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    Warframe Devstream #133 - Discussion Thread

    Warframe Devstream #133 - Discussion Thread


    Devstream #133 - Discussion Thread

    Posted: 22 Nov 2019 11:03 AM PST

    WHO'S THAT POKEMON?

    Time to take a look at that next Prime, as well as ( probably ) some Railjack part 1 Rising Tide stuff!

    Watch live on Twitch, Mixer, or Youtube

    Tune in for Plat, Prime access and Prime Vault giveaways!

    Any re-cappers for the devstream are welcome to do their thing!

    submitted by /u/Cephalon_Zelgius
    [link] [comments]

    Steve realizing he's now the biggest beauty streamer on Twitch

    Posted: 22 Nov 2019 12:25 PM PST

    New lighting in orbiter really lends a hand to decorations.

    Posted: 22 Nov 2019 04:59 PM PST

    Multi-stream drifting

    Posted: 22 Nov 2019 11:45 AM PST

    DE's cable mess

    Posted: 22 Nov 2019 11:36 AM PST

    POV: You are Steve's dirty keyboard while Rebecca silently judges your filth

    Posted: 22 Nov 2019 01:22 PM PST

    Double affinity weekend is lit

    Posted: 22 Nov 2019 11:51 AM PST

    StarWarframe: A New Hope

    Posted: 22 Nov 2019 05:21 PM PST

    Holly Hek Ivara steppin up her game

    Posted: 22 Nov 2019 11:34 AM PST

    Ah yes. Perfectly normal.

    Posted: 22 Nov 2019 02:13 PM PST

    welcome to

    Posted: 22 Nov 2019 02:01 PM PST

    Major flaw in the Dry Dock

    Posted: 22 Nov 2019 05:49 PM PST

    My clan just built the Dry Dock and we've found what I can only presume is a glitch or some such. The small cargo vessel that travels around the room, as shown in the screenshot supplied, is not a collidable object. This means we are unable to ride it around as it goes about its business.

    https://preview.redd.it/5h43rxe8dc041.jpg?width=1366&format=pjpg&auto=webp&s=c981e92e9f8040954e57df2c8814cdc98a5f0170

    The inability to do so is seriously damaging to my ability to play the game, and that of my entire clan. It utterly destroys our immersion and brings into question whether or not we will be able to continue enjoying the game for the foreseeable future. A game breaking glitch of this magnitude needs addressing as soon as possible.

    submitted by /u/Big_Eddie_T
    [link] [comments]

    Railjack Update 26.1 redtext

    Posted: 22 Nov 2019 01:41 PM PST

    Teacher: "The test isn't that confusing" The test:

    Posted: 22 Nov 2019 02:00 AM PST

    You can now yeet Grineer thumpers

    Posted: 22 Nov 2019 02:55 PM PST

    Archwings no longer have inertia.

    Posted: 22 Nov 2019 03:07 PM PST

    Something that seens to have gone completely underappreciated this update is that now Archwings no longer have the inertia that made them borderline uncontrollable before. As such they're a LOT more fun to control and play now.

    Now if only there were more missions for them, or Free Roaming missions weren't full of Anti-Fun batteries.

    P.S: @DE, Titania has not had the movement correction that Archwings had, fix plz?

    EDIT: Thanks DE, now Titania is perfect.

    Also pro tip, do not try to fly fast after fully stacking razorwing blitz, you will phase into another dimension.

    submitted by /u/sp441
    [link] [comments]

    Rising Tide: Update 26.1

    Posted: 22 Nov 2019 01:40 PM PST

    Source!

    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.

    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...
    Eximus units on Ceres = Cubic Diodes
    Exmius units on Europa = Carbides

    Mining will reward 2 of the new Resources
    Plains of Eidolon: Pustrels (ORE)
    Orb Vallis: Copernics (ORE)

    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!

    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.

    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.

    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.

    STRATUS PISTOL SKIN

    A billowing new skin to provide a unique, ethereal look to your pistol.

    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.
    • Capitalized 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: https://old.reddit.com/r/Warframe/comments/d9gspt/apparently_the_kdrive_can_capture_cases_tried_a/
    • 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: https://old.reddit.com/r/Warframe/comments/duaye8/just_a_killerkarpfen_post/
    • Fixed level hole in Orokin Moon tileset. As reported here: https://old.reddit.com/r/Warframe/comments/dtwsp7/lua_map_hole_imgur_link_with_screenshots_for_the
    • 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: https://www.reddit.com/r/Warframe/comments/duzagp/de_could_you_please_fix_the_delay_after_casting/
    • 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.
    submitted by /u/Xenris
    [link] [comments]

    We shouldn't get Lotus lines in Sentient missions

    Posted: 22 Nov 2019 12:24 PM PST

    Just a call-out that it was jarring on stream. I bet it was there just because it isn't done yet, but better safe than sorry.

    I don't wanna guess whether we will get vanquish/convert options on Lotus, but I really hope that when we run towards her we don't get a simulated copy of her telling us how to fight.

    Ordis for navigator 2020.

    submitted by /u/Freeform_
    [link] [comments]

    A Bugs Life Grendal

    Posted: 22 Nov 2019 02:24 PM PST

    Really? REALLY?! This is UNACCEPTABLE!!!

    Posted: 22 Nov 2019 04:05 PM PST

    The drydock has just further highlighted the problems with Dojo construction.

    Posted: 22 Nov 2019 02:29 PM PST

    This room is massive. Like, really big. I expect many people are going to need to redesign their dojos at least somewhat to accommodate it, and it's just reminding me how painful this system is.

    THE ISSUES:

    1. Hall hierarchy system. This alone makes rebuilding the dojo range from very problematic to impossible. Each hall requires the next smallest one to be present, so to move the second smallest one you need to remove them all - and since rooms need capacity, this means you need to destroy your entire dojo and all the work you put into it. You also can't place two of the same hall to get around this.

    2. We can't move rooms around without destroying them. I have a floor on my dojo full of large builds which took a lot of time and frustration to build, and I am not wiping them all out just to move the rooms up a level.

    WHAT WE NEED (imo):

    1. The ability to place multiples of each hall type. This would allow us to at least create temporary redundant ones somewhere while moving the originals.

    2. Removal of the hierarchy. Let us place any type of hall without needing the previous ones, and let us delete the base one.

    3. MAYBE - This would be tricky to implement, but some kind of layout editor perhaps? An interface which we could use to drag rooms around and re-shuffle them, and ideally (this is probably one of the harder parts) remembering the decoration locations and rotations relative to the room itself. Add a resource and/or time penalty if you must. I understand this is a tall order though, so even just getting the other suggestions above would be something.

    EDIT: also the crimson branch is really wide and can only fit on the end of a corridor because of this.

    EDIT 2: and also we should be able to rush room destruction like we can construction.

    EDIT 3: and aaalso we should be able to set the spawnpoint to any room, not just halls.

    submitted by /u/ToaChronix
    [link] [comments]

    Guess I'm into slugs and jellyfish now

    Posted: 22 Nov 2019 04:02 PM PST

    My attempt to make Wisp look like Ezio.

    Posted: 22 Nov 2019 08:13 AM PST

    Immersion shattered, DE pls fix

    Posted: 22 Nov 2019 04:44 PM PST

    My Umbra... I am sorry.

    Posted: 22 Nov 2019 08:04 AM PST

    Someone didn't get the memo

    Posted: 22 Nov 2019 12:04 PM PST

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