Patch #14 Notes Part 1

Devoted Rejects,

Today we are sharing with you the provisional notes for our next patch - Patch #14. This update will mainly be comprised of needed balance changes and bug fixes from the Class Rework in Patch #13.

Just to make you aware these notes and changes are not final, and may still be changed before the release.

### We will release the final patch notes when we deploy Patch #14 which may come at a later date

The patch is live and the patchnotes are now FINAL! Luckily there were only a few changes, marked with an asterisk (*). Thank you all for your thoughts and feedback for the provisional notes, enjoy the patch!

Patch #14

These notes contain the second part of changes based on community testing that we’ve had
with select members of the community the past 2 months, and adjustments to live issues
that have appeared.
We once again want to thank the community members for their continued help with
improving areas of the game that need extra attention.


● Operative Modifier “Suppression Boost” - Increased Suppression from 5% to 25%


Biltz - All
● Set wield Quell chain time to 0 on all Psyker Blitzes, meaning it will be more fluid to
start Quelling after switching to your Blitz

Blitz - Brain Rupture
● Reduced Peril cost of charging right click from 30% to 20%
● Reduced movement penalties from charging
● Increased power from 850 to 900
● Increased Unyielding armour damage modifier from 1.0 to 1.25
● Increased Maniac armour damage modifier from 1.0 to 1.5
● Increased Carapace armour damage modifier from 0.75 to 1.0
● Fixed an issue where “Brain Burst”/”Brain Rupture” would cause an explosion even
with the talent “Empowered Psionics” active

Blitz - Assail
● Shifting power, to reduce spammyness of primary attack but increase the usability of
the secondary aimed attack:
○ Reduced power of primary action from 250 to 200
○ Increased power of secondary action(aimed) throw from 250 to 340 or 400 if
talent “Empowered Psionics” is active
● Fixed an issue where “Assail” projectiles would lose targeting when Force Swords
are wielded
● Fixed an issue that could cause the animation and action for “Assail” to be stuck if
you were attacked while aiming a shard
● Fixed an issue where “Assail” would play critical strike sounds globally and in 3D

Blitz - Smite
● Fixed an issue where the ability didn’t show hit indicators when damaging enemies
● Fixed an issue where Incorrect VFX cloud keeps triggering during the secondary

Dev Note: Smite being able to channel without cost when Empowered Psionics was active
was a bug. We do however feel that without it Smite can feel a bit lacklustre in combination
with Empowered Psionics, so we’re further increasing the power of it. We’ll be keeping an
eye on it, and are up for doing something related to cost in the future as long as it’s more
balanced this time around!

○ Increased bonuses from Talent “Empowered Psionics” - +125% Damage,
50% faster spread between enemies
○ Fixed an issue where the Talent “Empowered Psionics” incorrectly made
Smite not cost any Peril

Combat ability - Psykinetic’s Wrath
● Added a 10% Quell to base “Psykinetic’s Wrath” ability. Meaning that Psykers who
don’t have the upgraded “Psykinetic’s Wrath” still can use the ability to avoid
downing themselves.

Combat ability - Scrier’s Gaze
● Fixed an issue where sound effects were not turned on and off properly when
activating “Scrier’s Gaze”

Combat ability - Telekine Shield/Telekine Dome
● Increased speed of the “Telekine Shield” and “Telekine Dome” placement action
● Increased the max duration of “Telekine Shield” from 15s to 17.5s
● Increased the max duration of “Telekine Dome” from 15s to 22.5s
● Increased the health of “Telekine Shield” and “Telekine Dome” from 15 to 20
● Increased the minimum duration “Telekine Shield” and “Telekine Dome” from 4s to
● Fixed an issue with not being able to place the “Telekine Shield” on certain flat areas
● Fixed an issue where the “Warp Siphon” Talent granted an instant cooldown of the
“Telekine Shield” and “Telekine Dome” Abilities
● Fixed an issue where enemy hits on the “Telekine Shield” and “Telekine Dome”
Abilities could be seen through enemies
● Fixed an issue where impacts on the “Telekine Field” and “Telekine Dome” Abilities
were not vanishing
● Fixed an issue causing sound effects to not trigger correctly when entering/exiting a
“Telekine Dome”

Talent “Soulstealer”
● Reduced Toughness replenished from 15% Toughness to 7.5%

Talent “Perilous Combustion”
● Reduced the numbers of Soulblaze stacks applied to nearby enemies on Elite or
Specialist kills from 4 to 3

Talent “Prescience” - Increased Critical Hit chance bonus to 5% from 4%
● Aura Talent “Kinetic Presence” - Reduced the Damage bonus from 10% to 5%


Blitz - Blades of Faith
● Tweaked knife throw to make it more consistent and easier to hit priority targets:
○ Added small cleave to be able to cleave through one small enemy
○ Reduced projectile radius from 0.37 to 0.2, to make it easier to hit priority
targets in hordes and avoid accidentally hitting the smaller targets.
○ Fixed so Blades of Faith don’t inherit spread modifiers from wielded Ranged
weapons, they should go straight now.
● Increased power from 500 to 585 to help reaching some weak spot breakpoints
● Increased Flak armour damage modifier from 0.75 to 0.8
● Fixed minor animation issues

Combat ability - Shroudfield
● Talent “Perfectionist” - Reduced the Backstab damage bonus from 100% to 50%, but
changed the Cooldown increase from 100% to 50% so the cooldown punishment is
lower. This was made to avoid single hits doing too much damage.
● Changed the Finesse Damage bonus from being multiplicative to additive.
● Daemonhosts will now be able to see Zealots using Shroudfield, to avoid cases
where players can aggro a Daemonhost and make it attack other players.

Combat ability - Chorus of Spiritual Fortitude
● Added functionality to cancel the ability with the secondary action input
● Changed action chaining so that you are not allowed to cancel out of the ability
during wielding animation. This to avoid accidental cancelling of the ability before it is
● Changed so that Monstrosities are only staggered by the first and last pulse of the

Talent “Inexorable Judgement”
● now only activates on melee and ranged hits

Talent “Second Wind”
● Added 0.5s internal cooldown
● Increased Toughness replenish from 10% to 15%

Talent “Shield of Contempt”
● Reduced damage reduction from 75% to 60%

Talent “Bleed for the Emperor”
● Reduced damage reduction from 50% to 40%

Dev note: These slight changes to damage reduction talents are to avoid high stacking
damage reduction

● Fixed the Talent “Martyr’s Purpose” having the wrong icon
● Fixed an issue where the “Beacon of Purity” Aura could leave players with remaining
corruption damage
● Fixed issues where the Talent “Sainted Gunslinger” didn’t activate when reloading
Combat Shotguns or Stub Revolvers


We are currently working on an update to the Veteran’s Talent Tree, including Keystones,
which will be coming in a future patch. We hope that these changes to your Abilities will still
be interesting enough and open up for a few more build paths, while we finalise the larger

● Reduced Veteran Stamina regeneration delay from 1.25 to 1.0, meaning Veterans
will start Stamina regeneration quicker than before.

Blitz - Smoke grenade
● Added a small stagger to Smoke Grenade explosion
● Duration increased from 10s base, 15s with “Grenade Tinkerer” talent to 15s base,
30s with “Grenade Tinkerer” talent.

Blitz - Krak grenade
● Changed behaviour of the Talent “Twinned Blast”. One grenade will now land where
aimed, and the duplicated grenade will land in a random position nearby, left or right
of the aimed position.

Combat ability - Volley Fire / Executioner’s stance
● Allow cooldown to tick during “Volley Fire”/”Executioner’s stance”, but increase
cooldown from 25s to 35s, meaning achieving a higher uptime on “Volley Fire” will
reward you more.
● Talent “Counter-Fire” - Added Scab Stalkers as Volley Fire Targets
● Fixed issues where the “Volley Adept”/”Executioner’s stance” didn’t activate when
reloading Combat Shotguns or Stub Revolvers

Combat Ability - Infiltrate
● Daemonhosts will now be able to see Veterans using Infiltrate, to avoid cases where
players can aggro a Daemonhost and make it attack other players.
● Reduced Infiltrate cooldown from 60s to 45s
● Increased Infiltrate duration from 6s to 8s

Combat Ability - Voice of Command
● Reduced cooldown from 45s to 30s
● Added stronger stagger to “Voice of Command”, will now be able to stagger
Monstrosities and Mutants.

Talent “Only in Death Does Duty End”
● Increased cooldown increase from 33% to 50% - With the reduced cooldown of
“Voice of Command”, this adds up the same 15 s extra cooldown. (33% of 45 is 15,
50% of 30 is 15)

Talent “Duty and Honor”
● Increased toughness gained from from 50 to 100 and duration from 10 to 15
● Fixed an issue where the ability didn’t play sound effects.

Talent “Deadshot”
● Moved from percentage of max Stamina to flat Stamina, 0.75 stamina per second,
0.25 per shot.

Talent “Exploit Weakness”
● Increased from 2.5% Brittleness to 10% and set max stacks to 2
The Description currently reads Rending, but should say Brittleness

Talent “Rending Strikes”
● Reduced from 15% to 10% Rending to all weapons.
With the Class Overhaul we also changed how Rending was calculated, resulting in it
being more effective than before. This resulted in ‘Rending Strikes’ being stronger
than we anticipated.

Talent “Keep Their Heads Down!”
● Increased Ranged Attack suppression from 25% to 50%

Talent “Demolition Team”
● Corrected the description to state that only the Veteran receives a grenade.
The gameplay change was already in, but the description didn’t get updated properly.


Blitz - Big Friendly Rock
● Reduced replenish cooldown from 60s to 45s
● Increased Maniac damage
● Increased impact VS Monstrosities. Stones thrown to the head of Monstrosities will
now stagger them.
● Lowered chaining time from wield to the aim throw - This will reduce the time until the
player can throw the stone, allowing for more reactive gameplay.

Blitz - Ogryn Frag Bomb
● Armour Modifiers Close Damage (near, far):
Unyielding : 200%, 200% to 325%, 200%
● Armour Modifiers Far Damage (near, far):
Carapace: 75%, 37.5% to 100%, 37.5%
Unyielding : 187.5%, 100% to 262.5%, 112.5%

Combat ability - Loyal Protector
● Fixed an issue where Daemonhost was behaving weirdly after Ogryn Loyal Protector
● Fixed an issue where the ability didn’t play sounds effects for other players

Combat ability - Point blank Barrage
● Fixed issue where the ability would not trigger Talent “Reloaded and Ready”
● Talent “Light ‘em Up“ - Reduced Stacks of Burn from 3 to 2

Talent “Batter”
● Reduced number of bleed stacks applied from heavy attacks from 6 to 4.

Talent “Pained Outburst”
● Fixed an issue where the talent would return 100% Toughness instead of 25% and
would replenish Toughness if knocked down.

Talent “Dominate” *
● Reduced from 30% to 15% Rending on Elite kills.


● Tweaked Enemy base health on all difficulties, with focus on bigger Elites to make
them stay alive a bit longer, and for the Conflict Director to not spawn as many:
○ Mutant base health from 1900 to 2000, is now the same base health as
before the Class Overhaul patch.
○ Bulwark base health from 1500 to 1800
○ Crusher base health from 1500 to 1800
○ Dreg/Scab Rager base health increased from 800 to 1200
○ Scab Mauler base health increased from 1200 to 1500
● Added new backstab sound for Elites
● Increased heavy stagger thresholds for Crushers, Maulers and Reapers
● Lowered push force applied by Scab/Dreg gunner shots by around 70%
● Tweaked Scab Stalker combat ranges to increase distance where they switch from
melee to ranged attacks
● Scab Shooter can now trigger “On successful dodge” procs.
● Fixed so Scab Bomber will only drop his grenade once pin-pull sound is played

● Fixed issue that caused more flamers be able to be spawned at the same time than
● Added more aggressive speedrunning prevention spawning
● Fixed an issue where the Monster Specials Condition could fail to set weakened

● Improved dodging when Mutant charges players around corners, added extra wall
collision raycast

Plague Ogryn
● Lowered Plague Ogryn stomp radius

Beast of Nurgle
● Tweaked Beast of Nurgle slime slow from 50% to 20%
● Fixed a crash that could occur if two Beasts of Nurgle tried to consume the same

General Weapon Changes

Full details on damage values, armour modifiers, etc. are found further down.

● Reduced Bleed damage from 200 to 175

Dev Note: This was 40 before Patch #13 Class Overhaul

● Increased sprint acceleration for ranged assault sprint weapons (E.g Infantry
Autoguns, Recon Lasguns, etc.)
● Fixed so Recoil doesn’t increase while crouched for some weapons
● Rending no longer increases Stagger strength

Duelling Swords:
● Changed chain windows on all swords to have faster access to weapon special
● Adjusted cleave values
● Slightly increase power on stab heavy attack
● Improve armour damage modifier vs Unyielding/Flak on stab heavy
● Changed chain windows on all swords to have faster access to weapon special

Heavy Swords:
● Set same damage profile for 1st and 2nd target

● Increased Maniac armour damage modifier

● Faster auto reload after shooting hip/zoomed
● Increased power.
● A bit tighter spread with ADS (Aim Down Sights)
● Minimum pellet hit count changed from 10 to 16 for both hip fire/ads on all Armour
types except Flak/Unyielding.

Grenadier Gauntlet:
● Tweaked values on melee attacks to make it more viable.
● Fixed an issue where heavy melee attacks did not allow for talents such as “Batter”
to proc as intended.

Ripper Guns:
● Reduced base reload speed from 30% to 20%.
● Slightly reduced ammo reserve.

Force Swords:
● Fixed an issue with the smart targeting of the force sword push follow up being overly
● Increased the lights and heavy attacks damage, with a bit increased cleave and
● Changed Force Swords dodge limit from Infinite to 5 (same as Combat Knife)

Dev Note: We believe infinite dodges aren’t healthy for the balance of the game and
decided instead to give Force Swords the same dodge count as the Combat
Knife(one of the best dodging weapons). This change was made together with an
overall bump in Force Sword damage and cleave output to compensate for the
dodge loss and other weapons power increase.

Infantry Lasguns:
● Improved sprint ready up time for all Lasguns
● Improved hipfire recoil/spread for all Lasguns
● Increased power.

● Increased power
● Reduce sprint ready up time
● Slightly increased fire rate
● Tweak recoil, spread, stability to be far less severe, focused on stability even when
● Tweaked the input buffer so as to reduce the feeling of lost inputs

● Added 1 more dodge
● Switched Crucis Mk II Thunder Hammer’s push follow up to be light sweep.
● Switched Ironhelm activated strikedown heavy sweeping profile to heavy single
target profile, meaning it will be more effective against single targets.
● Switched Ironhelm chain from pushfollow to heavy 3 for easier access

● Crusher has been changed to be more of a fast, crowd-controlling, headshotting
focused weapon.
● Added 1 more dodge
● Tuned lights/heavies damage profile to be more efficient, with focus on headshotting.
● Increased heavy hitbox length from 1.15 to 1.4.
● Tuned up attack speed.
● Switch push followup to light sweeping with higher finesse.
● Reduced light and heavy activated explosion radius, larger decrease on light attack.

Tactical Axes:
● Atrox Mk II
○ Tuned up single target damage for Light 1 and Light 3

Ogryn Club:
● Increased the speed of heavy attacks on “Brunt’s Basher” Mk IIIb Bully Club
● Slap
○ Tuned down impact a bit to avoid juggling enemies in the air.
○ Fixed so slapping a weak spot can stagger stronger elites, such as Crushers.
Combat Swords:
● Added chain to heavy attack 1 from push follow up and slightly increased the chain
● Devil’s Claw Mk VII push followup switched to single target damage profile, following
attack changed to a sweeping profile, meaning the first attack will be more useful
versus 1 target and the following attack more useful with multiple targets.

Combat Axes:
● Achlys
○ Added chain to heavy attack 1 from push follow up, slightly reduced the chain

Headhunter Autoguns
● Bash weapon special
○ Tweaked hitboxes to be a bit easier to hit
○ Increased speed of normal/heavy bash
○ Added chain window from hip shoot so shooting won’t lock you out from firing
as much.
● Vraks Mk III Headhunter Autogun
○ Tweaked recoil behaviour
● Vraks Mk VII Headhunter Autogun
Dev Note: Vraks Mk VII has been changed to be more of a semi-automatic sniper, high damage and finesse but with slower fire rate. The firing sound has been changed to a more heavy version to reflect this change. *
○ Tweaked recoil behaviour
○ Increased damage per shot
○ Decreased fire rate
● Agripinaa Mk VIII Headhunter Autogun
○ Changed burst time from 0.175 to 0.1

Braced Autoguns
● All Braced Autoguns:
○ Replaced push on weapon special to sweep.
○ Add stagger reduction on bash hit, higher on weak spot hit
○ Tweaked hitboxes to be a bit easier to hit
○ Increased speed of normal/heavy bash

● Bash weapon special:
○ Replaced push on weapon special to sweep
○ Add stagger reduction on bash hit, higher on weak spot hit
○ Tweaked hitboxes to be a bit easier to hit
○ Increased speed of normal/heavy bash
● Power increased

Infantry Autoguns
● All infantry Autoguns: changed crit effect to be a less flash-bangy one. Should be
less blinding to get a lot of crits.
● All infantry Autoguns: increase ammo clip and reserve.
● Agripinaa Mk I Infantry Autogun
○ Tweaked recoil, fixed faulty crouch settings that caused recoil to go up when
○ Reduced recoil on first 3 shots
○ Increase recoil when moving to more around x2 of stationary
● Columnus Mk V Infantry Autogun
○ Tweaked recoil, reduced horizontal by a lot, fixed faulty crouch settings that
caused recoil to go up when crouching.
○ Increased sprint speed.
○ Increased dodge.
○ Changed damage profile to be more effective at close range, far range falloff
○ Set same falloff range as other infantry Autoguns
○ Slightly reduced vertical recoil
● Graia Mk VIII Infantry Autogun
○ Tweaked recoil, fixed faulty crouch settings that caused recoil to go up when
○ Increased sprint speed.

Force Staves
● Tweaked fire times on Force Staves with a projectile primary attack (Nomanus Mk VI
Surge Force Staff, Equinox Mk III Trauma Force Staff, and Equinox Mk IV Voidstrike
Force Staff). Fire time is now 0.1s, up from 0.025s, and the animations and time
scales have been tweaked to better match the fire time.
● Special attack bash
○ Slightly faster
○ Changed damage profile to be similar to other bash changes, high stagger on
weak spot hit, higher on heavy, more cleave on sweep
○ Increased hitbox range
○ Tweaked chain timings
○ Fixed the impact sfx/vfx on special attack bash to be blunt

Ogryn Cleavers
● Fixed so uppercut special can stagger heavy targets, such as Crushers.

Orox Mk II Battle Maul & Mk III Slab Shield
● Increased push radius from 3.25 to 4
● Tuned chain timings

Standard-issue Munitorum Sapper Shovel
● Tune chain timings
● Increased damage of lights and heavies

Catachan Mk III Combat Blade
● Tweaked up light/heavies, tune chain windows
● Added innate 25% backstab damage bonus to heavies.

Power Swords
● Munitorum Mk VI Power Sword block cost reduction by 25%
● Activation can be cancelled to block 0.3s in, keeping the activation

Dev Note: This change was made to make Munitorum Mk VI Power Sword more focused on
defensive chaining, by allowing the block chain to be activated. The activation animation also
matches the block animation so the transition from block → activate is smoother.

● Activated attack power buffed significantly; Heavies with a focus on horde clear,
lights for dps or smaller target counts, push attack weak spot hits for carapace and
unyielding damage.

● Chain timing from start next projectile set to quell chain time
● Slightly reduced the previous 70% buff applied to secondary fire to tune down
extreme damage on high health targets.

Surge Staff
● Added gibbing to Surge Staff kills

● Reduced sway to make aiming trajectory more reliable
● Added crosshair during reload

Human Shotguns
● Upped ammo pools.
● Increased Armour damage modifiers vs unarmoured, infested, maniac and

M35 Magnacore Mk II Plasma Gun
● Increased power
● Increased cleave
● Increased finesse

● Changed aiming of grenades to update aiming trajectory up to the point of throwing
the projectile.

Blessing Changes

Fire Frenzy

● Changed from “Attack Speed” to “Close Damage”.

● Close Damage

○ 7%, stacking 5 times.

○ 8%, stacking 5 times.

○ 9%, stacking 5 times.

○ 10%, stacking 5 times.

Stripped Down

● Stripped Down has been fully reworked into a solely Ranged Attack Immunity

blessing, thus the Sprint Speed bonus has been removed. We want to keep

Movement Speed bonuses in the Talent Tree layer instead.


● Changed from triggering on Melee Kill to Close Kill.

● Added stacking of bonus, up to 5 stacks.

● Reload Speed:

○ 14% to 7%

○ 16% to 8%

○ 18% to 9%

○ 20% to 10%

● Duration (Infantry Autogun): [Tiers 1-4] 2.5s.

● Duration (Braced Autogun): [Tiers 1-4] 2.5s.

● Duration (Autopistol): [Tiers 1-4] 2s.

● Duration (Recon Lasgun): [Tiers 1-4] 3.0s.

● Duration (Laspistol): [Tiers 1-4] 3s.

● Duration (Revolver): [Tiers 1-4] 4s.


● Cooldown:

○ 5s to 5s.

○ 5s to 4.5s.

○ 5s to 4s.

○ 5s to 3.5s.

Ruthless Backstab

● Rending Bonus:

○ 35% to 90%.

○ 40% to 100%.

○ 45% to 110%.

○ 50% to 120%.


● Burning Maximum Stacks (Recon Lasgun):

○ 8 to 10.

○ 10 to 12.

Can Opener

● Brittleness Stacks:

○ 5 to 10.

○ 6 to 12.

○ 7 to 14.

○ 8 to 16.

Bug Fixes


● Fixed several issues where buff icons were not behaving as expected

○ The icon for the Blessing “Brutal Momentum” is now only shown when active,

instead of always

○ The icon for the Psyker Talent “Kinetic Flayer” is now shown when active

○ The icon for the Psyker Talent “Mettle” is now shown when active

○ Fixed an issue where the icon for the Ogryn Talent “Massacre” didn’t update

correctly when at max stacks

○ The icon for the Ogryn Talent “Maximum Firepower” is now shown when


○ The icon for the Veteran Talent “Fire Team” is no longer shown

○ The icon for the Veteran Talent “Leave No One Behind” is now shown when

active, both for the player moving towards or reviving a knocked down player,

and the player being revived.

○ The icon for the Veteran Talent “Tactical Reload” is now shown only while


○ The counter on the icon for the Zealot Talent “Blazing Piety” now starts at 0

instead of 1

● Fixed an issue where grenade icons in the team HUD were shown as red/empty for

players that had cooldown based Blitz abilities. Now the icon will remain white for

those players. Additionally fixed an issue where the icon would show the wrong

colour sometimes.

● Fixed issues with non-localised or missing values in texts for the following Blessings:

○ Fire Frenzy

○ Punishing Salvo

○ Speedload

○ Inspiring Barrage

○ Stripped Down

● The mission lobby timer should no longer overlap other UI elements while in the

Talents tab

● Fixed an issue where the cursor would still be visible in some menus while using a


Weapons, Curios, Blessings, and Talents

● Fixed an issue where the rating value for Perks on Curios displayed the incorrect

numbers. This issue was purely visual, and the game will now display the actual

numbers the item always had.

● Fixed an issue where the Blessing “No Respite” could stack infinitely

● Fixed an issue where the Blessing “Man-Stopper” on shotguns affected melee


● Fixed an issue where the Blessing “Thrust” would not always wind up to max stacks


● Fixed issue where the shell loaded from a Weapon Special action on Combat

Shotguns was not fired if shooting immediately after reloading with enough +%

Reload Speed

● Fixed an issue where Surge Force Staves didn’t show hit indicators when damaging


● Typo fixed in Veteran talent “Close and Kill”

● Fixed an area around the combat ability in the Psyker tree, where talent node paths

would allow for incorrect navigational behaviour, this is only a visual change *


● Fixed an issue where the text for a Psyker talent would show up as unlocalized

● Penance descriptions should now consistently refer to the correct Class in all


● Fixed localization of talents in the Class creation screens

VFX, SFX, and Animation

● Fixed an issue where Toughness damage SFX was only played when getting hit by

ranged attacks

Mourningstar and Mission Board

● Fix for long loading times into the Mourningstar caused by very long running DNS


● Fixed an issue in the Mission Board screen where Secondary Objective text would

remain if the focus swapped from a mission with Secondary Objectives to one



● Fixed a crash that could occur when aiming down sights or bracing a weapon and

getting interrupted by an attack

● Fixed an issue where players entered a crouching state after sliding if Hold to Crouch

was disabled

● Fixed an issue where the display on Auspexes wasn’t visible when spectating during


● Fixed an issue where explosion kills sometimes did not get reported correctly to the

kill feed

● Fixed a crash which would occasionally happen when using a gamepad in the Social


● Fixed a crash occurring when starting the game with a computer sound device that

has been removed/no longer exists

● Fixed an issue where Wargear presets would not save properly if making changes

when the mission lobby timer ended

● Fixed an issue where the game would still accept action inputs while text chat was


● Fixed an issue where weapons cosmetics could not be shown on Operative while

inspecting them in the Commissary

● The default option should now always be “Accept” when receiving a Mission Request

while using a gamepad

● Fixed an issue while using the Inspect options in the Cosmetics menu where

zooming and toggling mannequin/operative preview would trigger from the same


● Fixed name and description text for the Zealot cosmetic “Krieg Fatigues (Marked by


For Part 2 of the Patch notes please click here

*: Changes for final version of patchnotes.


We have won.


yall are aware that dueling sword 4 is in a very good spot in current patch, correct?

The buffs are quite confusing to say the least




Smite is gonna be worthless now.


A lot of excellent changes. Keep them coming!

We are currently working on an update to the Veteran’s Talent Tree, including Keystones, which will be coming in a future patch. We hope that these changes to your Abilities will still be interesting enough and open up for a few more build paths, while we finalise the larger update.

Does it mean that the atrocious ammo sustain on Veteran is also going to be adressed one way or another? That’s quite a bummer on long, difficult Auric games, unless you just go for melee-centered or lasgun build.

Oh, and obligatory: get rid of the locks so we can finally tinker with builds without chaining ourselves to the Hadron Slot Machine.


We all knew this was basically a bug waiting to be fixed, right? This and Rippergun ammo taking a hit makes me think MAYBE there’s someone concerned about the gameplay working there still.

Also thanks for not forgetting the glorious blunt weapons. Thunderhammers should definitely keep 2 dodges in my opinion, they work well in the current game (except the various bugs on Ironhelm I hope you’re aware of). 3 dodges would be a nice supplement to the Crusher’s anemic damage, though.

Also sad that I won’t be able to make enemies fly back and forth with slaps anymore, that was my favorite part of its chain rate buff.


Great, but was hoping that the Revolver would get the same treatment, I did see that it’s getting some buff on the 3rd part but not on the ammo

Was wondering when that would be changed

No space

While using certain staff casts as well as casting BB, dodging always was my preferred way of movement.
It was always nice to have the option to quickly swap to a force sword and get a proper dodge range, in order to evade a dangerous incoming attack.

I hope it won’t be too bad to adjust to.

Would you consider adding infinite dodges (or more dodges/a faster dodge count reset) to the psyker blitz abilities?
All other blitz abilities are “hit and forget”.
Psyker blitzes are basically like weapons, are wielded for a longer time and basically require channeling, while the player is slowed down.
Having slightly better dodges while wielding no weapon and being in “caster mode” would be pretty neat.


Well, that’s a lot of changes and, from start I can tell, it looks like it’s all going in a good direction and nothing too painful as far as the nerfs go.

I’ll miss being able to zoom around with Stripped Down.

Someone else will have to chime in, but thoughts on the Vraks Mk VII ammo nerf? I don’t use it much, but this change just caught my eye when I saw it



I’m sure this will not be bugged at all.

Speaking of bugs, nothing about random elite pack spawns right in front of you or even ontop of you?


from an ogryn POV I like a lot of these changes.

Bleed/fire tuning was needed.

I’m disappointed that Bombs Away/box didn’t get some kind of buff and the other 2 did. I feel box was already lagging behind the other 2 in the first place, now buffing them while box remains unchanged makes it an even less desirable pick.


I pretty much only played Ogryn, but I did play around with Smite Psyker as well. I know that the infinite lightning was a bug but I really do feel like it needs some kind of buff when it’s working as intended. I feel I would prefer lower peril generation than increased damage.


Amazing patch. Thank you Fetthaj!

The new bugs that bothered me the most are getting fixed, the nerfs were all justified and the buffs are all welcome.

Especially the Veteran. I love all classes, but veteran really felt like it needed help to keep up.

EDIT: Oh, but I will never forgive you for removing the psyker crabwalk (joking)


I thought this was intended. Made trappers a massive skill check since on getting caught you are always guaranteed to get hot by three sources of fire damage.

Edit: That typo is staying in

You might as well unfix that right now, lmao.

Much needed, can’t wait

Of all the things to be happy about, this is the highlight here.


And again no mention of the stucked penances since preorder beta.

Just make a script that runs on maintance and checks the complete conditions of penances again, might run a bit but should resolve the issue.


Will you fix broken penaces? Like the hit enemies with Box of Hurt one for Ogryn?
Will you add new penaces for compensate for the new abilities and such? Maybe even more free cosmetics too?


Some nice changes overall, and I’m sure we can judge them better with actual data, but this one seems like a mistake:

So one useful, and fairly situational utility of this unpopular ability is being removed? This ability is a meme in the community as it is, mainly because you cannot do any damage whilst channeling. Back to the drawing board with this one. You should be able to use 1 handed weapons whilst wielding the relic or do decent damage with every pulse.


I do disagree with this, I would much rather have more enemies than health sponge enemies. I really enjoyed how frequently stuff would spawn, that felt like the right kind of difficulty for me.


Welcome to console gaming. Instead of addressing our year old complaints about the game performance, spawn rates will be reduced to accomodate consoles.


What was the point of the “Kinetic Presence” change?