Victoria 3 Update Patch Notes June 27

 

UPDATED June 28

 

 

Hotfix 1.7.1 is now LIVE! – Not for Problem Reports! June 27

Hello Victorians!
We have just released a hotfix for 1.7, Checksum b087, which has a number of improvements, bugfixes and balance changes based on feedback/bug reports from players. As always, this post is not for bug reports, please instead post them in the bug reporting forum (including a save and steps to recreate is always useful) .
The following changes have been made to the game compared to 1.7.0:

 

Patchnotes

 

Improvements​

  • Added mandate generation from Unrecognized countries to all Identities
  • Earning Recognition Journal Entry is now unlocked by Colonization rather than Civilizing Mission and only requires 50 relations with a Great Power to complete
  • It is now possible to 'upgrade' an Investment Rights pact to a Mutual Investment Agreement, if the other part agrees to it
  • Conquering a split state now applies the 'Recently Liberated' rather than 'Recently Conquered' modifier, as the latter ended up giving tax penalties to a state you already owned, which could be devastating for tiny nations
  • Ranches no longer consume grain as a default good, but only if more advanced PMs are activated
  • Regime Change Diplomatic Play can no longer be used against your own subjects since Law Imposition can be used for it instead
  • Collectivized building levels, or buildings with levels that are undergoing collectivization, can no longer be nationalized
  • Cuirassiers no longer consume iron, but use more small arms instead
  • Sovereign Empire statues now provides a 25% Decree Cost discount to the state it is constructed in instead of applying it to the whole country
  • The Boer States now start with National Militia and with their independence guaranteed by Britain

 

AI

  • The autonomous investment AI now keeps track of how much investment has gone into foreign/domestic states and biases future investment towards domestic states if an excessive amount has gone towards foreign investment, to ensure investment isn't all going overseas
  • Fixed an issue where civil war countries and native uprisings would not recruit commanders for their armies due to incorrectly set AI tags for their formations
  • Rebellious and Defiant subjects will no longer actively aid their overlord in diplomatic plays outside of what they consider necessary to defend their own territory
  • Loyal subjects now mobilize a higher fraction of their troops to aid their overlords in diplomatic plays
  • The AI is now able to reassign armies/navies that are traveling, preventing suboptimal naval invasions due to the best fleets not being 'available'
  • The AI is now able to launch simultaneous naval invasions, but will generally avoid using all of its armies/fleets at once for this

 

Balance

  • Manor Houses no longer require infrastructure, as this caused major issues for highly populous countries with a lot of subsistence agriculture
  • Reduced investment weights for Manor Houses on all non-agricultural buildings, as their tendency to invest into factories in countries like Japan would lead to an odd aristocrat-led industrialization
  • Reduced the rate at which generic random events appear to compensate for increased overall event spawn rate due to prior bug fixes
  • Reduced effect of Asceticism (Devout) trait from -50%/-100% to -15%/-30% reduction on radicals from changes to standard of living (sorry)
  • Reduced effect of Secular Shrine Theory (Devout) trait from +20%/+40% to +15%/+30% conversion
  • Reduced effect of Da Wat (Devout) trait from +50%/+100% to +20%/+40% conversion
  • Reduced effect of Propagandists (Intelligentsia) trait from +25%/+50% to +15%/+30% migration attraction
  • Decrees now have a minimum cost of 10% of its base cost, to prevent modifier stacking for free Decrees
  • Imperious now provides a 20% rather than 25% Decree Cost discount
  • Cruel trait now provides a 5% Authority boost rather than a Decree Cost discount

 

Interface

  • Map markers will now indicate where your foreign construction is happening
  • Demand Force Nationalization wargoal will now display how many building levels and what fraction of GDP would be nationalized
  • Fixed some issues with the 'failing to hire' tooltip for buildings where it would sometimes lack a reason for failing to hire and/or contain unnecessary whitespaces
  • Added Bloc Leader interaction icon to differentiate it from Bloc Member actions
  • Cursor will no longer flicker between the game cursor and operating system cursor while moving the mouse in the loading screen
  • Removed duplicated Leverage Resistance description in tooltip
  • Fixed long overlapping texts to not overlap anymore in the Trade States Diplomatic Action popup
  • Max number of setbacks modifier will now be displayed as a whole value instead of a confusing percentage value

 

Modding

  • Fixed a bug where modders using a create_country effect in global history files would lead to blocs being disbanded during initialization
  • Added mandate generation by rank modifiers for unrecognized major, unrecognized regional, unrecognized and insignificant powers
  • Added new generic Power Bloc invite acceptance modifier
  • Made Power Bloc invite acceptance by rank modifiers support arbitrary ranks defined in script
  • Cost calculation for Decrees is now done on a per-state rather than per-country basis, permitting for differing costs dependent on the state the Decree is applied in
  • decree_cost link now operates in state scope rather than country scope

 

Bugfixes

  • Fixed a crash related to CollectOwnAndAlliedLandHQs
  • Fixed a bug where it was possible to make a diplomatic demand against a country you were already at war with
  • The "Land of the Rising Sun" event for Persia now gives a claim on the correct Georgia (hint: not the one north of Florida)
  • Fixed inverted values in Earning Recognition Journal Entry causing you to gain progress for low GDP/SoL and vice versa
  • Fixed a bug where leaders of Military Treaty Power Blocs would not pay maneuvers for adding wargoals in diplomatic plays where they were a main participant
  • Fixed a bug where formations with no commanders could not be mobilized due to incorrect 'all commanders are busy' error
  • Fixed bug where cohesion for ideological union was inexplicably trending towards 0
  • "Enemy of my Enemy" lobby event can no longer target your own country as the enemy in question, however amusing that might sound
  • The Pamir Delimitation will no longer carry over script variables from previous attempts
  • It is no longer possible to capture a state in less than 2 battles, as this could result in issues such naval invasions that were impossible to consolidate due to creating multiple fronts
  • Fixed bug that made Pacifists only spawn in the Armed Forces rather than the other way around
  • Fixed a bug where the -30 relations penalty with Power Bloc leaders for creating a Power Bloc was applied during history initialization, causing the Great Powers to have erroneously low relations with each other at game start
  • Political Lobbies will no longer form targeting Revolutionary countries until they actually win the revolution, to avoid highly temporary lobbies forming and then disbanding
  • Replaced the Power Bloc Statue throughput with a level scaling effect under the "Prestige Only" game rule to prevent it from granting the prestige while they are still in the construction queue
  • Fixed an AI issue that could lead to incorrectly removing conscript units, leading to negative amount of conscripts in an army
  • Fixed a bug when manor house levels weren't removed when subsistence farms were removed
  • Fixed a bug where the "Add to Primary" button would show up on an Overlord's Wargoals for the Subject
  • Resolved issue where Communism and Populism progress bars didn't properly retreat due to laws
  • Fixed an issue when 100% worker-owned buildings can still be nationalized if the building is level 1
  • Fixed an issue where exiling/inviting agitators would never create lobbies in their home countries
  • Fixed a bug where a victorious revolution could end up with a political lobby targeting itself
  • The East Indies' End event can no longer fire multiple times per game
  • The Tibet Expedition will now properly cancel if at war with Tibet
  • The "Can't Touch This" achievement can now be gained even if a country has (non-nationalizable) gold fields or subsistence farms
  • Fixed an out-of-sync related to markets
  • Fixed the amount of compensation in the notification when nationalizing foreign assets
  • Replaced the University and Art Academy's "Increased Exchange" (unlocked by the Freedom of Movement Principle) Production Method's country modifier with a state modifier as originally intended. The former led to way higher migration attraction as it was stacking all states' effects where it was active.
  • General Brusilov no longer requires owning the American state of Georgia to spawn
  • Fixed a bug where accept/decline effects of reverse pact actions such as Request Knowledge Sharing and Request Support Regime were not correctly shown in tooltips
  • The emergency hunger relief modifier from the Famine event chain is now applied only to states affected by famine
  • Pink faces will no longer be submitted alongside several Diplomatic Action proposals
  • Pink face and NULL_STATE will no longer briefly appear briefly after a building has finished construction in Foreign Queues
  • Fixed Power Bloc formation tutorial to prevent player moving forward despite not having completed a necessary step
  • The British aid button for Persia will no longer state that it adds the "Russian Military Mission" modifier
  • Fixed some instances of missing loc in Tibet Expedition tooltips (English only, other languages will be translated for 1.7.2)
  • Fixed missing localization for key catalyst_revolution_successful
  • Moved Saint Basil's Cathedral back to Moscow (from Mazovia)
  • Added missing text for Building Relationships map mode (English only, will be translated for 1.7.2)
  • Fixed a description error in the Dominion concept that stated that they wouldn't need to join their overlords (English only, will be translated for 1.7.2)
  • Fixed error spam in the "Britain Demands Withdrawal from Herat" event
  • Event ig_revolutions.8 will no longer display [ROOT.GetCountry.GetRuler.GetTitle] instead of the ruler's actual title

 

Previous Patchnotes
1.7

 

 

Hotfix 1.6.2 is now LIVE! – Not for Problem Reports! March 14

Hello Victorians!
We have a hotfix today, with a number of bugfixes and in particular fixing the internal migration issue reported by players.
Not for problem reports, but rather file any bug reports in the bug reporting forum, thank you!

 

Patchnotes

 

BugFixes

  • Fixed CTD related to graphics and UI
  • Fixed a crash that could occur when browsing different countries' census data
  • Fixed an issue where South American cultures would spam the error log with errors, causing performance impact
  • Fixed several possible errors caused by Garibaldi
  • Fixed multiple miscellaneous script errors
  • The River of Coffee journal entry will now fail properly if Brazil joins another market.
  • Fixed bug where migration in a market would almost entirely stop if a culture in that market had no states it could migrate to (most often due to migration laws like Closed Borders)
  • Fixed the mix up of Radicals/Loyalists sort buttons in the Census Data to sort on the correct value.
  • Re-added the Ongoing Diplomatic Actions (bankroll, improve/damage relations) to the outliner based on player feedback.
  • Fixed an issue where errors in Women's Suffrage modifiers could cause massive late-game slowdowns
  • Fixed an issue where revolutions would cause error spam
  • Fixed a missed scope in the Art Noveau event
  • Fixed a bug where AI participants in Diplomatic Plays may compute the worth of its sways incorrectly
  • Fixed a case where Call In Obligation sway might not clear the obligation
  • Fixed a bug where an event script may cause error logging if Paraguay ceases to exist
  • Embargoes are now possible at poor-and-lower relations
  • Fixed a crash that could happen after starting a diplomatic play
  • Fixed a bug in commander order script causing irrelevant error log spam when recruiting commanders
  • Fixed a bug where the investment pool could tap into the treasury to cover private constructions if the country had a very long construction queue
  • Fixed a bug where military formation map markers could show the wrong number of battalions if moving around the map while the game was paused
  • Fixed a broken localization key in Japanese

 

AI

  • AI will no longer disable Mobilization Options that have a cost (in Organization, Morale, etc) associated with them on a mobilized army, since in a fluctuating market this could lead to repeated toggling with disastrous results

 

All these error log changes together should hopefully improve performance but we are continuing to investigate the causes of the slowdown over time.

 

Those are the patch notes on June 27 for Victoria 3.

Warhammer 40,000: Rogue Trader Update Patch Notes June 26

 

UPDATED June 26

 

 

Hotfix 1.2.0.28 is live! June 26

Lord Captains! A hotfix 1.2.0.28 is live!
In this hotfix we're getting rid of multiple mysterious 'hidden' lines and character names across the game and adding missing localization strings to multiple languages.
We really appreciate the bugreports you send us, and already busy investigating the problems you reported. Thank you, and keep it coming!
We also kindly remind you to update your mods, as they are often the reason of the issues you may encounter.

 

 

ROGUE TRADER 1.2.0.25 PATCH NOTES June 26

 

JUNE 26, 2024

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/2186680/discussions/0/4027970580228219058/ 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;
  • 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;

 

Visual

General
  • Added the ability to show the headpiece from the suit even if the helmet is worn;
  • Improved the contrast and visibility of red routes on the Koronus Expanse map;
  • Achilleas' model was updated to reflect the brand new portrait;
  • Corpses will no longer disappear when looking under certain angles;
  • Added minor visual improvements to a variety of secondary NPCs;
  • Adjusted the position of the Blast Pistol on the character model on the character screen;
  • Adjusted the position of the Stub Revolver on the character model on the character screen;
  • An unidentified screw was seen hanging in the air on Rykadi Philia. Adeptus Mechanicus cleared the area of ​​the strange object and took it away for further study;
  • Cassia used to look strangely if she was equipped with a certain amulet - fixed;
  • Cassia's staff was turned incorrectly in the character window (inventory screen). It is now fixed, in keeping with the grandeur of the house Orsellio;
  • Units will no longer tremble while standing behind cover at the beginning of the fight;
  • Fixed visual glitches with belts on male characters;
  • Fixed clipping for Drukhari Beastmaster clothes;
  • Fixed Jae's face in the bar cutscene;
  • Fixed various visual glitches on some armours;
  • Fixed the male psyker's origin outfit in the character generation;
  • Painted the clothes of the inquisitorial guard red, because red goes fa..., ahem, looks better;
  • Purple textures could appear at the von Valancius palace - fixed;
  • Restored the proper texture resolution for the statue of Parsimus Dewain;
  • The augmentations were displayed incorrectly on the male face version 2 during character creation - fixed;
  • The hat texture for the Rogue Trader with the Imperial Navy background was fixed;
  • The helmet hiding function changed the colour of a character's clothing when switching to another character - fixed;
  • When a cultist enemy turns into a chaos spawn, the camera will now be centred on that event;
  • Improved Janus visuals: added waves to the sea, birds to the jungle, leaves to palm trees, and so on;
  • Ravor's portrait was mirrored when playing with a controller or on console - fixed;

 

Animations
  • Slow motion effect on kills used to stack when multiple enemies were killed simultaneously, causing extremely slow animations - fixed;
  • Improved lighting in many different locations;
  • Planets on the star system map now slowly rotate;
  • Added animations for starting and stopping movement;
  • Theobald Orsellio's run animation has been fixed;
  • Fixed Dark Lance and Drukhari Turret animations;
  • Fixed Sslyth death animations;
  • Added animations for Necron Immortals;
  • Added extra Space Marine Attack animations for cutscenes;
  • Added idle animations for Adeptus Mechanicus Ruststalkers;
  • Added multiple new animations for Janusian Lacerax, including sitting and lying on the ground;
  • Aeldari’s necks no longer look broken in some animations;
  • Fixed a movement bug with Aeldari dodge animations;
  • Fixed animation for cultists at the Electrodynamic Cenobium;
  • Fixed animations for Bloodhound Staff and Astronomican Regalia;
  • Fixed some left hand animations;
  • Fixed choppy animations when climbing up or down the stairs;
  • Fixed death animations for Cronos Parasite Engine;
  • Fixed character holograms during movement planning and their animations;
  • Fixed Pasqal animations with some xenos weapons;
  • Fixed Pasqal's burst fire animation;
  • Fixed Pasqal's weapon reloading animation;
  • Fixed Pasqal animations involving mechadendrites;
  • Fixed T-posing of Electro priests in Archeotech Reactor;
  • Fixed the arms holding the Sniper Rifle for Astra Militarum Commanders;
  • Fixed the disembark cutscene on Rykad Minoris, no more T-posing characters;
  • Fixed the Aeldari weapon grip glitch;
  • Fixed the problem with the enemies not being able to stand up from the cover;
  • Fixed the visuals for the Deadshot Splinter Rifle on some characters;
  • Fixed visuals for the two-handed grip of stormbolters;
  • Fixed weapon placement for Aeldari and Drukhari;
  • Flamethrower animations have been fixed;
  • Improved animations for Space Marines going out of cover;
  • Improved destruction animation for small Necron obelisks;
  • Improvements for crowd animations;
  • Improvements to human animations;
  • Minor improvements to "on hit" animations for various creatures across the game;
  • Multiple improvements and fixes to the animations of Yrliet and Marazhai on the character screen;
  • Skitarii will no longer randomly stand up and sit back into cover every now and then;
  • Some of the Drukhari used to hold their weapons improperly - fixed;
  • Space Marines walking animation was fixed;
  • Space Marines parry animation was fixed;
  • Spitter mutants now correctly spit the acid from their mouths, not from their feet;
  • Sword of Faith psychic power had no animation on some attacks - fixed;
  • The pause in the animations of the final enemy intro cutscene has been fixed;
  • The grip of Aeldari rifles has been fixed;
  • A certain ring is now shooting from the correct hand;
  • The twitching cloak in Heinrix's inventory has been fixed;
  • Zombie animations were not working correctly for female characters - fixed;
  • Argenta's backpack no longer floats in the air when she is equipped with armour;

 

Visual effects
  • Added new visual effects to various Pyromancy powers;
  • Added a new visual effect for the appearance and dissolution of ghosts, apparitions, and warp entities;
  • Added a new visual effect for the ritual circle in Prologue;
  • Demons summoned in cutscenes now use effects corresponding to their Chaos God;
  • Added dust for the “warp weather” effect;
  • Added new visual effects for Drukhari Grotesques - light from the ichor flasks, gas, smoke, etc.;
  • Added physics to minor elements (seals, parchments etc.) of some weapons;
  • Added visuals for Earth Protests ability;
  • Added visuals for Warp Blast ability;
  • Added warp effects to the cutscene where Kunrad forces the player into opening the Warrant Chamber;
  • Baleblast visual effect didn't work correctly for Mandrakes - fixed;
  • Blood no longer sometimes hangs in the air;
  • Improved visual effects in the final fight;
  • Fixed a funny visual bug with two-handed ranged weapons, where re-equipping them into the same slot in a certain order caused the weapon to shrink horizontally by about 5% every time, eventually becoming shorter and shorter;
  • Updated visual effects for the final enemy;
  • Fixed allied escort ships' engine visual effects;
  • Fixed an issue with multiple types of grenades where the visual effect would persist forever after use;
  • Fixed excessive blinking of cogitators in the final battle;
  • Fixed the disappearing vat from which lava is poured over the characters at Kiava Gamma;
  • Fixed the Hellbrute's visual effects;
  • Fixed the visual issues with Inferno psychic power provided by the pyromancer staff;
  • Fixed warp effects when using Set The Trap ability in combat;
  • Improved the quality of shadows cast on the character in the inventory window;
  • Lidless Stare visual effect will no longer remain on dead targets;
  • Minor visual improvements to the Chaos Spawn cutscene in Prologue;
  • New frost visual effect in a romance cutscene with Heinrix;
  • Improved visual effect for the Ghost of Theodora's appearance;
  • Removed highlighting of discovered loot in cutscenes;
  • The cogitators on the bridge could malfunction in odd ways - fixed;
  • Waking Nightmare Navigator ability now has a visual effect;
  • Walls will no longer randomly spit out blood unless there's a disturbance in the Warp;
  • When opening doors, the area behind them remained covered by shadows - fixed;
  • Added more visual effects to the cutscene leading up to the final boss battle on Epitaph;
  • Burning effect from Immolate The Soul ability no longer disappears early;
  • Flamethrower ring effect now better aligns with the character’s hand;
  • Improved Lance weapon visuals in space combat;

 

User Interface

  • You can now sort the cargo by value for vendors;
  • In weapon tooltips, both the effective range and the maximum range are now displayed;
  • Added filtering and sorting by item type and item stats to the inventory;
  • A lot of item icons were updated;
  • Fixed issues with assigning ship posts;
  • A whole array of improvements to the level-up screen;
  • Added End Turn hotkey in the settings;
  • Reputation level progress bar looked like the previous level was the one that was being filled - fixed, it will now display the current upcoming reputation level being filled;
  • Improved display of Chinese and Japanese localization in UI;
  • Improved font and spacing of text in book events;
  • The message when reaching the save limit has been corrected from “Can't continue playing to save progress free up to at least 0 kb…” to the proper version - “Can't create more saved data for this game or app”;
  • Added a description to the option in the game settings that allows turning off confirmation after loading. It is now clear that this option includes confirmation from other players when loading in co-op;
  • Fixed a number of bugs causing incorrect skillcheck success chance to be displayed;
  • Added a warning about mods and possible issues with them in co-op, if any are installed;
  • Added a Hotkey for Opening/Hiding the Combat Log;
  • Added a tutorial for speeding up animations;
  • Added an additional highlighting visual effect to the Warp Travel button on the System Map, if the player has never clicked it yet;
  • Added buttons for scrolling menu items during Character Creation;
  • Added description for the Crowd Density setting in the game settings;
  • Added descriptions to the mercenary recruitment menu (including when hiring a new Navigator);
  • Added filter hints for Combat Log when playing with a controller or on console;
  • Added scrolling to the message box for controller and console interface;
  • The base amount of Wounds now displays correctly on the character info tooltip;
  • Buffs applying to the voidship will no longer display in ground combat during inspection;
  • Collecting the remaining loot upon trying to leave a location is now followed by a dialogue window with a prompt to leave the location;
  • Combat log was displaying incorrect messages for repeated attempts to open a locked object - fixed;
  • Dodge penetration provided by armor was incorrectly categorized as Weapon in the Combat Log - fixed;
  • Drag&Dropping an item no longer sometimes makes the icon dark;
  • Duplicate quest names have been removed;
  • Fixed a bug where a completed quest could sometimes be shown as a new quest in the quest log;
  • Fixed visual issues with the level-up window if another character was selected when hovering over an ability;
  • Fixed a bug where buttons to interact with objects on a location could sometimes remain visible through a book event page;
  • Fixed a bug where hovering over the “close” button would scroll the text upwards in the tutorial window;
  • Fixed a bug where interactable objects could be clicked from a very large distance if they were on a different height level;
  • Fixed a bug where items would end up in the wrong area when transferred from Cargo to Inventory part of the loot window;
  • Fixed a bug which caused item icons to disappear when Appearance Settings were open;
  • Fixed a bug which prevented the vendor window from closing upon pressing ESC;
  • Fixed a number of cases where taken and unavailable talents were not showing as locked on the level up screen;
  • Fixed a tooltip for Medikits to reflect that they require a Medicae Advancement to be used;
  • Fixed abilities descriptions in the character screen;
  • Fixed an issue where a tutorial could remain on top of "Your party was defeated" message - it will now be closed automatically in such case;
  • Fixed an issue where some units did not display their lifebars during the second battle in the Commorragh arena;
  • Fixed an issue where the pantograph would get stuck in the wrong position when switching Character Creation pages;
  • Fixed an issue where the Rogue Trader portrait and name sometimes did not appear in the dialogue;
  • Fixed an issue with incorrect colours in Appearance settings being displayed when playing with a controller or on console;
  • Fixed captions on the map in Prologue;
  • Fixed comparative tooltips in Voidship customization window;
  • Fixed incorrect display of modifiers in the tooltips when the sum of modifiers was equal to 0;
  • Fixed incorrect formula display in glossary tooltips;
  • Fixed missing Inquisitor's portrait in the dialogue in Act IV;
  • Fixed issues with selection frame sometimes duplicating in the save/load menu when playing with a controller or on console;
  • Fixed minor visual problems with hints for searching credits on console or when playing with a controller;
  • Fixed notification borders in Text events;
  • Fixed selector behaviour in the Load Game screen;
  • Fixed settings for showing gained experience in dialogue and gained items in dialogue;
  • Fixed issues with the Close button on the Global map;
  • Fixed the hints display in the Vault window when playing with a controller or on console;
  • Fixed the issue where the error window in the Main menu still opened the report window upon closing;
  • Fixed the UI getting stuck if a player opened up Colony Management screen during warp-travel;
  • Going to a mission where a specific character is required no longer reshuffles the order of characters in the party on the top of the screen;
  • Improved interaction with the tooltips in the inventory for playing with controller and on console;
  • Increased the contrast of font for dialogue responses;
  • Increased the font size of the notification about possible problems with mods;
  • It was possible to open the location map from the global map interface through a complicated combination of actions, which caused the UI to go haywire;
  • Level of the character is now checked correctly for available abilities during level up;
  • Level up arrows will no longer be visible during combat. Previously you could get into the level-up menu in combat, but couldn't level anything up, which was confusing;
  • Location map no longer disappears near elevators;
  • Loot window now opens with a slight delay when using a melta charge, to allow the player to actually see the explosion;
  • Minimum damage (%) setting is now correctly reflected in the combat log;
  • Minor improvements to trade and cargo interface;
  • Minor improvements to the loot window;
  • Narrator text in dialogues was made more contrast and easier to read;
  • New Conviction level is now always announced when obtained;
  • On the Skills page in the Character Window, some talents and active abilities have been moved from the Origin Talents to the Grand Master Archetype Talents;
  • Removed duplicate information from weapon tooltips;
  • Replaced the penalty to rolls with a penalty to stats in the Staggered description;
  • Ship coordinates on the system map no longer reset after loading the game;
  • Some armour and weapon bonuses weren't displayed in the character sheet if it was opened while travelling on the global or system map - fixed;
  • Space Exploration UI could break if the player opened windows in a certain order - fixed;
  • Success chance will now be displayed correctly for skill checks that use Logic and Lore: Xenos;
  • The combat log now always specifies who did the damage;
  • The dialogue settings have been moved to the general game settings;
  • The positioning of ability patterns (squares that show the shape of the attack) in tooltips has been adjusted;
  • The reward from the Bottomless Pit is now visible in the combat log when obtained;
  • The settings to disable tutorials now affect the tutorial on interacting with objects;
  • Tooltip search history no longer saves the same tooltip multiple times;
  • Tutorial for using the bug report function used to appear every time when opening it through the menu, and never appeared when using ALT+B (or on pressing both sticks of the controller) - fixed, it now appears only once in both cases;
  • Voidship on the system map will no longer be able to fly under the UI elements when playing with a controller or on console;
  • When playing with a controller or on console, ESC menu could become unavailable during book events - fixed;
  • When playing with a controller or on console, hints are now displayed correctly in the Archetypes window during character generation;
  • When playing with a controller or on console, it is now properly possible to switch character portrait order on the top of the screen even if there is less than 6 characters in the party;
  • When playing with a controller or on console, opening the inventory while in space didn't show any characters except the Lord Captain - fixed;
  • When playing with a controller or on console, pressing Decline while a tooltip is open now closes the tooltip, not the whole window for Inventory, Voidship Customization and Character Screen;
  • When playing with a controller or on console, selection frame no longer partially covers the glossary tooltip;
  • While in the ESC menu, it was possible to select responses in dialogues and move the camera - fixed;
  • You can no longer open other interfaces during trading;
  • You can now properly see the success chance on some skill checks that previously lacked it;
  • Fixed problems with the ESC menu when switching controls when playing on a console or with a controller - fixed;
  • Added a clickable pause button on the interface;
  • Added the option to hide tooltips in the dialogues;
  • Companion abilities could not be dragged in the Character Screen - fixed;
  • Fixed empty notifications in settings;
  • Fixed icons for the Finest hour and Vision of death abilities;
  • Fixed item description overlaps when equipping weapons in both hands.
  • Fixed navigation in the Cargo Vault;
  • Fixed the information overlap in Journal Contracts;
  • Fixed wrong Quest State Icons in Journal;
  • Grenades are now displayed correctly in their item slot;
  • If the user entered the Voidship Manager during a level-up and then returned to the level-up screen, the character's abilities for upgrading could become unavailable - fixed;
  • Now you can close Book Event History with the ESC button;
  • Positions of interactable objects were not updated after window resizing/resolution change - fixed;
  • Some quests were incorrectly displayed in the journal - fixed;
  • Sometimes an opened loot window could be empty - fixed;
  • Switching characters in the character menu on the bridge might not work when playing on console or with a controller - fixed;
  • Text scroll buttons in the epilogues were swapped - fixed;
  • The context menu from ship inventory could become stuck on the screen when switching to another window - fixed;
  • The hints on the System Map could disappear after exiting the inventory - fixed;
  • The page title Pre-generated Character has been changed when creating a new unique character;
  • The ship interface could be opened in Prologue via a hotkey - fixed;
  • The user interface could break when starting a new game when playing on a console - fixed;
  • The user interface in space combat could disappear - fixed;
  • User Interface during ground combat was optimised;
  • When switching characters while levelling up, some of the icons could disappear - fixed;
  • Icons could sometimes get greyed out as if unavailable in the first round of combat even if they were available - fixed;
  • Retraining the character now correctly resets the ability bar;
  • Fixed that on the d-pad for selecting a character's ability in the controller and console UI, in some cases an empty selection without an icon could be displayed;
  • Fixed incorrect display of loading percentage when starting the game;
  • Fixed inversion for some scroll bars in the Settings window;
  • Hints will now always fit on the screen;
  • Fixed incorrect position of tooltips when displaying information about a character's ability in the Inspect window;
  • Fixed incorrect display of character abilities on the ability selection d-pad when playing with a controller or on console;
  • Fixed incorrect interaction between the ESC menu and the Bug Report Window when playing with a controller or on console;
  • Fixed a bug with tutorial window being empty;
  • Fixed incorrect display of dialogue options in Book events if there are a lot of them or they are too large and do not fit;
  • Fixed incorrect visual display of Profit Factor value in space if it is too large;
  • Fixed some space objects not displaying any information;
  • Not all controller buttons were recognized for “press any key” message on the loading screen - fixed;
  • Controller UI will no longer sometimes become unresponsive after equipping an item into voidship slots;
  • Abilities will no longer disappear from the main ability bar if the game was saved with another empty bar selected;
  • Fixed the issue with hints sometimes remaining attached to the cursor forever;
  • Fixed incorrect links in some tutorials;
  • You can no longer summon the character window while loading, when playing with a controller or on console;
  • Fixed a rare issue where level up was unavailable if open through the arrows on the character portrait;

 

Audio

Sound
  • Re-recorded various minor issues and inconsistencies in voiceover for many characters;
  • Fixed the voices volume drop after a certain cutscene on Kiava Gamma;
  • Characters will now talk slightly less often during movement;
  • Fixed minor sound issues in Commorragh cutscenes;
  • Added body fall sound to Necron Immortals;
  • Added sounds for additional lacerax's animations;
  • Eerie death grunt sounds were removed from the von Valancius Palace;
  • Fixed the sounds in the Footfall Anver ambush cutscene;
  • Improved weapon sounds in Ulfar's quest battle;
  • Music in some cutscenes did not stop during a pause - fixed;
  • Location-specific music could start playing during a cutscene - fixed;
  • Synchronised some sounds with their animations at Wasteland Wayfarer;
  • The frequency of characters talking is halved when switching the Phrase Frequency option to Rarely;
  • Torpedo explosion sounds were improved;
  • A stella in Commorragh will now produce a sound according to its description;
  • Added the crowd sound reaction at the Adeptus Amasecus;
  • Added a sound effect for the appearance and disappearance of Nocturne of Oblivion;
  • Added binary noises and gears sound when Pasqal opens the main gate of Electrodynamic Cenobium in the outdoor part of the location;
  • Added broken Necron sound at Epitaph Entrance;
  • Added death sounds for Talos Pain Engine;
  • Added explosion barrier sound at the Epitaph Crypt;
  • Added frightened people sounds at Navis Nobilite Station;
  • Added many improvements for sound effects in the cutscenes at the Electrodynamic Cenobium;
  • Added mechanical noise when selecting a servitor;
  • Added Message Box Sounds to Settings Key Binding Window;
  • Added missing sounds for the moving cart at Kiava Gamma;
  • Added new sounds to the Main Menu buttons;
  • Added sound effects for the Cherub;
  • Added sound effects on interaction with the Bottomless Pit;
  • Added sound effects to the dialogue with the Sergeant at The Rykad Minoris Starport;
  • Added sound reaction to Epitaph Entrance shake after Necron Lord killing;
  • Added sound to the big animated gears at the heart of the Manufactorum;
  • Added sound to the first meeting between Heinrix and Pasqal;
  • Added sound to the Warped Hologram at the end of the Prologue;
  • Added sound to when the phantom appears at the Upperway;
  • Added sounds for Cronos Parasite Engine death animations;
  • Added the sound of enemies coming at Wasteland Wayfarer;
  • Added the sound of yelling crowd at Commorragh Arena;
  • Added a sound for the Inspire ability;
  • Added sounds for mutants in cages at Footfall;
  • Added walla sound to praying people at Chorda Footfall;
  • All the creature voices are now properly affected by SFX volume slider;
  • Fixed a bug where Veil degradation sounds were heard in snowy locations without the Veil degrading;
  • Fixed a drop-off in audio volume on voice levels after certain events in Macro-Cannon Chamber;
  • Fixed Corrupted Zombie Voices, now they use Human Corrupted Voices instead of Cultist;
  • Fixed flamer reload sound;
  • Fixed minor issues with Necron portal sounds;
  • Fixed the problem with multiple spamming sounds at the Epitaph Crypt;
  • Grenade sound was incorrectly coming out from the throwing character, not from the point of the explosion - fixed;
  • Heinrix now pronounces “Omnissiah” correctly;
  • Hitting a turret will no longer produce a meaty sound as if hitting a living creature;
  • Improved sound in the chaos blade vision cutscene;
  • Improved sounds of Deadly Precision Bolt Pistol;
  • Improved sounds of Modified Autogun Item;
  • Improved the sound for destruction of the lens on the jail planetoid;
  • Resolved an issue where the humming sound wouldn't deactivate after a conversation with Bottomless Pit;
  • Some companions had incorrect voices on click before being recruited into the party - fixed;
  • Tech priests no longer sometimes use heretical voices during combat;
  • The sound of writing on paper has become quieter during dialogue;
  • There's now a distinctive sound when buying items from a vendor;
  • Warp sounds kept playing indefinitely while the player was selecting options in the random warp event dialogue - fixed;
  • Water sound from empty frozen fountains at Ice World was removed;
  • A new sound has been added for the appearance/disappearance of the user agreement window;
  • Added sound for the Voidship ramming other ships in space combat;
  • Added Sound triggers for Game Over window;
  • Added sounds for additional Space Marine animations;
  • Added the missing voice line to Cassia's companion dialogue on the Voidship Bridge;
  • Added the new sound effect for Theodora’s appearance;
  • Fixed some problems with music in the epilogue;
  • Pilot Raquel does not have a male voice anymore;
  • Removed multiple excess sound volume bars that did nothing, from the game settings;
  • The pillar falling in Prologue is now better synchronized with the sound;

 

Music
  • The Tech-Priests have tuned the organ in the Lord Captain's quarters, and now you get to enjoy the new magnificent music. Make sure to check it out, you won’t regret it!
  • Added combat music to the first battle with a servitor in Prologue;
  • Added music to the credits that appear if the player refuses to become a Rogue Trader. The effort of rescuing the voidship is worth at least something;
  • Track "Nikolay Filipovich - Clash of Convictions" is used more often across the game now;

 

Space

Global Map and Rumours
  • You can now access the global map directly from the von Valancius palace on Dargonus;
  • Quests are now marked in the tooltips of the star systems;
  • All available rumours are now displayed on the map as zones;
  • Diversified the loading screens in space;
  • Two warp paths could sometimes appear between the same systems - fixed;
  • Base Navigator's Insight is increased up to 5;
  • Fixed that reroute behaviour was not displayed correctly when moving the cursor away;
  • Fixed the issue where the player could skip Random Encounters by pressing the ESC button while in the Warp;
  • Fixed various issues with the routing button on the Global Map;
  • Warp jumps can now cause more than one story text or dialogue event at a time;
  • Fixed incorrect display of active/inactive rumours on the Global map;
  • Fixed a bug due to which the Unidentified Anomaly rumour was not marked as resolved;
  • Unidentified Voidship rumour now closes as completed after the Drukhari ship investigation on Rykad Majoris;
  • Fixed cases of duplicate rumour notifications;
  • Fixed rumour tooltips getting in the way of other UI elements;
  • Colony events will no longer clutter the system tooltip if already browsed;
  • Fixed cases of incorrect display of navigation elements on the global map;
  • Mu-Rho 79 sometimes displayed a ship that was not there in the list of objects, when looking from the global map - fixed;
  • Changed the appearance of notification of receiving Navigator’s insight;

 

Star System Exploration
  • Fixed a case where after interacting with a point of interest on a planet, the resource was available for extraction, but was not displayed in the list of resources;
  • It is no longer possible to repeat the exploration of the mysterious ship at Rykad Majoris indefinitely, gaining skillcheck XP every time;
  • One of the exploration events no longer offers an option to ask Yrliet if she's not in the party;
  • Chartist Vessel could sometimes remain in the Atlassian Reach system after returning from Commorragh - fixed;
  • It was hard to click on Eufrates II because of the anomaly nearby - fixed;
  • It was possible to land at a station in the Langrenn's Belt system without having to fight with pirates around it - fixed;
  • Fixed incorrect behaviour of the landing window in some cases in planetary exploration;
  • Fixed incorrect display about the status of planetary exploration in Crossroads of a Hundred Dreams system;
  • Fixed bugs with the display of information about objects in systems if they appear as you progress through the story;
  • Scanning and then quickly trying to move the ship could cause the ship to get stuck - fixed;
  • Landing on a planet will no longer sometimes get stuck;

 

Colony Management
  • Fixed the animation of a colony project under construction when opening the colonisation window while not being in space;
  • Fixed a bug due to which contracts and colonies could become available in Act 5;
  • Fixed a bug where remote trading through the High Factotum could become unavailable for no apparent reason;
  • Resolved the problem of controls breaking when switching the colonies quickly;
  • Fixed a bug that caused the UI to become unresponsive after receiving a reward for a completed project;
  • Deleted duplicates of Santiel's Pride in Nolla Septum System;
  • Fixed incorrect display of items on the colony screen on different screen sizes;
  • Fixed incorrect duplicate display of resources in the resource panel if the same resources are obtained from different space objects;

 

Space Combat and Voidship Management
  • Added an option to disable Action Camera in space combat;
  • Voidships no longer suffer damage from enemy engine explosion when it's been destroyed using Ram ability. DRIVE ME CLOSER, RAVOR!!!
  • Added small visual explosions when torpedo units are destroyed by incoming fire;
  • Fixed a bug with Lance attack animation where lance damage could be displayed before the lance beam reached the target;
  • Fixed the Swing Run ability to behave according to its description;
  • In space battle, weapon abilities no longer disappear when saving/loading the game;
  • Voidship armour is now working according to its description;
  • Some of the Ship Posts icons had incorrect positions - fixed;
  • The ship could turn incorrectly after using New Heading ability - fixed;
  • The upgraded version of the ship's Shallow Jump ability no longer damages itself and does correct damage to torpedoes and small crafts;
  • Added a visual effect for the Fangs of Janus Macro cannon;
  • Improved macro cannon visual effects;
  • In certain circumstances, available movement tiles were displayed incorrectly - fixed;
  • Reinforce Shields ability now has a visual effect;
  • Sometimes after using Restart Shields ability the damaged shield wouldn't appear as restored - fixed;
  • Fixed the Damage Reduction and Damage Bonus tooltips display;
  • Fixed a bug with Interstellar Sextant starship when it was continuing to prepare warp jump even after surrendering;
  • Fixed Fast movement settings accidentally disabling during space combat;
  • Fixed the visual glitch on the melta torpedoes tooltip;
  • Focused Efforts voidship ability now correctly reduces ability cooldowns in all cases;
  • Fixed a bug where it was impossible to upgrade voidship abilities at the last level;
  • Fixed a bug causing the voidship upgrade UI to disappear after level up;
  • Fixed incorrect tooltips when selecting voidship components for the first time;

 

Co-op

General
  • It is now possible to play with up to two of your friends from the very beginning of the prologue! While in co-op, talk to an NPC in the first room and hire one or two additional characters to join you as bodyguards;
  • Save transfer should now happen faster for connections with high latency;
  • You can now use custom portraits in co-op;
  • Fixed a visual issue with the voidship teleporting across the screen when two players simultaneously issue a command to it;
  • Fixed issues with item duplication in co-op;
  • You can no longer sometimes control a character you don’t own when using a controller;
  • If one of the players jumped over the barricade on Eurac-V simultaneously with another player initiating a dialogue, characters could get stuck across different sides of the barricade - fixed;
  • In some cases if two or more players simultaneously tried to use an ability in space combat, movement tiles could disappear - fixed;
  • If a player leaves a co-op session while the host has the roles window open, the window will close automatically;
  • Simultaneous clicks by players on different interactive objects could cause issues - fixed;
  • Sometimes on the character creation screen, text fragments could overlap with each other in co-op;
  • You can now see the recent players you played co-op mode with;
  • You will no longer see an option to disarm the trap in combat if you do not control the active character;
  • Archetypes on the level-up screen no longer get labelled as unavailable and painted red just because another player controls the character in question;
  • After disconnecting, the game will attempt to reconnect automatically upon clicking "OK";
  • Fixed a game freeze in co-op caused by two players simultaneously trying to load the game;
  • Fixed abilities changing location in the action bar when changing roles in co-op;
  • Fixed the issue where characters could become visually distorted when another player changed equipment in co-op mode;
  • Party members in co-op should no longer sometimes randomly find themselves stuck in the middle of nowhere after changing locations;
  • Players can no longer skip another player's turn in co-op;
  • Bug fixes and optimizations for region switching in the co-op window;
  • If a player leaves the lobby during their turn, the game will no longer still display that player as the one taking the turn;
  • Fixed an issue with level up choices resetting when another player levels up a character at the same time;

 

Desyncs
  • Fixed a problem with a desync while a player is in the character generation menu;
  • Fixed an issue where if a player had the ESC menu open when another player launched a cutscene or dialogue, it was still possible to navigate that ESC menu, which was not intended and could cause desyncs;
  • Fixed a desync on interaction with certain tooltips;
  • Fixed a desync when loading a quicksave while confirming settings;
  • Fixed desyncs when players change settings at the same time;
  • Fixed many exotic desync cases;
  • Apparently, Abelard didn’t have the time to introduce other players in co-op, that’s why when charging, he caused a desync. Fixed;

 

Co-op UI
  • Each player now pings with ALT in a different colour;
  • Colony management no longer opens for all players if one player opens it in co-op;
  • Fixed an incorrect error message popping up when not all players are ready to start the combat;
  • Looting could sometimes cause the loot window to open for another player in co-op - fixed;
  • The game will now suggest you use the lobby code if the store overlay is unavailable;
  • Coop - UI: Pinging an ability with ALT for other players in space combat will no longer sometimes cause multiple abilities to highlight;
  • ESC-menu now closes if another player opens the vendor window;
  • During another player's turn there might have been an incorrect cursor - fixed;
  • Fixed incorrect display and disappearance of controller UI in co-op in some cases after one of the players closes the planet window in colony management;
  • Fixed cases of incorrect display of items in the inventory in co-op after one of the players levels up;
  • Fixed a number of bugs and optimized character switching between players in co-op when playing with controller;
  • Fixed incorrect behaviour of interface elements in the character creation screen in co-op;
  • Pings with ALT didn’t always work correctly in space combat - fixed;
  • Fixed incorrect hints for non-host players on the global map;
  • You can no longer level up characters controlled by other players on the bridge;
  • If a player disconnected during loading, there will now be an error message, and that player will no longer be present in the role selection window afterwards;
  • Reconnect window is no longer sometimes empty;
  • Roles window could break if it was open while switching zones - fixed;

 

Localization

  • Fixed a massive number of typos for all languages;
  • Added localization to Critical Modifier Value in tooltips;
  • Improved and clarified a number of ability descriptions;
  • Lots of fixes for dialogues in all languages;
  • Fixed an issue with the display of the "%" symbol in French localization;
  • Fixed localization of Weapon categories;
  • Fixed Battlefield Demolition Talent Chinese translation;
  • Fixed localization of statistics buttons in Settings;
  • Fixed a number of terms in French based on the feedback of the French community in our Discord (the work is not yet complete and will continue);
  • Fixed the Field Retraining ability translation;
  • Fixed the description of the formula for Warp Burn on pyromancy staves;
  • The Hundred Dreams Crossroads system was incorrectly named Crossroads of a Hundred Dreams on the Koronus Expanse map - fixed;
  • Reanimation Protocol description for Russian localization was missing part of the information available in English - fixed;
  • Fixed translation consistency for many terms in Russian localization;
  • Updated the description for Horrors of the Warp in Russian localization to match the English version;
  • Russian localization was missing the text for some character generation menu windows - fixed;
  • The line in the Journal that appears when players are within the range of a rumour, was localized for all languages;
  • Fixed issues with hint formatting on multiple languages;
  • Removed russian text on the voidship management screen for other languages;
  • Adjusted localization for some epilogues;
  • Made sure the text on all languages fits into frames;

 

Miscellaneous

  • Added sprinting movement when controlling characters using a controller and on console;
  • Animation speed multiplier now reduces pauses between unit commands, speeding up AI turns both in space and ground combat;
  • Animation speed multiplier now affects projectiles speed in space combat, speeding it up considerably;
  • Achilleas Skalander got a portrait!
  • Saves now take up less space and load faster (including co-op);
  • 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;
  • Saving and loading the game after trading restored the vendor's assortment - fixed;
  • Fixed disappearing custom character portrait bug;
  • Fixed the issue where the controller stopped working if the ability panel was selected right before the end of the combat;
  • In Foulstone Book Event you will now receive one hammer as intended;
  • Kasballica prerequisites for vendor farewell reward at the end of Act IV will now be calculated correctly, and the reward should be granted properly;
  • Psykers and navigators in cutscenes will now favour attacking with ranged psychic abilities over hitting things with a staff (let's be honest, that looked a bit out of place);
  • Save-load now fixes situations when multiple characters somehow get into the same square during combat. Please report these cases if you encounter them again;

 

Mods

  • Mods: A toolset to preview game scenes was added to the mod template;
  • Mods: Errors related to creating patches in the mod template have been fixed;
  • Mods: Fixed a number of issues based on feedback from the modding community;
  • Mods: Missing shaders were added to the mod template;
  • Mods: The in-game shaders referencing from mods were fixed;
  • Fixed blueprint validation in the mod template;
  • Blueprint files and patches are now searched among all nested folders inside Blueprints folder while creating mods;

 

Warhammer 40,000: Rogue Trader Update Patch Notes May 20

 

Those are the patch notes on June 26 for Warhammer 40,000: Rogue Trader

Chained Together Update Patch Notes June 26

 

UPDATED June 27

 

 

New patch (1.7.7) June 26

Hello everyone,
we continue to update the game with this patch that fixes a recurring bug when using the reset button in lava mode (we will rethink how the game reloads in future updates for speedrunners).
We also have a new option that allows hosts to cap the maximum number of players in the session.

We are currently working on translation (Chinese, Spanish, French, Italian, Portuguese, Russian and more) but it will be available in a future update.
Have fun!

 

 

Update for June 25, 2024 June 25

A new patch has been released today.

 

After reviewing your feedback, here is a list of fixes:
  • Added several quality settings (View Distance, Reflection Quality, Effects Quality, Texture Quality, Post-Process Quality, and Anti-Aliasing Quality).
  • Fixed certain physical platforms that were too low due to framerate issues.
  • Session passwords are now encrypted. Please ensure your game is updated to version 1.7.6; otherwise, you will not be able to join your friends' sessions.
  • Some collision issues have been resolved.
  • Respawn problems have been addressed.
  • Several minor bug fixes.

 

Feel free to join the Discord if you encounter any problems.
Have Fun!

 

Game Session Issue June 19

patch 1.7.2

 

After the game launched and experienced very high traffic, players realized that it was impossible to join their friends due to a very large number of lobbies to process. We are currently adding an invitation feature through the Steam overlay to bypass the problem. If you cannot find your friend's session, please update the game to the latest version (1.7.2), ask them to send you an invitation through the Steam overlay and accept it. We apologize again for the inconvenience.

 

Those are the patch notes on June 26 for Chained Together.

Hades II Update Patch Notes June 26

 

UPDATED June 27

 

 

Early Access Patch 3 Notes June 26

This patch improves numerous Olympian Boons to further enhance core combat and related choices. It also adds new UI icons, Cauldron incantations, and more. Though we'll continue monitoring your feedback, we're now focusing on our first Major Update slated for later this year. Thank you for playing!
Note: 📢 indicates changes inspired by community feedback!

 

General Gameplay

📢 Many Duo Boons and some Legendary Boons should be offered more frequently
📢 Charon's Gold Rewards now include Nightmare after a certain point
· Reworked Gathering Tool upgrades; now let you find +1 Elemental Essence for your Infusion Boons
· Entering Chaos while in the Mourning Fields no longer causes you to skip a Location in that region
· Slightly increased the minimum number of Boons and similar rewards you can find past Erebus
· Warding Circles in Erebus now stagger foes that touch them

 

Aspects of the Nocturnal Arms

· Witch's Staff (Circe): indirect damage from Omega Moves now contributes to activating Serenity
· Sister Blades (Artemis): you now are immune to hit-stun effects during Riposte
· Umbral Flames (Eos): improved Omega Attack tracking, though slightly increased Magick cost and reduced max damage from upgrade path; Attack sequence now continues after using it
· Argent Skull (Persephone): now any Cast damage (not just Omega Cast) extends your Omega Special

 

Altar of Ashes

· Rearranged Grasp costs and positions of several Cards; you may need to reset your Arcana loadout
· Swapped the names and theming of The Moon and Night
· Death: reworked; Omega moves have a chance to deal Critical damage if the last one used was different
· The Moon: now costs 0 Grasp but has an Awakening requirement to activate any surrounding Card
· The Unseen: improved Magick restoration
· Divinity: Awakening requirement expanded to include activating a column of Cards (not just a row)
· Origination: now specifies that Curses from different Olympians are required; this is relevant with Demeter, whose Cyclone now is considered a Curse (along with her Freeze)

 

Crossroads Cauldron

· Temporal Fluctuation: new! Lets time-slow effects such as Phase Shift (Selene) work vs. Chronos
· Circles of the Moon: new! Activating Warding Circles in Erebus fully charges your Hex
· Ashen Memories of Life: new! Whenever you claim rewards of Ash, slightly raise your Life limit
· Psychic Slivers of Clarity: new! Whenever you claim rewards of Psyche, slightly raise your Magick limit
· Bones of Burnished Bronze: new! Whenever you claim rewards of Bones, gain some Armor
· Nectar of Godly Savor: new! Whenever you claim rewards of Nectar, gain +1 Lv. for a random Boon

 

Keepsakes

· White Antler (Artemis): reworked; now provides Critical bonus for one Region, but reduces Life limit
📢 Silken Sash (Arachne): you no longer lose your Armor from this if you switch to a different Keepsake
📢 Moon Beam (Selene): now also causes Selene or a Path of Stars to be offered soon
📢 Olympian Keepsakes are now even more likely to make their respective Olympian Boons appear

 

Boons & Blessings

· Heaven Strike (Zeus): increased bonus from Poms of Power
· Heaven Flourish (Zeus): increased bonus from Poms of Power
· Storm Ring (Zeus): now deals damage from all Casts (not just Omega Cast)
· Ionic Gain (Zeus): reworked; now spawns an Aether Font nearby that fully restores Magick when used
· Spirit Surge (Zeus): increased bonus from Poms of Power
· Double Strike (Zeus): increased effect chance and bonus from Poms; renamed from Second Strike
· Shocking Loss (Zeus): increased effect chance; now activates when foes first take damage
· Glorious Disaster (Zeus x Apollo): reduced damage; fixed Magick not deducting correctly
· Master Conductor (Zeus x Hephaestus): increased damage
· Hera: Slaying a foe now can afflict them with the Hitch Curse and spread that damage accordingly
· Sworn Strike (Hera): increased bonus from Poms of Power
· Sworn Flourish (Hera): increased bonus from Poms of Power
· Engagement Ring (Hera): now also inflicts Hitch when dealing damage, though reduced direct damage to compensate; no longer increases Cast duration
· Nexus Sprint (Hera): now damages and inflicts Hitch on unafflicted foes
· Born Gain (Hera): increased Primed Magick cost
· Keen Intuition (Hera): cut from game; replaced with...
· Blood Line (Hera): new! Your Omega Moves also create a damaging rift for an added Magick cost
· Bridal Glow (Hera): Boons that are already Heroic can no longer be chosen for this
· Soul Mate (Hera x Aphrodite): cut from game; replaced with...
· Ecstatic Obsession (Hera x Aphrodite): one foe always has Charm (formerly Aphrodite's Legendary)
· Cherished Heirloom (Hera x Demeter): increased power level when upgrading max-rank Keepsakes
· Funeral Pyre (Hera x Hestia): cut from game; replaced with...
· Elementary Particles (Hera x Hestia): new! Gain +1 each Elemental Essence and an Infusion Boon for it
· Wave Strike (Poseidon): increased bonus from Poms of Power
· Tidal Ring (Poseidon): new! Your Casts also immediately hit foes in front of you with a splash
· Geyser Spout (Poseidon): now a second-tier Cast Boon; renamed from Geyser Ring
· Crashing Wave (Poseidon): cut from game; replaced with...
· Splash Fount (Poseidon): new! Your Omega Moves also create a watery blast near the first damaged foe
· Ocean's Bounty (Poseidon): merged with Sunken Treasure, which was removed as a stand-alone Boon
· Water Fitness (Poseidon): effect now scales with each Water Essence
· King Tide (Poseidon): increased size bonus and damage bonus
· Beach Ball (Poseidon x Apollo): increased damage
· Natural Selection (Poseidon x Demeter): increased chance of improved Rarity
· Scalding Vapor (Poseidon x Hestia): increased damage
· Nova Strike (Apollo): increased bonus from Rarity and Poms of Power
· Solar Ring (Apollo): reworked; now inflicts Daze and deals a burst of damage
· Prominence Flare (Apollo): now a second-tier Cast Boon; renamed from the earlier Solar Ring
· Lucid Gain (Apollo): reworked; now restores Magick if you are standing in your Casts when they expire
· Perfect Image (Apollo): reworked; damage bonus now resets if you avoid taking damage for a duration
· Torrential Downpour (Apollo x Demeter): cut from game; replaced with...
· Boreal Gust (Apollo x Demeter): new! While standing in Cyclones, you randomly fire damaging gales
· Stellar Slam (Apollo x Hephaestus): cut from game; replaced with...
· Rude Awakening (Apollo x Hephaestus): new! Hephaestus blasts clear Daze and deal more damage
· Tranquil Gain (Demeter): now restores Magick based on a percentage of your current total
· Gale Force (Demeter): your Cast's Cyclone now can follow you if you also have Local Climate
· Frosty Veneer (Demeter): now scales with Water Essence rather than Earth; renamed from Coarse Grit
· Aphrodite: Increased power and duration of her Weak Curse
· Rapture Ring (Aphrodite): now deals damage as it drags foes in
· Passion Rush (Aphrodite): reworked; now deals damage when you press Dash and again when you stop pressing Dash; renamed from Passion Dash
· Glamour Gain (Aphrodite): now makes all nearby foes Weak, rather than one randomly
· Shameless Attitude (Aphrodite): reworked; the damage bonus doubles if you haven't lost much Life
· Wispy Wiles (Aphrodite): effect now scales with each Air Essence
· Heartthrobs from Aphrodite now spawn behind Melinoë and no longer detonate on obstacles
· Nervous Wreck (Aphrodite): new Legendary! Inflicting Weak inflicts other random Curses
· Soft Caress (Aphrodite x Hephaestus): cut from game; replaced with...
· Love Handles (Aphrodite x Hephaestus): new! Hephaestus blasts also create Heartthrobs
· Burning Desire (Aphrodite x Hestia): cut from game; replaced with...
· Hot Flash (Aphrodite x Hestia): new! Scorch does not diminish as it deals damage to Weak foes
· Hephaestus: Improved activation speed of the Vent Curse
· Volcanic Flourish (Hephaestus): improved blast recharge time
· Anvil Ring (Hephaestus): no longer reduces Cast size
· Fine Tuning (Hephaestus): significantly increased bonus to upgraded Aspects
· Tough Trade (Hephaestus): cut from game; replaced with...
· Grand Caldera (Hephaestus): new! Hephaestus blasts become even bigger and stronger
· Chain Reaction (Hephaestus x Hestia): timing to activate the multi-blast effect now less restrictive
· Hestia: Increased damage rate of the Scorch Curse
· Flame Strike (Hestia): increased Scorch damage
· Flame Flourish (Hestia): increased bonus from Poms of Power
· Smolder Ring (Hestia): increased Scorch damage
· Controlled Burn (Hestia): increased damage
· Glowing Coal (Hestia): increased damage
· Hearth Gain (Hestia): reworked; now restores Magick when you hit with your Attack or Special
· Pyro Technique (Hestia): no longer a Legendary Boon; now can scale with Rarity and Poms of Power
· Fire Extinguisher (Hestia): cut from game; replaced with...
· Highly Flammable (Hestia): new! Inflicting Scorch on a foe for the first time inflicts more
· Spontaneous Combustion (Hestia): cut from game; replaced with...
· Fire Walk (Hestia): new Legendary! You take minimal fire damage, and leave flames where you Sprint
· Swift Strike (Hermes): cut from game; replaced with...
· Nimble Limbs (Hermes): new! Your Attack, Special, and Cast are faster
· Swift Flourish (Hermes): cut from game; replaced with...
· Nimble Mind (Hermes): new! Your Omega Moves are faster
· Silver Streak (Artemis): increased damage
· Easy Shot (Artemis): increased damage
· First Blood (Artemis): increased Critical chance
· Lethal Snare (Artemis): increased Critical chance

 

Daedalus Hammer Upgrades

📢 Executioner's Chop (Axe): no longer prevents you from striking if you have insufficient Magick
· Possessed Array (Skull): blast-on-retrieval effect now automatically uses some Magick

 

Hexes of Selene

· Phase Shift: reduced Magick-spend requirement; slightly reduced effect duration; fixed text incorrectly stating this duration; now works vs. Chronos, after a certain point...
· Total Eclipse: greatly reduced Magick-spend requirement
· Dark Side: increased ability damage; slightly reduced Magick-spend requirement
· Lunar Ray: greatly reduced Magick-spend requirement; improved targeting using gamepad controls
· Moon Water: slightly reduced Magick-spend requirement
· As part of these changes, you can no longer recharge Hexes while their effects are still ongoing

 

Path of Stars

· Growth (Dark Side): new! Makes your Hex passively recharge over time
· Preparation (Total Eclipse): new! Start Encounters with your Hex partially charged
· Extinction (Twilight Curse): reduced effectiveness
· Upgrades of Sublime quality now also raise your Hex's recharge cost (to compensate for many recharge costs having been reduced; Hexes should now be more usable throughout each night)

 

Well of Charon

· Breath of Eros: new! Similar to the now-cut Soft Caress (Aphrodite x Hephaestus), this causes the next instance of damage you would take to instead restore that much Life

 

Foes & Encounters

· Infernal Cerberus: various adjustments to better align how scary he is with how scary he looks
📢 Charybdis: improved visibility in this encounter
📢 Hippo: reduced how long they tend to retreat after attacking
📢 Harpy Talon: reduced frequency of wind vortex attack
· Heracles: reduced average number of foes you'll face in this Encounter
· Icarus: reduced average number of foes you'll face in this Encounter

 

Level Design & Environments

📢 You now can use Change of Fate to alter the reward vs. Charybdis in the Rift of Thessaly
· A certain Location in Tartarus no longer immediately fires a trap at Melinoë as soon as she enters

 

Fated List of Minor Prophecies

· Updated some Prophecy fulfillment requirements based on above changes to Boons

 

Oath of the Unseen

· Vow of Panic: reduced penalty to Magick at the start of Encounters

 

Menus & UI

· Added UI icons for Boons of Artemis
· Added UI icons for Blessings and Curses of Chaos
· Added UI icons for Gifts of Narcissus
· Added UI icons for Blessings of Echo
· Added UI icons for Boons of Hades
· Added UI icons for Curses of Medea
· Added UI icons for Enchantments of Circe
· Added UI icons for Offerings of Icarus
· Added UI icons for effects such as Grave Thirst, Chthonic Fate, and Special Order
· Added borders to upgrade icons on the Path of Stars screen
· Damage preview from Hestia's Scorch Curse now appears on Guardian Life Bars
📢 In the Past Deeds screen, cleared Chaos Trials no longer appear as failures
📢 Improved legibility of damage numbers on the Victory Screen that shows when you prevail
📢 Clarified when clear conditions for certain Fated List Prophecies are listed on more than one page
📢 You now can press Esc to exit the map view while using City of Ephyra Bat Cages
· Updated content of Grasp Upgrade Tutorial in the Altar of Ashes in cases where it repeats

 

Art & Visual FX

· New visuals for Solar Ring (Apollo)

 

Music & SFX

· Added SFX for when the benefit from Mint Condition (Hephaestus) is about to expire

 

Miscellaneous

· Improved performance in the Rift of Thessaly on systems close to the minimum system requirement
📢 All timers now pause while using the City of Ephyra Bat Cages
📢 Improved visibility of visual FX when Demeter is spurned in Trial of the Gods encounters
· Adjusted names of several Boons
· Made some optimizations to save files

 

Bug Fixes

· Fixed Daedalus Hammers sometimes being offered on the very first night, introduced in Patch 2
· Fixed the deadliest attack of Chronos being easier to evade than intended, introduced in Patch 2
· Fixed Vow of Abandon not deactivating The Swift Runner (Arcana)
· Fixed certain Moonstone Axe moves not playing their correct animations if queued up
· Fixed cases where Moonstone Axe Omega Special could be used repeatedly after a Dash
📢 Fixed incorrect damage in some cases using Witch's Staff (Circe) and Silver Streak (Artemis)
📢 Fixed interaction between Witch's Staff (Momus) and Exceptional Talent (Apollo)
📢 Fixed Sister Blades (Artemis) Parry effect not activating as expected after choosing a Boon
📢 Fixed Sister Blades (Artemis) visual FX not syncing with when it recharges
📢 Fixed interaction between Umbral Flames (Eos) and Split Spark (Daedalus)
📢 Fixed interaction between Frosty Veneer (Demeter) and Engraved Pin (Moros)
📢 Fixed interaction between Howling Soul (Hades) and Orchestration (Night Curse - Selene)
📢 Fixed Blitz effects from Zeus not reliably activating Origination (Arcana)
📢 Fixed interaction between Storm Ring (Zeus) and time-slowing effects such as Phase Shift (Selene)
📢 Fixed Air Quality (Zeus) not affecting [b]Suffering on Sight (Medea)
· Fixed Double Up (Poseidon) sometimes doubling unique valuables from early encounters with Eris
📢 Fixed Rarify not working on Quick Buck (Hermes)
📢 Fixed Scalding Vapor (Poseidon x Hestia) not showing Hestia's symbol in the Offerings list
📢 Fixed Magick regeneration effects from Chaos not working together as expected
📢 Fixed Lunar Ray (Selene) sometimes not dealing damage at very close range
📢 Fixed Night Bloom (Selene) preventing certain moves from working; fixed error in the description
📢 Fixed Gold Purse (Charon) not displaying as having Expired when expected
📢 Fixed Change of Fate unexpectedly becoming unavailable after using Hexes near exits
📢 Fixed cases where using Change of Fate on a Boon near an exit also unexpectedly altered the exit
📢 Fixed Sea-Serpents sometimes becoming invisible
📢 Fixed Headmistress Hecate's Lunar Ray attack becoming invisible if blocked
📢 Fixed Headmistress Hecate's Lunar Ray attack sometimes tracking Melinoë unexpectedly
📢 Fixed an issue activating Engraved Pin (Moros) during the phase change in the battle vs. Chronos
📢 Fixed Heracles sometimes rudely vanishing during Gift interactions
📢 Fixed Chronos likewise sometimes rudely vanishing in the middle of conversations
📢 Fixed Chronos also sometimes rudely chiding you on successive Encounters in Tartarus
📢 Fixed an extra reward sometimes appearing unexpectedly in Charon's Shop in Tartarus
📢 Fixed an issue where Nemesis could drop rewards too far away in the Mourning Fields
📢 Fixed Eris sometimes leaving Rubbish in the Crossroads even while absent
📢 Fixed Odysseus commenting on the Garden while preoccupied in the Taverna
📢 Fixed cases where Omega Moves could be used in the Training Grounds without enough Magick
📢 Fixed instances where you could not Sprint after using Dash to interrupt certain moves
📢 Fixed Frinos Strength Bonds not scaling properly
📢 Fixed Frinos overreacting after clearing all the witches summoned by Headmistress Hecate
📢 Fixed Toula dozing peacefully amid Burning Oil Slicks in the Rift of Thessaly
📢 Fixed Shrines of Hermes sometimes offering fewer items than expected
📢 Fixed quitting the game unexpectedly negating Spark of Ixion (Charon) damage protection
📢 Fixed an issue in the Altar of Ashes trying to navigate to the Grasp gauge from the bottom row
📢 Fixed control mapping overlap between Rarify and Offerings commands on the Boon Choice menu
📢 Fixed discrepancies in how seconds and milliseconds displayed in certain timers
📢 Fixed background artwork appearing unexpectedly during Fishing Pier scenes in the Crossroads
📢 Fixed Rod of Fishing indicator sometimes remaining visible after you miss your mark
📢 Fixed Olympian portrait positions if you spurned them and fail in a Trial of the Gods encounter
📢 Fixed Reagent Sensing (Cauldron) not detecting Darkness
📢 Fixed cases where Melinoë did not appear to switch weapons as expected in the Training Grounds
📢 Fixed an issue where you could senselessly squander your Rarify effect on the Spare Wealth offering
📢 Fixed text overlap issue when a Hex's recharge cost was reduced
📢 Fixed further miscellaneous issues when playing in ultrawide resolutions
📢 Fixed several text and voiceover errors
📢 Fixed various rare crashes
📢 Other minor fixes

 

Quote of the Patch

'Late Classical writers identify Artemis and Hecate to some degree with the moon, but it is not certain how ancient this connection is.'

~Crowell's Handbook of Classical Mythology (E. Tripp)

 

 

Early Access Patch 2 Notes June 4

Among the improvements in this patch, look for many new UI icons as well as weapon-related balance changes aimed at enhancing core combat and related choices. Your feedback and volunteered gameplay data help inspire our changes, so thank you for playing! Stay tuned for Boon updates in our next patch.
Note: 📢 indicates changes inspired by community feedback!

 

General Gameplay

· You now can encounter up to one additional Olympian each night (as in the previous game)
· You now are likely to find one more Boon or other major reward while in Erebus
📢 Increased invulnerability duration after your Death Defiance effects activate
📢 Improved rewards of Ash and Psyche can now be found in Oceanus and the Rift of Thessaly
📢 You now can press-and-hold to harvest repeatedly from Crescent Pick Outcroppings
📢 Toula should now stay closer to you in Encounters, especially in the Fields of Mourning
📢 Nemesis no longer offers Death Defiance items if you do not need to refill the effect
· Reduced Gold cost of Selene's Boon and Path of Stars in Charon's Shop
· Minor adjustments to the order in which Olympians may first appear early on
· Normalized chances of finding Fishing Points in various regions

 

Nocturnal Arms & Abilities

📢 Witch's Staff: Special knocks foes away, but is slightly slower; Omega Special is faster
📢 Sister Blades: Special staggers standard foes longer; Attack visual FX better match the hitbox
📢 Umbral Flames: Attacks are stronger and faster; Omega Attack channels faster and uses less magick; Special gives a speed boost, but has reduced damage; Omega Special can be channeled while moving
📢 Moonstone Axe: reworked Special provides a lingering barrier; Omega Attack channels slightly faster; Omega Special channels faster
📢 Argent Skull: Omega Attack channels faster and hits a larger area

 

Aspects of the Nocturnal Arms

· Witch's Staff (Circe): adjusted activation and duration of Serenity effect; Serenity now adds Omega bonus damage that scales with this Aspect's rank
· Witch's Staff (Momus): reworked; each of your Omega Moves automatically fires several times in succession from where you use them
📢 Sister Blades (Artemis): you will Block again if the effect recharges while you are channeling; Block now takes priority over Dodge and similar effects
· Umbral Flames (Eos): reworked; Omega Attack now fires a slow shot that occasionally creates damage blasts and also copies your Specials
· Moonstone Axe (Melinoë): reworked; now adds Power and Max Life
· Moonstone Axe (Thanatos): reworked; faster Attack adds Critical chance to Omega moves
· Argent Skull (Medea): improved hit detection on foes near impassable obstacles
· Argent Skull (Persephone): you now earn Glory much faster, but only by using your Omega Cast; improved control responsiveness during Omega Special

 

Keepsakes

📢 Moon Beam (Selene): increased bonus to Path of Stars upgrades

 

Daedalus Hammer Upgrades

· Marauder Wallop (Staff): cut from game; replaced with...
· Rapid Thrasher (Staff): new! All your Attacks become faster
· Double Wallop (Staff): cut from game; replaced with...
· Wicked Thrasher (Staff): new! All your Attacks gain bonus Power
· Double Cataclysm (Staff): cut from game; replaced with...
· Mirrored Thrasher (Staff): new! All your Attacks hit twice, but you take more damage
· Rapid Moonshot (Staff): also affects Omega Special
· Dual Moonshot (Staff): also affects Omega Special; reduced range; renamed from Double Moonshot
· Shimmering Moonshot (Staff): also affects Omega Special
· Aetheric Moonburst (Staff): increased Magick restoration from Power Shots
· Concentrated Flurry (Blades): cut from game; replaced with...
· Melting Dart (Blades): new! Your Special destroys a large percentage of a foe's Armor
· Flick Knives (Blades): new! Your Dash-Strike also fires several Special knives in a fan pattern
· Rapid Onslaught (Blades): reworked to also affect Omega Attack; renamed from Marauder Slice
· Hook Knives (Blades): removed damage bonus; slightly reduced speed of knives returning to you
· Furious Fire (Flames): cut from game; replaced with...
· Mega Spark (Flames): new! All your Attacks travel farther and deal more damage
· Inverted Spark (Flames): new! Dash to make shots from Attacks reverse direction and hit foes again
· Leaden Spark (Flames): new! Your Attacks knock foes away and have bonus Power
· Sustained Spark (Flames): also increases move speed, instead of reducing; formerly Sustained Fire
· Melting Coil (Flames): no longer fires straight; also affects Omega Special; formerly Melting Comet
· Origin Coil (Flames): also affects Special
· Rapid Slash (Axe): reworked to also affect Omega Attack; renamed from Marauder Slash
· Giga Cleaver (Axe): removed two-stage channeling (it always double-fires but uses more Magick)
· Dashing Heave (Axe): removed damage bonus; instead, it now hits twice
· Sidelong Crash (Skull): cut from game; replaced with...
· Mega Driver (Skull): new! Your Specials travel farther and deal more damage
· Colossus Driver (Skull): also affects Omega Special

 

Hexes of Selene

· Wolf Howl: reduced Magick-spend requirement
· Twilight Curse: greatly reduced Magick-spend requirement; reduced foes afflicted; reduced cast time
· Night Bloom: reduced Magick-spend requirement, effect duration, bonus damage, and cast time
· Lunar Ray: greatly reduced Magick-spend requirement; reduced damage; reduced cast time
· Moon Water: slightly increased Magick-spend requirement; slightly reduced healing
· Dark Side: slightly increased Magick-spend requirement; slightly reduced cast time

 

Foes & Encounters

📢 Chronos: various fixes and adjustments; there should be fewer cases where he's patently unfair
· Infernal Cerberus: minor adjustments to some attack patterns in the first phase
📢 Eris: grenade attacks no longer wildly bounce around
📢 Polyphemus: reduced effectiveness of Mutant Sheep
📢 Goldwrath: reduced accuracy and tracking of beam attack
· Queen Lamia: slightly increased Armor; increased speed; other minor changes
· Reed-Stalker: increased projectile speed and target distance; reduced rotation speed
· Mourner: slightly increased rotation speed; slightly increased speed while attacking
· Lamia: slightly increased life and Elite armor
📢 Dire Shambler: reduced tracking speed between attacks
📢 Hippo: self-destruct area should more closely match the visuals

 

Level Design & Environments

📢 Driftwood resources are more common in the Rift of Thessaly (a further increase since last patch)
📢 Burning Oil Slicks in the Rift of Thessaly will extinguish after Encounters, though may be reignited
📢 Adjusted Oil Slicks in some locations in the Rift of Thessaly
· Minor fixes to several locations

 

Fated List of Minor Prophecies

· Clearing Original Sins no longer requires choosing the very rare Barren curse from Chaos

 

Chaos Trials

📢 Trial of Heartache: reduced difficulty and adjusted based on Aspect changes
📢 Trial of Haste: reduced difficulty and adjusted based on Aspect changes

 

Oath of the Unseen

· Vow of Forsaking: no longer helps ensure you quickly get Duo and Legendary Boons

 

Menus & UI

· Added many new UI icons for Keepsakes, Weapons, Well of Charon offerings, and more
📢 Insight Into Offerings (Cauldron) now also lets you check each Olympian's list of offerings in the Book of Shadows while choosing their Boons (or the equivalent with other characters)
· [/]With the prior change, adjusted default key binding for Rarify; some custom bindings have been reset
📢 Added a warning when you are down to your last use of Death Defiance
📢 Opening the Book of Shadows should show entries for nearby characters more reliably
📢 Removed the Unused Grasp notification when exiting the Altar of Ashes while at a high Grasp limit
· Updated Pitch-Black Stone screen to use Aspect-specific icons
· Adjusted input action bar layout at the bottom of the Boon Screen and similar
· Added borders to icons for Selene Hexes on the Gifts of the Moon screen
· Added informational pop-up when using F10 to report bugs
· Other minor changes

 

Art & Visual FX

📢 Reduced some full-screen flashing or strobing, such as from time-slow effects

 

Music & SFX

· Added SFX for when certain active abilities such as Serenity are ready to use
· Updated placeholder SFX for various Keepsakes
· Updated SFX for projectile collisions with Umbral Flames (Moros)

 

Voice & Narrative

· Unique voice lines should play more reliably when certain incantations are revealed in the Cauldron
· Added voice lines when using Phase Shift (Selene) vs. Chronos (or trying to...)
· More voice lines should play when confiding in Frinos in certain contexts

 

Miscellaneous

📢 While brooding over the family portrait in the Crossroads, you may now snap out of it sooner
📢 You now can fully control the game using keyboard only if you rebind Attack and Special
📢 All timers now pause while in the presence of Charon
📢 An Anvil of Fates will no longer be offered in Tartarus if you have not found a Daedalus Hammer
📢 In the Hades Flashback, adjusted timing of hint for players who don't realize they are in control
· Reduced requirements for the incantation Power to Pause and Reflect to be revealed
· Melinoë now respawns in the center of her magick circle near her tent (she was a bit off before...)
· Improved compatibility with more types of controllers
· Updated text for various upgrades and abilities

 

Bug Fixes

· Fixed Double Up (Poseidon) sometimes doubling Mystery Boons; clarified description
· Fixed Nightmare resources dropping unexpectedly in Chaos Trials
📢 Fixed Omega moves occasionally becoming unresponsive after being chomped on by Polyphemus
📢 Fixed deadliest attack of Chronos occasionally hitting when Melinoë was in a supposedly safe point
📢 Fixed Umbral Flames Attack preventing Magick regeneration before channeling Omega Attack
📢 Fixed The Queen and Judgment (Arcana) appearing active while no others Arcana are active
📢 Fixed Hearth Gain (Hestia) no longer restoring Magick if chosen as a Sacrifice Boon
📢 Fixed certain later Oath Testaments for the Sister Blades sometimes not appearing as expected
📢 Fixed cases where you could go out of bounds using the Argent Skull in the battle vs. Chronos
📢 Fixed more cases of some visual effects vs. Chronos lingering between phases or after the fight
📢 Fixed Toula unceremoniously vanishing after you vanquish Chronos
📢 Fixed additional issues with Sun Worshiper (Apollo)
📢 Fixed additional issues with Dark Side (Selene)
📢 Fixed additional issues with Twilight Curse (Selene)
📢 Fixed a visual issue where Headmistress Hecate could appear to slide after snared by your Cast
📢 Fixed Spark of Ixion (Charon) causing a Chaos Gate to appear in Asphodel?
📢 Fixed Golden Boughs sometimes not marking all available rewards in the Fields of Mourning
📢 Fixed several narrative events that could play out of sequence
📢 Fixed Odysseus rather rudely walking away while in conversation with Nemesis
📢 Fixed Heracles sometimes leaping away forever
📢 Fixed Melinoë's voice reverting during her return sequence despite certain Circe enchantments
📢 Fixed incorrect Echo portrait in the Book of Shadows
📢 Fixed incorrect music playing in some Chaos Trials, or not playing as intended in some instances
📢 Fixed rare cases of a looping sound playing indefinitely
📢 Fixed a rare instance when objectives in the Training Grounds could overlap
📢 Fixed several minor issues on the Victory Screen that shows when you prevail
📢 Fixed additional miscellaneous issues when playing in ultrawide resolutions
📢 Fixed a rare crash in which the effect of Winter Harvest (Demeter) could repeat forever
📢 Fixed various other rare crashes
📢 Fixed several text errors
📢 Other minor fixes

 

Quote of the Patch

'Hecate was the Goddess of the Dark of the Moon, the black nights when the moon is hidden. She was associated with deeds of darkness, the Goddess of the Crossways, which were held to be ghostly places of evil magic.'

~Mythology: Timeless Tales of Gods and Heroes (E. Hamilton)

 

 

Early Access Patch 1 Notes May 16

Here's our first patch in Early Access!! We're very grateful for all the feedback so far, which inspired this first set of targeted improvements and fixes. Next, we'll be working on a patch with balance changes and additional improvements based on what we've observed. Thank you for playing!
Note: 📢 indicates a change inspired by community feedback! (Almost everything in this case...!)

 

General Gameplay

📢 Your Sprint is innately faster and turning is more responsive; re-scaled abilities that boost this
📢 You now can Dash out of many attack recovery animations more reliably
📢 You now can gather from any resource point once you have unlocked the corresponding Gathering Tool; you now can Prioritize any available Tool in the Training Grounds to make its resources appear as often as before, while resources for Tools you do not Prioritize will appear far less often

 

Altar of Ashes

📢 The Swift Runner: now also makes your Dash immediate (note the faster speed means you are invulnerable for very slightly less time); re-scaled Sprint speed bonus since Sprint is innately faster now

 

Level Design & Environments

📢 It is easier to Dash across chasms in Oceanus
📢 Driftwood resources are more common in the Rift of Thessaly

 

Menus & UI

📢 Using a Well of Charon displays your current Gold without the need to check your Boon Info
📢 The Grasp Upgrade Tutorial in the Altar of Ashes will repeat if ignored
📢 Added Patch Notes option to the Main Menu (where you can read this!)

 

Miscellaneous

📢 Early encounters with Eris are less likely to occur; she also drops something of value...
📢 Related, if this already occurred, look for a one-time bonus in the Crossroads while Eris is present
📢 Entries in the Book of Shadows are generally easier to reveal
📢 You can gift Echo without having to wait around as long after conversing
📢 Adjusted Animal Familiar upgrades invalidated by the Gathering Tool changes above
📢 In the Hades Flashback, a hint will eventually play for players who don't realize they are in control
📢 Improved mouse selection in various cases
📢 Improved support for some additional controllers
• Abilities that boost Sprint speed display more-accurate numbers (generally lower than before)
• Updates and fixes to translations in some languages

 

Bug Fixes

📢 Fixed several issues with Dark Side (Selene)
📢 Fixed Sun Worshiper (Apollo) sometimes preventing new foes from spawning
📢 Fixed Fire Extinguisher (Hestia) not dealing damage as expected
📢 Fixed Sister Blades Omega Attack not hitting Chronos reliably from certain angles
📢 Fixed Satyr Hoplites retaining the ability to block while afflicted with Twilight Curse (Selene)
📢 Fixed various cases of foes sometimes spawning out of bounds
📢 Fixed camera zoom-in getting stuck vs. Polyphemus in certain situations
📢 Fixed cases where you could Dash out of bounds in the Crossroads
📢 Fixed Fishing Pier events in the Crossroads not passing Whiles like other similar events
📢 Fixed autolock not clearing as expected while using mouse controls
📢 Fixed keyboard inputs sometimes getting stuck unexpectedly
📢 Fixed several input issues switching from gamepad to mouse-and-keyboard controls
📢 Fixed several issues playing in ultrawide resolutions
📢 Fixed some visual effects vs. Chronos lingering between phases or after the fight
📢 Fixed a Melinoë voice line repeating unexpectedly around the City of Ephyra Bat Cages
📢 Fixed various rare crashes
📢 Fixed several text errors
📢 Other minor fixes

 

Quote of the Patch

'...now plain to the eye, now shadowy, now shining in the darkness—
all this in unnerving attacks in the gloom of night.'

~The Orphic Hymns, 71: To Melinoë (Anonymous; A. Athanassakis translation)[/]

 

Those are the patch notes on June 26 for Hades II.

The Hard Drive Staff Reviews ‘Killer Klowns from Outer Space: The Game’

Thomas Wilde: The PR team from Illfonic reached out to me and said, “Why not check out our new asymmetrical multiplayer horror game, Killer Klowns from Outer Space?” As a red-blooded American, my first thought was, “How can I leverage this scenario in such a way as to murder my co-workers?”

That’s why I’ve recruited you, my team of comedy-writing clowns, to play this game with and/or against me as a referendum. Will this replace the occasionally literal hole that Friday the 13th: The Game left in our hearts?

Brett McCabe: Considering it boots up with a parody of the classic FBI piracy warning, showcases a soundtrack from the original composer, and has dozens of over-the-top kill scenes, the only things lacking from the ‘80s era are scan lines.

Thomas: And cocaine, but you can’t have everything.

Brett: Speak for yourself.

Testament Crux: The Metro-Goldwyn-Mayer lion at the beginning teleports me into a goofy B-movie mindset faster than the evil Klowns teleport directly into my personal space.

Yup, they can do that. A normal match contains three Klowns capable of all sorts of lethal shenanigans, fatal gags, and deathly tomfoolery. The seven humans, meanwhile, can only sneak around and scavenge for anything that might help them escape a grimly hilarious death.

Ajay Kakaarni: Our first human game was harrowing. After we spawned in, I was immediately separated from the group, which does not fly in this game. Squeaking footsteps really put you on edge and it’s usually the first sign you’re being chased.

Ciro Jacubowicz: But by the time you hear the squeaking, it’s too late. The Klown is upon you and soon you’ll be a cocoon made of cotton candy or a melted human sundae with a cherry on top.

Brett: Playing as a human sucks as you’re just trapped in an expanded slaughterhouse. Playing as a clown is for sick little freaks. I really think there is a sadomasochistic lean to which team you prefer. And I prefer to win, so call me Marquis.

Ajay: The maps feel like just the right size to get lost in, but small enough to learn. I never felt like I was trapped unless I wasn’t paying attention. The levels are really nice to look at and the attention to detail of this little lakeside town sold the atmosphere.

I found myself in a beautiful mid-century modern home, and I mean gorgeous. Slanted roof. Muted pinks and burnt orange walls. All pulled together by tasteful shag carpeting and coastal decor. They just don’t make stuff like that anymore. Not without a hefty price tag. I went couch shopping with my wife the other day and you can’t look at a gray sectional without a thousand bucks. That’s not even considering end ta–

Brett: These are not particularly interesting designs. Stop trying to validate your architecture degree.

Ajay: I don’t have an architecture degree. It’s just a passion. Christ.

Thomas: Anyway, we got smoked in a couple of rounds by somebody who, to go by what he was yelling into his mic, an angry child with an inappropriate PSN handle. Naturally, this is a crucial part of the modern multiplayer experience. I had to go out afterward and legally buy beer, just to make myself feel better about the situation.

Ajay: That was the kid toying with me. Couldn’t have been older than 8 or 9. He stuffed me into a bag, telling me how much I suck. Yeah, iLoveKissingMen9? I drive. I’m married. I work. What do you do?

Brett: Likely contribute to a problematic group chat which is, frankly, relatable.

Ciro: I saw something similar in another match, where the Klowns offered a truce to the last survivor over voice chat, but then they surrounded him and executed him firing-squad style.

Brett: I don’t know whether to award the roleplaying or call their parents.

Ajay: I loved the minion-spawning mechanic when you play Klowns. You take big cotton-candy bulbs to a goofy machine that spits out little monster guys that slow humans down, giving matches a fun flow with some surprisingly fun but simple combat.

Ciro: There’s a nicely balanced push and pull between the Klowns and the humans. In contrast to Dead by Daylight, the survivors can put up a good fight, provided they stick together and arm themselves well. The game rewards skilled play on both sides. I always felt I had a chance at victory when I encountered the enemy.

Testament: It’s sort of an arms race. As humans stock up on weapons and tools, the map grows more populated with NPC Klown lackeys. Things get more dangerous for everyone. The humans are playing a battle royale while the Klowns are playing a MOBA.

Ciro: I have to imagine that the decision to invade Earth was very controversial in the Klown home planet’s parliament. A narrow vote where the Klownpublicans beat the DemoKlowns by a 5 vote margin. The DemoKlowns probably warned everyone that they were running out of resources on Klownworld, but when it came down to it they voted in favor of opening a new laughing gas pipeline instead of solar whoopee cushions.

Brett: I like the idea of Klowns on JesterGram posting info-graphics about Earth and writing #MakeLarkNotWar.

Ciro: An underexplored question within the game is whether the Klowns will return to their home planet with post-traumatic stress disorder from the bloodshed they saw in the line of duty. Does Giggles wake up screaming in the night thinking about the child he turned into cotton candy because it threw a rock at him? Does Fatso see the face of the girl he squashed with a squeaky mallet every time he closes his eyes? Does Jumbo need an ayahuasca ceremony to forgive himself for what transpired in the circus tent massacre?

Brett: More importantly: do Klowns have any fun slurs for humans?

Testament: I’d be happy to pitch some.

Brett: What? Like Screen slaves? Big Gulps?

Testament: I was thinking something more like “smallnose” but I like where your head’s at. Let’s meet up for a workshop this weekend. In a hundred years, they’ll be using our ideas to name sports teams.

Brett: I’m ready to preorder a football jersey that my granddaughter will call out during Thanksgiving.

Ciro: It’s definitely a loyal adaptation. Almost everything from the popcorn guns to the balloon dog bloodhounds is straight out of the movie. Tragically, they neglected to add in the ginormous Klownzilla from the ending. I really love the aesthetic. The Klowns have bulbous heads powdered white and garish frilly collars that make them look like a demented parody of Elizabethan royal fashion. There are dozens of customization options for the humans, but they all fit in perfectly with the game’s 80s style. You won’t stick out like a sore thumb like pink Darth Vader in Star Wars Battlefront 2 or Snoop Dogg in Call of Duty: Warzone.

Thomas: I didn’t put that much time into Illfonic’s F13, but I can see the shared DNA with Klowns. It’s not quite as asymmetrical as that was. In fact, it’s incredibly satisfying when some Klown honks up to you without noticing that there are 4 other humans with bats standing there.

You didn’t really get those moments of cathartic gang violence in F13, outside of the very occasional Jason kill, and Klowns is better for their inclusion.

One of the weird things about the formula, however, is that the difference between a novice and an experienced player mostly comes down to map knowledge. It’s really easy for a human to end up isolated and alone with no game plan.

There’s also a real issue where humans can start the match within direct line of sight of Klowns, before the humans have the chance to scrounge up weapons or defensive tools, so they end up as sitting ducks. That could use a fix. It was sort of okay in F13 that every once in a while, you’d start a match as a counselor and get insta-merked by Jason, because that was the genre. Here, it’s meant to be more of a push-pull, so dying in the first couple of minutes feels worse.

Testament: Multiplayer games that feature permadeath face a consistent problem: being dead is boring. You have nothing to do but watch your living teammates either clutch out the W or get absolutely bonked by an oversized cartoon mallet, whichever comes first. Killer Klowns is the first game I’ve played that addresses this issue in a meaningful way. Humans who are dead (or have escaped) can play minigames that allow them to supply other humans with extra items. Once in a while, those items might even be useful. Mostly, though, you’ll be conjuring tennis balls and popsicles from beyond the grave. Thanks, spirits! It’s technically better than nothing.

Ciro: Also, once per round you can bring back all the dead humans using a respawn machine. Unfortunately, I wasn’t able to experience that aspect of the game, as I was far too good to ever die.

Thomas: You know I recorded our matches, right?

Testament: Let the record show that Ciro is a special kind of sadist who cackled with glee whenever he got to play as a Klown. (Klowns, luckily, respawn on their own after a short time.)

Ciro: Everyone I know constantly calls me a clown. Little did I know they weren’t demeaning my unserious nature, but instead praising my knack for human-harvesting!

Testament: There’s also a decent level of character customization. Though most options need to be unlocked, you’ll do so rather briskly. My favorite part, however, is that you can choose to be a female Klown, because it changes nothing about your appearance besides giving you a horrible pair of monstrous, saggy tits. Thank you, Illfonic, for helping to create a more inclusive space for all body types. They have jiggle physics.

When I first opened the game, I swiftly created an affront to God and man known disappointingly as Hatsune Miklown.

Thomas: Well, that’s not okay.

Testament: Correct.

Ciro: She put the mother klown in a slay cocoon.

Brett: Japanese incels are already flooding the DMs. When does her hologram tour hit my town? And is she poly?

Testament: I’m afraid she’s not looking for a relationship right now. Her only true loves are J-pop, japery, and extermination of the human race.

Thomas: Changing the subject away from that, I’d argue that Killer Klowns is a solid evolution of the model that Illfonic started with Friday the 13th.

Testament: I agree. Killer Klowns feels like the next step forward for asymmetric horror as a whole. Forty American dollars is definitely ambitious, but it’s polished enough to be a veritable must-play for both asymmetric horror fans and the two or three people who maintain the Killer Klowns wiki.

Thomas: What I’d like to see is a shift away from nostalgia for nostalgia’s sake. They’ve mined about all they can from a single 1988 movie, including most of the “Klowntality” finishers. Since there’s apparently been a Killer Klowns 2 stuck in development hell for 30 years, you might as well make this game into that sequel, and start to explore some new territory.

Testament: Personally, I hadn’t heard of the movie until I played the game, so I have no rose-tinted goggles. In fact, I have the opposite. My initial reaction to grotesque alien clowns was a visceral disgust mixed with bewilderment, but hey, maybe that’s part of the charm? No? What is it that fans enjoy about Killer Klowns from Outer Space? What does anyone even like about clowns? I earnestly have no idea, but in fairness, I have no human soul.

Antisocial single-player freaks like me may have a hard time staying hooked on this game, but it’s still worth a shot for novelty’s sake at the very least. If you have a sweet tooth for trying new and unique experiences in gaming, you’ll find something of interest in Killer Klowns even if it doesn’t blow you away. It’s not really “for” me, but that’s okay. It’s not for everyone. Maybe it’s for you.

All right, fine, I got whooped by children. Are you happy?

Ciro: It’s a whole lot of fun. The aesthetic is perfectly realized, and the Klowns can be quite intimidating even though you have many decent options for fighting back. This is as good as it gets when it comes to asymmetric multiplayer horror games.

Brett: This game isn’t for anyone craving more Killer Klown lore with a fulfilling narrative, but if your apartment walls are decorated with horror VHS and DVDs and your once-black hoodie has a protective layer of cat hair, your pocket popcorn bazooka is going to pop for this loyal adaptation.

Ajay: If you’ve ever thought, “Geez, I wish I could turn around and beat the brakes off the killer” while playing Dead By Daylight, this is your game. The stakes are lower, and that’s to its benefit. Perfect for grabbing a couple of pals, popping on Discord and throwing down.

If you have the misfortune of meeting iLoveKissingMen9, give them my worst.

Police Officer Playing Bodycam Accused of Turning Monitor Off Before Shooting

LOS ANGELES — LAPD officer and gaming hobbyist Michael Thompson has allegedly been shutting off his computer monitor every time he shoots in the popular new online shooter Bodycam.

“There was a player-involved shooting and unfortunately some people were eliminated,” said Officer Thompson. “I wish I could tell you what exactly happened, but the second I saw the enemy team my computer monitor stopped working entirely. I heard gunshots and returned fire. I wasn’t able to get my monitor up and running again until after the shooting had stopped.”

However, other gamers present paint a different picture of the events.

“We were in a game of Team Deathmatch, on the same team,” explained gamer Rebecca Davis, who was online at the scene of the incident. “The match had just started. We hadn’t even seen the enemy team yet before he started freaking out, yelling ‘Gun! Gun!’ into the mic and firing into the walls and ceiling. He teamkilled two of us. I started yelling at him and he made the excuse that his computer monitor shut off on its own. I’d be more likely to believe him if the exact same thing didn’t happen in the next round. Or the round after.”

Thompson reportedly repeated this behavior until his team lost the match. Members of the opposing team also noticed something was amiss.

“We were gonna just all go camp in one room and wait for them to come to us,” said Jordan White, a member of the opposing team. “We were just chilling in there when we heard all these gunshots. By the time we went out to investigate, half of them were dead already.”

While many in his team were understandably upset, Thompson quickly jumped to his own defense.

“This is a high-stress game,” explained Thompson. “Danger lurks around every corner. Every day I log in there is no guarantee that my character is gonna make it out alive. I’m not gonna stop and check that my computer monitor is working every time I get shot at.”

At press time, the LAPD conducted an internal investigation into the claims made against Officer Thompson and determined he had done nothing wrong.

FOUNDRY Update Patch Notes June 26

 

UPDATED June 27

 

 

Hotfix [2024-06-26] June 26

Hello everyone,
New Hotfix out now:

 

Changes:

  • Cargo ships do no longer consume power while idling in queue. (Existing cargo ships will only be fixed after rebuilding the pad.)

 

Fixes:

  • Fixed a bug that caused some conveyor balancers to stop working after loading a game.
  • Fixed an issue causing coked ignium to not show up as a filterable element on the filtered loaders.
  • Reduced memory usage when autosaving which should fix some crashes that were occuring when autosaving on dedicated servers/steam decks.
  • Launching the dedicated server through the Steam client should no longer cause the main Foundry game to look like it's running.
  • Fixed a crash that could occur when toggling day/night using the camera tools when connected to a dedicated server.
  • Improved dedicated server save file transfer speed.

 

Have a nice day!

https://store.steampowered.com/app/983870/FOUNDRY

 

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June Hotfix [2024-06-12] June 12

Hello everyone,
New month - new patch! Read the list of changes and fixes below:

 

Changes:

  • Increase cargo ship move and turn speed.
  • Made cargo ships queue in the sky instead of waiting for take off until the target pad is empty again.

 

Fixes:

  • Fixed a crash that could occur when an ore patch is fully depleted.
  • Fixed a crash that could occur when a pumpjack turned off.
  • Fixed a desync that could occur when using assembly line mergers.
  • Fixed an error that could occur if you enabled speech to text, shut down the game, disconnected your microphone and then launched the game again.
  • Fixed an error that could occur when using the plumbing tool.
  • Fixed a graphics issue that could occur where some things such as items on belts could start flickering on screen.
  • Fixed an issue where the dedicated server would not save the save file in the correct location if it was loading a save created in single player.
  • Improved frame rate for some factories that are cpu bound.

 

Have a nice day!

https://store.steampowered.com/app/983870/FOUNDRY

 

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May Quality of Life Patch is now available! May 29

Hello everyone!
New patch with various Quality of Life improvements is here! Read the full patch notes below:

 

Changes:

  • batteries can now be connected to each other using power lines
  • allow for longer belt dragging
  • added new task that requires the player to insert science packs into the science server
  • added "invalid connection" indicator when placing conveyors next to a building to help players understand that they need to use loaders
  • added steam deck keyboard support
  • added ability to skip intro tutorial when starting a new game
  • mining debris will now despawn much faster if you use your drill/laser on it
  • dialogue lines are now skippable
  • Carl's dialogue no longer blocks mouse clicks
  • allowed hotkeys to be bound to mouse buttons.
  • made actions that were previously locked to mouse buttons rebindable
  • accessibility: Made previously unrebindable keys like Alt, Ctrl, Shift rebindable
  • added tooltip to explosives to make it clearer that they need to be turned into explosive charges before they can be used to blow stuff up
  • new pipe intake model/texture to make it more obvious where to attach the pipe
  • you can now exit out of building/demolition/tablet modes by pressing escape
  • increased flashlight range by 45% and increased intensity by 30%
  • initial ore patches now have a higher chance of spawning near the spawn point
  • initial ore patches now have a higher chance of spawning near each other
  • added more information to helper tooltip at the inventory frame and added error messages if an item cannot be equipped using instant mode
  • updated some of the tutorial tasks to help guide players on how to use loaders

 

Fixes:

  • fixed a crash that could occur when deconstructing buildings
  • fixed a bug/crash that could occur when using transport ships
  • fixed crash that could occur when making a funny looking conveyor loop that looped back into a loader
  • fixed an issue that could cause the player to fall through the world
  • fixed an issue that could cause the loader text to appear as black on certain graphics cards
  • fixed streaming issue that could cause significant delay in buildings appearing when standing near a significant amount of flowing pipes
  • fixed issue where you could fall off a downward facing escalator while running
  • fixed issue where quest to produce robots was not possible to complete
  • fixed a crash that could occur when building solar panels too high up
  • fixed issue where some some of the modding system attributes such as [AddSystemToGameSimulation] were being incorrectly stripped from the game
  • fixed issue where the gamepad cursor was drawing behind the keybind screen
  • fixed performance issue that could occur when looking at several research panels while research was ongoing and your power was strained
  • fixed black lighting artifacts that would appear under building blocks
  • fixed space station storage being bigger than it's supposed to be
  • drilling marble now returns marble instead of concrete
  • fixed issue where smoke would sometimes not collide with ceilings correctly
  • fixed a crash that could occur when interacting with inventories
  • fixed a bug where ore patches were not being properly removed from the map when depleted
  • dedicated servers should no longer create a new world every time they are started if they do not have an app.cfg setup
  • added new version of the camera tools(opened by pressing ALT+U)
  • fixed an issue where the power consumption and scan speed were incorrectly displayed on the Long Range Scanner building
  • made the button on the back of the emergency beacon more obvious
  • particles should now properly have fog applied to them in the distance
  • fixed an issue where fog was not being properly applied to the dark areas on buildings where items enter/exit such as the drone miner and the assembly line producer
  • fixed an issue where the localized version of the "show details" would not be visible
  • prevent tablet quick actions from triggering when you have a ui window open
  • fixed an issue with missing characters in the chinese/japanese/korean fonts
  • fixed a crash that could occur when deconstructing buildings
  • fixed a crash that could occur when placing landing pads at max world height
  • fixed pumpjack efficiency research to behave as described
  • fixed an issue where you could be disconnected from a multiplayer game if it was taking a long time to load the save file

 

To submit feedback or report a bug, you can press F9 in game or make a thread on our Forum. This is the best way to let us know that something is broken!
Have a nice day!

https://store.steampowered.com/app/983870/FOUNDRY

 

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Hotfix #2 [2024-05-16]

Hello everyone!
Today's hotfix has a couple of critical fixes for you. We have also started work on a much larger quality of life/bug fix patch. If you're interested in more details or if you want to give it a try, you can find more information here on our Discord server.

 

Changelog:

  • Fixed a bug/crash that could occur when using transport ships.
  • Fixed a crash that could occur when deconstructing buildings.

 

We are also aware of Steam Deck multiplayer issues since the last update. We are testing a fix for this but in the mean time you can work around this by switching to Proton 8.

 

To submit feedback or report a bug, you can press F9 in game or make a thread on our Forum. This is the best way to let us know that something is broken!
Have a nice day!

https://store.steampowered.com/app/983870/FOUNDRY

 

Follow us on socials:

 

 

Hotfix #1 (2024-05-06)

Hello everyone!
We hope you had a nice weekend playing FOUNDRY. We have been working on a first hotfix which addresses the most critical issues during these days, and it should be available now.

 

Changelog:

  • Emptying pipes when connected to a dedicated server should no longer crash.
  • Fixed issue where you could not launch Foundry directly from the executable.
  • Ore vein miners should no longer sometimes stop working when they reach the core.
  • Fixed a networking issue which should help players having connection issues when playing the game using proton.
  • Fixed an issue that could occur when attempting to save your settings after having opened the settings accessibility tab.
  • Fixed issue where the radio tower cannot be built in certain scenarios.
  • Fixed crash after demolishing a modular building which is under construction.

 

To submit feedback or report a bug, you can press F9 in game or make a thread on our Forum. This is the best way to let us know that something is broken!
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Those are the recent patch notes up through June 26 for FOUNDRY.

Elden Ring Update Patch Notes June 26

 

UPDATED June 27

 

 

Patch Notes Version 1.12.2 June 26

ELDEN RING update 1.12.2 is now available.
Please apply this patch to continue playing ELDEN RING online and to play Shadow of the Erdtree.

Thank you for playing ELDEN RING Shadow of the Erdtree.
To adjust the Expansion’s balance, a calibration update has been released.

 

Calibration Update 1.12.2 change list

Attack and damage negation curve scaling of the Scadutree Blessing have been revised.
  • The attack and damage negation has been increased for the first half of the maximum amount of Blessing enhancements, and the second half will now be more gradual.
  • The attack and damage negation granted by the final level of Blessing enhancements has been slightly increased.
The calibration update can be applied by logging into the multiplayer server.
If the Calibration Ver. listed at the bottom right of the title menu is not "1.12.2", then select LOGIN and apply the latest regulations before enjoying the game.

 

About graphics settings (PC version only)

We have confirmed a bug where the raytracing settings are automatically enabled if you have previously loaded saved data from previous game versions.
If your framerate is unstable, please check in the 'SYSTEM' > 'Graphics Settings' > 'Raytracing Quality' settings from the title menu or in-game menu to check if it has been unintentionally set to 'ON'. Once set to 'OFF', Ray Tracing will no longer be automatically enabled.
Other balance adjustments as well as bug fixes are also planned for a future patch.
Thank you for your continued support of ELDEN RING.

The version number of this update shown at the lower right corner of the Title Screen will be as follows:
App Ver. 1.12
Regulation Ver. 1.12.2

 

Online play requires the player to apply this update.
Please stay tuned for more news by following our social channels or joining us on the official ELDEN RING Discord server here.

 

 

Elden Ring – Patch Notes Version 1.12 June 19

elden-ring_decoration

ELDEN RING Patch Notes Version – Version 1.12
Targeted Platforms
PlayStation 4 / PlayStation 5 / Xbox One / Xbox Series X|S / Steam

 

New feature

  • Added support for the SHADOW OF THE ERDTREE DLC.
  • Five new hairstyles have been added to the game. They can be selected during character creation, using the Clouded Mirror Stand or using Rennala's Rebirth feature.
  • Added "Map Functions Menu" to the Map Menu.
  • New Summoning Pool features:
    • Active Summoning Pools will now be carried over to NG+.
    • Individual Summoning Pools can now be enabled / disabled in the newly added Map Functions Menu.
    • If "Include Distant Areas" is selected when using the Small Golden Effigy, summoning pools within the Mohgwyn Palace will not be selected for summoning, even if you have activated them.
    • If you are within the Moghwyn Palace and select “Nearby Only” when using the Small Golden Effigy, you will be able to be summoned within the area.

 

  • New Inventory features:
    • Newly obtained items will be marked with a "!“.
    • A new tab called "Recent Items" has been added to review recently obtained items.
    • Display settings can be changed from the Display tab in the system menu.
    • Added new feature to summon spectral steed during the Elden Beast the boss battle.
    • Added new feature to the colosseum: crafted consumable items that have been used during a battle will be replenished at the end of your session.
    • Added support for Arabic language.

 

Steam-only new features

  • New Keyboard/mouse settings:
    • Added "lock-on change threshold" setting of mouse controls.
    • Added a setting to change cursor movement behaviour in the map menu.
    • Added key assignments to open the map in the Key Settings menu.

 

PvP-exclusive balance adjustments

The adjustments in this section do not affect single-player or cooperative play.

 

Weapons adjustments

After being affected by madness and/or sleep status effects, the status effect build up will be halted for a short period of time.
  • Increased the poise damage of some attacks against other players of the following weapon types:
    • Greatswords / Colossal Swords /Curved Greatswords / Greataxes / Hammers / Flails / Great Hammers / Colossal Weapons / Great Spears / Halberds
  • Ajusted poise damage of some dual wield attacks against other players by of the following weapon types:
    • Greatswords / Axes / Great Axes / Hammers / Great Hammers / Halberds / Reapers
  • Increased poise damage against other players from dual wielded attacks of the following weapon types:
    • Axes / Hammers / Halberds / Reapers
  • Increased poise damage of Axes against other players
  • Decreased the damage of dual wield attacks against other players of all weapon types.
  • Decreased the poise damage of some attacks against other players of the following weapon types:
    • Daggers / Straight Swords / Thrusting Swords / Heavy Thrusting Swords / Curved Swords / Katanas / Twinblades / Axes / Spears / Reapers / Whips / Fists / Claws
  • Decreased the Poise value of some attack motions against other players of the following weapon types:
    • Greatswords / Colossal Swords / Curved Greatswords / Greataxes / Hammers / Flails / Great Hammers / Colossal Weapons / Great Spears / Halberds
  • Decreased the damage of some attacks against other players for the Heavy Thrusting Swords weapon type.
  • Decreased the damage of dual wield attacks against other players for the following weapon types:
    • Spears / Great Spears
  • Decreased the damage animation motion of the following weapon types when another player is stunned by a two-handed heavy running attack:
    • Fists / Claws
  • Decreased the effects of "Baldachin's Blessing" and "Radiant Baldachin's Blessing" to increase the Poise value and Physical damage negation in PvP.

 

Skill adjustments

  • Spinning Slash
    • Decreased damage.
  • Flaming Strike
    • Decreased damage.
  • Rain of Arrows
    • Decreased damage and poise damage.
  • Cursed-Blood Slash
    • Decreased damage.
  • Transient Moonlight
    • Decreased damage.
  • Lightning Storm
    • Decreased poise damage.
  • Spearcall Ritual
    • Decreased poise damage.
  • Ancient Lightning Spear
    • Decreased damage.
  • Radahn's Rain
    • Decreased damage and poise damage.
  • Spinning Weapon
    • Decreased damage animation motion when stunning other players.

 

Incantations adjustments

  • Black Flame's Protection
    • Decreased physical block rate.
  • Bestial Sling
    • Decreased poise damage.

 

General balance adjustments

The adjustments in this section affect both PvE and PvP aspects of the game.
  • Adjusted turning speed when using dual wielded Heavy Thrusting Swords.
  • Increased Dexterity scaling when assigning Ashes of War with corresponding weapon Affinities.
  • Increased Stamina consumption when guarding against attacks of the following weapon types:
    • Greatswords / Curved Greatswords / Great Axes / Great Hammers
  • Increased the speed of some attacks of the following weapon types:
    • Axes / Greataxes / Hammers / Flails / Reapers
  • Increased the damage of charged attacks of the following weapon types:
    • Axes / Greataxes / Some Colossal Weapons
  • Increased the turning speed of normal attacks of the Reapers weapon type.
  • Increased damage of the Whips weapon type, except the "Ulmi" Whip.
  • Increased the speed of consecutive attacks for the following weapon types:
    • Light Bows / Long Bows
  • Increased the poise damage of the Torches weapon type.
  • Increased the duration of the effect of Mohg’s Great Rune that increases the attack power when a bleeding status effect is triggered by a nearby summoned spirit.
  • Decreased the heal amount reduction from the Flask of Crimson Tears and increased the heal on attack effect when using Malenia’s Great Rune.
  • Increased the attack power of Arrows, Greatarrows, Bolts, and Greatbolts that can be crafted through Item Crafting.
  • Decreased the turning speed of dual wielded weapons for the following weapon types:
    • Spears / Great Spears
  • Decreased poise generation speed during some attacks of the following weapon types:
    • Great Spears / Halberd Spears
  • Decreased the effect that increases the power of spells of Terra Magica.
  • Decreased the effect duration of the Cerulean Hidden Tear.

 

Armament Adjustments

  • Troll Knight's Sword
    • Increased damage.
  • Zamor Curved Sword
    • Increased damage.
    • Increased movement distance of some attacks.
  • Forked Hatchet
    • Increased damage.
  • Ripple Blade
    • Decreased the status buildup enhancement that scales with the Arcane attribute.
  • Serpent-Hunter
    • Increased the speed of crouching attacks.
  • Ripple Crescent Halberd
    • Decreased the status buildup enhancement that scales with the Arcane attribute.
  • Albinauric Staff
    • Increased attribute scaling.
  • Gelmir Glintstone Staff
    • Increased attribute scaling.
  • Prince of Death's Staff
    • Increased attribute scaling.
  • Golden Order Seal
    • Increased attribute scaling.
  • Clawmark Seal
    • Increased attribute scaling.
  • Dragon Communion Seal
    • Increased attribute scaling.

 

Skill adjustments

  • Kick
    • Increased the poise amount when using this skill.
  • Spinning Slash
    • Decreased the status buildup of your weapon when using this skill.
  • Storm Assault
    • Decreased the poise generation speed.
  • Stormcaller
    • Decreased the poise generation speed.
  • Storm Stomp
    • Decreased the poise generation speed.
  • Glintblade Phalanx
    • Decreased poise damage.
  • Loretta's Slash
    • Decreased the poise generation speed.
  • Bloody Slash
    • Decreased the poise generation speed.
  • Strong shot
    • Increased the speed of some attacks.
  • Sky Shot
    • Increased the speed when doing consecutive attacks.
  • Enchanted Shot
    • Increased the speed of some attacks.
  • Parry
    • Increased Parry hitbox generation speed.
  • Storm Wall
    • Increased Parry hitbox generation speed.
  • Thops's Barrier
    • Increased Parry hitbox generation speed.
  • Buckler Parry
    • Added attack recovery time after using this skill.
  • Taker's Flames
    • Decreased the fire’s poise damage.
    • Removed the fire’s knocking down effect.
  • Moonlight Greatsword
    • Increased the poise damage of heavy and charged attacks, but decreased the poise damage of the generated magic wave.
  • Thundercloud Form
    • Decreased poise damage.
  • Magma Shower
    • Decreased the poise generation speed.
  • Thunderstorm
    • Decreased damage.
  • Bubble Shower
    • Decreased damage and poise damage.
  • I Command Thee, Kneel!
    • Increased the poise value during the active part of the Skill.
    • Decreased the poise generation speed.
  • Bloodboon Ritual
    • Decreased the generated status buildup.
  • Loretta's Slash
    • Decreased the poise generation speed.
  • Bear Witness!
    • Increased damage and poise damage.
  • Contagious Fury
    • Decreased the amount of attack power generated by this skill.

 

Bug Fixes

  • In the inventory menu, added the amount of FP consumed for Skills in the "Ashes of War" display information.
  • Reduced the time it takes for some gestures to become cancelable by rolling.
  • Adjusted the input speed in some menus, such as conversation menus, to prevent accidental skips.
  • Fixed a bug that caused damage to the player and friendly summons when using the "Last Rites" Skill under specific circumstances.
  • Fixed a bug that caused higher than expected poise damage when performing left-handed attacks with Thrusting Swords.
  • Fixed a bug with Spinning Slash Skill that generated poise when used with Twinblades.
  • Fixed a bug in The Queen's Black Flame Skill that did not apply poise when using this skill.
  • Fixed a bug where the characteristics of some weapons were not working properly against mounted enemies.
  • Fixed a bug that caused a Bleed buildup when using the Spinning Strikes Skill while under the effect of the Bloodflame Blade Skill, even if the attack did not hit the enemy.
  • Fixed a bug that caused some Skill to perform incorrectly when specific actions were performed.
  • Fixed a bug that caused unexpected behaviors when some incantations were used in quick succession.
  • Fixed a bug where the spectral steed did not trigger a death fall under certain circumstances.
  • Fixed a bug that prevented players from getting hit by other players under certain circumstances in Multiplayer.
  • Fixed a bug in the Colosseum that allowed Critical hits against players in specific death animations.
  • Fixed a bug where the Mimic’s Veil effect was not properly reflected to other players under certain circumstances.
  • Fixed a bug that caused other players summoned as hunters to immediately return after being summoned under certain circumstances.
  • Fixed a bug in Multiplayer where some spirits could be locked on even after they disappeared.
  • Improved Multiplayer stability under certain circumstances
  • Fixed a bug that caused specific maps to render differently than expected under certain circumstances.
  • Fixed a bug where the damage of some equipped weapons were incorrectly displayed in various menus.
  • Fixes a bug that prevented marking sites of Grace in the map menu under certain circumstances.
  • Fixed a bug where item names and the cursor were not displayed correctly in the inventory menu under certain circumstances.
  • Fixed a bug where event actions were available while being in the map menu.
  • Fixed a bug in the map menu that caused specific terrains to be displayed differently from the actual terrain.

 

Steam-only adjustments

  • Changed the initial layout of "Key Settings" in "Keyboard and Mouse Settings" in the system menu.
Note: If you have created save data before this update, your layout will not be affected.
  • Fixed a bug where the mouse cursor would blink in the title menu, causing the game to be unstable under certain circumstances.
  • Fixed a bug where a submenu with no items would be displayed after a right click during the tutorial.

 

The version number of this update shown at the lower right corner of the Title Screen will be as follows:
App Ver. 1.12
Regulation Ver. 1.12.1

 

Online play requires the player to apply this update.
Further updates will be distributed in the future for you to continue to enjoy ELDEN RING more comfortably.
Please stay tuned for more news by following our social channels or joining us on the official ELDEN RING Discord server here.

 

Those are the patch notes on June 26 for Elden Ring.

Gamer With 4 Games Breaks Record for Largest PS5 Collection

DES MOINES, Iowa — Local gaming collector Ryan Meadows has achieved a world record for having the largest collection of PS5 games with four.

Guinness World Records spokesperson Jefferey Lewis announced Meadows’s record in a press conference held just outside Meadow’s garage which doubles as his man cave where he keeps his collection.

“We at Guinness World Records have seen a lot of large video game collections. Lots of people have thousands of games just for one system so not much surprises me anymore in the video game collection space. But when I saw Mr. Meadows’ collection I was taken aback. I didn’t think it was possible for someone to have this many PS5 games but there they were, all four of them proudly displayed on his shelf in between a large collection of PS4 games and a large collection of Nintendo Switch games.”

Meadows got teary-eyed as he spoke about his collection to the press.

“I’ve been cultivating this collection for years. I’ve been in the trenches with the PS5 since day one. My wife tried to stop me, telling me that spending that much money on a gaming console with no games was a waste of money and that it would be better spent paying off our mortgage or helping with my dad’s cancer treatment but I knew it would pay off,” Meadows had to stop to compose himself before continuing. 

“I’ve been collecting video games since I was a kid and I’ve cultivated something I’m really proud of. I have hundreds of Switch games, hundreds of PS3 games, thousands of SNES games, and so on but my PS5 collection is special. It’s the only system I own every single game of. It took a lot of patience and a lot of waiting for games to be released, like agonizingly long periods of waiting for games but I’m glad I stuck with it. I love my collection, well maybe not Forspoken but it’s decent enough. I’m honored to be recognized by Guinness World Records and I know if my dad were still alive he’d be proud of his boy.”

At press time, Meadows is eagerly anticipating the announcement of the fifth PS5 game so he can grow his collection further and also announced plans to start an Xbox Series X collection once there are games to collect for it.

AEW x NJPW Forbidden Door 2024 Odds: Favorites to win and more

AEW x NJPW Forbidden Door 2024 is set to take place this weekend from Elmont, NY, and the early odds have been released.

A number of massive matches have already been confirmed for the show, including Will Ospreay vs Swerve Strickland in the main event for the AEW Championship.

DISCLAIMER: The odds on this page are for potential spoiler purposes only if you’re interested. Please for the love of god DO NOT BET on pro wrestling.

Read More – AEW News: Shane McMahon reportedly contacts talent for job

AEW x NJPW Forbidden Door Odds

Here are the current early odds for the event via BetOnline:

  • AEW TBS & Strong Women´s Championship Match: Mercedes Mone © -2000 vs. Stephanie Vaquer © +700
  • AEW Women’s World Championship Match: Toni Storm © -1500 vs. Mina Shirakawa +600
  • AEW World Championship Match: Swerve Strickland © -800 vs. Will Ospreay +425

There are of course more matches taking place on the card, but as of writing the odds for these bouts have not been released.

Here is the card for Forbidden Door as it stands right now:

  • AEW World Heavyweight Champion Swerve Strickland vs. Will Ospreay
  • AEW Women’s World Champion Toni Storm vs. Mina Shirakawa
  • AEW TBS Champion Mercedes Mone vs. NJPW Strong Women’s Champion Stephanie Vaquer – Title for Title
  • Ladder Match for the Vacant TNT Championship: Konosuke Takeshita vs. Mark Briscoe vs. Jack Perry vs. Dante Martin vs. Lio Rush vs. TBD
  • IWGP Heavyweight Champion Jon Moxley vs. Tetsuya Naito
  • Zack Sabre Jr vs. Orange Cassidy
  • MJF vs Hechicero
  • Owen Hart Cup Tournament: Bryan Danielson vs.  Shingo Takagi
  • The Learning Tree (Chris Jericho, Big Bill and Bryan Keith) vs. Samoa Joe, Hook and Katsuyori Shibata

Read More – AEW News: WWE name held talks with company

Hard Drive Does Pro Wrestling Stuff?

Yes, we cover pro wrestling news, including WWE, AEW, New Japan and sometimes the indies, so make sure that you keep checking back for everything you need to know about this great sport.

You can check out more of the content we have via our Minus World section (which also has real gaming news) and if you want to see more pro wrestling or combat sports you can check out my site FightFans!

Read More – Wrestler slammed BARE FEET FIRST into Lego and Glass at GCW Tournament of Survival 9