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Warhammer Warhammer 40,000: Rogue Trader - turn-based Warhammer 40k RPG from Owlcat Games

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
She has a nice voice and will never judge you for mass murders and purging heretics.
 

likash

Savant
Glory to Ukraine
Joined
May 9, 2018
Messages
897
More voice acting in key moments is a nice touch but the game still melts your NVIDIA GPU without FSR enabled. An NVDIA dlss option like Cyberpunk has would be golden. The downgrade in image quality is obvious even if you use FSR mode : ultra quality.
I get 70C on my 8GB 2060 super with 40% load no matter the setting without FSR on. Vsync and Frame capping don't help. Had the same problem with second pathfinder game.

All in all Rogue Trader is the second best RPG of 2023 after BG3 done with much less resources. It's about time the isometric RPG make a comeback because i'm fucking tired of first person RPG that a more like shooters with RPG elements.
 
Last edited:

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,189
Pillars of Eternity 2: Deadfire

ROGUE TRADER 1.1.28 PATCH NOTES​

FEBRUARY 19, 2024

Abelard, introduce the Lord Captains to the 1.1.28 major update!

Highlights​

  • Brand new full voiceover for the Prologue and companion chatter across the game;
  • New visual effects and icons;
  • Narrative tweaks and new reactivity options;
  • Fixes for broken quests and dialogues (including the long-anticipated Price of Humanity quest fix);
  • Fixes for incorrect and inconsistent epilogues;
  • A massive amount of fixes for incorrectly functioning abilities and items, including those that led to silly damage multiplication;
  • Balance updates, including survivability and damage buffs to Space Marines, nerfs for Officers, weapon balance, encounter balance, and changes to calculations of many stats, bonuses and difficulty modifiers, resulting in an overall smoother game experience;
  • A lot of performance improvements and optimization;
  • Reputation thresholds for vendors being lowered by about 20%;
  • Improvements for NPC AI, reducing the cases of friendly fire and unnecessary triggering of Attacks of Opportunity;
  • Co-op desync fixes and possibility to hire mercenaries during multiplayer sessions;
  • QoL UI improvements, including ability sorting, recommended skills and visibility of quests and extractums on the map;
  • Marazhai and Yrliet gaining access to many previously human-restricted items;
Please be aware of MASSIVE plot spoilers in the description 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.

System and stability

Crashes and softlocks​

  • Fixed a case of black screen after loading the game;
  • Fixed a case of black screen in Act III;
  • Fixed multiple case of crashes when opening the inventory on console and when playing with a controller;
  • Fixed a possible crash during the landing to Eurac V;
  • Fixed multiple cases of crashes in Act V;
  • Fixed a crash occurring in Act I when switching locations;
  • Fixed a crash on the Jail planetoid;
  • Fixed a crash that could sometimes occur on opening the Load Game screen;
  • Fixed a memory leak related to sound that could cause crashes;
  • Fixed a rare case where a cutscene would attempt to activate during combat and the combat would get stuck;
Lag and freezing

  • Fixed cases of freezing when deleting a save;
  • Fixed a case of game freeze when using an extra attack granted by Deathdealer Exemplar talent on the Necrons;
  • Fixed a case of heavy lag and impossibility to move characters in some encounters with the Drukhari;
  • Fixed a case of severe lag when selecting the Psychic Shriek ability;
  • Fixed a case of the game freezing on Mac after the first dialogue;
  • Fixed a case of freezing in Act V when Argenta’s copy is taking her turn;
  • Fixed freezes when opening the ship customization window and dialogue window at the same time;
  • Fixed a few performance drops at Rogue Trader palace;
  • Fixed a bug with Sworn Enemy ability causing a heavy performance degradation;
  • Fixed performance degradation in Act III locations;
  • Fixed cases of freezing when opening the High Factotum dialogue;
  • Fixed FPS drops when adding buffs to many characters at once;
  • Protective Word feature caused a memory leak, leading to slow-downs if an enemy nearby used Manifestation or other mass-targeting buff - fixed;
  • Fixed freezing caused by Defiler attacks;
  • Fixed freezing caused by Boots of Kasrkin item;
  • Fixed freezing caused by Spiked Boots item;
  • Fixed freezing when Herald of Tzeench used its abilities;
  • Fixed lag caused by equipping Breezecatcher boots;
  • Fixed lag when equipping Fencing Boots;
  • Fixed lag when targeting cover elements with Imperial Pride or Binharic Dissector equipped;
  • Some types of Dark Lance weapons caused massive lag when shooting - fixed;
  • Fixed performance degradation in combat on locations with many wandering units;
  • Fixed lag when using Hot on the Trail ability;
  • Loyalist Garb item could cause a severe lag - fixed;
  • Abolisher of Procedure 0-C could cause lag when targeting a cover;
  • Noble Sword could cause lag when targeting cover - fixed;

Optimization​

  • Load Game menu now opens significantly faster on consoles;
  • Serious performance improvements to the Iconoclast version of the voidship bridge;
  • Added optimization to Kiava Gamma;
  • Added optimizations to Footfall Slums;
  • Added various optimizations to locations in Act V;
  • Improved AI performance when calculating AoE cone targeting (e.g. flamers) and grenade attacks, which should reduce the 'thinking' time for the enemy;
  • Optimization in Kiava Gamma encounters;
  • Optimised memory usage in various game menus;
  • Optimised UI memory usage for low memory systems (XBox Series S in particular);
  • Various optimizations for Xbox that should improve overall game stability;
  • Various UI memory usage optimizations;

Other​

  • Fixed a rare case where the game could fail finishing the save, resulting in save corruption;
  • Fixed an issue with Y-axis behaving unstable for some controllers and controller emulators;
Narrative

General​

  • Fixed the inversion in internal counters of Marazhai's romance, which caused his attitude to the Lord Captain to be the opposite from what was expected;
  • Fixed multiple inconsistencies in epilogue slides and cases where slides appeared incorrectly;
  • The player now receives a major reward when choosing a heretical option for Foulstone in compensation for the loss of the colony;
  • Added a log of major decisions to the character screen;
  • Portraits for some companions are now updated after important events in their stories;
  • Added a new epilogue slide for Marazhai;
  • Added Cassia's reaction to the altercation between loyalists and Marazhai;
  • Added new reactivity regarding the fate of Gaprak family;
  • Added the name for anomalous stars;
  • Added the name for the planet from the second Heinrix quest;
  • Dialogue with Yrliet about her meditation on the bridge could abruptly end - fixed;
  • If you kill Marazhai during a romance event, you now get to see his corpse in the room;
  • Jae's graffiti will now be removed if you break up with her;
  • The fate of Regina Sauerback is reflected correctly in the Epilogue;
  • When Yrliet meditates on the bridge, the option to wait for her to finish was not available - fixed;
  • Between some Bridge events the player could end up in the middle of nowhere - fixed;
  • Cassia's story will now become available on loading screens after her recruitment;
  • Companions who have left the ship due to heretical decisions of the Lord Captain, could sometimes suddenly come back - fixed;
  • Fixed a case in Cassia romance, where if she broke up with you, you could end up in the middle of black void. Shouldn't have disappointed the Lady Navigator, you know…;
  • Fixed a number of cases where companion banter during exploration clearly didn't match the situation or contained discussions about events that never happened;
  • Fixed a case where a romance scene with Cassia didn't start correctly, causing the game to stutter and locking further romance progress;
  • Fixed a case where Idira had identical responses to two different dialogue options;
  • Fixed a few remaining cases of invisible chair riding that could block cutscenes and quests from starting;
  • Fixed a loop in romance dialogue with Cassia where you could ask her about the gift repeatedly;
  • Fixed an issue making it impossible to complete the book event of traversing the Maw towards the Imperium;
  • Fixed an issue that could prevent events from starting upon arrival to a star system, which could sometimes effectively block the playthrough;
  • Fixed epilogues related to Eufrates II;
  • Fixed multiple cases of incorrect speaker being shown in dialogues across the game;
  • Heinrix sometimes didn't offer his second quest at all - fixed;
  • High Factotum Janris Danrok could still sometimes disappear from the bridge under mysterious circumstances. We’ve brought the slacker back;
  • Some dialogues (mostly in romance and personal encounters) now only use the Lord Captain's stats for checks. No more using companion's own stats to persuade them!
  • In the dialogue with Vigdis, you could endlessly gain experience points by choosing the option about her relationship with Idira. This option can now only be selected once;
  • Minor improvements and clarifications for glossary entries;
  • Caught and fixed a few remaining cases of Jae's pet romance cutscene still not playing on older saves;

Act I​

  • The inscription on the elevator in Cassia's chambers at the Eurac-V station has been corrected;
  • Added a minor cutscene during the conversation with Governor Medineh;

Act II​

  • Added missing experience to Idira's first quest;
  • Added a unique reward for the first quest of Jae;
  • Added additional bureaucratic papers to the Administratum for Jae's quest;
  • Fixed an issue with Mercatum Tabula Oficiale quest becoming locked under certain circumstances;
  • When selecting some dialogue options in a conversation with the Master of Seals in the Administratum, the player could not start queuing - fixed;
  • Added rewards for the Aeldari in Distress quest;
  • Fixed a bug which in some cases made it impossible to complete the objectives of Aeldari in Distress quest;
  • Fixed a bug in dialogue with Jae that could potentially prevent her recruitment;
  • Fixed a case where Heinrix would talk in Act II about events that haven't yet happened;
  • Fixed a case where Cassia would talk in Act II about events that haven't yet happened;
  • Fixed an incorrect trigger for dialogue line about Marazhai in dialogue at Janus;
  • Updated the reaction of the 'zoo keeper' on Footfall to Yrliet;
  • Heinrix will now attackthe servant at Dargonus with psychic powers, not melee weapon;
  • One of the dialogues in the Administratum in Jae's quest could be repeated, which was not intended - fixed;
  • Restored a missing dialogue option in the Aeldari in Distress quest;
  • The dialogue with the Master of Seals in Jae's quest is now correctly displayed again, if it was previously interrupted incorrectly at the very beginning;
  • You no longer receive the Forgefiend's head if you managed to deal with it without combat at the Derelict voidship;
  • Fixed an empty dialogue line during a conversation with Gaprak;
  • Cassia's servant no longer stays in Rogue Trader room after bringing the flower;
  • Fixed a rare case where the leader of the radicals, Elina, could die during the cutscene while running away towards the street and, as a result, block the possibility to get to the street;
  • Cassia now kills Lady Navigator Elinawith with navigator powers rather than melee attacks;
  • Idira disappeared with her loot if she was killed or banished during the Echoes of the Past quest - fixed;

Act III​

  • A new option to take Ulfar into your party has been added to the Anatomical Opera zone;
  • Jae's quest from Act II is now considered failed if the player didn't complete the quest before ending up in Commorragh;
  • Added reactivity to Heinrix being already dead before the trial;
  • In Commorragh, in a dialogue with Jae, it was possible to start a certain event without receiving the corresponding quest for it first;
  • Yrliet's cutscene at the beginning of Chapter 3 could break - fixed;
  • Yrliet's quest in Commorragh could fail if the player began dialogue with the Tormented Farseer before the player had found all the captive Farseers - fixed;
  • Added a special debuff until the end of Act III when choosing the option to give the Haemonculus a part of yourself;
  • Adjustments to Ulfar's armouring dialogue;
  • Argenta was cautious of confronting Marazhai without allies by her side in Act III - but the Emperor protects, and she will do it with or without support now;
  • Cassia will no longer talk about Yrliet's betrayal before it happened. Also, in Commorragh you can no longer talk about your relationship with Cassia;
  • Dialogue with one of the Farseers in the Spire in the company of Yrliet could be locked after selecting one of the options related to a skill check - fixed;
  • Fixed a case in Act III, where Yrliet could stay in Rogue Trader's room after you have accepted her quest;
  • Fixed a cutscene with soldiers performing a hopeless attack at Commorragh arena after being persuaded by the player. Their sacrifice is no longer for nothing - they now kill the enemy they target;
  • Fixed an issue that caused the introductory dialogue with the haemonculus to sometimes play twice;
  • Fixed a case of the promised ally would not arriving to the Commorragh arena, even if the player completed the task given to them by the haemonculus;
  • A dialogue with the Commissar and Marazhai event in Act III could occur at the same time, causing the scene to go haywire - fixed;
  • Shards of the Tempest quest did not complete even if all conditions were met - fixed;

Act IV​

  • Fixed a bug that made the option to graciously accept the request of Lord Inquisitor Calcazar inaccessible regardless of convictions;
  • It was possible to start second Heinrix's personal quest (Price of Humanity) without completing his first quest, resulting in dialogue with Emelina breaking. Fixed, it will no longer be possible to start this quest without completing the first quest. All players who have already started it, will have its progress reset and return to their voidship bridge;
  • Incendia Chorda has received a new dialogue on the bridge;
  • Uralon has received a new dialogue on the bridge;
  • Achilleas will no longer appear on Dargonus if he died or became a Wrack;
  • In the Quetza Temer location, when choosing the line "What do you think, Heinrix?" the dialogue was interrupted - fixed;
  • Added additional reactions for the Inquisitor and Calligos Winterscale to the player's decision of sending the Chaos-corrupted grain to Footfall;
  • A peaceful resolution of Jae's second quest now awards the same experience as the combat resolution;
  • In Cassia's Price of Power quest the dialogue with xenos no longer ends when choosing the option "can't everyone survive";
  • The event in which Cassia is thinking of breaking up with the player did not start if she wasn’t taken to Commorragh - fixed;
  • Fixed a bug where a rare combination of quest decisions could block the Act IV from properly starting;
  • Fixed a case of Jae's quest not completing in Act IV;
  • Fixed another case of War council not starting in Act IV, caused by Jae gift event not activating properly;
  • Fixed multiple problems with completion of objectives at Eufrates II when picking heretical options;
  • Fixed the Lord Inquisitor on Footfall calling out Yrliet despite her not being in the player's retinue;
  • Selecting one of the options inthe second Jae's quest could prevent the quest from completion, trapping the player in the Sewers - fixed;
  • The officer briefing upon arriving to Act IV could repeat multiple times - fixed;
  • Improved the reward for picking a certain major heretic option in Act IV;
  • Fixed a case where after persuading Ryzza to turn away from heresy, the option to confront her about her heresy was still present later;
  • Fixed an issue with Abelard's Blood Ties personal quest that could block the dialogue in it;
  • The second objective sometimes didn't get marked as completed in The Door quest - fixed;

Act V​

  • In the Epitaph Crypt, fixed a bug when the female character could not start a dialogue with alternative copies of the Rogue Trader;
  • Fixed a bug in dialogue with Nomos that could block access to some epilogues;
  • Companion quests not finished before transferring to Act V will now all be marked as failed except for Marazhai and Ulfar;
  • In Act V, the player could not understand the Necrons even if their language was known to the Lord Captain - fixed;
  • Portrait for Nomos in the final dungeon now updates according to their alignment;
  • Fixed an issue with Ulfar's quest, where the cutscene didn't load properly, resulting in a black screen;
Mechanics

Biggest changes​

  • A lot of items and abilities that provided flat bonuses to the damage of each shot from burst fire now provide percentage bonus to this damage in order to reduce absurdly powerful multiplication in the endgame;
  • Enemies across the game have had their stats rebalanced. Overall you should see their stats lowered, particularly Perception and Agility, leading to Dodge becoming more viable. Toughness has been slightly increased, and sometimes you will see a slight increase of Weapon Skill, Strength or Ballistic Skill. Dodge Reduction, Armour Penetration and Parry Reduction bonuses enemies get from their difficulty rank have been significantly reduced. This has been done to compensate for the loss of power from broken combinations that no longer work;
  • Intelligence now additionally affects the damage of Area of Effect attacks of ranged weapons, increasing their damage by 5% per every point of Intelligence Bonus. As a part of this change, Soldier now has a new talent - Battlefield Demolition. This talent allows the soldier to use Demolition skill instead of Intelligence for calculations of Area of Effect bonus damage. For example, a Soldier with this talent and 70 Demolition will deal 35% additional damage with ranged area of effect attack, same as a character with 70 intelligence;
  • Bring It Down! can no longer be applied to the same ally more than once per round;
  • Additional turns granted by Move, Move, Move ability and Get Into Cover! Talent only allow to use movement abilities and Heroic acts now;
  • Officers no longer generate Momentum multiple times a turn by giving bonus turns to their allies;
  • Some mechanics from Concentrated Fire were applying to burst fire, which was not intended - fixed;
  • Damage from the Navigator talent Perilous Ways was significantly reduced - it now deals (1 + (WP Bonus / 2)) damage, increased by 1 for every cell of movement the target makes;
  • Damage modifier from Game Difficulty is now applied as an additional multiplier. For example, if an enemy is dealing 20 damage and +50% additional damage from critical, but you have a normal difficulty (-30% difficulty damage modifier) - the enemy will deal 21 damage, calculated as (20 base +10 critical)*(100-30)%=30*70%=21. In the previous versions this modifier was applied additively, resulting in 24 damage in this example, with calculation being 20 (base) + 20 * 50% (critical) - 20 * 30% (difficulty) = 20 (base) + 10 (critical) - 6 (difficulty) = 24
  • All Astartes weapons have received a roughly 15-30% damage increase and improvements to their other stats and effects;
  • Astartes Go for the Throat ability now has a higher range and allows to pass through enemies, knocking them down;
  • Uralon no longer de-equips his weapon and armour without possibility to equip it back;
  • Space Marines have received +10 to their base Fellowship, Willpower and Intelligence and +15 to their base Perception;
  • Ulfar and Uralon now start with special additional equipment;
  • Space Marines now have more maximum wounds and may act as a cover for their allies;
  • Improved Line of Sight calculation;
  • Many Pyromancy abilities didn't interact or interacted incorrectly with normal fire and fire DoT effects - fixed;
  • Pasqal's unique Mechanicus talents are now also available for him from Common Talent choices;
  • Strength Bonus now adds 5% damage per bonus to all one-handed melee weapons (instead of 1 additional damage per bonus). This bonus to damage from Strength is doubled for all two-handed weapons;
Other changes

  • The final battle received updates to mechanics and was made significantly more difficult on higher difficulty levels;
  • Steady! upgrade to Take Aim! reacted to attacks by other characters - fixed;
  • Blood Fury Cloak's buff dealt damage to the wearer even if another character in the party attacked something while it was active - fixed;
  • Eternal Glory talent no longer continuously plays sound and visual effects while at 200 momentum;
  • Insightful Precision bonus to Perception no longer stays after the end of the combat;
  • Kabalite Dracon background incorrectly gave Lore (Xenos) as an option to improve in Attribute selection. Fixted, it now correctly applies to Skill selection;
  • Reckless Strike now correctly makes the targeted enemy do a ranged attack against the attacker;
  • Regimental Tactics didn't have any indication of applying to allies. It now has a visible buff icon for the duration;
  • Selfless Resilience talent bonus to armour now correctly shows in the character screen;
  • Sure-Fire Plan now correctly applies to non-damaging offensive abilities;
  • Harlequin weapon loadouts were updated to better match the original miniatures;
  • Helbrute Autocannon Burst ability has been updated both mechanically and visually;
  • Khymerae of the Commorragh Arena have their signature Phase Shift feature back;
  • Necron Lokhust Heavy Destroyers' Security Breach ability now correctly affects incoming damage;
  • Yremerrys sometimes refused to die if finished off by a psychic ability, locking the combat - fixed;
  • +10 bonus from Perfection Under Fire did not disappear after the fight, despite the fact that all characters restore their wounds when the combat ends - fixed;
  • A failed skill check that deals damage now results in an injury;
  • Abelard now starts with Heavy Armour Proficiency and base heavy armour. Brace yourself, Abelard!
  • Accustomed to Glory Arch-Militant talent gave 5% bonus damage instead of 10% in the description - fixed;
  • Advanced Skill: Tech-Use talent now correctly needs Base Skill: Tech-Use as a prerequisite;
  • Advice and Guidance unsanctioned Psyker talent was giving the bonuses to the Psyker, instead of giving bonuses to the target - fixed;
  • Aftershock talent did no damage - fixed;
  • All healing abilities that healed random amount of wounds (for example, Light of the Emperor psychic power) incorrectly always healed the maximum amount - fixed;
  • AoE attack from The Dark Marchesa used to shoot at the corner of the selected area. Fixed, it now correctly shoots into the middle;
  • AoE attacks from half-covers will now always show the targeting grid correctly;
  • Arch-Militant's Confident Approach no longer scales with Critical Hit chance above 100%;
  • Arch-Militant's Ingenious ability now always applies correctly;
  • Arch-Militant's Steady Superiority (Upgrade I) heroic act works correctly now, activating at 0 wounds, not earlier;
  • Arch-Militant's Wildfire ability no longer makes all attacks in the same round ignore the Versatility restrictions, only the next attack;
  • Armour-Piercing Ammo now reduces target's deflection;
  • Assassin's talent Killing Edge was displaying incorrect values - fixed;
  • Assassin's talent Killing Spree was displaying incorrect values - fixed;
  • Assassin's ability Leave no Witnesses was displaying incorrect values - fixed;
  • Assassin's Lethality is now visible in the combat log;
  • Assassin's Keep Your Distance talent effect was inverted and activated when assassin went close to the enemy - fixed;
  • Assassin's Professional Acumen talent not longer gets consumed by using Death Whisper ability, as its cost is already zero;
  • Assassin's Professional Acumen talent now correctly works with Elusive Shadow ability;
  • Astra Militarum Commander Shoulder to Shoulder talent now increases damage by correct amount;
  • Attacks that deal direct damage and do not scale from Operative's Exploits no longer remove exploit stacks;
  • Added icon and description for Taloned Hands ability;
  • Backdraft pyromancer Psyker talent now deals direct damage instead of fire damage. This means it now ignores armour and other similar defences and can be used to damage extremely defended opponents, but no longer scales off most bonuses (for example, it no longer scales off Analyze Enemies);
  • Biomancy Strange Vitality talent now correctly applies bonus to Toughness;
  • Bladewings now correctly triggers an attack on all enemies around the wearer;
  • Blessing of Special Access description updated;
  • Blinding Grenade now works according to description;
  • Bonus from Overcharge Protocols now correctly interacts with single-target Melta weapon shots;
  • Bonus to damage from Sure-Fire Plan ability of the Crime Lord background scaled based on enemy Perception, rather than based on Crime Lord's perception - fixed;
  • Killing Plan talent of Crime Lord background did not increase the damage bonus of Sure-Fire Plan - fixed;
  • Both allied and hostile Electro-Priests will try to hit (and heal) each other less often;
  • Bounty Hunter's Claim and Maim talent now correctly applies only to one attack;
  • Bounty Hunter's Retaliate talent now has the correct duration of each stack of the effect;
  • Bounty Hunter's Share the Spoils talent now works correctly;
  • Bounty Hunter's Catch talent wasn’t applying correct penalties to the enemy - fixed;
  • Bounty Hunter's Wild Hunt (Upgrade IV) now correctly reduces enemy MP;
  • Break Their Ranks used to still register the dead enemies for the effect of the ability - fixed;
  • Break Through Lines was usable with Charge, which should not be possible - fixed;
  • Breaking Point talent required the character to not have Heavy Weapon Proficiency, while it is in fact supposed to be the opposite, the character must have it - fixed;
  • Burn effect from Navigator's Immolate the Soul power dealt damage twice - fixed;
  • Burn effect from Navigator's Immolate the Soul power dealt less damage than was calculated in the tooltip - fixed;
  • Cassia's hidden origin talent was often reported as a bug, so we've updated the icon and description to make it clear that it is intended;
  • Cautious Disengage fighter talent bonus was calculated using toughness instead of weapon skill - fixed;
  • Characters with Psychic Awakening Exemplar talent couldn't equip items that can be equipped by an Unsanctioned Psyker - fixed;
  • Clarified the description of the Grand Strategist's Overwhelming Stratagem ability;
  • Cleansing ability was working on Burst fire attacks, which is not intended - fixed;
  • Critical Chain talent now works according to its description;
  • Critical Damage bonus and Critical Hit Chance bonus from soldier ability Revel in Slaughter did not stack - fixed;
  • Crowd Kill talent sometimes increased damage incorrectly - fixed;
  • Crowd Kill talent worked on burst shots. That was not intended, fixed;
  • Cultist enemies affected by the Dark Prayer ability could do nothing when given an additional turn - fixed;
  • Daemonic entities summoned through Perils of the Warp sometimes had issues with their abilities, animations and sound - fixed;
  • Damage from Scourge Weapon now appears in the combat log;
  • Damage from the Exemplar talent Malign Influence was reduced to (3 + Willpower) bonus if the target fails the resistance check and (6 + Willpower bonus) if the target succeeds on the resistance check;
  • Damage from the Orchestrate Flames psychic power no longer scales from attacker's strength. Orchestrate flames now reduces damage from burning by half, not by additive -50% like before;
  • Daring Breach (Upgrade I) dealt damage to the caster on activation for no apparent reason - fixed;
  • Daring Breach (Upgrade II) now correctly gives additional MP even if it exceeds the usual limit;
  • Dash ability no longer allows to finish the move in a tile already occupied by another unit;
  • Death World Wounded Beast talent was sometimes calculating the bonus to Agility and Willpower incorrectly - fixed;
  • Defensive Manoeuvres talent tooltip did not show the percentage correctly - fixed;
  • Degraded Defence talent didn't add any damage - fixed;
  • Demolition Instructions now affects only weapon-based area attacks;
  • Demons summoned by Perils of the Warp now only award 5% of the normal experience;
  • Description of the Expose Weakness ability has been updated;
  • Description of Path of the Open Eye had a full description of Glimpse of Fate (even if you had taken Reveal the Light) - fixed, this part of description was redundant and was removed;
  • Description of Path of the Open Gate had a full description of Held in My Gaze (even if you had taken Vision of Hell). Fixed. This part of description was redundant and was removed;
  • Description of Upgrade 1 for Officer's Heroic Act Finest Hour did not reflect the amount of additional damage - fixed;
  • Descriptions of Get Into Cover! and Move, Move, Move! abilities have been updated;
  • Descriptions of the Go for the Throat and Veteran of the Long War abilities have been updated;
  • Destroy the Weak sometimes did not trigger psychic phenomena and did not grant an action point - fixed;
  • Disputed Zone talent now works according to description;
  • Disturbed debuff didn't apply any penalties - fixed;
  • Doomscream's Ruinous Blessing feature now correctly applies Burning to melee attackers.
  • Drukhari Shadowfield has received a description;
  • Drukhari were taking only 50% additional damage from Purge Soul and Sword of Faith abilities, rather than 100% additional damage - fixed;
  • During the battle with the Forgefiend characters could receive unexpected massive amounts of additional AP after conducting friendly fire - fixed;
  • Effect from Warp-Focusing Staff had wrong name and description - fixed;
  • Effect of the Sanctic Psyker talent Destined had no icon;
  • Effect of the staff psychic power Consign could be removed even by damage that can't critically hit - fixed;
  • Effect of Psyker talent Biophysical Distortion did not count as toxin for some immunities - fixed;
  • Endure ability now has the correct formula in the description;
  • Enemies will be way more reluctant to disengage in order to charge back, if it provokes attacks of opportunity;
  • Enemy squads have become more intelligent. No more skipping actions and much less friendly fire from them;
  • Entrench ability now correctly removes ability cooldowns;
  • Epicentre of Slaughter talent now works correctly;
  • Exemplar talent Steel Shell was only doubling the deflection from armour, ignoring other sources of deflection - fixed;
  • Expose Weakness ability now spends only half of the Exploit stacks, if it reduces Armour to zero;
  • Expose Weakness was incorrectly awarding +1 additional AP - fixed;
  • Fighter's Slash ability no longer provokes an Attack of Opportunity;
  • Finest Hour! (Upgrade IV) was fully redesigned. Now it makes all non-attack abilities cost one less AP during the additional round;
  • Firearm Mastery (Upgrade IV) now correctly applies all damage;
  • Firestorm psychic power did not deal damage to the central target. It now damages the central target unless the central target is an ally. It will also now affect the Psyker unless the Psyker is the central target;
  • First use of Word of the Emperor sanctic psychic power added incorrect amount of resolve - fixed;
  • Fixed a broken interaction between Bring it Down! and some Heroic Acts, which resulted in more attacks than it was intended;
  • Fixed a bug causing Forewarning to remain active out of combat;
  • Fixed a bug causing Molten Beam ability to sometimes hit the caster;
  • Fixed a bug causing some abilities to reset their cooldown after saving and loading the game;
  • Fixed a bug that could in rare cases prevent picking some of the cells on the battlefield for movement;
  • Fixed a bug causing some talents to become unobtainable;
  • Fixed a case where burst attacks interacted incorrectly with bonus turns, counting every shot as a separate attack for the amount of available attacks;
  • Fixed a number of minor issues with the clarity and consistency of ability and talent descriptions;
  • Fixed a typo in the formula for Enough Bullets for Everyone talent;
  • Fixed an error in stack calculation that caused some stacking effects to apply one stack more or less than intended;
  • Fixed an exotic case where a movement ability could register the click incorrectly, sending the character into 0.0 coordinates on the location, which effectively made them cowardly run away from combat in a random direction. Lord-Captain, we have a deserter!
  • Fixed an issue where picking a Mastery of a certain characteristic could lock you out of all further upgrades to that characteristic;
  • Fixed an issue with enemies freezing and never finishing their turn while trying to shoot with Burst Fire at a Space Marine;
  • Fixed Annihilating Astartes Bolter not increasing Critical Damage;
  • Fixed a case where the end turn button would not work, effectively blocking the encounter;
  • Fixed cases of unintentional ignorance of Attack of Opportunity threat by NPCs;
  • Fixed cases where dependencies of skills from attributes didn't take overridden values of attributes (from abilities and items) into account;
  • Fixed description of Seize the Initiative talent;
  • Fixed descriptions for Exhilarating Speed and Shamble;
  • Fixed Drukhari turret parameters and projectile visuals to match the installed weapon type;
  • Fixed Feinting Attack effect on ranged single shots forcing target to step out from the cover;
  • Fixed Hunter's Heroic Act Upgrade IV not decreasing movement points properly;
  • Fixed incorrect interaction of Blast Wave shotgun with dodge mechanics - the enemy will not try to "dodge" the shot after or during the push anymore;
  • Fixed incorrect prerequisites for Daunting Zone talent;
  • Fixed issues with difficulty scaling at the beginning of the game if the player used custom difficulty;
  • Fixed issues with placement of flamer targeting grid;
  • Fixed limitless skill checks while trying to open a loot box without a key;
  • Fixed multiple cases where DC for checks was displayed incorrectly;
  • Mechanics: Fixed Self-Detonation ability of some Anointed Cultists not working correctly and missing description;
  • Mechanics: Fixed some incorrect initiative values for NPCs across the game;
  • Mechanics: Fixed the case of the first enemy skipping the turn if the game was saved and reloaded during preparation phase;
  • Fixed the incorrect interaction of custom difficulty with gradual difficulty increase at the beginning of the game, which could make the encounters harder than intended;
  • Fixed the issue with buffs from various items (notably, those coming from colony projects) disappearing forever after switching location;
  • Fixed the problem with empty loot window for Sslyths;
  • Fixed Transcend Potential still using the real Momentum value for Heroic Act. Heroic Acts icons now will automatically appear for the character under the effect of this ability;
  • Flame Weapon Expert talent was not categorised as Offense talent - fixed;
  • Focus ability didn't provide BS and PER bonus to the allies - fixed;
  • Foreboding and Perfect Timing psychic powers can no longer be used outside of combat;
  • Forewarning effect sometimes wasn't removed after combat if it was applied in the dialogue. Fixed. If such effect was on the character in a saved game, it will be removed at the end of next combat;
  • Get Back in the Fight! Officer ability did not remove some types of burning, bleeding or toxin - fixed;
  • Glimpse of Fate Navigator ability applied three buffs with identical names. They now have separate names for each effect;
  • Grand Strategist Combat Tactics areas have received improved visuals to differentiate them from each other;
  • Grand Strategist's Killzone Stratagem could, in some cases, execute enemies which were supposed to restore all Wounds after reaching 0 Wounds for the first time, as a part of the encounter - fixed;
  • Grand Strategist's Overwhelming Stratagem ability now correctly reduces enemy Weapon Skill;
  • Grand Strategist's Rear combat tactics area bonus to Critical hit chance worked on melee attacks - fixed;
  • Grenades and other harmful AoE abilities can now affect the caster;
  • Grenadier common talent now correctly gives only one free use of a grenade, as per description;
  • Guide of Souls Navigator talent was sometimes giving the Navigator more movement points than intended and sometimes not giving movement points to the first target of the navigator - fixed;
  • Hammer of the Emperor Sanctic psychic power added incorrect amount of damage - fixed;
  • Hunting Surge now works according to description;
  • Idira's background (Unsanctioned Psyker) had no bonuses to skills - fixed, it now provides +5 to Awareness and Lore (Warp);
  • Impetus talent was showing the damage bonus incorrectly - fixed;
  • Cautious Disengage talent was showing the damage reduction incorrectly - fixed;
  • Defensive Manoeuvres was showing the dodge bonus incorrectly - fixed;
  • Desperate Measure version of Daring Breach was showing the movement point bonus incorrectly - fixed;
  • In some cases Pinnacle of Weaponry was applying less damage than intended - fixed;
  • In some cases Prepare for an Assault! ability didn't work - fixed;
  • In some cases, Operative's Dismantling Attack — Second Weapon did not use all the bonuses from Heroic Act;
  • Inevitable Despond now works as intended;
  • It was impossible to loot Aurora when playing on console or from a controller - fixed;
  • It will now be always possible to disarm an area-based trap in combat;
  • Join the Pack talent now works correctly;
  • Kill Squad talent wasn't correctly reflected in the combat log - fixed;
  • Lidless Stare did no damage if the cursor was on a piece of cover when activating it - fixed, it now does damage correctly in such cases;
  • Lidless Stare had wrong formulas in the description (but the results shown were correct) - fixed;
  • Lightning Arc was dealing 1 more damage than it should have - fixed;
  • Litany of Hatred no longer incorrectly applies its bonus to Area of Effect attacks and now correctly applies its bonus to the caster of the ability;
  • Machine Spirit Banishment ability now correctly affects all turrets in the game;
  • Master Tactician's Unwavering Motivation ability was giving an incorrect bonus - fixed;
  • Melting Armour pyromancy talent incorrectly affected allies (should have affected only enemies) - fixed;
  • Monofilament Grenade no longer applies bleed effects;
  • More Than Possible Officer talent used to give +2 AP instead of +1 - fixed;
  • Multiple types of grenades incorrectly interacted with cover and dodge, causing lag and incorrect damage numbers - fixed;
  • Navigator ability Show the Path did not work if the target had melee weapon in another weapon set - fixed;
  • Navigator could take Touch of Anger without meeting its prerequisites - fixed, it's no longer possible;
  • Navigator's Show the Path ability grants companions of size larger than 1x1 the ability to use Go for the Throat instead of Charge;
  • Navigator's Blood Augury talent did not work - fixed;
  • Navigator's Path of the Open Eye feature (gained from either Glimpse of Fate or Reveal the Light) had incorrect numbers in the description - fixed;
  • No Respite Officer talent now works correctly;
  • Never Stop Believing Fortress World talent now shows the number of stacks left instead of a formula.
  • Locomotion System Forge World feature had numbers of movement points and bonus to dodge mixed up, showing larger movement points and lower dodge - fixed;
  • Now Vanguard's ultimate ability won't sometimes randomly force the character to run away from the target;
  • Objects that cannot move or dodge now have a special "Static" feature that is reflected in the inspect window;
  • Officer abilities are now correctly affected by Lasting Impression;
  • Officer's Inspire Courage talent no longer triggers when using attacks on allies.
  • Open to the Warp talent didn't work - fixed;
  • Operative that reached Exemplar archetype could take Assisted Study talent that isn't available to an Operative - fixed;
  • Operative's Intimidation ability effect now applies if the shot missed the initial target or was dodged.
  • Operative's Combat Insight ability now correctly applies the AP bonus, if you met the requirements during combat;
  • Operative's Inflict Despair and Instant Exposure no longer require having Expose Weakness ability;
  • Operative's Informed Hit talent granted a 100% crit chance against all targets with any number of Exploits - fixed;
  • Operative's Intimidation ability worked for AoE melee attacks - fixed;
  • Operative's Terrifying Presence talent now correctly applies its effect to all enemies;
  • Orchestrate Flames was allowing enemies to also deal additional fire damage on attacks - fixed, only works on allies now;
  • Overpower common talent didn't display the final numbers, only formulas - fixed;
  • Pain Channelling telepathy talent did full damage, rather than just the portion that was left after killing the target - fixed;
  • Pain Channelling did mental damage, rather than direct damage - and that damage was further modified by percent bonuses on the target - fixed;
  • Parry didn't always work correctly when in cover - fixed;
  • Pasqal's Filtering Protocols talent now only grants +1 AP for the first attack in the round;
  • Perils of the Warp sometimes incorrectly affected targets other than the caster - fixed;
  • Personal Oversight talent didn't increase Resolve - fixed, now works correctly;
  • Pierce the Armour now works according to description;
  • Point-Blank soldier talent did not show the results of the formulas, only formulas themselves - fixed;
  • Precognition psychic power had different icons on the action panel and in the level up menu - fixed, they match now;
  • Psy Rating improvement talents now have a different name to avoid misunderstanding when interacting with Unsanctioned Psykers;
  • Psychic Awakening did not grant +1 psy rating until the player saved and loaded the game - fixed;
  • Psyker's Hymns of Hatred talent added stacks of effect even for the critical hits without Psyker's Line of Sight - fixed;
  • Purge Soul Sanctic psychic power had no numbers in its description, only formulas - fixed;
  • Range for single target abilities wasn't always calculated correctly from the hologram's position - fixed;
  • Rapid Fire can now be used for a Psyker staff with Inferno ability;
  • Reduced the difficulty bonus to melee damage for enemies;
  • Removed incorrect prerequisite for Assassin's Disarray talent;
  • Revel in Slaughter ability no longer counts cover destruction as kills towards its kill counter;
  • Sacred Rituals sanctioned Psyker talent sometimes added incorrect amount of action points - fixed;
  • Sacred Rituals sanctioned Psyker talent worked even when veil degradation was higher than 10 - fixed;
  • Secondary hand weapon pushed enemies away if one-handed shotgun was equipped - fixed;
  • Fixed one-handed shotguns having an incorrect targeting grid placement;
  • Several abilities giving Resolve and Momentum had their scalings decreased;
  • Shadow Field now correctly grants the wearer full cover even if they're standing behind any real cover;
  • Sharpshooter talent did not add damage based on the distance to the target - fixed;
  • Shield of the Emperor AP cost was reduced from 2 to 1, and armour is now increased by 10+(target's Resolve) instead of armour by 10+2x(target's Resolve);
  • Hammer of the Emperor damage is now increased by (Psy Rating)+(their Resolve)/2 instead of (Psy Rating)+(their Resolve);
  • Light of the Emperor now heals allies for 1d10+(Psy Rating)+(their Resolve)/2 wounds instead of 1d10+(Psy Rating)+(their Resolve);
  • Shield of the Emperor scaled from Psyker's resolve, not target's resolve - fixed;
  • Shoulder to Shoulder talent from Astra Militarum Commander background added a wrong amount of damage (based on target's Perception rather than the character's Perception) - fixed;
  • Slightly increased Chaos Spawn damage in the Prologue;
  • Soldier's Alacrity talent now correctly works with abilities, talents and items increasing Rate of Fire;
  • Soldier's Camaraderie no longer counts the soldier as one of the allies;
  • Soldier's Concentrated Fire ability no longer works on melee attacks;
  • Soldier's Point Blank talent had incorrect formula in the description - fixed;
  • Soldier's Point-Blank talent now only works on Area of Effect attacks and no longer affects burst fire, as intended;
  • Soldier's Rack and Ruin talent now correctly applies damage to the full next attack after damaging 3 enemies;
  • Soldier's Shot on The Run ability didn't provide an additional attack under certain circumstances - fixed;
  • Soldiers with Psyker staves can now use "Firearm Mastery" to use the staff’s Psychic power an additional time;
  • Some effects could temporarily reset the bonus of Unnatural Allure navigator talent to +5 - fixed;
  • Some skill checks had inverted difficulty modifiers, causing lower difficulties to have it harder, and harder difficulties to have it easier - fixed;
  • Some skill checks in the Rogue Trader palace had their difficulty reduced multiple times by the difficulty level - fixed;
  • Some sources of damage weren't reflected in the damage prediction values on the target - fixed;
  • Some units refused to skip their turn even under the skip turn debuff, causing massive lag in the process - fixed;
  • Sometimes Psykers had an unnamed feature without an icon in the talent list - fixed;
  • Stand Resolute Tactician talent didn't work - fixed;
  • Starting an encounter with a Charge could sometimes cause the combat to become stuck - fixed;
  • Stronger Together bonus now correctly shows in the list of bonuses to characteristics;
  • Support the Advance talent was categorised as origin talent - fixed, now it can be found in Archetype talents where it belongs;
  • Tactician Strongpoint ability stacked temporary wounds even on the other targets - fixed, it will now only stack on the Vanguard;
  • Taunting Opportunity talent now properly taunts targets of attack of opportunity;
  • The AP cost of Vanguard's abilities Wall Of Rockcrete and Defensive Stance is reduced from 2 to 1;
  • The AP reduction bonus from using Veteran's ultimate is now correctly calculated;
  • The behaviour logic of Drukhari Wyches on Dargonus was improved - now they will run away from danger after attacking and will not miss turns during the battle;
  • Tide of Excellence bonus was displayed incorrectly in the combat log - fixed;
  • The bonus to deflection from Blood of Scipio is now correctly displayed on the character screen;
  • The chance of opening locks using explosives was displayed incorrectly - fixed;
  • The Dark Prayer performed by certain cultists now works correctly;
  • The debuff received from diving into the sewers now has a name and description;
  • The effect of Mind Link psychic power remained even when the caster died - fixed;
  • The Joint Offensive description was updated;
  • The Machine Spirit Banishment ability no longer causes an Attack of Opportunity;
  • The player can no longer deal Direct damage to a certain enemy in the final Inquisition Shipwreck combat encounter;
  • The Prophetic Intervention ability of the diviner Psyker did not work against some enemies - fixed;
  • The Sworn Enemy ability bonus to AP could apply twice - fixed;
  • The Syphon Life ability now correctly increases Veil Degradation by 3;
  • The Touch of Anger navigator's power required the navigator to have both the Spot of Apathy and Point of Curiosity, instead of just one of them - fixed;
  • The Vigil Beyond Time ability didn't always work correctly - fixed;
  • Threads and Faults talent didn't increase the crit chance - fixed;
  • Thriving in Peril unsanctioned Psyker's talent did not work - fixed;
  • Toned down the difficulty of the Commissar gang combat encounter - the Renegade Medic doesn't use healing abilities multiple times anymore and the other enemies have had their stats reduced;
  • Traditional Rituals talent incorrectly did damage to the Psyker - fixed;
  • Turn no longer ends automatically with enabled automatic end turn option if the characters have any free attacks remaining;
  • Two Weapon Fighting talent did not work after changing the weapon set - fixed;
  • Ulfar now has less problems with smaller doors;
  • Ulfar's armour will now be correctly upgraded after finishing the quest;
  • Undam the Sea of Souls did not work with some of the Navigator Abilities (mostly the ones that affect multiple targets) - fixed;
  • Unsanctioned Psyker's Power Conduit talent did not work - fixed;
  • Updated the Plaguebearer buff during the random warp encounter to make the encounter more interesting;
  • Updated the wording of "Doing My Part" to be more clear;
  • Urge For Unscathered lacked an icon - fixed;
  • Vanguard's Centre of Attention talent now correctly applies armour;
  • Vanguard's Formidable Distraction ability now correctly applies bonus from the vanguard being the enemy's priority target;
  • Vanguard's Selfless Resilience talent description was fixed;
  • Vanguard's Unyielding Guard (Upgrade I) heroic act upgrade now correctly applies until the end of the next turn, not until the start of it;
  • Vanguard's Unyielding Guard (Upgrade II) didn't work for Psyker abilities and grenades - fixed;
  • Vanguard's Unyielding Resolve ability now grants the correct amount of Resolve;
  • Visions of Doom Telepathy Psyker talent did not apply effects when attacking enemies with AoE psychic powers - fixed;
  • Visions of Doom Telepathy Psyker talent applied effects when the Psyker attacked enemies with weapons - fixed;
  • Warp Curse could incorrectly reapply itself - fixed;
  • Warp Tremor perils of the warp effect did not affect the Psyker, only everyone around the Psyker - fixed, now the Psyker will suffer too!
  • Winterscale has received improved starting equipment and Heavy Armour Proficiency instead of Nimble feature;
  • When multiple similar damage-over-time effects affect the same target, now the strongest one applies, not the one that was applied first;
  • When playing on console or with a controller, characters would sometimes get stuck in a strange cycle of walking instead of running - fixed;
  • You can now use stims on Abelard in Act III;
  • Yrliet now can step out of cover to make the attack provided by In My Sights ability;
Items

  • Yrliet and Marazhai can now equip a lot of items previously unavailable to them, including gloves and boots;
  • Some items from colony projects (certain flamers, in particular) were impossible to equip - fixed;
  • Added icons for multiple items;
  • Ancient Plasma Rifle now correctly deals (2 × INT bonus) damage, down from the crazy (2 × INT) damage. Sorry, Pasqal, Archeotech is powerful, but not THIS powerful!
  • Added new types of servo skulls;
  • Fixed Fractal Blade granting bonus to parry for enemy instead of character who's wielding it.
  • The Vial of Falstow granted additional movement points for the first two rounds of combat, rather than just the first one as in the description. Fixed. Now additional MP will only appear on the first round;
  • 'Unknown Thrown item' is now Mindscrambler Grenade;
  • [C-Delfim Pattern] Omnissian Axe is now available from Opticon-22;
  • [Mars-Pattern] Chainaxe now deals 22-33 damage;
  • A nameless power sword has received a name and is now called Karkalla's Honour;
  • A variety of Armours were continiously spamming the combat log with messages of their effect being applied to the wearer - fixed;
  • Adaptive Flak Vest used to give silly amounts of additional armour - fixed;
  • Added a buff icon and description to Vindicare Stealth Suit;
  • Added a new model for one of laspistol variants;
  • All Precise Laspistol abilities are now available in melee range;
  • Anatomist's Amulet applied incorrect bonuses to effects - fixed;
  • Armour of Refraction now gives +10 armour if the wearer didn't move during their turn;
  • Armour of the Undaunted now gives +1 AP cost to all types of attack abilities as intended;
  • Arsonist's Bracers can no longer be equipped by Aeldari, Drukhari and Space Marines;
  • Astartes Сombat Knife is no longer considered a sword;
  • Navigator's Monocle didn't work - fixed;
  • Slick Bodyglove armour value was increased;
  • Focus Meltagun and Hand Flamer damage values now match the description;
  • Commander's Monocle only worked if used with Bring It Down! ability, but not other sources of extra turns - fixed;
  • Quick-Firing Laspistol allowed more than two attacks per turn - fixed;
  • Crimson Haze wasn't properly reacting to all possible ways to remove bleeding - fixed;
  • Cultist Armour Plates didn't work properly - fixed;
  • Fixed missing descriptions for some pistol abilities;
  • Astartes Сombat Knife now correctly gives a bonus attack when killing an enemy;
  • Astartes Bolt Pistol can now shoot into enemies that are engaged in combat with the Space Marine;
  • Battle-Scarred Mantle did more damage than intended - fixed;
  • Black Heart Kabal Origin Kabalite Armour did not grant immunity to some types of burning or toxin - fixed;
  • Blades Clone Field now grants a parry re-roll with a correct parry chance;
  • Bladewings now correctly spend the wearer's MP;
  • Blasphemous Prism can now be added to cargo;
  • Blooddrinker Staff was only applying the bleeding if it was equipped at the beginning of the combat - fixed. The staff now applies the bleeding when the weapon is drawn (either at the beginning of combat or during the weapon switch);
  • Bloodseeker Klaive didn't remove bleeds as per description - fixed;
  • Boots of Victory incorrectly interacted with some Heroic Acts, causing odd targeting issues (for example, it could apply the healing effect of the Heroic Act to the target instead of the wielder) - fixed;
  • Breezecatcher boots did not provide the dodge bonus properly - fixed;
  • Buff from Trapper's Furs is now visible to the player;
  • Caligae of Saint Keefe used to heal the target instead of the wearer when using Heroic Act - fixed;
  • Camaraderie Badge now works according to description;
  • Carmine Crown didn't increase critical hit chance and didn't reduce enemy armour - fixed;
  • Cinder damage and description were incorrect - fixed;
  • Commissar Cap increased critical hit chance by an incorrect amount - fixed;
  • Commissar Flak Breastplate no longer spams the combat log with its buff application;
  • Condensed Carapace item did not increase dodge against human enemies - fixed;
  • Corpuscarii Oath no longer applies its effect on misses;
  • Craftworld Power Sword now correctly adds +30 parry;
  • Crusader Boots have had their name back;
  • Cultist Hood was giving Movement Points instead of Action Points - fixed;
  • Cultist Hood was triggering more than once per psychic power - fixed;
  • Cursed Boots description was incorrect and was updated;
  • Demolition Instructions now correctly affect only AoE attacks, burst attacks excluded;
  • Desperate Measure and Heroic Act versions of Lightning Arc staff psychic power increased Veil Degradation by the wrong amount - fixed;
  • Double-Barreled Shotgun's AoE template could be placed far away from the wielder - fixed;
  • Edge of the Irrevocable is now considered a one-handed sword;
  • Edge of the Irrevocable now correctly adds Veil degradation during attacks;
  • Effect of Freedom and Vengeance item did not have any description - fixed;
  • Elder Flow now correctly synergizes with the Precise Attack ability;
  • Empyrean Transceiver now correctly provides temporary wounds;
  • Enforcer Light Boots now work correctly;
  • Enforcer Light Carapace Gloves item affected allies as well as enemies - fixed, now the effect only affects enemies. The penalties from this item are also now displayed correctly in the combat log, and the enemies become prone rather than immobilized;
  • Enforcer Light Carapace Gloves item had no description - fixed;
  • Expeditionary Footwear increased dodge by 15% for every target affected by Navigator Powers instead of by 15% for every use of Navigator Powers - fixed;
  • Fire Grenades damage now has 20% armour penetration;
  • Fixed a bug with the Auto-striking Power Sword, where the turn ended before the counterattack, and as a result, the damage from the counterattack was not applied;
  • Fixed Bone-Shatterer being a two-handed weapon instead of one-handed;
  • Fixed Craftworld Power Sword granting a Parry bonus to enemies;
  • Fixed description of Lawbringer: it has a 50% armour penetration chance, not 50% overpenetration chance;
  • Fixed errors in localization for Elder Flow;
  • Fixed excessive Crit Chance of The Pyre flamer;
  • Fixed Hunting Rifle and Sharpshooter Rifle not dealing correct additional damage against larger targets;
  • Fixed incorrect damage dealt by They Shall Weep bolter;
  • Fixed incorrect equipment prerequisites for some Blast Pistols;
  • Fixed incorrect prerequisites on Astartes Storm Bolter and added additional options to loot it;
  • Fixed incorrect range for Blasters;
  • Fixed incorrect sequence of debuff application for Cultist Armour Plates, and the item now works correctly against AoE attacks;
  • Fixed interaction of Cogni-Simulacrum with Heroic Acts - it will no longer provide indefinite attacks;
  • Fixed issues with Devastating Navigator staves behaving incorrectly if the character switches weapons;
  • Fixed Plasma Overcharge (Extra Damage) ability of certain Plasma Pistols and Plasma Guns not increasing the damage properly;
  • Fixed Purging Fury flamer dealing incorrect amount of direct damage;
  • Fixed Saint Cognatius's Scriptures granting wrong bonus to Critical Damage;
  • Fixed visuals and description for the Negotiator Pistol;
  • Fixed Wanderer's Portent long rifle displaying wrong AP cost for Deadeye Shot;
  • Flash now works as intended;
  • For some shotguns the shot visual effect was attached to the cursor instead of the weapon barrel - fixed;
  • Fusion Gun was one-handed but used animation from two-handed weapons - fixed;
  • Gaze of the Void now correctly deals additional damage to surrounding enemies only after hitting the first target, not any target that was hit due to overpenetration;
  • Gloom's Disgrace now correctly affects enemy Dodge;
  • Heavy Bolter can now be purchased from the Drusian vendor earlier;
  • Icon of Navigator Flesh Sample was updated;
  • Idira's "Psy Jammer" now correctly removes the additional 5% Perils of the Warp chance;
  • If you have the Auto-Striking Power Sword, counter-attack now always happens with it, not any weapon equipped into the first weapon slot;
  • Implacable Tempest now correctly applies bonus damage only against enemies with 60+ Armour;
  • Improved Heavy Bolter didn't improve Rate of Fire after killing an enemy - fixed;
  • Improved Lightweight Boots now grants re-roll with correct dodge chance;
  • Incubus Blade Armour now has the Medium type;
  • Inferno Digital Weapon Ring was sold by the Explorator vendor, and Focus Melta was sold by the Drusian vendor. Looks like some deliveries were messed up here! We've fixed it and switched the items to be offered by their respective owners;
  • Items received through dialogue sometimes lacked description and effects - fixed;
  • Luck Thickener buff will now disappear after the end of the combat;
  • Loyalist Garb wasn't giving dodge bonus properly - fixed;
  • M40 Autogun has been renamed to [Civitas Pattern] Autogun;
  • Made the description of devastating mechanic of Navigator staves clearer;
  • Malefic Tome - Belief in the Unscrutable did not work when equipped on characters other than the main character - fixed;
  • Malefic Tome - Belief in the Unscrutable reduced the wounds by an incorrect amount - fixed;
  • Mask of Whispers now works as intended;
  • Militant's Cloak was working on ranged attacks and did not count them as a first attack, allowing the wearer to make indefinite autohits - fixed;
  • Mindkiller Staff had redundant information about telepathy and necrons in the description (telepathy affected them even without the staff) - fixed, redundant part of the description was removed;
  • Multiple buffs from items didn't have any description - fixed, description was added;
  • Multiple fixes for Saint Katherine's Adulation Eviscerator: It no longer fails all attacks when using its unique ability if the first attack failed, it no longer decreases Crit Damage instead of increasing, and its missing description was put back into place;
  • Multiple types of cloaks weren't displayed visually on some companions - fixed;
  • Multiple types of gloves weren't displayed visually on some companions - fixed;
  • Mysterious Sliver now works according to its description;
  • Name for the Auto Stimulant is now displayed correctly;
  • Omnispex now correctly reduces enemy armour;
  • Onslaught now works according to description;
  • Peripheral Control Monocle item was applying an incorrect amount of stacks (sometimes it applied no stacks at all) and was modifying dodge as a multiplicative effect, not an additive one, resulting in a reduction to dodge. Both problems were fixed;
  • Phoenix Gem applied a buff with wrong visual and icon each round on the wearer, and didn't reduce the cost of using combat stimulants - fixed;
  • Pinpointing Visor item was providing a bonus to critical damage rather than to critical hit chance - fixed;
  • Pitch-Black Desolator received missing description and can no longer be wielded in one hand;
  • Portable Deflector now works as intended;
  • Prey Scanner now correctly grants a double Hunt Down the Prey bonus for killing enemies marked as Prey;
  • Psy-Stifler used to reduce Psy Rating by an additional 1 every time the game was loaded - fixed, it now correctly reduces it only once;
  • Psyker's Breastplate now correctly awards its bonus;
  • Rampage now works as intended;
  • Removed duplicate prerequisites from some weapons;
  • Recoil Warboots caused incorrect cover calculations - fixed;
  • Red Crystal Staff no longer reduces the cost of the Navigator powers when the Navigator switches from it to another weapon;
  • Restless Absolution bonus damage now correctly applies only if the attack fully negates the armour;
  • Ryza-Pattern Plasma Battery had wrong damage numbers in description for some languages - fixed;
  • Scorcher now works as intended;
  • Serrated Knife was renamed to Serrated Mono-Knife to better fit the stats and no longer applies additional dodge penetration;
  • Servoskull and Cherub now properly follow the Lord Captain on the bridge and at Dargonus when equipped;
  • Shard of Bloodstone didn't apply bleed effects - fixed;
  • Singer of Fearsome Sagas bonus damage type was changed from impact to direct damage;
  • Some Drukhari Heavy Weapons did not take the required strength reduction from Heavy Weapon Proficiency into account, making them impossible to equip - fixed;
  • Some Flamers had incorrect distance - fixed;
  • Spiked Boots additional damage wasn't applied correctly - fixed;
  • Spirit Drape now correctly works with Enfeeble;
  • Stalking Boots now deal correct damage from an attack with the second hand;
  • Stinger Ring had its ability icon fixed and description updated to match the effects;
  • Swiftshroud Cloak now works as intended;
  • Synskin, Psychic Bodyglove, Rune Armour, Adaptive Flak Vest, Psyker's Breastplate, Commissar Flak Breastplate, Carapace of Sorrows, Incubus Blade Armour, Kasrkin Armour, Reinforced Kabalite Armour, [Black Heart Kabal Origin] Kabalite Armour, Duelist Uniform, [Craftworld Origin] Aeldari Guardian Mesh Armour, Aeldari Farseer Mesh Armour, Cadian Castellan Carapace, Cultist Armour Plates now update their bonuses depending on the stats of the wearer;
  • Target Designator now correctly reduces enemy deflection;
  • The Cape of Reckoning item did not work correctly in some cases - fixed;
  • The cost of Reload for Bone-Shatterer has been changed from 2 to 1 AP;
  • The description of Dark Reaver item was updated for EN and RU languages;
  • The Dissector's Amulet now works according to description;
  • The Hand of Avolius now also works on grenades and psychic powers;
  • The Princess of Efreet item now has a mechanical description;
  • Thrice-Pioneer's Bracers did not reduce the enemy stats - fixed;
  • Unhallowed Bellow now applies the correct debuffs;
  • Updated Deadly Precision pistol description;
  • Updated loot from Chaos Space Marines;
  • Virtue of Contempt now works correctly;
  • Voltagheist Field Emitter now correctly reduces Energy damage;
  • You can no longer use Retribution Cape when you have 0 ammo;
Locations

General​

  • It is no longer possible to visit a couple of Act IV systems in Act II, facing nearly unbeatable challenges;
  • Made adjustments to multiple locations for better passage of Space Marines;
  • Added names for some sub-locations;
  • There was an issue with the Captain's Quarters, where after a dialogue with Jae the location would not load fully, trapping the Lord Captain inside - fixed;
  • Fixed pathfinding issues at one of the Officer decks;
  • Fixed various cases of characters falling off the map or clipping into the walls;

Act I​

  • Replaced the magnifying glass icon with an interaction icon on the flakk battery at Rykad Minoris - players often had issues finding the quest objective due to this incorrect icon;
  • Cultists that you encounter after Abelard meets you in the Prologue now do more damage;
  • If you're joined by Evayne Winterscale in the final Jail Planetoid combat encounter, his enforcers are now equipped better;
  • Nimble Prisoner at the Jail Planetoid now actually puts his knife to work instead of trying to bore you to death with his running;
  • Unholy lens at the Jail Planetoid are now automatically destroyed if all other enemies were neutralised;
  • Unholy Lens at the Jail Planetoid had their wounds and deflection reduced to 33 and 1, respectively;
  • Fixed issues with placing AoE templates on Eurac V station - it could be difficult to place the selection pattern for certain camera angles;
  • Minor improvements to AI and cover placement in the battle with Aurora at Rykad Minoris;
  • Characters could become stuck behind sandbags at Rykad Minoris when playing on console or with a controller - fixed;
  • Barrels will now properly appear at Rykad Minoris if you didn’t pick it as the first location to visit - fixed;
  • Characters no longer fall under the ladder at Rykad Minoris;
  • Minor visual and pathing improvements for Rykad Minoris;
  • Fixed a broken cutscene at Rykad Minoris with NPCs attempting to activate turrets;
  • Improved the reward from a puzzle on Rykad Minoris;
  • Improved cover placement at the Archeotech Reactor;
  • Removed the red untextured cube from Rykad Minoris;
Act II

  • A servant on Dargonus will no longer be moonwalking;
  • Fixed minor pathing issues at Dargonus where it was possible to move into flower beds;
  • Improved pathing at Dargonus;
  • Fixed a case of the exit not appearing at Kiava Gamma;
  • Improved wall dissolving at Kiava Gamma. Line of sight should be less confusing now in some spots;
  • Improved the Aeldari arrival cutscene at Janus;
  • You no longer suddenly spend a melta charge when using the cogitator at Kiava Gamma;
  • Removed a non-functional ladder at Janus;
  • Improved cover placement in the final encounter at Janus;
  • Footfall has received various improvements to lighting and object transparency patterns (for the camera to see through them better);
  • You can now see the Master of Seals on the minimap in the Administratum;
  • Added loot to the Administratum palace;
  • Kas Bellardo's body could disappear under certain circumstances - fixed;
  • During the Iconoclast coronation ceremony, when choosing the option to distribute supplies to the citizens of the Imperium, there were corpses instead of supplies and blood was dripping from the columns - fixed, it's not the time for Heresy (yet)!;
  • Improved object placement (no more heretically hovering plates and candles!) and tall object transparency patterns at the Adeptus Amasecus;
  • In the siege of Rogue Trader’s palace, one of the loot containers didn't open after successfully passing the skill check - fixed;
  • In the Electrodynamic Cenobium, after the cutscene with lightning, not all affected enemies died as they should - fixed;
  • Killing minions in the final Inquisition Shipwreck combat encounter now deals more damage to a certain major enemy;
  • It is now possible to kill servitors with the second trap in the Smuggler Hideout;

Act III​

  • An evil twin of Yrliet was removed from Commorragh;
  • Fixed the cutscene at Commorragh Arena sometimes freezing for 30-40 seconds;
  • In the third battle at the Commorragh Arena, the incubi bodyguards of Kickeros could engage in battle with the player's party while on the gondola - fixed;
  • Fixed the exit from the Haemonculus laboratory to be properly visible in Idira's quest;
  • Updated the cover placement at the Commissar gang location in Commorragh;
  • The debuff on Jae from Act III could remain on her indefinitely - fixed;
  • Added proper highlight for the hidden loot container at the Reaving Tempest Spire;

Act IV​

  • Some coughing NPCs were added to Footfall. Hello papa Nurgle!
  • Added the location exit marker to the minimap for the Crone World;
  • Fixed columns getting in the way of camera and clicks on the Crone World;
  • Fixed the demolish check on the rocks at the Crone World, it is now repeatable if you still have Melta charges;
  • Fixed an issue where enemies could see the player through walls and closed doors at Eufrates II;
  • Chaos Corruption feature of the Chaos Space Marine at Eufrates II did not work for Desperate Measures triggered by psychic powers from staves, and for those triggered by the 5% additional chance of Perils of the Warp of Unsanctioned Psyker - fixed;
  • Fixed an issue where repeated landings to Eufrates II could send the party to a wrong entrance point, making it impossible to leave the location;
  • The button to enter the bunker is no longer deep underground at Salis Prime;
  • On Salis Prime, enhanced Unholy Lens were added;
  • It was possible to land outside the Ravaged Void Station zone when the Hunting the Hunter quest had already been completed, causing the location to break in erratic ways - fixed;
  • Fixed issues with combat not ending at Quetza Temer;
  • Brought back the missing exit at Adeptus Amasecus after a certain encounter;
  • In the second quest of Marazhai, Ulfar could become stuck behind a ladder that was only traversable in one direction - fixed, no puny ladder may stop a mighty Space Marine;
  • Removed a trap in Quetza Temer that was located right under the entrance point;

Act V​

  • Heralds of corruption at the Drifting Voidship no longer buff each other and their buff only lasts for 1 round;
  • Deathmarks in the battle with the Necron Lord on Epitaph can no longer teleport beyond the energy barrier of the Inquisition stormtroopers;
  • Fixed passability in the Epitaph Crypt location;
  • One of the areas that looked traversable at the Epitaph didn't have any actual geometry - fixed;
  • Turrets in the Epitaph didn't always attack the player - fixed;
Visual

  • In the Prologue, fixed the model of the ritual knife for Kundrad;
  • Fixed incorrect visuals for Fusion Guns;
  • Fixed wrong animations for a number of Psyker and Navigator staves
  • Fixed a rare bug in Act IV where the certain Haemonculus clones looked like Aeldari Farseers;
  • Herald of Corruption ability effects were not visible - fixed;
  • Necron Lokhust Heavy Destroyer had incorrect visuals for its attacks (it used Plasma weapon FX instead) - fixed;
  • Reflections of the Rogue Trader in the Epitaph Crypt now correctly match the player's appearance;
  • The light on Herald Of Tzeentch's staff no longer persists after the demon's death;
  • Uralon's appearance cutscene improved;
  • Uralon had his animations fixed;
  • Zombie walking animation is now slightly faster;
  • Added a new hairstyle option;
  • Added a new sightseeing cutscene on the balcony of the Rogue Trader palace;
  • Added a visual and sound effect on level-up;
  • Added a visual effect to Molten Beam ability;
  • Added additional visuals for warp-affected areas on the battlefield;
  • Added an intro cutscene to the final location of Act V;
  • Added animation to the floating obelisks in Act V;
  • Added missing animations to Drukhari Scourge wings;
  • Added correct visuals for Skorpekh Lord projectiles;
  • Added female models for Servitors;
  • Added improvements to the final cutscene;
  • Added minor visual improvements to a variety of secondary NPCs;
  • Added missile launch animation for the Defiler;
  • Added more appropriate clothing to the servants during the coronation;
  • Added more human death animations;
  • Added multiple new death animations for cutscenes;
  • Added separate visuals for flames caused by psychic abilities;
  • Added visual effects for falling leaves, flying ash, rain;
  • Added visuals for Earth Protests ability;
  • Added visuals for Perils of the Warp;
  • Added visuals for various types of force fields;
  • Added visuals for Warp Blast ability;
  • Area of effect visuals after Inquisition Shipwreck combat encounter will now disappear correctly;
  • Characters should twitch noticeably less when in cover, despite all the horrors lurking in the grim darkness of the far future;
  • Corpses burnt with Melta weapons now properly burn instead of looking like they were killed with electricity;
  • Critters now disappear during combat;
  • Cultists no longer twitch if automatic end turn option is enabled (like twitching in cover wasn’t enough!);
  • During ship customization, sometimes the ship's model would not fully load - fixed;
  • Enfeeble psychic power has received a visual effect;
  • Fixed incorrect Harlequin animations and issues with holding weapons for them (Harlequin's Kisses will no longer face backwards);
  • Fixed Solitaire animations;
  • Fixed a bug causing the ability visual effects to disappear if the ability was reapplied to the target;
  • Fixed a bug where the cursor appearance in combat was not always correct;
  • Fixed a cutscene on the officer deck, where Cassia disappeared visibly earlier than the screen faded;
  • Fixed a few seconds of characters running in place before leaving the Voidship Bridge;
  • Fixed a minor visual glitch with the sleeves of male robes while holding two-handed ranged weapons;
  • Fixed a minor visual issue with Seneschal forearms when holding two-handed weapons;
  • Fixed a visual glitch for Necron ship projectiles in space combat;
  • Fixed an issue causing purple cubes to appear under the character feet;
  • Fixed an issue with party pathing in some cutscenes, that caused the Lord Captain's retinue to walk through walls, doors and objects;
  • Fixed animation issues in a cutscene with Achilleas;
  • Fixed animation issues when standing up from cover with fast animations enabled;
  • Fixed NPC animations for carrying boxes;
  • Fixed animations for shooting with Plasma weapons (the shot used to come out after the animation was already complete);
  • Fixed animations for Pasqal’s mechadendrites in the inventory screen;
  • Fixed broken animations for the noble crowd in Abelard's quest;
  • Fixed combat servitor animation for getting back up after prone condition;
  • Fixed death animation for Cronos Parasite Engine;
  • Fixed death animation for Talos Pain Engine;
  • Fixed Drukhari death animations sometimes clipping through the ground;
  • Fixed facial geometry issues for some male heads;
  • Fixed incorrect animations for Psyker and Navigator staves;
  • Fixed issues with plague zombie animations;
  • Fixed minor animation bugs when equipping and unequipping weapons;
  • Fixed missing textures during Helbrute death animation;
  • Fixed missing textures for Khorne Bloodletter howl ability;
  • Fixed some animations for tall models such as Aeldari or Space Marines, which caused them to clip into the ground or inside their armours;
  • Fixed some robe animations;
  • Fixed cases of T-posing on NPCs across the game;
  • Fixed the animation for the falling column in Prologue;
  • Fixed the position of Aeldari chainsword on the characters;
  • Fixed throwing animation for Corrosive Grenades;
  • Fixed visual bugs with techpriest mechadendrites;
  • Fixed visual issues with fast animations;
  • Improved Helbrute Autocannon shooting animation;
  • Improved Aeldari and Drukhari animations for heavy weapons;
  • Improved and fixed animations for Electro priests;
  • Improved and fixed the cutscene in the Underworld quest;
  • Improved animations for some of the guests at Adeptus Amasecus;
  • Improved animations of Space Marines moving out of cover;
  • Improved death animations in many cutscenes;
  • Improved heavy two-handed weapon animations for humans;
  • Improved holding animations for large weapons;
  • Improved lighting and fixed minor visual issues on Footfall;
  • Improved lighting on Dargonus;
  • Improved robe and cloak interaction with chairs and thrones;
  • Improved Space Marine animations in the character screen;
  • Improved staff animations for humans;
  • Improved the camera movement in Act III cutscenes;
  • Improved the cutscene in Blood Ties quest. The view is no longer obscured by the banner, and the victim is now placed on the table correctly;
  • Improved the cutscenes on Rykad Minoris;
  • Improved the flyby cutscene on Footfall;
  • Improved the steam effects at Footfall;
  • Improved visual effects for Helbrute burst fire;
  • Improved visuals for attacks of the final enemy;
  • Improved visuals for the Lord Captain's throne;
  • Invisible Uralon is now visible;
  • It is no longer possible to hide the backpack for Pasqal, as it caused the mechadendrites to float in the air;
  • Liquifier Grenade will now visually be thrown and explode at the target, not above it;
  • Marks from shooting on some surfaces spawned twice - fixed;
  • Mind Control has received a visual effect;
  • Minor adjustments to Cassia animations;
  • Parry animation stopped working after the first use - fixed;
  • Warrant Chamber has received a handful of visual improvements;
  • Scourge of the Red Tide visual effects no longer remain on the battlefield after the combat ends;
  • Selection circles no longer remain under NPCs after dialogues;
  • Servitor animations were slower than their movement, causing a 'sliding' effect - fixed;
  • Voidship bridge has received some lighting adjustments;
  • Skipping a cutscene could sometimes cause animation issues for characters and doors that were involved - fixed;
  • Some candles across the game weren't lit where they should have been - fixed;
  • Some cultists had two guns on their back - fixed;
  • The camera could shake during some dialogues - fixed;
  • The Solitaire used a wrong set of animations from a Mandrake instead of his own - fixed;
  • Transitions from one animation to another for Aeldari are now smoother;
  • Updated Defiler death animation;
  • Updated Aeldari running animations;
  • Updated the visual appearance of the Voidship Bridge during the siege, based on the player's Convictions;
  • Visual effect for Spot Of Apathy now works as intended;
  • Visual effect from Mind Bond no longer persists after combat;
  • Visual effect from Navigator's Spot of Apathy ability did not disappear after the end of combat fixed;
  • When parrying, characters will now always turn to face the source of the parried blow;
  • Fixed cases of weather effects remaining when switching to the global map;
User Interface

  • Installed extractums are now visible on the global and system map;
  • Added alphabetic sorting for talents and abilities. Also abilities are now grouped by their source.
  • Added talent categories and possibility to add talents to favourites in the level-up interface;
  • Clicking the button to gather all loot now closes the loot window automatically;
  • Hiding the helmet now also hides glasses;
  • Minor visual adjustments to the vendor screen;
  • Discord name field in the bugreport window no longer resets every time the window is opened;
  • "Saving game is impossible" message could become stuck on the screen - fixed;
  • "Tooltips delay" option in the settings didn't affect hint appearance time - fixed;
  • Сontrols could be broken when opening colony management window right after getting a reward in planet exploration window - fixed;
  • Added "Reset to default" function for Custom difficulty;
  • Added a confirmation prompt for quick load on console and when playing with a controller;
  • Added a hint for opening the game menu on console and in controller UI;
  • Added a message explaining that to level up another character, you first need to finish or cancel the levelling of the current one;
  • Added a notification message on any changes to Profit Factor;
  • Added new hints and error messages to the vendor window;
  • Added quest markers to the global map;
  • Added recommendations for attributes and skills during level up;
  • Added recommended attributes and skills during character generation;
  • Added sorting for loot and cargo window;
  • After respecializing a character, level up window could still show a previously selected archetype until the window was closed and opened again - fixed;
  • After splitting item stacks, incorrect numbers could sometimes be displayed on the icon - fixed;
  • All items, including grenades, that use all available MP or AP, now have a warning about it in the tooltip;
  • Bloodstains appeared twice in the game settings - fixed;
  • Button to confirm the voidship's upgrade didn't always work - fixed;
  • Combat log had issues with displaying burst fire containing more than 12 shots - fixed;
  • Combat log now correctly reflects the source of Prone if it was applied by a grenade;
  • Combat log now includes information about critical damage for burst shots;
  • Combat log will no longer display repeated NPC chatter more than once;
  • Damage from effects that add additional damage to weapon attacks (such as Orchestrate Flames psychic power) was listed twice in the combat log - fixed;
  • Damage from Heroic Acts and Desperate measures could show up twice in the combat log under some circumstances - fixed;
  • Dodge modifiers are now correctly reflected in the combat log;
  • Double-clicking a ship component now unequips it;
  • Drag&dropping an item into a wrong slot or trying to do so in combat now displays an error message, same as when the player does it by clicking;
  • During space exploration on console and when playing with a controller, the X hint - "Add to cargo" - did not work from the inventory window - fixed;
  • Equipping certain items could cause the character model to disappear in the inventory window - fixed;
  • Fixed the "Reset to default" button in the settings not always actually restoring everything to default;
  • Fixed a bug where quickly reopening the ship customization window multiple times could lock the window completely;
  • Fixed a bug where targeting a cover with a flamer could display incorrect prediction grid;
  • Fixed a bug with the cargo UI where some slots of cargo would become inaccessible;
  • Fixed a case of graphics settings sometimes randomly resetting to default;
  • Fixed a case of lifebars remaining on the screen after combat;
  • Fixed a case of tooltips disappearing from the colony resource panel;
  • Fixed a case where active window could get stuck behind another window when playing on console or with a controller;
  • Fixed a case where drag&dropping items in the ship inventory could cause items from the normal inventory to appear there as well;
  • Fixed a case where if a tutorial popped up when the ESC menu was open, the menu would become irresponsible;
  • Fixed a case where page scrolling could break in book events after the player viewed the history;
  • Fixed a character creation menu bug, where the model of the Lord Captain could become invisible;
  • Fixed a problem when playing on console or with a controller, which caused hints to disappear in the loot window if items were added to cargo;
  • Fixed a rare bug (presumably, co-op only), causing multiple identical answers to appear in the dialogues;
  • Fixed an empty tooltip, that appeared upon selecting the warp jump to the Imperium;
  • Fixed an issue that caused some attributes not to display updated values when selecting abilities that increase these attributes during level up;
  • Fixed an issue when playing with a controller or on console, where character selection didn't work correctly in combat;
  • Fixed an issue where clicking the level up arrows opened the summary window instead of archetype window;
  • Fixed an issue where switching between weapon sets in the inventory could stop working;
  • Fixed an issue, where after picking the custom portrait in character generation, the previous portrait would remain visible until the player refreshed the window;
  • Fixed cases where saves sometimes could end up under other character category in the load game menu;
  • Fixed certain UI elements becoming stuck on the screen when switching into ship customization on console or when playing with a controller;
  • Fixed the display of the game difficulty effect on skill checks in dialogues;
  • Fixed incorrect prerequisite requirements being displayed during level-up;
  • Fixed issues with armour and clothes colour presets;
  • Fixed issues with display of buffs and debuffs when there's more than 4 of them on a single character;
  • Fixed minor visual issues with selection in the level up interface;
  • Fixed minor visual issues with text on tooltips clipping or going out of bounds during warp travel;
  • Fixed prerequisites sometimes overlapping with the ability description;
  • Fixed some abilities getting grayed out incorrectly during level up;
  • Fixed some text clipping during level-up on consoles and when playing with a controller;
  • Fixed the case where right-clicking an item and then pressing ESC would make the windows overlap;
  • Fixed the placement of the selector beam in the voidship level up window;
  • Fixed tooltips in the inventory for equipping items, splitting items and opening the context menu, on console and when playing with a controller;
  • Font size accessibility settings now work correctly for the tabs at the character generation screen;
  • Formation preview now works properly on right clicking and dragging;
  • Formation screen will now close automatically if the party engages in combat;
  • Having character selection window open when initiating combat could cause that window to be stuck on the screen through the whole battle on console and when playing with a controller - fixed;
  • Held in My Gaze navigator ability had full description of the immobilised status in its tooltip. Resolution: Redundant description was removed - it can still be looked up by hovering over the word "immobilised" in the tooltip;
  • Hiding the clothes during character generation no longer also hides all the hints;
  • Hovering over a quest marker during system exploration will now display the quest objectives;
  • Improved navigation between categories in the character generation menu;
  • Improved the display of available and extracted resources on the global map;
  • Improved trade vendor selection for consoles and when playing with a controller;
  • In rare cases summoning the ESC menu could make the dialogue window disappear - fixed;
  • In the 'Worlds of the Expanse' encyclopaedia chapter you can now see Active Rumours on the selected planet;
  • Instability Detonator ability has a correct icon now;
  • Inventory tutorial now appears the first time you open the inventory, not after you close it for the first time;
  • It is no longer possible to open the menu on console while loading;
  • It is now possible to enable or disable all tutorials at once in the settings;
  • It is now possible to hide the interface with CTRL+F11;
  • It is now possible to navigate the list of saved games using "Up" and "Down" buttons;
  • It is now possible to see the character's hologram for ranged weapons on a selected tile, even if the character is currently engaged in melee;
  • It's no longer possible to open the quest journal while having the ESC menu open;
  • Items will no longer be automatically sent to cargo in Act III if they were selected as "always send to cargo" in previous Acts;
  • Minor adjustments to cargo tooltips;
  • MP counter sometimes could get stuck at ability cost value, not returning to remaining points value - fixed;
  • Invisible units and enemies no longer have their selection circles displayed during pause;
  • Notification about events in the colony is now always displayed correctly;
  • Number of stacks for buffs and debuffs is now always visible while inspecting, without having to hover over each buff or debuff to check it;
  • On console and when playing with a controller, inspect window will now close automatically upon engaging in dialogue;
  • Opening the ESC menu now always pauses the game;
  • Overpenetration no longer spams the combat log regarding its inability to apply when conducting mass melee attacks;
  • Pause tooltip will no longer go over some windows;
  • Pressing a bug icon on the right side of the screen had no effect since one of the last patches - fixed, it now properly allows you to send a bug report again;
  • Psychic Scream was listed twice in the character screen - fixed;
  • Quest objectives in the quest journal now display the location where they can be found;
  • Quests and dialogues should no longer display an empty list of items being received, when there are no actual items given to the player;
  • Quests with a reference to the system did not have markers neither in the quest journal nor on the map - fixed;
  • Removed duplicate tooltips in ship customization window;
  • Rerolls are now correctly reflected in the combat log;
  • Restoring settings to default no longer always switches the language to English;
  • Rewards window could appear without an option to close it if a dialogue was active - fixed;
  • Right-clicking an item in the vendor interface now provides information about the item instead of buying it;
  • Scrolling in the cargo screen could make the cargo list empty until the window was reopened - fixed;
  • Selection frame in the quest journal is now better visible;
  • Ship components no longer pop up in the list of items suggested to equip on the character;
  • Ship components sometimes displayed incorrect stats when viewed from the ship inventory - fixed;
  • Skill checks during dialogue could remain on the screen forever - fixed;
  • Skillcheck difficulty slider is no longer inverted in the settings;
  • Smaller tutorial windows now also have videos;
  • Some large (bigger than 1x1) targets always displayed a 100% dodge chance - fixed;
  • Some tooltips weren't affected by the font size accessibility settings - fixed;
  • Sometimes initiative tracker could display an empty square for a unit - fixed;
  • Sometimes when a quest objective became irrelevant due to player decisions, it would be removed but the space for it in the quest log would still be allocated, resulting in empty lines between other quest objectives - fixed;
  • Sorting in the vendor menu worked incorrectly if unfitting cargo was hidden - fixed;
  • Standard formations did not work - fixed;
  • Strange Vitality buff has received a proper icon;
  • The description for hints about losing and acquiring discounts from vendors has been corrected: Rogue Trader receives/loses a Profit Factor (PF) discount, not a percentage amount;
  • The error message about the lack of free space for making a save will now always be properly displayed on console and when playing with a controller;
  • The very rare and a pretty hillarious bug, where interface elements suddenly appeared in the actual in-game locations (imagine a comically large ability panel in the middle of Adeptus Amasecus!), was caught and fixed;
  • There is now a warning pop-up that your current selections will be reset if you switch away from the level-up window without confirming them;
  • There is now a warning when the next respecialization will become more expensive;
  • Tutorial window will no longer close if another tutorial window has appeared on top of it;
  • Universal talents are now highlighted in a different color for better recognition in the level-up screen;
  • Updated the 'D100 System' tutorial;
  • Voidship information tooltip didn't always work correctly - fixed;
  • Weapon sets window could stop appearing after switching to a different input method (keyboard to controller or vice versa) - fixed;
  • When playing on console or with a controller, weapon tooltip is now visible in the inspect window;
  • When playing on console or with controller, selecting hairstyle, tattoos and implants during character generation no longer requires a confirmation to update the character model;
  • When playing with a controller or on console, character's face in character generation window will be zoomed in automatically the moment any face-altering slider is selected, not when it is changed for the first time;
  • When playing with a controller or on console, selecting the option to show completed quests will no longer cause the selection to go off the list;
  • You can now properly switch weapon presets from the inventory window during combat;
  • You can now scroll archetype tooltips using the mouse wheel during character generation;
  • You can now see remaining charges for consumables in the inventory;
  • A tutorial on trophies and cargo has been added;
  • Added a new small tutorial about cargo restrictions in the Act III;
  • Added the ability to scroll the infotype window using scroll arrows;
  • Character information window could open for the wrong character when clicking on the levelling arrows on the group panel - fixed;
  • Fixed a bug where going to the lore glossary could cause fonts to go haywire, randomly changing colours and size;
  • Fixed incorrect display of the context menu for deleting a character;
  • User Interface: It will no longer be possible to change the controls in the character generation menu, while playing with a controller;
  • Talking to the High Factotum to trade for the first time always selected the first vendor in the list automatically - fixed, the player now has a choice;
  • The pantograph could break after returning from the last tab during the character generation - fixed;
  • When playing on a console or with a controller, tooltips in the cargo manager could be located under other interface elements - fixed;
  • When trading, sometimes items from the inventory could not be transferred to cargo - fixed;
Sound and Music

  • The Prologue has received a full voiceover;
  • Added voiceover for all companion banter in the game;
  • Added new music for the first visit to the Warrant Chamber;
  • There's now a sound notification when the loading of the game is complete;
  • Added sound to the flyby cutscene on the balcony in the palace on Dargonus, and corrected the environmental sounds on the balcony in the palace on Dargonus;
  • Necron Immortals, Deathmarks and Skorpekh Lords have received voices ;
  • Added missing sounds for Aeldari footsteps (they are fleet of foot, of course, but still ought to produce some sound!);
  • Added new sounds to the final cutscene;
  • Added reloading sounds;
  • Added sound for staff animations;
  • Added sound for the Reckless Strike ability;
  • Added sound to the Air of Authority ability;
  • Added sound to the Expose Weakness ability;
  • Added voices to cultists who previously were dead silent;
  • Cultists on the Jail planetoid no longer cheer for the Emperor;
  • Fixed a case of sound disappearing in the Interchapter between Acts III and IV;
  • Fixed a couple of cases with disappearing music;
  • Fixed a looping lift sound in Prologue during co-op;
  • Fixed one of the male voices not working in combat;
  • Improved sound and music in Act III cutscenes;
  • Improved sound during the battle with Aurora;
  • Many NPCs have received combat shouts;
  • Pasqal's Omnissian Axe now has sound for all types of attacks;
  • Psychic Scream is now louder and scarier!
  • Removed the looping fire sound after some grenade explosions;
  • Ship engines can now be heard when traversing the star system;
  • Some cultists lacked death sounds - fixed;
  • Some Drukhari Wyches had incorrect voices - fixed;
  • Track "Nikolay Filipovich - Clash of Convictions" is used more often across the game now;


Space​

Global Map

  • "Chart new route" hint will no longer appear if charting new route is currently impossible;
  • Added information about quests and rumours in the system to the system info window on the global map;
  • Fixed an issue where double-clicking on an unknown star system could block Warp travel;
Star System Exploration

  • Added a round selector frame to the points of interest on planets;
  • Fixed a rare case with missing lighting in star systems;
  • One of the space exploration encounters didn't provide an extractum for reward as described - fixed;
  • Scanning a space object no longer requires holding the button when playing with controller or on console;
  • You can now see available resources and installed extractums near planets;
  • After visiting a colonised planet, resource panel could sometimes show wrong values when visiting non-colonized planets - fixed;
  • Updated the colours for planets and backgrounds during space exploration for better recognition;

Colony Management​

  • A few colonisation projects awarded rewards directly to the inventory without displaying them to the player - fixed;
  • A Saint Cognatius's Relic wasn't mentioned in "A Celestial Protector" colony project - fixed;
  • Added missing text to some dialogues and projects at Kiava Gamma;
  • Colonisation resource panel didn't always update resource values when building projects that use resources - fixed;
  • Contracts sometimes marked resources as insufficient even if you had them - fixed;
  • Finishing the last project in any colony no longer blocks the ability to do projects on the other colonies;
  • Fixed a bug that caused colony projects to count projects from other colonies as viable prerequisites;
  • Fixed a case where a decision in one of the colony events decreased security level where it would be logical to increase it;
  • Fixed the reward from Emporium project;
  • Gift from house Sauerback now gives a proper bonus to the voidship;
  • Icons for complacency and security stats in the colony window were swapped - fixed;
  • Impact Shields were removed from Imperium Fleet vendor and placed into colony rewards;
  • Lowered Imperial fleet-related colony project reputation requirements;
  • One of Janus events related to Vyatt could be shown even if she was dead - fixed;
  • Removed the mysterious colony events which had no description, did nothing and simply disappeared after clicking them;
  • The fleet vendor will no longer accept Necron trophies (these were a spoiler and were never possible to acquire while still having the access to this vendor anyway);
  • Selecting one planet with active cursor and another with D-Pad navigation could cause multiple planets to be selected at the same time - fixed;
  • System tooltips on the global map didn't have colonised planet info - fixed, now they do;
  • The requirement for "Dark Sages" to be completed was listed twice in the "Mechanised Servant" colony project - fixed;
  • Updated the name and description of the "Filth of the Expanse" project reward, that grants a pirate vessel;
  • Vheabos VI had two projects called "Lair in the Void" - fixed;
Space battles

  • Officer Posts button in the voidship UI didn't work under some circumstances - fixed;
  • Cargo loot received from space combat now automatically ends up in the cargo;
  • Added new voidship abilities for reaching Conviction level 3;
  • Duration description added to voidship special abilities;
  • Enemy ships will no longer carelessly finish their turns on tiles with torpedoes if they can avoid it;
  • Enemy torpedoes now self-destruct automatically, if no enemy ships are left on the battlefield;
  • Enemy torpedoes will no longer sometimes have a green outline until selected;
  • Fixed a bug that caused inspect tooltips to get stuck in the middle of the screen during enemy turn in space combat on console or when playing with a controller;
  • Fixed a case of enemy torpedoes remaining stationary and skipping turns;
  • Fixed a case of game freezing when the Universe-Class Mass Conveyor is destroyed by Drukhari ships;
  • Fixed a case where officer posts turned off by enemy abilities were working anyway;
  • Fixed a number of visual and mechanical issues with weapons of enemy Chaos Raider voidships;
  • Fixed an issue with Falchion-class frigate weapon slots which sometimes caused nothing to happen when activating weapons. Problem was fixed, but the player may have to to re-equip the weapons for them to work properly;
  • Fixed cases of camera jumping back and forth during usage of some void combat abilities;
  • Hit prediction for enemy shields will now use the hologram's position, not the ship's current position;
  • Improved loot from the Shard of the Holy World;
  • In some space battles with timer, it was possible to destroy all enemy ships at a given moment, and receive the victory window despite the battle continuing and more ships spawning - fixed, victory window will only now appear after all the enemy ships have spawned and have been defeated;
  • It is no longer possible to remove the engine completely from the ship. Why would anyone want to do that anyway?!
  • Post portrait was empty when the Lord Captain was set on a post - fixed;
  • Predicted damage in space combat now has correct values;
  • Retreating trader ship will no longer drift away after the end of combat;
  • Ship hologram in space combat could sometimes count diagonal movement incorrectly, causing the ship to stop earlier and the ability use to fail - fixed;
  • Shots were coming from unexpected places on some enemy ships - fixed, they should now come out of the weapon barrels and broadsides as expected;
  • Starship's Internal Fires debuff no longer procs again after the Torpedo Control ability grants an extra turn;
  • Unequipping certain types of void shields no longer causes the shield HP to go negative;
  • Improved and fixed multiple rewards from colony projects;
  • When in space combat you find yourself blocked by the enemy ship in front of you, but still have movement points left, it is now possible to make a turn, using remaining movement points;
Co-op

General​

  • Hiring mercenaries is now available during co-op sessions. As soon as The High Factotum becomes available, the host player may give control of the Lord Captain on the bridge to another player for them to initiate creating their own custom mercenary character!
  • 2nd Tier archetypes could become unavailable for the player, if the Rogue Trader wasn't under their control - fixed;
  • Added a message to the main lobby, notifying players that a new player has joined the lobby;
  • Added a warning message in co-op if the players have different mods;
  • After a player disconnects on the system map, the button to open the global map remains functional now;
  • After pressing the Esc button in the character generation menu, if the player is not a Rogue Trader, they will be prompted to leave the co-op lobby and go to the main menu;
  • All players (no longer just the host) now see the message about a player joining or leaving the lobby, and the message now lasts longer;
  • Fixed a bug causing UI elements to sometimes stay on top of the dialogue window when another player initiates a dialogue;
  • Fixed a bug that could lock space combat when players attempted to use the ability simultaneously;
  • Fixed a case where after a player was disconnected and control of their characters was given to another player, some abilities could become unavailable;
  • Fixed a case where highlighting an item for other players would highlight all similar items at the same time;
  • Fixed an issue with dialogue having a chance to break when non-Lord Captain players suggested multiple different dialogue options;
  • The game will now recognize installed mods, displaying a warning about mismatch if any;
  • If a player in co-op had a window open while another player clicked the button to exit the area, this window could sometimes become locked until reloading the game - fixed;
  • If no saves are present when attempting to host a co-op game, the host will now see a message that they need at least one existing save;
  • In rare cases when playing with a controller in co-op, the game would not show the controlling player names - fixed;
  • It was possible to switch other player's weapons in co-op when playing with a controller - fixed;
  • It's now possible to drag&drop characters between players in co-op;
  • Pings on the global and system map by other players in co-op will no longer stay on the map indefinitely;
  • Players could close each other's active windows by pressing ESC - fixed;
  • When a player left the game session, control was not always transferred to another player - fixed;
  • You can now highlight the enemy ships for other players in space combat;
  • Fixed a crash in co-op when interacting with some items in the inventory;
Desyncs

  • Fixed cases of 'soft desync', where the enemies had different positions on the screen for different players, but the session continued;
  • Fixed a case of desync during Ulfar level-up;
  • Fixed a case of desync when one of the players was forced out of the settings menu (for example if a battle started);
  • Fixed a case of desync in one of Eufrates II combat encounters;
  • Fixed some cases of desync happening at the start of combat;
  • Fixed desync issues caused by the inspect window;
  • Fixed desync issues caused by one or more players having the level-up screen open when other player initiated combat;
  • Fixed desync issues when scanning planets;
  • Fixed a minor visual issue where the Lord Captain's answer could be scrolled beyond dialogue window boundaries in co-op;
  • Fixed cases of desyncs related to different autosave settings;
  • Fixed cases where system messages (player joining and leaving lobby) were not displayed;
  • Fixed desync issues during respec;
  • Fixed desyncs caused by Alt-Tabbing out of the game;
  • Fixed desyncs caused by Vigil Beyond Time ability;
  • In co-op, it could be possible to simultaneously launch the same colony project multiple times, causing a desync - fixed;
Localization

  • Explosive damage type has been replaced with the correct Impact damage type in some mechanical descriptions;
  • A lot of improvements for French localization;
  • Added localization of tooltips in the bug report window and made them more visible;
  • Added missing localization for some talents for Russian locale;
  • Added missing localization for some strings in German locale;
  • Added missing localization for some combat log strings;
  • Extensive consistency and naming fixes in Russian localization;
  • Fixed localization for "Common feature" on languages other than English;
  • Fixed numerous typos on all languages;
  • Fixed or clarified the descriptions of many character abilities and talents on all languages;
Miscellaneous

  • 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. The main purpose of the ability is to make sure you can rebuild your characters after the major mechanical changes of this patch in case of not having access to the High Factotum. We have also added one additional free respecialization in the usual dialogue option with the High Factotum;
  • Vendor prerequisites have been reduced in such a way that the amount of reputation required to fully upgrade any of the 4 vendors has been decreased by about 20%. This should give the player the opportunity to upgrade up to 2 factions to the cap;
  • Friendly NPCs will no longer use AoE with disregard for the player;
  • Some combat encounters didn't award experience if skipped because of player decisions - fixed, they now correctly award experience;
  • Added a new batch of missing founder names to the game credits and the Shrine of Remembrance;
  • Achievements "The Rise" and "The Exemplar" are now awarded correctly;
  • Camera could sometimes fall below terrain when following a moving character while fast movement was enabled - fixed;
  • Difficulty levels description updated;
  • Fixed a case where installed DLCs would not be recognized in the Load Game menu if there was a problem with connection to the digital store, causing issues with loading games;
  • Fixed the issue where after traversing to another location some characters in the party could end up beyond the borders of the map and get stuck there;
  • It is now possible to save the game using the same name if the saves are made for different characters;
  • Making a quick save during a cutscene which had characters running could break that cutscene after loading - fixed;
  • One of the interchapters could play twice in a row for female Rogue Traders - fixed;
  • Profit Factor discount for Fellowship of the Void vendor is fixed - it now correctly decreases the cost instead of increasing it (whoops!);
  • Removed the twin brother of Uralon appearing when you recruit him at the bridge. What's up with these Space Marines never going alone?
  • Respecializing didn't work if the player had 0 PF, even if it was free - fixed;
  • Updated Intelligence and Strength encyclopaedia descriptions;
  • Updated some tutorial videos;
Cool.
So, is it playable yet?
 
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Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,504
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/32

COLLECTOR'S EDITIONS UPDATE 2.0​



Lord Captains!

Unfortunately, due to increased international tensions in the Red Sea, our delivery of the Collector's Editions for Warhammer 40,000: Rogue Trader has been delayed by a couple of weeks.
We expect to provide you with the tracking numbers by the beginning of March and with the new expected delivery dates at around the end of the same month.

A few more details about the situation:

Your boxes are currently on their way from China, where they were manufactured, to logistical centers around the world. Distribution will commence from there.
With the Suez Canal, a critical piece of maritime infrastructure, currently being too dangerous to use, ships are forced to go around the whole of Africa, affecting our deliveries as well.

It will not affect the cost of your delivery or require any additional action from your side, but sadly there's nothing we can do to avoid this delay.

We deeply apologize for any inconvenience and appreciate your understanding.
 

GloomFrost

Arcane
Joined
Dec 9, 2014
Messages
1,009
Location
Northern wastes
https://roguetrader.owlcat.games/news/en/32

COLLECTOR'S EDITIONS UPDATE 2.0​



Lord Captains!

Unfortunately, due to increased international tensions in the Red Sea, our delivery of the Collector's Editions for Warhammer 40,000: Rogue Trader has been delayed by a couple of weeks.
We expect to provide you with the tracking numbers by the beginning of March and with the new expected delivery dates at around the end of the same month.

A few more details about the situation:

Your boxes are currently on their way from China, where they were manufactured, to logistical centers around the world. Distribution will commence from there.
With the Suez Canal, a critical piece of maritime infrastructure, currently being too dangerous to use, ships are forced to go around the whole of Africa, affecting our deliveries as well.

It will not affect the cost of your delivery or require any additional action from your side, but sadly there's nothing we can do to avoid this delay.

We deeply apologize for any inconvenience and appreciate your understanding.
Is there actually any "tension" in the Red Sea nowadays or are they just trying to pull a fast one?
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,071
I was bored so I read the whole patch notes. I didn't see any real nerfs to Cassia, Assassins or Burst fire or Arch Militants or buffs to Vanguards..
And extra turns shit I need to try. If you can still use all the abilities that say 1 round cooldown in same round just because you got some extra action they did nothing.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,391
I was bored so I read the whole patch notes. I didn't see any real nerfs to Cassia, Assassins or Burst fire or Arch Militants or buffs to Vanguards..
And extra turns shit I need to try. If you can still use all the abilities that say 1 round cooldown in same round just because you got some extra action they did nothing.
You did not read especially well, then.
 

ChildInTime

Learned
Joined
Jun 13, 2019
Messages
619
I was bored so I read the whole patch notes. I didn't see any real nerfs to Cassia, Assassins or Burst fire or Arch Militants or buffs to Vanguards..
And extra turns shit I need to try. If you can still use all the abilities that say 1 round cooldown in same round just because you got some extra action they did nothing.
I tried it just now and killed the final boss in one turn, one of the party members didn't even get to do anything before the big bad croaked. It's still the same if you do your builds right.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,071
I was bored so I read the whole patch notes. I didn't see any real nerfs to Cassia, Assassins or Burst fire or Arch Militants or buffs to Vanguards..
And extra turns shit I need to try. If you can still use all the abilities that say 1 round cooldown in same round just because you got some extra action they did nothing.
You did not read especially well, then.
I did read, not much has changed. They nerfed a bit of talents, only nerfed Cassia movement shit a bit. Didn't nerf a lot of extra turn abilities, only Bring it down which is only for multiple officers nerf. Assassin strongest abilities got no change.
I need to also load my party before last battle to see if any of the broken Examplar talents got any changes.
I wonder if enemies can still murder half my party on turn 1 in some battles..
 

jf8350143

Liturgist
Joined
Apr 14, 2018
Messages
1,285
They haven't update any of the chinese localization so the skill descriptions are all messed up, most of them are out dated.

Anyway they changed versatility and inspire to extra% of damage instead of flat damage. Now the single attack and bursting fire basicallly deal the same amout of damage.

The melta and plasma weapons are still pretty useless comparing to bursting fire weapons, the buff is simply not enough.

Killing edge is still OP as fuck and can one shot the final boss.

The enemy's damage output seems to be heavily reduced in the late game. The perception on the ememy is just pathetic. On daring difficult(so they don't have any stats buff or debuff), the elite enemy right before the final boss has only 40 perception, they have only 5% chance to hit and when they hit their armor penetration is way too low, so either they get dodged or they do chip damage.

Not sure about early game but the late game is basically the same, you can just finish the combat in one turn without any problem.
 
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jf8350143

Liturgist
Joined
Apr 14, 2018
Messages
1,285
The problem with melta and plasma is that they can only deal damage once every time you fire them, while bursting fire deals like a dozen.(Also melta's clip size is way too small)

So even if their attack does twice the amout of damage(which they don't), the bursting fire will always have way higher damage output. And aoe attack is just way too situational too be considered useful.

And the assassins will always choose sniper rifle over plasma and melta, makes them useless to almost every class.

On the otherhand, melee is pretty strong now, thanks to that one cloak which still grants you tons of flat damage.
 

jf8350143

Liturgist
Joined
Apr 14, 2018
Messages
1,285
As for space marine, they are much better now. Mainly because their weapons' base damage is much higher comparing to before, and there are not many ways to increase the base damage after the new patch.

Still I don't think Ulfar is stronger than Agenta even after the buff. Agenta simply has better equipments. The only difference is she is going to use normal bolter instead of heavy bolter.
 

Dayyālu

Arcane
Joined
Jul 1, 2012
Messages
4,488
Location
Shaper Crypt
I find it strange so many people are into the weird mutant fish waifu, it's probably the whole sheltered rich bitch personality type that people like.

Hmmmmmm. Idears.

Also, Cassia is one of the most "complete" companions. Her quest goes somewhere and it's playable (with somewhat unique maps to boot, probably material recycled from the cancelled Craftworld missions), she keeps having dialogue until Chapter 5 ( a rarity) and she's less of a stereotype than essentially anyone else.

Seriously, you can't fuck Argenta (and she's brainless anyway) who are you going to fuck? The retardo elf, the asshole criminal or the minority hire chaos worshiper?
 

Owlcat_Eyler

Owlcat Games
Developer
Joined
Mar 10, 2023
Messages
209
balance patch huh lets check it out

9EX7BlO.png


aand final boss dead in 1 round, officer's ulti + cassia is enough (again, probably 4th time I test this)
momentum gain seems lower, going to read all notes later
What is Blood Augury and why does it have such a high damage multi?
Owlcat_Eyler I think you guys missed one nerf
Sent it to the team, they'll take a look
 

Dishonoredbr

Liturgist
Joined
Jun 13, 2019
Messages
2,112
Battlefield Demolition. This talent allows the soldier to use Demolition skill instead of Intelligence for calculations of Area of Effect bonus damage. For example, a Soldier with this talent and 70 Demolition will deal 35% additional damage with ranged area of effect attack, same as a character with 70 intelligence;
Soldier Pyromancer right now

27d.jpg
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,071
balance patch huh lets check it out

9EX7BlO.png


aand final boss dead in 1 round, officer's ulti + cassia is enough (again, probably 4th time I test this)
momentum gain seems lower, going to read all notes later
What is Blood Augury and why does it have such a high damage multi?
Owlcat_Eyler I think you guys missed one nerf
Sent it to the team, they'll take a look
Also tell them they forgot to fix Killing Edge from Assassin, apparently it is still doing thousands of damage to bosses.
 

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,519
Location
London, UK
Strap Yourselves In
Just started a new character to experience the VO in the Prologue - the VO is a bit variable, Theodora and Abelard and a few of the others are just about passable most of the time, but the old helmsman, Ravel or whatever his name is, is a bit of a disappointment. It's probably nice for a new player, to help them get into the swing of things right at the start.

I think (around the late middle of the game where my main is) the officer changes do lead to less of a "logjam" where if you have two officers you just have an endless first turn and nobody other than Argenta or Cassia or Idira gets to do anything meaty. It makes for less boring gameplay (if you're the sort of sad sack who felt compelled to make highly optimized builds :) ), other characters get a chance to do stuff, and because the combat goes on for longer there's a bit more risk and danger. (Although that makes the necessity for some kind of acceleration even more urgent, if we're going to be in longer fights more often.)

One minor "why did they even bother doing that?" thing is the icons for a single melee hit vs. cleave - they're pretty, but they look too similar to each other at a glance.
 

Ebonsword

Arcane
Joined
Mar 7, 2008
Messages
2,341
I was bored so I read the whole patch notes. I didn't see any real nerfs to Cassia, Assassins or Burst fire or Arch Militants or buffs to Vanguards..
And extra turns shit I need to try. If you can still use all the abilities that say 1 round cooldown in same round just because you got some extra action they did nothing.

Yeah, I was playing last night and Cassia was still frequently ending up with, like, 20 attacks in a turn. Not sure what causes that, but it's hard to believe it's supposed to work that way.
 

lcisse2

Barely Literate
Joined
Feb 20, 2024
Messages
2
I still maintain that the first two acts of Rogue trader are better than Baldur's gate 3.
Rogue Trader's first two chapters are as good as Baldur's Gate 3's first two chapters.

And Rogue Trader's last three chapters are much better than the third chapter of Baldur's Gate 3.

sadly than rogue trader had less than halve the people who complete the game compared to bg3 on steam :) 12.28% vs 26.17%

rogue trader is not very good and divinity original sins 2 is at 20% and divnity 1 is at 19.81%
 
Last edited:

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,071
I was bored so I read the whole patch notes. I didn't see any real nerfs to Cassia, Assassins or Burst fire or Arch Militants or buffs to Vanguards..
And extra turns shit I need to try. If you can still use all the abilities that say 1 round cooldown in same round just because you got some extra action they did nothing.

Yeah, I was playing last night and Cassia was still frequently ending up with, like, 20 attacks in a turn. Not sure what causes that, but it's hard to believe it's supposed to work that way.
I would guess that means you can still cast offensive powers (2 if you got the Staff), then give someone Bring it Down, that one does its thing, controls goes back to Cassia and that offensive power can now be used again?
 

lcisse2

Barely Literate
Joined
Feb 20, 2024
Messages
2
I still maintain that the first two acts of Rogue trader are better than Baldur's gate 3.
Rogue Trader's first two chapters are as good as Baldur's Gate 3's first two chapters.

And Rogue Trader's last three chapters are much better than the third chapter of Baldur's Gate 3.

sadly than rogue trader had less than halve the people who complete the game compared to bg3 on steam :) 12.28% vs 26.17%

rogue trader is not very good and divinity original sins 2 is at 20% and divnity 1 is at 19.81%

pathfinder wrath is at 19.62% and pathfinder kingmaker at 13.31%

divinity original sins 2 was even lower month ago it was at 13-14% ....

it's interesting especially on game who have the same structure because we can see which game is better apart from your personal taste

bg3>pathfinder wrath=divinity original sin 2=divinity original sin 1>pathfinder kingmaker >rogue trader
 

Ebonsword

Arcane
Joined
Mar 7, 2008
Messages
2,341
I was bored so I read the whole patch notes. I didn't see any real nerfs to Cassia, Assassins or Burst fire or Arch Militants or buffs to Vanguards..
And extra turns shit I need to try. If you can still use all the abilities that say 1 round cooldown in same round just because you got some extra action they did nothing.

Yeah, I was playing last night and Cassia was still frequently ending up with, like, 20 attacks in a turn. Not sure what causes that, but it's hard to believe it's supposed to work that way.
I would guess that means you can still cast offensive powers (2 if you got the Staff), then give someone Bring it Down, that one does its thing, controls goes back to Cassia and that offensive power can now be used again?

It's something slightly different, I think (although, I believe I'm still seeing that behavior with Bring It Down, too). Seems to be partially related to an upgrade I have for Finest Hour (I have an Officer RT).

https://steamcommunity.com/app/2186680/discussions/0/4030223221277416581/?l=dutch

I think there's something more than just Finest Hour, though, because the AP cost for most of Cassia's abilities are also getting set to zero, which is what really allows her to spam stuff.
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
18,728
Shadorwun: Hong Kong
The latest (well, first) patch includes FULL VOICE ACTING? :lol:

Absolute mad lads.

I was going to say 12GB is a bit steep for a patch but then I remembered BG3's 100GB patch, lulz
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,504
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

The echo of your fame is heard in the farthest corners of the Koronus Expanse, Lord Captain! Look what the critics say about Warhammer 40,000: Rogue Trader.
The first CRPG in Warhammer 40,000 universe is already available on PC, Mac, PlayStation 5 and Xbox Series S/X. Lead your dynasty to the glory and take your rightful place in the uncharted Koronus sector!
 

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