Updates: Warframe Patch Notes


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Update 26: The Old Blood
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This update is born of our goal to deliver you a motley of content - too much to list out in a letter, but it’s all one click away. The Highlights:
GRENDEL: Consume in feeding frenzy fashion with our 42nd Warframe! The Leverian reveals all...
MELEE CHANGES PHASE 2: Melee has evolved again with a focus on TECHNIQUE - Stance/Combo reworks, the return of Equipped Melee, and MUCH more.
VAUBAN & EMBER REWORK: Revisited to better accent their themes and offer more ways to play!
KUVA LICHES: Twisted new Kuva spiked foes await - The death of Grineer bathed in crimson fuels an undying thirst for its creator: YOU.
Welcome to Update 26: The Old Blood! It’s a hefty read below that we appreciate you taking the time to go through. Before you get started, you can look forward to a friendly in-game Inbox message with a few items from us to you. We know you’ve put a lot of time and resources into some of the things we’re changing (Melee, Vauban, Ember, etc), so please enjoy these free items by logging in before December 31st 11:59PM ET:
  • 3 Forma
  • 7-Day Affinity Booster
PLUS to those eligible (MR 3+ and account created before we announced the Legendary Core on October 18th) 1x Legendary Core will be delivered in a separate Inbox message! This criteria is necessary to avoid awarding dormant accounts that could use this gift to abuse trading.
There will also be a total of eight time-limited Alerts starting Friday, November 1st @ 2 PM ET until Monday, November 4th @ 2 PM ET:
  • With the hefty changes that Melee Phase 2: TECHNIQUES brings, you can also expect three Melee-only Alerts to help you get a feel for how the changes performs against the three main Factions in different mission settings. Each Alert rewards a fully built Forma upon completion - giving you even more options to make adjustments to your Melee weapons where you see fit.
  • The introduction of Kuva Liches brings a special new kind of Relic - Requiem Relics. There are four Relics in total that contain Requiem Mods, the Exilus Weapon Adaptor, and more! For more details, continue down to the Kuva Lich section. To get you a headstart with the Kuva Liches, there will be four Alerts on Sedna that will each reward one of the four unrefined Requiem Relics. Since completing The War Within quest is required to access the Kuva Fortress, these alerts are only available to those that have completed the Sedna Junction and Sedna’s Nodes.
  • As a fun bonus, you can also play an Alert for the “Grendel in Action” Glyph!
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KUVA LICHES:
We Maggots live… not long.
We hope more life… work… killl… maybe Queens notice…
Maybe… they share… the Old Blood.
We are maggots. But eventually even maggots can fly.

Update 26 brings a completely new breed of enemy, gameplay, and reward: The Kuva Liches have arrived. This system is what the Kingpin system, first shown on Devstream #88, has become over time, despite being put on hold for quite some time! This will continue to be expanded throughout Warframe’s factions and will be expanded to include a Clan aspect in a future update.
This system is meant to be challenging. It’s meant to be a threat. It’s meant to posit a vengeful and immortal enemy against you until you can decipher how to defeat them. It will demand your best gear and game knowledge! The Update notes will outline the essentials, the game will teach you the rest. Let’s begin, Tenno.

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THE PARAZON:

The Parazon is the first and most crucial piece to taking down your Kuva Lich, but it is not exclusive to the Kuva Lich system. This is a new tool given to ALL Tenno of any level and is now a part of the Tutorial. It is an interactive tool with widespread use in the game, from basics like hacking, to deeper gameplay like decoding the means to Assassinate your Lich.
PARAZON MODS:
We have moved some Warframe Mods (ex: Intruder) over to become Parazon Mods, and are adding new Parazon Mods (listed below). Our approach with these is that they provide benefits to the Parazon’s various uses, instead of taking up slots on Warframes. All core Cipher (Hacking) Parazon Mods can be found in Spy Vaults throughout the Origin System, and Assassin (Finisher) Mods can be found on various Bosses!

The Parazon will have 3 Normal Mod Slots, and 3 REQUIEM MOD Slots (covered below).
CIPHER MODS - Think of these as upgrading the tool aspect of ‘hacking’. These make hacking easier or give small benefits when hack is completed successfully!
  • Intruder: + Additional Seconds to hacking.
  • Live Wire: Shock Enemies within 24 meters while hacking.
  • Auto Breach: 30% Chance to autohack!
  • Runtime: +45% Sprint Speed after hack.
  • Master Key: Unlock nearby lockers after hacking
  • Untraceable: Become invisible for 18s after hacking.
  • Failsafe: 50% Chance to retry a failed hack.
ASSASSIN MODS - These are for the new PARAZON ‘MERCY’ FINISHERS that can occur at anytime in game on eligible enemies.
  • Blood for Life: 50% chance to create a Health Orb on Mercy.
  • Blood for Energy: 50% chance to create an Energy Orb on Mercy.
  • Blood for Ammo: Mercy refills magazine by 100%
  • Hit and Rune: On Mercy: +60% Parkour speed for 6 seconds
  • Out Of Sight: Blind Enemies with 18 meters on ‘Mercy’ kill.

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PARAZON FINISHERS: AKA ‘MERCY’
Parazon Finishers are a new lethal technique that can occur in any mission on almost any unit. They are optional, as you can still kill the enemy without using them. Enemies eligible for Mercy will have a Parazon icon over their head!

REQUIEM MODS:
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New Requiem Mods have arrived and they are the only way to end your Kuva Lich. Your Lich is immortal until you figure out the correct combination of Requiem Mods - the precise order matters, and the only way to glean the order is by seeking ‘Requiem Whispers’ from your Lich’s Thralls and trying them out on you Lich.

The 8 Requiem Mods are:

LOHK
From brooding gulfs are we beheld
By that which bears no name

XATA
Its heralds are the stars it fells
The sky and Earth aflame

JAHU
Corporeal laws are unwrit
As suns and love retreat

VOME
To cosmic madness laws submit
Though stalwart minds entreat

RIS
In luminous space blackened stars
They gaze, accuse, deny

FASS
Roiling, moaning, this realm of ours
In madness lost shall die

NETRA
Carrion hordes trill their profane
Accord with eldritch plans

KHRA
To cosmic forms from tangent planes
We end as we began

Requiem Relics also contain an all new item - a Riven Sliver! A fragment of a sundered Riven. It is known that, with enough Slivers, Palladino is capable of reforging a complete Riven.

Earning Requiem Mods:
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The Void is reacting to the Lich experiments on the Kuva Fortress, and for the first time: Void Fissures are appearing on the Kuva Fortress! But these are unlike the others, and they only respond to REQUIEM RELICS.

There are 4 Requiem Relics - each with 2 Requiem Mods. Collect them all!
- You can get Requiem Relics from KUVA FLOOD SIPHON MISSIONS, guaranteed.
- You can get Requiem Relics from normal KUVA SIPHON MISSIONS, 30% of the time.

- These can be refined like Lith, Meso, Neo, and Axi Relics. A 5th Tab has been added for REQUIEM RELICS in your Void Relic Refinement screen.
Requiem Mods have a limited amount of charges (3), and consume charges when you successfully kill or convert a Lich. Repeat Requiem Mods in your collection will eventually go to good use.

ONTO THE LICHES:

THE ENEMY:
-Killing A KUVA LARVLING is the first step to creating a Lich. These can be found on any regular level 20+ Grineer mission in the Origin System - not including Sorties/Fissure/Quests/Special Regions, etc. for now. They are only available for players who have reached The War Within or beyond, this is the required prerequisite for getting a Lich.
- You can only have one Lich active at a time.
- The only way to get rid of your Lich is by using your Parazon with the correct Requiem Mods in the correct order - but you won’t be able to do this until you’ve found your Lich. Read on to learn how to do that.
- Only you and your Parazon can be lethal to your Lich - your squadmates can help you weaken the foe, but you are the key to victory.

THE HUNT & THE INFLUENCE:
- Once your Lich has set its sights on you, the hunt begins. You will know you have your Lich when this Icon appears in your Navigation and Menus, allowing you to view your Lich status at any time: - Follow the mouse to see everything from Lich Level, Requiem Mod Attempts, and More!
- Beware the red stain on the Origin System - the Nodes the Lich influences will be available for you to play by selecting in the Mission screen.
-Any node of influence has REWARD TAX. Only defeating your Lich will return all of what was Taxed! The less influence nodes, the lower the Tax.
- Influenced Nodes contain LICH THRALLS. You must use your Parazon on these to glean clues on how to destroy your Lich using the correct 3 REQUIEM MODS in the correct order.
- Clearing Nodes and Killing Thralls leads to progression toward revealing your Lich’s 3 fatal Requiem Mods.
- Once you know the 3 Mods, figuring out the Order is a matter of trial and error in battles against your Lich - good luck!

THE FIGHTS:
Your Liches likelihood to hunt you down is indicated by a bar on your Lich menu. The angrier they are, the more likely to spawn. Once you’ve drawn your Lich out to fight by destroying their Thralls and Influence nodes, fights against your LICH can go one of two ways:

DEFEAT- if your Parazon does not have the proper order of Requiem Mods. You will be defeated, and your Lich escapes, and grows stronger.

VICTORY - if your Parazon does have the proper order of Requiem Mods. You will be victorious.

THE VICTORY!
Defeating your Lich gives you two options:

VANQUISH:
Vanquishing your Lich with your Parazon ends its immortality, and grants you its Kuva Weapon.

CONVERT:
Converting your Lich with your Parazon corrupts it and turns it to your side, and will have a chance to appear in battle to aid you.


THE KUVA WEAPONS:
When you Vanquish a Lich, you’ll get its Kuva Weapon variant that is completely unique to your Lich. The base weapons are as follows, with custom stats depending on your Lich:
Kuva Karak: The custom weapon of a fearsome Kuva Lich. It has greater reload speed, lower recoil, and greater accuracy than the standard-issue Karak rifle.
Kuva Quartakk: Unlike a standard Quartakk, this Kuva Lich variant fires automatically from the hip and reloads faster while retaining its signature feature: annihilating targets with four simultaneous shots.
Kuva Ogris: The custom weapon of a fearsome Kuva Lich. Unlike the basic version the Kuva Ogris fires detonite-infused casings semi-automatically, from a smaller clip, while dealing greater damage per shot.
Kuva Kohm: The Kuva Kohm variant has a higher fire rate than the original. For every shot fired in rapid succession, the Kuva Kohm releases an additional bolt and grows more lethal.
Kuva Tonkor: This Lich-variant grenade launcher hurls mayhem and destruction with an increased reload speed.
Kuva Drakgoon: The Kuva Drakgoon flak cannon sends volleys of intensely hot shrapnel ricocheting around the room that do not slow down. Larger clip size and reload speed. Can be fired in wide or concentrated bursts.
Kuva Stubba (AKA Twin Stubba): Double-fist rapid-fire bursts of pain with these dual-wield variants of the Grineer submachine gun. Higher fire-rate and clip capacity.
Kuva Seer: This variant pistol has higher fire rate and magazine capacity. Superior zoom capabilities, plus projectiles have a small Corrosive burst.
Kuva Kraken: A custom variant that fires three quick shots with a single pull of the trigger, or can alt-fire burst the remainder of its clip. Higher fire rate, magazine capacity and reload speed.
Kuva Brakk: This Lich-variant semi-automatic hand cannon delivers a lot of punch in a small package. Higher fire rate, magazine capacity, and reload speed.


NEW:

KUVA CHAKKHURR - A high-damage flintlock rifle that does additional Damage on head shots!
KUVA SHILDEG - A massive hammer for the smashing!!
KUVA AYANGA - An Arch-Gun that can be turned into a Heavy Weapon with a Gravimag.

OTHER REWARDS AND SECRETS:
If Kuva Weapons or Lifelong Companionship aren’t your thing, there’s more! The birth of a Kuva Lich from a Larvling has a chance to create a Lich with some added flair - one of Seven new Ephemeras that you can only earn from Vanquishing or Converting your Lich (if it has one equipped)! These are a bit more special and rare, so don’t expect every Lich to have one, but we will be balancing over time.
Brand new Market items are available to help jump-start your Kuva world domination if that’s the road you wish to take. As with all our Platinum priced Market goods, these Packs are geared towards attaining convenience, at which they are priced accordingly:
Essential Parazon Mod Bundle
A Bundle featuring new Mods for your Parazon that give perks to Hacking or performing ‘Mercy’ kills on enemies. Purchased Mods are unranked.

Radiant Requiem Relic Pack
4 Radiant Requiem Relics, one of each type, I, II, III,and IV.

Kuva Lich Hunter Collection
Get a taste of the Old Blood with this exclusive, one-time purchase, of Kuva Lich items. Includes a full set of Requiem Mods, the Radiant Requiem Relic Pack, Kuva Warframe Armor, and an assortment of Kuva Lich themed color pallets.





NEW WARFRAME: GRENDEL
Consumer of worlds and everything else.

PASSIVE:
Each enemy consumed grants 50 bonus Armor.

FEAST:
Swallow an enemy whole and store it in Grendel’s gut. Not satisfied? Keep eating, but beware, each foe in Grendel’s belly slowly consumes Energy. Hold to vomit out stored enemies covering them in toxic bile.

NOURISH:
Consume the enemies in Grendel’s gut and nourish nearby squad members with a radial buff.
Nourished Energy - Energy buff
Nourished Armor - Armor buff
Nourished Strike - Damage Multiplier buff

REGURGITATE:
Violently puke out a bile soaked enemy from Grendel’s gut, turning the unfortunate creature into a toxic projectile.

PULVERIZE:
Powered by feasting, Grendel curls into a ball and knocks over anyone in his path. Jumping slams Grendel into the ground and generates a damaging shockwave.

Grendel can be earned for free through means based on the lore of his Leverian entry. Once you’ve listened, you’ll begin your hunt for Grendel by acquiring:
  • Grendel Neuroptics Locator
  • Grendel Chassis Locator
  • Grendel Systems Locator

These Keys are found in Arbitrations and will expose hidden missions on the planet mentioned in his Leverian for you. Grendel helps those in need - and only those who are truly ‘empty’ will earn his pieces, guaranteed.


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GRENDEL GLUTT HELMET
Dinner is served. An iconic helm for Grendel.

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SUMBHA SYANDANA
A most curious Syandana and one favored by the gallant gourmand, Grendel.

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MASSETER
Tear and chew through enemies with this unusual crankshaft-style greatsword. Grendel's signature weapon.
*When using Grendel with his signature Masseter, he will be immune from crowd-control procs while doing Heavy Attacks.

GRENDEL COLLECTION
It's all you can eat with this collection for the gallant gourmand. Includes Grendel Warframe, Glutt Helm, Masseter Greatsword, Sumbha Syandana and 3-day Credit and Affinity boosters.
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EMBER REVISITED
New Passive: Receive 5% Ability Strength for every enemy within a 50m engulfed in flame (up to a cap).
FIREBALL
Works fundamentally the same as it does now - tap for quick fire, hold to charge for greater impact. Enemies already inflicted by any Heat Status effect will now take additional damage.
Fireball has a casting combo, if you use it multiple times rapidly it gets stronger.
The damage output and charge speed also scale off of one of Ember’s newest abilities...
IMMOLATION (replacing Accelerant)
Time for a history lesson! Prior to Update 11.5, Ember’s second ability used to be “Overheat”, offering an aura of heat damage which also protected her from enemy fire. Almost SIX years later, it’s time for this ring of fire to come full circle.
When cast, Ember Immolates herself with protective fire armor. Her current level of self-Immolation is indicated by a unique UI indicator; the higher the heat, the more damage resistance, and the more effective Ember’s other abilities become.
The Immolation meter will build slowly at first - using Ember’s Fireball or Inferno causes the meter to build faster. But be warned! If the meter reaches maximum, Ember will “overheat” and Immolation will cost progressively more energy per second the longer you stay in an overheated state. To prevent this from happening, use Fire Blast to expel a portion of your heat meter, or toggle Immolation off to reset meter build.
FIRE BLAST
Casting time has been greatly reduced, and the ability now strips armor from nearby enemies. The amount of armor removed scales in effectiveness based on current Immolation levels. On cast, this immediately reduces your Immolation level by up to half.
INFERNO (replacing World On Fire)
Upon casting Inferno, all enemies currently within sight are struck by a fiery comet, lighting each target ablaze in a personal ring of fire. Inferno costs Energy per each target in sight, with the cost capped at 10 targets, at which other enemies are then free.
If an enemy ignited by Inferno comes in contact with another unit, the fire will spread, igniting them as well with a fresh ability duration. Damage of the heat AoE scales with current Immolation level.
With these changes, players will take a more active role in “bringing the heat” to all that stand in their way, with added protection that encapsulates Ember’s volatile nature.
Ember Augment Changes:

  1. Fireball: Fireball Frenzy: This augment is unchanged.
  2. Immolation: Flash Accelerant is now Immolated Radiance: Allies within Affinity range will receive 50% of Immolation’s Damage Reduction.
  3. Fire Blast: Fire Fright is now Healing Flame: Each enemy hit heals Ember by 25 to 50 based on the level of the Immolation meter.
  4. Inferno: Firequake is now Exothermic: Enemies killed while under the effect of Inferno have a 15% chance to drop an Energy Orb.

VAUBAN REVISITED
When revisiting Vauban, we aimed to retain his status as a crowd control powerhouse, while increasing his mobility and lethality to keep up with 2019 Warframe’s lightning-quick pace.
TESLA NERVOS (replacing Tesla Grenades)
Instead of sticking to surfaces, these new Tesla Drones will roll around, following the player. Once an enemy comes within range, these Drones will latch on and emit a shock that stuns the target and nearby enemies. Each Drone has a limited number of shock charges before it must be replaced. Hold cast to summon multiple Tesla Nervoses at once!
MINELAYER
All four of his mines have been replaced with new options:
  1. Tether Coil pulls a number of nearby enemies to wherever it sticks, rendering them immobile.
  2. Flechette Orb fires high velocity nails in all directions, inflicting puncture damage to any unlucky enough to be nearby.
  3. Vector Pad lays down a walk pad, granting a boost of speed in a chosen direction (indicated by arrows). Players must be moving in the same direction as the pad to receive a boost, while enemies are affected no matter which way they wanted to go.
  4. Overdriver will latch onto a nearby ally or yourself, enhancing their damage output for a period of time.
PHOTON STRIKE (Bastille moved to #4)
A deployable beacon marks a location on the map. After a short countdown, the area is struck by a massive orbital laser explosion (and yes, it does work indoors).
BASTILLE (combined with Vortex)
Vauban’s two marquee powers have been combined into a new and devastating ultimate ability!
When deployed, a Bastille will capture nearby enemies, stripping them of their armor over time. Players standing within a Bastille’s radius will gain a temporary armor increase, building up over time based on how many targets are currently being held in the Bastille.
When a Bastille’s duration expires, it collapses into a brief Vortex at the center of the cast for easy group kills. Want the Vortex to appear sooner, or last longer? Holding the cast key will collapse all active Bastilles early, or if you have no Bastilles, holding will deploy a new Vortex instead.
Overall, many of Vauban’s powers have been streamlined or replaced, making his tools less redundant, and much more versatile for keeping up with the pace of an average Warframe mission.
Vauban Augment Changes:
  1. Tesla Nervos: Tesla Bank: While a target has a Nervos attached, any damage dealt to it will be absorbed by the Nervos and channeled into a 8m burst of Electricity on death.
  2. No Augment for Minelayer.
  3. Photon Strike: Photon Repeater: If Photon Strike hits at least 5 enemies, the next cast will cost no Energy.
  4. Bastille: Repelling Bastille: Since Bastille and Vortex have merged, their Augments have merged as well. Enemies within the Bastille have a 100% chance to be repelled every 4s. Plus, Vortex’s duration is increased by 70% of its Maximum Duration for each additional Vortex thrown into it.
*Vauban and Ember have been removed from Conclave in the meantime for balancing.

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TITANIA EMPRESS COLLECTION
The trappings of royalty. Includes the deluxe Titania Empress Skin, Hawkmoth Skin for the Dex Pixia exalted weapon, the Mot Skin for the Diwata sword, Titania’s Heartwood Armor Set and the Dendrite Gunblade Skin.

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EUPHRATES PET ARMOR PACK
Contains Euphrates Pet Armor for both Kubrow and Kavat, modeled on the intimidating, bladed look of the Tigris Shotgun.

NEW KAVAT:
Introducing Vasca! A true child of the night, and a drinker of life.
How to obtain:
Bring your Kavat to the Plains of Eidolon at night to meet a Vasca Kavat - snoot to snoot. If your Kavat becomes tainted by a Vasca bite, Imprint it and breed 2 together for your own bloodthirsty kitty.
Don’t want your Kavat to carry the virus? Visit Master Teasonai in Cetus for the Vasca Curative.
Vasca Precepts:
Vampiric Bite: Vasca’s bite bypasses armor, draining her prey of life, adding to her own.
Transfusion: When her master is in bleedout, Vasca sacrifices some of her Health to raise them.
PLUS, new Vasca Floofs can be acquired by Master Teasonai!
Don’t feel like getting in a cat fight? Check out the Market for the Vasca Kavat Starter Kit!

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WEAPON EXILUS DESIGNATION + WHY!
Introducing a new Exilus Weapon Adapter that unlocks an Exilus Weapon Mod Slot for your Primary and Secondary weapons, granting you extra capacity to equip utility Mods. You can find the Exilus Weapon Adapter as an Offering from the main 6 Syndicates, from the new Requiem Relics, or in the in-game Market!
These Adapters will be for Primary and Secondary weapons only. Once we have finished making changes to the Melee system, we will re-evaluate the need for a Melee variant.
The conversation of tight capacity already exists without the addition of the Exilus Weapon Mod Slot, so we’re making these Slots default Polarities, meaning all Exilus Weapon Mods are - (Naramon) or V (Madurai) Polarity.
If you’re familiar with Exilus Mods, they are utility or movement Mods, not sustained DPS grants. Below is a list of eligible Exilus Weapon Mods that sustain the utility intention. Anything not included in this list was deemed DPS affecting and not true ‘Utility’:
Eligible Exilus Weapon Mods:
Ammo max:
  • Ammo Drum
  • Shell Compression
  • Trick Mag
Mutation:
  • Rifle Ammo Mutation
  • Primed Rifle Ammo Mutation
  • Shotgun Ammo Mutation
  • Primed Shotgun Ammo Mutation
  • Pistol Ammo Mutation
  • Primed Pistol Ammo Mutation
  • Arrow Mutation
  • Sniper Ammo Mutation
  • VIGILANTE: Supplies
Zoom:
  • Eagle Eye
  • Broad Eye
  • Overview
  • Air Recon
  • AERO: Periphery
Movement:
  • Agile Aim
  • Snap Shot
  • Spry Sights
Recoil modifying:
  • Gun Glide
  • Double-Barrel Drift
  • Stabilizer
  • Vile Precision
  • Strafing Slide
  • Steady Hands
Accuracy:
  • Guided Ordnance
  • Narrow Barrel
  • Targeting Subsystem
Silence:
  • Hush
  • Silent Battery
  • Suppress
Holstering Speed:
  • Soft Hands
  • Twitch
  • Reflex Draw
Reload Whilst Holstered:
  • Lock and Load
  • Tactical Reload
  • Eject Magazine
Projectile Speed:
  • Terminal Velocity
  • Fatal Acceleration
  • Lethal Momentum
Oddities:
  • Adhesive Blast
  • Cautious Shot
  • Fomorian Accelerant
  • Kinetic Ricochet
  • Tether Grenades
As a result, the following Mods have been tweaked:
General Changes
  • Ammo Drum increased to +90% Ammo
  • Shell Compression increased to +90% Ammo
  • Vile Precision is now -90% Recoil
Drain Reductions (at maximum rank):
  • Lock and Load from 13 to 9
  • Tactical Reload from 13 to 9
  • Eject Magazine from 13 to 9
  • Vile Precision from 11 to 9
  • Cautious Shot from 12 to 10
  • Rifle Ammo Mutation from 9 to 7
  • Primed Rifle Ammo Mutation from 14 to 10
  • Shotgun Ammo Mutation from 9 to 7
  • Primed Shotgun Ammo Mutation from 14 to 10
  • Arrow Mutation from 9 to 7
  • Pistol Ammo Mutation from 9 to 7
  • Primed Pistol Ammo Mutation from 14 to 10
  • Sniper Ammo Mutation from 9 to 7


Melee PHASE 2: TECHNIQUES
Update 26 brings change to Warframe - it iterates on the game and Melee is no exception. For months Phase 1 has been in your hands, and it’s time for Phase 2. What follows is a detailed overview of our design direction and intentions with this new Phase.
We are not touching Melee Riven Dispositions until we get updated data - expect advance notice when we close in on a date for this.
We want you to know how your use of melee and feedback on the systems have helped form Phase 2, and how some changes are included to allow for a more cohesive Melee experience. Our tools made Spin attacks optimal at the cost of the more interesting Melee system, and we’re trying to rectify that overall.
Previously we made several changes to the Melee system (as detailed in the Melee Rework Phase 1 Dev Workshop thread) including:
  • Introducing a new quick-melee attack
  • Full VFX overhaul on elemental damage types
  • Aimed Slam Attacks instead of impacting directly below an airborne player.
While select changes are to be rolled back (yes - see below before you react), the rest of the system served as a good foundation for this much more expansive Phase 2.
Please bear in mind that these changes are not set in stone, and some aspects of the new Melee system will be tweaked during the usual QA process. There are some more features being added later on, introduced in Melee Rework Phase 3 at a later date.
So what is covered in Melee Update Phase 2?
THE GAMEPLAY
  1. The Return of Equipped Melee and Manual Blocking!
  2. Dodge Cancelling and Tactical Dodging
THE COMBOS
3. Stance Changes, Combos and You!
4. Smoother Combo Transitions
5. Combo Counter Rework
THE TOOLS
6. Changes to Slam Attacks
7. Goodbye Channeling, Hello Heavy Attacks and Lifting!
8. Weapon Stats, Mastery Limits and General Melee Changes
9. Mod Rebalancing / Functionality
10. Exalted Weapons
11. The Screens: Arsenal Changes
THE TECHNICAL BITS
12. Aim Assist
13. Sticky Fingers when Equipping Melee!
THE FUTURE
14. Channelling 2.0 AKA “Rage Mode” and Future Plans!
As you can probably tell, this section is going to be a bit of a lengthy one, so make sure you sit comfortably, drink a nice cup of Greedy Milk and get ready to read all about how you can better turn your enemies into salsa with your favorite melee weapon!
An overarching note before you get started, is that every Melee weapon that was originally a single Elemental damage type has been converted to Physical + Element, allowing for more Status reliability as well (Silva and Aegis excluded given Flame Blade).

THE GAMEPLAY
  1. Equipping Melee and Manual Blocking!
One of the bigger changes added to the Melee Rework: Phase 1 was the addition of fluid swapping between melee and Primary / Secondary Weapons. However, some players preferred the ability to manually block, making some of their builds less easy to manage. While we restored manual blocking for players playing ‘sword alone’, it wasn’t quite the same.
The good news is that both functions are back! Holding the weapon swap button will equip melee fully again, and the aim button will manually block when in this mode. Holding the Weapon Swap button while Exalted Melee is in play will also lock you into Exalted Melee mode! (Don’t worry, Auto Blocking is still a thing!)
We also have redesigned the utility of blocking: Blocking will now prevent 100% of damage, with a blocking angle that is dependent on the melee weapon equipped. All successful Blocks will also add to the new Combo Counter!

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In the above example, sword and shield weapons (such as the Silva & Aegis) have a blocking angle of 70 degrees, centered on the front of the player, where as a dagger weapon (such as the Dark Dagger) will only have a blocking angle of 45 degrees. (Previously all weapons had a locked blocking angle of 45 degrees upon the introduction of Auto Blocking.)

2. Dodge Cancel and Tactical Dodging
One of the older and larger complaints of the melee combo system has been the animation locks. Completing 7 step combos feels great, but the animations completely lock you into the movements. We are introducing two new ways to put more control in your hands:
  • Dodge Cancel - Allows a player to activate a dodge any time during a melee attack to end the combo immediately and dodge out of the way.
  • Tactical Dodging - Dodging while blocking now performs this Tactical Dodge, keeping the distance short, and allowing you to remain within melee range. This is an effort to not break the flow of combat after cancelling out of an attack, but also if you need to make a quick escape!

THE COMBOS
3. Stance Changes, Combos and You
By far, the biggest change you will see in the new Melee system is the alterations made to Stances, as well how Combos interact with one another. In the old (current) system, Combos are an effect of button presses, all leading into a chain of animations. In Melee Rework Phase 2, attacks are buttery-smooth and adaptable!
This rework of Combos applies to every Stance, not just the weapon types. For example, Tempo Royale (a Heavy Weapon Stance Mod) will still have different Combos than the Cleaving Whirlwind Stance, even though both Stances fit the Heavy Weapon melee type. The difference now, is that both share a design that uses common movements and attack types.
We also wanted melee attacks to feel more intuitive. For example, if you are aiming down the sights of a primary weapon or blocking incoming fire, and then hit the melee button, you most likely want to get in close! If you are not inputting a movement key while meleeing, it’s usually a sign you want to finish off your target. We wanted the new Combos to reflect that that existing movement, and so the new inputs reflect that situational awareness.
In most cases, the following improvements can be applied to any given Stance Mod equipped to a weapon (not just individual weapon types!):
  • Forward Combo (Forward + Melee) - This allows you to attack without initially interrupting movement with the first 1-3 swings (depending on the weapon Stance). The last attack in the sequence will loop seamlessly into the first, so that you can keep a level of mobility while attacking.
  • Forward Tactical Combo (Forward + Block/Aim + Melee) - This move is usually a distance-closing opener, bringing you closer to the enemy and getting you within range to continue a harder-hitting string of attacks. The beginning or end of this combo can have a slam effect, allowing you to control the enemy, and during the mid-point of the combo, attacks will be large and sweeping, allowing multiple enemies to be hit.
  • Neutral Combo (Melee button only) - Hard hitting, movement-free attacks to allow a player to destroy their target. The last attack can either have a knockdown effect, or throw them into the air and hold them there, if one set of strikes does not finish the job.
  • Neutral Tactical Combo (Block/Aim + Melee) - First hit will likely be a longer thrust or throw of a weapon to increase range. Further attacks will be hard-hitting, and will often finish in a ragdoll effect or a Lifting Attack, as opposed to a knockdown or stagger. Lifting attacks are detailed in Section 7 of this workshop.
  • Air Combo (Melee while Jumping) - Perform a combo in the air without sacrificing movement.
  • Hover Air Combo (Back + Melee while Jumping) - Holds the player in place while the combo completes, and overrides the slam attack angle to keep the action going!
Pro Gamer Move Example: Use the first, opening attack in the Forward Tactical Combo (Forward + Block/Aim + Melee) to close the distance on the target, then transition into either a Neutral Combo (Melee Only) or a Neutral Tactical Combo (Block/Aim + Melee) to finish off the target.
All of these fresh Stance changes has shone light on Whip Stances in particular not being as desirable in comparison to the others. We’re aware of this and are working on a new Whip Stance!

4. Smoother Combo Transitions
In the old system, only the first follow up attack inputted would remain in ‘memory’ and would execute at the end of the initial attack animation. Any kind of input entered after the initial follow up was ignored until the next attack had started. In the new system, the next attack is being constantly updated, depending on the last input received.
This allows for last-second decisions on combo changes to occur immediately after the first attack has finished. No more waiting for a combo attack animation to end before you can start spamming the attack button again! Embrace the fluidity!

5. Combo Counter Rework
The Combo Counter will be getting a new functionality pass. Rather than just providing flat bonuses to damage, the Combo Counter will now also act as an expendable resource for new heavy hitting combat: HEAVY ATTACKS! This will replace channeling's key binding, and Section 7 below covers those changes. This counter will be increased in a more granular and rapid way, and can be built by using melee attacks, blocking damage, radial damage from Slam Attacks and hits from a thrown weapon (such as the Glaive).
As an expendable resource the Combo Counter should be easy to replenish, and the changes made should reflect how easy you can acquire and spend the Combo Counter resource. In addition, the ‘heaviness’ of an attack will have a measured difference on the amount of Combo Counter it increases. As a general rule, lighter, swift attacks will give lower additions to the Combo Counter than slower, heavy attacks will. Swing for the fences, Tenno!
A SIDE NOTE: as a result of this new Combo Counter system, certain Mods are changing, but there are also some Mods whose stats will remain untouched, such as Body Count, as it retains the same functionality. All Riven Challenges related to Channeling have been changed to reflect ‘Combo Counter’. For example, Riven Mods can now have a + / - to not gain Combo Points on hit. The Mods that will see some changes are listed below, in Section 9.
ANOTHER SIDE NOTE: Abilities that use the Combo Counter (such as Ash, Atlas, etc.) will scale at 25% of their former values, to make up for the ease of building a much higher Combo Counter Multiplier. This value is pending review for balance passes.
  • Combo Duration is now displayed as a bar underneath your Combo Counter!

THE TOOLS
6. Changes to Slam Attacks
The ragdoll effect of the Slam Attack is being removed (with some weapon-specific exceptions *cough*JatKittag*cough*), however it is being replaced with an effect that will push enemies back or knock them down, giving the player some breathing room, and setting the enemy units up for follow-up attacks.
Melee Rework: Phase 1 introduced the global use of ragdoll effects on Slam Attacks, so this is the second item to be rolled back, and replaced with a better way to rain down death from above!
Also, all Melee weapons have received an updated Slam FX - come on and SLAM (attack), and welcome to the jam!

7. Replacing Channeling with Heavy Attacks and the ‘Lifted’ Status
Channeling will be saying its final farewells in the Melee Rework: Phase 2 update, and instead is being replaced with a new form of Heavy Attack, as well as a new Lifted status effect. As we said before, Channeling Mods will also be changed to support this new system, as well as providing a larger pool of utility to choose from in your builds.
These are the changes planned:
  • Heavy Attacks (Alt-Fire for Melee) - Heavy attacks can now occur at any time, simply by pressing the Alt-fire button while you have melee equipped or in your hand. This costs all of your Combo Counter (affected by Mods), so make sure you lay down the hurt! If you don’t have any Combo Counter active, you will use a Heavy Attack, but it will not benefit from any damage bonus from the Combo Counter.
  • Heavy Slam Attacks (Jump + Alt-Fire for Melee) - This new Slam Attack will create a new effect on targets, known as the LIFTED STATUS. When a target is Lifted, it is held suspended in the air, allowing a player to follow up on attacks while the target is held helplessly aloft. Again, if you do not have any Combo Counter active, this will act as a Heavy Slam attack without a damage bonus, and minimal Lifting Status.
But what about the Channeling FX you ask? Prime Armor Channeling FX will now appear when the Combo Counter reaches 2!

8. Weapon Stats and Mastery Limits
With this new change, there is a broad-sweeping review of Melee weapons and how they function with the new system:
  • Mastery Rank - Weapons have been reviewed to make sure their function and power are aligned with an appropriate Mastery Rank, similar to passes made on Primary and Secondary weapons.
  • Base Damage - Since the Combo Multiplier will apply to Heavy Attacks only, the base damage of all melee weapons has significantly increased.
  • Base Range - Along with damage, range has also been increased to make sure you get the most chop for your buck. While base range is being increased, Range Mods are going to have a different calculation applied to them. This is detailed in Section 9.
  • Mod and Arcane Channeling Functionality - As mentioned above, any Mods or Arcanes with functionality tied to Channeling have had their stats altered to increase Lifted Status, Heavy Attack damage and Combo Counter modifiers.

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9. Mod Re-balancing and Functionality Changes
Since the base damage of melee is being buffed, some notable Mods are getting a balance and/or functionality pass. With the wide amount of changes happening to Channeling and Heavy Attacks, some Mods have had to be reworked into other systems or have had changes to the way their damage scales.
For full transparency, some of these are nerfs to specific Mods, but we felt these were necessary to truly allow Phase 2 to be treated as a new beginning for melee. Our intention is to create engaging melee and Modding variety, which is not possible when there is a one-best loadout or single Mod that can kill almost anything in the game. We love killing things effectively, but we also want the combat to be engaging and feel powerful. Spin attacks still exist, but the repetition of them is something we’re trying not to force you to use. To reiterate: select tools made Spin attacks optimal at the cost of the more interesting Melee system, and we’re trying to rectify that.
At the moment, the current list of Mods and their proposed changes are listed below.
  • All Channeling Mods - have been changed to the Melee Parent type to bring them in line with Melee Phase 2 changes
  • Amalgam Organ Shatter - Description changed from Charge Attacks to Heavy Attacks.
  • Blood Rush - Will now scale differently, using a stacking multiplier based on the Combo Counter, raising 60% per Combo Counter tier (something much easier to achieve in Phase 2).
  • Condition Overload - Now uses a stacking multiplier based on how many Status Effects are on the target at 120% damage per Status.
    • During this whole Melee rebalance, Condition Overload remained a persistent outlier. Since launch, it has had an unintended stacking mechanic, that nothing else uses in the game: it grew exponentially, making it too volatile to balance. We know there’s nothing worse than ‘how can you call this unintended’, so let’s explain the history: initially it did the stacking on final damage, which, as you know from previous changes, we have been trying to move away from. This is because this type of stacking makes for very hard to control damage progression, and tends to be very confusing as to which damage, Melee/Proc etc, applies where. This new version of the mod makes Condition Overload’s damage multiplication become equal to Pressure Point when the enemy has 1 Status applied, better than Primed Pressure Point at 2 Statuses applied, and from there it just grows and grows. Even though the maximum potential damage is lower now, we think it is still an extremely powerful Mod in its latest iteration.
    • The new ‘Lifted’ Status also counts for Condition Overload calculation. Revised Stances and the new Heavy Attack give reliable ways of applying Status to enemies, which greatly increases the reliability of Condition Overload

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  • Corrupt Charge - Adds a large amount to the Combo Counter, but significantly reduces the time it takes for the Combo Counter to drain.
  • Covert Lethality - is remaining as a Dagger Mod for now with +16 Initial Combo and 100% Finisher damage, pending later review. (Note: This has changed from what was laid out in the recent Dev Workshop)
  • Dispatch Overdrive - Increases player movement on a Heavy Attack hit.
  • Enduring Affliction - Increases the Status Chance on enemies suffering from the Lifted Status.
  • Enduring Strike - Increases the Combo Counter chance when hitting Lifted enemies.
  • Focus Energy - Add Electrical damage to an attack, as well as increasing Combo Counter generation.
  • Focused Defense - Adds an additional 20 degrees to a weapons blocking angle.
  • Gladiator Mod Set - Adds a multiplier with the Combo Counter up to 60% for the whole set.
  • Guardian Derision - Will add more to the Combo Counter for blocking hits. (Note: The Taunt mechanic is still in place.)
  • Killing Blow - Increases Heavy Attack damage and decreases the ‘wind-up’ time for Heavy Attacks
  • Life Strike - Heavy Attacks will now regenerate Health.
  • Maiming Strike - Changes from an additive buff to a stacking buff, but base functionality increased 150%.
  • Quickening - Grants +40% Attack Speed, +20% Combo Count Chance
  • Reach / Primed Reach - Will now increase range in a way that has been normalized. In the previous incarnation, long-range weapons were getting too much of a benefit, while short-range weapons were barely seeing any increase at all.
  • Reflex Coil - Increased Combo Point Efficiency when using Heavy Attacks.
  • Reflex Guard - +100% Combo Count Chance while Blocking.
  • Spring-Loaded Blade - Will now provide a maximum of 2 additional stacks of Melee Range.
  • True Punishment - Add 40% Critical Chance, but reduces the chance to add to the Combo Counter by -10%
  • Weeping Wounds - Increases Status chance in a Stacking Multiplier, 40% per combo tier.
This update will also see some changes to the following Weapon, Arcane and Focus School buffs:
  • Zenurik - Inner Might - Has been changed to provide 60% Combo Efficiency, instead of Channeling Efficiency.
  • Synoid Heliocor, Furax Wraith and Fragor Prime - All receive bonus initial Combo Count to offset the boosted Channeling Damage they had previously.
  • Exodia Triumph Arcanes - Have been changed to +50% chance to increase the Combo Counter on hit.
  • Exodia Valor Arcanes - Have been changed to +200% chance to increase Combo Count when hitting Lifted Enemies.
  • Exodia Brave Arcanes - Now grants +5 Energy Generation when killing an Enemy with a Heavy Attack. This can stack up to 3 times.
Again, some of these changes are subject to review and change. Now that Melee Rework: Phase 2 has been rolled out, there will surely be additional balance passes as usability and effectiveness are used (or abused).

10. Exalted Weapons
All melee-based Exalted Weapons have received the Phase 2 functionality treatment, gaining access to the combo changes. For those of you who may have missed it, Wukong’s Exalted Iron Staff has already had this functionality implemented (with the exception of the new Heavy Attacks and changes to the Slam Attacks).


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11. New Screens: Arsenal Changes!
Part of Update 26 involves a change of the Arsenal Screen, and how information is displayed. In the current system, your Arsenal screen looks something like this:
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In Update 26, this screen is being reorganized to include Loadouts, Companions and Vehicles in tabs, while also giving more information about a weapon when selected:


As you can see, new stats for Heavy Attacks and Heavy Slam have been added, with channeling statistics removed.

THE TECHNICAL BITS
12. Selective Aim Assist
Aim assist can be a help or a hindrance depending on what type of attack you wish to perform. While the current system either applies to all or none (on or off), the new system will have more intelligence on aim assist on a per-attack basis. As a general rule under the new system, Aim Assist will be disabled for almost all attacks in the Forward and Tactical Forward Combos, and enabled for most of the Neutral and Tactical Neutral Combo attacks. Of course if you don’t wish to use aim assist at all, you can disable it from the settings menu as normal.

13. Sticky Fingers when Equipping Melee!
Another common issue in user feedback was the unequipping of Gear Items (like the Codex Scanner), or dropping the ‘football’ (usually a pickup for Mobile Defense or Sabotage Missions) when equipping melee or using a melee attack. This has now been changed so that you will no longer drop items or unequip Gear Items when either equipping melee or using a Melee Attack!

THE FUTURE
14. Lastly: Channeling 2.0 AKA “Rage Mode”
There has been a lot of discussion around this addition, and while it will not be included in the Phase 2 update, there is a lot of work being put into its application. This system is very special and we want to make sure that it is not just a cool addition, but that it has roots in Warframes lore, and a story behind it. This is something we want to implement with a lot of in-game fanfare and details will become available as progress is made.
For now, that’s it!

Arbitration Changes & Fixes:
Some time has passed since our recent Arbitration tweaks - after observing stats and listening to your feedback, here are our findings and plans going forward:
-The initial purpose of the changes, rebalancing the different mission types, was a success! Vitus Essence output is now more consistent across the board when tracking earnings per mission type.
-We heard your thoughts regarding the droptables, especially the points about Mod drops. We think there is value to having both purchasable offerings as well as luck-based drops, but we can see how these items “diluting” Endo drops would be a concern.
We are addressing this desire for more consistent Endo from two angles:
  1. More of the droptable Mods that have been available since Arbitrations’ release (Vigorous Swap and Rolling Guard) will be moved to the Arbiters’ offerings for Vitus, replacing their percentages with more Endo.
  2. We are adding a new way for players to gain even more Endo, if they so choose. Read on for details!
Due to the addition of Vitus Essence dropping from Drones, overall Vitus earnings are..... higher than we anticipated. We've decided to leave these values as-is, but will be closely watching the impact Arbitrations has on Kuva economy overall.
BUT! With all that Vitus, we wanted to offer something else to spend it on. Therefore, a new Ayatan Sculpture, Ayatan Zambuka, is now available from the Arbiters Honors store! You may have seen this sculpture in Cetus - Old Man Suumbaat is a shrewd negotiator, but the Arbiters have their ways. Offering a purchasable Sculpture allows players to make consistent progress towards resource-based goals, even if players already have certain items in the droptables.
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  • Reduced the number of Kavor Defector squads required for a reward in Defection Arbitration missions to match other mission types.
    • Reward is now every 2 Defector squads instead of every 4 squads
  • Added a Vitus Essence Decoration to the Arbitration Honors Store.
  • Tweaked the Vitus pickup FX to be larger and red.
  • Fixed Vitus pickups sometimes falling through the floor.
Catchmoon Changes:
If you’ve made it to this part of the Update notes, you’re well aware that a lot of the Warframe meta may shift in new directions. With the current path Catchmoon weapons are on, it was time to bring Catchmoon weapons to a more reasonable power level, while still keeping them effective.
  • Decreased fall off damage from 100 to 10.
  • Decreased range of projectile from 40m to 20m and fall off range from 20-30m to 8-16m.
Please note that we are monitoring item usage for other weapons who use similar projectiles (Fulmin / Arca Plasmor), but will provide notice before we consider changing anything. We are simply monitoring at this phase.

Heat Status Proc Changes:
Heat Status procs now reduce targets' armor to 50% of the original value, with subsequent Heat procs refreshing the duration. Not hot enough for you? Applying the Status proc multiple times also turns up the Heat, dealing more damage per tick as the flames increase.

Titania Changes:
  • Titania can now Transfer to the Operator during Razorwing.
  • Titania’s cast animations are now an upper body animation only (except Razorwing), alleviating momentum cancelling lower body animations and trimming cast time.
  • Thorns Tribute now has Damage reflected AND reduced to help our little bug feel a little less squishy.
  • Titania can spawn up to four more Razorflies if all Tributes are active, one per Tribute.
  • Razorflies can now pick up Tributes.
  • Enemies directly affected by Titania’s Lantern will now have any damage they take dealt to them when the Ability ends (a la Mind Control).
Tonemapping Changes:
Our goal with changes to tonemapping is to alleviate fatiguing images by introducing darker midtones. Things may appear more washed out in contrast to how it was before, but don’t worry, it’s all intentional. If you spot things that are out of the ordinary and real wack, please let us know!
BEFORE:
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AFTER:
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General Additions:
  • Added 2 new Challenges:
    • The Abyss Gazes Into You - Create a Kuva Lich
    • That Which Kills Us Makes Us Stronger - Vanquish a Rank 5 Kuva Lich
  • Missing the handsome Zealoid Prelate calling you beautiful? Find the Orokin Derelict Emissary Assassinate Blueprint (Reusable) in the Market now!
  • Added the option to buy more Mod Config (max 3 extra per item) and Appearance Config Slots (max 3 extra per item) in their respective Arsenal screens! We view this as a more comprehensive way to customize your favourite Warframes, Weapons, etc, not necessarily everything you own. With that being said, we have reduced the Platinum price from 20 to 10 (as shown on Prime Time #266).
    • Please note that Mastery Rank 10 is required to purchase these.
  • A new Mastery Rank 28 Test has been added for soon-to-be eligible Tenno!
  • Added new boss health bar introduced in the Emissary boss fight to all bosses except Jackal, Vor and Lech Kril, the Raptor, Hyena Pack, Ambulas and Lephantis.
  • Added an Infested category to the Dojo Decoration list.
  • Added a tip to the Look Link screen that indicates Sigils are not applied in Look Link.
  • Added an option to fast travel to the Clan Vault Decoration.
  • You can now ‘Reset Main Room Decorations’ in your Orbiter. As a fail-safe the following screen upon selection will ask you to type RESETROOM to complete the operation.
Optimizations:
  • Made some micro-optimizations to FX rendering.
  • Fixed a script error when trying to start the Chimera Prologue/Apostasy Prologue/The Glast Gambit quests.
General Changes:
  • The Options screen, Ayatan Treasures screen, and Dojo Room Options UI have received a fresh new look!
  • The loading screen now puts your Liset at the forefront in a new formation!
  • Tekko Prime now gains additional Status Chance when used with Atlas and/or Atlas Prime.
    • Base status = 10%, Prime = 26%
  • Each Kavat can now give you 3 Imprints (up from 2). This will apply to all Kavats that predate this update. If you’ve already used 2, you'll find 1 more ready to go!
  • You can now enter your own Dojo from the Clan screen when visiting someone else's Dojo, instead of having to return to your Orbiter first.
  • You can now double-click on a Dojo Decoration to place it, rather than being required to select a Decoration and hit the Place Decoration button.
  • Increased volume of Lua Rescue Alarm as per player feedback.
  • Pressing ‘enter’ in the Loadout selection while using the search box will now equip the first Loadout in the resulting grid.
  • Increased the Exposing Harpoon duration from 10 seconds to 15 seconds.
  • Swapped the Kuva Bombard Crimson Dervish and 80 Endo drop to Condition Overload.
  • Allies will no longer attack Synthesis Targets, thus giving you full control on if you want to Scan.
  • Weapon stats will now be reflected in a slightly more rounded way. Innate Damage is added before anything on the weapon happens - boosting the weapons base Damage and then renormalizes the Damage percentages. This makes Elemental Mods stack in a way you would expect.
  • Moved the ‘Tips’ section in the Arsenal Upgrade screens to the button bar at the bottom.
  • Increased the ‘Additional Item Drop Chance’ of certain Amalgam enemies from 2% to 4% due to discovery that this drop was broken (fixed below). Happy hunting!
  • The Riven Cycle screen now gives you the option to view the Riven stats on every owned variant of said weapon. For example, I can now select either my normal Lex or my Lex Prime to view it’s said Stats.

Fixes:
  • Fixed Vitus Essence dropping in a completely different spot then where you initially destroyed the Arbitration Shield Drone.
  • Fixed Amalgams not dropping the additional Kavat's Grace, Anti-Grav Array, Gale Kick, and Odomedic Mods.
  • Fixed Elite Sanctuary Onslaught tileset order changing if a Host Migration occurs.
  • Fixed Client’s Riven Challenge progress not being tracked if a Host migration occurs.
  • Fixed Mesa’s Peacemakers not firing after holding down fire while rolling with Mesa’s Waltz equipped.
  • Fixed inability to unveil multiple equipped Rivens at once that have similar Challenges (catch one fish, mine one ore or metal, etc). As reported here: Multiple rivens can't be unveiled simultaneously
  • Fixed cases where each kind of Relic wasn’t available for a Void Fissure mission. There will now always be a Void Fissure mission available for each Relic Era.
  • Fixed missing Gear item descriptions in the Gear wheel.
  • Fixed Corrupted Vor appearing poorly lit when showing up to the party in the Void.
  • Fixed misaligned firing from the Plinx.
  • Fixed the Tekko Prime rotating in your hands each time you change the color.
  • Fixed the Diva Chest Armor clipping into Hydroid/Hydroid Prime.
  • Fixed removing Decorations that you’ve just placed resulting in the item not stacking in your Inventory with ones you already own, and showing up as Ayatan Sculptures until you refresh the screen.
  • Fixed sometimes seeing Rank 61 in the Nightwave ‘Tune In’ screen.
  • Fixed slow loading UI when switching between the Warframe options in the Vor’s Prize tutorial quest.
  • Fixed Gauss, Khora, and Wukong’s custom HUD warping oddly when in Dual Wield mode.
  • Fixed some HUD buffs (e.g. Mirage Total Eclipse) duplicating when the player Transfers to their Operator and the buff value changes.
  • Fixed the Navigation Alert bar overlapping your UI when viewing your Profile.
  • Fixed not seeing your Platinum/Credit balances when viewing a Chat linked item in the Market.
  • Fixed an enemy icon flashing very briefly on screen if you skip the introduction cutscene when going to a Relay.
  • Fixed incorrect Mod UI when viewing a Venari Mod Link.
  • Fixed seeing your Kavat dissolve when viewing a Kavat Mod Link.
  • Fixed inability to view K-Drive Scrawls in the Market when you don’t own a K-Drive.
  • Fixed ability to walk around in the Vehicle Arsenal screen. As reported here: Arsenal/Archwing Bug
  • Fixed Decoration mode scaling incorrectly. As reported here: Decoration Resize Bug (And how to get around it)
  • Fixed always seeing the Dax Shawzin when playing the Emote after purchasing a Shawzin for the first time.
  • Fixed experiencing a hitch when opening the Market.
  • Fixed inability to see Katana Holster options when the Blind Justice Stance is equipped.
  • Fixed the Etheria Shoulder Plates appearing misaligned on Mirage Prime.
  • Fixed the Battacor’s Charge state FX not always triggering for Clients.
  • Fixed Client’s Warframe continuously firing the Quatz after Transferring to the Operator.
  • Fixed the Combat Discipline Mod killing Warframes that are invincible (Nyx’s Absorb etc).
  • Fixed the Combat Discipline Mod causing a white screen if your Warframe dies because of it while controlling the Operator.
  • Potential fix for inability to move around in Decoration Mode.
  • Fixed overlapping UI when viewing a Look Link when in the Arsenal.
  • Fixed Kitguns losing sound when Dual Wielding and using Archwing.
  • Fixed becoming unarmed and unable to get your weapon back while in Revenant’s Danse Macabre.
  • Fixed Wisp Mote’s not keeping their Energy color when picked up by a non-Wisp player.
  • Fixed words not wrapping in the Venus Junction UI.
  • Fixed a case of Atlas’ Rumblers not being destroyed upon spamming the Ability.
  • Fixed Kuva disappearing from the ‘Last Mission Results’ after closing and reopening it.
  • Fixed paused enemies in the Simulacrum sometimes getting stuck in weird animation loops.
  • Fixed exiting the Custom Obstacle Course/Duel Room not returning the player to the room.
  • Fixed having to restart when using a controller and visiting the Mod screen through the Arsenal during the Tutorial (before you’ve unlocked the Mod Segment).
  • Fixed the Invite UI pop up not changing when Menu Scale is changed (until after you relog).
  • Fixed Operator Amp Slots showing up in the Market before you’ve completed the Second Dream quest.
  • Fixed changing from a loadout with Natural Talent equipped to a loadout without Natural Talent in the Simulacrum not updating your cast speed.
  • Fixed running on an angle when attempting to run straight in Conclave.
  • Fixed your Kubrow/Kavat’s appearance always being Config A when loading into the Orbiter until you enter the Arsenal.
  • Fixed ability to pet your Kubrow/Kavat while using the Shawzin Emote.
  • Fixed Titania’s Dex Pixia not being equipped if Razorwing is cast while holding an Arch-Gun.
  • Fixed a floating NPC in the Hydroid Relay.
  • Fixed cases where your Archwing is invisible during a fly-in cinematic (The Jordas Precept, etc).
  • Fixed some pixelation on Volt’s chest.
  • Fixed players always seeing your Operator’s Clothing Config A customization when viewing your Profile.
  • Fixed Condrocs flying away too early during their takeoff animation.
  • Fixed the Cryona Syandana clipping with some Warframe stances.
  • Fixed the Jotunheim’s Spirit Oculus not taking both Tints.
  • Fixed the Lahnss Polearm Skin not equipping correctly on the Sydon/Vaykor Sydon.
  • Fixed certain enemies not maintaining their velocity/movement after you unpause in Captura.
  • Fixed losing Ivara’s Sleep/Cloak Arrow UI timer when Transfering to the Operator.
  • Fixed inability to read the full stats list of Mod Link weapon due to it having multiple alternate firing modes.
  • Fixed Ticker's bundles not displaying their prices and being fully grayed out if you own some of the items in the bundles.
  • Fixed names doubling up in the Chat member list.
  • Fixed a level hole in the Grineer Sealab tileset. As reported here:
  • Fixed the Staticor’s Charged shot firing rapidly a large number of times when Ammo is fully depleted while using Mirage’s Hall of Mirrors.
  • Fixed the Massif Prime Syandana not sitting properly on Wisp.
  • Fixed the Diva Chest Armor clipping through Chroma/Chroma Prime.
  • Fixed the Boltor Bravura Skin being overly jittery.
  • Fixed MOA lockers being infinitely hackable.
  • Fixed inability to fire your Mote Amp as the Operator after switching back and forth in your Gear wheel.
  • Fixed Pyrana Prime’s passive not animating correctly. As reported here: Pyrana Prime's passive not animating correctly
  • Fixed the Gram/Gram Prime having bad animations when equipped with the Mortier Heavy Blade Skin.
  • Fixed inability to see Hunhow during the Second Dream opening cinematic.
  • Fixed inability to jump after firing the Sarpa and falling off an edge.
  • Fixed Mirage Eclipse’s damage buff not increasing the damage of Miter shots and by extension not increasing the damage of Slash procs caused by it.
  • Fixed cases of Client Operators Transferring back to their Warframe and unable to use Warframe Abilities.
  • Fixed missing Spy Vault lasers in the Orb Vallis.
  • Fixed your Kavat taking appearance from a previously equipped Kavat.
  • Fixed the Synth Reflex Mod bonus not activating without Companion.
  • Fixed having 0% Accuracy when using the Battacor exclusively.
  • Fixed the Fulmins detached barrel lingering for Clients after switching weapons.
  • Fixed enemy ragdolls sometimes going wild for Clients when they are killed by Excalibur’s Radial Javelin
 

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Rising Tide: Update 26.1
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DRY DOCK
The Dry Dock has arrived - it’s time to prepare with a new QUEST: RISING TIDE. By the end of this quest you’ll have assembled a Railjack, but it is not ready for flight. The time will come, Tenno.
The balance of power is tipping. An imminent threat grows stronger, surging across the Origin System. Will you stand against it? Keep pace in the arms race by starting construction on your Clan’s Dry Dock!
Build the Dry Dock, assemble your Railjack and prepare for the coming battle. What will begin as a hangar will evolve into your sanctuary, a space to hone and upgrade your ship with powerful technology to become the weapon you’ll need. Build the Dry Dock by rallying your clan and contributing Resources to its construction. After that, if you have completed the Second Dream Quest, start the Rising Tide Quest to begin forging your Railjack.

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BUILDING YOUR RAILJACK: RISING TIDE QUEST
The Grineer threat is mounting and you must rise to meet it. Track down the pieces of a long destroyed Railjack and breathe new life into it with the help of the newest Cephalon, Cy!
The Lost Cephalon
Building your Railjack begins with recruiting a Cephalon to pilot it. Begin by researching the Railjack Cephalon in at the Railjack Research Console in your Dry Dock. Once the research is complete, return to the Railjack Research Console to purchase a Railjack Cephalon blueprint and begin the process of crafting him in your Orbiter Foundry and installing him in the Dry Dock.
The Broken Vessel
Time has not been kind to the Railjacks. You’ll need to work with Cephalon Cy to find viable salvage from wreckage across the Origin System. After Cephalon Cy is installed in the Dry Dock, locate the six necessary Railjack components, retrieve them, then return back to the Dry Dock to restore them to glory. Once your Railjack is rebuilt, you’ll be able to board and explore your ship. Ignition and flight command requires additional components, which have yet to be located by Cephalon Cy.
NEW RESOURCES PREVIEW:
This update previews new Resources for future update EMPYREAN! When Empyrean launches, a wide variety of Railjack Specific resources will launch in missions, but we are previewing 4 new Resources early to aid in the construction of your Railjack:
Eximus Units will Drop 2 of the new Resources:
Cubic Diodes = Eximus units on *Europa Ice Planet tileset
Carbides = Eximus units on *Ceres Shipyard tileset
*We've added clarification that the Shipyard tileset on Ceres and Europa Ice Planet tileset on Europa are the nodes that will yield these new Resources.
Mining will reward 2 of the new Resources:
Plains of Eidolon: Pustrels (ORE)
Orb Vallis: Copernics (ORE)

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ORBITER 2.0
Your Orbiter just got an upgrade, Tenno! See the stars through the new viewing ports and marvel at the improved lighting and materials coming with the Dry Dock update. Your decorations will mostly survive the transition, with a small chance for error near certain walls. Simply move pieces around, or start from scratch with the ‘RESET DECORATIONS’ option from Update 26!

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EQUINOX ANTONYM COLLECTION
Kill with contrast using this signature collection for Equinox. This collection includes the Antonym Equinox Skin, Astreos Sword and Shield Skin and Circadian Syandana.
EQUINOX ANTONYM SKIN
Few things are more destructive than a secret. Unleash your opposite with this skin for Equinox.
STRATUS PISTOL SKIN
A billowing new skin to provide a unique, ethereal look to your pistol.
ASTREOS SWORD AND SHIELD SKIN
Husband and wife, dawn and dusk. A signature Sword and Shield skin for Equinox.
CIRCADIAN SYANDANA
Rise and fall, ebb and flow, peace and war. A signature Syandana for Equinox.

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CUMULUS COLLECTION
A cosmetic collection as ethereal as a misted mountain and as striking as a thunderclap. Contains the Stratus Pistol Skin, Cumulus Syandana and Cirrus Armor Set.
CUMULUS SYANDANA
Roiling and swirling with the promise and threat of a thunderhead, the Cumulus Syandana is for those Tenno who dwell among the clouds.
CIRRUS ARMOR BUNDLE
The preferred armor set of those who call both the mists of morning and the fog of war home. A perfect complement to the the Cumulus Syandana.
THE ORIGIN PACK
The Origin Pack is the best possible value for a Tenno looking to boost their Arsenal and get some spectacular new Cosmetics! The Origin Pack features the new Parotia Syandana and 200 Platinum.

General Additions:
  • Added 2 new in-game Challenges:
    • We're Gonna Need a Bigger Boat: Enter the Dry Dock.
    • Some Assembly Required: Assemble a Railjack.

Melee Changes & Fixes:
Critical Chance On Rivens
We recently increased the stats of the ‘Steel’ Category of Melee Mods (True Steel, Sacrificial Steel). We are now doing this for Rivens among other Mods to bring them up!
  • Doubled the amount of Critical Chance on Melee Rivens and gave the Critical Chance 2x for Heavy Melee.
  • Amalgam Ripkas changed to 187% Critical Chance (x2 for Heavy Attacks).
  • True Punishment changed to 100% Additional Combo Count Chance, -50% Combo Duration.
General Melee Changes & Fixes:
  • Increased the Combo Counter cap of the Venka Prime from 220 to 240.
  • Defiled Snapdragon Stance has received some spice:
    • Added a Slash proc to the third and fourth attacks in the neutral combo.
    • Added a Slash proc to the second and third attacks in the block+forward combo.
    • Increased the damage and combo point value of the last hit in the third attack of the block+forward combo.
  • Fixed ‘Chance to not gain combo count’ Riven curse not applying at all. This Riven curse has been reworded to ‘% chance to gain Combo Count’ for further clarification.
Kuva Lich Changes & Fixes:
We have 2 design changes to Liches to aid in the co-op nature of our missions, as well as the general mission flow.
  1. Rank 1, 2, 3, and 4 Liches now drop Kuva for all squad members when a Parazon is used on them - whether that leads to defeat or ranking up, the Kuva is yours on Ranks 1 through 4! You will recall there was a brief window where Thralls could drop Kuva or a Requiem Relic. We removed the Kuva, and are now applying it to Liches. Kuva numbers are balanced against Siphons / Kuva Survival missions, and take into account the fact that multiple Liches spawn in missions. The aim is to not make this the best Kuva run, just an added value. Siphons and other missions are meant to be the optimal path. Rank 5 Liches do not have Kuva as a drop as they could intentionally be kept alive for a vector to acquire Kuva. The Drops are: Rank 1: 150, Rank 2: 200, Rank 3: 250, Rank 4: 300. This is lower than some other discussed numbers because we are now letting it share across Squadmates.
  2. Liches now run away (but don’t rank up) if you’ve downed them 3 times, but don’t use your Parazon on them. This allows you to overpower your Lich and have it flee, instead of having the only way to remove it from a Mission be your failure to know a Requiem.

  • Operators can no longer perform Mercy kills on Larvling or Kuva Lich. Your Warframe is armed with the Parazon for a reason!
  • More fixes towards Requiem Mod UI lingering on the screen perpetually after failing to Parazon stab the Kuva Lich.
  • Fixed issue with Requiem Mod UI lingering and not updating properly after performing a Mercy on Kuva Lich as Wisp.
  • Fixed Kuva Lich despawning after getting downed while temporarily friendly from Revenant's Enthrall.
  • Fixed issues with the Vanquish / Convert context action appearing on Kuva Liches for Clients.
  • Fixed Kuva Lich weapons showing as fully Mastered in player Profile before hitting rank 40. Affected accounts should now see the corrected Mastered status based on progress.
  • Fixed Kuva Lich weapons not being localized in the End Of Mission results screen if you abort or look at last mission results.
  • Fixed Kuva Lich screen overlapping with the Market UI if the Market is opened while viewing said Kuva Lich screen.
Archwing Flight & Itzal Changes:
Blink has become a universal ability for all Archwings! Your ‘Roll’ binding in Archwing triggers its new Blink mechanic that Blink mechanic that propels over 2x the distance of original Blink (but can't be increased by Mods), with a cooldown of 3 seconds to prevent spamming - but at no Energy cost to you! Adding to the mix, we’ve changed how Afterburner is triggered to allow for simultaneous upward movement during its burn. Previously, the default Afterburner was to hold Shift to Sprint and Space Bar to initiate Afterburner. Now, holding Shift to Sprint and W will trigger the Afterburner once you get some momentum going. This new method may feel weird at first, and we’ll be watching for feedback as we continue to polish for a fluid flight experience.
ARCH LINE has replaced Itzal’s Blink ability:
Launch a tethered hook that either pulls enemies close, or pulls the Warframe towards any stationary objects it hooks onto.

Optimizations:
  • Improved handling of alt-tab when fullscreen, particularly when using the experimental flip-mode optimizations. Please try it again if you had problems before! Please note that there are known issues with Experimental Optimized Flip-Mode when using on cloned displays.
  • Made the optimized flip-model work if you booted up in native fullscreen before switching to borderless or windowed.
  • Improved diagnostics for GPU-driver crashes (we now send you to the website for help).
  • Optimized batch removal of friends to reduce server load.
  • Made some micro-optimizations to screens with a button-bar.
  • Made some micro-optimizations to the categorized grid UI.
  • Made some micro-optimizations to the Mod and Upgrade screens.
  • Made some micro-optimizations to certain UI scripts.
  • Made some micro-optimizations to sorting Mods by "recent".
Garuda Changes & Fixes:
  • Added a projectile explosion range FX to Garuda’s Dread Mirror blood projectile for the local player (one doing the casting) so you can see your output.
  • Slight trim to the Bloodletting cast animation.
  • Bloodletting now gives 35% Energy instead of 25%.
  • Reduced Seeking Talons charge time by around 15%.
  • Increased Seeking Talons Status Chance from 50 to 75%.
  • Fixed motion blur on Garuda's Dread Mirror.

General Changes:
  • Increased maximum Dojo Room capacity from 100 to 128 to accommodate for the new Crimson Branch and Dry Dock additions!
  • Added a new Captura Orbiter Scene so you can finally take a family photo with you and your 99 Domestik Drones - now with a new skylight!
  • We now allow the use of Skins on Zaws - this 2 year old request is finally seeing the light of day after some under-the-hood restructuring. If you come across any issues with Exodia, or odd behaviours, please let us know! Skin compatibility is automatically determined by Strike!
  • Restored Mirage’s Eclipse granting its ‘light’ buff when Mirage is on fire AND when under the effect of an Electricity Status Effect.
  • Capatilized Ember’s name in her Inferno ability description.
Fixes:
  • Fixed progression stopper in the Profit Taker fight due to inability to rehack the console.
  • Fixed enemies in the Mastery Rank 28 test not taking damage when ragdolled by certain CC Abilities.
  • Fixed small invisible ledge sticking out along the Plains of Eidolon boundary wall closest to The Ribs.
  • Fixed a small corridor in the Grineer Shipyard tileset appearing darker than intended from the outside.
  • Fixed the Zealoid Prelate getting stuck underneath staircases in the Orokin Derelict Emissary Assassinate node.
  • Fixed Archwing Gox enemy ending up with Storm Trooper level aim when players are too close to it after its laser arm weapon is destroyed.
  • Fixed a [PH] tag appearing in the verification prompt when trading Requiem Mods.
  • Fixing enemies losing their weapons permanently if an Ivara casts a Sleep Arrow on them while using a Rampart.
  • Fixed Atlas, Frost, Valkyr, Nidus, and Oberon's left arm bending in an unsettling way when holding the Opticor with their Noble Animation Sets equipped.
  • Fixed Corinth being attached to your Warframe’s left hand in an awkward position if reload was interrupted.
  • Fixed K-Drives being able to capture Cases in Fortuna Bounties. As reported here:
  • Fixed rare case of loading screen hanging when loading into Caloris, Mercury and Relays.
  • Fixed certain enemies (mostly Hyekkas, Drahks, and Feral Kavats/Kubrows) having poor hit detection while held in Vauban's Bastille.
  • Fixed passive Focus buffs not being given or restored if the Arsenal is entered/exited in the Simulacrum.
  • Fixed enemies in Gas City Sabotage not rushing when a hacking console is failed.
  • Fixed Alad V firing his electric shield ability out of his rear during his boss fight.
  • Fixed Ballistica's alt fire ammo not being reloaded properly for Clients if equipped with Mods that reload while holstered (ie. Tactical Reload).
  • Fixed firing and reload animations for Titania’s Hawkmoth Skin for her Dex Pixia exalted weapon.
  • Fixed "No Mods Mode" UI prompt not appearing for Clients in Grendel's Locator missions.
  • Fixed hitting an Eidolon Lure with a Heavy Slam Attacks causing it to disappear after the lifted status ends and respawn far away.
  • Fixed level hole in Grineer Shipyard tileset. As reported here:
  • Fixed level hole in Orokin Moon tileset. As reported here:
  • Fixed counter for Razorflies missing for Client Titanias until one is either killed or spawned.
  • Fixed Captain Vor being affected by the melee "Lifted" status in the "Vor's Prize" Quest. He will now stay firmly grounded as he does in all other scenarios.
  • Fixed the Kohm and Kuva Kohm's Energy ring in the middle of the weapon not using the chosen Energy color.
  • Fixed Mirage's Hall of Mirrors Clones dealing Modded damage in Grendel's "No Mods Mode" missions.
  • Fixed being dragged under the floor after hacking a panel in the "Follow the Stalker" mission in The Second Dream quest.
  • Fixed being unable to cast Nova's abilities for a period of time after casting Null Star. As reported here:

  • Fixed Atlas being unaffected by Vauban's Vector Pads. Rocks gotta go fast too.
  • Fixed the Golden Maw in The War Within quest pursuing the player at a crawl after dropping into the pit.
  • Fixed Golden Maws in The War Within quest not attacking player-controlled (Transference) Maw.
  • Fixed being able to Synthesis Scan more than than the maximum number of Scans required per target.
  • Fixed "new message" Inbox status being cleared immediately when viewing a new message -- now the message title will stay bold/white along with the green "unopened" envelope icon until you actually click off it (or exit the Inbox screen).
  • Fixed inability to switch to Primary from the Gear wheel if no Secondary is equipped.
  • Fixed Domestik Drones colliding with their own spawn points - was causing wobbly pathing as they ran over them.
  • Fixed Inaros no longer using his Sarcophagus if he dies at any point after using Archwing.
  • Fixed a small collection of enemies such as Sentients and Amalgams when not alert not turning around to look at you when they should, even if you were pumping their backs full of bullets.
  • Fixed an incorrect spawn location that was located inside an ice block in the Corpus Ice Planet tileset.
  • Fixed enemies being unable to get up if they got Rhino Stomped while they were under a Heavy Ground Slam ‘lifted’ effect.
  • Fixed the "Advance Time" tool in Captura causing your Warframe's upper body to swivel when aiming down sights/blocking with melee.
  • Fixed enemy AI having trouble turning around when very close to their target.
  • Fixed AOE Status Effects such as Electricity or Gas not occurring on killing blows.
  • Fixed jittering issues with the Jotunheim Syandana's cloth bits.
  • Fixed Naru Syandana violently clipping through Warframes.
  • Fixed Khora’s movement breaking when inside a Corpus Nullifier bubble with Strangledome active.
  • Fixed script errors in when Wisp casts her Reservoirs.
 

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Rising Tide: Hotfix 26.1.3
Additions:
  • Added a new slider for Orbiter ‘Wear & Tear ’in the Equipment > Orbiter > Orbiter Appearance menu! This new ‘Wear & Tear’ section allows you to choose how much internal amount of nicks and scratches you want the Arsenal section of your Orbiter to reflect AND what color those markings are.
    • Eventually these markings will apply to sections of the Orbiter outside of the Arsenal area once they have been given their updated looks!
Melee Phase 2 Changes:
  • Added Lifted status to Ooltha Heavy Slam radial attack when used with a one handed Zaw.
  • Added Lifted status to Rabvee Heavy Slam radial attack when used with a two handed Zaw.
  • Added Lifted status to the Paracesis on a Heavy Ground Slam attack.
Fixes:
  • Fixed ability to prematurely launch your Railjack into a never ending vortex. These babies aren’t ready to fly yet!
  • Fixed Nightwave progress being reset for existing challenges that you didn't make progress towards during the mission that just ended. This was fixed live Monday night!
  • Fixed Kuva Larvling spawns automatically setting off the alarms.
  • Fixed a crash when using Baruuk’s Desert Wind's Heavy Attack.
  • Fixed several ways Warframe could crash while trying to gracefully handle systems running out of memory.
  • Fixed the Dojo tool tip for new Railjack Resources indicating the wrong planet location due to the planet swap in yesterday’s Hotfix 26.1.2.
  • Fixed teleport volumes to catch players going wildly out of bounds in The Sacrifice quest not doing exactly that. As reported here:
  • Fixed overzealous ceiling teleporters to make the ceiling less invasive, allowing you to jump higher in the Grineer Settlement tileset
  • Fixed inability to pick up Domestik Drones once they’ve been placed in Decorator Mode.
  • Fixed a script error in the Syndicates screen when shutting down to load into mission.
  • Fixed a script error related to Companions losing their original pathing instructions once you’ve left a zone (Onslaught, Vallis, Plains, etc).
  • Fixed hole in the Railjack that allowed you to fall out.
  • Fixed a script error when casting Octavia’s Resonator ability.
  • Fixes towards weird camera collision in the Orbiter.
  • Fixed poor lighting in areas of the Orbiter.
  • Fixed a crash when in Archwing mode.
  • Fixed Dry Dock Repair Railjack Panel text extending outside the box when viewed in a localized language.
  • Fixed Acceltra sounds being heard from other players.
  • Fixed missing sounds when using the Syachid Skin with Zaws.
 

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Sergeant Major

Of the Army
When is Nightwave Series 3: Glassmaker ending?
This is a big one - our last ‘October’ post detailed out the release of the finale, and now that it’s here, it’s time to talk wrapping things up.

First, since we are launching on Next-Gen, we don’t want players joining the Tenno fold and having a Glassmaker experience that’s only one month long or less.

For this reason, we are running Glassmaker until the end of 2020, and in January 2021 we will be swapping into Intermission #3 (which will bring back old items, and offer Duplicate protection for those who already have items)! At that time in January, we’ll have a post up about our plans for Nightwave based on 3 Series of experience (one of which endured a pandemic)!

Deimos Arcana + Public Test Weekend Content: New Arcanes, New Bounties, and more.
Deimos Arcana is well into development. Our next planned deployment is Update 29.5: Deimos Arcana! We will only be Hotfixing in an emergency.

A summary of Deimos Arcana can be seen here:

Update Details.png

We are doing a Public Test Cluster this weekend. Want a sneak peek at the new Arcanes? Read on:

We are releasing new Deimos Arcanes called Residuals and Theorems. These are meant to be synergized Arcanes for Infested Kitguns and Warframes to play off each other. Take a look:

Residuals (Infested Kitgun Arcanes)

RESIDUAL BOILS
20% chance to grow cysts on the corpse for 12s that explode for 80 Heat Damage in 10m and applying Heat Damage type to Theorem Arcanes.

RESIDUAL MALODOR
20% chance to create a frigid mist for 12s, dealing 40 Cold Damage/s and applying Cold Damage to Theorem Arcanes.

RESIDUAL SHOCK
20% chance to electrify the corpse for 12s, dealing 200 Electricity Damage to enemies within 10m and applying Electricity Damage to Theorem Arcanes.

RESIDUAL VIREMIA
20% chance to create a pool of toxic blood for 12s, dealing 40 Toxin Damage/s and applying Toxin Damage to Theorem Arcanes.

Theorems (Warframe Arcanes):
THEOREM INFECTION
Standing in a zone created by a Residual Arcane increases damage of companions and summoned allies within 60m by 4%/s stacking up to 15x. Effect persists for 5s upon leaving the zone.

THEOREM CONTAGION
Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 5m dealing 100 damage and applying a Status Effect. Globes will persist for 8s upon leaving the zone.

THEOREM DEMULCENT
Standing in a zone created by a Residual Arcane increases weapon damage by 4%/s stacking up to 15x. Effect persists for 5s upon leaving the zone.
 

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UPDATE 30.5 SISTERS OF PARVOS PUBLIC TRELLO BOARD: Trello

SISTERS OF PARVOS

Parvos Granum’s days of collecting grain are far behind him. His newest grand achievement, born of technology and a desire for family, has finally come to fruition. Modeled with the latest in Corpus advancements, the Sisters of Parvos are ready to claim their Sectors and your lives.

The Kuva Lich system, originally introduced in the Old Blood update on Halloween of 2019, has expanded to introduce a new faction! The Sisters of Parvos update will bring your own personal Corpus adversary to the Origin System. Those acquainted with the Kuva Lich system will find familiarity with the Sisters of Parvos, but with a full Corpus experience!

A new cinematic awaits those who have finished The Call of The Tempestarii and The War Within…


Below is a breakdown of how to obtain a Sister from beginning to end:


First, one must not have an active Kuva Lich, meaning a Kuva Lich and Sister cannot actively be hunting you at the same time - it’s one or the other! Once you are free from the grips of your Kuva Lich (the process is faster now, see below) it’s time to enter The Granum Void!

To be deemed worthy of a Sister, you must enter the Granum Void found on Corpus Ship tilesets. By using a Zenith Granum Crown at a Golden Hand Tribute you will enter Parvos Granum’s pocket of the Void to battle Errant Specters. By reaching at least Rank 1 within the Granum Void you will call a Sister.

Once back in the Corpus Ship a Candidate will spawn within the level! The player who downs the Candidate will be the one eligible to Mercy. Once this Candidate is downed, the Sister’s weapon is shown above them and it becomes open to a Parazon Mercy kill if that Sister is desired. By choosing to kill the Candidate with a Mercy kill, this causes a Sister to arise in the Origin System, thus becoming the Progenitor of that Sister, and the Warframe used for this is recognized as the Progenitor Warframe. Progenitor Warframe determines Damage types and is displayed on the Sister’s Hound - that’s right, they have their own pets!

Once back in your Orbiter, the Sisters name is revealed and takes over the pre-existing Kuva Lich screen to display all her attributes, abilities, AND her trusty Hound. New to the Lich system these Hounds serve as the Sisters personal assassin, tasked with making your life difficult within the Sisters influenced Sector.

Your Sister then begins her reign over the Star Chat by influencing nodes as her own, but she won’t let you walk into her Sector easily. To help with matchmaking, we have made influence nodes consistent across all Lich and Sister levels. Venus is where Sisters of Parvos start at Rank 1! Once in an influenced node, the Sister’s Hound is released! While these Hounds pose a much harder battle than Kuva Lich Thralls, the Murmur progress is significantly greater. In addition, Hound Mercy Kills can award you Requiem Relics! As a typical Corpus, your Sister will steal any earned Credits from the mission.

As you continue fighting the Sister’s Hound on influenced nodes the chance of having your Sister spawn in the mission increases. The process of testing the Requiem order on your Sister is similar to Kuva Liches as failure levels her up, but instead of providing Kuva you and your squadmates can earn between 5K-10K Credits per Requiem attempt.

Once you’ve performed the correct sequence of Requiem Mods on your Sister, she will flee to a final, guaranteed showdown in her Capital Ship within Railjack in the Neptune Proxima (minimum Pilot Intrinsic 5)! Take her on when you’re ready. Other Tenno looking to fight their own Sister of Parvos will matchmake to the same node, where you can work side-by-side to take down your unique foes one-by-one!

Complete the Railjack objective to gain access to the Capital Ship. As you traverse through the Capital Ship corridors in search of your Sister you must defeat Warframe Specters tasked with protecting her.

Once you’ve Parazoned the Requiem Sequence you have the familiar decision to either Convert or Vanquish your Sister. Converting a Sister earns you back all stolen Credits, allows her to randomly join you in mission as an ally and becomes eligible for a Railjack Crew member (including On-Call)! Vanquishing your Sister earns you back all stolen Credits, the Sister’s signature weapon, and Ephemera (if applicable).

SISTERS OF PARVOS WEAPONS
Be on the lookout for these coveted weapons wielded by your Sister of Parvos! Bestowed by Parvos Granum himself, there are 8 weapons in all to obtain!

TENET ENVOY
This discreet rocket launcher is equally at home in a board meeting or on a casual outing. Aimed rockets are wire-guided for greater accuracy, but travel more slowly. The patented Granum Attaché System reloads the weapon when holstered.

TENET DIPLOS
Itemize and execute with this pair of auto-lock-on, homing-projectile pistols. Shoot from-hip for a more conventional pistol experience. The patented Granum Attaché System reloads the pistols when holstered.


TENET SPIREX
Dominate rivals with this pistol’s lightning fast rail-slugs. Head-shots speed up reload.


Primary Variants:
TENET TETRA

Parvosian upgrade of the classic Tetra. Slower fire rate but with a larger magazine. Can now alt fire entire clip as a large burst radius grenade launcher.

TENET FLUX RIFLE
Sister-modified Flux Rifle with increased fire rate and range. Recharge has been replaced with ammo clips to accommodate greater power needs.

TENET ARCA PLASMOR
Custom variant of a Corpus classic. Staggering blasts now ricochet and have greater range at the cost of a slower fire and reload speed. Surviving enemies are consumed with radiation.


Secondary Variants:
TENET CYCRON
This reengineered Cycron features a refracting energy disc that can split off the main target hitting up to 2 additional nearby targets.


TENET DETRON
Parvos Granum’s engineers have made this already ferocious hand-cannon, even more deadly with addition of an alternate fire mode that empties an entire clip in one devastating burst.


SISTERS OF PARVOS EPHEMERAS
Seven New Ephemeras sporting a distinctly Corpus Style are here!

SYBILLINA EPHEMERA
Information flows like live current through this Ephemera seized from a converted or vanquished Sister of Parvos.

ZARINA EPHEMERA
A blazingly regal Ephemera seized from a converted or vanquished Sister of Parvos.

GLORIANA EPHEMERA
An icily imperious Ephemera seized from a converted or vanquished Sister of Parvos.

LUCRETIA EPHEMERA
Hatch venomous plots in this Ephemera seized from a converted or vanquished Sister of Parvos.

HYPATIA EPHEMERA
A radiant Ephemera seized from a converted or vanquished Sister of Parvos.

KYRUNA EPHEMERA
A striking Ephemera seized from a converted or vanquished Sister of Parvos.

SOLENA EPHEMERA
A magnetically compelling Ephemera seized from a converted or vanquished Sister of Parvos.

HOUND COMPANIONS
Each Corpus Sister comes with their very own Hound. As an added reward for Vanquishing your Sister, you’ll earn her Hound as your own Companion! There’s more, though! Hounds are also Modular Companions and in addition to earning your Sister’s Hound, there’s also a chance at a separate Hound Component to start the process of creating your truly customized Hound Companion! Each Hound you come across can have a subset of different Components (think MOA Companion Crafting).

Hound Component Blueprints are tradeable. Visit Legs in Fortuna to assemble a Hound Companion with your Components! Here you can also Provide your Hound to Legs for 4K Solaris United Standing. This amount is higher in comparison to MOA Companions due to the acquisition flow required for a Hound.

*Building a Hound includes a weapon, therefore requiring 2 Companion Slots.



HOUND PRECEPTS

Hound Precepts are rewarded based on the Model, Bracket, and Stabilizer chosen at Legs in Fortuna.

*Precept stats below are at max rank.

Model Precepts:

  • Hec Model - Equilibrium Audit Precept
    • Unleashes a series of shockwaves that knock down enemies within 15m and deal 300 damage.
  • Dorma Model - Repo Audit Precept
    • Emits a magnetic pulse that disarms enemies within 30m.
  • Bhaira Model - Null Audit Precept
    • Negates the aura and abilities on an Eximus enemy and transfers the aura to the Hound for 60s.
Bracket Precepts:

  • Urga Bracket - Diversified Denial Precept
    • Fabricates 3 Specters that fight for 30s that each deal 85% of the Hounds damage.
  • Zubb Bracket - Evasive Denial Precept
    • Teleports a safe distance away and engages a displacement field, gaining 75% chance to dodge enemy fire for 8s.
  • Cela Bracket - Reflex Denial Precept
    • Generates a shield that reflects 90% damage taken (including friendly fire) in pulses over 10s as Magnetic Damage in a 12m radius.
Stabilizer Precepts:

  • Hinta Stabilizer - Synergized Prospectus Precept
    • Fires a spark that seeks out the nearest enemy in 30m, dealing 300 Electricity Damage in a 10m radius. The spark ricochets up to 7x, seeking out the nearest enemy in 30m.
  • Wanz Stabilizer - Aerial Prospectus Precept
    • Launches a beacon at an enemy within 27m that calls down an Orbital Strike dealing 1200 Blast Damage in a 7m radius.
  • Frak Stabilizer - Focused Prospectus Precept
    • Fires a beam of energy that deals 900 Heat Damage over 4.5s.
HOUND WEAPONS

Melee Hound weapons are rewarded after claiming a completed Hound from the Foundry (when you’ve vanquished a Sister of Parvos) or when building a Hound at Legs in Fortuna. The Melee weapon type is dependent on the Hound’s Model.

Akaten (Hec Hound Model)
Hound melee attacks eviscerate with Puncture and Slash damage.

Batoten (Dorma Hound Model)
Hound melee attacks pierce hard with Impact and Puncture damage.

Lacerten (Bhaira Hound Model)
Hound melee attacks devastate with Impact and Slash damage.

NEW RESOURCE: SPECTRAL DEBRIS
Discharged specter particles form an inert dust that can be collected and re-energized for various robotic projects.

Errant Specters in the Granum Void have a chance to drop Spectral Debris. This Resource is used in the Hound Component crafting process.


NEW WARFRAME: YARELI
Always on the move, the vivacious Yareli commands the ocean's fury. The original waverider.

b85fae0ebc49c11b51196ce4fbc91b6f.png

PASSIVE: Yareli gains +100% Critical Chance for Secondary weapons when she has been moving for at least 1.5s.

SEA SNARES
Form three water globules that seek out enemies and expand on contact, simultaneously damaging and immobilizing their victims.

MERULINA
Summon Merulina, a rideable creature of the waves, and the inspiration for K-Driving. Merulina protects Yareli by absorbing a large portion of incoming damage.

*Subsumed Helminth Abilities cannot be used while Merulina is active.

AQUABLADES
Tear through foes with a trio of orbiting aquatic blades.

*Aquablades is Yareli’s Helminth Ability!

RIPTIDE
Drag enemies into a crushing maelstrom and then blow them away in a watery burst. Each enemy trapped in the vortex increases the burst’s damage.

YARELI QUEST - WAVERIDER
Tenno who have completed the Vox Solaris Quest will receive an Inbox from Roky upon login for the Waverider Quest. The Ventkids have a story to share - will you listen, Tenno?

If you purchase Yareli with Platinum, you will receive a Riven Mod as a Quest Reward in addition to the Yareli Blueprint and the Yareli Prex Card!

*For those who accidentally sell the Yareli Blueprint you can find another in Simaris’ Offerings once the Waverider Quest is complete.
** Yareli being able to switch to and from Operator while aboard Merulina is in progress for a future Hotfix.
*** Known Issue: Security Cameras cannot detect Yareli while she is on Merulina. This will be fixed.


KOMPRESSA
Launch a volley of virulent, hyper-pressurized, water globules that envelope targets and explode with torrential force. Yareli’s signature pistol.

Purchase the Kompressa in the in-game Market or from Ventkid Offerings for Standing.

MERULINA SYANDANA
Dance atop the waves with Yareli’s Signature Syandana.

Purchase the Merulina Syandana in the in-game Market!

YARELI PHYSALIA HELMET
An Alternate Helmet for Yareli!

Purchase the Yareli Physalia Helmet in the in-game Market or as part of future Nightwave Cred Offering rotations.




YARELI AGILE & NOBLE ANIMATIONS
Purchase these Animations from the in-game Market and equip them on any Warframe of your choosing!

Purchase the Yareli Agile & Noble Animations in the in-game Market!

WAVERIDER COLLECTION

The youthful sovereign of the sea arises from the waves, attired for battle. Includes Yareli Warframe, Yareli Physalia Helmet, Kompressa Pistol, Merulina Syandana, Waverider’s Heart Decoration, and 3-Day Affinity and Credit Boosters.

Purchase the Waverider Collection in the in-game Market! If you gift this Collection to a friend, you’ll receive a bonus copy of Waverider’s Heart Decoration!

NEW KUVA LICH WEAPONS
Snickety-snack, guess who's back with more weapons? Kuva Liches!

Be on the lookout for Kuva Larvlings with the following new weapons:


LICH ADDITIONS, CHANGES & FIXES

Murmur Reduction

With the addition of the Sisters of Parvos to the Lich system we took another look at the overall Murmur requirement from a few angles: how the current Murmur requirement applied to Sisters and how it felt with the current Kuva Liches.

As a result, we’ve reduced the Murmur requirements so that getting all 3 Requiems solely by killing Thralls should be about 12-13 missions on average, down from 18-19 average.

Region Consistency for Matchmaking improvements

We have changed the way you progress against your Lich by having consistent Influence regions per level of your Lich!.

The problem we aim to solve here is scattered matchmaking for players seeking Murmurs overall. Players would often have the same goal but never cross paths due to their Liches separation across the Origin System.

The details of this change are:

1) Rank 1 Kuva Liches appear on Earth
2) Rank 2 Kuva Liches appear on Mars
3) Rank 3 Kuva Liches appear on Ceres
4) Rank 4 Kuva Liches appear on Sedna
5) Rank 5 Kuva Liches appear on the Kuva Fortress

*Please note: if you had an Active Lich before the Update, it’ll progress through its current occupation nodes before it adopts the new Region flow.

New Requiem Mod - OULL
Through endless faces, countless forms, a multitude unfolds.
(Mimics any Requiem Mod needed to complete a lethal sequence)

This new Oull Requiem Mod counts as the correct Requiem Sequence for whatever Parazon Requiem slot it is in when taking down a Lich or Sister of Parvos! Like other Requiem Mods, the Oull can be used successfully 3 times.

Earn this new Requiem as a 25% drop chance when your Kuva Lich or Sister of Parvos flees after you’ve used the correct Requiem Sequence. *This Requiem only drops for the person whose Lich/Sister is downed.

New REQUIEM ULTIMATUM
Take control of your nemesis with the new REQUIEM ULTIMATUM - a call too powerful to resist! A new Gear item that can be used to spawn your current active Kuva Lich or Sister on an Influence Node to bring the fight to you! Our intention here is to add an option to force the feud in your favor.

Earn this Requiem Ultimatum as a 25% drop chance when choosing to either Convert or Vanquish your Kuva Lich or Sister of Parvos. *This Requiem only drops for the person whose Lich/Sister is downed.

New Kuva Lich Showdown Flow

Do you and your Squad have what it takes to beat your Kuva Lich Showdown?



Kuva Liches have also received the new boss showdown flow in Railjack! Your Kuva Lich will now flee to their Galleon once you’ve weakened them with the correct Requiem sequence. Once you’ve unlocked their Requiem, a new showdown node will appear within the Saturn Proxima (minimum Intrinsic 5). You and any other Tenno who have weakened Liches will be able to seek out and destroy!

Our intent behind this change is to match our TennoCon 2019 Lich Showdown presentation. In doing this, we’ve also eliminated the randomness of that final showdown. These are guaranteed fights that you can gear up before you go in! Bring your best gear for the job.

Between reducing the required Murmurs, adding OULL, adding Requiem Ultimatums, and having this new flow, we have shortened the Kuva Lich cycle and added more control for all Tenno! The final fight is now on your terms, and we hope you enjoy the efforts to improve and simplify this system!

Kuva Lich (And Sister of Parvos) Valence Fusion QOL:

We have made Valence Fusion for Weapons more intuitive in this Update! We are inheriting the behaviour we added for Railjack which was much more clear to our players!

  • Prior to this Update, when you used Valence Fusion to combine two Kuva Lich weapons together in the Arsenal, the order of the weapons picked would determine which element the final bonus damage would be.
  • In this update, when you combine two Kuva Lich weapons (or Sister Tenet weapons) together, you will have the option of which element you want to keep. The numerical stat of the element still combines using the same logic as previously.
    • This is intended to reduce confusion about the end result you will get, and to make it easier to keep a desired element. Now you don’t need to fuse twice to restore your initial element type if you are combining weapons with different elements.
Adaptive Damage Scaling Changes for Liches:

Throughout our boss design history, we have added things like diminishing returns and damage mitigation techniques like armor or damage attenuation. In the time since we’ve launched the Kuva Liches, we’ve made adjustments to how we handle player damage vs. Liches. We’ve done things like add allowing Status Effects and attenuate damage to try and create a balanced combat experience. Like many bosses in Warframe, Liches have some damage modifiers applied to them.

We found a bug in the damage attenuation code, and have fixed it and polished the attenuation for Kuva Liches.

This system generally targets the scenario of very high damage things like the Void Rig’s Arquebex vs. a Kuva Lich, a scenario that is now possible due to the final showdown being based in Railjack. When we were testing this Voidrig Vs Lichout, our Liches barely lasted a second and we realized the damage attenuation code could use some review! We found bugs to fix and things to tweak to account for these new scenarios. Our only intention is to give you a fight that lasts more than mere seconds - happy hunting and may your teamwork and gear lead you to victory! We will be closely reviewing this to ensure we strike the right balance of a fight that requires teamwork and consistent offensive gameplay to beat, but also doesn’t feel impossible. Feedback is welcome!

General Lich Changes & Fixes:

  • Updated the Lich Tutorial screen to include new Lich flow and Sisters related information.
  • Changed the "Captured Liches" category to "Converted Adversaries" in the Trade window.
  • If you do not have any Kuva Lich or Sisters of Parvos history in your Codex, a pop-up message will appear to tell you that you have not encountered any.
  • Added new Kuva Lich transmissions for the following scenarios:
    • Lich Defeated Player Taunt
    • Lich Downed Player
    • Lich Kills Player
  • Fixed failing Requiem Mods sequence affecting the appearance of other players’ Kuva Liches.
  • Fixed holding the Parazon as if it was a sidearm if a Host migration occurred during the Kuva Lich Parazon stab animation.
  • Fixed instances where Parazon would become invisible or not animating during Kuva Lich attempts.
  • Fixed getting stuck in other players' Kuva Lich stab cinematics.
PARAZON REWORK

Parazon attacks were introduced in The Old Blood as a way to Mercy kill enemies. This stylish and universal blade has had a clear role in all things Liches, but their role in the game at large has been hard to play around. There are problems in need of solving, and the below outlines how we’ve done just that!

The problem with Mercy kills is they are hard to pull off, making engagement with the system far too low! Mercy kills only have a chance to trigger when an enemy’s health is 20% HP or less. In practice, you really never know if it’s going to happen. And if it does, it is often too late! You’ve riddled them with Status effects, a Squadmate casts an Ability, or your Kavat might be feeling extra bloodthirsty, and you cannot get in for the Mercy kill.

We are changing their design, adding new Mods (thanks Design Council!), and refreshing the system.

The change is based on a core principle: We want to make them more reliable and more strategic so you can actively decide if you want to use a Mercy kill or not.

Our change is rooted in the following:

A Mercy Kill opportunity is guaranteed when an enemy gets below 40% (60% for Corpus, but requires all Shields being stripped), but only on SPECIFIC units in each faction.

The units are:


  • All humanoid Eximus
  • Grineer
    • Heavy Gunners
    • Bombards
  • Corpus
    • Scrambus
    • Nullifiers
  • Infested
    • Ancients


And the logic is rooted in the following common scenario:

Imagine you see a heavy gunner in the distance. You have “Blood for Energy” on your Parazon. You see you need some Energy, so you start shooting the heavy gunner knowing full well once she’s at 40%, she will be open for a Mercy kill and the Energy could be yours!

You can plan and decide!

This also means that Impact Status Effect is changing:

Before:
Impact Status Effects used to increase the chance that the random Mercy kill opportunity would happen.

After: Impact Status Effects increases the Mercy Kill threshold range on eligible enemies. So instead of triggering at 40% on the list above, you can apply Impact Status to do a Mercy kill sooner (4% per Status)… up to 80%. Meaning, applying a lot of Impact Status quickly makes an enemy VIP more quickly susceptible to a Mercy Kill. Impact would then be a build strategy for getting the VIPs out of the fight!

But what about really high levels you ask?

We have made changes to this since our original Developer Workshop.

Up until level 150, the Parazon Finisher triggers at 40% Health remaining.
After that, every 5 levels reduces the threshold by 1%, down to a minimum of 10%! Eligible Enemy Health bars will have a notch on them to indicate these thresholds..

This change was made to make it more clear to our players, as well as still approach guaranteed kills at high levels with an amount of balance.

In addition, since Parazons were reworked, Zephyr's Airburst no longer overlaps with finishers.

VOID STORM REWARDS UPDATE & NEW TENET MELEE WEAPONS

Long lost CORRUPTED HOLOKEYS have been discovered in the raging Void Storms! Millions of these Holokeys were lost to the Void when Parvos Granum’s flagship was bombed. Perrin Sequence’s own Ergo Glast has a strong desire for these artifacts, and is offering up new Granum weapon technology for them (Syndicate alliance not required)!

Each Proxima Void Storm can reward Corrupted Holokeys as Common mission rewards. These replace the End of Mission Void Trace rewards from Void Storms.


EARTH VOID STORM
2x Corrupted Holokey: Common 37.50%

VENUS VOID STORM
2x Corrupted Holokey: Common 37.50%

SATURN VOID STORM
4x Corrupted Holokey: Common 37.50%

NEPTUNE VOID STORM
3x Corrupted Holokey: Common 37.50%

PLUTO VOID STORM
5x Corrupted Holokey: Common 37.50%

VEIL PROXIMA VOID STORM
6x Corrupted Holokey: Common 37.50%

Visit Ergo Glast in a Relay and view his new weekly Merchandise. Every week Ergo will have 1x version of each new Tenet Melee weapon with its additional bonus Damage / Elemental for 40 Corrupted Holokeys.

By visiting Ergo each week with Corrupted Holokeys in hand you can collect them all to Valence Transfer week over week until you get the best possible version of each weapon. If collecting is more your style then Ergo will always have something in stock!





TENET AGENDUS
Drive the agenda with this massive impact hammer. Heavy attacks launch devastating energy disks.

TENET EXEC
Leverage bleeding-edge Granum tech with this massive heavy blade. Slam sends forth a cascading set of three shockwaves, while Heavy Slam unleashes a swath of shockwaves.

TENET LIVIA
The sleek lines of the Granum Attaché case conceal a infinitely sharp two-handed blade. Blocked attacks have a chance to increase the blocking angle. Note: The Granum Attaché system pauses the combo timer when holstered. Similar to the Xoris, if you have a Melee weapon with infinite combo duration, pseudo-melee abilities consume the Combo on use.


TENET GRIGORI
On Heavy Slide Attack this Corpus scythe launches a spinning energy disk that ricochets throughout the battlefield. Its lifetime is derived from the size of the Combo Counter. Note: The Granum Attaché system pauses the combo timer when holstered. Similar to the Xoris, if you have a Melee weapon with infinite combo duration, pseudo-melee abilities consume the Combo on use.



RAILJACK ADDITIONS, CHANGES & FIXES

  • RAILJACK COMMAND RANK 10: Introducing Elite Crewmates! Stronger crew members become available for recruitment from Ticker.
    • These Elite Crewmates have two more Competency Points and they have a random trait based on which of their Competencies have the most points.
      • For example: If their Gunnery skills have the most Competency Points, this Crew member could have “50% more damage with Zetki weapons”. If their Piloting skills have the most Competency Points, this Crew member could have “Increase effectiveness of Lavan engines by 25%”. So on and so forth!
  • Corpus Spy and Survival missions have been added into the Corpus Proxima regions! With these additional game modes come completely new reward tables including the new AMBASSADOR weapon (see below), Ash Components, Railjack Mods, Parazon Mods, and much more! Head to warframe.com/droptables for the full scoop! You’ll notice that some Corpus Railjack mission nodes have been shuffled, and 1 additional Corpus node has been added per region to accommodate these:
    • Venus Proxima:
      • New Survival Node, Luckless Expanse
      • Orvin-Haarc is now a Spy Node (Was Exterminate)
    • Neptune Proxima:
      • New Spy Node, Brom Cluster
      • Enkidu Ice Drifts is now a Survival Node (Was Volatile)
    • Pluto Proxima:
      • New Survival Node, Fenton’s Field
      • Peregrine Axis is now a Spy Node (Was Orphix)
  • Railjack Crew Members now have a more relaxed behaviour when not in mission.
  • Fixed Crew Members getting stuck in turrets after attempting to give them another order while they were still getting into the gun.
  • Fixed a case where Crew Pilots would just stop if all targets were too far away.
  • Fixed being unable to use the Tactical Map while in Crewship pilot seats.
  • Fixed script error when using ‘On Call’ Crew Members.
  • Fixed infinite load from Dry Dock on the second Railjack mission after Host migration and successful first mission.
  • Fixed an issue where the objective transmissions would repeat the one from the first mission when doing back to back Railjack missions.
  • Fixed softlock when entering a Railjack mission with the Nightwave screen is opened from the Star Chart.
  • Fixed cargo train entry objective marker not updating position after ejecting each car in Corpus Railjack missions.
  • Fixed Kuva Lich weapons overlapping over UI in the Crew management screens.
  • Fixed Crew Members’ barks missing lip syncs.
  • Fixed the "Press (Button) to open the Tactical Menu" prompt appearing on accounts with no ranks in Tactical Intrinsics.
  • Fixed the Railjack’s Hull meter in the HUD not updating while you are in the Forge screen.
  • Fixed Capital Ship waypoint in Railjack Defense missions persisting in space after completion.
  • Fixed the Rising Tide quest not being marked as completed after purchasing Railjack in the in-game Market without relogin.
  • Fixed camera detaching if a Client tries to switch to Operator as they are leaving a Railjack mission POI.
  • Fixed no mod popup occurring when players pick up a Railjack mod in mission.
  • Fixed Host migration while streaming into a mission causing an infinite load tunnel.
  • Fixed seeing the Drydock in a yellow box from the front of the Railjack window when entering the loading tunnel to a mission.
  • Fixed an issue where Clients could sometimes be unable to fire the Forward Artillery weapons.
  • Fixed script error that could occur when extracting from a Railjack Survival mission.
  • Fixed a bunch of non-squad members appearing in Railjack in Relay Dry Docks for a bit.
  • Fixed Railjack weapons not firing at times.
  • Fixed On Call Crew members appearing like Mr. Potato Head with mixed body and head parts.
  • Fixed Specters not despawning when returning to the Dojo after completing a Railjack mission.
NEW WEAPON: AMBASSADOR
Bring negotiations to an instant conclusion with this Corpus assault rifle. Switch effortlessly between charged sniper shots and rapid-fire electrical assault mode. Parts and Blueprints are found in the new Corpus Railjack Survival nodes.

NEW PARAZON MODS


5 New Parazon Mods are here! Find them all today to add new power and Utility to your Parazon!

  • Power Drain (on Mercy) - 100% chance for next ability cast to gain +50% Ability Strength.
  • Malicious Code (on Mercy) - 50% chance for enemies within 15m to cower in fear for 8 seconds.
  • Hard Reset - Execute 3 Mercy Kills within 40 seconds to revive a fallen Sentinel or Companion.

Design Council Contributions:

  • Swift Mercy - Speed of Mercy kills increased by 50%.
  • Firewall - Reduces damage by 75% during hacking.
These new Parazon mods can be collected by completing Corpus Railjack Spy missions.

NEW EMBER PYRAXIS SKIN
Ember refined to her most searing elemental form, the primordial flame. Concept designed by Debbysheen!

VOLCA SYANDANA
Ember’s Fourth Law of Thermodynamics: look good doing it.




FLAMETHROWER PLAZM SKIN
A flamethrower skin that's twice as hot as the carnage it contains.

NEW SYNDICATE OFFERINGS
The Syndicates you know and love have expanded their Offerings!

Each Syndicate has added respective Armor Sets to showcase your loyalty! Including Ostron Armor from Hok in Cetus, and Solaris Armor from Rude Zuud in Fortuna! That’s 8 unique Armor sets in total to collect! The most ever released in a single Update!

PLUS, each Syndicate (excluding Ostron and Solaris) has new Emotes based on familiar Railjack Crew animations!

All of these new Offerings are Tradable!


NEW STEEL PATH HONORS
Teshin has expanded his Steel Path Honors!

  • Veiled Riven Cipher (one a week)
    • This cipher can be consumed to identify the selected Veiled Riven to bypass its Challenge.
    • Replaces Transmute/Cycle button in Mod Segment when a Veiled Riven is selected
  • New Shotgun Mod - Counterbalance
    • -60% Weapon Recoil
  • Noggle Statue - Teshin
  • Orokin Tea Set (Decoration)
    • This Orokin Antique once belonged to a powerful Dax.
  • In Action Glyphs
    • Gauss in Action
    • Grendel in Action
    • Xaku in Action
    • Protea in Action
  • Primary Arcane Adapter (see MELEE / PRIMARY BALANCE CHANGES below)
    • Fuses with a Primary weapon to unlock the Arcane Slot.
    • STEEL PATH access is required to see this Arcane Slot in your Modding Screen as not to confuse new players.
  • Secondary Arcane Adapter (see MELEE / PRIMARY BALANCE CHANGES below)
    • Fuses with a Secondary weapon to unlock the Arcane Slot.
    • STEEL PATH access is required to see this Arcane Slot in your Modding Screen as not to confuse new players.

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NEW DEIMOS ENEMY: JUGULUS REX
These enhanced enemies don’t appear for just anyone! Locate and solve the Cenote Pit Monster puzzle in the depths of the Cambion Drift to call forth the Jugulus Rex.

Jugulus Rex enemies drop the Necramech Mods from Operation: Orphix Venom:

  • Necramech Deflection
  • Necramech Rebuke
  • Necramech Repair
  • Necramech Enemy Sense
  • Necramech Augur
  • Necramech Rage
  • Necramech Aviator
NEW DOJO ROOM
Introducing the new VENTKIDS' BASH LAB! Throw on some skeg and bash out a primo Ventkid design or the latest gizmo they nicked from Nef. Here you can find the Yareli Chassis, Neuroptics, and Systems Research!

New Community Glyphs and Displays

In anticipation of Sisters of Parvos, we commissioned 5 community fan artists to create 3 new Glyphs and 2 new Displays which are now in-game! Acquire these pieces with Platinum individually or as part of the Sisters of Parvos Community Art Pack in the Market! The pieces will also be available via Twitch Drops Campaign beginning soon - stay tuned!


WARFRAME COMPANION APP UPDATE 4.14.0
New features and quality of life upgrades make their way to the Warframe Companion App, available on Android & iOS devices! On top of letting you build & claim Foundry items, deploy Drones, read the Codex and more, the Companion App now includes…

  • SYNDICATE SUPPORT
    • View current Standing, Active Syndicate Alerts, and Medallions.
  • FEATURED CLANS SUPPORT
    • View the current group of Clans featured on your platform.
  • BARO KI’TEER RELAY IMPROVEMENTS
    • Added ability to swipe between Baro’s TennoCon Relay and regularly weekly Relay, granting access to both versions.
  • (iOS) UPDATED BUTTON POSITIONS
    • Confirmation & Cancel buttons relocated for consistency and clarity.

GENERAL ADDITIONS

  • Legendary Rank 1 is now available for eligible Tenno thanks to the new Warframe Yareli and the abundance of weapons in this Update!
    • Mastery Ranks beyond 30 are considered/titled as “Legendary 1”, “Legendary 2”, etc.
  • New Melee weapon: Cadus
    • A lone Tenno once used this staff to fight back a horde of Infested.
      • Find the Cadus Blueprint in the in-game Market for Credits!
  • New HARROW CRUCIS HELMET!
    • An alternate helmet for Harrow, minister of the Void’s veiled verses.
      • Find this Helmet in the in-game Market or as part of future Nightwave Cred Offering rotations.
  • Added a new Mouse Cursor option inspired by Yareli! To equip, go to Options > Interface > UI Customization.
  • Added custom spin whoosh sounds and updated animations for the Kaszas Arch-Melee weapon.
  • New Challenges
    • Squad Goals
      • Attain Command Rank 10
    • Meeting Adjourned
      • Acquire all Sisters of Parvos Weapons
    • Strategic Development
      • Complete all Corpus Proxima Railjack Nodes



ARBITRATIONS CHANGES

  • Doubled the Vitus Essence drop rate from Arbitration Drones to 6% from 3%!
  • Vitus Essence will now remain on the ground for 5 minutes before disappearing. If the UI marker is blinking, be sure to get it before it’s gone!
GENERAL CHANGES

  • Ammo Chain will now give Mausolon 1800 Ammo pool instead of 1799.
  • Adjusted the Infested screen FX (Jordas Golem, Cambion Drift Fass pool FX) to be more orange, as the previous red was being mistaken for blood/Health damage.
  • Renamed ‘REGALIA’ to ‘SIGILS’ to aid in New Player understanding.
  • Updated all of New Loka's mouth shapes for the visemes to improve the overall quality.
  • Updated all of Nora Night’s visemes so it uses all the correct mouth shapes.
  • Added ‘Available Sessions’ icons to Friends list to indicate when players are available to join.
  • Updated Flux Rifle muzzle FX.
  • Updated the Clan ‘View Permissions’ pop-up.
  • Added “Ready for Ascension” and “Accession Ceremony in Progress:” information as a on-hover popup in the Clan management window.
  • Improved shading and shape definition of Operator faces.
  • The Archwing Galvanized Blade Mod has been renamed to Conductive Blade so that it doesn't get confused with the new Steel Path Galvanized Mods.
  • Updated Boon’s visemes - better lipsyncing for our favorite K-Driving rebel.
  • Updated the Trade error message to “Failed to make offer; your trade partner already owns one or more of these items and cannot receive a duplicate.” when attempting to Trade a Skin that a player already owns.
  • Added ability to hover over currencies in the top right bar for their names and descriptions.
  • Added missing charge/reload sound FX from Ground Archwing Guns to the Space versions.
  • Players can now install an Orokin Catalyst / Orokin Reactor onto ungilded Modular items, specifically:
    • Kitguns (Primary + Secondary)
    • Zaw (Melee)
    • Modular Companions (Moas + Hounds)
      • Being unable to install a Reactor or Catalyst onto an ungilded modular item significantly slowed down progression on new Modular items. Players who were willing to make the investment into Modular items weren’t able to Mod them to their full capacity, which left their new gear feeling very underpowered. So we have removed that restriction!
  • Change armed camera offsets when riding the K-Drive to allow for easier view of combat.
  • Updated Sequence Burn Spectra Mod from +Range to +Beam Length.
  • All K-Drives can now do a grind Slam Shockwave! Bomb the landin’ K-Drive Mod will now buff the Damage and Range of the Shockwave.
  • Added small and large grind slam FX and set the default Board to its original orange for K-Drives.
OPTIMIZATIONS:
  • General system micro-optimizations.
  • Optimized Dojo initialization time.
  • Made micro-optimizations to world-state synchronization.
  • Made some micro-optimizations to object creation code.
  • Made micro-optimizations to Void Storm missions.
  • Made micro-optimizations to kill tracking.
  • Improved pixel-sharpness of the Launcher on high-resolution displays.
  • Fixed potential small memory leaks throughout the game.
  • Optimized memory footprint for all platforms.
  • Optimized an effect texture to save 300K of RAM.
  • Optimized memory footprint in the Orb Vallis.
  • Optimized memory footprint when spawning enemies.
  • Optimized when opening up the Gear Wheel.
  • Optimized memory footprint in all levels.
  • Made Ayatan Sculptures dynamically load if needed rather than keeping all loaded all the time to save ~3.5MB.
  • Optimized plant and foliage rendering for all platforms.
  • Optimized away 2MB of heap memory for all platforms.
  • Optimized code-size slightly for all platforms.
  • Optimized memory use for all platforms.
  • Made systemic micro-optimizations throughout the game.
  • Made optimizations to HUD with missions that have blinking markers.


CONTROLLER CHANGES & FIXES:

  • Fixed World State Tabs and button prompt icons for Steel Path overlapping when using a controller.
  • Fixed being unable to open the Crew Contracts menu at Ticker in Fortuna when using a controller.
    • The right trigger is now called out to access the contracts.
  • Fixed being unable to reliably select a mission node in Navigation while using a controller.


FIXES:

  • Fixed functionality loss when Void Dashing in the air while playing The Index.
  • Fixed Excalibur’s Furious Javelin buff becoming permanent and stacking on itself by manipulating recasting and buff timer.
  • Fixed harmless script error that could occur after a host migration during a Kuva Lich showdown.
  • Fixed Reactant not appearing for squad members when both players are using Necramechs or K-Drives.
  • Fixed several Corpus Archwing enemy types not attacking or repositioning at certain ranges in Archwing missions.
  • Fixed Warframe or weapon becoming invisible during Jackal Assassination mission (Venus - Fossa) when standing close to the wall in either of the hologram display objects to the right/left of the main entrance wall.
  • Fixed some of Atlas Karst and Nidus Phryke materials.
  • Fixed top-of-screen health bar positions appearing/disappearing when HUD scale is not set to 100.
  • Fixed ability info popup for Warframes in the in-game Market appearing way too high.
  • Fixed crash while loading back to the Orbiter from the Dojo.
  • Fixed Companions stopping mid-animation when loading in and out of Deimos.
  • Fixed being unable to select ‘Confirm’ in the Helminth Configuration options after selecting an ability to be replaced.
  • Fixed Clan Alliance text potentially extending outside the UI container.
  • Fixed the description for the Conclave Martial Fury mod being misleading. Was “+20% Fire Rate, -50% Power Rate” now: “+20% Attack Speed, -50% Energy Rate”.
  • Fixed Synth Set mods reverting to a single mod bonus after death.
  • Fixed a script error that would occur if you tried to rip the limbs off of an enemy.
  • Fixed the interact prompt appearing for players visiting other player Orbiters when approaching their Sentinel station.
  • Fixed not being able to switch to your Secondary while on K-Drive.
  • Fixed not being able to use certain Specters while on K-Drive (Clem, Ancient healer, etc).
  • Fixed ceiling gaps in Fortuna.
  • Fixed crash when opening Abilities screen in the Arsenal.
  • Fixed script error when attempting to change graphics preset using arrows in Options.
  • Fixed ‘Preview Gilded’ not showing correct colors/textures for MOA companions at Legs in Fortuna.
  • Fixed Ivara Prowl being able to gain Energy from sources like Trinity’s Energy Vampire and Energy Restores when other abilities cannot.
  • Fixed Gammacor beam offsets when riding a K-Drive.
  • Fixed mod flickering up and down when attempting to upgrade it at the mod segment.
  • Fixed being unable to click or drag the Helminth Metamorphosis menu's scroll bar.
  • Fixed Grineer enemies getting stuck in implacements when you flank them and they attempt to turn to face you.
  • Fixed shells not ejecting correctly from the Corinth while aiming.
  • Fixed map hole near the Cerebrum Magna in the Cambion Drift.
  • Fixed the Paradiso and Sigma Series Chest and Shoulder Plates floating away from Atlas Prime with the Blade of the Lotus skin equipped.
  • Fixed script error with Wukong’s Passive.
  • Fixed drifting hand animation issues with Mother in the Cambion Drift when she exits her pod.
  • Fixed ‘Today's Special’ is not visible from Legs or Roky in Fortuna.
  • Fixed a rare edge case of context actions auto-activating after transferring back from the Operator.
  • Fixed script error with spawn teleports.
  • Fixed GPU particle's mesh emission not scaling properly.
  • Fixed ‘Copy Warframe Colors’ not working for Conclave Loadouts.
  • Fixed Affinity numbers not showing while riding K-Drives.
  • Fixed being unable to fire Secondary weapon while sprinting on K-Drive.
    • It will now work similarly to when you are on foot, shooting simply brings you to cruising speeds.
  • Fixed Warframe ability level ups displaying as 255 when it occurs on K-Drive.
  • Possible fixes for a variety of rare crashes.
  • Fixed the snow and smoke flickering against each other near the extraction zone in the Corpus Ice Planet tileset. This also fixes flickering during the extraction cinematic.
  • Fixed map hole in the Grineer Settlement tileset.
  • Fixed a crash that could occur when running with debug drivers on a Windows 7 machine.
  • Fixed a harmless script error that would occur if you ran over a Ghoul's grave with a K-Drive.
  • Fixed the Flux Rifle beam’s impact sounds.
  • Fixed script error related to Nezha’s Divine Spears.
  • Fixed detonating a Glaive early can lead to automatic charge up after catch.
  • Fixed Glaive automatically throwing after heavy slam if caught in mid-air.
  • Fixed your Warframe blinking in and out of invisibility when the Unairu Void Shadow is active.
  • Fixed missing Necramech landing sounds when transitioning from jump to run/walk.
  • Fixed Lex Prime’s clip being offset and rotated horizontally with the Lex Conclave skin equipped.
  • Fixed the Terra Trenchers not doing more than one melee hit in their combo.
  • Fixed being unable to roll, jump, shoot, use context action, etc for an extended period of time when knocked off of K-Drive.
  • Fixed script error with Mirage’s Prism and Eclipse.
  • Fixed some cases of inconsistent game times between Host and Client after host migration (eg. Wisp being invisible after jumping after host migration).
  • Fixed Kuva Lich not leveling up if you get disconnected from the internet before using Parazon on Lich.
  • Fixed K-Drive booster appearing stretched on the rail to the right of the Fortuna elevator in the Orb Vallis.
  • Fixed a green orb appearing at the Warframe's legs after picking up points in the Index.
  • Fixed objects floating outside the Defense pod in the Stephano, Uranus Defense mission.
  • Fixed inability to color customize the Crania Ephemera.
  • Fixed Frostfall Ephemera missing its ice skin FX.
  • Fixed Manic Bombards not choosing to use their guns unless you’re out of reach and also throwing imaginary grenades.
  • Fixed Inertia Dampeners not increasing K-Drive trick multiplier.
  • Fixed ability to spin the camera around when you're capturing a Capture Target.
  • Fixed Host having stronger stagger compared to Clients when using Cautious Shot.
  • Fixed strange orb appearing in the Operator while in Void Mode while playing Index missions.
  • Fixed the Kuza and Hellkite Liset Skins using the incorrect icons in the in-game Market.
  • Fixed some of the Helminth Ability icons appearing invisible with the light UI themes (Orokin, Tenno & Nidus).
  • Fixed Squad menu not reopening if you mouse too far across it.
  • Fixed some Syandanas and Armor attachments not sitting correctly on Crew Members.
  • Fixed Railjack Host being unable to use Navigation after host migration in Free Flight.
  • Fixed a random mod appearing when opening and closing the pause menu while in the Railjack Pilot seat.
  • Fixed the Grineer platform in the POIs in Railjack missions having multiple seams across its outer surface.
  • Fixed Dargyn Pilots not appearing as expected and with overly vivid colors.
  • Fixed ‘Add Friend’ auto focusing on message instead of Name.
  • Fixed Alliance permissions screen displaying incorrectly in a bunch of languages.
  • Fixed Mastery Rank icons in the End of Mission player tooltip screen appearing incorrectly tinted.
  • Fixed Railjack engine sounds playing when inspecting Railjack items in the in-game Market.
  • Fixed the Residual Boils FX missing range circle on low graphics default.
  • Fixed camera detaching from Warframe after switching to Operator over teleport volumes.
  • Fixed some rare animation pops when riding K-Drive.
  • Fixed script error that could occur if you joined in progress while an enemy NPC cast Magnetize.
  • Fixed Nekros’ Shadows of the Dead clones counting as enemies killed in the Mastery Rank 30 test.
  • Fixed Nihil's Oubliette mission appearing on top of Taranis Node in the Void.
  • Fixed buff notification for Arcane Energize and Grace showing up as a cooldown instead of an upgrade duration. It now appears as a debuff.
  • Fixed SMAA with Bloom causing black boxes on Kuva Siphon.
  • Fixed issues with extraction marker pulse color in mini map.
  • Fixed the War’s Energy color appearing blue instead of red.
  • Fixed an issue where the endless Defense checkpoint wouldn’t clear between missions.
  • Fixed Magnus magazine not ejecting properly during reload while riding K-Drive.
  • Fixed a few nooks missing collisions in the Corpus Gas City Defense missions.
  • Fixed being unable to use the Xoris as a melee weapon after detonating it while Chroma’s Spectral Scream is active.
  • Fixed the Archgun Ace Mod not applying its buff while in Necramech.
  • Fixed flashing textures on floor in the Grineer Sealab tileset.
  • Fixed script error with Wukong’s Celestial Twin.
  • Fixed script error with Mirage’s Eclipse.
  • Fixed issues with white squares appearing in the UI.
  • Fixed Protea's Blaze Artillery trying to target untargetable enemies.
 

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