Abelard, introduce the second gargantuan update 1.2 to the players!
It is the biggest update of the game so far, containing over 2500 changes, about 30% larger than 1.1.
We’ve left out some internal and minor changes and combined some others together to keep the size of these patch notes reasonable. Here’s a glimpse of what to expect:
Major balance updates - deep rebalance of out-of-sequence turns, buffs to Sanctioned Psykers and Pyromancy, tuning of scaling in the late game, and a lot of other updates;
QoL changes to the UI - improved inventory sorting, quests being marked on star systems, improvements to the level up screen, better tooltips, improvements to the combat log, and more;
Various improvements for locations across the game - pathing, visual effects, cover placement, backgrounds, improved NPC appearance and variety;
New dialogues for secret companions, fixes and updates for existing dialogues, fixes for epilogue slides;
Improved rumour system with rumour zones now highlighted on the map;
Updates for some cutscenes - better animations, timing, cameras;
Improvements to co-op: desync fixes, custom portrait transfer, save file size reduction, up to two additional custom mercenary characters available in Prologue - play together from the start!
Many new animations;
New visual effects (for abilities, auras, creature animations, and more);
New sound effects and corrections to VO;
New item icons;
A few new talents;
Localization improvements and countless typo fixes for all languages;
A massive amount of bug fixes for all aspects of the game;
And much more!
Due to the massive changes to the mechanics, all members of the current party in existing saves will receive a special ability, allowing them to perform a one-time free respecialization. The ability will be removed as soon as the party gains access to the usual means of respecialization. Please be aware of the plot spoilers below!
Note that
https://steamcommunity.com/app/21866...0580228219058/ always contains up-to-date information on known issues and the roadmap of upcoming patches.
Patch Notes
System and stability
Crashes and softlocks
The game could sometimes crash when selecting "continue" or "load game" buttons - fixed;
Fixed rare cases of crashes when starting a new game with a custom character;
In rare cases, if one of the companions began the battle being already unconscious and was adjacent to an enemy, the button to start the battle was unavailable - fixed;
Fixed a bug where the turn did not pass to the next character after the Officer's turn;
Fixed a rare issue with allied units trying to buff their allies while those are in an untargetable state, causing their turn to never end;
Fixed a bug where the first character can't perform any action during the fight after the meeting with House Orsellio in the von Valancius Palace;
The game could freeze during the final battle on Rykadi Philia - fixed;
Fixed an issue where some players' storylines could end abruptly after the space battle near the Mysterious Object during the Blades in the Void mission. Players experiencing this problem should return to the Last Chance of Cyrene system;
Fixed an issue where the player could lose control over the Lord Captain after booting a companion from the retinue in a dialogue;
Pasqal sometimes failed to finish his animation after sitting on the throne at the Electrodynamic Cenobium which could result in breaking the game - fixed;
Fixed an issue where the interface could become unresponsive after looking through the license agreement;
Lag and freezing
Fixed freezing of UI on hotkey spam;
Fixed freezing on use of Lidless Stare;
Skipping some cutscenes could cause a long freeze - fixed;
Fixed several cases of lag, mostly related to the Inspect window;
When using Neuro Disruptor in cover, the game could freeze - fixed;
Global internal improvements to additional turns. Several problems such as non-ending turns, freezes, "long thinking" of AI, etc., related to abilities and talents giving additional turns, were fixed;
The game could freeze when the Tutorial window appeared in battle while the In-game menu was open - fixed;
Fixed an issue when charging certain enemies that could cause the game to freeze for 20 seconds;
Game will no longer freeze if you quickly browse through the windows in character generation when playing with a controller or on console;
Optimization
Fixed issues with alternative voidship models which could cause an FPS drop;
Fixed FPS drop in the encounter with Plaguebearers;
Added optimization for the final encounter;
Optimised calculations during AI turn in ground combat;
Transition between tooltips and Encyclopedia was optimized;
Character generation window will now be more responsive;
Minor optimizations at Footfall Atrium;
Fixed smoothness of switching in combat between enemies when playing with a controller or on console;
Optimized the save / load game screen;
Optimized some graphics settings;
Narrative
General
Added new dialogues on the bridge for the secret companions;
Soulless and Uncomfortable presence features were renamed as Anti-psychic module "Eclipse"' and Psy-suppressor so as not to be misleading about pariahs in the Inquisitor's surroundings. The description of Uncomfortable presence has also been updated;
Sometimes Master van Calox could stay naked after a sex scene, resulting in significantly reduced fighting capabilities - fixed;
Abelard no longer refers to the Winterscale's flagship as an Avenger-class Grand Cruiser;
The mismatched descriptions in the Rogue Trader's secret room were fixed;
Fixed a truly horrifying bug where it was impossible to finish Heinrix's companion dialogue without ending the romance with him;
Fixed a few rare cases where in dialogues one character was shown as the best option for skill checks, but another would actually take that check instead;
Fixed some cases in dialogues where an answer was greyed out, but the reason for that was not displayed;
Fixed many encyclopedia entries, tutorial and loading screen texts;
Fixed the issue where after destroying Pirate Traders the player could still continue trading with them through the High Factotum;
In a dialogue with Argenta on the bridge, you can no longer ask her a question about Calixian branch of the Order if she hasn't yet told you about it;
Made various improvements to the cutscene in Cassia's companion quest;
Minor corrections in one of Cassia's romance dialogues;
Octaviana will stop being surprised EVERY time Sister Argenta visits Adeptus Amasecus;
Act I
The evacuation from Rykad Minoris could sometimes not trigger, which prevented the player from moving to Act II - fixed;
Fixed the description of a body on Rykadi Philia, where the text "There are no wounds on the body" was visually represented by a model literally lacking its bottom half;
Abelard no longer whispers to the Lord Captain from across half of the room in the first officer meeting;
Act II
Added a new small dialogue with the merchant you save from the Drukhari attack in Act II;
During the Underworld Quest it was possible to get more Profit Factor in dialogue by repeatedly selecting the same question about the girl's fate - fixed;
During a dialogue on Vheabos VI, when choosing a Dogmatiс option, points for the corresponding Conviction were not given - fixed;
Jae's quest will now be correctly marked as failed if you refuse the instructions from the Master of Seals twice;
After a certain dialogue, The Incident quest was not added to the journal - fixed;
Added a beautiful chest to represent the gift in Jae's romance scene;
The secretary-servitor on Janus did not provide Jae with the seal required for her quest - fixed;
Added a unique reward for the first quest of Jae;
Fixed a case where the option to skip all queues in Jae's Mercatum Tabula Officiale quest was still available even after obtaining all the seals;
In Mercatum Tabula Officiale quest, after choosing to shoot at the crowd, the button to enter the queue could remain available - fixed;
Removed a confusing option in dialogue with Yrliet after killing the governor on Janus, which caused her to disappear forever without a trace;
The dialogue option to attack Vistenza Vyatt now takes into account whether the Rogue Trader found out her true nature or not;
Minor alterations to the dialogue about the daemonic engine on Kiava Gamma;
Added special animation to Heinrix’s cutscene on Kiava Gamma;
Act III
Reunion quest is now marked as resolved after finding all the companions in Commorragh;
It is now hinted more obviously how to find Heinrix and Cassia in Act III;
It is no longer possible to ask Jae about her lungs earlier than you learn about them, which could cause the dialogue to break;
Fixed an error in internal counters during the Obsidian Court, which caused one of the dialogue options not to appear and could cause an incorrect ending of the dialogue;
Added a scene of Bloodstained Proselytes arriving at the Anatomical Opera during a dialogue with the haemonculus;
Fixed a bug where killing Idira was not possible during her release from the Haemonculus;
After the fight with Keykeross, the cutscene might not start and the exit from the location would then not appear - fixed;
Marazhai could start talking to you during exploration in Commorragh, even if he was not in the party;
Some characters could enter the dialog in Outer Spire Halls even when they were outside;
Added missing speakers in some lines for Marazhai's first quest and persuasion points for some of the choices in the quest;
Fixed an option in a dialogue with Marazhai and Aebys in Act III which abruptly ended the conversation;
Fixed multiple issues with Quetza Temer Aeldari dialogues;
You can no longer repeat the same dialogue option for infinite XP in a dialogue with the Haemonculus;
Ulfar refused to leave the party if asked for the first time - fixed;
Act IV
Added a new dialogue with Dweller-of-the-Forest on Quetza Temer;
A line was missing in the dialogue with Malatek Asclepius - fixed;
Fixed an option in the dialogue of Heinrix and Calcazar which caused dialogue to abruptly end;
The grasping hands of the Inquisition could take away the player's Halo Device even if the Rogue Trader was hiding in their bedroom while putting the device on, and Heinrix was not nearby. It is now fixed;
Added on-click phrases for multiple NPCs on Quetza Temer;
Dialogue with Winterscale on Quetza Temer could begin earlier than intended, causing some visual issues - fixed;
The dialogue after defeating the final boss in the Machine Cathedral could abruptly end if Pasqal was not in the party - fixed;
Fixed issues with the final dialogue with Froscher;
Epilogues
Fixed Argenta's epilogue slide to successfully reflect that she has found the armour;
Jae has received minor alterations to her epilogue slides for consistency (the slides will no longer contradict each other);
Fixed an error in Abelard's epilogues where incorrect information about choices in the Dark Echelons quest was displayed in some cases;
Vistenza Vyatt had an incorrect image in her epilogue slide - fixed;
Mechanics
Major changes
Damage of Ignite pyromancy psychic power was significantly increased. Minimal damage is now 1 + Willpower Bonus + 6 x Psy Rating (it used to be 1 + 5 x Psy Rating). Maximal damage is 2 x Willpower Bonus + 10 x Psy Rating (it used to be Willpower Bonus + 5 x Psy Rating). This affects the damage of Firestorm, Incinerate, and Molten Beam too (as they deal damage based on Ignite damage);
Minimal damage of Inferno psychic power from pyromancer staves (in all versions - normal, heroic act, and desperate measure) was increased to 2 + Psy Rating. Previously it was 1;
Inflame pyromancy psychic power now increases the damage of burning by 2 x Psyker's Willpower Bonus (it used to be 2 x Psy Rating);
Warp Burn effect applied by pyromancy psychic powers now deals 3 + Psyker's Willpower Bonus + 3 x Psy Rating damage (previously it dealt Psyker's Willpower Bonus + 2 x Psy Rating);
Melting Armour pyromancy talent reduces the target's armour by -5% (was -3%);
Ignite psychic power description now correctly mentions the fact that the psyker can use MP after using it, despite it being an attack;
Seize the initiative no longer provides an additional turn to the Offcer, instead allowing the Officer and allies under the effect of the Officer's Voice of Command to deal additional damage to the enemies that have not yet acted in this combat;
In the Hero's Footsteps now provides a stacking +5 Fellowship bonus when an ally uses a Heroic act and a +5 Toughness bonus when using Desperate measures instead of providing an additional turn;
Navigator's Reveal the Light power now increases Toughness and Willpower of the target by +10 + 2 x Willpower Bonus (instead of +4 x Willpower Bonus);
Navigators can no longer use Reveal the Light on themselves;
Navigator's Blood Augury talent now increases warp damage by +(5 + Perception Bonus)% instead of +(2 x Perception Bonus)%;
Blood Augury effect can now stack up to 5 times;
Eye of Oblivion now reduces enemy dodge and hit chance by Navigator's Perception Bonus (instead of 2 x Perception Bonus);
Eye of Oblivion did not reduce the enemy's dodge - fixed;
Undam the Sea of Souls now reduces the enemy armour by 5 + Navigator's Willpower Bonus (instead of 2 x Willpower Bonus);
Mastery of time can now stack up to 5 times and can only stack from extra turns gained by Navigator's allies;
Killing Edge ability now deals additional damage, which is not modified by other damage modifiers. Additionally, its damage was changed from (Lethality / 7) to (Lethality / 5), and now additionally scales with the percent of the enemy's lost Wounds;
Several Operative's abilities were re-balanced to give more impactful bonuses at the start of the game, but lower their mid- and late-game scaling;
Several Pasqal's background talents had their scaling change to give better bonuses at the start of the game, and lower bonuses in the second half of the game;
Several of Arch-Militant's abilities and talents were changed to give bigger bonuses at the start of the combat at the cost of reducing their scaling from a number of Versatility stacks. This was made to balance the power of Arch-Militants depending on the current turn and the number of synergistic abilities from other companions.
List of abilities and talents impacted by this change:
- Versatility
- Confident Approach
- Adaptability
- Critical Versatility
- Dependable
Additionally, there were several changes in the following abilities:
- Wildfire no longer gives a stack of Versatility with no regard for the type of the previous attack, and now the minimal cost of Wildfire is 1 AP;
- Reckless Rush now always gives 3 stacks of Versatility, instead of a number depending on the current stacks;
- All Out talent (talent for Reckless Rush ability) now allows the Arch-Militant to move after attacks while Reckless Rush is under effect, instead of reducing the cost of Reckless Rush;
- Confident Approach now reduces critical damage by half instead of scaling depending on critical chance;
Also, when the Arch-Militant's heavy weapon attack cost is reduced, it has a minimum cost of 1;
New talents were added:
Warrior talent - Scissoring Strike
Prerequisite: Break Through
When the Warrior uses Slash with two melee weapons equipped, the Warrior deals damage from both weapons.
Warrior Talent - Easy Target
The Warrior's critical damage is increased by +(10 + 2 × STRbonus)% against enemies not armed with a melee weapon.
Common Talent - Weapon Specialist
Sweep attack of the axes and Shove attack of the maces and hammers cost 1 less action point.
Common Talent - Dual Weapon Specialist
Prerequisite: Weapon Specialist, Dual-Weapon Combat
Using the Sweep attack of the axes and Shove attack of the maces and hammers does not increase the AP cost or reduce the Weapon Skill or Ballistic Skill of another weapon;
Pyromancer talent - Fire Within. It should have always been there before but was not accessible;
Prerequisites for Psyker Minoris, Psyker Majoris, Psyker Extremis, and Psyker Terminus (talents that increase Psy Rating, were previously named Psy Rating 1-4) were changed. They now require 1 less level for Unsanctioned Psykers and 6 less levels for Sanctioned Psykers. This also means that psykers (especially Sanctioned ones) can take more powerful psychic powers earlier;
"Horde" enemies always had a penalty to their dodge, but in this patch, we are changing how it is calculated. Their dodge was previously halved after all modifiers. For example, if you had a basic Drukhari enemy with 40 agility, that Drukhari had 30% (base) + 40% (agility) + 10% (nimble, talent all the Drukhari have) = 80% dodge before reduction. You, for example, attack them with someone who has 30 perception and an ability that reduces the target's dodge by 12%. So, that Drukhari had 80%(dodge before reduction) -30%(perception) -12%(dodge reducing ability)=38% dodge chance. This dodge was further halved to 19% by "horde" dodge penalty;
This calculation reduced the effectiveness of all dodge reducing abilities applied to "horde" enemies, so we decided to change it. Now hordes have their dodge reduced by 15% and by a half of their agility (so, exactly by a half of their base dodge chance).
With these changes that Drukhari enemy now has 45% dodge before reduction = 70% base dodge + 10% (nimble) - 35% (half of base dodge, 15% half of base 30 and 20% half of base agility). After reduction it will be equal to 3% = 45% (dodge before reduction) - 30% (perception) - 12% (dodge reducing ability);
Arch-militant psyker now works far better than before - psychic powers now count as attacks of an appropriate type for the purposes of Versatility Arch-militant feature. Syphon Life, Psychic Shriek, Mind Rupture, Ignite, Incinerate, Purge Soul, and Vision of Death now count as single-target ranged attacks. Psychic Assault, Emperor's Wrath, Lightning Arc, Molten Beam, and Firestorm count as ranged area attacks. Inferno counts as a ranged burst attack;
Other changes
Acceleration Protocols talent now correctly grants MP only after successful melee attacks;
Officer's Focus! talent now increases the target's Perception and Ballistic Skill by 2+(Officer's Fellowship Bonus/2) for every stack of the effect;
Officer's Steady! talent now increases the damage of the target's next attack by 5% + 1% for every cell of distance to the target;
Officer's Take Aim ability now correctly works with the Killing Edge ability;
Aeldari Machine Taming feature was not decreasing dodge in some cases when it should have - fixed;
Arch-Militant's Calm and Steady was adding flat damage bonus instead of percent - fixed;
Arch-Militant's Reckless Rush ability can no longer be used while the Arch-Militant is under the effect of Reckless Rush;
Arch-Militant's Heavy Gunner talent how has a minimal AP cost;
Arch-Militant's Shoot on the Hands talent now works on grenades;
Grenades now count as an area ranged attack for Versatility (the Archmilitant's class feature);
Assassin's abilities Death Whisper and Killing Edge now have the corresponding names for their second weapon versions;
Assassin's Create an Opening talent now correctly works with all enemies, including those spawned after the combat starts;
Assassin's Death Whisper and Killing Edge abilities could be used several times without having a required talent - fixed;
Assassin's Lone Killer talent was not correctly working in some cases - fixed;
Assassin's Death Whisper ability now correctly reduces the base damage of the attack;
Assassin's Killing Edge and Death Whisper received a variant for second hand attack;
Fixed incorrect damage display when using the Killing Edge ability;
Masterful Precision did not increase the range of the Heroic acts and Desperate measures of Assassin and Bounty Hunter - fixed;
Bounty Hunter's Claim the Bounty ability now does not spend all MP, as intended;
Bounty Hunter's Gruesome Kill talent was applying the debuff as if the enemy was 1 difficulty tier lower - fixed;
Bounty Hunter's Hunt Down the Prey ability now correctly gives the Bounty Hunter bonuses when killing Prey during additional turns;
Claim the Bounty (Off Hand) ability no longer spends MP;
Bounty Hunter's Expert Finesse talent now correctly checks the enemy's difficulty tier;
Bounty Hunter's Savour the Kill talent no longer allows to use grenades;
Bounty Hunter's Savour the Kill talent no longer allows using offensive psychic powers;
Fixed Raid Bounty Hunter ability numbers;
Fixed Bounty Hunter's Pierce the Armour talent armour reduction;
Hunter's Inspiring Trophy talent had technical buffs that were shown in the inspect interface - fixed;
The damage dealt by Hunter's traps was not reflected in the combat log - fixed;
Vanguard was not getting a stack of Unyielding Beacon if Vanguard parried or dodged the attack - fixed;
Vanguard's Bulwark ability was giving immunity to push only after the end of Vanguard's current turn. Now it works on their turn too;
Fixed the description of Follow My Lead ability: it affects not only the Vanguard, but also allies;
Cassia can no longer move turrets with Notch of Purpose, Point of Curiosity, or Zone of Fear abilities;
Death World's Survival Instinct armour bonus was only shown in the combat log. Now the bonus is also shown on the character screen;
Drukhari Wyches on Dargonus will no longer have an unknown buff;
Endure ability now grants Warrior Toughness Bonus / 2 deflection and (10 + Character Level / 6) temporary wounds to make the ability more efficient for non-tanking Warrior;
Exemplar's Eager Subordinates talent no longer remains active after the end of an additional turn;
Updated the description of Out of My Way Exemplar talent;
Tricky Defense Exemplar's talent now gives 1% of dodge for every 3% of armour instead of 1% for every 2% of armour;
Critical Velocity Exemplar's talent now adds 5% of dodge to critical hit chance and critical damage (instead of 7%);
Deadly Aim Exemplar's talent damage bonus is no longer tripled on critical hits;
Deadeye Shot Exemplar's talent damage bonus was reduced to 2 x Perception Bonus% (from 3 x Perception Bonus%);
Trying to make an attack at maximum range with Masterful Precision Exemplar talent resulted in the character not making an attack at all or having a miss with 100% chance - fixed;
Finish the Job buff worked in space combat - fixed;
Fires of the Forge talent damage reduction now works for the Soul Burn as well;
Forge World's Pinnacle of Weaponry talent was showing incorrect numbers in the description - fixed;
Furious Recital ability no longer provokes an attack of opportunity;
Furious Recital was not giving momentum for enemies who were hit but died. Fixed this blasphemy, dead enemies are the best enemies;
Humanity's Finest — Agility now correctly grants the bonus to Agility;
Imperial World's Humanity's Finest bonus was not stacking correctly with Characteristic Training common talent - fixed;
Invigorate biomancy psychic power did not remove Fresh Injuries - fixed;
Biomancy psychic power Warp Speed had an incorrect number for agility bonus in the description - fixed;
Ignite psychic power displayed incorrect numbers in the tooltip - fixed;
Sanctic Power Psychic Awakening had an incorrect description in the level-up screen - fixed;
Burning Blood pyromancy talent now deals damage to enemies around the psyker rather than around attacker, as intended;
Leader's Get Back in the Fight! ability now correctly removes all damage over time effects;
Leader's Heroism talent affected the Psychic Powers and Navigator Powers that count as attacks, but the effect was not removed after using them, allowing the leader to use them for 0 action points without limitation - fixed;
Leader's Take Aim! now makes the dodge chance zero instead of giving a -200% modifier to dodge chance;
Lifetime of Scars talent reducing bleeding damage - fixed;
Molten Beam had always reduced enemy armour by 10%, instead of by 10 + 2 x Psy Rating% - fixed;
Operative's Dismantling Attack now correctly applies a stack of Exploit on all enemies in combat;
Perfect Spot ability can no longer be used if it's still active;
Pray Against now correctly grants the AP during all rounds of the combat, and is correctly removed after the combat ends;
Reckless Fury talent now makes the Reckless strike attack a guaranteed critical hit if it hits, instead of increasing the chance of a critical hit;
Reckless Strike could force enemies, other than the target of the attack, to attack the caster - fixed;
Sanctified Slayer talent description has been corrected;
Soldier's Point-Blank talent now correctly applies its effect to all enemies;
Strength in Numbers talent could incorrectly count units around the character, which resulted in wrong bonuses given to Resolve - fixed;
Suppression Fire! talent now works correctly for melee attacks;
Finest Hour! (Upgrade I) was not applying Voice of Command correctly until the end of combat - fixed;
Finest Hour! (Upgrade II) heroic act upgrade now correctly removes bleeds and toxins;
Warp Speed ability bonus to Movement Points was not properly scaling with Psy Rating - fixed;
Disarm talent now correctly works on AoE melee attacks;
Dispatch - Second Weapon option for the Heroic Act is now unavailable if there is no second weapon equipped, reducing the risk of misclicks;
Humility Protocol ability now correctly no longer affects Pasqal;
In some cases, Pasqal could not use Death Whisper — Second Hand ability - fixed;
Aiming Protocols talent now grants the correct amount of damage reduction;
The messages in the combat log regarding the damage from gas grenades were sometimes duplicated - fixed;
Wall of Rockcrete ability can no longer be used outside of combat;
Warp Outrage feature and related buffs now also grant energy damage reduction;
Minimal Party Damage difficulty setting no longer applies to party friendly fire;
Steel of the Forge talent bonus now is correctly shown on the character screen even outside of combat;
Warp Tremor ignored several effects, affecting knocking creatures prone (e.g. Grand Strategist's Stronghold Stratagem);
Adrenaline Surge Biomancer’s talent used to work on all additional turns given to Biomancer - fixed, it only now works on the first turn as intended;
Air of Authority can no longer be used on targets that already have the Air of Authority effect;
Attacks that are already free (like the one at the end of Fighter's Charge ability) will no longer waste bonus attacks provided by the Arch-Militant's Steady Superiority ultimate ability;
Baleful Scars debuff from a book event now decreases Toughness instead of Perception in addition to other stat debuffs;
Blessing of Saint Cognatius and Peak Condition now correctly count towards prerequisites of talents (e.g. Heavy Armour Proficiency);
Bloodblight now applies Bleeding based on Bleeding power bonuses from items;
Curse of Rust now correctly reduces Armor and Deflection;
Danse Macabre no longer allows to end movement on a tile occupied by another unit;
Effects of Dashing Aquila weren’t reflected correctly in the combat log - fixed;
Finest Hour! (Upgrade IV) ability was fully redesigned. Now it makes all non-attack abilities cost one less AP during the additional round;
Firearm Mastery (Upgrade IV) Heroic act upgrade no longer counts dead enemies;
Fixed a bug when the Necrons Falling Apart effect sometimes does not deal any damage;
Fixed armour value from Body of Flames talent;
Fixed description of the Death to Traitors Commissar ability to reflect that he kills allies with it;
Adjusted enemies at Kiava Gamma on Normal difficulty and below;
Fixed Forge World Persistence of the Forge talent;
Fixed incorrect MP/AP calculation when hovering over a trap in combat;
Fixed Overpower which was working not only on heavy weapons;
Fixed the stacking of sanctic psychic power Hammer of the Emperor's effect;
Horrors of Warp debuff now applies its penalties to stats after loading a save inside combat;
Imperial World Stronger Together talent no longer works on xenos companions, as intended;
Increased the range of Analyse Enemies Expose Weakness and Poised to Strike to 40 so that snipers could use them;
It is no longer possible to use another combat zone on the first round after using Combat Locus;
Mind Siege now deals mental damage as intended;
Mystic Ward now gives deflection to allies;
Necron Skorpekh Lord Cryptogeometric Adjuster Ability had visual issues and didn't follow the target as intended - fixed;
Nerfed the armour of some Sslyth in Act II;
Now units affected by the Orchestrate Flames effect won't remove Burning when using medkits and items;
Number of powers already used for the Warp Minds psyker talent is now shown as a stacking effect on the psyker;
Opening Strike talent now works correctly with push mechanics;
Path of Redemption now works only on negative changes to momentum;
Set bleeding strength of Serrated Glimmersteel Blade and Glimmersteel Blade to 8;
Shroud of Pain ability no longer moves on the ability panel after use;
Sewer Aroma debuff is now removed when the player enters the system map;
The description of Courage and Steel feature was incorrect - it allowed players to spend less Momentum on activating Heroic acts instead of the described effect. The description was updated accordingly to reflect this;
The effect of the telepathy psychic power Dominate is now shown in the list of effects on the target, making it easier to understand whether the psychic power has worked or not;
The effect of Warp Curse Unleashed now has the correct name and description;
The Nurgle buff that restores wounds with incoming toxic damage now has a name and description (Nauseating Regeneration);
The sword made with Sword of Faith psychic power dealt incorrect damage on attacks of opportunity - fixed;
It’s no longer possible to indefinitely increase the Veil level by repeatedly starting and cancelling the use of psychic power;
Tooltip of Assign Objective Tactician ability now clearly shows that it does not stack;
Ulfar now has Rapid Reload talent instead of Second Skin talent, which had no effect on him.
Undam the Sea of Souls Navigator talent now works with the Navigator powers Notch of Purpose and Spot of Apathy;
Adjusted the Navigator power vs Navigator's ability terminology in several Navigator-specific talents;
Using a Heroic act or Desperate Measure that gives additional attacks (e.g. Firearms Mastery) during an interrupt by Savour the Kill talent now allows to make attacks;
You can now run around obstacles with Blitz Stratagem;
Fixed the description of the Field Retraining ability;
Fixed the description of the Frenzy Injection ability and the Unnatural Frenzy buff to make it clear that creatures with the buff are immune to damage;
Fixed the description of the tech-use skill: it is affected by Intelligence, not Perception;
If an enemy turned into a Chaos Spawn while standing too far from the player's party, the combat could become endless - fixed;
Drukhari Mandrakes will stop trying to land their Final Strike if they can't act;
Charge attack could result in the character being frozen, and the enemy changing position - fixed;
Fixed a rare issue where companions joining combat in the middle of the fight through cutscenes would have no action points on their first turn;
Turrets no longer sometimes skip their turns during battles;
Calligos Winterscale no longer moves in spurts while using his unique ability;
Distance for shooting at large creatures always used the distance to a specific square on the creature instead of the distance to the closest square. This could cause an unexpected loss of effective weapon range - fixed;
Fixed a bug where it was possible to increase the space available for positioning before a battle using save - load;
Fixed an issue with AI for Drukhari Wyches who could sometimes spend their turn entirely on repeatedly using Grave Lotus;
Fixed a bug with charge that caused lag and prevented the tiles of the predicted path on the ground from being displayed;
Items
A lot of item icons were updated;
Unknown Thrown item is now Mindscrambler Grenade;
Notes on Weaknesses now correctly increases all direct damage dealt;
Carmine Crown now drops from Yremeryss;
Added new animations for Heavy Stubber, Heavy Bolter, and Heavy Flamer;
Archeotech Fusion Gun - fixed damage increase to targets with Warp Burning and Soul Burning;
Battle-Scarred Mantle - fixed the removal of DoTs of the same type (e.g. Burning and Warp Burn);
Battle-Scarred Mantle now adds a bonus to Bleeding power from other items;
Bayonet Chain Knife now doesn't apply Bleeding to distant enemies if the wearer stands next to another enemy;
Bladed Boots - fixed adding bonuses to Bleeding from other equipment;
Camo Cloak wasn't working - fixed, now it will give the bonus to dodge equal to the attacker's Perception when the wearer is behind full cover against the attacker;
Chartist's pendant no longer drops twice in different locations;
Clarified in the description of Caligae of Saint Keefe that it also works on Desperate Measures;
Daemon Tool now works with Immolate the Soul;
Dissector's Amulet - added damage from Warp Burn / Soul Burning / Biophysical Distortion;
Elder Flow now correctly affects only the first attack made in the first round of combat;
The Emperor's Wrath ability from the Staff of the Righteous Pyre always healed the maximum amount of wounds. Fixed, it will now heal as much as the damage dealt.
Fencing Boots didn't work during the player's turn - fixed;
Fireblessed Carapace - added immunity for Warp Burn and Soul Burning;
Fixed a lot of Solid ranged weapons not working correctly;
Agonising Splinter Pistol will no longer stack Viral Toxin from shots made by other weapons;
Fixed Arena Glimmersteel Blade and Splinter Pistol Agony descriptions;
Fixed Assault Lasgun not decreasing enemy Deflection properly;
Fixed Bleeding bonus for Pack of Reagents;
Fixed Blessed Lamp of Petrakara Warp plasma explosion;
Fixed Dissector's Amulet - damage now dealt for each hit;
Fixed Dissector's Amulet, Xeno Emitter, Hungering Mind, Anatomist's Amulet DoTs damage visualization in the log;
Fixed Djin Blade of Yremeryss not decreasing enemy stats properly;
Fixed DoT effect of Agonising Splinter Pistol;
Fixed Flamer Digi-Weapon adding Burning Force from other items and Needle Ring adding Viral Toxin Force from other items;
Fixed Omnissiah's Providence axe not applying correct buffs on targets without Exploits and Expose Weakness;
Fixed Scorpion Chain Sword granting unaccounted +20 Strength;
Fixed Sol-Pattern Longlas missing increased Critical Damage;
Fixed the incorrect cost of some voidship weapons;
Fixed the increase in applied DoTs of Breath of Purgation, Agonising Splinter Pistol, Serrated Glimmersteel Blade;
Toxic Flamer now works as described;
Fixed Unhallowed Bellow bolter never applying Immobilised effect;
Fixed Watcher From Above sword granting excessive Parry chance (35% -> 25%);
Flamer Digi-Weapon can now be used in enemy melee range;
Flashlight Emitter item no longer spends all the movement points after the attack in response to attack of opportunity;
For some mysterious and long-forgotten reason (must be Archeotech!), all hammers in the game were incorrectly reducing the enemy's Weapon Skill by 10 on top of their normal effects - fixed;
Gem of Dark Vitality could be looted twice in different locations - fixed;
Immaterium Routing Amulet has got its description updated to reflect its effects correctly;
Improved Dodge Penetration for a number of weapons of Dark Lance and Blaster types;
Judex Heavy Flamer was completely redesigned to work in the following way: Enemies struck by this flamer gain Painful Flame in addition to Burning. Targets with Painful Flame must perform Willpower (-10) check at the start of their turn. On a failure, they run to their random ally and make them burn with the same level of burning and with Painful Flame;
Litany of Exhaustion now affects both ranged and melee single attacks;
Mask of Whispers - Warp Tremor triggered by the Mask no longer affects the wearer;
Melta Charge, Multikey, and Machine Rite Set were moved to the Usable category in the inventory;
Pair Holster now works according to its description;
Psyker and Navigator staves are now doing impact damage instead of rending damage as intended;
Ranger's Visor can no longer be found twice in different locations;
Saint Cognatius's Ostensorium - bug fixed, now correctly works on all psykers;
Saint Cognatius's Ostensorium now works with Immolate the Soul;
Saint Cognatius's Scriptures now rerolls any skill checks once;
Saturated Cape, Battle-Scarred Cape, Instability Detonator, Fireproof Cape now take off Soul Burn effect;
Some cloaks were not affected by recoloring when worn by female characters - fixed;
Stub Revolver was incorrectly displayed on the model if put into a specific inventory slot - fixed;
Tearing Vengeance - the damage is now correctly inflicted at the start of the character's turn;
Telekinetic staves that were made for the Telekinesis psyker branch that was scrapped early in development, were removed from game;
The Heavy Stubber now attacks faster;
The Modified Artificer Armour could have incorrect visuals if equipped on female characters - fixed;
The Vision of Death telepath staff psychic power has dealt an extreme amount of damage paired with talents Deadly Calculation and Mind Siege - fixed;
Toxin Grenades now display the area of explosion grid similar to the other grenades;
Using the Consign Diviner Staff psychic power by a psyker with an Unnatural Luck diviner talent applied the Unnatural Luck effect on an enemy, protecting them from critical hits - fixed;
Virtuous Vindication - bonuses from items now apply to the applied Burning;
Weakness Detector now works according to its description;
Xeno Emitter now applies Psy Dampening when applying Warp Burn and Soul Burning;
Locations
General
Hundreds of minor changes to locations across the game: updated visuals, fixed collision, improved navigation;
Space Marines will now have a much easier time navigating through many locations in the game;
Fixed not being able to loot some characters;
The storm on Salis Prime will no longer prevent the player from leaving the location;
Updated visuals of the glowing green globe over the table with a star map on the bridge to be more in line with the rest of the visuals on the bridge;
Theodora's secret room in the Rogue Trader's quarters is no longer visible through the wall;
Fixed a number of spots across the game where it was impossible to shoot from a high ground for no apparent reason;
Quickly skipping Cassia's dialogue in Rogue Trader's quarters could cause the characters to teleport to the bridge, which would break the following cutscene - fixed;
It is now a bit brighter on the Heretical version of the bridge;
It was possible to visit the area related to Pascal's quest without him, which broke the game - fixed;
Prologue and Act I
Toxic pools created by the Chaos Spawn in the Prologue no longer stay after the battle;
Certain wires in a cultists' lair on Rykad Minoris should have had another colour - fixed;
Fixed navigation in the Upperway;
It was possible to ask Sergeant Malgar about the men assigned to assist him, even if no men were assigned - fixed;
The puzzle with the wires on Rykad Minoris has been slightly changed to make it easier to solve;
The sergeant talking to Rogue Trader on Rykad Minoris will now bow to the Lord Captain in the cutscene;
Some enemies from the Rykad Minoris combat encounters were combined into squads;
Skipping a cutscene at Eurac V no longer does odd things with your camera;
Mutants in the Macrocannon Chamber fight will no longer endlessly spam grenades, going into melee instead;
Mutants at Eurac V (if you arrive too late) now drop their knives after death;
Many visual improvements to Electrodynamic Cenobium;
Added backpacks to some cultists in the Electrodynamic Cenobium;
Fixed the issue with the shuttle after coming back to the star port on Rykad Minoris;
Removed a couple of unnecessary corrupted stones on the prison planetoid Rykadi Philia;
Act II
A broken trap in the Shadow Quarters on Footfall has been removed;
It was in some cases possible to attack guests at your coronation causing them to explode violently - fixed;
Improved lighting at the Adeptus Amasecus;
Fixed errors that occurred in the log during the money distribution cutscene at the ceremony of the Rogue Trader's public induction as the heir of House von Valancius;
On the Drifting Voidship, it was possible to start the final dialogue with the Magos without entering the room where he was located - fixed;
A trap in the Upperway is now possible to disarm normally;
Players could shoot through the wall during the Space Hulk encounter - fixed;
Added destroyed buildings to the background during the siege of Rogue Trader palace;
Aeldari Guardians on Janus will now make up their mind and one of them will no longer sometimes randomly become neutral to the party;
You can no longer exit from The Upperway through the same spot you entered it if you jumped into the cultist den from the street;
Vladaym Tocara has finally installed a door to his residence;
The additional quest objective about the Lens in the cultist den in the Upperway is now given through the dialogue, not only through interaction with the Lens;
Dissolved an annoying pillar that covered the view in the intro cutscene at Kiava Gamma;
Encounter in the Dark Hideout on Footfall was made significantly more challenging;
Fixed a case where a single random NPC at Footfall charged the Rogue Trader's party in a hopeless attack;
Fixed a spot in the Adeptus Amasecus that could teleport the characters to inaccessible areas when playing with a controller or on console;
Rebels on Janus will no longer have duplicate names;
Fixed errors with incorrect entry into the Kiava Gamma Manufactorum;
Fixed some lighting on Footfall;
Fixed lighting on some NPCs on Footfall;
Fixed positioning of interactable trade goods in a stand in the Upperway which were visually located too far from the character to properly see them;
Improved pathing in the Upperway;
Improved The Upperway visuals;
The lighting lamps on Kiava Gamma could hang in the air. A squad of repair servitors ran cables along the ceiling;
Fixed some smoke effects on Footfall;
Fixed issues with navigation at Kiava Gamma;
Two encounters could happen simultaneously in the Adeptus Amasecus - fixed;
Act III
After the battle with the gladiators in the Commorragh Arena and before the battle with the Proselytes, the party did not restore health - fixed;
After the Rogue Trader decides the fate of the Commissar and Malice, they both could stay in cages - fixed;
During the first battle in the Arena of Commorragh, the Chimera could not descend to the platform to join the fight - fixed;
In the Outer Spire Halls Heinrix could get stuck on the table - fixed;
In the Outer Spire Halls the Lord Captain could get stuck on the table - fixed;
The clones in the Haemonculus's Laboratory have been updated and should represent the original better;
Fixed some geometry issues at the Outer Spire Halls, where it was possible to get stuck;
Improved the camera movement in multiple Act III cutscenes;
If Argenta is killed in Act III, she can be looted;
Act IV
Major improvements to lighting at Quetza Temer, which should give the location a new feel;
Chaos Space Marines on Eufrates II had incorrect damage modifiers - fixed;
Xavier Calcazar tightly locked the door in the Liege's palace on Footfall, so the Lord Captain could not get inside. We've opened the door, so now he's ready to talk;
An additional location exit has been added to the Quetza Temer;
During the boss fight with the Defiler, certain areas made it difficult for Ulfar to navigate - fixed;
Landing to Eufrates II could become non-interactable - fixed;
Added a rumour leading into Unidentified Ruins;
Aeldari rangers at Quetza Temer received visual customization to give them a less uniform look;
Dargonus could become unavailable in Act IV - fixed;
New loot added on Santiel's Pride;
Fixed Quetza Temer location borders;
Improved camera movement in cutscenes with Uralon;
Reduced the effects of warp corruption clouds in Machine Cathedral;
Way too much experience was awarded in one of the encounters at the Machine Cathedral - fixed;
Dialogue with the surrendering enemy wasn't always working on the first attempt at thе Machine Cathedral - fixed;
Fixed a tooltip for the exit button on Footfall, which now correctly states it returns you to the ship;
Act V
Fixed an issue where after loading the game, the broken Necron at the Epitaph would arise and fight, but be invulnerable. You will need to load the game before the fight for the fix to take effect;
Fixed the background in the cutscene in one of the Necron Tombs;
One of the pillars in the ancient Necron tomb could be interacted with infinitely, granting experience each time - fixed;
Added a beautiful hologram related to the final enemy to the Epitaph Crypt Arena;
Added von Valancius flags on the Epitaph;
Necrons at the Epitaph no longer hover in the air;