warframe melee weapon mod guide [UKZ]
( Updated : October 23, 2021 )
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Lastly: Channeling AKA “Rage Mode” There has been a lot of but that it has roots in Warframes lore, and a story behind it. › Warframe › comments › rage_mode. Rage Mode · Press a activation button to enter a feral state · in this state your melee weapon will glow and your warframe leaves aftermirage. Rage is a Warframe mod that converts a percentage of Health damage received into Energy. The amount of Energy gained from damage taken to health is affected. THE FUTURE 14) Channelling AKA “Rage Mode” and Future Plans! As you can probably tell, this Dev workshop is going to be a bit of a lengthy one. Her lore is quite interesting and you should definitely learn more about her origin story and her rage. She features a wide range of fast and furious melee. You can either level your own weapons or help a friend level their Warframes quickly with this setup. Make sure you change your primary emission color so. It'll teach you how to operate your warframe and allow you to choose your melee weapon shortly after. This will be used for handling enemies at close range. Yes, I am happy melee is changing, some of these changes sound great. Like if you needed [Blind Rage] on every build of your Warframe but it didn't have. Sticky Fingers when Equipping Melee! THE FUTURE. Channelling AKA “Rage Mode” and Future Plans! As you can probably tell, this section is going to be.
A new Warframe PS4 update 1. According to the official Warframe update 1. Apart from this, Warframe version 1. Previously, a big update was released with Wukong samadhi collection and a long list of bug fixes. Unfortunately, since the last update, many players were experiencing a number of issues when trying to play. Maybe… they share… the Old Blood. We are maggots. But eventually even maggots can fly. Update 26 brings a completely new breed of enemy, gameplay, and reward: The Kuva Liches have arrived. This system is what the Kingpin system, first shown on Devstream 88, has become over time, despite being put on hold for quite some time! This system is meant to be challenging. It will demand your best gear and game knowledge! The Update notes will outline the essentials, the game will teach you the rest. The Parazon is the first and most crucial piece to taking down your Kuva Lich, but it is not exclusive to the Kuva Lich system. It is an interactive tool with widespread use in the game, from basics like hacking, to deeper gameplay like decoding the means to Assassinate your Lich. These make hacking easier or give small benefits when hack is completed successfully! Parazon Finishers are a new lethal technique that can occur in any mission on almost any unit. They are optional, as you can still kill the enemy without using them. Enemies eligible for Mercy will have a Parazon icon over their head! New Requiem Mods have arrived and they are the only way to end your Kuva Lich. Requiem Relics also contain an all new item — a Riven Sliver! A fragment of a sundered Riven. It is known that, with enough Slivers, Palladino is capable of reforging a complete Riven. Earning Requiem Mods:. Requiem Mods have a limited amount of charges 3 , but only consume charges when you successfully kill a Lich. Repeat Requiem Mods in your collection will eventually go to good use. Your Liches likelihood to hunt you down is indicated by a bar on your Lich menu. The angrier they are, the more likely to spawn. You will be defeated, and your Lich escapes, and grows stronger. You will be victorious. The base weapons are as follows, with custom stats depending on your Lich:. Kuva Karak: The custom weapon of a fearsome Kuva Lich. It has greater reload speed, lower recoil, and greater accuracy than the standard-issue Karak rifle. Kuva Quartakk: Unlike a standard Quartakk, this Kuva Lich variant fires automatically from the hip and reloads faster while retaining its signature feature: annihilating targets with four simultaneous shots. Kuva Ogris: The custom weapon of a fearsome Kuva Lich. Unlike the basic version the Kuva Ogris fires detonite-infused casings semi-automatically, from a smaller clip, while dealing greater damage per shot. Kuva Kohm: The Kuva Kohm variant has a higher fire rate than the original. For every shot fired in rapid succession, the Kuva Kohm releases an additional bolt and grows more lethal. Kuva Tonkor: This Lich-variant grenade launcher hurls mayhem and destruction with an increased reload speed. Kuva Drakgoon: The Kuva Drakgoon flak cannon sends volleys of intensely hot shrapnel ricocheting around the room that do not slow down. Larger clip size and reload speed. Can be fired in wide or concentrated bursts. Higher fire-rate and clip capacity. Kuva Seer: This variant pistol has higher fire rate and magazine capacity. Superior zoom capabilities, plus projectiles have a small Corrosive burst. Kuva Kraken : A custom variant that fires three quick shots with a single pull of the trigger, or can alt-fire burst the remainder of its clip. Higher fire rate, magazine capacity and reload speed. Kuva Brakk : This Lich-variant semi-automatic hand cannon delivers a lot of punch in a small package. Higher fire rate, magazine capacity, and reload speed. As this new system is mostly aimed at experienced players with a wide arsenal, the Kuva weapons earned from Liches are top-of-the-line statwise. As a result, players who equip a Riven on one of these Kuva weapons may notice a slight discrepancy…. Rivens have lowered stats on Kuva weapons, because they have a different disposition. This is a change we have wanted to make regarding Rivens for awhile, and Kuva Lich weapons presented the perfect opportunity to make it a reality. Going forward, weapon dispositions will be tuned per weapon, instead of per weapon family. For instance, this means a Kohm Riven will have a disposition of 1. Read more about this in the official Dev Workshop on the Warframe forums. This process destroys the donor weapon and overrides the previous Kuva weapons damage bonus. Head to your Arsenal 2. Navigate to the Upgrade screen of the desired Kuva weapon 3. Select the Kuva weapon you would like to consume 5. The birth of a Kuva Lich from a Larvling has a chance to create a Lich with some added flair — one of Seven new Ephemeras that you can only earn from Vanquishing or Converting your Lich if it has one equipped! As with all our Platinum priced Market goods, these Packs are geared towards attaining convenience, at which they are priced accordingly:. Purchased Mods are unranked. The additions and changes to the Kuva Lich system that came with Hotfix Not satisfied? Hold to vomit out stored enemies covering them in toxic bile. Powered by feasting, Grendel curls into a ball and knocks over anyone in his path. Jumping slams Grendel into the ground and generates a damaging shockwave. Grendel can be earned for free through means based on the lore of his Leverian entry. These Keys are found in Arbitrations and will expose hidden missions on the planet mentioned in his Leverian for you. Tear and chew through enemies with this unusual crankshaft-style greatsword. Enjoy blasts from the past and new hotness with the following bundles! Featured below are 2 bundles that include items from past rounds as far back as and 2 bundles of TennoGen Round 17 items from our talented creators. The trappings of royalty. If your Kavat becomes tainted by a Vasca bite, Imprint it and breed 2 together for your own bloodthirsty kitty. These Adapters will be for Primary and Secondary weapons only. Once we have finished making changes to the Melee system, we will re-evaluate the need for a Melee variant. Below is a list of eligible Exilus Weapon Mods that sustain the utility intention. Works fundamentally the same as it does now — tap for quick fire, hold to charge for greater impact. Enemies already inflicted by any Heat Status effect will now take additional damage. Time for a history lesson! Prior to Update When cast, Ember Immolates herself with protective fire armor. But be warned! To prevent this from happening, use Fire Blast to expel a portion of your heat meter, or toggle Immolation off to reset meter build. Casting time has been greatly reduced, and the ability now strips armor from nearby enemies. The amount of armor removed scales in effectiveness based on current Immolation levels. On cast, this immediately reduces your Immolation level by up to half. Upon casting Inferno, all enemies currently within sight are struck by a fiery comet, lighting each target ablaze in a personal ring of fire. Inferno costs Energy per each target in sight, with the cost capped at 10 targets, at which other enemies are then free. If an enemy ignited by Inferno comes in contact with another unit, the fire will spread, igniting them as well with a fresh ability duration. Damage of the heat AoE scales with current Immolation level. Fireball: Fireball Frenzy: This augment is unchanged. Instead of sticking to surfaces, these new Tesla Drones will roll around, following the player. Once an enemy comes within range, these Drones will latch on and emit a shock that stuns the target and nearby enemies. Each Drone has a limited number of shock charges before it must be replaced. Hold cast to summon multiple Tesla Nervoses at once! Tether Coil pulls a number of nearby enemies to wherever it sticks, rendering them immobile. Flechette Orb fires high velocity nails in all directions, inflicting puncture damage to any unlucky enough to be nearby. Vector Pad lays down a walk pad, granting a boost of speed in a chosen direction indicated by arrows. Players must be moving in the same direction as the pad to receive a boost, while enemies are affected no matter which way they wanted to go. Overdriver will latch onto a nearby ally or yourself, enhancing their damage output for a period of time. A deployable beacon marks a location on the map. After a short countdown, the area is struck by a massive orbital laser explosion and yes, it does work indoors. When deployed, a Bastille will capture nearby enemies, stripping them of their armor over time. Want the Vortex to appear sooner, or last longer? Holding cast will collapse all active Bastilles early, or if you have no Bastilles, holding will deploy a new Vortex instead. Tesla Nervos: Tesla Bank: While a target has a Nervos attached, any damage dealt to it will be absorbed by the Nervos and channeled into a 8m burst of Electricity on death. No Augment for Minelayer. Update 26 brings change to Warframe — it iterates on the game and Melee is no exception. What follows is a detailed overview of our design direction and intentions with this new Phase. We are not touching Melee Riven Dispositions until we get updated data — expect advance notice when we close in on a date for this but for now it is roughly scheduled for early next year. This it to give players time to experiment, and to give ourselves a more reliable set of usage stats, we will start Melee Riven changes in the following revisit. We want you to know how your use of melee and feedback on the systems have helped form Phase 2, and how some changes are included to allow for a more cohesive Melee experience. Previously we made several changes to the Melee system as detailed in the Melee Rework Phase 1 Dev Workshop thread including:. While select changes are to be rolled back yes — see below before you react , the rest of the system served as a good foundation for this much more expansive Phase 2. Please bear in mind that these changes are not set in stone, and some aspects of the new Melee system will be tweaked during the usual QA process. There are some more features being added later on, introduced in Melee Rework Phase 3 at a later date. Dodge Cancelling and Tactical Dodging. Changes to Slam Attacks 7. Exalted Weapons The Screens: Arsenal Changes. As you can probably tell, this section is going to be a bit of a lengthy one, so make sure you sit comfortably, drink a nice cup of Greedy Milk and get ready to read all about how you can better turn your enemies into salsa with your favorite melee weapon! However, some players preferred the ability to manually block, making some of their builds less easy to manage. The good news is that both functions are back! Holding the weapon swap button will equip melee fully again, and the aim button will manually block when in this mode. All successful Blocks will also add to the new Combo Counter! Previously all weapons had a locked blocking angle of 45 degrees upon the introduction of Auto Blocking. One of the older and larger complaints of the melee combo system has been the animation locks. Completing 7 step combos feels great, but the animations completely lock you into the movements. We are introducing two new ways to put more control in your hands:. By far, the biggest change you will see in the new Melee system is the alterations made to Stances, as well how Combos interact with one another. In the old current system, Combos are an effect of button presses, all leading into a chain of animations. In Melee Rework Phase 2, attacks are buttery-smooth and adaptable! This rework of Combos applies to every Stance, not just the weapon types. The difference now, is that both share a design that uses common movements and attack types. We also wanted melee attacks to feel more intuitive. For example, if you are aiming down the sights of a primary weapon or blocking incoming fire, and then hit the melee button, you most likely want to get in close! We wanted the new Combos to reflect that that existing movement, and so the new inputs reflect that situational awareness. In most cases, the following improvements can be applied to any given Stance Mod equipped to a weapon not just individual weapon types! All of these fresh Stance changes has shone light on Whip Stances in particular not being as desirable in comparison to the others. Any kind of input entered after the initial follow up was ignored until the next attack had started. In the new system, the next attack is being constantly updated, depending on the last input received. This allows for last-second decisions on combo changes to occur immediately after the first attack has finished. No more waiting for a combo attack animation to end before you can start spamming the attack button again! Embrace the fluidity! The Combo Counter will be getting a new functionality pass. This counter will be increased in a more granular and rapid way, and can be built by using melee attacks, blocking damage, radial damage from Slam Attacks and hits from a thrown weapon such as the Glaive. As an expendable resource the Combo Counter should be easy to replenish, and the changes made should reflect how easy you can acquire and spend the Combo Counter resource. As a general rule, lighter, swift attacks will give lower additions to the Combo Counter than slower, heavy attacks will. Swing for the fences, Tenno! The Mods that will see some changes are listed below, in Section 9. This value is pending review for balance passes. Melee Rework: Phase 1 introduced the global use of ragdoll effects on Slam Attacks, so this is the second item to be rolled back, and replaced with a better way to rain down death from above! Channeling will be saying its final farewells in the Melee Rework: Phase 2 update, and instead is being replaced with a new form of Heavy Attack, as well as a new Lifted status effect. As we said before, Channeling Mods will also be changed to support this new system, as well as providing a larger pool of utility to choose from in your builds. But what about the Channeling FX you ask? With this new change, there is a broad-sweeping review of Melee weapons and how they function with the new system:. With the wide amount of changes happening to Channeling and Heavy Attacks, some Mods have had to be reworked into other systems or have had changes to the way their damage scales. For full transparency, some of these are nerfs to specific Mods, but we felt these were necessary to truly allow Phase 2 to be treated as a new beginning for melee. Our intention is to create engaging melee and Modding variety, which is not possible when there is a one-best loadout or single Mod that can kill almost anything in the game. We love killing things effectively, but we also want the combat to be engaging and feel powerful. Again, some of these changes are subject to review and change. Now that Melee Rework: Phase 2 has been rolled out, there will surely be additional balance passes as usability and effectiveness are used or abused. All melee-based Exalted Weapons have received the Phase 2 functionality treatment, gaining access to the combo changes. Part of Update 26 involves a change of the Arsenal Screen, and how information is displayed. This screen has been reorganized to include Loadouts, Companions and Vehicles in tabs, while also giving more information about a weapon when selected. New stats for Heavy Attacks and Heavy Slam have also been added, with channeling statistics removed. Aim assist can be a help or a hindrance depending on what type of attack you wish to perform. While the current system either applies to all or none on or off , the new system will have more intelligence on aim assist on a per-attack basis. As a general rule under the new system, Aim Assist will be disabled for almost all attacks in the Forward and Tactical Forward Combos, and enabled for most of the Neutral and Tactical Neutral Combo attacks. This has now been changed so that you will no longer drop items or unequip Gear Items when either equipping melee or using a Melee Attack! There has been a lot of discussion around this addition, and while it will not be included in the Phase 2 update, there is a lot of work being put into its application. This system is very special and we want to make sure that it is not just a cool addition, but that it has roots in Warframes lore, and a story behind it. This is something we want to implement with a lot of in-game fanfare and details will become available as progress is made. From new players who just completed the Star Chart, to veterans returning for new Arcanes and Aura mods, we hope these changes result in a more satisfying gameplay experience overall. All changes are potentially subject to later changes based on feedback, so try out a few mission types and tell us your thoughts! In the original Arbitrations, Excavation missions were the clear outlier in terms of reward output for time spent. The following changes are intended to bring all other missions to the same level as Excavation, and also iterate on other community feedback:. With all that Vitus, we wanted to offer something else to spend it on. You may have seen this sculpture in Cetus — Old Man Suumbaat is a shrewd negotiator, but the Arbiters have their ways. Offering a purchasable Sculpture allows players to make consistent progress towards resource-based goals, even if players already have certain items in the droptables. With the current path Catchmoon weapons are on, it was time to bring Catchmoon weapons to a more reasonable power level, while still keeping them effective. We are simply monitoring at this phase. Not hot enough for you? Applying the Status proc multiple times also turns up the Heat, dealing more damage per tick as the flames increase. Our goal with changes to tonemapping is to alleviate fatiguing images by introducing darker midtones. If you spot things that are out of the ordinary and real wack, please let us know! General Changes: Expand the spoilers below for the full list of changes:. Optimizations: Expand the spoilers below for the full list of optimizations. Reveal hidden contents. Hide contents. The loading screen now puts your Liset at the forefront in a new formation! Each Kavat can now give you 3 Imprints up from 2. This will apply to all Kavats that predate this update. Increased volume of Lua Rescue Alarm as per player feedback. Increased the Exposing Harpoon duration from 10 seconds to 15 seconds. Allies will no longer attack Synthesis Targets, thus giving you full control on if you want to Scan. Weapon stats will now be reflected in a slightly more rounded way. Innate Damage is added before anything on the weapon happens — boosting the weapons base Damage and then renormalizes the Damage percentages. This makes Elemental Mods stack in a way you would expect. Happy hunting! The Riven Cycle screen now gives you the option to view the Riven stats on every owned variant of said weapon. Optimized engine startup slightly. Made micro-optimizations to core math libraries. Made some micro-optimizations to content update and game loading. Made a micro-optimization to level loading and eliminated a bunch of harmless log warnings. Made some micro-optimizations to FX rendering. Made some micro-optimizations to loading into Orbiter and Dojos. Fixed a game hitch when picking up a Stance Mod in mission. Fixed softlock when opening Chat. Minor performance improvements when killing Infested Crawlers. Fixed possible UI lock-up when attempting to contribute to incomplete Solar Rail Research currently disabled. Fixed petting Kubrows causing a loss of functionality. Fixed loss of functionality if an enemy attempts to activate an alarm on a previously hacked panel. Fixed the game crashing if it fails to synchronize your inbox on login i. Fixed a crash that could occur if a squadmate summoned a Specter and then quit the game. Fixed a crash when placing a waypoint on certain objects. Fixed crash when changing maps in Conclave among other rarer cases. Fixed a crash due to corrupt data that could occur while updating. Fixed an issue where you could crash if your Loadouts had a defunct vehicle slot. Fixed a crash related to Melee. Fixed a crash related to ragdolls. Made sweeping optimizations to the script runtime. Fixed script error when cycling a Riven Mod that is not in the currently selected collection grid category. Fixed a script error when viewing the Options screen. Fixed a script error when auto installing Mods on Sentinel Weapons. Fixed script error that could occur when exiting hacking. Fixed script error that could occur when initiating a hack in high-level missions. Fixed script error in squad UI when loading into a mission. Fixed not being able to hit certain enemies with projectile weapons or if your shot started too close to them most commonly seen in the Teralysts fights. Fixed Synth Fiber not working correctly when equipped on Venari. Fixed hitting an enemy caught in Strangledome with your Whipclaw not transferring damage to other foes held in the Strangledome if you are a Client. Fixed Mesa being unable to use abilities or melee when using the Venka after casting Peacemaker. Fixed Titania Razorwing not showing the number of Razorflies active after returning from Operator. Fixed Wisp not aiming her rifle up when firing upwards. Fixed some HUD buffs e. Mirage Total Eclipse duplicating when the player Transfers to their Operator and the buff value changes. Fixed Mag Prime appearing super glossy. Fixed hole in the Harrow Hieropha Helmet. Fixed the Massif Prime Syandana not sitting properly on Wisp. Fixed the Cryona Syandana clipping with some Warframe stances. Fixed enemies on Dropships popping into view briefly for Clients. Fixed enemy health bar remaining yellow on armored enemies that have their armor reduced to 0 for Clients. Fixed the Fulmins detached barrel lingering for Clients after switching weapons. Fixed the Akarius not homing in on enemies when playing as a Client. Fixed momentum carrying over when Bullet Jumping and immediately entering Void Mode after. Fixed inability to complete the Mastery Rank 12 test if you fall off the starting platform. Fixed Teleporters in Featured Dojos sometimes teleporting back to your own Dojo. Fixed the red visual marker hint for Demolysts not appearing in Gas City. Fixed ability to equip Arcanes you do not own through Mod Link. Fixed chat linked Veiled Rivens not showing the unveiling challenge information. Fixed Veiled Companion Weapon Rivens issues when chatlinking. Fixed Warframe Look Links applying to Operators. Fixed incorrect Operator Hair icon. Fixed unintended fire rate increase for Acceltra while jumping. Fixed exploit tied to Tenno Spectres. Fixed cases where enemies would be standing around idle in Sanctuary Onslaught instead of storming towards you. Fixed Nightwave button appearing dark when accessing menus in Operator mode in the Orbiter. Fixed Warframes running at a weird angle in Conclave. Fixed Growing Power Aura effects not triggering when equipped on Excalibur Umbra after transferring to and from Operator. Fixed camera panning through the ship when accessing the Focus Tree via the Arsenal. Fixed Teralysts and other boss enemies taking more damage to weak points than they should be. Fixed unowned Baro offerings showing credit cost instead of Ducat cost in the Void Trader screen. Fixed enemy Tenno minimap markers showing up as white in Conclave. Fixed enemies in the Simulacrum not recovering from Stomp cast by a Rhino Specter. Fixed issues when previewing cosmetics in the Arsenal that are part of a bundle, like the Harrow Reliquary Skin. Fixed waypoint marker not updating to the closest enemy in Archwing Exterminate missions. Fixed crawler pathing to help them stop getting stuck. Fixed Infested units sometimes preferring to vomit projectiles they have the opportunity to melee their target instead. Fixed in-construction Dojo decorations sometimes going invisible. Fixed missing audio queues in the Chains of Harrow Quest. Fixed enemies not spawning in the first half of the final mission in the Archwing quest. Fixed misleading objective marker in final Archwing quest mission. Fixed remaining players being unable to complete the Mask of the Revenant specter fight after a Host migration occurs. Fixed Hunter Synergy crit chance boost not actually being taken into account when rolling for crits for pet. Fixed Eidolon Hunt Bounties showing veiled rewards. Fixed allies losing their Tidal Impunity buff if you cast Tidal Impunity elsewhere. Fixed doing too much damage to Corrupted Vor causing him to become invincible and stuck in an animation. Fixed Arch-Gun animation playing when swapping weapons in an Archwing mission. Fixed Note Beacon text not appearing for Orbiter guests. Fixed the Tusk Thumper Doma and potentially others sometimes jumping away and despawning. Fixed a few places where players would get stuck where they would previously be able to move freely for example launching Archwing in Plains or the Mastery Rank 25 test. Fixed some NPCs crouch-walking preventing their pathing from being completed in some cases. Fixed Ziplines kicking you off if you bump into geometry instead of just stopping you short of overlapping. Fixed certain cases where kills were leading to Achievements completing twice as fast. Fixed Gas City Dropships potentially despawning before you ever had the chance to see it. Fixes towards Condor Dropships in Vallis getting stuck in the sky and refusing to drop off their units. Fixed inability to unveil multiple equipped Rivens at once that have similar Challenges catch one fish, mine one ore or metal, etc. There will now always be a Void Fissure mission available for each Relic Era. Fixed missing Gear item descriptions in the Gear wheel. Fixed Corrupted Vor appearing poorly lit when showing up to the party in the Void. Fixed misaligned firing from the Plinx. Fixed the Tekko Prime rotating in your hands each time you change the color. Fixed Decoration mode scaling incorrectly. Potential fix for inability to move around in Decoration Mode. Fixed an enemy icon flashing very briefly on screen if you skip the introduction cutscene when going to a Relay. Fixed seeing your Kavat dissolve when viewing a Kavat Mod Link. Fixed ability to walk around in the Vehicle Arsenal screen. Fixed experiencing a hitch when opening the in-game Market. Fixed the Combat Discipline Mod causing a white screen if your Warframe dies because of it while controlling the Operator. Fixed paused enemies in the Simulacrum sometimes getting stuck in weird animation loops. Fixed a large amount of spot-loading when changing Loadouts in the Arsenal. Fixed Mecha Mod set bonus being applied to the Helminth Charger. Fixed changing from a loadout with Natural Talent equipped to a loadout without Natural Talent in the Simulacrum not updating your cast speed. Fixed running on an angle when attempting to run straight in Conclave. Fixed cases where your Archwing is invisible during a fly-in cinematic The Jordas Precept, etc. Fixed Condrocs flying away too early during their takeoff animation. Fixed inability to read the full stats list of Mod Link weapon due to it having multiple alternate firing modes. Fixed names doubling up in the Chat member list. Fixed the Boltor Bravura Skin being overly jittery. Fixed MOA lockers being infinitely hackable. Fixed inability to fire your Mote Amp as the Operator after switching back and forth in your Gear wheel. Fixed inability to see Hunhow during the Second Dream opening cinematic. Fixed inability to jump after firing the Sarpa and falling off an edge. Fixed missing Spy Vault lasers in the Orb Vallis. Fixed your Kavat taking appearance from a previously equipped Kavat. Fixed the Synth Reflex Mod bonus not activating without Companion. Fixes towards animation issues when reloading the Boltor with the Boltor Bravura Skin equipped. Fixed issues with lighting in certain boss tiles. Fixed Operator eyeballs having spotty black textures. Fixed an issue where you could lock yourself out of re-naming configs if you had too many characters in your name. Fixed ability to double Bullet Jump. Fixed AI struggling to navigate properly in the Simulacrum. Fixed Focused Defense Mod description being written in all caps. Fixed incorrect localization text for Heavy Attacks in the Combo screen. Fixed sometimes being locked out of spawning your K-Drive if you fail to spawn it due to being too close to the Plains of Eidolon boundary. Fixed players being left floating if they were standing on an Excavator or a Capture Case when it is destroyed. Fixed Horrasques not appearing in the Codex. They were shy and hiding underground. Fixed mysterious Plains of Eidolon fragment showing up in the Codex. Fixed Executioner Harkonar missing a description in the Codex. Fixed red emissives on the Venus Terra Moas. Fixed an FX memory leak with the Spore Ephemera. Fixed certain snowy terrain in The War Within not playing the right footstep sound. Fixed Pax Charge sounds not playing properly. Fixed Kitguns losing sound when Dual Wielding and using Archwing. Fixed text on the Void Fissure reward screen appearing difficult to read when the chosen UI Theme is bright. Fixed UI bug when previewing unowned skins in the Arsenal and backing out of the menu. Fixed words not wrapping in the Venus Junction UI. Fixed Emblems appearing incorrectly when equipped on a Sentinel Skin. Fixed a text string appearing when dismantling Servofish in Fortuna. Fixed a typo in The Jordas Precept fight. Fixed small grammatical errors in the Training section of the Codex. Fixed a spawn point in the Corpus Ship Onslaught tileset. Fixed a level hole in the Corpus Outpost tileset. Fixed wonky plant spawns in the Grineer Shipyards tileset. Fixed an AI navigation issue in the Grineer Settlement tileset due to door-framing. Fixed Corpus console being used in a Grineer tileset. Fixed AI trying to move through windows in the Grineer Sealab tileset. Fixed inability for Clients to see waypoints in the Corpus Ice Planet tileset after completing an Exterminate mission. Fixed a poorly lit hallway in the Grineer Sealab tileset. Fixed door clipping through walls in the Infested Corpus Ship tileset. Fixed tree with missing collision in the Grineer Forest tileset. Fixed dropping the Datamass off the cliffs around the Extraction point on the Grineer Earth Tileset resulting in the Datamass teleporting to an unreachable location. Fixed elevator control panels hovering in the air in the Corpus Outpost tileset. Fixed enemies spawning inside walls in the Corpus Outpost Exterminate tileset. Fixed enemies not being teleported when falling into pits in the Orokin Derelict Exterminate tileset. Fixed a hole in the Corpus Outpost Defense tileset. Fixed a whole bunch of out of bounds decoration meshes that were poking into other tilesets. Fixed unreachable loot in the Infested Corpus tileset. Fixed a level hole in the Grineer Sealab tileset. 黑沙漠在線Mods 2021
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