Updates to W40K: Inquisitor have been released. The updates will be applied automatically after your Steam client (in on-line mode) is restarted.





Patch v2.2.2

New Features





Amber Void Crusade

Gather 5 Amber Shards to open the brand new Amber Crusade and complete its challenging missions to receive epic rewards! Fight and defeat the Khorne forces, the Black Legion, and the Rebel Guard to collect your righteous bounty.





Hardcore Void Crusades

Players can now create Hardcore Void Crusades. Hardcore Crusades require 7 shards, but the overall loot bonus and quality is increased by 50%.









Fixed Bugs





Various localization fixes

Fixed character loading errors in some cases

Fixed an issue where relic enchants did not appear on newly crafted relic Inoculators

Fixed an issue where an enchant giving damage bonus could roll onto more items than it meant to

Fixed an issue where sometimes Priority Assignments could terminate after only one mission

Fixed an issue where sometimes the Constructs of the Tech-Adept could attack the target in Hot Pursuit missions

Fixed an issue where sometimes upon rerolling all enchants on a relic item one or two enchant slots could drop off

Fixed an issue where once rerolling all enchants new enchants could no longer be rolled onto the item from the primary enchant pool

The drop rate of Tarot cards, Empyrean Seals and Blueprints have been lower while playing with the Tech Adept. This has been corrected

A Tarot hazard could improperly duplicate unmoving Champion units in missions. These units will no longer duplicate

Fixed an issue where supplies and inoculator charges could not be picked up from Supply and Medical chests in certain cases

There was an Inoculator blueprint duplicate which got removed

Corrected some psalm-code doctrines' descriptions to be more accurate. The changes have been indicated in the Compendium as well

The high suppression of the Full Auto skill of the Autogun was fixed

Fixed an effect on the Lasgun

Fixed the sound of the Chainsword

Fixed a covert mission unlock property within the Ivory Void Crusade

From now on rescued Imperial Guardsmen will no longer fail to teleport out in Rescue missions

Fixed the Brother in Arms achievement which did not unlock if players were offline when their application to a Cabal was accepted

Lowered the sound of the footsteps of some NPCs as they were too loud compared to the characters

Controller

The Tech-Adept Constructs can now be aimed to a specific location when casted

Misc

Updated icons for special weapon skills

Boosted drop rate for Blueprints and Crafting Materials within Void Chests

Updated the Heroic Deed values and descriptions

Revamped the layout of the Ivory Void Crusade

Added the missing subtitles on every language for the Prophecy intro and outro video









Balance Changes





Ranged Weapons

Boltgun

Frag Burst: Damage reduced from 1.36 to 1.292, ammo cost increased from 2 to 3, removed Fleshbane tag

Frag Burst (Archeotech): removed spread, added Knockback tag

Single Shot: Damage reduced from 1.40 to 1.3, reload time increased from 1.5 to 2 seconds

Plasma Cannon

Barrage: Cooldown reduced from 12 to 6 seconds, Overheat cost increased from 1 to 1.5

Barrage (Archeotech): fires 8 projectiles instead of 6 with a faster fire rate, overheat cost reduced to 1/shot from 1.5/shot

Compressed Shot: Damage increased from 1.2 to 2.2, Overheat cost increased from 4 to 7, chargeup time reduced to 1.5 sec (now charges at a rate of 250%/sec)

Compressed Shot (Archeotech): Charges up to 500% damage over the same time

Single Shot: Damage increased from 1.4 to 1.9

Plasma Gun

Short Burst (Archeotech): added Armor Piercing tag, cooldown is reduced to 1.5 seconds

Focused Bolt (Archeotech): Deals 25% more damage

Autogun

Full Auto: added High Suppression tag

Full Auto (Archeotech): removed spread

Aimed Shot: added Critical Strike tag

Aimed Shot (Archeotech): Deals 10% more damage, added High Suppression tag

Shotgun

Short Burst (Archeotech): Deals 15% more damage, added Giantkiller tag

Multi-Melta

Rad Charge: AoE damage increased from 0.5 to 1.0

Rad Charge (Archeotech): AoE deals 50% more damage, shot deals 25% more damage

Single Shot: Damage increased from 1.14 to 1.5, Overheat cost increased from 0.6 to 0.8

Single Shot (Archeotech): Deals 5% more damage, added Armor Piercing tag

Melta Blast: Added Burning tag, chargeup time reduced to 1.5 sec (now charges at a rate of 250%/sec)

Overcharged Shot: Cooldown reduced from 5 seconds to 3

Grav Gun

Grav Implosion (Archeotech): AoE effect deals 36% more damage

Single Shot (Archeotech): Deals 20% more damage

Grenade Launcher

Airburst Grenade (Archeotech): added Extreme Suppression tag, deals 25% more damage, cooldown reduced to 3 seconds from 5

Heavy Bolter

Hellstorm (Archeotech): 33% faster base fire rate, has area spread instead of angle spread, removed spin-up

Disengage (Archeotech): Removed spread

Heavy Flamer

Phosphorous Blast (Archeotech): has Large Area effect, cooldown is halved

Schorched Earth (Archeotech): added Fleshbane tag

Lasgun

Short Burst: Heat cost/shot reduced from 2 to 1

Aimed Shot (Archeotech): Deals 25% more damage

Hot Shot (Archeotech): added Fleshbane and Critical Strike tags

Melta Gun

Inferno beam (Archeotech): added Armor Piercing tag, deals 25% more damage

Melta Blast (Archeotech): deals 5% more damage, cooldown reduced to 4 seconds from 5

Plasma pistol

Overheat capacity increased from 10 to 16

Overcharge: Damage increased from 1.25 to 1.5, chargeup time reduced to 1.5 sec (now charges at a rate of 250%/sec), now splits overheat between weapons (instead of giving 6 to one weapon, it gives 5 to both weapons)

Piercing Shot: cooldown increased from 2 seconds to 3, now splits overheat between weapons (instead of giving 4 to one weapon, it gives 6 to both weapons)

Piercing Shot (Archeotech): Deals 10% more damage, added Armor Breaking tag

Single Shot: Damage increased from 0.75 to 1.45, Overheat cost increased from 0.5 to 0.8

Focused Bolt (Archeotech): Deals 20% more damage

Grav Pistol

Overheat capacity increased from 14 to 16

Gravity Well (Archeotech): Deals 44% more damage

Gravity Flare (Archeotech): Reduced cooldown to 3 seconds from 6, deals 25% more damage

Temporal Anomaly: Damage increased from 1.0 to 2.0, cooldown increased from 1.2 seconds to 2.5, overheat cost increased from 1 to 2

Inferno Pistol

The Melta Blast and Melting Ray skills has been switched

Overheat capacity increased from 12 to 16

Melting Ray: now uses both weapons and shares overheat cost, Overheat cost increased from 2 to 4

Melting Ray (Archeotech): Overheat cost reduced to 3/shot instead of 4, deals 15% more damage

Melta Blast (Archeotech): Deals 12% more damage

Bolt Pistol

Concussive Shot: damage decreased from 2.8/shot to 2/shot but fires 2 shots simultaneously

Suppressive Fire: cooldown reduced from 8 to 4 seconds, burst repeat count reduced from 10 to 6 shots, damage decreased from 0.7 to 0.6/shot but fires 2 shots simultaneously, area radius increased from 3 to 4 meters

Suppressive Fire (Archeotech): added Knockback tag, deals 16% more damage

Single Shot: Damage increased from 0.71 to 1.3

Full Auto: Damage increased from 0.41 to 0.8

Full Auto (Archeotech): removed spread

Laspistol

Duals Beams (Archeotech): added Critical Strike tag, deals 20% more damage

Single Shot (Archeotech): added Armor Piercing tag

Autopistol

Crippling Salvo: Damage reduced to 0.25 from 0.35

Crippling Salvo (Archeotech): removed spread, deals 20% more damage

Assault Gunnery: Damage reduced from 0.26 to 0.247, rotation speed increased from 10°/sec to 12°/sec

Short Burst: Damage increased from 0.29 to 0.45

Short Burst (Archeotech): has Armor Breaking tag instead of Weak vs Armored

Full Auto: Damage increased from 0.2 to 0.28





Melee Weapons

Chainsword

Eviscerate: Instead of the endless channeling, the maximum channel time is reduced to 1.5 seconds, after that the skill must be recast. Damage increased from 2.5/sec to 4.95/sec

Eviscerate (Archeotech): has Armor Breaking tag instead of Weak vs Armored

Wide Strike: Damage Increased from 0.85 to 1.15, added Knockdown and Bleed tags

Eviscerator

Eviscerate: Instead of the endless channeling, the maximum channel time is reduced to 2.0 seconds, after that the skill must be recast. Damage increased from 2.0/sec to 6.0/sec

Savage Assault: Damage increased from 1.35 to 1.6, range and movement speed has been significantly increased, removed Stun tag but added Knockdown tag

Savage Assault (Archeotech): Deals 12.5% more damage, cooldown reduced from 5 seconds to 3.5

Wide Strike: Damage decreased from 1.65 to 1.36, added Knockdown and Bleed tags

Wide Strike (Archeotech): Deals 5% more damage, added Armor Breaking tag

Power Axe

Wide strike: Damage increased from 1.8 to 3.4, added Knockdown, Slow and Fleshbane tags, added movement component to the skill

Strike: added High Suppression tag, damage increased from 0.94 to 1.395

Strike (Archeotech): has Armor Piercing tag instead of Armor Breaking, added Critical Strike tag

Power Hammer

Shockwave: Damage increased from 3.3 to 3.6, cooldown reduced from 6 seconds to 4

Shockwave (Archeotech): Deals 11% more damage, cooldown reduced to 3 seconds from 4

Strike: Damage Increased from 1.0 to 1.1

Power Sword

Blade Flurry: Damage Increased from 1.0 to 1.55, added High Suppression tag

Wide Strike: Damage increased from 0.9 to 1.4, added Bleed, Pain, Shock and Knockback tags, added movement component to the skill, cooldown increased to 2 seconds from 1

Wide Strike (Archeotech): Deals 21% more damage, added Fleshbane tag

Thunder Hammer

Thundering Leap: changed from Large area to Area damage (now has smaller radius)

Greatsword

Crippling Strike: Critical Strike tag removed, applies 3 stacks of vulnerability instead of one

Crippling Strike (Archeotech): Adds 4 stack vulnerability/hit up from 3, cooldown reduced to 3 seconds from 4

Wide Strike: added Fleshbane, Bleed and Knockdown tags

Spinning Blow: Changed behavior to channeled (now you can move while spinning), added Slow and Demolisher tags, removed Knockdown tag

Spinning Blow (Archeotech): Deals 15% increased damage, no movement penalty





Other

Suppression Shield

Block re-designed: The player now moves forward, projecting a continous front facing shield that negates all damage from that direction. Reduces suppression damage by 80%. The player is immune to Knockback and Knockdown effects. Can be maintained indefinitely.

Storm Shield

Block re-designed: The player now moves forward, projecting a continous front facing shield that negates all damage from that direction. Reduces suppression damage by 80%. The player is immune to Knockback and Knockdown effects. Can be maintained indefinitely.

Shield Charge: Distance reduced to 15 meters from 25, damage reduced from 1.0 to 0.8

Sentinel Armor