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Warhammer 40,000: Rogue Trader

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Made in a close partnership with Games Workshop, Warhammer 40,000: Rogue Trader is a story-rich classical RPG from Owlcat Games,…

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Changelog

Hotfix 1.6.1.514 is live!

Fixed
  • Fixed the epilogues abruptly ending in a few cases for the heretical conviction if certain choices were made
  • Glaito will no longer sometimes disappear after the Vheabos-VI mission
  • Fixed a loud weapon firing sound that sometimes could persist after cutscenes in the Infinite Museion
  • Fixed character being stuck in animation and not ending their turn when using Furious Assault with Ogryn Grip

Lord Captains, hotfix 1.6.1.514 is live!

We've fixed a few annoying bugs often reported by the community:

  • Fixed the epilogues abruptly ending in a few cases for the heretical conviction if certain choices were made;

  • Glaito will no longer sometimes disappear after the Vheabos-VI mission;

  • Fixed a loud weapon firing sound that sometimes could persist after cutscenes in the Infinite Museion;

  • Using Furious Assault with Ogryn Grip sometimes led to the character being stuck in animation, not ending their turn - fixed.

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.

As usual, it may take up to 48 hours for this update to appear on consoles.

Update 1.6.1.511 is live!

Added
  • Added missing background images to some epilogues
  • Added additional reactivity for Eogunn to several key places including Pasqal's second quest and Tirkuaz-4
  • Added subtitles in all languages for the Hymn of the Lost at Zarkov
  • Added additional clarifying objectives and quest markers to multiple The Infinite Museion DLC quests
Changed
  • Improved dialogue with Deathwatch Captain and added additional Ulfar and Eogunn reactivity
Fixed
  • Fixed bug with Blade Dance and Assassin abilities not working with Scourging Strikes talent and Where It Hurts ability
  • Fixed Assassin's talent Imminent Demise to properly scale damage from attacks
  • Fixed epilogues related to Malice, Abel, the Commissar, Achilleas and Clementia displaying incorrect portraits
  • Fixed missing epilogue for leaving companions in the Bottomless Pit
  • Fixed multiple Zarkov-related epilogues not being displayed
  • Fixed epilogues related to Tirkuaz-4 not displaying if certain choice was made
  • Fixed epilogues related to Nuncius not displaying if certain choice was made
  • Fixed DLC3 companion banter having incorrect conditions
  • Fixed Eogunn sometimes inserting comments meant for another conversation
  • Fixed Eogunn's options not correctly displaying in Zarkov Chronicles 1 and 3
  • Fixed bug allowing repeatedly calling Solomorne to the bath, causing dialogue to break and equipment to disappear
  • Fixed Seberian still appearing on voidship bridge after being given away
  • Fixed missing character banter on Marazhai's quest
  • Fixed self surgery event appearing when player already knows truth about Nuncius
  • Fixed Vedka and Janur dying in battle with the Drover

Lord Captains, Update 1.6.1.511 is live!

In it, we're fixing the annoying bug with Blade Dancer and Assassin abilities, a lot of narrative and epilogue fixes, additional reactivity for Eogunn, enemies becoming immune to attack during the first turn of combat, and more.

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.

As usual, it may take up to 48 hours for this update to appear on consoles.

Please be aware of the plot spoilers below!

Patch Notes
Narrative
  • Epilogues related to Malice, Abel, the Commissar, Achilleas and Clementia were displaying incorrect portraits - fixed;

  • Leaving some companions in the Bottomless Pit lacked an epilogue - fixed;

  • Fixed an issue causing multiple Zarkov-related epilogues to not be displayed;

  • Epilogues related to Tirkuaz-4 were not displayed if a certain choice was made - fixed;

  • Epilogues related to Nuncius were not displayed if a certain choice was made - fixed;

  • Added missing background images to some epilogues;

  • Some DLC3 companion banter had incorrect conditions and never popped up - fixed;

  • Eogunn will no longer sometimes insert his comments that were meant for another conversation;

  • Eogunn's options were not correctly displayed in Zarkov Chronicles 1 and 3 - fixed;

  • Fixed a bug which made it possible to repeatedly call Solomorne to the bath, causing his dialogue to break and equipment to disappear;

  • Added additional reactivity for Eogunn to several key places, including Pasqal's second quest and Tirkuaz-4;

  • Fixed Seberian still appearing on the voidship bridge after being given away;

  • Added subtitles on all languages for the Hymn of the Lost at Zarkov;

  • Improved the dialogue with the Deathwatch Captain and added additional Ulfar and Eogunn reactivity for it;

  • Fixed some missing character banter on Marazhai's quest;

  • Self surgery event will no longer appear if we already know truth about Nuncius;

  • Vedka and Janur will no longer die in the battle with the Drover;

  • Added additional clarifying objectives and quest markers to multiple The Infinite Museion DLC quests;

  • Added an option to give the core to the Adeptus Mechanicus after the return from Tirkuaz-4;

  • Reworded an errand about waiting for the end of Zarkov excavation for better clarity and understanding how long the player needs to wait;

  • Abelard will now make his comments regarding the Krieg soldiers in time, not a few encounters later - your trusted Senechal is not THAT old yet;

  • Fixed a broken dialogue with Marazhai, Heinrix and Yrliet at the Spire;

Yrliet
  • Fixed a bug causing the bath cutscene with Yrliet to have a long odd pause in the beginning;
Mechanics
  • The Death from Above and Blade Dance ability didn't work with Scourging Strikes talent and Where It Hurts Ability - fixed;

  • Assassin's talent Imminent Demise now properly scales damage from attacks;

  • Clenched Teeth was sometimes not working - fixed;

  • Fixed a bug causing enemy reinforcements that arrive during combat to become immune to single target damage until they make at least one turn;

  • Killing Trazyn while he is under effect of Lord of Histories no longer breaks the fight;

  • Commorragh debuff will be now correctly removed from Pasqal if the xeno augmentation was removed;

  • Fixed a bug during the battle with Chronomancer which could cause Zorael to stay in combat forever if the Chronomancer was killed before his arrival;

  • The augmentation screen is no longer available during the Heartless Arbites scenario and Kibellah's search at the Lower Decks;

  • Trazyn will no longer use Mindshackle scarabs on the Rogue Trader;

  • Assassin's talent Imminent Demise now properly scales damage from attacks;

  • Captain Walz sometimes refused to die, locking the combat - fixed;

Items
  • Malpian Shroud will no longer deal an additional instance of massive base damage when used with Kick or Slice;

  • in some rare cases consumables (grenades, medkits) could not be equipped onto a companion - fixed;

UI
  • Fixed a few issues with formula display for abilities;

  • Genetor Ferrenz and Vivisector Martinax were sometimes displayed on the map despite not being there - fixed;

Visuals
  • Eogunn's body will no longer disappear after installing certain augments;

  • Improved some cutscenes at the Cage;

  • Improved Seberian's soldiers animations at Zarkov;

  • Improved the Krieg battle cutscene;

  • Lasguns were sometimes losing textures after the wielder's death - fixed;

Audio
  • Fixed Level-up window missing some sounds.
Miscellaneous
  • The Infinite Museion achievement will no longer require keeping Seberian alive;

  • Kill the Xenos! achievement had a typo in its code that caused it to never pop up - fixed;

Hotfix 1.6.1.494 is deployed

Fixed
  • Fixed ship levelling problem where all levelling options are now displayed correctly

Lord Captains!

Vile chaos shenanigans were put to an end – we dropped a hotfix for the ship levelling problem. Now all the levelling options are displayed correctly.

Update 1.6.1.493

Added
  • New epilogues and improvements to existing epilogues that interact with the Infinite Museion DLC content
  • Missing colonization lines for Eogunn
  • Helpful advice from one of the guards at the Survivor Camp recommending to shoot the root
  • Additional companion reactivity and polished existing reactivity at the Sector Bionica
  • Additional flavour text to the augments at Commoragh
Changed
  • Returned the Favourites tab in the level up screen
  • Polished visuals and narrative across the Infinite Museion areas
  • Improved performance of enemy AI during AoE ability selection
  • Reduced Eogunn's friendly fire potential
  • Buffed the Ogryn Grip augment to allow wielding 2-handed weapons in one hand
  • Reduced area of effect of some of the Drover's attacks on Zarkov
  • Reduced Charge Distribution explosions damage from Eogunn's INT to Eogunn's INT Bonus times 3
  • Added upper limit for Wounded Beast and Facing the End talents bonuses
  • Reworked texts in Zarkov Chronicles 1, 2, and 3
  • Made multiple adjustments to the dialogue with the Deathwatch Captain and added additional reactivity for Ulfar and Eogunn
  • The Navigators enemies will more often prefer to use Lidless Stare
Fixed
  • Fixed the annoying torpedo bug in space combat
  • Fixed desyncs caused by the augmentation system
  • Fixed freezing cutscenes caused by familiars running for hidden loot
  • Fixed extremely long loading time of the saves list if at least one save file was damaged or unreadable

Abelard, introduce the big post-release update 1.6.1.493!

Highlights:
  • Added a number of new epilogues and improved the old ones that interact with the Infinite Museion DLC content;

  • Added missing colonization lines for Eogunn;

  • Polished a lot of visuals and narrative across the Infinite Museion areas;

  • Returned the “Favourites” tab in the level up screen;

  • Reduced Eogunn’s friendly fire potential;

  • Buffed the Ogryn Grip augment that allows to wield 2-handed weapons in one hand;

  • Fixed the annoying torpedo bug in space combat;

  • Fixed desyncs caused by the augmentation system;

  • Got rid of Yrliet’s doppelganger in Commorragh;

  • And much more!

Please 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.

Please be aware of the plot spoilers below!

Patch Notes
System and stability
Optimization
  • Improved the performance of enemy AI during AoE ability selection;
Lag and freezing
  • Fixed freezing cutscenes caused by familiars running for hidden loot;

  • Fixed an extremely long loading time of the saves list if at least one of the save files in the folder was damaged or unreadable;

  • Fixed freezing during the battle with Captain Sargona;

Narrative
General narrative changes
  • The color of Word Bearer armours is now correctly described in the dialogues;

  • The “Condemned ” and “The Baleful Howl” quests now fail correctly in Act 5;

Epilogues
  • If the player chose to give away Nomos (you monster!), all of the epilogues could break - fixed;

  • Fixed multiple cases where incorrect epilogues related to The Infinite Museion DLC would be displayed;

  • Corrected and improved a lot of The Infinite Museion epilogues, and added a handful of new ones;

  • Fixed problems with multiple epilogues not appearing;

Lex Imperialis Content
  • Fixed a sudden dialogue break with Ruoldo on Thassera;

  • One of the cutscenes at the Heartless sometimes failed to start, sotflocking the game - fixed;

The Infinite Museion Content
  • Added missing Eogunn's options to colonization events;

  • Made multiple adjustments to the dialogue with the Deathwatch Captain and added additional reactivity for Ulfar and Eogunn in that dialogue;

  • In a dialogue with the Deathwatch Captain, one option was popping up despite conditions not being met - fixed;

  • Reworked some texts in Zarkov Chronicles 1, 2, and 3;

  • Added a helpful advice from one of the guards at the Survivor Camp, recommending to shoot the root;

  • Fixed multiple error speaker cases across the Infinite Museion content;

  • Added some additional companion reactivity and polished some existing reactivity at the Sector Bionica;

  • Fixed multiple broken dialogue options in the dialogues with Batoshski;

  • Some Eogunn’s interrupts were appearing even if he was not present in the party - fixed;

  • Nuncius no longer shows as Error Speaker on multiple occasions;

  • Fixed getting stuck in Seberian's bridge dialogue if asking him about certain events;

  • One of the obelisks could be repaired and at full health if Vedka was descending to the Temple - fixed;

Yrliet
  • A second Yrliet will no longer appear at the Reaving Tempest Spire, potentially softlocking the playthrough;
Act III
  • It was impossible to loot a corrupted body part for the Haemonculus quest - fixed;

  • Added some additional flavour text to the augments at Commoragh;

Mechanics
Balance
  • Some of the Drover’s attacks on Zarkov have had their area of effect reduced;

  • Eogunn can no longer apply Echopulse to allies affected by Galvanic Field via Transonic Wave;

  • Eogunn can no longer deal damage to his allies affected by Galvanic Field with arc rifles' additional lightnings;

  • Pasqal's Axial Fortification no longer increases all incoming damage, only Shock;

  • Eogunn can no longer retransmit Galvanic Field to himself via the Servo-Skull Swarm;

  • Charge Distribution has its explosions' damage reduced from (Eogunn's INT) to (Eogunn's INT Bonus * 3);

  • Wounded Beast and Facing the End talents got upper limit for their bonuses. Due to the change for the number of traumas these two talents got about x1.5 increase in effectiveness making them incredibly powerful. We've wanted to scale it down on the high end, lowering it to the old maximum;

General
  • Blade Dance Ability didn't work with Blood Oath ability - fixed;

  • Invulnerable enemies are no longer affected by the minimal damage settings;

  • Lidless Stare now correctly deals damage to turrets;

  • Necron Chronomancer's Causality Breach sometimes failed to enforce its turn timer on a character's second extra turn in a round - fixed;

  • Trazyn Archeovist of Solemnace's Temporal Shift will no longer be triggered by actions performed by Seberian;

  • Trazyn Archeovist of Solemnace's Temporal Shift incorrectly counted certain actions twice, especially noticeable with the Overseer and Operative archetypes;

  • Fixed an error causing some skillchecks on the voidship bridge in Act II to have incorrect difficulty;

  • Weapon bonuses could affect damage-over-time effects in some cases when they shouldn't have - fixed;

  • Excellence was working on resistance tests forced by enemies - fixed;

  • The base damage of the Served Cold ability was not displayed - fixed;

  • Turn could fail to end if the enemy was killed by the Force Couple augment ability - fixed;

  • The Navigators enemies will more often prefer to use Lidless Stare;

  • Charge Distribution explosions no longer deal damage to targets affected by Galvanic Field;

  • Using Ogryn Grip together with the Shotgun Mastery feature would prevent the character from being able to use shotgun's weapon abilities - fixed;

  • Psykers could summon a daemon through Perils of the Warp in the prologue despite the restriction that should have made that impossible - fixed;

Items
  • Improved the rewards for multiple puzzles in the Infinite Museion content;

  • Psyker's Breastplate no longer gives +1 Psy rating for each psychic phenomena. Now it only works for Perils of the Warp, but gives +2 for each instead. We have noticed that it provides an easy way to increase your psy rating beyond any reasonable amount with very little risk for the user. This item was meant to be a risky way to gain power, and it once again will be.

  • Combi-tool of Manipuli now clarifies that it requires Potential Energy to use Energy Concentration;

  • Updated the icon for the Combi-Tool of Manipuli;

  • Pungent Smoke Grenade effect dealt 20 Toxic damage instead of applying 20 levels of Toxin - fixed;

  • Adaptive Servo-Struts leg augment was not upgrading Half Cover to Full Cover in some cases - fixed;

  • Disturbed stacks applied by Xenospasm Grenade were removed all at once instead of 1 per round - fixed;

  • Changed Holy Vestment bonus to scale off Ferrum Sanctum instead of Reject the Flesh rank. This was a long time coming change since we've always wanted to add a way to mechanize Pasqal more, and with the introduction of augments into the game it's finally the time;

  • Positive and negative features from Left and Right versions of Bionic Arm Implant were not working together - fixed;

  • Pneumatic Assault Grapple will now always attempt to move the target to the closest available tile;

  • Some augment tooltips displayed 0 instead of the actual values when previewing an augment that was not yet installed - fixed;

  • Removed damage penalty from all Ogryn Grip arm augments. Added a small damage bonus to MK-II version;

  • Ghost Helm no longer triggers for ally attacks. While we appreciate the resourcefulness of our community, the amount of ways to "always dodge ally attacks" made this abused too widely;

  • Multimeltas incorrectly had 6 RoF listed despite not having a burst-fire attack - fixed;

  • Locations

  • Pasqal will no longer randomly change location on the bridge after save-load;

  • Nuncius will no longer sometimes bug out on elevators, remaining in a different zone to the rest of the party;

  • Merovian Guards will no longer be levitating at Zarkov;

  • Familiars sometimes appeared in encounters meant for the Lord Captain only, such as Zarkov arena combat - fixed;

  • Fixed multiple pathing issues at the Infinite Museion;

  • On Tirkuaz-4, selection no longer drops from the party members after the cutscene;

  • On Tirkuaz-4, sometimes the return to the voidship was blocked - fixed;

  • On Tirkuaz-4, companions could sometimes remain standing in the air or fall as the container started to move - fixed;

  • On Tirkuaz-4, characters sometimes jumped very high when trying to reach the satchel - fixed;

  • Fixed some missing textures at the Epitaph;

  • Fixed some missing textures at Commorragh;

  • Fixed some verticality issues in DLC3 locations, where in some places it was impossible to attack or interact from a different height;

  • NPCs no longer hover in mid-air during the confrontation between Chorda and Vladaym;

  • Pilot will no longer continue to stand near the crashed shuttle like nothing happened;

  • At the Freight Line, it’s no longer possible to fall under the elevator;

  • The secret room at Sector Bionica will now have the camera centered at its entrance when it’s unlocked;

  • Fixed some incorrect cover hitboxes at the Freight Line;

  • Improved pathing of elevators on multiple locations;

  • Fixed the opening of an empty crate at Zarkov;

  • You can no longer initiate combat from the second floor at the Upperway;

Art and Visuals
General
  • Some facial hair types clipped through certain helmets - fixed;

  • Retinue members who are visibly augmented by default will now retain their "classic" augmented visuals even if those are replaced with other augments in the augmentation menu. The newly installed augments will still override the character's default augment capabilities;

  • Transonic cannon color adjusted;

  • Heldrake statue in the Museion has been slightly improved;

  • Fixed visuals of the augmented crowd coming to thank the Lord Captain after allowing them to use the Sector Bionica - they will no longer look like Chaos mutants;

  • Minor updates to colony chronicles design;

  • Vedka will now receive a new version of the portrait upon becoming a governor;

  • Batoshski got his Commissar’s cap back;

  • After one of the cutscenes on Zarkov, the Lord Captain could become stuck with his weapons always unsheathed - fixed;

  • Hiding boots through the appearance menu no longer hides the leg implants;

  • Minor visual improvements in various places on Zarkov;

  • Minor visual improvements in various places in the Infinite Museion;

  • Fixed clipping issues with multiple torso augmentations;

  • Fixed flickering textures at Dargonus Palace;

  • Fixed a missing portrait for Solomorne during one of the dialogues;

  • Improved some Dargonus Exhibition visuals;

  • Added missing power backpacks to Sisters of Battle at Dargonus;

  • Krieg armours had some clipping issues - fixed;

Cutscenes
  • Minor improvements to the Magnae Accessio ceremony cutscene;

  • Added a small cutscene for exploding the door at Rykad Philia;

  • Visual improvements to the Museion cutscenes;

  • Fixed the long pause during a cutscene at Eurac-V;

  • Removed a long pause after a cutscene with Calcazar at the Epitaph;

  • Calcazar no longer disappears for a few seconds during cutscenes;

  • Improved the Warp visual effects after the destruction of the dampening device in Commorragh;

Animations and Visual Effects
  • Improved the death animation for the tendrils of the frontier world beast;

  • Fixed issues with fire visual effects displaying incorrectly on some locations;

  • Added a new visual effect for Trazyn’s staff;

  • The flame from the pipe now becomes visibly stronger after solving a puzzle at Tirkuaz-4;

  • Added an attack animation to the Rogue Trader after one of the dialogue answers at Zarkov;

  • Added multiple missing idle animations for characters at Sector Bionica;

  • Added appearance and disappearance effect for Valkyries at Dargonus Exhibition;

  • Electropriests had their attack animations missing after 1.6 - fixed;

  • Some visual effects didn’t resume after save-load at Dargonus Exhibition;

  • Enemies will no longer sometimes become stuck in shooting animations;

  • Fixed Eogunn floating too high in the Self-Knowledge quest;

  • Improved the visuals and effects of the puzzle at Dargonus Exhibition.

User Interface
QoL UI Improvements
  • Returned the “Favourite” filter button to the level-up screen;

  • In the Augmentations screen, enabling the "Hide unsuitable" filter was incorrectly hiding every augmentation, leaving the list completely empty. The filter now hides only augmentations that genuinely cannot be installed on the currently selected character — those that do not fit any of the character's augment slots, or that fail the character's installation requirements (such as origin or background restrictions). Augmentations that are valid for the character but currently locked behind an unmet augmentation tier remain visible, with their tier requirement still shown, so you can plan what to install now and later;

  • Soldier's Firearm Mastery remaining attacks are now shown above the Soldier's portrait as buff stacks;

General
  • Added unique icons to multiple augment abilities;

  • Fixed an issue where the Equip option was offered in the inventory item menu for items that could only go into a locked slot. The button is now hidden in the console additional menu and grayed out in the PC context menu, and attempting to equip into a locked slot no longer plays the equip sound — it shows the standard "can't insert" warning instead;

  • Fixed the Augmentations window so the right-click context menu can now be opened on locked, mechanicus, and other non-removable augment slots, allowing players to reach the "Info" option on any slot that holds an augment;

  • Fixed an issue in the Augmentations screen where opening the full item info via the “info” context menu would leave it stuck on the screen after closure. The information window will now close correctly;

  • Ricochet prediction displayed incorrect numbers - fixed;

  • Some Adeptus Astartes equipment had incorrect icons - fixed;

  • Fixed missing description in one of the DLC3 quests;

  • Updated the icon for Eogunn’s axe;

  • Necron timer will no longer remain visible on the screen during cutscenes;

  • Eogunn will no longer sometimes be shown twice on the minimap;

  • Party selection was sometimes lost after a cutscene dialogue when playing with a controller or on console - fixed;

  • Fixed an issue in the Augmentations screen where on console and with a controller, opening the window left focus on the left-side augmentation slots instead of the inventory cells;

  • Fixed “Bile Throw” ability description;

  • Fixed a bug with settings still sometimes duplicating in the character appearance customization window;

  • A handful of new abilities from The Infinite Museion DLC had incorrect AP costs displayed - fixed;

  • Blood-Fueled Cruelty ability description clarified;

  • Galvanized shot had an empty description - fixed;

  • Added missing descriptions to the interaction buttons at the Infinite Museion;

  • Some formulas of Eogunn’s abilities were displayed as always expanded - fixed;

  • Clarified and fixed descriptions of several augments;

  • Added an icon for the Tides of Time and Space Navigator ability;

  • Pasqal's Medicae Mechadendrite has a correct icon now;

  • Clarified the description of Ferrum Sanctum for new and especially returning players to explain why Abelard and Idira have them from the beginning;

  • The description for the "Spinning Blades" ability incorrectly displayed how many times this effect could stack - fixed;

  • Fixed scrolling from a controller in the main menu’s message of the day panel;

  • Fixed an issue in the Main Menu where the "Message of the Day" panel did not switch to its controller layout;

Character screen UI
  • Commissar’s Cap caused the origin headgear to be removed even if the display of helmet was set to “hide”;
Space and Colony Management UI
  • Exit button in planet management sometimes didn’t work - fixed;

  • Fixed an issue in the colony management projects list where executing a project with the "Show completed" filter disabled caused the selection to jump to an unrelated entry further down the list. Focus now moves to the nearest adjacent project instead, keeping the list position stable regardless of the filter state;

  • Fixed some of the new rumours from DLC3 not working correctly - fixed;

  • Some of the colony stat bonuses from the projects were incorrectly calculated for new colonies - fixed;

  • Vedka had an incorrect portrait during space events - fixed;

Audio
Sound
  • Frontier beast tendrils have received proper hit and death sounds;

  • Added additional sound effects for multiple cutscenes in the Infinite Museion;

  • Added additional sound effects to multiple cutscenes involving Eogunn;

  • Some loud screams of pain in the Survivor Camp at Zarkov are now less dramatic;

  • Improved the sounds of plant deaths at Zarkov;

  • Added a sound effect on the Time Loop Rewind cutscene;

  • Added a blood scanning sound to the interactive chest on Zarkov;

  • Added Mechanicus walla to Zarkov in the later state;

  • Fixed missing idle sounds of Arvus Lighter;

Music
  • Dark Heresy music sometimes continued to play after closing the pop-up window in the main menu;

  • Adjusted Music Playback in some dialogues on Zarkov.

  • Added Trazyn music theme to the first dialogue with him;

Space
Space Exploration and Colony Management
  • Added a quest marker to the Epitaph system;
Space Combat and Voidship Management
  • In space combat, launched torpedoes would often skip their turn and act at the very end of the round instead of the normal initiative - fixed;

  • During the combat with Wrath of Khaine, the ship will now decloak if all escort ships are destroyed;

Localization
  • Fixed a few cases where gender of the Lord Captain was not detected correctly in The Infinite Museion dialogues for Russian localization;

  • Minor improvements to Russian localization of some DLC3 dialogues;

Co-op
  • Fixed desyncs caused by displaying augmentation tooltips;

  • Fixed desyncs caused by moving platforms and elevators in cutscenes;

Miscellaneous
  • Added an autosave on the entrance to the Zarkov system;

  • Fixed an issue with multiple achievements being impossible to obtain;

Hotfix 1.6.0.482 is live!

Fixed
  • Self-Knowledge dialogue with Eogunn no longer breaks, and affected players receive Eogunn back into their party
  • Broken cutscene at the end of Kiava Gamma with the Daemon Engine
  • Multiple cases of familiars disappearing, with affected familiars recoverable at the bridge
  • Multiple co-op desyncs on locations with elevators
Removed
  • Party members icons from the middle of the screen during cutscenes

A new hotfix 1.6.0.482 is live! A few more issues were fixed:

  • Fixed the broken Self-Knowledge dialogue with Eogunn. Players who already experienced this issue will receive Eogunn back into their party.
  • Fixed a broken cutscene at the end of Kiava Gamma with the Daemon Engine;
  • Fixed multiple cases with familiars disappearing. If you already lost your familiar, simply come to the bridge to get it back.
  • Removed party members icons from the middle of the screen during cutscenes;
  • Fixed multiple co-op desyncs on locations with elevators;

Hotfix 1.6.0.475 is live!

Fixed
  • Inability to jump into the vent during the Void Shadows storyline
  • Possibility to gain access to Act V systems via Trazyn's Museion that was breaking the game

Lord Captains!

Yet another hotfix 1.6.0.475 is on the way, fixing two major bugs:

  • Inability to jump into the vent during the Void Shadows storyline - fixed;

  • It was possible to gain access to Act V systems via Trazyn's Museion, completely breaking the game - fixed;

We are delivering this hotfix quickly to stop the Act V problem from appearing again, but reverting the progress on existing saves requires more research and will come in other upcoming updates. If you had this issue in your playthrough, for now please load an earlier save.

We are sorry for the inconvenience.

As usual, consoles will get the update with up to 48 hours delay.

Hotfix 1.6.0.474 is live!

Fixed
  • Removed odd pauses in multiple cutscenes
  • Fixed duplicated buttons on hide/show UI on console
  • The first combat on The Heartless and on Janus will no longer become stuck
  • The ability icons will no longer sometimes gray out after cutscenes
  • Some polish font characters were displayed incorrectly in the game
  • Jocasta will no longer float in the air after the romance scene
  • When bathing, the female Lord Captain will no longer be completely underwater
  • Vladaym will no longer levitate in one of his dialogues

Lord Captains! We're deploying another hotfix 1.6.0.474 today, with the following fixes:

  • Removed odd pauses in multiple cutscenes;

  • Fixed duplicated buttons on hide/show UI on console;

  • The first combat on The Heartless and on Janus will no longer become stuck;

  • The ability icons will no longer sometimes gray out after cutscenes;

  • Some polish font characters were displayed incorrectly in the game - fixed;

  • Jocasta will no longer float in the air after the romance scene;

  • When bathing, the female Lord Captain will no longer be completely underwater;

  • Vladaym will no longer levitate in one of his dialogues;

The same update for GOG will arrive in a few hours. Consoles will receive it with a delay of 24-48 hours.

Hotfix 1.6.0.472 is live!

Fixed
  • crash during loading screens that sent players back to the main menu
  • timer in one of the locations remaining visible on the screen during cutscenes
  • localization display issue affecting Chinese text in dialogue with Ferrenz
  • Multi-Melta names arranged incorrectly
  • Calcazar remaining standing at the cogitator for a long time after cutscene finished
  • Error speaker in dialogue at Zarkov
  • Error speakers in dialogue at the Museion
  • incorrect Vedka portrait being shown under some circumstances

Following the release of the Infinite Museion DLC, we're quickly deploying a hotfix that will address a few issues, including the loading scene crash that a number of players seem to experience.

Patch Notes:

  • Fixed a crash during loading screens that sent you back to the main menu;

  • Fixed an issue where the timer in one of the locations remained visible on the screen during cutscenes. It is now hidden while a cutscene is playing and restored once it ends;

  • Fixed a localization display issue affecting Chinese text in the dialogue with Ferrenz;

  • Multi-Melta names were arranged incorrectly - fixed;

  • Fixed an issue where Calcazar could remain standing at the cogitator for a long time after the cutscene had finished;

  • Fixed Error speaker in dialogue at Zarkov;

  • Fixed Error speakers in dialogue at the Museion;

  • Fixed incorrect Vedka portrait being shown under some circumstances;

Abelard, introduce the sixth major update - 1.6!

Added
  • Added Halo of the Dark Apostle unique item granting +10 Toughness and enhanced ally damage during specific abilities
  • Added Tread of Corruption unique item granting +5 Agility, +1 MP, and free Kick ability
  • Added Daemonologist's Gauntlets unique item granting starting tactical advantage stacks and +5 Strength
  • Added Frost-Covered Amulet unique item granting +15 Initiative and Press the Advantage affecting summoned daemons
  • Added Ring of the Chaos Preacher unique item granting +10 Weapon Skill and Fellowship bonuses when daemons hit enemies
  • Added UI support for special archetype resources such as Lethality, Tactical Advantage, and Versatility
Changed
  • Reworked Uralon the Cruel with increased stats of up to +40, new abilities Dark Pact and Infernal Call, and seven new talents including Pleasure in Slaughter, Blessing of the Dark Gods, The Voice of Lorgar, Chains of Hatred, Profane Zeal, Master of Union, and The Dark Apostle's Patronage
  • Updated Uralon's daemon summons to fight on his side until the end of combat and gain bonuses from his Fellowship characteristic
  • Modified Inherent Blasphemy Pistol to include burst fire mode
  • Added Sweep attack to Uralon's Accursed Crozius
  • Increased Bloody Retribution Armour's Strength bonus by +30
  • Updated Pasqal and Forge World origins to interact with the augmentation system from The Infinite Museion DLC
  • Updated Operative and Assassin keystone features to work on additional turns
  • Improved scaling for many Operative talents
  • Reworked grenades to count as AoE attacks, apply critical hits, and receive bonuses from INT and Demolition
  • Redesigned talent selection UI to allow multiple filters and grouping
Fixed
  • Fixed numerous bugs throughout the game

Abelard, introduce the sixth major update!

Update 1.6 prepares the game for the release of the Infinite Museion DLC. It features a significant rework for Uralon the Cruel, changes to Pasqal and Forge World origins, Operative buffs, Operative and Assassin key features working on additional turns, QoL talent UI updates, a lot of bug fixes and more!

Highlights:

  • Uralon the Cruel and his daemons - massive mechanics overhaul;

  • Pasqal and Forge World origins updated to interact with the augmentation system from The Infinite Museion DLC;

  • Operative and Assassin’s keystone features now work on additional turns;

  • Many Operative talents have received better scaling;

  • Grenades have been reworked to count as AoE attacks, can crit and receive bonus from INT and Demolition;

  • Reworked UI for talent selection, allowing for multiple filters and grouping;

  • UI support for special archetype resources such as Lethality, Tactical Advantage, Versatility etc;

  • A lot of bug fixes!

The previous build (1.5.0.320) remains available through the beta branches. Use it if you have issues with mods or wish to finish your playthrough without the changes.

Please keep in mind that The Infinite Museion DLC will not function without the update, and saves made on 1.6 will not load on any of the legacy branches. We also do not guarantee compatibility of the legacy branches with co-op, future content and mods, will not be able to help with any issues or bugs you may encounter while playing it, and will not process any bug reports sent from the legacy branches.

Also 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.

And as usual, be aware of the plot spoilers below!

Patch Notes
Uralon the Cruel Rework

Following extensive player feedback, Uralon’s mechanics have received a massive overhaul in this update to better reflect his menacing nature. He is now a unique, capable and tough combat unit with abilities and talents that can turn the tide on the battlefield, exactly as a Heretic Astartes should. And so are his daemons.

We hope you will enjoy these changes:

Updated Heretic Astartes Origin
  • All Uralon’s stats have been increased by up to +40;

  • Uralon has received Charge, Kick and Combat Master abilities similar to Ulfar;

Updated Abilities

Dark Pact Uralon loses wounds equal to 20% of his maximum wounds, granting an ally +(wounds lost by Uralon + 2 × Heretical rank) temporary wounds.

Infernal Call Uralon randomly summons one of the following daemons: Pink Horror, Daemonette, Plaguebearer, or Bloodletter. That daemon fights on Uralon's side until the end of combat. This ability can be used again if at least 9 enemies were killed in combat;

New Heretic Astartes talents

These talents will significantly boost Uralon’s capabilities in combat:

Pleasure in Slaughter The character's FEL bonus is added to their Strength. Whenever an ally deals critical damage or kills an enemy, Uralon regains FEL bonus wounds. If the ally is a daemon, or Uralon himself performs the action, he regains twice as many wounds.

Blessing of the Dark Gods All supporting Master Tactician abilities possess additional effects. Whenever used on allies or Uralon himself, they grant a damage bonus that equals their Heretical rank. If the target of the ability is an allied daemon, it also gains +(2 × FEL bonus)% armour penetration and +3 MP. Whenever affected by Fervour, Uralon can target others with Linchpin, Inspire, and Strongpoint. Uralon's Finish the Job deals full damage.

The Voice of Lorgar As long as Uralon is conscious, Uralon's allies gain +1 AP for every 2 Heretical ranks they have.

Chains of Hatred All daemons summoned by Uralon gain a bonus to Weapon Skill, Strength, Agility, Toughness, Perception, Willpower equal to 50% of Uralon's Fellowship characteristic. Whenever a summoned daemon hits, Uralon gains +(10% of damage dealt by the daemon) stacks of tactical advantage (or +(25% of damage dealt by the daemon) stacks of tactical advantage, if the daemon scores a critical hit). Uralon's allies do not suffer from Manifestation of any daemons.

**Profane Zeal ** Whenever damaged, this creature gains a +1 damage bonus until the end of combat. Stacks.

Master of Union Uralon gains a deflection bonus equal to the total Heretical ranks of his retinue.

The Dark Apostle's Patronage This creature is immune to all negative effects of daemonic Manifestation.

New And Updated Unique Items

Scarce itemization has always been a major problem for Uralon. We’ve added a plethora of new available items for him and updated his existing items:

Inherent Blasphemy Pistol

  • Added burst fire mode to this weapon;

Uralon's Accursed Crozius

  • Added a Sweep attack to this weapon;

Bloody Retribution Armour

  • Added +30 additional Strength bonus;

Halo of the Dark Apostle The wearer has +10 Toughness. When Orchestrated Firestorm or Last Volley is active, all attacks made by summoned daemons deal +100% more damage and all attacks made by other allies deal +25% more damage.

Tread of Corruption The wearer gains +5 Agility and +1 MP. The wearer does not provoke attacks of opportunity when moving, and the Kick ability costs 0 AP.

Daemonologist's Gauntlets The wearer begins combat with (2 ×FEL bonus) stacks of tactical advantage. +5 Strength.

Frost-Covered Amulet The wearer gains +15 initiative. Whenever the wearer uses Press the Advantage, the ability also affects daemons summoned by the wearer.

Ring of the Chaos Preacher The wearer gains +10 Weapon Skill. Whenever a summoned daemon hits an enemy, the wearer gains a +1 bonus to Fellowship, or a +5 bonus if the attack scores a critical hit, lasting until the end of combat. Stacks.

Warlock's Signet The wearer gains +30 Lore (Warp). Whenever a target affected by the effect of Inspire performs a heroic act, the wearer immediately gains an extra turn.

Unholy Inspiration The wearer gains +15% armour. Whenever Press the Advantage is used, the number of tactical advantage stacks spent is converted to temporary wounds for the wearer.

Daemon Bug Fixes

Uralon’s Daemons had a number of miscalculated stats, incorrectly functioning or entirely non-functional abilities, and could lose their abilities mid-combat under certain circumstances. All these have been addressed.

Updated Origins

With the Augmentations coming in The Infinite Museion DLC, Forge World and Pasqal’s origins have been updated to better integrate and synergize with the new system:

Forge World Origin

Now provides additional augmentation slots;

Pasqal
  • Has received unique augmentation slots and unique starting augmentations;

  • Machine Spirit Communion – Formula adjustments: (2 x INT bonus + number of Tech Priests’s ferrum sanctum stacks). Now also applies a convulsion effect test that makes the enemy Staggered and increases shock damage suffered by +20% on failure. Also deals more damage to enemies with high Ferrum Sanctum and Reject the Flesh feature;

  • Manipulator Push – Deals (WS bonus + INT bonus + number of Tech-Priest’s ferrum sanctum stacks) damage.

  • Medicae Mechadendrite – Now reduces additional shock damage dealt to the target due to the ferrum sanctum effect by -5% per stack. Ally now regains 6 + [(Medicae/5 + Number of target’s ferrum sanctum stacks) wounds on use.

  • [New talent] Reinforced Servo-drive – Pushes additional enemies adjacent to Pasqal and to the main target;

  • **[New talent] Fusion of Flesh and Metal **– If Pasqal and the target of Medicae Mechadendrite have a total of 10 stacks of ferrum sanctum or more, the ability becomes available again.

System and stability
  • A save file created with DLC enabled could sometimes be loaded even if that corresponding DLC was later disabled, which caused all kinds of wild issues — fixed, it will no longer be loadable with an appropriate message;

  • Fixed various issues causing exceptions and excessive error log spam;

Crashes and softlocks
  • AI units sometimes wouldn't wait for other units to finish their actions before initiating subsequent actions in their turn, which could softlock the game - fixed;

  • Optimization

  • Optimized code used in several Familiar abilities, improving performance;

Lag and freezing
  • Fixed a case of massive FPS drop on systems with low memory on some Footfall parts;

  • Fixed errors occurring when selecting characters in locations, which could cause lag;

  • Fixed SurfaceHUD-related errors which could cause lag;

  • Fixed loading screen freezing before romance scenes;

Narrative
General narrative changes
  • Fixed an error speaker case in a conversation with Hieronimus;

  • Fixed a number of error speaker cases in conversations with the High Factotum;

  • Fixed a bug in Heinrix romance, where he could remain in the room and repeat the same dialogue over and over;

  • Heinrix could voice his suspicions over the potential corruption of Kiava Gamma even after the party has already been there and dealt with it - fixed;

  • Minor text adjustments for the dialogue with governor Drivestem regarding Sauerback and Gaprak families during the Magnae Accessio ceremony;

  • Fixed an empty dialogue option at Vheabos-6;

  • When agreeing to wait during Jae’s quest at the Administratum, the Rogue Trader could become stuck in a sitting pose (bureaucracy does horrible things with people) - fixed;

  • Certain circumstances related to Lex Imperialis events could cause Jae’s quest at the Administratum to become locked and impossible to finish - fixed;

  • The game now checks the cargo for quest items in addition to the normal inventory;

  • Cassia couldn't be recruited if during her recruitment cutscene she was standing in an area effect - fixed;

  • Jae now correctly reacts to psychic phenomena in combat;

  • Jae could comment on Act III events even if she was not there - fixed;

Lex Imperialis Content
  • Minor tweaks to Solomorne’s dialogue.

  • Solomorne’s romance epilogue will no longer be displayed if he was turned down at some point in the story or the player chose another over him;

  • Solomorne’s first personal quest will now correctly fail in the journal if ignored;

  • Familiars will no longer sometimes randomly pop up during visions and dreams;

  • Made slight visual and sound improvements for the discordant servitor orchestra;

  • Fixed a bug in the Administratum where the Master of Seals could disappear from the room completely without replacement after the events of the DLC;

  • Solomorne now properly ceases cleaning floors after being ordered to stop;

  • It is no longer possible to contact the trader that sells items for familiars, from Act V;

  • After removing Solomorne from the party, the associated quests will now correctly be failed;

  • You can no longer kiss Solomorne in the final dialogue if you already turned him down earlier;

  • Familiars no longer sometimes reappear in your party before you actually go through the events that let you return them, in Act III;

  • Executing or sending Solomorne into exile now correctly breaks up the romance with him;

Void Shadows Content
  • Sending Solomorne off with his report could break the Void Shadows storyline by skipping a certain state of the voidship bridge - fixed;
Yrliet
  • Yrliet will no longer mysteriously reappear on the voidship like nothing happened if she was left at Commorragh;

  • Yrliet will no longer ride an invisible bicycle after a dialogue with Jocasta on the Officer Deck;

  • Fixed a number of visual and dialogue bugs in Yrliet’s meditation quest;

  • Yrliet's quest description in the journal is now consistent with her own words about it. With these xenos you never know...

Act II
  • Fixed multiple error speaker cases on Footfall;
Act III
  • An iconoclast dialogue option related to the fate of Achilleas was available repeatedly - fixed;

  • In rare circumstances, Marazhai could avoid visiting his own recruitment scene. While this certainly did fit his fickle drukhari nature, we’ve forced him to come every time;

Act IV
  • Heinrix will no longer participate in the dialogue about Yrliet’s fate after Act III if he is not on the voidship;
Act V
  • If the player is allied to Calcazar and comes to Act V on his invitation, the message that the enemy at the gate was defeated is no longer displayed;
Mechanics
Balance
  • Commissar’s methods of raising morale and discipline no longer negatively affect Momentum (i.e. when someone dies from At All Costs!);

  • Damaging grenades now work as Ranged Area Weapon Attacks - they get bonuses from Intelligence (or Demolition, if you have a talent for that), they can crit and be dodged;

  • Assassin’s Aim for the Opening now works during additional and interrupt turns;

  • Operative’s Analyse Enemy now works during additional and interrupt turns;

  • Operative’s Fresh Target, Tide of Excellence, Ballistics Calculation, Comprehensive Analysis, Continuous Analysis, Improved Tactics, Offensive Pattern Prediction and Reactive Study talents have received a significantly better scaling;

  • Fleet Combat Training was not intended to work with AoE melee attacks and no longer does;

  • Ministorum Priest’s Zeal now gives a % damage per stack instead of flat damage. Rules for obtaining the stacks have been modified to account for this change;

General
  • In some cases, units could receive an incorrect amount of action points during interrupt turns - fixed;

  • Fixed a bug where Solomorne could get stuck in a prone condition at Thassera, blocking the departure from the planet;

  • Cyber-Eagle’s Proving Ground will no longer proc from other additional turn sources than the Overseer;

  • Flensing Faith is now calculated correctly, as written in the formula;

  • Generators won't have their blood spilled by Kibellah anymore;

  • Using the Commissar’s At All Costs! ability with burst pistols no longer incorrectly increases damage to enemies;

  • Some Psyber-Raven’s abilities stopped working until the end of combat if the raven got knocked out and then returned to combat - fixed;

  • In rare circumstances when attacking an NPC out of combat, other neighbouring NPCs didn’t get triggered, resulting in a battle with only that single unit - fixed;

  • Wisdom of the Tech Guards bonus worked on the whole party, not only the Rogue Trader as intended - fixed;

  • Fixed an issue where if a companion with an Overseer archetype and a familiar rejoined the party mid-combat (such as one of the random encounters on the voidship), it could cause the familiar to act independently as a separate unit in the initiative;

  • Grenadier talent is now correctly displayed in the Talents tab;

  • Aeldari chainswords now correctly spend MP after melee attacks;

  • Xenomercenary on the Heartless fight lacked some of the drukhari associated features - fixed;

  • Lead By Example now correctly gives a buff to the Officer on the third use of an ability;

  • Bladedancer’s Desperate Measures now correctly apply trauma even if the jump sequence ends early due to the lack of targets;

  • Theodora's plasma pistol will no longer overheat in the prologue. She's hot enough as-is.

  • Doing My Part talent now correctly works with the Executioner archetype;

  • Chorda’s Sawn Song sometimes caused her to become stuck in combat - fixed;

  • Plaguebearer's Putrid Abscesses effect was not working - fixed;

  • Momentum could not be gained during certain multi-phase encounters after moving to the next phase - fixed;

  • Fixed incorrect Veil degradation calculation on some Biomancy abilities;

  • Fixed incorrect armour calculation on some Pyromancy abilities;

  • Some effects from Eufrates-II encounters could persist after combat incorrectly - fixed;

  • Ranged abilities obtained from melee weapons could be parried, which looked very weird - fixed, it’s no longer possible to parry such abilities;

  • Fixed an issue where the Daemon Engine failed to gain an interrupt turn from certain damage types while Enraged. Additionally, the interrupt behavior now correctly triggers on subsequent attacks within the round, rather than immediately upon entering the Enraged state;

  • AoE attacks sometimes did not remove Exploits while still benefiting from them - fixed;

  • Forged for Purpose: Locomotion Systems now gives correct amount of MP;

  • Pasqal was missing the Analytics System from his Forge World background - fixed;

  • Reckless Strike now correctly makes the targeted enemy do a ranged attack against the attacker;

  • Soldier’s Never Stop Shooting talent could proc during additional and interrupt turns, which was not intended - fixed;

  • In rare circumstances, the AP cost of attacks with some weapons could become negative - fixed;

  • A number of abilities didn’t correctly reapply their penalties or bonuses after loading a save - fixed;

  • A number of abilities used only the character’s out-of-combat stats, ignoring the buffs during combat - fixed;

  • Flying Familiars could sometimes randomly remove Exploits from enemies they simply flew over - fixed;

  • Enemies would sometimes parry a ranged ability without actually being able to - fixed;

  • Blade Dance and Rock Saw attacks are considered a separate category for Archmilitant’s Versatility;

  • After finishing the battle with Uralon, the combat now resets before the next encounter;

  • “You. Serve me” now correctly interacts with the Servoskull Swarm;

  • Some abilities have received descriptions that their use may provoke Attacks of Opportunity;

  • Fixed a number of ability bugs in the combat with the Undying Emperor;

  • Heavy Webs talent now works correctly;

  • Assassin’s Witness status now properly displays its icon;

  • Assassin’s Lethality didn’t scale from Dodge Penetration correctly - fixed;

  • During the Echo of the Past quest, Idira will no longer try to use her Overseer abilities without Vesper nearby;

  • Multiple Imperial World, Fortress World, Nobility, Astra Militarum Commander and Commissar talents worked incorrectly under rare circumstances or didn’t interact with certain Archetype abilities or items. All these have been addressed;

Items
  • Navy Breacher Boots are no longer triggered by non-attack area abilities;

  • One of Aeldari armours added in 1.5 update didn’t have any description and effects - fixed;

  • Effects of Sacrifice and Renunciation of Weakness now correctly stack;

  • [Mars-Pattern] Bolt Pistol had incorrect AP cost of reload -- fixed;

  • Wolf Tooth Necklace was applying its effect inconsistently -- fixed;

  • Lex Imperialis items related to familiars will no longer drop if the player does not have the DLC activated;

  • You can no longer put Blade Shard into cargo. Although, we wouldn't recommend holding it close to your body either;

  • Von Valancius Cloak can now be worn by companions;

  • Some fusion guns lacked ability descriptions - fixed;

  • Added missing description for the unique feature of The Pyre;

  • Veilrender's effect now correctly interacts with Psy Rating gained from Shimmering Emulsion;

  • Bayonet Chain Knife now correctly interacts with Bayonet Strike;

  • Litany of Empyrean Fury was not working with non-attack Navigator powers - fixed;

  • Militant’s Cloak bonus now corr

Hotfix 1.5.0.320

Lord Captains! We’re deploying hotfix 1.5.0.320, which addresses an issue with Pasqal’s inventory, along with a few other minor fixes.

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
  • After Pasqal joins the party, opening his inventory causes a critical error and crashes the game - fixed;

  • Perils of the Warp that resulted in Psyker's untimely demise and a Daemon materializing now can't happen in the Prologue chapter. But after that — you're on your own against the warp;

  • Fixed some fire sounds being too loud;

Hotfix 1.5.0.307 is live!

Lord Captains!

We're deploying a hotfix 1.5.0.307, dealing with a number of UI issues related to abilities, such as being forced to reassign officer posts after void combat or icons not greying out after use.

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
  • Abilities added from assigned officers to the posts of your voidship could disappear after save/load - fixed. You will need to reassign officers to posts once for existing saves;

  • Removed an empty tab tagged "Very long name" at the character abilities screen;

  • Abilities sometimes would not grey out after use in combat - fixed;

  • Removing an ability from the action bar would sometimes duplicate it, with duplicated version being impossible to remove - fixed;

Hotfix 1.5.0.305 is live!

Lord Captains!

We're releasing a hotfix 1.5.0.305, getting rid of a bunch of annoying problems that popped up after the last big update, and adding some beautiful visual effects for Sanctic Psykers!

As usual, consoles may take up to 48 hours to receive the update.

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.

  • Talents that added abilities to weapons caused weapon bonuses to duplicate endlessly every time the game was loaded - fixed;

  • "No sorting" option in the inventory didn't work after 1.5, and the items were automatically sorted despite the option being enabled - fixed;

  • Certain achievements on GOG failed to unlock correctly, which in turn caused all other achievements to be blocked from being awarded - fixed;

  • Warrior's Rigorous Training talent didn't interact correctly with the Shearing Strikes talent, causing the MP to be spent - fixed;

  • Commissar's At All Costs! formula is now shown correctly in the tooltip;

  • Sword of Faith now uses a two-handed sword area of attack pattern, rather than one-handed;

  • Added beautiful new visual effects for Sword of Faith:

Hotfix 1.5.0.300 is live!

Hotfix 1.5.0.300 is live, dealing with a number of issues reported over the last few days.

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.

Please be aware of the plot spoilers below!

Patch notes:

  • Multiple Overseer abilities didn't work properly when used while stepping out from full cover - fixed;

  • Female Commissar's hat did not get removed by setting "Show Base Outfit Headgear" to off - fixed;

  • Base outfit hats were sometimes missing from the character generation screen and character inventory screen - fixed;

  • Some details could disappear from the base outfit when "Show Armour" was set to off - fixed;

  • Commissar's At All Costs! ability was dealing 100% more damage than it should have - fixed;

  • There were issues with selecting the 4th ability during level up for Soldier and Operative on console and when playing with a controller - fixed;

  • Emergency Injector has got its description back;

  • Some of the new Commissar talents had incorrect descriptions - fixed;

  • When playing on consoles or with a controller, it was impossible to change the appearance of mercenaries or change the Lord-captain's appearance using the mirror in the quarters - fixed;

  • When inviting Pasqal into the party for the first time, the character that was removed to give him a party slot, stayed in the party bar on the top of the screen - fixed;

  • The game could sometimes fail to load during transition between parts of a large location - fixed;

  • The Fractal Blade gave incorrect bonus to parry - fixed;

  • AI turns would sometimes fail to end properly after counter-attack with a burst-fire weapon - fixed;

  • Removed the {0} symbols that popped up in some colony project descriptions;

  • Returned the letters to some talent icons that lost them after 1.5;

  • Bringer of Terror was usable without Bolter Proficiency despite being a Heavy Bolter - fixed;

  • A cutscene in Anatomical Opera would sometimes fail to run, causing the location to become empty - fixed;

Hotfix 1.5.0.295 is out!

In this hotfix, we're dealing with a few annoyances that popped up after the massive 1.5 update.

These are the changes:

  • Malice portrait didn't display correctly for some players - fixed;
  • Fixed an issue where the game would sometimes crash to the main menu when switching locations;
  • Commissar's At All Costs! now works with all Inferno pistols;
  • Fixed missing chain textures on Thassera;
  • Fixed missing textures on some Servoskulls;

Abelard, Announce the Fifth Gargantuan Update - 1.5!

With the gargantuan update 1.5, the Koronus Expanse shifts once more. QoL updates, rebalance, a lot of new content and hundreds of bugfixes await. Step back aboard, Lord Captain!

Highlights:
  • 4 new NPC portraits: Malice, Commissar, Clementia Werserian, Abel;

  • 45 new Xeno and Astartes items;

  • Astra Militarum Commander, Ministorum Priest, Commissar and Navy Officer Origin rework;

  • 25 new talents and mechanical changes for rare and exotic weapons;

  • Lex Imperialis content polishing;

  • Convictions for Familiars;

  • Companion starting builds review;

  • Experience rebalance;

  • Ability rebalance;

  • Colonisation rebalance and reward updates;

  • Redistribution and changes to items, loot and vendor tables;

  • Hundreds of bugfixes, including Epilogue and Yrliet issues;

  • And much more!

The previous build (1.4.1.231) remains available through the beta branches. Use it if you have issues with mods or wish to finish your playthrough without the changes. Note that saves made on 1.5 won't load on 1.4.

Please note that we do not guarantee compatibility of this legacy branch with co-op, future content and mods, will not be able to help with any issues or bugs you may encounter while playing it, and will not process any bug reports sent from this branch.

Also 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.

Please be aware of the plot spoilers below!

Patch Notes
System and stability
Crashes and softlocks
  • The floor in the crematorium will now always break correctly - previously it could sometimes fail to trigger, causing a softlock;

  • The turn in combat no longer gets stuck if you hit an enemy with Reckless Strike and stun them at the same time;

  • The talent allowing to use two-handed shotguns in one hand could cause the game to freeze when switching the weapon between slots - fixed;

  • Saving and loading the game no longer causes two-handed shotguns equipped into a single slot through the effect of the talent to stop working until reequipped;

  • Quickly scrolling the stick in the character creation screen no longer crashes the game on PS5;

  • Loading an autosave before the cutscene at Eurac-V could cause a black screen - fixed;

  • Glaito will no longer sometimes disappear completely when entering the Bloodspun Web temple, locking the Lex Imperialis story;

  • Fixed an endless combat turn loop in one of the encounters at Rykad Minoris;

  • Fixed a number of crashes on PS5;

  • Fixed a number of cases where the game would load to 100% and freeze;

  • Familiars sometimes disappeared without a trace after a romantic scene with Cassia. While we know she has a... thing for animals (and birds in particular), this time it wasn't her fault;

Lag and freezing
  • Fixed a few problems that caused freezing during burst shots;
Narrative
Epilogues
  • Vladaym's epilogue will no longer appear if he didn't survive the unfolding events;

  • A Heretical Rogue Trader can no longer become the champion of the Dark Gods if he already ascended into something different in the ending, and that epilogue won't be shown in that case;

  • The epilogues related to the relationship between the Arbites and the von Valancius Dynasty will not be shown if the Rogue Trader has ascended into something entirely alien in the final scene;

  • The epilogue with Kibellah and Mattis played for Heretical Rogue Traders even if Mattis was dead - fixed;

  • Jae cannot both rule at Footfall and stay near the Rogue Trader in the epilogues at the same time anymore;

  • Improved epilogue slides related to Nomos;

  • Fixed narrative inconsistencies about Idira in Argenta and Jae epilogues;

  • Fixed inconsistencies in Abelard's epilogue related to Heretical conviction;

  • Fixed epilogue slides for Xavier Calcazar that contradicted each other;

  • Fixed contradictions in Kibellah's epilogues;

  • Fixed a number of contradictions in Cassia's epilogue slides;

  • Fixed a few rare cases where the same epilogue slide could show twice;

Yrliet
  • Going into the inner world in a romance scene with Yrliet no longer causes a sudden teleport to Quetza Temer with weird consequences;

  • Yrliet's quest description in the journal is now consistent with her own words about it. With these xenos you never know…

  • The option "Am I still unworthy of discussing your world and your kin?" will only appear after asking Yrliet about them with no success at least once;

  • Yrliet will no longer talk the Lord Captain off in a rude manner when asked about her kin after the final romance scene;

  • Yrliet will no longer come back from the dead in Act IV after being killed or given away to the Inquisition;

  • When deciding Yrliet's fate after Act III, some characters that comment on the situation would sometimes not be present on the bridge, and the camera would then pan into the black void when they are talking - fixed;

  • The epilogue slide with Corsair ending will no longer show for Marazhai and Yrliet if they got the Harlequin ending;

  • Fixed Yrliet's epilogue where she would become a corsair and never stay with the Rogue Trader even after fully completing the romance;

  • Fixed a number of broken answers in Yrliet companion dialogue, which caused some conversations with her to never appear;

  • An inquiry to Yrliet about Achilleas' fate no longer sounds like the Lord Captain asks the same question she just gave an answer for, again;

  • Epilogue slides about the future of Yrliet will no longer appear if she was killed;

Lex Imperialis Content
  • A lot of corrections to tone of voice, style of text and descriptions on Thassera;

  • A pass on consistency, tone of voice and style of Leethus dialogues;

  • Many corrections to tone of voice, language and dialogues of Solomorne Anthar to make them more consistent in style with the rest of the game and better reflect the character's personality;

  • A number of corrections to tone of voice and style of Rogue Trader's answers across other Lex Imperialis content to make them more consistent with the rest of the game;

  • Solomorne will no longer join, being multiple levels higher than the party.

  • Improved the dialogues with the Arbites at the Palace of Justice to be more consistent and coherent;

  • Improved multiple Dogmatic dialogue options at Thassera to better fit the conviction;

  • Various minor corrections to Solomorne's romance;

  • The xeno mercenary and the helmsman on the boarding mission from the Lex Imperialis expansion will now participate in the conversation;

  • The horseman in Maive's quest is now angry for releasing the horse, not for the noise caused;

  • Some commoner NPCs on Thassera inversely used each other's banter - fixed;

  • The dialogue where the Rogue Trader offers the Arbites to pick up Solomorne into their retinue, was replaced with an offer to take any Arbitrator - while we know that Solomorne is the companion in Lex Imperialis, your Rogue Trader does not. Yet.

  • Solomorne will no longer contradict himself in different conversations regarding the fate and traditions;

  • Solomorne now has reactivity to the Death Cult Temple;

  • Solomorne now has reactivity to completion of the Electrodynamic Cenobium;

  • Introduction dialogue with the Marshal has received an additional more respectful dialogue option to address him;

  • Reworded a dialogue option in one of conversations with Solomorne, where the Lord Captain asks a question over something Solomorne has just given an extensive answer for;

  • You can now order the overseer on Vheabos-VI to investigate the attempt on Solomorne's life;

  • You can no longer assign Maive to become a governor if you decided to conduct Exterminatus - that's too much for the poor girl;

  • Passing all skill checks in a dialogue with the Prefect and using the associated dialogue options now causes an additional reaction from the Arbites;

  • One of the dialogue options during the trial in the Palace of Justice was very vague in what exactly the Rogue Trader's verdict was - fixed, it is now more clear;

  • Maive's words will no longer show as Bluff's in one of the dialogues;

  • Added some new Abelard's reactivity to Leethus;

  • Added some additional reactivity to separation from the rest of the party on Thassera;

  • Added Solomorne's concerns about Thassertium during the final dialogue on Thassera;

  • Added more information regarding the Tithe to the Encyclopedia;

  • Added crowd reaction to Marazhai and Yrliet's appearance on Thassera;

  • Added another available answer for a dialogue with the Prefect, where you hide the nature of Thassertium;

  • Added an option to ask Governor Ruoldo on Thassera about his origins;

  • Added an article about the Arbites ranks to the Encyclopedia;

  • Added an additional, more gentle dialogue option to end the dance with Solomorne during his romance scene;

  • For some reason, instead of Vigdis, Ravor was establishing vox contact with Captain Sargona. The oddity was fixed, and Vigdis is back at her duty.

  • Fixed minor description inconsistency regarding the servitor orchestra on Thassera;

  • Fixed a narrative inconsistency on Janus, where Solomorne tells Vyatt that the Tithe from Janus is always paid in time, yet further conversation revolves around shuttles being blown off orbit by rebels;

  • Fixed a couple of cases where dialogues in Lex Imperialis content that implied the Rogue Trader knew certain information that they haven't actually discovered yet;

  • After sending Solomorne away, he sometimes remained on the voidship, still available normally - fixed, he will now leave once and for all if told to;

  • Added an additional dialogue option to describe Solomorne in a more positive manner to the Administratum clerk;

  • Added additional reactivity for Maive after the final battle at Thassera;

  • Added additional NPC banter to Thassera;

  • Added additional companion reactivity on Thassera;

Void Shadows Content
  • Repeatedly clicking the option to ask about the cultist temple in Kibellah's dialogue no longer causes the dialogue to break;

  • Removed an error speaker case at the Freight Line dialogue;

  • The flute man will disappear from the lower decks after the events related to him unfold;

  • Kibellah would sometimes comment on Janus events as if she's there while in completely different location - fixed;

  • Kibellah will now redress in Electrodynamic Cenobium along with the rest of the party;

  • Added new reactivity to the Infernus master and the master of Discipline after the genestealer interrogation;

  • Fixed a bug with the dialogue in the Death Cult trial scene, where dialogue options to punish officers and workers were internally reversed and caused incorrect reactions;

  • Added a new, more neutral option to the dialogue with Jocasta and the Magus that is more fitting for an Iconoclast Rogue Trader;

  • Companions will no longer question the Nemesite's nature while bantering if the Nemesite was already defeated;

  • Added additional advice from companions to make it clear that if he player decides to agree with Zacchary Weisz and ignore the ritual, the consequences will be dire and irreversible (and lock you out of the DLC content);

General narrative changes
  • Changed the dialogue option in the first Abelard's quest that sent Senechal to deal with the problem himself, to make it more aggressive and obvious that the Rogue Trader does not want to be involved in Abelard's personal matters. That should help the player understand that this decision will have negative consequences (and cause Abelard’s second quest to fail automatically because the stern man will not come seeking aid before it’s too late).

  • When Pasqal's second quest was failed or skipped, his dialogues sometimes didn't reflect that - fixed;

  • The Footfall 'zoo' didn't register the player's previous Heretical decision - fixed;

  • Removed a couple of incorrect tags from NPC banter on Footfall;

  • Player now needs to learn about the existence of the 'gift' of Kor's head to gain access to the option of blowing up the pirate ships;

  • Pasqal's age in years that was mentioned in one of the dialogues, contradicted the rest of the events of the game and was retconned to never be specified directly;

  • Pasqal surprisingly still had a dialogue related to the Halo device - fixed;

  • One of the objectives in the Critical Tasks quest was impossible to complete if not done before Magnae Accessio - fixed;

  • One of dialogue options in Pasqal's dialogue on the voidship bridge appeared only once, becoming inaccessible if the player didn't click the option immediately - fixed;

  • Minor text adjustments for the dialogue with governor Drivestem regarding Sauerback and Gaprak families during the Magnae Accessio ceremony;

  • Many minor narrative fixes to colony events;

  • Many minor narrative fixes to colony chronicles;

  • Idira will no longer talk about Commorragh like she was there if you didn't take her with you;

  • Heinrix will no longer insert himself into the blood bath dialogue if he's not in the party. Innocence proves nothing, but Heinrix, please, this is not the first time you’re doing this!

  • Heinrix managed to somehow throw a glaring look on Yrliet on the voidship bridge scene after Commorragh, even if she was left behind in the Dark City - fixed;

  • Heinrix managed to somehow throw a glaring look on Yrliet on the voidship bridge scene after Commorragh, even if he wasn't present because he was sent back to Calcazar - fixed;

  • Heinrix could voice his suspicions over the potential corruption of Kiava Gamma even after the party has already been there and dealt with it - fixed;

  • Fixed an error speaker case in one of the conversations with Hieronimus on Footfall;

  • Fixed a dead end in one of Heinrix's romance dialogues;

  • Fixed a bug which could cause the Stranger Among Her Own quest to never complete;

  • Dreams and Stories quest could become impossible to complete under some circumstances - fixed;

  • Dialogue regarding the Halo device could end abruptly if Argenta and Yrliet were present in the party - fixed;

  • Cassia will no longer talk to Heinrix during the Distress Signal encounter if he's not in the party;

  • Added some new narrative skill checks to Kiava Gamma dialogues;

  • Added additional conditions for companion banter across the game that could contradict previous events or be out of place in certain locations;

  • Abelard will no longer talk to Pasqal at Janus if Pasqal is not present in the party;

Prologue
  • In the Prologue, it's no longer possible to tell Abelard certain information about Kunrad, if due to the actions of the player Kunrad never shared that information in the first place;
Act I
  • When the Rogue Trader interrupts the ritual at Rykad Minoris, the whole party will now enter the room, not just the Lord Captain;

  • The journal entry for the decision on Rykad Philia regarding the pirates now acknowledges the outcome where you may have learned the key phrase and them killed them anyway;

  • The description of the Arbites in the first encounter on Rykad Minoris incorrectly recognized their weapons - fixed;

  • Fixed an error speaker case in the Rykad Minoris Star Port;

  • Depending on the timing of arrival to Rykad Minoris, Cassia, Idira and Crime Lord RT will consistently recognize whether the Astra Militarum soldier that meets them is a traitor or not - previously, they used to contradict each other;

Act II
  • During the conversation with the Fabricator-Censor on Kiava Gamma, it was possible to motivate Abelard and Argenta multiple times, and Abelard's response was incorrectly showing as spoken by the Forgefiend - fixed;
Act III
  • In the first dialogue with Nocturne of Oblivion, the Rogue Trader will now remember if the lore (xenos) check during the trial was passed and the Lord Captain already figured out the nature of this mysterious figure;

  • The Rogue Trader can no longer ask Nocturne of Oblivion how to find Yrliet in Act III if she was already killed;

  • Argenta will no longer talk about the Commissar being dead if he was kept alive;

  • Argenta will no longer complain about killing the Commissar at Comorragh if she already knows what he did;

Act IV
  • When visiting the Watcher Station in the Lex Imperialis expansion, Idira no longer hears the whispers if she wears the Psi-Stifler;

  • When asked about his plans for the future after completing his quest, Marazhai continued to give the old dialogue lines, still anticipating the events in the quest as if they haven't unfolded yet - fixed;

  • Octaviana no longer talks about Jae in Act IV as if she was alive if the Rogue Trader executed her;

  • Octaviana and Jae now actually sit visually closer during the Footfall party, as described;

  • Incendia no longer scoops the brain of the condemned man if the Rogue Trader has already executed him;

  • Fixed an error speaker case in one of the dialogues in Pasqal's second quest;

  • Fixed a duplicate phrase spoken by one of the Aeldari at Quetza Temer;

  • Fixed a case of Error Speaker in the dialogue with Chorda on Footfall;

Act V
  • Xavier Calcazar will no longer be surprised by the Lord Captain's arrival to the Epitaph if he was the one inviting them there;

  • If the player is allied to Calcazar and comes to Act V on his invitation, the message from the officers that the enemy at the gate was defeated is no longer displayed;

  • Fixed a bug that caused the dialogue about the force shield at the Epitaph to never start;

Mechanics
Balance
  • The amount of experience required for a level up has been exponentially increased with every level, to compensate for the player power increase through DLC and patch content;

  • A scrutinous consistency pass was made over all cases of obtaining experience in Act I, for a smoother progression;

  • Extensive review of companion starter builds to make them more effective and get rid of talents that are unfitting for their role in combat or useless for them;

  • Certain Bladedancer and Executioner abilities have seen a serious redesign and balance updates:

Bladedancer - Death From Above and Death Waltz

After every jump from Death From Above or Death Waltz, the Bladedancer receives a stacking debuff of -20% Dodge and -10% STR, -10% PER up to -50% until the beginning of their next turn.

Executioner - Forced Repentance

The target now takes a resistance check for every DoT type it has on itself when the ability procs. On a successful resistance check, the effect fails for that DoT type and is not applied. Typically, you’ll see about ~15-30% procs resisted, depending on target type and level.

**Executioner - Scourging Strikes **

The formula was changed from (2*StrB) to (StrB + PerB) to reduce scaling and allow for more diverse build options.

Executioner - Where it Hurts

The effect of this ability is subject to the same resistance checks for every DoT type as described in Forced Repentance, failing to consume that DoT type on successful resistance. The target can also no longer gain new stacks of the DoT effect that was already removed with this ability, until the end of the turn.

Executioner - Carnival of Misery

This ability was completely redesigned, becoming a single-target attack that causes damage equal to 4x the damage from DoTs on the target. DoTs are not consumed by this attack.

The upgrade

Hotfix 1.4.1.270 is live!

With the huge 1.5 update rapidly approaching, we've found an opportunity to push some of the fixes for annoying issues forward, deploying them early. Enjoy!

  • Having Familiars in your party no longer causes activation of stairways to fail in the Xenos Crypt in Act V;

  • Fixed an endless combat turn loop in one of the encounters at Rykad Minoris;

  • Heinrix's cloak could duplicate when equipping a new one - fixed;

  • Cold Trader's Acumen now consistently gives double bonus to skills;

  • Removed an error speaker case at the Freight Line dialogue;

  • Incendia no longer scoops the brain of the condemned man if the Rogue Trader has already executed him;

  • Clicking on an unreachable position now causes a warning message instead of sending the character to the nearest available location;

  • Hot on the Trail ability now allows only one enemy to be Trailed at a time;

  • Point of Curiosity now costs 2 AP instead of 1 AP;

  • Fixed a case of Error Speaker in the dialogue with Chorda on Footfall;

  • Mandrakes now correctly die after attempting their death-triggered attack;

Hotfix 1.4.1.231 is live!

Lord Captains, we're releasing another hotfix today, which gives some buffs to the familiars and fixes a number of bugs.

As usual, consoles will receive this update with a possible delay of up to 24-48 hours.

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.

Please be aware of the plot spoilers below!

Patch notes
  • All familiars have received a significant boost to starting stats, more than 2x increase for some;

  • Fixed dodge penetration on familiar natural weapons. They will now hit way more consistently;

  • Returned the missing protocol for the Cyber-Mastiff to a loot container on Footfall;

  • Fixed an issue that caused dialogue with the Adeptus Arbites at Leethus to break under certain circumstances;

  • Fixed a broken option in Abelard's dialogue before the Epitaph that caused the dialogue to end abruptly;

Update 1.4.1.229 is live!

Lord Captains, today we are releasing another post-release update that improves your experience with the Lex Imperialis expansion, adds some new dialogue options, a hefty chunk of new mechanical content for the Overseer and fixes a number of bugs and problems.

As usual, consoles will receive this update with a possible delay up to 24-48 hours.

Please be aware of the plot spoilers below!

Highlights:
  • Added 20 (!) new talents and features for the Overseer to boost its synergy with origins and first tier archetypes;

  • Added some new reactivity bits and dialogue options;

  • Operative’s Exploits are no longer consumed by dodged, parried and blocked attacks;

  • Fixed the bug with Yrliet’s romance sending the player to Quetza Temer;

  • Fixed the issue with inability to select the last two party members during the preparation phase on console and controller UI;

  • And more!

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
  • An incorrect autosave at the Palace of Justice could cause the game to softlock when loaded - fixed;

  • Removed the invisible unit that prevented the combat from continuing at the Lower Tunnels;

Narrative
  • Fixed a widely reported bug with Yrliet’s romance where instead of her inner world, you would get teleported to Quetza Temer;

  • Added new reactivity bits to the player’s origin at Leethus, Thassera and the Heartless;

  • Added another, more neutral dialogue option to continue the romance with Solomorne that does not involve ordering him to continue the affair;

  • Added two new dialogue options to personally execute the governor at Thassera, one of them Heretical;

  • Solomorne’s nightmare cutscene has received minor improvements;

  • Some descriptions no longer forget which of Solomorne’s hands is augmented;

  • Fixed a case of missing speaker at Rykad Philia in the dialogue with Winterscale;

  • Minor adjustments to the dialogue with the Servo-skull Swarm;

  • Fixed narrative inconsistencies in the epilogues for Solomorne and the Arbites;

  • Glaito will no longer occupy the bath forever after inviting Solomorne there once;

  • The Heartless mission retained the old difficulty after being moved to the beginning of Act II - this was fixed and the enemy stats will be now more appropriate;

  • Reinforcements in the final battle in the Lex Imperialis DLC will now always correctly reflect the player’s narrative decisions;

  • Fixed a case where it was possible to get the dialogue about the fate of the Heartless twice;

  • Fixed a case of incorrect speaker in a dialogue with Chorda on Footfall;

  • Fixed a bug that caused the hearing in Abelard’s second quest to never begin;

  • You can now choose to delay the conversation with the Adeptus Arbites, rather than instantly being forced into it after arriving to Dargonus;

  • Maive has received multiple additional versions of her portraits to reflect the player’s decisions about her and the consequences of the events at Thassera;

  • If you decide not to deal with Solomorne’s problems on the voidship right away, Ravor and Vigdis will now properly offer new dialogue options to come back to this discussion;

Mechanics
  • Exploit stacks are no longer used up if the hit was dodged/parried/blocked;

  • Exploits now only provide bonus damage to attacks and not other damage sources;

  • Degraded Defence had its description clarified that the number of stacks increases the damage done by a %, not a flat amount;

  • The Cyber-Mastiff's claws now should correctly be present and equipped even in the rarest cases for people that still had them missing after the last update;

  • Arbitrator’s Public Sentencing talent will no longer proc during the preparation round;

  • Debuff from Falconry now correctly applies until the end of the round;

  • The Cyber-Eagle now goes Soaring even at the end of the extra turn given to its Overseer;

  • Psyber-Raven’s Purification Discharge is now complemented by a new feature that also connects the enemies it damaged to each other for 1 round: any damage dealt to one is also partially transferred to others;

  • A new feature was added exclusively for the Operative Overseer (Servo-skull Swarm): enemies in the Expanded area now receive Exploits automatically;

  • A new feature was added exclusively for the Officer Overseer (Servo-skull Swarm): extra turns granted in the Expanded area let you spend AP more effectively;

  • A new talent was added exclusively for the Officer Overseer (Servo-skull Swarm): extra turns granted in the Expanded area also strengthen the Overseer;

  • A new feature was added exclusively for the Operative Overseer (Cyber-Eagle): the familiar's attacks while using Obstruct Vision now also apply Exploits;

  • A new feature was added exclusively for the Officer Overseer (Cyber-Eagle): upon giving an extra turn to an ally, the Overseer also shares a bit of their familiar's key stats with them;

  • A new talent was added exclusively for the Operative Overseer (Cyber-Eagle): while Soaring, it applies Exploits to all enemies on the battlefield;

  • A new talent was added exclusively for the Operative Overseer (Servoskull Swarm): Exploits expended in the Expanded area now also make the familiar tougher;

  • A new feature was added exclusively for the Operative Overseer (Cyber-Mastiff): stay in cover to make your familiar tougher! Also, it interacts with Exploits now;

  • A new talent was added exclusively for the Operative Overseer (Cyber-Mastiff): your familiar no longer expends Exploits while still receiving bonus damage from them;

  • A new feature added exclusively for the Servo-skull Swarm familiar if Pasqal picks it: his Machine Spirit Communion is now also duplicated, centered on the Servo-skull Swarm whenever this ability is used;

  • A new feature was added exclusively for the Warrior Overseer (Cyber-Mastiff): each time they are attacked, their familiar grows in power;

  • A new talent was added exclusively for the Warrior Overseer (Cyber-Mastiff): convert your temporary wounds into pure power!

  • A new feature was added exclusively for the Officer Overseer (Cyber-Mastiff): each time an extra turn is received around the familiar, it attacks an enemy nearby;

  • A new talent was added exclusively for the Officer Overseer (Cyber-Mastiff): using Voice of Command on an ally also applies it to the familiar;

  • A new feature was added exclusively for the Soldier Overseer (Cyber-Mastiff): it works around applying and interacting with Prone more effectively;

  • A new talent was added exclusively for the Soldier Overseer (Cyber-Mastiff): it decreases the Reload cost of all allies around it;

  • A new feature was added exclusively for the Bladedancer Overseer (Cyber-Mastiff): the familiar can now Blade Dance, too!.. in a way;

  • A new talent was added exclusively for the Bladedancer Overseer (Cyber-Mastiff): the Cyber-Mastiff gains in power depending on how many Wounds its Overseer lost;

  • A new talent was added exclusively for the Officer Overseer (Cyber-Eagle): eliminating enemies that were Obstructed now restores AP and increases Resolve;

  • Volatile Servitors now correctly die after using Volatile Self-Destruct. You could say they've become more... self-destructive;

  • All features of Cinder are now consistently visible in the UI;

  • Anver Specialist now correctly uses the Stun Grenade and drops it on death;

Items
  • Added a unique Theodora’s cloak to the orbital station in the Lex Imperialis expansion;

  • The effect of High Spinner Armour will no longer proc during the preparation round;

  • Kinetic Module's damage bonus was not scaling with ranks - fixed;

Locations
  • Some traps were impossible to disarm with the assistance of a Psyber-Raven at Kiava Gamma - fixed;

  • Ulfar will now always be able to properly enter the combat with the Ambull;

  • Chairs at Thassera are no longer illusionary and now have collision enabled;

  • In rare cases, Solomorne could end up at the wrong side of the wall of fire during the boarding action - fixed;

  • Fixed a number of objects lacking textures at the Palace of Justice on PS5;

  • Fixed clipping in the cutscene of the first arrival to Footfall;

  • Loading a save on Leethus no longer sometimes sends the party under the floor;

Space
  • Clarified that Fury interceptors require a torpedo launcher to be installed;

  • Colony decisions proposed by Solomorne will now be correctly reflected in the colony chronicles;

  • One of the rumours related to the familiars didn’t appear correctly - fixed, it will now be available;

Co-op
  • It is no longer possible to select and control a pet owned by another player, which caused the UI to lock in weird ways;
UI
  • After one of the recent updates, when playing on console or with a controller, the last two members of the party could become impossible to move during the preparation round - fixed;

  • UI notifications during the combat with Sargona covered the Start Battle button;

  • On console and when playing with a controller, it is now possible to trigger the dialogue with the familiars at the captain’s quarters without activating the mouse cursor;

  • Added an icon for upgrading the service station for familiars;

  • Talents picked by the Overseer are now always displayed in their familiar's feature screen, too;

Miscellaneous
  • Replaced incorrect legacy wording for Bring It Down! in the tutorial for Cassia’s abilities with the new version;

Hotfix 1.4.1.217 is live!

Lord Captains!

Hotfix 1.4.1.217 is live, dealing with a variety of bugs, crashes and softlocks.

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.

As usual, consoles will receive the same update within 24-48 hours.

Beware of possible plot spoilers below!

Patch notes
  • Fixed massive lag related to cases where companions with familiars were not in the party, yet were actually present on the location for technical needs, hidden from the player;

  • The game could crash during the battle at Corrupted Cogitator at Kiava Gamma - fixed;

  • Solomorne could sometimes never return to the party after Vheabos-VI - fixed;

  • Solomorne could sometimes lose all his gear after taking a bath with the Lord Captain - fixed;

  • Solomorne will now be located with the rest of the crew during the final dialogue before Epitaph;

  • Rogue Trader will no longer sometimes get stuck in space after entering the voidship's bridge;

  • Argenta sometimes refused to die in Commorragh when killed, softlocking the game - fixed;

  • The Heretical dialogue option when executing Bluff did not have a text description - fixed;

  • It was possible to get Solomorne's recruitment quest for players without the DLC in some circumstances - fixed, it will disappear from the journal for them;

  • Solomorne has received his own loading screen;

  • Fixed a few cases where one of the characters in the party would ride an invisible bycicle, which meant a cutscene with them was played incorrectly;

  • Fixed cases with the loading bar sometimes being stuck at 100% after Leethus space combat;

  • Fixed Respec not always functioning correctly if a character had the talent to equip shields into a single slot and had 2 shields equipped;

  • Solomorne will no longer display as Error Speaker in the dialogue before first arrival to Footfall;

  • Fixed a rare softlock with Jae's personal quest, where a certain selection of answers could break the dialogue and make it impossible to leave the location;

Hotfix 1.4.1.208 is live!

Lord Captains!

Hotfix 1.4.1.208 is live, fixing the issue with cyber-mastiff claws that persisted after the last hotfix.

Now mastiff got his claws back and in case you equipped him with another weapon, you should find it in your inventory.

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.

Massive post-release update 1.4.1 is live!

Lord Captains! We are back with a massive post-release update 1.4.1 for the Lex Imperialis expansion!

In it, we’ve addressed many of your common concerns - we allow you to recruit Solomorne earlier, add a lot of narrative adjustments, bring you new reactivity, new visuals, new items, fixing many technical issues and much more!

Note that consoles will take a bit more time to receive this update - it may be deployed there within 24 to 48 hours.

Highlights:
  • By your numerous requests, Solomorne’s recruitment mission now begins much earlier, at the very beginning of Act II. He will also now properly address the Lord Captain before leaving for Footfall!

  • Also by your numerous requests, helmeted portraits for the Arbitrator origin!

  • Additional reactivity and NPC banter across the Lex Imperialis locations;

  • Narrative adjustments and improvements for Lex Imperialis locations and characters;

  • Many new beautiful visuals;

  • New protocols for familiars and interaction of protocols with Convictions;

  • Many new items;

  • Fixes and clarifications for items and abilities;

  • Fixes for crashes, softlocks, lags, desyncs and other reported issues;

  • Localization fixes;

  • And MUCH more!

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
  • Quickly skipping a cutscene with Solomorne on Dargonus no longer breaks the dialogue with him;

  • Fixed a crash related to units leaving a Servo-skull Swarm ability area;

  • Saving immediately after respeccing an Overseer no longer causes the game to crash or the UI to go haywire, including the main menu;

  • A battle with Chtonos in Act III no longer sometimes freezes on the enemy turn;

  • Skipping the cutscene at the Bloodspun Web temple no longer causes the game to freeze;

  • Fixed a rare case where Glaito would become impossible to interact with in Act III, making it impossible to rescue Solomorne;

  • Fixed a softlock caused under rare circumstances by the Veil of Blades ability, which could prevent the player from ending the turn;

Lag and freezing
  • Optimized memory usage by the audio, and fixed one of the sound-related stutter cases;

  • Fixed frame drops caused by presence of familiars on certain locations;

  • Fixed an frame drop caused by Reactivate ability of the Overseer;

  • Fixed a case of lag in one of Pasqal’s dialogues during a Warp event, that was caused by a certain internal loop. Let the Cycle be discontinued!

  • Fixed a lagspike caused by the use of Heel! ability;

  • Hovering over Ruinous Flows talent no longer causes temporary performance degradation;

  • Visiting Mortus Acies system from the Lex Imperialis expansion on the global map no longer causes temporary performance degradation;

  • Inspecting a unit under the effects of Destroy the Weak no longer causes frame drops;

Narrative

**

  • By your numerous requests, Solomorne’s recruitment mission now begins much earlier, at your first visit to Footfall! For players who are past this point but haven’t yet recruited Solomorne, the errand will pop up after a couple of warp jumps;

  • By your feedback, in the recent update we’ve allowed the Heartless to join the Rogue Trader’s fleet earlier, in Act II. In this update, we’re also supporting it with additional narrative adjustments to account for that change;

  • At the beginning of Act II, Solomorne will now converse with the Rogue Trader about his disembarkation from the ship and his further plans;

  • Solomorne will now have new things to say on colony decisions, with appropriate rewards;

  • Added narrative adjustments, improvements and new answer options in multiple dialogues related to the characters and locations from the Lex Imperialis expansion;

  • A brand new dialogue related to Warp entities at the finale of Thassera;

  • New reactivity to the player's background on Leethus, Thassera and aboard the Heartless;

  • You can now learn a bit more about the former wielders of the skulls in the servo-skull swarm;

  • A new dialogue option regarding an Arbites visit was added at Footfall in the conversation with Vladaym Tocara;

  • Many new flavour items and interactable icons with lore descriptions were added to the Palace of Justice, Administratum and Thassera;

  • New minor cutscenes and character animations for dialogue options at Thassera;

  • New NPC banter was added on Thassera;

  • Added a new event where you can encounter the Heartless around your colonies if you choose the option to patrol the trade routes;

  • New reactivity for the servo-skull swarm at the distress signal planet;

  • Some additional reactivity for familiars has been added across book events;

  • Added additional narrative description for the sculptures and the cyberlacerax area at Thassera;

  • New epilogue was added for Maive. In Grim Darkness of the far future, all sorcery comes at a price…

  • Vigdis’ reaction to the consequences of attempting to pet Glaito is now less emotional, more in line with her usual character;

  • Fixed a bug where the player received an invitation to talk to Solomorne in Act IV, but no new dialogue options appeared;**

  • The new portrait for Master of Seals wasn’t added to the older content at first - we’ve fixed this inconsistency;

  • One of the choices in the dialogue with Solomorne at the scene with the organ incorrectly led to the same reaction from Solomorne as another choice - fixed;

  • Fixed a number of cases where the narrative description was contradicting the cutscene or NPC visuals on Thassera;

  • Fixed a bug making it impossible to report to Prefect Inscribia Vultur if the player decided to abort the landing and return later;

  • Some of companion banter related to Lex Imperialis expansion lacked the necessary conditions, causing it to pop up in irrelevant situations or mention companions that are not in the party - fixed;

  • During Solomorne’s bath scene in the Lord-captain’s quarters, the dialogue now correctly refers to a servant, not an enforcer;

  • A dialogue option for Solomorne to shoot the mutant on Thassera will no longer appear if he has no ranged weapon;

  • After the scene with Jae, Marazhai or Ulfar at the bath ended, sometimes control would not return to the player for 30-60 seconds after the end of the cutscene - fixed;

  • Arbitrators at the Palace of Justice will now converse with each other;

  • Arbitrators at the Administratum will now converse with each other;

  • The governor on Thassera no longer looks to the side while greeting the Lord Captain. How dare he!

  • Solomorne’s body is no longer replaced by Kibellah in the vision of the voidship bridge in Act III;

  • Description of the psyber-raven devouring a demonic essence at Eufrates II no longer has Uralon as a speaker;

  • Argenta will no longer chat with Solomorne in Commorragh if he’s not in the party;

  • In rare circumstances, it was impossible to check the cogitator for Nomos’ quest - fixed;

  • Some Solomorne-related events could occur for players without the Lex Imperialis DLC - fixed;

  • Choosing a dogmatic option to have the brothers on Thassera flogged no longer displays that they were executed on the character history screen;

  • Heinrix no longer inserts himself into dialogues with Solomorne if he’s not in the party;

  • The message from Vigdis about meeting with Solomorne in Act II now has a correct speaker;

  • Maive no longer says that she would wait for the Lord Captain when we know she’ll continue to follow him anyway;

  • Fixed a repeatable introduction line in the dialogue with Glaito;

  • Companions will no longer provide their stats for the checks during the bath scene with Solomorne. We cheer for you, Lord Captain!;

  • Companions will no longer provide their stats for the checks during the feast at Thassera;

  • The dialogue option that required a skillcheck in the dialogue with the servo-skull swarm was only available once - subsequent dialogues with the swarm didn’t show that option anymore - fixed;

  • A dialogue option regarding Abelard appearing in one of the dialogues on Thassera will no longer show if Abelard is not in the party;

  • Fixed multiple Error Speaker cases across the game related to Lex Imperialis content;

Mechanics
  • Enemies on the Heartless could sometimes skip their turns or buff instead of attacking - fixed;

  • Fixed movement issues for Consolidation, Blood for the Blood God, Notch of Purpose and "That's an Order! abilities. Movement should be more predictable now and still work even in cases when the preferred position of the movement is too far away from the affected unit;

  • Reinforcements at the Palace of Justice received new abilities and talents, becoming a bigger threat;

  • Flanking Manoeuvre no longer references the cyber-mastiff in the description when used by a cyber-eagle;

  • Servo-skull Swarm and Psyber-raven’s Relocate ability sometimes triggered attacks of opportunity in contrary to its description - fixed;

  • Binding Purpose now correctly removes debuffs when restoring wounds;

  • Attacks blocked with a shield no longer consume Exploit stacks;

  • Fixed the description of Overseer’s Heroic Act and Desperate Measures upgrade, which implied to only increase ability damage, while in fact all damage done was increased;

  • Clarified that the buff from Dependable Ally talent lasts for 1 round;

  • Resistance is Futile Overseer talent now displays the malus correctly when multiple Overseers in the party have it;

  • Servitude now additionally states that the familiar is not affected by Momentum;

  • Run! ability no longer mentions Attacks of Opportunity because the familiar is already immune to them;

  • Cyber-mastiff’s Battle Mode: Terror now stacks up to 100 times;

  • Cyber-mastiff’s Auto-regeneration now also works on soul and warp burning;

  • Cyber-eagle’s Strafe description no longer incorrectly indicates that the familiar will begin soaring after using the ability;

  • Bounty Hunter’s prey mechanics now correctly interact with familiars killing the target;

  • Cyber-laceraxes on Thassera will now bite before death more often;

  • Description for Servo-skull Swarm now correctly states that INT and FEL are the primary stats, not AGI and PER;

  • Servo-skull Swarm’s Emergency Stimulation can no longer work more than once per combat if the familiar was reduced to zero wounds and then reactivated;

  • Servo-skull Swarm’s Vitality Signal no longer has a random “cannot be over 90” unrelated text in the middle of the description;

  • Fixed familiar ability interactions with Anchor points at Leethus;

  • In a dialogue with Solomorne during the feast, only Rogue Trader’s own stats are now used for checks;

  • Obstruct Vision now allows the Cyber-Eagle to attack the target even if they have Stunned, Prone, or Can't Attack status effects;

  • Some shotguns didn’t allow burst attacks in melee range - fixed;

  • Spectrovisor enemy ability now always correctly ignores smoke;

  • Familiars will no longer teleport to their hideouts after loading a game in combat on the voidship bridge or at Dargonus;

  • While Soaring, the cyber-eagle no longer provides a Momentum bonus from the Brothers-in-Arms talent to its allies;

  • While Soaring, the cyber-eagle is no longer a valid familiar for the Side by Side Overseer's talent;

  • The effect of Overcharge now correctly affects the next three Overseer abilities' AP cost if the psyber-raven is the chosen familiar;

  • Dependable Ally now correctly grants +5 Agility if the Overseer's familiar is a psyber-raven;

  • The psyber-raven now correctly lowers enemy Agility via the Overseer's Suppression Factor talent;

  • While Soaring, the cyber-eagle no longer provides a characteristics penalty from the Suppressive Factor talent to the enemies;

  • Scourge of the Feeble now correctly works with Warp Burn and Immolate the Soul;

  • Priority Signal now correctly gets bonus Armour and Dodge from Enhanced Radio Signal;

  • Step into the Abyss caused enemies to move towards the psyker instead of the psyber-raven - fixed;

  • Heel! ability from "Heel!" Protocol item now correctly counts as an Overseer ability for the purposes of mechanical interactions;

  • Blinding Strike — Soaring now correctly triggers a harder to pass Agility resistance test;

  • Steel Talons debuff wasn't stacking for parry - fixed;

  • Servo-skull swarm Self-Learning Algorithms talent no longer works from the other Officers targeting the familiar with their abilities;

  • Servo-skull swarm Safe Shelter talent no longer stacks from several servo-skull swarms;

  • Servoskull swarm's Energy Multiplier talent can now only be chosen by an Officer Overseer;

  • The following Officer talents no longer grant bonuses to the servo-skull swarm when using Officer's abilities through the servo-skull swarm, instead granting them to the targets of Extrapolation: Focus!, Inspire Courage, Personal Oversight, Be Vigilant!, Inspiring Speech, Iron Discipline, Seize the Initiative, Undaunted;

  • If more than one psyber-raven with the Bound by Warp talent is present, the Willpower penalty will be applied only once;

  • The psyber-raven's Ruinous Flows talent now deals the correct amount of Warp damage;

  • Demons summoned under the effect of Thassertium Mask were still prioritizing the player - fixed;

  • Stalwart Defence now only works on marked enemies;

  • The servo-skull swarm underwent a number of sacred rituals in the name of the Omnissiah and now correctly interacts with some of the Origin abilities of Noble, Arbitrator Castigator and of course, Pasqal;

  • Fixed some cases of problematic interaction between familiars and elevators;

  • Fixed an issue with psyber-raven missing its base features in some cases of playing on custom difficulty settings;

  • Clarified interaction between basic shield attack discount and Shield Swing;

  • You can now use Shield Swing as any other AoE - targeting a tile instead of a creature;

  • Fixed Shield Swing cost and infinite attack bug when using it in conjecture with Daring Breach;

  • Overseer's Overcharge (both Heroic and Desperate) now removes different hard-control negative effects if the familiar is not unconscious;

Items

**

  • Added additional effects to 8 protocols in Act II that interact with the Overseer's Conviction;

  • Added 4 new protocols with Conviction interaction between Footfall and Dargonus;

  • Moved protocols on Footfall to more convenient and easy-to-spot places;

  • Added a new arbites-themed helmet to a new loot box on Footfall, which can be found near the Arbites squad and will let you obtain the iconic Arbitrator look for your Lord Captain quicker:

  • Added a new color variation of laspistols;

  • Added a new Heavy Stabber version with purity seals on it;

  • Added a new default protocol for Glaito to boost his initial damage. If you've already recruited Solomorne, it will be added to your inventory;

  • Vindictor Flamer is now available as a reward for the Heartless being used as trade transport, not from a vendor:**

  • Vindictor Flamer melee attacks no longer spend ammo and have correct animations;

  • Vindictor Flamer melee AoE attack pattern size was increased. BURN THE HERETIC!

  • Burning Faith Insignia no longer only causes your faith to burn (the memes were deserved), but also makes the first Melta weapon attack per combat not count for the limit of attacks per turn, and allows one free Melta weapon reload every round:

  • Solid Shield Enarmes had an incorrect formula in the description - fixed;

  • Impulse Boots had an incorrect formula in the description - fixed;

  • Advanced Sensors had an incorrect formula in the description - fixed;

  • FI-DR-Alpha module protocol description was updated to reflect that it gives +15 to the relevant stats, not +10;

  • Description for Heavy Maul has been corrected to include that it causes a shield bash if a shield is equipped;

  • Optical Linking protocol calculated the values incorrectly - fixed;

  • Vindictor Flamer didn’t have an animation for its chainsaw part, and was held incorrectly - fixed;

  • Last Ditch Armour now always correctly awards momentum;

  • Intimidating Growl was missing its flavor text - fixed;

  • Claustrophobia now correctly adds bonus dodge against melee attacks;

  • Feudal Plate armor can no longer be worn by xenos and Astartes;

  • Merciless Onslaught now correctly scales as 5 x Overseer's PER Bonus instead of 3 x Overseer's PER Bonus;

  • Black Omen Mk II protocol was giving incorrect stat bonus - fixed;

  • Fixed the value in the description of Falconry protocol always displaying as 0;

  • Retobi-pattern Shotgun now correctly costs 1 AP to shoot like the other shotguns;

  • Armour of the Final Threshold was available for purchase without Lex Imperialis - fixed. If you've already got the item - it won't be removed. Finders keepers;

  • Impulse Boots now correctly only trigger once when attacking with Chain Saws;

  • Composite Gloves were not giving stacking block bonus - fixed;

  • Wrathful Mask now correctly decreases damage taken;

  • Bonus stats from Dog Tag were applying for 1 round instead of until the end of the round as stated in its description - fixed;

  • Reactivator Pack was not working - fixed;

  • Singed Cape was providing armor instead of damage reduction - fixed;

  • Bonus from Meragon Boots were not being lost when losing Ruthless Suppression effect - fixed;

  • Fixed Elastic Gloves working inconsistently;

  • Iron Grip gloves were not working - fixed. This fix will only apply on the next combat with these gloves;

  • Spiked Gloves were providing the target with armor instead of providing armor penetration for the attacker, and were not applying Bleeding - fixed. While the drukhari are known for their unconventional battle tactics, making their enemies tougher is too much even for them;

  • Removed duplicate rewards from the Tithe-related contracts;

  • Fixed incorrect reputation requirement for Power Shield Amplifier which prevented the player from buying it;

  • Updated the behaviour and description of Ultrasonic Whistle;

  • Intimidating Growl shield was non-equippable for companions - fixed;

  • Sturdy Shield Straps were completely redesigned;

  • Portable Motive Force Storage now correctly works with familiars other than the cyber-mastiff. This change will become active starting with the next battle;

  • Meragon Ring was giving autohits to 2 attacks instead of 1, and sometimes gave an additional attack - fixed. Also, moved its flavour text from description into flavor text proper.

  • Updated the visuals for Assault Armour, Steel Triad, Insulator Shield and Armour of Iron Will to match the icons;

  • Updated the visuals for Self-Calibrating Helmet, Retinal Analyser, Meragon Helmet, Tactical Vox-Transmitter;

  • Updated visuals for the Kinesiostatic Shield, Hardened Shield, Radiant Shield and Heavy Shield:

  • Updated the visuals for Feudal world maces;

  • Tactical Genius now supports block as well;

  • Updated the model geometry for shotpistols - the hole at t

Update 1.4.0.200 is out

Lord Captains!

A patch for Warhammer 40000: Rogue Trader has arrived for PC. We’ve addressed the blocking issue that might occur in Act IV for some players with the Arbites origin.

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:
  • After speaking with Proctor Adriana Yeager in Act IV, further plot progress could become blocked for the players with the Adeptus Arbites origin in some cases – fixed. If you experienced this bug, speak to Adriana Yeager and then to Clerk Tertius Quart to advance in the quest.

Update 1.4.0.199 is live!

Update 1.4.0.199 is live! The Heartless now becomes available instantly, multiple commonly reported bugs have been fixed, and inactive weapon sets no longer contribute to the character stats!

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:
  • Based on player feedback, the Heartless, new escort ship from Lex Imperialis, will now appear instantly rather than after finishing repairs in Act IV. Its stats will be a bit lower while in Act II, to represent its damaged state;

  • It is no longer possible to land on Thassera without Solomorne under certain circumstances;

  • Solomorne no longer inserts himself into some dialogues when he’s not in the party;

  • Fixed cases of incorrect behavior of Precognition ability that would sometimes prevent the player from ending the turn;

  • Fixed severe FPS drop caused by unexpected interaction between Relentless Blaze and Will to Live. Also fixed Relentless Blaze not counting Soul Burn as burning;

  • Fixed desyncs caused by saving during the preparation round;

  • Inactive weapon sets no longer provide the weapon bonuses to characters in addition to the active set bonuses.