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- Content Update for Inquisitor - Patch v2.5.2 | February 1
Content Update for Inquisitor - Patch v2.5.2 | February 1
Warhammer 40K Patch NotesUpdates to W40K: Inquisitor - Martyr will be released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.
Patch v2.5.2
New
- Added a "Back to Sector View" button to the Starmap Action bar to prevent any further system stuck issues
- Hovering over the level of the mission will now display a tooltip with the Mission modifier percentages
Balance
- Removed a limitation on 30+ new Ancient items that could be acquired only from lootboxes but can drop now in missions as well
- Ordos reputation points have been made account-based
- Cortext Fragments cannot be picked up from the ground any longer but players now automatically collect them. The pieces appear directly in their inventories
- From now on, at most two Tarot hazards can get applied onto a mission which grant any Armour bonus to all enemy units in the given mission. Moreover, we capped the Heavy Armour to 80 and even stacked hazards cannot exceed this limit
- Developer comment: Heavy Armoured enemy units could give a hard time to players as they were pratically invulnerable to most kind of damages and only weapon skills with Armour Piercing tags could hurt them. With the changes above it will still provide a great challenge but with less trouble and all kinds of weapons can be used to eliminate the enemy
- The VIP cannot be killed in Hot Pursuit missions any longer
- Developer comment: The VIP could be unintentionally killed with ease which could hinder the progress of the players in Void Crusades
- Rebalanced the number of spawning enemy units under Warp Heat as they spawned too frequently. Their HP will diminish over time as well
- Rebalanced the Warp Surge (triangle-shaped) anomaly which causes less damage and ends sooner now
- Intel items can be used now only after completing the Relay Station campaign mission to avoid any stuck problem
Fixed bugs
- Removed all Construct weapon module remnants (blueprints, newly crafted items) from the game which could cause both character error problems and misunderstanding since the mechanism behind them was already removed
- Fixed the Warp Nova enchants which could stun lock the players' characters
- The tooltips of the Empyrean Stashes were corrected as they falsely indicated better loot chances than the stashes actually granted
- Corrected the in-game description of the Aegis Psalm as it was not in line with the description in the compendium
- Fixed the Taunt voices so they will play properly in 2D
- Fixed an issue where Emyprean Keys could go into the negative making the keys unusable
- Up till now, if a class-specific item's enchants were modified with a different class then enchants of the given class could also roll onto the item. This is no longer possible
- Developer comment: For example, the Tech-Adept could roll a Construct-related enchant onto an Exitus Rifle which can only be used by the Assassin class.
- Fixed the Concentrated Beam Tech-Adept passive skill which applies Heat vulnerability in Co-Op now as well
- Fixed the Radium Coated Bullets Tech-Adept passive skill which applies Posion in Co-Op now as well
- Fixed an issue where the Seasonal effects could hinder the completion of the Psychic Retribution Heroic Deed
- Fixed the Combat Psyker Heroic Deed so it will count only the weapon skills
- Fixed the Imperious Devastation so it will count only the Psychic Powers
- Fixed an issue where the resources spent on crafting or modifying Construct modules didn't get deducted immediately but only after a mission was completed
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The sporadic progressive extreme stuttering and lag is still present(also followed by a ~90% GPU load). Due to extensive testing, I think the reason is the "see-through" solution for walls and obstacles. It's somewhat unstable, at least for NVIDIA cards.
These are the attacks from the Revenant units?
Not necessarily. Specific Rebel Psyker, Chaos Warpsmith, Chaos Chosen, whether Revenant, or common unit have this distinctive Grenade attack, represented by a simultaneous launch of two projectiles, red and blue.
At higher difficulty levels this attack is more dangerous, then any other units have to offer, due to the previously described activation specifics.
On another note, wonder why it hasn't been mentioned before, but the true problem for an Unhinged Psyker build is not the "triangle" anomaly, or Daemons, but the one that explodes into six purple balls. It's spawned right on the current PC position and the one caught within the spawn zone is hit by all projectiles at once, which means an insta-kill, whatever the defences are.
These are the attacks from the Revenant units?
I take my words about the Crusade loot back. It's worth the effort.
Ok, so, to add insult to the injury, those Grenade attacks and Warp column attacks ignore the Knockdown state. Which means, the unit will still cast them while affected by Knockdown. At least, the last Sorcerer encountered had no grenades.
Guys, someone's giving you some really incorrect feedback, for those Villains are encountered fairly often.
I'm about to have this "Impreccable Crusade" achievement. At Level 76, Difficulty 17, one life lost. Wonder what the loot is, somehow doubt it's godly. And that would kind of prove the point.
The following is a bit confusing:
I've been doing some math. The difficulty curve for "above you level" missions rises in a geometric progression for damage done to the player. At +11 - +545%, at +12 - +630%, at +14 - 830%.At this rate the regulars can do some damage and are a threat in large enough numbers, the Champions are a credible threat.
The Sorcerers, the Rebel Psykers and some Chaos Chosen are downright deadly. You can not approach them, otherwise you get shredded. Even at maxed out reduction and resistances. And they are not glass cannons, their health pool is at 75% Elite level and their suppression pool and regeneration is better.
Such missions demand meticulous kiting at a long range and constant strafing. Which takes time. The least increase for a full Crusade mastery is +12. Yet, people score those 75 minute full Crusade runs. Something's not right here.
1. The latest example is the "Revenant Chaos Chosen". The primary problem are the double(or triple, it would seem) grenade launches that unit can perform even at point blank range. Having just recovered from a knockdown, and being fully suppressed, no less.
At point blank one such launch is enough to kill a level 71 Crusader(hp:9359, deflect:8, reduction 38%, phys resist 54%, heat resist 55%, warp resist 50%, suppression state: protected). I strongly doubt any other character would fare better.
2. Goreforged Flamers are the prime example. I'd wager, something is wrong with the basic DOT damage application function, some test iteration remnant or something.
3. From time to time the PC receives damage, which sets the PC health to zero. It's a very rare occurence, I've encountered that twice. The first time I was calling an Artillery Strike during a random mission: once I call it - blam, I die. The second was during a Zircon Void Crusade: I start fighting the last object of the Hunt(as a Crusader, DR 80%, Resistances 45%), blam - I die.
2. I'm not sure, we gotta check on this one.
3. Could you please explain this another way? Mixed with your last point I'm not sure if I got this right.
As of 2.5.2, the following is still encountered:
1. Specific Villain Champions, Sorcerers and Psykers encountered deal obscene amounts of damage(as in 10000 per hit), especially with their grenade attacks. Is that to be expected? These Villains are far better, then most Elites, but their loot is not.
2. Enemy Flamethrowers appear to, at least partially, bypass player character(not NPC) resistances.
3. There're rare weird one-shot-kill damage spikes done to the player character. It's as if the health reserve gets overflown to a negative value.
Also, intel missions could stack the armoured hazard, making the enemies pretty much unkillable. I had a mission with +armoured +armoured +heavily armoured enemies a long time ago, it was impossible to kill anything there. Even after the hotfix back then, you could still run into missions with 2-3 stacked armoured hazards. I reported this some time ago and I think you commented on it back then, so you should know better than this.
@MARCOPOLOCS just to report the same issue that HolyKirka posted below: all passive trees have been reset with this patch.
The Ordos rep points being 0 was fixed. It was only a temporary state until our scripts finished their job on the backend.
The Construct weapon issue, however, is indeed a new, unintentional thing. We are looking into this today, it's our main priority!
I'm glad to hear that you like the changes. Most of these things on the list were either the most reported bugs or most requested changes.
I will try to get a 2nd round of fix/balance changes in the coming period but the team needs to fully focus on the transition of the backend and Season 5 + the Sororitas to deliver it sooner rather than later.
I'vn been played nearly 400 hours in the game,
most of them was spent on my techadepts,
for only one reason!the Tech Fragements!
After endless farm days and nights,
I reached level 132 for my Combustor Lasgun,
At level 132, the number of fragments required for upgrading has reached 1.4 million,
With all my focus, I can get only 200000-250000 pieces per hour,
The level of weapons represents my every effort and every minute of time invested.
And you just deleted it, as if it's not a big deal,as if nothing ever happend,I don't even see an Apology or compensation plan.
This is a betrayal to all players who loved this game. You should be ashamed and start to solve this problem immediately, otherwise all players who pay time for this game will not agree!
I don't mean to threaten you. I'm just state a fact. From now on, every minute you don't solve this problem, you will see a flood of bad comments on steam!
Return Our Fragments!
There are worrying things now, however :
TA players found that their construct weapons get reverted back to LV 100, and the materials used before are not returned.
Is that a bug or intentionally made balance change? I fail to see this in the path note.
Since some players already have Lv 140+ weapons, and they have been grinding really hard (and with high proud) to get these shiny stuff, I can only imagine their frustration to see their labor vanished....
Please take a look into this ASAP. If this a balance change, I think it would be appropriate to return the materials to the players :)
Checked on my TA - TA players found that their construct weapons get reverted back to LV 100 - Confirmed!!!
It is very very sad.
Skill tree also were reseted.
There are worrying things now, however :
TA players found that their construct weapons get reverted back to LV 100, and the materials used before are not returned.
Is that a bug or intentionally made balance change? I fail to see this in the path note.
Since some players already have Lv 140+ weapons, and they have been grinding really hard (and with high proud) to get these shiny stuff, I can only imagine their frustration to see their labor vanished....
Please take a look into this ASAP. If this a balance change, I think it would be appropriate to return the materials to the players :)
Set this current order state as My default.