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Warhammer Warhammer 40,000: Rogue Trader - turn-based Warhammer 40k RPG from Owlcat Games - now with Void Shadows DLC

Dayyālu

Arcane
Joined
Jul 1, 2012
Messages
4,637
Location
Shaper Crypt
Reading the Rebalance notes is almost amusing. "Oh well we didn't know our combat system, we didn't tested it, and we went all Surprised Pikachu Face when everyone and their dog broke it in half in five minutes. Yes we know the Conviction system is broken half-assed crap, but we need six extra months of unpaid playtesting before changing stuff."

I'm quite curious if the rebalance will hit also the bosses though, from Chapter 3 onward combat was a badly designed chore and the boss fights completely bonkers in the crappy design, I wonder how massive nerfs to all the broken builds will make fighting for example the Edge of Daybreak (a slogging match of unbearable proportions if you fight it as intended).
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,450
Location
Grand Chien
Reading the Rebalance notes is almost amusing. "Oh well we didn't know our combat system, we didn't tested it, and we went all Surprised Pikachu Face when everyone and their dog broke it in half in five minutes. Yes we know the Conviction system is broken half-assed crap, but we need six extra months of unpaid playtesting before changing stuff."

I'm quite curious if the rebalance will hit also the bosses though, from Chapter 3 onward combat was a badly designed chore and the boss fights completely bonkers in the crappy design, I wonder how massive nerfs to all the broken builds will make fighting for example the Edge of Daybreak (a slogging match of unbearable proportions if you fight it as intended).
Thanks for beta testing the game, it's much appreciated! I'm looking forward to downloading the release version in six more months
 

Ghost Of Iron

Literate
Joined
Jun 23, 2024
Messages
21
I would like to see if they heavily nerf Cassia, she practically can solo the game, especially in the early acts, if you pick the right Navigator talents.
 

Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,644
yup act 2+ I was pretty confident that cassia could solo whole game but this was in december and there has been couple of nerfs

I have tested final boss like 6 times after each nerf and cassia + rogue trader (officer) have 1 turn or 1 round killed it. guess I test again after nerfs

here was 1 of the early patch kills

 

jf8350143

Liturgist
Joined
Apr 14, 2018
Messages
1,358
I'm more concerned in late game if you can't defeat the enemy fast enough, will they just one shot your companions left and right.

Also update the localization. Last 'major update' the localization is not updated at all and all the skill description is still the old version.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,677
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://roguetrader.owlcat.games/news/en/38

ROGUE TRADER 1.2.0.25 PATCH NOTES​



Abelard, introduce the second gargantuan update 1.2 to the players!

It is the biggest update of the game so far, containing over 2500 changes, about 30% larger than 1.1.
We’ve left out some internal and minor changes and combined some others together to keep the size of these patch notes reasonable. Here’s a glimpse of what to expect:

  • Major balance updates - deep rebalance of out-of-sequence turns, buffs to Sanctioned Psykers and Pyromancy, tuning of scaling in the late game, and a lot of other updates;
  • QoL changes to the UI - improved inventory sorting, quests being marked on star systems, improvements to the level up screen, better tooltips, improvements to the combat log, and more;
  • Various improvements for locations across the game - pathing, visual effects, cover placement, backgrounds, improved NPC appearance and variety;
  • New dialogues for secret companions, fixes and updates for existing dialogues, fixes for epilogue slides;
  • Improved rumour system with rumour zones now highlighted on the map;
  • Updates for some cutscenes - better animations, timing, cameras;
  • Improvements to co-op: desync fixes, custom portrait transfer, save file size reduction, up to two additional custom mercenary characters available in Prologue - play together from the start!
  • Many new animations;
  • New visual effects (for abilities, auras, creature animations, and more);
  • New sound effects and corrections to VO;
  • New item icons;
  • A few new talents;
  • Localization improvements and countless typo fixes for all languages;
  • A massive amount of bug fixes for all aspects of the game;
  • And much more!
Due to the massive changes to the mechanics, all members of the current party in existing saves will receive a special ability, allowing them to perform a one-time free respecialization. The ability will be removed as soon as the party gains access to the usual means of respecialization. Please be aware of the plot spoilers below!
Note that https://steamcommunity.com/app/2186680/discussions/0/4027970580228219058/ always contains up-to-date information on known issues and the roadmap of upcoming patches.

Patch Notes

System and stability​

Crashes and softlocks​

  • The game could sometimes crash when selecting "continue" or "load game" buttons - fixed;
  • Fixed rare cases of crashes when starting a new game with a custom character;
  • In rare cases, if one of the companions began the battle being already unconscious and was adjacent to an enemy, the button to start the battle was unavailable - fixed;
  • Fixed a bug where the turn did not pass to the next character after the Officer's turn;
  • Fixed a rare issue with allied units trying to buff their allies while those are in an untargetable state, causing their turn to never end;
  • Fixed a bug where the first character can't perform any action during the fight after the meeting with House Orsellio in the von Valancius Palace;
  • The game could freeze during the final battle on Rykadi Philia - fixed;
  • Fixed an issue where some players' storylines could end abruptly after the space battle near the Mysterious Object during the Blades in the Void mission. Players experiencing this problem should return to the Last Chance of Cyrene system;
  • Fixed an issue where the player could lose control over the Lord Captain after booting a companion from the retinue in a dialogue;
  • Pasqal sometimes failed to finish his animation after sitting on the throne at the Electrodynamic Cenobium which could result in breaking the game - fixed;
  • Fixed an issue where the interface could become unresponsive after looking through the license agreement;

Lag and freezing​

  • Fixed freezing of UI on hotkey spam;
  • Fixed freezing on use of Lidless Stare;
  • Skipping some cutscenes could cause a long freeze - fixed;
  • Fixed several cases of lag, mostly related to the Inspect window;
  • When using Neuro Disruptor in cover, the game could freeze - fixed;
  • Global internal improvements to additional turns. Several problems such as non-ending turns, freezes, "long thinking" of AI, etc., related to abilities and talents giving additional turns, were fixed;
  • The game could freeze when the Tutorial window appeared in battle while the In-game menu was open - fixed;
  • Fixed an issue when charging certain enemies that could cause the game to freeze for 20 seconds;
  • Game will no longer freeze if you quickly browse through the windows in character generation when playing with a controller or on console;

Optimization​

  • Fixed issues with alternative voidship models which could cause an FPS drop;
  • Fixed FPS drop in the encounter with Plaguebearers;
  • Added optimization for the final encounter;
  • Optimised calculations during AI turn in ground combat;
  • Transition between tooltips and Encyclopedia was optimized;
  • Character generation window will now be more responsive;
  • Minor optimizations at Footfall Atrium;
  • Fixed smoothness of switching in combat between enemies when playing with a controller or on console;
  • Optimized the save / load game screen;
  • Optimized some graphics settings;

Narrative​

General​

  • Added new dialogues on the bridge for the secret companions;
  • Soulless and Uncomfortable presence features were renamed as Anti-psychic module "Eclipse"' and Psy-suppressor so as not to be misleading about pariahs in the Inquisitor's surroundings. The description of Uncomfortable presence has also been updated;
  • Sometimes Master van Calox could stay naked after a sex scene, resulting in significantly reduced fighting capabilities - fixed;
  • Abelard no longer refers to the Winterscale's flagship as an Avenger-class Grand Cruiser;
  • The mismatched descriptions in the Rogue Trader's secret room were fixed;
  • Fixed a truly horrifying bug where it was impossible to finish Heinrix's companion dialogue without ending the romance with him;
  • Fixed a few rare cases where in dialogues one character was shown as the best option for skill checks, but another would actually take that check instead;
  • Fixed some cases in dialogues where an answer was greyed out, but the reason for that was not displayed;
  • Fixed many encyclopedia entries, tutorial and loading screen texts;
  • Fixed the issue where after destroying Pirate Traders the player could still continue trading with them through the High Factotum;
  • In a dialogue with Argenta on the bridge, you can no longer ask her a question about Calixian branch of the Order if she hasn't yet told you about it;
  • Made various improvements to the cutscene in Cassia's companion quest;
  • Minor corrections in one of Cassia's romance dialogues;
  • Octaviana will stop being surprised EVERY time Sister Argenta visits Adeptus Amasecus;

Act I​

  • The evacuation from Rykad Minoris could sometimes not trigger, which prevented the player from moving to Act II - fixed;
  • Fixed the description of a body on Rykadi Philia, where the text "There are no wounds on the body" was visually represented by a model literally lacking its bottom half;
  • Abelard no longer whispers to the Lord Captain from across half of the room in the first officer meeting;

Act II​

  • Added a new small dialogue with the merchant you save from the Drukhari attack in Act II;
  • During the Underworld Quest it was possible to get more Profit Factor in dialogue by repeatedly selecting the same question about the girl's fate - fixed;
  • During a dialogue on Vheabos VI, when choosing a Dogmatiс option, points for the corresponding Conviction were not given - fixed;
  • Jae's quest will now be correctly marked as failed if you refuse the instructions from the Master of Seals twice;
  • After a certain dialogue, The Incident quest was not added to the journal - fixed;
  • Added a beautiful chest to represent the gift in Jae's romance scene;
  • The secretary-servitor on Janus did not provide Jae with
    the seal required for her quest
    - fixed;
  • Added a unique reward for the first quest of Jae;
  • Fixed a case where the option to skip all queues in Jae's Mercatum Tabula Officiale quest was still available even after obtaining all the seals;
  • In Mercatum Tabula Officiale quest, after choosing to shoot at the crowd, the button to enter the queue could remain available - fixed;
  • Removed a confusing option in dialogue with Yrliet after killing the governor on Janus, which caused her to disappear forever without a trace;
  • The dialogue option to attack Vistenza Vyatt now takes into account whether the Rogue Trader found out her true nature or not;
  • Minor alterations to the dialogue about the daemonic engine on Kiava Gamma;
  • Added special animation to Heinrix’s cutscene on Kiava Gamma;

Act III​

  • Reunion quest is now marked as resolved after finding all the companions in Commorragh;
  • It is now hinted more obviously how to find Heinrix and Cassia in Act III;
  • It is no longer possible to ask Jae about her lungs earlier than you learn about them, which could cause the dialogue to break;
  • Fixed an error in internal counters during the Obsidian Court, which caused one of the dialogue options not to appear and could cause an incorrect ending of the dialogue;
  • Added a scene of Bloodstained Proselytes arriving at the Anatomical Opera during a dialogue with the haemonculus;
  • Fixed a bug where killing Idira was not possible during her release from the Haemonculus;
  • After the fight with Keykeross, the cutscene might not start and the exit from the location would then not appear - fixed;
  • Marazhai could start talking to you during exploration in Commorragh, even if he was not in the party;
  • Some characters could enter the dialog in Outer Spire Halls even when they were outside;
  • Added missing speakers in some lines for Marazhai's first quest and persuasion points for some of the choices in the quest;
  • Fixed an option in a dialogue with Marazhai and Aebys in Act III which abruptly ended the conversation;
  • Fixed multiple issues with Quetza Temer Aeldari dialogues;
  • You can no longer repeat the same dialogue option for infinite XP in a dialogue with the Haemonculus;
  • Ulfar refused to leave the party if asked for the first time - fixed;

Act IV​

  • Added a new dialogue with Dweller-of-the-Forest on Quetza Temer;
  • A line was missing in the dialogue with Malatek Asclepius - fixed;
  • Fixed an option in the dialogue of Heinrix and Calcazar which caused dialogue to abruptly end;
  • The grasping hands of the Inquisition could take away the player's Halo Device even if the Rogue Trader was hiding in their bedroom while putting the device on, and Heinrix was not nearby. It is now fixed;
  • Added on-click phrases for multiple NPCs on Quetza Temer;
  • Dialogue with Winterscale on Quetza Temer could begin earlier than intended, causing some visual issues - fixed;
  • The dialogue after defeating the final boss in the Machine Cathedral could abruptly end if Pasqal was not in the party - fixed;
  • Fixed issues with the final dialogue with Froscher;

Epilogues​

  • Fixed Argenta's epilogue slide to successfully reflect that she has found the armour;
  • Jae has received minor alterations to her epilogue slides for consistency (the slides will no longer contradict each other);
  • Fixed an error in Abelard's epilogues where incorrect information about choices in the Dark Echelons quest was displayed in some cases;
  • Vistenza Vyatt had an incorrect image in her epilogue slide - fixed;

Mechanics​

Major changes

  • Damage of Ignite pyromancy psychic power was significantly increased. Minimal damage is now 1 + Willpower Bonus + 6 x Psy Rating (it used to be 1 + 5 x Psy Rating). Maximal damage is 2 x Willpower Bonus + 10 x Psy Rating (it used to be Willpower Bonus + 5 x Psy Rating). This affects the damage of Firestorm, Incinerate, and Molten Beam too (as they deal damage based on Ignite damage);
  • Minimal damage of Inferno psychic power from pyromancer staves (in all versions - normal, heroic act, and desperate measure) was increased to 2 + Psy Rating. Previously it was 1;
  • Inflame pyromancy psychic power now increases the damage of burning by 2 x Psyker's Willpower Bonus (it used to be 2 x Psy Rating);
  • Warp Burn effect applied by pyromancy psychic powers now deals 3 + Psyker's Willpower Bonus + 3 x Psy Rating damage (previously it dealt Psyker's Willpower Bonus + 2 x Psy Rating);
  • Melting Armour pyromancy talent reduces the target's armour by -5% (was -3%);
  • Ignite psychic power description now correctly mentions the fact that the psyker can use MP after using it, despite it being an attack;
  • Navigator's Reveal the Light power now increases Toughness and Willpower of the target by +10 + 2 x Willpower Bonus (instead of +4 x Willpower Bonus);
  • Navigators can no longer use Reveal the Light on themselves;
  • Navigator's Blood Augury talent now increases warp damage by +(5 + Perception Bonus)% instead of +(2 x Perception Bonus)%;
  • Blood Augury effect can now stack up to 5 times;
  • Eye of Oblivion now reduces enemy dodge and hit chance by Navigator's Perception Bonus (instead of 2 x Perception Bonus);
  • Eye of Oblivion did not reduce the enemy's dodge - fixed;
  • Undam the Sea of Souls now reduces the enemy armour by 5 + Navigator's Willpower Bonus (instead of 2 x Willpower Bonus);
  • Mastery of time can now stack up to 5 times and can only stack from extra turns gained by Navigator's allies;
  • Killing Edge ability now deals additional damage, which is not modified by other damage modifiers. Additionally, its damage was changed from (Lethality / 7) to (Lethality / 5), and now additionally scales with the percent of the enemy's lost Wounds;
  • Several Operative's abilities were re-balanced to give more impactful bonuses at the start of the game, but lower their mid- and late-game scaling;
  • Several Pasqal's background talents had their scaling change to give better bonuses at the start of the game, and lower bonuses in the second half of the game;
  • Several of Arch-Militant's abilities and talents were changed to give bigger bonuses at the start of the combat at the cost of reducing their scaling from a number of Versatility stacks. This was made to balance the power of Arch-Militants depending on the current turn and the number of synergistic abilities from other companions.
List of abilities and talents impacted by this change:

- Versatility
- Confident Approach
- Adaptability
- Critical Versatility
- Dependable

Additionally, there were several changes in the following abilities:
- Wildfire no longer gives a stack of Versatility with no regard for the type of the previous attack, and now the minimal cost of Wildfire is 1 AP;
- Reckless Rush now always gives 3 stacks of Versatility, instead of a number depending on the current stacks;
- All Out talent (talent for Reckless Rush ability) now allows the Arch-Militant to move after attacks while Reckless Rush is under effect, instead of reducing the cost of Reckless Rush;
- Confident Approach now reduces critical damage by half instead of scaling depending on critical chance;
Also, when the Arch-Militant's heavy weapon attack cost is reduced, it has a minimum cost of 1;

  • New talents were added:
Warrior talent - Scissoring Strike
Prerequisite: Break Through
When the Warrior uses Slash with two melee weapons equipped, the Warrior deals damage from both weapons.

Warrior Talent - Easy Target
The Warrior's critical damage is increased by +(10 + 2 × STRbonus)% against enemies not armed with a melee weapon.
Common Talent - Weapon Specialist
Sweep attack of the axes and Shove attack of the maces and hammers cost 1 less action point.

Common Talent - Dual Weapon Specialist
Prerequisite: Weapon Specialist, Dual-Weapon Combat
Using the Sweep attack of the axes and Shove attack of the maces and hammers does not increase the AP cost or reduce the Weapon Skill or Ballistic Skill of another weapon;

Pyromancer talent - Fire Within. It should have always been there before but was not accessible;

  • Prerequisites for Psyker Minoris, Psyker Majoris, Psyker Extremis, and Psyker Terminus (talents that increase Psy Rating, were previously named Psy Rating 1-4) were changed. They now require 1 less level for Unsanctioned Psykers and 6 less levels for Sanctioned Psykers. This also means that psykers (especially Sanctioned ones) can take more powerful psychic powers earlier;
  • "Horde" enemies always had a penalty to their dodge, but in this patch, we are changing how it is calculated. Their dodge was previously halved after all modifiers. For example, if you had a basic Drukhari enemy with 40 agility, that Drukhari had 30% (base) + 40% (agility) + 10% (nimble, talent all the Drukhari have) = 80% dodge before reduction. You, for example, attack them with someone who has 30 perception and an ability that reduces the target's dodge by 12%. So, that Drukhari had 80%(dodge before reduction) -30%(perception) -12%(dodge reducing ability)=38% dodge chance. This dodge was further halved to 19% by "horde" dodge penalty;

    This calculation reduced the effectiveness of all dodge reducing abilities applied to "horde" enemies, so we decided to change it. Now hordes have their dodge reduced by 15% and by a half of their agility (so, exactly by a half of their base dodge chance).

    With these changes that Drukhari enemy now has 45% dodge before reduction = 70% base dodge + 10% (nimble) - 35% (half of base dodge, 15% half of base 30 and 20% half of base agility). After reduction it will be equal to 3% = 45% (dodge before reduction) - 30% (perception) - 12% (dodge reducing ability);
  • Arch-militant psyker now works far better than before - psychic powers now count as attacks of an appropriate type for the purposes of Versatility Arch-militant feature. Syphon Life, Psychic Shriek, Mind Rupture, Ignite, Incinerate, Purge Soul, and Vision of Death now count as single-target ranged attacks. Psychic Assault, Emperor's Wrath, Lightning Arc, Molten Beam, and Firestorm count as ranged area attacks. Inferno counts as a ranged burst attack;

Other changes​

  • Acceleration Protocols talent now correctly grants MP only after successful melee attacks;
  • Officer's Focus! talent now increases the target's Perception and Ballistic Skill by 2+(Officer's Fellowship Bonus/2) for every stack of the effect;
  • Officer's Steady! talent now increases the damage of the target's next attack by 5% + 1% for every cell of distance to the target;
  • Officer's Take Aim ability now correctly works with the Killing Edge ability;
  • Aeldari Machine Taming feature was not decreasing dodge in some cases when it should have - fixed;
  • Arch-Militant's Calm and Steady was adding flat damage bonus instead of percent - fixed;
  • Arch-Militant's Reckless Rush ability can no longer be used while the Arch-Militant is under the effect of Reckless Rush;
  • Arch-Militant's Heavy Gunner talent how has a minimal AP cost;
  • Arch-Militant's Shoot on the Hands talent now works on grenades;
  • Grenades now count as an area ranged attack for Versatility (the Archmilitant's class feature);
  • Assassin's abilities Death Whisper and Killing Edge now have the corresponding names for their second weapon versions;
  • Assassin's Create an Opening talent now correctly works with all enemies, including those spawned after the combat starts;
  • Assassin's Death Whisper and Killing Edge abilities could be used several times without having a required talent - fixed;
  • Assassin's Lone Killer talent was not correctly working in some cases - fixed;
  • Assassin's Death Whisper ability now correctly reduces the base damage of the attack;
  • Assassin's Killing Edge and Death Whisper received a variant for second hand attack;
  • Fixed incorrect damage display when using the Killing Edge ability;
  • Masterful Precision did not increase the range of the Heroic acts and Desperate measures of Assassin and Bounty Hunter - fixed;
  • Bounty Hunter's Claim the Bounty ability now does not spend all MP, as intended;
  • Bounty Hunter's Gruesome Kill talent was applying the debuff as if the enemy was 1 difficulty tier lower - fixed;
  • Bounty Hunter's Hunt Down the Prey ability now correctly gives the Bounty Hunter bonuses when killing Prey during additional turns;
  • Claim the Bounty (Off Hand) ability no longer spends MP;
  • Bounty Hunter's Expert Finesse talent now correctly checks the enemy's difficulty tier;
  • Bounty Hunter's Savour the Kill talent no longer allows to use grenades;
  • Bounty Hunter's Savour the Kill talent no longer allows using offensive psychic powers;
  • Fixed Raid Bounty Hunter ability numbers;
  • Fixed Bounty Hunter's Pierce the Armour talent armour reduction;
  • Hunter's Inspiring Trophy talent had technical buffs that were shown in the inspect interface - fixed;
  • The damage dealt by Hunter's traps was not reflected in the combat log - fixed;
  • Vanguard was not getting a stack of Unyielding Beacon if Vanguard parried or dodged the attack - fixed;
  • Vanguard's Bulwark ability was giving immunity to push only after the end of Vanguard's current turn. Now it works on their turn too;
  • Fixed the description of Follow My Lead ability: it affects not only the Vanguard, but also allies;
  • Cassia can no longer move turrets with Notch of Purpose, Point of Curiosity, or Zone of Fear abilities;
  • Death World's Survival Instinct armour bonus was only shown in the combat log. Now the bonus is also shown on the character screen;
  • Drukhari Wyches on Dargonus will no longer have an unknown buff;
  • Endure ability now grants Warrior Toughness Bonus / 2 deflection and (10 + Character Level / 6) temporary wounds to make the ability more efficient for non-tanking Warrior;
  • Exemplar's Eager Subordinates talent no longer remains active after the end of an additional turn;
  • Updated the description of Out of My Way Exemplar talent;
  • Tricky Defense Exemplar's talent now gives 1% of dodge for every 3% of armour instead of 1% for every 2% of armour;
  • Critical Velocity Exemplar's talent now adds 5% of dodge to critical hit chance and critical damage (instead of 7%);
  • Deadly Aim Exemplar's talent damage bonus is no longer tripled on critical hits;
  • Deadeye Shot Exemplar's talent damage bonus was reduced to 2 x Perception Bonus% (from 3 x Perception Bonus%);
  • Trying to make an attack at maximum range with Masterful Precision Exemplar talent resulted in the character not making an attack at all or having a miss with 100% chance - fixed;
  • Finish the Job buff worked in space combat - fixed;
  • Fires of the Forge talent damage reduction now works for the Soul Burn as well;
  • Forge World's Pinnacle of Weaponry talent was showing incorrect numbers in the description - fixed;
  • Furious Recital ability no longer provokes an attack of opportunity;
  • Furious Recital was not giving momentum for enemies who were hit but died. Fixed this blasphemy, dead enemies are the best enemies;
  • Humanity's Finest — Agility now correctly grants the bonus to Agility;
  • Imperial World's Humanity's Finest bonus was not stacking correctly with Characteristic Training common talent - fixed;
  • Invigorate biomancy psychic power did not remove Fresh Injuries - fixed;
  • Biomancy psychic power Warp Speed had an incorrect number for agility bonus in the description - fixed;
  • Ignite psychic power displayed incorrect numbers in the tooltip - fixed;
  • Sanctic Power Psychic Awakening had an incorrect description in the level-up screen - fixed;
  • Burning Blood pyromancy talent now deals damage to enemies around the psyker rather than around attacker, as intended;
  • Leader's Get Back in the Fight! ability now correctly removes all damage over time effects;
  • Leader's Heroism talent affected the Psychic Powers and Navigator Powers that count as attacks, but the effect was not removed after using them, allowing the leader to use them for 0 action points without limitation - fixed;
  • Leader's Take Aim! now makes the dodge chance zero instead of giving a -200% modifier to dodge chance;
  • Lifetime of Scars talent reducing bleeding damage - fixed;
  • Molten Beam had always reduced enemy armour by 10%, instead of by 10 + 2 x Psy Rating% - fixed;
  • Operative's Dismantling Attack now correctly applies a stack of Exploit on all enemies in combat;
  • Perfect Spot ability can no longer be used if it's still active;
  • Pray Against now correctly grants the AP during all rounds of the combat, and is correctly removed after the combat ends;
  • Reckless Fury talent now makes the Reckless strike attack a guaranteed critical hit if it hits, instead of increasing the chance of a critical hit;
  • Reckless Strike could force enemies, other than the target of the attack, to attack the caster - fixed;
  • Sanctified Slayer talent description has been corrected;
  • Soldier's Point-Blank talent now correctly applies its effect to all enemies;
  • Strength in Numbers talent could incorrectly count units around the character, which resulted in wrong bonuses given to Resolve - fixed;
  • Suppression Fire! talent now works correctly for melee attacks;
  • Finest Hour! (Upgrade I) was not applying Voice of Command correctly until the end of combat - fixed;
  • Finest Hour! (Upgrade II) heroic act upgrade now correctly removes bleeds and toxins;
  • Warp Speed ability bonus to Movement Points was not properly scaling with Psy Rating - fixed;
  • Disarm talent now correctly works on AoE melee attacks;
  • Dispatch - Second Weapon option for the Heroic Act is now unavailable if there is no second weapon equipped, reducing the risk of misclicks;
  • Humility Protocol ability now correctly no longer affects Pasqal;
  • In some cases, Pasqal could not use Death Whisper — Second Hand ability - fixed;
  • Aiming Protocols talent now grants the correct amount of damage reduction;
  • The messages in the combat log regarding the damage from gas grenades were sometimes duplicated - fixed;
  • Wall of Rockcrete ability can no longer be used outside of combat;
  • Warp Outrage feature and related buffs now also grant energy damage reduction;
  • Minimal Party Damage difficulty setting no longer applies to party friendly fire;
  • Steel of the Forge talent bonus now is correctly shown on the character screen even outside of combat;
  • Warp Tremor ignored several effects, affecting knocking creatures prone (e.g. Grand Strategist's Stronghold Stratagem);
  • Adrenaline Surge Biomancer’s talent used to work on all additional turns given to Biomancer - fixed, it only now works on the first turn as intended;
  • Air of Authority can no longer be used on targets that already have the Air of Authority effect;
  • Attacks that are already free (like the one at the end of Fighter's Charge ability) will no longer waste bonus attacks provided by the Veteran's Steady Superiority ultimate ability;
  • Baleful Scars debuff from a book event now decreases Toughness instead of Perception in addition to other stat debuffs;
  • Blessing of Saint Cognatius and Peak Condition now correctly count towards prerequisites of talents (e.g. Heavy Armour Proficiency);
  • Bloodblight now applies Bleeding based on Bleeding power bonuses from items;
  • Curse of Rust now correctly reduces Armor and Deflection;
  • Danse Macabre no longer allows to end movement on a tile occupied by another unit;
  • Effects of Dashing Aquila weren’t reflected correctly in the combat log - fixed;
  • Finest Hour! (Upgrade IV) ability was fully redesigned. Now it makes all non-attack abilities cost one less AP during the additional round;
  • Firearm Mastery (Upgrade IV) Heroic act upgrade no longer counts dead enemies;
  • Fixed a bug when the Necrons Falling Apart effect sometimes does not deal any damage;
  • Fixed armour value from Body of Flames talent;
  • Fixed description of the Death to Traitors Commissar ability to reflect that he kills allies with it;
  • Adjusted enemies at Kiava Gamma on Normal difficulty and below;
  • Fixed Forge World Persistence of the Forge talent;
  • Fixed incorrect MP/AP calculation when hovering over a trap in combat;
  • Fixed Overpower which was working not only on heavy weapons;
  • Fixed the stacking of sanctic psychic power Hammer of the Emperor's effect;
  • Horrors of Warp debuff now applies its penalties to stats after loading a save inside combat;
  • Imperial World Stronger Together talent no longer works on xenos companions, as intended;
  • Increased the range of Analyse Enemies Expose Weakness and Poised to Strike to 40 so that snipers could use them;
  • It is no longer possible to use another combat zone on the first round after using Combat Locus;
  • Mind Siege now deals mental damage as intended;
  • Mystic Ward now gives deflection to allies;
  • Necron Skorpekh Lord Cryptogeometric Adjuster Ability had visual issues and didn't follow the target as intended - fixed;
  • Nerfed the armour of some Sslyth in Act II;
  • Now units affected by the Orchestrate Flames effect won't remove Burning when using medkits and items;
  • Number of powers already used for the Warp Minds psyker talent is now shown as a stacking effect on the psyker;
  • Opening Strike talent now works correctly with push mechanics;
  • Path of Redemption now works only on negative changes to momentum;
  • Set bleeding strength of Serrated Glimmersteel Blade and Glimmersteel Blade to 8;
  • Shroud of Pain ability no longer moves on the ability panel after use;
  • Sewer Aroma debuff is now removed when the player enters the system map;
  • The description of Courage and Steel feature was incorrect - it allowed players to spend less Momentum on activating Heroic acts instead of the described effect. The description was updated accordingly to reflect this;
  • The effect of the telepathy psychic power Dominate is now shown in the list of effects on the target, making it easier to understand whether the psychic power has worked or not;
  • The effect of Warp Curse Unleashed now has the correct name and description;
  • The Nurgle buff that restores wounds with incoming toxic damage now has a name and description (Nauseating Regeneration);
  • The sword made with Sword of Faith psychic power dealt incorrect damage on attacks of opportunity - fixed;
  • It’s no longer possible to indefinitely increase the Veil level by repeatedly starting and cancelling the use of psychic power;
  • Tooltip of Assign Objective Tactician ability now clearly shows that it does not stack;
  • Ulfar now has Rapid Reload talent instead of Second Skin talent, which had no effect on him.
  • Undam the Sea of Souls Navigator talent now works with the Navigator powers Notch of Purpose and Spot of Apathy;
  • Adjusted the Navigator power vs Navigator's ability terminology in several Navigator-specific talents;
  • Using a Heroic act or Desperate Measure that gives additional attacks (e.g. Firearms Mastery) during an interrupt by Savour the Kill talent now allows to make attacks;
  • You can now run around obstacles with Blitz Stratagem;
  • Fixed the description of the Field Retraining ability;
  • Fixed the description of the Frenzy Injection ability and the Unnatural Frenzy buff to make it clear that creatures with the buff are immune to damage;
  • Fixed the description of the tech-use skill: it is affected by Intelligence, not Perception;
  • If an enemy turned into a Chaos Spawn while standing too far from the player's party, the combat could become endless - fixed;
  • Drukhari Mandrakes will stop trying to land their Final Strike if they can't act;
  • Charge attack could result in the character being frozen, and the enemy changing position - fixed;
  • Fixed a rare issue where companions joining combat in the middle of the fight through cutscenes would have no action points on their first turn;
  • Turrets no longer sometimes skip their turns during battles;
  • Calligos Winterscale no longer moves in spurts while using his unique ability;
  • Distance for shooting at large creatures always used the distance to a specific square on the creature instead of the distance to the closest square. This could cause an unexpected loss of effective weapon range - fixed;
  • Fixed a bug where it was possible to increase the space available for positioning before a battle using save - load;
  • Fixed an issue with AI for Drukhari Wyches who could sometimes spend their turn entirely on repeatedly using Grave Lotus;
  • Fixed a bug with charge that caused lag and prevented the tiles of the predicted path on the ground from being displayed;

Items​

  • A lot of item icons were updated;
  • Unknown Thrown item is now Mindscrambler Grenade;
  • Notes on Weaknesses now correctly increases all direct damage dealt;
  • Carmine Crown now drops from Yremeryss;
  • Added new animations for Heavy Stubber, Heavy Bolter, and Heavy Flamer;
  • Archeotech Fusion Gun - fixed damage increase to targets with Warp Burning and Soul Burning;
  • Battle-Scarred Mantle - fixed the removal of DoTs of the same type (e.g. Burning and Warp Burn);
  • Battle-Scarred Mantle now adds a bonus to Bleeding power from other items;
  • Bayonet Chain Knife now doesn't apply Bleeding to distant enemies if the wearer stands next to another enemy;
  • Bladed Boots - fixed adding bonuses to Bleeding from other equipment;
  • Camo Cloak wasn't working - fixed, now it will give the bonus to dodge equal to the attacker's Perception when the wearer is behind full cover against the attacker;
  • Chartist's pendant no longer drops twice in different locations;
  • Clarified in the description of Caligae of Saint Keefe that it also works on Desperate Measures;
  • Daemon Tool now works with Immolate the Soul;
  • Dissector's Amulet - added damage from Warp Burn / Soul Burning / Biophysical Distortion;
  • Elder Flow now correctly affects only the first attack made in the first round of combat;
  • The Emperor's Wrath ability from the Staff of the Righteous Pyre always healed the maximum amount of wounds. Fixed, it will now heal as much as the damage dealt.
  • Fencing Boots didn't work during the player's turn - fixed;
  • Fireblessed Carapace - added immunity for Warp Burn and Soul Burning;
  • Fixed a lot of Solid ranged weapons not working correctly;
  • Agonising Splinter Pistol will no longer stack Viral Toxin from shots made by other weapons;
  • Fixed Arena Glimmersteel Blade and Splinter Pistol Agony descriptions;
  • Fixed Assault Lasgun not decreasing enemy Deflection properly;
  • Fixed Bleeding bonus for Pack of Reagents;
  • Fixed Blessed Lamp of Petrakara Warp plasma explosion;
  • Fixed Dissector's Amulet - damage now dealt for each hit;
  • Fixed Dissector's Amulet, Xeno Emitter, Hungering Mind, Anatomist's Amulet DoTs damage visualization in the log;
  • Fixed Djin Blade of Yremeryss not decreasing enemy stats properly;
  • Fixed DoT effect of Agonising Splinter Pistol;
  • Fixed Flamer Digi-Weapon adding Burning Force from other items and Needle Ring adding Viral Toxin Force from other items;
  • Fixed Omnissiah's Providence axe not applying correct buffs on targets without Exploits and Expose Weakness;
  • Fixed Scorpion Chain Sword granting unaccounted +20 Strength;
  • Fixed Sol-Pattern Longlas missing increased Critical Damage;
  • Fixed the incorrect cost of some voidship weapons;
  • Fixed the increase in applied DoTs of Breath of Purgation, Agonising Splinter Pistol, Serrated Glimmersteel Blade;
  • Toxic Flamer now works as described;
  • Fixed Unhallowed Bellow bolter never applying Immobilised effect;
  • Fixed Watcher From Above sword granting excessive Parry chance (35% -> 25%);
  • Flamer Digi-Weapon can now be used in enemy melee range;
  • Flashlight Emitter item no longer spends all the movement points after the attack in response to attack of opportunity;
  • For some mysterious and long-forgotten reason (must be Archeotech!), all hammers in the game were incorrectly reducing the enemy's Weapon Skill by 10 on top of their normal effects - fixed;
  • Gem of Dark Vitality could be looted twice in different locations - fixed;
  • Immaterium Routing Amulet has got its description updated to reflect its effects correctly;
  • Improved Dodge Penetration for a number of weapons of Dark Lance and Blaster types;
  • Judex Heavy Flamer was completely redesigned to work in the following way: Enemies struck by this flamer gain Painful Flame in addition to Burning. Targets with Painful Flame must perform Willpower (-10) check at the start of their turn. On a failure, they run to their random ally and make them burn with the same level of burning and with Painful Flame;
  • Litany of Exhaustion now affects both ranged and melee single attacks;
  • Mask of Whispers - Warp Tremor triggered by the Mask no longer affects the wearer;
  • Melta Charge, Multikey, and Machine Rite Set were moved to the Usable category in the inventory;
  • Pair Holster now works according to its description;
  • Psyker and Navigator staves are now doing impact damage instead of rending damage as intended;
  • Ranger's Visor can no longer be found twice in different locations;
  • Saint Cognatius's Ostensorium - bug fixed, now correctly works on all psykers;
  • Saint Cognatius's Ostensorium now works with Immolate the Soul;
  • Saint Cognatius's Scriptures now rerolls any skill checks once;
  • Saturated Cape, Battle-Scarred Cape, Instability Detonator, Fireproof Cape now take off Soul Burn effect;
  • Some cloaks were not affected by recoloring when worn by female characters - fixed;
  • Stub Revolver was incorrectly displayed on the model if put into a specific inventory slot - fixed;
  • Tearing Vengeance - the damage is now correctly inflicted at the start of the character's turn;
  • Telekinetic staves that were made for the Telekinesis psyker branch that was scrapped early in development, were removed from game;
  • The Heavy Stubber now attacks faster;
  • The Modified Artificer Armour could have incorrect visuals if equipped on female characters - fixed;
  • The Vision of Death telepath staff psychic power has dealt an extreme amount of damage paired with talents Deadly Calculation and Mind Siege - fixed;
  • Toxin Grenades now display the area of explosion grid similar to the other grenades;
  • Using the Consign Diviner Staff psychic power by a psyker with an Unnatural Luck diviner talent applied the Unnatural Luck effect on an enemy, protecting them from critical hits - fixed;
  • Virtuous Vindication - bonuses from items now apply to the applied Burning;
  • Weakness Detector now works according to its description;
  • Xeno Emitter now applies Psy Dampening when applying Warp Burn and Soul Burning;

Locations​

General​

  • Hundreds of minor changes to locations across the game: updated visuals, fixed collision, improved navigation;
  • Space Marines will now have a much easier time navigating through many locations in the game;
  • Fixed not being able to loot some characters;
  • The storm on Salis Prime will no longer prevent the player from leaving the location;
  • Updated visuals of the glowing green globe over the table with a star map on the bridge to be more in line with the rest of the visuals on the bridge;
  • Theodora's secret room in the Rogue Trader's quarters is no longer visible through the wall;
  • Fixed a number of spots across the game where it was impossible to shoot from a high ground for no apparent reason;
  • Quickly skipping Cassia's dialogue in Rogue Trader's quarters could cause the characters to teleport to the bridge, which would break the following cutscene - fixed;
  • It is now a bit brighter on the Heretical version of the bridge;
  • It was possible to visit the area related to Pascal's quest without him, which broke the game - fixed;

Prologue and Act I​

  • Toxic pools created by the Chaos Spawn in the Prologue no longer stay after the battle;
  • Certain wires in a cultists' lair on Rykad Minoris should have had another colour - fixed;
  • Fixed navigation in the Upperway;
  • It was possible to ask Sergeant Malgar about the men assigned to assist him, even if no men were assigned - fixed;
  • The puzzle with the wires on Rykad Minoris has been slightly changed to make it easier to solve;
  • The sergeant talking to Rogue Trader on Rykad Minoris will now bow to the Lord Captain in the cutscene;
  • Some enemies from the Rykad Minoris combat encounters were combined into squads;
  • Skipping a cutscene at Eurac V no longer does odd things with your camera;
  • Mutants in the Macrocannon Chamber fight will no longer endlessly spam grenades, going into melee instead;
  • Mutants at Eurac V (if you arrive too late) now drop their knives after death;
  • Many visual improvements to Electrodynamic Cenobium;
  • Added backpacks to some cultists in the Electrodynamic Cenobium;
  • Fixed the issue with the shuttle after coming back to the star port on Rykad Minoris;
  • Removed a couple of unnecessary corrupted stones on the prison planetoid Rykadi Philia;

Act II​

  • A broken trap in the Shadow Quarters on Footfall has been removed;
  • It was in some cases possible to attack guests at your coronation causing them to explode violently - fixed;
  • Improved lighting at the Adeptus Amasecus;
  • Fixed errors that occurred in the log during the money distribution cutscene at the ceremony of the Rogue Trader's public induction as the heir of House von Valancius;
  • On the Drifting Voidship, it was possible to start the final dialogue with the Magos without entering the room where he was located - fixed;
  • A trap in the Upperway is now possible to disarm normally;
  • Players could shoot through the wall during the Space Hulk encounter - fixed;
  • Added destroyed buildings to the background during the siege of Rogue Trader palace;
  • Aeldari Guardians on Janus will now make up their mind and one of them will no longer sometimes randomly become neutral to the party;
  • You can no longer exit from The Upperway through the same spot you entered it if you jumped into the cultist den from the street;
  • Vladaym Tocara has finally installed a door to his residence;
  • The additional quest objective about the Lens in the cultist den in the Upperway is now given through the dialogue, not only through interaction with the Lens;
  • Dissolved an annoying pillar that covered the view in the intro cutscene at Kiava Gamma;
  • Encounter in the Dark Hideout on Footfall was made significantly more challenging;
  • Fixed a case where a single random NPC at Footfall charged the Rogue Trader's party in a hopeless attack;
  • Fixed a spot in the Adeptus Amasecus that could teleport the characters to inaccessible areas when playing with a controller or on console;
  • Rebels on Janus will no longer have duplicate names;
  • Fixed errors with incorrect entry into the Kiava Gamma Manufactorum;
  • Fixed some lighting on Footfall;
  • Fixed lighting on some NPCs on Footfall;
  • Fixed positioning of interactable trade goods in a stand in the Upperway which were visually located too far from the character to properly see them;
  • Improved pathing in the Upperway;
  • Improved The Upperway visuals;
  • The lighting lamps on Kiava Gamma could hang in the air. A squad of repair servitors ran cables along the ceiling;
  • Fixed some smoke effects on Footfall;
  • Fixed issues with navigation at Kiava Gamma;
  • Two encounters could happen simultaneously in the Adeptus Amasecus - fixed;

Act III​

  • After the battle with the gladiators in the Commorragh Arena and before the battle with the Proselytes, the party did not restore health - fixed;
  • After the Rogue Trader decides the fate of the Commissar and Malice, they both could stay in cages - fixed;
  • During the first battle in the Arena of Commorragh, the Chimera could not descend to the platform to join the fight - fixed;
  • In the Outer Spire Halls Heinrix could get stuck on the table - fixed;
  • In the Outer Spire Halls the Lord Captain could get stuck on the table - fixed;
  • The clones in the Haemonculus's Laboratory have been updated and should represent the original better;
  • Fixed some geometry issues at the Outer Spire Halls, where it was possible to get stuck;
  • Improved the camera movement in multiple Act III cutscenes;
  • If Argenta is killed in Act III, she can be looted;

Act IV​

  • Major improvements to lighting at Quetza Temer, which should give the location a new feel;
  • Chaos Space Marines on Eufrates II had incorrect damage modifiers - fixed;
  • Xavier Calcazar tightly locked the door in the Liege's palace on Footfall, so the Lord Captain could not get inside. We've opened the door, so now he's ready to talk;
  • An additional location exit has been added to the Quetza Temer;
  • During the boss fight with the Defiler, certain areas made it difficult for Ulfar to navigate - fixed;
  • Landing to Eufrates II could become non-interactable - fixed;
  • Added a rumour leading into Unidentified Ruins;
  • Aeldari rangers at Quetza Temer received visual customization to give them a less uniform look;
  • Dargonus could become unavailable in Act IV - fixed;
  • New loot added on Santiel's Pride;
  • Fixed Quetza Temer location borders;
  • Improved camera movement in cutscenes with Uralon;
  • Reduced the effects of warp corruption clouds in Machine Cathedral;
  • Way too much experience was awarded in one of the encounters at the Machine Cathedral - fixed;
  • Dialogue with the surrendering enemy wasn't always working on the first attempt at thе Machine Cathedral - fixed;
  • Fixed a tooltip for the exit button on Footfall, which now correctly states it returns you to the ship;

Act V​

  • Fixed an issue where after loading the game, the broken Necron at the Epitaph would arise and fight, but be invulnerable. You will need to load the game before the fight for the fix to take effect;
  • Fixed the background in the cutscene in one of the Necron Tombs;
  • One of the pillars in the ancient Necron tomb could be interacted with infinitely, granting experience each time - fixed;
  • Added a beautiful hologram related to the final enemy to the Epitaph Crypt Arena;
  • Added von Valancius flags on the Epitaph;
  • Necrons at the Epitaph no longer hover in the air;

Visual

General

  • Added the ability to show the headpiece from the suit even if the helmet is worn;
  • Improved the contrast and visibility of red routes on the Koronus Expanse map;
  • Achilleas' model was updated to reflect the brand new portrait;
  • Corpses will no longer disappear when looking under certain angles;
  • Added minor visual improvements to a variety of secondary NPCs;
  • Adjusted the position of the Blast Pistol on the character model on the character screen;
  • Adjusted the position of the Stub Revolver on the character model on the character screen;
  • An unidentified screw was seen hanging in the air on Rykadi Philia. Adeptus Mechanicus cleared the area of the strange object and took it away for further study;
  • Cassia used to look strangely if she was equipped with a certain amulet - fixed;
  • Cassia's staff was turned incorrectly in the character window (inventory screen). It is now fixed, in keeping with the grandeur of the house Orsellio;
  • Units will no longer tremble while standing behind cover at the beginning of the fight;
  • Fixed visual glitches with belts on male characters;
  • Fixed clipping for Drukhari Beastmaster clothes;
  • Fixed Jae's face in the bar cutscene;
  • Fixed various visual glitches on some armours;
  • Fixed the male psyker's origin outfit in the character generation;
  • Painted the clothes of the inquisitorial guard red, because red goes fa..., ahem, looks better;
  • Purple textures could appear at the von Valancius palace - fixed;
  • Restored the proper texture resolution for the statue of Parsimus Dewain;
  • The augmentations were displayed incorrectly on the male face version 2 during character creation - fixed;
  • The hat texture for the Rogue Trader with the Imperial Navy background was fixed;
  • The helmet hiding function changed the colour of a character's clothing when switching to another character - fixed;
  • When a cultist enemy turns into a chaos spawn, the camera will now be centred on that event;
  • Improved Janus visuals: added waves to the sea, birds to the jungle, leaves to palm trees, and so on;
  • Ravor's portrait was mirrored when playing with a controller or on console - fixed;

Animations​

  • Slow motion effect on kills used to stack when multiple enemies were killed simultaneously, causing extremely slow animations - fixed;
  • Improved lighting in many different locations;
  • Planets on the star system map now slowly rotate;
  • Added animations for starting and stopping movement;
  • Theobald Orsellio's run animation has been fixed;
  • Fixed Dark Lance and Drukhari Turret animations;
  • Fixed Sslyth death animations;
  • Added animations for Necron Immortals;
  • Added extra Space Marine Attack animations for cutscenes;
  • Added idle animations for Adeptus Mechanicus Ruststalkers;
  • Added multiple new animations for Janusian Lacerax, including sitting and lying on the ground;
  • Aeldari’s necks no longer look broken in some animations;
  • Fixed a movement bug with Aeldari dodge animations;
  • Fixed animation for cultists at the Electrodynamic Cenobium;
  • Fixed animations for Bloodhound Staff and Astronomican Regalia;
  • Fixed some left hand animations;
  • Fixed choppy animations when climbing up or down the stairs;
  • Fixed death animations for Cronos Parasite Engine;
  • Fixed character holograms during movement planning and their animations;
  • Fixed Pasqal animations with some xenos weapons;
  • Fixed Pasqal's burst fire animation;
  • Fixed Pasqal's weapon reloading animation;
  • Fixed Pasqal animations involving mechadendrites;
  • Fixed T-posing of Electro priests in Archeotech Reactor;
  • Fixed the arms holding the Sniper Rifle for Astra Militarum Commanders;
  • Fixed the disembark cutscene on Rykad Minoris, no more T-posing characters;
  • Fixed the Aeldari weapon grip glitch;
  • Fixed the problem with the enemies not being able to stand up from the cover;
  • Fixed the visuals for the Deadshot Splinter Rifle on some characters;
  • Fixed visuals for the two-handed grip of stormbolters;
  • Fixed weapon placement for Aeldari and Drukhari;
  • Flamethrower animations have been fixed;
  • Improved animations for Space Marines going out of cover;
  • Improved destruction animation for small Necron obelisks;
  • Improvements for crowd animations;
  • Improvements to human animations;
  • Minor improvements to "on hit" animations for various creatures across the game;
  • Multiple improvements and fixes to the animations of Yrliet and Marazhai on the character screen;
  • Skitarii will no longer randomly stand up and sit back into cover every now and then;
  • Some of the Drukhari used to hold their weapons improperly - fixed;
  • Space Marines walking animation was fixed;
  • Space Marines parry animation was fixed;
  • Spitter mutants now correctly spit the acid from their mouths, not from their feet;
  • Sword of Faith psychic power had no animation on some attacks - fixed;
  • The pause in the animations of the final enemy intro cutscene has been fixed;
  • The grip of Aeldari rifles has been fixed;
  • A certain ring is now shooting from the correct hand;
  • The twitching cloak in Heinrix's inventory has been fixed;
  • Zombie animations were not working correctly for female characters - fixed;
  • Argenta's backpack no longer floats in the air when she is equipped with armour;

Visual effects​

  • Added new visual effects to various Pyromancy powers;
  • Added a new visual effect for the appearance and dissolution of ghosts, apparitions, and warp entities;
  • Added a new visual effect for the ritual circle in Prologue;
  • Demons summoned in cutscenes now use effects corresponding to their Chaos God;
  • Added dust for the “warp weather” effect;
  • Added new visual effects for Drukhari Grotesques - light from the ichor flasks, gas, smoke, etc.;
  • Added physics to minor elements (seals, parchments etc.) of some weapons;
  • Added visuals for Earth Protests ability;
  • Added visuals for Warp Blast ability;
  • Added warp effects to the cutscene where Kunrad forces the player into opening the Warrant Chamber;
  • Baleblast visual effect didn't work correctly for Mandrakes - fixed;
  • Blood no longer sometimes hangs in the air;
  • Improved visual effects in the final fight;
  • Fixed a funny visual bug with two-handed ranged weapons, where re-equipping them into the same slot in a certain order caused the weapon to shrink horizontally by about 5% every time, eventually becoming shorter and shorter;
  • Updated visual effects for the final enemy;
  • Fixed allied escort ships' engine visual effects;
  • Fixed an issue with multiple types of grenades where the visual effect would persist forever after use;
  • Fixed excessive blinking of cogitators in the final battle;
  • Fixed the disappearing vat from which lava is poured over the characters at Kiava Gamma;
  • Fixed the Hellbrute's visual effects;
  • Fixed the visual issues with Inferno psychic power provided by the pyromancer staff;
  • Fixed warp effects when using Set The Trap ability in combat;
  • Improved the quality of shadows cast on the character in the inventory window;
  • Lidless Stare visual effect will no longer remain on dead targets;
  • Minor visual improvements to the Chaos Spawn cutscene in Prologue;
  • New frost visual effect in a romance cutscene with Heinrix;
  • Improved visual effect for the Ghost of Theodora's appearance;
  • Removed highlighting of discovered loot in cutscenes;
  • The cogitators on the bridge could malfunction in odd ways - fixed;
  • Waking Nightmare Navigator ability now has a visual effect;
  • Walls will no longer randomly spit out blood unless there's a disturbance in the Warp;
  • When opening doors, the area behind them remained covered by shadows - fixed;
  • Added more visual effects to the cutscene leading up to the final boss battle on Epitaph;
  • Burning effect from Immolate The Soul ability no longer disappears early;
  • Flamethrower ring effect now better aligns with the character’s hand;
  • Improved Lance weapon visuals in space combat;

User Interface​

  • You can now sort the cargo by value for vendors;
  • In weapon tooltips, both the effective range and the maximum range are now displayed;
  • Added filtering and sorting by item type and item stats to the inventory;
  • A lot of item icons were updated;
  • Fixed issues with assigning ship posts;
  • A whole array of improvements to the level-up screen;
  • Added End Turn hotkey in the settings;
  • Reputation level progress bar looked like the previous level was the one that was being filled - fixed, it will now display the current upcoming reputation level being filled;
  • Improved display of Chinese and Japanese localization in UI;
  • Improved font and spacing of text in book events;
  • The message when reaching the save limit has been corrected from “Can't continue playing to save progress free up to at least 0 kb…” to the proper version - “Can't create more saved data for this game or app”;
  • Added a description to the option in the game settings that allows turning off confirmation after loading. It is now clear that this option includes confirmation from other players when loading in co-op;
  • Fixed a number of bugs causing incorrect skillcheck success chance to be displayed;
  • Added a warning about mods and possible issues with them in co-op, if any are installed;
  • Added a Hotkey for Opening/Hiding the Combat Log;
  • Added a tutorial for speeding up animations;
  • Added an additional highlighting visual effect to the Warp Travel button on the System Map, if the player has never clicked it yet;
  • Added buttons for scrolling menu items during Character Creation;
  • Added description for the Crowd Density setting in the game settings;
  • Added descriptions to the mercenary recruitment menu (including when hiring a new Navigator);
  • Added filter hints for Combat Log when playing with a controller or on console;
  • Added scrolling to the message box for controller and console interface;
  • The base amount of Wounds now displays correctly on the character info tooltip;
  • Buffs applying to the voidship will no longer display in ground combat during inspection;
  • Collecting the remaining loot upon trying to leave a location is now followed by a dialogue window with a prompt to leave the location;
  • Combat log was displaying incorrect messages for repeated attempts to open a locked object - fixed;
  • Dodge penetration provided by armor was incorrectly categorized as Weapon in the Combat Log - fixed;
  • Drag&Dropping an item no longer sometimes makes the icon dark;
  • Duplicate quest names have been removed;
  • Fixed a bug where a completed quest could sometimes be shown as a new quest in the quest log;
  • Fixed visual issues with the level-up window if another character was selected when hovering over an ability;
  • Fixed a bug where buttons to interact with objects on a location could sometimes remain visible through a book event page;
  • Fixed a bug where hovering over the “close” button would scroll the text upwards in the tutorial window;
  • Fixed a bug where interactable objects could be clicked from a very large distance if they were on a different height level;
  • Fixed a bug where items would end up in the wrong area when transferred from Cargo to Inventory part of the loot window;
  • Fixed a bug which caused item icons to disappear when Appearance Settings were open;
  • Fixed a bug which prevented the vendor window from closing upon pressing ESC;
  • Fixed a number of cases where taken and unavailable talents were not showing as locked on the level up screen;
  • Fixed a tooltip for Medikits to reflect that they require a Medicae Advancement to be used;
  • Fixed abilities descriptions in the character screen;
  • Fixed an issue where a tutorial could remain on top of "Your party was defeated" message - it will now be closed automatically in such case;
  • Fixed an issue where some units did not display their lifebars during the second battle in the Commorragh arena;
  • Fixed an issue where the pantograph would get stuck in the wrong position when switching Character Creation pages;
  • Fixed an issue where the Rogue Trader portrait and name sometimes did not appear in the dialogue;
  • Fixed an issue with incorrect colours in Appearance settings being displayed when playing with a controller or on console;
  • Fixed captions on the map in Prologue;
  • Fixed comparative tooltips in Voidship customization window;
  • Fixed incorrect display of modifiers in the tooltips when the sum of modifiers was equal to 0;
  • Fixed incorrect formula display in glossary tooltips;
  • Fixed missing Inquisitor's portrait in the dialogue in Act IV;
  • Fixed issues with selection frame sometimes duplicating in the save/load menu when playing with a controller or on console;
  • Fixed minor visual problems with hints for searching credits on console or when playing with a controller;
  • Fixed notification borders in Text events;
  • Fixed selector behaviour in the Load Game screen;
  • Fixed settings for showing gained experience in dialogue and gained items in dialogue;
  • Fixed issues with the Close button on the Global map;
  • Fixed the hints display in the Vault window when playing with a controller or on console;
  • Fixed the issue where the error window in the Main menu still opened the report window upon closing;
  • Fixed the UI getting stuck if a player opened up Colony Management screen during warp-travel;
  • Going to a mission where a specific character is required no longer reshuffles the order of characters in the party on the top of the screen;
  • Improved interaction with the tooltips in the inventory for playing with controller and on console;
  • Increased the contrast of font for dialogue responses;
  • Increased the font size of the notification about possible problems with mods;
  • It was possible to open the location map from the global map interface through a complicated combination of actions, which caused the UI to go haywire;
  • Level of the character is now checked correctly for available abilities during level up;
  • Level up arrows will no longer be visible during combat. Previously you could get into the level-up menu in combat, but couldn't level anything up, which was confusing;
  • Location map no longer disappears near elevators;
  • Loot window now opens with a slight delay when using a melta charge, to allow the player to actually see the explosion;
  • Minimum damage (%) setting is now correctly reflected in the combat log;
  • Minor improvements to trade and cargo interface;
  • Minor improvements to the loot window;
  • Narrator text in dialogues was made more contrast and easier to read;
  • New Conviction level is now always announced when obtained;
  • On the Skills page in the Character Window, some talents and active abilities have been moved from the Origin Talents to the Grand Master Archetype Talents;
  • Removed duplicate information from weapon tooltips;
  • Replaced the penalty to rolls with a penalty to stats in the Staggered description;
  • Ship coordinates on the system map no longer reset after loading the game;
  • Some armour and weapon bonuses weren't displayed in the character sheet if it was opened while travelling on the global or system map - fixed;
  • Space Exploration UI could break if the player opened windows in a certain order - fixed;
  • Success chance will now be displayed correctly for skill checks that use Logic and Lore: Xenos;
  • The combat log now always specifies who did the damage;
  • The dialogue settings have been moved to the general game settings;
  • The positioning of ability patterns (squares that show the shape of the attack) in tooltips has been adjusted;
  • The reward from the Bottomless Pit is now visible in the combat log when obtained;
  • The settings to disable tutorials now affect the tutorial on interacting with objects;
  • Tooltip search history no longer saves the same tooltip multiple times;
  • Tutorial for using the bug report function used to appear every time when opening it through the menu, and never appeared when using ALT+B (or on pressing both sticks of the controller) - fixed, it now appears only once in both cases;
  • Voidship on the system map will no longer be able to fly under the UI elements when playing with a controller or on console;
  • When playing with a controller or on console, ESC menu could become unavailable during book events - fixed;
  • When playing with a controller or on console, hints are now displayed correctly in the Archetypes window during character generation;
  • When playing with a controller or on console, it is now properly possible to switch character portrait order on the top of the screen even if there is less than 6 characters in the party;
  • When playing with a controller or on console, opening the inventory while in space didn't show any characters except the Lord Captain - fixed;
  • When playing with a controller or on console, pressing Decline while a tooltip is open now closes the tooltip, not the whole window for Inventory, Voidship Customization and Character Screen;
  • When playing with a controller or on console, selection frame no longer partially covers the glossary tooltip;
  • While in the ESC menu, it was possible to select responses in dialogues and move the camera - fixed;
  • You can no longer open other interfaces during trading;
  • You can now properly see the success chance on some skill checks that previously lacked it;
  • Fixed problems with the ESC menu when switching controls when playing on a console or with a controller - fixed;
  • Added a clickable pause button on the interface;
  • Added the option to hide tooltips in the dialogues;
  • Companion abilities could not be dragged in the Character Screen - fixed;
  • Fixed empty notifications in settings;
  • Fixed icons for the Finest hour and Vision of death abilities;
  • Fixed item description overlaps when equipping weapons in both hands.
  • Fixed navigation in the Cargo Vault;
  • Fixed the information overlap in Journal Contracts;
  • Fixed wrong Quest State Icons in Journal;
  • Grenades are now displayed correctly in their item slot;
  • If the user entered the Voidship Manager during a level-up and then returned to the level-up screen, the character's abilities for upgrading could become unavailable - fixed;
  • Now you can close Book Event History with the ESC button;
  • Positions of interactable objects were not updated after window resizing/resolution change - fixed;
  • Some quests were incorrectly displayed in the journal - fixed;
  • Sometimes an opened loot window could be empty - fixed;
  • Switching characters in the character menu on the bridge might not work when playing on console or with a controller - fixed;
  • Text scroll buttons in the epilogues were swapped - fixed;
  • The context menu from ship inventory could become stuck on the screen when switching to another window - fixed;
  • The hints on the System Map could disappear after exiting the inventory - fixed;
  • The page title Pre-generated Character has been changed when creating a new unique character;
  • The ship interface could be opened in Prologue via a hotkey - fixed;
  • The user interface could break when starting a new game when playing on a console - fixed;
  • The user interface in space combat could disappear - fixed;
  • User Interface during ground combat was optimised;
  • When switching characters while levelling up, some of the icons could disappear - fixed;
  • Icons could sometimes get greyed out as if unavailable in the first round of combat even if they were available - fixed;
  • Retraining the character now correctly resets the ability bar;
  • Fixed that on the d-pad for selecting a character's ability in the controller and console UI, in some cases an empty selection without an icon could be displayed;
  • Fixed incorrect display of loading percentage when starting the game;
  • Fixed inversion for some scroll bars in the Settings window;
  • Hints will now always fit on the screen;
  • Fixed incorrect position of tooltips when displaying information about a character's ability in the Inspect window;
  • Fixed incorrect display of character abilities on the ability selection d-pad when playing with a controller or on console;
  • Fixed incorrect interaction between the ESC menu and the Bug Report Window when playing with a controller or on console;
  • Fixed a bug with tutorial window being empty;
  • Fixed incorrect display of dialogue options in Book events if there are a lot of them or they are too large and do not fit;
  • Fixed incorrect visual display of Profit Factor value in space if it is too large;
  • Fixed some space objects not displaying any information;
  • Not all controller buttons were recognized for “press any key” message on the loading screen - fixed;
  • Controller UI will no longer sometimes become unresponsive after equipping an item into voidship slots;
  • Abilities will no longer disappear from the main ability bar if the game was saved with another empty bar selected;
  • Fixed the issue with hints sometimes remaining attached to the cursor forever;
  • Fixed incorrect links in some tutorials;
  • You can no longer summon the character window while loading, when playing with a controller or on console;
  • Fixed a rare issue where level up was unavailable if open through the arrows on the character portrait;

Audio

Sound​

  • Re-recorded various minor issues and inconsistencies in voiceover for many characters;
  • Fixed the voices volume drop after a certain cutscene on Kiava Gamma;
  • Characters will now talk slightly less often during movement;
  • Fixed minor sound issues in Commorragh cutscenes;
  • Added body fall sound to Necron Immortals;
  • Added sounds for additional lacerax's animations;
  • Eerie death grunt sounds were removed from the von Valancius Palace;
  • Fixed the sounds in the Footfall Anver ambush cutscene;
  • Improved weapon sounds in Ulfar's quest battle;
  • Music in some cutscenes did not stop during a pause - fixed;
  • Location-specific music could start playing during a cutscene - fixed;
  • Synchronised some sounds with their animations at Wasteland Wayfarer;
  • The frequency of characters talking is halved when switching the Phrase Frequency option to Rarely;
  • Torpedo explosion sounds were improved;
  • A stella in Commorragh will now produce a sound according to its description;
  • Added the crowd sound reaction at the Adeptus Amasecus;
  • Added a sound effect for the appearance and disappearance of Nocturne of Oblivion;
  • Added binary noises and gears sound when Pasqal opens the main gate of Electrodynamic Cenobium in the outdoor part of the location;
  • Added broken Necron sound at Epitaph Entrance;
  • Added death sounds for Talos Pain Engine;
  • Added explosion barrier sound at the Epitaph Crypt;
  • Added frightened people sounds at Navis Nobilite Station;
  • Added many improvements for sound effects in the cutscenes at the Electrodynamic Cenobium;
  • Added mechanical noise when selecting a servitor;
  • Added Message Box Sounds to Settings Key Binding Window;
  • Added missing sounds for the moving cart at Kiava Gamma;
  • Added new sounds to the Main Menu buttons;
  • Added sound effects for the Cherub;
  • Added sound effects on interaction with the Bottomless Pit;
  • Added sound effects to the dialogue with the Sergeant at The Rykad Minoris Starport;
  • Added sound reaction to Epitaph Entrance shake after Necron Lord killing;
  • Added sound to the big animated gears at the heart of the Manufactorum;
  • Added sound to the first meeting between Heinrix and Pasqal;
  • Added sound to the Warped Hologram at the end of the Prologue;
  • Added sound to when the phantom appears at the Upperway;
  • Added sounds for Cronos Parasite Engine death animations;
  • Added the sound of enemies coming at Wasteland Wayfarer;
  • Added the sound of yelling crowd at Commorragh Arena;
  • Added a sound for the Inspire ability;
  • Added sounds for mutants in cages at Footfall;
  • Added walla sound to praying people at Chorda Footfall;
  • All the creature voices are now properly affected by SFX volume slider;
  • Fixed a bug where Veil degradation sounds were heard in snowy locations without the Veil degrading;
  • Fixed a drop-off in audio volume on voice levels after certain events in Macro-Cannon Chamber;
  • Fixed Corrupted Zombie Voices, now they use Human Corrupted Voices instead of Cultist;
  • Fixed flamer reload sound;
  • Fixed minor issues with Necron portal sounds;
  • Fixed the problem with multiple spamming sounds at the Epitaph Crypt;
  • Grenade sound was incorrectly coming out from the throwing character, not from the point of the explosion - fixed;
  • Heinrix now pronounces “Omnissiah” correctly;
  • Hitting a turret will no longer produce a meaty sound as if hitting a living creature;
  • Improved sound in the chaos blade vision cutscene;
  • Improved sounds of Deadly Precision Bolt Pistol;
  • Improved sounds of Modified Autogun Item;
  • Improved the sound for destruction of the lens on the jail planetoid;
  • Resolved an issue where the humming sound wouldn't deactivate after a conversation with Bottomless Pit;
  • Some companions had incorrect voices on click before being recruited into the party - fixed;
  • Tech priests no longer sometimes use heretical voices during combat;
  • The sound of writing on paper has become quieter during dialogue;
  • There's now a distinctive sound when buying items from a vendor;
  • Warp sounds kept playing indefinitely while the player was selecting options in the random warp event dialogue - fixed;
  • Water sound from empty frozen fountains at Ice World was removed;
  • A new sound has been added for the appearance/disappearance of the user agreement window;
  • Added sound for the Voidship ramming other ships in space combat;
  • Added Sound triggers for Game Over window;
  • Added sounds for additional Space Marine animations;
  • Added the missing voice line to Cassia's companion dialogue on the Voidship Bridge;
  • Added the new sound effect for Theodora’s appearance;
  • Fixed some problems with music in the epilogue;
  • Pilot Raquel does not have a male voice anymore;
  • Removed multiple excess sound volume bars that did nothing, from the game settings;
  • The pillar falling in Prologue is now better synchronized with the sound;

Music​

  • The Tech-Priests have tuned the organ in the Lord Captain's quarters, and now you get to enjoy the new magnificent music. Make sure to check it out, you won’t regret it!
  • Added combat music to the first battle with a servitor in Prologue;
  • Added music to the credits that appear if the player refuses to become a Rogue Trader. The effort of rescuing the voidship is worth at least something;
  • Track "Nikolay Filipovich - Clash of Convictions" is used more often across the game now;

Space

Global Map and Rumours​

  • You can now access the global map directly from the von Valancius palace on Dargonus;
  • Quests are now marked in the tooltips of the star systems;
  • All available rumours are now displayed on the map as zones;
  • Diversified the loading screens in space;
  • Two warp paths could sometimes appear between the same systems - fixed;
  • Base Navigator's Insight is increased up to 5;
  • Fixed that reroute behaviour was not displayed correctly when moving the cursor away;
  • Fixed the issue where the player could skip Random Encounters by pressing the ESC button while in the Warp;
  • Fixed various issues with the routing button on the Global Map;
  • Warp jumps can now cause more than one story text or dialogue event at a time;
  • Fixed incorrect display of active/inactive rumours on the Global map;
  • Fixed a bug due to which the Unidentified Anomaly rumour was not marked as resolved;
  • Unidentified Voidship rumour now closes as completed after the Drukhari ship investigation on Rykad Majoris;
  • Fixed cases of duplicate rumour notifications;
  • Fixed rumour tooltips getting in the way of other UI elements;
  • Colony events will no longer clutter the system tooltip if already browsed;
  • Fixed cases of incorrect display of navigation elements on the global map;
  • Mu-Rho 79 sometimes displayed a ship that was not there in the list of objects, when looking from the global map - fixed;
  • Changed the appearance of notification of receiving Navigator’s insight;

Star System Exploration​

  • Fixed a case where after interacting with a point of interest on a planet, the resource was available for extraction, but was not displayed in the list of resources;
  • It is no longer possible to repeat the exploration of the mysterious ship at Rykad Majoris indefinitely, gaining skillcheck XP every time;
  • One of the exploration events no longer offers an option to ask Yrliet if she's not in the party;
  • Chartist Vessel could sometimes remain in the Atlassian Reach system after returning from Commorragh - fixed;
  • It was hard to click on Eufrates II because of the anomaly nearby - fixed;
  • It was possible to land at a station in the Langrenn's Belt system without having to fight with pirates around it - fixed;
  • Fixed incorrect behaviour of the landing window in some cases in planetary exploration;
  • Fixed incorrect display about the status of planetary exploration in Crossroads of a Hundred Dreams system;
  • Fixed bugs with the display of information about objects in systems if they appear as you progress through the story;
  • Scanning and then quickly trying to move the ship could cause the ship to get stuck - fixed;
  • Landing on a planet will no longer sometimes get stuck;

Colony Management​

  • Fixed the animation of a colony project under construction when opening the colonisation window while not being in space;
  • Fixed a bug due to which contracts and colonies could become available in Act 5;
  • Fixed a bug where remote trading through the High Factotum could become unavailable for no apparent reason;
  • Resolved the problem of controls breaking when switching the colonies quickly;
  • Fixed a bug that caused the UI to become unresponsive after receiving a reward for a completed project;
  • Deleted duplicates of Santiel's Pride in Nolla Septum System;
  • Fixed incorrect display of items on the colony screen on different screen sizes;
  • Fixed incorrect duplicate display of resources in the resource panel if the same resources are obtained from different space objects;

Space Combat and Voidship Management

  • Added an option to disable Action Camera in space combat;
  • Voidships no longer suffer damage from enemy engine explosion when it's been destroyed using Ram ability. DRIVE ME CLOSER, RAVOR!!!
  • Added small visual explosions when torpedo units are destroyed by incoming fire;
  • Fixed a bug with Lance attack animation where lance damage could be displayed before the lance beam reached the target;
  • Fixed the Swing Run ability to behave according to its description;
  • In space battle, weapon abilities no longer disappear when saving/loading the game;
  • Voidship armour is now working according to its description;
  • Some of the Ship Posts icons had incorrect positions - fixed;
  • The ship could turn incorrectly after using New Heading ability - fixed;
  • The upgraded version of the ship's Shallow Jump ability no longer damages itself and does correct damage to torpedoes and small crafts;
  • Added a visual effect for the Fangs of Janus Macro cannon;
  • Improved macro cannon visual effects;
  • In certain circumstances, available movement tiles were displayed incorrectly - fixed;
  • Reinforce Shields ability now has a visual effect;
  • Sometimes after using Restart Shields ability the damaged shield wouldn't appear as restored - fixed;
  • Fixed the Damage Reduction and Damage Bonus tooltips display;
  • Fixed a bug with Interstellar Sextant starship when it was continuing to prepare warp jump even after surrendering;
  • Fixed Fast movement settings accidentally disabling during space combat;
  • Fixed the visual glitch on the melta torpedoes tooltip;
  • Focused Efforts voidship ability now correctly reduces ability cooldowns in all cases;
  • Fixed a bug where it was impossible to upgrade voidship abilities at the last level;
  • Fixed a bug causing the voidship upgrade UI to disappear after level up;
  • Fixed incorrect tooltips when selecting voidship components for the first time;

Co-op

General​

  • It is now possible to play with up to two of your friends from the very beginning of the prologue! While in co-op, talk to an NPC in the first room and hire one or two additional characters to join you as bodyguards;
  • Save transfer should now happen faster for connections with high latency;
  • You can now use custom portraits in co-op;
  • Fixed a visual issue with the voidship teleporting across the screen when two players simultaneously issue a command to it;
  • Fixed issues with item duplication in co-op;
  • You can no longer sometimes control a character you don’t own when using a controller;
  • If one of the players jumped over the barricade on Eurac-V simultaneously with another player initiating a dialogue, characters could get stuck across different sides of the barricade - fixed;
  • In some cases if two or more players simultaneously tried to use an ability in space combat, movement tiles could disappear - fixed;
  • If a player leaves a co-op session while the host has the roles window open, the window will close automatically;
  • Simultaneous clicks by players on different interactive objects could cause issues - fixed;
  • Sometimes on the character creation screen, text fragments could overlap with each other in co-op;
  • You can now see the recent players you played co-op mode with;
  • You will no longer see an option to disarm the trap in combat if you do not control the active character;
  • Archetypes on the level-up screen no longer get labelled as unavailable and painted red just because another player controls the character in question;
  • After disconnecting, the game will attempt to reconnect automatically upon clicking "OK";
  • Fixed a game freeze in co-op caused by two players simultaneously trying to load the game;
  • Fixed abilities changing location in the action bar when changing roles in co-op;
  • Fixed the issue where characters could become visually distorted when another player changed equipment in co-op mode;
  • Party members in co-op should no longer sometimes randomly find themselves stuck in the middle of nowhere after changing locations;
  • Players can no longer skip another player's turn in co-op;
  • Bug fixes and optimizations for region switching in the co-op window;
  • If a player leaves the lobby during their turn, the game will no longer still display that player as the one taking the turn;
  • Fixed an issue with level up choices resetting when another player levels up a character at the same time;

Desyncs​

  • Fixed a problem with a desync while a player is in the character generation menu;
  • Fixed an issue where if a player had the ESC menu open when another player launched a cutscene or dialogue, it was still possible to navigate that ESC menu, which was not intended and could cause desyncs;
  • Fixed a desync on interaction with certain tooltips;
  • Fixed a desync when loading a quicksave while confirming settings;
  • Fixed desyncs when players change settings at the same time;
  • Fixed many exotic desync cases;
  • Apparently, Abelard didn’t have the time to introduce other players in co-op, that’s why when charging, he caused a desync. Fixed;

Co-op UI​

  • Each player now pings with ALT in a different colour;
  • Colony management no longer opens for all players if one player opens it in co-op;
  • Fixed an incorrect error message popping up when not all players are ready to start the combat;
  • Looting could sometimes cause the loot window to open for another player in co-op - fixed;
  • The game will now suggest you use the lobby code if the store overlay is unavailable;
  • Coop - UI: Pinging an ability with ALT for other players in space combat will no longer sometimes cause multiple abilities to highlight;
  • ESC-menu now closes if another player opens the vendor window;
  • During another player's turn there might have been an incorrect cursor - fixed;
  • Fixed incorrect display and disappearance of controller UI in co-op in some cases after one of the players closes the planet window in colony management;
  • Fixed cases of incorrect display of items in the inventory in co-op after one of the players levels up;
  • Fixed a number of bugs and optimized character switching between players in co-op when playing with controller;
  • Fixed incorrect behaviour of interface elements in the character creation screen in co-op;
  • Pings with ALT didn’t always work correctly in space combat - fixed;
  • Fixed incorrect hints for non-host players on the global map;
  • You can no longer level up characters controlled by other players on the bridge;
  • If a player disconnected during loading, there will now be an error message, and that player will no longer be present in the role selection window afterwards;
  • Reconnect window is no longer sometimes empty;
  • Roles window could break if it was open while switching zones - fixed;

Localization

  • Fixed a massive number of typos for all languages;
  • Added localization to Critical Modifier Value in tooltips;
  • Improved and clarified a number of ability descriptions;
  • Lots of fixes for dialogues in all languages;
  • Fixed an issue with the display of the "%" symbol in French localization;
  • Fixed localization of Weapon categories;
  • Fixed Battlefield Demolition Talent Chinese translation;
  • Fixed localization of statistics buttons in Settings;
  • Fixed a number of terms in French based on the feedback of the French community in our Discord (the work is not yet complete and will continue);
  • Fixed the Field Retraining ability translation;
  • Fixed the description of the formula for Warp Burn on pyromancy staves;
  • The Hundred Dreams Crossroads system was incorrectly named Crossroads of a Hundred Dreams on the Koronus Expanse map - fixed;
  • Reanimation Protocol description for Russian localization was missing part of the information available in English - fixed;
  • Fixed translation consistency for many terms in Russian localization;
  • Updated the description for Horrors of the Warp in Russian localization to match the English version;
  • Russian localization was missing the text for some character generation menu windows - fixed;
  • The line in the Journal that appears when players are within the range of a rumour, was localized for all languages;
  • Fixed issues with hint formatting on multiple languages;
  • Removed russian text on the voidship management screen for other languages;
  • Adjusted localization for some epilogues;
  • Made sure the text on all languages fits into frames;

Miscellaneous

  • Added sprinting movement when controlling characters using a controller and on console;
  • Animation speed multiplier now reduces pauses between unit commands, speeding up AI turns both in space and ground combat;
  • Animation speed multiplier now affects projectiles speed in space combat, speeding it up considerably;
  • Achilleas Skalander got a portrait!
  • Saves now take up less space and load faster (including co-op);
  • Due to the massive changes to the mechanics, all members of the current party in existing saves will receive a special ability, allowing them to perform a one-time free respecialization. The ability will be removed as soon as the party gains access to the usual means of respecialization;
  • Saving and loading the game after trading restored the vendor's assortment - fixed;
  • Fixed disappearing custom character portrait bug;
  • Fixed the issue where the controller stopped working if the ability panel was selected right before the end of the combat;
  • In Foulstone Book Event you will now receive one hammer as intended;
  • Kasballica prerequisites for vendor farewell reward at the end of Act IV will now be calculated correctly, and the reward should be granted properly;
  • Psykers and navigators in cutscenes will now favour attacking with ranged psychic abilities over hitting things with a staff (let's be honest, that looked a bit out of place);
  • Save-load now fixes situations when multiple characters somehow get into the same square during combat. Please report these cases if you encounter them again;

Mods​

  • Mods: A toolset to preview game scenes was added to the mod template;
  • Mods: Errors related to creating patches in the mod template have been fixed;
  • Mods: Fixed a number of issues based on feedback from the modding community;
  • Mods: Missing shaders were added to the mod template;
  • Mods: The in-game shaders referencing from mods were fixed;
  • Fixed blueprint validation in the mod template;
  • Blueprint files and patches are now searched among all nested folders inside Blueprints folder while creating mods;
 

just

Liturgist
Joined
Feb 6, 2019
Messages
1,350
they pissed me off by hardlocking my save so i open the game every week only to report bugs that dont exist just to waste their time
 

Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
2,442
  • Arch-militant psyker now works far better than before - psychic powers now count as attacks of an appropriate type for the purposes of Versatility Arch-militant feature. Syphon Life, Psychic Shriek, Mind Rupture, Ignite, Incinerate, Purge Soul, and Vision of Death now count as single-target ranged attacks. Psychic Assault, Emperor's Wrath, Lightning Arc, Molten Beam, and Firestorm count as ranged area attacks. Inferno counts as a ranged burst attack;
ddymkpf-e910bc7a-e7e8-41d5-ba43-d6a94a92bf19.png
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,066
Location
Frostfell
A good video summarizing the patch. I think that I will try again this game.



______________

Any chance that Telekinesis will be back to the game?
patch notes said:
  • Telekinetic staves that were made for the Telekinesis psyker branch that was scrapped early in development, were removed from game;
 

Vulpes

Scholar
Joined
Oct 12, 2018
Messages
416
Location
Fourth Rome
So the theme of this DLC are Genestealer cults? Can someone please explain to me why this game wasn't called Dark Heresy instead? We never actually get to do some fucking rogue trader activities in Rogue Trader. Instead, we're LARPing as an Inquisitor and investigating Chaos and Xeno incursions all of the time.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
  • Vanguard was not getting a stack of Unyielding Beacon if Vanguard parried or dodged the attack - fixed;
Fucking finally. I only reported this a problem 6 months ago..
 
Vatnik Wumao
Joined
Oct 2, 2018
Messages
19,610
So the theme of this DLC are Genestealer cults?
The theme is being a voidship captain, Genestealer cults are just the main antagonists that they came up with to serve as the backdrop for that. And it's unavoidable given that this is a typical DLC that comes with both narrative and combat-focused content. Having it be about some low level Chaos cult or just a general mutiny would've been boring gameplaywise.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
Lots of goodies in those patch notes, I see noticeable nerfs to Cassia and Arch-Militant and Killing Edge but I didn't see much changes to Officers and extra turns. Also I didn't see any nerfs to Heroic Actions which are needed badly.
I guess I will need to limit myself to using 1 or 2 Heroic actions per combat and never more than one per turn.

At least this patch came much earlier than expected. I might pick up on my 2nd run that stopped just as I entered Act 4 as already felt OP during Act 3 and with Act 4 it would only get worse. Maybe now I can even respec Yrliet and pick up Killing Edge. And maybe respec Abelard to be Vanguard again as he was Arch-Militant in my run because Arch-Militants were better tanks as well as better damage dealers before this patch.
 
Last edited:

jf8350143

Liturgist
Joined
Apr 14, 2018
Messages
1,358
Did they buff bounty hunter and other classes? Because comparing to assassin and Arch militant, other damage dealers are significantly weaker and simply nerfing those two would not be enough.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
Did they buff bounty hunter and other classes? Because comparing to assassin and Arch militant, other damage dealers are significantly weaker and simply nerfing those two would not be enough.
Assassin and Arch Militant received noticeable nerfs. Didn't focus on BH in the patch notes but I did notice changes to them. They are supposedly very good as duel wielding burst fire pistol users as you want to stack up on a lot of their abilities that will give you bonus crit chance and crit damage.

Personally I think advanced classes should not be limited only to two bases classes, some are weaker because they cannot be paired with other base classes.
 
Joined
Mar 15, 2022
Messages
115
Location
The Jollyee olde lande ofe Nod
Had way to many bugs has to be the understatement of the year.

For weeks after release the only way to complete the game was to use Toybox.

The bugs were worse than Kingmakers at launch, which is LOL. It’s obvious they polished up the first couple of chapters to get past the refund/review window, the rest is ha ha fuck you cyka blyat we patch later maybe.

Quintessential ruskie mindset. Lay off the wodka boys.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
Had way to many bugs has to be the understatement of the year.

For weeks after release the only way to complete the game was to use Toybox.

The bugs were worse than Kingmakers at launch, which is LOL. It’s obvious they polished up the first couple of chapters to get past the refund/review window, the rest is ha ha fuck you cyka blyat we patch later maybe.

Quintessential ruskie mindset. Lay off the wodka boys.
Kinda. And by reading these notes it still seems like the game is in early access or something.
Still no attempt to make Act 4 and Act 5 better beyond fixing bugs.
 

Ghost Of Iron

Literate
Joined
Jun 23, 2024
Messages
21
It is actually baffling that Kingmaker still has the overall best end game of the three games Owlcat has released, especially since the end game of Kingmaker was still the worst part of THAT game. Owlcat either needs to take longer in development time and actually finish their games, or cut back on their scope so they have a fully complete set of content. I would have much rather had only three acts in Rogue Trader that were fully finished and content rich, than the half finished jokes that are Act 4-5.
 

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