to look at wiggle impact more generally in a future patch, but for now we are toning down the impact from Boil Over to prevent particularly egregious cases.

  • Boon: Circle of Healing
  • Increases healing speed bonus by 40/45/50% (was 65/70/75%)

Dev Note: As it was foretold, so it has been delivered.

  • Sloppy Butcher
  • Modified to account for the Hemorrhage Rework
  • Increases the rate at which healing progression is lost by 15/20/25%

Dev Note: On the PTB, all mentions of Sloppy Butcher increasing bleed frequency were removed, but the mechanic remained! The strings have been updated to clarify that increase bleed frequency is still present on Sloppy Butcher, in addition to the new effect.

The Nightmare 

  • Add-on – “Z” Block
  • Modified to account for the Hemorrhage Rework
  • Survivors interacting with a Dream Trap suffer from the Hemorrhage Status Effect for 90 seconds (was 60 seconds)

The Legion

  • The Legion now has unique Terror Radius and Chase music, which can be modified by the Mix Tape add-ons
  • New: Each successful hit with Feral Slash now increases The Legion’s movement speed by +0.2m/s for the remainder of Feral Frenzy
  • New: After 4 successful hits with Feral Slash, the next Feral Slash will put the survivor into the dying state and end Feral Frenzy
  • Removed the loss of power gauge on successful basic attacks
  • When Feral Frenzy ends, the power gauge now starts charging immediately (Previously waited for the fatigue sequence to end)
  • Fatigue after Feral Frenzy lasts for 3 seconds (was 4 seconds)
  • Add-on – Mischief List
  • Increases the Duration of Feral Frenzy by 2 seconds (was 1 second)
  • Add-on – Scratched Ruler
  • Decreases Feral Frenzy recharge time by 5 seconds (was 2 seconds)
  • Add-on – Suzie’s Mix Tape
  • Increases Killer Instinct detection range by 20 meters (was 16 meters)
  • Add-on – Filthy Blade
  • Increases time required for Survivors to mend by 4 seconds (was 2.5 seconds)
  • Add-on – Iridescent Button
  • Removed effect where Terror Radius extends to the entire map
  • Reworked Add-on – Stab Wounds Study
  • The auras of Survivors who self-mend a Deep Wound from Feral Frenzy are shown for 4 seconds afterwards
  • Reworked Add-on – Friendship Bracelet
  • Increases duration of lunges during Feral Frenzy by 0.3 seconds
  • Reworked Add-on – Smiley Face Pin
  • Survivors who self-mend a Deep Wound from Feral Frenzy are inflicted with Blindness for 60 seconds
  • Reworked Add-on – Defaced Smiley Pin
  • Survivors who self-mend a Deep Wound from Feral Frenzy are inflicted with Mangled
  • Reworked Add-on – Etched Ruler
  • Survivors hit by Feral Slash are inflicted with Oblivious for 60 seconds
  • Reworked Add-on – Julie’s Mix Tape
  • If The Legion is stunned during Feral Frenzy, the power gauge refills once the duration of the stun ends
  • Reworked Add-on – Mural Sketch
  • Increases Speed Boost per hit during Feral Frenzy to 0.3m/s
  • Reworked Add-on – Never-sleep Pills
  • The Legion’s base move speed during Feral Frenzy is 4.6/ms
  • Increases the duration of Feral Frenzy by 10 seconds
  • Gain 100 to 500 bonus Bloodpoints for each successive hit on a Survivor during Feral Frenzy
  • Reworked Add-on – Joey’s Mix Tape
  • Survivors who self-mend a Deep Wound from Feral Frenzy are inflicted with Hemorrhage until fully healed
  • Reworked Add-on – Stolen Sketchbook
  • During Feral Frenzy from the second chained hit onward, hit Survivors drop their item
  • Reworked Add-on – The Legion Pin
  • Survivors who self-mend a Deep Wound from Feral Frenzy are inflicted with Broken for 60 seconds
  • Reworked Add-on – Frank’s Mix Tape
  • While using Feral Frenzy: Damaging generators is 20% faster, breaking walls is 30% faster the power gauge pauses while performing these actions
  • Reworked Add-on – Fuming Mix Tape
  • While using Feral Frenzy: The repair progress of generators can be determined by the intensity of their auras, generators not being worked on regress
  • Note: Regression effect does stack with Hex: Ruin or other regression effects
  • New Add-on – Stylish Sunglasses
  • Shows the auras of Survivors who are mending within a 24 meter radius
  • New Add-on – BFFs
  • Earn tokens for hitting Survivors during Feral Frenzy
  • Second chained hit: 2 token
  • Third chained hit: 3 tokens
  • Fourth chained hit: 4 tokens
  • Fifth chained hit: 5 tokens
  • Once the gates are powered, if 15 or more tokens have been collected, gain a 4% movement speed boost when not using Feral Frenzy
  • Removed Add-ons: Nasty Blade, Cold Dirt

Dev Note: This update for Legion leans into their signature – Running really fast with a knife! The stacking movement speed from Feral Strike gives a better reward from each hit, and they now have a way to down survivors at the end of a great chain. Add-ons have also seen a major overhaul to provide more variety of playstyles.

The Ghost Face 

  • The Ghost Face can no longer be revealed by Marked Survivors
  • Marked now lasts for 60 seconds (was 45 seconds)
  • The Ghost Face now has unique Terror Radius and Chase music
  • Reviewed the technical implementation of the stalk and reveal mechanics
  • Fixed an issue that could lead some player’s reveal to be ignored completely when multiple survivors are revealing at the same time
  • Reveal progress will now regress over a short time when a survivor loses sight of Ghost Face and resume when revealing starts again (Previously, losing sight of Ghost Face for a single frame would cause all reveal progress to be lost)
  • Added in differentiation of the sighting zone (the zone in your screen where the target must be to be revealed or stalked) for killers and survivors to better account for the differences between 1st and 3rd person cameras
  • Made it possible to reveal Ghost Face / stalk Survivors when they are not in the center of the screen but still take up a large amount of the screen (eg when they are very close to you)
  • Fixed some issues which caused the stalk / reveal sighting zone to scale incorrectly on non-16:9 resolutions
  • Add-on – Cheap Cologne
  • Increases Marked duration by 10 seconds (was 5 seconds)
  • Add-on – Headline Cutouts
  • Increases movement speed while stalking by 40% (was 10%)
  • Add-on – Walleye’s Matchbook
  • Decreases Night Shroud recovery time by 6 seconds (was 2 seconds)
  • Add-on – Marked Map
  • Increases duration of Killer Instinct after being revealed by 2 seconds (was 1 second)
  • Add-on – Leather Knife Sheath
  • Increases crouched movement speed by 10% (was 5.6%)
  • Add-on – Outdoor Security Camera
  • The auras of all Survivors are revealed for 7 seconds when a Marked Survivor is put into the dying state (was 4 seconds)
  • Now applies to all survivors (was limited to Survivors inside the Terror Radius)
  • Reworked Add-on – “Philly”
  • Decreases time required to Mark a Survivor by 20%
  • Reworked Add-on – Cinch Straps
  • Night Shroud remains active after a failed basic attack
  • Reworked Add-on – Olsen’s Address Book
  • Survivors that are Marked reveal their auras for 5 seconds when performing rushed actions
  • Reworked Add-on – Olsen’s Journal
  • A Survivor that is Marked is inflicted with Oblivious until the Mark expires
  • Reworked Add-on – Telephoto Lens
  • A Survivor that reveals The Ghost Face is inflicted with Oblivious for 60 seconds
  • Reworked Add-on – Chewed Pen
  • Survivors that are in the dying state take 3 seconds to reveal The Ghost Face
  • Reworked Add-on – Knife Belt Clip
  • Reduces the Terror Radius by 8 meters when crouching
  • Reworked Add-on – Lasting Perfume
  • Survivors that are on a hook take 3 seconds to reveal The Ghost Face
  • Reworked Add-on – Olsen’s Wallet
  • Breaking a pallet or wall immediately recharges Night Shroud
  • Reworked Add-on – Drop-Leg Knife Sheath
  • The Ghost Face gains 10% movement speed for 5 seconds after Marking a Survivor
  • Reworked Add-on – Night Vision Monocular
  • A Survivor that reveals The Ghost Face is inflicted with Exhausted for 5 seconds
  • Reworked Add-on – Victim’s Detailed Routine
  • After being Marked, Survivors are inflicted with Exhausted for 5 seconds
  • Reworked Add-on – “Ghost Face caught on Tape”
  • Instantly recharges Night Shroud after a successful basic attack puts a Survivor into the dying state

Dev Note: Ghost Face was having a tough time generally, and his add-ons were particularly uninteresting overall. This change boosts the effectiveness of the Marked effect, and also overhauls his Add-on loadout for more interesting and powerful combinations. The reveal and stalking mechanics have also been tuned to be more predictable and intuitive.

Changes from PTB 

  • The Nightmare’s “Z” Block Add-on has had the bleed frequency modifier returned
  • Hemorrhage no longer reduces healing progress when downed
  • The Shape’s stalk and The Ghost Face’s stalk / reveal mechanics have had their values tuned to account for the technical rework to stalking / revealing
  • The Legion 
  • Removed the loss of power gauge on successful basic attacks
  • The following Add-ons have been adjusted from the PTB: Frank’s Mixtape, Julie’s Mixtape, Stolen Sketchbook, Stab Wounds Study, BFFs, and Etched Ruler
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The Archives

  • “Tome 11: DEVOTION” of The Archives (starts April 28th 11AM ET)
  • The “Blood Debt” challenge in Tome 8: DELIVERANCE – Level 4 has had its completion goal reduced from 10 to 5.
  • Changed instances of Roman numerals in Tome names to Arabic numerals in all related contexts
  • Reworked the description texts of Glyph Challenges and Dual Role challenges to make them consistent and clearer

Engine Update And Download Size

  • We continued to improve our patching process in an attempt to reduce download size during an update. However, due to an engine update, expect a bigger than usual download this time.
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Bug Fixes

  • Fixed an issue that caused the shower drain leak VFX to float slightly above the floor in the Léry showers.
  • Fixed an issue that caused floating debris from breakable walls to be visible when one side has a noticeable slope in elevation.
  • Fixed an issue that caused Ace’s Trilby hats to clip through his head on the killer side when in the dream world.
  • Fixed an issue that caused the sleep VFX to flicker on Jake when wearing the Western Wrangler torso.
  • Fixed an issue that caused the dream state outline to clip into Nea’s default torso in various animations.
  • Fixed an issue that caused Yun-Jin’s ‘Lunar Hanbok’ torso customization to flicker when in the dream world.
  • Fixed an issue that caused the Dream world sky on Coldwind Farm to have unusual lines in the grainy texture.
  • Fixed an issue that caused some visual corruption in the sky on Haddonfield when in the Dream World.
  • Fixed an issue that caused the Onryo’s legs to clip through the backside of the TV after projecting.
  • Fixed an issue that sometimes caused subtitles for Ash to be displayed when selecting another survivor.
  • Fixed an issue that sometimes caused the survivor settings from the ‘Play as Survivor’ lobby to be carried over to the custom game lobby.
  • Fixed an issue that caused custom game lobby warning messages to not be displayed.
  • Fixed a hardlock when minimizing the Game during a Loading screen after a match.
  • Fixed an incorrect formatting on tutorial messages when the screen resolution is lower than 100%.
  • Fixed an issue with a wrong UI prompt “Scroll List” appearing in the Support menu.
  • Fixed an issue with the controller “Pause” button not able to close the Pause/Overlay Menu.
  • Fixed an issue where the report button was not disabled for a Custom Game in the Tally screen.
  • Fixed an issue in the Archives Compendium section where the tooltip was not showing if an active node has been completed.
  • Fixed an issue that caused projectiles passing through Thompson’s House windows when thrown from the inside of the building.
  • Fixed an issue that caused survivors dying in the Executioner’s Cage of Atonement to be considered killed instead of sacrificed, leading to various side effects.
  • Fixed an issue that caused the Executioner’s Torment VFX to remain visible after killing a survivor by Mori or Final Judgement.
  • Fixed an issue that caused survivors to be stuck in T-pose when Adrenaline triggers while in a Cage of Atonement.
  • Fixed an issue that caused survivors to be momentarily shown as crawling after being rescued from a Cage of Atonement.
  • Fixed an issue that caused the Nightmare to be prevented from putting down another Dream Snare when standing on one.
  • Fixed an issue that caused the Artists Crows to despawn immediately when spawned near the exit gates on the Léry’s Memorial Institute – Treatment Theatre map.
  • Fixed an issue that caused the Cenobite’s chains to hit a collision over survivors in the dying state.
  • Fixed an issue that may cause the Wraith to appear invisible to survivors while uncloaked.
  • Fixed an issue that may cause the Wraith to be visible while cloaked after cancelling the damage generator interaction when equipped with the The Serpent – Soot add-on.
  • Fixed an issue that caused the Cannibal’s Shop Lubricant add-on not to hide the aura of survivors downed with the chainsaw.
  • Fixed an issue that caused Victor to be missing from the match results screen.
  • Fixed an issue that caused the Hag’s traps not to be triggered for other survivors when a survivor in the dying state is on the trap.
  • Fixed an issue that caused the Hag’s Disfigured Ear add-on not to deafen the survivor.
  • Fixed an issue that caused failing to unhook a survivor during the Struggle phase to reset their skill check progress.
  • Fixed an issue that caused Dance with Me’s cooldown not to be shown on the perk’s icon.
  • Fixed an issue that caused the Shape’s standing mori to not be usable against survivors using the Clairvoyance interaction.
  • Fixed an issue that caused the Clairvoyance’s interaction not to end when put into the dying state.
  • Fixed an issue that caused the Boil Over icon to be missing on the killer’s side when carrying a survivor equipped with the perk.
  • Fixed an issue that made it impossible to pick up survivors put in the dying state in front of a locker in the Killer basement.
  • Fixed an issue that caused the screaming animation to be played twice when passing from the injured to the dying state while screaming.
  • Fixed an issue that caused the Modern Tale theme to keep playing when equipping cosmetics not in the collection.
  • Fixed an issue that caused the weapon of the Plague to become invisible in the middle of a basic attack swing.
  • Fixed an issue that occasionally caused survivor deafness at the start of a trial
  • Fixed an issue that sometimes prevented the Demogorgon scream from triggering after a missed pounced.
  • Fixed an issue that caused survivors to hear Ghost Face’s reveal sfx to play map-wide.
  • Fixed an issue that caused visceral cankers to prevent sliding doors from opening.
  • Fixed an issue that prevented the text “The Onryo” from being accepted in Crowd Choice.
  • Fixed an issue that caused game to disconnect during Steam maintenance.
  • Fixed an issue that caused survivor to go invisible when switching between lobby and store.
  • Fixed an issue that prevented the purchasing of DLC characters and auric cells.
  • Fixed an issue that caused mouse slow down after closing the game.
  • Fixed an issue that gave incorrect disconnection penalty.
  • Fixed an issue that caused friend list to not update properly.
  • Fixed an issue that caused the Onryo’s TV SFX to still be heard after a survivor retrieved a tape and closed the TV.
  • Fixed an issue that caused the Garage Door to have to wrong SFX when hit by the killer in the Gas Heaven Map.
  • Fixed an issue that caused David’s breathing to be heard map wide.
  • Fixed an issue that caused the ambiance music to stop in the Getting Started Menu when getting back from the Game’s Manual’s.
  • Fixed an issue that caused the Ghost Face crouching SFX to still be heard when breaking a pallet or a breakable wall.
  • Fixed an issue that caused the survivor to scream when healing to full while being afflicted with x duration Hemorrhage.
  • Fixed an issue where the options in the setting menu disappear before the settings UI is fully closed after changing a setting.
  • Fixed an issue where sometimes, the Bloodpoints score events disappear too fast in the Hud.
  • Fixed an issue in the Tally screen where smashing buttons while also selecting the spectate option could bring you back to the Hud with a black screen.
  • Fixed an issue that caused a misplaced collision on stair railing in the basement of the school.
  • Fixed an issue where one generator in Pale Rose cannot be repaired from one side.
  • Fixed an issue where the hooks on the second floor of the Library aren’t spawning in RPD map.
  • Fixed an issue where a Survivor can climb on a speaker and a table using the cleanse or bless totem action at the Press room in RPD map.
  • Fixed an issue where a Survivor can’t be picked up by the Killer between some assets on the first floor of Gideon Meat Plant.
  • Fixed an issue that caused a gap that can be mistaken for a passable path behind the ramp of the Swamp maze.
  • Fixed an issue that caused a fat shaming spot around the killer shack in Disturbed Ward.
  • Fixed an issue where a Survivor can fall onto a rock near the big boat in Swamp Pale Rose when put into the dying state by the Killer.
  • Fixed an issue that caused darker Dreamworld for the Survivor POV when entering a basement area.
  • Fixed an issue that caused low FPS on the main menu. (Switch only)
  • Fixed a visual glitch which could occur when toggling between the Killer lobby and main menu.
  • Fixed an issue that caused an infinite loading screen after using ‘Instant on’ or ‘Instant sign in’ mode while in a match. (Xbox One only)
  • Fixed an issue that caused Hex: Ruin to not regress generators after Hex: Undying is destroyed.
  • Fixed an issue that may cause the Nurse to instantly fully blink a second time when playing with high latency.
  • Fixed an issue that caused all survivors to lose laceration when the Trickster attacks someone.
  • Fixed an issue that caused the cooldown of the Cannibal’s successful chainsaw attack to be 3 seconds instead of 2.
  • Fixed an issue that may cause the survivor to become invisible during the Cenobite’s mori.
  • Fixed an issue that caused reversed skill checks not to be hit reliably on Stadia.
  • Fixed an issue that caused the hand icon next to the interaction bar when Victor uses his power.
  • Fixed an issue that caused dark lighting inside the houses in Haddonfield map.
  • Fixed an issue that caused confusion on vaultable windows on the second floors in Haddonfield map.
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Fixes from PTB 

  • Adjusted the Ghost Face’s chase music.
  • Fixed an issue where sometimes survivor playerTags were not visible when entering a lobby.
  • Fixed an issue that caused the Legion to gain stacks to Feral Slash when hitting a hooked survivor.
  • Fixed an issue that caused The Mixtape Legions chase music to continue being applied in subsequent matches after using the mixtape.
  • Fixed an issue that caused the Legion’s Fuming Mix Tape generator regression not to apply to generators not being repaired when starting Frenzy.
  • Fixed an issue that caused the kick sound effect on Generator or Breakable Wall to be missing when using the new animations with Julie’s and Frank’s mix tape add-ons equipped.
  • Fixed an issue that caused the Legion’s attack animation to be lengthened instead of the lunge when equipped with the Friendship Bracelet add-on.
  • Fixed an issue that caused the Shape to continue stalking at Tier 3.
  • Fixed an issue that caused healing progression to regress during the failed skill check penalty when affected by the Hemorrhage status effect.
  • Fixed an issue that caused the Hemorrhage effect applied by the Sloppy Butcher perk to regress healing at a lower rate than intended.
  • Fixed an issue that caused the progress bar animation to be missing when affected by the Hemorrhage perk and depleting a medkit while healing self.
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Known Issues

  • The Hex: Ruin effect is cancelled when a survivor stops repairing a generator during Feral Frenzy when equipped with the Fuming Mix Tape add-on.
  • When dismissing a daily ritual, an incorrect amount of reward might be displayed. This is purely visual, and does not affect the actual amount of reward you will receive. Reopening the daily ritual window should correct this.
  • In Haddonfield map, downing a Survivor next to a fence prevents the Killer from picking up the Survivor.
  • There’s a specific Green glyph that cannot be interacted with in the Wreckers Yard.
  • It is impossible to grab a Survivor from a specific side of multiple generators in Haddonfield map.
  • Meg is sometimes unable to Vault in the Killer Tutorial.
  • There is a one sided collision preventing smooth passage in the Eyrie of the crows map.
  • The Credits appear as a placeholder text string in all non-English languages on PS5, Switch and Stadia platforms.

Source: Dead by Daylight forums

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Alex Co

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

Home > News

Warframe Update 1.018 Flies Out for Angels of the Zariman 31.5 This April 27

Digital Extremes has released Warframe update 1.018 for all platforms, and is the game’s next big title update! Called Angels of Zariman, this is tagged as version 31.5 by the devs, and includes new enemies, quests and more! This is one huge update, so dive in to see the Warfarme 31.5 patch notes in all its glory.

Warframe Update 1.018 Patch Notes | Warframe Angels of Zariman Patch Notes | Warframe 31.5 Patch Notes:

Update 31.5: Angels of the Zariman is abundant with story content, gameplay additions (three new game modes!), reworks, and more! As the direct narrative follow-up to The New War, there is much to be unearthed in this next chapter.

There are over 60 pages of notes below – To jump to a specific section of the notes, use your browser’s search feature to find the following sections:

  • Angels of the Zariman Quest
  • New Tileset: Zariman
  • New Hub: Chrysalith
  • New Syndicate
  • Zariman Bounties
  • New Mission Types
  • Incarnon Weapons + New Arcanes
  • Dormizone
  • Voidshell Skins
  • New Warframe: Gyre
  • New Melee Stance: Heavy Scythe
  • New Melee: Hespar
  • New Rifle: Aeolak
  • Angels of the Zariman Supporter Packs
  • Valkyr Carnivex Collection
  • Focus School System Rework
  • Eximus Reborn
  • New Player Experience: Quality of Life Changes
  • Clan Recruitment Changes
  • Maggot Decorations
  • Audio Reverb Changes
  • And many additions, changes, optimizations, fixes!

The total download size is 2.2 GB.

Spoiler Courtesy 

As a follow up to our original PSA, to avoid spoilers we have chosen to use spoiler-free language when describing certain parts of the update.

Please use liberal spoiler tags in your titles/posts/etc. if you wish to talk about content revealed on the Zariman, let’s not ruin the experience for others! Content Creators should clearly label spoiler content and use spoiler-free thumbnails and titles.

We have also created a dedicated Angels of the Zariman subforum to house all quest-related discussions, questions, bug reports and more: https://forums.warframe.com/forum/1785-spoilers-angels-of-the-zariman/

A dedicated ‘known bugs list’ thread is also available for you to track what the team has on their list to fix: https://forums.warframe.com/topic/1305849-spoilers-angels-of-the-zariman-known-bugs-list/

This list is not exhaustive of ALL bugs, but lists the most prominent. 

ANGELS OF THE ZARIMAN QUEST 

The Zariman Ten Zero cries out into the endless darkness that surrounds it. In a post-New War world, something lingers in the Void-ridden ship once inhabited by the Tenno. Its wailing can be heard from afar. Return to it, find the source of its song, and unearth the memories echoing throughout the vacant corridors.

Quest Prerequisite: You must have The New War quest completed in order to unlock the Angels of the Zariman quest in your Codex.
If you have not completed The New War, check out our helpful guide: https://www.warframe.com/news/preparing-for-angels-of-the-zariman-en

Similar to the Saya’s Vigil, Vox Solaris, and Heart of Deimos quests, this is a solo gameplay-focused experience that will introduce you to key characters and Zariman related content. 

Completing the quest will reward you with gifts from the Void in your Inbox!

Once you have completed the Angels of the Zariman quest, the following gameplay options will become available for you to start venturing deeper into the ship:

  • Zariman Bounties
  • 3x New Missions Types

*More detailed information on the above is provided in their own sections below. 

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NEW TILESET: ZARIMAN 

Go back to where it all began, Tenno. The horrors of the past that took place on the Zariman Ten Zero may be overshadowed by the phantasmic energies that now reside there.

Characterized by its overgrown state and constant flow of Void energy, it has taken a new form. Between the golden figures and trinkets littered around from before the Void-Jump accident, the Void pulses through its veins, twisting and bending the Zariman to its will. The accident left the ship in disarray, with many nooks and crannies that can be discovered and explored.

Explore with caution, Tenno — even though you may recognize areas from your past, everything is not what it seems.

The Zariman appears in the Star Chart after completing The New War quest, but is only accessible after completing the Angels of the Zariman quest.

Optimization Tip for PC Players:

Be advised that the Zariman tileset is optimized for and looks best with the ‘Enhanced’ Graphics Engine option enabled. We recommend you switch to this under the ‘Video’ tab in Options if your system can handle it to enjoy the finer details of this lush new map!
Zariman Tileset Resources:

Ferrite, Alloy Plate, Voidgel Orb (NEW), Entrati Lanthorns (NEW), and Thrax Plasm are dropped from enemies and can be found in Resource Deposits around the Zariman tileset.

These new resources can also be fed to Helminth.

Voidplumes:

Voidplumes are tokens shed from Void Manifestations which can be used for many things, including:

  • Turned in for Standing in the Chrysalith for a new Syndicate.
  • Used in certain crafting recipes.
  • Used to purchase Voidplume decorations and Kuva from a new vendor’s supplies in the Chrysalith.

Voidplumes can be earned as Bounty rewards. They can also be found scattered around the Zariman tileset in a similar fashion to Syndicate Medallions. Each mission spawns 8 Voidplumes for keen-eyed Tenno to find! A prompt will appear letting you know how many more Plumes can be found in-mission after picking one up.

Similar to Medallions, there are various tiers with different Standing values: higher tiers of Voidplumes can be earned by killing special Void manifestation enemies or from Melica Caches, while lower tiers can be found in-mission and from Bounty drop tables. Listed below are the tiers from lowest to highest:

  • Voidplume Down
  • Voidplume Vane
  • Voidplume Quill
  • Voidplume Crest
  • Voidplume Pinion

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Melica Caches & Zarium Accolades: 

Zarium Accolades are required to open new caches locked by Cephalon Melica – whom you may remember from your time in the classroom. Melica Caches are marked for your convenience when you’re nearby. To unlock the Melica Cache, you will need to locate a Zarium Accolade  – keep an ear out for their distinct sound, or use Loot Radar! Once you find a Zarium Accolade, you can pick them up and bring them to the Melica Console to unlock a Voidplume Quill within.

Melica Caches appear only once the Angels of the Zariman quest is complete, they cannot be found during the quest. 

New Somachord Fragments: 

Hunt down and scan Somachord Tones throughout the Zariman tileset to unlock 3 new tracks:

  • On Corroded Wings
  • The Offering
  • Canticle

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NEW ENEMIES 

The Zariman brings with it new threats. Aboard the ship you will go toe to toe with the following fresh-faced foes:

Kuva Trokarian
The Worm Queen has bestowed these troopers with a miniature Kuva Trokar to disrupt transference.

Derivator Crewman
Using the latest in Corpus weapons technology, this Crewman absorbs damage, until it unleashes it all in a powerful shockwave. The Derivator unit is mounted on the back.

Thrax Centurion 
Equipped with a deadly Scythe, they emanate an energy unknown to us. These mysterious creatures can be found in Zariman missions.

Thrax Legatus
Armed and ready with a Rifle, they emanate an energy unknown to us. These mysterious creatures can be found in Zariman missions.

Codename: Void Manifestations 
Its true name and nature shall be revealed to you soon, Tenno…
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NEW HUB: CHRYSALITH 

A familiar location that was first ventured during The New War, the Chrysalith is at the heart of the Zariman. A sanctuary whose bridged walk paths and vistas were once enjoyed by its original passengers is now repurposed as a hub for returning visitors and warriors fending off against the Grineer, Corpus, and others that lay waiting in the halls of the Zariman.

During the Angels of the Zariman quest, you will be introduced to a band of new characters and a new Syndicate who call the Chrysalith home. After you have completed the quest, you will be able to visit the Chrysalith with other Tenno, as you would Fortuna or Cetus.

The Chrysalith is also the first social hub of its kind that allows you to seamlessly access procedural missions without load screens. Jump between missions without ever having to return to your Orbiter’s Navigation.

While inside the Chrysalith, opening the map will display what enemy faction is currently active within the Zariman. Grineer and Corpus squads rotate every 2.5 hours.

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This is also indicated by the faction ships closing the distance between themselves and the Zariman in the Star Chart.

NEW SYNDICATE

A new Syndicate is revealed after completing the Angels of the Zariman quest. Band together with Syndicate members stationed in the Chrysalith and gain access to Bounties, Incarnon Weapons, Dormizone & Voidshell goods, and more!

Work your way through the Ranks from Fallen to Angel, and forge bonds to uncover more about the present predicament of the Zariman. This Syndicate can also be accessed from the Syndicate segment in your Orbiter.

ZARIMAN BOUNTIES

Once you have completed the Quest, Bounties become available from within the Chrysalith! These Bounties offer additional challenges for players looking to show their Mastery of the mission types on the Zariman – you will need to bring the best gear for the job! Players can play through the regular versions of these missions from the Star Chart, or opt for the Bounty version for different rewards and Syndicate standing. The Bounty versions are intended to be much more challenging!

Bounties are structured with a distinct objective that must be completed before the player can extract — or in certain cases can cause a mission failure if the player is unsuccessful. Upon mission completion, players also earn Voidplumes in addition to the Bounty drop table rewards The higher the difficulty, the harder the challenge, the more Plumes are given!

Bounty Rewards: 

The following possible rewards can be earned by playing the Bounties:

  • Gyre’s Blueprint and Component Blueprints
  • Alternox Blueprint (New Primary Weapon)
  • Hespar Blueprint (New Heavy Scythe)
  • Aeolak Blueprint (New Primary Rifle)
  • New Resources:
    • Entrati Lanthorn – A ceremonial beacon used to map Void locations onto real space.
    • Voidgel Orb – A sample of ambient Void energy distilled into a neutral state.
    • Thrax Plasm – Found in the remnants of Thrax Void manifestations, this plasm has several surprisingly practical applications.
  • Voidplumes:
    • Voidplume Down
    • Voidplume Vane
    • Voidplume Quill
    • Voidplume Crest
  • Credits, Endo, Greater Focus Lenses, Ayatan Amber Star, and Relics!

NEW MISSIONS TYPES 

The Zariman brings with it three new endless mission types: Void Flood, Void Cascade, and Void Armageddon. These missions offer new enemies and challenges! Accompanying these are Exterminate and Mobile Defense mission nodes set in the new Zariman tileset. After completing the Angels of the Zariman Quest, you can start these missions from the Star Chart, or by entering the elevator in the Chrysalith and interacting with the Zariman Navigation panel.

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The enemies you will face aboard the Zariman depends on which faction have staked their claim on the ship. Word of the time-forgotten riches aboard the Zariman has made its way onto both Corpus and Grineer wavelengths. While only one faction will be aboard the Zariman at a time, you can expect to see even rotations of these factions every 2.5 hours as each one fights to claim their time aboard the fabled Zariman.

Base Focus Lenses for each Focus School are in Rotation C of the drop tables for these new endless missions. We wanted to add a new means of earning Lenses in light of all of the Focus changes, while also making later stages of the endless missions worth your while.

 

VOID FLOOD (EVERVIEW ARC)

Forces born of Void and agony are clawing at the Albrecht membrane, creating Ruptures that saturate areas of the Zariman with Void energy. Introducing Void Flood – a parkour-heavy endless mission focused on maintaining the stability of the Zariman’s Automatic Vitoplast system.

How to play:

The goal is to mend these Ruptures, and in order to do so you must collect essential Vitoplast on-board the Zariman and deliver it to the location of these Void Ruptures. The amount of Vitoplast you collect is indicated by the floating globe accompanying you as you hunt it down. The globe fills with Vitoplast as it is collected, and drains when you are near a Void Rupture. Void Flood will test your refined parkour skills, as the anti-gravity properties of Vitoplast have them scattered high and low across the Zariman.

Be warned, failure to close the Ruptures flood the Zariman with uncontrollable Void Contamination that can enhance your enemy and hinder your strength in various different ways, or even cause the Vitoplast itself to act erratically. The higher levels of Void Contamination present on the Zariman, the greater the challenge. Contamination levels are indicated in a gauge in the HUD, with three levels of randomized effects that will trigger when hit:

  • First level = 40%
  • Second level = 70%
  • Final level = 100%
    • Hitting 100% will start a countdown timer, if the Contamination levels are not lowered by closing Ruptures within that time, players will be forced to extract as the environment has become inhospitable.

Every three Ruptures sealed summons a Thrax Centurion – a strong foe made of both armor and Void energy looking to keep you from sealing up the Ruptures. Your synergy between Warframe and Operator will be required to take down this quick and relentless enemy. Similar to Eximus Units, Thrax Centurions are imbued with Overguard (more on this in the Eximus Reborn section below) which fortifies their stance. Thrax Centurions also directly reward 2,500 Focus Points of the players’ active Focus School for all of those who are within Affinity range once defeated.

You will have the choice to extract after sealing three Ruptures successfully, which also counts as one full round in this endless mission.

The success and length of your mission is fully dependent on your ability to balance consistent damage with elegant parkour. If you can keep up both to the standards of the Zariman Ten Zero, you will be nobly rewarded.

VOID CASCADE (TUVUL COMMONS)

Enemies of the Zariman have caused a great imbalance using the Void energy perforating its walls and manifesting in truly horrifying ways. Introducing Void Cascade –  an endless mission mode where you are tasked with cleansing Void-possessed Exolizers to restore the Zariman’s systems.

How to play:

The goal is to combat the Void using devices known as Exolizers. But even the advanced Zariman tech cannot resist the Void forever. It’s up to you to purge them of the Void, and fight off a complete and total Cascade.

Exolizers possessed by the Void are protected by it. Your Operator is key in cleansing it to allow the Exolizer to begin its purging process. Possessed and purged Exolizers are tracked in the HUD, alongside the gauge that indicates the level at which the ship is reaching a Cascade-level disaster.

Upon cleansing an Exolizer, Tenno must face a Thrax Centurian which has possessed the machine, but they will not give up without a fight. If they are not killed quickly, it will feed the Cascade by re-possessing another Exolizer and accelerate the chaos. The more you cleanse, the more chaotic it can get – it will require great focus and skill to maintain the Exolizers the longer you stay.

If you’d rather flee the battle and bank your rewards, it will require four successful purged Exolizers to unlock extraction, which also counts as one full round in this endless mission.

If players are unable to fend off the Cascade and the gauge reaches 100%, extraction will become available.

Restoring the systems of the Zariman won’t be easy, but is necessary to reclaim the ship. It will require great strength and coordination to quell the Cascade, but those who stay to fight will be compensated for their efforts.
VOID ARMAGEDDON (ORO WORKS)

Grineer and Corpus enemies have boarded the Zariman and are targeting its Reliquary for destruction. Exquisitely twisted creations and their minions seek to do the same. Void Armageddon tests your ability to prioritize targets: defend against enemies while protecting the Reliquary aboard the Zariman and the Exodampers that aid you in your objective. Assemble your Arsenal wisely, as this mission is not for the ill-prepared.

How to play: 

The goal is to defend the Reliquary from the waves of threats that are looking to destroy it. To aid you in your defense are Exodampers. These towers will weaken your enemy while they are active, but if destroyed will strengthen them with randomized buffs until the Exodampers respawn. While not essential, without your Exodampers, your enemy can focus fire on the Reliquary. If your enemies succeed in destroying it, you will be forced to accept defeat and return back to the Chrysalith. As the chaos grows, Void manifestations will attempt to drain the Reliquary using Void energy. You can track how much of the Reliquary has been drained using the percentage icon above it. If the Reliquary is fully drained, you will have failed your mission. Destroyed or drained, you must fight to prevent the Reliquary from meeting either fates.

Void Armageddon consists of Rounds and Waves:

  • Waves: Enemies will try to destroy Exodampers in waves. To complete a wave, you must eliminate the squad of enemies sent to the Exodamper.  After each wave, your enemies will begin to attack from a different angle – follow the instructions on your HUD and move swiftly to the next Exodamper to defend.
  • Rounds: A full round consists of three waves.  

If you fail to protect your Exodampers, they will remain destroyed until the next round.

  • For clarity – if an Exodamper is destroyed in Wave 1 in Round 1, it will respawn at the start of Round 2, or the 4th Wave in total.

Grineer and Corpus will be the least of your worries the longer you defend, as Void manifestations appear every three waves and will stand in your way between completing rounds. Traditional combat will be necessary to make a dent, but your skills as your Operator are crucial to defeating this foe. If you succeed in this fight, you and your squad (those within Affinity range of the enemy when defeated) will be rewarded with Focus Points as well as a high-tier Voidplume which must be picked up.

Completing one round of Void Armageddon will unlock extraction, but enemies will continue to attack until you can fight no longer.

You aren’t alone in your efforts. By taking advantage of the Zariman’s built-in defenses, you can utilize strategically placed Armaments – specialized turrets. They can be used to hold off the onslaught of enemies at all angles, but must be constructed first. To build these turrets, locate and capture Argozene Drops, which will provide the Argozene to construct them. To unlock a Drop, you must stand within the indicated zone around it and wait until the box is fully enveloped with energy – at which point it will open and shower you with the crafting material. Argozene is also dropped from fallen enemies. Collected Argozene is shared amongst your squad, so coordinating with them will be required to optimize your strategy.

As long as you have the required Argozene, you can choose from a variety of Armaments to craft:

  • Mazuka – Minigun turret that focuses on one target at a time.
  • Faradon – Arc lightning turret that can strike multiple targets at once.
  • Corralizer – Trap turret that grabs enemies and pulls them in.
  • Giottica – A laser targeted missile launcher.

While they don’t last forever, they can be the difference between losing and keeping your Exodampers and the Reliquary alive. Turret types can quickly be selected by using the default ability cast bindings (1-2-3-4 on PC, and RB+ABXY on controller) while in the selection screen. Custom bindings for abilities will also work!
EXTERMINATE (HALAKO PERIMETER) & MOBILE DEFENSE (THE GREENWAY) 

In addition to these new mission types, Exterminate and Mobile Defense nodes are also available on the Zariman!

In Exterminate, you are tasked with destroying the Corpus or Grineer crews that are rummaging around where they shouldn’t be. Take on the classic mission type while navigating the Void-infested Zariman ship. Not all is the same though, as every 30 enemies killed will spawn a Thrax enemy-type.

In Mobile Defense, you must restore the Zariman’s systems that were overcome by the Jump Incident, and defend them while your allies purge out the Void. For the Corpus and Grineer, it is key that the Zariman stay where it is. They will do everything in their power to prevent the Tenno from getting the Zariman’s full power back online. Alongside Corpus and Grineer enemies, a multiple Thrax enemy-types will come to assist in the fight.

General Zariman Mission Notes:

  • All of the Zariman missions are available on the Steel Path and reward ‘The Steel Path – The Zariman’ Trophy and Emote!
    • We will be adding a Steel Path toggle to the Zariman Mission Select in the Chrysalith in a hotfix. For now, to turn on/off Steel Path for Zariman missions you will need to do so in the Navigation from your Orbiter first. 
  • In addition to aborting the mission through the pause menu, you can re-enter the elevator and interact with the panel inside to ‘Abort Mission’.
    • Keep in mind that this option acts exactly the same as aborting a mission from the pause menu in terms of rewards and bonuses. 
  • Both the Exterminate and Mobile Defense missions have an extraction portal that will spawn once you have completed the objective. The extraction waypoint will mark its location after completing the mission objective. Walking into it will send you back to the elevator for extraction.

INCARNON WEAPONS 

A collection of Weapons originally used for ceremonial purposes have become deadly machines after being affected by the Void. They evolve, as does most of what the Void touches.

In the Chrysalith, you’ll meet a character who will teach you the ways of these Incarnon Weapons and how to evolve them based on challenges you complete in-game. With each Evolution you unlock, you can pick your weapon’s upgrades from a variety of options, or re-spec as you wish!

Incarnon Weapons 101: 

1. Acquire an Incarnon Weapon:

Blueprints for the following Incarnon Weapons are available from a vendor in the Chrysalith’s Offerings:

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PRAEDOS 

Orokin elites admired farmers in conquered regions, because they had learned to fight with modified farming tools despite being forbidden to own weapons. For their voyage, the Zariman were presented with Praedos in recognition of Zariman tenacity. The Void reinforces the strength of the spirited individual by fortifying the Praedos.

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PHENMOR 

Zariman colonists originally intended to use the Phenmor in burial rights. In Orokin society, the higher the rank, the greater number of volleys for the deceased. Its stock is carved from Phenaureus Pine, a tree designed to release seedlings only onto scorched earth. In the hands of the Void, the Phenmor becomes darkly aggressive.

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LAETUM

During parades and victory marches, the Laetum fired pigmented airburst rounds that rained onto festive crowds. The Orokin sent Laetum with the Zariman so they could properly celebrate a successful maiden voyage to Tau. There would be no such celebration, but the Void imbued the Laetum with a much more explosive capacity.
2. Unlock Evolutions by Completing Challenges:

Once you have crafted and equipped an Incarnon Weapon in your Arsenal, its Evolution slots and the challenges associated with unlocking become visible while viewing it in the Arsenal.

Completing the required challenge unlocks that slot, which can then be modified by returning to the vendor in the Chrysalith to select the attributes you’d like to apply.

3. Apply Upgrades to your Incarnon Weapon: 

Visit the vendor in the Chrysalith and select the ‘Evolve Incarnon Weapons’ option.  You must have the Incarnon Weapon equipped for you to Evolve it. If you have multiple Incarnon Weapons, a selection window will pop up for you to choose the weapon you wish to Evolve. If you do not have any equipped, you can open the pause menu and select ‘Arsenal’ while in the Chrysalith to equip them from there without having to go back to your Orbiter.

Once you have selected an Incarnon Weapon to evolve, you will be presented with this screen:

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There are a total of 5 Evolutions for any Incarnon Weapon. Each other these Evolution Slots offer their own set of upgrades to unlock.

Evolution I: Incarnon Transmutation 

The first Evolution unlocks the Weapon’s Incarnon Transmutation! Which completely alters the look and mechanics of the weapon:

Praedos:
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Phenmor:
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Laetum:
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Incarnon Transmutation is achieved by building up charge in-mission based on completion of the weapon’s specified task:

  • Phenmor – Headshots charge Incarnon Transmutation; Alt Fire transmutes.
  • Laetum – Headshot charge Incarnon Transmutation; Alt Fire transmutes.
  • Praedos – Reach 10x Combo and then Heavy Attack to activate Incarnon Transmutation.

The task can be viewed by hovering over the Incarnon Transmutation slot while viewing the weapon in the Arsenal or in the ‘Evolve Incarnon Weapons’ option.

When there is any amount of charge (indicated by the meter in the reticle for the Phenmor and Laetum, and a FX pulse on the Praedos), Incarnon Transmutation can be activated by using alt fire (Phenmor and Laetum) or Heavy Attack (Praedos). That same meter will drain as you use the weapon in its Incarnon Transmutation.

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When fully drained it will automatically revert back to its default mode. Incarnon Transmutation can also be manually reverted at any time by using alt fire again while active. Reverting a weapon back from its Incarnon Transmutation will expend its remaining charge.

Evolution II – V: Upgrades 

After unlocking Incarnon Transmutation, the Evolutions that follow offer 3 upgrades per slot that are interchangeable and can be swapped at any time at the vendor in the Chrysalith.

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You can view your Incarnon Weapons selected upgrades and challenges in your Arsenal.

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4. Build Around Your Evolution Upgrades: 

Incarnon Weapons can be modded like any other weapon in the Arsenal, so build your loadouts around your Evolution upgrades and try new combinations for maximum output!

*Note: Stat comparisons for Incarnon Weapons when swapping upgrades in the ‘Evolve Incarnon Weapons’ Screen in the Chrysalith will be coming in a hotfix. And Incarnon Weapons are intentionally skinnable only in their non-Incarnon Transmutation form. A fix will be coming for this in the future. 
NEW ARCANES

The Incarnon Weapon vendor in the Chrysalith also offers 10 new Arcanes in their Offerings! They also have a chance of dropping from defeated Thrax and Void Manifestation enemies.

*Stats shown are Rank 5

Molt Efficiency (Warframe)
While Shields Are Active: Gain 6% Ability Duration per second, up to a maximum of 36%.

Molt Vigor (Warframe)
On Operator Ability: 45% Ability Strength on next Warframe Ability cast.

Cascadia Overcharge (Warframe) 
While Overshields Active: +300% Critical Chance.

Emergence Renewed (Operator)
On Energy Depleted: Increase Energy Regeneration by 300% over 5s. Cooldown: 30s

Emergence Savior (Operator)
On Lethal Damage: Become invulnerable for 5s and recover 60% Health. Cooldown: 90s.

Eternal Eradicate (Operator) 
On Operator Ability: +60% Damage for Amps for 8s.

Emergence Dissipate (Operator)
On Void Sling: Press the fire input during Void Sling to dissipate the endpoint in a 10m radius. Enemies hit have a 100% chance to create a short lived Void Mote that replenishes 10 Energy on pick up.

Fractalized Reset (Primary) 
On Ability cast: +240% Reload Speed for 5s.

Cascadia Accuracy (Secondary) 
On Roll: +300% Critical Chance on Headshots for 4s.

Cascadia Empowered (Secondary)
On Status Effect: Deals an extra +750 damage matching the damage type of the Status Effect.
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DORMIZONE

Rebuild a home within the Zariman with your very own Dormizone! Located in the lower levels of the Chrysalith, your humble abode awaits. All players who have completed the Angels of the Zariman quest will have their very own Dormizone set up with a dining area, tons of shelf space and a spacious lounge to hang out in. This new accommodation can be accessed from the elevator in the Chrysalith or directly from navigation on the Star Chart.

You may recognize the entrance of your apartment from a pivotal moment in The New War quest. The Dormizone is similar to the Orbiter in that it is your own personal space to customize how you see fit. You can bring your favorite decorations from your Orbiter and outfit this space and give it your own touch.

* Please note that the Orbiter and Dormizone do share your decorations inventory so placing an item in one location means you cannot also place it in the other unless you have more than one of that item.

If you are looking for some new things to adorn your abode with then you will want to talk to a vendor in the Chrysalith near the elevator taking you down to your Dormizone. This vendor provides a plethora of Zariman-themed decorations that you can get in exchange for Standing. In addition to decorations, this Chrysalith vendor carries 15 new Captura scenes featuring various areas across the Zariman. The Zariman’s resident gardener, ‘Vegetation and Environment Regulation Drone – Independent Element’ or ‘VERD-IE’ for short, is available as an adorable Skin, Mask, Tail, and Wings for your Sentinels.

For those who want the maximum amount of real estate, the Chrysalith vendor can give you the key for your own observatory-like penthouse called the Vista Suite. All you need to do is attain the Rank of Angel with the new Syndicate and provide the necessary Standing.

Dormizones add four new spaces to showcase your trophies, displays, and more! In addition to the three rooms of the Dormizone, you are also free to decorate the landing area from where you exit the elevator leading up to and around the entrance of your apartment. Similar to your Orbiter, Dormizones do have a decoration capacity limit based on the size of each space. Did we mention that your Companions can freely roam around as well? Bring them with you since they have their own place within the Dormizone area and we are sure they would enjoy the change in scenery.
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Unique to the Vista Suite is a window outlook that provides exceptional views of space and void energy, but can also be customized using interchangeable views called Vistagraphs. These picturesque scenes can also be further enhanced by selecting an Audioscape to accompany them with. Will you be lost among the sounds of the Sands of Mars, or will the tranquility of Oasis provide a quiet respite from your battles? Both Vistagraphs and Audioscapes can be purchased for Platinum. At launch there will be four Vistagraphs and ten Audioscapes to choose from.

Vistagraphs:

  • The Path Imponderable
  • The Vallis Breathes
  • Impossibility Dawn
  • Silent Blue

Audioscapes:

  • Eidolon Rain
  • Forests of Terra
  • Rock Pillars
  • Sands of Mars
  • Systems Edge
  • Jungle Spaceport
  • Mountain Lake
  • Oasis
  • Temple Gates
  • Treacherous Marsh

With all this new space to showcase your creativity don’t forget to invite your squad over to check out your pad. Players in your squad can visit your Dormizone as long as you are the Host and they have also completed the Angels of the Zariman quest. Dormizones are Host respective, which means that traveling to a Dormizone in a squad will land you in the Host’s. When you are ready to return to missions or decide to leave the Dormizone, then the Host needs to leave to bring the entire squad back to the main floor of the Chrysalith or back to your Orbiters. So bring your friends, Tenno, and unwind in your new home.

*Unlike the [spoiler] Camp or your Orbiter, the Navigation menu is not available in the Dormizone. However, you can still use the Equipment menu options to access your Arsenal, customize your Operator, or even check your Inventory. This is truly a place where you want to unwind away from the pressures of the Origin System! This is only the beginning of your interactions with the Dormizone, Tenno, more will come in the future. 

VOIDSHELL SKINS 

The Void Jump transmogrified lifeforms and materials alike. In the Void’s clutches, even threads were imbued with adaptive properties. Suddenly, Zariman uniforms seemed to change from cloth, to stone, to metal, to liquid and back again as if of their own free will. The colonists realized materials had manifested new chemical structures, and a character you have yet to meet soon learned to control the transformations. Voidshell imbues cosmetics with the morphic material created in the Void Jump.

Introducing a brand new customization system that allows you to change the Material Structures on Voidshell Skins. There are Primary, Secondary, Tertiary, and Accent slots that can be swapped to materials of your choosing. They can also be color customized for the ultimate tailored look!
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In this update, we are debuting the first round of Voidshell Skins featuring Saryn, Volt, and Rhino! Each of these following skins are available in the in-game Market and come with their own Material Structure:

Saryn Voidshell Collection 

Adorn Saryn in the morphic material created during the Zariman Void Jump. This collection includes the Saryn Voidshell Skin and Spore Print, a material structure for exclusive use on Voidshell skins.

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Volt Voidshell Collection
Adorn Volt in the morphic material created during the Zariman Void Jump. This collection includes the Volt Voidshell Skin and Crimzian Opulence, a material structure for exclusive use on Voidshell skins.

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Rhino Voidshell Collection
Adorn Rhino in the morphic material created during the Zariman Void Jump. This collection includes the Rhino Voidshell Skin and Titanium Sheen, a material structure for exclusive use on Voidshell skins.

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Voidshell Skin Material Structures: 
These textiles are imbued with the Zariman spirit of discovery, innovation, and comradery. They are the reification of nostalgia for a bygone era. Material Structures can be used across all of your Voidshell Skins and offer a plethora of new customization looks!
The following Material Structures are automatically available in your Arsenal for all of your Voidshell Skins:

  • Lavar Solid
  • Homestead Twill
  • Rail Stripes
  • Subtle Scintillant
  • Junction Mode
  • Battleworn Steel
  • Asterite Luster
  • Flat Noctrul
  • Oxium Gloss
  • Sleek Ticor Plate

If you wish to grow your Material Structures collection, they can be earned by using Standing to purchase the following options at a vendor in the Chrysalith:

  • Tarnished Morphics
  • Ayatan Elegance
  • White Sun Veneer
  • Gallium Glaze
  • Cephalon Adornment

Additional Material Structures can also be purchased with the Hombask’s Voidshell Bundle in the in-game Market. Don morphic material created during the Zariman Void Jump. The collection includes fifteen Material Structures:

 

  • Zetki Quality
  • Packed Debris
  • Polished Devar
  • Orokin Porcelain
  • Tellurium Layers
  • Gleaming Alloy
  • Submerged Stone
  • Jade Esteem
  • Faux Mergoo
  • Thousand-Year Scales
  • Tough Vestan Moss
  • Lua Darkside
  • Smooth Salvage
  • Threshcone Fresh
  • Holokey Blur

*These Material Structures can also be purchased separately in the in-game Market or directly from your Arsenal while customizing your Voidshell skin. 

These Voidshell Material Structures can only be used on the specialized Voidshell cosmetics. Tenno will not be able to use these materials on other Skins they own.

Focus School themed Material Structures are also available for purchase using Focus Points in the Represent option once you have fully maxed a school. More on this in the Focus changes section below!

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NEW WARFRAME: GYRE
Gyre embodies elegant theory. Annihilate enemies with the conductivity of coils and transmitters. She also has her very own custom dodge animation!

PASSIVE 
Gyre’s abilities have a 10% chance to deal critical damage for each Electrical status that affects the enemy.

ARCSPHERE
Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to nearby enemies. Hit multiple enemies at once with the initial launch to enhance damage.

COIL HORIZON
Throw forward a Gyratory Sphere that will implode after a few seconds or can be manually triggered.

*Coil Horizon is Gyre’s Helminth Ability! 

CATHODE GRACE
Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration. Casting is on a cooldown.

ROTORSWELL
Gyre’s mechanisms spin at incredible speeds, generating an Electric Field that shocks nearby enemies. When Gyre gets a critical hit, a large electrical discharge will chain from the enemy that was hit to nearby enemies.

*Gyre’s ability crit buffs only apply to her own abilities, they do not apply to Helminth abilities. 

Gyre is available for purchase in the in-game Market or earn her components from the Zariman Bounty rewards. 

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GYRE’S SIGNATURE WEAPON: ALTERNOX
Gyre’s signature weapon has two fire modes. Primary fire shocks enemies with electrical orbs. Alternate fire is a large ball of electricity that sticks to any surface and pulses Electricity before it explodes. In Gyre’s hands, the weapon has a small amount of multishot.

The Alternox is available for purchase via the in-game Market or earn its Blueprint through the Zariman Bounty rewards. 

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GYRE AUTOMATION HELMET
Complete the circuit with this alternate helmet for Gyre!

Purchase the Gyre Automaton Helmet from the in-game Market! The Blueprint will be added to the Nightwave Cred Offerings Store in a future update.

TRIODIC SYANDANA
Amplify your look with Gyre’s signature Syandana.

The Triodic Syandana is available for purchase via the in-game Market.

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GYRE COLLECTION
The conductive path to Gyre’s core. This collection includes the Gyre Warframe, Gyre Automaton Helmet, Alternox Rifle, Triodic Syandana, and Gyratory Sphere Decoration.

The Gyre Collection is available for purchase via the in-game Market.

Gyre’s default Glyphs are also available for purchase via Main Menu > Profile > Glyph.

NEW MELEE STANCE: HEAVY SCYTHE: GALEFORCE DAWN

Weave, cleave, and reap with a brand new Heavy Scythe Stance and weapon.

Galeforce Dawn can be earned in Zariman missions and can be dropped from Kuva Trokarian and Derivator Crewman enemies. Visit the public drop tables for full details.

NEW MELEE: HESPAR 

This Heavy Scythe echoes battles of another time. It is far more a weapon of sheer force than one of finesse.

The Hespar can be purchased via the in-game Market or earn its Blueprint through the Zariman Bounty rewards and its Component Blueprints in the endless Zariman mission rewards. 

NEW RIFLE: AEOLAK

This unusual automatic rifle feels strangely familiar and has two fire modes. Primary fire packs radiation damage. Alternate fire charges up to launch an explosive projectile.

The Aeolak can be purchased via the in-game Market or earn its Blueprint through the Zariman Bounty rewards and its Component Blueprints in the endless Zariman mission rewards. 
ANGELS OF THE ZARIMAN SUPPORTER PACKS

Venture into the dark Void of the Zariman with a fully reinforced Arsenal! Unleash electric fury as the newest Warframe, Gyre; unlock a bounty of new Customizations with Voidshell Warframe Skins; and master brand-new Weapons as you bring light to the dark and deadly Zariman.

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Angels of the Zariman Emergence Pack Includes:

  • Vasero Sekhara
  • Hespar Heavy Scythe
  • Galeforce Dawn Stance Mod
  • Zariman Glyph*
  • Zariman Sigil*
  • 7-Day Resource Booster
  • 7-Day Resource Drop Chance Booster

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Angels of the Zariman Chrysalith Pack Includes:

  • Vasero Sekhara
  • Hespar Heavy Scythe
  • Galeforce Dawn Stance Mod
  • Zariman Glyph*
  • Zariman Sigil*
  • 7-Day Resource Booster
  • 7-Day Resource Drop Chance Booster
  • 500 Platinum
  • Gyre Warframe
  • Gyre Automaton Helmet
  • Gyratory Sphere Decoration
  • Triodic Syandana
  • Alternox Rifle
  • Saryn Voidshell Skin
  • Volt Voidshell Skin
  • Rhino Voidshell Skin
  • 18 Material Structures

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 (Gyre, Weapons, Vasero Sekhara & the Galeforce Dawn Stance Mod).  
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VALKYR CARNIVEX COLLECTION 

Ferocity meets dangerous elegance with this Valkyr Deluxe Collection. Paralyze enemies with a brutal mix of metal and muscle with a new Valkyr Deluxe Skin created by concept artist Liger. Rip and tear in high-fashion with a complimentary Deluxe Fist Melee Skin, Armor Set, and Valkyr Deluxe Animation Sets all available from the in-game Market.

DREYRIC FIST MELEE SKIN 
This beautifully brutal design will compliment any blood on your knuckles.

ALASTORN ARMOR
Unleash your fury in armor that befits the most dedicated berserker.

KIRA’S SHAWZIN

This instrument belonged to a much-loved member of the Zariman, who would often cheer up her companions with it. With its mysterious synthesizer tones from the edge of the Void, it’s sure to give you the tools to relive those days.

Kira’s Shawzin is available for purchase via the in-game Market. 
[SPOILER] ORDIS SENTINEL SKIN

Cephalon Ordis has always delighted in talking with the Operator. Now he can delight in accompanying the Operator in any situation.

The Ordis Sentinel Skin is available for purchase via the in-game Market if you have completed The New War quest. 

 

FOCUS SCHOOL SYSTEM REWORK

Focus School is in session! The Focus System is getting an extensive rework to refresh the gameplay potential of Operators, movement, School identity and balance.

WHAT IS FOCUS?

Focus has been a lot of things over the years. What started in 2015 as a pivotal decision moment in Warframe’s story has continually evolved into its own form of gameplay: Convergence was introduced alongside Focus Lenses to give players an added boost to collecting Focus, Update 22: Plains of Eidolon shook the system up to add new Focus School nodes and Way-Bound abilities, and Update 22.6 attempted to bring the 5 schools’ power levels closer together with numerous abilities reworked.

At its core, Focus aimed to be an exciting new path to enjoy Warframe from the lens of another character. What we’ve come to realize over the many years is that there was a lack of true synergy between Operator and Warframe. We hope to change that while also bringing something fresh to the table!
OPERATOR GAMEPLAY REWORK OVERVIEW

The Operator Gameplay and Focus School reworks aim to improve the flow between Warframe gameplay and Operator gameplay, with the goal of encouraging players to swap more frequently between their Operator and Warframe to maximize the benefits received from both gameplay systems.

As with all our major system overhauls, we encourage you to give it some time in your own hands before delivering your constructive feedback!

For Operator Gameplay specifically, these changes come in three major ways: first, the introduction of Void Sling; secondly, re-engineering Operators to be Client-authoritative to reduce jank caused by latency issues related to the mission host; thirdly, removal of Void Blast to allow Melee inputs to cause automatic Transference from Operator to Warframe.

Void Sling is the intended replacement of Void Dashes as a more fun and controllable system. In full transparency, the current state of sustained Void Dash movement has a spam-centric loop that we want to refine. We are very much approaching this like how we added Bullet Jump to Parkour: we want movement to be king, but better controlled. Current Void Dash does not provide easily controlled movement in the typical gameplay spaces. We are aiming to strike a balance to ensure good distance can still be covered, but some re-mastery will be required of this new movement system (much like having to learn Bullet Jumping)!

Additionally, Operator Transference has been re-engineered to be Client-authoritative to alleviate the common scenario of latency. Previously, Transference was Host-authoritative, meaning when Clients used Transference the responsiveness was determined by the round trip network latency. In order for the new Void Sling functionality to be more responsive, the switch was made to be Client-authoritative.

Void Dash to Void Sling

The Operator sends a Void Sling of themselves and then Void Slings to it. It is the Operator’s ‘Double Jump’. *After its debut on Devstream #160 and following further playtesting, the team has since increased the overall speed of the Operator’s Void Sling thanks to feedback.

  • Tap or hold jump while in the air to send out your Sling. A tap will travel a minimum distance before the Void Sling.
  • Void Sling can also be activated using the old Void Dash input, by holding jump while in crouched Void Mode.
  • Holding jump sends out the Void Sling further, up to the Sling’s maximum distance, which upon being reached, will automatically Void Sling the player to that space.
  • Letting go of jump before hitting the maximum distance is reached will initiate a Void Sling.
  • The Void Sling is sent out in the direction the camera is facing once fully charged, or upon release.

Void Blast to Warframe Melee Transfer
Melee input while using your Operator will now instantly Transfer to your Warframe and perform a Melee attack.

  • Having no Melee weapon equipped will result in Transferring to your Warframe holding your Primary/Secondary instead.
  • Warframe Melee Finishers can be triggered as Operator with ‘Use’ input near an unaware or stunned enemy, automatically insta-Transferring to Warframe to perform them.
  • So what about Void Blast? It’s been retired and replaced with the above. For scenarios where Void Blast is requested (disarming Kuva Guardians, etc) using the new Void Projection mechanic (or Amps in some cases) will do the trick.
    • “On Void Blast” Arcanes now trigger on Void Sling.

 

FOCUS SCHOOL REWORK

The Focus School rework aims to boost the lesser used Schools by a) giving them more interesting and useful abilities, b) defining a clear role and gameplay style for each school, and c) incentivizing Warframe-Operator Transference as part of the core gameplay loop.

General Notes:

  • Ability Inputs while in Operator are now used to perform brand new Focus School abilities! Each School is launching with 2 Abilities, meaning that what you use to cast your Warframe’s First and Second Abilities (i.e 1 & 2 keys on PC) now have a use while in Operator!
  • The Pool has been removed! Any Focus points you’ve spent on upgrading your Pool capacity will be returned to you in the form of Radiant Eidolon shards, which you can convert into Focus points for a School of your choosing. The original intention of the Pool was to allow you to select the active nodes within your chosen Focus School, but as time went on the Pool only added unnecessary complexity for no real gameplay benefit.
  • Removed passive draining abilities because players would typically have deactivated these abilities to avoid the passive Energy drain. Any abilities that spend Energy are manually triggered as opposed to passively draining.
    • As a result, we’ve removed the toggling functionality to have nodes on or off as Pool capacity and passive draining abilities are no longer a factor.
  • The Focus School UI has been updated! Not only does the UI now apply your chosen UI Theme, but each School screen displays a legend of all Way-Bound abilities to easily reference the ones you have unlocked. This legend also allows you to quickly switch between schools with the click of a button.
  • Fully maxing all the nodes of a Focus School will grant you access to Represent. Rep your School with all new cosmetics (purchased with Focus points) via the Represent button in the respective Focus School’s screen.
  • As an additional way to earn Focus, Enemies that require using the Operator to kill them now have a chance to grant Focus towards your active School!
    • Please note that this Focus gained from new enemies aboard the Zariman does not currently show in the End of Mission screen. This fix will come with our next Mainline build.
  • Transference Static (dying while the Operator) has been reworked as well. The Transference Static when dying as the Operator now has increasing consequences. A majority of the Focus Rework is to bring synergy between Operator and Warframe that ideally allows for less Transference Static overall. The consequences are as follows:
    • First Operator death – 20% Warframe Health reduction
    • Second Operator death – 50% Warframe Health reduction
    • Third Operator death – 80% Warframe Health reduction
    • Fourth Operator death – straight into Warframe pre-death state
  • Several new animations for Operator abilities have been added to fit the changes.
  • All Amps are now not silent by default (except for Mote Amp, Shwaak Prism, Rahn Prism, Cantic Prism and the Sirocco).
  • Increased the amount of Affinity converted to Focus from Convergence Orbs from 8x to 10x.
  • The War Within tutorial stages have been updated to accommodate these changes.

*All the values below for Focus School nodes are shown at max rank.

MADURAI

The Madurai way follows the path of Engage the Enemy. Speed and savagery characterized the Madurai school.

Madurai’s abilities focus on granting that offensive edge in combat with a combination of Damage increases, weapon efficiency, and Speed enhancements to recklessly attack your foes.

  • 6 new Focus abilities.
    • POWER TRANSFER (Passive)
      • 100% Amp Critical Damage for 20s on switching to Operator. 50% Casting Speed on switching to Warframe.
    • VOID FUEL
      • 40% Weapon Efficiency for Operator and Warframe while Void Strike is active.
    • CHAINED SLING
      • 50% Energy Efficiency on Consecutive Void Slings.
    • SLING STRENGTH
      • Switching to Warframe after a Chained Sling adds 40% Ability Strength for 20s.
    • CONTAMINATION WAVE (Second Ability input)
      • Second Ability emits a Void wave lasting 2s that drenches enemies with Void Contamination making them 50% more vulnerable to Operator Damage for 20s.
        • Added a mark FX similar to Ash’s Bladestorm for Contamination Wave. Each contamination level will display its own marker above enemies.
    • DISTILLED CONTAMINATION
      • Killing an enemy affected by Contamination Wave makes all affected enemies 25% more vulnerable, while also making the effect last 10s longer. Maximum 4 stacks.
  • Eternal Gaze and Inner Gaze remain unchanged.
  • Reworked Void Strike:
    • It is now the First Ability input.
    • First Ability consumes all Operator energy to increase damage for 8s. Deal 10% additional damage for every percentage of Operator energy consumed. 40s cooldown.
      • eg. 100% of Energy consumed is 1000% damage.
      • Why: Old Void Strike’s long charge up time didn’t provide an ideal gameplay experience within the fast paced environment. Players found themselves sitting in Void Mode waiting for the Damage bonus to build up. Now Void Strike no longer needs Void Mode and has instant damage on input. Additionally, Void Strike is Duration based now instead of per shot, meaning damage gets applied to all pellets of a shotgun for instance.
  • Tweaked Phoenix Talons:
    • Physical Damage and Operator Damage increased by 30%.
    • Why: Adding the additional Operator Damage allows for benefits for both Warframe and Operator in the name of synergy. 

UNAIRU 

The Unairu push themselves to Outlast The Enemy. Those who mastered the Unairu school are granted enhanced damage resistance and damage reflection.

Unairu’s main pillar aims to make Unairu a proper tank Focus School with increased Armor, and opportunities for increased immunity and survivability.

  • 8 new Focus Abilities.
    • POISE
      • Gain immunity to slow, stagger, and knockdown effects for 40s after Transferring between Operator or Warframe.
    • LAST GASP (Passive, Way-Bound)
      • Revive your Warframe by Transferring to Operator and killing enemies before the Revive Meter drains, 15s. Each kill filles the Revive Meter by 30%.
    • VENGEANCE (Passive, Way-Bound)
      • During Last Gasp, Operator Damage is increased by 100% plus an additional 25% per second.
    • MAGNETIC FLARE (First Ability input)
      • Use First Ability to create a 8m radius field that lasts for 30s and disables the shields of any enemy that enters it.
    • CAUSTIC STRIKE (Second Ability input)
      • Second Ability launches an energy bomb that explodes with a 8m radius, stripping 100% of enemy armor. Tap Second Ability again to detonate in-flight.
    • MAGNETIC BOOST
      • Void Sling out of a Magnetic Flare to refresh its duration and increase its radius by 100%.
    • REINFORCED RETURN
      • Warframe is invulnerable for 4s after Operator is downed. Tap X as Operator falls to bring the Warframe to the Operator’s location.
    • STATIC PURGE
      • 100% chance to clear Transference Static on kill while Reinforced Return is active.
  • Reworked Unairu Wisp:
    • 100% chance to summon an Unairu Wisp for each enemy hit by Sundering Dissipation that will seek out the nearest ally within Affinity Range and increase their Operator damage by 100% for 20 secs.
      • Why: Its new coexistence alongside another Focus ability unifies the 2 together to add another layer that benefits both Warframe and Operator. It also removes having to pick up the Unairu Wisp manually, and will instead find you within Affinity Range. 
  • Tweaked Stone Skin:
    • Increases Armor for Warframe and Operator by 200.
      • Why: Adding the additional Operator Armor allows for benefits for both Warframe and Operator in the name of synergy. 

 

ZENURIK

The Zenurik believed the clearest path to victory was to Dominate the Enemy. Those who master the Zenurik school believe that sheer strength could erase any resistance.

Rest assured the core of Energizing Dash remains as-is with some slight updates. Our goal is to bring other Focus Schools up to the level of Zenurik while still maintaining the School’s tactical benefits.

  • 6 new Focus Abilities:
    • HARDENED WELLSPRING (First Ability input)
      • Tap First Ability inside a Wellspring to increase its size, boost its duration by 20s, and grant 20% Ability Strength to those inside.
      • Wellspring is the new name for (the relatively unchanged) Energizing Dash, which you can read about further below.
    • TEMPORAL DRAG (Second Ability input)
      • Second Ability emits a radial burst slowing any enemy it touches by 80% for 10s.
    • TEMPORAL SHOT (Passive)
      • Precision head shot damage increased by 100% on enemies afflicted with Temporal Drag.
    • DISARMING SLING
      • Slinging through enemies has a 50% chance to disarm them.
    • NO QUARTER
      • Killing a disarmed enemy increases Operator energy regen rate by 10% for 10s. 4 Max Stacks.
    • INNER MIGHT (Passive)
      • Allows Abilities to be cast without using Energy or Shields but requires 60s to recharge.
  • Void Flow, Void Siphon, and Energy Pulse remain unchanged.
  • Energizing Dash is now Wellspring with the slight change of being a direct input Ability (First Ability input) as opposed to a Void Dash.
    • This also affects Necramechs.

NARAMON

The Naramon discipline focuses on Knowing The Enemy. They believed that to truly understand a foe would confer the greatest advantage upon a warrior.

True to its focus in the art of assault, Naramon continues to heavily lean towards a Melee support role with speed and distance enhancements.

  • 7 new Focus Abilities.
    • OPENING SLAM
    • Performing a Slam as Operator switches to Warframe and grants double Combo gain for 20s.
    • AMP SPIKE
      • Transfer to Operator with 8x Combo Multiplier to increase Amp Damage by 100% for 40s.
    • VOID LEVITATION (First Ability input)
      • First Ability creates a 6m wide shockwave lasting 4s, that inflicts Lift Status on all enemies it touches.
    • LETHAL LEVITATION
      • Additional 50% Damage per Lifted enemy attacked by Operator. Lasts for 60s, stacks up to 4x.
    • SLING STUN (Second Ability input)
      • Second Ability increases the width of the next Void Sling by 100% and enemies hit are vulnerable to Finishers, taking 30% more finisher damage.
    • KILLER’S RUSH
      • Initiating a finisher as Operator switches to Warframe, increasing melee Critical chance by 50% for 40s.
    • FAR SLING (Passive)
      • Increases maximum Void Sling distance by 30%.
  • Mind Step remains unchanged.
  • Power Spike and Affinity Spike have switched places so that Power Spike is now the starting node.
    • Slight increase to Melee Affinity gained from Affinity Spike. 

VAZARIN

The Vazarin are trained to Counter The Enemy. Those who mastered the Vazarin school maintain constant awareness in order to defend against all aggression.

The Vazarin Focus School aims to now be a proper support School in both life and death.

  • 6 new Focus Abilities:
    • VOID REGEN
      • Void Mode starts healing at +10 Health per second, increasingly by 10 per second up to a maximum of 50.
    • SQUAD REGEN
      • When Void Regen reaches its maximum, it is applied to Operators within the Affinity Range for 40s.
    • VOID SNARE (Second Ability input)
      • Second Ability launches a projectile that spins up a vortex trap on impact, or tap Second Ability again to detonate in-flight. Trap lasts 8s. Void Sling through trapped enemies to grant yourself and allies within Affinity Range 100 Health.
    • PROTECTIVE SLING
      • Allies touched by Void Sling are granted immunity from damage for 5s and healed 60% over 5s for 10 energy cost.
    • GUARDIAN SHELL (First Ability input)
      • Use First Ability to manifest a barrier on the Operator and allies in Affinity Range. It is invulnerable for 4s when first created and damage inflicted while its invulnerable will be added to its base health of 500.
    • GUARDIAN BREAK
      • When Guardian Shell breaks, Warframe Shield Regeneration rate is increased by 150% and Regeneration Delay is reduced by 90%, for 8s.
  • Enduring Tides and Mending Unity remain unchanged.
  • Tweaked Rejuvenating Tides:
    • Effect is doubled while controlling your Warframe.
      • Why: Additional benefit between using both Warframe and Operator.
  • Tweaked Mending Soul:
    • The first 4 Revives are instantaneous. Additional Revives are 100% faster.
      • Why: Players would often remark that the ability eventually became useless in longer missions. Mending Soul retains its immediate strengths, but once used up, now offers a more permanent benefit! 

 

Focus Refund & Re-spec

Upon login, all Focus points will need to be re-spec’d. You will be met with 2 types of Focus Refunds in order to execute this:

  1. All your Focus points will be returned to their respective School.
    • I.e. my 5,000,000 Focus points I put into Madurai will be returned to that School for me to freely re-spec how I want.
  2. Any Focus points you’ve spent on upgrading your Pool capacity will be returned to you in the form of Radiant Eidolon shards via Inbox, which you can convert into Focus points for a School of your choosing.

While re-investing your Focus into the updated Focus Nodes, you might see a difference in Node costs and School costs depending on which Way you follow. Overall, the total Focus required should be very similar (if not slightly cheaper) than the old system, but costs are now standardized across Schools and Nodes. When re-spec’ing, make sure you use your old Pool investment that was refunded via Radiant Shards, as the previous Pool cost has been rolled into the new Node values.

If you had maxed out a School before this update, you should be able to now as well using the re-spec’d Focus points and refunded Radiant Shards — or at least very close to it, as some Schools (ex: Vazarin and Naramon) used to be cheaper than others.

To recap, if you have invested in the Focus system, upon login you will receive an inbox message with the following: 

  • Focus points from every Focus node you invested in.
  • Refunded Brilliant Eidolon Shards
    • Based on the number of Way-Bound nodes unlocked.
  • Refunded Radiant Eidolon Shards
    • Based on the amount of points invested in Pool upgrades.
  • (BONUS) 5x Lua Focus Lenses:
    • 1x Lua Unairu Lens
    • 1x Lua Naramon Lens
    • 1x Lua Zenurik Lens
    • 1x Lua Vazarin Lens
    • 1x Lua Madurai Lens

Operator UI Changes

General 

  • The Operator menus now use your custom UI themes.
  • Item descriptions now appear on hover on all Menus.
  • Selecting ‘Equipment’ and ‘Appearance’ now link to dedicated sections.
  • Added Tips to the Focus Menu.
  • Added Focus School upgrade notification to the World State Window when one becomes available.

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Equipment menu

  • Amp appearance, Arcane, Focus Lens selection conditionally available upon unlocking an Amp.
  • Equipping a Focus Lens on an Amp is now indicated as an icon in its description.
  • Hovering over Amps now lists their components and their stats.
  • Gilded Amps now have a dedicated icon.

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Appearance menu

  • Added menu icon previews to customization menu.
  • Added ability to customize Operator Animation Set regardless of Focus school selection.
  • Added ability to randomize colors while customizing Operator appearance.

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Focus menu

  • Added labels to indicate which abilities affect Warframe and Operator.
  • Added visible Waybound menu on each Focus School selection screen once unlocked.
  • Added School icon to specific nodes that are Waybound.
  • Increased visibility of Focus node selection and Focus node rank up.
  • Removed the “hold to unlock” functionality on Focus nodes. Players only need to click on the Node to Upgrade it. This change also removes the ability to partially contribute Focus to a Node as a result.

EXIMUS REBORN 

We have reworked one of our oldest foes in the game: Eximus units! Introduced in Update 12, Eximus units were added as ‘Enemy Leaders,’ meant to bolster their allies with improved stats and support abilities. While that core design intention still rings true, we felt it was time they were given a refresh to bring them up to speed both in terms of their gameplay and their appearance in-game. Dress for success, especially when you’re a top enemy in the field.

We’ve also put together a handy Dev Workshop video that provides a broad overview of the changes listed here:

The main objective of this Eximus Rework is to make them stand out more in battle, both in how they function and in how formidable they are to face against. We aim to achieve this in 2 ways:

  1. Amplify their threat with increased time-to-kill – accompanied with justifying rewards!
  2. Enhancing their visual and mechanical functions to be more identifiable in combat.

These two shifts for Eximus units should make them more challenging to kill, but also make their specific threats easier to identify, giving players a more tactical way to evade them.

To amplify the Eximus threat and increase the time-to-kill we’ve made tweaks to their:

  • Warframe power resistances – which we are calling Overguard
  • Health, Shield, & Armor scaling

Currently, the different Eximus types have slightly different resistances and combat advantages. For instance, Arson Eximus will reduce Fire Damage taken; Leech Eximus will add extra Puncture Damage to its damage dealt. These stat changes are invisible to a player and don’t really have any noticeable impact on gameplay. Instead of keeping unique but forgettable specific resistances to Eximus units, we’re adding a new universal type of Eximus resistance and tweaking the way their Health, Shields & Armor scale across the board to turn them into more formidable adversaries.

Warframe Power Resistance: Introducing Overguard

Eximus units now have a new kind of defense called Overguard, which is a new Health pool on top of their regular stats that a) must be removed before players can take down their Health/Shields, and b) offers additional immunities to the Eximus, making them a priority target in-missions.

While Overguard is active, it will keep Eximus units immune to Warframe crowd control abilities and anything that will stagger, knockdown, stun, mind control, ragdoll, and blind. Additionally, Overguarded enemies will be unaffected by Radiation Status Effects and will be susceptible to a maximum of 4 Cold Status Effects at one time. However, Overguard is particularly susceptible to Void damage (including Xaku’s Xata’s Whisper), which will overall improve the flow and synergy between Warframe and Operator combat flow when engaging with Eximus units. This will encourage you to engage with them more interactively as opposed to easily overpowering them with abilities alone. It should shift the focus of fighting Eximus units to using a mixture of weapons and teamwork, and make Eximus units feel like more of a true threat to Warframes.

Overguard is an additive amount independent of Enemies Health/Shield scaling, and is indicated with a bar overtop of their existing Health/Shields. With the goal of making Eximus units more consistent in terms of difficulty, Overguard will scale by level but will be the same amount across all Eximus enemy types.

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Once an Eximus has their Overguard taken out, they will be fully susceptible to crowd control abilities. Once taken out, Overguard does not regenerate! An important note for Hound Companions Null Audit functionality: Hounds will now copy Eximus Auras, as opposed to stealing. If an Eximus with active Overguard is struck by a Hound wielding a copied Eximus ability, they will strip the Eximus’ Overguard by 50%.

Overguard was introduced as a means to make Eximus units feel more formidable, while also providing Tenno a way to crush their defenses with some solid teamwork and concentrated firepower.

With the addition of Overguard, we’ve updated the scope of which abilities are considered to be crowd control. Note that these abilities will still do their intended damage — it is only the crowd-control effect of the abilities that won’t apply while Overguard is present.

  • Sevagoth’s Gloom
  • Chroma’s Effigy: Sentry
  • Xaku’s The Lost
    • Gaze
    • Deny
      • If Overguard is active, enemies will not be put into aerial Stasis
    • Accuse
      • No longer changes faction of enemies if immune to Mind Control, such as when Overguard is active 
    • Note: These changes to The Lost also apply to other Crowd Control Immune enemies 
  • Garuda’s Seeking Talons
  • Mirage’s Sleight of Hand
  • Mirage’s Prism
  • Khora’s Ensnare
  • Volt’s Discharge
  • Baruuk’s Lull
  • Harrow’s Condemn
  • Excalibur’s Radial Blind
  • Ivara’s Quiver: Sleep arrow
  • Revenant’s Reave
  • Revenant’s Mesmer Skin
  • Inaros’ Desiccation
  • Yareli’s Sea Snares
  • Limbo’s Banish
    • Eximus ignore the knockdown effect of Banish while Overguard is active, however they can still be sent to the Rift plane regardless of Overguard 
  • Limbo’s Stasis

Keep in mind that this list is not exhaustive to all Warframe abilities that Overguard is resistant to, simply ones that we are now considering Crowd Control as of this update.
Limbo’s Rift & Eximus
Limbo can still send Eximus to the Rift plane where their damage will be avoided, but Eximus Abilities will now ignore the Rift plane.

  • Originally the Workshop listed ‘Limbo’s Rift & Cataclysm’ to now be considered CC, but this was not an accurate description. Limbo can still send Eximus to the Rift plane while Overguard is active.

Overguard: Banshee’s Silence
Banshee’s Silence will now negate any active Eximus abilities and prevent any Eximus abilities from being cast while it is active. Guardian Eximus Shields (and their AOE resistance), Toxin Clouds from Venomous Eximus, or the Arctic Dome from the Arctic Eximus will all be disabled.

  • Note: the friendly 90% damage reduction Aura from Guardian Eximus, and the Arctic Eximus slow aura will not be disabled by Silence (This may be subject to change!) 

Overguard: Ancient Healers
Currently, Ancient Healers provide a 90% damage reduction to their allies in range and increased resistance to crowd control abilities. Visually, this is only indicated by a pulsing glow on buffed enemies in range. This is often confusing if you don’t already know that the crowd control resistance and damage reduction is being applied from Ancient Healers.

We have changed Ancient Healers to provide allies in range with Overguard that is applied at 9x their overall Health.  This value simply matches the current level of damage reduction and crowd control resistance provided by Ancient Healers, but with Overguard it will now provide a clear visual indicator that the enemies are being boosted by their Ancient ally!

Overguard can be taken out on enemies bolstered by Ancient Healers through a few different ways:

  • Dealing damage to Overguard
  • Killing the Ancient Healer providing Overguard
  • Drawing them out of range from the Ancient Healer
    • Currently, any enemy that receives an Overguard buff from an Ancient Healer is one time only, they cannot receive Overguard again when back in range or from a new enemy Healer.

Unlike Ancient Healer Eximus, non-Eximus Ancient Healers provide Overguard to allies in range but do not have it themselves. Overguard from Ancient Healers will not apply and stack with innate Eximus Overguard. Also, friendly Ancient Healers (such as Specters) will not be providing Overguard on players in this rework, but this functionality may come in a future update!
Health, Shield & Armor scaling
Health, Shields, and Armor for Eximus now all scale faster at higher levels up to a point, where it eventually flattens out and doesn’t scale exponentially, giving them a boost to their overall tankiness. Our intent here is to give a slight boost to enemies like Butchers more than Heavy Gunners, and to make difficulty more consistent across enemy types. A Heavy Gunner will still be tougher than a Butcher might be, but the gap between the two will be much closer than if it was affected by a traditional flat multiplier. Across the board, this should make the difficulty of any given Eximus more consistent regardless of enemy type. Note these changes are only for Eximus units, their regular counterparts will retain the same scaling tech.

Armor will also have a similar method of scaling, by boosting low-armored enemies more than high-armored enemies it will help close that difficulty gap between enemy types. For enemies without Armor, they will get additional Health and Shields outside of the regular Eximus scaling to compensate.

As a result, Eximus overall should feel beefier, scale faster at a higher level, and be more consistent across different enemy types.

Visual & Mechanical Enhancements: 
We also want to make Eximus stand out more, so we gave unique visual identifiers for each type of Eximus! They now each have their own blend of distinct audio and visual FX that will help you identify them more easily in combat, and also give you a better way to recognize their Eximus type and tactically evade their abilities. As a general note for Eximus, they will only spawn their Eximus effect once they’ve been alerted to combat. For those Tenno that prefer stealth gameplay, this is a great opportunity to get a stealth finisher on an unalerted Eximus to take them out before they pose a threat.
Supported Eximus Type per Faction:
We’ve made changes to widen the eligibility pool of certain Eximus types – all with supporting casting animations:

General Pool for all Factions: Arctic, Blitz, Energy Leech, Leech, and Shock
Corpus Specific:
Guardian
Grineer Specific: Arson
Infested Specific: Venomous

Corrupted versions will use the same pools as their original faction (so Corrupted Ancients could use Venomous, and Corrupted Lancer could use Arson). Additionally, Roller Eximus will now be available as only Energy Leech or Health Leech Eximus due to gameplay functionality.

Archwing Eximus
Archwing Eximus units will not receive Overguard. It is mainly being excluded because Archwing combat is more limited in the ways that you’d be able to take out Overguard. Archwing gear itself does slightly less damage than its ground counterpart and has a smaller pool of crowd control abilities. Overall, we believe it to be a better fit to simply update the Eximus abilities and effects, but leave Overguard for the ground Eximus.

New Eximus Mercy Functionality
As a part of the Eximus Rework, we have also updated the condition to Mercy Kill certain Eximus that did not have this in the past!

Here is a list of the new Eximus types that can be finished with Mercy Kills:

  • Mutalist MOA’s
  • Amalgam MOA’s
  • Deimos Carnis
  • Crawlers
  • Nox
  • Embattor MOA’s
  • Amalgam Heqit
  • Amalgam Machinist

In addition, we have fixed all Crawler Eximus units so they can now cast their respective Eximus abilities! Watch out for your toes, Tenno.

Below is a list of each Eximus type and a comparison of their current vs reworked versions:

BLITZ / VOLATILE 

Was
A Seismic Shockwave knockdown with short range.

NEW
Blitz Eximus units now summon a frontal chain Blast attack by slamming their fist into the ground, applying a knockdown and Blast Status Effect. This Blast attack is signaled by an audio cue and FX of the oncoming Blast erupting from below.

Visual Changes
Blitz Eximus units are now covered in crackling energy, with the addition of small staggered explosions coming from their limbs.

ENERGY LEECH / PARASITIC 

Was
An invisible aura that drains Energy over time.

NEW
Energy Leech and Parasitic Eximus units now periodically spawn an Energy Leech Zone near the player. The Energy Leech Zone is detonated within seconds, draining a large amount of Energy if not tactically avoided. This Zone is identified by an expanding energy zone and audible cue on placement & detonation.

Visual Changes
Energy Leech and Parasitic Eximus units now appear shrouded in Void-like energy, manifesting in short tendrils swirling from their body. The Energy Leech Zone spawns with a matching energy style and appearance before imploding in a burst.

ARSON / CAUSTIC 

Was
A concussive Fire Blast attack that knockdowns and damages enemies caught in its wake.

NEW
Arson Eximus units maintain a Fire Blast attack, but you can now counter the Fire Blast by simply rolling through it to negate its oncoming effect. However, Damage is now higher along with a forced Heat Status Effect when struck.

Visual Changes
Arson Eximus units are now completely engulfed in roaring flames. They occasionally send out these deadly flames in all directions as a slow rolling burst. The Fire Blast attack has been visually refreshed to not only match the fire FX engulfing the Eximus unit, but also to represent a “roaring wave” of fire as opposed to a blinding wall.

GUARDIAN

Was
A radial shield charge pulse for allied enemies in range.

NEW
Guardian Eximus now provide significant damage reduction to its allies (your enemies!), which is indicated by a collection of smaller shields circling around them.The Guardian Eximus units have 3 rotating shields that fully block incoming damage on themselves, and also create a similar visual effect on nearby allies that applies a Damage Reduction buff on them. This damage reduction does not affect VIP enemies such as Demolysts, Capture targets, or Bosses, and does not stack with other friendly Guardian Eximus. However, it will affect other Eximus units within a range! Additionally, Guardian Eximus will only spawn their Shields when alerted. For the stealthy Tenno, sneak up on them and use a finisher before their defenses are up!

Important Note on Guardian Eximus related to AOE attacks: 
Guardian eximus shields are immune to punch through,  and Guardians have very high resistance to AOE damage for themself.  Units protected by the Guardian’s aura are not immune to punch through nor do they have any special resistance to AOE, just the generic 90% resistance to everything.

Visual Changes
Guardian Eximus units now exhibit 3 large blue rotating shields. These shields have visible gaps between them, offering multiple opportunity windows to shoot your foe. Allies with Overguard applied now display a simpler version of the shields with similar rendering but with a different shape to avoid confusion. The smaller shields on buffed allies do not physically block damage like their Eximus counterpart, but act as a visual indicator that Damage reduction is being applied.

Corpus Guardian Eximus exclusion: Ospreys 
We are omitting Corpus Ospreys from Guardian Eximus eligibility for a couple reasons. With their impenetrable rotating shields, Guardian Eximus are more susceptible to melee attacks – which are far trickier to land on flying Ospreys. Similarly, Mercy attacks are one of the best ways to take down an Eximus, which can’t be executed on Ospreys. Simply put, we felt having Ospreys as Guardian Eximus felt too challenging without the familiar takedown tactics available.

ARCTIC /  FROZEN

Was
A large protective globe of ice.

NEW
No changes.

Visual Changes
The globe does the job already!

LEECH / SANGUINE

Was
Life steal from player on damage, but this is negligible due to the scale of Player vs enemy Health.

NEW
Similar to their Energy counterparts, Leech Eximus now spawn Health Leech Zones which tick away at your Health shortly after spawning, healing nearby enemies. Players need to avoid the Zones to avoid the effect!

Visual Changes
Leech Eximus units glow red with a pulsing vortex of energy generated from its core. The Eximus sends out a small zone of the same energy which quickly pulses as it drains a portion of your Health. Killing the Eximus or downing it into a Mercy state will disrupt any active health leech zones.

SHOCK / BIO-ELECTRIC (new) 

We have added a new Eximus variant by allowing Infested enemies to now become imbued with electric energy! Introducing: Bio-Electric Eximus, the newest Infested Eximus threatens to shock any Tenno to their senses if they fail to evade the Infested Eximus or their lethal homing electric orbs.

Was
A small electrical Damage Over Time area. This is difficult to notice until hit with an Electric Status Effect.

NEW
Shock Eximus/Bio-Electric Eximus spawn 3 electrical orbs that will hover in place for a few seconds, dealing increasing electrical damage around the Eximus before being released and homing in on the Player. The damage from these electrical orbs scale with level and deal sustained electric damage when chained to you, but no longer deal an Electric Status Effect. Killing the Eximus or putting it into a Mercy state will destroy any active Orbs.

Visual Changes
Shock Eximus have mini versions of the electrical orbs orbiting around them, while they also appear to be covered and crackling with electricity.

VENOMOUS 

Was
A small Toxin area. Similar to shock Eximus, but Toxin damage is more lethal since it lingers on players.

NEW
Venomous Eximus units become surrounded by a swirling volume of Toxic gas upon being alerted. Coming into contact with the gas will inflict a Toxin Status Effect. Now, only enemy melee units can become venomous Eximus units. Stay clear of their impending noxious fumes!

Visual Changes
Venomous Eximus are tightly shrouded in toxic fumes. Upon being alerted, these fumes expand into a zone surrounding the Eximus in a deadly haze.

REWARDS

To accompany the increased threat from Eximus units, we’ve further boosted the Affinity gained from killing them by +200%. Additionally, Eximus units now drop Credits and Endo at an increased rate. This will consistently scale as well for their Steel Path counterparts on top of the usual rare chance of a Riven Sliver!

ADDITIONAL CONSIDERATIONS:

  • Considering Eximus enemies are now more formidable, that strength is amplified when encountering Eximus units in a pack. To help counter that in different parts of Warframe we’ve made the following changes:
    • There will be 50% less Eximus on ‘Eximus Stronghold’ Sortie conditions
    • Syndicate Death Squad/Platoon sizes have been reduced:
      • -1 of disfavor Squads reduced from 5-10 to 3-5
      • -2 of disfavor Platoons reduced from 10-15 to 5-7
        • We have increased the drop chance of Eximus Specter blueprints dropping from Syndicate Death Squads in light of the size reduction. 
    • Additionally, we have greatly reduced the additional Health and Shields these Units receive
  • Syndicate Exmus Specters have also had their respective Eximus type updated: Here are the following Eximus Specters and Type:
    • Ancient Healer Eximus: Volatile
    • Charger Eximus: Venomous
    • MOA Eximus: Arctic
    • Corruper Lancer: Arson
    • Roller Eximus: Energy Leech
    • Shield Osprey Eximus: Shock
  • Warden Eximus units in Rescue missions have not received these new Eximus upgrades, to ensure they are just as easy to stealthily remove as before.

Caution Tenno, there’s a heavy unit approaching… 
New Player Experience: Quality Of Life Changes

  • Completing the Heart of Deimos quest will now reward you with the Voidrig Blueprint,  Voidrig Weapon Blueprint, Voidrig Capsule Blueprint, Voidrig Engine Blueprint, and Voidrig Casing Blueprint in the post-quest Inbox.
    • As a follow up to our Necramech Drop Rate & Crafting Cost Changes from Update 30.9.0, we wanted to add another way to set up players for success as they continue their journey to The New War and other content that requires a Necramech to participate. 
    • For those who have already completed the Heart of Deimos quest prior to this update, these Blueprints will also be retroactively sent via Inbox. We will also be running an Alert on all platforms that rewards 4 Orokin Animus Matrices. More information on that here: https://forums.warframe.com/topic/1305860-orokin-animus-matrices-alert/
  • Junction Changes:
    • Removed the ‘Craft a Warframe Specter’ from the Europa Junction Task list.
      • In an effort to help players move through the Star Chart, we removed the 8 hour Specter-crafting time gate that this task created. 
    • Reduced the ‘Open Meso Void Relics’ Uranus Junction task from 3 to 1 in the Uranus Junction.
    • Reduced the ‘Scan Cephalon Fragments on Mars’ Phobos Junction task from 3 to 1.

 

Clan Recruitment Changes 

Do you hear that Tenno? Maroo is calling. She’s got some great intel on where to find new Clan members. We have added some new features to Clan recruitment to supplement finding Clans and attracting new members.

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Clans can now post ads by visiting Maroo in her Bazaar or accessing their Clan Menu and paying Maroo an administrative fee using resources from your Clan Vault. Each week, Maroo will be in need of a different resource for her own ‘endeavors’ and in exchange she will put the word out for you. These ads will appear in the updated Clan Menu under ‘Search for Clan’.

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Clans can leave a brief description about their Clan’s interests and also add flags to help prospective members filter ads. These flags include:

  • Beginner Friendly
  • High MR Requirement
  • Regular Login Requirement
  • Max Research Complete
  • Decorated Dojo
  • Competitive Event Focus
  • Endurance Run Squads
  • Fashion Frame
  • Has Discord
  • Multiple Languages

Clan ads are displayed for 8 hours and then expire. During this time, prospective members can apply for a Clan and send a message to anyone with the new ‘Advertiser’ role for review and approval. If your Clan reaches maximum member capacity while your ad is live then your ad will be hidden until it expires or if you are no longer at capacity. If you apply to multiple Clans, then the first Clan to accept you will be your new family and all other applications will be immediately withdrawn.

Like many other areas where you are able to provide a custom message, players can report a Clan ad if it violates any of our Terms of Service, Code of Conduct, or leads to any form of discrimination or harassment of other players. Recruit to your heart’s content, Tenno, but as always we ask that you keep Warframe a welcoming space for all.

This new feature is not meant to replace the ways that Tenno connect, but rather add a streamlined avenue to find and connect with others. For more on this feature, please read our post here: https://forums.warframe.com/topic/1305861-additional-clan-recruitment-tools/
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Maggot Decorations

A new Decoration has arrived and we are crawling with excitement. Nidus’ Maggot is now available in the Market as a Decoration for your Orbiter. You can adopt this adorable Infested creeper today and watch as it scuttles around. When we released Nidus Prime Access back on September 8th, 2021 we had originally hoped to include the prime versions of his Infested creepers as an additional ship Decoration.

For those Tenno who purchased the Parasitic Link Pack, Ravenous Pack, and Nidus Prime Accessories Pack on PC, we will be delivering by script the Prime version of Nidus’ Maggot. Due to how Prime Access & Prime Accessories are offered on consoles, to ensure parity those who purchased the Parasitic Link or Prime Accessories will receive 1 Prime Maggot and those who purchased the Ravenous Pack will receive 2 Prime Maggots via this script. These packs will also be updated for future purchases to include the Prime Maggot Decoration.

Audio Reverb Changes: 

Our sound team has made several changes to reverb across the game thanks to a new system! This nifty new tech automatically places reverb in level zones instead of the hand placing that used to happen in every tile. This allows us to get better results because it takes into account area size and area materials. It also includes preset reverb containers that can have more types of reverb that are better suited to each area.

For example: A small, narrow vent space that opens to a small room that then opens to a larger room can each have their own custom reverb based on the size and material type of each room. Instead of hand placing each of the three reverbs, the engine is now smart enough to take into account each of the rooms automatically. This allows for greater specificity because it measures the size of each room.

This also has a performance benefit, as it enables only the required reverb sample to be loaded as needed, instead of loading all of them when a level first loads. This ultimately saves memory and allows the levels to load a bit faster!
Additions: 

  • Added ‘Hair Z’ customization for a Spoiler character from The New War quest.
  • Added the ability to preview UI themes, backgrounds, and sounds in the in-game Market whenever they are sold in a bundle.
    • Selecting them will apply the theme/background/sound to the Market diorama while it is active to get a preview of it.
  • Added ‘The New War Firepower Pack’ to the in-game Market!
    • This pack includes everything a Tenno needs to enter the fray in The New War. Instantly bolster your arsenal with the firepower of a Railjack and a Voidrig Necramech.

UI Changes:  

  • The Options icons have a new look!
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  • The Resource Extractor selection pop up has a new look and now takes on themes:
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  • Item descriptions are now always visible in the top right corner of the Arsenal when previewing/selecting.
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  • Moved mission countdown timer to always be in front of voting buttons to avoid accidentally leaving squad.
  • Updated icons for ‘Limited Time’ and ‘New’.
    • Added banners behind these icons as well.
  • Made improvements to performance for anything that uses tags (labels on grid items).
  • The Events tab icon in Navigation will now rotate between the icons of all live Events.
  • Updated remaining areas in-game to use capitalization.
  • Reduced the width of the Captura menu.
    • This is a continuation of broader efforts for on-going improvements to the captura menu
  • Improved legibility in Landing Craft customization screen when using a lighter UI theme or the Lunar Renewal theme.
  • Dojo Decoration Screen changes:
    • Added 3D preview to Decoration elements selection screen.
    • Dojo Decoration info now displays the number of unfunded decos of the same type currently placed.
    • Changed “Add Decoration” label to “Move Decoration” when selecting an already placed Decoration.
  • Chat linking currently Vaulted Relics will now state that they are Vaulted the way they are in the Codex.
    • It will now say “This Relic is in the Prime Vault” when chat-linked. 
    • Vaulted Relics will also now be described as such in the ‘Drop Sources’ description when hovering over a Relic in the Relic management screen.

Plains of Eidolon Thumper Changes & Fixes:

  • Made improvements to Plains Thumper movement.
  • Changed post-New War quest Plains of Eidolon Thumpers to have quest-specific detailing during specific bounties.
  • Added a burn projector on the Thumper’s legs once the weak point is destroyed.
  • Plains Thumpers now turn more slowly when adjusting to face their target.
  • Plains Thumper ground thump attack now has more time spacing between shockwaves.
  • Changed Plains Thumper cannon attack to better select enemies at range.
  • Fixed Plains Thumper random speed increase.
  • Fixed issue with Plains Thumper that would leave it suspended in the air after performing a charge attack.
  • Fixed Plains Thumper cannon and shotgun turret attack consistency.

DirectX 12 Performance and Optimizations:

Ongoing work continues on our DirectX12 render mode!

In this update, DirectX 12 runs up to 25% faster than it used to for high performance PCs. Most modern systems will run the game in DirectX 12 mode significantly faster than DirectX 11!

Comparing the same scene across different versions of the game to compare how the rendering modes compare:

  • New War DX11: 110 fps
  • New War DX12: 141 fps
  • Angels of Zariman DX12: 177 fps

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The system that was used for the above testing results: Ryzen 5600X, Radeon 6900XT;  1080p Enhanced renderer with all details at maximum.

A significant memory optimization was also made, and DX12 now uses up to 200 megabytes less memory than it did previously (especially relevant for players on laptops where the memory is shared).
General Optimizations: 

  • Made several optimizations to the Infested Ship tileset.
  • Made several matchmaking improvements that addressed some rare cases where you’d try to join a full session, only to fail while connecting. In some others, it would fail to join a session that didn’t have 4 players yet.
  • Made micro-optimizations to light rendering.
  • Optimized moving over Energy colors in palettes.
  • Made optimizations to dynamic lighting that might occur in rare cases.
  • Made micro-optimizations to memory usage on all platforms.
  • Made small optimizations to texture streaming for DirectX12 on PC that may help with rare crashes.
  • Made systemic optimizations to memory footprint.
  • Made performance improvements to cloaking/invisibility FX.
  • Optimized textures by decreasing unnecessarily large ones.
  • Slightly improved ship performance for players who have a lot of Noggles.
  • Optimized spot-load detector to not cause further spot-loading.
  • Optimized script testing.
  • Reduced memory requirements for our largest levels.
  • Made micro-optimizations to the Mini-map.
  • Made memory optimizations on all platforms.
  • Optimized Protovyre Apex Ephemera FX script.
  • Made optimizations to deleting and saving Warframe loadouts.
  • Improved lighting performance on Gauss’ Thermal Sunder.
  • Made small optimizations to Void Relic management screens.
  • Made general micro-optimization.
  • Fixed heavy spot loading at end of mission when owning a Necramech without the Necramech Summon equipped in gear wheel.
  • Fixed a noticeable hitch when casting Ash’s Bladestorm with the Ash Shroud Skin equipped.
  • Fixed a crash that could occur when loading the game or certain levels while using the Enhanced graphics engine with DirectX 12.
  • Fixed driver crashes that could occur in DirectX 12 on PC.
  • Fixed significant GPU performance hits when Malice uses Magnetize on a player.
  • Fixed noticeable spot loading when previewing/selecting different Companions in the Arsenal.
  • Fixed significant spot loading issue with the Null Audit mod when equipped on Hound companion.
  • Fixed crash when toggling Enhanced Graphics on/off with Dx12 enabled.

Changes: 

  • You can now zoom in and out of your Warframe while customizing their Appearance in the Arsenal!
    • For Keyboard & Mouse users: Scroll with mouse wheel, click and drag to move up/down.
    • For Controller users:
      • R stick up/down = zoom
      • R stick left/right = spin
      • Wherever your cursor is height wise on the screen is where it will zoom into, you can move up and down using cursor and right stick in up position.
  • Here by popular request, we have added a confirmation prompt to the ‘Randomize’ button when randomizing in the Arsenal!
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  • Nova’s Null Star will no longer launch projectiles at enemies which are dead or downed (ex: disabled Bursas, downed Hounds/Thralls). This is to prevent wasting charges.
  • Challenges have been moved to a new button in the pause menu that is accessible while in mission. Selecting that button will open a screen that shows the state of your currently available challenges, including Nightwave, Evolution (Protovyre, etc.), Riven, and Account. There is also a tab for completed challenges!
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  • Added a cap of 200 for Companion Imprints. Imprints can also be sold from Inventory for Credits.
    • The cap was added to prevent the game from crashing due to having a large amount of Imprints. If you have over 200 Imprints, you will be required to sell Imprints through your Inventory before creating new Imprints. 
  • Players who are over their Riven Capacity can now offer a Riven mod for Trade.
    • Previously, you were unable to offer any Rivens for Trade if you were over capacity. Now, you can offer a Riven mod when at capacity, but will continue to not be able to receive a Riven via trade when at capacity as it cannot be exceeded.
  • Grenade changes:
    • Grenade AOEs are now telegraphed! Once they have made contact with a surface, their detonation radius is now indicated.
    • Grenades will no longer ignore cover, meaning it will no longer deal punchthrough damage if you are behind cover.
    • Reduced damage radius of Grenades.
  • Arcane descriptions now include what they can be equipped on. f8fbdb0408fd884d608ef7c52b06a00a.jpg
  • Mastery Rank 30 test changes:
    • Increased the Life Support pickups from 10% to 20% in the Master Rank 30 test.
    • Lowered the levels of the Eximus units that spawn in the test due to the Eximus changes making them a more formidable opponent.
  • Changed the ‘Mad Lab’ Nightwave challenge description to clarify how to complete it. As reported here: https://forums.warframe.com/topic/1305299-mad-lab-nightwave-challenge/comment-12484248?ct=1650926232
  • Operator Heads and Hair Styles now have names!
  • The in-game Market will now dynamically change to show you recommended items. This is still in its experimental phase – more to potentially come!
  • Claiming a Glyph via the in-game Market using a code will now show a preview of it in the confirmation popup.
  • Enemies that are not affected by CC can now be armor stripped by Banshee’s Sonic Boom, Xaku’s Gaze, and Ember’s Fire Blast.
  • Converted the materials on Moas to PBR.
  • Updated icons for the ‘Limited Time’ and ‘New’ items in the in-game Market.
  • Smoothed out the cloth movement sounds on a certain important character in The New War quest that starts with the letter “D”.
  • Updated the Cambion Drift weather spores to rotate in a bit more of an interesting motion.
  • Twitch Drop inbox messages are now sent by the Primed vendor Varzia – a task for another noble Dax!
  • We have updated certain Warframe abilities to now affect allied NPCs! In the past, these abilities used to work to varying degrees of effectiveness, we now fixed some lingering issues with each of the abilities and they should be far more effective at assisting these allies in mission.
  • Changed the following Warframe Abilities to work on friendly NPCSs (Kavor Defectors,
  • Cetus & Orb Vallis Drones, Specters, Companions, & Rescue Targets):
    • Nova’s Portal
    • Wisp’s Reservoirs
    • Volt’s Speed
    • Zephyr’s Jet Stream Augment
  • Reduced arm and hand animation movement when using secondaries.
  • Made adjustments to the proximity volume for Conservation targets.
  • Improved Friendly NPCs ability to shoot at targets slightly behind cover.
  • Slightly adjusted lighting exposure in Dojos and added more fog.
  • Made adjustments to ‘press x to Hack’ overlay in Grineer Sealab tileset.
  • Added sounds to Arcane selection in the Mod Screen.
  • Made Sentient red crystal ambient audio in the Murex exclusive to The New War Quest.
  • Changed Operator Heterochromia Eye color options to be default opt-in.
  • Adjusted fog in Sentient tilesets.
  • Updated dialogue timing during Dinner Scene in The New War.
  • Fixed some areas in the Grineer Sealab tileset to prevent out of bounds issues.
  • Updated statues onboard a Ship during The New War Quest.
  • Updated line of Vay Hek dialogue that was missing an effect.
  • Improved audio syncing in a cinematic in The New War Quest.
  • Made updates to Murex floor FX in the New War Quest.
  • Updated Plague Star Icon and Icon colors to be more legible when the event is running (no plans currently).
  • Added ambient FX to Sentient Murex tileset.
  • Made slight tweaks to beam length FX.
  • Made many lighting updates in the Grineer Sealab tileset.
  • Updated lighting in Tyl Regor Assasination mission extraction.
  • Added animation functionality for Caliban’s Sentient Wrath while using Razor Gyre.
  • Made visual improvements to enhance blowing & falling sand in Mars missions.
  • Reworked Excavator landing FX.
  • Updated materials for Metal textures found in Grineer Tilesets.
  • Reworked Orokin Death Orb visual FX.
  • Added sleep reaction animations to Infested Crawlers.
  • Made improvements to Lens flare visibility.
  • Added missing icon to Maharliqa Syandana on Steam.
  • Updated Arcane buff FX.
  • Improved visibility of the Peach Blossom Ephemera when equipped with darker colors.
  • Made lighting updates to the Grineer Sealab tileset.
  • Updated textures to increase brightness of the top section of the Laprosys Syandana, as per artist request.
  • Converted certain attachments on Grineer enemies to PBR.
  • Changed tubes in the Kuva Fortress to be more transparent.
  • Made it impossible for enemies to be able to detonate/shoot down player explosive projectiles (Ogris for example).
    • Prior to this change, while rare, it was possible for enemies to shoot down explosives and cause damage to players/objectives. Given that this was essentially unpredictable and unavoidable, we have removed the ability for enemies to do so. 
  • Elemental FX will now update while rolling over colors in the Arsenal.
  • Mission faction and type are now always capitalized in the Navigation panel.
  • Changed Grendel’s Nian Skin icon to match the positioning of the other Grendel skins.
  • Improved removal of projectile FX if it does not hit anything.
  • Made improvements to Beam FX rendering.
  • Updated and tweaked Grineer model materials and improved their visibility in darker areas.
  • Changed intervals for pain grunts when taking damage on Spoiler character in the New War.
  • Removed a pain grunt that is triggered in Operator form when taking fall damage.
  • Added Laser animation to Dethcube Swift Deth Precept Mod.
  • Updated lighting in Uranus tileset.
  • Made improvements to the FX of Weapon trails.
  • Made improvements to how shiny the Grineer eyes are.
  • Made adjustments to the interior of a Colony Ship in the New War Quest for consistency.
  • Inaros’ Sand Shadows base lifespan are now affected by Duration mods.
  • Updated the lighting on materials for a Spoiler Character/Operators.
  • Updated and improved the look of the icon that appears when hovering over a certain Camp node in Navigation.

Fixes: 

  • Fixed transference range for Operator into Necramech not being limited by distance.
  • Fixed Nightwave Menu creating unintended endless mission in Rathuum.
  • Fixed resources spawning out of reach under the downed Condrix in the post-New War Plains of Eidolon.
  • Fixed Bounty Drone spawning under terrain in post-New War Plains of Eidolon.
  • Fixed banner projectile collision during The New War Quest.
  • Fixed last gem not displaying correct color during ‘On Praghasa’ in The New War Quest.
  • Fixed Veso’s allied Corpus Units appearing in the Codex as they cannot be scanned.
  • Fixed flames appearing too far off the ground during Khal’s mission in The New War Quest.
  • Fixed previewing new skin on a spoiler character after The New War Quest not swapping to previous selection when using controller.
  • Fixed broken spawn trigger when first using Teshin’s Glaive and traversing gaps during ‘For My Brothers’ in the New War quest.
  • Fixed Kahl & Veso being able to parry with their melee weapons.
  • Fixed unnecessary window flickering in Veso boss arena during The New War Quest.
  • Fixed bad visual VFX when using the Protovyre Ephemera with a spoiler character in The New War Quest.
  • Fixed lingering screenshake if you failed to remove the mask during The New War Quest.
  • Fixed Boss teleport ability using incorrect FX in the New War Quest.
  • Fixed error with script during a quest fight in The New War that caused issues with Railjack Missions.
  • Fixed Landing Craft teleporter not transporting when rolling in Post-New War Quest area.
  • Fixed Clients being locked out of Lephantis boss fight if host migration occurs pre-fight.
  • Fixed a hole in the Grineer Sealab tileset.
  • Fixed the lack of collision on a few rocks in the Earth interception tileset.
  • Fixed enemies ragdolling prematurely on Skana stealth finishers.
  • Fixed Mirage Oneiro Animation Set not displaying correct idle bow position.
  • Fixed Yareli not being able to activate Infested Salvage vaporizer while riding Merulina.
  • Fixed Friendly NPCs not having line of sight consistent with their eye direction while taking cover.
  • Fixed lighting issue on Gas City tileset.
  • Fixed Nova’s jets flickering upon changing loadout.
  • Fixed Grineer Sealab doorway entrance showing skybox.
  • Fixed Bloodshed sigil fully appearing when entering Operator mode while using Excalibur Umbra.
  • Fixed Client crash related to Post-New War cosmetics when launching a mission in a squad.
  • Fixed Caliban’s Sentient Wrath ability not being audible while using Razor Gyre.
  • Fixed Test tubes not breaking for host & client in Alad V’s secret lab.
  • Fixed Slash damage slowing over time when the Host isn’t looking at enemies.
  • Fixed Crash occurring from script error while viewing the Tactical Menu in Railjack and attempting to close the game.
  • Fixed Kuva Liches throwing players out of the level with the Leash ability.
  • Fixed improper visual movement speeds when NPCs have a speed buff.
  • Fixed Emblem placement on many Warframes to prevent floating or clipping.
  • Fixed stuttering in floating Scintillant animation.
  • Fixed rare issue of Breach Surge’s teleportation not being available after being revived.
  • Fixed Korumm using Vaykor Sydon VFX and HUD icons when blocking.
  • Fixed Juno Comba Codex scans appearing as their Eximus counterparts.
  • Fixed Mission voting text appearing off screen when in a full squad.
  • Fixed Alad V transmission appearing as Mutalist Alad V during Second Dream quest.
  • Fixed being unable to do tricks on K-Drive after holding aim and not indicating direction at the start of a jump.
  • Fixed Operator head flipping in animation during double jump. As reported here: https://www.reddit.com/r/Warframe/comments/s60nej/come_on_de_i_just_wanted_a_sweet_black_widow
  • Fixed camera offset issues on K-Drive if no secondary was equipped in your loadout.
  • Fixed rendering on Corposant Prime Ephemera to look better when equipped on Operators.
  • Fixed K-Drives not doing tricks when using a secondary.
  • Fixed option to equip the Sirocco Amp skin on the Sirocco Amp.
  • Fixed issue where boarding K-Drive or toggling secondary will force the aim button.
  • Fixed script error caused by a NPC not spawning properly when a client joins a mission in progress.
  • Fixed Blodgard Heavy Blade Skin secondary energy colors appearing black.
  • Fixed Sirocco Amp detaching from the Operator arm on Codex scanner equip.
  • Fixed Script error related to Vauban’s Tether Coil.
  • Fixed Blodgard Heavy Blade skin staying in your hand when switching weapons in the Arsenal.
  • Fixed rare FX issue.
  • Fixed Hydroid’s Tidal Impunity Augment Energy cost reduction not applying on the second and following casts.
  • Fixed the ‘Bloodthirsty’ Nighwave Act not tracking progress for Clients.
  • Fixed melee ground slams for the ‘Death From Above’ Nightwave Act tracking inconsistently across weapons.
  • Fixed the ‘Rise of the Machine’ Nightwave Act not resetting when Necramech is destroyed.
  • Fixed the ‘Loyalty’ Nightwave Act not rewarding 4,500 Standing when completed.
  • Fixed Client not getting Nightwave Act complete popup after completing the ‘Topping off the Tank’ Act.
  • Fixed only 1 player being able to complete the ‘Mad Lab’ Nightwave Act in a squad.
    • Also fixed this for other Acts that require items to be collected.  
  • Fixed not being rewarded Nightwave Standing after completing an Act until you complete a mission afterwards.
  • Fixed progress not saving for the Nightwave ‘Antiquarian’ Act if you complete missions solo where there are no reward select screens (Capture, Rescue, etc.).
  • Fixed the Nightwave progress UI not disappearing for Clients after making progress or completing the ‘Night and Day’ Act.
  • Fixed the Surging Blades Augment allowing the use of regular weapons during Hildryn’s Aegis Storm when used on a Helminth-infused Hildryn.
    • Also fixed with the following abilities when they were deactivated normally (e.g. when duration runs out):
      • Nezha’s Fire Walker
      • Nyx’s Mind Control
      • Xaku’s Xata’s Whisper
      • Yareli’s Aquablades
      • Helminth Energized Munitions
      • Helminth Marked for Death
      • Helminth Parasitic Armor
  • Fixed being unable to change Sigils and Ephemeras in the Arsenal during the New War quest replay, leading to problems.
    • We have re-enabled this option, but Sigils and Ephemeras may be hidden in certain cinematics to avoid issues. 
  • Fixed weapons being unreachable after being disarmed by a Drahk Master upon casting Yareli’s Riptide while being disarmed.
  • Fixed the Blodgard Heavy Blade skin clipping into left hand.
  • Fixed various default transmissions playing while The New War quest is active while back on the Orbiter.
  • Fixed inbox messages being sent by Lotus showing as a post-New War character instead.
  • Fixed the innate damage bonus of Kuva/Tenet projectile weapons not applying the bonus damage from Galvanized Aptitude.
  • Fixed crash related to the Necramech Summon Gear.
  • Fixed the following weapon icons not being angled the same as others:
    • Gorgon Towsun Skin
    • Opticor Elixis Skin
    • Paracyst Zebra Skin
    • And many more
  • Fixed getting weapon stuck to hand if you equip a skin on a melee that has an opposite grip type (for ex: Greatsword skin on an axe or vice versa).
  • Fixed clones spawned by Shadows of the Dead not teleporting back to Nekros when they are too far.
  • Fixed a rare crash that could occur when loading between levels.
  • Fixed the Dark Split Sword (Dual Blades weapon type) being able to equip holster styles from various other weapon types.
  • Fixed being able to see your standing Operator during landing cinematic when loading into a mission.
  • Fixed auto pickups (Energy pickups, Mods, and anything you only need to move into to pick up) not being picked up while in midair.
  • Fixed Clan Rank box going blank when it’s time for your Clan’s Ascension ceremony. ‘Ascension available’ will now appear.
  • Fixed script error when entering custom obstacle Dojo course as Client when a player has the Protovyre Armor equipped.
  • Fixed the input icons and labels being hard to read in the Silver Grove quest diorama.
  • Fixed the Lumis and Zenoriu Earpieces not aligning on a post-New War character’s ear.
  • Fixed the Magus Destruct Arcane increasing enemy resistance to Puncture damage, not decreasing like intended.
  • Fixed Nef Anyo’s transmission model in the final mission of the Vox Solaris quest having a purple hue and white eyes.
  • Fixed incorrect icon sizing for the following icons:
    • Dual Cestra Shock-Camo Skin
    • Grakata Day of the Dead Skin
    • All Towsun Skins
    • Galatine
    • Ignis
    • Tonkor
  • Fixed crash upon joining an Excavation stage in the Orb Vallis Bounties before the last Excavator is destroyed or completed.
  • Fixed the Ability Banner on-cast showing Teshin’s “Orvius Reach” as “Rip Line” in the New War quest.
  • Fixed broken UI in the Operator Menu when accessed via the pause menu in Cetus.
  • Fixed crash when loading into a mission that has no Warframe and only an Operator (i.e. certain quests).
  • Fixed collision issues in the Corpus Gascity tileset that could allow you to jump out of the map.
  • Fixed Quick Thinking damage ejecting players from Yareli’s Merulina.
    • This also fixes getting kicked off other vehicles when you are at 2hp and take any damage (even shield only) despite having Quick Thinking equipped.
  • Fixed opening the progress screen for a Decoration in the Dojo resetting the timer countdown instead of ticking away in the background.
  • Fixed red and blue outlines appearing on certain textures, especially in the Orbiter, Reactor Room in the Dojo, and some rooms in the Vesper Relay.
  • Fixed Zephyr Jet Stream not applying its movement and attack speed buffs when using Turbulence.
  • Fixed script error related to Zephyr’s Turbulence.
  • Fixed all 4 squad members seeing inconsistent end of mission achievements (opened x lockers, hacked x consoles, etc.).
  • Fixed the Corvas Prime gain being too loud.
  • Fixed script error related to Railjack’s Command Link intrinsic Fast Travel.
  • Fixed players being able to get out of bounds in one of the Orokin Moon tileset’s spawn rooms.
  • Fixed getting stuck forever in The War Within quest after falling off the side of the mountain pass cliff.
  • Fixed a script error related to the Maw in the War Within quest.
  • Fixed floating Operator hair and projection VFX in the final stage of The War Within quest.
  • Fixed white explosions in Ambulas and Grineer Dropships debris FX.
  • Fixed Garuda/Garuda Prime’s Talon colors not being saved in other Appearance Slots other than A.
  • Fixed Warframe Health stats not updating in the Arsenal when equipping the Physique Aura Mod.
  • Fixed being able to benefit endlessly from Inaros’ Sandstorm without spinning by emoting while active.
  • Fixed Railjack mission countdown not proceeding if player leaves squad when all other votes are in.
    • When a player leaves the Railjack mission during this countdown, votes now will be reset.
  • Fixed Reservoirs not changing to Dex Wisp’s default colors when equipped.
  • Fixed script error related to Atlas’ Rumblers.
  • Fixed Garuda/Garuda Prime’s passive damage boost values in HUD alternating between other squad members also playing as her, resulting in incorrect values.
  • More fixes towards the ‘Don’t Be Afraid Poster’ showing up backwards in the diorama.
  • Fixed the Combat Reload Mod buffs not working for Clients.
  • Fixed Lull not refreshing on normal kills when Client activates Baruuk’s Lull ability with the Endless Lullaby equipped.
  • Fixed Clients becoming completely invulnerable when transferring to Necramech.
  • Fixed the Range Advantage Mod buffs not working for Clients.
  • Fixed inconsistent naming of the Lua Rock Dojo decorations.
    • Any previously named ‘moon’ decorations are now correctly named ‘Lua’.
  • Fixed the ‘Damaged Trim’ Dojo decorations having the same descriptions.
  • Fixed the ‘Throne Room Stairs’ (straight and curved) having swapped descriptions.
  • Fixed sprint (when toggle sprint is enabled) getting canceled after using the following Warframe abilities:
    • Grendel’s Pulverize
    • Hildryn’s Aegis Storm
    • Hydroid’s Undertow
    • Inaros’s Sandstorm
    • Lavos’ Vial Rush
    • Ivara’s Prowl
    • Revenant’s Reave
    • Wisp’s Sol Gate
    • Yareli’s Merulina
    • Revenant’s Danse Macabre
  • Fixed ‘Wall (Left Side Damaged, 2m)’ Dojo decoration’s pivot point changing orientation after being picked up after being placed.
  • Fixed strange Operator animations after dismounting a vehicle in a certain stage of The New War quest.
  • Fixed the Redeemer’s final shot not firing in the same direction as the rest of the melee attack combo.
  • Fixed Requiem Ultimatums not appearing in the End of Mission screen when rewarded.
  • Fixed Operator hood staying closed when going to customize Features (specifically face/secondary face).
  • Fixed Combat Reload not always triggering when head-shotting enemies.
  • Fixed an issue where you could sometimes bypass quest requirements by starting a quest and then immediately attempting to start another quest you aren’t supposed to start.
  • Fixed the Tenet Diplos’ lock-on ability not damaging Osprey enemies.
  • Fixed Corrupted Lancers using the wrong hitbox. As reported here: https://www.reddit.com/r/Warframe/comments/t7zys4/i_have_a_suspicion_corrupted_lancer_is_using/
    • They were using the Grineer Lancer hitbox, which was causing it to be impossible to land headshots from the side and behind. 
    • The look of Corrupted Lancers has also been updated with this fix and they now carry Arca Plasmors instead of Boars. 
  • Fixed the Kuva Elite Lancer using the wrong material roughness.
  • Fixed Inaros’ Resurrection meter being half a pixel too far to the left.
  • Fixed the Dojo Obstacle Course ‘Allow Operator’ option not working.
  • Fixed Atlas’ Titanic Rumbler Augment Mod not multiplying the Rumbler damage by 400% as described.
  • Fixed crash related to the ‘Browse Genetic Imprints’ screen.
  • Fixed bugged materials on doors in Corpus Sabotage missions.
  • Fixed some inconsistent Archwing out-of-bounds areas during the ‘Pursue Teshin into the Asteroid Field’ stage in The War Within quest.
  • Fixed a hole in the map in the Grineer Sealab tileset.
  • Fixed underground map peeking out of the ground near Mount Nang in the Plains of Eidolon.
  • Fixed becoming perpetually invisible as Client after jumping into water as Operator.
  • Fixed spawning out of the map after transferring to Operator when exiting water volumes in the Grineer Sealab tileset.
  • Fixed transferring to Operator while jumping into water letting you fall in as Operator.
  • Fixed becoming perpetually invisible after entering a cutscene as Operator shortly after hacking a terminal with the Untraceable mod equipped on their Parazon.
  • Fixed flashing textures on the floor near water in the Grineer Sealab tileset.
  • Fixed Client crashing in Simulacrum when transferring to Operator.
  • Fixed Garuda Prime’s Dread Mirror losing all its Prime details if it expires while still having the projectile active.
  • Fixed Wukong Clone holding the Kuva Bramma arrow incorrectly.
  • Fixed Operator in the initial customization screen in the Second Dream quest sitting off camera.
  • Fixed decals appearing in Harrow’s Condemn FX.
  • Fixed several script errors related to Lunaro.
  • Fixed various Grineer Fortress Dojo decorations missing capitals in the word ‘Fortress’.
    • Also fixed issues with certain decorations missing mention of ‘Fortress’ in their descriptions.  
  • Fixed Sigils appearing on the Wisp Dex skin’s helmet flaps.
  • Fixed loss of functionality for several seconds after being knocked off Yareli’s Merulina by an enemy grab or knockdown ability.
  • Fixed walking through the snow in The War Within not leaving trail behind Operator.
  • Fixed being unable to swap certain spoiler characters in the Arsenal in the Dojo.
    • We removed this option in non-Arsenal areas. 
  • Fixed using the ‘Detach Camera’ option in Captura causing a loss of input functionality.
  • Fixed the context action on the Void Key in the ‘Follow the Stalker’ stage in the Second Dream quest being far too small.
  • Fixed the Nagantaka Prime not applying custom colors to the crossbow string.
  • Fixed other players’ blue dots in the mini map not appearing in the Dojo.
    • Note: If a player is invited to squad in the dojo, the icon will be that of the Warframes. If a player is just ‘in’ the dojo with you but not in your squad they will appear as a blue dot.
  • Fixed Emblems not attaching properly to the Ember Pyraxis Shoulder Pads when being previewed.
  • Fixed the cursor being visible during ‘The Maker’ cutscene while using a controller.
  • Fixed Revive UI components being slightly off center.
  • Fixed selecting Operator Arcane being unreliable/unresponsive on first interaction.
    • Also fixes the UI getting confused between Operator Arcane and Amp Arcane in follow up interactions.
  • Fixed some idle animations causing Warframes to step backwards and bend their legs awkwardly.
  • Fixed a rare bug in matchmaking that would sometimes result in not being able to find a session with slots still available.
  • Fixed a rare bug that would sometimes ignore input on the Daily Tribute screen.
  • Fixed the ‘MID’ in the ‘Pillar Debris’ Dojo decoration description being capitalized.
  • Fixed some zoning issues in the Mantle, Earth Capture mission.
  • Fixed some lighting issues in the Mantle, Earth Capture mission.
  • Fixed the ‘Dragon’s Tooth Weapon System’ Dojo decoration missing a hyphen in the description on ‘anti personnel’.
  • Fixed Sniper Rifles with multishot projectiles (Lanka, Komorex) behaving differently than hitscan Sniper Rifles and only counting bullets that cause damage for combo counting.
    • Essentially, fixed projectile-based rifles counting every bullet individually for shot-combo mechanics when it comes to hits and misses. They now use the same rules as hitscan rifles which give you a combo stack for every bullet in your shot regardless of whether that bullet causes damage or not. 
  • Fixed certain decal FX missing custom Energy colors (summoning Khora’s Venari for example).
  • Fixed Saryn with Xata’s Whisper infused onto her getting the benefits of the ability after casting Toxic Lash.
    • Also fixed both of the abilities having infinite duration. 
  • Conclave: Fixed Weapons (notably particular shotguns & AoE guns) minimum falloff damage not properly respecting the correct Conclave specific values.
    • From a community standpoint this was considered a significant exploit/bug for Conclave, it was not fair play or intended.
  • Fixed Nova’s Null Star making her  invincible with Helminth Invigarations.
  • Fixed Nightwave Challenge Standing appearing to incorrectly doubled in UI on End of Mission screen.
  • Fixed script error resulting in a crash after tranquilizing a conservation target multiple times.
  • Fixed Nightwave Night and Day challenge from not counting residue that was collected and used mid-mission.
  • Fixed Nightwave challenges from not saving mid-mission, sometimes resulting in losing progress on Mission extraction.
  • Fixed two places in the HUD that weren’t properly capitalizing.
  • Fixed cases of Roman numerals not capitalizing.
  • Fixed animation breaking in the War Within during the Mountain Pass if pressing sprint after dying.
  • Removed potential rare specific scenarios where Status Effects could potentially do unintended critical damage.
  • Fixed crash that would occur from a missing transmission during the second Spy Mission in the Stolen Dreams quest.
  • Updated Mars Grineer face materials.
  • Fixed slight green tinge that appeared on some Grineer faces.
  • Fixed default energy colors on Gara’s being displayed incorrectly.
  • Fixed script error that occurred when damaging a Coildrive in the Orb Vallis.
  • Fixed animation in The New War quest during unmasking in Cetus.
  • Fixed the FX on some Amp beams not triggering on impact.
  • Fixed beam rotation FX depending on end point.
  • Fixed an obscure bug with matchmaking between Host and Client.
  • Fixed the Corpus Proxima Crewship’s shield drone explosion FX having color issues.
  • Fixed Garuda’s Ability description appearing outside text box when viewing in German.
  • Fixed Nightwave Challenge Rise of the Machine visually resetting itself on Necramech death after completion.
  • Removed unnecessary in-game text.
  • Fixed localization tag on the Lotus Helmet.
  • Fixed Yareli not getting XP for ability casts when riding Merulina.
  • Fixed inventory not updating quickly when playing Warframe on the Epic Games Launcher.
  • Fixed inconsistent use of capitalization for Disruption Void Fissure missions.
  • Fixed slight orange FX and irregularities on the Health pick-up orb.
  • Fixed scale button in Orbiter Decorating menu being misaligned when using Spanish.
  • Fixed script error related to Gauss’ Thermal Sunder on Extraction.
  • Fixed lighting in Dojo to fix brightness issue when decorating.
  • Fixed areas in the Orokin Tower Chamber Dojo Room that make it too difficult to place decorations.
  • Fixed a very rare case that might make  the Player unable to move.
  • Fixed Enemy pathing in Post-New War Plains of Eidolon to avoid enemies wading through water instead of walking around the water.
  • Fixed script error related to using the Archwing launcher.
  • Fixed flickering on warp tunnel in The New War Quest.
  • Fixed standing not being rewarded on completion for the Venus Bounty Hunter Nightwave challenge.
  • Updated custom Dojo lighting to affect reflections.
  • Fixed localization mentioning Landing Craft instead of Orbiter.
  • Fixed flickering effect in the Spoiler Camp on the teleporter while in the Orbiter.
  • Fixed some issues with minimap navigation on Lua.
  • Fixed lower level Drone bounties from spawning tons of reinforcements in The Plains of Eidolon.
  • Fixed script error related to Glaive FX.
  • Made some adjustments to the Kuva Fortress tileset.
  • Fixed issue of Client having no functionality when loading into Captura if the Host is in Free Roam.
  • Fixed crashing that may occur if using an older version of Steam.
  • Fixed rare crash related to Wisps’ Reservoirs.
  • Fixed black walls appearing on rocks in the Mars Settlement tileset.
  • Fixed a certain spoiler character’s face appearing distorted while replaying The Sacrifice quest.
  • Fixed being able to clip through the wall and get out of bounds in the Orokin tileset spawn room.
  • Fixed stalactites and other stone protrusions in the Silver Grove Captura scene not being properly lit.
  • Fixed being able to interact with intractable Dojo decorations before they are built.
  • Fixed buttons for contributing/rushing to donated personal decorations appearing in the Dojo menus. This also fixed a script error as you cannot contribute/rush to a personal decoration.
  • Fixed camera at times facing the wrong way when transferring in and out from Warframe to Operator.
  • Fixed the Crimson Nose Pattern’s nose being far too bright – Rudolf didn’t appreciate the competition.
  • Fixed script error in the Mariana Exterminate node on Earth related to enemy spawns.
  • Fixed script error when spawning enemies that have shockwave abilities in the Simulacrum.
  • Fixed an issue where your Warframe could get stuck kneeling if you transferred back to Operator while playing being knocked back or performing a kneel emote animation.
  • Fixed Titania appearing invisible in a cinematic during a key moment in The Second Dream quest.
  • Fixed being unable to transfer back to your Warframe after transferring while riding K-Drive. Also fixed becoming invulnerable after dying as Operator afterwards.
  • Fixed being unable to chat link the Caliban Helmet.
  • Fixed being unable to chat link Glyphs you just recently purchased.
  • Fixed a hard line in the water in a certain spoiler Camp.
  • Fixed teleporting issues when attempting to enter the gates to Cetus on a K-Drive.
  • Fixed an issue where the camera was too zoomed in when using a certain spoiler character in Cetus, Fortuna, and Necralisk.
  • Fixed script error related to spawning Specters.
  • Fixed Warframe clipping through the Arsenal when installing it during the Awakening quest.
  • Fixed Titania in Razorwing causing issues in the Second Dream quest cinematic sequences.
  • Fixed script error related to Convergence Orbs.
  • Fixed a hole in the Grineer Forest tileset.
  • Fixed material issues on Ballas and Lotus. As reported here: https://forums.warframe.com/topic/1293380-skin-color-ballas-and-lotus/?ct=1650924413
  • Fixed Saryn’s Molt not taking damage from melee attacks.
  • Fixed being able to create copies of your Warframe in Railjack missions using transference.
  • Fixed being unable to ‘switch’ (spoiler) when editing Focus in Cetus, Fortuna, or Necralisk.
  • Fixed black triangle appearing on the star chart.
  • Fixed bug with Operator footstep sounds not playing while running on textile materials.
  • Fixed loading indefinitely when loading the table stage in The New War quest.
  • Fixed being stuck on the loading screen when logging into the table stage in The New War quest.
  • Fixed camera pointing away from Leverian items in the Codex dioramas.
  • Fixed world state window pointing to Mars automatically during the Archon hunt in The New War, even after defeating Amar.
  • Fixed the ‘New’ screen in the in-game Market kicking players out of The New War quest.
  • Fixed Odonata’s Ability icons being hard to read.
    • The thickness has been increased to improve visibility of the icons.  
  • Fixed script error related to an FX.
  • Fixed Anomaly Shards still being rewarded after Railjack mission fails.
  • Fixed hair shaders not respecting dissolves while Deferred Rendering is enabled.
  • Fixed script error related to Garuda’s Seeking Talons.
  • Fixed script error related to Infested Pods.
  • Fixed being able to get out of the map in the Strata Relay.
  • Fixed Operator being unable to open a door causing a progstop while replaying The War Within quest.
  • Fixed the Torid and Pox missing their ‘Embed Damage Radius’ and ‘Embed Time’ stats.
  • Fixed the Orokin Tower Chamber Dojo Room preview icon not being accurate to what’s actually seen in the room.
  • Fixed Orbiter Stencils being too bright.
  • Fixed the Sari Syandana overlapping on top of menus making it hard to read.
  • Fixed Warframe being invisible in one of the end cutscenes in the Second Dream quest.
  • Fixed the opening cinematic in The War Within quest showing the snow path FX going in front of the Operator instead of behind as they walk.
  • Fixed the Imperator Vandal preview not showing up in the Codex if you do not own it.
  • Fixed script error related to Sevagoth’s Shadow attempting to attack a decoration.
  • Fixed not receiving Duplicate Protection after earning the Chitoid sentinel bundle in Nightwave if you already own it.
  • Fixed transferring to Operator as Excalibur Umbra counting towards the exterminate enemy counter in the Mastery Rank 30 test.

That’s it for this major patch for Warframe update 2.10. Stay tuned here at MP1st for more patch notes in the future!

Source: Warframe forums

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Alex Co

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Warframe Update 2.10 Out for Angels of the Zariman This April 27

Digital Extremes has released the Warframe update 2.10 today, and this one is for the massive Angels of the Zariman expansion! Check out the full Warframe April 27 update patch notes below.

Warframe Update 2.10 Patch Notes | Warframe April 27 Update Patch Notes:

Update 31.5: Angels of the Zariman 

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Update 31.5: Angels of the Zariman is abundant with story content, gameplay additions (three new game modes!), reworks, and more! As the direct narrative follow-up to The New War, there is much to be unearthed in this next chapter.

There are over 60 pages of notes below – To jump to a specific section of the notes, use your browser’s search feature to find the following sections:

  • Angels of the Zariman Quest
  • New Tileset: Zariman
  • New Hub: Chrysalith
  • New Syndicate
  • Zariman Bounties
  • New Mission Types
  • Incarnon Weapons + New Arcanes
  • Dormizone
  • Voidshell Skins
  • New Warframe: Gyre
  • New Melee Stance: Heavy Scythe
  • New Melee: Hespar
  • New Rifle: Aeolak
  • Angels of the Zariman Supporter Packs
  • Valkyr Carnivex Collection
  • Focus School System Rework
  • Eximus Reborn
  • New Player Experience: Quality of Life Changes
  • Clan Recruitment Changes
  • Maggot Decorations
  • Audio Reverb Changes
  • And many additions, changes, optimizations, fixes!

The total download size is 2.2 GB.

Spoiler Courtesy 

As a follow up to our original PSA, to avoid spoilers we have chosen to use spoiler-free language when describing certain parts of the update.

Please use liberal spoiler tags in your titles/posts/etc. if you wish to talk about content revealed on the Zariman, let’s not ruin the experience for others! Content Creators should clearly label spoiler content and use spoiler-free thumbnails and titles.

We have also created a dedicated Angels of the Zariman subforum to house all quest-related discussions, questions, bug reports and more: https://forums.warframe.com/forum/1785-spoilers-angels-of-the-zariman/

A dedicated ‘known bugs list’ thread is also available for you to track what the team has on their list to fix: https://forums.warframe.com/topic/1305849-spoilers-angels-of-the-zariman-known-bugs-list/

This list is not exhaustive of ALL bugs, but lists the most prominent. 

ANGELS OF THE ZARIMAN QUEST 

The Zariman Ten Zero cries out into the endless darkness that surrounds it. In a post-New War world, something lingers in the Void-ridden ship once inhabited by the Tenno. Its wailing can be heard from afar. Return to it, find the source of its song, and unearth the memories echoing throughout the vacant corridors.

Quest Prerequisite: You must have The New War quest completed in order to unlock the Angels of the Zariman quest in your Codex.
If you have not completed The New War, check out our helpful guide: https://www.warframe.com/news/preparing-for-angels-of-the-zariman-en

Similar to the Saya’s Vigil, Vox Solaris, and Heart of Deimos quests, this is a solo gameplay-focused experience that will introduce you to key characters and Zariman related content. 

Completing the quest will reward you with gifts from the Void in your Inbox!

Once you have completed the Angels of the Zariman quest, the following gameplay options will become available for you to start venturing deeper into the ship:

  • Zariman Bounties
  • 3x New Missions Types

*More detailed information on the above is provided in their own sections below. 

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NEW TILESET: ZARIMAN 

Go back to where it all began, Tenno. The horrors of the past that took place on the Zariman Ten Zero may be overshadowed by the phantasmic energies that now reside there.

Characterized by its overgrown state and constant flow of Void energy, it has taken a new form. Between the golden figures and trinkets littered around from before the Void-Jump accident, the Void pulses through its veins, twisting and bending the Zariman to its will. The accident left the ship in disarray, with many nooks and crannies that can be discovered and explored.

Explore with caution, Tenno — even though you may recognize areas from your past, everything is not what it seems.

The Zariman appears in the Star Chart after completing The New War quest, but is only accessible after completing the Angels of the Zariman quest.

Optimization Tip for PC Players:

Be advised that the Zariman tileset is optimized for and looks best with the ‘Enhanced’ Graphics Engine option enabled. We recommend you switch to this under the ‘Video’ tab in Options if your system can handle it to enjoy the finer details of this lush new map!
Zariman Tileset Resources:

Ferrite, Alloy Plate, Voidgel Orb (NEW), Entrati Lanthorns (NEW), and Thrax Plasm are dropped from enemies and can be found in Resource Deposits around the Zariman tileset.

These new resources can also be fed to Helminth.

Voidplumes:

Voidplumes are tokens shed from Void Manifestations which can be used for many things, including:

  • Turned in for Standing in the Chrysalith for a new Syndicate.
  • Used in certain crafting recipes.
  • Used to purchase Voidplume decorations and Kuva from a new vendor’s supplies in the Chrysalith.

Voidplumes can be earned as Bounty rewards. They can also be found scattered around the Zariman tileset in a similar fashion to Syndicate Medallions. Each mission spawns 8 Voidplumes for keen-eyed Tenno to find! A prompt will appear letting you know how many more Plumes can be found in-mission after picking one up.

Similar to Medallions, there are various tiers with different Standing values: higher tiers of Voidplumes can be earned by killing special Void manifestation enemies or from Melica Caches, while lower tiers can be found in-mission and from Bounty drop tables. Listed below are the tiers from lowest to highest:

  • Voidplume Down
  • Voidplume Vane
  • Voidplume Quill
  • Voidplume Crest
  • Voidplume Pinion

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Melica Caches & Zarium Accolades: 

Zarium Accolades are required to open new caches locked by Cephalon Melica – whom you may remember from your time in the classroom. Melica Caches are marked for your convenience when you’re nearby. To unlock the Melica Cache, you will need to locate a Zarium Accolade  – keep an ear out for their distinct sound, or use Loot Radar! Once you find a Zarium Accolade, you can pick them up and bring them to the Melica Console to unlock a Voidplume Quill within.

Melica Caches appear only once the Angels of the Zariman quest is complete, they cannot be found during the quest. 

New Somachord Fragments: 

Hunt down and scan Somachord Tones throughout the Zariman tileset to unlock 3 new tracks:

  • On Corroded Wings
  • The Offering
  • Canticle

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NEW ENEMIES 

The Zariman brings with it new threats. Aboard the ship you will go toe to toe with the following fresh-faced foes:

Kuva Trokarian
The Worm Queen has bestowed these troopers with a miniature Kuva Trokar to disrupt transference.

Derivator Crewman
Using the latest in Corpus weapons technology, this Crewman absorbs damage, until it unleashes it all in a powerful shockwave. The Derivator unit is mounted on the back.

Thrax Centurion 
Equipped with a deadly Scythe, they emanate an energy unknown to us. These mysterious creatures can be found in Zariman missions.

Thrax Legatus
Armed and ready with a Rifle, they emanate an energy unknown to us. These mysterious creatures can be found in Zariman missions.

Codename: Void Manifestations 
Its true name and nature shall be revealed to you soon, Tenno…
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NEW HUB: CHRYSALITH 

A familiar location that was first ventured during The New War, the Chrysalith is at the heart of the Zariman. A sanctuary whose bridged walk paths and vistas were once enjoyed by its original passengers is now repurposed as a hub for returning visitors and warriors fending off against the Grineer, Corpus, and others that lay waiting in the halls of the Zariman.

During the Angels of the Zariman quest, you will be introduced to a band of new characters and a new Syndicate who call the Chrysalith home. After you have completed the quest, you will be able to visit the Chrysalith with other Tenno, as you would Fortuna or Cetus.

The Chrysalith is also the first social hub of its kind that allows you to seamlessly access procedural missions without load screens. Jump between missions without ever having to return to your Orbiter’s Navigation.

While inside the Chrysalith, opening the map will display what enemy faction is currently active within the Zariman. Grineer and Corpus squads rotate every 2.5 hours.

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This is also indicated by the faction ships closing the distance between themselves and the Zariman in the Star Chart.

NEW SYNDICATE

A new Syndicate is revealed after completing the Angels of the Zariman quest. Band together with Syndicate members stationed in the Chrysalith and gain access to Bounties, Incarnon Weapons, Dormizone & Voidshell goods, and more!

Work your way through the Ranks from Fallen to Angel, and forge bonds to uncover more about the present predicament of the Zariman. This Syndicate can also be accessed from the Syndicate segment in your Orbiter.

ZARIMAN BOUNTIES

Once you have completed the Quest, Bounties become available from within the Chrysalith! These Bounties offer additional challenges for players looking to show their Mastery of the mission types on the Zariman – you will need to bring the best gear for the job! Players can play through the regular versions of these missions from the Star Chart, or opt for the Bounty version for different rewards and Syndicate standing. The Bounty versions are intended to be much more challenging!

Bounties are structured with a distinct objective that must be completed before the player can extract — or in certain cases can cause a mission failure if the player is unsuccessful. Upon mission completion, players also earn Voidplumes in addition to the Bounty drop table rewards The higher the difficulty, the harder the challenge, the more Plumes are given!

Bounty Rewards: 

The following possible rewards can be earned by playing the Bounties:

  • Gyre’s Blueprint and Component Blueprints
  • Alternox Blueprint (New Primary Weapon)
  • Hespar Blueprint (New Heavy Scythe)
  • Aeolak Blueprint (New Primary Rifle)
  • New Resources:
    • Entrati Lanthorn – A ceremonial beacon used to map Void locations onto real space.
    • Voidgel Orb – A sample of ambient Void energy distilled into a neutral state.
    • Thrax Plasm – Found in the remnants of Thrax Void manifestations, this plasm has several surprisingly practical applications.
  • Voidplumes:
    • Voidplume Down
    • Voidplume Vane
    • Voidplume Quill
    • Voidplume Crest
  • Credits, Endo, Greater Focus Lenses, Ayatan Amber Star, and Relics!

NEW MISSIONS TYPES 

The Zariman brings with it three new endless mission types: Void Flood, Void Cascade, and Void Armageddon. These missions offer new enemies and challenges! Accompanying these are Exterminate and Mobile Defense mission nodes set in the new Zariman tileset. After completing the Angels of the Zariman Quest, you can start these missions from the Star Chart, or by entering the elevator in the Chrysalith and interacting with the Zariman Navigation panel.

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The enemies you will face aboard the Zariman depends on which faction have staked their claim on the ship. Word of the time-forgotten riches aboard the Zariman has made its way onto both Corpus and Grineer wavelengths. While only one faction will be aboard the Zariman at a time, you can expect to see even rotations of these factions every 2.5 hours as each one fights to claim their time aboard the fabled Zariman.

Base Focus Lenses for each Focus School are in Rotation C of the drop tables for these new endless missions. We wanted to add a new means of earning Lenses in light of all of the Focus changes, while also making later stages of the endless missions worth your while.

 

VOID FLOOD (EVERVIEW ARC)

Forces born of Void and agony are clawing at the Albrecht membrane, creating Ruptures that saturate areas of the Zariman with Void energy. Introducing Void Flood – a parkour-heavy endless mission focused on maintaining the stability of the Zariman’s Automatic Vitoplast system.

How to play:

The goal is to mend these Ruptures, and in order to do so you must collect essential Vitoplast on-board the Zariman and deliver it to the location of these Void Ruptures. The amount of Vitoplast you collect is indicated by the floating globe accompanying you as you hunt it down. The globe fills with Vitoplast as it is collected, and drains when you are near a Void Rupture. Void Flood will test your refined parkour skills, as the anti-gravity properties of Vitoplast have them scattered high and low across the Zariman.

Be warned, failure to close the Ruptures flood the Zariman with uncontrollable Void Contamination that can enhance your enemy and hinder your strength in various different ways, or even cause the Vitoplast itself to act erratically. The higher levels of Void Contamination present on the Zariman, the greater the challenge. Contamination levels are indicated in a gauge in the HUD, with three levels of randomized effects that will trigger when hit:

  • First level = 40%
  • Second level = 70%
  • Final level = 100%
    • Hitting 100% will start a countdown timer, if the Contamination levels are not lowered by closing Ruptures within that time, players will be forced to extract as the environment has become inhospitable.

Every three Ruptures sealed summons a Thrax Centurion – a strong foe made of both armor and Void energy looking to keep you from sealing up the Ruptures. Your synergy between Warframe and Operator will be required to take down this quick and relentless enemy. Similar to Eximus Units, Thrax Centurions are imbued with Overguard (more on this in the Eximus Reborn section below) which fortifies their stance. Thrax Centurions also directly reward 2,500 Focus Points of the players’ active Focus School for all of those who are within Affinity range once defeated.

You will have the choice to extract after sealing three Ruptures successfully, which also counts as one full round in this endless mission.

The success and length of your mission is fully dependent on your ability to balance consistent damage with elegant parkour. If you can keep up both to the standards of the Zariman Ten Zero, you will be nobly rewarded.

VOID CASCADE (TUVUL COMMONS)

Enemies of the Zariman have caused a great imbalance using the Void energy perforating its walls and manifesting in truly horrifying ways. Introducing Void Cascade –  an endless mission mode where you are tasked with cleansing Void-possessed Exolizers to restore the Zariman’s systems.

How to play:

The goal is to combat the Void using devices known as Exolizers. But even the advanced Zariman tech cannot resist the Void forever. It’s up to you to purge them of the Void, and fight off a complete and total Cascade.

Exolizers possessed by the Void are protected by it. Your Operator is key in cleansing it to allow the Exolizer to begin its purging process. Possessed and purged Exolizers are tracked in the HUD, alongside the gauge that indicates the level at which the ship is reaching a Cascade-level disaster.

Upon cleansing an Exolizer, Tenno must face a Thrax Centurian which has possessed the machine, but they will not give up without a fight. If they are not killed quickly, it will feed the Cascade by re-possessing another Exolizer and accelerate the chaos. The more you cleanse, the more chaotic it can get – it will require great focus and skill to maintain the Exolizers the longer you stay.

If you’d rather flee the battle and bank your rewards, it will require four successful purged Exolizers to unlock extraction, which also counts as one full round in this endless mission.

If players are unable to fend off the Cascade and the gauge reaches 100%, extraction will become available.

Restoring the systems of the Zariman won’t be easy, but is necessary to reclaim the ship. It will require great strength and coordination to quell the Cascade, but those who stay to fight will be compensated for their efforts.
VOID ARMAGEDDON (ORO WORKS)

Grineer and Corpus enemies have boarded the Zariman and are targeting its Reliquary for destruction. Exquisitely twisted creations and their minions seek to do the same. Void Armageddon tests your ability to prioritize targets: defend against enemies while protecting the Reliquary aboard the Zariman and the Exodampers that aid you in your objective. Assemble your Arsenal wisely, as this mission is not for the ill-prepared.

How to play: 

The goal is to defend the Reliquary from the waves of threats that are looking to destroy it. To aid you in your defense are Exodampers. These towers will weaken your enemy while they are active, but if destroyed will strengthen them with randomized buffs until the Exodampers respawn. While not essential, without your Exodampers, your enemy can focus fire on the Reliquary. If your enemies succeed in destroying it, you will be forced to accept defeat and return back to the Chrysalith. As the chaos grows, Void manifestations will attempt to drain the Reliquary using Void energy. You can track how much of the Reliquary has been drained using the percentage icon above it. If the Reliquary is fully drained, you will have failed your mission. Destroyed or drained, you must fight to prevent the Reliquary from meeting either fates.

Void Armageddon consists of Rounds and Waves:

  • Waves: Enemies will try to destroy Exodampers in waves. To complete a wave, you must eliminate the squad of enemies sent to the Exodamper.  After each wave, your enemies will begin to attack from a different angle – follow the instructions on your HUD and move swiftly to the next Exodamper to defend.
  • Rounds: A full round consists of three waves.  

If you fail to protect your Exodampers, they will remain destroyed until the next round.

  • For clarity – if an Exodamper is destroyed in Wave 1 in Round 1, it will respawn at the start of Round 2, or the 4th Wave in total.

Grineer and Corpus will be the least of your worries the longer you defend, as Void manifestations appear every three waves and will stand in your way between completing rounds. Traditional combat will be necessary to make a dent, but your skills as your Operator are crucial to defeating this foe. If you succeed in this fight, you and your squad (those within Affinity range of the enemy when defeated) will be rewarded with Focus Points as well as a high-tier Voidplume which must be picked up.

Completing one round of Void Armageddon will unlock extraction, but enemies will continue to attack until you can fight no longer.

You aren’t alone in your efforts. By taking advantage of the Zariman’s built-in defenses, you can utilize strategically placed Armaments – specialized turrets. They can be used to hold off the onslaught of enemies at all angles, but must be constructed first. To build these turrets, locate and capture Argozene Drops, which will provide the Argozene to construct them. To unlock a Drop, you must stand within the indicated zone around it and wait until the box is fully enveloped with energy – at which point it will open and shower you with the crafting material. Argozene is also dropped from fallen enemies. Collected Argozene is shared amongst your squad, so coordinating with them will be required to optimize your strategy.

As long as you have the required Argozene, you can choose from a variety of Armaments to craft:

  • Mazuka – Minigun turret that focuses on one target at a time.
  • Faradon – Arc lightning turret that can strike multiple targets at once.
  • Corralizer – Trap turret that grabs enemies and pulls them in.
  • Giottica – A laser targeted missile launcher.

While they don’t last forever, they can be the difference between losing and keeping your Exodampers and the Reliquary alive. Turret types can quickly be selected by using the default ability cast bindings (1-2-3-4 on PC, and RB+ABXY on controller) while in the selection screen. Custom bindings for abilities will also work!
EXTERMINATE (HALAKO PERIMETER) & MOBILE DEFENSE (THE GREENWAY) 

In addition to these new mission types, Exterminate and Mobile Defense nodes are also available on the Zariman!

In Exterminate, you are tasked with destroying the Corpus or Grineer crews that are rummaging around where they shouldn’t be. Take on the classic mission type while navigating the Void-infested Zariman ship. Not all is the same though, as every 30 enemies killed will spawn a Thrax enemy-type.

In Mobile Defense, you must restore the Zariman’s systems that were overcome by the Jump Incident, and defend them while your allies purge out the Void. For the Corpus and Grineer, it is key that the Zariman stay where it is. They will do everything in their power to prevent the Tenno from getting the Zariman’s full power back online. Alongside Corpus and Grineer enemies, a multiple Thrax enemy-types will come to assist in the fight.

General Zariman Mission Notes:

  • All of the Zariman missions are available on the Steel Path and reward ‘The Steel Path – The Zariman’ Trophy and Emote!
    • We will be adding a Steel Path toggle to the Zariman Mission Select in the Chrysalith in a hotfix. For now, to turn on/off Steel Path for Zariman missions you will need to do so in the Navigation from your Orbiter first. 
  • In addition to aborting the mission through the pause menu, you can re-enter the elevator and interact with the panel inside to ‘Abort Mission’.
    • Keep in mind that this option acts exactly the same as aborting a mission from the pause menu in terms of rewards and bonuses. 
  • Both the Exterminate and Mobile Defense missions have an extraction portal that will spawn once you have completed the objective. The extraction waypoint will mark its location after completing the mission objective. Walking into it will send you back to the elevator for extraction.

INCARNON WEAPONS 

A collection of Weapons originally used for ceremonial purposes have become deadly machines after being affected by the Void. They evolve, as does most of what the Void touches.

In the Chrysalith, you’ll meet a character who will teach you the ways of these Incarnon Weapons and how to evolve them based on challenges you complete in-game. With each Evolution you unlock, you can pick your weapon’s upgrades from a variety of options, or re-spec as you wish!

Incarnon Weapons 101: 

1. Acquire an Incarnon Weapon:

Blueprints for the following Incarnon Weapons are available from a vendor in the Chrysalith’s Offerings:

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PRAEDOS 

Orokin elites admired farmers in conquered regions, because they had learned to fight with modified farming tools despite being forbidden to own weapons. For their voyage, the Zariman were presented with Praedos in recognition of Zariman tenacity. The Void reinforces the strength of the spirited individual by fortifying the Praedos.

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PHENMOR 

Zariman colonists originally intended to use the Phenmor in burial rights. In Orokin society, the higher the rank, the greater number of volleys for the deceased. Its stock is carved from Phenaureus Pine, a tree designed to release seedlings only onto scorched earth. In the hands of the Void, the Phenmor becomes darkly aggressive.

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LAETUM

During parades and victory marches, the Laetum fired pigmented airburst rounds that rained onto festive crowds. The Orokin sent Laetum with the Zariman so they could properly celebrate a successful maiden voyage to Tau. There would be no such celebration, but the Void imbued the Laetum with a much more explosive capacity.
2. Unlock Evolutions by Completing Challenges:

Once you have crafted and equipped an Incarnon Weapon in your Arsenal, its Evolution slots and the challenges associated with unlocking become visible while viewing it in the Arsenal.

Completing the required challenge unlocks that slot, which can then be modified by returning to the vendor in the Chrysalith to select the attributes you’d like to apply.

3. Apply Upgrades to your Incarnon Weapon: 

Visit the vendor in the Chrysalith and select the ‘Evolve Incarnon Weapons’ option.  You must have the Incarnon Weapon equipped for you to Evolve it. If you have multiple Incarnon Weapons, a selection window will pop up for you to choose the weapon you wish to Evolve. If you do not have any equipped, you can open the pause menu and select ‘Arsenal’ while in the Chrysalith to equip them from there without having to go back to your Orbiter.

Once you have selected an Incarnon Weapon to evolve, you will be presented with this screen:

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There are a total of 5 Evolutions for any Incarnon Weapon. Each other these Evolution Slots offer their own set of upgrades to unlock.

Evolution I: Incarnon Transmutation 

The first Evolution unlocks the Weapon’s Incarnon Transmutation! Which completely alters the look and mechanics of the weapon:

Praedos:
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Phenmor:
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Laetum:
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Incarnon Transmutation is achieved by building up charge in-mission based on completion of the weapon’s specified task:

  • Phenmor – Headshots charge Incarnon Transmutation; Alt Fire transmutes.
  • Laetum – Headshot charge Incarnon Transmutation; Alt Fire transmutes.
  • Praedos – Reach 10x Combo and then Heavy Attack to activate Incarnon Transmutation.

The task can be viewed by hovering over the Incarnon Transmutation slot while viewing the weapon in the Arsenal or in the ‘Evolve Incarnon Weapons’ option.

When there is any amount of charge (indicated by the meter in the reticle for the Phenmor and Laetum, and a FX pulse on the Praedos), Incarnon Transmutation can be activated by using alt fire (Phenmor and Laetum) or Heavy Attack (Praedos). That same meter will drain as you use the weapon in its Incarnon Transmutation.

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When fully drained it will automatically revert back to its default mode. Incarnon Transmutation can also be manually reverted at any time by using alt fire again while active. Reverting a weapon back from its Incarnon Transmutation will expend its remaining charge.

Evolution II – V: Upgrades 

After unlocking Incarnon Transmutation, the Evolutions that follow offer 3 upgrades per slot that are interchangeable and can be swapped at any time at the vendor in the Chrysalith.

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You can view your Incarnon Weapons selected upgrades and challenges in your Arsenal.

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4. Build Around Your Evolution Upgrades: 

Incarnon Weapons can be modded like any other weapon in the Arsenal, so build your loadouts around your Evolution upgrades and try new combinations for maximum output!

*Note: Stat comparisons for Incarnon Weapons when swapping upgrades in the ‘Evolve Incarnon Weapons’ Screen in the Chrysalith will be coming in a hotfix. And Incarnon Weapons are intentionally skinnable only in their non-Incarnon Transmutation form. A fix will be coming for this in the future. 
NEW ARCANES

The Incarnon Weapon vendor in the Chrysalith also offers 10 new Arcanes in their Offerings! They also have a chance of dropping from defeated Thrax and Void Manifestation enemies.

*Stats shown are Rank 5

Molt Efficiency (Warframe)
While Shields Are Active: Gain 6% Ability Duration per second, up to a maximum of 36%.

Molt Vigor (Warframe)
On Operator Ability: 45% Ability Strength on next Warframe Ability cast.

Cascadia Overcharge (Warframe) 
While Overshields Active: +300% Critical Chance.

Emergence Renewed (Operator)
On Energy Depleted: Increase Energy Regeneration by 300% over 5s. Cooldown: 30s

Emergence Savior (Operator)
On Lethal Damage: Become invulnerable for 5s and recover 60% Health. Cooldown: 90s.

Eternal Eradicate (Operator) 
On Operator Ability: +60% Damage for Amps for 8s.

Emergence Dissipate (Operator)
On Void Sling: Press the fire input during Void Sling to dissipate the endpoint in a 10m radius. Enemies hit have a 100% chance to create a short lived Void Mote that replenishes 10 Energy on pick up.

Fractalized Reset (Primary) 
On Ability cast: +240% Reload Speed for 5s.

Cascadia Accuracy (Secondary) 
On Roll: +300% Critical Chance on Headshots for 4s.

Cascadia Empowered (Secondary)
On Status Effect: Deals an extra +750 damage matching the damage type of the Status Effect.
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DORMIZONE

Rebuild a home within the Zariman with your very own Dormizone! Located in the lower levels of the Chrysalith, your humble abode awaits. All players who have completed the Angels of the Zariman quest will have their very own Dormizone set up with a dining area, tons of shelf space and a spacious lounge to hang out in. This new accommodation can be accessed from the elevator in the Chrysalith or directly from navigation on the Star Chart.

You may recognize the entrance of your apartment from a pivotal moment in The New War quest. The Dormizone is similar to the Orbiter in that it is your own personal space to customize how you see fit. You can bring your favorite decorations from your Orbiter and outfit this space and give it your own touch.

* Please note that the Orbiter and Dormizone do share your decorations inventory so placing an item in one location means you cannot also place it in the other unless you have more than one of that item.

If you are looking for some new things to adorn your abode with then you will want to talk to a vendor in the Chrysalith near the elevator taking you down to your Dormizone. This vendor provides a plethora of Zariman-themed decorations that you can get in exchange for Standing. In addition to decorations, this Chrysalith vendor carries 15 new Captura scenes featuring various areas across the Zariman. The Zariman’s resident gardener, ‘Vegetation and Environment Regulation Drone – Independent Element’ or ‘VERD-IE’ for short, is available as an adorable Skin, Mask, Tail, and Wings for your Sentinels.

For those who want the maximum amount of real estate, the Chrysalith vendor can give you the key for your own observatory-like penthouse called the Vista Suite. All you need to do is attain the Rank of Angel with the new Syndicate and provide the necessary Standing.

Dormizones add four new spaces to showcase your trophies, displays, and more! In addition to the three rooms of the Dormizone, you are also free to decorate the landing area from where you exit the elevator leading up to and around the entrance of your apartment. Similar to your Orbiter, Dormizones do have a decoration capacity limit based on the size of each space. Did we mention that your Companions can freely roam around as well? Bring them with you since they have their own place within the Dormizone area and we are sure they would enjoy the change in scenery.
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Unique to the Vista Suite is a window outlook that provides exceptional views of space and void energy, but can also be customized using interchangeable views called Vistagraphs. These picturesque scenes can also be further enhanced by selecting an Audioscape to accompany them with. Will you be lost among the sounds of the Sands of Mars, or will the tranquility of Oasis provide a quiet respite from your battles? Both Vistagraphs and Audioscapes can be purchased for Platinum. At launch there will be four Vistagraphs and ten Audioscapes to choose from.

Vistagraphs:

  • The Path Imponderable
  • The Vallis Breathes
  • Impossibility Dawn
  • Silent Blue

Audioscapes:

  • Eidolon Rain
  • Forests of Terra
  • Rock Pillars
  • Sands of Mars
  • Systems Edge
  • Jungle Spaceport
  • Mountain Lake
  • Oasis
  • Temple Gates
  • Treacherous Marsh

With all this new space to showcase your creativity don’t forget to invite your squad over to check out your pad. Players in your squad can visit your Dormizone as long as you are the Host and they have also completed the Angels of the Zariman quest. Dormizones are Host respective, which means that traveling to a Dormizone in a squad will land you in the Host’s. When you are ready to return to missions or decide to leave the Dormizone, then the Host needs to leave to bring the entire squad back to the main floor of the Chrysalith or back to your Orbiters. So bring your friends, Tenno, and unwind in your new home.

*Unlike the [spoiler] Camp or your Orbiter, the Navigation menu is not available in the Dormizone. However, you can still use the Equipment menu options to access your Arsenal, customize your Operator, or even check your Inventory. This is truly a place where you want to unwind away from the pressures of the Origin System! This is only the beginning of your interactions with the Dormizone, Tenno, more will come in the future. 

VOIDSHELL SKINS 

The Void Jump transmogrified lifeforms and materials alike. In the Void’s clutches, even threads were imbued with adaptive properties. Suddenly, Zariman uniforms seemed to change from cloth, to stone, to metal, to liquid and back again as if of their own free will. The colonists realized materials had manifested new chemical structures, and a character you have yet to meet soon learned to control the transformations. Voidshell imbues cosmetics with the morphic material created in the Void Jump.

Introducing a brand new customization system that allows you to change the Material Structures on Voidshell Skins. There are Primary, Secondary, Tertiary, and Accent slots that can be swapped to materials of your choosing. They can also be color customized for the ultimate tailored look!
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In this update, we are debuting the first round of Voidshell Skins featuring Saryn, Volt, and Rhino! Each of these following skins are available in the in-game Market and come with their own Material Structure:

Saryn Voidshell Collection 

Adorn Saryn in the morphic material created during the Zariman Void Jump. This collection includes the Saryn Voidshell Skin and Spore Print, a material structure for exclusive use on Voidshell skins.

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Volt Voidshell Collection
Adorn Volt in the morphic material created during the Zariman Void Jump. This collection includes the Volt Voidshell Skin and Crimzian Opulence, a material structure for exclusive use on Voidshell skins.

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Rhino Voidshell Collection
Adorn Rhino in the morphic material created during the Zariman Void Jump. This collection includes the Rhino Voidshell Skin and Titanium Sheen, a material structure for exclusive use on Voidshell skins.

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Voidshell Skin Material Structures: 
These textiles are imbued with the Zariman spirit of discovery, innovation, and comradery. They are the reification of nostalgia for a bygone era. Material Structures can be used across all of your Voidshell Skins and offer a plethora of new customization looks!
The following Material Structures are automatically available in your Arsenal for all of your Voidshell Skins:

  • Lavar Solid
  • Homestead Twill
  • Rail Stripes
  • Subtle Scintillant
  • Junction Mode
  • Battleworn Steel
  • Asterite Luster
  • Flat Noctrul
  • Oxium Gloss
  • Sleek Ticor Plate

If you wish to grow your Material Structures collection, they can be earned by using Standing to purchase the following options at a vendor in the Chrysalith:

  • Tarnished Morphics
  • Ayatan Elegance
  • White Sun Veneer
  • Gallium Glaze
  • Cephalon Adornment

Additional Material Structures can also be purchased with the Hombask’s Voidshell Bundle in the in-game Market. Don morphic material created during the Zariman Void Jump. The collection includes fifteen Material Structures:

 

  • Zetki Quality
  • Packed Debris
  • Polished Devar
  • Orokin Porcelain
  • Tellurium Layers
  • Gleaming Alloy
  • Submerged Stone
  • Jade Esteem
  • Faux Mergoo
  • Thousand-Year Scales
  • Tough Vestan Moss
  • Lua Darkside
  • Smooth Salvage
  • Threshcone Fresh
  • Holokey Blur

*These Material Structures can also be purchased separately in the in-game Market or directly from your Arsenal while customizing your Voidshell skin. 

These Voidshell Material Structures can only be used on the specialized Voidshell cosmetics. Tenno will not be able to use these materials on other Skins they own.

Focus School themed Material Structures are also available for purchase using Focus Points in the Represent option once you have fully maxed a school. More on this in the Focus changes section below!

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NEW WARFRAME: GYRE
Gyre embodies elegant theory. Annihilate enemies with the conductivity of coils and transmitters. She also has her very own custom dodge animation!

PASSIVE 
Gyre’s abilities have a 10% chance to deal critical damage for each Electrical status that affects the enemy.

ARCSPHERE
Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to nearby enemies. Hit multiple enemies at once with the initial launch to enhance damage.

COIL HORIZON
Throw forward a Gyratory Sphere that will implode after a few seconds or can be manually triggered.

*Coil Horizon is Gyre’s Helminth Ability! 

CATHODE GRACE
Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration. Casting is on a cooldown.

ROTORSWELL
Gyre’s mechanisms spin at incredible speeds, generating an Electric Field that shocks nearby enemies. When Gyre gets a critical hit, a large electrical discharge will chain from the enemy that was hit to nearby enemies.

*Gyre’s ability crit buffs only apply to her own abilities, they do not apply to Helminth abilities. 

Gyre is available for purchase in the in-game Market or earn her components from the Zariman Bounty rewards. 

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GYRE’S SIGNATURE WEAPON: ALTERNOX
Gyre’s signature weapon has two fire modes. Primary fire shocks enemies with electrical orbs. Alternate fire is a large ball of electricity that sticks to any surface and pulses Electricity before it explodes. In Gyre’s hands, the weapon has a small amount of multishot.

The Alternox is available for purchase via the in-game Market or earn its Blueprint through the Zariman Bounty rewards. 

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GYRE AUTOMATION HELMET
Complete the circuit with this alternate helmet for Gyre!

Purchase the Gyre Automaton Helmet from the in-game Market! The Blueprint will be added to the Nightwave Cred Offerings Store in a future update.

TRIODIC SYANDANA
Amplify your look with Gyre’s signature Syandana.

The Triodic Syandana is available for purchase via the in-game Market.

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GYRE COLLECTION
The conductive path to Gyre’s core. This collection includes the Gyre Warframe, Gyre Automaton Helmet, Alternox Rifle, Triodic Syandana, and Gyratory Sphere Decoration.

The Gyre Collection is available for purchase via the in-game Market.

Gyre’s default Glyphs are also available for purchase via Main Menu > Profile > Glyph.

NEW MELEE STANCE: HEAVY SCYTHE: GALEFORCE DAWN

Weave, cleave, and reap with a brand new Heavy Scythe Stance and weapon.

Galeforce Dawn can be earned in Zariman missions and can be dropped from Kuva Trokarian and Derivator Crewman enemies. Visit the public drop tables for full details.

NEW MELEE: HESPAR 

This Heavy Scythe echoes battles of another time. It is far more a weapon of sheer force than one of finesse.

The Hespar can be purchased via the in-game Market or earn its Blueprint through the Zariman Bounty rewards and its Component Blueprints in the endless Zariman mission rewards. 

NEW RIFLE: AEOLAK

This unusual automatic rifle feels strangely familiar and has two fire modes. Primary fire packs radiation damage. Alternate fire charges up to launch an explosive projectile.

The Aeolak can be purchased via the in-game Market or earn its Blueprint through the Zariman Bounty rewards and its Component Blueprints in the endless Zariman mission rewards. 
ANGELS OF THE ZARIMAN SUPPORTER PACKS

Venture into the dark Void of the Zariman with a fully reinforced Arsenal! Unleash electric fury as the newest Warframe, Gyre; unlock a bounty of new Customizations with Voidshell Warframe Skins; and master brand-new Weapons as you bring light to the dark and deadly Zariman.

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Angels of the Zariman Emergence Pack Includes:

  • Vasero Sekhara
  • Hespar Heavy Scythe
  • Galeforce Dawn Stance Mod
  • Zariman Glyph*
  • Zariman Sigil*
  • 7-Day Resource Booster
  • 7-Day Resource Drop Chance Booster

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Angels of the Zariman Chrysalith Pack Includes:

  • Vasero Sekhara
  • Hespar Heavy Scythe
  • Galeforce Dawn Stance Mod
  • Zariman Glyph*
  • Zariman Sigil*
  • 7-Day Resource Booster
  • 7-Day Resource Drop Chance Booster
  • 500 Platinum
  • Gyre Warframe
  • Gyre Automaton Helmet
  • Gyratory Sphere Decoration
  • Triodic Syandana
  • Alternox Rifle
  • Saryn Voidshell Skin
  • Volt Voidshell Skin
  • Rhino Voidshell Skin
  • 18 Material Structures

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 (Gyre, Weapons, Vasero Sekhara & the Galeforce Dawn Stance Mod).  
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VALKYR CARNIVEX COLLECTION 

Ferocity meets dangerous elegance with this Valkyr Deluxe Collection. Paralyze enemies with a brutal mix of metal and muscle with a new Valkyr Deluxe Skin created by concept artist Liger. Rip and tear in high-fashion with a complimentary Deluxe Fist Melee Skin, Armor Set, and Valkyr Deluxe Animation Sets all available from the in-game Market.

DREYRIC FIST MELEE SKIN 
This beautifully brutal design will compliment any blood on your knuckles.

ALASTORN ARMOR
Unleash your fury in armor that befits the most dedicated berserker.

KIRA’S SHAWZIN

This instrument belonged to a much-loved member of the Zariman, who would often cheer up her companions with it. With its mysterious synthesizer tones from the edge of the Void, it’s sure to give you the tools to relive those days.

Kira’s Shawzin is available for purchase via the in-game Market. 
[SPOILER] ORDIS SENTINEL SKIN

Cephalon Ordis has always delighted in talking with the Operator. Now he can delight in accompanying the Operator in any situation.

The Ordis Sentinel Skin is available for purchase via the in-game Market if you have completed The New War quest. 

 

FOCUS SCHOOL SYSTEM REWORK

Focus School is in session! The Focus System is getting an extensive rework to refresh the gameplay potential of Operators, movement, School identity and balance.

WHAT IS FOCUS?

Focus has been a lot of things over the years. What started in 2015 as a pivotal decision moment in Warframe’s story has continually evolved into its own form of gameplay: Convergence was introduced alongside Focus Lenses to give players an added boost to collecting Focus, Update 22: Plains of Eidolon shook the system up to add new Focus School nodes and Way-Bound abilities, and Update 22.6 attempted to bring the 5 schools’ power levels closer together with numerous abilities reworked.

At its core, Focus aimed to be an exciting new path to enjoy Warframe from the lens of another character. What we’ve come to realize over the many years is that there was a lack of true synergy between Operator and Warframe. We hope to change that while also bringing something fresh to the table!
OPERATOR GAMEPLAY REWORK OVERVIEW

The Operator Gameplay and Focus School reworks aim to improve the flow between Warframe gameplay and Operator gameplay, with the goal of encouraging players to swap more frequently between their Operator and Warframe to maximize the benefits received from both gameplay systems.

As with all our major system overhauls, we encourage you to give it some time in your own hands before delivering your constructive feedback!

For Operator Gameplay specifically, these changes come in three major ways: first, the introduction of Void Sling; secondly, re-engineering Operators to be Client-authoritative to reduce jank caused by latency issues related to the mission host; thirdly, removal of Void Blast to allow Melee inputs to cause automatic Transference from Operator to Warframe.

Void Sling is the intended replacement of Void Dashes as a more fun and controllable system. In full transparency, the current state of sustained Void Dash movement has a spam-centric loop that we want to refine. We are very much approaching this like how we added Bullet Jump to Parkour: we want movement to be king, but better controlled. Current Void Dash does not provide easily controlled movement in the typical gameplay spaces. We are aiming to strike a balance to ensure good distance can still be covered, but some re-mastery will be required of this new movement system (much like having to learn Bullet Jumping)!

Additionally, Operator Transference has been re-engineered to be Client-authoritative to alleviate the common scenario of latency. Previously, Transference was Host-authoritative, meaning when Clients used Transference the responsiveness was determined by the round trip network latency. In order for the new Void Sling functionality to be more responsive, the switch was made to be Client-authoritative.

Void Dash to Void Sling

The Operator sends a Void Sling of themselves and then Void Slings to it. It is the Operator’s ‘Double Jump’. *After its debut on Devstream #160 and following further playtesting, the team has since increased the overall speed of the Operator’s Void Sling thanks to feedback.

  • Tap or hold jump while in the air to send out your Sling. A tap will travel a minimum distance before the Void Sling.
  • Void Sling can also be activated using the old Void Dash input, by holding jump while in crouched Void Mode.
  • Holding jump sends out the Void Sling further, up to the Sling’s maximum distance, which upon being reached, will automatically Void Sling the player to that space.
  • Letting go of jump before hitting the maximum distance is reached will initiate a Void Sling.
  • The Void Sling is sent out in the direction the camera is facing once fully charged, or upon release.

Void Blast to Warframe Melee Transfer
Melee input while using your Operator will now instantly Transfer to your Warframe and perform a Melee attack.

  • Having no Melee weapon equipped will result in Transferring to your Warframe holding your Primary/Secondary instead.
  • Warframe Melee Finishers can be triggered as Operator with ‘Use’ input near an unaware or stunned enemy, automatically insta-Transferring to Warframe to perform them.
  • So what about Void Blast? It’s been retired and replaced with the above. For scenarios where Void Blast is requested (disarming Kuva Guardians, etc) using the new Void Projection mechanic (or Amps in some cases) will do the trick.
    • “On Void Blast” Arcanes now trigger on Void Sling.

 

FOCUS SCHOOL REWORK

The Focus School rework aims to boost the lesser used Schools by a) giving them more interesting and useful abilities, b) defining a clear role and gameplay style for each school, and c) incentivizing Warframe-Operator Transference as part of the core gameplay loop.

General Notes:

  • Ability Inputs while in Operator are now used to perform brand new Focus School abilities! Each School is launching with 2 Abilities, meaning that what you use to cast your Warframe’s First and Second Abilities (i.e 1 & 2 keys on PC) now have a use while in Operator!
  • The Pool has been removed! Any Focus points you’ve spent on upgrading your Pool capacity will be returned to you in the form of Radiant Eidolon shards, which you can convert into Focus points for a School of your choosing. The original intention of the Pool was to allow you to select the active nodes within your chosen Focus School, but as time went on the Pool only added unnecessary complexity for no real gameplay benefit.
  • Removed passive draining abilities because players would typically have deactivated these abilities to avoid the passive Energy drain. Any abilities that spend Energy are manually triggered as opposed to passively draining.
    • As a result, we’ve removed the toggling functionality to have nodes on or off as Pool capacity and passive draining abilities are no longer a factor.
  • The Focus School UI has been updated! Not only does the UI now apply your chosen UI Theme, but each School screen displays a legend of all Way-Bound abilities to easily reference the ones you have unlocked. This legend also allows you to quickly switch between schools with the click of a button.
  • Fully maxing all the nodes of a Focus School will grant you access to Represent. Rep your School with all new cosmetics (purchased with Focus points) via the Represent button in the respective Focus School’s screen.
  • As an additional way to earn Focus, Enemies that require using the Operator to kill them now have a chance to grant Focus towards your active School!
    • Please note that this Focus gained from new enemies aboard the Zariman does not currently show in the End of Mission screen. This fix will come with our next Mainline build.
  • Transference Static (dying while the Operator) has been reworked as well. The Transference Static when dying as the Operator now has increasing consequences. A majority of the Focus Rework is to bring synergy between Operator and Warframe that ideally allows for less Transference Static overall. The consequences are as follows:
    • First Operator death – 20% Warframe Health reduction
    • Second Operator death – 50% Warframe Health reduction
    • Third Operator death – 80% Warframe Health reduction
    • Fourth Operator death – straight into Warframe pre-death state
  • Several new animations for Operator abilities have been added to fit the changes.
  • All Amps are now not silent by default (except for Mote Amp, Shwaak Prism, Rahn Prism, Cantic Prism and the Sirocco).
  • Increased the amount of Affinity converted to Focus from Convergence Orbs from 8x to 10x.
  • The War Within tutorial stages have been updated to accommodate these changes.

*All the values below for Focus School nodes are shown at max rank.

MADURAI

The Madurai way follows the path of Engage the Enemy. Speed and savagery characterized the Madurai school.

Madurai’s abilities focus on granting that offensive edge in combat with a combination of Damage increases, weapon efficiency, and Speed enhancements to recklessly attack your foes.

  • 6 new Focus abilities.
    • POWER TRANSFER (Passive)
      • 100% Amp Critical Damage for 20s on switching to Operator. 50% Casting Speed on switching to Warframe.
    • VOID FUEL
      • 40% Weapon Efficiency for Operator and Warframe while Void Strike is active.
    • CHAINED SLING
      • 50% Energy Efficiency on Consecutive Void Slings.
    • SLING STRENGTH
      • Switching to Warframe after a Chained Sling adds 40% Ability Strength for 20s.
    • CONTAMINATION WAVE (Second Ability input)
      • Second Ability emits a Void wave lasting 2s that drenches enemies with Void Contamination making them 50% more vulnerable to Operator Damage for 20s.
        • Added a mark FX similar to Ash’s Bladestorm for Contamination Wave. Each contamination level will display its own marker above enemies.
    • DISTILLED CONTAMINATION
      • Killing an enemy affected by Contamination Wave makes all affected enemies 25% more vulnerable, while also making the effect last 10s longer. Maximum 4 stacks.
  • Eternal Gaze and Inner Gaze remain unchanged.
  • Reworked Void Strike:
    • It is now the First Ability input.
    • First Ability consumes all Operator energy to increase damage for 8s. Deal 10% additional damage for every percentage of Operator energy consumed. 40s cooldown.
      • eg. 100% of Energy consumed is 1000% damage.
      • Why: Old Void Strike’s long charge up time didn’t provide an ideal gameplay experience within the fast paced environment. Players found themselves sitting in Void Mode waiting for the Damage bonus to build up. Now Void Strike no longer needs Void Mode and has instant damage on input. Additionally, Void Strike is Duration based now instead of per shot, meaning damage gets applied to all pellets of a shotgun for instance.
  • Tweaked Phoenix Talons:
    • Physical Damage and Operator Damage increased by 30%.
    • Why: Adding the additional Operator Damage allows for benefits for both Warframe and Operator in the name of synergy. 

UNAIRU 

The Unairu push themselves to Outlast The Enemy. Those who mastered the Unairu school are granted enhanced damage resistance and damage reflection.

Unairu’s main pillar aims to make Unairu a proper tank Focus School with increased Armor, and opportunities for increased immunity and survivability.

  • 8 new Focus Abilities.
    • POISE
      • Gain immunity to slow, stagger, and knockdown effects for 40s after Transferring between Operator or Warframe.
    • LAST GASP (Passive, Way-Bound)
      • Revive your Warframe by Transferring to Operator and killing enemies before the Revive Meter drains, 15s. Each kill filles the Revive Meter by 30%.
    • VENGEANCE (Passive, Way-Bound)
      • During Last Gasp, Operator Damage is increased by 100% plus an additional 25% per second.
    • MAGNETIC FLARE (First Ability input)
      • Use First Ability to create a 8m radius field that lasts for 30s and disables the shields of any enemy that enters it.
    • CAUSTIC STRIKE (Second Ability input)
      • Second Ability launches an energy bomb that explodes with a 8m radius, stripping 100% of enemy armor. Tap Second Ability again to detonate in-flight.
    • MAGNETIC BOOST
      • Void Sling out of a Magnetic Flare to refresh its duration and increase its radius by 100%.
    • REINFORCED RETURN
      • Warframe is invulnerable for 4s after Operator is downed. Tap X as Operator falls to bring the Warframe to the Operator’s location.
    • STATIC PURGE
      • 100% chance to clear Transference Static on kill while Reinforced Return is active.
  • Reworked Unairu Wisp:
    • 100% chance to summon an Unairu Wisp for each enemy hit by Sundering Dissipation that will seek out the nearest ally within Affinity Range and increase their Operator damage by 100% for 20 secs.
      • Why: Its new coexistence alongside another Focus ability unifies the 2 together to add another layer that benefits both Warframe and Operator. It also removes having to pick up the Unairu Wisp manually, and will instead find you within Affinity Range. 
  • Tweaked Stone Skin:
    • Increases Armor for Warframe and Operator by 200.
      • Why: Adding the additional Operator Armor allows for benefits for both Warframe and Operator in the name of synergy. 

 

ZENURIK

The Zenurik believed the clearest path to victory was to Dominate the Enemy. Those who master the Zenurik school believe that sheer strength could erase any resistance.

Rest assured the core of Energizing Dash remains as-is with some slight updates. Our goal is to bring other Focus Schools up to the level of Zenurik while still maintaining the School’s tactical benefits.

  • 6 new Focus Abilities:
    • HARDENED WELLSPRING (First Ability input)
      • Tap First Ability inside a Wellspring to increase its size, boost its duration by 20s, and grant 20% Ability Strength to those inside.
      • Wellspring is the new name for (the relatively unchanged) Energizing Dash, which you can read about further below.
    • TEMPORAL DRAG (Second Ability input)
      • Second Ability emits a radial burst slowing any enemy it touches by 80% for 10s.
    • TEMPORAL SHOT (Passive)
      • Precision head shot damage increased by 100% on enemies afflicted with Temporal Drag.
    • DISARMING SLING
      • Slinging through enemies has a 50% chance to disarm them.
    • NO QUARTER
      • Killing a disarmed enemy increases Operator energy regen rate by 10% for 10s. 4 Max Stacks.
    • INNER MIGHT (Passive)
      • Allows Abilities to be cast without using Energy or Shields but requires 60s to recharge.
  • Void Flow, Void Siphon, and Energy Pulse remain unchanged.
  • Energizing Dash is now Wellspring with the slight change of being a direct input Ability (First Ability input) as opposed to a Void Dash.
    • This also affects Necramechs.

NARAMON

The Naramon discipline focuses on Knowing The Enemy. They believed that to truly understand a foe would confer the greatest advantage upon a warrior.

True to its focus in the art of assault, Naramon continues to heavily lean towards a Melee support role with speed and distance enhancements.

  • 7 new Focus Abilities.
    • OPENING SLAM
    • Performing a Slam as Operator switches to Warframe and grants double Combo gain for 20s.
    • AMP SPIKE
      • Transfer to Operator with 8x Combo Multiplier to increase Amp Damage by 100% for 40s.
    • VOID LEVITATION (First Ability input)
      • First Ability creates a 6m wide shockwave lasting 4s, that inflicts Lift Status on all enemies it touches.
    • LETHAL LEVITATION
      • Additional 50% Damage per Lifted enemy attacked by Operator. Lasts for 60s, stacks up to 4x.
    • SLING STUN (Second Ability input)
      • Second Ability increases the width of the next Void Sling by 100% and enemies hit are vulnerable to Finishers, taking 30% more finisher damage.
    • KILLER’S RUSH
      • Initiating a finisher as Operator switches to Warframe, increasing melee Critical chance by 50% for 40s.
    • FAR SLING (Passive)
      • Increases maximum Void Sling distance by 30%.
  • Mind Step remains unchanged.
  • Power Spike and Affinity Spike have switched places so that Power Spike is now the starting node.
    • Slight increase to Melee Affinity gained from Affinity Spike. 

VAZARIN

The Vazarin are trained to Counter The Enemy. Those who mastered the Vazarin school maintain constant awareness in order to defend against all aggression.

The Vazarin Focus School aims to now be a proper support School in both life and death.

  • 6 new Focus Abilities:
    • VOID REGEN
      • Void Mode starts healing at +10 Health per second, increasingly by 10 per second up to a maximum of 50.
    • SQUAD REGEN
      • When Void Regen reaches its maximum, it is applied to Operators within the Affinity Range for 40s.
    • VOID SNARE (Second Ability input)
      • Second Ability launches a projectile that spins up a vortex trap on impact, or tap Second Ability again to detonate in-flight. Trap lasts 8s. Void Sling through trapped enemies to grant yourself and allies within Affinity Range 100 Health.
    • PROTECTIVE SLING
      • Allies touched by Void Sling are granted immunity from damage for 5s and healed 60% over 5s for 10 energy cost.
    • GUARDIAN SHELL (First Ability input)
      • Use First Ability to manifest a barrier on the Operator and allies in Affinity Range. It is invulnerable for 4s when first created and damage inflicted while its invulnerable will be added to its base health of 500.
    • GUARDIAN BREAK
      • When Guardian Shell breaks, Warframe Shield Regeneration rate is increased by 150% and Regeneration Delay is reduced by 90%, for 8s.
  • Enduring Tides and Mending Unity remain unchanged.
  • Tweaked Rejuvenating Tides:
    • Effect is doubled while controlling your Warframe.
      • Why: Additional benefit between using both Warframe and Operator.
  • Tweaked Mending Soul:
    • The first 4 Revives are instantaneous. Additional Revives are 100% faster.
      • Why: Players would often remark that the ability eventually became useless in longer missions. Mending Soul retains its immediate strengths, but once used up, now offers a more permanent benefit! 

 

Focus Refund & Re-spec

Upon login, all Focus points will need to be re-spec’d. You will be met with 2 types of Focus Refunds in order to execute this:

  1. All your Focus points will be returned to their respective School.
    • I.e. my 5,000,000 Focus points I put into Madurai will be returned to that School for me to freely re-spec how I want.
  2. Any Focus points you’ve spent on upgrading your Pool capacity will be returned to you in the form of Radiant Eidolon shards via Inbox, which you can convert into Focus points for a School of your choosing.

While re-investing your Focus into the updated Focus Nodes, you might see a difference in Node costs and School costs depending on which Way you follow. Overall, the total Focus required should be very similar (if not slightly cheaper) than the old system, but costs are now standardized across Schools and Nodes. When re-spec’ing, make sure you use your old Pool investment that was refunded via Radiant Shards, as the previous Pool cost has been rolled into the new Node values.

If you had maxed out a School before this update, you should be able to now as well using the re-spec’d Focus points and refunded Radiant Shards — or at least very close to it, as some Schools (ex: Vazarin and Naramon) used to be cheaper than others.

To recap, if you have invested in the Focus system, upon login you will receive an inbox message with the following: 

  • Focus points from every Focus node you invested in.
  • Refunded Brilliant Eidolon Shards
    • Based on the number of Way-Bound nodes unlocked.
  • Refunded Radiant Eidolon Shards
    • Based on the amount of points invested in Pool upgrades.
  • (BONUS) 5x Lua Focus Lenses:
    • 1x Lua Unairu Lens
    • 1x Lua Naramon Lens
    • 1x Lua Zenurik Lens
    • 1x Lua Vazarin Lens
    • 1x Lua Madurai Lens

Operator UI Changes

General 

  • The Operator menus now use your custom UI themes.
  • Item descriptions now appear on hover on all Menus.
  • Selecting ‘Equipment’ and ‘Appearance’ now link to dedicated sections.
  • Added Tips to the Focus Menu.
  • Added Focus School upgrade notification to the World State Window when one becomes available.

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Equipment menu

  • Amp appearance, Arcane, Focus Lens selection conditionally available upon unlocking an Amp.
  • Equipping a Focus Lens on an Amp is now indicated as an icon in its description.
  • Hovering over Amps now lists their components and their stats.
  • Gilded Amps now have a dedicated icon.

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Appearance menu

  • Added menu icon previews to customization menu.
  • Added ability to customize Operator Animation Set regardless of Focus school selection.
  • Added ability to randomize colors while customizing Operator appearance.

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Focus menu

  • Added labels to indicate which abilities affect Warframe and Operator.
  • Added visible Waybound menu on each Focus School selection screen once unlocked.
  • Added School icon to specific nodes that are Waybound.
  • Increased visibility of Focus node selection and Focus node rank up.
  • Removed the “hold to unlock” functionality on Focus nodes. Players only need to click on the Node to Upgrade it. This change also removes the ability to partially contribute Focus to a Node as a result.

EXIMUS REBORN 

We have reworked one of our oldest foes in the game: Eximus units! Introduced in Update 12, Eximus units were added as ‘Enemy Leaders,’ meant to bolster their allies with improved stats and support abilities. While that core design intention still rings true, we felt it was time they were given a refresh to bring them up to speed both in terms of their gameplay and their appearance in-game. Dress for success, especially when you’re a top enemy in the field.

We’ve also put together a handy Dev Workshop video that provides a broad overview of the changes listed here:

The main objective of this Eximus Rework is to make them stand out more in battle, both in how they function and in how formidable they are to face against. We aim to achieve this in 2 ways:

  1. Amplify their threat with increased time-to-kill – accompanied with justifying rewards!
  2. Enhancing their visual and mechanical functions to be more identifiable in combat.

These two shifts for Eximus units should make them more challenging to kill, but also make their specific threats easier to identify, giving players a more tactical way to evade them.

To amplify the Eximus threat and increase the time-to-kill we’ve made tweaks to their:

  • Warframe power resistances – which we are calling Overguard
  • Health, Shield, & Armor scaling

Currently, the different Eximus types have slightly different resistances and combat advantages. For instance, Arson Eximus will reduce Fire Damage taken; Leech Eximus will add extra Puncture Damage to its damage dealt. These stat changes are invisible to a player and don’t really have any noticeable impact on gameplay. Instead of keeping unique but forgettable specific resistances to Eximus units, we’re adding a new universal type of Eximus resistance and tweaking the way their Health, Shields & Armor scale across the board to turn them into more formidable adversaries.

Warframe Power Resistance: Introducing Overguard

Eximus units now have a new kind of defense called Overguard, which is a new Health pool on top of their regular stats that a) must be removed before players can take down their Health/Shields, and b) offers additional immunities to the Eximus, making them a priority target in-missions.

While Overguard is active, it will keep Eximus units immune to Warframe crowd control abilities and anything that will stagger, knockdown, stun, mind control, ragdoll, and blind. Additionally, Overguarded enemies will be unaffected by Radiation Status Effects and will be susceptible to a maximum of 4 Cold Status Effects at one time. However, Overguard is particularly susceptible to Void damage (including Xaku’s Xata’s Whisper), which will overall improve the flow and synergy between Warframe and Operator combat flow when engaging with Eximus units. This will encourage you to engage with them more interactively as opposed to easily overpowering them with abilities alone. It should shift the focus of fighting Eximus units to using a mixture of weapons and teamwork, and make Eximus units feel like more of a true threat to Warframes.

Overguard is an additive amount independent of Enemies Health/Shield scaling, and is indicated with a bar overtop of their existing Health/Shields. With the goal of making Eximus units more consistent in terms of difficulty, Overguard will scale by level but will be the same amount across all Eximus enemy types.

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Once an Eximus has their Overguard taken out, they will be fully susceptible to crowd control abilities. Once taken out, Overguard does not regenerate! An important note for Hound Companions Null Audit functionality: Hounds will now copy Eximus Auras, as opposed to stealing. If an Eximus with active Overguard is struck by a Hound wielding a copied Eximus ability, they will strip the Eximus’ Overguard by 50%.

Overguard was introduced as a means to make Eximus units feel more formidable, while also providing Tenno a way to crush their defenses with some solid teamwork and concentrated firepower.

With the addition of Overguard, we’ve updated the scope of which abilities are considered to be crowd control. Note that these abilities will still do their intended damage — it is only the crowd-control effect of the abilities that won’t apply while Overguard is present.

  • Sevagoth’s Gloom
  • Chroma’s Effigy: Sentry
  • Xaku’s The Lost
    • Gaze
    • Deny
      • If Overguard is active, enemies will not be put into aerial Stasis
    • Accuse
      • No longer changes faction of enemies if immune to Mind Control, such as when Overguard is active 
    • Note: These changes to The Lost also apply to other Crowd Control Immune enemies 
  • Garuda’s Seeking Talons
  • Mirage’s Sleight of Hand
  • Mirage’s Prism
  • Khora’s Ensnare
  • Volt’s Discharge
  • Baruuk’s Lull
  • Harrow’s Condemn
  • Excalibur’s Radial Blind
  • Ivara’s Quiver: Sleep arrow
  • Revenant’s Reave
  • Revenant’s Mesmer Skin
  • Inaros’ Desiccation
  • Yareli’s Sea Snares
  • Limbo’s Banish
    • Eximus ignore the knockdown effect of Banish while Overguard is active, however they can still be sent to the Rift plane regardless of Overguard 
  • Limbo’s Stasis

Keep in mind that this list is not exhaustive to all Warframe abilities that Overguard is resistant to, simply ones that we are now considering Crowd Control as of this update.
Limbo’s Rift & Eximus
Limbo can still send Eximus to the Rift plane where their damage will be avoided, but Eximus Abilities will now ignore the Rift plane.

  • Originally the Workshop listed ‘Limbo’s Rift & Cataclysm’ to now be considered CC, but this was not an accurate description. Limbo can still send Eximus to the Rift plane while Overguard is active.

Overguard: Banshee’s Silence
Banshee’s Silence will now negate any active Eximus abilities and prevent any Eximus abilities from being cast while it is active. Guardian Eximus Shields (and their AOE resistance), Toxin Clouds from Venomous Eximus, or the Arctic Dome from the Arctic Eximus will all be disabled.

  • Note: the friendly 90% damage reduction Aura from Guardian Eximus, and the Arctic Eximus slow aura will not be disabled by Silence (This may be subject to change!) 

Overguard: Ancient Healers
Currently, Ancient Healers provide a 90% damage reduction to their allies in range and increased resistance to crowd control abilities. Visually, this is only indicated by a pulsing glow on buffed enemies in range. This is often confusing if you don’t already know that the crowd control resistance and damage reduction is being applied from Ancient Healers.

We have changed Ancient Healers to provide allies in range with Overguard that is applied at 9x their overall Health.  This value simply matches the current level of damage reduction and crowd control resistance provided by Ancient Healers, but with Overguard it will now provide a clear visual indicator that the enemies are being boosted by their Ancient ally!

Overguard can be taken out on enemies bolstered by Ancient Healers through a few different ways:

  • Dealing damage to Overguard
  • Killing the Ancient Healer providing Overguard
  • Drawing them out of range from the Ancient Healer
    • Currently, any enemy that receives an Overguard buff from an Ancient Healer is one time only, they cannot receive Overguard again when back in range or from a new enemy Healer.

Unlike Ancient Healer Eximus, non-Eximus Ancient Healers provide Overguard to allies in range but do not have it themselves. Overguard from Ancient Healers will not apply and stack with innate Eximus Overguard. Also, friendly Ancient Healers (such as Specters) will not be providing Overguard on players in this rework, but this functionality may come in a future update!
Health, Shield & Armor scaling
Health, Shields, and Armor for Eximus now all scale faster at higher levels up to a point, where it eventually flattens out and doesn’t scale exponentially, giving them a boost to their overall tankiness. Our intent here is to give a slight boost to enemies like Butchers more than Heavy Gunners, and to make difficulty more consistent across enemy types. A Heavy Gunner will still be tougher than a Butcher might be, but the gap between the two will be much closer than if it was affected by a traditional flat multiplier. Across the board, this should make the difficulty of any given Eximus more consistent regardless of enemy type. Note these changes are only for Eximus units, their regular counterparts will retain the same scaling tech.

Armor will also have a similar method of scaling, by boosting low-armored enemies more than high-armored enemies it will help close that difficulty gap between enemy types. For enemies without Armor, they will get additional Health and Shields outside of the regular Eximus scaling to compensate.

As a result, Eximus overall should feel beefier, scale faster at a higher level, and be more consistent across different enemy types.

Visual & Mechanical Enhancements: 
We also want to make Eximus stand out more, so we gave unique visual identifiers for each type of Eximus! They now each have their own blend of distinct audio and visual FX that will help you identify them more easily in combat, and also give you a better way to recognize their Eximus type and tactically evade their abilities. As a general note for Eximus, they will only spawn their Eximus effect once they’ve been alerted to combat. For those Tenno that prefer stealth gameplay, this is a great opportunity to get a stealth finisher on an unalerted Eximus to take them out before they pose a threat.
Supported Eximus Type per Faction:
We’ve made changes to widen the eligibility pool of certain Eximus types – all with supporting casting animations:

General Pool for all Factions: Arctic, Blitz, Energy Leech, Leech, and Shock
Corpus Specific:
Guardian
Grineer Specific: Arson
Infested Specific: Venomous

Corrupted versions will use the same pools as their original faction (so Corrupted Ancients could use Venomous, and Corrupted Lancer could use Arson). Additionally, Roller Eximus will now be available as only Energy Leech or Health Leech Eximus due to gameplay functionality.

Archwing Eximus
Archwing Eximus units will not receive Overguard. It is mainly being excluded because Archwing combat is more limited in the ways that you’d be able to take out Overguard. Archwing gear itself does slightly less damage than its ground counterpart and has a smaller pool of crowd control abilities. Overall, we believe it to be a better fit to simply update the Eximus abilities and effects, but leave Overguard for the ground Eximus.

New Eximus Mercy Functionality
As a part of the Eximus Rework, we have also updated the condition to Mercy Kill certain Eximus that did not have this in the past!

Here is a list of the new Eximus types that can be finished with Mercy Kills:

  • Mutalist MOA’s
  • Amalgam MOA’s
  • Deimos Carnis
  • Crawlers
  • Nox
  • Embattor MOA’s
  • Amalgam Heqit
  • Amalgam Machinist

In addition, we have fixed all Crawler Eximus units so they can now cast their respective Eximus abilities! Watch out for your toes, Tenno.

Below is a list of each Eximus type and a comparison of their current vs reworked versions:

BLITZ / VOLATILE 

Was
A Seismic Shockwave knockdown with short range.

NEW
Blitz Eximus units now summon a frontal chain Blast attack by slamming their fist into the ground, applying a knockdown and Blast Status Effect. This Blast attack is signaled by an audio cue and FX of the oncoming Blast erupting from below.

Visual Changes
Blitz Eximus units are now covered in crackling energy, with the addition of small staggered explosions coming from their limbs.

ENERGY LEECH / PARASITIC 

Was
An invisible aura that drains Energy over time.

NEW
Energy Leech and Parasitic Eximus units now periodically spawn an Energy Leech Zone near the player. The Energy Leech Zone is detonated within seconds, draining a large amount of Energy if not tactically avoided. This Zone is identified by an expanding energy zone and audible cue on placement & detonation.

Visual Changes
Energy Leech and Parasitic Eximus units now appear shrouded in Void-like energy, manifesting in short tendrils swirling from their body. The Energy Leech Zone spawns with a matching energy style and appearance before imploding in a burst.

ARSON / CAUSTIC 

Was
A concussive Fire Blast attack that knockdowns and damages enemies caught in its wake.

NEW
Arson Eximus units maintain a Fire Blast attack, but you can now counter the Fire Blast by simply rolling through it to negate its oncoming effect. However, Damage is now higher along with a forced Heat Status Effect when struck.

Visual Changes
Arson Eximus units are now completely engulfed in roaring flames. They occasionally send out these deadly flames in all directions as a slow rolling burst. The Fire Blast attack has been visually refreshed to not only match the fire FX engulfing the Eximus unit, but also to represent a “roaring wave” of fire as opposed to a blinding wall.

GUARDIAN

Was
A radial shield charge pulse for allied enemies in range.

NEW
Guardian Eximus now provide significant damage reduction to its allies (your enemies!), which is indicated by a collection of smaller shields circling around them.The Guardian Eximus units have 3 rotating shields that fully block incoming damage on themselves, and also create a similar visual effect on nearby allies that applies a Damage Reduction buff on them. This damage reduction does not affect VIP enemies such as Demolysts, Capture targets, or Bosses, and does not stack with other friendly Guardian Eximus. However, it will affect other Eximus units within a range! Additionally, Guardian Eximus will only spawn their Shields when alerted. For the stealthy Tenno, sneak up on them and use a finisher before their defenses are up!

Important Note on Guardian Eximus related to AOE attacks: 
Guardian eximus shields are immune to punch through,  and Guardians have very high resistance to AOE damage for themself.  Units protected by the Guardian’s aura are not immune to punch through nor do they have any special resistance to AOE, just the generic 90% resistance to everything.

Visual Changes
Guardian Eximus units now exhibit 3 large blue rotating shields. These shields have visible gaps between them, offering multiple opportunity windows to shoot your foe. Allies with Overguard applied now display a simpler version of the shields with similar rendering but with a different shape to avoid confusion. The smaller shields on buffed allies do not physically block damage like their Eximus counterpart, but act as a visual indicator that Damage reduction is being applied.

Corpus Guardian Eximus exclusion: Ospreys 
We are omitting Corpus Ospreys from Guardian Eximus eligibility for a couple reasons. With their impenetrable rotating shields, Guardian Eximus are more susceptible to melee attacks – which are far trickier to land on flying Ospreys. Similarly, Mercy attacks are one of the best ways to take down an Eximus, which can’t be executed on Ospreys. Simply put, we felt having Ospreys as Guardian Eximus felt too challenging without the familiar takedown tactics available.

ARCTIC /  FROZEN

Was
A large protective globe of ice.

NEW
No changes.

Visual Changes
The globe does the job already!

LEECH / SANGUINE

Was
Life steal from player on damage, but this is negligible due to the scale of Player vs enemy Health.

NEW
Similar to their Energy counterparts, Leech Eximus now spawn Health Leech Zones which tick away at your Health shortly after spawning, healing nearby enemies. Players need to avoid the Zones to avoid the effect!

Visual Changes
Leech Eximus units glow red with a pulsing vortex of energy generated from its core. The Eximus sends out a small zone of the same energy which quickly pulses as it drains a portion of your Health. Killing the Eximus or downing it into a Mercy state will disrupt any active health leech zones.

SHOCK / BIO-ELECTRIC (new) 

We have added a new Eximus variant by allowing Infested enemies to now become imbued with electric energy! Introducing: Bio-Electric Eximus, the newest Infested Eximus threatens to shock any Tenno to their senses if they fail to evade the Infested Eximus or their lethal homing electric orbs.

Was
A small electrical Damage Over Time area. This is difficult to notice until hit with an Electric Status Effect.

NEW
Shock Eximus/Bio-Electric Eximus spawn 3 electrical orbs that will hover in place for a few seconds, dealing increasing electrical damage around the Eximus before being released and homing in on the Player. The damage from these electrical orbs scale with level and deal sustained electric damage when chained to you, but no longer deal an Electric Status Effect. Killing the Eximus or putting it into a Mercy state will destroy any active Orbs.

Visual Changes
Shock Eximus have mini versions of the electrical orbs orbiting around them, while they also appear to be covered and crackling with electricity.

VENOMOUS 

Was
A small Toxin area. Similar to shock Eximus, but Toxin damage is more lethal since it lingers on players.

NEW
Venomous Eximus units become surrounded by a swirling volume of Toxic gas upon being alerted. Coming into contact with the gas will inflict a Toxin Status Effect. Now, only enemy melee units can become venomous Eximus units. Stay clear of their impending noxious fumes!

Visual Changes
Venomous Eximus are tightly shrouded in toxic fumes. Upon being alerted, these fumes expand into a zone surrounding the Eximus in a deadly haze.

REWARDS

To accompany the increased threat from Eximus units, we’ve further boosted the Affinity gained from killing them by +200%. Additionally, Eximus units now drop Credits and Endo at an increased rate. This will consistently scale as well for their Steel Path counterparts on top of the usual rare chance of a Riven Sliver!

ADDITIONAL CONSIDERATIONS:

  • Considering Eximus enemies are now more formidable, that strength is amplified when encountering Eximus units in a pack. To help counter that in different parts of Warframe we’ve made the following changes:
    • There will be 50% less Eximus on ‘Eximus Stronghold’ Sortie conditions
    • Syndicate Death Squad/Platoon sizes have been reduced:
      • -1 of disfavor Squads reduced from 5-10 to 3-5
      • -2 of disfavor Platoons reduced from 10-15 to 5-7
        • We have increased the drop chance of Eximus Specter blueprints dropping from Syndicate Death Squads in light of the size reduction. 
    • Additionally, we have greatly reduced the additional Health and Shields these Units receive
  • Syndicate Exmus Specters have also had their respective Eximus type updated: Here are the following Eximus Specters and Type:
    • Ancient Healer Eximus: Volatile
    • Charger Eximus: Venomous
    • MOA Eximus: Arctic
    • Corruper Lancer: Arson
    • Roller Eximus: Energy Leech
    • Shield Osprey Eximus: Shock
  • Warden Eximus units in Rescue missions have not received these new Eximus upgrades, to ensure they are just as easy to stealthily remove as before.

Caution Tenno, there’s a heavy unit approaching… 
New Player Experience: Quality Of Life Changes

  • Completing the Heart of Deimos quest will now reward you with the Voidrig Blueprint,  Voidrig Weapon Blueprint, Voidrig Capsule Blueprint, Voidrig Engine Blueprint, and Voidrig Casing Blueprint in the post-quest Inbox.
    • As a follow up to our Necramech Drop Rate & Crafting Cost Changes from Update 30.9.0, we wanted to add another way to set up players for success as they continue their journey to The New War and other content that requires a Necramech to participate. 
    • For those who have already completed the Heart of Deimos quest prior to this update, these Blueprints will also be retroactively sent via Inbox. We will also be running an Alert on all platforms that rewards 4 Orokin Animus Matrices. More information on that here: https://forums.warframe.com/topic/1305860-orokin-animus-matrices-alert/
  • Junction Changes:
    • Removed the ‘Craft a Warframe Specter’ from the Europa Junction Task list.
      • In an effort to help players move through the Star Chart, we removed the 8 hour Specter-crafting time gate that this task created. 
    • Reduced the ‘Open Meso Void Relics’ Uranus Junction task from 3 to 1 in the Uranus Junction.
    • Reduced the ‘Scan Cephalon Fragments on Mars’ Phobos Junction task from 3 to 1.

 

Clan Recruitment Changes 

Do you hear that Tenno? Maroo is calling. She’s got some great intel on where to find new Clan members. We have added some new features to Clan recruitment to supplement finding Clans and attracting new members.

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Clans can now post ads by visiting Maroo in her Bazaar or accessing their Clan Menu and paying Maroo an administrative fee using resources from your Clan Vault. Each week, Maroo will be in need of a different resource for her own ‘endeavors’ and in exchange she will put the word out for you. These ads will appear in the updated Clan Menu under ‘Search for Clan’.

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Clans can leave a brief description about their Clan’s interests and also add flags to help prospective members filter ads. These flags include:

  • Beginner Friendly
  • High MR Requirement
  • Regular Login Requirement
  • Max Research Complete
  • Decorated Dojo
  • Competitive Event Focus
  • Endurance Run Squads
  • Fashion Frame
  • Has Discord
  • Multiple Languages

Clan ads are displayed for 8 hours and then expire. During this time, prospective members can apply for a Clan and send a message to anyone with the new ‘Advertiser’ role for review and approval. If your Clan reaches maximum member capacity while your ad is live then your ad will be hidden until it expires or if you are no longer at capacity. If you apply to multiple Clans, then the first Clan to accept you will be your new family and all other applications will be immediately withdrawn.

Like many other areas where you are able to provide a custom message, players can report a Clan ad if it violates any of our Terms of Service, Code of Conduct, or leads to any form of discrimination or harassment of other players. Recruit to your heart’s content, Tenno, but as always we ask that you keep Warframe a welcoming space for all.

This new feature is not meant to replace the ways that Tenno connect, but rather add a streamlined avenue to find and connect with others. For more on this feature, please read our post here: https://forums.warframe.com/topic/1305861-additional-clan-recruitment-tools/
adf0b0ab176807ce24e969ef1941cec2.jpg

Maggot Decorations

A new Decoration has arrived and we are crawling with excitement. Nidus’ Maggot is now available in the Market as a Decoration for your Orbiter. You can adopt this adorable Infested creeper today and watch as it scuttles around. When we released Nidus Prime Access back on September 8th, 2021 we had originally hoped to include the prime versions of his Infested creepers as an additional ship Decoration.

For those Tenno who purchased the Parasitic Link Pack, Ravenous Pack, and Nidus Prime Accessories Pack on PC, we will be delivering by script the Prime version of Nidus’ Maggot. Due to how Prime Access & Prime Accessories are offered on consoles, to ensure parity those who purchased the Parasitic Link or Prime Accessories will receive 1 Prime Maggot and those who purchased the Ravenous Pack will receive 2 Prime Maggots via this script. These packs will also be updated for future purchases to include the Prime Maggot Decoration.

Audio Reverb Changes: 

Our sound team has made several changes to reverb across the game thanks to a new system! This nifty new tech automatically places reverb in level zones instead of the hand placing that used to happen in every tile. This allows us to get better results because it takes into account area size and area materials. It also includes preset reverb containers that can have more types of reverb that are better suited to each area.

For example: A small, narrow vent space that opens to a small room that then opens to a larger room can each have their own custom reverb based on the size and material type of each room. Instead of hand placing each of the three reverbs, the engine is now smart enough to take into account each of the rooms automatically. This allows for greater specificity because it measures the size of each room.

This also has a performance benefit, as it enables only the required reverb sample to be loaded as needed, instead of loading all of them when a level first loads. This ultimately saves memory and allows the levels to load a bit faster!
Additions: 

  • Added ‘Hair Z’ customization for a Spoiler character from The New War quest.
  • Added the ability to preview UI themes, backgrounds, and sounds in the in-game Market whenever they are sold in a bundle.
    • Selecting them will apply the theme/background/sound to the Market diorama while it is active to get a preview of it.
  • Added ‘The New War Firepower Pack’ to the in-game Market!
    • This pack includes everything a Tenno needs to enter the fray in The New War. Instantly bolster your arsenal with the firepower of a Railjack and a Voidrig Necramech.

UI Changes:  

  • The Options icons have a new look!
    98656cb838fa1039f7e5a07025573b59.jpg
  • The Resource Extractor selection pop up has a new look and now takes on themes:
    9b2c4ff1bbb96dd48cabb0e9876e26df.jpg
  • Item descriptions are now always visible in the top right corner of the Arsenal when previewing/selecting.
    a2a4e3422c40be580c0173fe154dc746.png
  • Moved mission countdown timer to always be in front of voting buttons to avoid accidentally leaving squad.
  • Updated icons for ‘Limited Time’ and ‘New’.
    • Added banners behind these icons as well.
  • Made improvements to performance for anything that uses tags (labels on grid items).
  • The Events tab icon in Navigation will now rotate between the icons of all live Events.
  • Updated remaining areas in-game to use capitalization.
  • Reduced the width of the Captura menu.
    • This is a continuation of broader efforts for on-going improvements to the captura menu
  • Improved legibility in Landing Craft customization screen when using a lighter UI theme or the Lunar Renewal theme.
  • Dojo Decoration Screen changes:
    • Added 3D preview to Decoration elements selection screen.
    • Dojo Decoration info now displays the number of unfunded decos of the same type currently placed.
    • Changed “Add Decoration” label to “Move Decoration” when selecting an already placed Decoration.
  • Chat linking currently Vaulted Relics will now state that they are Vaulted the way they are in the Codex.
    • It will now say “This Relic is in the Prime Vault” when chat-linked. 
    • Vaulted Relics will also now be described as such in the ‘Drop Sources’ description when hovering over a Relic in the Relic management screen.

Plains of Eidolon Thumper Changes & Fixes:

  • Made improvements to Plains Thumper movement.
  • Changed post-New War quest Plains of Eidolon Thumpers to have quest-specific detailing during specific bounties.
  • Added a burn projector on the Thumper’s legs once the weak point is destroyed.
  • Plains Thumpers now turn more slowly when adjusting to face their target.
  • Plains Thumper ground thump attack now has more time spacing between shockwaves.
  • Changed Plains Thumper cannon attack to better select enemies at range.
  • Fixed Plains Thumper random speed increase.
  • Fixed issue with Plains Thumper that would leave it suspended in the air after performing a charge attack.
  • Fixed Plains Thumper cannon and shotgun turret attack consistency.

DirectX 12 Performance and Optimizations:

Ongoing work continues on our DirectX12 render mode!

In this update, DirectX 12 runs up to 25% faster than it used to for high performance PCs. Most modern systems will run the game in DirectX 12 mode significantly faster than DirectX 11!

Comparing the same scene across different versions of the game to compare how the rendering modes compare:

  • New War DX11: 110 fps
  • New War DX12: 141 fps
  • Angels of Zariman DX12: 177 fps

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The system that was used for the above testing results: Ryzen 5600X, Radeon 6900XT;  1080p Enhanced renderer with all details at maximum.

A significant memory optimization was also made, and DX12 now uses up to 200 megabytes less memory than it did previously (especially relevant for players on laptops where the memory is shared).
General Optimizations: 

  • Made several optimizations to the Infested Ship tileset.
  • Made several matchmaking improvements that addressed some rare cases where you’d try to join a full session, only to fail while connecting. In some others, it would fail to join a session that didn’t have 4 players yet.
  • Made micro-optimizations to light rendering.
  • Optimized moving over Energy colors in palettes.
  • Made optimizations to dynamic lighting that might occur in rare cases.
  • Made micro-optimizations to memory usage on all platforms.
  • Made small optimizations to texture streaming for DirectX12 on PC that may help with rare crashes.
  • Made systemic optimizations to memory footprint.
  • Made performance improvements to cloaking/invisibility FX.
  • Optimized textures by decreasing unnecessarily large ones.
  • Slightly improved ship performance for players who have a lot of Noggles.
  • Optimized spot-load detector to not cause further spot-loading.
  • Optimized script testing.
  • Reduced memory requirements for our largest levels.
  • Made micro-optimizations to the Mini-map.
  • Made memory optimizations on all platforms.
  • Optimized Protovyre Apex Ephemera FX script.
  • Made optimizations to deleting and saving Warframe loadouts.
  • Improved lighting performance on Gauss’ Thermal Sunder.
  • Made small optimizations to Void Relic management screens.
  • Made general micro-optimization.
  • Fixed heavy spot loading at end of mission when owning a Necramech without the Necramech Summon equipped in gear wheel.
  • Fixed a noticeable hitch when casting Ash’s Bladestorm with the Ash Shroud Skin equipped.
  • Fixed a crash that could occur when loading the game or certain levels while using the Enhanced graphics engine with DirectX 12.
  • Fixed driver crashes that could occur in DirectX 12 on PC.
  • Fixed significant GPU performance hits when Malice uses Magnetize on a player.
  • Fixed noticeable spot loading when previewing/selecting different Companions in the Arsenal.
  • Fixed significant spot loading issue with the Null Audit mod when equipped on Hound companion.
  • Fixed crash when toggling Enhanced Graphics on/off with Dx12 enabled.

Changes: 

  • You can now zoom in and out of your Warframe while customizing their Appearance in the Arsenal!
    • For Keyboard & Mouse users: Scroll with mouse wheel, click and drag to move up/down.
    • For Controller users:
      • R stick up/down = zoom
      • R stick left/right = spin
      • Wherever your cursor is height wise on the screen is where it will zoom into, you can move up and down using cursor and right stick in up position.
  • Here by popular request, we have added a confirmation prompt to the ‘Randomize’ button when randomizing in the Arsenal!
    bb1a8931f6a5c17a6905e40488415637.png
  • Nova’s Null Star will no longer launch projectiles at enemies which are dead or downed (ex: disabled Bursas, downed Hounds/Thralls). This is to prevent wasting charges.
  • Challenges have been moved to a new button in the pause menu that is accessible while in mission. Selecting that button will open a screen that shows the state of your currently available challenges, including Nightwave, Evolution (Protovyre, etc.), Riven, and Account. There is also a tab for completed challenges!
    9ca37fa92fa2369f9cbc2c7628dd6a18.jpg
  • Added a cap of 200 for Companion Imprints. Imprints can also be sold from Inventory for Credits.
    • The cap was added to prevent the game from crashing due to having a large amount of Imprints. If you have over 200 Imprints, you will be required to sell Imprints through your Inventory before creating new Imprints. 
  • Players who are over their Riven Capacity can now offer a Riven mod for Trade.
    • Previously, you were unable to offer any Rivens for Trade if you were over capacity. Now, you can offer a Riven mod when at capacity, but will continue to not be able to receive a Riven via trade when at capacity as it cannot be exceeded.
  • Grenade changes:
    • Grenade AOEs are now telegraphed! Once they have made contact with a surface, their detonation radius is now indicated.
    • Grenades will no longer ignore cover, meaning it will no longer deal punchthrough damage if you are behind cover.
    • Reduced damage radius of Grenades.
  • Arcane descriptions now include what they can be equipped on. f8fbdb0408fd884d608ef7c52b06a00a.jpg
  • Mastery Rank 30 test changes:
    • Increased the Life Support pickups from 10% to 20% in the Master Rank 30 test.
    • Lowered the levels of the Eximus units that spawn in the test due to the Eximus changes making them a more formidable opponent.
  • Changed the ‘Mad Lab’ Nightwave challenge description to clarify how to complete it. As reported here: https://forums.warframe.com/topic/1305299-mad-lab-nightwave-challenge/comment-12484248?ct=1650926232
  • Operator Heads and Hair Styles now have names!
  • The in-game Market will now dynamically change to show you recommended items. This is still in its experimental phase – more to potentially come!
  • Claiming a Glyph via the in-game Market using a code will now show a preview of it in the confirmation popup.
  • Enemies that are not affected by CC can now be armor stripped by Banshee’s Sonic Boom, Xaku’s Gaze, and Ember’s Fire Blast.
  • Converted the materials on Moas to PBR.
  • Updated icons for the ‘Limited Time’ and ‘New’ items in the in-game Market.
  • Smoothed out the cloth movement sounds on a certain important character in The New War quest that starts with the letter “D”.
  • Updated the Cambion Drift weather spores to rotate in a bit more of an interesting motion.
  • Twitch Drop inbox messages are now sent by the Primed vendor Varzia – a task for another noble Dax!
  • We have updated certain Warframe abilities to now affect allied NPCs! In the past, these abilities used to work to varying degrees of effectiveness, we now fixed some lingering issues with each of the abilities and they should be far more effective at assisting these allies in mission.
  • Changed the following Warframe Abilities to work on friendly NPCSs (Kavor Defectors,
  • Cetus & Orb Vallis Drones, Specters, Companions, & Rescue Targets):
    • Nova’s Portal
    • Wisp’s Reservoirs
    • Volt’s Speed
    • Zephyr’s Jet Stream Augment
  • Reduced arm and hand animation movement when using secondaries.
  • Made adjustments to the proximity volume for Conservation targets.
  • Improved Friendly NPCs ability to shoot at targets slightly behind cover.
  • Slightly adjusted lighting exposure in Dojos and added more fog.
  • Made adjustments to ‘press x to Hack’ overlay in Grineer Sealab tileset.
  • Added sounds to Arcane selection in the Mod Screen.
  • Made Sentient red crystal ambient audio in the Murex exclusive to The New War Quest.
  • Changed Operator Heterochromia Eye color options to be default opt-in.
  • Adjusted fog in Sentient tilesets.
  • Updated dialogue timing during Dinner Scene in The New War.
  • Fixed some areas in the Grineer Sealab tileset to prevent out of bounds issues.
  • Updated statues onboard a Ship during The New War Quest.
  • Updated line of Vay Hek dialogue that was missing an effect.
  • Improved audio syncing in a cinematic in The New War Quest.
  • Made updates to Murex floor FX in the New War Quest.
  • Updated Plague Star Icon and Icon colors to be more legible when the event is running (no plans currently).
  • Added ambient FX to Sentient Murex tileset.
  • Made slight tweaks to beam length FX.
  • Made many lighting updates in the Grineer Sealab tileset.
  • Updated lighting in Tyl Regor Assasination mission extraction.
  • Added animation functionality for Caliban’s Sentient Wrath while using Razor Gyre.
  • Made visual improvements to enhance blowing & falling sand in Mars missions.
  • Reworked Excavator landing FX.
  • Updated materials for Metal textures found in Grineer Tilesets.
  • Reworked Orokin Death Orb visual FX.
  • Added sleep reaction animations to Infested Crawlers.
  • Made improvements to Lens flare visibility.
  • Added missing icon to Maharliqa Syandana on Steam.
  • Updated Arcane buff FX.
  • Improved visibility of the Peach Blossom Ephemera when equipped with darker colors.
  • Made lighting updates to the Grineer Sealab tileset.
  • Updated textures to increase brightness of the top section of the Laprosys Syandana, as per artist request.
  • Converted certain attachments on Grineer enemies to PBR.
  • Changed tubes in the Kuva Fortress to be more transparent.
  • Made it impossible for enemies to be able to detonate/shoot down player explosive projectiles (Ogris for example).
    • Prior to this change, while rare, it was possible for enemies to shoot down explosives and cause damage to players/objectives. Given that this was essentially unpredictable and unavoidable, we have removed the ability for enemies to do so. 
  • Elemental FX will now update while rolling over colors in the Arsenal.
  • Mission faction and type are now always capitalized in the Navigation panel.
  • Changed Grendel’s Nian Skin icon to match the positioning of the other Grendel skins.
  • Improved removal of projectile FX if it does not hit anything.
  • Made improvements to Beam FX rendering.
  • Updated and tweaked Grineer model materials and improved their visibility in darker areas.
  • Changed intervals for pain grunts when taking damage on Spoiler character in the New War.
  • Removed a pain grunt that is triggered in Operator form when taking fall damage.
  • Added Laser animation to Dethcube Swift Deth Precept Mod.
  • Updated lighting in Uranus tileset.
  • Made improvements to the FX of Weapon trails.
  • Made improvements to how shiny the Grineer eyes are.
  • Made adjustments to the interior of a Colony Ship in the New War Quest for consistency.
  • Inaros’ Sand Shadows base lifespan are now affected by Duration mods.
  • Updated the lighting on materials for a Spoiler Character/Operators.
  • Updated and improved the look of the icon that appears when hovering over a certain Camp node in Navigation.

Fixes: 

  • Fixed transference range for Operator into Necramech not being limited by distance.
  • Fixed Nightwave Menu creating unintended endless mission in Rathuum.
  • Fixed resources spawning out of reach under the downed Condrix in the post-New War Plains of Eidolon.
  • Fixed Bounty Drone spawning under terrain in post-New War Plains of Eidolon.
  • Fixed banner projectile collision during The New War Quest.
  • Fixed last gem not displaying correct color during ‘On Praghasa’ in The New War Quest.
  • Fixed Veso’s allied Corpus Units appearing in the Codex as they cannot be scanned.
  • Fixed flames appearing too far off the ground during Khal’s mission in The New War Quest.
  • Fixed previewing new skin on a spoiler character after The New War Quest not swapping to previous selection when using controller.
  • Fixed broken spawn trigger when first using Teshin’s Glaive and traversing gaps during ‘For My Brothers’ in the New War quest.
  • Fixed Kahl & Veso being able to parry with their melee weapons.
  • Fixed unnecessary window flickering in Veso boss arena during The New War Quest.
  • Fixed bad visual VFX when using the Protovyre Ephemera with a spoiler character in The New War Quest.
  • Fixed lingering screenshake if you failed to remove the mask during The New War Quest.
  • Fixed Boss teleport ability using incorrect FX in the New War Quest.
  • Fixed error with script during a quest fight in The New War that caused issues with Railjack Missions.
  • Fixed Landing Craft teleporter not transporting when rolling in Post-New War Quest area.
  • Fixed Clients being locked out of Lephantis boss fight if host migration occurs pre-fight.
  • Fixed a hole in the Grineer Sealab tileset.
  • Fixed the lack of collision on a few rocks in the Earth interception tileset.
  • Fixed enemies ragdolling prematurely on Skana stealth finishers.
  • Fixed Mirage Oneiro Animation Set not displaying correct idle bow position.
  • Fixed Yareli not being able to activate Infested Salvage vaporizer while riding Merulina.
  • Fixed Friendly NPCs not having line of sight consistent with their eye direction while taking cover.
  • Fixed lighting issue on Gas City tileset.
  • Fixed Nova’s jets flickering upon changing loadout.
  • Fixed Grineer Sealab doorway entrance showing skybox.
  • Fixed Bloodshed sigil fully appearing when entering Operator mode while using Excalibur Umbra.
  • Fixed Client crash related to Post-New War cosmetics when launching a mission in a squad.
  • Fixed Caliban’s Sentient Wrath ability not being audible while using Razor Gyre.
  • Fixed Test tubes not breaking for host & client in Alad V’s secret lab.
  • Fixed Slash damage slowing over time when the Host isn’t looking at enemies.
  • Fixed Crash occurring from script error while viewing the Tactical Menu in Railjack and attempting to close the game.
  • Fixed Kuva Liches throwing players out of the level with the Leash ability.
  • Fixed improper visual movement speeds when NPCs have a speed buff.
  • Fixed Emblem placement on many Warframes to prevent floating or clipping.
  • Fixed stuttering in floating Scintillant animation.
  • Fixed rare issue of Breach Surge’s teleportation not being available after being revived.
  • Fixed Korumm using Vaykor Sydon VFX and HUD icons when blocking.
  • Fixed Juno Comba Codex scans appearing as their Eximus counterparts.
  • Fixed Mission voting text appearing off screen when in a full squad.
  • Fixed Alad V transmission appearing as Mutalist Alad V during Second Dream quest.
  • Fixed being unable to do tricks on K-Drive after holding aim and not indicating direction at the start of a jump.
  • Fixed Operator head flipping in animation during double jump. As reported here: https://www.reddit.com/r/Warframe/comments/s60nej/come_on_de_i_just_wanted_a_sweet_black_widow
  • Fixed camera offset issues on K-Drive if no secondary was equipped in your loadout.
  • Fixed rendering on Corposant Prime Ephemera to look better when equipped on Operators.
  • Fixed K-Drives not doing tricks when using a secondary.
  • Fixed option to equip the Sirocco Amp skin on the Sirocco Amp.
  • Fixed issue where boarding K-Drive or toggling secondary will force the aim button.
  • Fixed script error caused by a NPC not spawning properly when a client joins a mission in progress.
  • Fixed Blodgard Heavy Blade Skin secondary energy colors appearing black.
  • Fixed Sirocco Amp detaching from the Operator arm on Codex scanner equip.
  • Fixed Script error related to Vauban’s Tether Coil.
  • Fixed Blodgard Heavy Blade skin staying in your hand when switching weapons in the Arsenal.
  • Fixed rare FX issue.
  • Fixed Hydroid’s Tidal Impunity Augment Energy cost reduction not applying on the second and following casts.
  • Fixed the ‘Bloodthirsty’ Nighwave Act not tracking progress for Clients.
  • Fixed melee ground slams for the ‘Death From Above’ Nightwave Act tracking inconsistently across weapons.
  • Fixed the ‘Rise of the Machine’ Nightwave Act not resetting when Necramech is destroyed.
  • Fixed the ‘Loyalty’ Nightwave Act not rewarding 4,500 Standing when completed.
  • Fixed Client not getting Nightwave Act complete popup after completing the ‘Topping off the Tank’ Act.
  • Fixed only 1 player being able to complete the ‘Mad Lab’ Nightwave Act in a squad.
    • Also fixed this for other Acts that require items to be collected.  
  • Fixed not being rewarded Nightwave Standing after completing an Act until you complete a mission afterwards.
  • Fixed progress not saving for the Nightwave ‘Antiquarian’ Act if you complete missions solo where there are no reward select screens (Capture, Rescue, etc.).
  • Fixed the Nightwave progress UI not disappearing for Clients after making progress or completing the ‘Night and Day’ Act.
  • Fixed the Surging Blades Augment allowing the use of regular weapons during Hildryn’s Aegis Storm when used on a Helminth-infused Hildryn.
    • Also fixed with the following abilities when they were deactivated normally (e.g. when duration runs out):
      • Nezha’s Fire Walker
      • Nyx’s Mind Control
      • Xaku’s Xata’s Whisper
      • Yareli’s Aquablades
      • Helminth Energized Munitions
      • Helminth Marked for Death
      • Helminth Parasitic Armor
  • Fixed being unable to change Sigils and Ephemeras in the Arsenal during the New War quest replay, leading to problems.
    • We have re-enabled this option, but Sigils and Ephemeras may be hidden in certain cinematics to avoid issues. 
  • Fixed weapons being unreachable after being disarmed by a Drahk Master upon casting Yareli’s Riptide while being disarmed.
  • Fixed the Blodgard Heavy Blade skin clipping into left hand.
  • Fixed various default transmissions playing while The New War quest is active while back on the Orbiter.
  • Fixed inbox messages being sent by Lotus showing as a post-New War character instead.
  • Fixed the innate damage bonus of Kuva/Tenet projectile weapons not applying the bonus damage from Galvanized Aptitude.
  • Fixed crash related to the Necramech Summon Gear.
  • Fixed the following weapon icons not being angled the same as others:
    • Gorgon Towsun Skin
    • Opticor Elixis Skin
    • Paracyst Zebra Skin
    • And many more
  • Fixed getting weapon stuck to hand if you equip a skin on a melee that has an opposite grip type (for ex: Greatsword skin on an axe or vice versa).
  • Fixed clones spawned by Shadows of the Dead not teleporting back to Nekros when they are too far.
  • Fixed a rare crash that could occur when loading between levels.
  • Fixed the Dark Split Sword (Dual Blades weapon type) being able to equip holster styles from various other weapon types.
  • Fixed being able to see your standing Operator during landing cinematic when loading into a mission.
  • Fixed auto pickups (Energy pickups, Mods, and anything you only need to move into to pick up) not being picked up while in midair.
  • Fixed Clan Rank box going blank when it’s time for your Clan’s Ascension ceremony. ‘Ascension available’ will now appear.
  • Fixed script error when entering custom obstacle Dojo course as Client when a player has the Protovyre Armor equipped.
  • Fixed the input icons and labels being hard to read in the Silver Grove quest diorama.
  • Fixed the Lumis and Zenoriu Earpieces not aligning on a post-New War character’s ear.
  • Fixed the Magus Destruct Arcane increasing enemy resistance to Puncture damage, not decreasing like intended.
  • Fixed Nef Anyo’s transmission model in the final mission of the Vox Solaris quest having a purple hue and white eyes.
  • Fixed incorrect icon sizing for the following icons:
    • Dual Cestra Shock-Camo Skin
    • Grakata Day of the Dead Skin
    • All Towsun Skins
    • Galatine
    • Ignis
    • Tonkor
  • Fixed crash upon joining an Excavation stage in the Orb Vallis Bounties before the last Excavator is destroyed or completed.
  • Fixed the Ability Banner on-cast showing Teshin’s “Orvius Reach” as “Rip Line” in the New War quest.
  • Fixed broken UI in the Operator Menu when accessed via the pause menu in Cetus.
  • Fixed crash when loading into a mission that has no Warframe and only an Operator (i.e. certain quests).
  • Fixed collision issues in the Corpus Gascity tileset that could allow you to jump out of the map.
  • Fixed Quick Thinking damage ejecting players from Yareli’s Merulina.
    • This also fixes getting kicked off other vehicles when you are at 2hp and take any damage (even shield only) despite having Quick Thinking equipped.
  • Fixed opening the progress screen for a Decoration in the Dojo resetting the timer countdown instead of ticking away in the background.
  • Fixed red and blue outlines appearing on certain textures, especially in the Orbiter, Reactor Room in the Dojo, and some rooms in the Vesper Relay.
  • Fixed Zephyr Jet Stream not applying its movement and attack speed buffs when using Turbulence.
  • Fixed script error related to Zephyr’s Turbulence.
  • Fixed all 4 squad members seeing inconsistent end of mission achievements (opened x lockers, hacked x consoles, etc.).
  • Fixed the Corvas Prime gain being too loud.
  • Fixed script error related to Railjack’s Command Link intrinsic Fast Travel.
  • Fixed players being able to get out of bounds in one of the Orokin Moon tileset’s spawn rooms.
  • Fixed getting stuck forever in The War Within quest after falling off the side of the mountain pass cliff.
  • Fixed a script error related to the Maw in the War Within quest.
  • Fixed floating Operator hair and projection VFX in the final stage of The War Within quest.
  • Fixed white explosions in Ambulas and Grineer Dropships debris FX.
  • Fixed Garuda/Garuda Prime’s Talon colors not being saved in other Appearance Slots other than A.
  • Fixed Warframe Health stats not updating in the Arsenal when equipping the Physique Aura Mod.
  • Fixed being able to benefit endlessly from Inaros’ Sandstorm without spinning by emoting while active.
  • Fixed Railjack mission countdown not proceeding if player leaves squad when all other votes are in.
    • When a player leaves the Railjack mission during this countdown, votes now will be reset.
  • Fixed Reservoirs not changing to Dex Wisp’s default colors when equipped.
  • Fixed script error related to Atlas’ Rumblers.
  • Fixed Garuda/Garuda Prime’s passive damage boost values in HUD alternating between other squad members also playing as her, resulting in incorrect values.
  • More fixes towards the ‘Don’t Be Afraid Poster’ showing up backwards in the diorama.
  • Fixed the Combat Reload Mod buffs not working for Clients.
  • Fixed Lull not refreshing on normal kills when Client activates Baruuk’s Lull ability with the Endless Lullaby equipped.
  • Fixed Clients becoming completely invulnerable when transferring to Necramech.
  • Fixed the Range Advantage Mod buffs not working for Clients.
  • Fixed inconsistent naming of the Lua Rock Dojo decorations.
    • Any previously named ‘moon’ decorations are now correctly named ‘Lua’.
  • Fixed the ‘Damaged Trim’ Dojo decorations having the same descriptions.
  • Fixed the ‘Throne Room Stairs’ (straight and curved) having swapped descriptions.
  • Fixed sprint (when toggle sprint is enabled) getting canceled after using the following Warframe abilities:
    • Grendel’s Pulverize
    • Hildryn’s Aegis Storm
    • Hydroid’s Undertow
    • Inaros’s Sandstorm
    • Lavos’ Vial Rush
    • Ivara’s Prowl
    • Revenant’s Reave
    • Wisp’s Sol Gate
    • Yareli’s Merulina
    • Revenant’s Danse Macabre
  • Fixed ‘Wall (Left Side Damaged, 2m)’ Dojo decoration’s pivot point changing orientation after being picked up after being placed.
  • Fixed strange Operator animations after dismounting a vehicle in a certain stage of The New War quest.
  • Fixed the Redeemer’s final shot not firing in the same direction as the rest of the melee attack combo.
  • Fixed Requiem Ultimatums not appearing in the End of Mission screen when rewarded.
  • Fixed Operator hood staying closed when going to customize Features (specifically face/secondary face).
  • Fixed Combat Reload not always triggering when head-shotting enemies.
  • Fixed an issue where you could sometimes bypass quest requirements by starting a quest and then immediately attempting to start another quest you aren’t supposed to start.
  • Fixed the Tenet Diplos’ lock-on ability not damaging Osprey enemies.
  • Fixed Corrupted Lancers using the wrong hitbox. As reported here: https://www.reddit.com/r/Warframe/comments/t7zys4/i_have_a_suspicion_corrupted_lancer_is_using/
    • They were using the Grineer Lancer hitbox, which was causing it to be impossible to land headshots from the side and behind. 
    • The look of Corrupted Lancers has also been updated with this fix and they now carry Arca Plasmors instead of Boars. 
  • Fixed the Kuva Elite Lancer using the wrong material roughness.
  • Fixed Inaros’ Resurrection meter being half a pixel too far to the left.
  • Fixed the Dojo Obstacle Course ‘Allow Operator’ option not working.
  • Fixed Atlas’ Titanic Rumbler Augment Mod not multiplying the Rumbler damage by 400% as described.
  • Fixed crash related to the ‘Browse Genetic Imprints’ screen.
  • Fixed bugged materials on doors in Corpus Sabotage missions.
  • Fixed some inconsistent Archwing out-of-bounds areas during the ‘Pursue Teshin into the Asteroid Field’ stage in The War Within quest.
  • Fixed a hole in the map in the Grineer Sealab tileset.
  • Fixed underground map peeking out of the ground near Mount Nang in the Plains of Eidolon.
  • Fixed becoming perpetually invisible as Client after jumping into water as Operator.
  • Fixed spawning out of the map after transferring to Operator when exiting water volumes in the Grineer Sealab tileset.
  • Fixed transferring to Operator while jumping into water letting you fall in as Operator.
  • Fixed becoming perpetually invisible after entering a cutscene as Operator shortly after hacking a terminal with the Untraceable mod equipped on their Parazon.
  • Fixed flashing textures on the floor near water in the Grineer Sealab tileset.
  • Fixed Client crashing in Simulacrum when transferring to Operator.
  • Fixed Garuda Prime’s Dread Mirror losing all its Prime details if it expires while still having the projectile active.
  • Fixed Wukong Clone holding the Kuva Bramma arrow incorrectly.
  • Fixed Operator in the initial customization screen in the Second Dream quest sitting off camera.
  • Fixed decals appearing in Harrow’s Condemn FX.
  • Fixed several script errors related to Lunaro.
  • Fixed various Grineer Fortress Dojo decorations missing capitals in the word ‘Fortress’.
    • Also fixed issues with certain decorations missing mention of ‘Fortress’ in their descriptions.  
  • Fixed Sigils appearing on the Wisp Dex skin’s helmet flaps.
  • Fixed loss of functionality for several seconds after being knocked off Yareli’s Merulina by an enemy grab or knockdown ability.
  • Fixed walking through the snow in The War Within not leaving trail behind Operator.
  • Fixed being unable to swap certain spoiler characters in the Arsenal in the Dojo.
    • We removed this option in non-Arsenal areas. 
  • Fixed using the ‘Detach Camera’ option in Captura causing a loss of input functionality.
  • Fixed the context action on the Void Key in the ‘Follow the Stalker’ stage in the Second Dream quest being far too small.
  • Fixed the Nagantaka Prime not applying custom colors to the crossbow string.
  • Fixed other players’ blue dots in the mini map not appearing in the Dojo.
    • Note: If a player is invited to squad in the dojo, the icon will be that of the Warframes. If a player is just ‘in’ the dojo with you but not in your squad they will appear as a blue dot.
  • Fixed Emblems not attaching properly to the Ember Pyraxis Shoulder Pads when being previewed.
  • Fixed the cursor being visible during ‘The Maker’ cutscene while using a controller.
  • Fixed Revive UI components being slightly off center.
  • Fixed selecting Operator Arcane being unreliable/unresponsive on first interaction.
    • Also fixes the UI getting confused between Operator Arcane and Amp Arcane in follow up interactions.
  • Fixed some idle animations causing Warframes to step backwards and bend their legs awkwardly.
  • Fixed a rare bug in matchmaking that would sometimes result in not being able to find a session with slots still available.
  • Fixed a rare bug that would sometimes ignore input on the Daily Tribute screen.
  • Fixed the ‘MID’ in the ‘Pillar Debris’ Dojo decoration description being capitalized.
  • Fixed some zoning issues in the Mantle, Earth Capture mission.
  • Fixed some lighting issues in the Mantle, Earth Capture mission.
  • Fixed the ‘Dragon’s Tooth Weapon System’ Dojo decoration missing a hyphen in the description on ‘anti personnel’.
  • Fixed Sniper Rifles with multishot projectiles (Lanka, Komorex) behaving differently than hitscan Sniper Rifles and only counting bullets that cause damage for combo counting.
    • Essentially, fixed projectile-based rifles counting every bullet individually for shot-combo mechanics when it comes to hits and misses. They now use the same rules as hitscan rifles which give you a combo stack for every bullet in your shot regardless of whether that bullet causes damage or not. 
  • Fixed certain decal FX missing custom Energy colors (summoning Khora’s Venari for example).
  • Fixed Saryn with Xata’s Whisper infused onto her getting the benefits of the ability after casting Toxic Lash.
    • Also fixed both of the abilities having infinite duration. 
  • Conclave: Fixed Weapons (notably particular shotguns & AoE guns) minimum falloff damage not properly respecting the correct Conclave specific values.
    • From a community standpoint this was considered a significant exploit/bug for Conclave, it was not fair play or intended.
  • Fixed Nova’s Null Star making her  invincible with Helminth Invigarations.
  • Fixed Nightwave Challenge Standing appearing to incorrectly doubled in UI on End of Mission screen.
  • Fixed script error resulting in a crash after tranquilizing a conservation target multiple times.
  • Fixed Nightwave Night and Day challenge from not counting residue that was collected and used mid-mission.
  • Fixed Nightwave challenges from not saving mid-mission, sometimes resulting in losing progress on Mission extraction.
  • Fixed two places in the HUD that weren’t properly capitalizing.
  • Fixed cases of Roman numerals not capitalizing.
  • Fixed animation breaking in the War Within during the Mountain Pass if pressing sprint after dying.
  • Removed potential rare specific scenarios where Status Effects could potentially do unintended critical damage.
  • Fixed crash that would occur from a missing transmission during the second Spy Mission in the Stolen Dreams quest.
  • Updated Mars Grineer face materials.
  • Fixed slight green tinge that appeared on some Grineer faces.
  • Fixed default energy colors on Gara’s being displayed incorrectly.
  • Fixed script error that occurred when damaging a Coildrive in the Orb Vallis.
  • Fixed animation in The New War quest during unmasking in Cetus.
  • Fixed the FX on some Amp beams not triggering on impact.
  • Fixed beam rotation FX depending on end point.
  • Fixed an obscure bug with matchmaking between Host and Client.
  • Fixed the Corpus Proxima Crewship’s shield drone explosion FX having color issues.
  • Fixed Garuda’s Ability description appearing outside text box when viewing in German.
  • Fixed Nightwave Challenge Rise of the Machine visually resetting itself on Necramech death after completion.
  • Removed unnecessary in-game text.
  • Fixed localization tag on the Lotus Helmet.
  • Fixed Yareli not getting XP for ability casts when riding Merulina.
  • Fixed inventory not updating quickly when playing Warframe on the Epic Games Launcher.
  • Fixed inconsistent use of capitalization for Disruption Void Fissure missions.
  • Fixed slight orange FX and irregularities on the Health pick-up orb.
  • Fixed scale button in Orbiter Decorating menu being misaligned when using Spanish.
  • Fixed script error related to Gauss’ Thermal Sunder on Extraction.
  • Fixed lighting in Dojo to fix brightness issue when decorating.
  • Fixed areas in the Orokin Tower Chamber Dojo Room that make it too difficult to place decorations.
  • Fixed a very rare case that might make  the Player unable to move.
  • Fixed Enemy pathing in Post-New War Plains of Eidolon to avoid enemies wading through water instead of walking around the water.
  • Fixed script error related to using the Archwing launcher.
  • Fixed flickering on warp tunnel in The New War Quest.
  • Fixed standing not being rewarded on completion for the Venus Bounty Hunter Nightwave challenge.
  • Updated custom Dojo lighting to affect reflections.
  • Fixed localization mentioning Landing Craft instead of Orbiter.
  • Fixed flickering effect in the Spoiler Camp on the teleporter while in the Orbiter.
  • Fixed some issues with minimap navigation on Lua.
  • Fixed lower level Drone bounties from spawning tons of reinforcements in The Plains of Eidolon.
  • Fixed script error related to Glaive FX.
  • Made some adjustments to the Kuva Fortress tileset.
  • Fixed issue of Client having no functionality when loading into Captura if the Host is in Free Roam.
  • Fixed crashing that may occur if using an older version of Steam.
  • Fixed rare crash related to Wisps’ Reservoirs.
  • Fixed black walls appearing on rocks in the Mars Settlement tileset.
  • Fixed a certain spoiler character’s face appearing distorted while replaying The Sacrifice quest.
  • Fixed being able to clip through the wall and get out of bounds in the Orokin tileset spawn room.
  • Fixed stalactites and other stone protrusions in the Silver Grove Captura scene not being properly lit.
  • Fixed being able to interact with intractable Dojo decorations before they are built.
  • Fixed buttons for contributing/rushing to donated personal decorations appearing in the Dojo menus. This also fixed a script error as you cannot contribute/rush to a personal decoration.
  • Fixed camera at times facing the wrong way when transferring in and out from Warframe to Operator.
  • Fixed the Crimson Nose Pattern’s nose being far too bright – Rudolf didn’t appreciate the competition.
  • Fixed script error in the Mariana Exterminate node on Earth related to enemy spawns.
  • Fixed script error when spawning enemies that have shockwave abilities in the Simulacrum.
  • Fixed an issue where your Warframe could get stuck kneeling if you transferred back to Operator while playing being knocked back or performing a kneel emote animation.
  • Fixed Titania appearing invisible in a cinematic during a key moment in The Second Dream quest.
  • Fixed being unable to transfer back to your Warframe after transferring while riding K-Drive. Also fixed becoming invulnerable after dying as Operator afterwards.
  • Fixed being unable to chat link the Caliban Helmet.
  • Fixed being unable to chat link Glyphs you just recently purchased.
  • Fixed a hard line in the water in a certain spoiler Camp.
  • Fixed teleporting issues when attempting to enter the gates to Cetus on a K-Drive.
  • Fixed an issue where the camera was too zoomed in when using a certain spoiler character in Cetus, Fortuna, and Necralisk.
  • Fixed script error related to spawning Specters.
  • Fixed Warframe clipping through the Arsenal when installing it during the Awakening quest.
  • Fixed Titania in Razorwing causing issues in the Second Dream quest cinematic sequences.
  • Fixed script error related to Convergence Orbs.
  • Fixed a hole in the Grineer Forest tileset.
  • Fixed material issues on Ballas and Lotus. As reported here: https://forums.warframe.com/topic/1293380-skin-color-ballas-and-lotus/?ct=1650924413
  • Fixed Saryn’s Molt not taking damage from melee attacks.
  • Fixed being able to create copies of your Warframe in Railjack missions using transference.
  • Fixed being unable to ‘switch’ (spoiler) when editing Focus in Cetus, Fortuna, or Necralisk.
  • Fixed black triangle appearing on the star chart.
  • Fixed bug with Operator footstep sounds not playing while running on textile materials.
  • Fixed loading indefinitely when loading the table stage in The New War quest.
  • Fixed being stuck on the loading screen when logging into the table stage in The New War quest.
  • Fixed camera pointing away from Leverian items in the Codex dioramas.
  • Fixed world state window pointing to Mars automatically during the Archon hunt in The New War, even after defeating Amar.
  • Fixed the ‘New’ screen in the in-game Market kicking players out of The New War quest.
  • Fixed Odonata’s Ability icons being hard to read.
    • The thickness has been increased to improve visibility of the icons.  
  • Fixed script error related to an FX.
  • Fixed Anomaly Shards still being rewarded after Railjack mission fails.
  • Fixed hair shaders not respecting dissolves while Deferred Rendering is enabled.
  • Fixed script error related to Garuda’s Seeking Talons.
  • Fixed script error related to Infested Pods.
  • Fixed being able to get out of the map in the Strata Relay.
  • Fixed Operator being unable to open a door causing a progstop while replaying The War Within quest.
  • Fixed the Torid and Pox missing their ‘Embed Damage Radius’ and ‘Embed Time’ stats.
  • Fixed the Orokin Tower Chamber Dojo Room preview icon not being accurate to what’s actually seen in the room.
  • Fixed Orbiter Stencils being too bright.
  • Fixed the Sari Syandana overlapping on top of menus making it hard to read.
  • Fixed Warframe being invisible in one of the end cutscenes in the Second Dream quest.
  • Fixed the opening cinematic in The War Within quest showing the snow path FX going in front of the Operator instead of behind as they walk.
  • Fixed the Imperator Vandal preview not showing up in the Codex if you do not own it.
  • Fixed script error related to Sevagoth’s Shadow attempting to attack a decoration.
  • Fixed not receiving Duplicate Protection after earning the Chitoid sentinel bundle in Nightwave if you already own it.
  • Fixed transferring to Operator as Excalibur Umbra counting towards the exterminate enemy counter in the Mastery Rank 30 test.

That’s it for this major patch for Warframe update 2.10. Stay tuned here at MP1st for more patch notes in the future!

Source: Warframe forums

MP1st Staff

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Devil May Cry 5 Sales Surpass 5 Million Units, Now Best Selling Game in the Franchise

Capcom has announced a breakthrough for the DMC series, as Devil May Cry 5 sales have now surpassed 5 million units worldwide, making it the best selling game in the franchise overall. The number is higher than Deviil May Cry 4 by more than 200,000, and you can check out the announcement from Capcom below.

Here is the full announcement from Capcom celebrating the milestone of Devil May Cry 5 sales:

Translated from Google:

Cumulative worldwide sales of “DMC5” have exceeded 5 million units!

Thank you for your support.

The Capcom Spring Sale for PlayStation4 “Devil May Cry 5 Player Vergil Pack” is until 23:59 on April 27th (Wednesday) today. Do not miss it!

https://capcom.co.jp/devil5/ # DMC5

Here are the current sales figures for all DMC games as per Benji-Sales over on Twitter:

Devil May Cry V has reached 5+ Million Units Sold. It is the best selling entry ever in the franchise

Devil May Cry Series Sales

• DMCV – 5m+

• DMC4 – 4.8m

• DmC (Ninja Theory) – 3.8 Million

• DMC3 – 2.3m

• DMC1 – 2.1m

• DMC2 – 1.7m

• DMC HD Collection – 1.2m

In other DMC news, a Netflix series has been confirmed for Devil May Cry, and will feature both Vergil and Lady. Check it out here.

Source: Twitter

MP1st Staff

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Red Dead Redemption 2 April 27 Update Out on PC; Comes in at 2.9 GB

Rockstar Games has released the Red Dead Redemption 2 April 27 update on PC today, and this one is a relatively small patch that was released only on the PC platform. Check out the Red Dead Redemption 2 update patch notes below.

Red Dead Redemption 2 April 27 Update Patch Notes:

Update: Here’s the official patch notes from Rockstar Games:

[April 27, 2022] – Security Improvements

  • Updates to improve the security of Red Dead Online

At the time of writing, Rockstar Games has not yet released the full patch notes for this latest Red Dead Redemption 2 update. However, we do know that it’s size is 2.9 GB, and that according to GTA Forums it modified a number of files, possibly hinting to bug fixes:

i wonder why they had to modify whole 6 RPFs

i would get like 2 at most and exe

but no, 6 RPFS to balloon download size on RGL, cuz they cannot into delta patching in year of 2022

There’s no other known information on the patch, although it’s worth noting that Rockstar has been quiet on the game overall for quite some time now. In any case, stay tuned here at MP1st for the complete patch notes once we have them, which should be later in the day.

Update: Post has been updated with the official patch notes.

MP1st Staff

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Warframe Angels of the Zariman Launch Trailer and Features Fires Out

Warframe Angels of the Zariman is finally available today across all platforms, and Digital Extremes has also unveiled its launch trailer and additional details on this next big expansion! Check out the launch trailer below as well as the additional details.

Warfame Angels of th Zariman features :

Explore a Haunting and Beautiful Chrysalith Social Hub

Venture into the very heart of the Zariman Ten Zero and explore unique locations like the Chrystalith social hub. Here players will meet new characters to gain access to new Incarnon Evolving Weapons, customize their own Dormizone apartment, or squad up and jump seamlessly into three challenging new game modes, each a unique take on classic Warframe action.

Electrify your Gameplay with a New Warframe, Gyre

Gyre is Warframe’s 49th playable Warframe and can be earned in-game or purchased for Platinum from the Warframe Market. A graceful, yet formidable Warframe, Gyre can spin her inner mechanisms to generate electricity which she can elegantly control to obliterate opponents.. Players can look forward to annihilating their enemies with her conductivity of coils and transmitters, bringing on waves of destruction from her signature weapon and crippling Abilities. More information about Gyre and her full Ability kit can be found on the Angels of the Zariman landing page or Warframe’s Devstream 161 Overview.

Take Fashion Framing to New Heights with Voidshell Skins and Valkyr Deluxe

Warframe already features an extremely high-level of customization with its wide variety of Fashion Frame options and Angels of the Zariman introduces even more ways to customize player appearances in Warframe. Voidshell Skins are a unique new offering in Warframe that allow players to select Material Structures to apply to each tint on their Warframe. These textures can be earned or purchased in-game for Platinum and will only be available on Voidshell Skins for their Warframe and Operator (cannot be applied to existing cosmetics). A variety of Voidshell Skin collections will be made available today: Saryn Voidshell Collection, Volt Voidshell Collection, and the Rhino Voidshell Collection. A new Deluxe Skin will also be introduced today with the Valkyr Carnivex Collection, featuring the Valkyr Carnivex Warframe Skin, Dreyic Fist Weapon Skin, and Alastorn Armor Set. More information on these exclusive Customizations can be found on the Angels of the Zariman website.

Prepare for the Unknown with New Supporter Packs to Reinforce Your Arsenal

Players can reinforce their Arsenal and prepare for the threats ahead of them in Angels of the Zariman with instant access to new Weapons, Customizations, Boosters, and more in the Emergence and Chrysalith Supporter Packs. Venture into the dark of the Zariman with the evolving Tenno badge of honor, the Vesaro Sekhara, the striking Hespar Scythe and much more. More information about Warframe’s new supporter packs for Angels of the Zariman can be found on the expansion website.

Digital Extremes is also offering a limited-time sale on needed prerequisites to access Angels of the Zariman:

ITEM / BUNDLE PRICE (IN PLATINUM)
The New War Firepower Pack

Includes: Railjack + Voidrig Necramech

465 Platinum
Railjack 240 Platinum (40% Off Through May 11)
Voidrig Necramech + Bonewidow Necramech 225 Platinum Each (40% Off Through May 11 )

As is the case with these big content drops, Digital Extremes will be dropping a patch today for Warframe’s next big expansion. Stay tuned here at MP1st for the complete patch notes on Angels of the Zariman!

Warframe Angels of the Zariman is now available to play across all platforms, consoles and PC.

MP1st Staff

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The Elder Scrolls Online Update 2.31 Released This April 27 (Update)

Bethesda has released The Elder Scrolls Online update 2.31 patch for consoles today, and this brings another round of fixes to the MMORPG. For PC players, a patch was released earlier in the week. Read on for the ESO April 27 patch notes.

The Elder Scrolls Online Update 2.31 Patch Notes | ESO April 27 Patch Notes:

Update: Post has been updated with the proper patch notes for consoles (PlayStation and Xbox patch notes are the same).

Note: Same as with almost every The Elder Scrolls Online update, Bethesda has not released the official console patch notes yet, but we do have the PC version changelog available, which is more often than not, the same thing.

The Elder Scrolls Online v2.31 (PS4) / v1.13 (PS5) is a small incremental patch that contains two crash fixes, a fix for Bosmer female character animations, and a fix for an issue involving voice chat UI error messages. The size of this patch is approximately 522MB.

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Animation

  • Fixed an issue where female Bosmer characters were using the incorrect running animation.

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General

  • Fixed a crash that could occur when sending mail while logging out or closing the game.
  • Fixed a crash that could occur when entering a dungeon with an active Companion.

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General

  • Reduced the likelihood of randomly encountering UI error messages regarding voice chat when first logging in.

Once the console patch notes are out, we’ll update the post accordingly.

Update: Post has been updated with the proper console patch notes.

Source: Elder Scrolls Online forums

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Alex Co

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

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Dying Light 2 Update 1.010 Out for New Game+ & More for v1.3.0 This April 27

Techland has rolled out the Dying Light 2 update 1.010 patch for both last-gen and next-gen platforms. This is for patch version 1.3.0, and brings New Game+ alongside co-op, quest, UI/UX fixes and more!. Read on for the full Dying Light 2 version 1.3.0 patch notes.

Note: Some versions of the game are showing this as patch 1.009, and it depends what region of the game you own.

Dying Light 2 Update 1.010 Patch Notes | Dying Light 2 Version 1.3.0 Patch Notes:

New Game+

  • After finishing it once, the game can be replayed again, only this time with modified game parameters in place to encourage a second playthrough by the implementation of a unique system and experience. The player can now go through the story with revitalized mechanisms. These include new enemy behaviors, more difficult encounters, new objects within the world, namely the newly added inhibitors, and many more changes that will significantly alter the gameplay style and allow the player to develop their character further. All of this is only available in New Game+!
    • 30 new inhibitors
    • New platinum objectives for parkour challenges
    • Updated distribution of the enemies (f.e. Volatiles and Banshee spawn during the night, a wider variety of enemy pools in encounters)
    • A new legendary weapon tier added
    • Gold encounters added
    • Enemy difficulty scales with the player level

Co-op Updates

  • Fixed connection and stability issues in co-op
    • Fixed connection issues with the players who are further advanced inthe story
    • Improved game performance in co-op
  • Co-op story blocks
    • Fixed an issue that caused blocked progression in a single player game mode after a co-op session
    • Fixed few remaining death loops in co-op
    • Fixed an issue with a missing NPC during the Missing People quest in a co-op session
  • Co-op quality
    • Improved weapon visualization in online menu and inventory
    • Improved handling of challenges requirements in co-op
    • Fixed random bandit respawns while players are still in the bandit camp
    • Fixed issues with the player being unable to access inventory or map after dying several times in co-op
    • Fixed blocked story progression with „enemies nearby” notification
    • Fixed rare issue when a player can’t move after a revive
    • Fixes for far away peer respawn from the host and respawning in geometry
    • Fixed AI jitter in random cases
    • Improved various animations in co-op – f.e. crouching, throwing, using the bow, and more
    • Fixed sound duplication in co-op
    • Fixed rare cases of unresponsive quest radio dialog in co-op, causing story blocks
    • Fixed the display of incorrect icons on the map after a co-op party
    • Fixed “call for help” when the player is being summoned during a gather in co-op
    • Fixed black screens in certain situations that could cause progression blockers during co-op progression
    • Fixed unnecessary “skill requirement” text-glitch in the description of a challenge in a co-op session
    • Updated the time of tutorial windows to 30 seconds during the co-op sessions
    • Fixed a bug that allows player to have multiple story quests active

Content Update

  • Mutated Infected – New quest added Something Big Has Been Here, which included special elemental Goon variants

Gameplay Updates

  • Enemies with bows are less annoying — decreased damage output
  • Completed achievements are correctly awarded upon completion. This works for the achievements that were obtained before the update as well
  • Fixed a bug that was causing Howlers and Screamers to become invulnerable to damage
  • Fixed a possibility to fast travel between map regions after completing various quests
  • Fixed a random AI bug of Human encounters
  • Fixed infected invulnerability to arrows
  • Fixed missing rewards after Bandit encounters
  • Fixed the Virals patrol movement in GRE facilities
  • Grappling Hook. Tweaked pull limitations, longer swings will reset the vertical pull values; pulls will have a bigger first value

Quest Updates

  • Fixed a bug related to wall-clipping during the Let’s Waltz quest
  • Fixed a bug of the player getting stuck after using an inhibitor, or opening inventory after obtaining inhibitor in the Markers of Plague quest
  • Fixed the map display bug in The Only Way Out quest
  • Fixed the disappearance of Hakon in the Into The Darkness quest after playing in co-op
  • Fixed Sophie’s inaccessible position in The Raid quest

UI/UX Updates

  • Added FOV slider on PlayStation 5, and Xbox Series X
  • Improved UI textures optimization
  • Fixed issues related to switching between keyboard and controller
  • Fixed inhibitor pop-up message in Markers of Plague quest
  • Fixed quest display in journal
  • Fixed tutorial window display
  • Fixed weapon durability display, quest tracking, and inventory management on ASUS ROG Zephyrus Duo second display
  • Aiden should no longer T-pose in the main menu
  • Fixed crashes related to launching the game in 5760×1080 resolution
  • Fixed display of incorrect numbers on Immunity Bar
  • Minor changes to PC key bindings

Technical Updates

  • Improved game stability
  • Several crash sources fixed
  • Improved the stability of frame rate in various places on the map
  • Fixed multiple bugs that allowed players to see and fall outside map texture
  • Fixed occasional texture glitches in various places on the map
  • Fixed various audio glitches

…and numerous additional bug fixes and quality improvements.

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Alex Co

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

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Black Desert Online Update 2.32 for O’dyllita Part 2 This April 27

Pearl Abyss has released the Black Desert Online update 2.32 for consoles today, and this is to bring O’dyllita Part 2 content! Check out the long list of new stuff and changes in the Black Desert Online April 27 patch notes.

Black Desert Online Update 2.32 Patch Notes | Black Desert April 27 Patch Notes:

O’dyllita Part 2 

● The main quest for O’dyllita part two follows the ‘[Lv.60 O’dyllita II] The Gem of Imbalance’ has been added
– In order to proceed with the quest, you must have completed the ‘[O’dyllita] Keepsake of Ataraxia’ quest from O’dyllita part 1.

O’dyllita Hunting Begins 

● Added new Hunting quests.
– Adventurers who have completed the True Hunter quest can receive the New Legend quest from Verita of Port Epheria.
– Completing the quest line will allow you to receive 3 daily Hunting quests from Roussea of Narcion.

● Added new Hunting actions which can be obtained by completing the last quest “Hunter’s Dream” in the O’dyllita Hunting quest line.
– Hold RB/R1 during left or right roll to quickly kneel and shoot.
– Hold RB/R1 during backwards roll to quickly stand and shoot.
– Press RB/R1 while sprinting forward to shoot while sliding forward.

● Added Breath of Narcion as new item that can be obtained by defeating Hunting monsters in Narcion, O’dyllita.

● According to Roussea, the famous hunter, Animals have begun to migrate to the Narcion area of O’Dyllita
– 4 Hunting monsters (Grass Rhino, Verdure Buck, Shadow Wolf, Shadow Lion ) have been added to the area.
– Four hunting boss monsters (Grass Rhino, Verdure Buck, Shadow Wolf, Shadow Lion) have been added.
* Monsters in this area must be killed with Matchlocks.
– If you get the item “Life-bearing Wind” while butchering a hunted animal, the boss hunting monster will appear.
– Butchering the boss hunting monster has a higher chance of dropping the “Breath of Narcion” and gives more of the standard loot.

● Added [Hunting] Master Matchlock.
– [Hunting] Master Matchlock requires Artisan Hunter 10.
– [Hunting] Master Matchlock has higher AP, faster reload speed, and better Durability than the [Hunting] Artisan Matchlock.
– Can craft at Lv. 4 Tool Workshop using [Hunting] Artisan Matchlock +10.
– Breath of Narcion obtained from Hunting in O’dyllita is required to craft a [Hunting] Master Matchlock.

● Added Furniture as a drop item from defeating Hunting monsters in Narcion, O’dyllita.
– Stuffed Grass Rhino Head
– Stuffed Verdure Buck
– Stuffed Verdure Doe
– Stuffed Shadow Wolf Head
– Stuffed Shadow Lion Head

● Added special furniture crafting methods that can upgrade the buff effects of Artisan and Master level stuffed furniture.
– Only the new stuffed furniture obtained at Narcion, O’dyllita can be crafted into special furniture at the moment. More special furnitures are being planned to be added later.
– Breath of Narcion obtained from Hunting in O’dyllita is required to craft special furniture.
– Once Artisan and Master level stuffed furnitures are upgraded to special furnitures, buffs gained at the residence will now last 3 hours.

New Hunting monsters have settled down in the southern fields of O’dyllita, Narcion. You can obtain the Breath of Narcion by defeating these monsters from which you can make a higher tier Matchlock. Also, completing the new Hunting questline will allow adventurers to learn new actions that makes quick use of the Matchlock. Defeating Hunting monsters in Narcion will give you stuffed furnitures that allow 1 hour buffs, but upgrading them will boost the duration of the buff to 3 hours. Upgrade feature of other stuffed furniture are being planned to be added later on.

● Roussea, the Hunter of Narcion, can now exchange Usable hides and Supreme Hides for Damaged Hides and Usable Hides.

● You can also use simple alchemy on hides to transform them.
– Useable Hide x1 → Damaged Hides x2
– Supreme Hide x1 → Usable Hide x2
* You can also use Black Stone Powder to mass produce the hides
– Useable Hide x10 + Black Stone Powder x1 → Damaged Hides x20
– Supreme Hide x10 + Black Stone Powder x1 → Usable Hide x20

● Added 30 Artisan’s/Masters Special stuffed items that can be crafted through Hunting.
– In order to make these Special items, you require the use of the Breath of Narcion item that can be obtained by killing monsters in the Narcion Area.
※ Special Item production can also be made using Omua’s Breath, which can be obtained while hunting in the future when the Mountain of Eternal Winter is added.
– Special stuffed items can be made by combining the materials together. The buff duration from the items will increase to 3 hrs.

– You can find information regarding these items in the Crafting Notes.

Artisan/Master’s Stuffed items
Stuffed Bear Head
Bear Hide Carpet
Stuffed Boar Head
Stuffed Fox Head
Stuffed Weasel
Stuffed Gray Wolf Head
Stuffed Wolf head
Stuffed Giant Boar Head
Stuffed Elk Head
Stuffed Valencia Mountain Sheep Head
Stuffed Giant Lion Head
Stuffed Valencian Lioness Head
Stuffed Drieghan Male Goat Head
Stuffed Drieghan Female Goat Head
Stuffed Yak Head
Stuffed Llama
Stuffed Belladonna Elephant Head
Stuffed Baby Belladonna Elephant Head
Stuffed Gazelle Head
Stuffed Black Leopard Head
Stuffed Feather Wolf Head
Stuffed Phnyl Head
Stuffed Fericca Head
Stuffed Ferinna Head
Stuffed Kamasylvia Weasel

● A new daily quest has been added that can be received through Liana and Ludwig.
– Daily quests can be picked up from Liana in large cities.
– The following Daily Hunting quests cannot be received together, and only one can be selected per day.

Quest Name  Quest Requirements Rewards
[Daily][Hunting]
Wild Narcion
Beginner 1 to Artisan 10:
Kill Hunting Monster x5 in Narcion
Hunting EXP
(Professional 10: 11%)
Hunter’s Dawn x1
Hunter’s Token x5
Master 1 and higher:
Kill Hunting Monster x15 in Narcion
Hunting EXP
(Master 10: 1.7%)
Hunter’s Dawn x1
Hunter’s Token x10

Improved Pet Looting

The way pets acquire loot, as mentioned in CalpheON Episode 2, has been improved. Previously pets had to follow the character when the character moved, so the more the character moved, the slower the speed of picking up loot. As many adventurers have constantly provided their opinions on the topic, we have had a lot of discussions and tests to find a way to improve this situation, and we have been able to improve the way pets behave by looting items first. After this change it is expected that the chance of missing loot even when moving around a lot will be eased.

● The way pet’s pick up items has been improved.
– It has been improved so that pets will pick up loot first, even if the character moves.
– It has also been changed so that using Pet Skills such as hostility detection, rare monster detection etc do not affect the loot collection rate.

Content Changes

● Adjsuted the amount of Parley consumed per Barter to be reduced by 0.1% per Barter Level from Master 11 to Guru 50.

Barter Level Before After
Master 11 -18.37% -18.37%
Master 21 -19.28% -19.37%
Guru 1 -20% -20.37%
Guru 26 -21.04% -22.87%
Guru 50 -21.21% -25.27%

● Reports of rare animal sightings from all over are reaching some seasoned hunters. Many hunters living in quiet seclusion in Behr have gathered to put together a Rare Hunting Guide. You might be able to get special information about these rare animals by becoming friendly with the hunters.
– Added [Knowledge – Ecology – Rare Hunting Guide] Category
– Added the following rare monsters for hunting.


[Parched] Poison Net Desert Scorpion

[Enchanting] Rainbow Fox

[Oblivious] Breoro

[Moonlit] Crystal Alligator

[Cursed] Stone Cobra

– You may be able to obtain knowledge by hunting rare animals, and obtain the following titles.

Monster Name Title
[Parched] Poison Net Desert Scorpion – Fierce
– Desert Eagle
– Savior of Ibellab
[Enchanting] Rainbow Fox – Nothing If Not Quick-witted
– Great Detective
– ROYGBIV
[Oblivious] Breoro – Executing Traitors
– Grieving
– Heartbroken
[Moonlit] Crystal Alligator – Enjoying the Music
– Alligator Trainer
– Watcher
[Cursed] Stone Cobra – Taken Aback
– Snake Researcher
– Faux Snake

– You can get the [Bonus] Hunting quests by chance if you hunt the following animals.

Region Title Monster Name
Wild Animal Area near Acher Guard Post in Kamasylvia Wild Belladonna Elephant
Baby Belladonna Elephant
Gazelle
Feather Wolf
Black Leopard
Ferrica, Ferrina
Phnyl
King Griffon
O’dyllita
Narcion
Wild Grass Rhino
Verdure Buck
Verdure Doe
Shadow Wolf
Shadow Lion
Boss Grass Rhino
Verdure Buck
Shadow Wolf
Shadow Lion
Valencia
Areha Palm Forest
Wild Giant Lioness
Giant Lion
Giant Mountain Sheep

– You cannot accept the same [Bonus] Hunting Quest more than once. However, you can accept other [Bonus] Hunting Quests without a daily limit after completing a [Bonus] Hunting Quest.

Region Reward per Region Universal Rewards
Wild Animal Area near Acher Guard Post in Kamasylvia Mournful Crystal of the Forest x2
Hunter’s Token x25
Hunter’s Dawn x1
* You can get the following effects for 30 minutes when you obtain Hunter’s Dawn:
– Hunting EXP +15%
– Attack Speed +2
– Movement Speed +2
– Critical Hit +2
O’dyllita
Narcion
Narc’s Wishstone x1
Hunter’s Token x25
Valencia
Areha Palm Forest
Areha Handcrafted Compass Part x1
Hunter’s Token x25

– You can use Heating on Mournful Crystal of the Forest X10 to get Forest Fury X1
– You can use Heating on Narc’s Wishstone x30 to get Breath of Narcion x1
– You can take Areha Handcrafted Compass Part to Burita Allon, the trade NPC of Valencia, to get Lion Meat x250

Rare animals have been sighted in the Black Desert world. They are hard to find, but we hope that coming across these rare animals, filling out the Rare Hunting Guide one by one, and obtaining new titles along the way will add a new element of enjoyment for our Adventures.
We will continue to add new rare animals with their own unique characteristics—please stay tuned!

You can also get information on the rare animals from the villagers living in Behr, which may soon become a booming hunting village!

We also added [Bonus] quests to hunting; all you have to do is complete some rather straightforward quests to receive rewards unique to each region and short but powerful buffs.

Character Changes

The importance of accuracy has steadily moving towards the forefront of players minds, regardless of whether it’s in PvE or PvP. Accordingly, attack decision effects were added so that you can check the Accuracy of your character’s attacks. With this change, you’ll be able to set a clear goal for your gear or experience for yourself the Accuracy of your attacks when fighting against monsters that are much stronger than your character’s level.

● Added “Miss” to be displayed when your attacks miss so that you can more clearly recognize instance in which you miss attacks or successfully evade.
– You can activate the settings for this feature by going to the Show/Hide tab of the settings menu.

● Changed all characters Lv. 20 and below to be revived with full health restored.
● Improved the skills listed in the skill guide to now display based on attack skills.
● Changed the following skills, which were previously learned from between levels 2 to 6, to be learned at level 1.
– Sorceress: Signs of Agony
– Mystic: Scissor Kick
– Lahn: Moon Slash, Spring Breeze
– Archer: Earth Kick, Gaping Darkness, Flow: Volant Kick, Flow: Ascending Spirit, Winged Strike, Uproot, Low Sweep, Radiant Explosion
– Shai: Hop-Three
– Guardian: Fierce Disdain, Frenzy, Mutilation, Juggernaut, Juggernaut: Smite, Strike Down
– Hashashin: Piercing Tornado, Sand Divider, Shadow Splitter
– Nova: Bitter Reign, Chain Strike, Command: Rime Ice, Face the Darkness, Vengeful Star, Command: Blooming Icy Thorns, Punishing Trap
– Corsair: Whirling Slash, Whirlpool, Storm Surge, Tidal Slash, Overflow
– Sage: Void Gateways


Warrior
● Slash – Changed the required levels to learn each rank. Adjusted I to V damage accordingly.
● Slash – Changed to now combo itself from attack 2.
● Changed the main weapon skills displayed in the skill guide.


Berserker

For novice Adventurers to enjoy leveling in beginner zones, we’ve adjusted Berserker’s pre-Awakening skill damage accordingly.

● The following skill acquisition levels have changed.

Skill Name Before After
Elastic Force I~X 1/16/24/32/40/46/48/50/52/54 1/5/10/16/25/31/39/44/48/53

● Changed the damage of the following skills as follows

Skill Name Before After
Beastly Wind Slash (I~Extreme) 252/312/473/636/816% 328/406/615/827/1061%
Fierce Strike (I to Ultimate) Attack Damage: 327/424/521/618/715/811%

Extra Attack Damage (III~Ultimate) : 677/803/930/1054%

Attack Damage:  425/551/677/803/930/1054%

Extra Attack Damage (III~Ultimate): 880/1044/1209/1370%

Frenzied Destroyer I~VI Attack Damage: 251/277/439/493/534/590%

Extra Attack Damage: 260/311/361/412/465/606%

Attack Damage: 301/332/527/592/641/708%

Extra Attack Damage: 312/373/433/494/558/727%


Ranger
● Flow: Bypassing Wind – Fixed the issue where the hit effect of the skill appeared to overlap in the demo video.
● Prime: Tearing Arrow – Changed to fire the remaining arrows when stamina runs out while charging.
● Black Spirit: Elven Rage – Fixed the issue where the skill activated while it was toggled.


Musa
● Changed the following to Tiger Blade:
– Changed the area of Attack 1 to match the area hit with the blade.
– Fixed the issue where Prime: Gale skill damage was not applied.


Maehwa
● Blooming – Added to the Skill Guide.
● Black Spirit: Maehwa: Decapitation – Fixed the awkward text about the number of hits.


Ninja
● Ninjutsu: Shadow Stomp – Added to the Skill Guide.


Kunoichi
● Black Spirit: Flash Slash – Fixed the issue where the rage absorption effect was not being applied when used after Smokescreen.
● Main weapon Back-block – Fixed the issue where getting hit while changing weapons would cause her to change weapons instantaneously.



Witch, Wizard

For novice Adventurers to enjoy leveling in beginner zones, we’ve adjusted Witch’s and Wizard’s pre-Awakening skill damage accordingly.

● Changed the damage of the following skills as follows

Skill Name Before After
Fireball I ~ IV 483/537/799/862% 725/850/975/1100%
Fireball Explosion I ~ III 413/486/559% 620/810/1000%
Lightning I ~ V 419/495/557/605/637% 629/734/839/944/1049%
Residual Lightning I ~ IV Attack damage : 280/377/474/571%

Last attack damage : 336/452/569/685%

Attack damage: 363/585/807/1029%

Last attack damage: 436/702/968/1235%

Lightning Chain I ~ IV 242/332/376/428% 435/488/541/594%
Lightning Storm I ~ III 343/467/591% 515/665/815%
Freeze I ~ V 230/286/332/367/393% 345/380/415/450/485%
Frigid Fog I ~ IV 205/292/379/466% 308/462/616/770%
Earthquake I ~ IV 480/622/763/905% 624/874/1124/1374%
Meteor Shower I ~ III Attack damage:
579/683/787%

Meteor attack damage: 617/723/801%

Attack damage:
753/990/1227%

Meteor attack damage: 802/1068/1334%

 Witch
● Lightning – Fixed the awkward skill motion.


Mystic
● Wave Orb – Fixed the issue where the CC effect did not match the skill description.
● Tidal Burst, Rapid Stream – Fixed the issue where the increased Critical Hit Rate was not being applied.


Striker
● Crimson Fang – Fixed the incorrect commands displayed on the Skill Guide.


Dark Knight
● Cluster of Despair – Improved on the issue where the damage was not applied when used at different height from the target.

 Guardian
● Flow: Low Blow – Fixed the issue where the Down Smash on the skill was not being applied.

Item Changes

As we mentioned during the CalpheON – Episode 2 Q&A session, we have adjusted the cooldown for all elixirs. You will now be able to drink a variety of elixirs in content such as party monster zones with shorter cooldown times. Please drink responsibly.

● Reduced the cooldown of Elixirs, Enhancers, and Damage Reducers from 10 sec to 1.

Elixir of Amity
Improved Elixir of Amity
Elixir of Thorn
Elixir of Sharp Thorn
Resurrection Elixir
Strong Resurrection Elixir
Elixir of Human Hunt
Elixir of Perfect Human Hunt
Elixir of Frenzy
Elixir of Endless Frenzy
Golden Hand Elixir
Glorious Golden Hand Elixir
Elixir of Draining
Elixir of Strong Draining
Elixir of Demihuman Hunt
Fierce Demihuman Hunting Elixir
Elixir of Perforation
Elixir of Brutal Perforation
Elixir of Energy
Surging Energy Elixir
Elixir of Wings
Soaring Wings Elixir
Elixir of Death
Brutal Death Elixir
Elixir of Wind
Elixir of Flowing Wind
Elixir of Swiftness
Elixir of Intrepid Swiftness
Elixir of Spells
Elixir of Agile Spells
Elixir of Seal
Agile Seal Elixir
“Elixir of Assassination
Elixir of Lethal Assassin
Elixir of Detection
Elixir of Sharp Detection
Elixir of Concentration
Elixir of Advanced Concentration
Elixir of Will
Elixir of Remarkable Will
Elixir of Fury
Elixir of Endless Fury
Elixir of Resistance
Elixir of Sharp Resistance
Elixir of Life
Elixir of Strong Life
Elixir of Mentality
Elixir of Clear Mentality
Grim Reaper’s Elixir
Grim Soul Reaper’s Elixir
EXP Elixir
Splendid EXP Elixir
Defense Elixir
Elixir of Steel Defense
Elixir of Carnage
Elixir of Brutal Carnage
Elixir of Sky
Merciless Sky Elixir
Elixir of Endurance
Elixir of Overwhelming Endurance
Worker’s Elixir
Skilled Worker’s Elixir
Fisher’s Elixir
Skilled Fisher’s Elixir
Griffon’s Elixir
Strong Griffon’s Elixir
Elixir of Time
Elixir of Flowing Time
Elixir of Training
Elixir of Expert Training
Elixir of Shock
Elixir of Strong Shock
[Mix] EXP-Reaper Elixir
[Mix] Time-Training Elixir
[Mix] Swiftness-Wind-Spell Elixir
[Mix] Manhunt-Rage Elixir
[Mix] Thorn-Defense Elixir
Weenie Elixir
Surging Weenie Elixir
Looney Elixir
Reliable Looney Elixir
Helix Elixir
Splendid Helix Elixir
Elixir of Skill
Elixir of Infinite Skill
Elixir of Mastery
Elixir of Labor
Elixir of Armor
Elixir of Improved Mastery
Elixir of Rough Labor
Elixir of Corrupted Armor
[Party] Elixir of Amity
[Party] Improved Elixir of Amity
[Party] Elixir of Thorn
[Party] Elixir of Sharp Thorn
[Party] Resurrection Elixir
[Party] Strong Resurrection Elixir
[Party] Elixir of Human Hunt
[Party] Elixir of Perfect Human Hunt
[Party] Elixir of Frenzy
[Party] Elixir of Endless Frenzy
[Party] Golden Hand Elixir
[Party] Glorious Golden Hand Elixir
[Party] Elixir of Draining
[Party] Elixir of Strong Draining
[Party] Elixir of Demihuman Hunt
[Party] Fierce Demihuman Hunting Elixir
[Party] Elixir of Perforation
[Party] Elixir of Brutal Perforation
[Party] Elixir of Energy
[Party] Surging Energy Elixir
[Party] Elixir of Wings
[Party] Soaring Wings Elixir
[Party] Elixir of Death
[Party] Brutal Death Elixir
[Party] Elixir of Wind
[Party] Elixir of Flowing Wind
[Party] Elixir of Swiftness
[Party] Elixir of Intrepid Swiftness
[Party] Elixir of Spells
[Party] Elixir of Agile Spells
[Party] Elixir of Seal
[Party] Agile Seal Elixir
[Party] Elixir of Assassination
[Party] Elixir of Detection
[Party] Elixir of Lethal Assassin
[Party] Elixir of Sharp Detection
[Party] Elixir of Concentration
[Party] Elixir of Advanced Concentration
[Party] Elixir of Will
[Party] Elixir of Remarkable Will
[Party] Elixir of Fury
[Party] Elixir of Endless Fury
[Party] Elixir of Resistance
[Party] Elixir of Sharp Resistance
[Party] Elixir of Life
[Party] Elixir of Strong Life
[Party] Elixir of Mentality
[Party] Elixir of Clear Mentality
[Party] Grim Reaper’s Elixir
[Party] Grim Soul Reaper’s Elixir
[Party] EXP Elixir
[Party] Splendid EXP Elixir
[Party] Defense Elixir
[Party] Elixir of Steel Defense
[Party] Elixir of Carnage
[Party] Elixir of Brutal Carnage
[Party] Elixir of Sky
[Party] Merciless Sky Elixir
[Party] Elixir of Endurance
[Party] Elixir of Overwhelming Endurance
[Party] Worker’s Elixir
[Party] Skilled Worker’s Elixir
[Party] Fisher’s Elixir
[Party] Skilled Fisher’s Elixir
[Party] Griffon’s Elixir
[Party] Strong Griffon’s Elixir
[Party] Elixir of Time
[Party] Elixir of Flowing Time
[Party] Elixir of Training
[Party] Elixir of Expert Training
[Party] Elixir of Shock
[Party] Elixir of Strong Shock
[Party] Weenie Elixir
[Party] Surging Weenie Elixir
[Party] Looney Elixir
[Party] Reliable Looney Elixir
[Party] Helix Elixir
[Party] Splendid Helix Elixir
Melee AP Enhancer
Ranged AP Enhancer
Magic AP Enhancer
Knockback/Floating Resistance Enhancer
Knockdown/Bound Resistance Enhancer
Grapple Resistance Enhancer
Melee Damage Reducer
Ranged Damage Reducer
Magic Damage Reducer

● Improved the following for the GM’s Blessing items:
– All the GM’s Blessing items were improved to have a 1 hour cooldown.
– The issue where the buffs wouldn’t reset when using the GM’s Blessing items with lesser buffs was fixed.

Background, NPC and Audio Changes

● Improved the appearances of the following NPCs that you encounter during the Balenos main questline:
– Igor Bartali, Edan, Jarette Domongatt, Emma Bartali, and Eileen

Quest and Knowledge Changes

● The daily quests from Daphne DelLuci have had their names changed.
– [Daily] How to Scare Boars I, II, III → [Daily] How to Scare Boars I, II, III : Sharp Black Crystal Shards
– [Daily] How to Scare Bears I, II, III’ → [Daily] How to Scare Bears I, II, III : Hard Black Crystal Shards

UI

● Improved so that you can auto-skip quest dialogues.
– To use this function, press □/X when talking to NPC’s during quests.

● Improved to not reset your scroll on the page you were previously on when you re-open the Skill (K) window within 30 seconds of closing it.

● Added the option to auto-reject Yarr Invites
– Settings >Other > Auto Reject Yarr Invites

● Added a new colored icon for a Fence with crops that can be harvested or undergo plant breeding when viewed on the World Map.


Crops being farmed

Pest control/pruning needed

Harvest/plant breeding available

● Added a feature that automatically aligns items on the Central Market Warehouse.
– You can not only use the Auto Arrange function but also sort by Item Grade, Enhancement Level, Weight (LT), Capacity (VT), and Gear Slot in Descending and Ascending orders.

SYSTEM

● Added a phrase to the ‘[Event] Kuku’ pet stating that only one can be taken out at a time.
● Reworked the background music playback system to play music according to the individual styles of the five major regions in the continent.
– The playback system will now play several tracks in succession, instead of repeating The same track over and over again for The same region.
– Combat music will now fade while fighting normal monsters; in areas with constant combat, music that best suits the specific region will play.
※ We plan to add horse riding music in a future update.

Other Changes

● Fixed the issue where you couldn’t check the node tax info from the Node Managers at Pujiya Canyon and Bashim Base.
● Fixed an issue where in certain situations, the Central Market notification would display incorrectly.
● Fixed the issue where the courser icon would be displayed on the mount information of the horse that did not satisfy the requirements to be a courser.
● Fixed the issue on the bridge at Lake Flondor that made wagons get stuck and unable to move.
● Fixed an issue where you could get stuck in a wall when reconnecting in a certain location.
● Fixed an issue where movement could be hindered by terrain during combat with the world boss Karanda.
● Fixed the issue where characters’ movements appeared abnormal in certain parts of the Serene Spring.
● Fixed an issue where the icon for Specters Energy did not appear in the Crafting Notes.
● Fixed an issue where the ‘Find NPC’ function would direct to Liana and Ludwig NPC’s when looking for General Goods Vendors.
● The character movement function has been disabled in Red Battleifeld, Atoraxxion and Battle Arena.
● Fixed an issue where energy would fail to recover in certain situations.
● Fixed an issue where abnormal movements were shown when selecting a color from the underwear dying menu.
● Fixed an issue where the group order of pets was not applied correctly in certain situations.
● Fixed the issue where you couldn’t remove Atoraxxion exclusive items when clearing Vahmalkea while having the expired Vahmalkea matchlock in your possession.
● Fixed the issue where characters with karma below 0 wouldn’t be attacked when mounting a wagon.

Source: Black Desert
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Alex Co

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