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    Warframe Warframe Revised: Railjack Revisited (Part 1): Update 27.4 - Patchnotes and Megathreads

    Warframe Warframe Revised: Railjack Revisited (Part 1): Update 27.4 - Patchnotes and Megathreads


    Warframe Revised: Railjack Revisited (Part 1): Update 27.4 - Patchnotes and Megathreads

    Posted: 01 May 2020 07:58 AM PDT

    MEGATHREADS:


    Forum link

    PATCHNOTES

    *Tenno! We are continuing our Warframe Revised update pattern - this time with a focus on Railjack. Earlier this year we released 'Warframe Revised' which touched a lot of Warframe, but also included a big batch of bug fixes for Railjack. Now it's time to dive deeper into key areas: Pacing, Balance, and Tools of the Trade. Not included in this Revisit: Intrinsics, Missions, and other areas. These are bigger undertakings for later Parts, but expect more revisions to come (to Malfunctions too)! *

    In Part 1, we are revising Pacing, Balance, and Tools because these 3 make up the foundation of all Railjack gameplay: what's the pace of Railjack missions? How hard are you hitting enemies (and vice versa)? What are your tools for the trade? This update provides new answers to all of these questions in a new foundation to the Railjack you've known since launch. The key intention behind this Railjack Revisited update is to make Railjack better paced and more fun, while also being more rewarding for your time.

    You may notice some items listed below are striked-through! Over the weekend, we posted a Dev Workshop of these changes, also ran our first ever Public Test Cluster, where Tenno could playtest these Railjack changes before they went live. As we iterated on the feedback gathered, we wanted to show this in our update notes: if we iterated on a change following feedback, we have listed the original planned change with strike-through for the sake of comparison! The notes that follow are the Dev implementation of that feedback, which are now live! Whether you participated in the Public Test Cluster or shared your thoughts on the Dev Workshop, thank you again for providing thoughtful feedback on these Railjack changes prior to release, we look forward to more opportunities to do the same.


    General Changes:

    • Doubled the Railjack's innate loot-pickup (Vacuum) Range.
      • We've also improved the way that Vacuums pull items towards the player and the Railjack. The maximum amount of time it takes for the pick-up to reach the player should be a little more consistent now (about 0.75 seconds in most cases).
    • The Sentient Anomaly in the Veil Proxima now has no downtime - it rotates every 30 minutes to a different node with no downtime in between.
    • Changing the pacing and general feel of all Railjack Piloting and movement to be less reliant on the optimal strategy of "Single strafe Boost then Repeat": - Doubled the Railjack's base Speed. - Lowered Boost Speed by 75% - Increased the Boost Speed cost of dodge. - Increased Boost Drain
    • Made scale a factor in damage reduction and bonuses. This means Archwings and their weapons will do more damage to ships, while also taking less damage from them.
    • Fixed inconsistencies with the sensitivities of the emplacement positions (side turrets now match the pilot turret)
    • Doubled Revolite crafting yield from 50 to 100.
    • Tripled values of Titanium and Asterite resource drops.
    • Grineer on-foot enemies now drop Archwing Mods, and Captains drop Operation and Dual Stat Archwing Mods.
    • Added an Omni Tool binding when using a controller! The default binding is RB + Right Directional-Pad button, to customize go into your Options > Controls > Customize Controller > Ability Menu > Bind 'Equip Omni'.
      • The Omni Tool will only be equipped using this shortcut option if it is in the Gear Wheel!
    • The Omni tool will now slot into the first available slot in the Gear Wheel when given to players instead of being appended to the end.
    • Removed unnecessary ability to use the Omni tool outside of Railjack missions.
    • Railjack sessions now lock after 5 minutes or if 50% of the Fighters have died - similar to normal sessions.
    • Removed the whirly spin move of one of the Sentient fighters. He was having just a little bit too much fun and the other Sentients were just not having any of his funny business.
    • Updated the look of the Taktis Grineer Fighter ships.
    • Made slight visual updates to the search bar in the Avionics screen.
    • When transitioning between Railjack missions, your Warframe/Operator Health/Shields will be restored as well as any Vazarin instant Revives.
    • Railjack Missions now reward more Credits at End of Mission to tie some of the main currencies into the reward structure more heavily.
      • Earth Proxima Missions reward 30,000 - 45,000 Credits depending on the node.
      • Saturn Proxima Missions reward 50,000 - 75,000 Credits depending on the node.
      • Veil Proxima Missions reward 80,000 - 150,000 Credits depending on the node.

    Ship Combat Changes:

    • Changed all Health, Shield and Armour to use the new Tenno versions introduced in Warframe Revised.
    • Halved the Health and Armour of all Grineer Fighters.
    • Randomized the amount of Fighters required to be killed during the Extermination portion of the Skirmish mission so it's not always the same.
    • Decreased the amount of time between landing the killing shot to the enemy explosion on Fighters (0.1 - 1 sec) down from (1-3) seconds. The effect of this will be not only a quicker pace, but also a quicker time to spawn any drops.
    • Decreased Railjack Shield Recharge delay from 5 to 3 seconds. Shield Recharge delay remains at 5 second based on Public Test results.
    • Railjack Weapon heat build up changes:

      • Apoc - Sigma/Lavan/Vidar heat build up reduced from 20 to 12. Zetki from 40 to 20
      • Carcinoxx - Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zetki from 20 to 12
      • Cryophon - Zetki from 400 to 350
      • Photor - Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zetki from 20 to 12
    • Railjack Weapon changes:

      • Milati Multi Missile
      • Reload speed increased from 5 secs to 2 secs
      • Projectile speed increased from 250 to 400
    • Pulsar damage increased:

    Sigma/Lavan/Vidar

    MK 0 - 43 to 52

    MK 1 - 78 to 94

    MK 2 - 133 to 160

    MK 3 - 213 to 256

    Zetki

    MK 1 - 117 to 141

    MK 2 - 200 to 240

    MK 3 - 320 to 384


    On-Foot Combat Changes:

    • Reduced the Health of all on-foot Grineer Railjack enemies by half.
    • Removed scaled damage controllers from all on-foot Grineer Railjack enemies.

    Pacing Changes:

    • Added Caps for the amount of simultaneous Railjack Hazards (Fire, Electric, and Breaches). Your Railjack can only have 1 of each Hazard active at a time.
    • Made each RJ Hazard type more harmful to the ship. Made each RJ Hazard type even more, MORE harmful to the Railjack based on Public Test results.
    • Reduce Railjack Speed and Damage when Railjack is in "Catastrophic Failure" mode.
    • Increased the amount of Omni Revolite required to remove hazard events, but increased the XP gained.
    • Increased the number of fighters in all alert stages.
    • Enemies now spawn much closer to the Railjack vs. 1000+ km away.
    • Destroying all engines on a Crewship now disables weapons.
    • Destroying all engines on a Crewship kills half the crew on board.

    Archwing Changes / Fixes:

    • Longstanding issues with the usability of Archwing Melee has been fixed.
      • Made numerous changes here based on Public Test results, including further Melee weapon rebalancing.
      • Increased base Melee magnetism range from 100 to 140m
      • Decreased chance of Enemy Fighters performing a maneuver to break away from Melee attacks from 100% to 10%.
      • Increased camera offset from Enemy Fighters from 25 to 30m to help show action.
    • Archwing Melee Range Mods now affect aim assist lock-on range.
    • Archwing Gun stats normalized - space combat now uses ground "Heavy Weapon" stats.
    • UI Lead indicator has been added to relevant Archwing Guns.

    Systemic Changes:

    • The Kuva Lich 'Valence Fusion' has been added for built Armaments and Components. Introducing RAILJACK VALENCE FUSION - players can now fuse duplicate built or unbuilt stats to their favorite built parts, boosting them. Based on Public Test Cluster feedback, this no longer requires built Armaments and Components to Valence Fuse: Wreckage can be used, with a resource cost (Max 40%!). Built Armaments and Components can also be used and consumed, with a Dirac cost.
      • Requires Dirac to perform if VALENCE FUSION occurs for built Armaments and Components.
      • Requires Resources and Credits if VALENCE FUSION occurs for Wreckage of Armaments and Components.
      • Combining matching tiers gives 10% boost in stats
      • Combining lower tiers gives 5% boost in stats.
      • Two tiers removed (MK3 with MK1) is 2% boost
      • You can only VALENCE FUSE the same House and type of Armaments and Components across all MKs - much like Kuva Lich Weapons. Also Sigma equipment (your starting equipment or purchased from the Dojo) cannot be upgraded in this way.

    Affinity and Intrinsic Gain Changes:

    • Doubled Affinity-to-Intrinsic Point conversion. You will now gain Intrinsics 2x faster.
    • Increased the earned Affinity on killing Elite Fighters and Outriders.

    Avionics Changes:

    When it comes to Avionics changes, there's an overarching goal: Simplify Avionic management.

    • Each Integrated Avionic Type will now only exist with a single Manufacturer rather than three Manufacturer flavors. What this means is that there won't be 3x variants of the same Avionic.
    • Consolidated Avionics have had their Avionic Capacity Drain altered so that on average the Integrated Avionics now consume 20% less. This ensures players can more comfortably fit the builds they want in the new consolidated system based on Feedback from the Public Test Cluster.
    • The 'retired' Integrated Avionics will be removed from players inventory via a script on login.
    • The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of its Type.
    • ALL Dirac used to upgrade Integrated Avionics will be refunded. This applies to both retired and remaining Avionics.
    • ALL remaining Integrated Avionics will have their Upgrades drained.
    • Added 'Incomplete' tab/category to the Avionics screen in the 'Configure Railjack' panel, Mods Segment screen, and the Codex.
      • Avionics, Mods, and Arcanes that are not owned are marked as 'preview' in this category and those that you own but have not ranked to Max are also in this category.
    • You can now Chat Link Avionics!

    Battle Avionic Refresh:

    • Munitions Vortex

      • Reverted to 'as is' based on Public Test results, albeit with brand new FX for understanding scale / effect of Avionic.
      • Vortex is now attached to the front of your Railjack
      • Increased Vortex radius from 30 to 60
      • Increased radius from 150 to 200
    • Countermeasures

      • Initial use cost of 5 Flux Energy, double cost if used again within 4 secs up to a cap of 40 energy (5/10/20/40)
    • Blackout Pulse

      • Display range stat on all marked targets while projectile is in flight
      • Increased radius from 100 to 200
      • Increased damage from 250 to 500
    • Particle Ram

      • Requires forward velocity to be active
      • Increased speed of projectile when its launched
      • Increased length of projectile so targets stay within the damage field as long as they did before with slower projectile
      • 50% more Damage during a Vector Maneuver
      • 100% more damage when launching the Particle Ram
      • Now accepts Energy colour.
    • Shatter Burst

      • Display range stat on all marked targets while projectile is in flight
      • Range increased from 120 to 200
      • Damage increased from 500 to 1000
      • Radius increased from 60 to 80
      • Fall off decreased from 100% to 50%
    • Void Hole

      • Decreased duration from 25 to 12 secs
      • Increased attraction strength
    • Fiery Phoenix

      • Decreased energy drain from 5 to 2.5 per sec
    • Seeker Volley

      • Increased damage from 1000 to 1600
      • Increased Critical Chance from 20 to 40%
      • Increased speed from 120 to 260

    Tactical Avionic:

    • Fire Suppression

      • Changed the Fire Suppression Tactical Avionic to always fix only one Hazard, and upgrading the rank reduces the cooldown.
      • Previously the only reason you would have upgraded this avionic was to handle more Hazards at once, but now your Railjack can only have 1 Hazard at a time. Reducing the cooldown instead still gives you a reason to rank it up.

    NEW AVIONICS!

    Find these new Avionics from Earth, Saturn, or Veil Proximia Grineer Fighters to enhance your Railjack (these values are with Max Rank Avionic and Max Grid Rank):

    Deep Hold (Lavan)

    • Increase Forge Capacity by 60%.

    Cruising Speed (Zetki)

    • Increase Speed by 80% when no enemies within 3000m.

    Quicklock (Lavan)

    • Decrease Ordnance Lock-on time by 75%.

    Artillery Cheap Shot (Zetki)

    • Forward Artillery has a 50% chance to not consume Dome Charges.

    Ordnance Cheap Shot (Lavan)

    • Ordnance weapons have a 50% chance to not consume Munitions.

    Turret Velocity (Vidar)

    • Increase Turret Range by 25.3%. Increase Turret Projectile Speed by 55%.

    Archwing Melee Stat Refresh (NEW based on Public Test Feedback):

    Mastery Rank 0-3

    • Veritux

      • Damage increased from 300 to 360 470
    • Onorix

      • MR increased from 0 to 1
      • Damage increased from 290 to 320 412
    • Agkuza

      • MR increased from 0 to 3
      • Damage increased from 350 to 436
      • Status chance increased from 10% to 15%

    Mastery Rank 4-6

    • Kaszas

      • MR increased from 0 to 4
      • Damage increased from 325 to 392
      • Status chance increased from 15% to 20%
      • Critical chance increased from 10% to 15%
    • Rathbone

      • MR increased from 0 to 6
      • Damage increased from 280 to 340 450
      • Status chance increased from 7.5% to 12%
      • Critical chance increased from 15% to 20%

    Mastery Rank 7-9

    • Knux

      • MR increased from 0 to 7
      • Damage increased from 325 to 340 445
      • Critical chance increased from 10% to 13%
    • Centaur

      • MR increased from 0 to 8
      • Damage increased from 280 to 290 376
    • Prisma Veritux

      • MR increased from 0 to 8
      • Damage increased from 300 to 320 394
      • Critical chance increased from 15% to 30%

    Arch-Gun Changes:

    • Grattler

      • Proximity fuse has been added to Grattler rounds in space so they explode when they are near a target.
    • Phaedra

      • Phaedra accuracy increased.
    • Imperator Vandal

      • Imperator Vandal accuracy increased.
    • Dual Decurions

      • Recoil reduced for Dual Decurions in space.
      • Increased accuracy.
      • Decreased zoom FoV.
    • Larkspur

      • Reduced the collision size of Larkspur's Alt Fire projectile.
    • Velocitus

      • Increased size of Velocitus projectile in space.
      • Quick shot Damage increased from 200 Magnetic to 150 Impact, 150 Puncture, 150 Slash and 150 Magnetic.
      • Quick shot Critical Chance increased from 25 to 30%.
      • Charged shot Damage increased from 1200 Magnetic to 400 Impact, 400 Puncture, 400 Slash and 400 Magnetic.
      • Charged shot Critical Chance increased from 30 to 60%.
      • Charged shot Critical Damage increased from 3 to 3.6x.
    • Corvas

      • Minimum Fall Off Damage increased from 175 to 440.
      • Charged Shot Critical Damage increased from 2.6 to 3x.
    • Kuva Ayanga

      • Ammo regen delay decreased from 1 sec to 0.7 secs.
      • Ammo regen rate increased from 10 to 66.
      • Fall Off min Damage increased from 120 to 137.

    Railjack Fixes:

    • Fixed attempting to exit the Railjack right when the Host selects another mission to warp to resulting in the left-behind player dying and sometimes unable to Revive.
    • Fixed lingering Revo Reducer buff after equipping and unequipping the Revo Reducer Avionic until they complete a mission or leave their Dojo.
    • Fixed cases where the doors in the Railjack would have collision and prevent players from passing through them.
    • Fixed inability to load into the Dojo via Railjack Navigation.
    • Fixed Railjack Reactors that have the "50 Shield per unused Avionics Capacity" perk not applying the perk when first loading into a Railjack mission.
    • Fixed Clients having a 5 minute Arch-Gun Deployer cooldown if you were outside the Railjack when a Host migration occurred.
    • Fixes towards an inescapable black screen if you were inside a Crewship as the Operator when it exploded.
    • Fixed Client's inability to destroy a Grineer Crewship with the Forward Artillery if the Crewship was near disabled.
    • Fixed 'Reflex Aim's' snap aiming not properly targeting the ships from a split Gyrex.
      • The target lead indicators will now follow the ships split from the Gyrex, but since radial damage does not hurt them, 'Target Sync' will not lock-on to them. This was set this way so that players do not waste their Munitions.
    • Fixed Chroma Elemental Ward issue where casting it on yourself through the Railjack Tactical Map, then overriding it with your own cast causing the bonuses from the Tactical Map cast to never expire.
    • Fixed a functionality loss when using Transference while transitioning through a loading tunnel (Void tunnel).
    • Fixed Clients out in space that experience a Host migration, resulting in an ability to take your Heavy Weapon into the Railjack and POIs as a regular ground weapon (Primary).
    • Fixed being placed inside an Artillery and falling through the level to escape if you used Join Warp on a player on said Artillery.
    • Fixed your Warframe's body not moving with camera aim when using the Railjack's Forward Artillery.
    • Fixed using Transference when Piloting or using side Turrets in Railack as Operator causing it to cast the first slotted Battle Avionic.
    • Fixed Clients loading into an untextured level when sitting in the Archwing Slingshot during a Host Migration.
    • Fixed Focus Convergence Orb markers appearing in Space instead of inside the ship when piloting Railjack.
    • Fixed starting a second Railjack mission preventing Melee Finishers from working until respawned.
    • Made multiple fixes for jittery and weird cloth physics when hanging out in the Railjack. This also fixes issues of rigid cloth after dismounting from the Pilot seat.
    • Fixed Clients loading into Railjack missions from Dry Dock after accepting an invitation from Host getting stuck in infinite loading.
    • Fixed issue where Clients would get stuck in the Forward Artillery and above the intended area in the Railjack when entering and exiting the Forward Artillery back to back.
    • More fixes towards players finding themselves in all kinds of brokenness when using Archwing Slingshot on a Crewship that had just been destroyed.
    • Fixed elements of the Tactical Menu map disappearing in certain aspect ratios.
    • Fixed Clients getting left behind when starting a second Railjack mission from the Dry Dock and Hosts getting stuck in infinite load.
    • Fixed objective markers sometimes not showing after subsequent Railjack runs as Host.
    • Fixed fighter/Crewship objective markers reappearing after migration when they had already been completed.
    • Fixed Operator faces getting all messed up when piloting Railjack. Space fighters are thankful they no longer have to witness that horror anymore.
    • Fixed meltdown projector showing for players that are still inside the Crewship.
    • Fixed multiple issues related to Railjack for Clients invited to someone's Orbiter including:
      • Fixed an issue where using "Board Railjack" / "Return to Orbiter" from the top menu while not close to the action itself would fail to execute it.
      • Fixed an issue where Clients would spawn in a "random" spot on the Railjack instead of in the bridge like the Host does if they were still in the Orbiter.
    • Fixed the Railjack Sungem and Caballero skins having the Ordnance and Nose Turret weapons clipping with parts of the Railjack/Skin.
    • Fixed the waypoints for Commanders in Railjack missions not having distance information.
    • Fixed Dragon Key debuff indicator appearing as a red dot in the HUD when Piloting the Railjack.
    • Fixed purchasing a Glyph to equip on your Railjack only applying the icon, but not setting the selected item. This resulted in the Glyph slot name not updating and selecting to equip a new Glyph would auto focus the old Glyph you had before the purchase.
    • Fixed teammate buttons in the Railjack Tactical Menu overlapping the location text.
    • Fixed super long Railjack names overwhelming the Railjack HUD.
    • Fixed UI becoming unresponsive after opening the Nightwave screen as the Operator when returning to the Dry Dock from a Railjack mission.
    • Fixed Elemental Resistance Avionics not Ranking up properly.
    • Fixed accessing the Railjack Arsenal from the Orbiter leading to camera placement issues.
    submitted by /u/Cephalon_Zelgius
    [link] [comments]

    Warframe Weekly Recruitment | Share Your Name and Get in the Game!

    Posted: 01 May 2020 08:33 AM PDT

    This thread is for anyone to recruit or request others to help them out. It's open to all types of recruitment, and you can recruit any day of the week!

    • Asking for help from other players or offering to help? Go ahead and share your name!

    • Need people to do a certain kind of run? Put your name out there!

    • Want to recruit for your clan? Do it!

    • Anything else you want other players to add you up for? Get the word out and see who offers!


    Please provide the following information in your comment (in no particular order or format):

    • Platform (PC/PS4/XB1/Switch)
    • In-game name (to add to contacts), or clan name if recruiting
    • Location (for lag concerns or looking for players from specific regions)
    • Goal (What are you going to be doing?)

    No formatting necessary! That's right, format your requests or offers howeveryou want! The nicer and prettier it is though, the easier it is to read so keep that in mind!

    Read the other comments! If no one answers your response, add the others who have shared their info! Keep checking back to see who else is out there! Request away!


    And remember...

    You can recruit any day of the week!

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

    Watch your procs!

    Posted: 01 May 2020 06:32 PM PDT

    A addition to the food family

    Posted: 01 May 2020 01:43 PM PDT

    New ship models seen from Orbiter, Corpus Railjack soon?

    Posted: 01 May 2020 09:05 AM PDT

    New Cruising Speed avionic gives your railjack an irreversible, permanently stacking speed boost whenever it's equipped/unequipped

    Posted: 01 May 2020 09:48 AM PDT

    W e l l T h e n

    Posted: 02 May 2020 12:18 AM PDT

    Railjack Revisited (part 1) red text (update 27.4)

    Posted: 01 May 2020 06:52 AM PDT

    Ambush Optics + Aero Periphery makes you zoom out of Rubico instead

    Posted: 01 May 2020 06:59 PM PDT

    You can already equip the Deadlock Protocol Theme

    Posted: 01 May 2020 08:36 AM PDT

    I see this as an absolute win!

    Posted: 01 May 2020 11:55 PM PDT

    Khora's back spikes being made an Auxiliary Attachment was a nice surprise. Turning her other spikes into default Attachments would be even nicer.

    Posted: 01 May 2020 07:16 PM PDT

    Just a heads up, the current daily special is the "Meta" build for the catchmoon, if you wanted to get it outright.

    Posted: 01 May 2020 12:22 PM PDT

    New Seeker Volley at Veil Proxima

    Posted: 01 May 2020 03:13 PM PDT

    The final 2000+ results of tracking the Veil anomaly

    Posted: 01 May 2020 09:40 PM PDT

    Seeing how anomaly is now always up, it only switches the node every 30 minutes, there's no need for any tracker. Thus, I will be retiring Anomaly Tracker.

    It did, however, gather quite a lot of data during its runtime. Perhaps it'll be of use to someone.

    GET YOUR DATA HERE, MAKE SUDA PROUD

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

    Fun Heavy Attack bug when aiming up

    Posted: 01 May 2020 09:49 PM PDT

    FYI: Primary Kitguns can be previewed now

    Posted: 01 May 2020 09:02 AM PDT

    Hotfix broke login?

    Posted: 01 May 2020 01:26 PM PDT

    edit: it seems to be fixed now, I was just able to log in.

    After the latest hot fix right now, warframe tells me at the login screen that there is an "Updated version available". But when I start the launcher, it tells me I have the latetest version :/

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

    [Loud Internal Screaming]

    Posted: 02 May 2020 12:33 AM PDT

    I got back into warframe a few weeks ago after a long break, I wish I came back 1 week earlier

    Posted: 01 May 2020 09:06 PM PDT

    New Wisp + Companion Combo

    Posted: 01 May 2020 09:20 AM PDT

    I am speed

    Posted: 01 May 2020 09:11 AM PDT

    The new Avionics have 0.075% chance to drop. That's 1 in 1333.

    Posted: 01 May 2020 11:15 PM PDT

    This is an absolute new low in drop rates. This is coming after the devs have specifically told us they didn't want things to have ridiculously low drop rates. (You know, way back before Hostile Mergers where we also received Amalgams with 0.5% drop rates.)

    Turret Velocity

    Deep Hold

    Cruising Speed

    Ordnance Velocity

    In a patch that was meant to make Railjack less terrible, someone seriously added a few extra decimal places because these are just unfathomably low. Especially considering most are on non-elite enemies, meaning you fight 20-30 of these per mission, and not even all the right fighter type. Hell, Outriders spawn in single digits under the best possible circumstances and we're expected to farm thousands of them just to hit the average change of getting them.

    submitted by /u/anarchy753
    [link] [comments]

    Warframe Revised: Railjack Revisited (Part 1): Hotfix 27.4.1

    Posted: 01 May 2020 01:18 PM PDT

    Source!

    We are working on some urgent fixes here and will be reading feedback and playing Railjack for next steps to greatness! Thanks for your patience, all!

    Railjack Fixes

    • Quadrupled the XP gain from removing Railjack Hazards:
      • Fire Hazard: From 600 to 2400
      • Electricity Hazard: From 600 to 2400
      • Ice Hazard: From 600 to 2400
      • Hull Breach: From 600 to 2400
      • Hull Rupture: From 1000 to 4000
    • Changed confirmation text when Valence Fusing Railjack components to be clearer.
      • It now reads 'Choose a stat' instead of 'Choose which stat to fuse'.
    • Fixed Railjack Fire Hazards not causing correct damage to the Railjack. You should feel Fire Hazards (max 1 at a time) hitting a lot harder to your Railjack now as intended.
    • Fixed Cruising Speed Avionic stacking its effect if you equip/unequip it repeatedly in the Loadout screen.
    • Fixed sometimes crashing when casting the Void Hole Battle Avionic.
    • Fixed a script error when using Valence Fusion in the Railjack Configure panel.
    • Fixed a script error when initiating a Railjack mission right when someone else is Contributing in the Dojo.
    • Fixed a script error when Upgrading Avionics.

    Grattler Changes

    • Removed self-damage when in space. The Grattler will apply the self-stagger mechanic now while in space.

    Changes

    • The Archwing Launcher Blueprint will now be consumed upon Craft as you only need 1 Archwing Launcher in your Gear.
      • We're looking at adding the Archwing Launcher Blueprint to Cephalon Simaris' Offerings for those that need it post Archwing Quest (i.e. accidentally sold it), as well as some other related issues we've found.
    • Added Oberon's Ability videos to his Arsenal - we're all caught up now!
    • Returned Simulor vortex lifetime to 5 second duration in Conclave.
    • Removed an unreleased UI Theme - check back in Deadlock Protocol!

    Fixes

    • Fixed the Mutalist Cernos and Pox Damage over Time applying self-damage.
    • Fixed the Atlas Rumbled Augment Damage absorption not blocking all Damage to Shields/Health and Pressure Point style Damage Mods not affecting Damage.
    • Fixed Larkspur not showing Lead Indicator when it is in Alt-Fire Mode.
    • Fixed Primary Kitgun Grips being visible for preview at Rude Zuud's shop.
    • These are rescheduled for the Deadlock Protocol Update.
    • Fixed every Chat Linked Relic displaying a Lith S8 Relic.
    • Fixes towards Vallis/Plains NPCs that sometimes end up in navigation-less areas becoming completely stationary when there is no way for them to get to proper land, instead of at least fighting back.
    • Fixed some missing Pause Menu text.
    • Fixed some explosion FX being absent.
    • Fixed some Market items displaying singular Platinum/Credit prices.
    • Fixed a script error that could break the Excavation HUD.
    • Fixed a server script error when changing Arcanes.
    • Fixed a script error when casting Atlas' Petrify ability.
    • Fixed a script error when dying in Rathuum or The Index.
    • Fixed a script error when selecting a new color in a Color Palette.
    • Fixed a script error when Fishing that resulted in inability to use Dye, Fish not moving, etc.
    submitted by /u/Riisandra
    [link] [comments]

    Close ups of the new Corpus ships (Venus)

    Posted: 01 May 2020 12:34 PM PDT

    I tried to improve on drawing Garuda. Any tips?

    Posted: 01 May 2020 04:09 PM PDT

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