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Warhammer 40,000: Space Marine 2 News

Warhammer 40k Space Marine 2 just hit its lowest price yet

Coming a whole decade after its predecessor, Warhammer 40k: Space Marine 2 was one of the most anticipated releases of last month (and of the year in general). It spent just the right amount of time in the development oven too, as the final product is a fantastic squad shooter with immersive aesthetics and a decent level of challenge. If you've yet to add it to your Steam library, the cheapest way to do so is to buy it through Fanatical, where it is 12% off.


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Patch Notes 4.1 and Game Director commentary

[h3]Hi, Space Marines![/h3]

As we discussed late last week, we’ve been monitoring your feedback since last Thursday’s Patch 4.0 and have decided to address your most pressing concerns with a new balancing update, coming this Thursday.

Before we get to the details of the new patch, we want to thank you all for being so involved with the game and making your opinions heard. While we noticed criticism with regards to difficulty adjustments—and rightly so—we’d also like to thank you for your very positive feedback on the new “Termination” map. No matter the feedback, we’re grateful that you feel so passionate about Warhammer 40,000: Space Marine 2. The key takeaway for me, personally, is that I forgot that once the game comes out, it's no longer a dev's game. It's yours first and foremost.

This is why, moving forward, we’d like to harness this energy by establishing Public Test Servers. They would let you try out major balancing updates and make your voices heard before they are pushed onto public branches. We’re hoping to make these available around early 2025, so stay tuned to our channels for more info
.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ - Dmitriy Grigorenko, Game Director



[h2]Gameplay and Balancing Tweaks - Operations mode [/h2]

[h3]AI director and enemy spawns[/h3]

DG: Here was our reasoning before Patch 4.0: When the game came out in September, the Ruthless difficulty win rate hovered around 60%. Weeks later, and with the changes introduced by Patch 3.0, we saw that the same win rate had jumped to over 80%, and we received a lot of feedback stating that the game had become too easy—even at its maximum difficulty (at the time).

With Patch 4.0, our aim was to tweak enemy spawns to increase the overall number of enemies rather than reverting to buffing their Health. Unfortunately, this had an impact on the easier difficulty levels as well.

For example, the win rate on the easiest difficulty dropped slightly after Patch 4.0, from 95% to 93%. This may not look like a lot, but numbers aren’t everything. Your feedback made it clear that the game had become more intense and stressful on lower difficulties, and this was never our intention. As I’ve personally emphasised in interviews, Space Marine 2 is all about the power fantasy, and Patch 4.0 negatively impacted it for many of you.

This is why we’re rolling back these changes. Extremis enemies’ spawn rates in Minimal, Average, and Substantial difficulties will revert back to their pre-Patch 4.0 levels and will be significantly reduced in Ruthless difficulty to hopefully strike a balance between how hard the game was at launch and how “easy” it became with Patch 3.0.



Minimal, Average, and Substantial Difficulties:
  • Reduced spawn rate of Extremis enemies to match pre-Patch 4.0 levels
Ruthless Difficulty:
  • Significantly reduced spawn rate of Extremis enemies

[h3]Weapons (only in Operations mode)[/h3]

DG: We've been wanting to address the Bolter family for a while, as they've been underperforming across all difficulty levels. This has been a frequent piece of feedback from many of you, and the data confirmed improvements were needed across the board. The percent Damage increase is based on which classes have access to which kind of weapon and how the Bolters compete with the other options available.

  • Auto Bolt Rifle -> Damage increased by 20%
  • Bolt Rifle -> Damage increased by 10%
  • Heavy Bolt Rifle -> Damage increased by 15%
  • Stalker Bolt Rifle -> Damage increased by 10%
  • Marksman Bolt Carbine -> Damage increased by 10%
  • Instigator Bolt Carbine -> Damage increased by 10%
  • Bolt Sniper Rifle -> Damage increased by 12.5%
  • Bolt Carbine -> Damage increased by 15%
  • Occulus Bolt Carbine -> Damage increased by 15%
  • Heavy Bolter -> Damage increased by 5%

[h3]Difficulty[/h3]

⚙️ Ruthless: Player’s Armour is increased by 10%

DG: We are partially rolling back the change from the previous patch on Ruthless difficulty following your feedback. With Patch 4.1, we’re hoping to find the right compromise between how easy Ruthless difficulty felt after Patch 3.0 and how it felt after last week’s Patch 4.0.

The reason why it was reduced last week was that we noticed a very substantial bump in win rates on Ruthless after Patch 3.0, as Minoris enemies would no longer remove the entire Armour bar with their attacks, ranged AI Damage was nerfed across the board, and the ability to regenerate Armour by parrying normal Minoris attacks was added.

Additional note: Despite the last patch notes listing a decrease in Armour in Substantial difficulty, this change was mistakenly left out of our last update, hence why you won’t see it being reverted as part of this week’s patch.



⚙️ Lethal: “Tight Formation” system is removed

DG: Before anything else, let us clarify our reasoning for the introduction of this mechanic. As we worked on adding a new difficulty tier, we needed to make sure this new challenge was meaningful and interesting. With “Tight Formation”, our objective was to add a new layer of challenge for our most skilled players by adding horizontal progression rather than just vertical progression (i.e., dealing more damage to ever stronger enemies). This game is about the power fantasy, and enemies that take dozens of melee hits break it. Thus the challenge needed to come from other sources.

This system was also designed as a first step towards the introduction of gameplay modifiers down the line, both negative and positive—something World War Z players will be familiar with—but your feedback showed that the proximity requirements felt too restrictive. Classes like Assault and Vanguard felt especially penalised as playing them effectively requires a certain freedom of movement.

As a result, we’re removing the system entirely and will continue to work on modifiers until they’re ready. We will continue to monitor your feedback after the deployment of Patch 4.1 to make sure Lethal difficulty feels as challenging and rewarding as it should.



⚙️ AI

DG: A recurrent piece of feedback we’ve seen is that the AI allies can feel useless at times. We already improved allies’ behaviour in Patch 3.0, and we hope this additional buff will help solo players complete their Operations.

  • Bots deal 30% more damage to bosses.
DG: Fighting Zoanthropes is often reported as a source of frustration. Alongside the changes to the AI Director, we’re taking away some of their shields’ effectiveness to alleviate some of that frustration.

  • Zoanthrope: Shield swap cooldown with another paired Zoanthrope is increased by 10%.


[h3]General Fixes & Tech[/h3]
  • Fixed a bug that caused roll distance to be shorter than before.
DG: This was probably the most impactful and annoying consequence of Patch 4.0. While i-frames were the same, the distance difference made it much less effective versus ranged attacks. With this bug fixed, you should feel a great improvement in your fights against ranged enemies and bosses.
  • Fixed bug with unlocking Lethal difficulty rewards decals.
  • Crash fixes and general stability improvements.

Our teams are constantly working on improvements to the game’s stability. This patch is no exception, so you should encounter fewer crashes.



That’s it for Patch 4.1! Your feedback is absolutely invaluable to us, and we’re looking forward to hearing your thoughts on this new update.

[h2]The Emperor protects.
[/h2]

The Space Marine 2 team

Эффект Helldivers 2: Разработчики Warhammer 40,000: Space Marine 2 готовят балансный патч после критики сообщества

Недавно разработчики Warhammer 40,000: Space Marine 2 выпустили крупное обновление, добавляющее в игру дополнительный контент и запускающее следующий сезон. К сожалению, не обошлось без «ложки дёгтя».

Space Marine 2 stealthily drops a 90GB update offering a huge graphics upgrade

Warhammer 40k Space Marine 2 has been one of the biggest (pleasant) surprises of the year. While there was always a lot of faith that the co-op slayer sequel would deliver on the quality, what I didn't expect was just how many people would get hooked by it. It's also a visually-impressive game, and now you can make it even more stunning as Saber Interactive has stealthily released a massive new 4K texture pack.


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Patch Notes 4.0 - New Content for Operations!

[h2]​Hi Space Marines![/h2]

The latest Patch is here! It brings NEW CONTENT along with various tweaks and improvements!
Make sure you read the full note here:

[h3]NEW CONTENT[/h3]

💥 New Operation - Termination.

This new Operation takes place on planet Kadaku. New dreadful foes have arrived. Make good use of the artillery to annihilate them.



💥 Added Lethal difficulty for Operations

Major highlights of it:
  • Ammo Crates have limited refills per player.
  • Majoris enemies can become enraged and will be more deadly and harder to kill.
  • Armour restores from finishers only if you stay close to your battle-brothers.
  • Overcoming such a challenge will grant you new cosmetics…

💥 Added photo mode in Operations (works only in solo). Also, characters can now follow the camera with their eyes.



[h3]GAMEPLAY AND BALANCING TWEAKS[/h3]

Melee Archetypes: Fencing weapons' perfect parry window will now have the same duration as balanced weapons but it will start from the first frame of parry animation.

Melee Perks: Chainsword, Power Fist, Combat Knife charged attacks perks get significant damage increase.

Basic Auspex Scan: bonus damage on bosses is reduced by 30%.

Melta Charge: damage to bosses is reduced by 70%.

​Enemy Spawn Director PvE:
  • Tweaked idle spawns.
  • Enemy variety within waves is now less random while enemy variety between waves is bigger.
  • Extremis enemies can now spawn with additional enemies.
Difficulty:
  • Ruthless: Ammo crates have limited refills per player.
  • Ruthless: Player's armour reduced by 15%.
Note from the devs:

"With Patch 3 we have noticed that Operations mode became noticeably easier, especially Chaos operations. We are happier with what we have right now compared to what we had on release, because before Patch 3 Chaos missions were unpopular. Still, we think that currently Operations mode is a bit too easy.

Overall these changes are going to make Operations mode harder, but it is difficult to measure by how much. We will continue to monitor those changes and will continue to adjust the balance of Operations mode. This is not the last change."




[h3]PVP[/h3]
  • Increased delay between announcer messages in PvP.
  • The starting animation of the Grapnel Launcher for the Vanguard is shorter in PvP.
  • Fixed Power Fist in PvP dealing too much damage with short charged attacks.

[h3]AI[/h3]
  • Enemy Dodges: Globally replaced full invulnerability on dodge moves of enemies with heavy melee damage resistance.
  • Rubric Marine with Boltgun: Disengage teleport max distance is slightly reduced.

[h3]CUSTOMISATION[/h3]
  • More options for colours customisation for Chaos:
    • Tertiary colours: Sotek Green, Night Lords Blue, Death Guard Green, Khorne Red.
  • Decal colours: Sotek Green, Khorne Red.
  • Colours: Added Liberator Gold colour to default for primary and secondary colours palettes.
  • Fixed a lot of issues with display of colours, now they should be more lore accurate (Mechanicus Standard Grey, Ushabti Bone, Phoenician Purple, The Fang, Iron Hands Steel, Retributor Armour).
  • Decals: Added new Chaos faction decals for the right shoulder.

[h3]LEVELS[/h3]
  • Vox Liberatis - Daemonhost: Disabled respawn until the last altar in the final arena.

[h3]GENERAL FIXES[/h3]
  • Fixed a bug where the Assault perk "Ascension" could kill its owner.
  • Fixed a bug where the Sniper perk "Targeted Shot" wasn’t always working in some cases.
  • Fixed an unintended animation cancel with the Bulwark by using the block, which resulted in faster attacks.
  • Fixed an issue with the Tactical team perk "Close Targeting" not triggering properly.
  • Fixed an issue with the Tactical perk "Radiating Impact" not triggering properly.
  • Fixed an issue with the Sniper perk "Guardian Protocol" cooldown not working properly.
  • Fixed an issue where sound was lost after switching the speaker configuration.
  • Fixed several issues in Trials.
  • Fixed several issues that were causing loss of saves.
  • The Thunder Hammer perk "Patience Rewarded" description is now accurate with its actual effect (added "When your Health is below 30%” part).
  • Lots of minor UI fixes and improvements.
  • Lots of minor animation fixes and improvements.
  • Localisation fixes.

[h3]TECH[/h3]
  • Crash fixes and general stability improvements.
  • Fixed several connectivity issues causing disconnects for players.
  • Slightly improved performance.
  • Fixed issues controllers not working with Steam Input enabled.

[h3]RENDER IMPROVEMENTS[/h3]
  • General improvements and fixes.


https://store.steampowered.com/app/2183900/Warhammer_40000_Space_Marine_2/