1. Update v5.1.0.1:
  2. General Fixes
  3. Fixed a bug that caused the Perfect Parry window for Fencing melee weapons to be shorter than intended. We reverted the values to pre-patch levels.
  4. Fixed a server-related issue that would cause a loss of control on PC.
  5. Fixed a bug where one of the Chainsword Artificer version was dealing more damage than intended.
  6. Fixed: “Iron Hands Steel” emblem colour was red instead of black.
  7. Fixed a bug that caused Keyboard mappings to be reset after installing the new patch.
  8. Fixed a bug that prevented players from being able to change controls for the Ability button (you might have to change controls one more time).
  9. Fixed a bug where the Jump Pack ability would spend more than 1 charge in rare cases.
  10. Fixed a bug in the Campaign mission “Skyfire” (part 2) where a script would not start properly in rare cases.
  11. Modified: The new mechanic for Blocking weapons “Adrenaline Surge” now restores 2 armour segments instead of 1 when discharged.
  12. Locked access to the Research Center until the Adeptus Mechanicus gives its blessings.
  13. Restored progression for modded version of the game (warning popup will still appear and say otherwise, but progression should be saved nonetheless).
  14. Several crash fixes.
  15.  
  16. Update v5.0.0.1:
  17. NEW FEATURES
  18. New Operation: Obelisk
  19. In this new Operation, you’ll be sent to Demerium and your mission is to rotate a replica of the obelisk to disrupt the flow of energy protecting the Aurora device. This operation takes place in parallel to the final events of the campaign.
  20. To reach the console control of the obelisk, you’ll have to make it through a tomb plunged into darkness.
  21. New Enemy: Tzaangor Enlightened
  22. A new Majoris enemy can spawn in all Operations featuring the Thousand Sons.
  23. Note from our Game Director: “The Tzaangor Enlightened is a disk-flying, melee/ranged-hybrid unit. They are fearsome opponents, especially when met in greater numbers. However, catching them after parry or during a long animation makes them an easy target.
  24.  
  25. We strongly advise you to use Target Lock to face this enemy!”
  26. New Season Pass Content: Dark Angels Chapter Pack
  27. Added: Dark Angels Successor Chapters cosmetics
  28. Added: Dark Angels Champion skin (Bulwark)
  29. Added: Dark Angels–themed weapon skins for:
  30. Auto Bolt Rifle
  31. Plasma Pistol
  32. Power Sword
  33. Bulwark’s Storm Shield
  34.  
  35. GAMEPLAY & BALANCING TWEAKS
  36. Melee
  37. Note from our Game Director: “The melee system has been our main focus recently. The issue that we saw is that, on higher difficulties, the melee combat relied too heavily on the “Parry -> Gun Strike” flow. This also made Fencing Melee Weapons a universal choice for almost all situations, and we want to give players more options. To try and achieve that, we’ve made the following changes.
  38.  
  39. First, normal Melee Damage has increased across the board, so there will be more options instead of just Parry -> Gun Strike.
  40.  
  41. Second, we are drastically changing how Blocking Weapons work. In short, by blocking enemy attacks, the player will accumulate up to 3 stacks of Melee Damage buffs. Attacking while having those stacks of buffs will spend them and will result in massive AoE Damage discharge.
  42.  
  43. With these changes, Fencing Weapons will still be great versus limited numbers of enemies, Balanced Weapons will be good versus big crowds, and Blocking Weapons will become ‘damage dealer’ type weapons.”
  44.  
  45. Perfect Block
  46. All Block Weapons have been reworked with a new mechanic: Perfect Block and Adrenaline Surge
  47. Perfectly timed blocks grant up to 3 Adrenaline Surge stacks. Adrenaline Surge stacks greatly increase Melee Damage and are consumed after the next melee attack.
  48.  
  49. Attacking with 3 stacks of Adrenaline Surge deals massive AoE Damage, staggers enemies, and restores 1 Armour Segment.
  50.  
  51. Fencing Weapons:
  52. Perfect Parry AoE stagger radius slightly reduced.
  53.  
  54. Balanced Weapons:
  55. Perfect Parry AoE stagger radius greatly increased.
  56. Master-crafted versions: Damage increased by 10%.
  57. Artificer versions: Damage increased by 10%.
  58. Relic versions: Damage increased by 10%.
  59.  
  60. Blocking Weapons:
  61. Master-crafted versions: Damage increased by 20%.
  62. Artificer versions: Damage increased by 20%.
  63. Relic versions: Damage increased by 20%.
  64.  
  65. Unarmed/Firearm Melee:
  66. Stomps can now be chained indefinitely.
  67.  
  68. FIREARMS
  69. Note from our Game Director: “We are quite happy with recent updates to firearms. Pretty much all firearms are viable on the hardest difficulties now, and our win rate/pick rate data shows drastic improvements.
  70.  
  71. Still, there are a few weapons that are better than the others, and minor tweaks will be coming with Patch 6.
  72.  
  73. Further into the future, with Patch 7, we are planning to focus on reworking Weapons Perks. Weapons Perks are underwhelming compared to Class Perks right now, and the issues with some weapons are actually a result of them having a bad Perk tree rather than their basic stats.
  74.  
  75. The other big outstanding problem that we have is the Grenade Launcher. There are quite a few bugs/misconfigurations that make it the way it is.
  76.  
  77. Due to a bug, a certain Perk restores its full Ammo when it shouldn’t.
  78. Due to a misconfiguration on our side, its Artificer and Relic versions deal 4x more damage than the Master-crafted version, which was not intended.
  79. Due to a bug, Perks that increase Auspex Scan damage stack buffs inconsistently. Normally all damage stacks buffs additively, thus providing consistent and predictable results. This bug results in crazy damage numbers with Auspex Scan Perks depending on the order they were activated. This is why bosses get erased by Grenade Launchers with certain builds.
  80.  
  81. If we approach this directly and fix all 3 bugs, it will make the Grenade Launcher useless and will hurt the entire Tactical class. We will be very careful with how we address this issue. We do want to keep the fun element of destroying entire waves of enemies with the Grenade Launcher. At the same time, no other weapon can match a Grenade Launcher with potentially unlimited Ammo.
  82.  
  83. Because of these complications, we want to take the time to carefully analyse and make the best decision possible about the Grenade Launcher, so we’re not modifying it in this patch.”
  84.  
  85. Neo-Volkite Pistol
  86. Note from our Game Director: “We unified enemy sensitivity to Volkite Damage with Bolter Damage. This means a massive damage buff to certain Majoris and Extremis enemies that were more resistant to Volkite Damage than others.”
  87. Volkite Damage sensitivity has been increased from 1 to 1.5 for these enemies:
  88. Devourer Tyranid Warrior
  89. Barbed Strangler Tyranid Warrior
  90. Venom Cannon Tyranid Warrior
  91. Rubric Marine
  92. Flamer Rubric Marine
  93. Zoanthrope
  94.  
  95. Bolt Carbine:
  96. Max Ammo of all SMG-type Bolt Carbines increased by 1 magazine.
  97.  
  98. EXTERMINATION BONUS
  99. Note from our Game Director: “This change simply increases the amount of XP players are getting in Operations mode if they are zealously exterminating enemy waves.
  100.  
  101. This aims to:
  102. incentivise players to not skip encounters, without punishing those who want to skip, and
  103. makes the game less grindy in preparation for new features coming down the line (e.g., Prestige Ranks).”
  104. Added a new feature that increases the amount of XP players gain based on % of enemies killed during an Operation:
  105. Rank A: killing more than 85% spawned enemies grants +120% XP pre-patch value.
  106. Rank B: killing more than 60% spawned enemies grants +110% XP pre-patch value.
  107. Rank C: killing less than 60% spawned enemies grants +100% XP pre-patch value.
  108.  
  109. *The rank is common to the party, everyone gets the same.
  110.  
  111. GAMEPLAY QOL
  112. Dodge invulnerability logic is now client sided, meaning that Dodges will be responsive and more accurate with higher ping.
  113. Players are now invulnerable to new instances of damage while in Knockback animation.
  114. Added 10 frames of invulnerability at the start of Jump Pack launch animation (Campaign and Operations only).
  115. Dodge and Parry sound notification clarity has been greatly improved.
  116. Heavy’s Barrier can be activated in more player states (e.g., during stagger animation).
  117. Player controls are slightly more responsive after using Vanguard’s Grapnel Launcher.
  118. Added spawn protection in PvP.
  119. Added Neo-Volkite Pistol in PvP.
  120.  
  121. AI
  122. Zoanthrope:
  123. Shielded Zoanthrope will now attack much less frequently.
  124. Enemy Spawn Director:
  125. You will no longer fight Extremis-level enemies on your first encounter right after the start of a Mission.
  126. Lots of minor animation fixes for various enemies.
  127.  
  128. CUSTOMISATION
  129. Added: Lenses colour customisation.
  130. Fixed shading of Balthasar Gold and Ushabti Bone colours.
  131. Fixed a number of small bugs with certain armour pieces not applying colours correctly.
  132.  
  133. OPERATIONS
  134. Fall of Atreus:
  135. Made adjustments to scripting to make this level shorter and more in line with the duration of other levels:
  136. The second sequence with the Dreadnought (Repel the Assault) is randomised now and may not happen.
  137. The fusion battery needs to be charged only once in the final sequence.
  138. Large amounts of small fixes in level geometry collision and Terminus enemies getting stuck in some areas.
  139.  
  140. PERKS
  141. Note from our Game Director: “In this patch, we are only fixing bugs with existing Perks, but trust me, we are seeing the issues with them. A lot of the Class Perks are not as good as we wanted them to be, and some Perk tree choices are really more efficient than others. With Patch 6, we are planning to massively rework a bunch of lacking Perks to make more builds viable.”
  142.  
  143. GENERAL FIXES
  144. Getting kicked out of a session will still grant kicked player XP rewards based on checkpoint completion.
  145. Exiting the Turret Charging Wheel in the “Termination” Operation is now quicker.
  146. Improved a few enemies counting for Purge Them All Achievement.
  147. Fixed a bug where Combat Knife charged attacks would occasionally Heavy Hit every time without charging.
  148. Fixed a bug where Heavy’s Primary Weapon was not shooting after joining in progress.
  149. Fixed a bug where party leader could get stuck on a loading screen in rare cases.
  150. Fixed Hierophant’s damage sensitivity to certain weapons (it can still be damaged by normal weapons, but the damage is reduced).
  151. Fixed a bug where Heldrake was not taking any damage from shots in rare cases.
  152. Fixed a bug where Heldrake could be knocked off its pedestal by shots from an under-barrel Grenade Launcher.
  153. Fixed a bug where Imurah would not take any damage from shots in the final mission in rare cases.
  154. Fixed a rare bug where players were shown a long black screen instead of death screen in PvP.
  155. Fixed a bug where players could not see each other's customisation in rare cases.
  156. Fixed a bug where the Neo-Volkite Pistol would deal damage further than its actual visual FX.
  157. Fixed a bug where enemies were able to pierce Block stance with double attack.
  158. Fixed a bug with Bulwark’s Armour of Contempt Perk not triggering correctly and dealing friendly fire.
  159. Fixed an issue where the Neo-Volkite Pistol would sometimes trigger a chain of explosions and cause performance issues.
  160. Fixed a rare bug with Vanguard’s Zone of Impact Perk not triggering correctly.
  161. Fixed Perks that grant player immunity to Heavy Hits and Knockback during charging melee attacks not working with charged attacks unlocked via Weapons Perks.
  162. Combat Knife charged attack buffs from other Perks (e.g., Sniper's Shadow Stab) are now correctly applied on both damage instances.
  163. Large number of minor fixes in Perks, how they stack, and how they trigger in rare cases.
  164. Minor UI fixes and improvements.
  165. Localisation fixes.
  166.  
  167. TECH
  168. Added: FSR 3 / DLSS 3: Support of "Frame Generation" component for DLSS and FSR. For more details about FSR and DLSS, check our FAQ.
  169. Crash fixes and general stability improvements.
  170. General connectivity improvements.
  171. Slightly improved performance.
  172. Slightly improved texture streaming speed.
  173. Improved Anti-Cheat.
  174.  
  175. Update v4.5.0.1:
  176. New Weapon: the Neo-Volkite Pistol
  177. The Neo-Volkite Pistol, a powerful thermal ray weapon, is now available for the Assault, Vanguard, and Bulwark classes!
  178.  
  179. Unlike other weapons, the Neo-Volkite Pistol blasts a heat ray onto your enemies, dealing accumulative thermal damage. Focusing on one enemy will ramp up the damage—until it generates a localised explosion for huge damage to your target and all nearby enemies.
  180.  
  181. Please note that the Neo-Volkite Pistol will only be available in Operations mode for now as we continue to experiment with balancing in PvP. It will be added to Eternal War mode in our next major update alongside a new Operations map, a new enemy, and the Dark Angels cosmetics. Until then though, you’ll be able to try it out against your friends in the Battle Barge’s Sparring Arena!
  182.  
  183. BALANCING TWEAKS
  184. Weapons (Operations mode only)
  185.  
  186. PLASMA INCINERATOR
  187. 👉 Slightly reduced amount of heat generated by normal and charged shots for versions:
  188. Master-Crafted - Alpha
  189. Salvation of Bakka - Alpha
  190. Gathalamor Crusade - Alpha
  191. 👉 Fixed a bug that would cause several versions not producing heat at all.
  192.  
  193. BOLT SNIPER RIFLE
  194. 👉 Fire rate increased from 50 to 60 rounds per minute.
  195. 👉 Headshot bonus increased from x2 to x2.5.
  196.  
  197. OCCULUS BOLT CARABINE
  198. 👉 Scope added
  199. 👉 Headshot bonus increased from x1 to x1.33
  200.  
  201. BOLT CARABINE (SMG)
  202. 👉 Adjusted damage falloff curve: Base damage increased by 50% for the first 10 meters, after that, the damage drops to the original pre-patch value.
  203.  
  204. AUTO BOLT RIFLE
  205. 👉 Max ammo increased by 1 magazine for each version.
  206.  
  207. GENERAL FIXES
  208. Fixed a bug causing unlocked DLC cosmetic items to get locked again after a restart
  209. Fixed a bug causing the Sniper perk "Targeted Shot" to not work after swapping weapons.
  210. Fixed a bug causing the Sniper invisibility not getting removed after a shot in rare cases.
  211. Fixed a bug preventing players from muting the others in PvP.
  212. Fixed several perks not triggering correctly from enemy kills.
  213. Fixed a bug that prevented certain weapon perks from triggering correctly when reaching a specific HP threshold.
  214.  
  215. TECH IMPROVEMENTS
  216. Crash fixes and general stability improvements.
  217. Fixed server disconnects with unstable user connection.
  218. General connectivity improvements.