Warframe has received another hotfix. Here are the Empyrean Hotfix 27.0.9 Patch Notes. Warframe's Empyrean Hotfix 27.0.9 is now live in the game. The amount of changes, fixes, and rebalances are substantial, as Digital Extremes looks to level things out after the launch of Empyrean, and the introduction of Railjack missions. Armor values of enemies in Railjack missions have been changed, with all Fighters getting their armor values halved, but with a slight bump to health to improve the feel of combat. There has been the welcome addition of a market to Avionics when they drop in mission, meaning no more fear of missing out if you don't comb every inch of the huge levels. All Avionics can now drop from Elite Fighters in deep space. Pretty much all weapons have been rebalanced, so make sure to pay careful attention to the "Weapons and Proc Adjustments" section. You can find the full list of patch notes below. Railjack Additions, Changes, and Fixes: Halved Fighter Armor Enemy Fighters in Railjack have too much armor - meaning your Railjack weapons just don\u2019t feel great in the time it takes to kill an enemy. All Fighter Armor values have been halved, with a slight boost in health for non-elites to compensate. Armor value changes: \tFlak: 300 to 150 \tElite Flak: 350 to 175 \tTaktis: 250 to 125 \tElite Taktis: 350 to 175 \tCutter: 250 to 125 \tElite Cutter: 300 to 150 \tOutrider: 800 to 300 \tElite Outrider: 800 to 400 Health value changes: \tFlak health: 250 to 375 \tTaktis health: 200 to 300 \tCutter health: 200 to 300 All Battle Avionics are now potential drops from Elite fighters in Deep Space. Also, with new permanent markers on Avionics, you\u2019ll now ensure none go unclaimed, because you\u2019ll see them! Battle Avionics rarity was exacerbated by the units they dropped on - adding drops to Elite fighters should increase your chances of acquiring one. We want to see the effects of these new drops before making additional changes. Munitions Vortex Elite Exo Taktis Elite Gyre Taktis Countermeasures \tElite Exo Taktis \tElite Kosma Cutter \tElite Gyre Cutter Blackout Pulse \tElite Exo Taktis Tether \tElite Exo Flak Particle Ram \tElite Exo Cutter Shatter Burst \tElite Exo Flak Seeker Volley \tElite Exo Cutter Void Hole \tElite Exo Flak \t \t\tAdding Void Hole to Elite Exo Flaks should make it significantly easier to acquire due to their spawn rates, but we will continue to watch all the drops in case they need further changes. \t \t Fiery Phoenix \tElite Exo Cutter Weapon & Proc Adjustments: The idea of \u2018one damage type to rule them all\u2019 is one we want to avoid in Railjack\u2019s early days. We are rebalancing aspects of certain Damage types to ensure there\u2019s balanced choices. The Armor changes in conjunction with this means this is a combined effort of finding the right place for all damage types, not just one leader. Please bear with us as we navigate this particular space - with your help, hopefully everyone will get to put their favourites from their Arsenal to use! \tDecreased the effectiveness of the Particle proc but increased its Duration \t \t\tReduced to 7.5% damage bonus per hit, still stacks, and lasts 20 seconds. The exponential growth and short duration meant this was far more beneficial to rapid-fire guns than anything else. \t \t \tIncreased the effectiveness of the Incendiary proc but decreased its Duration \t \t\tDouble the damage per tick but half the duration; same total damage but in less time to feel more relevant. \t \t \tPulsar series \t \t\tIncreased base damage \t\tIncreased fall off range \t\t \t\t\tThese extremely precise weapons were having trouble competing with the other options available. Increased damage by about 10% and increased effective range should help give them a more viable role. \t\t \t\t \t \t \tPhotor series \t \t\tIncreased fall off range \t\t \t\t\tExtra range and these also benefit indirectly from the improvement to Incendiary status. \t\t \t\t \t \t \tCryophon series \t \t\tReduced damage and increased fall off range \t\t \t\t\tReducing the armor values of enemies made these capable of killing every enemy in a single hit, this brings them back in line with the intended time to kill. Please bear in mind we are actively watching player stats and collecting feedback, and are willing to iterate on balance. \t\t \t\t \t \t \tZetki House \t \t\tReduced Heat Accretion for all Zetki weapon variants apart from Cryophon \t\t \t\t\tThis house trades more heat for more damage, but it felt like they were TOO hot for the amount of extra damage you got. Compared to the baseline weapons, Zetki now offers 50% more damage for double heat instead of quadruple heat. \t\t \t\t \t \t Rush Repair Drone Removed from Market: We are removing the option to buy the Rush Repair Drone and leaving it only as a reward earned at the end of mission (no longer an in-world drop due to security concerns). We are doing this based on feedback that as a purchasing option it feels too unfair of an advantage. While it technically abides by our rule of \u2018Pay for Time\u2019, it bypasses a huge segment of the Railjack resource value. You can still pay to rush Repairs once you\u2019ve contributed resources, but you can no longer outright bypass the entire experience by purchasing the item from the market. We will continue to use Rush Repair Drones as a reward - just not as a Market item. Doubled the chance of obtaining Wreckage from End of Mission Rewards This increase will help you acquire more pieces so you can pick and choose which you want to keep. However, we needed to reduce the chance of obtaining Relics to accommodate the Wreckage increase. \tPermanent in-world markers have been added to Avionics and Salvage in Railjack when they drop. \t \t\tThis will allow you to always know what remains on the field of battle, and how to navigate accordingly. Adding awareness to the important loot has been a huge request, and this visibility increase should make sure no loot is left behind. Aside, we are reviewing \u2018vacuum\u2019 range. \t \t \tAsterite Resource pickups now reward 2x as much Asterite. \t \t\tAsterite costs for Wreckage were going a bit too slowly, so now you will earn it at twice the rate. \t \t \tYour Squad Overlay is now visible when in various Railjack modes (Pilot, Weapon, etc). \t \t\tThere\u2019s been consistent expression that \u2018seeing my Squad\u2019s status\u2019 is important. We have now ensured it\u2019s visible when piloting \/ gunning \/ etc, and we have added some new iconography to show player states. \t \t \tAdded \u2018Squad Status\u2019 for Railjack Missions in the Squad Overlay. \t \t\tThese Icons show what your squadmates are doing, including: pilot, gunner, cannon, Omni Tool, Archwing, at a point of interest, engineering, fighting a boarding team, in slingshot, in Crewship, or just messing around on the Railjack doing nothing specific. \t \t \tIntrinsic points can no longer be gained once all available Intrinsics are maxed out. If you are already above the maximum, your additional points have not been lost. \tRailjack minimap is now always fully visible. \tBetter centered the Railjack Pilot HUD diamond. \tAdded new force feedback to all Weapons and Missile Launchers. \tOff-screen space enemy markers in Archwing now show awareness state fill. \tFixed some color and alpha settings on off-screen markers in Archwing for better visibility. \tIncreased brightness and thickness of enemy markers in Railjack. \tUpdated the Railjack name placement on all Skins to be better visible. \tSet the maximum length for Railjack Names to 50 characters - in practice, this is almost an increase. The limit before was set by width along the available real estate. Now we have properly conforming names. . \tOptimized camera placements overall when customizing Railjack \/ viewing aspects. \tThe \u2018Toggle Interior\u2019 button now has a checkbox to indicate active state. \tRailjack Health and Shield now show when they are invulnerable (i.e after a Catastrophic Failure Breach). \tRemoved HUD markers from missiles launched by Seeker Volley battle avionic, which also fixed enemy HUD markers disappearing. \tThe player\u2019s view of a Cloaked Railjack (using Void Cloak) is now a more obvious effect. \tRailjack name shows in \u2018edit name\u2019 input box. \tRailjack name shows in HUD instead of generic \u2018Railjack\u2019. \tCargo consoles now show a small effect when they are busy and unavailable to use. \tController \u2018start\u2019 button now closes tactical menu instead of opening top menu. \tSlightly zoomed out the tactical map when on the railjack, increased visibility of minimap features. \tSorting for Drain will now sort higher Drain to the top. \tAdded Wreckage count to equip screen. \tFixed Engines Colour customization not working properly. \tFixed an issue with Railjack stats appearing as the default one when pressing ESC on any part of Components menu. \tFixed missing sounds on a certain Archwing fly-in cinematic. \tFixed a script error in the Tactical Map. \tFixed erroneous \u2018Stealth\u2019 component from Railjack gun Huds. \tFixed Arrows for Railjack markers pointing the wrong way when you have a scaled HUD. \tFixed Nekros\u2019 Shadows of the Dead spawning enemy ships inside Railjacks (lol). \tFixed an issue where using the Archwing Slingshot with Melee equipped causes issues. \tFixed an issue where you could use menus while in Archwing Slingshot. \tFixed the \u2018Hijacked\u2019 Grineer Crewship spawning inside geometry. \tFixed multiple tags appearing. \tFixed an issue where players entering Grineer Ramsleds could travel unknown places. \tFixed Ivara\u2019s Zipline persisting when in Railjack Emplacements. \tFixed Railjack audio looping when in Landing Craft. \tFixed the Reliquary Void Branches not persisting. \tFixed Ballistic and Particle damage icons being swapped in-game. \tFixed Railjack Slingshot FX colour not updating properly. \tFixed Railjack Weaponry appearing at odd angles for Clients when dismounting. \tFixed Clients being permanently dead in Railjacks if they return to a Dojo in the \u2018Revive\u2019 screen. \tFixed Tactical views of players on Railjack Weaponry not working correctly. \tFixed overlapping music on mission complete. \tFixed being able to acquire Revolite by methods other than crafting \/ preparing Payloads. \tFixed Archwing death causing players to respawn at the beginning of the mission. \tFixed Omni tool equip animation causing loss of functionality when mounting emplacements\/piloting. \tFixed Omni Tool having an ammo type (which didn\u2019t actually interact with anything). \tFixed multiple crashes that could occur when loading into a mission as a client in a Landing Craft. \tFixed Omni Tool showing level \u20180\u2019. \tFixed being able to exit an emplacement without animations instantly by spamming esc multiple times. \tFixed railjack mission complete popup rendering behind the railjack HUD. \tFixed grineer Crewship console disabling the shield when exiting the hack without completing. \tFixed Crewship healing bubble not being seen or affected by clients. \tFixed Sigma Engines displaying incorrect stats. \tFixed some weapons showing incorrect icons. \tFixed railjack engineering 10 intrinsic not working for clients. \tFixed the repair drones not disappearing if someone else repairs the malfunction before the drones finish it. \tFixed drifting sound stopping properly when pilot leaves pilot seat during drifting. \tFixed bug where Intrinsics could be kept on mission abort, which was never intended. \tFixed Archwing bug that would cause Clients to be stuck with normal weapons if they slingshot into a non-Crewship enemy. General Changes: \tOptimized Host-Migration speeds for Clients to be significantly faster. \tOptimized collision on Orokin Derelict Tentacles to better match current player movement skills. \tOptimized muzzle flash FX on the Zundi Pistol Skin \tCleaned up Sonicor light FX. \tTweaked Ivara Prime prowl effect to be less prominent while moving to reduce eye-strain based on feedback. \tDisable Y key triggering randomize appearance in arsenal to prevent accidental randomization \tThe Pennant has been removed from Conclave. \tRemoved redundant \u2018Damage Blocked\u2019 stat from Saryn\u2019s Toxic Lash. \tRemoved a crate from extraction zone in Grineer Shipyard so it will stop taunting solo players who couldn\u2019t get it. \tUpdated the background for Glyph dioramas in the market. \tAdded decos around Simaris targets so they are less likely to be mistaken for Thralls. \tOptimized Imperator projectiles to improve performance. \tOptimized performance in a section of the Kuva Fortress. \tShedu now uses its clip mesh when disarmed (the whole gun is too big!) \tAdded pickup text to Shedu and Euphona Prime. \tPrime Smite Infested and the Zylok are now tradeable. \tDisabled the new boss Health bar on Razorback because it was causing an issue. Razorback will now have it\u2019s original Health bar. \t*Missed change: Garuda can now queue her Dread Mirror projectile charge\/throw more easily after using Seeking Talons. \tAdded long requested Wisp Walk, Run, and Sprint movement to Melee weapons, and fixed her movement when equipped with the Shedu. Fixes: \tFixed the Jotunheim Oculus being too faded during gameplay. \tFixed the Cirrus Chest piece interacting poorly with Wisp. \tFixed the Cirrus Leg Armor being incorrectly placed on several Warframes. \tFixed an issue where Chroma\u2019s Elemental Ward in the \u2018Fire\u2019 mode would subtract health if Operators strayed too far from Warframes. \tFixed the Quellor being unable to use Ammo Mutation Mods. \tFixed an issue with Quellor energy colour \tFixed an issue where the Shedu would get stuck after regenerating ammo. \tFixed Elemental FX not working properly on Excalibur Deluxe Nikana. \tFixed Elemental FX not working properly on Wukong Deluxe Whip. \tFixed a script error in Inaros\u2019 Sandstorm. \tFixed overlapping environmental issues in Grineer Galleons. \tFixed an issue with the Behemoth Juggernaut boil not being opaque. \tFixed a false John Prodman icon showing up in Baro\u2019s wares\u2026 \tFixed an issue with camera zoom being too close to Grendel after using transference + Pulverize. \tFixed Daikyu FX \tFixed Chroma\u2019s Electric Elemental Ward not responding to Power Duration Mods. \tFixed Nezha\u2019s Blazing Chakram not working correctly for Clients when charged. \tFixed a script error in Wukong\u2019s Celestial Twin ability. \tFixed a script error in Chroma\u2019s Effigy ability. \tFixed Imugi Prime Shoulder pieces always glowing blue when Mirage is using Eclipse. \tFixed Nezha\u2019s FX not properly working on ragdolled enemies. \tFixed the Shedu using the wrong weapon mesh when disarmed. \tFixed the Shedu being unable to use Projectile-based Mods (Speed, etc). \tFixed Ivara Prime\u2019s Artemis Bow Prime darkening when viewed in the Arsenal. \tFixed the permanently black Prisma Koi Sentinel tail \tFixed permanent Water FX on players using Itzal\u2019s Arch Line to escape water. \tFixed incorrect textures on Ivara Prime using the Astrea TennoGen. \tFixed Nox enemies being turned into Thralls by Liches. \tFixed Demolishers being turned into Thralls by Liches. \tFixed FX issues with the Simaris Ship \/ Dojo Decoration no properly adjusting when moving around. \tFixed Frost\u2019s Snowglobe missing the invulnerability period on cast. \tFixed an issue with some TennoCon Glyphs appearing the same. \tFixed missing Venka Melee sounds. \tFixed Kuva Liches stealing Conclave Rewards. \tFixed Kuva Tolon Chest Armor having an incorrect icon. \tFixed a distressed pipe appearing as white instead of red in Jupiter. \tFixed the Heartwood Armor set clipping with Rhino. \tFixed lightmaps on pressure plates in old Corpus ship Sabotage core. \tFixed a crate that was spawning within walls on the Grineer Shipyard. \tFixed a minimap that was missing from a section of the Grineer Shipyard. \tFixed Terra Manker\u2019s weapon sound playing non-positionally. \tFixed magnetic proc sound playing repeatedly on Shock Eximus Auras. \tFixed a crash caused by an assertion failure. \tFixed Mercy icon appearing on floor for Larvlings. \tFixed Wuush and Meteor whip skins not sitting properly in the hands when used with some whips. \tFixed offsets for Equinox night form leg armor so it sits better on the leg. \tFixed several script crashes caused by Warframe and Archwing abilities. \tFixed an issue with Ciphers that was causing fails not to count properly in fails stat. \tFixed Distortion Overrides not working on objects whose base materials themselves didn't have a distortion shader. \tFixed the Quellor\u2019s clip rendering behind the gun if reloading while aiming. \tFixed clients sometimes not getting Relic reward selection screen. \tFixed Frame display showing when backing out of controller customization while in mission. \tFixed single emissive colors not showing properly on Equinox and Khora. \tFixed miniature Boiler pods that could get stuck lingering in mid-air. \tFixed violent flickering in Helminth room. \tFixed the too-thick dust in the middle of the Orbiter. \tFixed Imperator GPU particles moving towards the camera. \tFixed various issues with the Kuva Ayangya, including not firing sometimes in space. \tFixed some attachments not showing combo multiplier FX. \tFixed Saryn Prime appearing covered in a flickering triangle FX when casting Molt or Toxic Lash.