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TennoGen Round 19 is available now on PC!

The latest TennoGen collection includes striking new Skins and Customizations for Warframes, Operators, Weapons, and more - lovingly designed by our own Tenno. Visit the in-game Market to check them out and purchase your favorites!

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WARFRAME SKINS

Glam up with this stylish new selection of Warframe Skins.

Gauss Agito Skin by Rekkou

Gauss Graxx Skin by Faven

Hildryn Sigrun Skin by malaya, Jadie, and Awk'Q-Luz

Zephyr Blade of the Lotus Skin by BeastBuster

Mag Corpra Skin by FrellingHazmot

Mirage Kitsune Skin by Kakarrot2812 and Skyeraikes

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WARFRAME HELMETS

Keep your gray matter guarded.

Titania Viraji Helmet by malaya and blazingcobalt

OPERATOR COSMETICS

High fashion for high guardians.

Blaze Oculus by blazingcobalt

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WARFRAME SYANDANAS

Stand out from the pack with these swanky Syandanas.

Night Hunter Syandana by Mz-3

Tsujinasa Syandana by BeastBuster

Ranulyst Syandana by led2012 and daemonstar

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WEAPON SKINS

Deal death in vogue with these distinguished Weapon Skins.

Grimstone Cleaver by Vulbjorn, the graphical walrus

Obanakk Heavy Blade Skin by VoidPunch

Osiris Polearm Skin by Lubox

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LANDING CRAFT

Daringly descend into the hostile and unknown.

Mantis Lilieae Skin by MaceMadunusus

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CHEST ARMOR

Striking accents protect the heart of a warrior.

Xulatu Chest Armor by led2012


Many thanks - as always - to our fearlessly inventive TennoGen community for their eye-catching Customizations! Stay tuned to find out when these items will be available on PlayStation 4, Xbox One and Nintendo Switch.

Heart of Deimos: TennoGen: 29.2.1

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TennoGen Round 19 - Part 1!

With 29 incredible new items in TennoGen Round 19, we’ve split it up into 2 parts!

Check out TennoGen Round 19 - Part 1 via Steam!

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WARFRAME SKINS

Gauss Agito Skin by Rekkou

Gauss Graxx Skin by Faven

Hildryn Sigrun Skin by malaya, Jadie, and Awk'Q-Luz

Zephyr Blade of the Lotus Skin by BeastBuster

Mag Corpra Skin by FrellingHazmot

Mirage Kitsune Skin by kakarrot2812 and Skyeraikes

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WARFRAME HELMETS

Titania Viraji Helmet by malaya and blazingcobalt

OPERATOR COSMETICS

Blaze Oculus by blazingcobalt

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WARFRAME SYANDANAS

Night Hunter Syandana by Mz-3

Tsujinasa Syandana by BeastBuster

Ranulyst Syandana by led2012 and daemonstar

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WEAPON SKINS

Grimstone Heavy Blade Skin by Vulbjorn, the graphical walrus

Obanakk Heavy Blade Skin by VoidPunch

Osiris Polearm Skin by Lubox

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LANDING CRAFT

Mantis Lilieae Skin by MaceMadunusus

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CHEST ARMOR

Xulatu Chest Armor by led2012


Changes:

  • For those of you using DX10, the launcher will now remind you that we’re phasing DX10 out in the near future.

  • Removed the Gas Status Effect from the Deimos Jugulus shooting bone glaives.

    • The Gas Status Effect was unintended - should only be administering Slash.

Fixes:

  • Fixes towards a crash that could occur in a Survival mission when choosing to return to the Orbiter.

  • Fixed an issue where the "swap polarity" functionality would be broken on weapons that had only ever done no-op Polarizations.

  • Fixed the Quassus leaving you "unarmed" after using heavy attacks.

  • Fixed a section in the Ustara Crater within the Orb Vallis that resulted in your Warframe turning invisible, the minimap changing, and enemies not attacking you.

  • Fixed a spot in the Grineer Sealab tileset where enemies struggled to jump down a hole as a team, which resulted in AFK farming.

  • More fixes towards Look Link issues and diorama issues with the new Companions (mismatching tails, for example).

  • Fixed the Oscira Bow Skin not applying correctly to the Kuva Bramma.

  • Fixed missing Standing icon when viewing the eidolon Hunt Bounty with Konzu.

  • Fixed screens overlapping when purchasing a Glyph.

  • Fixed a script error when offering an Eidolon Shard during a Teralyst Hunt Bounty.

  • Fixed a script error when a Ghoul Devourer attempts to grapple you.

  • Fixed a script error when the Treasurer spawns.

  • Fixed a script error when throwing a Shock Spear in a Free Roam transition (Elevator, etc).

  • Fixed a script error when casting Ember’s Immolation ability.

  • Fixed a script error when casting Nyx’s Psychic Bolts ability.

Missed Change:

  • The ‘Deferred Rendering’ Display option has been retitled to ‘Graphics Engine’.

Greetings, Tenno!

As indicated in the Dev Workshop and PC Update 29.2.0 notes, we're currently running a PC Inbox Script for the following:

2 hours ago, [DE]Megan said:

Additionally, anyone with Helminth installed and Railjack owned will receive an Inbox of Resources after the Hotfix goes live that includes the reduced costs. A perfect script is not possible, but a generous grab bag is! If you meet the criteria, you will receive the Resources via Inbox after the Hotfix date.

This Inbox script was mistakenly run on the console servers, which is why console players are receiving Inbox messages with broken filepaths, as their builds don't have this change yet.

When console receives the Helminth Railjack Resource changes, we will run the Inbox script again to catch any accounts that meet this criteria.

Apologies for the confusion!

Heart of Deimos: Prime Vault: 29.2.0

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Prime Vault: Ember & Frost Prime
Add dueling elemental forces to your Arsenal with the latest Prime Vault release!

Ember Prime and Frost Prime, as well as their Prime Weapons and exclusive Customizations are now available for a limited time! Trinity Prime Packs, Nova Prime Packs, and their Relics have returned to the Vault.

Ember Prime, Frost Prime, Latron Prime, Reaper Prime, Sicarus Prime, and Glaive Prime Relics have been added back to the droptables!

Visit https://www.warframe.com/prime-vault to check out the Prime Vault Offerings!

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Note: As some of you have noticed, our Prime Vault rotation this round has gone on a little long. We had to put a lot of work into making Deimos a simultaneous release during COVID times, and that meant we had to divert focus and people away from some other items. Prime Vault was one of those items.

This means the next Prime Vault offering is a tried and true debut of Ember and Frost Prime (full details to come tomorrow). It also means that we are now in a position to make the Vault following Ember and Frost Prime offer new-to-Vault contents because we recognize how important this is.

Thank you for understanding!

Marked For Death Changes:

(Original Dev Workshop can be found here:

https://forums.warframe.com/topic/1227741-marked-for-death-where-we%E2%80%99ve-been-and-changes-to-come/?tab=comments#comment-11868546 )

We are changing Marked for Death to start its base Damage at 75%, which will cap at 150% with Mods. Since the ‘Damage Type In = Damage Type Out’, this will scale well with certain Damage types, specifically ones with DOTS which is what we envision.

Simply put: We’re bringing the damage back up!

Helminth Railjack Resources and Bile Changes:

(Original Dev Workshop can be found here:

https://forums.warframe.com/topic/1227534-helminth-railjack-resources-bile-changes/?tab=comments#comment-11866782 )

Railjack Resources:

There will be a reduction in the batches of Railjack Resource Costs across the board required to yield Helminth Secretions.

The changes are as follows:

Resource

Pre-Hotfix Batch

Post-Hotfix Batch

Reduction as a %

Asterite

5,000

1,500

30.00%

Aucrux Capacitors

25

10

40.00%

Bracoid

1,000

200

20.00%

Carbides

10,000

2,500

25.00%

Copernics

15,000

4,000

26.67%

Cubic Diodes

12,500

7,000

56.00%

Fresnels

1,000

150

15.00%

Gallos Rods

300

175

58.33%

Isos

400

200

50.00%

Kesslers

300

100

33.33%

Komms

25

15

60.00%

Nullstones

225

50

22.22%

Pustrels

15,000

5,000

33.33%

Titanium

20,000

10,000

50.00%

Trachons

10,000

1,000

10.00%

Additionally, anyone with Helminth installed and Railjack owned will receive an Inbox of Resources after the Hotfix goes live that includes the reduced costs. A perfect script is not possible, but a generous grab bag is! If you meet the criteria, you will receive the Resources via Inbox after the Hotfix date. We’ll let you know in this thread once the Inbox script has completed - stay tuned! Helminth Railjack Resource Inbox Script has finished!

Bile:

To give players more options for the Bile Secretion, we are adding the following components as feedable to Helminth to create Bile:

  • Antiserum Fragment x 900
  • Javlok Capacitor x 7
  • Nav Coordinates x 65*

General Helminth Changes:

  • Helminth now shows you a locked status when you sit in the chair with a Warframe whose ability you’ve already Subsumed (stops player confusion).

Character Shader Changes:
We have made significant enhancements to probe-based lighting. The results of this are dynamic objects receive better quality lighting, and metals are more responsive. Additionally, objects should now look more grounded in their environments.

Optimizations:

  • Made a micro-optimization for Melee ground slams.

  • Made a micro-optimization when opening the Inventory screen.

  • Optimized assets within parts of Deimos to improve performance.

  • Optimized assets in Deimos’ skybox to improve performance.

Fixes:

  • Fixed a crash when encountering a Rescue objective in the Plains of Eidolon.

  • Fixes towards a crash that occurred when a Treasurer spawned during a Corpus Ship Defense mission

  • Fixed a matchmaking exploit related to Isolation Vaults.

  • Fixed Clients unable to re-activate the Bait Station if the Bait is lost during an Isolation Vault Bounty.

  • Fixed ability to grab numerous Concoctions if all squadmates trigger the context action at the same time during an Isolation Vault Bounty.

  • Fixed issues with missing Granum Void portals when a certain spawn tile is used in the Remastered Corpus Ship.

  • Fixed Battacor's Alt Fire damage being the same whether fired with 1 charge or 3.

  • Fixed the interaction of Limbo’s Cataclysm and Tesla Nervos (via Helminth Subsumed) dealing more than the normal amount of damage.

  • Fixed Khora’s Accumulating Whipclaw buff stacking indefinitely after jumping into a teleport volume.

  • Fixed Xaku’s Grasp of Lohk ability targeting phantom enemies in the Ambulas boss fight.

  • Fixed Jugulus Mod Set cooldown not being present in the HUD buff section.

  • Fixed the Necralisk door becoming black and see through after using fast travel.

  • Fixed Warframes overlapping the Modding UI when Modding in a Town/Relay.

  • Fixed Clients seeing double Markers in Capture missions.

  • Fixed Disruption Key UI appearing as a filepath in the Round 2 UI.

  • Fixed an issue where Warframes would flicker if you stayed in the Orbiter while they completed their Subsume and queued another.

  • Fixed various compatibility issues with the Oscira Skin collection.

  • Fixes towards weapon audio issues with the Oscira Pistol Skin.

  • Fixed a script error when playing Eidolon hunts.

  • Fixed Assault missions not failing when the timer runs out.

  • Fixed issues with hybrid Companions appearing in the Market when viewing certain items.

  • Fixed some Look Link issues and diorama issues with the new Companions (mismatching tails, for example).

  • Fixed a few issues with the teleport height on the Cambion Drift Captura Scene.

  • Fixed issues with inappropriate ESC menu usage being possible in the Heart of Deimos quest.

  • Fixed camera clipping near the gates to Cetus in the Plains of Eidolon.

  • Fixed some badly lit and set doors in the Orokin Derelicts.

  • Fixed Clem and other friendly NPCs sometimes spawning in the ceiling.

  • Fixed camera alignment issues when opening the Arsenal as the Operator in a Town/Relay.

  • Fixed default Pet being shown for a quick second when swapping Pets quickly in the Arsenal.

  • Fixed dark spots in the Corpus OutPost skybox.

  • Fixed slight text overlap in the Eidolon Hunt Bounty objective UI.

Upcoming Xaku Changes: Round 2!

It's been a little bit over a week since the first round of changes to Xaku went live on PC in Heart of Deimos: Update 29.1.0 (soon to come to consoles). Since then we’ve been keeping tabs on the usual feedback channels to read and review your takes on Xaku in their updated form. We have been pleased to see that generally these changes have been enjoyed thus far, and that we’ve taken a step in the right direction. But as many have expressed, and to which we have found ourselves agreeing, our work is not done yet on this Community Warframe!

So here we are with a second round of changes based on the most standout and widely discussed points we saw strewn across the feedback hubs. Whether it's iterating on Round 1 or offering new insight on Xaku’s abilities, we thank you for sharing!

Note that adjustments may be made between the posting of this Workshop and the launch of the changes listed below.

General Changes:

  • Xaku's "The Lost" ability description will now include descriptions of "Accuse", "Deny", and "Gaze" within it.
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Xata’s Whisper (Void Status Effect):

  • Void damage’s Status Effect will now redirect projectiles to the body part it proc’d on.
    • How it will work: If you shoot at an enemy’s head with Xata’s Whisper enabled and proc, the bubble will redirect all projectiles to the head. If you shoot at the feet, it’ll be redirected to the feet, etc.! It is however possible that even if you proc on the head but then shoot at the lower part of the bubble it might hit the body on the way up to being redirected to the head.
    • This is a game wide change to Void Status Effect! Now that we have a Warframe that can harness Void damage at the click of a button, it has brought much focus to and discussion around its Status Effect. For those of you who are unfamiliar, in its current state it creates a bullet attractor bubble that directs all projectiles to the center of the enemy’s torso regardless of where it procs. Since Xata’s Whisper applies Void damage to all of their weapons, it was increasingly noticeable to Xaku players that the bubble’s current redirecting position prevents any attempt at enemy headshots until its duration expires. This is one of the main reasons for this change. Headshot disruption ultimately limits your damage output by removing the opportunity for headshot multipliers while it is active. Now, you will be able to use your headshotting skills to greater benefit, while also having generally more options to focus projectiles where desired. Note that regardless of where the Status Effect occurs, it will continue to prevent enemies from being able to shoot at you without having their projectiles redirected back to the center of the bubble.

Grasp of Lohk:

  • Re-casting will now steal weapons up to the max number of affected targets.
    • How it will work: You will be able to re-cast up to the max number of targets that you can steal from. In other words, you can add to the current batch of weapons. For example, if your max target is set to 6, and you have 3 weapons active, Grasp of Lohk can be re-cast to “top up” to the remaining 3 weapon allowance. Newly grabbed weapons from re-casts will have independent durations from the previous batch - similar to Protea’s Blaze Artillery.
    • We made re-casting available in Round 1 and set it up to replace the entire current active batch of weapons. Our original reasoning was that this allowed for a ‘fresh’ cast to be made if an undesirable pull occurred. But what makes far more sense is to follow the precedent set by Nekros’ Shadows of the Dead. So now you can maintain your current floating auto-cannon sidekicks and re-cast to refill or top up to the max on command. This will give far more control in maintaining the max number of active weapons you can have at once.
  • Added HUD tracker for active weapons.
    • Following our re-cast change, we thought it would be quite helpful to know exactly how many weapons you have active so that you know how many more you can add on re-cast. Instead of counting them manually one by one as they float and shoot around, this is much easier on the eyes!
      Grasp.PNG
  • Stolen weapons will no longer target invulnerable enemies.
    • Currently, Grasp of Lohk weapons will target enemies with grey health bars indicating that they are invulnerable. This clearly serves no purpose as their health cannot be damaged and ultimately takes focus away from more important targets. Not to mention that this is a poor use of the ability’s duration drain. As a result, we’ve removed invulnerable enemies as target candidates and stolen weapons will now redirect to vulnerable enemies within range.
  • Note on Grasp of Lohk’s ‘Target Range’:
    • In Round 1, we made the distinction between Grasp of Lohk’s ‘Grab Range’ and ‘Target Range’. We then increased its ‘Grab Range’ and left ‘Target Range’ untouched due to “firing range experiments being a bit too wild for Round 1”. As we’ve continued testing, this has held true. In any instance where we’ve increased it, even slightly, we neared a state that we had already established was undesirable due to its encouragement of an ‘inactive’ way of playing (Ember’s “World on Fire” comes to mind before it was changed to “Inferno”). As a result, ‘Target Range’ will continue to remain untouched for this round.

The Lost: Accuse

  • We are following through with our proposed idea from Round 1 and have made Accuse re-castable!
    • How it will work: The same way Grasp of Lohk will be set up in Round 2! You will be able to re-cast up to the max number of targets that can be affected/corrupted. For example, if your max target is set to 10, and you have 5 active, Accuse can be re-cast to “top up” to the remaining 5 corrupted crew allowance. Enemies corrupted from re-cast will have independent durations from the previous batch.
    • Currently, Accuse cannot be re-cast until the duration expires or all affected enemies are killed. Which means that often you find yourself locked into a corrupted crew that is inefficient due to dwindling numbers, poor initial cast, etc. For those reasons and more, this was a highly requested change that we are happy to make happen!
  • Added HUD tracker for active "Accused" enemies
    • This'll look familiar because we added this for Grasp of Lohk and explained above, but just so that we have intent clear here with Accuse as well! We thought it would be quite helpful to know exactly how many "Accused" enemies you have active so that you know how many more you can add on re-cast. Instead of counting them manually one by one as they run around, this is much easier on the eyes!
      Accuse.PNG

The Lost: Gaze

  • Increased base radius from 8m to 12m.
    • Increasing the base radius range on “Gazed” enemies was highly requested since its defense reduction applies to enemies while they are within the affected area. As we noted in Round 1, we evaluated Gaze and how it performs with established builds that maximized its effects. Increasing the base radius range hits the spot between improving the ability’s effectiveness and managing what is already established as powerful with focused builds. Essentially, more space for more enemies to have their defenses stripped without tipping the scales dramatically on is an already well performing ability when used strategically.


The Lost: Deny

  • Increased Deny’s beam width and base range (25m to 40m).
    • Straightforward change to help you target and damage more enemies. More bang for your beam!
  • Deny can now be cast while moving.
    • Currently, Deny’s casting animation locks Xaku in place. While we did increase the casting speed in Round 1, it just simply was not enough to fulfill the parkour freedom you’ve become well familiar with in Warframe. Removing the lock brings back the ninja fantasy while also making the most of the synergy between Deny and Grasp of Lohk that we added in Round 1. As we said in our first Xaku Dev Workshop, “more firepower… faster”, but this time we really mean it!

The Vast Untime:

The changes we made to The Vast Untime in Round 1 have been very well received and we echo your sentiment that it is in a good spot in its current state. With that said, no further changes are planned for this round. Go forth and Untime Vastly!

Known Xaku bugs planned for fixes:

It is likely that the following fixes will be released across multiple hotfixes/updates as we make progress on them independently of one another. More fixes are sure to come as well!

  • Fixing enemies affected by Accuse not triggering “On hit”, “On Status Effect”, or “On Headshot” effects from weapons and mods.
  • Fixing Xaku’s Grasp of Lohk ability targeting phantom enemies in the Ambulas boss fight.
  • Fixing weapons that shoot bolts or projectiles (Boltor, Stahlta, Paris, Zhuge, etc.) not targeting/damaging enemies under the influence of The Lost: Accuse.
  • Fixing the HUD timer icon for Xata’s Whisper in the top right corner ticking down regardless of The Vast Untime being active. This was only a visual bug, and did not actually affect the ‘time freezing’ synergy with The Vast Untime and Xaku’s other abilities.
  • Fixed certain Grasp of Lohk Primary weapons (bows for example) appearing as the Void entity orbs that you’d see when cast on Melee enemies, instead of a copy of the weapon.

When?

We plan on releasing all of these changes in a future update on PC. For our Console Tenno, you will be receiving Round 1 in the upcoming Cert build and Round 2 changes will come in the next that follows.

Thanks!