Updated Jan 24th 17:00 EST: Next patch is cooking. We expect it this week or early next week, depending on the amount of things we wait for that's in mid-development today. Our naming convention on patches is serial, with the first number being on which expansions, second the content update and third the patch iteration, which goes like 1, 2, 3, 4, 5 ... meaning 1.2.19 is 15 iterations after 1.2.4
Updated Jan 20th 18:00 EST: Hotfix has been deployed. Requisition points addressed and if you're just seeing this, Campaigns are up and running. Have a great weekend and our most sincere apologies for the troubles you may have encountered. Now start the carnage.
Updated Jan 20th 10:00 EST: Hotfix for various issues is in testing with intended deployment today. We are considering adding more fixes to that hotfix which could affect deployment time or simply an additional hotfix next week.
Updated Jan 19th 17:00 EST: We have identified the client crash when using "Swap Loadout" and the fix has now been deployed. You may have to force Steam to check for an update if you have already patched.
We apologize for the short notice on this patch deployment, it contains many updates, general improvements to a number of systems, bugfixes. performance work and last but not least, a good amount of combat balancing.
Much of this was covered in last weeks Twitch and we were hoping for a patch deployment being possible today, as we're already working on the upcoming patch. Next patch is also focused on performance and more balancing - which will predominantly be around the Loadout Point Revamp.
I'm finalizing patch notes. Houman, our Patch Notes Master is still out sick, as you may have noticed in the quality of the last two patch notes. We're simply not as great at it and it takes him days to get it up to the quality he delivers. I will add them to this post when finalized.
Let's give Houman a shoutout to get better and we all all hope you enjoy the latest changes and balancing.
Nathan
Patch Notes - Game Design Section
NOTE #1: Campaigns have been patched out but it's a system that we control behind the scenes and the go button has not been pressed yet! Expect them to be started tomorrow once we've confirmed the stability of the latest update.
NOTE #2: This is not the "big" pen/toughness/LP revamp, as that is a big job planned for the following patch. You should start seeing changes related to it showing up on UAT as soon as next week.
Changes (from Game Designers)
- RTS weapons are now fully moddable except for the following: Abaddon’s - - Grace, Sternguard Bolter, Gatekeeper’s Bastion. These will be made moddable in the following patch, but are slightly more complicated than the rest.
- Setup phase time has been increased from 90s to 180s to give more time for players to load in.
- Sprinting turn rate has been significantly increased for SM tactical, ground assault and apothecary, CSM traitor, traitor assault and sorcerer, and Ork shoota, slugga and painboy.
- Jump Pack wargear have had their costs and stats changed across the board. Stormboyz, Raptors and Assault characters can potentially be even more maneuverable than before, but maneuverability wargear costs significantly more than it did before.
- The Swooping Hawk’s Wings of Grace have had their cost increased to 150 and their fuel regen changed to 30%.
- Increased price of Lashsword to 380 LP (before mastery).
- Added unique looks for CSM & SM Lascannons.
- Added unique looks for CSM Multi-Meltas.
- Previously blank unique CSM Multi-Melta is now the “Warp Furnace”
- Avenger’s Duty now fires only 4 rounds per burst (previously 6) but has a - - - 0.4s cooldown between shots (previously 0.72).
- Reduced Electro-Knuckle cost to 100 LP.
- Increased Thrice-Blessed Blade cost to 100 LP.
- Cult-Blessed Jump Pack changed to +1 Fuel, 250 LP. Forged Jump Pack changed to +2 Fuel, 500 LP. Cult Shard changed to +30% Fuel Regen, 200 LP. All get +15% Fuel Regen with the Mark of Slaanesh.
- Added 50% Poison Resist to Mark of Nurgle.
- Increased minimum damage and upped movement speed on Daemonbolt.
- Reduced Narthecium poison application to 25.
- Reduced ‘Urty Syringe poison application to 33.
- Added Narthecium poison weapon mod to the 1k reward box (although apparently it might not be showing up on live yet).
- Reduced poison clearance rates on all heal-over-time effects.
- Increased sicky slugga poison by 40%
- Previously blank unique Ork Pokkit Rokkit Launcha is now the “Pokkit Slowgit Launcha”.
- Added 1 extra mag to the Sunrifle.
Bug Fixes (from Game Designers)
- “Standard of Precision” node name has been changed to “Standard of Certainty” to match the item it rewards.
- Storm and Fury Tempest Launcher now fires one big projectile as its text describes.
- Flesh Circle now triggers the correct vfx when hitting Khorne characters.
- Secondary fire on the Reaper Launcher now correctly triggers a cooldown.
- The Kannon Deffgun properly fades when in brace/aim mode so that the scope isn’t blocking sight.