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Warframe – Hotfix 35.5.3 Patch Notes

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Warframe – Hotfix 35.5.3 Patch Notes
0c3041fbf17ec6021b56139c19873fe4.jpg NEW GAME MODE: DEEP ARCHIMEDEA  Embark on perilous research expeditions in Albrecht’s Laboratories! Deep Archimedea is a weekly challenge with three missions that must be completed in a single sequence. Rewards are given based on a number of factors, with the core principle being the higher the risk the higher the potential reward. Read on to learn more! Before we get into the nitty gritty here, we're excited to get Deep Archimedea into your hands and will watch for feedback as players engage in this challenging gamemode. Requirements
  • Completed the Whispers in the Walls Quest
  • Rank 5 with the Cavia Syndicate
    • Upon hitting Rank 5, a special transmission from Necraloid will play, directing you to him in the Sanctum Anatomica for Deep Archimedea. If you were already Rank 5 before the update, when you load into the Sanctum Anatomica it will play automatically and Necraloid will be accessible there to begin Deep Archimedea.
Difficulty Level  Deep Archimedea has an extremely high difficulty level and is designed to really put you and your Arsenal to the test. Enemy Levels: 
  • Normal: 250 - 275
  • Elite Archimedea: 375-400 (more information on Elite Archimedea in its dedicated section below)
NOTE ON LOADOUT RESTRICTION: In addition to a variety of difficulty modifiers, there are no opportunities to change your Loadout in between missions. Meaning the Loadout you start Deep Archimedea with is the Loadout you will use throughout all three missions. While it can be attempted solo, we highly recommend you go into Deep Archimedea with a Squad that has carefully prepared their Loadouts and is ready to take on the challenges ahead. Where & How To Access Deep Archimedea begins at Necraloid in the Sanctum Anatomica! Find him stationed on the second level of the Sanctum Anatomica. 296ca7ce274d9728cd1519a00e773a37.jpg How To Begin The following simplifies how to jump into Deep Archimedea in three steps, but the sections that follow go into much greater detail on what you can expect in preparation for the missions ahead. 1. Interact with Necraloid to open the Deep Archimedea screen & use Search Pulses to unlock:  92acad3931d4a829838424e2db573e02.jpg Players can exchange 2 of their 5 weekly Netracell Search Pulses to access the week’s Deep Archimedea. Doing so gives you unlimited chances to play Deep Archimedea missions, with each reward tier being earned once before each weekly reset on Monday @ 0:00 UTC.  db0cfa576842d6771fb79d672f9ec2aa.jpg You can view and interact with the Deep Archimedea screen prior to unlocking access each week, but you won’t be able to start the missions until you have sacrificed your Netracell Search Pulses. Additional Search Pulses for week of Deep Archimedea’s launch:  We have given players an additional 5 Netracell Search Pulses for this week with Deep Archimedea’s release to ensure anyone meeting the requirements can participate in Deep Archimedea for its debut! These are in addition to the usual 5 weekly Pulses, so 10 in total if you haven’t used any yet on Netracells this week. These additional Pulses will expire at the next reset on Monday, April 8th @ 0:00 UTC.  2. Select Individual Parameters (if any)  You have the option to select Individual Parameters which will be applied to all three missions - these increase the overall difficulty in exchange for Research Points, which can unlock Reward Pools. Learn more about unlocking Deep Archimedea rewards in the “Research Points & Rewards'' section further down. These Parameters are not required to begin Deep Archimedea, should you not be up to the extra challenge. Individual Parameters consist of Loadout Modifiers, Personal Modifiers and Elite Archimedea - we cover each of these in detail in their own dedicated sections below. 3. Select the “Begin Research” button Doing so will begin the mission countdown. Enter the Laboratories to start the missions with all of the parameters you had activated. Good luck, Tenno! Mission Restrictions  Deep Archimedea missions, similar to Netracells, have the following restrictions on by default: Empowered Enemies: 
  • Enemies have their Health and Shields increased by 100% and an additional 50% for each squad member, up to a maximum of 300%.
  • Increased chance of Eximus.
Respawn Restrictions: 
  • No Self Revive: Self-reviving is disabled. Instead, 30s after a Tenno has been slain, a dormant Void Angel bearing the glyph of the fallen Tenno, will appear in the mission . Awaken and defeat the Angel to revive the dead Tenno. Each subsequent Void Angel will be much stronger.
    • These Void Angels will only have one health bar and do not include the Ethereal Void Angel stage to defeat them.
    • Known issue: Clients unable to interact with Void Angels twice in a single mission to revive fallen Host - we are looking to have this fixed hopefully by next Hotfix!
  • Last Gasp Penalty: Activating Last Gasp Focus ability reduces the timer by 2 seconds.
  • Bleedout Shortens: The bleedout timer shortens after each revive, to a minimum of 5 seconds.
  • Mortis Strikes: After being dead for 3 minutes you will incur a Mortis Strike. After 3 Mortis Strikes you will not receive any more rewards for this run. A timer will be displayed while you are dead to track time until your next Mortis Strike.
    • All mission rewards earned before receiving 3 Mortis Strikes will be retained, including mission completion rewards.
      • Ex: if you received your 3rd strike in Mission 3, you would still retain earned rewards from Mission 1 and 2.
    • The Mortis Strike timer only begins once a player’s bleed out timer expires and they have fully died.
    • The Mortis Strike timer accumulates while a player is dead, awaiting revival. The counter is cumulative and does not reset upon revives, so try to stay alive, Tenno!
Consumables Restrictions: 
  • Cooldown Increase: Each type of Restore has a 3 minute cooldown timer applied. This cooldown affects all sizes of Restore type.
Individual Parameters There are two kinds of Individual Parameters that can be selected by the player: Loadout and Personal Modifiers.  Enabling any Individual Parameter increases potential Research Points by one for all three missions (totalling 3 Research Points per Parameter) in exchange for making these already difficult encounters even deadlier. Increasing your Research Points can unlock additional Reward Pools. We cover Research Points in more detail in the “Research Points & Rewards” section. Loadout  These Parameters are applied based on your Loadout equipment. Match your Arsenal Loadout to any of the Warframes, Primary Weapons, Secondary Weapons, or Melee Weapons listed in the Deep Archimedea screen to increase your Research Points by one Point per equipment per mission. In order to activate any of the Loadout parameters, players must change their equipment in the Arsenal. Matching Warframes, Primaries, Secondaries, and Melee weapons will activate their correlating parameters automatically. Deactivate them by changing your equipment to something other than what’s listed. eb0272dacfff1027412a81a17474bfb1.jpg Loadout parameters reset weekly Monday at 0:00 UTC.   Personal Modifiers These Modifiers affect players directly, providing a challenge in exchange for increased Research Points. These are applied individually, allowing a player to increase the challenge for themselves without affecting their teammates. In order to activate/deactivate any of the Personal Modifiers, simply select them in the Deep Archimedea screen. 92d79d4ff5c0341a4f9f11d6f2d9e408.jpg Here is the list of all of the possible Personal Modifiers:
  • Gear Embargo: Gear cannot be used.
  • Powerless: All Abilities are disabled until you kill 50 enemies.
  • Secondary Wounds: Gain 1 Puncture Status Effect every time you take damage.
  • Lethargic Shields: Shield recharge delay increased 500%
  • Ammo Deficit: Ammo restored by drops and gear is reduced 75%
  • Fractured Armor: Casting an ability reduces armor by 10% for 10s.
  • Untreatable: Pickups do not heal, and Health Orbs cannot be picked up
  • Abbreviated Abilities: Ability durations reduced by 75%.
  • Concussive Drain: Taking health damage also consumes 5% of max energy per hit.
  • Transference Distortion: Transference into Operator and Drifter is blocked.
  • Terminal Velocity: You do 0 damage while not moving.
  • Framecurse Syndrome: Activating an Ability inflicts 50 damage upon you.
  • Knifestep Syndrome:  Lose 2 Health when moving. Jumping pauses the effect.
  • Energy Exhaustion: Lose 2 Energy per second for each enemy within 10 meters of you.
  • Ammo Scarcity: Ammo depletes steadily. Battery weapons recharge slowly.
  • Exposure Curse: Shields are removed.
  • Sanguine Syndrome: Every time you take damage, you also suffer a Bleed Status Effect.
  • Vampyric Syndrome: Lose Health every second. Killing enemies restores Health.
  • Conductive: Take Electrical damage every few seconds.
Mission Deviations & Risk Variables  Each Deep Archimedea mission has its own Deviation and Risk Variable - modifiers which make these missions substantially more difficult. Each individual Elite Archimedea mission also has their own additional Risk Variable to contend with. 7e9b45fdb8958c99e96d00c1e040e111.jpg Deviations  Deviations live up to their name - they deviate from the bounds of a standard mission type, forcing new strategies to adapt to their conditions. They are variations of mission elements you may already be familiar with, designed to keep even the most experienced Tenno on their toes. Here is the list of all of the possible Deviations:
  • Necramech Influx: Necramechs appear with greater frequency.
  • Fissure Cascade: Fissures rip into the mission, causing the Enemy Level to go up by 1 every 10s. Destroy them to stop the level from increasing further.
  • Damage Link: Enemies within 10m of each other form a Damage Linked group. Any damage done to an individual is distributed evenly to the entire linked group.
  • Sealed Armor: Enemies take 90% less damage from non-weak point hits.
    • Weak points will be highlighted with this Deviation active.
  • Parasitic Towers (Survival): Life Support Towers only activate after 20 enemies have been killed within a 15m radius of them.
  • Hostile Support (Survival): The Life Support Tower delivery system is disabled. Necramechs spawn every 90 seconds, and drop 6 Life Support Modules when killed.
  • Hazardous Areas (Survival): Activate Life Support Towers to clear Hazardous Areas for your squad.
  • Hazardous Goods (Alchemy): Amphors will inflict their associated elemental damage while being carried.
  • Alchemical Invulnerability (Alchemy): 10% of enemies are equipped with an impervious Elemental Barrier that can only be destroyed by an Amphor of the corresponding element.
  • Eximus Amphora (Alchemy): Eximus units always drop Amphor but they are the only units that drop them.
  • Eroding Senses (Mirror Defense): The Auricle and Vitreum take damage over time, collecting the required Vosphene Glyphs will halt the degradation and partially heal them.
  • Glyph Inflation (Mirror Defense): The security system requires twice as much Vosphene Glyphs to activate.
  • Glyph Trap (Mirror Defense): Some Vosphene Glyphs are booby trapped with a portal that Teleports those that touch it 250m away. After the portal is revealed it lasts 45s.
  • Radioactive Breakdown (Mirror Defense): All enemies are invulnerable and can only take damage when they are inflicted with Radiation Status. Chryrinka Pillars appear randomly and inflict Radiation Status.
  • Barbed Glyphs (Mirror Defense): Each Glyph inflicts a small amount of damage when collected.
  • Coordinated Front (Assassination): Eximus units support The Fragmented Tide and its final form.
  • Relentless Tide (Assassination): The Fragmented Tide never stops attacking.
  • Angelic Cohort (Assassination): Void Angels fight alongside the final Fragmented form.
  • The Fragmented Two (Assassination): Face two Fragmented forms in the final battle.
  • Engorged Gruzzlings (Disruption): All Gruzzlings are Eximus.
  • Parasitic Conduits (Disruption): A Conduit's timer is paused unless a player is within 10m, more players in range will accelerate the timer. Conduits will slowly drain the shields of any players in range.
  • Double Demolishers (Disruption): Two Necramech Demolishers will attack any Conduit, but their health is reduced.
Risk Variables  Risk Variables are more focused on enemies and weapons, designed to make the endless waves of enemies more merciless than ever before. Tenno will want to check Risk Variables before diving into a Deep Archimedea to ensure they’re prepared for whatever lies in front of them. Here is a list of all of the possible Risk Variables:
  • Hostile Regeneration: Enemy health slowly regenerates.
  • Vampyric Liminus: Slow moving, immortal, Duviri Liminus drain Health and Energy from allies who get too close.
    • While immortal, they are affected by CC effects. They also deal increased damage to players with Overguard.
  • Adaptive Aberrations: Enemies gain resistance to Elemental Damage that has been inflicted upon them. Resistance is lost if no damage is taken from that element for 5s.
  • Bolstered Belligerents: All enemies have Overguard equal to 50% of their max health.
  • Ranged Engagements: Only enemies with ranged attacks are present.
  • Close Quarters: Only enemies with melee attacks are present.
  • Fortified Foes: Guardian Eximus units may be encountered, including Guardian Eximus Necramechs.
  • Myopic Munitions: Enemies will only take damage if a player is within 15m of them.
  • Postmortal Surges: Slain enemies burst with Void energy.
  • Elemental Potency: Enemies deal +100% Elemental Damage and have +85% resistance to Elemental Damage.
  • Eximus Reinforcements: Additional Eximus units will be deployed.
Additional Endless Mission (Survival & Mirror Defense) Mechanic : Reduce Mission Timer  Summoning and defeating a Rogue Necramech Eximus unit will reduce the mission timer by 45 seconds of Survival and Mirror Defense missions. To summon a Rogue Necramech, locate the dispensers that Rogue Culverins use to summon Rogue Necramechs in Albrecht’s Laboratories missions. Interact with the terminal there to summon a Rogue Necramech unit. There is a 50% chance that the unit spawned is an Eximus! Once you have used a terminal, all Necramech dispensers are put on a 60 second cooldown. Elite Archimedea For the truly courageous Tenno, Elite Archimedea is standard Deep Archimedea cranked up to 11, with increased enemy levels and an additional Risk Variable per mission. How to unlock and Enable:  Completing all 3 Deep Archimedea missions with a Research Points of 25 or higher will unlock Elite Archimedea permanently. From the Deep Archimedea screen, it’s as easy as selecting the “Elite Archimedea” button to enable it. 7a6c84afab14420770e5cd9ad311d8e2.jpg Research Points & Rewards Players can earn up to 5 Rewards (plus resources) each week from Deep Archimedea, depending on their total Research Points. 3 Rewards are available from Deep Archimedea, while all 5 are available from Elite Archimedea should players be up to the challenge.  Rewards from each Reward Pool can only be earned once per week, so the only way to earn more rewards is to increase your possible Research Points before heading into your missions. Research Points: Research Points determine the rewards that are granted at the end of each successful Deep Archimedea mission. They can be increased by enabling Individual Parameters and Elite Archimedea. 7e381b27fbd733fc12518eb8cb1e8074.jpg While Deep Archimedea can be attempted an unlimited number of times in a week, Research Points do not stack across attempts. In other words, each attempt is independent from the previous. Rewards are earned based on the singular attempt at hand, not the sum of your attempts over the week.
  • Completing all 3 missions of a Deep Archimedea awards 3 Research Points.
  • Completing all 3 missions of an Elite Archimedea awards 10 additional Research Points, for a total of 13.
    • Elite Archimedea is unlocked after completing a Deep Archimedea with at least 25 Research Points, which requires players to complete Deep Archimedea with all Individual Parameters enabled.
  • Each Research Modifier adds an additional 1 Research Point per mission, for a maximum of 24 bonus Research Points earned by completing all 3 missions with every Individual Parameter enabled.
  • The maximum number of Research Points possible is 37 (13 from Elite Archimedea, 24 from Individual Parameters).
Reward Pools:  Enabling Elite Archimedea and all Individual Parameters gives a maximum of 37 Research Points for unlocking rewards! There are five Reward Pools that can be unlocked via Research Points, and three additional resource bundles. These Reward Pools have their drop tables spread across three different tiers: Silver, Gold, and Diamond. 5f6f55c055884c26a06d760a901fdcc6.jpg Silver Rewards These rewards share their reward pool with Netracells, so obtaining both Silver Rewards is just like you had used your 2 Search Pulses to take on 2 Netracells. NOTE: The Netracell Drop Tables were changed with Dante Unbound, so the following list is the newly updated list of rewards. There’s a full breakdown of what exactly changed in the “Netracell Drop Table Changes” section of the Dante Unbound patch notes.
  • Crimson Archon Shard
  • Azure Archon Shard
  • Amber Archon Shard
  • Melee Arcane Adapter
  • Melee Crescendo
  • Melee Duplicate
  • Tauforged Crimson Archon Shard
  • Tauforged Azure Archon Shard
  • Tauforged Amber Archon Shard
Silver Rewards are available at 5 and 10 Research Points, which means the minimum to receive them is:
  • 5 Research Points: Complete all 3 Deep Archimedea missions with 1 Individual Parameter enabled.
  • 10 Research Points: Complete Deep Archimedea with at least 3 Individual Parameters or Elite Archimedea enabled.
Entrati Lanthorn Bundle Completing a Deep Archimedea run with at least 15 Research Points will earn you a bundle of 3 Entrati Lanthorns.
  • 15 Research Points: Complete Deep Archimedea with at least 4 Individual Parameters or Elite Archimedea enabled.
Gold Rewards These rewards contain the same items as the Silver Rewards, but with improved drop chances for the rarest rewards! The chance of receiving a Melee Arcane Adapter is reduced, resulting in an increase to the Melee Crescendo and Melee Duplicate Arcane drop rates. Additionally, Archon Shards are twice as likely to be Tauforged compared to the Silver Rewards! NOTE: The Netracell Drop Tables were changed with Dante Unbound, so the following list is the newly updated list of rewards. There’s a full breakdown of what exactly changed in the “Netracell Drop Table Changes” section of the Dante Unbound patch notes.
  • Crimson Archon Shard
  • Azure Archon Shard
  • Amber Archon Shard
  • Melee Arcane Adapter
  • Melee Crescendo
  • Melee Duplicate
  • Tauforged Crimson Archon Shard
  • Tauforged Azure Archon Shard
  • Tauforged Amber Archon Shard
Gold Rewards are available at 20 and 31 Research Points, which means the minimum to receive them is:
  • 20 Research Points: Complete Deep Archimedea with at least 6 Individual Parameters or Elite Archimedea enabled.
  • 31 Research Points: Complete Elite Archimedea with at least 6 Individual Parameters enabled.
Vosfor Bundle - Exclusive to Elite Archimedea Completing a Deep Archimedea run with at least 28 and 37 Research Points will earn you 20 Vosfor (28 Points) and 50 Vosfor (37 Points).
  • 28 Research Points: Complete Elite Archimedea with at least 5 Individual Parameters enabled.
  • 37 Research Points: Complete Elite Archimedea with all Individual Parameters enabled.
Diamond Reward - Exclusive to Elite Archimedea This final reward is the absolute best, guaranteeing either a Tauforged Archon Shard or a Legendary Melee Arcane (Melee Crescendo, Melee Duplicate)! The Diamond Reward is available at 34 Research Points, which means the minimum to receive the reward is:
  • Complete Elite Archimedea with at least 7 Individual Parameters enabled to reach 34 Research Points.
Dante Balance Changes In the time that Dante has been available to play, he has quickly become a fan favorite! We recognize how much of a blast it's been to play this quill-wielding Leverian wizard, which is something we have kept at the forefront while determining the following balance changes. These changes are not meant to suspend the fun factor but to maintain our philosophy on why we nerf things in Warframe (automated play, disruptive to squad, or overly dominant). After much review and feedback consideration, we recognized that it’s not the damage Dante can deal that needed to be addressed, but rather his accumulation of Overguard. We still believe Dante is in a strong place even with these adjustments, as our goal from the start was never to nerf him into the ground. However, finding balance isn’t found simply in the nerfs, but also in the buffs! So we have also given a little bit of love to Wordwarden and Triumph.
  • Increased Wordwarden’s weapon damage on warded allies from 30% to 50%.
    • The Wordwarden felt a bit lackluster in comparison to the rest of Dante’s abilities, so we gave it a boost to encourage players to experiment and engage with it more.
  • Final Verse’s “Tragedy” now only affects enemies within Line of Sight.
    • This felt like the most reasonable change to Tragedy since it could be cast back to back without much forethought on positioning. So to make it a more active ability, enemies must now be within range in your Line of Sight to be impacted by it.
  • Reduced the amount of Overguard gained from Final Verse’s “Triumph” from 5000 to 2000 at Max Rank.
    • For a bit of compensation, we increased Triumph’s base Overguard Regeneration per second from 50 to 100 at Max Rank (can still be modified with Ability Strength).
  • Reduced the amount of Overguard gained from Light Verse from 500 to 250 at Max Rank (can still be modified with Ability Strength).
  • Added Overguard Cap stat to Final Verse’s “Triumph” description to make it clear that there are cases where the cap for Light Verse and Triumph can be different (ex: when using the Precision Intensify Mod).
  • Final Verse’s “Pageflight” no longer applies increased Status Effect Damage to enemies hit by its Paragrimms.
    • This was an undocumented element of Pageflight, but for the sake of transparency we wanted to inform you of its removal. We believe its removal strikes a better balance and synergy with Status Damage inflicted by Tragedy.
    • NOTE: This is not a removal of the Status Vulnerability added to enemies by Pageflight. We are only removing the unintended additional damage taken from Status Effects.
You can continue to share your feedback in the dedicated Dante Feedback sub-forum. General Dante Changes & Fixes: 
  • Updated Dante’s Final Verse ability videos to better showcase the custom HUD.
  • Made improvements to cast animations for Dante’s Final Verse to allow for smoother Ability chaining.
  • Fixed the Archon Intensify Mod triggering upon casts of Dante’s Light Verse regardless if players were actually healed. Now Light Verse will only trigger Archon Intensify if Health is restored.
  • Fixed Tome skins being upside down when equipped on Noctua.
  • Fixed Dante Specter casting Final Verse interfering with the player's custom Dante HUD that displays which Verses are active.
  • Fixed several crashes caused by shooting an enemy with Dante’s Noctua while riding Kaithe or K-Drive.
  • Fixed being unable to shoot weapons after casting Fractured Blast (infused onto Dante via Helminth) at the end of Final Verse’s “Triumph”.
  • Fixed bug where Melee weapon would briefly appear at the end of each of Dante’s ability casts if it was equipped in hand.
GI Lighting Changes & Fixes: 
  • Increased the overall luminosity of the Orbiter to better account for shadows and player’s Decorations.
  • Improved lighting in the Orbiter Arsenal by balancing the shadows so that they aren’t so dominant.
    • This was a prevalent feedback point from players as it was causing colors to appear darker than what is seen in the color palette, making it rather difficult to fashionframe.
  • Improved lighting in the walkway of the Transference room to fix the lighting looking blocky.
  • Improved the lightning when transitioning between the Landing Craft and the Orbiter in the Drifter Camp.
  • Fixed broken lighting on the portal between the Landing Craft and the Orbiter in the Drifter Camp.
  • Fixed issues with reflections and gaps in the GI Lighting volumes.
  • Fixed reflection volume line appearing in the glass materials in the Helminth room.
  • Fixed Decorations with reflective glass-like surfaces showing up as bright low-resolution circles.
  • Fixed the Arsenal, Transference Room, and Helminth Room not being lit properly when Dynamic Lighting is disabled in settings.
  • Fixed several Decorations having very little lighting on them when the Graphics Preset is set to low, notably:
    • Prex Cards
    • Argon Pegmatite
    • Agkani Stone
    • Ludoplex
  • Fixed issues of GI lighting volumes clipping through into other levels in the Albrecht’s Laboratories tileset.
  • Fixed the water surface in the Helminth room having an unnatural blue tint caused by GI lighting.
Arca Triton’s “Slam Capacitor” Buff Changes & Fixes:  With the changes we made to Slam Attacks in the Dante Unbound Update, the Arcan Triton in particular benefitted from the overall buff to Slam Attacks thanks to its Unique Trait “Slam Capacitor.” Since Slam Attacks are now entirely Radial Damage, scale with Mods, and have a 2x Multiplier applied across all Melee weapons, Slam Attacking with the Arca Triton was leading to ludicrous damage numbers (even reaching into the billions). With that in mind, we’ve made the following two changes to bring it back to a more balanced state: 1. Changed Slam Capacitor’s Slam Damage buff from multiplicative to additive. 
  • Before: Each Slam Capacitor charge multiplied base Slam Damage by 2 up to a max of 10 charges, which would total out to a 1024x multiplier. A combination of the multiplier at max and the buffs we made to Slam Attacks allowed players to ramp up to those unruly damage numbers in no time.
  • Now: Each Slam Capacitor charge additively stacks the base Slam Damage up to a max of 10 charges. For comparison sake, it calculates similarly to the Seismic Wave Mod, but at max charges grants a +1000% damage Slam Damage increase.
2. Changed Slam Capacitor’s charge duration from 20 seconds to infinite. 
  • Before: Charges expired after 20 seconds unless they were refreshed by killing enemies or using them.
  • Now: Charges are now stored indefinitely, meaning you can use them at any point without having to constantly refresh them.
While we were investigating the Arca Triton for the above changes, we found other elements that we can change/fix:
  • Slam Attacks performed in Stance Combos for the Arca Triton no longer consume Slam Capacitor charges.
    • They were always ineligible to receive the buff in the first place, which meant they were consuming charges without any benefit. So now, you can continue to perform your Combos without worrying about the charges being consumed accidentally.
  • Fixed an issue where one player doing a Slam Attack with the Arca Triton would clear everyone else's Arca Triton charges in the Squad.
Missed Notes from Update 35.5.0: Observant Tenno may have noticed some Abilities are no longer interacting with Crowd Control immune foes the same way. This is due to a change that went out with Dante Unbound, but was unfortunately missed in Patch Notes. These particular interactions fell outside of the intended design of CC immunity, so we have removed these outliers to restore expected behaviors. Enemies with Crowd Control immunity (ex: Overguard) have had the following interactions removed:
  • Frost's Ice Wave Impedance Augment (specifically the frozen trail that slows them)
  • Rhino’s Stomp (slow effect)
  • Primary Obstruct (weapon jamming)
  • Exodia Epidemic (enemy suspension)
  • Zenurik Temporal Drag (slow effect)
  • Wisp’s Breach Surge (blind)
  • Halikar (disarm)
  • Mesa’s Muzzle Flash (blind)
  • Proboscis Cernos (stun and pull)
  • Mag’s Counter Pulse Augment (robotics disabling and disarm)
  • Mag’s Fracturing Crush Augment (immobilization)
  • Malicious Code (immobilization)
Player Overguard Changes:
  • Players with Overguard will no longer be pulled towards Trauma Clamps in the Undercroft.
Additions:
  • Added a “listen” context action in Dante’s Leverian for those who have already picked up his Prex Card.
  • This allows players to re-listen to Drusus’ dialogue that was triggered upon picking up the Prex!
Changes:
  • Doubled the Reactant drop rate in Void Cascade Omnia Fissure missions.
    • We were receiving reports that it was taking a long time to crack Relics due to low drop rates, so we’ve increased it to alleviate the issue.
  • Inaros can now cancel Sandstorm with a Melee attack!
  • Casting Yareli’s Surging Blades will no longer root you in place.
    • Aquablades already received this change with Dante Unbound, but now her Augmented version also received this treatment.
  • While the “Divine Retribution” Augment Mod is equipped, the base range of Nezha’s Divine Spears is reduced by 50% (at all Mod Ranks).
    • We didn’t want to change the Mod in a way that would alter the functionality that makes it so effective, so we instead added a range reduction to keep its power within a reasonable level.
  • Enemies put to sleep by Aero Set Mods are now open to Melee Finishers.
  • Changed the Polarity of the Dreamer’s Bond Aura Mod from Madurai to Universal, as promised in the Whispers in the Walls: 35.1 Update where it was introduced!
    • What this means is that it will increase Mod capacity regardless of the Polarity of the Aura slot.
    • Since this Aura Mod is awarded from completing the Earth to Venus Junction, we wanted to make it that much more new player friendly and useful across Warframes.
  • Enemies that are already in a ragdoll state will no longer be impaled by Ruvox's Heavy Slam Void Spikes.
    • This fixes several scenarios in which enemies could be insta-killed from a combination of the Void Spikes and other abilities with ragdoll effects (such as Nezha's Divine Spears or Hydroid's Tentacle Swarm).
  • Onos Changes & Fixes:
    • Increased Impaler Ferocity’s damage buff from +10% to +200% for 10 seconds.
      • This is a fixed amount and does not stack up to 10x like the previous “+10% up to 10x stacks”.
    • Increased Swift Deliverance’s Projectile Speed buff from +30% to +50%.
      • We also fixed an issue where this buff was only being applied to while aiming.
    • Fixed the “Sequential Skullbuster” Evolution perk not resetting its consecutive headshot stacks after missing a hit on a new enemy.
    • Fixes to the Onos’ Incarnon Form Projectile ring and shot trail VFX positioning.
    • Fixed a floating mesh lingering from the Onos while in Incarnon Form after swapping between it with the “Show when Holstered” option is toggled on.
    • Fixed the Onos’ transition to/from Incarnon sound FX being out of sync with the animation.
    • Fixed the Onos’ holster position being on the thigh instead of on the hand.
    • Fixed the Onos not being visible while riding K-Drive/Merulina.
  • Clarified Chroma’s Guardian Armor Augment Mod description to specify “squadmates” instead of “allies” since it only affects player controlled characters.
    • It now reads: “Chroma's Health takes 50% of damage dealt to squadmates within Affinity Range. Squad kills restore 5% of his Health over 3s and increases Vex Armor duration by 1s”.
  • Increased the amount of Affinity gained from killing Rogue Bonewidow Eximus to match other Eximus units.
  • Updated the Incarnon Evolution descriptions to provide more instructions about accessing Incarnon Evolution Challenges.
    • Now reads: “Challenge complete. Select Upgrade to unlock the next challenge.”
  • Updated Inaros’ Ability preview videos to accurately showcase his rework.
Fixes:
  • Fixed issue that could cause players to matchmake into the incorrect Cavia/Holdfasts Bounty difficulty (selecting Steel Path but loading into Normal).
  • Fixed Glaives failing to throw while airborne if players held down jump while attempting their throw.
  • Fixed Clients being able to earn Bounty completion rewards for Cavia Mirror Defense Bounties if they leave the mission after only one wave.
  • Fixed Qorvex losing Disometric Guard stacks every 5 seconds by Status Effect procs caused by the game thinking that he was being inflicted by a slowing Status.
  • Fixed a combination of Protea’s Dispensary and Onos’ Incarnon Form causing Primary Weapons to exceed their Maximum Ammo amount.
  • Fixed ability stats in the Upgrade screen not updating to show modified Energy cost.
  • Fixed Banshee’s Sonic Boom ability stripping armor without the Augment equipped.
  • Fixed the "Incarnon ready" sound FX playing when swapping to/from an Incarnon Form weapon or Transferencing back to your Warframe with an Incarnon Form weapon equipped.
  • Fixed using Transference to return to Warframe while capturing a Conservation animal causing a loss of function and inability to complete the Conservation.
  • Fixed Caliban’s Fusion Strike visual radius fading out before the actual duration expires.
  • Fixed the second Railjack Void Fissure mission in a row (when started from Railjack Navigation) not rewarding a Relic reward.
  • Fixed the screen on the back of the TennoCon 2024 Syandana not properly taking Energy color.
  • Fixed entering an early segment of the Whispers in the Walls Quest as Dante resulting in a progression stop.
  • Fixed the Foundry showing a Blueprint as craftable even if a player has insufficient Credits.
  • Fixed being able to equip both Vexing Retaliation and Guardian Armor Augment Mods on Chroma.
    • Only one Augment is allowed to be equipped per Ability.
  • Fixed being unable to fire weapons after casting Xata’s Whisper from a Xaku that has Dante’s Noctua ability injected via Helminth.
  • Fixed Halls of Ascension not rewarding Drift Mods.
  • Fixed remaining Grakata ammo determining how much ammo of Kahl-175’s Corinth has upon pickup in The New War Quest.
    • Now it will always have full ammo upon pickup!
  • Fixed the option to reduce Clan Tier via the Clan Management screen missing.
  • Fixed block forward combo sound FX playing for all squad members regardless of distance when using a Staff Melee weapon with the Clashing Forest Stance equipped.
  • Fixed a stray out-of-bounds volume partially sticking out of a staircase in the Albrecht’s Laboratories tileset. This caused the screen to go black while traversing over this particular spot.
  • Fixed issue with enemies spawning into the ground in a specific room in the Albrecht’s Laboratories tileset.
  • Fixed Yareli’s Merulina duplicating after Host migration when the “Loyal Merulina” Augment Mod is equipped.
  • Fixed Rogue Bonewidow, Rogue Bonewidow Eximus, and Demolisher Bonewidow requiring 20 scans to fully unlock in Codex.
    • They now only require 3 scans each to complete their Codex entry. If you have completed at least 3 scans or more before this Hotfix, the entry should now be automatically completed!
  • Fixed the subsumed version of Grendel’s Nourish not using the “Altered” description of the stats in the Upgrade screen.
  • Fixed Ceramic Dagger Incarnon’s Gun and Blade Evolution Perk using the wrong description and Breacher’s Opportunity being blank.
  • Fixed Styanax's Final Stand ability using default Spear colors if the Styanax Tonatiuh Skin is equipped.
  • Fixed the feathers on Styanax Tonatiuh’s shield not using custom tints during his idle animation.
  • Fixed holster positioning issues for pistol and dual pistols on the Styanax Tonatiuh Skin.
  • Fixed a square appearing at Inaros’ feet when casting Scarab Shell with the Sands of Mars Ephemera equipped.
  • Fixed sections on the underside of Khora Urushu’s helmet and on her posterior not properly taking Energy color.
  • Fixed the neck of Sevagoth’s Ezriel Helmet not being anchored to the body or adjusting based on movement. This was causing the Helmet to clip through the body like a solid piece.
  • Fixed the scale of Yareli’s Batomorpha Helmet not matching the size of her other Helmets.
  • Fixed a texture issue on the back of Yareli’s Batomorpha Helmet.
  • Fixed The Archwing Quest appearing at the bottom of the Codex instead of being listed by completion order.
  • Fixed Kahl’s Grakata disappearing from his hand after a cinematic in the first stage of The New War Quest.
  • Fixed waypoint in the Heart of Deimos Quest leading players in the wrong direction after returning to the Necralisk from the “Descent to the Heart” stage.
  • Fixed overlapping UI elements when attempting to Claim or Retrieve Resource Extractors in the Navigation menu.
  • Fixed the name of a node in the Star Chart overlapping on top of its own UI if there are multiple modes available (ex: Omnia Fissure, Nightmare, etc.).
  • Fixed a softlock occurring when trying to remove a Clan from an Alliance.
  • Fixed the music in Disruption missions doubling up or stopping entirely after Host migration.
  • Fixed special objective markers for certain enemy types (Demolishers, Demolysts, and Gruzzling) appearing when spawned in the Simulacrum.
  • Fixed Clatharc Planter decoration appearing black when placed in the Orbiter.
  • Fixed loss of function upon Confronting Kullervo if the player spoke to the Warden in Duviri while mid-teleport to a Materlith.
  • Fixed Inaros’ Swarm Kavats HUD buff using Dante’s Pageflight buff icon.
  • Fixed the “Entrati Crystal” fixture in the Albrecht’s Laboratories tileset not being localized.
  • Fixed extraction cutscene showing Inaros’s Sarcophagus after entering the extraction zone with Inaros’s Passive active.
  • Fixed a crash related to Gauss’ Mach Rush ability.
  • Fixed a crash caused by Mirage’s Sleight of Hand ability at the end of a mission.
  • Fixes towards a crash caused by Gruzzling’s Sands of Khra ability.
  • Fixed a rare crash in Armatus Disruption missions.
  • Fixed a crash caused by casting Yareli’s Sea Snares right before entering Bleedout.
  • Fixed several misplaced punctuation issues in some of the entries in Dante’s Leverian.

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