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Warhammer 40,000: Inquisitor - Martyr News

Update for Inquisitor - v2.4.1 | August 12

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

Patch v2.4.1


[h2]Fixed bugs[/h2]

  • Fixed a rare crash issue which could occur if one received vast amount of loot drops in a mission
  • Fixed a rare crash issue which could occur if one purchased an item from any of the stores right when the timer got reset
  • Fixed an issue where Tech-Adept weapons could not be upgraded with the controller under certain circumstances
  • Fixed the drop rate of the Empyrean Seals, as it could be skewed in Tarot Cards' favor too much
  • Fixed the description of a few item enchants which were related to the Life-Drain mechanism
  • The Thunderbolt of Authority relic enchant could display a nonsensical value sometimes. This has been corrected
  • Fixed the overlapping text problem which appeared on the Reward window
  • Fixed the "Aegis Psalm + Hypergheist Psalm + Shroud Psalm + Nova Psalm" Psalm-code Doctrine
  • Blessing-type Psychic Powers combined with a certain relic enchant could make the character invulnerable to any damage. This has been fixed
  • The Concordia ability of the Psyker's Psy Focus Attribute has been fixed and now affects the Warp Heat reservation of the Blessing-type Psychic Powers
  • Fixed an issue where items dropped from destructible objects could fall under the ground
  • Fixed an issue where the lightning sound effect appearing for Seasonal characters in the Main menu didn't cease to play if one opened the Credits
  • Fixed the Mortify the Flesh Heroic Deed which didn't work. Additionally, its requirement was slightly changed, from now any received damage counts for the deed.
  • Fixed the Forbidden Knowledge Radical skill which did not grant XP bonus in certain cases
  • Corrected the Ordeal Tarot card's description which did not contain the time-limit penalty effect
  • Fixed an issue where the Phosphoenic Psalm + Technomartyr Psalm + Neuralis Psalm + Binharic Psalm Psalm-code Doctrine did not work together with the Heat Attacks skill tree's Spontaneous Combustion and the Superheated Discharge
  • Fixed the mission counter under the Player Info window which did not count the Seasonal characters' achievements
  • Fixed an issue where the "+ X% Damage Bonus to Constructs summoned from the Armour slot" relic enchant could roll onto armours which didn't have a summon slot
  • From now on the Heat Damage Bonus stat will get updated if one activates the Witchfire Symbiotics passive skill on the Heat Attacks passive skill tree
  • Fixed the Block active skill of both the Storm Shield and the Suppression Shield as the skill didn't consume Focus while being active
  • Fixed a Construct module skill's lightning effect which could become distorted and as such very unpleasant to the eye
  • Removed the blueprints of the various Construct weapons from all the stores as Construct weapons can no longer be crafted
  • Fixed the Caustic Reagents passive skill of the DoT skill tree which did not grant +1 second to DoT effects duration
  • Fixed the Volkite Psalm which didn't increase the DoT duration
  • Fixed an item enchant which didn't grant DoT duration
  • Fixed the Main Implant of Wrath's relic enchant '+X to the maximum of Enraged tokens' which did not work in Co-Op, unless one took off and then equipped the item once again in mission


[h2]Balance[/h2]

  • The time-limit in Multiplayer after the completion of the main objective was 1 minute before players were teleported out. This limit has been increased to 3 minutes to provide enough time to gather loot or finish any other action
  • Rebalanced the Palace Under Siege campaign mission to make it easier to complete it within the given time-limit
  • Slightly reduced the amount of dropped items from destructible objects


Hotfix for Inquisitor - v2.4.0c | July 15

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

[h2]Fixed bugs[/h2]

  • Several crash and stability fixes
  • The difficulty of various Void Crusade missions scaled incorrectly, making these missions harder than intended. This has been fixed
  • Warp Anomalies no longer scale from the Psyker's own damage (No more random oneshots)
  • Psyker anomalies no longer spawn when interacting with things or when a cutscene plays.
  • Seasonal Archeotech Weapons now properly use the enhanced skills they should
  • Warp vulnerability on melee hit now only rolls for Psyker
  • Shield HP doctrine (gain 50% of your max life as energy shield) now works properly
  • 75% Heat Damage Doctrine now works properly
  • Symbiosys rune removed from the Psyker's Fiery form as it had no effect
  • Fixed an issue where some Season 3 enchants did not roll properly on items
  • Fixed an issue where a Kataphron Destroyer could appear on both the Command Bridge and on the Starmap
  • Construct gears and blueprints no longer drop. Similarly, they cannot be crafted anymore
  • Fixed the Grenade Launcher's ammunition counter which could go into the negative and consequently did not reload automatically
  • In various story campaign missions the volume of certain NPCs was considerably lower. This has been fixed
  • Items from previous Seasons could be obtained through rewards and caches. This has been fixed
  • The Thunderbolt of Authority Seasonal mechanic no longer hinders the progress of the Psychic Retribution Heroic Deed
  • The Soul Grinder received several new effects and some skill priority fixes
  • The shard crafting process could not be managed with the controller. This has been fixed
  • The level of missions in Co-Op Void Crusade did not display properly. This has been fixed
  • The loot quality stat's description has been corrected on the Character sheet
  • Fixed an issue where characters equipped with certain Inoculators could not pick up Medical Supply charges dropped from chests
  • Void Plunder keys, Tech Fragments and Void Dusts are no longer visible in the inventory when opening the shop and the message panel
  • Fixed an issue where the Character sheet did not get updated when you put on or took off a gem from any item
  • The notification window about a completed Seasonal task could make the screen grey and unresponsive. This has been fixed
  • Various typos and strings have been corrected



[h2]Balance[/h2]

  • Decreased Void Brethren Insignia I drop rates slightly
  • Increased the drop rate of Void Brethren III insignias slightly
  • Increased the drop rate of Void Plunder keys moderately
  • New secondary enchants that give resists roll on everything except weapons and signums to make it easier to max out resists.
  • Persistent Damage effects' damage have been reduced by 20-50%
  • Mitigator Inoculator component's behavior changed to give DoT immunity for 5 seconds
  • Tech Adept Tech fragment drop rate was increased by 200% at +0 lvl, 700% at +10 lvls
  • Fabius Bile's Hp was increased by 250% in Human and 550% in Demon Form. Several of his demon form skills were not used, these are now fixed
  • From now on Medical Supply boxes drop 1 Inoculator charge consistently
  • From now on the Crusader's Tarantula Sentries (Sentinel Armour turrets) are summoned the same way than the Tech-Adept's turrets. They inflict AoE damage and Knockback/Slow on nearby enemies. Additionally, the turret's fire rate has been increased by 35% and they can be summoned while moving

Hotfix for Inquisitor - v2.4.0b | July 8

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

[h2]Bug fixes[/h2]

  • Numerous crash and stability fixes
  • Fixed an incorrect string for the "Shield HP regeneration / sec" enchant
  • Fixed an incorrect string for Construct life Drain
  • Fixed the Level 35 Void Crusade reward window
  • Fixed a display issue where non-Season characters had Void Brethren insignia slots displayed
  • Fixed the scroll bar on reward windows
  • Inverse Warp Attenuation Perk now works properly
  • Tech Adept Dominus now unlocks Skitarii Neurosync Perk at lvl 11 to avoid display conflicts
  • Grenade damage was fixed on both perks
  • Implemented a scroll bar on reward windows
  • Reward windows now display rewarded currencies properly
  • Fixed an issue where the next reward window after completing a Void Crusade had an incorrect background
  • Fixed an issue where where construct and NPC kills did not complete Seasonal objectives


[h2]Balance[/h2]

  • Improved the loot of the Alpha Legion Soul Grinder
  • Kataphon Destroyer's Cognis Flame is no longer cast on invalid targets
  • Inverse Warp Attenuation's life drain was increased from 10% to 20%
  • Kataphron Vanguard's aggro range increased from 25 to 40 meters
  • Psyker Strain Transfer (Debuff tree) passive was changed to give Warp heat on Kill instead on debuff apply
  • Psyker Warp Heat dissipation Perk was changed to work in Focused State only
  • Mind Rift I : Damage Bonus increased from 45 to 55%
  • Mind Rift II: Damage Bonus increased from 75 to 90%
  • Psyker Warp Anomalies now have chance to spawn every second, 10% chance in Imperiled (Yellow), and 20% chance in Unhinged(Red) state. We'll monitor this behavior and change it if we deem it too extreme.
  • From now on, one target can only have 3 active Blessings (Psyker)
  • Warp heat states now properly scale with your Maximum Warp Heat, Imperiled (Yellow) state starts at 40% Warpheat, Unhinged(Red) state starts at 80%.
  • Extermination Warp heat cost increased to 25/sec
  • Haemorrhage's warp heat cost increased to 15/cast
  • Relic enchant: Healing based on warp heat 's chance was halved
  • Relic enchant: Enemy explode based on warp heat's chance was halved



Developer Comment: While the Psyker overhaul last season was mostly a success we noticed players taking advantage of a lot of unintended combinations (one might even call this exploiting). The whole class resources mechanics was circumventable making Warp Heat and any connected effect practically obsolete, giving some certain crafty Psykers a massive advantage over the rest of the playerbase.

As always, our goal isn't to make certain builds impossible but to cut back on exploting things that aren't available for other classes.


Season of the Void Brethren - July 6

Updates to W40K: Inquisitor - Martyr will be released. The updates will be applied automatically after the scheduled maintenance and when your Steam client (in on-line mode) is restarted. Please also note that during maintenance, players will be unable to login.

[previewyoutube][/previewyoutube]

Patch v2.4.0

Season of the Void Brethren


[h3]Inquisitors,[/h3]

The Caligari sector is beset by a new threat, a newly formed Chaos cult called the Void Brethren. Previously just an inconsequential cabal of void pirate gangs, they have been bestowed upon the blessings of Nurgle, a horrid gift that gives them power beyond mere mortals. With their ships they carry this gift far and wide, absorbing the dregs of the Imperium into their ranks. Other pirate gangs, fledgling cults, criminals and deserters, the Void Brethren grow stronger each day. The Caligari Conclave can ignore them no longer, they must be stamped out before their filth spreads too far.

Inquisitor's 3rd Season introduces brand new seasonal mechanics - make sure to learn them all here to maximize the effectiveness of your purges:

Neither of our previous Season updates lacked new features and balance changes. The same applies for the current patch: QoL additions, features and improvements came with Season 3. Find out more by reading the patch notes below!


[h2]New Features[/h2]

[h3]Co-Op Void Crusades[/h3]
  • You asked for it, we delivered - from now on, you can conquer the Void with your friends. Read more about the challenges during the development of this feature here.

[h3]Void Shard Exchange[/h3]
  • You can now turn Void Shards into Void Dust, then form new types of Void Shards. This allows players to start Void Crusades for which they did not originally have the required shards.

[h3]Currency tab[/h3]
  • Void Shards, Cortex Fragments, Seasonal Currencies, Tarot Cards and the like will no longer hog inventory space. Everything can be found neatly organized in the new Currency panel.

[h3]Loot Auto Pickup filter[/h3]
  • You can now filter the Loot Auto Pickup feature so your character will only pick up items of your desired quality.

[h3]Loot from Destructible Objects[/h3]
  • Crates, barrels, and the like will now drop loot upon destruction. Mostly you will find Credits in them, but sometimes there are supplies, inoculator charges, and even relics in them!

[h3]Tarot Card Removal[/h3]
  • You can now remove already selected Tarot Cards and Empyrean Seals from missions.

[h3]Tech Adept Rebalance[/h3]
  • Although the Tech Adept was popular there was a lot of criticism involving its itemization, the lack of lategame build options and overall game feel. We agreed with some of these and reworked his kit to reduce unnecessary micromanagement, simplify itemization while keeping his customizability and overall improve his synergy with his constructs. The Tech Adept's gameplay should feel more fluid, his build options were widely extended and he's very much capable of tackling lategame challenges in his new state. You can read the exact changes at the Balance section of this changelog


[h2]Balance[/h2]

[h3]General Changes[/h3]

  • An extra character slot has been added
  • Enemies now properly scale up to lvl 130
  • Adjusted Villain Spawn rates. The chances of spawning one/two/three Villains on a mission at level 10 are now 50%/20%/0% which increases gradually to 70%/30%/15% at level 70.
  • Level mission scaling was reworked: You only get 99% damage penalty at +18, up until that point every single level reduces your damage output by 23% compared to the previous level. This change should remove the massive wall that was 99% by introducing 9 new difficulty levels between 90% and 99%
  • The damage taken scaling was reworked as well: Every level adds 19% extra damage compared to the previous. This means that between +11 and +17 you deal more damage but take slightly more as well, and as such. defences might be more important now for certain builds
  • Coop difficulty scaling was also tweaked, it's less penalizing now. Enemy scaling per additional players:
    • Horde: 20% hp / additional player
    • Normal: 50% hp / additional player
    • Medium, commander, structure 35% hp / additional player, 50% supp.res. / additional player
    • Elite: 75% hp / additional player, 50% supp.res. / additional player
    • For all units: + 25% xp / additional player
  • Several enemy setting received overhauls, mostly buffs. Most dangerous attacks received an extra visual effect and/or a warning
  • Dozens of skills were overhauled in a way that let's you actually dodge them, while having their damage increased slightly. No more homing jumps on enemies any longer
  • Added a lot of new, persistent Area attacks for several enemies, making it a bit more dangerous to just stand around
  • New property: Attack Speed. Attack speed was technically used by the game before but in a limited and often hidden way. Now it was introduced (mostly for constructs) as an official property. It makes animations play faster, directly affecting all channeled skills, indirectly affecting everything else, as it is complementary with CD reducing effects (CD often starts when the animation starts so if an animation plays faster, you'll need a faster cooldown to keep up with it.)
  • Enemy DoTs also stack everywhere so be ready to dodge as much as possible because they can be really deadly. To compensate for this, enemy DoTs no longer scale from the applying skill's damage but from a fix number on every level that scales exactly as any other damage does
  • Boss type enemies received a new Suppression Category, they cannot be Suppressed (Red) anymore. This means, it's no longer possible to stun bosses
  • Enemy Energy Shield now scales at the same rate as their HP does
  • Dozens of skill descriptions and tooltips were updated both for the changed skills and the unchanged ones
  • Tags: "Chain" now counts as AoE. Consequently, updated tooltips for the new/changed behaviors, fixed tooltips in many other cases

[h3]New massacre effects were added[/h3]
  • 10: 10% Damage Bonus, 5% XP
  • 25: 30% Damage Bonus, 10% XP
  • 50: 45% Damage Bonus, 20% XP
  • 75: 60% Damage Bonus, 30% XP
  • 100: 75% Damage Bonus, 50% XP
  • 150: 90% Damage Bonus, 65% XP
  • 200: 105% Damage Bonus, 85% XP


[h2]Tech adept changes[/h2]
  • Reworked level up rewards and starting perks for all 3 subclasses. Subclass restricted perks from the other 2 specializations are available for everyone at lvl 80 and lvl 90
  • Starting gear and available constructs were also adjusted for the classes. Unlock progression through leveling up is also reworked, if you have existing characters between lvl 1-40 you might encounter a situation where you can no longer use a given item you were using

[h3]Construct Modules[/h3]
  • Construct weapons and and module slots are now unlocked through leveling up, instead of through passives
  • Constructs modules are available from the start and can be equipped

[h3]New behavior[/h3]
  • Construct weapons can now be upgraded using Tech-Fragments. Tech-Fragments can drop from any enemy, roughly in the same pace as XP can be acquired
  • Construct weapons no longer drop, any existing weapons have been converted to crafting materials, exiting Tech adept's construct weapons are upgraded to the hero's current level, newly created character's weapons start on the level they are unlocked
  • Construct weapons can now be leveled up to lvl 150, massively increasing their power but this comes with exorbitant costs
  • The game is balanced around having lvl 100-110 weapons for the endgame, but if you want an extreme grind and being able to beat the hardest possible levels, you can keep farming it
  • Construct equipment screen was reworked to accomodate the changes

[h3]Passive skill trees[/h3]
  • With the removal of unlock talents, some skill trees became rather empty, so a complete overhaul was needed
  • About 60 new nodes were added, adding a lot of synergy and specialization options
  • The progress through the skill trees was revamped (you only need to put a certain amount of points anywhere on the tree to be able to unlock the keystone passive), the tree's layout is now branching out instead of concentric
  • Existing skill trees will be reset

[h3]Constructs[/h3]
  • Practically, all constructs were overhauled in one way or another. Their innate Damage Reduction scaling was removed, their built in damage reduction (Kataphron, Kastelan) was removed as well. For these nerfs they were compensated in the Passives, on the Modules, in Attributes and enchants. Overall, their defences can be considerably better than they were
  • All constructs are now have 80% Resistance to Persistent effects (multiplicative with existing defences) and are ignored by traps, meaning they won't blow you up when crossing mines
  • The way Construct Base Damage was calculated was quite complex, hence we simplified that by a lot. This rework along with the other changes makes it really hard to actually give numbers for the following list, however, you can see everything in-game with updated tooltips that give you all the information you might need. Also please note, whenever "kit" is mentioned it includes their skills, their behavior and build options and synergies
Psiloi Vivisector
  • Their kit was tuned towards "horde" gameplay instead of "explode" build. They have a lof of options that can considerably increase their suvivability, their damage output was drastically increased (partially due to some fixed bugs)
Psiloi Combustor
  • Their kit was tuned towards ranged horde behavior, they are the glasscannon option of any Tech Adept build. Their damage was increased by about 200-400% (not counting the weapon modules) and they gained exclusive options for survival
Turrets (in general)
  • The most drastic change is the way they arrive. Instead of slowly falling, they now impact the ground, knocking back and knocking down enemies
Support turrets
  • Voltagheist, Alpha and Beta turrets are now an essential part of any Tech Adept build. Their bonuses were increased by about 500-1000%, several bugs fixed (especially with the Healer turret). Any one of the three turret effects can drastically change the way you play because they give massive bonuses. A support Tech-Adept can come handy in Co-Op from now on
Tarantula turrets
  • They are much more responsive and have many modifiers and synergies that they lacked previously. If used with support turrets, some might even replicate a miniature STEEHL REHN maneuver
Kataphron Vanguard
  • New Skill: Taunt. Using Taunt which aggros enemy units, this construct essentially saves you and the rest of your army from destruction. Its kit is really versatile though most of it is focused on its survival
  • Both its skills are now AoE, the Heavy Battle Servitor (Charge) and Canticles of the Omnissiah (AoE shock) were considerably buffed, so the area damage this construct can deliver is quite impactful now
Kataphron Destroyer
  • Now uses both its weapons simultaneously so it's truly deserving of its name. Its survivability was increased, while it cannot serve as a frontline unit, it will at least won't get killed by stray bullets. Its weapons received a lot of new tags and its damage output is possibly the highest amongst all constructs now
Kastelan
  • It's a jack of all trades, master of none situation. Building for Kastelan is easy, straightforward, but not the most effective in any regard. It gained a lot through synergies with other effects its active was changed to give attack speed instead of healing so it is worth using constantly. Attack speed actually reduces the duration of the "death" of the Kastelan, so with its own skill and a support turret it is possible to reduce the 20 seconds "downtime" to just a few seconds.

[h3]Tech Adept weapons[/h3]

Voltaic Axe Beta
  • Voltaic strike: Now counts and works as a Melee skill. Gained Chain tag
  • Strike: Gained Cone effect (AoE) tag
Arc Rifle
  • Channeled shot: Damage Reduced to 0.6 from 1.08
  • Now increases Construct damage by 50% up from 25%
  • Short Burst: Gained a 1.5 metres aoe effect and its damage increased from 0.3 to 0.6
Omnissian Axe Alpha
  • Strike: Attack Speed was reduced by 20%, its damage increased from 1.37 to 1.6
Omnissian Axe Beta
  • Strike: Attack Speed was reduced by 20%
Voltaic Axe Alpha
  • Strike: Gained a small cone effect (AoE) and a Heat Vulnerability tag
Voltaic Axe Beta
  • Strike: Gained Chain (AoE) tag

[h3]Perks[/h3]

Tech Adept Exclusive:

Various perks have been moved around from and into being Heroic deed unlocks. (Previously Currently)
  • Siphoned Vigour Mind Impulse Sync
  • Emanatus Field Archeotech Constructs
  • Synod of the Machine god: Damage bonus increased from 25% to 75%
  • Mechasapient: Also increases the number of Psiloi Combustors by 1.
  • Defensor Augmentics: Now affects all constructs AND the Tech Adept
  • Electro Scourge: All Constructs are affected, movement speed increased from 1 to 2% and also increases the attack speed by 2% per construct
  • Omniscent Constructs: Damage Bonus increased from 30% to 66%
  • Defensor Augmentics: Now affects both the Tech Adept and Constructs while giving 0.25 Damage reduction per percentage of reserve up from 0.15
  • Emanatus Field: Now gives 2 Supreme All Resist instead of 1 Damage reduction for every Construct in a 10 meters aura up from 5 meters
  • Infoslave Protocols: No longer deducts the construct affected from the total number of constructs
  • Mind Impulse Sync: Now transfers 100% Melee Damage Bonus to Constructs up from 30%
  • Noospheric targeting: Now gives 40% Ranged Damage Bonus up from 20%
  • Syphoned Vigour: Duration increased to 15 from 5 sec. Damage Bonus increased to 10% from 5 per stack
  • Parasitic Bio Link: Now heals 1% on Construct hit taken instead of 0.1%

[h3]General[/h3]
Armory of Zeal
  • Now available for the Tech Adept
  • Now gives an additional 100% Damage Bonus for Grenade and Mine skills
Heatsinks
  • Now give 45% Heat Damage instead of 25% for Overheating weapons
Inverse Warp Attenuation
  • Now gives 10% Life Drain instead of healing from the Warp Heat Damage in Unhinged state
Puritan
  • Gain 0.2% of your max HP as a Regenerating Energy Shield per Puritan morality points, 1% Shield HP regeneration, 55% Heat Damage Bonus while you have an active Energy Shield
Utility Harness
  • Now gives an additional 100% Damage Bonus for Grenade and Mine skills

[h3]Tech adept only enchants[/h3]
  • Construct affecting defensive enchants (Damage reduction/resists) were increased to be reasonably close to the module bonus values
  • Added supreme DR and Resist to be able to achieve 80*80% mitigation (96% towards the given damage type)

[h3]Armour Skills[/h3]

Electroid Shielding
  • Now gives 150% HP gained on Damage to constructs for 20 seconds
  • Cost increased from 30 to 40 data flux
  • Cooldown decreased to 35 sec from 45
Necromechanics Rainment
  • Duration increased to 15 sec
  • Cooldown decreased to 10 sec from 20
  • Damage bonus now affects the Tech Adept too
  • Heal decreased to 30% from 40%
  • Now gives 25% movement speed for the constructs and the tech adept too on use


[h3]Enchants[/h3]
  • Godlike invulnerability on big struck gained a visual effect
  • Demonic weapon damage on kill gained visual effect
  • DoT applying enchants now properly apply stacking Dots
  • Enchants affecting surprise state now properly work with Personal Teleporter too
  • Vulnerabilies are now properly applies by enchants
  • Invulnerability on big damage now has an effect
  • All Tech Adept Construct weapon, module enchants were rearranged, Tech Adept equipment enchants were rearranged

[h3]Assassin[/h3]
  • The Arc Sword's Voltaic Strike skill gained a Chain tag

[h3]Crusader[/h3]
  • Grenade Launcher's Short Burst skill: Area effect radius reduced by 1 meter
  • Single shot: Area effect radius reduced by 1 meter

[h3]World Skills[/h3]
  • Artillery now deals 2000% base damage instead of fixed 500 damage and gained knockback, knockdown and slow tags. It also hits twice as many times
  • Mine field deals 5.0 base damage instead of 300-400 fixed damage

[h3]Psalm doctrines[/h3]

Phosphoenic Psalm + Technomartyr Psalm + Neuralis Psalm + Binharic Psalm
  • Radius increased to 6m from 3
  • It is now affected by AoE area manipulating effect
  • It hits every 0.25 sec up from 1 sec
  • Its damage is increased to 1.5 from 0.1
  • It gained visuals an sound effects
Voltaic Psalm + Aegis Psalm + Hermeticon Psalm + Shroud Psalm + Emanatus Psalm
  • +1 HP and Energy shield HP gained on hit -> 20% of the damage dealt gained as Hp and Energy shield
Technomartyr Psalm + Hypergheist Psalm + Shroud Psalm + Nova Psalm + Galvanic Psalm
  • Behavior changed to: Gain Ethereal and an Inoculator charge when taking damage under 30% HP or when taking a potentially lethal blow
  • Ethereal enables moving through enemies with +50% Movement Speed while ignoring all damage but also disables the ability to deal direct damage for 5 seconds (15 seconds Cooldown)
Transonic Psalm + Nova Psalm + Icarus Psalm + Aegis Psalm + Animus Psalm + Technomartyr Psalm
  • Damage increased from 0.5 to 1.2, it gained an AoE tag
Aegis Psalm + Hypergheist Psalm + Shroud Psalm + Nova Psalm
  • Gain 50% of your max HP as a Regenerating Energy Shield, 2% Shield HP regeneration, +100% Maximum Shield Cap
Voltaic Psalm + Aegis Psalm + Hermeticon Psalm + Shroud Psalm + Emanatus Psalm
  • Gives 12% Life Drain and Energy Shield Drain
Voltaic Psalm + Voltaic Psalm + Technomartyr Psalm
  • Now affects constructs too
Terminus Psalm + Haemo-drain Psalm + Volkite Psalm
  • 200% Bleeding Damage Bonus against enemies in a 8 meters radius
  • Now affects constructs too

Static-burst Psalm + Galvanic Psalm + Iron Psalm
  • 125% Grenade and Mine Damage

Phosphoenic Psalm + Volkite Psalm + Hypergheist Psalm
  • 70% Heat damage bonus
  • Now affects constructs too

Emanatus Psalm + Electro-haze Psalm + Iron Psalm
  • 70% Physical damage bonus
  • Now affects constructs too

Nova Psalm + Volkite Psalm + Transonic Psalm
  • Now affects constructs too

Phosphoenic Psalm + Binharic Psalm + Volkite Psalm + Terminus Psalm
  • 125% Heat Damage Bonus
  • Now affects constructs too

Haemo-drain Psalm + Animus Psalm + Aegis Psalm + Uncreator Psalm
  • 125% Physica Damage Bonus
  • Now affects constructs too


[h3]Shrines[/h3]
  • Damage Shrine now gives 100% Damage up from 50%
  • Defense Shrine now gives 15% Supreme Damage Reduction

[h3]Missions[/h3]
Shadowsword mission (Tank mission)
  • Shadowsword's speed was increased by 10%
  • Skill castrange was increased to 70-120 meters up from 40
  • Damage of all weapons was increased by 400-1000%
  • Cooldown of all weapons was decreased by 20-66%
  • HP was increased by 250%

[h3]Deflector field [/h3]
Its behavior was changed to:
  • +50 Energy shield/item level
  • 3% Energy shield regen/sec
  • 30% Reflect chance
  • 125% Reflect damage

Note: This change was necessary because this item worked like a reflect item, but technically wasn't one and thus it had no synergy with any other reflect related effect.


[h2]Fixed bugs[/h2]
  • All AoE type effects affect all AoE types properly
  • Personal teleporter's surprise bonus duration now properly applies
  • The Fiery Form's volume decreased once again as it was reportedly too loud

Warhammer Skulls - Event Content Update for Inquisitor - June 3

Inquisitors!


It's time for Games Workshop's annual global event, Warhammer Skulls, which is now live on Steam. Browse dozens of discounted games, watch livestreams, and participate in the event inside Warhammer 40,000: Inquisitor - Martyr & Prophecy as well!

This time, players need to track down certain daemon engines using a powerful eye impact. When equipped, this eye impact marks these enemies with a skull icon. Players can unlock the enchantments on the powerful implant by killing these daemon engines.

This is a great time for newcomers as well, because we have our best discounts yet during the event (June 3-10):

Warhammer 40,000: Inquisitor - Martyr - 75% off
Warhammer 40,000: Inquisitor - Prophecy - 75% off
Warhammer 40,000: Inquisitor - Martyr Complete Collection - 75% off
Warhammer 40,000: Inquisitor - Martyr DLCs - 75% off


So join us purging the unholy, or just take a look around Steam and Games Workshop's amazing catalogue of games: https://store.steampowered.com/sale/skulls/

In any case, have fun, and remember:

[h2]The Emperor Protects![/h2]


[h2]Patch 2.3.7[/h2]

[h3]Warhammer Skulls[/h3]

Event description:

Dire news, Inquisitors. The vile Archenemy agents known as "Skull Procurators" - thought to have been utterly exterminated last year - have returned. Several Prognosticars have confirmed that the hated forces of Chaos have renewed their efforts to bring their "Skull Tithe" ritual to fruition. To combat this re-emergent threat, the Conclave has issued a new specialized implant designed to gather more detailed data. When equipped, this improved and sanctified cogitator unit will identify the abominations and stream extended analytical kill data. Let us all do our part in the righteous struggle to end this most insidious scheme once and for all!

[h3]Fixed bugs[/h3]

  • Fixed the Angel of Death effect so the Death Incarnated achievement can be accomplished
  • Fixed an issue where upon equipping a helmet with the Crusader, its armour's kneepads disappeared
  • After unlocking a new perk slot with the Tech Adept it was not possible to activate any perk from the list. This problem occurred only with the controller
  • Fixed a string and placeholder of the Poisoned Souls DLC. The issue appeared under the Special Missions window
  • In the description of the Adept Dominus sub-class the suggested weapon was labeled to Arc Rifle instead of Plasma Caliver Beta. This has been corrected
  • Under the Shockwave Psychic Power the Telekinetic Shock and Blast were duplicated. They have been corrected
  • Various localization fixes, mostly in the Russian localization
  • Fixed a small cursor-related issue