Collect Dews of Life and give it to the Generous Tree and it will reward you back with rewards! The chances of a Golden Seed appearing will increase every Dew of Life you give!
Dew of Life Price:
These are the rewards that you can acquire from the Generous Tree.
In the expanses of Elinor, the spooky holiday unfolds in its own way! The Hermit Stargazer and Sh'aktayn need your help to lift the wretched curses!
The Servant of the Darkness and the Light awaits brave warriors to help rescue imprisoned souls in the Dark Vaults. He is ready to grant 3 shadow dust daily, which is needed to free the souls, and as a reward, he will give you Black Sand and a Sh'aktayn’s Scroll, allowing purchases in his store. For those eager to free as many souls as possible, an unlimited amount of shadow dust is available at the merchant's store on the Island of Initiation. In Sh'aktayn's store, scrolls of Light sketches have appeared, from which you can obtain an exclusive sketch of your choice. During each "Rescue of Imprisoned Souls" event, you can purchase only one scroll (set) of Dark or Light sketches.
After visiting the Hermit Stargazer, you'll learn that a dreadful curse of the Halaween spirit has spread throughout the Observatory's territory. After death, local inhabitants, as well as humans and dwarves, unexplainably and randomly return as zombies, driven by a singular desire — to consume all living things! Help destroy the zombies by delivering death blows with stakes, which can be obtained from the Hermit in exchange for the broken branches of bushes brought to him in the Observatory, and receive Brains as a reward — an ammunition that can be used in battles within Elinor's territories. Using this ammunition will unlock new Zombie Hunter medals. You'll find a limited batch of Brains in the Halloween store.
And there are new gifts from the Bank of Elinor! Until the end of October, with every purchase of crystals for every 500 units, you'll receive 10 Sweet Apples VII!
Hey gang! It's been a minute since the last update with a devlog, but that's for a good reason: We've been hard at work getting this very update ready for all of you! It's a big one, so strap yourselves in.
Going Up a Level
So, let me set the scene for you: Imagine you're playing this beautiful family, and they have a cute little bungalow, but now they have a kid! Oh no! There's not enough space for the kid to live! Whatever shall they do?
Well. How 'bout they build a second floor??
Yea, you heard that right: You can now build a full second floor on your lots in Tiny Life. And better yet, you can build another floor on top of that! And then another floor on top of that! This means that you're able to build a total of five floors (two in the demo), and fill them with all your favorite furniture, and rooms, and decorations, and Tinies, of course.
Don't believe me? Well, take a look at this beautiful house built by Yellore, which you can also find on the Steam workshop.
You can find all the info you need on how to create and populate additional floors in the game, but it's pretty simple all in all: You can use the buttons in the top right of the screen (or keyboard or gamepad controls as described in the controls info box in the bottom-right of the screen) to switch which floor your camera should be focused on, and you can build and interact on the currently focused floor!
While this system is already fully functional and very usable, it may still have some bugs here and there, especially when it comes to rendering. As always, please report any issues you find through the feedback form, which is also linked in-game.
Joe feels like king of the world.
Much Better Fences
As part of this update, and especially to accompany the new ability to create mezzanine levels and other types of holes in the ground, we've taken the opportunity to overhaul fences in the game.
If you don't remember, or you haven't played with them yet, fences used to be, well, a little bit of a mess. They were essentially furniture pieces that you could place down like any other objects, but they would automatically connect together. The trouble with them, though, was that they were always stuck to the center of the tiles they occupied (much like any other furniture, as well), and so using them as a sort of wall-like border between tiles was pretty much impossible. It also didn't help that placing them was a bit of a nuisance, since there was no way to drag them out or generally place multiple at once.
So, to fix this, we've taken the liberty to make them more like walls! You can now find the new Fencing tool as part of the build mode toolset, and all of the existing fences have been converted to the cool new ones. In addition to that, we've added a more modern metal-style fence that you can use in your builds as well!
In the above picture, you can see a comparison between the old-style fences (on the red tiles) and the new ones (on the yellowy green tiles). Cool, right?
What About Old Fences?
A lot of the time when new features are added to Tiny Life, older ones are updated or changed automatically to accomodate them. For example, when fridges started being able to store items a few updates ago, their type changed from a regular furniture item to one that can store items - no manual replacement of fridges necessary.
Here's the thing, though: With these new fences, it's not really possible to do that. Think about it this way: If old fences, which occupy the center of tiles, are automatically converted to new ones... which side of the tile should they now occupy? Could there even be a consistent side, or would it have to vary based on the location and context of where and how the fence was being used? And what about places where old fences can't reasonably be converted, like a build in which fences are placed in the tile space between two walls?
Because of all of these issues, and essentially to leave it up to players how they want to structure their new fence-based empire, we've deprecated the old fences instead of fully removing them. This means that, when you load your saves, the old fences will still be present in the world, but you won't be able to buy or place any new ones. Over time, you're expected to replace all of your old fences with the new ones, and eventually, maybe in a few years or so, the old fences will be removed from the game for good.
To remind players of this transition, hovering over the old fences in build mode displays a tooltip that tells them exactly this information but, you know, a little less rambly.
New Items
We also added a few new items, tiles and other fun objects since the last update. We've already gone over the new metal-style fence, which is lovely, of course, but we also added some new furniture!
As you can see, we introduced a new two-tile-wide version of the cute three-layer shelf that everyone loves. This shelf's surfaces work similarly to those of the existing dresser drawer: you can place three smaller items on it, or one large item in the center.
In addition to this, we've also added a cute new book stack item and a nice frilly rug, as well as a proper sand tile, so all of you mapmakers don't have to use a recolored version of the dirt path.
Also, and this is kind of a secret for an upcoming new map, we've added dirt roads as a non-buyable map editing tile! These are meant to be placed with dirt paths on the sides to allow Tinies to walk along the side of the road, much like you would in real life when traversing a country road.
We're not going to tell you anything about the upcoming map set, but suffice it to say, it'll be very cute!
Various Improvements
Here's another small feature for all of you mapmakers out there: by extremely popular request, you can now use certain tile types as paths that exit the borders of the map, allowing Tinies to head out of town or travel to another world without needing to get into their car. More specifically, these tiles are any concrete paths, as well as the dirt paths that people frequently used to use as sand. You may be able to guess why it was necessary to add a proper sand tile now.
As part of our journey to ever-improve existing features of the game, and as a reaction to a survey that we did absolute eons ago, we have improved upon the emotion stings in the game! Really, there were two major improvements here: Number one, most of the stings are a lot shorter now and fit the musical style of the game a lot better. Number two, the in-game music (should you have it enabled) now quiets down a bit while the stings are playing so that you're able to hear them in all their glory. Thanks so much, as always, to Leiss Hoffman and Jamal Green for their amazing work and musical collaboration for the game.
The Full Changelog
That's it for this update, everyone! As you can see, there are quite a lot of additions and changes in this one. If you want to see the full changelog, which is a lot this time around, you can find it in the bottom-right corner of the game's main menu as always, or right here!
Lastly, thanks so much again for the amazing feedback from everyone in the Tiny Life community, as well as the lovely builds, households and lots everyone has been sharing. Keep in mind that, if you want any of your custom content or other media related to Tiny Life showcased in an official capacity, you can check out the Community Showcase page on the website.
❤️ Ell
Additions
Added the ability to build additional floors on lots, allowing up to 5 floors in the full game, and 2 in the demo
Added a proper wall-like fencing system, including a new metal fence, and marked furniture-style fences as obsolete for future removal from the game
Added a wide three-layer shelf, a small stack of books, and a rhombus rug
Added a proper sand tile, which looks a lot better than the yellow dirt path color
Added the ability to play online games with specific other tinies
Added the ability to adopt babies as well
Added a few more hair and skin colors
Added Simplified Chinese translation, courtesy of Zhao Huaye. Thanks so much for your hard work!
Improvements
Overhauled emotion stings and lower music volume while they're playing
Add the exported version as a tag when uploading items to Steam workshop
Automatically remove outdated custom content on game startup
Allow chatting on the phone with multiple people at once
Allow inviting over multiple people at once
Made the AI choose from available people based on their relationship
Paths at the borders of the map will now also count as exit points
Improved auto-tile visuals, and made path colors auto-tile with each other
Persist object repair progress between attempts
Display thought bubbles when reading
Allow people with lot employments to visit when being asked
Display a person's age on their tooltip
Snap wall-attached furniture to appropriate walls automatically in build mode
Start jobs off with an active vacation day so that work doesn't start immediately
Allow adoptive parents to take parental leave as well
Allow undoing using ctrl+shift+z as well
Display vehicle ownership as a tooltip
Automatically create a save backup when game version or mods change
Display destroy particles for walls and tiles on higher floors
Display a wide new game button when there are no saves, rather than graying out the load button
Inverted default steam cloud behavior, causing newly created saves to be cloud synced by default
Use the natural placement sound for water objects
Use newer masters of Leiss' soundtrack, which also includes some previously missing bits
Changed the furniture tool's name and icon to "Objects" to accommodate the fact that it also contains plants and other decorations
Reduced the time it takes for new Steam subscriptions to be reflected in the game
Display an info that the game needs to be restarted when enabling or disabling mods
Remove roofs that intersect with newly created rooms
Fixes
Fixed two people repairing an object breaking repair progress
Fixed wall-related undos and redos not correctly restoring old rooms
Catch any validation exceptions for map objects
Fixed fairy lights crashing when not on a wall
Fixed out-of-town actions counting as visible for babies
Fixed the tile tool having visual issues in some camera rotations
Fixed an exception when an enqueued social action has no valid partner
Fixed collisions not updating correctly when moving some furniture
Fixed undoing a room deletion not restoring the room correctly
Fixed an exception when a person stops having a lot employment and then tries to go home
Fixed a crash when a lot has no free tiles around the front door
Fixed mods with broken localizations crashing the game on startup
Fixed interior walls not displaying as down straight after placement
Fixed people autonomously reading skill books that don't interest them
Fixed regular visitors being deleted from maps removed from saves
Fixed moving lots allowing roofs to be out of bounds
Fixed a crash when loading an invalid save file in the demo
API
Added MultiActionHandler initialize event
Replaced action varieties with a new system, action arguments, which allows multiple arguments to be passed at once
Allow adding more actions to the set of actions used by the Clean Everything action
Dead people are now stored in their gravestone, rather than on the map the gravestone was first on
After all the hard work of almost 3 years, now I have come to an end with my journey in Maeldor as the solo developer, and now it is your time to delve into this magical land to experience an epic quest to save this world from the growing darkness.
There are so many things to say, but I am a bit too excited at the moment, so I will try to keep it short and simple.
First of all, I would like to thank to the all the people that helped me in my journey, gave me feedback on the game, stood beside me when I felt the most intense burn-outs, and encouraged me to keep going to accomplish my dream. I could not have done this without you, so thank you, sincerely from the bottom of my heart.
And secondly, besides my excessive excitement of the launch at the moment, I also feel so blessed and grateful to be able to share this imaginative world and the stories that have come from my heart and mind with everyone else. That is the main reason, why I have started this journey, and I always tried to keep that thought in my mind while working on the game. Of course, I had to make lots of sacrifices like everyone else, but in the end, I truly believe that it was worth it.
So that is all I want to say, and I know it is a bit emotional talk, but it is an emotional moment for me after all, hehe.
I tried my best to deliver an experience that is fun and memorable, so it will be worthy of your time. I hope you will enjoy every second of it!
And lastly, if you encounter any kind of bugs or problems with the game, you can contact me via email or discord. I leave the links below. As soon as I gather enough data and if there are any problems, I will push an update as fast as I can. That's a promise.
Content - Halloween Event is now live! A satanic a day keeps the doctor away, or so they say =) - Added Gore back to the game, organic enemies now spill blood when killed - Added Underground Garden dungeon back into the game - Added Burstshot enemy affix, ranged enemies shoot 3 projectiles and melee enemies perform 3 attacks fast - Added Colossus enemy affix, tanky enemies with a 50% thorns vs physical (damage is calculated from raw weapon damage) - Added Commander enemy affix, Commander's minions are immune when near, once the commander dies the minions become vulnerable
Balance - Added enemy density to sheeponia - Buffed Enemy density and zone level (150 > 350) in Ruby Gardens - Unstable Rifts now provide 150% extra mf per kill + hell rift MS increased from 15% to 50% - Buffed Chaos Shrine spawn rate by 5% and top reward chances by 8% - Removed life replenish from wormhole bosses - Every 1000 skillpoints in mining now adds +1 to maximum possible oredrops (7 at 5000) for every node you mine - Removed a few enemy packs from Distorted Horizons floors 1 and 2 but buffed floor 3. - Buffed enemy density in underwhelming dungeons - Changed Dark Oath strike proc in Unholy God's Flail into an aura - Changed a few jewelcrafting recipes to use Storm Opal - Modified Enraged enemy affix, now enrages at 50% life gaining more life replenish and attack speed - Buffed Hypothermia (Heroic Item) base damage, added Enhanced Damage, increased Additive Cold Damage min/max, increased Cold Skills min/max, added Cast on hit chance for level 60-80 torrent
Qol tweaks - Augments are now shown in journal - Market open now focuses on text field be default so you can start typing without clicking it - Key Dungeon zone text is now red instead of purple - Satanic Zone dungeons now also have purple text indicating its also satanic - Mobile version now shows satanic zones properly - Added proper Russian translation by our community member Madjasti - Quest objects no longer spawn once the quest is completed - Increased Angelic Key sound range to same as satanics - SS tier satanics now also show in chat - When you get a buff from any source (item proc etc) it no longer overwrites the value of the buff unless the new value is stronger than the old one, but it refreshes the duration. - Removed hovering indicator from empty socket slots since its misleading - You can now jump down from cliffs but not up
Fixes - Fixed Shadow Realm portal bug - Fixed Demonform missing textures if used on another class from loaded dice etc - Fixed Chaos and Reaper shrines enemy rarities (no more trash mobs) - Fix to loot not drawing on the map - Fixed muspelheim rock hitboxes - Fixed Guild Perks not saving - Fixed Season Rewards not working correctly - Fixed a multiplayer bug with shrines - Fixed guns not shooting over water etc - Fixed Stacked Pain mercenary skill tooltip saying slow when its stun - Fixed Loading Issues in Act 8-1 and 8-2 - Fixed a bug with force move or using the movement skill in LMB would lock into enemies - Fixed a bug with Block Rating calculation giving too much block - Fixed Town entrance and exit names drawing in wrong spot
Redneck - Truck bullets go through walls now
Viking - Added effect indicator for Whirlwind
Paladin - Fixed Lightning Break on Lightning Fury (also halved the scaling as its already strong) - Fixed Fist of Heavens augment size scaling - Fixed Hammers destroying them selves if spawned inside a wall
Shaman - Tornado augment now releases small piercing twisters dealing a portion of the tornado's damage
Plague Doctor - Added Toxic Flask augment for Plague Doctor - Miasma now gains additive damage from the initial attack aswell
Shield Lancer - Buffed Spiked Shields base damage, synergy and armor scaling.
Marksman - Fixed Gunner Drone not benefitting from master mechanic damage - Fixed a Bug with Turret Mastery and turret attack frequency
Necromancer - Fixed Damned Legion Augment not increasing shockwave size
Demonspawn - Fixed Blood Surge augment second cast not proccing blood tendrils
🛠️ Devlog 4 is here! In this update, we're focused on refining our enemy AI to enhance gameplay, particularly in the pursuit of Omen. But that's not all... 💡 We're also taking baby steps towards an extensive combat system and controls overhaul. Join us in the discussion as we delve into these exciting developments in the video. Your feedback is invaluable! Follow us on Steam for more updates. 🚀🎮 #GameDev #AIEnhancements #CombatOverhaul
Today, we've released community items for our CURT MADDOX. Have fun!
By the way, if you have an interest in collecting items like these, we recommend checking out our other game called HOROS, which also features trading cards, emoticons, badges, and backgrounds.
Patch #14 contains the second part of changes based on community testing that we’ve had with select members of the community the past 2 months, and adjustments to live issues that have appeared. We once again want to thank the community members for their continued help with improving areas of the game that need extra attention.
We could not post all the patch notes here so make sure to head to our forums to check out part 1 (same notes as presented here, the most important ones, if you will), part 2 (weapon balancing details) and part 3 (weapon balance details continued).
All
Operative Modifier “Suppression Boost” - Increased Suppression from 5% to 25%
Psyker
Blitz - All
Set wield Quell chain time to 0 on all Psyker Blitzes, meaning it will be more fluid to start Quelling after switching to your Blitz
Blitz - Brain Rupture
Reduced Peril cost of charging right click from 30% to 20%
Reduced movement penalties from charging
Increased power from 850 to 900
Increased Unyielding armour damage modifier from 1.0 to 1.25
Increased Maniac armour damage modifier from 1.0 to 1.5
Increased Carapace armour damage modifier from 0.75 to 1.0
Fixed an issue where “Brain Burst”/”Brain Rupture” would cause an explosion even with the talent “Empowered Psionics” active
Blitz - Assail
Shifting power, to reduce spammyness of primary attack but increase the usability of the secondary aimed attack:
Reduced power of primary action from 250 to 200
Increased power of secondary action(aimed) throw from 250 to 340 or 400 if talent “Empowered Psionics” is active
Fixed an issue where “Assail” projectiles would lose targeting when Force Swords are wielded
Fixed an issue that could cause the animation and action for “Assail” to be stuck if you were attacked while aiming a shard
Fixed an issue where “Assail” would play critical strike sounds globally and in 3D
Blitz - Smite
Fixed an issue where the ability didn’t show hit indicators when damaging enemies
Fixed an issue where Incorrect VFX cloud keeps triggering during the secondary attack
Dev Note:Smite being able to channel without cost when Empowered Psionics was active was a bug. We do however feel that without it Smite can feel a bit lacklustre in combination with Empowered Psionics, so we’re further increasing the power of it. We’ll be keeping an eye on it, and are up for doing something related to cost in the future as long as it's more balanced this time around!
Increased bonuses from Talent “Empowered Psionics” - +125% Damage, 50% faster spread between enemies
Fixed an issue where the Talent “Empowered Psionics” incorrectly made Smite not cost any Peril
Combat ability - Psykinetic’s Wrath
Added a 10% Quell to base “Psykinetic’s Wrath” ability. Meaning that Psykers who don’t have the upgraded “Psykinetic’s Wrath” still can use the ability to avoid downing themselves.
Combat ability - Scrier's Gaze
Fixed an issue where sound effects were not turned on and off properly when activating “Scrier's Gaze”
Combat ability - Telekine Shield/Telekine Dome
Increased speed of the “Telekine Shield” and “Telekine Dome” placement action
Increased the max duration of “Telekine Shield” from 15s to 17.5s
Increased the max duration of “Telekine Dome” from 15s to 22.5s
Increased the health of “Telekine Shield” and “Telekine Dome” from 15 to 20
Increased the minimum duration “Telekine Shield” and “Telekine Dome” from 4s to 6.5s.
Fixed an issue with not being able to place the “Telekine Shield” on certain flat areas
Fixed an issue where the “Warp Siphon” Talent granted an instant cooldown of the “Telekine Shield” and “Telekine Dome” Abilities
Fixed an issue where enemy hits on the “Telekine Shield” and “Telekine Dome” Abilities could be seen through enemies
Fixed an issue where impacts on the “Telekine Field” and “Telekine Dome” Abilities were not vanishing
Fixed an issue causing sound effects to not trigger correctly when entering/exiting a “Telekine Dome”
Talent “Soulstealer”
Reduced Toughness replenished from 15% Toughness to 7.5%
Talent “Perilous Combustion”
Reduced the numbers of Soulblaze stacks applied to nearby enemies on Elite or Specialist kills from 4 to 3
Talent “Prescience”
Aura Talent “Kinetic Presence” - Reduced the Damage bonus from 10% to 5%
Increased Critical Hit chance bonus to 5% from 4%
Zealot
Blitz - Blades of Faith
Tweaked knife throw to make it more consistent and easier to hit priority targets:
Added small cleave to be able to cleave through one small enemy
Reduced projectile radius from 0.37 to 0.2, to make it easier to hit priority targets in hordes and avoid accidentally hitting the smaller targets.
Fixed so Blades of Faith don’t inherit spread modifiers from wielded Ranged weapons, they should go straight now.
Increased power from 500 to 585 to help reaching some weak spot breakpoints
Increased Flak armour damage modifier from 0.75 to 0.8
Fixed minor animation issues
Combat ability - Shroudfield
Talent “Perfectionist” - Reduced the Backstab damage bonus from 100% to 50%, but changed the Cooldown increase from 100% to 50% so the cooldown punishment is lower. This was made to avoid single hits doing too much damage.
Changed the Finesse Damage bonus from being multiplicative to additive.
Daemonhosts will now be able to see Zealots using Shroudfield, to avoid cases where players can aggro a Daemonhost and make it attack other players.
Combat ability - Chorus of Spiritual Fortitude
Added functionality to cancel the ability with the secondary action input
Changed action chaining so that you are not allowed to cancel out of the ability during wielding animation. This to avoid accidental cancelling of the ability before it is started
Changed so that Monstrosities are only staggered by the first and last pulse of the ability
Talent "Inexorable Judgement"
now only activates on melee and ranged hits
Talent “Second Wind”
Added 0.5s internal cooldown
Increased Toughness replenish from 10% to 15%
Talent “Shield of Contempt”
Reduced damage reduction from 75% to 60%
Talent “Bleed for the Emperor”
Reduced damage reduction from 50% to 40%
Dev note:These slight changes to damage reduction talents are to avoid high stacking damage reduction
Fixed the Talent “Martyr’s Purpose” having the wrong icon
Fixed an issue where the “Beacon of Purity” Aura could leave players with remaining corruption damage
Fixed issues where the Talent “Sainted Gunslinger” didn’t activate when reloading Combat Shotguns or Stub Revolvers
Veteran
We are currently working on an update to the Veteran’s Talent Tree, including Keystones, which will be coming in a future patch. We hope that these changes to your Abilities will still be interesting enough and open up for a few more build paths, while we finalise the larger update.
Reduced Veteran Stamina regeneration delay from 1.25 to 1.0, meaning Veterans will start Stamina regeneration quicker than before.
Blitz - Smoke grenade
Added a small stagger to Smoke Grenade explosion
Duration increased from 10s base, 15s with "Grenade Tinkerer" talent to 15s base, 30s with "Grenade Tinkerer" talent.
Blitz - Krak grenade
Changed behaviour of the Talent “Twinned Blast”. One grenade will now land where aimed, and the duplicated grenade will land in a random position nearby, left or right of the aimed position.
Combat ability - Volley Fire / Executioner’s stance
Allow cooldown to tick during “Volley Fire”/”Executioner’s stance”, but increase cooldown from 25s to 35s, meaning achieving a higher uptime on “Volley Fire” will reward you more.
Talent “Counter-Fire” - Added Scab Stalkers as Volley Fire Targets
Fixed issues where the “Volley Adept”/”Executioner’s stance” didn’t activate when reloading Combat Shotguns or Stub Revolvers
Combat Ability - Infiltrate
Daemonhosts will now be able to see Veterans using Infiltrate, to avoid cases where players can aggro a Daemonhost and make it attack other players.
Reduced Infiltrate cooldown from 60s to 45s
Increased Infiltrate duration from 6s to 8s
Combat Ability - Voice of Command
Reduced cooldown from 45s to 30s
Added stronger stagger to “Voice of Command”, will now be able to stagger Monstrosities and Mutants.
Talent “Only in Death Does Duty End”
Increased cooldown increase from 33% to 50% - With the reduced cooldown of “Voice of Command”, this adds up the same 15 s extra cooldown. (33% of 45 is 15, 50% of 30 is 15)
Talent “Duty and Honor”
Increased toughness gained from from 50 to 100 and duration from 10 to 15
Fixed an issue where the ability didn’t play sound effects.
Talent “Deadshot”
Moved from percentage of max Stamina to flat Stamina, 0.75 stamina per second, 0.25 per shot.
Talent “Exploit Weakness”
Increased from 2.5% Brittleness to 10% and set max stacks to 2
The Description currently reads Rending, but should say Brittleness Talent “Rending Strikes”
Reduced from 15% to 10% Rending to all weapons. With the Class Overhaul we also changed how Rending was calculated, resulting in it being more effective than before. This resulted in ‘Rending Strikes’ being stronger than we anticipated.
Talent “Keep Their Heads Down!”
Increased Ranged Attack suppression from 25% to 50%
Talent “Demolition Team”
Corrected the description to state that only the Veteran receives a grenade.
The gameplay change was already in, but the description didn’t get updated properly.
Ogryn
Blitz - Big Friendly Rock
Reduced replenish cooldown from 60s to 45s
Increased Maniac damage
Increased impact VS Monstrosities. Stones thrown to the head of Monstrosities will now stagger them.
Lowered chaining time from wield to the aim throw - This will reduce the time until the player can throw the stone, allowing for more reactive gameplay.
Blitz - Ogryn Frag Bomb
Armour Modifiers Close Damage (near, far): Unyielding : 200%, 200% to 325%, 200%
Armour Modifiers Far Damage (near, far): Carapace: 75%, 37.5% to 100%, 37.5% Unyielding : 187.5%, 100% to 262.5%, 112.5%
Combat ability - Loyal Protector
Fixed an issue where Daemonhost was behaving weirdly after Ogryn Loyal Protector activation
Fixed an issue where the ability didn’t play sounds effects for other players
Combat ability - Point blank Barrage
Fixed issue where the ability would not trigger Talent “Reloaded and Ready”
Talent “Light ‘em Up“ - Reduced Stacks of Burn from 3 to 2
Talent “Batter”
Reduced number of bleed stacks applied from heavy attacks from 6 to 4.
Talent “Pained Outburst”
Fixed an issue where the talent would return 100% Toughness instead of 25% and would replenish Toughness if knocked down.
Talent "Dominate"
Reduced from 30% to 15% Rending on Elite kills
Enemies
Tweaked Enemy base health on all difficulties, with focus on bigger Elites to make them stay alive a bit longer, and for the Conflict Director to not spawn as many:
Mutant base health from 1900 to 2000, is now the same base health as before the Class Overhaul patch.
Bulwark base health from 1500 to 1800
Crusher base health from 1500 to 1800
Dreg/Scab Rager base health increased from 800 to 1200
Scab Mauler base health increased from 1200 to 1500
Added new backstab sound for Elites
Increased heavy stagger thresholds for Crushers, Maulers and Reapers
Lowered push force applied by Scab/Dreg gunner shots by around 70%
Tweaked Scab Stalker combat ranges to increase distance where they switch from melee to ranged attacks
Scab Shooter can now trigger "On successful dodge" procs.
Fixed so Scab Bomber will only drop his grenade once pin-pull sound is played
Spawning
Fixed issue that caused more flamers be able to be spawned at the same time than intended
Added more aggressive speedrunning prevention spawning
Fixed an issue where the Monster Specials Condition could fail to set weakened state
Mutants
Improved dodging when Mutant charges players around corners, added extra wall collision raycast
Plague Ogryn
Lowered Plague Ogryn stomp radius
Beast of Nurgle
Tweaked Beast of Nurgle slime slow from 50% to 20%
Fixed a crash that could occur if two Beasts of Nurgle tried to consume the same enemy
General Weapon Changes
Full details on damage values, armour modifiers, etc. are found further down.
General:
Reduced Bleed damage from 200 to 175
Dev Note:This was 40 before Patch #13 Class Overhaul
Fixed so Recoil doesn’t increase while crouched for some weapons
Rending no longer increases Stagger strength
Duelling Swords:
Changed chain windows on all swords to have faster access to weapon special attack
Adjusted cleave values
Slightly increase power on stab heavy attack
Improve armour damage modifier vs Unyielding/Flak on stab heavy
Changed chain windows on all swords to have faster access to weapon special
Heavy Swords:
Set same damage profile for 1st and 2nd target
Chainaxe:
Increased Maniac armour damage modifier
Kickback:
Faster auto reload after shooting hip/zoomed
Increased power.
A bit tighter spread with ADS (Aim Down Sights)
Minimum pellet hit count changed from 10 to 16 for both hip fire/ads on all Armour types except Flak/Unyielding.
Grenadier Gauntlet:
Tweaked values on melee attacks to make it more viable.
Fixed an issue where heavy melee attacks did not allow for talents such as “Batter” to proc as intended.
Ripper Guns:
Reduced base reload speed from 30% to 20%.
Slightly reduced ammo reserve.
Force Swords:
Fixed an issue with the smart targeting of the force sword push follow up being overly prioritised.
Increased the lights and heavy attacks damage, with a bit increased cleave and finesse.
Changed Force Swords dodge limit from Infinite to 5 (same as Combat Knife)
Dev Note: We believe infinite dodges aren't healthy for the balance of the game and decided instead to give Force Swords the same dodge count as the Combat Knife(one of the best dodging weapons). This change was made together with an overall bump in Force Sword damage and cleave output to compensate for the dodge loss and other weapons power increase. Infantry Lasguns:
Improved sprint ready up time for all Lasguns
Improved hipfire recoil/spread for all Lasguns
Increased power.
Laspistol:
Increased power
Reduce sprint ready up time
Slightly increased fire rate
Tweak recoil, spread, stability to be far less severe, focused on stability even when mobile
Tweaked the input buffer so as to reduce the feeling of lost inputs
Thunderhammers:
Added 1 more dodge
Switched Crucis Mk II Thunder Hammer’s push follow up to be light sweep.
Switched Ironhelm activated strikedown heavy sweeping profile to heavy single target profile, meaning it will be more effective against single targets.
Switched Ironhelm chain from pushfollow to heavy 3 for easier access
Crusher:
Crusher has been changed to be more of a fast, crowd-controlling, headshotting focused weapon.
Added 1 more dodge
Tuned lights/heavies damage profile to be more efficient, with focus on headshotting.
Increased heavy hitbox length from 1.15 to 1.4.
Tuned up attack speed.
Switch push followup to light sweeping with higher finesse.
Reduced light and heavy activated explosion radius, larger decrease on light attack.
Tactical Axes:
Atrox Mk II
Tuned up single target damage for Light 1 and Light 3
Ogryn Club:
Increased the speed of heavy attacks on "Brunt's Basher" Mk IIIb Bully Club
Slap
Tuned down impact a bit to avoid juggling enemies in the air.
Fixed so slapping a weak spot can stagger stronger elites, such as Crushers.
Combat Swords:
Added chain to heavy attack 1 from push follow up and slightly increased the chain time.
Devil's Claw Mk VII push followup switched to single target damage profile, following attack changed to a sweeping profile, meaning the first attack will be more useful versus 1 target and the following attack more useful with multiple targets.
Combat Axes:
Achlys
Added chain to heavy attack 1 from push follow up, slightly reduced the chain time
Headhunter Autoguns
Bash weapon special
Tweaked hitboxes to be a bit easier to hit
Increased speed of normal/heavy bash
Added chain window from hip shoot so shooting won't lock you out from firing as much.
Vraks Mk III Headhunter Autogun
Tweaked recoil behaviour
Vraks Mk VII Headhunter Autogun
Tweaked recoil behaviour
Increased damage per shot
Decreased fire rate
Agripinaa Mk VIII Headhunter Autogun
Changed burst time from 0.175 to 0.1
Braced Autoguns
All Braced Autoguns:
Replaced push on weapon special to sweep.
Add stagger reduction on bash hit, higher on weak spot hit
Tweaked hitboxes to be a bit easier to hit
Increased speed of normal/heavy bash
Boltgun
Bash weapon special:
Replaced push on weapon special to sweep
Add stagger reduction on bash hit, higher on weak spot hit
Tweaked hitboxes to be a bit easier to hit
Increased speed of normal/heavy bash
Power increased
Infantry Autoguns
All infantry Autoguns: changed crit effect to be a less flash-bangy one. Should be less blinding to get a lot of crits.
All infantry Autoguns: increase ammo clip and reserve.
Agripinaa Mk I Infantry Autogun
Tweaked recoil, fixed faulty crouch settings that caused recoil to go up when crouching.
Reduced recoil on first 3 shots
Increase recoil when moving to more around x2 of stationary
Columnus Mk V Infantry Autogun
Tweaked recoil, reduced horizontal by a lot, fixed faulty crouch settings that caused recoil to go up when crouching.
Increased sprint speed.
Increased dodge.
Changed damage profile to be more effective at close range, far range falloff
Set same falloff range as other infantry Autoguns
Slightly reduced vertical recoil
Graia Mk VIII Infantry Autogun
Tweaked recoil, fixed faulty crouch settings that caused recoil to go up when crouching.
Increased sprint speed.
Force Staves
Tweaked fire times on Force Staves with a projectile primary attack (Nomanus Mk VI Surge Force Staff, Equinox Mk III Trauma Force Staff, and Equinox Mk IV Voidstrike Force Staff). Fire time is now 0.1s, up from 0.025s, and the animations and time scales have been tweaked to better match the fire time.
Special attack bash
Slightly faster
Changed damage profile to be similar to other bash changes, high stagger on weak spot hit, higher on heavy, more cleave on sweep
Increased hitbox range
Tweaked chain timings
Fixed the impact sfx/vfx on special attack bash to be blunt
Ogryn Cleavers
Fixed so uppercut special can stagger heavy targets, such as Crushers.
Orox Mk II Battle Maul & Mk III Slab Shield
Increased push radius from 3.25 to 4
Tuned chain timings
Standard-issue Munitorum Sapper Shovel
Tune chain timings
Increased damage of lights and heavies
Catachan Mk III Combat Blade
Tweaked up light/heavies, tune chain windows
Added innate 25% backstab damage bonus to heavies.
Power Swords
Munitorum Mk VI Power Sword block cost reduction by 25%
Activation can be cancelled to block 0.3s in, keeping the activation
Dev Note:This change was made to make Munitorum Mk VI Power Sword more focused on defensive chaining, by allowing the block chain to be activated. The activation animation also matches the block animation so the transition from block -> activate is smoother.
Activated attack power buffed significantly; Heavies with a focus on horde clear, lights for dps or smaller target counts, push attack weak spot hits for carapace and unyielding damage.
Voidstrike
Chain timing from start next projectile set to quell chain time
Slightly reduced the previous 70% buff applied to secondary fire to tune down extreme damage on high health targets.
Surge Staff
Added gibbing to Surge Staff kills
Rumbler:
Reduced sway to make aiming trajectory more reliable
Added crosshair during reload
Human Shotguns
Upped ammo pools.
Increased Armour damage modifiers vs unarmoured, infested, maniac and unyielding.
M35 Magnacore Mk II Plasma Gun
Increased power
Increased cleave
Increased finesse
Grenades
Changed aiming of grenades to update aiming trajectory up to the point of throwing the projectile.
Blessing Changes
Fire Frenzy
Changed from “Attack Speed” to “Close Damage”.
Close Damage
7%, stacking 5 times.
8%, stacking 5 times.
9%, stacking 5 times.
10%, stacking 5 times.
Stripped Down
Stripped Down has been fully reworked into a solely Ranged Attack Immunity blessing, thus the Sprint Speed bonus has been removed. We want to keep Movement Speed bonuses in the Talent Tree layer instead.
Speedload
Changed from triggering on Melee Kill to Close Kill.
Added stacking of bonus, up to 5 stacks.
Reload Speed:
14% to 7%
16% to 8%
18% to 9%
20% to 10%
Duration (Infantry Autogun): [Tiers 1-4] 2.5s.
Duration (Braced Autogun): [Tiers 1-4] 2.5s.
Duration (Autopistol): [Tiers 1-4] 2s.
Duration (Recon Lasgun): [Tiers 1-4] 3.0s.
Duration (Laspistol): [Tiers 1-4] 3s.
Duration (Revolver): [Tiers 1-4] 4s.
Limbsplitter
Cooldown:
5s to 5s.
5s to 4.5s.
5s to 4s.
5s to 3.5s.
Ruthless Backstab
Rending Bonus:
35% to 90%.
40% to 100%.
45% to 110%.
50% to 120%.
Infernus
Burning Maximum Stacks (Recon Lasgun):
8 to 10.
10 to 12.
Can Opener
Brittleness Stacks:
5 to 10.
6 to 12.
7 to 14.
8 to 16.
Bug Fixes
HUD/UI
Fixed several issues where buff icons were not behaving as expected
The icon for the Blessing “Brutal Momentum” is now only shown when active, instead of always
The icon for the Psyker Talent “Kinetic Flayer” is now shown when active
The icon for the Psyker Talent “Mettle” is now shown when active
Fixed an issue where the icon for the Ogryn Talent “Massacre” didn’t update correctly when at max stacks
The icon for the Ogryn Talent “Maximum Firepower” is now shown when active
The icon for the Veteran Talent “Fire Team” is no longer shown
The icon for the Veteran Talent “Leave No One Behind” is now shown when active, both for the player moving towards or reviving a knocked down player, and the player being revived.
The icon for the Veteran Talent “Tactical Reload” is now shown only while reloading
The counter on the icon for the Zealot Talent “Blazing Piety” now starts at 0 instead of 1
Fixed an issue where grenade icons in the team HUD were shown as red/empty for players that had cooldown based Blitz abilities. Now the icon will remain white for those players. Additionally fixed an issue where the icon would show the wrong colour sometimes.
Fixed issues with non-localised or missing values in texts for the following Blessings:
Fire Frenzy
Punishing Salvo
Speedload
Inspiring Barrage
Stripped Down
The mission lobby timer should no longer overlap other UI elements while in the Talents tab
Fixed an issue where the cursor would still be visible in some menus while using a gamepad
Weapons, Curios, Blessings, and Talents
Fixed an issue where the rating value for Perks on Curios displayed the incorrect numbers. This issue was purely visual, and the game will now display the actual numbers the item always had.
Fixed an issue where the Blessing “No Respite” could stack infinitely
Fixed an issue where the Blessing “Man-Stopper” on shotguns affected melee weapons
Fixed an issue where the Blessing “Thrust” would not always wind up to max stacks consistently
Fixed issue where the shell loaded from a Weapon Special action on Combat Shotguns was not fired if shooting immediately after reloading with enough +% Reload Speed
Fixed an issue where Surge Force Staves didn’t show hit indicators when damaging enemies
Typo fixed in Veteran talent “Close and Kill”
Fixed an area around the combat ability in the Psyker tree, where talent node paths would allow for incorrect navigational behaviour, this is only a visual change in how the tree is presented
Localisation
Fixed an issue where the text for a Psyker talent would show up as unlocalized
Penance descriptions should now consistently refer to the correct Class in all languages
Fixed localization of talents in the Class creation screens
VFX, SFX, and Animation
Fixed an issue where Toughness damage SFX was only played when getting hit by ranged attacks
Mourningstar and Mission Board
Fix for long loading times into the Mourningstar caused by very long running DNS requests
Fixed an issue in the Mission Board screen where Secondary Objective text would remain if the focus swapped from a mission with Secondary Objectives to one without
Misc
Fixed a crash that could occur when aiming down sights or bracing a weapon and getting interrupted by an attack
Fixed an issue where players entered a crouching state after sliding if Hold to Crouch was disabled
Fixed an issue where the display on Auspexes wasn’t visible when spectating during hacking
Fixed an issue where explosion kills sometimes did not get reported correctly to the kill feed
Fixed a crash which would occasionally happen when using a gamepad in the Social menu
Fixed a crash occurring when starting the game with a computer sound device that has been removed/no longer exists
Fixed an issue where Wargear presets would not save properly if making changes when the mission lobby timer ended
Fixed an issue where the game would still accept action inputs while text chat was open
Fixed an issue where weapons cosmetics could not be shown on Operative while inspecting them in the Commissary
The default option should now always be “Accept” when receiving a Mission Request while using a gamepad
Fixed an issue while using the Inspect options in the Cosmetics menu where zooming and toggling mannequin/operative preview would trigger from the same input
Fixed name and description text for the Zealot cosmetic “Krieg Fatigues (Marked by Faith)”
Once more: we could not post all the patch notes here so make sure to head to our forums to check out part 1 (same notes as presented here, the most important ones, if you will), part 2 (weapon balancing details) and part 3 (weapon balance details continued).