Warhammer 40,000: Chaos Gate - Daemonhunters | Update II

Zac Cocken

Junior Product Manager
Frontier
Ave Imperator, Force Commanders,

Today's update has been deployed to address a number of bugs, performance issues and exploits which have been raised by helpful community members.


Twitch Drops Unlocked

  • Twitch Drop items will now be available for all players, regardless of whether they watched the livestreams or not.


Campaign Bug Fixes:


  • Corrected a number of in-game text and grammar mistakes.
  • Fixed an issue where players would be unable to perform any upgrades or repairs after the second mission.
  • Fixed a softlock where hidden UI during the Stratagem tutorial. could lock the game.


Grey Knight Fixes


  • Fixed an issue where Grey Knights could get stuck into a no action state after certain nearby obstacles were destroyed.
  • Fixed an issue where Grey Knights would be notified on an XP gain for limb dismemberment but received no XP.
  • Fixed an issue where Fortitude and Iron Will would interfere with each other, preventing the appropriate Willpower Point (WP) gain.


Weapon Fixes


  • Fixed an issue where the Incinerator’s primary fire did not trigger explosive batteries.
  • Fixed an issue with Flames of Purity so that it no longer targets Grey Knights or hits interactive objects.
  • Fixed an issue with the Incinerator and Psilencer where the firing arc was 0.
  • Fixed issue with Fury of the Ancients that prevented it from working as intended.
  • Fixed issue with Promethium Spray Arc that prevented it from working as intended


Performance Improvements:


  • Fixed an issue where the FPS would spike when units would make simultaneous movements.
  • Fixed a drop in performance in the tutorial when promoting a Grey Knight.
  • Fixed a drop in performance when numerous limbs and corpses littered the map. You can now continue to cut down heretics with gleeful abandon!
  • Improved performance when using the Incinerator firing template.
  • Improved performance when using the Scattershot firing template.
  • Fixed an issue in Fullscreen mode where the game would continue to draw on CPU/GPU resources.


UI


  • Changed the save game menu to highlight campaign saves versus standard manual/autosaves.
  • The Load Game menu will now automatically select whichever campaign was used last.


Feature Changes:


  • Removed the auto pause feature when alt-tabbing in Windowed and Windowed Fullscreen mode. The game will now continue to run when you leave the game screen.
  • Removed the heartbeat sound effect that played during the enemy turn. You will no longer hear the panicked heartbeats of enemies when you purge them of their heresy!


Balance Changes:


We have made a number of balance changes to resolve a couple of exploits which affected the intended use of certain game mechanics. We are continuing to monitor feedback and performance to ensure that difficulty levels are tactically challenging but fair.

  • The Willpower (WP) bonus for killing units is now capped to +1 WP per Grey Knight attack to remove excessive Willpower surplus at higher difficulty levels. Grey Knights can still gain additional bonus WP from triggering Autos.
  • Reduced the Critical vulnerability values for enemies to reduce Critical strike chances from Grey Knight class builds that are not focused on increasing Critical strike chances. This will now provide more value to Grey Knights who have been designed to unleash more Critical strikes.
  • Rebalanced a number of weapon skills that, when combined with certain abilities, were providing too great a bonus over their intended use.
  • Fixed an issue where stun modifiers were not scaling correctly in Ruthless and Legendary difficulties.
Thank you to everyone who has raised their issues on our Issue Tracker. We will continue to monitor feedback and provide updates when we have more information. In the meantime, we are continuing to investigate some cases of performance issues, notably those with NVIDIA 3000 cards and potential improvements to the early game balancing and difficulty curve on Merciful and Standard settings.


Praise the Emperor.
 
This player would be immensely grateful if you made a comprehensive list of what the balance changes are.

It’s a little unnerving to go into an ongoing campaign and discover that the librarian stun has gone from being an AOE effect to only single target. The only way to see what skills have been changed is right now by trial and error or go on the Steam forums and read the complaints.



I found this list as an example:”

  • Honor the Chapter (Justicar): WP 1+1 => 2+2
  • Teleport Strike (Interceptor): WP 2+1 => 3+1
  • Battlefield Medicine (Apothecary): WP 2+1 => 3+1
  • Warp Speed Biomancy (Apothecary): WP 1 => 2
  • Iron Arm Biomancy (Apothecary): WP 1 => 3
  • Psychic Onslaught (Purgator): WP 1=> 2, Ammo 1 => 2
 
progress stopping bug, please help.
after the drone lands, it stays stuck there and wont change turns. the enemy turn doesnt begin its turn nor does it change to my turn
please help as i havent been able to play the game for several days
 
Hello and thank you for an amazing game that I have been so excited for!
Some updates are great, and I love that you pay much attention to the game.

However I want to adress something with the latest update, which I feel was rushed without proper playtesting before patching. Espacially this early after gamelaunch.

  • Performance issues, like loading a previously saved gamefiles
  • Bloom spreader discovery events, walking into its vision range freezes the game when the dialogue about daemons incoming/warp rifts opening play, or I can Gate of Infinity up to the Spreader and it will trigger enemy appearance and let me do one action, upon which the dialogue triggers and the game freezes anyway
  • Extract seeds with the servo skull still bugged
  • Bloomspawn and Spreaders should target Armor first instead of direct Health damage, or is it intended?

  • Stun requirements increase is a bit excessive, Librarians AoE stun nerf was enough I believe. I find it hard to stun enemies before upright killing them on legendary difficulty. On my third mission with a team of four at Level 3, plague marine soldiers have a stun meter at 9 and 15HP. Auto rifle thugs are now at 6 Stun with 8 HP. I get that this is legendary difficulty but I want to have fun at the same time it's challenging
  • Free respec to make up for the change in the meta, or change the respec mechanic. Players are frustrated that their playstyle changed heavily

  • One of the most prominent problems is that the knights take too much damage, can't deal enough in return to compensate for it, wound too easily and for too long and they don't truly feel like Grey Knights. You are still walking around with ZERO Armor in Space Marine outfit and 2 Armor in Terminator. A suggestion is that the armor value on the armor increases while the HP decrease to balance it, this way they dont get injured for 30 days after taking slight damage. This also encourages an aggressive approach without the fear of getting injured for 60 days after trading blows with the enemies.

  • The raised the cost of using powers but also nerfed the abilities that allow us to recover WP. I think it would be fair to just start with one nerf and see how that works, because now the purgators and intercessors are getting starved after one or two encounters. This is spoiling the fantasy of being a powerful Grey Knights strike force.
    Yes I know we can always do old style overwatch and kite but then I would be playing Xcom instead.
  • For the future can we get Recruited Grey Knights with empty "talent" trees?

TLDR: The fantasy of being powerful Grey knight has diminished with these changes, the best of two worlds would be that they feel powerful and encounters still are challenging, now it's just challenging and the knights feels crippled

Sorry for the long post, I really love the game and I want it to succeed.

We are the hammer!
 
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