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Howdy, Tenno!

As we continue our pursuit of Quality of Life changes, we believe the time has come to revisit how we handle Enemy Health Types, Resistances and Weaknesses, and a few Status Effects!

Let’s get into it! Please keep in mind that much of this is a concept and prone to further changes as we near the Jade Shadows Update.

Right now, your enemies in Warframe boasts 13 Unique Health Types. In addition, players can explore 13 Damage Types and Statuses, achieved largely through Mods or are intrinsic to your weapon.

Now, each Health Type is resistant to a few Status Damage Types and weak to another few.

For the players that don’t know, we have the following Health Types:

export.jpeg(1).png

And for Statuses:

export.jpeg (1).png

As you can see, there are a lot of potential combinations. These all have different interactions with Enemy Health Types, and none are easily presented in-game, creating confusion as to what hurts (or doesn't) what.

Our design goal for this rework is to address the overly complex enemy Resistance and Armor systems so players have more freedom while building their loadouts.

This rework addresses 3 core issues we frequently see when it comes to Status Effects and Resistances:

  1. Damage Types and Status Effects currently encourage a meta that favors a select few Effects.
  2. Enemy Resistances are incredibly expansive, with little presentation to show what affects what.
  3. Armor has an overwhelming impact limiting Builds to deal with Armor.

We aim to streamline Faction Health types and Defenses, such as Armor and Shields, to promote more accessible Player Loadout building.

As well, several Status Effects will receive additional changes, namely: Blast, Cold, Gas and Magnetic.

Let’s get into it!


New Health Types and Faction Resistances

An example

Let’s create an example: you bring a loadout of pure Viral/Slash if you’re fighting the Grineer on Earth. The Slash status activating Bleed is amplified by Viral status, and Bleed bypasses Armor to destroy your foes.

But, Slash Damage does less damage to both Ferrite and Alloy Armor and has no beneficial difference to Machinery. In order to maximize damage against Grineer, you’d think to stock your loadout with Puncture, Corrosive, and Radiation. Blast is also especially effective against Machinery.

Clearly, there are far too many things to juggle here, ultimately resulting in the one-stop-shop of Viral/Slash.

Streamlining Enemy Health

So, let’s simplify the system: Health, Armor, and Shields. All Flesh types become Health, Alloy or Ferrite becomes just Armor, and the difference between Protoshields fold into Shields.

Instead of 13 Enemy Health types to juggle, we can work with 3 to better develop Faction Resistances and Weaknesses and create a more approachable system.

The Star Chart

So, Resistances then become more about the Faction. We can then recommend appropriate per-Faction Resistances which will then universally affect that specific Enemy group.

As such, The Star Chart will show recommended Faction Resistances per planet. Aligned with the present Faction, there will be listed Weaknesses and Resistances to communicate the recommended options for Damage against any specific Faction or location.

DamageRecsOnStarchartMock.jpg

If multiple Factions exist on a planet, such as the Murmur or Infested on Deimos, then those separate Factions will have their own Resistances and Weaknesses, which will be communicated.

And regardless of specialized Resistances, Status Effects will continue to work the same, even if the Enemy is resistant to that Damage Type. If enemies are present with Shields, but the node dictates resistance to Magnetic damage, the Status Effect will still hinder the effectiveness of Shields themselves.

As well, Damage Resistances won’t change just because an Enemy’s Armor or Shields are removed; since they’re set per Faction, those Weaknesses (or Resistances) will continue to affect whatever Health Type they have equally.

Resistance Variance

Within a Faction, the Status Type Resistances and Weaknesses can vary based on Location. For example, regular Grineer may have different Resistances and Weaknesses than Kuva Grineer.

This may not always be needed, but we believe it can add some flavour and variety!

Example resumed

For demonstrative purposes, let’s say the Grineer on Earth are weak to Corrosive and Heat. You bring Corrosive and Heat doing increased damage to all present enemies within that respective Faction.

Then, your chosen Status Effects will continue to work independently as expected, so maybe you’d swap Corrosive for Viral or bring Viral via a Secondary. Viral’s Status Effect will then affect your weapon with Corrosive or Heat massively to all present foes.

Now, instead of having your Status being effective against a few enemies and neutral to many others, your chosen Damage type becomes more universally effective while being able to lean into your tried-and-true Status Effects.

With this, Status juggling between 13 unseen Health/Defensive Types has been reduced, enabling you to build easily for a Faction through two Statuses and your own preferred playstyle.


New Armor Adjustments
Armor is king, most applicably on Grineer. Grineer EHP, also known as Effective Hit Points, is the amount of actual Health an Enemy has, including Damage Resistance (DR).

For example,

A non-Steel Path Heavy Gunner at Level 200 has 104,805 HP. Then, they have 10,815 Ferrite Armor, creating a 97% Damage Reduction, ultimately leading to 3,883,359 EHP. That’s a big jump from 104,805 off of just DR.

Approaching the Issue

So, it’s no secret that Grineer Armor scales their EHP to often crazy numbers—making Armor Strip that much more important.

And without Armor Strip, players rely on Viral/Slash and Heat to work around this, as Corrosive struggles to reduce Damage Reduction to a level that feels useful to players (at 10 Corrosive stacks, the Heavy Gunner retains 87% of their Damage Reduction).

ArmourCorrosionIssuesNoText.jpg

To address this issue, we aim to do the following:

  1. Enemy Armor will cap out at a certain percentage to give Corrosive Armor-reducing stacks more of an active impact.
  2. The Armor scaling curve will aim to be a bit more spread out, as opposed to being bottom-heavy. Partial strip from the top end will allow for more consistent damage gains, as opposed to needing to have a total Armor Strip.
  3. Have a minimum threshold of any Enemy Armor.
    a. No armor-accessing Enemy will have below a certain minimum, Armor shouldn’t feel unimpactful.
  4. Health scaling of Grineer enemies will be re-aligned, to an extent, to help compensate for the loss in Damage Reduction and to try and maintain a similar time-to-kill feel.

This should reduce the feeling for necessary total Armor Strip, while making partial Armor Strip more impactful.

Players’ Armor is to be untouched.


New Shield Adjustments
The Grineer are tankier by design, but the Corpus try to make the difference through their Shields. However, Corpus Effective Hit Points is significantly lower, making them often trivial to deal with.

Our goal is to reduce the discrepancy between Grineer and Corpus time-to-kill (TTK) through their Shields by making Corpus Shields a bit more challenging and interesting to fight.

Here, our goal is to provide some scaling factors to Shield Regeneration and Delay, designed to create a more perceivable benefit of affecting Status Effects, particularly at a higher level.

Such scaling factors may look like:

  • Enemy Shields having a shorter Regeneration Delay when depleted.
  • Enemy Shields having a shorter Regeneration Delay when hit.
  • Enemy Shields Regenerating faster.

Players early in the game and at lower levels in general will still be able to power through Shields, as the factoring, like other stats, will be less noticeable. However, the impact of Status Effects like Magnetic will be much more perceivable at higher levels.

Players’ Shields are to be untouched.


Enemy EHP Scaling
Notably, enemies starting from levels closer to 100 will see faster rates in which they gain stats—Health, Shields, etc.


Status Effect Changes
With a slew of new Resistance changes, Armor adjustments, and Health changes, we wanted to revisit the Status Effects that are generally less used in the community! Again, everything is prone to changes as we lead into Jade Shadows!

Blast
The blast is blasting! More to come! Our concepts and ideas with Blast are rapidly changing; no specifics will be made as of right now while we continue to work on the Status!

Cold
Our goal with Cold is to emphasize the effectiveness of the fantasy of slowing and freezing your enemies.

Cold now has a new effect where you freeze your enemies upon reaching the new Cold stack maximum.

  • Cold has a new stack cap!
    • Freezes enemies for a few seconds after inflicting full Cold stacks.
  • While Frozen, Critical Damage is greatly increased.
    • How do Frozen enemies deal with additional damage?
      • Do not regenerate Shields.
      • Weapons and Warframes that deal Cold will be updated to reflect this new behaviour.
      • Freeze may synergize with other Status Effects, such as Bleed.
  • VIP enemies (Acolytes, Bosses, etc.) cannot be completely frozen; they’ll also be immune to the frozen-inflicted Critical Damage increase, naturally.

Gas
Gas often lacks effective readability, making it difficult to distinguish its presence from the Enemy or yourself. It’s important to introduce enhanced visuals for the Gas Status so its presence is noticeably present.

Some ideas we had were to, which are very prone to change:

  • Extends the range of the Gas Cloud FX based on the range of the Status (caps at 6m at 10 stacks).
  • Additional FX added to affected enemies to communicate Status activity.
  • Gas FX having billowy volume to better present presence.
  • Gas FX having additional floating particles around the smoke.
  • Enemy Gas FX having additional red coloring to communicate threat to player.

Magnetic
While Magnetic won’t be getting dramatic changes, our goal is to make the Status a stronger pick against Corpus and Shielded enemies.

As mentioned, Magnetic aims to have an updated Status Effect behaviour that’ll affect the Regeneration Delay, the Regeneration Rate and Reset Delay of Enemy Shields!

Additionally, we’re interested in the idea that the Magnetic Damage Type will have improved effectiveness against Nullifier Bubbles! Currently, this would look like:

Increased minimum damage against Nullifier Bubbles.
Increased maximum damage against Nullifier Bubbles.


Thanks, Tenno! We look forward to reading your feedback!

As a continuation of the server upgrades mentioned in Hotfix 35.5.7, we have upgraded matchmaking and presence servers with this Hotfix. Some players in South America, Central America, and Southern US States may notice reduced server ping times particularly for Strict NAT players. Furthermore, the new servers may improve matchmaking and presence performance for other North American players by distributing the load more evenly. We’ll continue to monitor for any further tweaks needed.

New Deep Archimedea Mission Risk Variables & Deviations

The following have been added to the pool of possible Mission Risk Variables & Deviations that can appear in the weekly Deep Archimedea reset.

New Mission Risk Variables:

  • Bold Venture: Enemies deal -15% Damage and take +15% Damage but gain +15% Movement Speed, Attack Speed, and Fire Rate.
  • Devil's Bargain: Allies within 4m of slain enemies gain +25% Fire Rate at the cost of -50% Ammo Efficiency.
  • Entanglement: Allies within 4m of slain enemies endure reduced Movement Speed and Parkour Velocity.
  • Commanding Culverins: Rogue Culverins equip weapons that deal 5x Damage to Overguard and Necramechs.
  • Explosive Potential: Rupturing Fragments replace Shuffling Fragments.
  • Alluring Arcocanids: As Rogue Arcocanids charge attacks, they pull Warframes toward them.

New Mission Deviation:

  • Unified Purpose (Disruption): All enemies target Conduits.
    • This has replaced Parasitic Conduits (the Conduit’s timer is paused unless a player is within 10m; more players in range will accelerate the timer. Conduits drain Shields). While originally listed in the Dante Unbound Patch Notes, we felt it didn’t quite fit the core Disruption gameplay. In its stead, we have added Unified Purpose.

General Deep Archimedea Changes & Fixes:

  • Reduced Vampyric Liminus’ Energy Drain from 50 to 25 per second.
  • Fixed the “Sealer Armor” Exterminate Mission Deviation (enemies take 90% less damage from non-weak point hits), causing Rogue Culverins to not self-destruct after destroying their two weak points.
  • Fixed Necraloid’s monologue after backing out of the screen being heard regardless of where you are in the Sanctum Anatomica. Certified yapper.
  • Fixed the Fractured Armor Personal Modifier (casting an ability reduces armor by 10% for 10s) not having a HUD buff indicator.

Changes:

  • The Butcher’s Revelry Ghoulsaw Stance Mod is now available in Hok’s Wares in Cetus for 20k Ostron Standing at Rank 3 (Trusted).
    • We also fixed the Mods (including the Butcher’s Revelry Stance Mod) in the Ghoul Rictus’ drop tables having a 0% drop chance.
  • The Steel Path Incursion mission on-hover tooltip in the Star Chart now shows the Steel Essence reward.
    63bcc0e89bdef510507ca2c7baaaf384.png

Optimizations:

  • Fixed Dante's Tragedy VFX affecting performance when repeatedly cast.
  • Fixed Clan Emblems causing spot-load hitching in Relays.

Fixes:

  • Fixed Eximus kills not counting towards Ruvox’s Evolution II challenge (kill 8 Eximus with this weapon's Incarnon Transmutation) for Clients.
  • Fixed a bug where Clients would stop auto-meleeing to abruptly block when another player in the squad uses Transference.
    • As mentioned on Devshorts 13, we are continuing to investigate other auto-melee issues.
  • Fixed case where Gruzzling (in Armatus Disruption mission) may spawn below the floor in a specific staircase area of Albrecht’s Laboratories.
  • Fixed the “Perform Synthesis for Cephalon Simaris” Uranus Junction task not being marked as complete for players who had made it past the stage in The New Strange Quest that requires synthesis scanning before the Dante Unbound Update.
    • This task was added in the Dante Unbound update, but for players who had performed Synthesis before it launched it was not retroactively completed.
  • Fixed the Ghoulsaw not completely blocking damage from raytraced projectiles (Heavy Gunners for example) or Melee attacks.
  • Fixed parrying attacks with Melee causing the “reset on Status Effect” Riven Mod challenges to fail.
  • Fixed Clients with the Rauta gaining Combo Count by shooting teammates.
  • Fixed the damage increase from Xata’s Whisper unintentionally applying twice on the Phenmor and Laetum’s Devouring Attrition perk and the Felarx’s Devastating Attrition perk.
  • Fixed being unable to hover over Kitgun stats to view secondary stats in the assembly screens.
  • Fixed Excalibur Umbra with the Warrior's Rest Augment Mod (which makes it so that he no longer fights independently but increases Ability Strength) regaining sentience during Transference after successfully reviving with Last Gasp.
  • Fixed the Arbiters of Hexis Operative in Defense missions falling into the player spawn elevator and becoming invulnerable in the Grineer Shipyards tileset.
    • Now when they enter this area they will be teleported out.
  • Fixed the glass on Gara (base and Prime), Astilla, and Fusilai being very bright in GI lighting areas.
    • The glass from Gara’s abilities still seems to be affected by this - we are investigating.
  • Fixed Dante’s Wordwarden missing some minor explosion VFX.
  • Fixed being able to enter Dante’s Leverian without having completed the Whispers in the Walls Quest requirement via the “Leverian” button in the Dante’s Collection in-game Market screen.
  • Fixed players who are replaying the Vox Solaris Quest getting the “Client/host data mismatch. Please verify your cache using the Launcher” error upon attempting to matchmake into the Profit Taker Bounty.
    • As noted in Hotfix 35.5.7, players who are replaying the Quest will not see the context action to start the Bounty as a means of preventing matchmaking issues from occurring.
  • Fixed Clients being unable to load into Maroo’s Bazaar and disconnecting from a squad where all members do not have Cross Platform Save enabled.
  • Fixed the skirt on the Gyre Kuvael Monarch Skin not lifting while using her Rotorswell ability.
  • Fixed several offset issues with the TennoCon 2024 Syandana (notably when equipped on Excalibur and many of his skins).
  • Fixed a lack of collision in certain areas of the Corpus-Outpost Index Arena.
  • Fixed Inaros’ Negation Armor Augment Mod description using “Scarab Armor” instead of “Scarab Shell”.
  • Fixed more cases of errors caused by joining a Profit Taker Bounty while the Vox Solaris Quest (specifically a replay) is active.
  • Fixed a texture bug with Yareli’s Batomorpha Helmet.
  • Fixed a bug that could potentially cause some Epic packs to not be given.
  • Fixed a rare crash at game startup.
  • Fixed a script error post-Host migration related to Gruzzling spawning.


For list of known issues for Dante Unbound, visit our dedicated thread:
https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

Tenno,

Tune into twitch.tv/warframe on Thursday, April 25th for Prime Time #390! As always, the action begins at 6 p.m. ET and you can earn this week’s drop by watching for 45 minutes.

Our Spanish-speaking Tenno can also watch Emisión Tenno on April 24th at 3 p.m. ET over at twitch.tv/warframeinternational!

This week, we’re offering a Parvos Granum-themed Campaign for watching our official community streams. With Protea Prime releasing next week, Parvos wants his time in the spotlight with this week's drop campaign!

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Twitch Drop Details:

  • Drop 1: 20 Corrupted Holokeys
  • Drop 2: Golden Hand Decoration
  • Drop 3: 5 x Zenith Granum Crowns

Claim Time: 45 Minutes (Drop 1), 90 Minutes (Drop 2), and 120 Minutes (Drop 3)

**This Twitch Drop campaign offers 3 rewards and we recommend watching both official Warframe streams to earn all 3 (1 Claim from WarframeInternational, 2 Claims from Prime Time).

After Prime Time we’ll be raiding Asura_Tenshi to continue the fun and share with their community.

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This Friday also features Devstream 179. Check out the official forum post for more details:

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Weekend Community Drops!

Every Weekend, we run a short Twitch Drop campaign on two Creator channels to offer a fun way to cap off the week and shine a spotlight on the Creators themselves! The Drops will run for one hour on each channel, with a 30 minute claim time for an Orbiter Decoration that the Creator has picked themselves!

image.png

Vamp6x6x6x (English)
Saturday, April 27th from 5pm to 6pm ET
Channel: Vamp6x6x6x
Drop: Sly Vulpaphyla Floof

ElnoraEleo (French)
Sunday, April 28th from 9 am to 10 am ET
Channel: twitch.tv/ElnoraEleo
Drop: Zariman Palm Plant

Each week’s schedule will be posted in our weekly Drops thread, so keep an eye out to see what campaign is coming next. :)

:community:

This Hotfix contains several crash fixes that were exposed by server upgrades performed live over the last week. The upgrades should now be stable, and the matchmaking, presence, town, relay, and Dojo servers are all running more efficiently, but we’ll continue to monitor!

Deep Archimedea Changes

Changes to address feedback on Deep Archimedea Mirror Defense missions:
The following changes were made based on feedback received from players about the difficulty of Mirror Defense missions in Deep Archimedea, but they apply across Warframe.

  • Made the following changes to The Hollow Vein:
    • Greatly reduced how often it hits Defense targets with its ranged laser attack.
      • Before: Due to Defense targets being much larger than players, they were applying several hit ticks in a row onto these targets resulting in massive damage.
      • Now: it will only hit Defense targets once with its laser attack.
    • Changed its AoE attack targeting logic to improve the frequency of when it is used.
      • Before: Once the attack started and it was near something like a Defense target, it would trigger and linger indefinitely.
      • Now: The attack will only trigger when players are nearby and will be canceled when players are no longer within its radius.
    • Fixed a possible issue where Hollow Vein could theoretically make allies, Defense targets, and players hit by its laser attack permanently vulnerable to friendly fire.
  • Changed the amount that Citrine’s Remnants (Tyana Pass) and Vosphene Glyphs (Munio) heal their respective Mirror Defense target.
    • Before: Collecting the required amount of the aforementioned pickups would restore 5,000 Health.
    • Now: Collecting enough pickups will restore 3,500 Health plus 15% of the Defense target’s Max Health, ensuring the pickups scale better as levels increase while still maintaining a level of difficulty.
  • The Auricle and Vitreum Defense targets now have a 75% Damage Reduction against Rogue Voidrig and Bonewidow weapons and abilities.

General Deep Archimedea Changes & Fixes:

  • Unowned items will now be indicated as such in the Deep Archimedea Loadout Individual Parameter UI - they will now be marked with a “!” icon and will have the “NOT OWNED” tag in the tooltip.
    2cf3059256ae061e1ca6ffdd4783eef1.jpg
    • The tag will only appear if you do not own the specific item shown or any of its variants.
  • In an effort to better communicate to players that they have enabled Elite Archimedea, we have made it more obvious in the Deep Archimedea screen by adding the Elite Archimedea logo and an “Elite Archimedea Active” indicator above the “Begin Research” button after unlocking with Search Pulses.
    5217395fe0d6e6fa25d5474addc66c83.jpg
  • Added a pulse VFX to the “Unlock” and “Begin Research” (specifically when Elite Archimedea is enabled) buttons.

  • Vampyric Liminus’ Health/Energy drain can now affect spawned allies (Specters, Abilities that spawn NPC units, etc.) and vehicles (Necramechs and Merulina).
  • Fixed the Host’s “Gear Embargo” Personal Modifier applying to the whole squad even if you did not select to play with the Modifier.
  • Fixed Vampyric Liminus’ being eligible to be marked by the Alchemical Invulnerability Mission Deviation. They are invulnerable and cannot be affected by the Amphora. This was caused by a bug that allowed Vampyric Liminus’ to take hits after a stun/stagger Status Effect.
  • Fixed broken icon appearing for the Hek in the Individual Parameters Loadout UI.
  • Fixed a script error caused by Vampiric Liminus and Host migration.
  • Fixed Necraloid’s sassy remarks about you closing out the Deep Archimedea screen playing before you’ve even unlocked the week with Search Pulses. Now, he’ll only share his true feelings once you’ve committed and then backed out of said commitment.


Line of Sight (LoS) Changes & Fixes

As mentioned in our last Hotfix 35.5.6, the team continues to address and assess player reports of further LoS issues. While the quality and consistency of LoS checks has improved significantly, we're still not 100% satisfied and sometimes the results are still unpredictable. The team is investigating LoS checks at large occasionally having odd interactions with terrain, enemies, etc. which is causing inconsistencies in the checks. We are looking to have this resolved in the next Cert update (more info on what that means here).


For today, we have made LoS improvements to the following Warframe abilities:

  • Hildryn’s Aegis Storm (Raycast Check)
    • In Hotfix 35.5.6, we made it so that Aegis Storm performs LoS checks from the floor where Hildryn is hovering, but that could be limiting based on her positioning. So, we’ve changed it so that the checks occur from Hildryn to enemies that are in LoS and within the ability’s range.
  • Caliban’s Sentient Wrath (Rendered Check)
    • In addition to rendered checking, we’ve also made improvements to address issues where LoS checks would fail on clearly visible enemies that are behind terrain.
  • Garuda’s Blood Altar
    • The LoS checks for Blood Altar remains the same (similar to raycast it does a sweep to identify if there are obstructions along the path to the target), but we’ve added the ability for Blood Altar to perform an additional jump to help clear small obstructions since LoS checks could fail on targets that were clearly visible but partially behind terrain.
  • Hydroid’s Plunder (Rendered Check)
    • In addition to rendered checking, it is also no longer FOV dependent to prevent issues where low FOV settings would cause Hydroid’s body to obstruct LoS.
  • Ember’s Inferno (Rendered Check)
    • In addition to rendered checking, it is also no longer FOV dependent, which was causing issues where enemies outside of FOV (low FOV settings) were not considered in the checks.
  • Fixed Mag’s Pull ability pulling enemies from all directions instead of in a cone directly in front of her as intended.
    • This was accidentally introduced with Hotfix 35.5.6 as part of our efforts to improve LoS check consistency with Pull. The established behavior for many years has been that Pull only works in the direction you are looking, so we’ve returned it to that intended state but with the new and improved LoS check logic.
  • Fixed the following Warframe abilities not ignoring terrain for enemies that are up to 5 meters from the ability starting point:
    • Dante’s Dark Verse
    • Garuda’s Seeking Talons
    • Mag’s Magnetize explosion (specifically on HOLD cast)

Changes:

  • Made audio mix adjustments for the Amphor pickup, aim and throw sounds in Alchemy missions. This should help these sounds be more audible during tense encounters.

Optimization:

  • Fixed Clients experiencing performance issues (FPS dropping to 15) during Void Mirror objectives in Duviri.

Fixes:

  • Fixed Inaros’ Sandstorm not picking up enemies directly below him.
  • Fixed Nyx’s “Pacifying Bolts” Augment Mod not throwing an additional 3 force Psychic Bolts as intended.
  • Fixed fully ranked Requiem Mods not ranking down after a successful Parazon stabbing a Kuva Lich/Sister of Parvos.
  • Fixed Inaros’ Sandstorm VFX persisting indefinitely if canceled/recast repeatedly.
  • Fixed Ostrons in Cetus during the “Void Sling to break Veil” objective of The New War Quest having the “Stealth Attack” prompt.
  • Fixed players getting knocked down every 5 seconds after leaving the Arsenal in a town/Relay when the Negate Mod is equipped on their Wyrm.
  • Fixed the Nexus Fur Pattern having orange/green mottled skin under the fur.
  • Fixed the Arsenal UI for Necramechs only showing their Melee attack stats.
  • Fixed the Onos’ magazine always using its default color regardless of the color picked by the player.
  • Fixed the Onos’ Evolution upgrade screen only showing a portion of the weapon and not the whole thing.
  • Fixed Wukong’s Celestial Twin indicating it needs ammo while using the Nataruk (silly monkey the Nataruk has infinite ammo).
  • Fixed issue with Valkyr Prime not holding Nataruk’s arrow in her hand while her Noble Animation Set is equipped.
  • Fixed scaling issues with Yareli’s Batomorpha Helmet.
  • Fixed enemies (notably The Anatomizer and Necramite Drones) in Albrecht’s Laboratories being susceptible to getting stuck on terrain.
  • Fixed the Deadlock Protocol Quest requirements in the Codex missing mention of completion of the Saturn Junction.
  • Fixed being unable to close out of the Mission overview screen using the same binding you opened it with in Index and Conclave missions.
  • Fixed Shield Charger's Russian description not displaying Regen correctly.
  • Fixes more cases of errors caused by joining a Profit Taker Bounty while the Vox Solaris Quest (specifically a replay) is active.
    • To prevent further issues, the context action to speak to begin Profit Taker Bounties is now disabled while the Vox Solaris Quest is active.
  • Fixed a couple of rare crashes that could occur at game startup.
  • Fixed a script error caused by clicking on Cephalon Simaris in the Syndicates management screen.
  • Fixed a script error in the Magus Aggress Arcane if the player was killed/respawned after initiating a Heavy Attack.
  • Fixed a script error when viewing stats for Itzal’s Penumbra ability.
  • Fixed a script error when Thrax Legatus is killed during its beam attack.
  • Fixed a script error in Qorvex’s Chyrinka Pillar ability.
  • Fixed a script error when picking up Citrine's Remnants in the Tyana Pass Mirror Defense mission.
  • Fixed a script error when enemies attempt to spawn into the Undercroft.
  • Fixed a script error that could occur after Host migration while Undercroft portal is active in Duviri.
  • Fixes towards script errors that could occur when Host migrates after completing Chest objectives in Duviri.

For list of known issues for Dante Unbound, visit our dedicated thread:


Tenno,

Tune into twitch.tv/warframe on Thursday, April 18th for Prime Time #389! As always, the action begins at 6 p.m. ET and you can earn this week’s drop by watching for 45 minutes.

Our Spanish-speaking Tenno can also watch Emisión Tenno on April 17th at 3 p.m. ET over at twitch.tv/warframeinternational!

This week, we’re offering a Built Forma for watching our official community streams.

image.png

Twitch Drop: Built Forma

Claim Time: 45 Minutes (Drop 1), 90 Minutes (Drop 2) and 120 Minutes (Drop 3)

**This Twitch Drop has a Claim Limit of 3 should you wish to get the maximum limit (1 Claim from WarframeInternational, 2 Claims from Prime Time) .

After Prime Time we’ll be raiding Nerdtured to continue the fun and share with their community.

Weekend Community Drops!

Every Weekend, we run a short Twitch Drop campaign on two Creator channels to offer a fun way to cap off the week and shine a spotlight on the Creators themselves! The Drops will run for one hour on each channel, with a 30 minute claim time for an Orbiter Decoration that the Creator has picked themselves!

image.png

BlackNato974 (French)
Saturday, April 20th from 12 pm to 1pm ET
Channel: BlackNato974
Drop: Noggle Statue - The New War Veso-R

JustOldPrime (English)
Saturday, April 20th from 1 pm to 2 pm ET
Channel: twitch.tv/JustOldPrime
Drop: Void Shawzin

Each week’s schedule will be posted in our weekly Drops thread, so keep an eye out to see what campaign is coming next. :)

:community: