Hey guys! We’re back to offer a closer look at the latest game patch, including the introduction of Leaderboards and our first set of balance updates! We’re working behind the scenes on our next set of updates and look forward to filling you in soon. For now, stay tuned, and we’ll see you in battle!
New
- Leaderboards have been added
Improved
- Opponent AI
- The Codex now includes all Elite units
- Map changes
- Balance update (multiplayer only, balance changes do not apply to the campaign)
Gameplay
- Cooldown of all Super Abilities (Orbital Bombardment, Eldritch Storm, and Rokks) increased from 5 minutes to 7.5 minutes
- Base Requisition rate increased from 260 per minute to 340 per minute
- Base Turret damage reduced from 50 to 12.5 with each player in the game increasing that damage by 12.5 (i.e. 1v1 = 25 damage; 2v2 = 37.5 damage; 3v3 = 50 damage)
- Turret primary weapon damage reduced from 40 to 15 with each player in the game increasing that damage by 6.25 (1v1 = 21.25 damage; 2v2 = 27.5 damage; 3v3 = 33.75 damage)
Escalation Phases
- Phase 1: Increased refund on unit loss from 25% to 35%
- Phase 2: Increased refund on unit loss from 15% to 25%
- Phase 4: Decreased resource rate bonus from 50% to 25%
Maps
- A 1v1 variant of Mork's Mire has been added into the Custom match and Quick-Match map lists
- A 3v3 variant of Crucible of Vaul has been added into the Custom match and Quick-Match map lists
- Stratum P2-8: Removed a Power Node from the middle Resource Point at the center of the map
- Stratum P2-8: Added a Requisition add-on to the middle Resource Point near each base
Servitor
Bug Fixes
- Fixed an issue where Servitors could see over some sight blockers
Tactical Marine
- Reinforcement cost of Tactical Marine upgrades reduced from 75% of upgrade cost to 25%
- Ranged damage increased from 2.85 to 4
- Melee damage increased from 4.6 to 5.5
- Flamer upgrade reinforcement cost decreased from 71 Requisition / 7 Power to 63 Requisition / 2 Power
- Plasma Gun upgrade reinforcement cost changed from 75 Requisition / 9 Power to 65 Requisition / 3 Power
Bug Fixes
- Fixed a bug that doubled the reinforcement cost of Tactical Marines when they were Overcharged
- Fixed a bug that caused Tactical Marines to gain resources when Overcharged
- Fixed a bug that prevented Tactical Marines from being able to melee when Overheated
- Fixed a bug that caused Tactical Marine squads with Tireless to get spread out after being reinforced, or to not benefit from the doctrine when deployed from a Drop Pod
- Fixed an issue where Tactical Marines could get both Plasma and Flamer upgrades if they were triggered simultaneously
We agree with the community that Tactical Marines are under performing relative to other starting units. Though they scale more strongly than their counterparts and have potent upgrades, these came at an additional cost.
Scout Sniper
- Scout Snipers no longer need to wait for a short time before being able to move after having fired their weapons
Doctrines
- Hidden: Now gains a 10-second speed boost after firing
A small quality of life improvement when using Scout Snipers will help them feel more agile in combat.
Assault Marine
- Power Sword upgrade is now available at Tier 2
- Power Sword upgrade cost changed from 75 Requisition / 75 Power to 125 Requisition / 125 Power
- Jump charge generation time increased from 65 seconds to 90 seconds
Doctrines
- Assault Leap: Damage reduced from 75 to 20
Assault Marines are supposed to be good at striking back line targets and objectives and generally forcing the enemy to engage on their own terms. In the hands of capable players, their offense was simply too effective, especially considering their ability to retreat. We've reduced the rate at which they generate Jump charges to give them more downtime and widen the window for counterplay.
Lascannon Devastator
- Added a resource bar to display three tiers of beam intensity
- Beam intensity will no longer decay when switching targets
- Beam intensity will decay slowly when out of combat
- Beam intensity will reset when stunned, knocked back, or placed into stasis
- Beam intensity 1 damage increased from 1.5 to 1.875
- Beam intensity 2 damage increased from 3 to 3.75
- Beam intensity 3 damage increased from 5.5 to 6.5
Lascannon Devastators were seriously under performing in their role as the anti-vehicle backbone. They suffered too many disadvantages relative to their counterparts, with none of the show-stopping power.
Whirlwind
Bug Fixes
- Fixed an issue where Whirlwinds using the Thunderhawk Redeployment doctrine would move back to their starting points
Predator Destructor
- Health increased from 2250 to 2500
- Area of effect increased from 3 to 5
- Visual effects have been updated to match the new area of effect
We feel that although Predator Annihilators have a clear role, the same cannot be said for the Predator Destructors. Our changes give the unit more front line resilience and make it lean more heavily towards anti-infantry and anti-heavy infantry army compositions.
Kill Team Ironmaw
- Ranged damage increased from 4 to 5
- Melee damage increased from 6 to 8
Bug Fixes
- Fixed a missing asset spawning when Kill Team Ironmaw was killed during teleport
We're happy with how balanced Kill Team Ironmaw feels in the early game, but they needed a slight nudge in contrast to Striking Scorpions and Stormboyz.
Jonah Orion
- Max number of units hit per squad by Fury of the Ancients decreased from unlimited to 5
We wanted to bring Jonah in line with the other changes we've made to other Elites that hit the battlefield around the same time - namely, the Weirdboy and Farseer Macha.
Gabriel Angelos
- Removed knockback from Critical Strike
- Critical Strike (passive) damage increased from 80 to 85
We are pretty happy with where Gabriel is, but felt he had just a bit too much lockdown. Changes to Critical Strike will stop him from having too many disruption tools without sacrificing his damage output.
Terminators
- Added knockback on Teleport arrival
- Decreased the speed it takes to fire a full volley of Cyclone Missile Barrage from 8 seconds to 4 seconds
Bug Fixes
- Fixed an issue where the Terminator's Devastation doctrine was not applied to units deployed via Drop Pod
We feel that Terminators needed a few small tweaks to make them worth the cost, especially considering how easily they can be shut down with melee tie up.
Venerable Dreadnought
- Maximal Charge can no longer be intercepted by enemy units in-between the Venerable Dreadnought and its target
- Ranged damage increased from 240 to 350
Though the Venerable Dreadnought's abilities are quite powerful on their own, its ranged damage was too low given the Elite Point cost. We've also added a quality of life improvement that should make Maximal Charge more reliable.
Imperial Knight Solaria
- Removed the slow from Gets Hot!
- Attack range increased from 40 to 45
- Gatling Barrage knockback increased from 8 to 12
- Gatling Barrage range increased from 45 to 55
While Solaria has high potential, she is also the most costly Space Marine Elite to field. More drawbacks and limited mobility caused players to favour the Imperial Knight Paladin. In particular, the slow on Gets Hot! felt like it was hampering an otherwise cool gameplay moment. Instead, it will function more like a Fury mechanic, where you are rewarded for keeping her in combat. When overheated, Gatling Barrage knocks back enemies. However, the knockback range wasn't large enough to force enemies into the Gatling Barrage area of effect. This change will make this combo much more reliable. We've tweaked the range of Ironstorm Missiles to make it a bit harder to catch Solaria unaware.
Additional Changes
- Increased shields granted by Plant The Standard from 350 to 450
- Drop pod damage versus buildings currently under construction from 1750 to 350
- Tip of the Spear: Units must be out of combat for 20 seconds before being able to reinforce from a Listening Post
Population
- Servitor: Decreased from 2 to 1
- Assault Marines: Increased from 10 to 13
- Scout Snipers: Decreased from 10 to 9
- Heavy Bolter Devastators: Increased from 9 to 11
- Lascannon Devastators: Increased from 9 to 10
- Landspeeders: Increased from 10 to 13
- Dreadnought: Decreased from 18 to 17
- Predator Annihilator: Decreased from 18 to 17
- Predator Destructor: Decreased from 18 to 17
- Whirlwind: Increased from 10 to 12
Bonesinger
- Warp now starts on cooldown when the unit is first spawned in
- Warp range decreased from 100 to 70
Bonesingers gave the Eldar too much early advantage by capturing points and setting up early Webways.
Dire Avenger
- Range reduced from 40 to 30
Doctrines
- Avenger Shield: Shields reduced from 20% to 10%
Players were often able to survive simply with Dire Avengers, allowing for an easy transition to late game units like Falcons. Dire Avengers had far too many strengths with Eldar faction mechanics (like Fleet of Foot and Battle Focus) that made them vastly superior to other units right out of the gate. We've made some changes that will force Eldar players to put Dire Avengers at greater risk when engaging in combat.
Howling Banshee
- Quick Strike cost changed from 100 Requisition / 60 Power to 75 Requisition / 50 Power
- Quick Strike damage reduced from 65 to 30
Doctrines
- Hunt: When in stealth, Quick Strike will reveal you in the casting phase
- Hunt: Speed bonus no longer stacks with Fleet of Foot
- Hunt: Damage bonus reduced from 100% to 25%
- Reflective Strike: Instead of being invulnerable, Howling Banshees take half damage
We fixed some unintended damage stacking that was coming from Quick Strike. Additionally, a combination of Taldeer's Reflective Strike doctrine and the Striking Scorpions' presence doctrine made Banshees too tough as a Tier 1 unit.
Ranger
- Cost changed from 330 Requisition / 15 Power to 330 Requisition / 20 Power
- Cost to unlock changed from 100 Requisition to 125 Requisition / 25 Power
Bug Fixes
- Fixed a bug where additional firing would not reset their stealth revert timer
We increased the amount of power required to field Rangers so that if you're bringing a lot of squads into battle, you'll have to be okay with delaying your tech progress. This should help cut down on the dreaded "Ranger spam" and make it more costly when you mismanage and end up losing them.
Fire Prism
- Cost changed from 100 Requisition / 375 Power to 100 Requisition / 325 Power
- Ranged damage increased from 275 to 320
- Superheated damage type changed from Normal to True
- Superheated damage increased from 100 to 150
- Superheated activation time reduced from 3 seconds to 2 seconds
- Removed knockback from Superheated
Bug Fixes
- Fixed an issue where units could not teleport out of a Fire Prism attack
Fire Prisms needed more presence in the late game, so we have transitioned their role to be better against slow or static, heavily-armoured units - such as structures, Nobz, and Wraithblades.
Striking Scorpions
- Health reduced from 1620 to 1350
- Shields reduced from 1080 to 900
- Hunt damage bonus reduced from 100% to 25%
- Speed bonus from Hunt only stacks with Fleet of Foot up to 33%, down from 100%
- Hunt tooltip now displays speed and damage bonuses
- Critical Strike (passive) damage type changed from True to Normal
Farseer Macha
- Psyker Blast damage decreased from 150 to 125
- Psyker Blast damage mitigation increased from 50% to 75%
Bug Fixes
- Fixed an issue where Macha's Last Chance doctrine would not affect Elite squad members who spawn through healing
Jain Zar
- Silent Death initial damage reduced from 100 to 75
- Silent Death return damage increased from 250 to 275
- Changed the visual effects when Silent Death is on its return path
- Silent Death tooltip now displays the difference in damage when Jain Zar's triskele is returning
Warp Spiders
- Slow mines activation time decreased from 7 seconds to 3 seconds
Wraithlord
- Wraith Recall tooltip now displays the number of squads that will be teleported during its casting phase
Doctrines
- Wraith Recall: Range reduced from global to 100
- Wraith Recall: Can now only teleport up to 10 units, instead of an unlimited amount
Bug Fixes
- Fixed a bug where the Wraithlord's Ethereal Wall would not always block projectiles
Additional Changes
- Edlritch Storm: True damage per tick reduced from 5 to 2.5
- Eldritch Storm: Lightning bolt delay decreased from 0.75 to 0.25 in Conduit form
- Webway Gates health decreased from 700 to 600
- Fixed an issue where destroying a connected Webway while it relocates could prevent any further Webways from being connected
- Improved Webways: No longer allows Webway Gates to relocate in Tier 1
- Improved Webways: Health regeneration can now only occur after 10 seconds of being out of combat
- Improved Webways: Relocation cast time increased from 4 seconds to 10 seconds
Population
- Dire Avengers: Increased from 6 to 8
- Howling Banshees: Increased from 10 to 11
- Dark Reapers: Increased from 8 to 11
- Rangers: Increased from 8 to 9
- Shadow Spectres: Increased from 9 to 12
- Wraithblades: Increased from 12 to 16
- Vyper: Increased from 5 to 9
- Falcon: Increased from 12 to 17
- Fire Prism: Increased from 15 to 19
ORKS
Gretchin
Doctrines
- Find the Goods: Places a single mine on top of the Scrap pile that you teleport to
- Find the Goods: Now stealths for 15 seconds, or until detected
Boy
Doctrines
- Get 'Em Boyz: Decreased Shout speed bonus stacking with WAAAGH! from 100% to 50%
Shoota Boy
- Health increased from 840 to 1000
Tankbusta
Doctrines
- Squig Bomb Mine: Now functions like a squig bomb and only becomes a mine if it can't find a target
Trukk
Doctrines
- Suicide Bomma: Damage reduced from 350 to 200
- Suicide Bomma: Damage versus objectives reduced from 350 to 100
- Suicide Bomma: Max number of units hit per squad decreased from unlimited to 5
Deffkopta
- Increased health from 450 to 550
Killa Kan
Doctrines
- Long Range Rokkit: The number of rokkits remains visible on the health bar under more cases
- Long Range Rokkits: Rokkits should only travel a certain distance and expire after a duration
Deff Dread
Doctrines
- Bigga Scrap Shield: Shields increased from 300 to 500
- Bigga Scrap Shield: Duration increased from 5 to 10 seconds
Big Trakk
- Cost changed from 100 Requisition / 350 Power to 100 Requisition / 325 Power
- Salvage cost changed from 50 Requisition / 175 Power to 50 Requisition / 165 Power
- Kill 'Em Far now applies a slow to vehicles, instead of a stun
Stormboyz
- Suicide Bomma's damage versus objectives reduced from 350 to 175
- Max number of units hit per squad decreased from unlimited to 5
- When upgraded with scrap, Suicide Bomma's damage versus objectives reduced by 50%
- When upgraded with scrap, Suicide Bomma won't explode unexpectedly over certain types of terrain
Doctrines
- Kamakazee: Changed hotkey from Q to X
Weirdboy Zappnoggin
- Damage type changed from Normal to True
- Area of effect damage removed from ranged attack
- Scrap Blast shields increased from 200 to 225
- Max number of units hit per squad by Scrap Blast decreased from unlimited to 5
- Ere We Go no longer does damage
- Fist of Gork travel time used to be varied, is now a flat rate of 3.5 seconds
Mad Dread
- Health increased from 4250 to 4750
- Tunnel cooldown decreased from 45 seconds to 30 seconds
Gorkanaut
- Ranged damage increased from 15 to 20
- All Da Dakka damage increased from 80 to 100
Bug Fixes
- Fixed an issue where All Da Dakka did no damage to Shield Generators
- Fixed an issue with cancelling the Gorkanaut's Rokkit Fist ability
- Fixed a bug where the Gorkanaut's Loot would not always work
Additional Changes
- Fixed an issue where Roks could become unresponsive if picked up and dropped
Population
- Boyz: Decreased from 8 to 7
- Shoota Boyz: Increased from 8 to 9
- Nobz: Decreased from 25 to 16
- Deffgun Lootas: Increased from 8 to 9
- Tankbustas: Increased from 6 to 10
- Trukks: Increased from 8 to 9
- Deffkoptas: Increased from 5 to 7
- Killa Kans: Increased from 10 to 11
- Deff Dreads: Increased from 12 to 15
- Big Trakks: Increased from 18 to 19
Achievements
- Fixed assorted issues with achievements not being awarded when completing the campaign
Audio
- Fixed several issues with odd audio bursts when restarting missions or progressing to certain post-mission screens
- Fixed incorrect sound effects on Sky Portal death
- Fixed missing sound effects on Ork Shoota Boyz
- Fixed an issue with the level up sound effects playing on repeat
- Fixed an issue where setting Voice volume to zero was not silencing unit barks
Campaign
- Fixed an issue where mission progress wasn't properly carried over between PCs
- Fixed an issue where Assault Marines could bypass a gate in Mission 1
- Fixed an issue when respawning Gorgutz in an unplayable space in Mission 2
- Fixed an issue with Eldar attackers not assaulting the player's base in Mission 4
- Fixed missing animation on a bridge in Mission 4
- Fixed missing dialogue at the end of Mission 4
- Fixed a rare bug that would block progression when defending your base in Mission 5
- Fixed issues with deck gun effects and sound effects when loading a save in Mission 7 Tuned Diomedes' health in Mission 8
- Fixed an issue where units joining the player could become hostile in Mission 11
- Fixed an issue with Wazmakka's behaviour when attacked from range in Mission 12
- Fixed an issue with debrief imagery in Mission 12
- Fixed an issue with stacking Webway Gates in Mission 13
- Fixed a rare crash when destroying the first Webway Gate in Mission 14
- Fixed an issue with missing health bars on some units in Mission 16
- Fixed an issue with missing objective indicators in Mission 16
- Fixed an issue where Elites would not gain experience at the end of Mission 16
- Fixed issues with damage from Mission 17's boss's swipe attacks
- Fixed issues with boss behaviour in Mission 17
Save & Load
- Fixed an issue where incorrect Elites could appear in some save games
- Fixed an issue where Jonah Orion's Stonewall ability would become invisible when loading into a game saved while the ability was active
Multiplayer
- Fixed an exploit where follow camera (') could be used to track enemy stealth units and units hidden in the fog of war
- Fixed an issue where paused AI games were not actually paused
Units & Abilities
- Fixed a broken interaction between Wazmakka's Traktor Beam and Stormboyz' Suicide Bomma
- Fixed an animation glitch on the Striking Scorpions
- Fixed an issue where players could force units out of a Falcon transport ship over a chasm, instantly killing them
- Fixed an issue where Kyre's Eldritch Winds could move Deathstorm Drop Pods
- Fixed an overly large hit box on the Doctrine Chapel
User Interface
- Fixed stacking debuff icons caused by Gorgutz' melee attacks
- Fixed inconsistencies with audio and video options and forced restarts Adjusted several incorrect ability and upgrade icons
- Fixed an issue where some tooltips would be missing text for non-deployed Elites
- Fixed incorrect behaviour on several gameplay UI options
- Updated the reticule for the Imperial Knight Paladin's Reaper Chainsword Sweep
Art
- Fixed additional instances of effects seen through the fog of war
- Fixed an issue where Shadow Spectre's beam animation would not pause when the game paused
- Fixed missing effects on Kill Team Ironmaw squad member with the missile launcher
- Fixed missing effects on the Temporal Mine ability
- Fixed missing effects when the Venereable Dreadnought is destroyed
- Fixed timing issues on destruction effects for resource add-ons
- Fixed an issue where the effects and sound effects for Pin did not end
- Fixed an issue with persistent teleport effects when the target building is destroyed
Offline Play
- Fixed assorted crashes and soft locks caused by losing internet connection during various screen transitions
Performance
- Improved performance on 4K monitors in various option and info screens
- Improved performance when using the Roks ability
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