We are delighted to have the Update XII trailer showcased during the Warhammer Skulls Showcase today! In case you missed it, you can discover all the additional content available now for free in Update XII down below.
https://youtu.be/-rj5p-aoGS0
In the name of the Emperor, you are duty bound to assume your role in the new Bloom Assault mission type and prepare to engage a new enemy in Nurgle’s base and foul army.
Bloom Assault Missions
Vakir’s field agents have collected additional Bloom Seeds and stored them in Sanctified Servitors within an Astra Militarum outpost. This outpost is being relentlessly assaulted by the forces of Nurgle and the Baleful Edict must intervene.
Bloom Assault missions are an alternate Seeding mission type where you will escort a precious cargo of Bloom Seeds, dropping in to save as many as possible while destroying enemy reinforcements. New objectives and Glorious Deeds will provide additional boons if you are successful in protecting this vital research resource. These new missions will become available after completing the “Research the Seed” objective in the Campaign.
The War Dog Stalker
Furthermore, the Baleful Edict’s Prognosticars have identified a new daemonic presence deploying across the sector. The War Dog Stalker is a deadly threat, with an arsenal of weaponry which can be deployed at any range; their Daemonbreath Spear is a Melta weapon which can quickly vaporise armour at a distance, whilst their Reaper Chaintalon offers both offensive and defensive close-combat capabilities. Despite the War Dog Stalker’s size, Force Commanders should be wary of their mobility on the battlefield and the ferocity with which they hunt their foes.
The War Dog Stalker is the last Technophage Elite unit that you will encounter. They are powerful ranged combatants with single-target and blast weapons, so you will need to get in close and use body part targeting or go for an all-out assault with Armour Break to defeat these vicious foes.
The War Dog Stalker is equipped with the following:
Daemonbreath Spear: a medium-range Melta weapon that deals high single-target damage and vaporizes Armour.
Reaper Chaintalon: used for offense and defense with a powerful but narrow melee strike and a wide, sweeping Overwatch-like ability (see Sweeping Talon).
Havoc Multi-Missile Launcher: a weapon that can hit multiple targets in an area.
Abilities:
Sweeping Talon: an Overwatch-like ability that protects the War Dog Stalker from melee attacks from Power Armoured Units in a specific direction by knocking them away as they enter or act within its range. Can be Disrupted or waded through by the Dreadnought or Terminator Armoured Player Units. Damages all units within range when it triggers.
Cover Shot: the War Dog Stalker gets a Cover Shot with its Missile Launcher on Ambush.
Putrid Carapace: protects the War Dog Stalker from Armour Pierce. Using Armour Break is crucial to lower the unit’s Armour and consistently reduce its HP.
Destructive Movement: as a Large unit, the War Dog Stalker can pass through destructible environments as it moves.
Update XII also contains a swathe of other improvements and fixes, which we list in our patch notes down below:
Update XII Patch Notes
Features
Major
A new enemy, the War Dog Stalker, joined the forces of Nurgle.
A new mission type, Bloom Assault, was added to the mission pool.
Minor
Added a new system to detect when multiple tutorial tips occur simultaneously in combat. The system will choose and display the most important tutorial tip and save the others for later triggers, reducing missed tutorial tips and confusion.
The Unit Info View panel now supports mutation stacking and will correctly display the correct mutation amounts during Warp Surges.
Balance Changes
Warp Surges
Power of Mutation Warp Surge now happens during missions with the Tentarus strain.
Revolting Regeneration Mutation now happens during missions with the Tentarus strain.
Added two new Tentarus strain Warp Surges:
Generous Effusions - Enemies will explode for 3 turns, buffing nearby allies with +3 HP.
Roiling Mutations - All enemies on the map will mutate.
Other
Increased the number of enemies which spawn on the first part of Nexus on Merciful difficulty.
Noxious Blightbringers can now be affected by allies’ beneficial psychic abilities.
Bug Fixes
General
Fixed an issue for ranged attacks targeting that could allow you to target enemies outside your Line of Sight if they were within range but behind full cover and in the fog.
Fixed an issue where Precision Targeting damage previews would not display correctly while using a gamepad.
Climbing, vaulting, or running no longer affects map lighting.
Grey Knights will no longer destroy cover they are standing on when performing targeted attacks.
Fixed an issue that locked the game if a mission expired while the Gladius Frigate was en-route.
Fixed several issues that were causing missing SFX.
Fixed several issues with incorrect VFX.
Added several missing icons.
Ship Menus
Core mission rewards display more clearly when offering a Grey Knight.
Grey Knight portraits will now properly adjust every time you change their armour.
Maps
Fixed an issue that would allow Knights to walk inside some objects on Reaper maps.
Cleared up sections of maps where Terminators or Venerable Dreadnoughts could get stuck.
Fixed an area on the Industrial Chasm Growing map that caused cursors to stick when switching between controllers and keyboards.
Fixed bridges that caused 2x2 units to destroy the bridge and die when crossing.
Fixed areas where the camera zoomed in too closely.
Grey Knights can no longer climb up empty air to a bridge on the Dense Alley Echoes map.
Fixed an issue that prevented an Archeotech Cache opening correctly on the Industrial Chasm Winter Growing map.
Fixed an issue that caused HP bars to disappear temporarily during Flowering missions.
Updated several visual and lighting issues on several maps.
Grey Knights and Story Characters
First Strike now triggers as often as it should.
Teleport and Teleport Strike no longer consider changes in height when calculating distance.
Defend Position now works correctly on large enemies and bosses.
Servitors no longer spawn on top of each other when you have multiple Techmarines with multiple Servitors teleporting down to the same map.
If stepping out to Overwatch reveals an enemy squad, Grey Knights will no longer be able to set two Overwatches at the same time.
Smite now correctly displays that it will trigger Heed the Challenge when used on Cruciatus.
Fixed several issues that were caused incorrect barks to play.
Adjusted the Grey Knight stand-up animation after being knocked back while behind cover.
Castellan Crowe’s barks is now closer in volume to other characters.
Equipment
Apostate’s Woe now deals the correct damage when used during Precision Targeting.
Grey Knights will no longer deal double damage with Force Strike while wearing Mantle of the Elect and using Pale or Warpbringer.
Enemies
Fixed an animation issue that affected several enemies when shooting up or down.
Adjusted the timing of some enemy barks to ensure they happen correctly.
Fixed a visual issue with the Noxious Blightbringer ranged attack animation.
Fixed a Toast related issue with Noxious Blightbringer’s psychic immunities.
The VFX for Toxic Malady will no longer play on a Lord of Virulence’s fist if it has been cut off.
Fixed an issue that was causing Boltgun Plague Marines to face away from their Overwatch cones.
Fixed an issue that allowed the Shredding Blades target point on the Fleshmower to be repeated.
Choosing Destabilize in Precision Targeting for the Fleshmower or Foetid Bloat Drone will no longer award the Friendly Fire achievement if it kills an enemy.
The description for Nurgle’s Gift will now be viewable in the Info View panel for the Plagueridden.
Reveal VFXs for Apostate Preachers will no longer be unlinked from the unit.
Fixed an issue with the Cultist Overwatch animation.
Bosses
Imprisoned units will no longer teleport if freed.
Disrupting Imprison will no longer cause animations to become stuck.
Grey Knights can no longer move over, through, or on imprisoned targets.
Improved the VFXs on Munificus.
Tutorials
Fixed an issue that caused two Seed Carrier tutorials to appear at the same time.
Fixed an issue that prevented the Recon tutorial tip from playing in Koramar if players grenaded their own Grey Knight off the initial starting platform.
The First Stratagem tutorial tip will no longer cause issues with switching your Knights in the teleportarium before a Flowering mission.
Other
Fixed an issue that caused unintended SFX at the beginning of the Kadex Defeated cutscene.
Leaving and entering the victory screen for the Gladius Frigate will no longer count multiple times for the Strategic Command Achievement.
Updated some tooltips in localised versions for clarity.
Performance Improvements
Improved performance when moving on the Cruciatus map.
Improved performance when collecting Bloomspawn Spores.
Improved performance of the Dreadnought’s Smoke Grenade and Prometheum Flames.
Reduced lag when interacting with melee objects while being hit by a rear strike.
We trust that the Prognosticars’ intel has prepared you for the Bloom Assault Missions and War Dog Stalker units arriving in Update XII alongside the myriad of other improvements.
Follow Warhammer 40,000®: Chaos Gate - Daemonhunters on Twitter, Facebook, and YouTube, or visit www.chaosgate.com for the latest information.
Update XI
Ave Imperator, Force Commanders!
Thank you for your continued reports on Warhammer 40,000: Chaos Gate - Daemonhunters and the new Duty Eternal DLC. Our development team have been working closely with the servitors and analysing your feedback.
We are pleased to report the following changes have been introduced with this update:
Feature Changes
Main Menu (Standard game)
Added a new setting that allows you to toggle the new Technophage Enemies for the standard campaign. They will still appear in DLC missions but won’t appear in regular missions if turned off.
Added a new setting that allows you to turn off the free items/Twitch Drops equipment if you wish to play with a clean equipment inventory.
Added a new 30 FPS graphics lock option to the Settings Menu.
(Duty Eternal) Updated the popup which appears when you load a save from before owning Duty Eternal after having purchased the DLC. This popup makes it clearer how to load the save with Duty Eternal content or how to continue loading without adding Duty Eternal content.
Tutorials
Added a new tutorial to explain that Action Points are replenished at the beginning of combat and that ammo is replenished at the end of the combat..
Added a new tutorial that informs you that you won’t be able to climb back up again if you fall off the map during the Morgellus battle.
New Units
A new enemy enters the fray! The Lord of Virulence is a new debuffing unit capable of making plagued affliction significantly more dangerous for your Grey Knights.
Misc.
We have adjusted how damage previews are shown on enemies with more than 10 armour,
When returning from missions, Grey Knights that were critically wounded will be on one knee in the Teleportarium.
Updated the game credits to include new team members.
Balance Changes:
Missions
On the Merciful difficulty we have reduced the point budget for spawn groups across the board, so fewer enemies are expected on this difficulty.
Reduced the likelihood of Flowering missions appearing before the Nexus mission.
If you have no available Grey Knights for the Kadex Attacks mission you will now be supplied with level 1 Justicars each turn.
(Duty Eternal) You can now add the Venerable Dreadnought to the Rear Guard team during the Final Battle.
(Duty Eternal) Techmarine and Combat Servitors
Combat Servitors now provide Willpower and Experience to their Techmarine when they kill enemies.
Techmarine’s First Strike ability will now deal 4 damage (was 3).
Techmarine Flamer ability will now deal 4 damage (was 3).
Techmarine Flamer Warp Charge will now deal 4 armour break (was 3).
Techmarine Return Fire will now deal 4 damage (was 3).
Repair now heals 6 damage (was 4) to a mechanical unit.
The Techmarine Servitor HP Ability Increase now increases Servitor HP by 4 (was 2).
Support Fire will no longer apply the effects of the weapon that is equipped.
Servitors can no longer trigger Rear Strikes but will still trigger Overwatches and other autos when moving.
The first Techmarine you gain after Allies Under Siege will now be promotable to Rank 3. This will only affect new campaigns or campaigns that have not yet reached Allies Under Siege.
All Tier 2 Combat Servitors now have an additional 2 HP.
All Tier 3 Combat Servitors now have an additional 4 HP.
(Duty Eternal) Techmarine Equipment
For the Ironheart Servo-Harness the base Resistance has been increased to 15% (was 0%).
The Vortimer’s Mantle Servo-Harness has a new Purity Seal Upgrade +2WP for 4 Mortus Seeds.
The Omnissiah’s Vengeance Servo-Harness HP bonus is now +4 (was 2).
The Psalm of Devotion Servo-Harness has a new Purity Seal Upgrade +4HP for 3 Tentarus Seeds.
Three new Servo-Harnesses have been added as options for the Techmarine.
A new Boltgun and a new Power Axe have been added as options for the Techmarine.
Stratagems
Stratagems will no longer be disabled while completing the Purgation Ritual project.
Gate of Infinity will no longer teleport Servitor corpses.
Baleful Edict
We have increased the number of Exterminatus that you can use before Grandmaster Kai becomes angry and cuts you off. Players who have saves where they were cut off before will now be able to once again bring down the holy cleansing fire.
New Wound Risk levels have been added for more granularity and include 'None' and 'Extreme'.
Medium Wound Risk can no longer critically wound your Grey Knights.
(Duty Eternal) We have reduced the randomness of the Gladius Frigate mission results.
(Duty Eternal) Gladius Frigate squads that contain fewer than four Grey Knights will now have a penalty applied to their Squad Power to incentivize full groups being sent.
Interactables
Damage from the throwable lid interactable will no longer drop off further from the centre of the area. All enemies hit by the area will take the maximum damage now.
Enemies
Poxwalkers are now Daemonic body type.
Enemies can no longer break the stun of other enemies by dealing damage to them before the player can.
Performance Improvements:
Reduced performance spikes when mousing over abilities in the ability grids.
Increased performance while in the Strategium on the Baleful Edict as well as during all cinematics set in the Strategium especially on low graphics settings.
Improved optimization of various environment textures.
ervo-Skulls that are flying back from very far away will now teleport back to their Grey Knight to save wait times.
The zones and effects when critically striking Munificus have received some performance optimizations to help increase FPS if he has been critically struck several times in the same turn.
(Duty Eternal) Optimized the way that movement lines are drawn for the Venerable Dreadnought to ensure that they better display hazards on the route and don’t draw too much on performance.
(Duty Eternal) Servitors that are very far away from their Techmarine when trying to move back to him will now teleport back to him to avoid long wait times.
Fixes:
Missions
Feculent Gnarlmaws will no longer move around on Spreading missions after the Spreader has been activated.
Repaired a few areas where the camera could get caught outside the map bounds.
Fixed a rare issue that could softlock the game if a player destroyed some types of light fixtures on some maps.
Adjusted a few patrols to reduce some situations where enemies could be activated from extreme distances.
Destroying the large corruption blob environment asset with a tongue will now also destroy the tongue.
Fixed a few visual oddities on some maps.
Fixed an issue that could cause a Glorious Deed to disappear if saved and loaded during combat.
Fixed an issue with the Final Battle where the Final boss could attune to two bloom strains if the Rear Guard had no Grey Knights left.
Fixed an issue that could cause the voice over in seeding missions to replay after loading a save.
(Duty Eternal) Servitors killed during a mission will no longer count against the “win mission with no critical injuries” deed.
(Duty Eternal) Fixed an issue that could allow you to move your Grey Knight inside the Venerable Dreadnought in Allies Under Siege.
(Duty Eternal) Fixed an issue that could cause a softlock if using Gate of Infinity to reveal the Venerable Dreadnought on Allies Under Siege.
(Duty Eternal) Fixed an issue that could cause the enemies guarding the Venerable Dreadnought in the Honour the Ancients map to not scatter correctly when revealed.
(Duty Eternal) Revealing Brother Krask on Allies Under Siege using Gate of Infinity will no longer cause issues with his portrait.
(Duty Eternal) Updated the layout of a few maps and the destructibility/indestructibility of some objects to ensure the Venerable Dreadnought and Terminator Grey Knights can always reach the objective(s) of maps and prevent them from becoming stranded.
Events
Event buttons will no longer appear available if you mouse over them even if that option is not available.
Events that offer to let you use an Exterminatus will not allow you to if you have been cut-off by Grandmaster Kai for using too many.
Passing through a Reaper mission will no longer make you appear to have stopped in the Warp after the Reaper intro event.
Fixed an issue with The Tournament event that could cause it to give the reward talents to the wrong Grey Knights.
If the Warp Storm Disturbance event expires it will now properly add corruption to the system.
Fixed an issue that could cause skipped voice over for the Grandmaster’s report to play after loading a different save.
Fixed an issue with the Time For A Tournament event that would cause it not to pick lightly wounded Knights if all the Knights in your Barracks were wounded or lightly wounded. It will now properly pick Knights that are lightly wounded to wound and will provide those Knights the promotions or talents provided by the event.
Fixed a bug that would not make a 9th ranked Knight chosen for A Paladin’s Quest properly convert to a Paladin.
(Duty Eternal) Fixed an issue that could break the flow of the Duty Eternal content if you closed the game mid conversation after the Allies Under Siege mission.
Ship
Updated the text on the button on the 5th unit slot in the teleportarium. It will no longer refer to Vakir or Lunete as a Grey Knight.
Players will no longer be able to set a Prognosticar on the Duty Eternal systems that eventually disappear.
The travel line for the Baleful Edict will now properly disappear as your ship travels along it.
Reduced the movement blur around the cursor on the Star Map.
Critically Wounded Knights will no longer be added to the Vanguard team for the final battle. This could happen in some cases if a Knight was Critically Wounded right before the Final Battle.
The Baleful Edict will no longer disappear on the star map just as the Purgation Ritual completes.
Fixed some visual issues on the mission timer bars.
(Duty Eternal) Gladius Frigate
Researching the Bloom Seed Purifications will no longer lower the Squad Strength of equipment with purity seals of that colour.
The Gladius Frigate will no longer obscure the amount of archeotech at sites it flies through.
The return time of the Gladius Frigate will no longer desynchronize from the Baleful Edict so that it seems to display an incorrect amount of time to return on the calendar.
General
Improved compatibility with different keyboard layout.
Switching between keyboard and gamepad while saving the game will no longer cause issues when naming the saved game.
Some tooltips, breakdown info and localizations have been updated to be more clear.
The Fog of War will now properly update when you destroy objects blocking vision with the Precision Bombardment Stratagem.
Updated the movement code to help reduce orphaned squares in the movement range display.
Moving a Grey Knight underneath a reinforcement portal will no longer cause enemies to fail to spawn from it.
Fixed visual oddities with some animations.
Fixed an issue that could cause Grey Knights to end up standing inside a door rather than breaking it.
Fixed a few bugs that were causing some barks and SFXs to not properly play.
Fixed an issue that could cause the damage preview to improperly stay on an enemy healthbar after exiting Precision Targeting mode while using a gamepad.
Fixed an issue that could cause two cursors to appear on the screen at the same time if you switched from Keyboard to Gamepad during specific situations.
Interactable Objects
Resurrection Emblems will no longer appear in places where they cannot be reached.
We have updated the melee and ranged interactable icon to ensure it is clear when an interactable can be ranged attacked or interacted in melee.
Fixed a small VFX and SFX oddities on the pillar push animations and cinematic.
Fixed a bug that could cause some enemies in a fire bowl or Promethean Spray template to not properly take damage when they should.
Enemies can no longer get stuck and become untargetable inside of large exploding barrels if they charge inside them.
The interactable icon to show that an object is usable has been moved to be more central on the Eldar Turret and Vengeance Turret.
Fixed an issue that could get a Grey Knight stuck standing on a box if an enemy caused an explosive interactable to destroy that box.
Fixed an issue that could cause Structures of Decay and Bloomspawn Prisons lose the ability to interact with them after the first turn.
(Duty Eternal) Techmarines will no longer excessively run in place when interacting with bunker lids.
(Duty Eternal) A Venerable Dreadnought walking through a fire bowl will properly cause it to spill rather than sometimes just disappearing.
Achievements
The achievement icon for Inquisitor Vakir killing 10 enemies now displays Inquisitor Vakir’s portrait.
(Duty Eternal) Fixed an issue that could cause the Not a Mote of Corruption achievement to not trigger.
Knights and Story Characters
Fixed a few animation oddities for all Grey Knights and Story Character Units
Justicar
Justicars that use Crushing Charge no longer get caught inside half cover or interactables that happen to be at the end of the charge.
Fixed an issue that was causing the upgraded version of Honour the Chapter to appear to cost 3 Willpower when it was supposed to cost 2 Willpower while selecting the upgrade in the Ability Grid. This was not affecting the ability in combat. In combat it was always properly costing 2 Willpower when used.
The Crushing Charge template will now use the same sensitivity settings for placing it as other line attacks while using a gamepad.
Interceptor
The Support Fire Icon will not appear when targeting ranged interactables any longer since it won’t be triggered.
Fixed an issue with Teleport that could cause enemies to not properly be engaged if discovered.
Purgator
The Support Fire Icon will not appear when targeting ranged interactables any longer since it won’t be triggered.
Librarian
Fixed an issue that would cause Gate of Infinity to no longer work if you have a dead Servitor.
Fixed an issue with Teleport that could cause enemies to not properly be engaged if discovered.
(Duty Eternal) Techmarine
Sacrificial Discharge will now trigger The Motive Force as intended.
Servitors will no longer be able to end their movements on top of Bloomspawn Vents and Resurrection Emblems.
Fixed a few issues that could cause a Servitor to not follow the Techmarine when it should.
After ordering a Servitor to move to a location it will now more reliably stay at that location, even if the Techmarine moves, until the end of turn.
The Techmarine and his Servitors will no longer run on the spot when encountering enemies.
Reduced the excessive screen shake when the Techmarine attacks with the Power Axe. It will now be a similar amount of shake to the Daemonhammer.
Plasma Cannon Servitor had the incorrect movement speed, was 6 now is 4.
Tools of Conviction will now display the correct auto icon when triggered.
Fixed a bug that could cause Multimelta Servitors to do double damage if an enemy’s health was below a certain threshold.
Fixed an issue that could cause the Techmarine to equip a Plague Marine’s boltgun instead of their proper boltgun. This would cause the Techmarine to T-pose on the ship and in combat and gain Overwatch. Players with a Techmarine in this state will find that the Techmarine is now properly equipped and will no longer be able to Overwatch.
Castellan Crowe
Fixed an issue that could cause the book on Castellan Crowe’s hip to become unhinged from his belt and float while he was on the ship.
Inquisitor Vakir
Inquisitor Vakir will no longer appear to be wearing Power Armour in the Nexus mission when inspected in Unit Info View.
(Duty Eternal) Venerable Dreadnought
Fixed an issue that could cause the Support Fire ability for the Venerable Dreadnought to not appear on its action bar if the Venerable Dreadnought was equipped with both a Missile Launcher and Twin-Linked Lascannon.
Fixed an issue that could cause Helbrutes to charge inside of Venerable Dreadnoughts in some situations.
Fixed a bug that wouldn’t allow the Venerable Dreadnought to properly transition to his idle after using Ancient Charge.
We have increased the size of Venerable Dreadnought’s selection circle so it is easier to see.
If a Chaos Spawn jumps on a Venerable Dreadnought it will no longer end up inside the Venerable Dreadnought.
Fixed a bug that could cause some enemies in a fire bowl or Promethean Spray template to not properly take damage when they should.
The Venerable Dreadnought can no longer charge to the top of armoured containers and become stuck.
Updated the order of the Venerable Dreadnoughts ability icons to better match the convention of other units.
The damage preview for rear strikes when a Venerable Dreadnought moves will be more accurate now and take into account enemies being knocked back by the movement.
Changing pilots will no longer cause issues with gaining experience.
Main Menu
(Duty Eternal) The hologram for the Duty Eternal detected pop up window has been changed.
Enemies
Adjusted Suppressive Fire so that it does not start affecting a Grey Knight until all reinforcement portals have finished spawning enemies at the end of the enemy turn.
Fixed some minor animation issues for a few enemies.
Fixed an issue that would sometimes cause 1x1 units to be knocked back and destructible terrain to be destroyed when previewing a melee attack on large enemies and bosses.
Foetid Bloat Drones
Fixed a bug that would allow Fleshmowers to use their charge attacks while immobilized.
Destabilizing a Fleshmower will now properly interrupt their Foetid Charge.
Foetid Bloat Drones and Fleshmowers will no longer fly really really high in the sky when flying over an obstacle.
Foetid Bloat Drone’s Paralytic Reprisal visual effect will no longer disappear if it is inside a blast AOE effect.
Reapers
Fixed a bug that made it appear your melee attacks would be affected by Aeger’s Defend our Father.
Fixed a bug that could skip Malathian’s Effigy cutscenes.
Fixed a bug that caused Malathian’s Effigies to not activate if they were spawned in the fog so they would not apply their effects until revealed.
Plague Marines
Fixed a bug that was making it unlikely that Bolt Gun Plague Marines would Overwatch after scattering since the DLC update.
Belcher Plague Marine’s Toxic Spray and Hazard Spray will no longer affect Grey Knights behind full cover as intended.
Loading a combat save with a Noxious Blightbringer on the map will no longer possibly stun enemies that were not stunned when the save was made.
Fixed a small issue with the Plague Belcher VFX.
Stratagems
Fixed an issue that could sometimes cause enemies to not scatter correctly after using the Gate of Infinity Stratagem.
Equipment
Updated the Tier II and III Frag Grenades so that the model for the grenade better matches the item icon.
Fixed an issue that could cause healing or damaging previews for Servo-Skulls to be incorrect if multiple Grey Knights were equipped with the same type of Servo-Skulls. This was also affecting other damage previews in some cases.
Fixed a bug that could cause Disruptor Servo-Skulls to fail to work on most bosses.
Servo-Skulls will no longer show two range rings since the first ring means nothing.
Tutorials
Fixed an issue that could cause a player to become stuck in the Prognosticar Tutorial.
Cinematics
Fixed an issue that could cause the music from cinematics to continue to play when the cinematic is skipped.
Fixed an issue that could cause the ship to disappear during the teleport up cinematic.
Fixed a few small visual issues on some of the cinematics.
Thank you for continuing to share your reports and feedback on Warhammer 40,000: Chaos Gate - Daemonhunters. If you encounter further issues please be sure to report them on our Issue Tracker so we can investigate as soon as possible.
Update X
Ave Imperator, Force Commanders.
Thank you for your reports and feedback since the launch of Duty Eternal.
We're pleased to release a new update to resolve some of the issues which have been reported to us, primarily those which could cause some Force Commanders games to lock. The following issues have been resolved:
Fixed a game lock that occurred when a Servitor was killed by an auto action during their movement towards the Techmarine.
Fixed a game lock during "Servitor Movement" due to the Techmarine being too far away.
Fixed a game lock that could occur after throwing Frag Grenades at the Venerable Dreadnought and then hiding your Grey Knights behind a wall during the “Allies Under Siege” mission.
Fixed a game lock that could occur during the enemy turn, just after a Warp Surge had taken place.
Fixed an issue that was causing Poxus Seeds to appear too frequently in missions.
We are continuing to investigate other issues that have been reported to us. If you encounter any further issues or continue to experience any of the above, please first verify your Steam game files before reporting an issue.
If the issue persists let us know on our Issue Tracker here so we can investigate.
Update IX
Ave Imperator Force Commander,
Thank you for your reports and feedback following the launch of Duty Eternal. We have just released an update for Warhammer 40,000: Chaos Gate – Daemonhunters to resolve a number of these issues.
Fixes
Fixed a softlock caused by enemies changing positions when the Venerable Dreadnought group is discovered
Fixed a softlock caused by enemies taking their turn during sequences when they should not be
Kills by a Combat Servitor will now provide XP to their Techmarine
Fixed an issue where the Venerable Dreadnought could be killed during the Honour of the Ancients mission
Fixed an issue where the Combat Servitors did not follow the Techmarine when the Techmarine would move to interact with an Interactable
Known Issues
Combat Servitors may not follow the Techmarine when they are interacting with an object and encounter a new group of enemies
A rare softlock that can occur after using the Gate of Infinity to discover the Dreadnought in the Allies Under Siege mission
A rare issue where the game hangs at "Servitor Movement" due to Techmarine being too far away
We’ve overjoyed to see so many of you enjoying Duty Eternal and the additions from Update VIII! We’re also grateful to those of you who have experienced issues for reporting them to us.
Next week, we will be introducing a new update which will address some of the more commonly reported issues, these include:
An issue with being unable to progress with the Venerable Dreadnought in ‘Allies Under Siege’.
An issue with the Venerable Dreadnought appearing hostile in ‘Honour of the Ancients’.
An issue with a freeze occurring when encountering enemies near the Venerable Dreadnought in ‘Allies Under Siege’.
We will share full update notes and details next week when the update is available. In the meantime, if you do encounter any issues please be sure to report them to us here so that we can investigate and look into solutions.
Duty Eternal has launched!
In the grim darkness of the 41st Millennium, a new monstrous plague looms…
The wicked concoction of Nurgle, the Bloom, has mutated. This new strain continues to see his mission to fruition, transforming planets into manifestations of his twisted image. It falls to you, Force Commander, to stop this resurgent threat!
Update VIII, the free update for Warhammer 40,000: Chaos Gate - Daemonhunters will be available from 3PM UTC today alongside our first DLC - Duty Eternal! Below are the new features and improvements coming with today's update.
New FREE UPDATE Content/Features:
New Enemies
Three new Death Guard enemies come to the Tyrtaeus Sector:
Anti-Armour Plague Marines - Posing an unwavering threat to even the most heavily armoured Grey Knights, this Plague Marine variant is equipped with armour-sundering arsenal, wielding a Meltagun and Krak Grenades.
Noxious Blightbringer - Living conduits for the Garden of Nurgle, the Noxious Blightbringers render their rivals feeble as they strip away armour bonuses, effectively nullifying Aegis Shield, Fortress and other defensive Grey Knights abilities.
Fleshmower Feotid Bloat-Drone - New Foetid Bloat-drone variants come armed with a Fleshmower, capable of projecting punishing attacks through the land, and unforgivingly any Grey Knights who dare stand before them.
Retraining Grey Knights
Grey Knights can now be retrained by paying Requisition.
Grey Knights retrained in this way will go on assignment for some time and when they return they will now have their ability points available to be re-invested as you wish.
Players can still Commune with the Fallen to retrain a Grey Knight instantly.
New Warp Surges
Two new Warp Surges have been added and can appear to meddle with your Grey Knights. Enemy Info View
Players can now see an enemy’s Precision Target points when inspecting an enemy in the Info View screen.
New Settings Menu Options
A few settings have been added or combined in our Graphics and Settings menus to give players more control over how they play.
We have added new settings to turn on or off mouse edge scrolling and a new graphics setting for Decal Quality low or high. The low Decal Quality option will turn off Light Probes and High Quality Blending.
We have combined the Debris Quality and Lifespan settings into a single Debris setting.
The Codex in the Settings Menu will now contain a description for the Smoke Environmental Hazard created by Smoke Grenades.
Localization
We now support Japanese and Korean language options Event and Story Changes
If the player ignores Ectar’s warning to start the Purgation Ritual, the Morbus Track will now flash full pips to let the player know that if they continue to ignore him they will lose the game.
Events with multiple options will have a short button lock so that quickly clicking an option won’t select the next option in the event.
Added the numbers 5 - 8 for Grey Knights chosen for the Rear Guard team when viewing the Barracks menu whilst making assault teams for the Final Battle.
Added a confirmation popup when restarting a mission so that this isn’t done in error.
During Ship Combat events. The upper right Ship status display will display red if the ship is at 2 hull points remaining or less to let players know there is a danger the ship could be destroyed.
Execution Camera
Improved the way Execution animations are displayed.
Performance Improvements:
We have made a large number of performance improvements that should help low-end and a number of PC configurations.
We have also added a new graphics setting to allow players to turn off Decals which can improve performance significantly for certain machines.
A major adjustment has been made to lighting and meshes, as well as the combat HUD to improve performance.
Lighting and shadows have been optimised for all combat cinematics and map introductions.
Removed some unnecessary effects on combat cinematics.
Reduced the number of particle effects on damaged and destroyed objects to help improve performance
Improved the performance of ground hazard visual effects.
Minor performance improvements were made on shaders.
Increased performance of the fog in general.
Improvements made to shadows.
Adjustments have been made to dismembered body parts to improve performance.
Optimised the AI algorithm enemies use to choose a movement path. This should reduce the slight delay that sometimes occurs before enemies move.
A number of improvements have been made that shorten the time between enemy units turns.
Balance Changes:
Bosses
All bosses are now immune to the Pinned Affliction.
Stunning Cruciatus while he is in the middle of charge-grabbing a Grey Knight will interrupt the grab.
Crazed Affliction
When enemies are Crazed, they will now make a roll at the start of each turn. There is a 50% chance that the unit will act normally (i.e., as though it were not Crazed) and a 50% chance that it will act Dominated instead.
Dominated Affliction
Dominated enemies will now also be considered Disrupted and won’t use their Autos.
Disrupted Affliction
The Myphitic Blighthauler Frag Grenade Barrage can now be disrupted.
The Helbrute’s Plasma Cannon Charge Shot can now be disrupted.
The Helbrute’s Enraged Rush Auto can now be disrupted.
Blightlord Champions will no longer use Defend while disrupted.
Chaos Spawn will no longer use Death Grip while disrupted.
Foetid Bloat-Drones will no longer use Saturation Bombing while disrupted.
Aeger will no longer use Nurgling Spew while disrupted.
Grey Knights can no longer set up an Overwatch when Disrupted.
Overwatch
Grey Knights and enemies can no longer use Reaction Strike on passing units while Overwatching.
Taunt
Taunt now has a range of 0 and is centred on the Grey Knight.
Spread Attacks
Spread attacks have been updated to no longer damage or affect targets behind full cover.
Some spread attack abilities will now have an Ignore Half Cover note added to their tooltip. These abilities will no longer have reduced damage against targets behind half or partial full cover.
Upgrades that provide the Ignore Cover effect will now append this bonus to the description of abilities they affect so that it is clearer.
Grandmaster Mode
You will no longer be able to restart a map in Grandmaster Mode.
Bloomspawn
Bloomspawn Sprouts and Stems will now be able to shoot over cover with their mortars and damage Grey Knights on the other side.
When revealing a Bloomspawn in Growing missions the reinforcement portal will be skipped if the player is already overwhelmed with enemies.
Wound Penalties
The Max HP penalty for taking Light Wounded and Wounded Grey Knights on a mission will now scale with difficulty. This will have the result of making Merciful a bit more lenient and Ruthless and Legendary more punishing.
Merciful: -2/-4 HP
Standard: -3/-6 HP
Ruthless: -4/-8 HP
Legendary: -5/-10 HP
Ability Targeting
Abilities and Stratagems that refer to Grey Knights will now only affect organic targets (ie: Grey Knights and Vakir). Abilities that say they affect Grey Knights will not work on Servitors, Dreadnoughts, and Lunete.
The only exception is Gate of Infinity, both the Stratagem and Ability. It will teleport Servitors with their Techmarine but will not teleport Lunete or the Dreadnought.
Abilities and Stratagems that target all Allies or all Grey Knights will cause the targets that will be affected to be highlighted.
Plaguebearers and Plagueridden
Daemons with the Auto Resurrect mutation will now produce a Resurrection Emblem even if killed when Stunned. Daemons with the Disrupted Affliction will still not drop emblems on death.
Cultists
Autogun Cultists will now prefer other actions than Overwatch when there are already many enemy units currently in Overwatch.
Stratagems
All Stratagems, other than Orbital Bombardment, are now tagged as Psychic abilities.
Known Issues
The audio for a grenade leaving a Grey Knight’s hand may not play
It is possible for a Foetid Bloat-drone (Fleshmower) to move into an exploding barrel and be no longer targetable by melee attacks
There are some instances where the HUD can overlap tutorial bubbles depending on where the camera is positioned
A dialogue option for Vakir may show at an incorrect point
A rare issue where a movement square can appear outside of the map
Ward of the Aegis may show an incorrect trait when obtained as an Armoury Reward
The correct information will show when viewing the armour in the Barracks
The Foetid Bloat-drone (Fleshmower) drum can float away from the enemy when shot while the ability "Foetid Charge" is activated
(Duty Eternal DLC) A rare issue can occur where the Venerable Dreadnought can be killed when first encountering it
(Duty Eternal DLC) Combat Servitors may sometimes play voice lines when they shouldn’t
Castellan Crowe will now appear 15 days rather than 1 day after the first Grandmaster’s Report after the Nexus Mission. This was always the intended arrival time.
Fixed a few small visual issues with Castellan Crowe on the ship.
Vakir
Adjusted the timing on Vakir’s punch visual effects.
Vakir will no longer strangely pop into the Teleportarium during the teleport up cutscene after the Nexus mission.
Vakir is no longer able to shoot ranged interactables.
Display and Art Issues
Grey Knights that fall in combat will now have their name properly displayed on their stasis chamber.
The Terminator Justicar head options 2 and 3 were displaying a psychic hood which should only be available for a Librarian. We have removed these options for the Terminator Justicar.
Other Bugs
Grey Knights can no longer gain the Crazed Affliction. It never did anything when they received it, this is simply a display error.
Abilities
Justicar Abilities
Fixed an edge case where a Grey Knight could end a Crushing Charge stuck inside an enemy unit or pass through a wall without destroying it.
Apothecary Abilities
Biomancies and Battlefield Medicine will now properly preview how many Action Points will be left after using the ability.
While self-healing when Battlefield Medicine is Warp Charged it will properly preview how much is healed.
Nartheciums that apply Purge or Armour Break will no longer apply these to Grey Knights that are targeted with Battlefield Medicine.
djusted the sound effect mix for the Scourging ability for Apothecaries.
Interceptor and Librarian Abilities
The Teleport move line will now look smoother.
Teleport abilities will now properly deal damage to the Grey Knight if they are affected by the Punish the Witch Affliction.
Purgator Abilities
Fixed an issue with ammo bonuses not properly affecting ammo amounts after saving and loading.
Paladin Abilities
The Warp Charged version of Emperor’s Will can no longer be activated if a Grey Knight has 0 Willpower.
Chaplain Abilities
Activated Litanies will display just the word ‘deactivate’ on the confirm button when you mouse over that ability in the action bar.
Activated Litanies will properly display their ability text in the ability description box instead of just ‘deactivate’ so that players can review what the active Litany does.
Overwatch
Fixed an issue that could cause a Grey Knight’s Overwatch cone to visually disappear in a very specific situation.
Enemy and Grey Knight Overwatch will now use a consistent centre position when checking if a unit is “in the Overwatch” which will ensure that, regardless of if a unit moves or uses an ability while in an Overwatch, it will trigger the Overwatch.
Aegis Shield
Fixed an issue where Aegis Shield would sometimes give an incorrect preview of gained armour.
Talents
The Lighting Reflexes talent will no longer incorrectly display a +20% application chance for the Purge affliction instead of the correct +10%. This is a display issue only and the Talent was functionally working correctly in combat.
Stratagems
Fixed an issue that could cause the healthbar of Grey Knights revived with the Righteous Endurance Stratagem to display incorrectly.
Equipment
Servo-Skulls
Fixed an issue where selecting and cancelling a Servo-Skull ability would allow Grey Knights to walk through one another.
Servo-Skulls pathing has been improved overall and should now be able to consistently travel to the edge of their depicted range.
All Servo-Skulls can now be used up to their ammo limit as many times per turn as the player would like. The once-per-turn cooldown has been removed.
When switching between Power Armour and Terminator Armour, equipped Servo-Skulls will no longer disappear visually in the barracks.
Ranged Weapons
Incinerator type weapons will now always ignite ground hazards and detonate explosives
Equipment Name Changes
Two weapons, a Daemonhammer and Psilencer, were both named Test of Faith. We have renamed the Daemonhammer to Blessing of Faith.
We have renamed a set of Power Armour to Legion of Will.
Art Issues
Fixed a small visual issue with equipped Falchions while wearing Terminator Armour.
Fixed some small visual issues with the Storm Bolter Apostate’s Woe.
Fixed an issue that could cause Armour/Weapon Upgrades to appear beneath grenades in the loadout menu.
The loadout display for a Grey Knight in the Barracks will now always display their ranged weapon first then any melee weapon they may have equipped rather than a random order.
The Ward of Osseus will no longer appear to have black Purity Seals when viewed from some angles
Fixed some small visual clipping with the chest trinket options.
Galarr’s Spirit will no longer be very shiny in the Teleportarium.
Maps
Glorious Deeds
Bloomspawn Spores were missing from the Spreading mission Ruined Facility - Jungle. This was making the Extract Seeds Glorious Deed impossible on this mission. We have added an appropriate number of Bloomspawn Spores to that map to remedy this.
If the last enemy killed on a map is a Bloomspawn Grower or Spreader, it will now properly count toward the Kill x Enemies Deeds.
Other Map Bugs
Fixed an issue that could cause Grey Knight pathing to break and cause odd movement issues on maps that had significant destruction of the environment.
Fixed an issue that could cause enemies to appear to fall through the floor when moving or hurdling on high elevations.
Map Layout
Fixed some locations on maps where Grey Knights in Terminator Armour could become stuck.
The cover and Bloomspawn Spore in the Spreading mission Cemetery Hill - Night have had their locations adjusted so that the Bloomspawn Spore’s seed cache can be collected.
Patrols and Enemy Placement
Adjusted the enemy patrol points in the Spreading mission Highway - Desert so that enemies can’t be spotted with a large gap between the Grey Knights and the patrol point.
Fixed an issue that could cause the initial placement of enemy units on a map to destroy destructible objects which could cause enemies that were far away to become aggroed and active even if they were far away from the Grey Knights.
Environment Object Updates
Fixed an issue where junk piles on maps were incorrectly still providing cover after they had been destroyed.
Fixed an issue where the industrial wall with a skull feature was not correctly blocking line of sight.
Replaced the pillar in the Flowering Mission Crumbling Tower - Desert with the correct version of pillar for that level.
Destroying statues or stairs will no longer spawn in the incorrect husk.
Staircase railings will properly be damaged or destroyed when mantled.
Outskirts Changes
Fixed inconsistent issues on the outskirts of some of our story maps.
Reduced the camera clipping that could occur on out of bounds elements on some maps.
Reduced the amount the camera could go into the outskirts on some maps.
Adjusted the fog plane on some maps to ensure the fog looks more natural.
Art Changes
Made a large number of small art changes to all maps to reduce flickering, clipping and floating objects. We have also improved the fidelity of environments when moving between close and far camera zoom in general.
Adjusted the dynamic shadow mesh tools to ensure that casted shadows appear more normal in all cases.
General Combat
Movement
A number of visual changes have been made to make movement appear smoother.
Adjusted the way that Grey Knights move, particularly when vaulting or jumping.
If a Grey Knight is knocked back while climbing a wall, their weapons will no longer appear invisible.
Fixed an issue where the proper sound effect wouldn’t play when climbing some walls.
Cover
Grey Knights will no longer play their in cover sound effects when loading a save in combat.
Fixed a bug that could cause units to maintain their cover bonus even after their cover had been destroyed.
Healthbars and Damage Previews
Fixed an issue that was causing Affliction and Boon icons on healthbars to disappear after loading a save.
Fixed an issue that could cause the healthbar damage preview to become stuck when stepping out to make an attack or throwing a grenade.
Moving in an Overwatch should now properly preview exactly how much damage the Grey Knight will take from the Overwatch.
Interactable Objects
Fixed an issue that could cause you to target an enemy while cancelling a pillar interaction.
Fixed an issue that could cause fire bowls to not be fiery enough.
Removed the info button from the Vengeance Turret, Eldar Turret and Hailer Skull healthbars since these units can’t be viewe in the Unit Info View screen.
Pillars should provide the correct cover from all directions now.
Fixed an issue that made appear that a Grey Knight could walk on some shootable crates that they couldn’t.
Unit Info View
Fixed an issue that could cause the Grey Knight portraits to disappear after using Unit Info View.
Using Info View on enemies in the fog will now properly show them in the Unit Info View screen rather than having them invisible.
Fixed an issue that could cause the floor to have a number of visual oddities when using Unit Info View.
Interactable indicators will no longer show over a unit when viewing them in Unit Info View screen.
Achievements
Enemies that die from the Burning Affliction will no longer count for the Blood for the Blood God Achievement.
Other Combat Bugs
Enemy squads that are killed while in the fog will now properly clear their location marker as well.
Killing an enemy at the same time as you apply an Affliction that will alter its behaviour such as Crazed, Panicked or Enraged will no longer softlock.
Fixed an issue that would cause, upon saving, a fall sound effect to become looped.
Grey Knights that are Critically Wounded in the process of making a ranged attack will no longer complete the ranged attack.
Made a small visual change to the Noctilith Crown Objective marker so it would no longer overflow its box.
Adjusted the location of Affliction and Boon tooltips.
Saving and loading will no longer cause a Grey Knight’s portrait to disappear if they died in a way that destroyed their corpse, such as falling off the map.
Enemies
Kadex
Kadex’s copies will now properly show Affliction and Boon icons on their healthbars same as the real version to prevent players from using this to find the real Kadex easily.
Critically Striking Kadex’s clones will no longer use the Precision Targeting flow. This change was made because Precision Targets on the clones are irrelevant; the clone will just disappear after the hit.
Malathian
Grey Knights killed by the Effigy of Death on the Malathian Reaper fight will no longer have all the Boons and Afflictions they had before they died if they are revived with the Righteous Endurance Stratagem.
We have increased the time that the Effigy description stays on screen for the Malathian Reaper fight.
The visual effects that link Malathian to his Effigies will no longer disappear if you load a save during the Reapear fight.
Malathian should no longer spontaneously destroy cover around himself when the camera pans to him.
Aeger
Fixed a softlock on the Aeger Reaper fight that could happen if he used Come Home My Children while standing in fire.
Fire Bowl fire damage will now properly kill Nurglings.
Munificus
Munificus will no longer spawn extra body parts when you cut off a body part.
The Mucal Blast sound effect has been adjusted to have a quieter reverb.
Morgellus
The visual effects that show which area of the map will fall will now properly persist after loading a save on the Morgellus boss fight.
Chaos Spawn
Killing a stunned Chaos Spawn will no longer take you to Precision Targeting and will properly harvest any seeds on it since the Chaos Spawn cannot be executed.
Feotid Bloat-Drone
Reduced the delay before the Foetid Bloat-drone Destabilize animation.
Fixed an issue that could softlock the game if you killed a Feotid Bloat-Drone near the edge of the map.
Blightlords
Adjusted the timing of the Blightlord Champion’s Defend Attack sound effect to better match the timing of the action.
Blightlord Terminators will no longer throw grenades when their arm is cut off.
Plaguebearers and Plagueridden
Plaguebearers and Plagueridden that die with the Resurrection mutation will now properly spawn Resurrection Emblem interactables in all cases.
Resurrection Emblems will no longer drop in locations where they can’t be reached.
Helbrute
Added a missing icon for the Helbrute’s Enraged Rush ability.
Fixed an issue that could cause a softlock if the Helbrute exploded during Recon mode.
Myphitic Blighthauler
Killing a Myphitic Blighthauler with Precision Targeting will no longer skip its death animation.
Plague Marines
Plague Marine wounds will now properly show when they are inflicted in Precision Targeting.
The Plague Champion’s Plasma Pistol will now properly have its damage modified by distance.
Sound effects for Hazard Spray has been timed to better match the animation.
The Plague Marine Overwatch animation will now play more smoothly.
Poxwalkers
Fixed the spawning animation for newly created Groaned Poxwalkers.
Cultists
Smoothed out the Cultist take cover animation.
The Apostate Preacher will now always play the correct animation when executed while stunned.
Adjusted the timing of the Autogun Cultist’s reveal and Grenadier Cultist Timebomb sound effects to better match the timing of the action.
Bloomspawn
Bloom Branch attack animations are now better aligned.
Art Issues
Fixed some minor art issues with Cultists, Blightlords and Bloomspawn. These enemies should also keep better fidelity when the camera zooms in and out.
General Animations
2x2 and larger enemies should not slide anymore when moving through destroyed objects.
Enemies should no longer face away from the direction of their Overwatch cones in some cases.
Enemies who have been attacked with Smite will no longer return to the incorrect idle animation in cover.
Enemies should no longer play their idle animations and sound effects while in fog.
Other Enemy Bugs
Fixed an issue that could cause the Enemy Highlight announcement to get stuck.
Fixed an issue that could cause enemies to have the incorrect max health after loading a save.
Event and Story
Random Events
The Enemy Ram Deathguard Ship event will no longer damage the same ship system twice.
Fixed an issue that was causing the Hiding in the Warp Deathguard Ship event to use the incorrect script for one of its options.
Fixed an issue with the Seed Resonance event that could cause your ship to be stuck in a retreating loop and unable to move.
The Hologram for the Seed Resonance event will now only show a Poxus Seed since it can occur before the Nexus mission.
The results of the Battle Scars event will no longer apply to a Grey Knight that wasn’t chosen for the event.
Fixed an issue with the Solo Mission event that could cause it to forget which of your Grey Knights was on the mission and cause your save to be unable to be loaded.
Grey Knights that return from the Solo Mission event will now properly gain a second Talent when the script says they should and it will properly display this talent as a reward in the event text box.
Slightly adjusted the flickering effect on the hologram for Space Hulk - A Risky Find.
Story Events
The Cruciatus Hologram will now properly appear for the Cruciatus arrival event.
Fixed an extremely rare issue that has a small chance of causing the Nexus mission to improperly appear. Players with saves in this state should be able to load those saves and the proper mission will now appear.
Grandmaster Reports
Fixed an issue that could cause you to be unable to select an option if you had exactly the required amount of Grey Knights to select an option and not more than the required amount.
Fixed an issue that could cause some of the Armoury options to be greyed out even if you have the Requisition to upgrade them.
Nexus Story Mission
Flying past the Nexus mission without stopping there will no longer cause the UI to become unresponsive after the cinematic.
Adjusted positional audio for enemy entrances in the Nexus mission.
Optional Dialog
Optional dialog indicators for dialog options you haven’t listened to will properly reset when you start a New Campaign in all cases now.
Ship and Menu
Main Menu
Fixed an issue that could cause the continue button on loading screens to not appear
Removed the dim box outline around the Chaos Gate logo on the main menu screen.
Fixed an issue that could cause the music to be muted while in the main menu.
When in Windowed Mode you can snap the window now to each side monitor with Win+Cursor Keys.
When in Windowed Mode the maximize and minimize buttons now work.
Added a back button to the save pop-up so players who change their mind can back out.
Settings Menu
Fixed an issue that was causing the brightness setting to not properly adjust brightness in some areas of the game.
The Teleport Up and Teleport Down cinematics will now also be turned off if you choose the never option for ship cinematics. This doesn’t include the very first ones when teleporting down and up from Koramar.
Mission Menu
Fixed an issue that could cause the planet background to disappear when teleporting down to a planet.
Teleportarium
Fixed a small visual issue with the skulls in the Teleportarium when your Strike Force has fewer than 4 Grey Knights
Fixed an issue that could cause a softlock when selecting a Grey Knight as a reward when your Barracks are full.
Barracks
Grey Knights should always say their own name when selecting a voice in the customisation menu.
Fixed a small visual issue when cycling through crests quickly in the customisation menu.
Grand Manufactorum
Repair times will no longer be inconsistent between the Timeline and all other places it is displayed.
Resolved some minor art issues with the background.
Libris Malleus
Seed icons in the research menu will now be in a consistent order.
Localisation
Fixed some minor bugs with localisation, spelling and grammar throughout all menus, languages, and events.
Clarified the tooltips and descriptions for some abilities and upgrades.
Tutorial
Contextual Tutorials
Contextual Tutorials will no longer be turned off if using the Tutorial Off setting when creating a new game. The Tutorial Off setting will now only skip the initial Kaedium Falls Tutorial and Ship Tutorial.
The hull repair contextual tutorial will now appear correctly the first time you enter the Manufactorum after taking hull damage.
Adjusted the text on the Death Guard ship combat contextual tutorial to be more readable.
Kaedium Falls Tutorial
Reduced the slight pause before Agravain uses his Fury of the Ancients in the Kaedium Falls Tutorial.
Ship Tutorial
The voice-over for Vakir’s Chaos Detected tutorial and Ectar’s Go to the Teleportarium tutorial will no longer overlap.
Gamepad and Steam Deck
Using a PlayStation 4 controller will now display the correct button glyphs instead of Xbox controller glyphs.
The Report Bug button will now work while in sub-menus using a gamepad.
Fixed an issue where the camera could get caught out of the map boundaries when switching between a gamepad and a keyboard and mouse.
While in Big Screen mode and playing through Steam, the guide button on controllers will properly open the Steam Overlay.
Promotable Grey Knights will now properly display a green Promote button after XP has been gained at the end of a level when using a gamepad or a Steam Deck.
Fixed an issue that could block the movement cursor on a gamepad in some areas in the Nexus mission.
Fixed an issue that could cause ability selection to become stuck on the action bar when using a gamepad in a few specific situations.
You can now properly select and target when using a Vengeance Turret with a gamepad.
Cinematics
Story Cinematics
The asteroids in the Arrival at Gaheris cinematic will no longer disappear.
Grey Knight weapon visual effects will no longer float in the air during the final Nexus cutscene.
Skipping the Attuned Codex Toxicus 1 Cinematic will no longer cause its music to continue playing.
Fixed an issue that could hardlock the game if two events triggered simultaneously in some cases.
Enemy Reveals
Players can no longer pause the game during Enemy Reveal cutscenes.
During Enemy Reveal cutscenes the enemy will no longer be invisible in some cases.
Other Cinematic Bugs
The cursor should now disappear during cutscenes or cinematics
Mission Intro dialogue lines should no longer play over the top of each other.
Story and Final Battle
The fixes detailed below contain some story spoilers. Most of these fixes increase the stability of the final boss battle in the game and the story points leading up to that point.
For those who don’t want to read the notes below and remain unspoiled, we have fixed a small number of issues that could cause the game to become locked in the final act as well as a number of minor visual issues.
*This section contains major spoilers
Kadex Attacks
Fixed a hardlock that could happen after the Kadex Attacks mission when loading into your next normal mission.
Sacrista
You should now be able to find the Sacrista after Dominating Kadex.
Gatekeeper - Garden of Nurgle
Elements of the HUD visible behind the Gatekeeper pop-up will now be properly hidden.
Fixed an issue that could cause problems with saves in/at the end of the Gatekeeper Mission.
Final Battle
On the last save point before the Final Battle we have unlocked the option to return to the main menu or exit to desktop if you want to.
Some greyed out buttons on the final save point were not properly locking out input and could be clicked even though they appeared locked. They are now properly locked.
A tiny model of the Baleful Edict will no longer be visible in the Teleportarium while selecting your Strike Force for the Final Battle.
Fixed an issue that could cause the Final Battle to prematurely return to the Vanguard phase if the only enemy left in the Rear Guard phase was a Foetid Bloat-drone who was in the process of using Saturation Bombing.
Fixed an issue that could cause a revived Grey Knight to retain the Punish the Witch Affliction if they died during the Punish the Witch phase during the Final Battle and was revived afterward in a different phase.
Fixed a display issue for the Punish the Witch passive in Mortarion’s Unit Info View that could cause it to show up in the middle of the screen rather than in the right panel.
Removed a small box outline that was around Vakir’s soul.
Mortarion
Fixed an issue that could cause a softlock during the Final Battle if a Plague Champion tried to apply Assault Order to Mortarion. Mortarion is no longer affected in any way by Assault Order and Plague Champions won’t target him.
All corruption terrain in the Final Battle is now destructible this will stop an issue that could cause Mortarion to become stuck.
Mortarion’s Mortal Enmity Auto ability will now trigger on any melee hit made against him by Kaldor Draigo, not just critical hits.
Fixed an issue that would cause Mortarion’s Crit Vulnerability to display the incorrect amount while he was grounded.
It will now be possible to click the Unit Info View button for Mortarion with a mouse.
Kaldor Draigo
Added a passive Trait to Kaldor Draigo that reminds the player that Draigo can be Critically Wounded any number of times unless banished by Mortarion.
Teleport will now properly deal damage to Draigo if he is affected by the Punish the Witch Affliction.
Draigo’s Emperor’s Aegis ability will now properly preview the amount of armour gained.
*Spoilers End
Duty Eternal Livestream
Ave Imperator, Force Commanders!
Join us on Monday 5th December at 4PM UTC / 11AM ET for a special pre-launch livestream of Warhammer 40,000: Chaos Gate - Daemonhunters - Duty Eternal!
The Technophage is a new corrupted form of the Bloom, threatening the machine spirits as well as living flesh.
DISPATCH THE GLADIUS FRIGATE
Pursue Nurgle’s forces across the Tyrtaeus Sector with the Gladius Frigate.
This escort starship opens up new excursions in distant locations, directed entirely from aboard the Baleful Edict and enabling the Grey Knights to wage war on multiple fronts.
Which mission to take next is down to you – higher risk means higher reward!
EXPLORE NEW GAMEPLAY FEATURES… AND MORE!
Shake up each campaign with exciting new gameplay features.
Bolster your reinforcements by trading in new Archeotech; assist the revered Tech-Priest Dominus Lunete on a select mission; and experience Technophage-themed Warp Surge Events.