Digital Extremes News PS4 PS5 Warframe Warframe Update 2.18 Patch Notes

Warframe Update 2.18 Patch Notes Revealed For Duviri Paradox Expansion

Digital Extremes has unleashed Warframe update 2.18 patch notes for you to digest, which is a major update adding support for the Duviri Paradox expansion.

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Duviri is here! The precise where and when has been hard to pinpoint, but Drifter’s time in Duviri is finally becoming clear. Start The Duviri Paradox Quest to experience a never-ending spiral of life, death, and rebirth at the hands of Dominus Thrax. All Tenno, including those brand new to Warframe, will be able to dive into The Duviri Paradox straight away. After quest completion, there are three Game Modes for experiencing Duviri:

  • THE CIRCUIT: Focused on Warframe combat within the Undercroft, The Circuit revolves around endless gameplay objectives in the Undercroft with rotating weekly rewards. Pick your difficulty and reward track, complete rounds to fill out the track, and claim rewards such as new Arcanes, Incarnon Genesis, or even blueprints to build an entire Warframe!
  • THE DUVIRI EXPERIENCE: Duviri as it is meant to be played – the Open Landscape experience with a Spiral story, side activities, and open exploration. This game mode allows a Tenno to experience everything that Duviri has to offer.
  • THE LONE STORY: A streamlined version of Duviri with only the Spiral story for Tenno looking to face the Orowyrm’s fury as fast as possible.

When exploring Duviri’s mind-bending reality, you can expect to encounter:

  • SPIRALS: Duviri is at the whim of Dominus Thrax’ Spiral, with each Spiral featuring its own story, unique threats, and changing environment for the citizens of Duviri.
  • DECREES: Specialized Drifter and Warframe upgrades unique to each Duviri visit. Completing activities in Duviri grants a choice between randomized upgrades, improving your chances against the challenges found in Duviri and The Undercroft.
  • DRIFTER MELEE: Drifter has taken up melee weapons to fight back. Block incoming attacks to parry for a quick strike, or take Dax down hard with a Power Strike.
  • THE UNDERCROFT: The Undercroft hosts familiar warriors of various origins, rewriting Duviri’s rules to allow Warframe combat.
  • DRIFTER INTRINSICS: Enhance the Drifter within Duviri with permanent upgrades aimed to improve Combat, Riding, Opportunity, and Endurance.
  • KAITHE: A customizable mount able to carry you above, below, and through the many islands of Duviri.
  • SIDE ACTIVITIES: Duviri has significantly more to experience, including new enemies, Orowyrm boss fights, plus a wealth of side activities including Maw Feeding, Shawzin playing, Komi, with many others to find!

The Duviri Paradox update comes with far more to discover beyond the bounds of Dominus Thrax’ imagined reality. There are new Incarnon Geneses, Arcanes, and Cosmetics which can all be used across Warframe:

  • INCARNON GENESES: Imbue your weapons with the power of the Void, unlocking specialized upgrades. Masters of the Steel Path Circuit can earn these to breathe new power into a pool of old favorites.
  • NEW MELEE WEAPONS: Drifters and Warframes alike can use five new Melee Weapons coming with Duviri! Take down the Orowyrm to earn Pathos Clamps and use them to unlock these new Weapons and their Blueprints.
  • NEW DELUXE SKINS & CUSTOMIZATIONS: Community artist concepts turned into reality, the Baruuk Doan and Wisp Somnium Collections are here! Look out for new Drifter Transference Suits, Drifter facial hair, and Visage Inks available on the Market for Platinum.

Duviri needs you, Drifter. Dominus Thrax controls the Spiral and only you can break the cycle. Each new Spiral is a chance to discover the power you hold and bring change – bring color – to Duviri. Challenge Dominus Thrax and earn your escape from this endless cycle.

The Duviri Paradox is available to every Tenno, whether they’ve been playing for 10 years or are just starting today.

It’s time to enter Duviri and break the never-ending spiral!

The Duviri Paradox is a Mainline Update, meaning that everything the team has been working on since the launch of Citrine’s Last Wish earlier this year is in this update (with the obvious exception of content that is not ready to be released). It is very likely, as it is with all Mainline updates, that things can slip through the cracks so we will be looking at reports here for any fixes and changes for follow-up Hotfixes to come.

THE DUVIRI EXPERIENCE
Duviri as it was intended to be played. STORY (Spiral) and SIDE OBJECTIVES together. You will be given a series of tasks through a guided story featuring the many colorful characters residing in the Paradox.

THE LONE STORY

Just the SPIRAL’s story. Duviri devoid of all side objectives. Focus all of your attention on the story-telling as it happens in real time!

The Lone Story offers the same challenges and rewards as The Duviri Experience for completing the story stages.

THE CIRCUIT
A brand new Warframe-only gamemode. Battle through an endless chain of missions in the Undercroft with rotating weekly rewards. Read the full “The Circuit” section to learn more!

Each visit to Duviri via The Lone Story, The Duviri Experience, and The Circuit begins from TESHIN’S CAVE.

TESHIN’S CAVE

Teshin’s Cave is where you make preparations for the challenges before you. Unlike other open landscapes, it is not a hub. It is just as much a part of Duviri as anything else, and acts as the true beginning to your journey within Duviri.

Here you will be able to select a LOADOUT, invest in DRIFTER INTRINSICS, select/purchase a DRIFTER MELEE WEAPON, and customize your Drifter and KAITHE.

SELECT LOADOUT

Upon entering Teshin’s Cave, you will be presented with randomized Warframe and Weapon options. These options are pulled directly from your Arsenal, and at least 1 of the options from each category (Warframe, Primary Weapon, Secondary Weapon, and Melee Weapon) will be something you do not own*.

*Unowned Warframes and Weapons will always be the base version. This means only Excalibur, not Excalibur Prime; only the Hek, not the Vaykor Hek or Kuva Hek.

Unless of course you do in fact own everything – you go getter! In a similar fashion, if you have less than 10 unowned Warframes, those Warfames have a lower chance of appearing in the Cave to prevent repeated options across each Spiral. A similar methodology is applied to Weapon selections as well.

The most powerful version (based on stats and bonus effects) of the Warframe and Weapon variants you own will be offered in Teshin’s Cave (e.g. Hildryn Prime vs. Hildryn if you own both).

At the base rank of the Drifter Opportunity Intrinsics, 3 Warframe options, one of each Weapon type (Primary, Secondary, and Melee), and an additional weapon of any type are offered. Unlocking certain Opportunity Drifter Intrinsic Ranks will increase the number of Warframe and Weapon options available to choose from. Read the “Drifter Intrinsics” section below to learn more!

Each new Spiral means a new set of randomized options become available, granting you new opportunities to take on whatever the mad king throws at you. Successfully extracting from a mission in Duviri (either by defeating the Orowyrm and using the Portal, or by selecting “Extract” in the Circuit Stage Completion Screen) will also randomize the equipment available in Teshin’s Cave on your next visit.

Teshin’s Cave provides safe ground for you to test and practice all of the equipment available – you are not bound to any of your selections until you leave the Cave via the portal to the Duviri landscape, so play around as much as you like before committing! Swapping your Warframe or using the “Configure” context action will refill its Energy.
1. Select Your Warframe:
A most important choice is to be made – select from the Warframe options available to level the battlefield with their unique strengths and abilities.

Teshin has a list of Warframes specially curated for Tenno who are Mastery Rank 3 and below. The following are intended to teach the foundations of the way of the Warframe:

  • Frost
  • Mirage
  • Nezha
  • Oberon
  • Protea
  • Rhino
  • Saryn
  • Styanax
  • Wukong
  • Volt
  • Excalibur
  • Mag

Increasing your Mastery beyond Rank 3 by exploring the Origin System, and ranking up your equipment will unlock the full list of potential Warframes that can appear in Teshin’s Cave.

You can learn about each of the Warframes available by approaching them and using the “Configure” context action. Here you see their stats and learn about their passive and abilities by hovering over each ability icon.

2. Select Your Weapons:
After selecting your Warframe, the next step becomes available – choosing which Primary, Secondary, and Melee Weapons to bring into the fray.

You can view the stats of the Weapons available by approaching them and using the “Configure” context action.

Modular weapons (Zaws & Kitguns) are not eligible to appear in Teshin’s Cave, as well as Heavy Weapons (since they require Gear Wheel access to spawn in mission).

Warframe & Weapon Appearance:
Warframes and Weapons you own use the Appearance Config A from your Arsenal, while those you don’t own are set to their default. To change the appearance of the Weapons you own, simply return to the Dormizone or Orbiter and customize Appearance Config A via the Arsenal.

(TIP: You can drag Config names to change their order in both your Appearance and Upgrade menus)

In-Game Market – Teshin’s Cave Offerings:
If you wish to procure the items shown in Teshin’s Cave, there is a Duviri-specific “Teshin’s Cave Offerings” in-game Market tab that contains the Warframes and Weapons that appeared in your last visit to the Cave.

From here you can gain instant access to these items by purchasing them with Platinum or learn about how you can earn them by exploring the Origin System!

3. Select Your Mod Configurations
A crucial element to both Warframe and Weapons alike – power upgrades! Mods are quintessential to increasing your equipment’s effectiveness against enemies.

Mod Configurations can be selected for your Warframe and Weapons by using the “Configure” context action when approaching them in Teshin’s Cave.

Here you are able to choose from all of your existing Configs* for equipment that you own. DEFAULT MOD CONFIGS are also available and are the default option for unowned equipment. Configs with 40+ used Mod Capacity will appear first, instead of the Default Mod Config.

*Configs must have at least 1 Mod equipped to appear as an option.

Existing Mod Configs available in Teshin’s Cave mirror those from your Arsenal, but also apply the following upgrades, such as:

  • Arcanes (tied to the specific Config it was equipped)
    • Arcane Revives: In addition to the revives granted to Tenno who have unlocked Rank 3 (Determination) and 8 (Tenacity) of the Endurance Intrinsics, revives from Warframe Arcanes also apply to the total count usable in Duviri!
  • Helminth Infused Abilities (tied to the specific Config it was assigned to)
  • Helminth Invigorations (applied to all Configs)
  • Archon Shards (applied to all Configs)

Default Mod Configs:
Default Mod Configs are Mod presets for each of the Warframes and Weapons that appear in Teshin’s Cave. Each and every Warframe and Weapon have their very own curated combination of Mods based on their unique traits, strengths, and weaknesses. These are meant to be mid-game builds for newer players to use, but well-equipped Tenno can use their own builds instead if they choose to.

Warframes have 6 guaranteed Ability and Survivability Mods (Flow, Continuity, Streamline, Stretch, Intensify, and Vitality) and 2 Mods based on a Warframe’s specific Health, Shield, and Armor stats (e.g. Redirection, Steel Fiber, etc.).

Weapons have 3 guaranteed base Mods (like Serration, Split Chamber, and Vigilante Armaments for Primaries, or Pressure Point, Fury and Reach for Melees), 3 Mods determined by the weapon’s stat strengths (Critical Chance/Damage, Status Effect, etc.) and 2 Mods based on Damage type (Physical and Elemental Damage).

Damage mods try to match the weapon’s existing strength, so for instance the flamethrower Ignis will only get Heat Damage Mods. There are specific situations where we override certain Mods, like not equipping Flow on Hildryn or Lavos, or excluding fire rate Mods on weapons like the Tonkor or Exergis.

Unowned Warframes and weapons use Default Mods exclusively (which can be viewed by using the “Configure” button). The “Configure” button will also show you details about the Warframe, such as their stats and abilities, so that you can get familiar with them before heading out into Duviri!

You can swap between Mod Configs at any point in the Cave by simply re-approaching the pedestal where it spawned and use the “Configure” context action.

To customize the Mods in your Mod Configs of owned equipment, return to the safety of your Orbiter or Dormizone to access the Arsenal. Any and all changes applied to the Mod Configs in your Arsenal will appear in Teshin’s Cave for the Warframe and Weapons you own.

If you thrive in the unknown, you can also jump into Duviri without making any equipment selections. Doing so will simply randomize a chosen loadout for you (including their Mod Configs).

CHANGES

  • Changed the Synth Charge Mod to now apply to the following weapons:
    • Sepulcrum
      • The damage bonus for Synth Charge does not apply to its alt-fire, as it uses the entire magazine in one shot.
    • Pyrana
    • Pyrana Prime
    • Kuva Brakk
    • Zakti Prime
    • Tenet Detron
  • Changed the Shawzin default controller bindings – the previous bindings made it considerably harder to use Shawzin compared to keyboard. If you wish to change them back to their previous state, you can do so in the “Customize Controller” option:
    • Sky Fret: Left D-Pad (was L1)
    • Water Fret: Right D-Pad (was R2)
    • Earth Fret: Down D-Pad (was R1)
    • Songs: R2 (was Up D-Pad)
    • Change Instrument: R3 (was Left D-Pad)
  • Changed how Dormizone invites interact with Squads:
    • Inviting Tenno to your squad while in the Dormizone no longer forces Clients to load into the Host’s Dormizone. Instead, they can now accept a squad invite from where they are without needing to migrate over. In the chance that someone does want to join someone else’s Dormizone to show off their lavish decorating, they can do so by selecting the new option “Invite to Dormizone”.
    • Added a prompt to invite all squad members if you’d like to exit the Dormizone into the Crysalith if desired.
    • Fixed being unable to accept invites from your Dormizone.
  • Made the following changes to Mirage’s Sleight of Hand with the Explosive Legerdemain Augment Mod in order to solve major performance issues that would occur when rapidly casting Sleight of Hand with the Augment Mod equipped while Hall of Mirrors was active:
    • Explosion radius is no longer affected by Mods. It is now always 15m.
    • Proximity mine triggers no longer replicate to Clients (this was a particularly brutal performance issue origin for Clients in squads where the Host was casting Sleight of Hands with Hall of Mirrors often).
    • Proximity mines now have a 20 second lifespan unless it is attracting an enemy, in which case it is paused. Only one mine can attract a particular enemy at a time.
      • The lifespan previously used to be extended if an enemy entered its trigger range, but if they never reached the explosion (e.g. something else killed them first) the lifespan could be extended indefinitely, causing strain on performance when stacking mines with multiple Sleight of Hand casts.
    • Optimized the proximity mines when cast in the dark.
    • Optimized the proximity mine triggers when there are multiple placed with Hall of Mirrors. Now there will be one trigger per group of mines, since they are close enough to one another. The trigger will swap to a new mine if the latter is destroyed.
    • Also fixed flickering on her shaders.
  • In addition to the 50% of Affinity gained being granted to Warframe, the remaining 50% while using the Parazon is now distributed to the weapon you had equipped before the Parazon Mercy kill started.
  • Updated all Warframe descriptions!
    • Since this will be the first time many players encounter the Warframes (via Teshin’s Cave), we updated their descriptions to provide practical explanations of playstyles (without sacrificing the lore tidbits).
  • The following weapons can now be found in their corresponding categories in the Arsenal when searching using the tag “Battery”:
    • Basmu
    • Bubonico
    • Tenet Cycron
    • Cycron
    • Flux Rifle
    • Fulmin
    • Tenet Plinx
    • Plinx
    • Shedu
  • Changed Incarnon Weapons’ “DAMAGE” stat to “Incarnon Form” when viewing the Incarnon Form damage values in the Arsenal.
  • Added Mission Tips to the Risk Investment selection screen for The Index.
  • Updated the Drifter mini-map icon.
  • Made slight adjustments to the rendering of Caliban’s Cranion Helmet to be more accurate for reflections.
  • Made some adjustments to lighting in the Cetus Temple during the Vor’s Prize quest.
  • Updated the rendering for the water FX on the Grav Lifter Factory decoration.
  • Updated “The Hunt is On” Nightwave Act description to say “Pick up Syndicate Medallions” instead of “Find” as it requires you to interact with them in order for it to count towards the Act.
  • Updated the on-hover Credits and Platinum icon descriptions to be more informative on what each currency is used for.

OPTIMIZATIONS

  • Made several micro-optimizations to base game code.
  • Made a micro-optimization to loading times and streaming.
  • Made several optimizations related to code responsible for HUD processing.
  • Made a micro-optimization to memory footprint in several levels.
  • Made several micro-optimizations related to script performance.
  • Made improvements to how animation data is stored.
  • Made an optimization related to level loading.
  • Made an optimization to code related to defense targets.
  • Made systemic micro-optimizations to memory footprint and load times.
  • Made substantial optimizations to touch types.
  • Made micro-optimizations to material loading.
  • Made optimizations to memory footprint for Archwing and Railjack missions.
  • Optimized a few seconds off of loading large levels.
  • Made some connectivity optimizations.
  • Made small optimizations to Liset mesh data.
  • Fixed enemies selectively ignoring Mirage’s Sleight of Hand depending on the mission type. (For example enemies would get distracted by your traps in Extermination but not Survival)
  • Fixed loading hitches when swapping default customizations between Male and Female Operator.
  • Fixed the game becoming unresponsive when:
    • Selecting a color picker or an item from the in-game Market selection screen while in Railjack customization.
    • Selecting chat, viewing a player profile and then selecting exiting from both Menus.

 

PLAYSTATION SPECIFIC NOTES:

  • Made memory optimizations for PS4.
  • Potential fixes towards tearing on PS5.
    • For those of you that have noticed tearing on your PS5 (a noticeable divide on your screen when frames are rendered out of order, causing a notable horizontal line on your screen) we have submitted a potential fix for these issues.
  • Fixed an OOM crash that could occur if you hovered over every ability in the Helminth menu and activated too many video popups within 60 seconds
  • Made systemic micro-optimizations to memory footprint, load times, and PlayStation rendering performance
  • Fixed PS4 players receiving achievement pop-ups for PC achievements.
  • Fixed rare slowdown related to cloth rendering on Nidus Prime.

FIXES

  • Fixed the following issues from the Citrine’s Last Wish “Known Issues” list:
    • Fixed primary target not receiving any bonus Status Effects from the Secondary Encumber Arcane while using a chaining weapon (i.e. Atomos).
    • Fixed the Secondary Encumber Arcane unintentionally counting staggering as a Status Effect, leading to many unintended Effects being applied.
      • This Arcane is intended to trigger only from Physical and Elemental Status Effects i.e. Status types which show on an enemy’s health bar.
    • Fixed many mods that previously worked on Exalted Weapons not correctly applying, for example (but not exclusively) Internal Bleeding and Hunter Munitions when installed on Ivara’s Artemis Bow, or Life Strike not working when installed on Exalted Melee Weapons. Valkyr’s Hysteria not having life steal was in the same category.
    • Fixed casting many Warframe abilities interrupting aim gliding and forcing you to land.
    • Fixed Battacor requiring all 3 charges to use its alt fire instead of the intended 1 or 2 charges to scale the damage.
    • Fixed pausing the game in Solo mode not suspending the energy cost of abilities that use energy over time.
    • Also fixed issues with enemies affected by Status Effects not behaving as intended when the game is paused.
    • Fixed equipment entries duplicating each time a player’s profile is opened.
    • Fixed spamming the interact key instantly dismounting you from Ropalolyst and resetting its shields.
    • Fixed the “Energy Drain” stat in the Warframe ability page showing as 0 when Zenurik’s Inner Might is equipped.
    • Fixed the selected “Sort By” option resetting after visiting a section that doesn’t allow sorting in the Arsenal.
    • Fixed Legendary 3 Mastery Test using the incorrect mission (repeating the Legendary 2 test).
    • Fixed Volt’s Electric Shield and Vazarin’s Guardian Shell not preventing self-staggering with explosive weapons, as reported here: https://forums.warframe.com/topic/1341186-psa-unintended-stagger-effects-with-citrine’s-last-wish/
      • This also fixes the Propa Scaffold Amp part bypassing Electric Shield and Guardian Shell, causing the Operator to self-stagger.
  • Fixed mouse sensitivity being tied to controller sensitivity settings instead of mouse and keyboard sensitivity settings.
  • Fixed Arcane Steadfast not working consistently on ability casts when equipped on Vauban.
  • Fixed Garuda being unable to perform Melee Finishers with her Talons in missions that disable Melee weapons.
  • Fixed major performance issues occurring when rapidly casting Mirage’s Sleight of Hand with the Explosive Legerdemain Augment Mod equipped while Hall of Mirrors is active. In order to solve the performance issues, the following changes were made to Explosive Legerdemain:
  • Explosion radius is no longer affected by Mods. It is now always 15m.
  • Optimized the proximity mines when cast in the dark.
  • Optimized the proximity mine triggers when there are multiple placed with Hall of Mirrors. Now there will be one trigger per group of mines, since they are close enough to one another. The trigger will swap to a new mine if the latter is destroyed.
  • Proximity mine triggers no longer replicate to Clients (this was a particularly brutal performance issue origin for Clients in squads where the Host was casting Sleight of Hands with Hall of Mirrors often).
  • Proximity mines now have a 20 second lifespan unless it is attracting an enemy, in which case it is paused. Only one mine can attract a particular enemy at a time.
  • The lifespan previously used to be extended if an enemy entered its trigger range, but if they never reached the explosion (e.g. something else killed them first) the lifespan could be extended indefinitely, causing strain on performance when stacking mines with multiple Sleight of Hand casts.
  • Also fixed flickering on her shaders.
  • Fixed certain bosses being permanently stun locked by the Proboscis Cernos stun effect.
  • Fixed exposing an enemy to a Viral Status Effect just as the last Viral Status Effect on the enemy is about to expire, and while there is a Heat Status Effect on the enemy, can lead to the enemy becoming invincible.
  • Fixed only firing the Staticor with one hand as opposed to the intentional two hands.
  • Fixed Nataruk bow shots, which are charged to the end of the sweet spot, are shot as uncharged shots.
  • Fixed loss of functionality for Clients who use the Forward Artillery in back-to-back missions.
  • Fixed loss of function occurring after dashing off a platform and meleeing to dismount Yareli from Merulina mid-air.
  • Fixed losing the ability to use Transference after switching to Operator while on a K-Drive or Merulina and back to your Warframe in midair.
  • Fixed K-Drive randomly doing a spin instead of the tricks you’re trying to do.
  • Fixed Ash’s Shuriken losing all punch through.
  • Fixed Mag’s Shrapnel constantly orbiting you regardless of distance, as opposed to being extracted from enemies and laying dormant on the ground until Mag is in range.
  • Fixed Grendel inheriting characteristics of his “Pulverize” form after entering the underwater Archwing mode in the Uranus Sealab tileset. As reported here: https://forums.warframe.com/topic/1342565-grendel-pulverize-stays-indefinitely-after-submerging-in-water-uranus/
  • Fixed Sevagoth’s Death Well continuing to drain after swapping in and out of his Shadow while affected by a Nullifier.
  • Fixed the Energizing Shot Mod working on the Tenet Plinx’ and Tenet Spirex’ AOE.
    • As indicated in the mod’s description, it is intended not to work on AOE.
  • Fixed the following weapons’ AOE on impact not being affected by Blast Radius Mods (such as Firestorm).
    • Ferrox (Base and Tenet)
    • Opticor (Base and Vandal)
    • Ambassador
  • Fixed Tenet Tetra Secondary fire being unaffected by Void Fissure buff.
  • Fixed various Mining locations being located under the terrain.
  • Fixed Dethcube’s Vaporize Mod not respecting Overguard’s crowd control immunity and bypassing their defenses to deal damage.
  • Fixed being able to refresh Praedos’ Incarnon Form timer by performing a heavy ground slam.
    • All other Incarnon Melee weapons trigger their Incarnon Form via heavy attack and do not have the ability to refresh their Incarnon Form timer. So Praedos has been fixed to remove this unintended functionality.
  • Fixed issue with Mirror Defence rotations getting skipped after Host Migration.
  • Fixed Innodem and Prasedos losing their Incarnon Form after entering Arsenal in the Simulacrum.
  • Fixed Incarnon weapons reverting to their default form not being visible to other players in the squad until it is shot again.
  • Fixed Citrine’s Fractured Blast not affecting ragdolled enemies.
  • Fixed Parry Mod not functioning to grant the ability to parry enemy attacks and open them to finishers.
  • Fixed getting sent back to login screen from mission after tabbing back to game.
  • Fixed Naramon’s Killer’s Rush bonus not applying when playing as Client.
  • Fixed the Death Knell headshot buff not working properly if the player respawns after being downed.
  • Fixed Corpus enemies appearing as if they are immune to Mercy kills in the UI due to the indicator overlapping with their Shields in their Health bar.
  • Fixed the Tenet Ferrox not using the bonus elemental damage on its alt-fire.
  • Fixed the Bonewidow Necramech no longer playing the shield-bash animation when using Shield Maiden.
  • Fixed Warframe facing away from Saya when interacting with her in Saya’s Vigil Quest.
  • Fixed offset issues with the TennoCon 2021 Chest Plate when equipped on Voruna.
  • Fixed several offset issues with several Knee Spur and Leg Guards when equipped on Voruna.
  • Fixed pickups such as Data Masses and Disruption Keys floating in the air when reloading the Laetum.
  • Fixed cases where the HUD could go missing for Railjack Pilot and Turret users.
  • Fixed Clients getting stuck in the Railjack loading tunnel after Host Migration.
  • Fixed Transference causing Secondaries using the Oscira Thrown Blade Skin to float alongside Warframe.
  • Fixed Raknoids in Corpus Railjack missions not moving or attacking objectives.
  • Fixed the Necramech ability UI not disappearing when opening the map in open landscapes.
  • Fixed Captura options not appearing when using a vehicle (Necramech, K-Drive, etc.).
  • Fixed a rare matchmaking bug when mixing pre-The New War and post-The New War sessions in Orb Vallis and The Plains of Eidolon.
  • Fixed an issue in The New War Quest where default colors on the Operator would tint the portrait in the Dormizone a pale gray.
  • Fixed camera getting stuck in the Orbiter when walking up to Navigation in stage 5 of The New War Quest.
  • Fixed an unintentional premature face reveal in The New War Quest.
  • Fixed Corrupted Lancer Eximus units not casting their abilities.
    • Note that their Specter versions were unaffected.
  • Fixed Claims Investigation Units from the Index rapidly teleporting between their translocators many times in rapid succession.
  • Fixed default reticle dot sometimes flickering between white and black.
  • Fixed flickering issues with Harrow’s Thurible.
  • Fixed the Orokin Tower Chamber room lighting FX extending into the Open Space room when Volumetric Lighting is turned on in the Dojo.
  • Fixed one of the MOAs in the Perrin Sequence Relay room being unlit.
  • Fixed Corpus Outpost door panels that lead to a dead end being unlit.
  • Fixed Corpus units being unlit in the Infested Ship tileset.
  • Fixed see-through areas in the Grineer Forest tileset.
  • Fixed a teleport volume being too high and teleporting you while you are still in bounds in the Grineer Forest tileset.
  • Fixed rocks and the Orbiter ramp in the Drifter’s Camp being semi-transparent.
  • Fixed Liset appearing unlit when extracting at the end of a mission.
  • Fixed all Emblems appearing upside down when equipped on the Left Paxis Shoulder Armor.
  • Fixed smoothing issues with the Ki’Teer Leg and Shoulder Plates.
  • Fixed the default female Drifter Suit missing some textures.
  • Fixed the Sibear’s VFX rendering incorrectly.
  • Fixed Emblems floating when equipped on the Excalibur Zato Skin after removing the Zato Shoulder Plate.
  • Fixed the Vaaditum Prime Ephemera showing up on Warframe (e.g. via Transference) when it is equipped on Operator/Drifter.
  • Fixed the Scyth Sugatra being invisible when equipped to any melee weapon.
  • Fixed the Right Edo Prime Shoulder Plate appearing higher than intended on Garuda Prime when toggling Prime details on TennoGen skins.
  • Fixed various Drifter Gear Waistbands being positioned under the player.
  • Fixed Flamethrower Plazm Skin clip flickering after you’ve reloaded once.
  • Fixed textures on Guandao to improve tinting.
  • Fixed missing FX on Hildryn’s Haven.
  • Note that this did not affect Hildryn Prime.
  • Fixed Melee hits that hit multiple enemies in the same frame using the wrong hit FX after the first enemy was struck.
  • Fixed equipping a Skin to the Aegrit not removing the energy circle FX.
  • Fixed several Mods & Arcanes missing part of their effects in their descriptions.
  • Fixed disabling the “Double Jump executes Void Sling” option not saving after relaunching the game.
  • Fixed Garuda’s Blood Altar not inheriting customized colors.
  • Fixed some issues with cloth jittering.
  • Fixed the Chemtank Syandana sometimes disappearing when clipping with shoulder armor.
  • Fixed being unable to color the Sanguinax Ephemera. As reported here: https://forums.warframe.com/topic/1342481-eros-wing-and-sanguinax-prime-ephemera-bug-still-around-6-months-later/#comment-12735061
  • Fixed cases of the Drifter’s eyes opening slightly too wide and failing to look around.
  • Fixed your equipped Visage Ink appearing in the background of the in-game Market when previewing cosmetics on Drifter.
  • Fixed the weapon holster for the Drifter appearing in the center of their body when riding the K-drive.
  • Fixed hand clipping issues for the following Warframes (includes Primes for those who have that variant) when using Hildryn Prime’s Noble animation.
    • Chroma
    • Hildryn
    • Hydroid
    • Revenant
    • Rhino
    • Grendel
    • Gyre
  • Fixed case of melee weapons being held in the wrong hand when swapping from a Bow.
  • Fixed offset issues with Claw melee weapons equipped on Nidus Prime.
  • Fixed unused items in Profile Equipment list not sorting alphabetically.
  • Fixed “Invite” and “Send Message” buttons not functioning on player profiles.
  • Fixed animation sets for Rhino not sorting alphabetically in the Arsenal.
  • Fixed soft-lock when playing Happy Zephyr.
  • Fixed large geometry deformations in the Cambion Drift and the Orb Vallis when flying into fungi structures.
  • Fixed a shadow issue in the Grineer Crew Ship.
  • Fixed “Open Squads” at times not updating in Navigation and always showing at “0”.
  • Fixed file path appearing in the Secondary Encumber Arcane’s description.
  • Fix a spot-load when bringing up the pause menu while you have a Quest active.
  • Fixed rare issue of Warframe shrinking down to Operator size during the Dormizone cinematic in The Angels of the Zariman Quest.
  • Fixed constantly running on the spot and having jump height affected while descending in the balloon during the “Ascend” stage in The New War Quest.
  • Fixed several grass clumps blocking cinematics and floating in the air in the “For My Brothers” stage of The New War Quest.
  • Fixed a Health Orb covering Kahl in the cutscene after mercy killing the Symbilyst in the “For My Brothers” mission in The New War quest.
  • Fixed changing Kahl’s appearance in Captura creating a merged Kahl/Warframe monstrosity.
  • Fixed the cauldron in the Drifter Camp (after achieving max rank in Kahl’s Garrison) looking like just boring unseasoned water instead of a mouthwatering stew.
  • Fixed the naming of many Dojo decorations that were grammatically inconsistent.
    • Fixed the naming of many Dojo decorations missing a comma in between the adjectives in brackets.
      • Example: Bamboo Plant (Curved Single)
      • Correct example: Bamboo Plant (Curved, Single)
    • Fixed the Ostron Canopy Dojo decorations describing the color of the decoration outside of the brackets.
      • Example: Ostron Canopy Blue (Rectangular)
      • Example of correction: Ostron Canopy (Blue, Rectangular)
    • Fixed the Dojo decorations that list sizing having inconsistent spacing. The format has now been consolidated to:
      • Wall (16x16m) instead of Wall (16 x 16m)
  • Fixed blinding lighting on Loid’s dome when viewing the Necraloid Standing screen in the Necralisk.
  • Fixed being unable to chat link Carmine Penta components, Nautilus components, Zealoid Prelate Noggle, Pistol Riven Mods, and Frost Snowday Noggle.
  • Fixed Roller Floof’s blocking placement of Decorations near it.
  • Fixed a rare crash that would occur when a new hotfix/update is deployed while in a Relay.
  • Fixed rare crash related to object rendering in Mirror Defence.
  • Fixed crash that would occur if the player was automatically logged out when the Bounties rotate while in an Open Landscape hub.
  • Fixed crash with Revenant’s Enthrall.
  • Fixed crash related to Raknoids.
  • Fixed crash related to Khora’s Venari.
  • Fixed a script error related to the Vsync.
  • Fixed a script error after completing a mission and returning to the Orbiter with the Ghoul Saw equipped.
  • Fixed a script error with Baruuk’s Lull.
  • Fixed script error with Gyre’s Arcsphere.
  • Fixed a script error when toggling between lore fragment categories in the Codex.

Known Issues:

List of issues that will be reviewed for potential fixes in a future update/hotfix.

  • Players who own the Kuva Hek or Vaykor Hek may still get the normal Hek in Teshin’s Cave offerings when it should be offering its more powerful variants.
  • Host migration in both Duviri and the Undercroft leaving players with various issues.
  • Spiral objectives not progressing after completing certain requirements.
  • Dying as the Client in Undercroft results in a white screen and revival.
  • Becoming stuck in perma-ragdoll after getting hit with an Orowyrm projectile while mounting the Kaithe.
  • Rune Marrow is not affected by Resource Boosters.
  • Duviri Void Flood Ruptures are missing their FX.
  • Using Protea‘s Temporal Anchor Ability can rewind you back into the Undercroft lobby where you cannot escape.
  • Clients sometimes see other players’ Drifters without bodies after loading.
  • Certain Resources do not list their Drop Location in their on-hover description in the Foundry.
  • Lighting issues for Fish when Maw Feeding in multiplayer sessions.
  • Warframe Configuration screen in Teshin’s Cave does not display equipped Archon Shards. This is a UI only issue – Equipped Archon Shards do apply their upgrades to Warframes in Cave.
  • Kuva/Tenet weapons do not display their rolled stat bonuses when viewing builds in Teshin’s Cave.
  • Toggling Crouch prevents Kaithes from Sprinting.
  • Certain items in Acrithis’ store do not have dioramas.
  • Feldune Drifter Hood does not have hood toggle functionality.
  • Unintentionally high drop rate for the Shell Compression Mod in The Circuit tiers.

[Source – Warframe Update 2.18 Patch Notes]