the Season of Empyrean Echoes is here. Deadly enemies of past eras have been resurrected by the Warp and vomited back into Realspace, bringing a new reign of terror and havoc to the Imperium. Hunt down these Revenants and Empyrean Elites with extreme prejudice and send them back into the Sea of Souls where they belong. Then embark on a Crusade in the Void and reap your well-deserved rewards.
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A full overview of the features of Inquisitor's 4th Season can be found here - make sure to check it out to see the new mechanics, objectives and other things.
Based on community feedback we reworked some existing features of Inquisitor listed below:
New/reworked features
GUI redesign: the second instalment of the refreshed interface has arrived. After the Main Menu and Character Creation, all in-game panels have received visual and UX updates
Reworked Purge: within Purge missions, you players gain a stacking buff increasing damage and movement speed. Slain enemies may also explode to enhance the carnage, and as you progress, their aggro radius increases
Reworked Killstreaks: there are now 7 Killstreak effects that grant increasing Damage / XP bonuses for 10 seconds. These can be enhanced via the new Seasonal Items as well
Reworked the Unholy Cathedral: players now have 10 minutes to defeat 10 extremely strong waves within the new Unholy Cathedral. A new Leaderboard for the fastest times has been implemented along with new, special rewards that can be acquired once per day, per character
Fixed bugs
If one switched from the General channel to another in the Chat, they could not enter the channel again. From now on, using the /g command, players can open the General channel. Switching between the channels with the Tab is also possible
Fixed the missing flashlight of the Tech-Adept
Fixed the missing Inoculator effect of the Tech-Adept
Corrected the Static-burst Psalm-Code's description: it increases the duration by 1 second
Corrected the Electro-haze Psalm-Code's description: it increases the duration by 1 second
Increased the drop-rate of the Void Shards. Some rarely dropped, while others could be regularly looted in missions. Moreover, only 1 could drop at a time but this number can be even 9 at certain cases. The higher drop-rate will be more noticeable on higher level missions
Upon creating a character in Spanish localization the descriptions of the given class mechanics were not displayed properly. With the new GUI redesign, this issue has been removed
Fixed an issue where if a character increased its level two times in a single mission, the Seasonal objectives which required the character to reach a certain level did not count the accomplishment
The Death Cult Blade of Storm item's relic enchant did not apply Blind properly. This has been fixed
Balance
From now on, the Cheating Death Heroic Deed will count the destroyed traps as well, not just the activated ones
ANNOUNCING a New Class DLC - SORORITAS
Inquisitors,
we have some really good news for you all!
Besides the new Inquisitorial Season coming later this year, we're happy to announce that an entire new playable class, an INQUISITOR with an ADEPTA SORORITAS background, is coming soon as a DLC.
Fans of the Warhammer 40,000 universe are surely familiar with the Adepta Sororitas. The Sisters of Battle are devout followers of the Emperor, and a bastion against corruption and heresy across the Imperium. They lay waste to the heretics with a wide array of weaponry ranging from Flamers to Blessed Blades and Neural Whips, however, this faith is said to be a weapon stronger than any steel. Through this zealous faith they invoke powers beyond measure to perform Saintly Deeds, silencing every last heretic's final cries.
The Sisters of Battle background will bring new class mechanics and artifact types to Warhammer 40,000: Inquisitor - Martyr as well.
Players will be able to access various Acts of Faith to empower their characters and allies or smite enemies, as well as further customize their playstyle through the Sacred Rite passive skills. With strong enough Faith, the Sister of Battle will be able to transform into Embodied Saint form gain access to a wide array of unique abilities, feared across the entire Caligari Sector.
The new playable class DLC is arriving in 2022, first on PC, and later on consoles.
The Emperor Protects.
Content Update for Inquisitor - Patch v2.4.2 | October 4
Updates to W40K: Inquisitor - Martyr will be released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.
Patch v2.4.2
New event: Unexpected Revolt
Inquisitors,
We have received news of a large-scale rebellion on Marsonia-III. The planet is a significant industrial center in the subsector and the rebels have severely decreased its production levels. This would normally not warrant our attention but there is a worrisome circumstance. A throne agent has recently begun an investigation on the planet and we've had no reports from him in a while. He has gone dark right around the start of the uprising. The implications are troubling. Locate Inquisitor Houlikos and find out what happened!
Fixed bugs
Fixed various crash issues
Fixed an issue where if Construct weapons were upgraded above level 100, the weapons could grey out and did not grant damage bonus any longer
Fixed the Main Implant of Wrath's relic enchant '+X to the maximum of Enraged tokens' which did not work in Co-Op
Fixed an issue where an item enchant called 'Welcome to the Season of the Inferno' could roll onto items
Fixed various typos as well as strings
Corrected the description of the tooltip of the Movement Skill Tree's Quickening skill which falsely displayed +20% movement boost instead of +15%
Fixed an issue in Warzone Stage 3 Mission 9, where the object teleported the player into the hidden room but immediately teleported them out too
Update for Inquisitor - v2.4.1 | August 12
Updates to W40K: Inquisitor - Martyr will be released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.
Patch v2.4.1
Fixed bugs
Fixed a rare crash issue which could occur if one received vast amount of loot drops in a mission
Fixed a rare crash issue which could occur if one purchased an item from any of the stores right when the timer got reset
Fixed an issue where Tech-Adept weapons could not be upgraded with the controller under certain circumstances
Fixed the drop rate of the Empyrean Seals, as it could be skewed in Tarot Cards' favor too much
Fixed the description of a few item enchants which were related to the Life-Drain mechanism
The Thunderbolt of Authority relic enchant could display a nonsensical value sometimes. This has been corrected
Fixed the overlapping text problem which appeared on the Reward window
Fixed the "Aegis Psalm + Hypergheist Psalm + Shroud Psalm + Nova Psalm" Psalm-code Doctrine
Blessing-type Psychic Powers combined with a certain relic enchant could make the character invulnerable to any damage. This has been fixed
The Concordia ability of the Psyker's Psy Focus Attribute has been fixed and now affects the Warp Heat reservation of the Blessing-type Psychic Powers
Fixed an issue where items dropped from destructible objects could fall under the ground
Fixed an issue where the lightning sound effect appearing for Seasonal characters in the Main menu didn't cease to play if one opened the Credits
Fixed the Mortify the Flesh Heroic Deed which didn't work. Additionally, its requirement was slightly changed, from now any received damage counts for the deed.
Fixed the Forbidden Knowledge Radical skill which did not grant XP bonus in certain cases
Corrected the Ordeal Tarot card's description which did not contain the time-limit penalty effect
Fixed an issue where the Phosphoenic Psalm + Technomartyr Psalm + Neuralis Psalm + Binharic Psalm Psalm-code Doctrine did not work together with the Heat Attacks skill tree's Spontaneous Combustion and the Superheated Discharge
Fixed the mission counter under the Player Info window which did not count the Seasonal characters' achievements
Fixed an issue where the "+ X% Damage Bonus to Constructs summoned from the Armour slot" relic enchant could roll onto armours which didn't have a summon slot
From now on the Heat Damage Bonus stat will get updated if one activates the Witchfire Symbiotics passive skill on the Heat Attacks passive skill tree
Fixed the Block active skill of both the Storm Shield and the Suppression Shield as the skill didn't consume Focus while being active
Fixed a Construct module skill's lightning effect which could become distorted and as such very unpleasant to the eye
Removed the blueprints of the various Construct weapons from all the stores as Construct weapons can no longer be crafted
Fixed the Caustic Reagents passive skill of the DoT skill tree which did not grant +1 second to DoT effects duration
Fixed the Volkite Psalm which didn't increase the DoT duration
Fixed an item enchant which didn't grant DoT duration
Fixed the Main Implant of Wrath's relic enchant '+X to the maximum of Enraged tokens' which did not work in Co-Op, unless one took off and then equipped the item once again in mission
Balance
The time-limit in Multiplayer after the completion of the main objective was 1 minute before players were teleported out. This limit has been increased to 3 minutes to provide enough time to gather loot or finish any other action
Rebalanced the Palace Under Siege campaign mission to make it easier to complete it within the given time-limit
Slightly reduced the amount of dropped items from destructible objects
Hotfix for Inquisitor - v2.4.0c | July 15
Updates to W40K: Inquisitor - Martyr will be released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.
Fixed bugs
Several crash and stability fixes
The difficulty of various Void Crusade missions scaled incorrectly, making these missions harder than intended. This has been fixed
Warp Anomalies no longer scale from the Psyker's own damage (No more random oneshots)
Psyker anomalies no longer spawn when interacting with things or when a cutscene plays.
Seasonal Archeotech Weapons now properly use the enhanced skills they should
Warp vulnerability on melee hit now only rolls for Psyker
Shield HP doctrine (gain 50% of your max life as energy shield) now works properly
75% Heat Damage Doctrine now works properly
Symbiosys rune removed from the Psyker's Fiery form as it had no effect
Fixed an issue where some Season 3 enchants did not roll properly on items
Fixed an issue where a Kataphron Destroyer could appear on both the Command Bridge and on the Starmap
Construct gears and blueprints no longer drop. Similarly, they cannot be crafted anymore
Fixed the Grenade Launcher's ammunition counter which could go into the negative and consequently did not reload automatically
In various story campaign missions the volume of certain NPCs was considerably lower. This has been fixed
Items from previous Seasons could be obtained through rewards and caches. This has been fixed
The Thunderbolt of Authority Seasonal mechanic no longer hinders the progress of the Psychic Retribution Heroic Deed
The Soul Grinder received several new effects and some skill priority fixes
The shard crafting process could not be managed with the controller. This has been fixed
The level of missions in Co-Op Void Crusade did not display properly. This has been fixed
The loot quality stat's description has been corrected on the Character sheet
Fixed an issue where characters equipped with certain Inoculators could not pick up Medical Supply charges dropped from chests
Void Plunder keys, Tech Fragments and Void Dusts are no longer visible in the inventory when opening the shop and the message panel
Fixed an issue where the Character sheet did not get updated when you put on or took off a gem from any item
The notification window about a completed Seasonal task could make the screen grey and unresponsive. This has been fixed
Various typos and strings have been corrected
Balance
Decreased Void Brethren Insignia I drop rates slightly
Increased the drop rate of Void Brethren III insignias slightly
Increased the drop rate of Void Plunder keys moderately
New secondary enchants that give resists roll on everything except weapons and signums to make it easier to max out resists.
Persistent Damage effects' damage have been reduced by 20-50%
Mitigator Inoculator component's behavior changed to give DoT immunity for 5 seconds
Tech Adept Tech fragment drop rate was increased by 200% at +0 lvl, 700% at +10 lvls
Fabius Bile's Hp was increased by 250% in Human and 550% in Demon Form. Several of his demon form skills were not used, these are now fixed
From now on Medical Supply boxes drop 1 Inoculator charge consistently
From now on the Crusader's Tarantula Sentries (Sentinel Armour turrets) are summoned the same way than the Tech-Adept's turrets. They inflict AoE damage and Knockback/Slow on nearby enemies. Additionally, the turret's fire rate has been increased by 35% and they can be summoned while moving
Hotfix for Inquisitor - v2.4.0b | July 8
Updates to W40K: Inquisitor - Martyr will be released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.
Bug fixes
Numerous crash and stability fixes
Fixed an incorrect string for the "Shield HP regeneration / sec" enchant
Fixed an incorrect string for Construct life Drain
Fixed the Level 35 Void Crusade reward window
Fixed a display issue where non-Season characters had Void Brethren insignia slots displayed
Fixed the scroll bar on reward windows
Inverse Warp Attenuation Perk now works properly
Tech Adept Dominus now unlocks Skitarii Neurosync Perk at lvl 11 to avoid display conflicts
Grenade damage was fixed on both perks
Implemented a scroll bar on reward windows
Reward windows now display rewarded currencies properly
Fixed an issue where the next reward window after completing a Void Crusade had an incorrect background
Fixed an issue where where construct and NPC kills did not complete Seasonal objectives
Balance
Improved the loot of the Alpha Legion Soul Grinder
Kataphon Destroyer's Cognis Flame is no longer cast on invalid targets
Inverse Warp Attenuation's life drain was increased from 10% to 20%
Kataphron Vanguard's aggro range increased from 25 to 40 meters
Psyker Strain Transfer (Debuff tree) passive was changed to give Warp heat on Kill instead on debuff apply
Psyker Warp Heat dissipation Perk was changed to work in Focused State only
Mind Rift I : Damage Bonus increased from 45 to 55%
Mind Rift II: Damage Bonus increased from 75 to 90%
Psyker Warp Anomalies now have chance to spawn every second, 10% chance in Imperiled (Yellow), and 20% chance in Unhinged(Red) state. We'll monitor this behavior and change it if we deem it too extreme.
From now on, one target can only have 3 active Blessings (Psyker)
Warp heat states now properly scale with your Maximum Warp Heat, Imperiled (Yellow) state starts at 40% Warpheat, Unhinged(Red) state starts at 80%.
Extermination Warp heat cost increased to 25/sec
Haemorrhage's warp heat cost increased to 15/cast
Relic enchant: Healing based on warp heat 's chance was halved
Relic enchant: Enemy explode based on warp heat's chance was halved
Developer Comment: While the Psyker overhaul last season was mostly a success we noticed players taking advantage of a lot of unintended combinations (one might even call this exploiting). The whole class resources mechanics was circumventable making Warp Heat and any connected effect practically obsolete, giving some certain crafty Psykers a massive advantage over the rest of the playerbase.
As always, our goal isn't to make certain builds impossible but to cut back on exploting things that aren't available for other classes.
Season of the Void Brethren - July 6
Updates to W40K: Inquisitor - Martyr will be released. The updates will be applied automatically after the scheduled maintenance and when your Steam client (in on-line mode) is restarted. Please also note that during maintenance, players will be unable to login.
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Patch v2.4.0
Season of the Void Brethren
Inquisitors,
The Caligari sector is beset by a new threat, a newly formed Chaos cult called the Void Brethren. Previously just an inconsequential cabal of void pirate gangs, they have been bestowed upon the blessings of Nurgle, a horrid gift that gives them power beyond mere mortals. With their ships they carry this gift far and wide, absorbing the dregs of the Imperium into their ranks. Other pirate gangs, fledgling cults, criminals and deserters, the Void Brethren grow stronger each day. The Caligari Conclave can ignore them no longer, they must be stamped out before their filth spreads too far.
Inquisitor's 3rd Season introduces brand new seasonal mechanics - make sure to learn them all here to maximize the effectiveness of your purges:
Neither of our previous Season updates lacked new features and balance changes. The same applies for the current patch: QoL additions, features and improvements came with Season 3. Find out more by reading the patch notes below!
New Features
Co-Op Void Crusades
You asked for it, we delivered - from now on, you can conquer the Void with your friends. Read more about the challenges during the development of this feature here.
Void Shard Exchange
You can now turn Void Shards into Void Dust, then form new types of Void Shards. This allows players to start Void Crusades for which they did not originally have the required shards.
Currency tab
Void Shards, Cortex Fragments, Seasonal Currencies, Tarot Cards and the like will no longer hog inventory space. Everything can be found neatly organized in the new Currency panel.
Loot Auto Pickup filter
You can now filter the Loot Auto Pickup feature so your character will only pick up items of your desired quality.
Loot from Destructible Objects
Crates, barrels, and the like will now drop loot upon destruction. Mostly you will find Credits in them, but sometimes there are supplies, inoculator charges, and even relics in them!
Tarot Card Removal
You can now remove already selected Tarot Cards and Empyrean Seals from missions.
Tech Adept Rebalance
Although the Tech Adept was popular there was a lot of criticism involving its itemization, the lack of lategame build options and overall game feel. We agreed with some of these and reworked his kit to reduce unnecessary micromanagement, simplify itemization while keeping his customizability and overall improve his synergy with his constructs. The Tech Adept's gameplay should feel more fluid, his build options were widely extended and he's very much capable of tackling lategame challenges in his new state. You can read the exact changes at the Balance section of this changelog
Balance
General Changes
An extra character slot has been added
Enemies now properly scale up to lvl 130
Adjusted Villain Spawn rates. The chances of spawning one/two/three Villains on a mission at level 10 are now 50%/20%/0% which increases gradually to 70%/30%/15% at level 70.
Level mission scaling was reworked: You only get 99% damage penalty at +18, up until that point every single level reduces your damage output by 23% compared to the previous level. This change should remove the massive wall that was 99% by introducing 9 new difficulty levels between 90% and 99%
The damage taken scaling was reworked as well: Every level adds 19% extra damage compared to the previous. This means that between +11 and +17 you deal more damage but take slightly more as well, and as such. defences might be more important now for certain builds
Coop difficulty scaling was also tweaked, it's less penalizing now. Enemy scaling per additional players:
Horde: 20% hp / additional player
Normal: 50% hp / additional player
Medium, commander, structure 35% hp / additional player, 50% supp.res. / additional player
Elite: 75% hp / additional player, 50% supp.res. / additional player
For all units: + 25% xp / additional player
Several enemy setting received overhauls, mostly buffs. Most dangerous attacks received an extra visual effect and/or a warning
Dozens of skills were overhauled in a way that let's you actually dodge them, while having their damage increased slightly. No more homing jumps on enemies any longer
Added a lot of new, persistent Area attacks for several enemies, making it a bit more dangerous to just stand around
New property: Attack Speed. Attack speed was technically used by the game before but in a limited and often hidden way. Now it was introduced (mostly for constructs) as an official property. It makes animations play faster, directly affecting all channeled skills, indirectly affecting everything else, as it is complementary with CD reducing effects (CD often starts when the animation starts so if an animation plays faster, you'll need a faster cooldown to keep up with it.)
Enemy DoTs also stack everywhere so be ready to dodge as much as possible because they can be really deadly. To compensate for this, enemy DoTs no longer scale from the applying skill's damage but from a fix number on every level that scales exactly as any other damage does
Boss type enemies received a new Suppression Category, they cannot be Suppressed (Red) anymore. This means, it's no longer possible to stun bosses
Enemy Energy Shield now scales at the same rate as their HP does
Dozens of skill descriptions and tooltips were updated both for the changed skills and the unchanged ones
Tags: "Chain" now counts as AoE. Consequently, updated tooltips for the new/changed behaviors, fixed tooltips in many other cases
New massacre effects were added
10: 10% Damage Bonus, 5% XP
25: 30% Damage Bonus, 10% XP
50: 45% Damage Bonus, 20% XP
75: 60% Damage Bonus, 30% XP
100: 75% Damage Bonus, 50% XP
150: 90% Damage Bonus, 65% XP
200: 105% Damage Bonus, 85% XP
Tech adept changes
Reworked level up rewards and starting perks for all 3 subclasses. Subclass restricted perks from the other 2 specializations are available for everyone at lvl 80 and lvl 90
Starting gear and available constructs were also adjusted for the classes. Unlock progression through leveling up is also reworked, if you have existing characters between lvl 1-40 you might encounter a situation where you can no longer use a given item you were using
Construct Modules
Construct weapons and and module slots are now unlocked through leveling up, instead of through passives
Constructs modules are available from the start and can be equipped
New behavior
Construct weapons can now be upgraded using Tech-Fragments. Tech-Fragments can drop from any enemy, roughly in the same pace as XP can be acquired
Construct weapons no longer drop, any existing weapons have been converted to crafting materials, exiting Tech adept's construct weapons are upgraded to the hero's current level, newly created character's weapons start on the level they are unlocked
Construct weapons can now be leveled up to lvl 150, massively increasing their power but this comes with exorbitant costs
The game is balanced around having lvl 100-110 weapons for the endgame, but if you want an extreme grind and being able to beat the hardest possible levels, you can keep farming it
Construct equipment screen was reworked to accomodate the changes
Passive skill trees
With the removal of unlock talents, some skill trees became rather empty, so a complete overhaul was needed
About 60 new nodes were added, adding a lot of synergy and specialization options
The progress through the skill trees was revamped (you only need to put a certain amount of points anywhere on the tree to be able to unlock the keystone passive), the tree's layout is now branching out instead of concentric
Existing skill trees will be reset
Constructs
Practically, all constructs were overhauled in one way or another. Their innate Damage Reduction scaling was removed, their built in damage reduction (Kataphron, Kastelan) was removed as well. For these nerfs they were compensated in the Passives, on the Modules, in Attributes and enchants. Overall, their defences can be considerably better than they were
All constructs are now have 80% Resistance to Persistent effects (multiplicative with existing defences) and are ignored by traps, meaning they won't blow you up when crossing mines
The way Construct Base Damage was calculated was quite complex, hence we simplified that by a lot. This rework along with the other changes makes it really hard to actually give numbers for the following list, however, you can see everything in-game with updated tooltips that give you all the information you might need. Also please note, whenever "kit" is mentioned it includes their skills, their behavior and build options and synergies
Psiloi Vivisector
Their kit was tuned towards "horde" gameplay instead of "explode" build. They have a lof of options that can considerably increase their suvivability, their damage output was drastically increased (partially due to some fixed bugs)
Psiloi Combustor
Their kit was tuned towards ranged horde behavior, they are the glasscannon option of any Tech Adept build. Their damage was increased by about 200-400% (not counting the weapon modules) and they gained exclusive options for survival
Turrets (in general)
The most drastic change is the way they arrive. Instead of slowly falling, they now impact the ground, knocking back and knocking down enemies
Support turrets
Voltagheist, Alpha and Beta turrets are now an essential part of any Tech Adept build. Their bonuses were increased by about 500-1000%, several bugs fixed (especially with the Healer turret). Any one of the three turret effects can drastically change the way you play because they give massive bonuses. A support Tech-Adept can come handy in Co-Op from now on
Tarantula turrets
They are much more responsive and have many modifiers and synergies that they lacked previously. If used with support turrets, some might even replicate a miniature STEEHL REHN maneuver
Kataphron Vanguard
New Skill: Taunt. Using Taunt which aggros enemy units, this construct essentially saves you and the rest of your army from destruction. Its kit is really versatile though most of it is focused on its survival
Both its skills are now AoE, the Heavy Battle Servitor (Charge) and Canticles of the Omnissiah (AoE shock) were considerably buffed, so the area damage this construct can deliver is quite impactful now
Kataphron Destroyer
Now uses both its weapons simultaneously so it's truly deserving of its name. Its survivability was increased, while it cannot serve as a frontline unit, it will at least won't get killed by stray bullets. Its weapons received a lot of new tags and its damage output is possibly the highest amongst all constructs now
Kastelan
It's a jack of all trades, master of none situation. Building for Kastelan is easy, straightforward, but not the most effective in any regard. It gained a lot through synergies with other effects its active was changed to give attack speed instead of healing so it is worth using constantly. Attack speed actually reduces the duration of the "death" of the Kastelan, so with its own skill and a support turret it is possible to reduce the 20 seconds "downtime" to just a few seconds.
Tech Adept weapons
Voltaic Axe Beta
Voltaic strike: Now counts and works as a Melee skill. Gained Chain tag
Strike: Gained Cone effect (AoE) tag
Arc Rifle
Channeled shot: Damage Reduced to 0.6 from 1.08
Now increases Construct damage by 50% up from 25%
Short Burst: Gained a 1.5 metres aoe effect and its damage increased from 0.3 to 0.6
Omnissian Axe Alpha
Strike: Attack Speed was reduced by 20%, its damage increased from 1.37 to 1.6
Omnissian Axe Beta
Strike: Attack Speed was reduced by 20%
Voltaic Axe Alpha
Strike: Gained a small cone effect (AoE) and a Heat Vulnerability tag
Voltaic Axe Beta
Strike: Gained Chain (AoE) tag
Perks
Tech Adept Exclusive:
Various perks have been moved around from and into being Heroic deed unlocks. (Previously <->Currently)
Siphoned Vigour <->Mind Impulse Sync
Emanatus Field <->Archeotech Constructs
Synod of the Machine god: Damage bonus increased from 25% to 75%
Mechasapient: Also increases the number of Psiloi Combustors by 1.
Defensor Augmentics: Now affects all constructs AND the Tech Adept
Electro Scourge: All Constructs are affected, movement speed increased from 1 to 2% and also increases the attack speed by 2% per construct
Omniscent Constructs: Damage Bonus increased from 30% to 66%
Defensor Augmentics: Now affects both the Tech Adept and Constructs while giving 0.25 Damage reduction per percentage of reserve up from 0.15
Emanatus Field: Now gives 2 Supreme All Resist instead of 1 Damage reduction for every Construct in a 10 meters aura up from 5 meters
Infoslave Protocols: No longer deducts the construct affected from the total number of constructs
Mind Impulse Sync: Now transfers 100% Melee Damage Bonus to Constructs up from 30%
Noospheric targeting: Now gives 40% Ranged Damage Bonus up from 20%
Syphoned Vigour: Duration increased to 15 from 5 sec. Damage Bonus increased to 10% from 5 per stack
Parasitic Bio Link: Now heals 1% on Construct hit taken instead of 0.1%
General
Armory of Zeal
Now available for the Tech Adept
Now gives an additional 100% Damage Bonus for Grenade and Mine skills
Heatsinks
Now give 45% Heat Damage instead of 25% for Overheating weapons
Inverse Warp Attenuation
Now gives 10% Life Drain instead of healing from the Warp Heat Damage in Unhinged state
Puritan
Gain 0.2% of your max HP as a Regenerating Energy Shield per Puritan morality points, 1% Shield HP regeneration, 55% Heat Damage Bonus while you have an active Energy Shield
Utility Harness
Now gives an additional 100% Damage Bonus for Grenade and Mine skills
Tech adept only enchants
Construct affecting defensive enchants (Damage reduction/resists) were increased to be reasonably close to the module bonus values
Added supreme DR and Resist to be able to achieve 80*80% mitigation (96% towards the given damage type)
Armour Skills
Electroid Shielding
Now gives 150% HP gained on Damage to constructs for 20 seconds
Cost increased from 30 to 40 data flux
Cooldown decreased to 35 sec from 45
Necromechanics Rainment
Duration increased to 15 sec
Cooldown decreased to 10 sec from 20
Damage bonus now affects the Tech Adept too
Heal decreased to 30% from 40%
Now gives 25% movement speed for the constructs and the tech adept too on use
Enchants
Godlike invulnerability on big struck gained a visual effect
Demonic weapon damage on kill gained visual effect
DoT applying enchants now properly apply stacking Dots
Enchants affecting surprise state now properly work with Personal Teleporter too
Vulnerabilies are now properly applies by enchants
Invulnerability on big damage now has an effect
All Tech Adept Construct weapon, module enchants were rearranged, Tech Adept equipment enchants were rearranged
Assassin
The Arc Sword's Voltaic Strike skill gained a Chain tag
Crusader
Grenade Launcher's Short Burst skill: Area effect radius reduced by 1 meter
Single shot: Area effect radius reduced by 1 meter
World Skills
Artillery now deals 2000% base damage instead of fixed 500 damage and gained knockback, knockdown and slow tags. It also hits twice as many times
Mine field deals 5.0 base damage instead of 300-400 fixed damage
Behavior changed to: Gain Ethereal and an Inoculator charge when taking damage under 30% HP or when taking a potentially lethal blow
Ethereal enables moving through enemies with +50% Movement Speed while ignoring all damage but also disables the ability to deal direct damage for 5 seconds (15 seconds Cooldown)
Defense Shrine now gives 15% Supreme Damage Reduction
Missions
Shadowsword mission (Tank mission)
Shadowsword's speed was increased by 10%
Skill castrange was increased to 70-120 meters up from 40
Damage of all weapons was increased by 400-1000%
Cooldown of all weapons was decreased by 20-66%
HP was increased by 250%
Deflector field
Its behavior was changed to:
+50 Energy shield/item level
3% Energy shield regen/sec
30% Reflect chance
125% Reflect damage
Note: This change was necessary because this item worked like a reflect item, but technically wasn't one and thus it had no synergy with any other reflect related effect.
Fixed bugs
All AoE type effects affect all AoE types properly
Personal teleporter's surprise bonus duration now properly applies
The Fiery Form's volume decreased once again as it was reportedly too loud
Warhammer Skulls - Event Content Update for Inquisitor - June 3
Inquisitors!
It's time for Games Workshop's annual global event, Warhammer Skulls, which is now live on Steam. Browse dozens of discounted games, watch livestreams, and participate in the event inside Warhammer 40,000: Inquisitor - Martyr & Prophecy as well!
This time, players need to track down certain daemon engines using a powerful eye impact. When equipped, this eye impact marks these enemies with a skull icon. Players can unlock the enchantments on the powerful implant by killing these daemon engines.
This is a great time for newcomers as well, because we have our best discounts yet during the event (June 3-10):
Warhammer 40,000: Inquisitor - Martyr - 75% off Warhammer 40,000: Inquisitor - Prophecy - 75% off Warhammer 40,000: Inquisitor - Martyr Complete Collection - 75% off Warhammer 40,000: Inquisitor - Martyr DLCs - 75% off
So join us purging the unholy, or just take a look around Steam and Games Workshop's amazing catalogue of games: https://store.steampowered.com/sale/skulls/
In any case, have fun, and remember:
The Emperor Protects!
Patch 2.3.7
Warhammer Skulls
Event description:
Dire news, Inquisitors. The vile Archenemy agents known as "Skull Procurators" - thought to have been utterly exterminated last year - have returned. Several Prognosticars have confirmed that the hated forces of Chaos have renewed their efforts to bring their "Skull Tithe" ritual to fruition. To combat this re-emergent threat, the Conclave has issued a new specialized implant designed to gather more detailed data. When equipped, this improved and sanctified cogitator unit will identify the abominations and stream extended analytical kill data. Let us all do our part in the righteous struggle to end this most insidious scheme once and for all!
Fixed bugs
Fixed the Angel of Death effect so the Death Incarnated achievement can be accomplished
Fixed an issue where upon equipping a helmet with the Crusader, its armour's kneepads disappeared
After unlocking a new perk slot with the Tech Adept it was not possible to activate any perk from the list. This problem occurred only with the controller
Fixed a string and placeholder of the Poisoned Souls DLC. The issue appeared under the Special Missions window
In the description of the Adept Dominus sub-class the suggested weapon was labeled to Arc Rifle instead of Plasma Caliver Beta. This has been corrected
Under the Shockwave Psychic Power the Telekinetic Shock and Blast were duplicated. They have been corrected
Various localization fixes, mostly in the Russian localization
Fixed a small cursor-related issue
Content Update for Inquisitor - v2.3.6 - March 16
Updates to W40K: Inquisitor - Martyr will be released. The updates will be applied automatically after the scheduled maintenance and when your Steam client (in on-line mode) is restarted. Please also note that during maintenance, players will be unable to login.
Patch v2.3.6
New event: Splinter Fleet
The all new Splinter Fleet event is here! Refine your fighting methods against the Tyranid menace in preparation for a predicted future invasion! The Ordo Xenos expects your participation, Inquisitors!
Fixed bugs
Corrected the descriptions of all the Psalm-code Doctrines to be in line with their counterparts in the Compendium
Fixed the position of an enemy group in a Rescue mission as players could get teleported into the middle of the group at the beginning
The Voltagheist Turret did not change its target automatically. This has been fixed
Ordo missions can no longer be abandoned
The Empyrean Hail Psychic Power did not put Slow on enemies despite the Hinder Movement mastery skill got activated. This has been fixed
Fixed the Phasing Assault skill of the Assassin Power Sword which did not remove Death Marks from enemy targets in Co-Op
Fixed the Shock Stimulus passive skill which did not work for the Tech-Adept
Fixed the '+100% duration to Surprise state' relic enchant which did not increase the Surprise state duration triggered by the Stealth Bodysuit and the Personal Teleporter
Fixed the Needler Toxin debuff icon which did not appear on the UI
Decreased the volume of the Fiery Form Psychic Power
Upon reaching 100 Influence points in one go in any star system, players didn't receive rewards for completing both the 50 and the 100 point milestones. This has been fixed
Fixed an issue where Baron Joachim Krankenblut Boss unit could appear in various Starmap missions
Fixed an issue where Inoculator effects could drop down from characters after cutscenes
Fixed an issue where a part of a text in the Van Wynter Legacy story campaign wasn't displayed properly
Fixed the Ultimate Penance Tier V objective which could not completed under certain circumstances
The Suppression Stimulus Psychic Mastery has been renamed to Warp Energy Redirection and it works properly now
Fixed an issue in the French localization where certain letters were not displayed sometimes on the UI
Fixed an issue where upon activation huge stacks of Tarot card consumables, the game sometimes did not register them
Fixed a missing icon for the Poisoned Souls DLC assignment
Fixed numerous strings in various localization
Controller
From now on the Tech Adept's constructs are summoned instantly near the character, no selector will appear. The selector will only appear for the stationary defenses like the Tarantula Boltgun and the Voltagheist turret
From now on the selector will appear for the Sentinel Armour, Demolition Armour and the Assault Armour too so Crusaders can select their target location when using their Armour skills
Content Update for Inquisitor - Season of the Warp Surge - December 9
Updates to W40K: Inquisitor - Martyr will be released. The updates will be applied automatically after the scheduled maintenance and when your Steam client (in on-line mode) is restarted. Please also note that during maintenance, players will be unable to login.
Season of the Warp Surge is here!
Inquisitors,
After extinguishing the Inferno, a new threat looms on the horizon. Season of the Warp Surge, the latest content update for Warhammer 40,000: Inquisitor is here! Heretics are still rampaging across the Caligari Sector, and an agent of the Emperor is needed to investigate - and strike down on - them. Be careful where you step, though! Warp anomalies might pop up anywhere, and, by the nature of the Warp, you'll never know what will happen next. Will you be granted power beyond measure, or will you have to face enemies of immense strength?
A full overview of the new Season features can be found here - make sure to check it out to see the new mechanics, objectives and more.
Based on your feedback about our previous seasonal ladder, we've also reworked several things, including the co-op experience, the inventory, and Tarot Cards. Curious to find out more? Read the patch notes below!
New features
Co-Op matchmaking got removed and replaced by a reworked Recruitment panel:
Using Recruitment will allow players to create their own lobbies
In order to launch a Co-op mission at least 2 players are required to be in a lobby
The host of the lobby can set the following:
The minimum player level. Players below that level won't be able to join
The name of the lobby
The mission type (Tarot, Intel, Warzone and Starmap missions along with Priority Assignments can be set)
The difficulty level of the mission - 6 different levels available
Lobbies won't be disbanded after the players return to the Command Bridge from a mission
Two new Stasis Casket tabs will be available for players
One tab will be granted upon completing Tier 3 in Season of the Warp Surge
The other one will be granted if one links their in-game account with their Neocore Account. If one already has their accounts linked, this tab will automatically appear in their Stasis Casket
By pressing Ctrl + Mouse2, even a full stack of Tarot Card consumables can be activated immediately. This is indicated in the tooltip of the cards as well.
The level 70 restriction on Starmap missions was removed. Mission level will now scale up to level 107 and the maximum mission level reachable with Tarot cards will be 118
Intel missions can now be abandoned on the Mission Deployment window
From now on, clicking on locked features under the Modify tab will redirect the player to the Tech Tree and the corresponding Tech option will be highlighted
The Mission Deployment level cap has been changed. It will be accessible right after the five tutorial missions
The Void Crusades' minimum level requirement has also been changed:
They will be accessible after reaching level 35
Void Shards will start dropping after reaching level 30
After unlocking Void Crusades, players will be granted 5 Void Shards of the same type (the type will be randomly decided) so they will be able to launch their first Crusade right away
Changed the display of various Killstreak bonuses
Fixed bugs
Fixed various crash issues
Fixed various problems related to reconnecting to missions after a disconnect. The problem with reconnecting to other players' Co-Op party was also fixed
Fixed an issue where Archeotech items could drop without a relic enchant on them
Fixed an issue where various objects could be highlighted which caused targeting problems primarily with Channeled skills
The Power Sword's Wide Strike now properly applies on-hit effects
Fixed an issue under the Extras panel which did not let players purchase certain cosmetic items for Fate points and they received a Transaction error message
The Meme Virus consumable's effect was not indicated on the Mission Briefing Window. This has been fixed
Fixed a rare issue where the Wandering Servoskull did not spawn in the Amber and Viridian Crusades
Fixed the Volkite Psalm which did not increase DoT duration
Fixed the Haemotoxins DoT passive skill which did not increase DoT duration
After meeting Inquisitor Korax, he repeated a sentence in our conversation with him. This has been corrected
The enchant "Gain Focused state when using a channeled ability" did not work with the Greatsword's Spinning Blow skill. This has been fixed
Fixed a Starmap mission on which the character could not access one of the Mortars to deactivate it
Fixed an issue where the non-seasonal System Protectors' name appeared under their seasonal counterparts. It was only a name-display problem, the rewards were gained by those players who reached this title
Removed the Seeds of Corruption DLC from the Priority Assignment list for those players who don't own it
Balance
Misc
Cooldown reduction soft cap/hard cap reduced to 40/60%
Switching weapons no longer triggers cooldown
The Sicarian Augmentics's (Movement tree) unlock requirement has been changed. Now players can unlock it after reaching a certain level with their characters. The requirement varies between the various sub-classes (from level 14 to level 17)
The speed of switching weapons is increased (by about 50% for Assassin, and 35% for Crusader)
Considerably reduced unlock requirements for many Ancient Relic item enchants
Duplicated Psalm-Codes within the same item will provide their benefit only once. Psalm Doctrines that require multiple of the same psalm are still working
Numerous tooltips were corrected or changed to better represent the actual behavior or make things more clear and understandable
DoT changes
DoTs now stack up to 5 stacks
DoT stack numbers will be displayed on enemy units
Suppression damage of DoTs also ticks every 0.5 seconds
Skills with longer cooldown apply multiple stacks of DoTs on one hits to compensate faster skills' DoT applying capabilities
Debuffs
Critical strike: The Critical Strike tag was reworked and now it gives 25% Critical damage instead of 10% Critical Chance
Shocked: Movement speed reduction reduced from 30% to 15%. Damage reduction reduced from 30% to 20%. Duration reduced from 5 to 3 seconds
Slowed: Duration reduced from 5 to 3 seconds
Stunned: Default duration reduced from 3 to 1 second
Passive skills
General
Multiple tooltips have been updated to better reflect actual behavior
Removed "for skills with longer than 1 second CD" from as many skills as possible
Astartes Combat Training (Melee Combat tree)
Basic 1.5% damage bonus increased to 3%
Scion Sniper Training (Ranged Combat tree)
Basic 1.5% damage bonus increased to 3%
Sustained fire: Barrage charge removed as it is no longer relevant
Arbites Shock Tactics (Debuffs tree)
Disorient : Now applies only to Knockdown effects
Transfer strain: Now provides -0.5 per Debuff instead of -1
Venenum Toxin Mastery (Damage over Time tree)
Caustic Reagents now properly applies to all DoT types
Art of the Death Cults (Critical Hits tree)
Retaliation: Changed from 5% and 10% to 3% and 7% Critical Chance but turned into Supreme
Unfettered Precision: Critical chance reduced from 5% to 3%
Catachan Survival Training (Suppression tree)
Defiance : behavior changed to 10 Suppression Damage Reduction to better fit the theme of the tree
Basic "1.5% damage bonus when Suppression status is Protected" increased to 3%
Sicarian Augmentics (Movement tree)
Basic 3% CD reduction for skills that have at least 1 second CD reduced to 1.5%
Psychic Prod: Behavior changed to 0.2 seconds from 10% on Psychic Weapon Skill use
Cerebral Feedback: Behavior changed to 0.1s from remaining cooldown instead of percentage
Quickening: Now gives 15% Movement speed down from 20%
Synaptic Rewiring: CD reduced from 10 to 5%
Evasive Bionics: Damage reduction / stack reduced from 3 to 2
Blessed Ruination's behavior changed: Cooldown Recovery Speed equal to missing HP %
Hospitaller Curia Doctrines (Support tree)
Basic Inoculator cooldown reduction increased from 5% to 10%
Grenade Mastery: Starting charge count bonus increased from 1 to 2
Inoculator Augmentation: Increased effect from 20 to 25%
Mine Mastery: Starting charge count bonus increased from 1 to 2
Secutarii Siege Axioms (Defense Tree)
Combat Stance and Optimal Concealment changed place
Trans-Empyric Phasing: Invulnerability duration reduced from 3 to 1.5 sec
Anatomical Knowledge (Physical Attacks tree)
Basic 1.5% Physical damage bonus increased to 3%
Magos Biologis Secrets (Health tree)
Cellular Stimulus bonuses increased from 10 to 15
Warp Heat Converter: gained Suppression reduced from 25 to 15
Vascular Pumps: gained Suppression increased from 25 to 35
Phosphoenic Rites (Heat Attacks tree)
Volatile Output: Behavior changed to give +15 base damage for heat skills up from 15% damage bonus
Witchfire Symbiotics: Heat damage bonus increased from 2% to 3%
Benedictions of Omniscience (Construct Defense tree)
Basic Damage Reduction values increased from 1% to 2%
Reinforced Construct: Construct HP gained per reserve increased from 0.2% to 0.3%
Warding Electoos: Damage Reduction increased from 3% to 7%
Anathemas of Omniscience (Construct Offense tree)
Basic damage for Melee and Ranged attacks increased from 5 to 10%
Binaric Sacrament: Construct Damage per reserve increased from 0.2% to 0.3%
Executor Data Tether: Behavior changed from 100 HP / kill to 5% HP on kill
Hypnagogic Feedback: 5 HP/hit changed to 1% HP on hit
Suppressive protocol: Suppression damage bonus increased from 10% to 20%
Last Stand Protocol: Damage bonus increased from 20% to 30%
Might of the Legio: Damage bonus increased from 5% to 8% per Construct
Radical Path tree
Radical Istvaanism: Damage bonus / % missing HP increased from 0.1% to 0.5%
Touched by the Empyrean: Increased Warp damage bonus from 10% to 40%
Warp Adaptation: Increased chance from 10 to 25%
Enhanced Corpus (Single DPS tree)
Basic damage bonus increased from 1.5% to 3%
Basic Suppression Damage bonus increased from 1.5 to 3%
Myo-Encasing: Melee Damage bonus increased from 4% to 8%
Ocular Implant: Ranged Damage bonus increased from 4% to 8%
Purgative Protocols: Damage bonus increased from 10% to 15 %
Krieg Support Doctrines (Area Effects tree)
Basic damage bonus increased from 1.5% to 3%
Basic Suppression damage bonus increased from 1.5% to 3%
Optimal Dispersion: Damage bonus increased from 1% to 3%
Surgical Carnage: Melee damage bonus increased from 4% to 7%
Exloading Rites: Ranged damage increased from 4% to 7%
Master Grenadier: Damage bonus increased from 20% to 50%
Implosion: Damage bonus increased from 20% to 25%
Aftershock: Warp damage bonus increased from 10 to 20%
Eradicative Protocols: Remaining Cooldown Reduction reduced from 4-8% to 2-4 % respectively
Loot
From now on multiple monster groups will drop increased loot. The changes will apply to "Boss" type enemies too. Also adjusted every type of enemy to be able to drop at least Relic items as well as other valuable items like shards
Improved socket generation and Archeotech Shard - Doctrine drop generation, it is much more likely to get socketed items, and better socket distribution
Level 90+ items now can be acquired via loot from level 90+ missions
Hidden All-rewards modifier for turning missions into Tarot missions moved onto the Tarot cards themselves, increasing every tarot card's all reward modifier by 30%
Loot quality now increases the number of enchants and sockets rolled onto an item
Attribute changes
Crusader
Warfare
Demolition: Damage Bonus increased from 25% to 35%
Beast Lore: Damage Bonus increased from 15% to 50%
Toughness
HP and Suppression / point increased from 40 to 50
Fortitude: Physical resist increased from 10 to 15
Absorption: Damage Reduction increased from 5% to 10%
Virtue
Unbending: Changed to Suppression Damage Reduce with a value of 10%
Juggernaut: Damage bonus increased from 10% to 35%
Assassin
Accuracy
Counter-blow: Behavior changed from 5 Suppression on kill to 0.5% Suppression on hit
Euphoria: Behavior changed from 5 Hp on hit to 0.5% HP on hit
Overdrive: Damage bonus increased from 10% to 60%
Survival
HP and Suppression / point increased from 20 to 30
Carnophagia: Changed from 40 HP / kill to 1% HP per kill
Psyker
Force
Ethereal Drain: Damage increased from 10% to 25%
Astral Bleed: Damage increased from 5% to 20%
Resilience
Counter-blow: Suppression gain/ hit increased from 5 to 20
Quickening: Now gives 7% Dodge instead of Movement speed
Bio-Resist: All resist increased from 3% to 6%
Psy Focus
Instead of Critical Strength, it gives 0.05% Max Warp Heat regen per point
Daemonbane: Damage increased from 5% to 30%
Attunement: Warp Heat decreased from -3 to -2 per hit.
Character page
The Critical Hit stat's description got updated to represent its additional functionality of lengthening Critical Chance duration by 50% and 100%. There are a lot of additional effects that can increase the duration of Critical Chance effects to make them more valuable
Added "Supreme" description with soft and hard caps where it's applicable
Note: Supreme is a new keyword. Supreme stats can exceed the given stat's soft cap value. This is an existing mechanic, the keyword is solely for clarification
Added a few new and existing stats to this screen
Massacre effects
Angel of Death no longer gives invulnerability or Critical strength but 35% Critical damage bonus. Also note that the trigger changed: it now requires 10 crits with only 1 second in between, from 3 crits with 3 seconds in between
Tarot
Rebalanced the system of Tarot cards. They are going to increase any map's level the following way:
The Treasure Trove card will increase the map level by 2
The Heretek Forge card will increase the map level by 2
The Hourglass card will increase the map level by 5
The Martyr card will increase the map level by 5
The Fallen Hero card will increase the map level by 8
The Deceiver card will increase the map level by 8
The Grim Reaper card will increase the map level by 11
The Arch Enemy card will increase the map level by 11
- These Tarot cards can only be applied to missions which are at least on the player's level - These Tarot cards can also increase Void Crusade, Intel and Ordo mission levels
Items
General
Mobility skill animation timers have been adjusted for more fluid gameplay
Global CD reduced to 0.2 seconds on all weapons. (Removed altogether on Armour and Belt skills)
Refractor field: Behavior changed to give 20% Supreme Damage reduction, 25% Suppression Damage reduction and 2.5% Max Suppression regen for 30 sec
Assassin
Death mark duration increased from 10 sec to 15 and its max stack from 10 to 25
Arc Sword
Voltaic Arc:
Gained Burn tag
Now chains before damaging so in case of one-shot kills it still hits multiple targets
Cooldown decreased from 0.8 to 0.65 seconds
Damage increased from 1.63 to 2.3
Thunder Slide:
Cooldown decreased to 1.5 sec from 4 sec
Changed from long range to medium range
Doubled the moving speed during the jump
Impact radius reduced from 3 to 2 meters
Damage increased from 2.5 to 2.9
Voltaic Backflip:
Range adjusted to medium range
Cooldown increased from 6 to 8 seconds
Damage increased from 1.2 to 2.4
Shock Nova:
Now stuns instead of knocking back
Gained AoE Large tag
Damage increased from 2.0 to 3.0
Assassin Power Sword
Blade Bite:
Added Bleed tag
Damage increased from 0.9 to 1.9
Bladestorm:
Damage increased from 1.6 to 1.75
Phasing Assault:
Damage increased from 2.5 to 2.9
Serpent Strike:
Cooldown reduced from 6 to 3.6 seconds
Carthean Sword
Carthean Strike:
Needler Toxin removed
Added Armor Piercing tag
Blade Dance:
Cooldown reduced from 8 to 7 seconds
Changed from long range to medium range
It applies 3 stacks of poison
Damage reduced from 2 to 1.3
Crimson Path:
Movement speed penalty reduced from 60% to 30%
No longer interrupted by damage
Added Bleed, Fleshbane and Needler toxin tags
Attack speed increased by 20%
Damage increased from 1.25 to 1.45
Severance:
Range reduced from long to medium
Arc Blade
Bladestorm:
Increased default attack speed
Damage increased from 1.31 to 2.4
Gained Armor Breaking tag
Voltaic Arc:
Added Burn DoT
Cooldown increased from 0.8 to 2.0 seconds
Removed Stun effect
Whirlwind:
No longer stops on damage taken
Radius increased from 3 to 4
Added Slow, AoE, Fleshbane and Weak vs armored tags
CD reduced from 4 to 0.7 sec
Null Rod
Annulment:
Cooldown increased to 7.2 sec
Wide Strike:
Added heat vulnerability
Null Strike:
Damage increased from 1.65 to 2.0
Added Giantkiller tag
Null Wave:
Added a Slow tag
Damage increased from 3 to 5
Death Cult Blade
Bladestorm:
Damage increased from 1.15 o 1.35
Killing Blow:
Damage increased from 1.2 to 2
Gains 20 % bonus for finishing move instead of 10
Wide Strike:
Cooldown reduced to 0.9 sec
Damage increased from 1.44 to 2.0
Archeotech tier weapons
Differences listed here are relative to the normal weapons, not the previous version
Arc Blade
Blade Storm
Added Armor Piercing tag instead of Armor Breaking
Damage is 2.6 instead of 2.4
Whirlwind
Added a Shock tag instead of Slow
Removed the Weak vs Armored tag
Damage is 2.5 instead of 2.2
Arc Sword
Shock Nova
Extra High Suppression tag
Cooldown is 7.2 sec instead of 9.6 sec
Voltaic Strike
Chain's Damage increased to 2.5 instead of 2.0
By default it jumps to one more target, it can also hit 2 more targets when spun up
Assassin Power Sword
Phasing Assault
Cooldown reduced to 1.5 sec instead of 2 sec
Ceremonial Cuts
Cooldown reduced to 0.6 sec instead of 0.7 sec
Slightly faster animation speed
Damage increased to 2.15 instead of 1.75
Carthean Sword
Carthean strike
Cooldown increased to 0.6 sec instead of 0.7 sec
Slightly faster animation speed
Damage increased to 2.3 instead of 1.85
Blade dance
Cooldown reduced to 6 seconds instead of 7
Death Cult Blade
Wide Strike
Added Fleshbane tag
Damage increased to 2.4 instead of 2.0
Killing blow
Added Armor Piercing instead of Armor Breaking
Cooldown reduced to 6 sec instead of 10 sec
Null rod
Null Wave
Added Armor Breaking tag
Damage increased to 5.5 instead of 5
Annulment
Cooldown reduced to 5 sec instead of 7.2
Damage increased to 2.7 instead of 2.4
Psyker
Blessings
Durations for all blessings have been dramatically increased, in most cases to 90 seconds
All blessings reserve a base 25% warp heat, but the cost can be modified with masteries
Masteries
Only the masteries relevant to the chosen Psychic power are shown on the list.
Symbiosis rune changed to turn any blessing into a true aura.
Exploit Weakness' Crit chance was reduced from 10% to 7.5 %
Damage Mastery now gives 3.5% Base damage for as long as the equipped blessing lasts
Almost all spells have some changes to their available mastery list. Check them out.
10HP and 10 Suppression gain on hit masteries has been reworked into gain 10% of the damage dealt as HP and gain 15% of the damage dealt as Energy shield
Dots
Dot damage type on various Powers have been adjusted to be better matched with the base damage type
Warp type of DoT has been removed due to a lack of build options to support it. It might be re-added later with some further changes
Warp Anomalies
Now summoning a demon can occur in Imperiled Warp heat state
All Warp anomalies can happen in unhinged state, positive anomalies included
Instead of flat (huge) damage for both HP and Suppression anomalies now deal % damage and have various side effects
Positive Warp anomalies perk now properly increases the chance of positive anomalies by about 35%
The frequency of Warp anomalies was reduced
Warp anomalies have been reworked the following way
Daemonic Curse: Now deals 100% Suppression damage and stuns but deals no HP damage
Malevolent Anomaly: now deals 5% Hp damage/ sec and stacks up general Vulnerability on the player
Manifestation: now can summon Chaos Spawns, Bloodletters as well as an Unholy Guardian depending on the Warp heat
Power Drain: deals 5% HP damage 20% Suppression damage and nullifies the player's crit chance for a short time
Psychic Backlash: deals 20% HP damage and and 10 Suppression damage while also applying burn to the player
Warp Surge: deals 10% HP damage/ sec and 10% Suppression damage /sec but slows the player by 90% for 2 seconds (regardless of suppression status)
Psychic Powers
Endurance
Changed from DR buff to give 10% Max Hp and 1% Max HP regen
Enfeeble
Shock mastery can be added
Hemorrhage
Applies Bleed now
Changed to Physical damage
Damage increased from 1.2 to 1.7
Warp Speed
CDR value reduced from 25% to 20 %
Foreboding
Now gives Damage bonus to all physical damage, not only kinetic, effect increased from 50 to 55%
Precognition
Behavior changed from invulnerability to give Player level*100 Energy shield
Fiery Form
Mastery's damage effect increased by 10%
Instead of Damage reduction it gives Supreme Heat Resist
Spontaneous Combustion
Gained 1000% Damage bonus for burning targets
CD increased from 1 to 3 sec
No longer causes Burn (the secondary effect still causes burn, thus the tag on the skill)
Assail
Became significantly faster to cast
Damage increased from 2.5 to 3.5
Now causes Physical vulnerability instead of Warp
Crush
Now has a ballistic trajectory
Cost increased from 7 to 10 Warp heat
Causes an Area Normal sized explosion on impact
Damage values reduced from 2.4 to 2.1
Maelstrom
Now applies on-hit effects properly
Shockwave
Cooldown reduced from 6 to 1 seconds
It became much faster to cast
Knockback and knockdown became optional (mastery)
Damage reduced from 2 to 1.75
Can be cast while moving
Empyrean Hail has been added as a new Psychic Power
Summons warp bolts that hit the ground and on impact create damaging areas. Looks cooler than it sounds.
Extermination
Now the new pillars appear much faster
Can be cast while moving
Precognitive Dodge got removed
Weapon Skills
Force Rod
Fire Bolt
Cooldown reduced from 0.5 to 0.3
Damage reduced from 0.67 to 0.55
Warp heat reduction reduced from -4 to -1
Witchfire
Cooldown increased from 6 to 8 sec
Area reduced from area_large to area_normal
Warp heat reduction reduced from -8 to -1
Telekinetic Rod
Telekinetic Shockwave
Cooldown increased from 0.6 to 0.8
Damage increased from 0.9 to 1.9
Warp heat reduction reduced from -3 to -1
Warp Rod
Warp Blast
Cooldown increased from 0.6 to 0.8
Damage increased from 0.55 to 1.1
Area reduced to area_small
Warp heat reduction reduced to -2 from -3
Pyrokinetic staff
Area reduced to area normal
Heat vulnerability tag added
Warp heat reduction reduced to -2 from -3
Pyro Blast
Damage increased from 0.75 to 1.1
Wyrdvane Staff
Warp vulnerability tag added
Slightly reduced projectile speed
Damage increased from 0.44 to 0.8
Force Staff
Force Bolt
Now has a piercing tag
Damage increased from 0.8 to 1.12
Warp heat reduction reduced to -1 from -3
Biomantic sword
Force Smite
Animation speed slightly increased
Chain continues even if the primary target dies
Damage increased from 0.84 to 2.1
Cooldown increased from 0.7 to 4.5 sec
All hits of the chain apply the same reduction too
Chain's damage increased from 0.84 to 1.5
It hits 5 targets now up from 3
Force Sword
Strike
Cooldown increased to 4.5 second from 0.7
Gained armor breaking and bleed tags
Damage increased from 1.4 to 3.4
Warp heat reduction increased from -5 to -12
Perk changes
Radical and Puritan perks
Now visible even if you haven't yet reached the requirements
Artificier Organs II
Behavior changed to 1% Max HP regen from 100% increase for more consistent behavior
Eternal Warrior
Now gives 100 Berserk tokens on resurrection
Attack Anchor
Now gives 10% Damage bonus every 0.5 seconds stacking up to 60% up from 10% Damage Bonus for 5 sec
Crisis Management
Changed description to better reflect its behavior, changed above 50% penalty to DR instead of a Vulnerability property
Deadshot
Increased damage bonus from 20 to 60%
Bullet Dodger
+60% Dodge against ranged attacks
-60% Dodge against melee attacks
Run and Gun
Damage bonus increased from 35% to 100% its duration reduced to 1 second
Reign of Confusion
It received a new effect: Blinds all enemies in a medium area on kill
Precognitive Evasion
Dodge chance increased from 10 to 15%
Now it provides Supreme Dodge
Adrenal Valves
Negative effect removed
Forbidden Rites
HP regen increased to 25 from 20/ sec/stack
Evasive Ambush
Tooltip updated to better represent true behavior
Fluid Nature
Tooltip updated to better represent true behavior
Increased dodge from 20 to 25%
Removed negative effect
Warp Heat dissipation
Now properly applies for each enemy killed, Warp heat reduction increased from 1 to 2
Warp Heat diffusion
Warp heat reduction increased from 1 to 2
Force Weapon Mastery
Damage bonus / stack reduced to 10% from 15%
Psy Enhanced Warfare
Damage bonus reduced to 1% from 2%
Psychic Escalation
Damage bonus per stack increased from 5 to 6.5 %
Psychic Sequence
Now stacks up to 5 times but gives 6% up from 5% CDR /stack
Warp Heat Conversion
Now gives 35% of the max Warp heat as Damage bonus
Warp Resonance
Damage Bonus / stack bonus increased from 5 to 10%
Tactical Mastery
Now gives 10% Supreme Cooldown reduction instead of modifying weapon change CD (which has been removed)
Archeotech Shards
All shard upgrades now cost 3 shards of the previous tier and the upgrade cost of Tier 4 and Tier 5 is reduced
Damage values increased from 1,2,3,6,15% to 2,4,7,12,25% respectively