Warhammer 40,000: Darktide cover
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PC XONE Series X Steam
Genre: Shooter, Adventure, Indie

Warhammer 40,000: Darktide

Hotfix 1.2.12



Devoted Rejects,



Here are the patch notes for hotfix 1.2.12 which just went live on Steam and it will shortly be live on our other platforms.

Bug Fixes and Tweaks


  • Fixed a server crash which could happen if the same Veteran player applied the buff on a tag from the "Focus Target!" talent multiple times to the same enemy in rapid succession.
  • Fixed a crash which could happen while inspecting the Talents tree of another player if that player left the Mourningstar.
  • Fixed a crash which could happen if a player left a mission and was replaced by a bot just as the mission ended.
  • Fixed several uncommon crashes.
  • Fixed an issue where the Veteran "Exhilarating Takedown" talent was increasing the toughness damage taken instead of decreasing it.
  • Fixed an issue where the Psyker "Nomanus Mk VI Surge Force Staff" and “Smite” blitz would target random enemy hitzones.
Dev note: This resulted in heavily reduced damage when a limb body part was targeted. The on-kill gore effects will still affect different enemy body parts at random, but the damage will be normalised.
  • Tweaked the Psyker "Nomanus Mk VI Surge Force Staff" to always trigger maximum on-kill gore effects on a critical hit kill.
  • Fixed an issue where the progress for collecting Scriptures and Grimoires for Melk's contracts was no longer tracked.
  • Fixed an issue where the progress of the "Flawless Execution" penances chain was reset after the release of The Traitor Curse Part 1 Anniversary Update.
Dev note: The game will update to the progress value obtained in either up to Hotfix 1.2.03 or in The Traitor Curse Part 1 Anniversary Update, selecting the highest one. We apologise for the issue and for the possible loss of progress.
  • When in unobtained status, the penances in the "Flawless Execution" chain will now display the current value being tracked instead of the best value ever achieved.
Dev note: Previously, the penance UI displayed the value for highest uninterrupted run performed by the player, and did not reset to 0 when the player got downed. This made it difficult to properly check the progress in unlocking the penance, as the actual progress being tracked by the game may not have been the one shown in the UI.
  • Fixed an issue where the chest would clip through the breastplate of the Zealot "Krieg Greatcoat (Marked by Faith)" cosmetic on female characters.
  • Fixed an issue where the tassel on the "Duellists Autogun" weapon skin was affected by physics incorrectly.

Hotfix 1.2.11



Devoted Rejects,



Here are the notes for Hotfix 1.2.11 which just went live on Steam.

  • Fixed a crash which could happen if a player joined a mission while a projectile was traveling in the air.
  • Fixed an issue where the Veteran "Onslaught" talent did not affect melee attacks.

Missed Patch Notes from The Traitor Curse:


  • Achlys Mk VII Twin-Linked Heavy Stubber: decreased time to fire first shot from 0.22s to 0s, improved deploy speed, reload speed, movement speed while firing, tighter spread while braced, even tighter spread while braced + crouched.
  • Fixed a bug where Hand-cannon weapon blessing effects were applied globally.
  • Fixed an issue with the physics of the Death Korps of Krieg Upperbody.
  • Reduced the Ogryn Lorenz Mk V Kickback minimum pellet count from 16 to 12
    Dev note: "Minimum pellet count" is a way to make sure that an enemy hit by a few pellets of a shotgun attack will still react by counting it as having been hit by more pellets than it actually was. The overall maximum damage and shot spread of the Kickback are not affected.
  • Surge staff on-kill gore effects are no longer always triggered when killing an enemy - now also limbs and heads may be dismembered instead of the whole torso.

Veteran Talent Changes



  • 'Twinned Blasts' changed from 10% to 20%.
  • 'Trench Fighter Drill' changed from 15% to 10%.
  • 'For the Emperor!' changed from 20% to 10%.
  • 'Bring it Down!' changed from 25% to 20%.
  • 'Marksman' changed from 50% to 20%.
  • 'Skirmisher' changed from 3 stacks to 5 stacks.
  • 'Close Quarters Killzone' changed from 30% to 15%.
  • 'Fire Team' changed from 3% to 5%.
  • 'Confirmed Kill' changed from 25% + 25% over time to 10% + 20% over time.
  • 'Out For Blood' changed from 2.5% to 3.5%.

New Talent (Not including Keystones)

  • “The Bigger they Are …” - Executioner’s Stance now outlines all Ogryn Enemies. (Cannot be picked together with ‘Counter-Fire’)

The Traitor Curse Part 1 Anniversary Update

Devoted Rejects



Here are the patch notes for Patch #15: The Traitor Curse Part 1 which just went live on Steam and will be out shortly on the Microsoft Store.



Mission: Mercantile HL 70-04



Wyrmwood reports indicate that the Moebian VI have set up a base of operations in the Carnival. What's more, they are using some of the more disreputable areas of Mercantile HL 70-04 to produce stimms and distribute them out to the rest of the Hive. Get in there and recover samples we can analyse for traces of the Blight.

Dev note: This mission will be available on the mission board 1-2 hours after the patch release.



Veteran Tree


Enjoy many changes and tweaks made to the Veteran tree, including the addition of Keystones (due to these changes, Veterans will see their talent tree reset and players will have to re-assign talent points).
  • Marksman's Focus
    • Weakspot Kills grant you stacks of 'Focus'. Moving makes you lose stacks of 'Focus'. 'Focus' in turn increases your Reload Speed, and Ranged Finesse Power.
    • For a few seconds after your Weakspot Kills your Focus stacks will stay regardless of if you're moving around or not.
    • Improvements to 'Marksman's Focus' can provide Rending, Toughness Replenishment, Increased Max Stacks, and easier 'Focus' Stacks management
  • Focus Target!
    • Your Tags on enemies now increase the Damage Taken of the target based on how long you've waited in between each Tag.
    • Improvements to 'Focus Target!'  include increasing the Maximum Strength of your Tag, along with bonuses such as, Toughness, Stamina, and Damage to allies once you kill the Tagged enemy.
  • Weapons Specialist
    • When killing enemies with Melee Weapons, you power up your next Ranged attacks, granting increases in Critical Strike Chance and Rate of Fire.
    • When killing enemies with Ranged Weapons you power up your next Melee attacks, granting increases in Attack Speed and improvements to Dodging.
    • These bonuses are granted when you swap to the other slot.
    • Improvements to 'Weapon Specialist' include improved Stamina Management to your Melee Weapons, Ammo Management to your Ranged Weapons, and a Toughness Boost.

Inspect Feature


Now you can inspect other players’ loadouts while in the hub and in mission lobbies.
When using this feature on the MourningStar you will be able to view the chosen player’s loadout, cosmetics and talent trees - while in mission lobbies you can switch between viewing a player’s weapon loadout and talents by pressing [TAB]. 





Penances


"After the release of Patch #13, several Penances could no longer be unlocked. We apologise for the issue. In this update, we reworked the systems handling the unlock of Penances and made sure that all of them could be obtained. The fixes include, but are not limited to, the following Penances:
  • "Power Up"
  • "Malleous Monstronum"
  • "Resupply Allies"
  • "Bring the Hurt"
  • "Just a Flesh Wound"
  • "I'm in charge"
  • "Marked for death"
  • "Stay strong"
  • "Master your tools"
  • "Make every shot count"
  • "Going Out With a Bang" - Fixed an issue causing the Psyker Penance being able to be completed with a Plasma Gun overload explosion
  • “Friends Will be Friends” 
  •  "There is nothing but the Abyss" - Lowered the regained health requirement. from 75% health to 25% since that is the new max from the “Holy Revenant” Talent.
We also removed ‘Stand by for Action’ and ‘Rapid Response’ from the list of penances in the game.

Dev Note: These penances required the completion of a prototype mission type that was removed before launch. 

Group Buff Icon Setting


We have added a setting that groups the buff icons in the HUD based on their source. The groups are currently:
  • Generic - Buffs gained from conditions in game or gained from other players
  • Talent - Buffs gained from your own talents
  • Blessings - Buffs gained from your current weapon blessing.
This setting is turned on by default but it can be turned off to enable the previous behaviour. We hope that this will make it easier to see if a talent or blessing is active.

Bug Fixes and Tweaks


Talents

  • Ogryn
    • Fixed Issue where 'Light 'em Up' Talent would trigger multiple times on the same shot on the same enemy.
    • Fixed issue with ‘Furious’ triggering on all melee attacks, not just heavy.
  • Psyker
    • Assail - Increased the Base Cooldown. 2s to 3s.
Dev Note: Assail has been very powerful and has acted like a third weapon in many cases. We’re increasing the time it takes for them to recharge to incentivise switching back to your Primary or Secondary Weapons after using it, instead of wholly relying on them in most Combat situations. 
  • Fixed Bug where Psykers 'Warp Rider' Talent gave more damage on low Peril than intended. Used to give 10% Damage at 0% Peril, instead of the intended 0% Damage at 0% Peril.
  • Fixed Issue where 'Brain Rupture' had an inconsistent cast time when under the effects of 'Kinetic Resonance'.
  • Fixed Issue where Peril generated through 'Kinetic Deflection' didn't synergize with 'Warp Expenditure'.
  • Fixed an issue where specific types of enemies failed to be correctly highlighted by the 'Disrupt Destiny' talent. (The issue was only visual).
  • Veteran
    • Fixed issue where 'Tactical Awareness' didn't trigger consistently when wielding a Chain Weapon.
    • Fixed issue where Veteran talent "Grenade Tinkerer" also made the player stun immune.
    • Fixed issue where 'Enhanced Target Priority' did not have an effect for all players.
    • Fixed issue where 'Onslaught' applied more stacks of Brittleness than intended.
    • Lowered the Bonus toughness of Duty and Honour from 100 to 50.
Dev note: It became too strong with the combined toughness increase and cooldown reduction of the previous patch.
  • Zealot
    • Changed so ‘Chorus of Spiritual Fortitude’ ability staggers bosses 1st and every other pulse instead of first/last.
    • Fixed issue with Zealot Talent "Disdain" where buff icon was not showing correctly.
    • Fixed issue where two ‘Toughness Boost’ Operative Modifiers didn’t stack properly.
    • Changed max stacks for the Zealot Talent "Martyrdom" to 7, down from 9, to correctly reflect the max number of Wounds.
    • Fixed issue with 'Restoring Faith' buff icon showing up at times when it wasn't active.
    • Fixed issue where Pious Cut-Throat didn't trigger properly.
    • Fixed issue where ‘Fortitude in Fellowship’ didn't work properly.
    • Fixed issue where ‘Chorus of Spiritual Fortitude’ could get stuck wielded with no effect.

Weapons and Blessings

  • Fixed issue where the Nomanus Mk VI Surge Force Staff received the 'Smite' Bonuses from 'Empowered Psionics'.
  • Fixed an issue causing the aiming trajectory for underhand grenade throws to jump upwards when throwing the grenade.
  • Fixed a bug where Shotguns weapon special "reload" wasn't affected by any of the reload speed talents and other buffs.
  • Fixed detailed stats breakdown on the Krourk Mk IV Cleaver.
  • Fixed an issue with attached projectiles, like the Krak grenade, which now is guaranteed to hit the enemy it is attached to. Previously there were some edge cases, if the body part it was attached to was clipping into geometry due to animation, that caused the explosion to not hit.
  • Fixed an issue causing weapon temperature effects to not persist after wielding another weapon.
  • Fixed Stub Revolvers showing "Melee Critical Chance" instead of "Ranged Critical Chance" in the detailed stat inspect view.
Dev Note: The stat for Critical Hits has always been applied to the ranged attacks of the weapon only, and this has been a visual issue in the inspect view.

DEV BLOG: THE CARNIVAL LEVEL DESIGN

“THE TAWDRY SURFACE IS GARISH AND ENTICING, PROMISING ENTERTAINMENTS AND ILLICIT DIVERSIONS, BUT UNDERNEATH THE LURID SURFACE, IT’S ACTUALLY AS VILE AND PITIFUL AS THE RUMOURS SUGGEST… PERHAPS EVEN WORSE.”



My name is Fredric Grapensparr, Lead Level Designer and one part of the multi-disciplinary team that crafted Darktide’s most recent zone for you to dig into. In this post I’ll be walking you through what that process looked like on a surface level and what you may expect from it. Without further ado, allow me to introduce HABZONE HL70-04, commonly referred to as ‘The Carnival’ by the citizens of Tertium.



Our work on The Carnival began with searching for a mood and backstory that differed from what you’ve previously seen in Darktide, while staying authentically Warhammer 40,000 and true to something you’d expect to find in the dark fantasy of a Hive City. What if we combine visual inspiration from Victorian London and its legends, with that of a Deep Hive? Toying with ideas such as a corrupted governor who would make The Adeptus Arbites look the other way while profiting off unsanctioned establishments, out of sight from the main streets. The overarching pieces fell quickly into place, making room for the expertise of Dan Abnett and our narrative team to flesh things out further and make corrections where necessary.



The Carnival is effectively a massive slum. Over-populated, close-packed and riven with poverty and grim conditions. As a result, it is semi-lawless. The disreputablenature of the place means it is a notorious area for entertainment: that’s its appeal. It’s the place you go for brief respiteand vice. It’s attractive in a very degenerate way, vividand dirty, promising transgressive thrills.

A skilled brawler may find their ticket out of poverty by participating (willingly or not) in fighting pits. The glory is short-lived however as blood lust corrupts. Another may strike gold with a lucky roll of the dice - though the chances of making it out alive with the winnings are slim, as The Carnival houses its own bogeymen and monsters stalking the backstreets. Bars are particularly
dangerous, pass out and you may find yourself in the hands of a devoted murdercult. Then there are the gangs looking to expand their influence. Visitors should expect to get mugged, or worse most likely.



With the worldbuilding foundation laid out in collaboration between the world team, Dan and the writers, designers and artists are primed to establish the current day state of the zone and its locations. The Traitor Guard have invaded and established defensive lines, and intelligence says that they’re cooking something up that would be a great detriment to Tertiums war efforts. What is their ultimate interest in the place and can we turn the tide in our favour? That is mostly for you to discover as we roll the missions out in sequence. But know that the stakes are high.

After the initial concept and narrative phase, Level Design is next up. We start off by deciding on key locations that fit into the theme and sketch the entire zone out with all of its missions, both in 2D and 3D, ensuring that everything fits together. This can prove challenging as things tend to change along the way in order to better fit gameplay, while still making sense from an architectural perspective as it is always important for us that gameplay mesh well with the artistic vision. During internal playtests we may receive feedback that a road is too narrow for interesting gunfights to happen, so in order to rectify that we need to move a building or three. Suddenly that same road is now a main road leading to a dead end, which is immersion breaking and something we want to avoid.


First iteration top-down sketches from two locations in the mission Mercantile HL-70-04-510. Certain things have changed since then, while others haven’t. Play the mission once it's available and see if you can recognize them.

Much like our other zones, the missions of The Carnival are interconnected, perhaps even more so than previously. Gameplay space is not only packed densely horizontally, but vertically as well. In one mission you could pass through a key location, while in another you may find yourself in the basement of the same building. A keen eye may recognize landmarks previously visited while traversing a rooftop. Every room and all the different paths in and out should have their purpose from when the place was first built, up until its current state. Think of it as city planning to a lesser extent, except more chaotic as the city has already evolved over centuries when we visit it, with newer structures replacing older ones.

This interconnectedness also translates into the narrative, where there’s a larger plot unfolding within the zone that intersects through each of the missions. This is part of our aforementioned ambition to set The Carnival apart from what you’ve experienced in Darktide thus far.



With the refined narrative and playable 3D blockout in place, artists get to work iterating on the end visual product. We typically reference the enviroments of the established Warhammer 40,000 universe , but for environments where there’s little to no precedence it’s about working with Games Workshop to figure out what materials and architecture (spoiler: it’s often with several pinches of gothic) would make sense for the point in Tertium’s millennia long timeline in which the zone was built. In the case of The Carnival, we had to ask ourselves questions such as what a refectory and a brewery may look like, as well as other locations that you normally don’t see or hear about in the setting. What we can’t find within the vast library of official Warhammer 40,000 art and lore that has been produced over the years we work closely with Games Workshop on to define.




Early concepts of storefronts and brewery props.

At this stage in development we’re still communicating between each of the disciplines to ensure that we’re all aligned on the vision, making gameplay changes where necessary, optimizing performance, tweaking color grading, lighting and adding further worldbuilding through voice lines and ambient sound design - so be sure to pay close attention to that between the rock- and flamethrowing. It’s an iterative process through and through until we’re content with the experience.




Since the release of Darktide we’ve learnt a lot about combat (which has evolved in itself) and what makes for fun and interesting engagements. Our ambition has always been that all classes, playstyles and loadouts should be able to find their opportunity to shine. With The Carnival we’ve aimed to refine that further and we’re looking forward to hearing about your experiences with this latest chapter in Darktide’s history.

THE TRAITOR CURSE - ANNIVERSARY UPDATE COMING IN NOVEMBER



To celebrate the first anniversary of Warhammer 40,000: Darktide, we have prepared a two-part update called The Traitor Curse bringing more content to the game. Part 1 will release during November, Part 2 will follow before the winter holidays.

The Traitor Curse Part 1 - Features:

  • New Cinematic: Learn about the motivations of the Moebian 6th and discover The Carnival, a new disreputable zone promising transgressive distractions and entertainment.
  • New Zone & Mission: Strike at the heart of the Moebian 6th operations and fend off hordes of enemies in Mercantile located in The Carnival.
  • Inspect Feature: Inspect player loadouts in The Mourningstar.
  • Update to Veteran Talent Tree: enjoy many changes and tweaks made to the Veteran tree, including the addition of Keystones (due to these changes, Veterans will see their talent tree reset and players will have to re-assign talent points).




Part 2 will be released during December, we will make sure to come back to you with more information on the latter by the end of the month!





Hotfix 1.2.3



Rejects



Here are the notes for Hotfix 1.2.3 which just went live on Steam!


  • Fixed a crash which could happen when rapidly switching between wargear presets
  • Fixed an issue where every part of the "Chem-safe rebreather (red)" head gear cosmetic incorrectly appeared in red color
  • Fixed an issue where candles visual effects could appear in first person view when having one of the following Zealot upper body cosmetics equipped:

    • Saintly Lazar's Vestments, Krieg Greatcoat (marked by faith), Saintly Mendicant's Vestments and Saintly Missionary's Vestments

  • Fixed an issue where specific types of male facial hair were incorrectly displayed when equipping the "Incantata MK IVN Obedience Helm" Zealot head gear cosmetic
  • Tooltips for equipped Talents can now be reviewed in the mission lobby screen also when playing on controller
  • Fixed an issue where Talents, Portraits, Frames and Insignias sometimes failed to be visually updated in the mission lobby screen

Patch #14 - OUT NOW!



Devoted Rejects,



Patch #14 contains the second part of changes based on community testing that we’ve had with select members of the community the past 2 months, and adjustments to live issues that have appeared.
We once again want to thank the community members for their continued help with improving areas of the game that need extra attention.

We could not post all the patch notes here so make sure to head to our forums to check out part 1 (same notes as presented here, the most important ones, if you will), part 2 (weapon balancing details) and part 3 (weapon balance details continued).

All

  • Operative Modifier “Suppression Boost” - Increased Suppression from 5% to 25%

Psyker

Blitz - All
  • Set wield Quell chain time to 0 on all Psyker Blitzes, meaning it will be more fluid to start Quelling after switching to your Blitz
Blitz - Brain Rupture
  • Reduced Peril cost of charging right click from 30% to 20%
  • Reduced movement penalties from charging
  • Increased power from 850 to 900
  • Increased Unyielding armour damage modifier from 1.0 to 1.25
  • Increased Maniac armour damage modifier from 1.0 to 1.5
  • Increased Carapace armour damage modifier from 0.75 to 1.0
  • Fixed an issue where “Brain Burst”/”Brain Rupture” would cause an explosion even with the talent “Empowered Psionics” active
Blitz - Assail
  • Shifting power, to reduce spammyness of primary attack but increase the usability of the secondary aimed attack:
    • Reduced power of primary action from 250 to 200
    • Increased power of secondary action(aimed) throw from 250 to 340 or 400 if talent “Empowered Psionics” is active 
  • Fixed an issue where “Assail” projectiles would lose targeting when Force Swords are wielded
  • Fixed an issue that could cause the animation and action for “Assail” to be stuck if you were attacked while aiming a shard
  • Fixed an issue where “Assail” would play critical strike sounds globally and in 3D
Blitz - Smite
  • Fixed an issue where the ability didn’t show hit indicators when damaging enemies
  • Fixed an issue where Incorrect VFX cloud keeps triggering during the secondary attack
Dev Note: Smite being able to channel without cost when Empowered Psionics was active was a bug. We do however feel that without it Smite can feel a bit lacklustre in combination with Empowered Psionics, so we’re further increasing the power of it. We’ll be keeping an eye on it, and are up for doing something related to cost in the future as long as it's more balanced this time around!
  • Increased bonuses from Talent “Empowered Psionics” -  +125% Damage, 50% faster spread between enemies
  • Fixed an issue where the Talent “Empowered Psionics” incorrectly made Smite not cost any Peril
Combat ability  - Psykinetic’s Wrath
  • Added a 10% Quell to base  “Psykinetic’s Wrath” ability. Meaning that Psykers who don’t have the upgraded “Psykinetic’s Wrath”  still can use the ability to avoid downing themselves.
Combat ability - Scrier's Gaze
  • Fixed an issue where sound effects were not turned on and off properly when activating “Scrier's Gaze”
Combat ability - Telekine Shield/Telekine Dome
  • Increased speed of the “Telekine Shield” and “Telekine Dome” placement action
  • Increased the max duration of “Telekine Shield” from 15s to 17.5s
  • Increased the max duration of “Telekine Dome” from 15s to 22.5s
  • Increased the health of “Telekine Shield” and “Telekine Dome” from 15 to 20
  • Increased the minimum duration “Telekine Shield” and “Telekine Dome” from 4s to 6.5s.
  • Fixed an issue with not being able to place the “Telekine Shield” on certain flat areas
  • Fixed an issue where the “Warp Siphon” Talent granted an instant cooldown of the “Telekine Shield” and “Telekine Dome” Abilities
  • Fixed an issue where enemy hits on the “Telekine Shield” and “Telekine Dome” Abilities could be seen through enemies
  • Fixed an issue where impacts on the “Telekine Field” and “Telekine Dome” Abilities were not vanishing
  • Fixed an issue causing sound effects to not trigger correctly when entering/exiting a “Telekine Dome” 
Talent “Soulstealer”
  • Reduced Toughness replenished from 15% Toughness to 7.5%
Talent “Perilous Combustion” 
  • Reduced the numbers of Soulblaze stacks applied to nearby enemies on Elite or Specialist kills from 4 to 3
Talent “Prescience”
  • Aura Talent “Kinetic Presence” - Reduced the Damage bonus from 10% to 5% 
  • Increased Critical Hit chance bonus to 5% from 4%

Zealot



Blitz - Blades of Faith
  • Tweaked knife throw to make it more consistent and easier to hit priority targets:
    • Added small cleave to be able to cleave through one small enemy
    • Reduced projectile radius from 0.37 to 0.2, to make it easier to hit priority targets in hordes and avoid accidentally hitting the smaller targets.
    • Fixed so Blades of Faith don’t inherit spread modifiers from wielded Ranged weapons, they should go straight now.
  • Increased power from 500 to 585 to help reaching some weak spot breakpoints
  • Increased Flak armour damage modifier from 0.75 to 0.8
  • Fixed minor animation issues
Combat ability - Shroudfield
  • Talent “Perfectionist” - Reduced the Backstab damage bonus from 100% to 50%, but changed the Cooldown increase from 100% to 50% so the cooldown punishment is lower. This was made to avoid single hits doing too much damage.
  • Changed the Finesse Damage bonus from being multiplicative to additive.
  • Daemonhosts will now be able to see Zealots using Shroudfield, to avoid cases where players can aggro a Daemonhost and make it attack other players.
Combat ability - Chorus of Spiritual Fortitude
  • Added functionality to cancel the ability with the secondary action input
  • Changed action chaining so that you are not allowed to cancel out of the ability during wielding animation. This to avoid accidental cancelling of the ability before it is started
  • Changed so that Monstrosities are only staggered by the first and last pulse of the ability
Talent "Inexorable Judgement"
  • now only activates on melee and ranged hits
Talent “Second Wind”
  • Added 0.5s internal cooldown
  • Increased Toughness replenish from 10% to 15%
Talent “Shield of Contempt”
  • Reduced  damage reduction from 75% to 60%
Talent “Bleed for the Emperor”
  • Reduced damage reduction from 50% to 40%
Dev note: These slight changes to damage reduction talents are to avoid high stacking damage reduction
  • Fixed the Talent “Martyr’s Purpose” having the wrong icon
  • Fixed an issue where the “Beacon of Purity” Aura could leave players with remaining corruption damage
  • Fixed issues where the Talent “Sainted Gunslinger” didn’t activate when reloading Combat Shotguns or Stub Revolvers

Veteran


We are currently working on an update to the Veteran’s Talent Tree, including Keystones, which will be coming in a future patch. We hope that these changes to your Abilities will still be interesting enough and open up for a few more build paths, while we finalise the larger update.


  • Reduced Veteran Stamina regeneration delay from 1.25 to 1.0, meaning Veterans will start Stamina regeneration quicker than before.
Blitz - Smoke grenade
  • Added a small stagger to Smoke Grenade explosion
  • Duration increased from 10s base, 15s with "Grenade Tinkerer" talent to 15s base, 30s with "Grenade Tinkerer" talent.
Blitz - Krak grenade
  • Changed behaviour of the Talent “Twinned Blast”. One grenade will now land where aimed, and the duplicated grenade will land in a random position nearby, left or right of the aimed position.
Combat ability - Volley Fire / Executioner’s stance
  • Allow cooldown to tick during “Volley Fire”/”Executioner’s stance”, but increase cooldown from 25s to 35s, meaning achieving a higher uptime on “Volley Fire” will reward you more.
  • Talent “Counter-Fire” - Added Scab Stalkers as Volley Fire Targets 
  • Fixed issues where the “Volley Adept”/”Executioner’s stance” didn’t activate when reloading Combat Shotguns or Stub Revolvers
Combat Ability - Infiltrate
  • Daemonhosts will now be able to see Veterans using Infiltrate, to avoid cases where players can aggro a Daemonhost and make it attack other players.
  • Reduced Infiltrate cooldown from 60s to 45s
  • Increased Infiltrate duration from 6s to 8s
Combat Ability - Voice of Command
  • Reduced cooldown from 45s to 30s
  • Added stronger stagger to “Voice of Command”, will now be able to stagger Monstrosities and Mutants.
Talent “Only in Death Does Duty End”
  • Increased cooldown increase from 33% to 50% - With the reduced cooldown of “Voice of Command”, this adds up the same 15 s extra cooldown. (33% of 45 is 15, 50% of 30 is 15)
Talent “Duty and Honor”
  • Increased toughness gained from from 50 to 100 and duration from 10 to 15
  • Fixed an issue where the ability didn’t play sound effects.
Talent “Deadshot”
  • Moved from percentage of max Stamina to flat Stamina, 0.75 stamina per second, 0.25 per shot.
Talent “Exploit Weakness”
  • Increased from 2.5% Brittleness to 10% and set max stacks to 2
The Description currently reads Rending, but should say Brittleness
Talent “Rending Strikes”
  •  Reduced from 15% to 10% Rending to all weapons.
    With the Class Overhaul we also changed how Rending was calculated, resulting in it being more effective than before. This resulted in ‘Rending Strikes’ being stronger than we anticipated. 
Talent “Keep Their Heads Down!”
  • Increased Ranged Attack  suppression from 25% to 50%
Talent “Demolition Team”
  • Corrected the description to state that only the Veteran receives a grenade.
The gameplay change was already in, but the description didn’t get updated properly.

Ogryn



Blitz - Big Friendly Rock
  • Reduced replenish cooldown from 60s to 45s
  • Increased Maniac damage
  • Increased impact VS Monstrosities. Stones thrown to the head of Monstrosities will now stagger them.
  • Lowered chaining time from wield to the aim throw - This will reduce the time until the player can throw the stone, allowing for more reactive gameplay.
Blitz - Ogryn Frag Bomb
  • Armour Modifiers Close Damage (near, far):
    Unyielding : 200%, 200% to 325%, 200%
  • Armour Modifiers Far Damage (near, far):
    Carapace: 75%, 37.5% to 100%, 37.5%
    Unyielding : 187.5%, 100% to 262.5%, 112.5%
Combat ability - Loyal Protector
  • Fixed an issue where Daemonhost was behaving weirdly after Ogryn Loyal Protector activation
  • Fixed an issue where the ability didn’t play sounds effects for other players
Combat ability - Point blank Barrage
  • Fixed issue where the ability would not trigger Talent “Reloaded and Ready”
  • Talent “Light ‘em Up“ - Reduced Stacks of Burn from 3 to 2
Talent “Batter”
  • Reduced number of bleed stacks applied from heavy attacks from 6 to 4.
Talent “Pained Outburst”
  • Fixed an issue where the talent would return 100% Toughness instead of 25% and would replenish Toughness if knocked down.
Talent "Dominate"
  • Reduced from 30% to 15% Rending on Elite kills

Enemies

  • Tweaked Enemy base health on all difficulties, with focus on bigger Elites to make them stay alive a bit longer, and for the Conflict Director to not spawn as many:
    • Mutant base health from 1900 to 2000, is now the same base health as before the Class Overhaul patch.
    • Bulwark base health from 1500 to 1800
    • Crusher base health from 1500 to 1800
    • Dreg/Scab Rager base health increased from 800 to 1200
    • Scab Mauler base health increased from 1200 to 1500
  • Added new backstab sound for Elites
  • Increased heavy stagger thresholds for Crushers, Maulers and Reapers
  • Lowered push force applied by Scab/Dreg gunner shots by around 70%
  • Tweaked Scab Stalker combat ranges to increase distance where they switch from melee to ranged attacks
  • Scab Shooter can now trigger "On successful dodge" procs.
  • Fixed so Scab Bomber will only drop his grenade once pin-pull sound is played

Spawning
  • Fixed issue that caused more flamers be able to be spawned at the same time than intended
  • Added more aggressive speedrunning prevention spawning
  • Fixed an issue where the Monster Specials Condition could fail to set weakened state
Mutants
  • Improved dodging when Mutant charges players around corners, added extra wall collision raycast
Plague Ogryn
  • Lowered Plague Ogryn stomp radius
Beast of Nurgle
  • Tweaked Beast of Nurgle slime slow from 50% to 20%
  • Fixed a crash that could occur if two Beasts of Nurgle tried to consume the same enemy

General Weapon Changes

Full details on damage values, armour modifiers, etc. are found further down.


General:
  • Reduced Bleed damage from 200 to 175
Dev Note: This was 40 before Patch #13 Class Overhaul
  • Increased sprint acceleration for ranged assault sprint weapons (E.g Infantry Autoguns, Recon Lasguns, etc.)
  • Fixed so Recoil doesn’t increase while crouched for some weapons
  • Rending no longer increases Stagger strength
Duelling Swords:
  • Changed chain windows on all swords to have faster access to weapon special attack
  • Adjusted cleave values
  • Slightly increase power on stab heavy attack
  • Improve armour damage modifier vs Unyielding/Flak on stab heavy
  • Changed chain windows on all swords to have faster access to weapon special
Heavy Swords:
  • Set same damage profile for 1st and 2nd target
Chainaxe:
  • Increased Maniac armour damage modifier
Kickback:
  • Faster auto reload after shooting hip/zoomed
  • Increased power.
  • A bit tighter spread with ADS (Aim Down Sights)
  • Minimum pellet hit count changed from 10 to 16 for both hip fire/ads on all Armour types except Flak/Unyielding.
Grenadier Gauntlet:
  • Tweaked values on melee attacks to make it more viable.
  • Fixed an issue where heavy melee attacks did not allow for talents such as “Batter” to proc as intended.
Ripper Guns:
  • Reduced base reload speed from 30% to 20%.
  • Slightly reduced ammo reserve.
Force Swords:
  • Fixed an issue with the smart targeting of the force sword push follow up being overly prioritised.
  • Increased the lights and heavy attacks damage, with a bit increased cleave and finesse.
  • Changed Force Swords dodge limit from Infinite to 5 (same as Combat Knife)
Dev Note: We believe infinite dodges aren't healthy for the balance of the game and decided instead to give Force Swords the same dodge count as the Combat Knife(one of the best dodging weapons). This change was made together with an overall bump in Force Sword damage and cleave output to compensate for the dodge loss and other weapons power increase. 
Infantry Lasguns:
  • Improved sprint ready up time for all Lasguns
  • Improved hipfire recoil/spread for all Lasguns
  • Increased power.
Laspistol:
  • Increased power
  • Reduce sprint ready up time
  • Slightly increased fire rate
  • Tweak recoil, spread, stability to be far less severe, focused on stability even when mobile
  • Tweaked the input buffer so as to reduce the feeling of lost inputs
Thunderhammers:
  • Added 1 more dodge
  • Switched Crucis Mk II Thunder Hammer’s push follow up to be light sweep.
  • Switched Ironhelm activated strikedown heavy sweeping profile to heavy single target profile, meaning it will be more effective against single targets.
  • Switched Ironhelm chain from pushfollow to heavy 3 for easier access
Crusher:
  • Crusher has been changed to be more of a fast, crowd-controlling, headshotting focused weapon.
  • Added 1 more dodge
  • Tuned lights/heavies damage profile to be more efficient, with focus on headshotting.
  • Increased heavy hitbox length from 1.15 to 1.4.
  • Tuned up attack speed.
  • Switch push followup to light sweeping with higher finesse.
  • Reduced light and heavy activated explosion radius, larger decrease on light attack.
Tactical Axes:
  • Atrox Mk II
    • Tuned up single target damage for Light 1 and Light 3
Ogryn Club:
  • Increased the speed of heavy attacks on "Brunt's Basher" Mk IIIb Bully Club
  • Slap
    • Tuned down impact a bit to avoid juggling enemies in the air.
    • Fixed so slapping a weak spot can stagger stronger elites, such as Crushers.
Combat Swords:
  • Added chain to heavy attack 1 from push follow up and slightly increased the chain time.
  • Devil's Claw Mk VII push followup switched to single target damage profile, following attack changed to a sweeping profile, meaning the first attack will be more useful versus 1 target and the following attack more useful with multiple targets.
Combat Axes: 
  • Achlys
    • Added chain to heavy attack 1 from push follow up, slightly reduced the chain time
Headhunter Autoguns
  • Bash weapon special
    • Tweaked hitboxes to be a bit easier to hit
    • Increased speed of normal/heavy bash
    • Added chain window from hip shoot so shooting won't lock you out from firing as much.
  • Vraks Mk III Headhunter Autogun
    • Tweaked recoil behaviour
  • Vraks Mk VII Headhunter Autogun
    • Tweaked recoil behaviour
    • Increased damage per shot
    • Decreased fire rate
  • Agripinaa Mk VIII Headhunter Autogun
    • Changed burst time from 0.175 to 0.1 
Braced Autoguns
  • All Braced Autoguns: 
    • Replaced push on weapon special to sweep.
    • Add stagger reduction on bash hit, higher on weak spot hit
    • Tweaked hitboxes to be a bit easier to hit
    • Increased speed of normal/heavy bash
Boltgun
  • Bash weapon special:
    • Replaced push on weapon special to sweep
    • Add stagger reduction on bash hit, higher on weak spot hit
    • Tweaked hitboxes to be a bit easier to hit
    • Increased speed of normal/heavy bash
  • Power increased
Infantry Autoguns
  • All infantry Autoguns: changed crit effect to be a less flash-bangy one. Should be less blinding to get a lot of crits.
  • All infantry Autoguns: increase ammo clip and reserve.
  • Agripinaa Mk I Infantry Autogun
    • Tweaked recoil, fixed faulty crouch settings that caused recoil to go up when crouching.
    • Reduced recoil on first 3 shots
    • Increase recoil when moving to more around x2 of stationary 
  • Columnus Mk V Infantry Autogun
    • Tweaked recoil, reduced horizontal by a lot, fixed faulty crouch  settings that caused recoil to go up when crouching.
    • Increased sprint speed.
    • Increased dodge.
    • Changed damage profile to be more effective at close range, far range falloff
    • Set same falloff range as other infantry Autoguns
    • Slightly reduced vertical recoil
  • Graia Mk VIII Infantry Autogun
    • Tweaked recoil, fixed faulty crouch settings that caused recoil to go up when crouching.
    • Increased sprint speed.
Force Staves
  • Tweaked fire times on Force Staves with a projectile primary attack (Nomanus Mk VI Surge Force Staff, Equinox Mk III Trauma Force Staff, and Equinox Mk IV Voidstrike Force Staff). Fire time is now 0.1s, up from 0.025s, and the animations and time scales have been tweaked to better match the fire time.
  • Special attack bash
    • Slightly faster
    • Changed damage profile to be similar to other bash changes, high stagger on weak spot hit, higher on heavy, more cleave on sweep
    • Increased hitbox range
    • Tweaked chain timings
    • Fixed the impact sfx/vfx on special attack bash to be blunt
Ogryn Cleavers
  • Fixed so uppercut special can stagger heavy targets, such as Crushers.
Orox Mk II Battle Maul & Mk III Slab Shield
  • Increased push radius from 3.25 to 4
  • Tuned chain timings 
Standard-issue Munitorum Sapper Shovel
  • Tune chain timings
  • Increased damage of lights and heavies
Catachan Mk III Combat Blade
  • Tweaked up light/heavies, tune chain windows
  • Added innate 25% backstab damage bonus to heavies.
Power Swords
  • Munitorum Mk VI Power Sword block cost reduction by 25%
  • Activation can be cancelled to block 0.3s in, keeping the activation
Dev Note: This change was made to make Munitorum Mk VI Power Sword more focused on defensive chaining, by allowing the block chain to be activated. The activation animation also matches the block animation so the transition from block -> activate is smoother.
  • Activated attack power buffed significantly; Heavies with a focus on horde clear, lights for dps or smaller target counts, push attack weak spot hits for carapace and unyielding damage.

Voidstrike
  • Chain timing from start next projectile set to quell chain time
  • Slightly reduced the previous 70% buff applied to secondary fire to tune down extreme damage on high health targets.
Surge Staff
  • Added gibbing to Surge Staff kills
Rumbler:
  • Reduced sway to make aiming trajectory more reliable
  • Added crosshair during reload
Human Shotguns
  • Upped ammo pools.
  • Increased Armour damage modifiers vs unarmoured, infested, maniac and unyielding.
M35 Magnacore Mk II Plasma Gun
  • Increased power
  • Increased cleave
  • Increased finesse
Grenades

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Hotfix 1.2.1



Hotfix 1.2.1 just went live on Steam, check out the full patch notes here

Patch #13: Class Overhaul


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Here are the Patch Notes for Patch #13: Class Overhaul. Not all our notes would fit in one Steam post! To read the rest of the patch notes please click here to continue reading on our forums.




New Features & Improvements



Talent Trees



We have replaced the old Feats with new Talent Trees!

Instead of unlocking a new row of feats every 5 levels, you will now be granted one Talent Point for each level you reach, to a maximum of 30 points at level 30. Spending and removing points in the Trees is free, so don't be afraid of trying out different configurations and creating multiple presets!

Every Class will start with a Baseline Ability, Blitz, and Aura (Most of them are the same ones you are playing with today), and in the Trees you will find options to upgrade them or replace them completely with new ones. For a few Classes this means that we've also lowered the strength of the Baseline Abilities, and you'll instead be able to regain the lost power further down in the Trees.

Most of the Feats that were available to you before can be found scattered around in these Trees, so if you loved the build and playstyle you had before, it should still be available to you even with these changes!

Veteran

  • Volley Fire: No longer designates Elites and Specials as a baseline. You can upgrade Volley Fire to include this feature further down in the Tree instead.
  • Scavenger/scroungers aura: Changed to keep track of "leftover" percentages and apply it on later procs instead of rounding up on every proc. For example, you are about to replenish 0.5 ammo. Earlier we would round it up to 1 ammo, but now you will instead store it away and replenish the stored ammo once it adds up to 1.

Psyker

  • Psykinetic's Wrath: Reduces the Quell amount of the baseline ability. You can increase this further down in the Tree.
  • Brain Burst: Lowered the damage of the baseline ability. You can increase the damage further down in the Tree.
  • Kinetic Presence: As a baseline we've replaced this with 'The Quickening', reducing Ability Cooldowns for you and allies in coherency. You can still find Kinetic Presence further down in the Tree.

Changes


Enemies

  • General

    • Adjusted most enemy health pools, hit mass values, and stagger thresholds to be a bit higher overall, with higher increase on Monstrosities, with the goal to match the overall increase in power output from players.
    • Added more ways for the Conflict Director to spawn hordes. Hordes can now spawn in different ways to respond to player behaviour, including coordinated strike with Specialists, mixed in Elites with the horde, push from behind while ranged enemies spawn ahead, bigger ambushes with more spread and more.
    • Replaced fast transitioning sprint animations for far ranged enemies with a smoother start animation for easier aiming.
    • Fixed so Dreg Bruisers have right hit sounds based on their blunt weaponry.
    • Fixed an issue where Monstrosities that were meant to be Weakened did not receive the Weakened debuff in Monstrous Specialists condition.

  • Pox Hound

    • Made improvements to the way Pox Hound leaps are calculated for more consistent & reliable behaviour.

  • Mutant

    • Tuned functionality for when players dodges Mutants on high latency.
    • Fixed a case where Mutant could bring players into enemies' spawn rooms.

  • Poxburster

    • Increased Poxburster explosion vs Infested so Poxburster chain explosions can happen.
    • Fixed a case where Poxburster could ignore stagger if just walked in fire.
    • Fixed issue when using Surge Force Staff secondary on Poxbursters that would make them stagger backwards multiple times during a very short timeframe.

  • Bomber

    • Reduced radius of stun when grenades detonate by around 50%, reduced stun duration.

  • Beast of Nurgle

    • Increased corruption gained when eaten by Beast of Nurgle.

  • Chaos Spawn

    • Made Chaos Spawn grab a bit easier to dodge.
    • Tweaked Chaos Spawn attack durations to give players a bit extra room to get in melee hits between attacks.
    • Slightly reduced Chaos Spawn combo damage.
    • Reduced knockback radius for leap land, reduced force on players, Ogryns only get pushed.
    • Made improvements to the way Chaos Spawn leaps are calculated for more consistent & reliable behaviour.

  • Plague Ogryn

    • Switch Plague Ogryn broken stomp particles to better match the stomp, increase stomp radius.
    • Fixed case where Plague Ogryn charge push had wrong direction when hitting players.

  • Corruptor

    • Reduced tentacle regrowth speed from 2 to 1.5 on Damnation.

Balance


Almost all of the weapon and blessing changes were made with the help of closed community testing where we got the opportunity to hang out with members of the community while giving them early builds to try and feedback on. These tests also gave us a lot of early feedback regarding the talents and new abilities which helped us iron out rough bits of the balance. We want to extend a huge thanks to these people, as they have been very important to help us iterate on the balance.

Some balance changes made in these tests are still being worked on and will be released in future patches.

Weapons


Below you will find a list of changes to weapons in this patch. The first list is a quick explanation of the changes, and further on in the patch notes you will find the raw number changes for each weapon if you want the finer details.

All weapons:

  • All weapons now have weak spots as sweep hitzone priority.

Krourk Mk IV Cleaver

  • Changed moveset to include faster stab chain followed by sweeping light, switched up heavy chain to feel smoother to use.
  • Changed stab profiles for all cleavers to be better at handling Flak/Carapace/Maniac armour type.

Krourk Mk VI Cleaver