Warframe Revised est enfin à nos portes, apportant des changements substantiels dans des dizaines de domaines du jeu. Beaucoup de choses changent et les notes de mise à jour que vous trouverez ci-dessous semblent durer éternellement. De grands changements sont arrivés pour le processus de construction de votre Railjack, le rendant beaucoup plus facile pour les nouveaux joueurs. Les gens qui ont déjà fait construire leurs Railjacks recevront un remboursement de tous les matériaux et crédits excédentaires que vous avez injectés dans votre cuirassé.

Des changements arrivent également pour les Arcanes, alors assurez-vous de lire attentivement cette section des notes de mise à jour, surtout si vous êtes un joueur vétéran, car les Arcanes sont plus pertinents pour les personnes ayant beaucoup de temps dans le jeu. Toutes les Warframes augmentent leurs valeurs d'armure, les effets de statut changent, le fonctionnement de vos boucliers change et la liste s'allonge encore et encore.

La meilleure façon de découvrir tout cela est de vous lancer dans le jeu, mais vous pouvez lire les notes de mise à jour ci-dessous pendant que vous téléchargez la mise à jour.

Warframe révisé: mise à jour 27.2.0

Warframe peut sembler un peu différent de cette mise à jour. Selon l'endroit où vous vous trouvez dans votre parcours Warframe, vous remarquerez peut-être de grands ou de petits changements.

Un joueur qui n'a pas encore terminé «Rising Tide» trouvera la construction de son Railjack beaucoup plus facile. Un joueur possédant une vaste collection d'arcanes verra que la plupart des arcanes peuvent désormais atteindre 5 rangs, et les doublons ne peuvent plus être équipés ensemble. Un joueur utilisant le Kuva Bramma remarquera que les dommages personnels ont disparu. Un joueur équipé de mods Multishot devrait voir quelques changements dans ses menus de mise à niveau avec l'ajout d'une nouvelle statistique Multishot.

Tous les joueurs remarqueront que Shield Gating a été ajouté au jeu, et tous les ennemis ont vu leur santé, leur armure et leurs boucliers rééquilibrés. Cela ne fait qu'effleurer la surface.

Quelle que soit la façon dont vous jouez à Warframe, il est probable que la mise à jour «Warframe Revised» a touché une partie du jeu pour vous. Veuillez prendre le temps de consulter nos notes de mise à jour pour vous familiariser avec les changements – grands et petits.

Warframe vise toujours à devenir une meilleure version de lui-même. Warframe est toujours une question de pouvoir et vous êtes une force destructrice dans le système d'origine avec des centaines d'outils à votre disposition – allez-y, Tenno!

Nous ouvrons plus de 15 fils de commentaires spécifiques, plus un fil de rapport de bogue plus axé sur le format pour aider à corriger les correctifs de qualité pour cette ligne principale. Veuillez utiliser vos commentaires puissants de manière responsable – nous nous levons tous ensemble.

RAPPEL DE BOGUE RÉVISÉ MÉMOIRE:

La ​​mise à jour Warframe Revised comporte de nombreux points, donc voici un guide mis à jour sur la façon de soumettre un bogue. Veuillez noter que ce fil ne doit être utilisé que lorsque vous rencontrez un bogue lié à la récente mise à jour et aux systèmes révisés dans: https://forums.warframe.com/topic/1171888-warframe-revised-bug-report-megathread -lisez-le-premier-post /

Les chapitres de la nouvelle guerre: Une entrée de chapitre Codex Quest pour la nouvelle guerre a été ajoutée pour ceux qui ont terminé la quête du sacrifice! Comme vous le savez peut-être, la nouvelle guerre a commencé, et avec Scarlet Spear qui arrive bientôt, nous voulons que les joueurs soient correctement informés au fur et à mesure du développement de The New War. Si vous n'avez pas encore terminé le chimère Prologue ou la quête Erra, dirigez-vous vers l'entrée de la nouvelle guerre Codex Quest pour accéder à un raccourci vers ces quêtes.

Modifications de l'intégration de Railjack: La Rising Tide Quest vous donne votre propre Railjack, mais la barrière à l'entrée est – de manière concluante avec des mois de statistiques – trop élevée. Nous publions une série révisée de Blueprints (BP) dans la quête qui voit les coûts réduits entre 66% et 75% pour les pièces Railjack, et le temps de construction réduit à 6 heures chacun.

Il y a 3 situations dans lesquelles les joueurs peuvent se retrouver:

  1. Je n'ai pas commencé Rising Tide. Quiconque vient de commencer aura des coûts de BP entièrement réduits.
  2. A commencé Rising Tide. Quiconque ayant un progrès quelconque obtient 1x drone de réparation d'urgence, et passera à de nouveaux coûts à la prochaine étape. Tous les anciens frais seront remboursés.
  3. Rising Tide Complete. Toute personne ayant une quête complète obtient 2x drone de réparation d'urgence. Toutes les différences de coût seront remboursées.

POURQUOI: Après examen les statistiques montrent que les seules personnes qui ont vu Rising Tide se terminer étaient nos vétérans, ce qui était à l'origine notre intention de concevoir du contenu pour les joueurs vétérans. Cependant, pour soutenir le coût du développement futur et d'événements comme Scarlet Spear, l'accessibilité est essentielle et nous devons ajuster les barrières à l'entrée pour Railjack. Pour ceux qui ont été les premiers à adopter, 2x drones de réparation d'urgence seront distribués. Toute personne avec la quête Rising Tide active recevra 1x drone de réparation d'urgence. Pour ceux qui ne sont pas familiers avec les drones de réparation rapide: ces objets ne peuvent être acquis que via une goutte rare dans le Proxima du voile, car ils vous permettent de compléter instantanément un armement ou un composant donné.

RAILJACK ONBOARDING CHANGES FEEDBACK MEGATHREAD:

Warframe Revised: Railjack Onboarding Changes Megathread

Railjack Onboarding Changes: The Rising Tide Quest vous donne votre propre Railjack, mais la barrière à l'entrée est – de manière concluante avec des mois de statistiques – trop élevée. Nous publions une série révisée de Blueprints (BP) dans la quête qui voit les coûts réduits de 66% à 75% pour les pièces Railjack, et de construire…

Modifications et correctifs du vérin ferroviaire:

  • Ajout d'un nouveau Crewship dans les missions Veil Proxima: Exo Skold Crewship! C'est une variante du Gokstad mais il a un bouclier impénétrable – vous devrez être astucieux pour comprendre comment le démonter, Tenno.
  • Ajout d'un bouton «Forge All» sur l'écran Railjack Payload dans la cale sèche.
  • L'écran avionique n'utilise plus «Hold to Confirm».
  • L'écran intrinsèque n'utilise plus ‘Hold to Confirm’.
  • L'avionique surchargée apparaîtra désormais comme «désactivée» au lieu d'être supprimée.
  • Dans un effort continu pour éviter d'être abattu dans des situations de Railjack, vous ne pouvez pas contrôler:
    • 4 secondes d'invulnérabilité seront accordées lors de l'entrée a Crewship via l'Archwing Slingshot.
    • 2 secondes d'invulnérabilité seront accordées lors de l'utilisation des actions contextuelles et du rappel Omni.
  • Migrations désactivées lors de la transition de niveau Railjack (tunnel vide)
  • Désactivation de la capacité d'entrer dans l'Archwing Slingshot pendant une transition de niveau (tunnel vide) en raison du chargement dans la mission Railjack dans de nombreux états brisés.
  • Amélioration de la variété Railjack Grineer Fighter dans les 3 régions de Proxima.
    • La façon dont les niveaux ont été configurés sur les différents Grineer Fighters, certains des nœuds avaient des plages de niveaux trop élevées. pour que toutes les variétés apparaissent (les variétés Elite sur Terre n'ont jamais vu le jour par exemple). Nous avons donc réajusté les gammes de niveaux pour les différents combattants Grineer (Kosma, Gyre, Exo) dans les 3 régions, afin qu'il y ait une meilleure répartition des différents types de combattants à travers les nœuds. En d'autres termes, les nœuds de niveau inférieur d'une région engendreront les types de chasseurs de base, puis à mesure que la difficulté des nœuds progressera, les élites seront lentement introduites.
  • À la fin d'une mission Railjack, les joueurs abattus / morts seront ravivés et tous les raviveurs seront réinitialisés. Vous et votre équipe pouvez continuer votre voyage Railjack au lieu de devoir retourner à la cale sèche.
    • Cela corrige le fait de rester coincé en mode spectateur dans toutes les missions Railjack si toutes les réanimations ont été utilisées.
  • La mêlée rapide avec l'outil Omni en main ne déséquipera plus l'Omni. Ceci est maintenant compatible avec d'autres objets d'équipement, comme la pêche / l'exploitation minière.
  • Dans le but d'augmenter l'exposition aux statistiques et de réduire les scénarios de clics, nous avons apporté quelques modifications à la façon dont les statistiques d'armement Railjack sont affichées:
    • Les statistiques d'armement Railjack s'affichent désormais sous la description dans les informations popup sans avoir à accéder au deuxième onglet.
    • Lors de la sélection d'un armement qui n'est pas équipé, l'interface utilisateur affichera ses statistiques de comparaison avec votre arme équipée côte à côte.
  • Vous pouvez désormais supprimer autant d'épaves que vous le souhaitez lorsque vous y êtes invité en raison de la capacité maximale avant les missions au lieu du montant minimum.
    • Nous avons trouvé assez lourd de devoir revenir au panneau de configuration de Railjack dans la cale sèche pour vider votre inventaire des épaves à maintes reprises. L'implémentation précédente obligeait les joueurs à exécuter souvent cette invite et pouvait entraîner l'échec du chargement dans une mission (ou pire, provoquer des migrations instantanées si l'hôte). Cette nouvelle implémentation empêche ce problème de se produire et donne plus de liberté sur la quantité d'épaves à effacer en dehors du panneau Configurer.
  • Les équipages ennemis prendront désormais les valeurs de santé et d'armure du Railjack du joueur lorsqu'il sera détourné.
    • Les valeurs de bouclier ne s'appliquent pas ici car les ennemis Grineer n'ont pas de boucliers.
  • L'artillerie avancée tirera maintenant à sa libération au lieu de tirer automatiquement une fois la charge terminée.
    • Après 3 secondes de maintien de la charge, le canon tirera automatiquement. Ce bref laps de temps vous permet d'avoir plus de contrôle sur l'endroit où vous voulez que ce tir de canon atterrisse.
  • Ajout de la catégorie «Sigma» pour trier les composants et armements de la série Sigma dans votre panneau de configuration Railjack.
  • Amélioration de la came de l'aile lors de l'utilisation de la carte tactique – elle devrait être beaucoup plus instantanée lors de la transition!
  • Augmentation de la luminosité du matériau du tube Energy de Railjack pour le rendre un peu plus évident avec des teintes plus sombres.
  • Modification du matériau teintant tous les skins Railjack afin qu'il corresponde et soit plus cohérent avec le railjack de base.
  • Amélioration de l'effondrement du Crewship FX afin qu'il soit plus évident de l'extérieur.
  • Les avioniques incompatibles avec l'emplacement de grille sélectionné seront automatiquement répertoriés en bas et apparaîtront grisés pour éviter toute confusion quant à la raison pour laquelle il ne peut pas être équipé.
  • Les armements / composants qui sont équipés dans l'emplacement sélectionné sont désormais marqués comme «équipés», les armements / composants équipés dans d'autres emplacements sont toujours marqués comme «équipés sur X». Cela correspond directement au correctif ci-dessous:
    • L'interface utilisateur fixe des armements / composants Railjack n'affiche pas le nom correct de l'armement / composant sélectionné lors de la mise au rebut, ce qui entraîne la mise au rebut accidentelle de votre armement / composant équipé. Tel qu'indiqué ici: https://forums.warframe.com/topic/1161611-railjack-weapon-management-ui-bug/[19459011indirect[194590183/10194590113/1019459010◆AméliorationdesperformancesdesmarqueursdechasseennemisdanslesmissionsRailjack
    • Clients Railjack fixes se brisant à bord de la plate-forme de missiles après avoir détruit le noyau.
    • Correction d'une perte de fonctionnalité pour les clients lors du chargement dans une mission Railjack.
      • Plus spécifiquement , ce problème ferait en sorte que le client semble patiner au lieu de marcher, tenir une arme invisible et être complètement bloqué lors du montage d'une tourelle.
    • Correction d'un bug d'arrêt de progression si une migration de l'hôte s'est produite après que le premier radiateur a été exposé sur un POI de turbine à impulsions, et les joueurs ont ensuite procédé à la destruction des radiateurs exposés.
      • Après la migration de l'hôte, les deux radiateurs seraient visibles et vulnérables, à qui les détruisant tous les deux laisserait la mission interrompue car il n'y avait rien à détruire après avoir piraté la deuxième console du deuxième radiateur.
    • Correction du chargement dans une mission Railjack à partir de fr iends Orbiter laisse l'écran du Client noir.
    • Clients fixes n'ayant pas d'Archwing si la mission Railjack était lancée après avoir été invitée à un Orbiter. Tel que rapporté ici: https://forums.warframe.com/topic/1163690-nsw-bug-collection-as-of-2705/[194590113/1019459010diplomatiqueFixedtombantdansunvidesansfinaprèsavoirutilisél'ArchwingSlingshotentantqueclientdansunCrewshipquiexploseettentedequitterlenavire
    • Clients fixes subissant un chargement infini lors d'une tentative de chargement dans le Dojo à partir de la carte stellaire avec l'hôte.
    • Correction d'un cas de bord où l'exécution d'un finisseur au moment où l'équipage atteignait la limite de vitesse vous ramène en arrière. au Railjack dans un état très mort.
    • Correction d'un cas de bord où l'utilisation d'une tourelle ou la finition d'un équipage lorsque le compte à rebours de l'outil Omni expirait pouvait vous laisser dans un état cassé et ne pas vous rappeler.
    • Corrections de bris de rail fixées parfois étant irréparable en rejoignant une mission active.
    • Correction de l'impossibilité d'utiliser certains éléments intrinsèques pendant une mission Railjack en tant qu'opérateur. Tel que rapporté ici: https://forums.warframe.com/topic/1168903-operator-as-rj-pilot-doesnt-have-access-to-intrinsics-abilities/[19459011-02[19459010▶FixedClientsparfoisincapablespouractiverRailjackBattleAvionics
    • Correction de la capacité à gagner de l'énergie de flux de railjack gratuitement en tuant des ennemis avec un avion de combat.
    • Correction de la compétence intrinsèque "Efficacité tactique" (rang tactique 6) ne modifiant pas le coût d'énergie de flux d'utilisation Combattez l'avionique dans une mission Railjack.
    • Correction de la compétence intrinsèque «Objectif réflexe» (rang 10 du tireur) qui n'attache pas le réticule de ciblage du joueur au plomb ennemi le plus proche si vous utilisez une arme laser Railjack à balayage.
    • Correction de l'impossibilité d'utiliser Archwing Sprint si vous vous accroupissiez / glissiez lorsque vous sortiez du Railjack.
    • Correction du maxi Railjack classé «Tether» Avionic n'attachant pas jusqu'à 6 ennemis comme prévu.
    • Correction de plus de cas du tunnel sans fin (Willy Wonka flashbacks ai-je raison?) Lors du chargement dans les missions Railjack après que 2 joueurs aient sélectionné différents nœuds en même temps.
    • Correction des marqueurs manquants pour Command Link lors du pilotage ou de l'utilisation d'une tourelle.
    • Correction du réticule coincé sur le côté droit de l'écran lorsque vous visez vers le bas pendant que vous dirigez avec une mitrailleuse de rang 10.
    • Tourelles à railjack fixes visant le projectile avionique attaché lors de leur lancement, les provoquant pour pointer dans des directions étranges
    • Correction des ennemis montés à bord de Ramsled qui restaient figés sur place après avoir lancé le 'Stact Intruder Staction' Avionique Tactique même après leur mort. Tel que rapporté ici: https://forums.warframe.com/topic/1160044-railjack-intruder-stasis/[19459011diplomatique19459010personnellementLesRamsledfixesnesontpasaffectésparleseffetsdestatut
    • Correction d'un problème où la chaleur avionique n'était pas appliquée correctement.
    • Correction de la description de 'Void Cloak' dans Le menu tactique n'affichant pas le temps de recharge correct si le rang tactique est 7 +.
    • Correction de la possibilité de fermer le menu tactique avec son raccourci clavier pendant le "Rappel" Warp ", ce qui a provoqué de nouvelles tentatives d'utilisation de" Recall Warp "pour ne plus fonctionner.
    • Correction de l'augmentation de la santé et des boucliers, de la puissance et probablement de tout autre bonus spécifique à Archwing en utilisant le mode Razorwing de Titania dans Railjack.
      • Cela est dû aux rangs intrinsèques qui accordent Archwing bonus (Vigilant Archwing, Vengeful Archwing, etc.). Celles-ci ne s'appliquent qu'à votre véritable Archwing, et non à un mode fée minuscule.
    • Vitesses de projectile fixes de certains armements provoquant des problèmes de bande passante pour les clients.
    • Correction d'un blocage angle de caméra alt lors du pilotage de Railjack. Cela résout également le problème de la perte du HUD lors du retour à la vue de pilotage après avoir été incliné.
    • Trou de vide fixe apparaissant décalé s'il est activé par un client qui pilote le Railjack.
    • Corrigé d'être équipé de votre Parazon ou complètement désarmé si vous utilisez la forge d'artisanat dans votre Railjack pendant que votre outil Omni ou Scanner est équipé.
    • Correction de plusieurs problèmes lors de l'entrée dans les tubes de transport dans l'anomalie sensible:
      • Correction d'armes automatiques tirant en continu tout en voyageant dans le tube.
      • Correction de problèmes avec le fait de rester dans le tube si vous tentez de vous déplacer dans toutes sortes de directions.
      • Les opérateurs fixes en mode Void tournaient dans le tube (tu dois aller vite?).
      • Correction de problèmes de blocage dans le menu Pause lors d'un voyage dans le tube.
    • Correction de l'impossibilité d'utiliser Transference après avoir envoyé un spam à Transference en essayant de quitter le Railjack.
    • Correction d'un crash lors de l'utilisation de Transference en même temps que l'accès au Railjack Slingshot.
    • Correction du chargement dans l'Archwing Slingshot avec un Arch Gun actif, obligeant les joueurs à tirer l'Arch Gun au lieu de lancer leurs Warframes hors du Slingshot.
    • Animaux de compagnie fixes fixes étant parfois gigantesques sur le Railjack.
    • Correction de votre Warframe ayant des hanches disjointes lors du saut de balle dans l'artillerie avancée.
    • Cas fixes de la base d'astéroïdes étant invisible dans Railjack, à moins que le détail de la géométrie ne soit réglé sur Élevé.
    • Correction des marqueurs de ramassage avionique et de récupération parfois sans valeur de distance.
    • Correction du fait d'être mis dans un état cassé lors de la tentative d'exécution d'un pilote de l'équipage en même temps que l'équipage passe en mode de fusion.
    • Correction de certains cas de bord où les joueurs pouvaient se coincer lorsqu'ils tentaient de piloter un équipage ennemi en mode de fusion.
    • Correction d'un rare cas où vos armes fonctionnaient comme non modifiées lorsque vous montiez à bord d'un équipage ennemi en tant que client.
    • Correction de projectiles d'un équipage volé qui tournaient en rond avant de disparaître.
    • Correction d'une erreur de script qui pouvait se produire si vous exécutiez le pilote d'un équipage ennemi juste au moment où il explosait.
    • Correction de l'équipage Exo Skold n'utilisant pas la forme de marqueur d'équipage.
    • Correction de l'interface utilisateur d'objectif de mission apparaissant et chevauchant le menu Options lorsque vous interrompez le jeu lorsque vous utilisez une tourelle dans le Railjack ou un équipage volé.
    • Des armements de projectiles fixes comme l'Apoc ou le Cryophon ignorant les gigantesques rochers devant les ennemis et de les endommager de toute façon.
    • Correction d'une invite «Hold to Revive» apparaissant à l'extérieur du haut du Railjack lors d'une panne catastrophique. Vous permettant de faire revivre la santé du Railjack avec ce gaz à main vert apparemment très efficace.
    • Correction de divers problèmes de collision dans le Railjack qui permettaient à Titania de quitter le railjack tandis que dans Razorwing.
    • Correction des capacités de distraction des missiles d'Odonata et d'Elytron étant inefficaces contre les missiles qui arrêtent de suivre à mi-chemin dans les missions Railjack . Cela affecte notamment les missiles à longue portée Grineer Crewship (pas les canons à plus courte portée, qui ne sont pas des homings).
    • Correction d'un problème d'échelle avec les effets de fumée de bouche de l'Imperator Vandal dans les missions Railjack.
    • Glyphes Railjack fixes apparaissant parfois à l'intérieur du lance-pierre Archwing.
    • Correction de ne pas voir votre nom de Railjack personnalisé (et probablement si cool et pas un jeu de mots) lorsque vous visualisez le Railjack lorsque vous êtes à Archwing.
    • Correction d'une copie de votre Warframe en cours de création après avoir sélectionné la cale sèche en tant qu'opérateur et transféré à Warframe. Cela résout également les problèmes liés à la présence d'un tas de parapluies Excalibur sensibles.
    • Plus de correctifs pour les cales sèches brisées lorsque certains joueurs ont une progression différente dans la quête de la montée des marées.
    • Correction potentielle pour les clients incapables de quitter le Railjack une fois de retour dans la cale sèche après une mission.
    • Opérateurs fixes prenant le jeu de couleurs de l'intérieur du Railjack après avoir quitté l'une des tourelles du Railjack.
    • Les clients fixes ne voyaient pas les personnalisations de l'hôte Railjack (couleurs et habillage).
    • Plus de correctifs pour faire défiler vers le haut le problème lors de la contribution ou de la précipitation d'une arme ou d'un composant Railjack. Maintenant, lorsque vous contribuez ou vous précipitez, la fenêtre restera là où se trouve l'élément pour ne pas vous forcer à le rechercher à nouveau.
    • Écran de configuration de l'interface utilisateur fixe de Railjack se chevauchant avec la fenêtre de négociation lorsqu'il est invité et accepte d'échanger des Dojos. Cela résout également l'impossibilité d'accepter des invitations dans le menu Intrinsics.
    • Correction d'un problème où une option «Sélectionner tout» apparaissait dans le menu Scrap Railjack, mais n'avait aucune fonctionnalité.
    • Correction d'une ombre noire remplaçant l'une des icônes d'épave lors de la sélection des onglets MR dans le panneau de configuration de Railjack.
    • Épave fixe devant être désélectionnée et resélectionnée pour afficher les options disponibles après que vous y ayez déjà contribué.
    • Réacteur équipé de la mise au rebut fixe entraînant des problèmes avec le rééquipement d'avioniques qui n'étaient pas équipés automatiquement pour s'adapter sous capacité.
    • Correction de la sélection de «Me demander plus tard» sur l'invite Épave de surcapacité entraînant un long retard.
    • Correction d'un avertissement manquant lors de la tentative de commerce d'un avionique déjà équipé.
    • Correction de certains cas où la grille dans le panneau de configuration de Railjack montrait moins d'éléments que prévu.
    • Correction de l'impossibilité d'utiliser la fonctionnalité du bouton «Modifier le chargement» dans l'écran de navigation de Railjack lorsqu'il est ancré dans la cale sèche.
    • Les cases à cocher de rang fixe dans la liste Détails intrinsèques ne se mettent pas automatiquement à jour après que vous l'ayez
    • Correction des nouvelles couleurs choisies de votre Railjack qui n'étaient pas enregistrées si vous accédez à l'écran de la charge utile juste après avoir changé de couleur.
    • Les joueurs du client fixe La couleur du thème de l'interface utilisateur persiste à l'écran si ledit joueur est affichage de l'écran Charge utile, Avionique ou Intrinsèque lorsque l'hôte lance une mission.
    • Prix Platine fixe du skin Glyphes / Railjack affiché lors du survol du skin Glyphe / Railjack déjà acheté et sélectionné dans l'écran de personnalisation.
    • Correction de l'interface utilisateur de personnalisation de Railjack persistante après l'achat et l'équipement d'un skin Railjack.
    • Correction de la sélection du chargement Compagnon dans l'arsenal Railjack à partir d'un écran noir et se déplaçant vers la station Compagnon dans le Dojo.
    • Fixation des pinces d'ancrage pour cale sèche disparaissant sous certains angles depuis l'intérieur du niveau supérieur du Railjack.
    • Correction des descriptions manquantes du Codex pour Exo Raider, Exo Raider Carver et Exo Raider Eviscerator.
    • Correction d'une localisation manquante lors du chargement dans la «Mission Railjack Key» dans la Rising Tide Quest. Il est maintenant correctement localisé dans «ENQUÊTEZ LES COORDONNÉES SUR LUA».
    • Correction d'une erreur de script ainsi que d'un cas où certains des effets du canon d'artillerie avancée dans Railjack persistaient éternellement si vous commenciez et arrêtiez de le charger très rapidement.
    • Correction des bannières dans le Dry Dock près des entrées n'utilisant pas l'emblème de clan.
    • Correction des incohérences des marqueurs POI.
    • Correction potentielle d'une erreur de script qui se produisait lors de la collecte de butin dans un POI Railjack.
    • Correction d'une erreur de script avec la migration de l'hôte après avoir quitté Railjack.
    • Correction de l'avionique non localisée.
    • Correction de quelques cas de mines Grineer non localisées.

    Modifications et corrections du contrôleur Railjack:

    • Ajout de deux nouvelles options de contrôle du pilote Railjack qui, lorsqu'elles sont définies, l'entrée de look ne fera que tourner le Railjack et n'affectera pas votre réticule. Pour activer / désactiver, accédez à Options> Commandes> Faites défiler jusqu'à «Railjack»:
      • Pilote centré en croix (souris)
      • Pilote centré en croix (contrôleur)
        • Vous connaissez déjà l'état activé de cette option, car il s'agissait de la précédente option par défaut et uniquement réticule lors de l'utilisation d'un contrôleur. Maintenant, lorsque vous désactivez cette option lorsque vous utilisez un contrôleur, le joystick gauche déplacera votre Railjack (avant / arrière / d'un côté à l'autre), et le joystick droit vous permettra désormais de déplacer librement le réticule sur l'écran.
    • Augmentation du temps lisse pour les réticules non centrés lors du pilotage / utilisation de tourelles dans le Railjack avec un contrôleur.
    • Correction de la fonctionnalité de pare-chocs manquante lors du passage en revue des catégories Composants et Armements dans le panneau Configurer Railjack lors de l'utilisation d'un contrôleur.
    • Correction de l'état «activé» et «désactivé» du menu de capacité Railjack ne se liant pas au raccourci clavier du menu de capacité personnalisé lors de l'utilisation d'un contrôleur. Comme indiqué ici: https://forums.warframe.com/topic/1167262-railjack-keybind-missing/[194590113/1019459010Correctiond'unproblèmeoùlefaitderelierlemenuCapacitédanslesoptionsducontrôleurdel'ongletRailjackvouspermettaitdel'ouvriraveclanouvelleliaisonmaisforcez-vousàutiliserlaliaisonpardéfautpourlafermerLareliuredumenudescapacitésutilisedésormaislanouvelleliaisonpourl'ouvriretlafermer
    • Correction de la personnalisation des commandes de votre contrôleur Railjack en les affichant toujours comme bouton par défaut quelles que soient les modifications.
    • Correction de «Vector Manoeuvre» et «Drift Manoeuvre» ne fonctionnant pas comme prévu (uniquement boost) lors de l'utilisation d'un contrôleur.
    • Correction d'un problème où l'exécution d'un Dodge pendant le pilotage de Railjack avec un contrôleur ne faisait que le faire se précipiter vers le bas.
    • Correction de la vue lors du pilotage du Railjack après avoir sélectionné le jeu d'icônes de contrôleur comme détection automatique avec un contrôleur Playstation.
    • Correction du clignotement ne fonctionnant pas avec les utilisateurs du contrôleur qui n'avaient jamais personnalisé leurs contrôles (c'est-à-dire en utilisant par défaut).
    • Correction des fixations personnalisées du contrôleur Railjack ne s'appliquant pas aux tourelles détournées du Crewship. et "Afficher classé" étant lié au même bouton lors de l'utilisation d'un contrôleur, provoquant des problèmes de priorité lors de la sélection dans l'écran Avionique.
    • Correction d'un problème où "Déplacer vers le haut / bas" ne pouvait pas être rebondi dans le contrôleur Railjack
    • Correction du déclenchement excessif du son «montée / descente» lors du pilotage de Railjack avec un contrôleur.
    • Correction d'une erreur de script lors de l'équipement d'armements sur votre Railjack lors de l'utilisation d'un contrôleur.

    Changements et corrections de Kuva Lich:

    • Requiem Murmurs d'avoir échoué un coup de couteau de Kuva Lich Parazon sera à nouveau partagé avec toute l'équipe!
      • Si nous prenons un voyage dans le passé, nous arriverons à The Old Blood: Hotfix 26.0.5, où nous avons corrigé tous les joueurs recevant Kuva Lich Requiem Murmur progresser chaque fois que quelqu'un dans l'équipe ne réussissait pas à tuer leur Kuva Lich. Nos intentions d'avoir le Kuva Lich lié exclusivement au joueur respectif étaient authentiques, mais les commentaires ont mis en lumière ce qui est une fonctionnalité intéressante pour le système Kuva Lich compte tenu de son rythme de réussite. Nous avons de plus grands plans pour Liches pour les connecter à d'autres systèmes, mais ce changement est le seul prêt pour Mainline!
    • Ajout de nouveaux effets fantaisistes lorsque Valence Fusion est terminé avec succès!
    • La section Kuva Lich du Codex a maintenant des onglets pour les liches actives, vaincues, converties et échangées!
    • Diminution des chances que les secteurs contrôlés par Kuva Lich forcent une situation d'extermination pour permettre plus de mode de jeu les chances.
    • Les clients fixes ne pouvaient pas utiliser le menu de pause ESC après que Parazon ait poignardé un Kuva Lich.
    • Correction de la progression de l'arme Kuva Nukor, Kuva Hind et Kuva Bramma montrant qu'elle était complète dans le Codex lorsqu'elle était au rang 30 au lieu de son vrai rang 40 terminé.
    • Correction d'une seule arme Kuva maintenant son attribut de dégâts bonus inné et son nom de liche Kuva respectif lors de la réclamation de plusieurs armes Kuva en utilisant le bouton «Réclamer tout» dans la fonderie.
      • Cela corrige rétroactivement les armes Kuva qui ont perdu leurs dégâts bonus innés en leur redonnant leur buff aléatoire. Malheureusement, le nom Kuva Lich ne peut pas être facilement associé à l'arme Kuva, donc ces armes fixes auront le nom d'arme Kuva par défaut (Kuva Tonkor, Kuva Bramma, etc.).
    • Kuva Larvling fixe ne reproduisant pas Kuva Lich s'il est abattu avant la migration de l'hôte et capturé après la migration de l'hôte.
    • Correction d'un blocage sur un rempart après que Parazon ait poignardé votre Kuva Lich dessus. Tel que rapporté ici: https://forums.warframe.com/topic/1156040-stuck-in-rampart-after-using-the-parazon-on-nearby-enemy-investigating/[194590113/2019909010LichVanquish/ConvertoptionsaffichanttoujoursA/Dmêmesivotregauche/droiteestliéeàdestouchesdifférentes
    • Correction de plusieurs cas où les Parazon Finishers appliquaient la vitesse d'attaque de votre arme de mêlée avec des mods de mêlée équipés dans les missions contrôlées par Kuva Lich .
    • Correction du nom de l'arme Kuva existante qui n'était pas affiché lorsque vous tentiez de renommer l'arme.
    • Correction d'un problème qui faisait glisser la liche Kuva lorsqu'elle était abattue lors d'une esquive.
    • Fixed downed Kuva Lich still proceeding to break backs (which was removed in 27.1.0) in an invisible state.
    • More fixes towards Kuva Liches with the “Ruse” ability not having the same Warframe Helmet on the clones if an alternate helmet is equipped upon Lich creation.
    • Fixed the Kuva Lich button not appearing in the UI in the rare case where a Nightwave season is not active.
    • Fixed small FX offset issues with the Kuva Bramma when reloading.
    • Fixed being able to bypass the cooldown between scoped shots with the Kuva Quartakk and Quatz by scoping and unscoping between shots.
    • Fixed issue where Requiem Mods would always appear in their Defiled version when viewing them in the Codex.
    • Fixed squad members of a player who is in the middle of selecting their Kuva Lich’s fate being unable to unlock Lockers.

    KUVA LICH MURMUR CHANGE & FIXES FEEDBACK MEGATHREAD:

    Warframe Revised: Kuva Lich Murmur Change & Fix Megathread

    Kuva Lich Murmurs / Fixes Requiem Murmurs from failing a Kuva Lich Parazon stab will now again be shared with the entire squad! Why: If we take a trip down memory lane, we’ll arrive at The Old Blood: Hotfix 26.0.5, where we fixed all players receiving Kuva Lich Requiem Murmur progress whenever so…

    Armor and Damage Changes (Enemy):This section will go over before and after scenarios with our enemy Armor, Health, and Shield changes. Reading this section should give you a conceptual and on-paper understanding of what we’re changing and why, but practical experiences will tell the full story here. You may need to refresh some aspects of your Builds to truly optimize your power against your enemies.

    Before: Armor, Shields and Health on an Exponential CurveAfter: Armor Shields and Health on an S curve

    Damage Changes:Enemy Damage output should still be close to what is currently on the Live version of the game, but we have made a few changes that will affect how players take Damage in-game.

    Damage-Type Changes:

    • Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor.
    • Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields.

    Player Changes:

    Player Shields, Health, and Armor used to be shared with all AI, so they had all the weaknesses and resistances that their AI counterparts did.

    Now Players have their own unique Shield, Health, and Armor type classified as TENNO! These have all weaknesses and resistances neutralized (for now). Player Shields now reduce 25% of incoming damage. Player Shields now recharge with custom player-only logic. Shield recharge delays are based on depleted or partial depleted shields. Partially depleted shields (any amount) is a 1 second recharge delay. Full depletion is a 4 second recharge delay.

    These changes to Player shields are in addition to coming Shield Gating changes, which you can read about in our Shield Gating section!

    Why: Armor Scaling and enemy Damage Reduction was the nucleus for this change. For years Tenno have had the tools to deal with these things, but the tools were uniform: Use Corrosive Projection, or else. While this is a simplification, it removed the feeling of choice. With these changes, we hope players experience a feeling of variety and choice when taking on enemies. By changing the scaling for Armor, we could consistently change the scaling for all!

    ARMOR, HEALTH & SHIELDS FEEDBACK MEGATHREAD:

    Warframe Revised: Armor, Health & Shield Changes Megathread

    Armor Health Shield Changes This section will go over before and after scenarios with our enemy Armor, Health, and Shield changes. Reading this section should give you a conceptual and on-paper understanding of what we’re changing and why, but practical experiences will tell the full story here. …

    Infested Damage:We did not want to overlook the Infested in our review. Infested are close-range enemies that telegraph most attacks – and now if one of those attacks hits you, it simply does more damage. Stay agile, stay moving, and the mission is as good as won!

    Why: Having Infested simply deal more Damage encourages you to use mobility in ways that is not the norm for their ranged counterparts. Rewarding mobility is a key part of Warframe.

    INFESTED DAMAGE FEEDBACK MEGATHREAD:

    Warframe Revised: Infested Damage Megathread

    Infested Damage: We did not want to overlook the Infested in our review. Infested are close-range enemies that telegraph most attacks – and now if one of those attacks hits you, it simply does more damage. Stay agile, stay moving, and the mission is as good as won!

    AI Aimbots

    Up until now in Warframe, the higher the enemy level, the better their accuracy. High-level enemies would be pinned at the best Accuracy they are capable of – not quite 100%, but getting pretty close! Things like your movement and Mods would reduce accuracy, but the potential for bad ‘Aimbot’ moments was too high. We have spread this progression across a greater range of AI now We are decoupling enemy accuracy from level to reduce the overall ‘Aimbot’ like behaviours you face at higher levels.

    Why: This change allows us more accurate balancing of foes at higher levels. This change alone would be noticed by simply sometimes ‘getting hit less’, but in conjunction with the numerous other changes we are making to enemies, it is part of a holistic Refresh to the underlying mechanics behind Warframe’s enemies.

    AI AIMBOT FEEDBACK MEGATHREAD:

    Warframe Revised: AI Aimbot Change Megathread

    AI Aimbots Up until now in Warframe, the higher the enemy level, the better their accuracy. High-level enemies would be pinned at the best Accuracy they are capable of – not quite 100%, but getting pretty close! Things like your movement and Mods would reduce accuracy, but the potential for bad ‘…

    Shield Gating: Friend and Foe

    Friend: First, let’s answer ‘What is Shield Gating?’ when it applies to you as a player. In this implementation, Shield Gating is the mechanic of preventing an instance of lethal (‘1-shot’) damage if you have Shields active. Simply put, the goal is to reduce the number of ‘1-shots’ you take when your shields are up, particularly for Shield-based frames. When any shields are active, an incoming hit that depletes your last bit of Shields will not continue into your Health pool, and also triggers a brief time where your Health is protected. Once that period is over you can take Health damage normally. Additionally, you will no longer take Slash Status Effect damage to your Health while Shields are up.

    Foe: Enemies – Corpus in particular – also have received a bit of a Shield Gating, but with skillful gameplay you can overcome this. Any Headshots or shots to Weakspots completely bypass Corpus enemy Shield Gating. In addition, 5% of the damage dealt when hitting the shield gate will target enemy Health – this allows you to take your Forma fueled weapons back to low level enemies and hit them hard instead of hitting the shield gate. The goal here is to make Shields a mechanic you want to play against with Mods (Auras, Elemental) or to bypass with skill (Headshots). Slash Status Effects will now deal damage over time to Shields, Toxin damage remains as-is (bypassing Shields to directly affect enemy Health). Damage from Warframe Abilities will ignore the enemy Shield Gate (i.e if an instance of Damage from an ability is greater than the Shield value, it will go into health as well).

    Why: Giving both Friend and Foe shield gating has two purposes: we want to reward skill a bit more in all Corpus missions, and give the ‘squishier’ frames a bit more viable edge and a chance to really explore Shield-focused builds. Toxin Damage and Status Effects are still your friend against Corpus or Shielded enemies!

    SHIELD GATING FEEDBACK MEGATHREAD:

    Warframe Revised: Shield Gating Megathread

    Shield Gating: Friend and FoeFriend: First, let’s answer ‘What is Shield Gating?’ when it applies to you as a player. In this implementation, Shield Gating is the mechanic of preventing an instance of lethal (‘1-shot’) damage if you have Shields active. Simply put, the goal is to reduce the numbe…

    Arcane ChangesAfter years of Arcanes as a system – with several additions to the offerings and replacement locations, we are doing several things:

    • Increasing the maximum Rank of Warframe and Operator Arcanes to 5, up from 3. Arcane Revives are a bonus that begins on Rank 3.
    • Adjusting the power of Arcanes at Rank 5 to generally behave as if you had 1.5 equipped, list as follows:

    Reveal hidden contents

    Magus Arcane Changes: Reveal hidden contents

    • Removing the ability to Equip two of the same Arcane simultaneously.
    • Added the ability to Distill assembled Arcanes back into multiple unranked ones.
    • Arcanes that can trigger again while the Arcane is active are indicated in the Arcane Manager screen with a ‘Duration Can Refresh’ text.
    • Arcanes will require 21 Arcanes to reach the new Max Rank of 5. Scarlet Spear will feature a buy-what-you-want shop for Arcanes based on the currency earned in the event. It will launch in March shortly after this Mainline.

    Why: The reasoning here is mainly toward the ability to equip two of the same Arcane. This reasoning is one of past inconsistency and time determining intent. There are a lot of builds that specialize the use of two Arcanes, but we want to encourage a variety instead of duplication. Arcanes are the only Upgrade system in the game that allows two of the exact same upgrade to be equipped – and we would rather players have variety than duplications. In the same way you can’t equip Amalgam Serration and regular Serration, you can’t equip multiple Rivens per weapon, or any duplication of Mods at all, Arcanes will follow. But we are making major changes to the Ranking (up from 3 to 5 with power changes). Instead of having 2 of the same Arcane with a double effect, you can now choose between 2 different Arcanes that behave (generally) at 1.5x efficacy than before.

    ARCANE CHANGES FEEDBACK MEGATHREAD:

    Warframe Revised: Arcane Changes Megathread

    Arcane Changes After years of Arcanes as a system – with several additions to the offerings and replacement locations, we are doing several things: – Increasing the maximum Rank of Warframe and Operator Arcanes to 5, up from 3. Arcane Revives are a bonus that begins on Rank 3.

    Self Damage Changes:We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself – or ‘Stagger’ – to varying degrees if you aren’t careful.

    The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

    With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.

    In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:

    Kuva ChakkurrOpticorOpticor VandalBattacorSimulorSynoid SimulorFerroxAstillaSheduKuva SeerCyanexStaticorPoxTombfingerGranmu PrismExard Scaffold

    In the original Dev Workshop, we said:As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

    This is no longer accurate after continued testing. What we are doing now is:

    No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly – aim true, Tenno.

    Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

    With the removal of Self Damage, Cautious Shot Mod has been changed to be Rifle compatible and reflect the new Stagger mechanic:

    • +90% chance to reduce the Stagger effect from self-imposed Radial Attacks.

    SELF-DAMAGE REMOVAL / STAGGER FEEDBACK MEGATHREAD:

    Warframe Revised: Removing Self-Damage / Stagger Megathread

    Self Damage Changes: We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself – or ‘Stagger’ – to varying d…

    Excavation Health/Shield Scaling Changes:Excavation missions have had the same property since launch: all Excavators have 500 Shield, 2500 Health no matter the mission level. As of our coming PC mainline update, both Health and Shields will scale following the same formula as Mobile Defense Terminals. Shield Regeneration of Excavators will be a percent of health vs. flat value to deal with scaling shields.

    Why: This change will bring Excavation in line with existing mission types that have scaling properties after several years of having flat values. True to our initial goal of fixing inconsistencies, we are making these mission objectives scale in a consistent manner to other mission objectives.

    EXCAVATION SCALING FEEDBACK MEGATHREAD:

    Warframe Revised: Excavation Scaling Megathread

    Excavation Scaling ChangesExcavation missions have had the same property since launch: all Excavators have 500 Shield, 2500 Health no matter the mission level. As of our coming PC mainline update, both Health and Shields will scale following the same formula as Mobile Defense Terminals. Shield Re…

    Titania Changes:

    • Spellbind: Hold Titania’s Spellbind to cast Status Immunity on yourself. Previously you had to cast it while looking at the ground to accomplish this!
    • Tribute: You can now select which Tribute to cast, by cycling through the different buffs like Ivara’s arrows, or Vauban’s Minelayer.
    • Lantern: Lanterns are now locked in place, allowing for more easily-controlled CC.
    • Razorwing has a new FX upgrade!
    • Razorwing flight model has been brought more in line with Skywing controls.

    Broad Warframe Armor Change – not just Vauban!To provide a minor bump in survivability if your CC or strategies fail you, a handful of “squishy” Warframes/Primes have received Base Armor increases!

    Ash: 65 to 100Ash Prime: 150 to 175Banshee: 15 to 100Banshee Prime: 65 to 125Baruuk: 150 to 175Ember: 100 to 125Ember Prime: 125 to 150Equinox: 100 to 125Equinox Prime: 120 to 150Gara: 125 to 150Gauss: 150 to 175Harrow: 150 to 175Hydroid: 200 to 225Hydroid Prime: 250 to 275Inaros: 200 to 225Ivara: 65 to 100Ivara Prime: 65 to 125Limbo: 65 to 100Limbo Prime: 85 to 125Loki: 65 to 100Loki Prime: 65 to 125Mag: 65 to 100Mag Prime: 65 to 125Mesa: 65 to 100Mesa Prime: 85 to 125Mirage: 65 to 100Mirage Prime: 150 to 175Nekros: 65 to 100Nekros Prime: 65 to 125Nezha: 175 to 190Nova: 65 to 100Nova Prime: 65 to 125Nyx: 15 to 100Nyx Prime: 50 to 125Oberon: 150 to 175 Octavia: 125 to 150Revenant: 105 to 125Rhino: 190 to 225Titania: 65 to 100Trinity: 15 to 100Trinity Prime: 15 to 125Vauban: 50 to 150Vauban Prime: 100 to 200Volt: 15 to 100Volt Prime: 100 to 125Wisp: 150 to 175Zephyr: 15 to 100Zephyr Prime: 75 to 125

    Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.

    TITANIA CHANGES & WARFRAME ARMOR CHANGES FEEDBACK MEGATHREAD:

    Warframe Revised: Titania Changes & Armor Changes

    Titania Changes This is a summary of the Titania changes announced in Devstream 137, plus confirmation that it is shipping with our coming PC mainline update: Spellbind: Hold her 1 to cast Status Immunity on yourself. Previously you had to cast it while looking at the ground to accomplish this!

    Reward Cleanup: Base Missions:Base Missions are getting a small cleanup for this Mainline. For reference, all tables are currently available at www.warframe.com/droptables .

    This change will be told from the perspective of a single node for example purposes, but the logic applies gamewide to Base Missions – which is to say, the Node on the Star chart (excluding special missions like the Index, Open Worlds, Rathuum, Assassination).

    Consider the node Memphis, Phobos.

    Base Missions like Memphis are receiving a bit of ‘fat trimming’ in terms of the lowest-point rewards available within them. For example,‘Memphis’ on ‘Phobos’ will have its 500, 1,000, 1,500 Credit Caches removed, as well as the 15 and 50 Endo. This will only leave the 2,000 Credits Cache, and the 100 Endo drop for each category, with a drop chance of the sum of all prior denominations.

    Why: This is more of a Review and clean up for some of the less-rewarding aspects of missions. Right now the base Solar Map nodes exist to progress from planet to planet, while providing either general rewards (Mods, Credits) or specific return rewards (Ivara, Nidus, etc). By getting rid of the lower value items on the general rewards, people playing for the first time should come across a bit of a bump in their resources and credits. We have more plans for this to write about at a later date.

    MISSION REWARD CLEANUP FEEDBACK MEGATHREAD:

    Warframe Revised: Mission Reward Cleanup Megathread

    Reward Cleanup: Base Missions Base Missions are getting a small cleanup for this Mainline. For reference, all tables are currently available at www.warframe.com/droptables. This change will be told from the perspective of a single node for example purposes, but the logic applies gamewide to Base …

    UI QOL:This is a summary of the UI changes announced in a recent Dev Workshop: https://forums.warframe.com/topic/1166994-why-do-we-ui-like-we-ui-part-ii/#comments

    • ‘Item Labels’ are now set to ‘On’ by default, but can still be turned off.
    • Avionics Screen no longer uses ‘Hold to Confirm’. (As mentioned in RJ Changes)
    • Intrinsics Screen no longer uses ‘Hold to Confirm’. (As mentioned in RJ Changes)
    • Razorwing has a new FX upgrade! (As mentioned in Titania Changes)
    • Hold to Confirm added to Revive to avoid accidental aborts, particularly on controller during Arbitration missions.
    • Added a ‘Forge All’ button on the Payload screen in Dojos. (As mentioned in RJ Changes)
    • More stats on DPD (Detailed Purchase Dialog). This screen has been re-tooled to be less hover-dependent and provide stat information at a glance:
      • If the Warframe/Weapon has been Mastered. In the case where it has not been fully Mastered, it will show the current rank.
      • The number of “Blueprints Owned” (if applicable).
      • The “Purchase”, “Blueprint”, and “Gift” buttons have all shifted to accommodate all this new info display!
    • General scrollbar usability improvements with controllers.

    Why: As outlined in the original Dev Workshop, we are looking to course correct some UI decisions based on feedback.

    UI QUALITY OF LIFE CHANGES FEEDBACK MEGATHREAD:

    Warframe Revised: UI Quality of Life Changes Megathread

    UI Quality of Life This is a summary of the UI changes announced in a recent Dev Workshop, plus confirmation that it is shipping with our coming PC mainline update: https://forums.warframe.com/topic/1166994-why-do-we-ui-like-we-ui-part-ii/#comments ‘Item Labels’ are now set to ‘On’ by default, bu…

    Profit Taker Change:Due to the frequency of the Profit Taker Ability being too high and frustrating, we have made a minor QoL change to the Profit Taker encounter. The cooldown has been increased on a very specific, but noticeable, attack: The Blue shield projectile knockdown attack.

    100x Restore Blueprints (Scaling Costs):We are adding a new series of Restore Research and Blueprints that yield 100 of given Restore. Visit the Clan Dojo to research, and prepare your Railjack Resources accordingly!

    Upon research, you will be able to build in batches of x100 with costs scaled from the x10 Blueprints!!

    Why: The frequency at which players use these in missions vs. the 1 minute wait times for building 10x meant we could level up the batches here. Railjack Resources are being used for Research to give another use for what you are picking up!

    100X RESTORE BLUEPRINTS FEEDBACK MEGATHREAD:

    Warframe Revised: 100x Restore Blueprint Megathread

    100x Restore Blueprints (Scaling Costs) We are adding a new series of Restore Research and Blueprints that yield 100 of given Restore. Visit the Clan Dojo to research, and prepare your Railjack Resources accordingly! Upon research, you will be able to build in batches of x100 with costs scaled fr…

    Sharing Sentinel Mods: Shared Usage Allowed:Sentinel Weapons and Warframe weapons cannot share Mods,which is to say: if you have 1 Maxed Serration Mod, your Sentinel’s Weapon cannot use it if you have a Primary Weapon with it equipped. You either switch your Sentinel Weapon to a different class (Shotgun, Melee), or acquire and max a duplicate Mod.

    We are removing this condition and now your Mods can be simultaneously equipped. Why: Over time, the amount of systems to put your time into have increased. The appeal of grinding out a Duplicate Mod for Sentinels just isn’t a proposition we want players to be faced with in the context of everything else the game has to offer!

    SENTINEL MOD SHARING FEEDBACK MEGATHREAD:

    Warframe Revised: Sentinel Mod Sharing Megathread

    Sharing Sentinel Mods Sentinel Weapons and Warframe weapons cannot share Mods,which is to say: if you have 1 Maxed Serration Mod, your Sentinel’s Weapon cannot use it if you have a Primary Weapon with it equipped. You either switch your Sentinel Weapon to a different class (Shotgun, Melee), or ac…

    Greater than 100% Status having meaning:Years ago we added Orange and Red Critical Damage numbers when you land a Critical with greater than 100%. For years, Status being greater than 100% has done nothing except guarantee Status – which is good, just not an added incentive to go over 100%. We are changing that this update.

    When you hit a Status Chance greater than 100%, a single damage instance will be able to create two Status Effects. This means if you have a Shot with 200% Status Chance modded with both Blast and Toxin Damage, that single shot will result in both Status Effects!

    It is worth noting we are fixing a UI inconsistency that is ‘Display Only’. Right now the Arsenal shows Status Chance affected by Multishot, which makes reading the new >100% value confusing. For example, the Arsenal might say 120% but really the Status Chance is 80%. We don’t have Multishot affect any Critical Stats (Chance or Multiplier), so we are fixing this display inconsistency. Multishot now has its own Stat.

    Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain – why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

    Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

    Stacking Status Effects:

    But wait – THERE’S MORE! In addition to being able to achieve two Status Effects on a single shot with >100% Status, we are also adding new meaning if you get a duplicate Status Effect on an enemy overall.

    This section will outline exactly what this means for each Status type, including information on how multiple Status Effects behaved with stacking prior to this Hotfix:

    TypeStacking Behaviour when a duplicate Status Effect Occurs: SlashEach Slash Status has its own duration, but now we only show a maximum of 10 damage numbers in the HUD, damage is unaffected, but reducing how many damage events we show helps with performanceImpactRepeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (removed previous change of adding Ragdoll as maximum Stagger consequence).PunctureThe first Puncture Status Effect has an enemy deal 30% less Damage. Subsequent Puncture Status add +5% weakening, leading to up to 75% (capped). Each Puncture Status has a duration of 6 Seconds.ColdThe first Cold Status Effect deals 25% slow. Subsequent Cold Status Effects deal +5% slow for a total of 70% slow at 10 procs. Each Cold Status has a duration of 6 seconds.HeatNo Change.ToxinSee Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.ElectricAoE Electric Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electric Status Effect.BlastGrants the Blast Status Effect a single target. Blast Status reduces enemy accuracy by 30% base. Subsequent Blast Status Effects add +5% innacuracy for for 75% total at 10 stacks. Each Blast Status has a 6 second Duration. CorrosiveThe first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal. Each Corrosive Status Effect lasts 8 seconds. Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall. RadiationThe first Radiation Status Effect has an enemy deal 100% Damage to allies. Subsequent Radiation Status adds +50% damage, leading to up to 550% (capped). Each Radiation Status Effect has a duration of 12 seconds.MagneticNew Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds.ViralNew Status Effect entirely: enhanced Damage! First Viral Status Effect deals 100% additional Health damage, subsequent Viral Status add +25% for a total of 325% (capped).Note: Before Viral would halve a target’s health pool and simply refresh the duration. Now it deals 2x Damage to Health, and can scale up to 4.5x Damage on repeat Status Effects. GasThe base duration of a Gas Status Effect now matches Slash for 6 seconds. No longer does AoE with forced Poison Status Effect (resulting in Poison DoT for enemies in radius), instead it does AoE DoT Gas damage around the target.

    Players – aka Tenno – can only have a Maximum of 1 Stack on them – you cannot receive Stacked Status Effects as a player from enemies, fear not!

    Why: The inclusion of enhanced or different stacking of Duplicate Status Effects is one to refresh the appeal of Status.

    In addition, we’ve removed 0.25x Multiplier for Elemental Status Effects, meaning all Elemental Status Effects are 4x more likely.

    Why: Critical has long been king – and while we are leaving Critical as is, our goal is to bring Status into the Arsenals in a new light for all Primary, Secondary, and Melee weapons. Our long-term goal with this change is to build upon this series of changes to eventually allow Status to impact bigger threats like Liches and Eidolons.

    GREAT THAN 100 STATUS CHANCE / SHOTGUN CHANGES FEEDBACK MEGATHREAD:

    Warframe Revised: >100% Status Chance / Shotgun Megathread

    Greater than 100% Status having meaning: Years ago we added Orange and Red Critical Damage numbers when you land a Critical with greater than 100%. For years, Status being greater than 100% has done nothing except guarantee Status – which is good, just not an added incentive to go over 100%.

    Faction Aura Changes

    We are rebalancing the faction Auras to not completely bypass our rebalancing effort. More importantly though, with the complete rescale these Auras (mostly Corrosive Projection) will not be as necessary as they were.

    Corrosive Projection, Shield Disruption and Infested Impedance new Rank values are:

    • Unranked: -3%
    • Rank 1: -6%
    • Rank 2: -9%
    • Rank 3: -12%
    • Rank 4: -15%
    • Rank 5: -18%

    Why: We think being consistent is key. Passively removing 100% of an enemy’s defenses is not an interesting choice, and we were completely inconsistent in this regard with Auras (i.e the efficacy of 4x Corrosive Projections vs 4x Shield Disruptions).

    Status Chance Mod Buffs:The Status Chance Mods we released many years ago have not been considered worthwhile – there are simply better options within the Status Mod builds (Dual Stats) or Critical builds are more appealing. We are buffing all Standalone Status Chance Mods to increase the appeal of building for Status on your Weapons:

    • Rifle Aptitude increased from 15% Status Chance to 90% Status Chance
    • Melee Prowess increased from 15% Status Chance to 90% Status Chance
    • Sure Shot increased from 15% Status Chance to 90% Status Chance
    • Shotgun Savvy increased from 30% Status Chance to 90% Status Chance

    Why? This is a long overdue change that will thrive when paired with the above change of giving >100% Status meaning. The goal is to give your Arsenals a shake up in terms of what Status may mean for some of your Collection! This is a power output increase across the board for Status. We will review the other Status Mods at a later date, but have no firm plans for them now.

    STATUS CHANCE MOD BUFF FEEDBACK MEGATHREAD:

    Warframe Revised: Status Chance Mod Buff Megathread

    Status Chance Mod Buffs The Status Chance Mods we released many years ago have not been considered worthwhile – there are simply better options within the Status Mod builds (Dual Stats) or Critical builds are more appealing. We are buffing all Standalone Status Chance Mods to increase the appeal …

    Grenade Markers:Sometimes the devious enemies of Warframe decide they’d rather stay safely behind cover and throw explosive surprises at the Tenno instead of rushing in. They do this when you are stationary for long periods of time. Some time ago we added an audio warning so that thrown grenades would chirp or tick, but experience has shown that they are still easy to miss during the chaos of fighting. A visible HUD marker and a warning glow have been added to grenades that are thrown at you to give you a better chance to react. PLUS, you can now shoot the grenade before it explodes, allowing for increased tactical revenge!

    Why: More awareness on where Grenades are has been a longstanding community request to help the flow of battle. We are adding it to allow for more player tactical choice.

    Fun extra fact: Saryn’s Molt will shed an attached grenade!

    GRENADE MARKER FEEDBACK MEGATHREAD:

    Warframe Revised: Grenade Marker Megathread

    Grenade Markers Sometimes the devious enemies of Warframe decide they’d rather stay safely behind cover and throw explosive surprises at the Tenno instead of rushing in. They do this when you are stationary for long periods of time. Some time ago we added an audio warning so that thrown grenades …

    HDR Preview:Players with a Graphics Card and Monitor that supports High Dynamic Range will be able to preview our new technology!

    Why: Warframe is a vibrant game – and including HDR support will allow those with the hardware to experience a new richness!

    HDR PREVIEW FEEDBACK MEGATHREAD:

    Warframe Revised: HDR Visual Megathread

    HDR Preview Players with a Graphics Card and Monitor that supports High Dynamic Range will be able to preview our new technology! Why: Warframe is a vibrant game – and including HDR support will allow those with the hardware to experience a new richness! Please remember to leave your feedback in …

    Deferred Rendering Preview:

    For the past several months we’ve mentioned that our engine is getting graphical upgrades. The time has come in this Mainline update to give you the option to preview Deferred Rendering! This will make Warframe look the best it’s ever looked – with better shadows, reflections, lighting responsiveness, and more!

    Why: Graphics Matter Too – we have team members who thrive on integrating the latest graphics improvements to our technology!

    DEFERRED RENDERING PREVIEW FEEDBACK MEGATHREAD:

    Warframe Revised: Deferred Rendering Megathread

    Deferred Rendering Preview For the past several months we’ve mentioned that our engine is getting graphical upgrades. The time has come in this Mainline update to give you the option to preview Deferred Rendering! This will make Warframe look the best it’s ever looked – with better shadows, refle…

    FOV Maximum ChangeFresh from the oven comes a hot bonus change: we’ve increased the max FOV value from 78 to 90!

    Why: Out of the players that do change their FOV setting, ~84% change it to the max. You may be wondering “why not max it even further??”. It comes down to the potential of the diegetic UI, FX, etc breaking when going plus ultra FOV. We hope you enjoy this bump for now!

    Mag Magnetize Change:You’ll notice a new Arsenal stat for Mag’s Magnetize ability called ‘Magnetic Pull’. This value now represents Mag’s force of gravity that pulls targets towards a central enemy.’ Magnetic Pull’ is scaled with Magnetize’s Rank and can be Modded with Ability Strength Mods.

    ‘Magnetic Pull’ stat has been added to address enemies that are only affected by the pull for brief moments or those that ignore it completely, as opposed to getting pulled towards the central target. As reported here: https://forums.warframe.com/topic/1131437-magnetize-not-pulling-in-all-enemies/

    Gear Wheel Changes and Fixes:

    • Added “drag and drop” functionality to the Gear Wheel! Additionally, right-clicking in the Arsenal while modifying Gear Wheel will no longer swap to the Emote Wheel. Instead, right clicking now empties the selected slot.
      • When right clicking to remove from slot, the first 13 slots will not reposition due to the first 12 allowing Hotkey bindings. Anything above slot 13 will reposition if items are removed. For example, if you have something in slot 13 and 14 and remove the item in 13, the item will now be in slot 13.
    • Deactivating Gear items by clicking on the item in the Gear Menu a second time will now re-equip the weapon you previously had equipped, rather than always equipping your Primary.
    • Fixed mounting a K-Drive with a Scanner equipped not restoring it after dismounting.
    • Fixed any equippable Gear item not restoring properly after performing a Hack or Finisher on an enemy.

    Optimizations:

    • Heavily optimized Survival missions. Replaced the old script used in Survival missions with a new one that can perform up to 90% faster!
    • Optimized the projectiles of Carcinnox and Apoc Armaments to improve performance.
    • Made a micro-optimization to the Resource management system.
    • Optimized how custom shadow quality settings are applied.
    • Cleaned up generic explosions by replacing certain effects that were causing performance issues. Explosions should now be more optimal and consistent across the board.
    • Optimized the Kuva Nukor’s FX.
    • Optimized lighting across many Dojo rooms.
    • Optimized enemy awareness code.
    • Optimized the way the Codex is stored to save nearly 3.5 MB of memory.
    • Optimized the way the Star Chart is stored to save nearly 2MB of memory.
    • Optimized language cache preprocessing.
    • Optimized Hydron, Sedna to improve performance.
    • Optimized the effects on Titania’s Lantern ability to improve performance.
    • Made more optimizations to the Kuva Fortress tileset to improve overall performance.
    • Optimized Hildryn’s Aegis Storm to improve performance.
    • Optimized the Silver Grove shrine by reducing the number of particles.
    • Fixed a memory leak in dojos that could result in a crash after entering a large number of rooms.
    • Fixed random zombie players you would often see in the airlock of Relays and optimized performance in Relays in general (both rendering and CPU).

    General Additions:

    • Added new Elite Shield Lancers to Asteroid, Forest, Shipyard and Galleon missions that have level 25+ Grineer.
    • Added new “hit reaction” animations to Grineer enemies!
      • Before this change Grineer would only “flinch” when attacked – Now, with the updated hit reactions, it’ll be much easier to see when an enemy has been hit. These hit reactions are also much more dynamic to improve your Grineer crushing experience.
    • Added “Browse Wares’ ‘ option to Onkko (Cetus), Roky (Fortuna), and Little Duck (Fortuna).
      • We removed the extra click required to get to their offerings! Instead of having to select “The Quills’ Standing” and then “view offerings”, you now have the option to do so right away. We also updated all mentions of “View Offerings” to “Browse Wares”.
    • Added a “Trading Policy” that will appear when Trading for the first time! Safe trading tips have also been added to the Trade UI.
      • Trading is an essential part of Warframe and we felt it important to inform players on how to proceed with trading in a safe manner. All players will be presented with the “Trading Policy” window when trading for the first time ever (Mastery Rank 2 players who have just unlocked trading), and for the first time since downloading the update. This applies to any instance of trading in the Dojo and in Maroo’s Bazaar. Once you’ve accepted the Policy you may access it from the “Trading Policy” button when trading if desired.
    • Added a ‘COMPANION INVINCIBILITY’ option in the Simulacrum!
    • Added an AkLex Conclave Skin to Teshin’s Conclave Offerings!
    • Added the following categories to the Arsenal stat damage section:
      • “Damage” or “Damage / Projectile”.
      • Total damage counts that takes multishot into consideration.
      • “Status” for weapons with built-in multishot will now read “Status / Projectile”.
    • Added a new sound to the Staticor to indicate that it is fully charged!
    • Added a new explosive sound to the Javlok’s alt fire!

    Master Mix DSP Additions:The sound team has added audio dynamics processing to the master output!

    • Note from the sound team: We’ve been working on an exciting addition to the master mix of Warframe! We now have a compressor/limiter/clipper on the output. What does this mean? The game will sound tighter, punchier, more focused, and more in control. This video is lo-res but it gives you a taste (be sure to unmute for this!)

    General Changes:

    • Nova’s Wormhole will now teleport players’ weapon fire – You may remember we discussed the possibilities of this on Devstream #137. Well we saw your reaction to the possibility and we thought…why not make it a reality!
    • Slightly increased the size of Garuda’s Dread Mirror shield.
      • We noticed that enemies were still able to shoot Garuda’s feet, so this increase is to help avoid those stray foot bullets.
    • Hildryn’s Haven ability now also provides invulnerability to all damage for 3 seconds for her Allies upon their Shields being depleted.
    • Due to the changes with regard to how Viral Status stack, Saryn’s Miasma will now only apply a single Viral Status on its initial hit rather than each time Miasma applies damage.
      • This change may sound scary, but you will still get that same 6 seconds of initial doubled damage, just stacking now. If you play Saryn, you know it’s rare that enemies even survive Saryn’s damage output!
    • The Firestorm Mod is now compatible with all Primary weapons!
      • Updated the Firestorm Mod description to reflect this compatibility.
    • The Fulmination Mod is now compatible with all Secondary weapons!
      • Updated the Fulmination Mod description to reflect this compatibility.
    • The Codex console in your Orbiter will now display Leverian Prex Cards instead of cycling through the Codex. There is also a brand new ‘Leverian’ section specifically for the Codex that you can access the respective Warframe’s Leverian!
    • The Quest section of the Codex now orders itself in Active > Incomplete > Complete to reduce having to scroll through alphabetical order.
    • Changed the Focus Convergence in-world marker to a lighter yellow color so it isn’t as easily confused with the main objective marker.
    • Removed “Exterminate enemies” stage in Sortie Spy missions. This was done to fix some issues related to being unable to complete the mission due to this stage appearing.
    • Made improvements towards a hang that could occur when selecting “Appearance” in the Arsenal to improve performance.
    • Increased the frequency in which missions from the Void appear as Void Fissures.
    • Removed camera shake and color correction for other players in your squad when firing the Kuva Bramma for less eye bleed!
    • Updated the Mastery Test UI screen with more information and style!
    • Updated loading screen with a fancy new diamond loader and updated the loading screen tip font!
    • Updated the ‘Network Not Responding’ icon to be more jazzy and on brand!
    • Significantly increased the chance for the Juggernaut to drop Pherliac Pods Blueprint from 10% to 90%.
    • Increased the max Waypoint range from 100 to 250 meters.
    • In addition to the Revive screen receiving the ‘Hold to Confirm’ Revive/Abort function, we’ve made a few other changes/fixes when in spectator mode after an unfortunate death:
      • The Squad panel, minimap, and HUD trackers will now be visible during your time spectating.
      • The spectator camera now also follows the movement of the player’s camera more closely.
      • You can spectate the other fallen corpses of your Allies.
      • Fixed missing controller bindings callouts in the spectator screen.
      • Fixed an issue with the “current target” icon not always appearing over the name of the player actually being spectated.
    • Disruptions missions will no longer be eligible Syndicate missions below level 15, as Demolysts don’t spawn at that level, thus an inability to complete the mission.
    • Palladino’s Riven Mod Offering screen now also includes the option to purchase Riven Mods Slots!
    • You can now equip Veiled Kitgun Rivens on your Primary!
      • This feature is in preparation for Primary Kitguns coming in the Scarlet Spear update!
    • Reduced the pulsing FX frequency and size on the Eidolon Vomvalysts in their energy form.
    • Baruuk’s Reactive Storm Augment Mod will now also apply its Status Chance and damage type matching to enemy weakness on Serene Storm’s AOE attacks.
      • Previously the Augment was only applying to close-combat attacks – we decided to extend this to Serene Storm’s AOE waves to give more flexibility to the Augment’s use. We’ll be monitoring the change as you play and test it for any potential adjustments.
    • Upon review, the falloff range for a few Arch-Guns were not consistent with what the Arsenal was displaying. The changes below fixes these issues:
      • Increased the speed of Corvas and Fluctus projectiles to fix them dying before reaching their intended falloff ranges.
      • Increased the Grattler projectile lifetime so it can reach its intended falloff range.
    • Ivara Prime’s starry night FX when invisible will apply to any form of invisibility, not just her abilities (Prowl, Cloak Arrow).
      • This fixes other invisibility FX sources (for example: Untraceable and Ghost Mods) stacking with hers and looking awful/causing performance issues.
    • Removed Security Cameras and Turrets in Corpus Ship survival missions.
      • During an optimization pass we realized these environment hazards in Survival missions were extra AI overhead and annoyances when there’s already a lot going on.
    • Significantly reduced the damage of slide attacks for dual swords in the Conclave.
      • After reviewing how slide attacks perform with dual swords vs. other weapons, we determined it far exceeded them and needed to be rebalanced.
    • Made some minor UI tweaks in Survival missions to improve readability.
    • Projectiles from Crossbows equipped with the Dali Ballistica Skin will now match the Skin.
    • Updated naming conventions for Dojo Decorations. For example: “Small Topiary Bush” is now “Topiary Bush (Small)”.
    • Made adjustments to the brightness of trees in the Orokin Moon tileset.
    • Changed Nova’s Molecular Prime casting FX to have better positioning.
    • The Grineer Shield Lancer has been given a brand new reload animation!
    • Updated the reload animation for the Miter to better suit its uniqueness.
    • Kuva Lich and Ayatan Star in-world markers will start to fade as you approach them within certain distances:
      • Kuva Lich: At 20m marker will begin fade
      • Ayatan Star: At 5m marker will begin fade
    • Reduced overall transmission frequency in Survival missions.
    • Updated the Survival tower icon for in-world markers so that it matches the objective UI.
    • Increased the Health and Damage Resistance on Simaris’ Sanctuary Targets so that they don’t get accidentally nuked while attempting to scan them.
    • Reduce volume/ radius of Domestic Drones in Orbiter.

    Fixes:

    • Fixed the Synth Deconstruct Mod not functioning if it’s the only Synth Mod equipped and you die/revive.
    • Fixed an extremely specific method of Melee coptering (hello 2015) by interrupting a slide attack with a dodge roll.
    • Fixed a bug where certain pain reactions would make Grineer faces look like they were put in the microwave on the “melt butter” setting.
    • Fixed a rare case of some GPU Particles not following the player.
    • Fixed NPCs doing an extremely slow crawl forwards often when they fail pathing.
    • Fixed Lech Kril changing to his Gorgon mid swing if you moved out of Melee range.
    • Fixed inability to Operator Void Blast for extended periods of time during the “carrying” moments in The Second Dream Quest.
    • Fixed an out-of-memory crash if a player or enemy was executing a Melee attack while being teleported a great distance.
    • Fixed the Interception HUD breaking on rare occasions when joining an in-progress mission.
    • Fixed players in Towns, Relays and Dojos sometimes staying as blue Excalibur (loading) until they moved.
    • Fixed Grendel turning into a blob of polygons when submerging into Submersible Archwing water with Pulverize active. As reported here: https://forums.warframe.com/topic/1168788-grendel-pulverize-stuck-when-hitting-water/
    • Fixed the Vengeful Pull Ephemera being way too bright after customizing it and not inheriting Archwing scaling.
    • Fixed missing controller button callout to Rank up an Arcane in the Arcane Manager screen
    • Fixed the Cycuta Prime Sigil, Igaro, Yamako Prime, Zaikhya, Cycuta Prime, and Opulas Robe Syandanas clipping through the Titania Empress Skin.
    • Fixed K-Drive’s spawning backwards when using hotkey vs. Gear Wheel.
    • Fixed being unable to collect points in a specific spot in The Index Gas Works map. As reported here: https://old.reddit.com/r/Warframe/comments/eawwqg/index_points/
    • Fixed several issues occuring in The Index if the final player in a squad opens the Wager Credits window but presses ESC instead of confirming.
    • Fixed Conduits in Disruption missions missing collision for Warframes.
      • Enemies can still walk through Conduits so that they do not get stuck.
    • Fixed Conduit count in Arbitration Disruption missions going above the needed amount to extract (ex. 5/4).
    • Fixed not being able to vertically scroll or zoom in/out of the Plains of Eidolon or Orb Vallis advanced maps.
    • Fixed the Scapulis Syandana disappearing at odd angles.
    • Fixed both Host/Client being unable to see or hear each other’s reload FX on the Shedu.
    • Fixed a few edge cases of Alad V sometimes not spawning properly in his Assasination mission.
    • Fixed Shield Lancers being entirely way too precise with their shots instead of their shots taking into account accuracy variables.
    • Fixed issue with Warframes and Companions sometimes disappearing in the Arsenal.
    • Fixed entering the Extraction point in any mission deactivating Warframe stealth Abilities and making them visible again.
    • Fixed broken icons for Mastery Rank in the in-game Market or Inventory if the selected weapon has a minimum Mastery Rank requirement.
    • Fixed wild flickering issues on one of the doors in the Grineer Asteroid and Galleon tileset.
    • Fixed Defiled Requiem Mods counting towards to “Owned” total when viewing Requiem Relic rewards.
    • Fixed Wukong’s Wuclone tripping the laser traps in Brudia, Eris. Too much monkeying around.
    • Fixed getting stuck and being unable to use the “/unstuck” command in Sharkwing in the pump station in Desdemona, Uranus.
    • Fixed the Officium Syandana on Equinox’s Antonym Skin getting wacky positioning when swapping between her Day and Night forms.
    • Fixed Arch-Gun not re-equipping after Parazon Finishers and instead equipping Melee weapon.
    • Fixed Emblems attaching incorrectly and rotating when equipped with the Kuva Zavekk Shoulder Armor.
    • Fixed texture tiling issue with Gauss’ Redline FX.
    • Fixed inability to Chat link an extensive list of Syandanas.
    • Fixed ugly and busted blast FX for the Sarpa, Redeemer, and Redeemer Prime.
    • Fixed issue with enemy navigation in the Grineer Galleon tileset where enemies would attempt to cross through a solid window.
    • Fixed hole in map due to missing wall in the Grineer Galleon tileset.
    • Fixed texture issues with floor and rail assets in the Lua Halls of Ascension rooms.
    • Fixed a large ceiling pipe missing its material in the Grineer Sealab tileset.
    • Made fixes towards high-latency issues in the Vox Solaris quest.
    • Fixed Mesa’s Peacemaker and Titania’s Razorwing deactivating Melee-only mode if it was active before those abilities were cast.
    • Fixed Osprey in Octavia’s Anthem quest having the “Hunhow” tag. That Osprey was feeling pretty powerful that day I guess.
    • Fixed being able to escape the Grineer Sealab tileset using Itzal’s Arch Line.
    • Fixed being unable to complete the “Avoid the Scanners” portion of the War Within quest if the player uses Archwing afterburners to get ahead of the ship.
    • Fixed Odomedic Health regeneration lingering perpetually if Sentinel not present to end it
    • Fixed the Warframe Launcher not displaying correctly (portions of the UI would be cropped) on systems with high-DPI and custom scaling settings.
    • Fixed the Launcher creating a GPUCache folder every time it’s launched, sometimes in the directory where the shortcut exists.
    • Fixed only Energy values for Warframe Abilities showing changes that Mods apply when viewing a Warframe Mod Link.
    • Fixed inability to Chat link Anomaly Shards even if you have some in your Inventory.
    • Fixed ally Grineer Napalms (Nekros’ Shadow of the Dead) damaging themselves with their own missiles.
    • More fixes towards inaccurate Archwing Tutorial Quest text when indicating how to use Afterburners.
    • Fixed Lech Kril and Vor’s cinematics not including their weapons.
    • Fixed scrolling the mouse wheel while hovering over a Planet in the Star Chart resulting in the Warframe to zoom in improperly.
    • Fixed bad water materials in the Grineer Forest tileset.
    • Fixed certain attacks with the Arca Triton and Crushing Ruin or Shattering Storm equipped not consuming Slam Capacitor charges but still getting the damage multipliers bonus.
    • Fixed Arca Titron consuming Slam Capacitor charges in Melee Combos with Slam attacks without releasing its AOE charge, as reported here: https://forums.warframe.com/topic/1156171-slam-capacitor-not-discharging-on-combo-slams/
    • Fixed issue where transitioning from the Plains of Eidolon/Orb Vallis to Cetus/Fortuna would cause the equip/unequip animation to occur.
    • Fixed Mirage’s Hall of Mirror clones not animating properly during double/wall jumps.
    • Fixed being unable to quick Melee or swap back to Arch Gun when fighting Jordas Golem (Quest and Assasination Node were both affected).
    • Fixed attachment offsets on the Vapos Aquila in the Gas City tileset. Corpus Fleet technicians finally found the ship schematics and are now properly attaching laser weapons pods, vs previous woeful assembly.
    • Fixed a flag in Grineer Settlement being entirely unlit compared to the others.
    • Fixed very bright lights in certain areas in the Gas City tileset.
    • Fixed multiple areas in the Gas City tileset where exterior light was bleeding inside.
    • Fixed lightning issues on certain doors and hallways in the Grineer Galleon tileset.
    • Fixed Lech Kril becoming invincible after he’s cast his Cold abilities at the same time his backpack is destroyed.
    • Fixed Lech Kril’s Brokk disappearing for a moment before doing an overhead Melee ice slam wave attack.
    • Fixed Clients in The Index losing all functionality asides from the pause menu if they die and Host migration occurs before they are able to respawn. As reported here: https://forums.warframe.com/topic/1130768-index-perma-death/
    • Fixed Aero Agility not working when holding down an additional movement direction at the same time as aim gliding.
    • Fixed Wukong’s Cloud Walker not completing its casting animation when cast immediately after firing a low Fire Rate weapon (ie. shotgun). As reported here: https://forums.warframe.com/topic/1162154-bugged-wukong-and-shotgun-interaction/
    • Fixed FX for Harrow’s Covenant not applying correctly on Sentinels.
    • Fixed the Spore Ephemera showing the outline of Nidus’ wings in his Mutated state before he has enough stacks for them to actually show.
    • Fixed Focus Point cap increase missing from the list of Rewards in the Mastery Rank Screen.
    • Fixed Clients getting a script error in Interception missions (normal and Archwing) when standing in capture circle and attempting to abort the mission from the menu.
    • Fixed Railjack and Decoration placement headers appearing under the Archwing settings in Options > Controls when using a controller.
    • Fixed Clients seeing FX on Special Duty Coildrive when it should be disabled when caught in the ambush trap in “Defend the Coildrive” Vallis Bounty missions.
    • Fixed broken and flickering textures on Ara, Mars.
    • Fixed players getting stuck on a group of rocks after first encountering the Golden Maw in The War Within Quest.
    • Fixed map hole in the Golden Maw encounter in The War Within quest, allowing players to yeet out of the map because that golden worn is just too scary.
    • Fixed being able to see outside of the map when in the Plains of Eidolon/Cetus tunnel by crouching and looking towards the ceiling.
    • Fixed being able to hop out of Ara, Mars’ map using Nezha’s Blazing Chakram.
    • Fixed visible gap in the wall in the Grineer Galleon mission during Saya’s Vigil Quest.
    • Fixed map hole in the Infested Ship tileset.
    • Fixed black square textures in the Corpus Ship tileset.
    • Fixed Atavist Prime Knee Plates sitting off-center on the Ivara Kuvael Skin.
    • Fixed rooms in the Dojo showing as “Insufficient Space” despite not overlapping with the Observatory, even with larger amounts of space given.
    • Fixed a large map hole in the Lua tileset.
    • Fixed walk trail (Burning Step, Frozen Step, Fae Path, etc.) Ephemeras spawning half of the FX when equipped on a Warframe with Wisp’s floating animations.
    • Fixed some cases of the “Deploy Resource Extractor” button losing functionality and some cases of needing to select it twice.
    • Fixed Frost’s Hisame Skin clipping with the Targis Prime Greaves and Syrinx Leg Plates.
    • Fixed Ignis’ Energy color appearing defaulted in reflections when in mission.
    • Fixed the Lacera’s handle not fitting into Warframe’s hand when equipped with the Wisp animation set.
    • Fixed Ability menu remaining open when entering a Sanctuary Onslaught Conduit.
    • Fixed script error with MOA Anti-Grav Grenade Precept Mod.
    • Fixed script error with Saryn’s Toxic Lash ability.
    • Fixed script error with the Denial Bursa’s blinding beam ability.
    • Fixed AI getting stuck in a certain spot in Spear, Mars.
    • Fixed Vapos enemies and several items introduced in the Gas City remaster missing from the Codex, even though they were shown as scannable. The following will now appear in your Codex:
      • Biogas Barrel
      • Helium Barrel
      • Cable
      • Vector Shield
      • Vapos Detron Ranger
      • Vapos Sniper Ranger
      • Vapos Tech Ranger
      • Vapos Nullifier Ranger
      • Distressed Pipes
    • Fixed characters appearing distorted due to excessive radial blur in The Sacrifice Quest during the “Confront Umbra” portion.
    • Fixed texture flickering on Spy Vault doors in the Grineer Settlement tileset.
    • Fixed a map hole that was only accessible if you were in Hydroid’s Undertow. Like that one scene in X-Men when that one dude is disintegrated into water and slips off the table in a watery terrifying massacre…
    • Fixed an issue where attempting to Alt Fire when there isn’t enough ammo left for Alt Fire would cause issues. Weapons will now immediately reload on secondary fire in cases where secondary fire does not have enough ammo, rather than waiting for reload from empty delay.
    • Fixed lack of functionality and script errors when renaming, favoriting, changing Glyphs, or deleting a selected Loadout that does not appear in the grid due to search filters.
    • Fixed issues with fog textures for the Lua and Infested Ship tileset.
    • Fixed script error related to Eidolon projectiles.
    • Fixed the Itzal Chest Plate being angled slightly to the left on Mag Prime.
    • Fixed Sentinels attempting and then canceling attacks on the Synthesis Target over and over again.
    • Fixed “Melee Attack with…” tooltip clipping into the wall in Vor’s Prize in other languages.
    • Fixed laser hazards in the Gas City tileset missing localization.
    • Fixed Vauban’s Tesla Nervos roller drones stuttering in the Railjack.
    • Fixed fog pinching issue in the Plains of Eidolon skybox.
    • Fixed the Aseron Sekhara Emblem not being lit properly when equipped on the right side.
    • Fixed crash in the Simulacrum caused by Amalgam Arca Heqet’s copy ability.
    • Fixed the “waiting for players” button mission the pause icon in the UI when loading into Elite Sanctuary Onslaught.
    • Fixed a crash caused by Clients loading in a Host’s Orbiter while the ramp closing script was running.
    • Fixed crash when playing Corpus Infested survival missions as Client after the Host crashes.
    • Fixed a script error in Octavia’s Anthem quest.
    • Fixed crash in Conclave due to the “x was killed by x” message.
    • Fixed the Neo G2 Relic being set to “rare” in the Market/Syndicate Relic Packs. It is now “uncommon” as intended.
    • Fixed Riven challenges requiring “without being afflicted by a status effect” resetting when the status effect is blocked by immunity from sources such as Nezha’s Warding Halo.
    • Fixed script error with Mirage’s Eclipse ability.
    • Fixed a script error when fighting the Ropalolyst.
    • Fixed a script error when extracting from the Plains of Eidolon.
    • Fixed inverted poly on Grendel’s body which left a gap in his mesh.
    • Fixed missing tooltips for untradeable items if ‘Item Labels’ if turned off, making it difficult for players with labels off to know what the item is that they can’t trade.
    • Fixed Ordis’ spoken dialogue does not match his transmission during the second Orbiter cutscene in The War Within Quest.
    • Fixes towards unnecessary burst sounds from explosion projectiles.
    • Fixed a case of a locked door icon showing unlocked in the Grineer Galleon tileset.
    • Fixed missing door frame in Helene, Saturn.
    • Fixed the Furis missing its magazine. As reported here: https://forums.warframe.com/topic/1147887-furis-magazine-texture-glitch/
    • Fixed a rogue teleport volume in Stöfler, Lua that could be triggered unintentionally.
    • Fixed script error with the Edo Prime armor’s FX.
    • Fixed button box in UI being far too short for Bundle names that exceed 36+ characters in the in-game Market.
    • Fixed cases where adding a gender alternative to a string resulted in improper use of capital letters in localized Clients.
    • Fixed incorrect Operator lipsync movements when playing on a non-English game client.
    • Fixed the Controller binding screen sometimes not showing an accurate representation of which buttons are bound on PC.
    • Fixed special characters appearing as boxes when cycling through the Controller Icon Set list in the Options menu.
    • Fixed the far right side of numerous Options in the Options menu not being focusable with your cursor.
    • Fixed script error with Oxylus’ Scan Aquatic Lifeforms Precept.
    • Fixed script error that would occur in the Transmission scripts during a Host migration.
    • Fixed script error that would break the Excavation UI when replaying the Archwing Quest.

    The post Warframe Revised Update 27.2.0 patch notes appeared first on Gamepur.

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