Hotfix 36.1.4 (2024-08-28)
- Fixed a rare crash caused by using Sevagoth’s Gloom in a town.
Hotfix 36.1.3 (2024-08-27)
- Fixed Sevagoth Prime's Shadow Helmet showing as a cosmetic that you do not own in the inbox message received after purchasing Prime Access.
Hotfix 36.1.2 (2024-08-22)
- Fixed Sevagoth Prime’s Shadow having an entry in the Codex and in Player Profiles.
Update 36.1 (2024-08-21)
- Introduced Sevagoth Prime.
- Sevagoth Fixes:
- Fixed Sevagoth’s Shadow not having its temporary invulnerability on subsequent casts after its initial spawn.
- Fixed Sevagoth Shadow Claws having a Naramon polarity in the Stance slot.
- Since Shadow Claws’ pre-installed Stance has no polarity, this had no effect on gameplay but the recent changes to polarity modding UI brought this discrepancy to light. Players who rearranged their polarities in the past will not have their polarities fixed.
- Fixed various armor offset issues on the Sevagoth Glaukus Skin.
- Fixed lingering Melee Incarnon Combo VFX while using Sevagoth’s Exalted Shadow.
- Fixed getting teleported outside of the level after being downed as Sevagoth in a Crewship when it explodes during a Railjack mission.
Hotfix 36.0.5 (2024-07-20)
- Fixed a crash caused by Sevagoth’s Sow.
Hotfix 36.0.4 (2024-06-26)
- Fixed Sevagoth’s Sow (with and without the Dark Propagation Augment) not applying to lifted enemies.
- Fixed Sevagoth’s Shadow missing its description in the Arsenal.
Hotfix 36.0.3 (2024-06-20)
- Fixed Sevagoth’s “Shadow Haze” Critical Chance not scaling with Ability Strength.
- For players that weren’t building around Ability Strength, this made it appear as if even its base 50% Critical Chance wasn’t applying. Now that scaling has been fixed, you can mod to increase that Crit Chance beyond 50%.
Hotfix 36.0.1 (2024-06-19)
- Fixed a script error in Sevagoth’s Sow ability.
Update 36.0 (2024-06-18)
- Augment: Sow -
Dark Propagation
- Sow can now be recast!
- Previously, Sow could not be recast if at least one enemy was affected by it. This has long been a feedback point from players requesting we allow it to be recast regardless of this and with the introduction of the new Augment Mod which will also benefit from this, it is now Sow! (heh).
- Fixed Sevagoth’s Shadow not benefiting from the Shadow Haze Augment Mod on enemies inflicted with Death’s Harvest.
- Fixed several Armor attachments having offset issues when equipped on Sevagoth’s Glaukus Skin.
Hotfix 35.5.3 (2024-04-04)
- Fixed the neck of Sevagoth’s Ezriel Helmet not being anchored to the body or adjusting based on movement. This was causing the Helmet to clip through the body like a solid piece.
Hotfix 35.0.9 (2024-01-17)
- Fixed the synergy between Sevagoth’s Reap and Sow abilities (enemies explode when hit by Reap while seeded with Sow) not working for Clients.
Hotfix 35.0.3 (2023-12-18)
- Fixed being unable to pull in Murmur enemies with Sevagoth’s Shadow’s Embrace.
Hotfix 35.0.1 (2023-12-13)
- Fixed an unintended sound effect at times occurring while playing Sevagoth with his Glaukus Skin equipped.
Update 35.0 (2023-12-13)
- Fixed the Shield Gate Invulnerability stat tooltip for Sevagoth not updating based on the equipped Shield Mods.
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.
Warframe Stat Changes:
SEVAGOTH
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 235 (from 90) / Max Rank - 335 (from 270)
Armor: Base Rank - 160 (from 150)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)
SEVAGOTH'S SHADOW
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150)
Armor: Base Rank - 475 (from 450)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)
While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!
Hotfix 33.6.4 (2023-08-15)
- Fixed an issue with the sample used for Sevagoth’s Sow SFX.
Hotfix 33.6.3 (2023-08-03)
- Fixed Sevagoth’s Shadow Haze Augment buff applying inconsistently based on Ability Range. The Critical Chance bonus will now be consistent regardless of your modded Ability Range stat.
- Fixed becoming invisible and losing physics after dying as Sevagoth’s Shadow in the Undercroft.
Update 33.6 (2023-07-27)
Update 33.5 (2023-06-21)
- Fixed Sevagoth’s Shadow not benefiting from Decrees.
Hotfix 33.0.11 (2023-05-24)
- Fixed script error that could occur when joining a Squad with someone using Sevagoth.
Update 33.0 (2023-04-26)
- Fixed Sevagoth’s Death Well continuing to drain after swapping in and out of his Shadow while affected by a Nullifier.
Hotfix 32.3.4 (2023-02-23)
- Fixed a crash related to Sevagoth abilities.
Hotfix 32.2.10 (2023-01-18)
- Fixed script error with Sevagoth’s Reap.
Hotfix 32.2.9 (2023-01-11)
- Fixed Sevagoth’s Shadow not appearing the second time you get downed to revive yourself.
Hotfix 32.0.9 (2022-10-05)
- Fixed Clients experiencing loss of function after dying while using Sevagoth’s Exalted Shadow.
Hotfix 32.0.5 (2022-09-15)
- Fixed Sevagoth various healing abilities not activating Archon Intensify.
Update 32.0 (2022-09-07)
- Fixed Sevagoth being stuck in slow motion after being controlled by Mutalist Alad V and casting Gloom.
- Fixed the +100 Ability Duration and Status Immunity Helminth Invigorations not applying to Sevagoth’s Shadow.
- Fixed crash after picking up certain items (e.g. Vomvalyst energy) with Sevagoth’s Shadow and then dying and respawning.
Update 31.6 (2022-06-09)
- Fixed certain Warframes (notably while using Sevagoth’s Exalted Shadow) losing functionality and getting stuck in t-pose after entering the Void Cascade Exolizer anti-Warframe bubbles.
- Fixed Sevagoth’s Gloom FX being applied to dead Amalgam Spectralysts.
Hotfix 31.5.5 (2022-05-03)
- Fixed the Sevagoth’s Shadow Skin and Helmet stating in its description that it “is a cosmetic for an item which you do not own” when you do in-fact own it.
Hotfix 31.5.1 (2022-04-27)
- Fixed Sevagoth’s Shadow becoming indefinitely invulnerable after being spiked by a Void manifestation.
Update 31.5 (2022-04-27)
- Fixed script error related to Sevagoth’s Shadow attempting to attack a decoration.
Update 30.9 (2021-11-11)
- Fixed player not reviving properly as Sevagoth’s Shadow if they die in Archwing in Railjack missions.
- Fixed Sevagoth Gloom FX affecting Titania’s Razorflies.
Hotfix 30.5.2 (2021-07-07)
- Fixed Sevagoth's Shadow having his own independent pool of Antiserum Charges, allowing him to use 3 of his own and 3 of Sevagoth's. Now Sevagoth’s Shadow respects the maximum of 3 Antiserums total across Warframe, Operator, and Sevagoth’s Shadow.
- Fixed HUD not properly showing the number of Antiserum Charges you have accumulated between your Warframe, Operator, and Sevagoth’s Shadow.
- Fixed Sevagoth’s Shadow not being able to use any Antiserum Charges if he hasn't picked up any since you've taken control of him, despite Sevagoth having Antiserum Charges available.
- Fixed poor placements of the Asakage Blade of the Lotus Shoulder Armor on Sevagoth.
Hotfix 30.3.5 (2021-06-10)
- Fixed some Affinity double dipping with Sevagoth & his Shadow/Shadow Claws.
- Fixed Sevagoth Shadow/Shadow Claws kills not granting Focus if Sevagtoh has a Focus Lens.
Hotfix 30.3.4 (2021-06-02)
- Fixed Sevagoth's Shadow not using the proper Energy colours if you change to a different Sevagoth.
Update 30.3 (2021-05-25)
- Fixed a rare crash that could occur when a player using Sevagoth abandoned a mission.
- Fixed killing with Sevagoth’s Shadow Claws not earning Affinity for the Claws.
- Fixed inability to use Melee Heavy Attack after second Sevagoth Shadow summon unless Melee is already in hand.
Hotfix 30.2.2 (2021-05-13)
- Removed Sevagoth’s Shadow visually animating while he’s invisible due to visual noise.
Update 30.2 (2021-05-12)
- Fixed (again) Sevagoth not going into Shadow form after death if Sevagoth previously died in Archwing.
- Removed Sevagoth’s Gloom FX applying to Sentinels due to too much visual noise.
- Disabled Sevagoth’s Shadow being able to pick up stolen weapons.
- This addresses Stolen weapons picked up by Sevagoth’s Shadow not being returned.
- Fixed having a Menu open while Sevagoth’s Shadow expires resulting in the Menu becoming mini sized.
- Fixed Kuva Lich finisher sounds when in Sevagoth’s Shadow.
- Fixed the Sevagoth Tombstone Form Fan Art by Zarionis not displaying properly when used as a Display.
- Fixed wrong localized description for Sevagoth’s Agile Animation.
Hotfix 30.1.1 (2021-05-05)
- Sevagoth’s Shadow Embrace now respects Bosses that have ragdoll resistances (Vay Hek, Ambulas, etc). If the enemy has crowd-control resistance, repeated Embrace casts will have reduced Duration to adapt against said enemies.
- Fixed inability to Swap Polarities for Sevagoth’s Shadow.
- Fixed being able to butt scoot while in Sevagoth Tombstone.
Hotfix 30.0.8 (2021-04-27)
- Fixed a functionality loss if in Sevagoth preadeath Shadow form while on an enemy Crewship that explodes.
- Fixed using Sevagoth’s Shadow Consume ability on squadmates (with friendly fire on) in the Simulacrum causing their Warframe/Operator to go invisible and possible loss of functionality.
Hotfix 30.0.7 (2021-04-22)
- Sevagoth’s Gloom Energy cost is now prevented from increasing to 1.5 per enemy as the radius grows, and drain is capped at a maximum of 10 enemies.
- As indicated by previous patch notes this was intended for Hotfix 30.0.6 but it just missed the build!
Hotfix 30.0.6 (2021-04-20)
- Increased Sevagoth’s Armor from 110 to 150.
- Added functionality to now ‘Hold’ Sevagoth’s Reap on cast to speed up the Shadow by 2x.
- Made improvements towards Sevagoth’s Reap movement to alleviate the Shadow becoming stuck in numerous situations. He may still get stuck in some cases, but his movement should be less jerky and should no longer try to dig his head into a wall.
- Sevagoth’s Gloom now consumes 0.75 Energy per second (base) for each enemy within Glooms range. Equip Efficiency Mods (Streamline, etc) to reduce! NOTE: there is another planned change which missed this build, which prevents the energy cost from increasing to 1.5 per enemy, and caps the drain at a maximum of 10 enemies. Look for that in the near future.
- Added custom sound when entering Sevagoth’ pre-death Tombstone.
- Fixed Sevagoth’s Shadow breaking Railjack Battle Mods icon and button callout.
- Fixed Sevagoth gaining permanent invisibility if temporary effect expires while in Shadow form.
- Another fix towards Sevagoth not going into Shadow form after death if Sevagoth previously died in Archwing.
- Fixed incorrect loadout showing when Mod Linking a loadout for Sevagoth's Shadow.
- Fixed Client FoV settings getting reset after using Sevagoth’s Shadow.
Hotfix 30.0.5 (2021-04-16)
- Fixed Sevagoth’s Shadow form not disappearing if you enter your Arsenal. LOL.
Hotfix 30.0.4 (2021-04-16)
- Fixed a crash when using Sevagoth.
Hotfix 30.0.3 (2021-04-15)
- Fixed an issue with accounts that created a Kuva Lich using Sevagoth’s Shadow and vanquished a Lich with such a progenitor. All players in this case will have their affected weapon with 55% Impact Damage.
- Fixed a crash caused by Sevagoth’s passive.
- Fixed Larvlings being killed by Sevagoth’s Shadow using his Shadow as the progenitor instead of Sevagoth himself. Also fixed a crash that could be caused by Liches generated by Sevagoth’s Shadow.
Hotfix 30.0.2 (2021-04-14)
- Fixed a crash that could occur if Helios attempted to scan while playing as Sevagoth.
- Fixed items picked up by Sevagoth's Shadow being duplicated whenever you switch to him.
Hotfix 30.0.1 (2021-04-13)
- Fixed Sevagoth not going into Shadow form after death if Sevagoth previously died in Archwing.
- Fixed Sevagoth not being able to use two colors on his emissives.
Update 30.0 (2021-04-13)