Devoted Rejects,
You are now reading pt. 2 of the patch notes for Secrets of the Machine Gods.
[Part 1] [Part 2]
Additional Weapon Changes
- Atrox Mk VII Tactical Axe
- Increased the range of the Light 2 and Light 3 attacks to be more in line with the Light 1 range, to avoid missing on the following attacks when chaining light attacks at the very edge of the weapon range.
- Tweaked the hitbox of the Light 2 attack to be more aligned with the crosshair position.
- Duelling Sword Mk II
- Aligned chain timing for the Heavy 2 attack to be equal when chained from every attack.
- Devilâs Claw Mk IV
- Fixed the icon in the Inspect screen for the Light 3 attack to display the correct attack type (changed from Strikedown to Vanguard).
- Cadia Mk XIIIg Assault Chainsword
- Changed the Heavy 3 attack to chain into Light 3 instead of Light 1 to allow for a Vanguard attack loop.
- Deimos Mk IV Blaze Force Sword
- Fixed an issue where an incorrect push direction was used if an enemy survived the Heavy 2 attack. It will now correctly push enemies away from you, instead of sending them to the right.
- Autoguns
- Lowered the amount of hits that do increased damage on a critical hit string:
- Colmnus Mk V Autoguns from 4 to 3
- Braced Autoguns from 3 to 2.
- Lowered the amount of hits that do increased damage on a critical hit string:
- Locke Mk IIb Spearhead Boltgun
- Increased ammo reserve from 80 to 100.
- Obscurus Mk II Blaze Force Sword
- Added a new Heavy Strikedown damage profile for the Heavy 1 attack that suits the actual attack better, including slightly better Weakspot / Critical Hit values.
- First Target:
- Damage increased from 100-200 to 150-350
- Stagger increased from 4-8 to 7-15.
- Second Target:
- Damage reduced from 80-160 to 60-130.
- First Target:
- Added a new Heavy Strikedown damage profile for the Heavy 1 attack that suits the actual attack better, including slightly better Weakspot / Critical Hit values.
- Maccabian Mk II Duelling Sword
- Fixed a bug where the Heavy 1 attack dealt less damage than it was supposed to do.
- Fixed an issue causing melee weapons to get blood spatters when hitting inanimate damageable objects such as explosive barrels.
Talent and Blessing Tweaks
Dev Note: This is part of ongoing prep work we are carrying out for itemization as we rebalance existing weapon blessings. We are curious to collect player thoughts and feedback as we continue optimizing.
- âBrutal Momentumâ weapon blessing: Removed Ogryns as possible enemies whose Hit Mass can be ignored.
Dev Note: The âBrutal Momentumâ blessing paired with powerful Strikedown attacks (like the special activated attack on Ogryn folding shovels) led to possible one-hit kills on multiple stacked Ogryn-type enemies, like Crushers. This expanded too much out of the single target nature of those Strikedown attacks, and also made Strikedown weapons which did not have access to the blessing to feel comparatively less useful in situations where they should have excelled.
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âRun ânâ Gunâ
- Close Damage while sprinting: 10% â 12%.
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âPerfect Strikeâ
- Now also grants 7.5% Crit Chance.
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âSurgeâ
- Now also grants 5% Crit Chance.
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âFocused Channellingâ
- Now also removes 30% of Charging Movement Speed Penalties.
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âBlazing Spiritâ
- Tier 3:
- Stacks Per Crit: 2 â 3
- Max Stacks: 10 â 9.
- Tier 3:
-
âSunderâ
- Now also grants 20% Heavy Melee Damage.
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âMan-Stopperâ
- Now also grants 15% Bonus Impact.
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âAdhesive Chargeâ
- Now also grants 15% Damage vs Ogryns and Monstrosities.
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âInfernusâ
- Tier 3:
- Stacks per crit: 4 â 3
- Max Stacks: 10 â 9.
- Tier 3:
-
âCeaseless Barrageâ
- Suppression Bonus: 20% â 10%
- Damage vs Suppressed: 6% â 4%.
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âBlaze Awayâ
- Power Level: 8% â 7%.
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âPoint Blankâ weapon blessing: Fixed an issue where the blessing failed to trigger from kills with the primary weapon.
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âTake a Swingâ weapon blessing: Fixed an issue where the bonus weakspot damage failed to be added upon triggering the blessing.
Psyker
- Changed âPerfect Timingâ to trigger once per hit, instead of once per attack.
Ogryn
- Fixed an issue where the talent âBullet Bravadoâ failed to replenish toughness when shooting projectile-type weapons (e.g. Rumbler, Grenadier Gauntlet).
- Fixed an issue where the Close Range Damage bonus from the Ogryn âThick of the Frayâ talent was applied also to damage from the primary melee weapon.
- Fixed an issue where stacks of the keystone talent âFeel No Painâ would be removed incorrectly also when successfully blocking an attack, or when hit by friendly fire.
- Fixed an issue where the talent âPacemakerâ could fail to be triggered.
- Fixed an issue where the talent âCrunchâ failed to be triggered if the talent âNo Pushoverâ was also selected.
- Fixed an issue where the Blitzes âBig Box of Hurtâ/âBombs Awayâ and âBig Friendly Rockâ would fail to instakill Poxbursters and special Mutants spawned from the related Maelstrom mutator.
- Increased the interval in between explosions of âBig Box of Hurtâ from (0.3 - 0.5) To (0.4 - 0.8).
Dev Note: This will reduce the overlap of the staggers, to allow for a slightly longer total Stagger Duration for those hit by the explosions.
Zealot
- âPunishmentâ
- Impact per Stack: 30% â 5%. The âUninterruptibleâ bonus still remains the same.
Dev Note: A total of 150% Stagger left very little room for other bonuses such as âHammer of Faithâ and various Weapon Blessings.
- âChastise the Wickedâ and âFury of the Faithfulâ
- 100% Rending â 100% Melee Rending
Dev Note: This talent was always intended to emphasize the melee prowess of Zealots allowing them to charge up to enemies and devastating them with their melee attacks. This change is made to bring this talent back to its intended purpose.
Combat
- Bolt-type Explosions
- Bolt-type explosions are now always the same size, no matter if they hit or kill.
- Added additional damage to the explosion when killing an enemy.
- Removed the VFX explosion effect on close range hits where the bolt does not have time to prime the explosive package.
- Fixed an issue where the visual targeting effect of the secondary attack of Trauma Force Staves was mismatched to the actual explosion radius.
- Fixed an issue where it was not possible to cancel into a block while starting an heavy attack with Force Swords.
- Updated reflector pattern and colour of weapon flashlights. There are now specific styles of flashlights used for Infantry Lasguns, Recon Lasguns, Infantry Autoguns, and the Shredder Autopistol, instead of all sharing the same.
- Fixed issue that could cause some players to be left behind when hogtied players were moved further ahead.
- Made improvements to placement of rescued hang ledged players to avoid them being placed on the wrong floor.
- Fixed an issue where players grabbed by a disabler enemy could fall through elevator floors once released.
- Fixed a multitude of hang ledges issues.
- Changed so that all player shots ignore body mass from other players.
Dev note: Before, only attacks from specific weapons were able to go through players, but now shots from every weapon should be able to.
Enemies
- Fixed a crash that could occur when dodging into enemies while performing a chain-weapon sawing attack.
- Fixed a case where enemies could appear burned also from non-burning effects.
- Fixed a case where the Pox Hound leap could fail if staggered during approach.
- Fixed Martyrâs skull doors being already opened by enemies.
Missions
Smelter Complex HL17-36:
- In the mid event enemies can now path to the platform above the elevator and can shoot from there.
- The end event now has a new stage where players turn valves to restart the smelter.
- Minor tweaks and adjustments to the end event area, added guardrails and covers for enemies.
- Tweaked the difficulty of the event spawning to provide a better challenge.
- Reduced camping scenarios by the extract door at the end event.
- Fixed enemies that could spawn inside the Martyrâs skull room.
- Re-worked the area after the airlock in The 'Fab to have a more organic game flow and in-world purpose.
Dev Note: With this change we wanted to show a bit more of the ongoing battle for Tertium and how itâs affecting pre-existing areas and structures.
- All corruptors in The Foundry will now be active from the start, allowing players to choose their approach. Additionally, weâve made some performance improvements and art updates to the area.
Dev Note: We wanted to try adding some more agency to events, please let us know what you think of this more open approach.
Enclavum Baross:
- The mid event now has more spawn locations for enemies.
- The mid event now has power core spawners more spread out.
- The end event now has the lower part of the landing pad as an enterable area.
- The location for the batteries in the âLower the Skylinkâ event section have been moved around, and additional variety to the enemy spawn locations has been added to the side spaces next to the control room.
Mercantile HL-70-04:
- Tweaks and adjustments to the end event layout.
- Added a drop leading into the end event area.
Dev note: The corridor leading to the end event funnelled enemies into a too easily defended chokepoint, and therefore was the de facto best area for players to fight in, ultimately turning most of the huge play space to be unused. This change will force players to enter the arena proper and engage straight on with enemies.
- Fixed an issue where enemies could spawn inside an unintended area of the penance puzzle.
- Fixed indestructible heretical icon.
- Fixed issues with the pickup spawning.
Consignment Yard HL17-36:
- Added more spawn locations and teleporters for enemies.
- Removed a hacking point on the balcony in the mid event and expanded the open space to add another hacking point there. Increased the amount of enemies spawned on the balcony and intensified the event.
- Increased the number of AA-guns that are needed to be destroyed in the end event and decreased the fortification time afterwards to compensate. Increased the overall intensity of the event.
Magistrati Oubliette TM8-707:
- Added more covers to allow more ranged combat to happen over the chasm before the mid event.
- Added more spawners and teleporters for enemies.
- Made it possible for enemies to shoot from above in mid event and increased the amount of places where they could drop down to make it harder for players to camp the spawns. Increased overall intensity of the event.
- Increased the amount of spawners and intensity of the end event.
- Added a lever in the Martyrâs skull puzzle area to prevent players to get softlocked.
Silo Cluster 18-66/a:
- Added more enemy spawners.
- Changed spawners and enemy pathing in the end event.
- Tweaks and adjustments to the geometry in the end event.
- Minor general tweaks to covers and hang ledges.
Ascension Riser 31:
- Minor tweaks to event enemy spawning and smoother level collisions to provide better player navigation.
- Fixed location where enemies could spawn and clip through a wall.
- Fixed an issue where players could land on top of an elevator and get stuck.
Excise Vault Spireside-13:
- Minor art and layout changes.
- Added an additional decode location in the mid event.
Chasm Logistratum:
- Moved the end event respawn beacon location.
- Tweaked geometry and covers, especially in the broken tunnel section for smoother player navigation.
- Removed a ladder at the end event and replaced it with crates.
Chasm Station HL-16-11:
- The end event traitor captain now spawns inside one of the two trains.
Power Matrix HL-17-36:
- Minor layout changes.
- Added a side walkway above the steel conveyors in The 'Fab to broaden the traversal options.
Dev Note: This area would often become a very tight and unforgiving corridor, the new side path connects it up in a way that should alleviate it and give a new one-way backtracking drop.
- Fixed a spot where players could end up floating mid air.
Refinery Delta-17:
- Fixed players not respawning at the mid event respawn beacon before its activation and completion.
Hab Dreyko:
- Minor tweaks and adjustments to level for smoother collisions and layout.
- Fixed an issue where Ogryn characters could pick up the Martyr skull without solving the puzzle.
Comms-Plex 154/2f:
- Tweaked the difficulty of the event spawning to provide a better challenge.
Vigil Station Oblivium:
- Added line of sight blockers to prevent snipers from shooting through walls in a specific location.
- Added more spawners and variety of enemy compositions in mid event.
- Reworked parts of the end event to make the gameplay space less filled with chokepoints. Increased the overall intensity.
Warren 6-19:
- Fixed an issue where enemies could potentially open the gate to the penance puzzle.
Relay Station TRS-150:
- Fixed places where players could find a way to get out of gameplay space.
Archivum Sycorax:
- Fixed walls that would not break when monstrosities broke through it.
VO and Audio
- Fixed an issue that caused âout of ammoâ sounds to play every frame when trying to shoot automatic fire weapons without any ammo in reserve nor magazine.
- Added custom VO lines for Zealot Chorus of Spiritual Fortitude.
- Added more banter responses for female Veteran Cutthroat.
- Hestia may now be a mission handler for Enclavum Baross.
- Implemented male Zealot Fanatic killstreak responses.
- Added some new Mourningstar announcement VO.
HUD/UI
- Using the Tactical Overlay now blocks interactions in the Mourningstar.
Dev Note: This was done to avoid triggering other actions in the Mourningstar while browsing the tactical overlay.
- The Change Tactical Overlay Tab key can now be rebound.
- Fixed issues where the auspex would not aim directly towards some scan targets.
- Fixed an issue where the âTitle Colour in The Mourningstarâ and âTitle Colour in Missionsâ options didnât reset when selecting âReset to default settingsâ.
- The locked emotes now show on all emote slots when looking at equipping them in the inventory.
- Fixed an issue where a player could sell the wrong weapon because a new weapon got selected after the confirmation timer started.
Cosmetics
- Voice modulation effects granted from a large amount of cosmetic headgears are now more noticeable than before.
- Added opacity dithering to hair, which will improve the overall quality of hair rendering.
- Fixed an issue where boots could clip with pants on multiple Zealot lower body cosmetics rewarded from Penances.
- Fixed an issue where the Veteran âVeteranâs Sentry Uniformâ cosmetic upper body right hand was clipping through the glove.
- Fixed an issue where the arms would clip with the vest on the sides of the Ogryn âHired Muscle Leathers (Sub-level 101)â upper body cosmetic.
- Fixed the Psyker âScryerâs Mantle With Psykhana Collarâ headgear cosmetic removing hair completely.
- Fixed an issue where ponytails would clip on the Psyker âWitchshroudâ headgear cosmetic reward.
- Fixed the Veteran âArges Pattern Augmeticâ headgear cosmetic incorrectly removing eyebrows.
- Fixed instances of the âMortis Rag Maskâ headgear cosmetic clipping with the ears.
- Fixed clipping issues on the Zealot âCowl of the Avengerâ headgear cosmetic reward.
- Fixed some minor visual issues on the Veteran âAtoman Pattern Combat Helm with Rebreatherâ headgear cosmetic.
- Fixed an issue where the Zealot âKrieg Greatcoat (Marked by Faith)â upper body cosmeticâs shoulder candle light did not show up as intended.
- Fix for an issue related to clipping on the Zealot âEcclesiarchy-Approved Diadem (Words Of Faith Pattern)â headgear cosmetic while viewing it in your loadout.
- Fixed an issue where the Zealot âPhaeton Pattern Rebreatherâ cosmetic headgear failed to modify the operativeâs voice.
Miscellaneous
- Fixed an issue where button mapping could be reset or incorrect on controllers when booting up the game if a non-default layout was selected.
- Fixed a text issue in the descriptions of the Veteran Executionerâs Stance talent and other talents referencing it.
- âCompletedâ in the penance menu is now translated into other languages.
- Addressed a uniform infringement on an NPC Guard stationed by the Psykhanium on the Mourningstar.
Missed Patch Note(s)
- There is a known bug for the Antax Mk V Combat Axe where the stats appear incorrectly. This is visual only and there is a hotfix coming in 1.4.1.
- âInvocation of Deathâ
- Can now only trigger once per attack.
Dev Note: While class Abilities are really fun to use and a key part of a character build, they are also balanced around their cooldowns.
However, the Abilities cannot find a healthy balance when the cooldown can vary by large degrees due to Ability Cooldown Reduction effects.
We are therefore looking to rebalance the Ability Cooldown Reduction instances which result in extremely high uptimes of Abilities.
Invocation of Death, combined with the Zealotâs crit-focused kit, led to unhealthy situations when paired with huge cleaving strikes into multiple enemies; the new version will still be a really valuable pick in the talent tree, but not as overpowering as before by normalizing the amount of cooldown reduction awarded to players when fighting elites or hordes, with single target or cleave based weapons.
Additional Missed Patch Notes (added 28 June, 2024):
Note: Itâs our bad for not catching these sooner, and it was not our intention to keep these from players. Thank you to the players who helped point them out!
Faster Groaners
- To differentiate Groaners from Poxwalkers, their movement speed has been increased by approximately 18%.
Dreg Rager Attacks
- To further distinguish Dreg Ragers from Scab Ragers, Dreg Ragers now have faster combo attacks to better match their non-armored bodies.
Scab Rager Headshot Damage Adjustment
- Removed headshot damage reduction (was 15%) from Scab Ragers.
Shooter Changes
- Scab Shooters now have a tighter shot spread, making them more threatening at range. While they still have ranged damage falloff, they will be more consistent in how they hit players at range.
- Additionally, Scab/Dreg shooters will now stay in cover longer (and remain exposed longer) with a reduced cooldown between sprays, making cover-taking enemies more of a threat but also enhancing the viability of player weapons that apply suppression.
Reaper Faster Movement and Shooting
- Reapers now move slightly faster when shooting while moving, making it more challenging to evade them once they commence their attack.
Ogryn
- âToo Stubborn To Dieâ talent
- Changed from being calculated multiplicatively to additively.
Veteran
- âKrak Grenadeâ blitz
- Increased Close Damage: 2000 â 2400
Indignatus Mk IVe Crusher
- Windup time for the Heavy 1 attack from 0.5 to 0.53
- Windup time for the Light 2 attack from 0.1 to 0.12
- Chain time after the Light 2 attack to the Light 3 / Heavy 1 attacks start from 0.55 to 0.62
- Windup time for Light 4 from 0.17 to 0.13
- Light 4 attack speed time_scale 1.2 to time_scale 1.1
- Push Followup attack speed time_scale 1.1 to time_scale 0.9.
Warren 6-19:
- Destructible mission objectives will take reduced ranged damage
Dev note: This change was done while tweaking the newly added ice blocks used in Clandestium Gloriana, to invite players to be up close and personal when approaching these types of objectives instead of just blasting them from afar.