Content Update for Inquisitor - 2.2.1 - Jan 30

17

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


New features

New event: Hidden Foes 

Enemies of the Imperium have established many hideouts across the subsector in an attempt to avoid righteous prosecution. A               special purpose intelligence unit has gathered significant data on these cowardly scum.They shall not avoid their just punishment much longer. The relevant information shall now be disseminated through secure channels to all Throne Agents. The Conclave expects every opportunity to eradicate the hiding vermin be taken.

Hidden rooms on interior maps will appear far more often than usual. Find as many as you can and eliminate enemies found in them. Event rewards at the end are based on the number of hidden rooms cleared.


Ecru Void Crusade

Gather 5 Ecru Shards to open the brand new Ecru Crusade and complete its challenging missions to receive epic rewards! Fight and defeat the Alpha Legion, Tyranids, and the Aeldari to collect your righteous bounty. 

  • 25 new missions available
  • Enemy factions in the Ecru Void Crusade: Alpha Legion, Aeldari, Tyranid, Nurgle

Cortex Fragments

From now on Cortex Fragments can be looted from Villains, Elites, and Commanders. After collecting 100 of them you can exchange them for Favour at Custodian Rebus. The maximum amount of fragments you can gather is 200 per week. Favour then can be exchanged for valuable items at Custodian Rebus’s store.

  • Added a new Aura and Footprint effect to Custodian Rebus's store.
  • Custodian Rebus is only available from Friday through Sunday at the Ormeus System.

 

Fixed Bugs

  • Several crash fixes and stability improvements
  • Fixed the Ordo stores' reset time. They will reset on a daily basis from now on
  • Fixed the 'Consume resource' enchant unlock requirement which could prevent players from getting into a coop mission and from now on it will count the Warp Heat reduce in case the item will be equipped by a Psyker
  • Fixed the Only War achievement which could be unlocked even below Level 50
  • Fixed an issue in an Ebony Void Crusade mission where if the Survivor died on the way to the terminal, the panel could not be interacted with
  • Corrected the displayed number of Intels in Void Crusade 
  • Reduced the size of the Kill Streak, Massacre etc. buffs
  • An enchant providing damage bonus for the Suppression Shield's Block skill can no longer roll onto such items
  • Reduced the speed of the Wandering Servoskull in Void Crusade 

Balance

  • Drastically increased the damage of Shock Traps
  • Tweaked monster settings for Void Crusade map to better suit indoors type missions
  • All DoT base duration values reduced from 5 seconds to 3 seconds
  • All DoT base damage values increased roughly by 200%
  • Demolition armor’s “Cyclone missile launcher” cooldown decreased from 60 seconds to 5 seconds
  • The Unbreakable Effect now restores 3% HP/sec from 10 HP/sec as well as instead of 10 Suppression/sec it restores 3% Suppression/sec now
  • The Remote mine now places 3 mines simultaneously that can be detonated one by one, its damage increased from 5.0/piece to 8.0 and received a Critical Strike tag as well
  • The Stun mine now places 10 mines, it properly deals massive Suppression damage and its cooldown was increased to 15 seconds

Ranged weapons

Heavy Bolter 

  • The Spin up salvo skill was renamed to Full Auto and the spin up was removed. The skill now fires every 0.125 sec instead of 0.3 sec, received a Traumatize tag, its damage and spread was slightly reduced and its cooldown values adjusted to 0.5 sec to provide a comparable DPS
  • The Concentrated salvo skill’s fire rate was increased from 0.3 sec/shot to 0.225 sec/shot, its spread reduced from 12° to 5° and its cooldown values were adjusted to 0.5 sec
  • The Disengage skill’s spread was increased from 12° to 16°, its fire rate was increased from 0.3 sec/shot to 0.15 sec/shot. The skill’s damage was increased 0.75 to 0.8 and its cooldown is 14 seconds now
  • The Hellstorm skill’s spread area got reduced to a 2.5 meter radius from 3.0 meters, its cooldown values adjusted to 0.5 sec to provide a comparable DPS as well as its spread angle got reduced from 8° to 5°. The skill’s damage was increased from 0.86 to 1.4, received a spin up and Knockdown, Knockback and Weak vs Armored tags. Its explosion radius reduced from 2 meters to 1.5 meters and its cooldown is 10 seconds now

Multi-Melta

  • The charge-up time of the Melta Blast and the Overcharged Shot skills were halved (from 3 seconds to 1.5 seconds)

Shotgun

  • The Single Shot’s Weak vs Armored tag was removed and its damage multiplier was increased from 1.0 to 1.3
  • The Flechette Rounds’ maximum damage was reduced to 200% from 300%, its cooldown was decreased from 5 sec to 2.5 sec and its charge-up also reduced from 3 seconds to 2 seconds
  • The Short Burst received an Assault tag while its Giant Killer tag was removed. Its cooldown was reduced to 3 sec from 10 sec and its damage multiplier was slightly increased. While firing the player moves forward
  • The Manstopper Round received a Physical Vulnerability tag and its cooldown was reduced from 3 seconds to 1.75 seconds

Lasgun 

  • The Single Shot received a Heat Vulnerability tag, its damage multiplier changed from 0.92 to 0.82 and it now pierces through multiple enemies
  • The Short Burst received a Fleshbane tag, its cooldown was reduced to 1 second from 2 seconds, its damage multiplier changed from 0.84 to 1.0 and it fires 4 shots instead of 3 now
  • The Aimed Shot skill’s damage multiplier changed from 2.2 to 2.9
  • The Hotshot's damage multiplier was increased from 1.0 to 1.5, its range increased from 28 meters to 40 meters and the player keeps moving backward while firing

Plasma Gun

  • The Single Shot’s damage multiplier increased from 0.85 to 1.0 and received a Fleshbane tag
  • The Short Burst skill’s overheat value reduced to 0.5/projectile from 2/projectile and the time between the projectiles got reduced from 0.4 sec to 0.2 sec
  • The Focused Bolt received a Piercing tag and its damage multiplier reduced from 3 to 2
  • The Compressed Plasma's charge-up time reduced from 3 seconds to 2 seconds and its damage multiplier changed from 3.0 to 2.66

Grav-gun

  • The Single Shot’s damage multiplier was increased from 0.63 to 1.08, its animation speed increased from 0.5 to 0.3 second
  • The Temporal Anomaly received a Piercing tag, its cooldown was increased from 3 to 4 seconds and its damage multiplier increased from 2.0 to 2.2
  • The Gravity Surge received a High Suppression tag but the Stun and Slow tags were removed, its cooldown was adjusted to 0.5 sec and its damage multiplier was reduced from 1.0 to 0.66. The area of the secondary effect was reduced from 5 meters to 3 meters
  • The Gravity Implosion’s initial damage multiplier was reduced from 1.0 to 0.5, its overheat reduced from 5/shot to 4/shot and its overtime damage multiplier was increased from 0.2 to 0.475

Plasma Cannon 

  • The Single Shot skill received a Heat Vulnerability, an Armor Breaking and a Breacher tag while its Demolisher tag was removed. Its animation speed was slightly increased and its damage multiplier was reduced from 1.65 to 1.4
  • The Overdrive Discharge’s base attack speed was increased from 0.5 sec/shot to 0.25 sec/shot, its damage multiplier increased from 0.85 to 1.2 and removed the spin up as well as the Armor Breaking tag
  • The Compressed Plasma’s chargeup time was reduced from 3 sec to 1.5 sec but its damage increase was kept
  • The Plasma Barrage’s number of projectiles was increased from 4 to 6 when fired

Grenade Launcher 

  • The weapon’s reload time was increased from 1.5 sec to 2.5 sec
  • The Single Shot skill’s damage multiplier was increased from 1.0 to 1.35 and its cooldown was reduced from 0.9 sec to 0.65 sec
  • The Short Burst skill now fires every 0.2 seconds instead of 0.5 seconds and its spread was reduced from 4.5 meter radius to 4.0 meters
  • Proximity Mine now launches 5 mines instead of 1. The mines have a 1.5 sec arming time and do not explode on direct contact. The mines’ damage multiplier was reduced from 1.6 to 0.75 and its activation radius changed from 1.5 meters to 2.5 meters

Heavy Flamer

  • The Flame Cone received an Assault tag as well as a Flee tag (Flee causes enemies with red or no suppression to turn their back and run. It affects all enemy types) while its High Suppression tag was removed. It now causes Burning and while using it the player slowly moves forward
  • The Phosphorous Splash’s damage multiplier was increased from 1.2 to 1.5, received a High Suppression tag and the projectiles’ speed was doubled
  • The Scorched Earth received a High Suppression tag

Boltgun 

  • The Single Shot’s damage multiplier was increased 0.95 to 1.4, its animation speed was also increased and adjusted the global cooldown value to 0.5 second
  • The Full Auto now fires every 0.2 second instead of 0.3 second and its damage multiplier was increased from 0.7 to 0.825
  • The Aimed Shot’s cooldown was decreased to 0.5 second, it received a Knockdown tag and adjusted the global cooldown to 0.5 second
  • The Frag Burst’s fire rate was greatly increased and its damage multiplier was increased from 0.85 to 1.36

Melta Gun

  • The Inferno Beam's rotation speed was decreased from 40°/sec to 5°/sec

Autogun

  • The Full Auto now fires every 0.08 second instead of 1 second and adjusted the global cooldown to 0.5 second
  • The Shoot and Retreat now fires every 0.06 second instead of 0.15 second, its spread increased from 10° to 15 ° and adjusted the global cooldown to 0.5 second. From now on both weapons use ammunition at the same rate and fires simultaneously

Autopistol

  • While using the Crippling Salvo, both weapons use ammunition at the same rate and fires simultaneously
  • The Shoot and Retreat skill’s cooldown was increased from 0.5 second to 5 seconds

Grav Pistol

  • The Gravity Flare's overheat was changed from 2/shot to 6/shot and its cooldown was reduced from 7 seconds to 6 seconds
  • The Gravity Well's damage multiplier was increased from 0.3 to 0.45 and from now on the overheat value will be shared between the weapons
  • The Single Shot's overheat cost was reduced from 2/shot to 1/shot

Laspistol

  • The Pulse Shot's overheat cost was reduced from 2/shot to 1.2/shot
  • The Single Shot's overheat cost was reduced from 1.0/shot to 0.5/shot

Plasma Pistol

  • The Focused Bolt's overheat cost was reduced from 3.0/shot to 1.2/shot

Inferno Pistol

  • The Melting Ray's overheat cost was halved
This post was edited 4 years 24 days ago by Marcopolocs
Store Page
Share
17 comments
Content Update for Inquisitor - 2.2.1 - Jan 30
Your Thoughts? Please login to place your opinion. Not a member yet? Register here and now!
4 years 41 days ago

Update 3: I pushed a bit my time on the game and got now 40 hidden room (and 3000+ Glory... never been that hight before). As I have 15d to reach 60, that should be ok with one hour or two per day. 


However, that remains a lot of time, not even saying that beyond the Rebus shop where I was finally able to buy the Inquisition Banner*, all the random rewards I got where all less interesting than what I already have (= dismantled ).


*very nice but a bit too high maybe, for those close to the windows... and I really wish I could hide/display the whole HUD with one button to make screenshots ... or maybe use NVidia Ansel like in The Surge 2.

4 years 45 days ago
+1
DarkInquisitor

Update 2: For various objectives, I played more on planets and I correct my first impression as, even if it looks more rare than inside ships, I had hidden rooms on surface and "high roofs". Which means only open areas never have hidden rooms for now, which is more logical. Sorry for the wrong feeling I had until now.

4 years 46 days ago
+1
Marcopolocs
I did not buy it yet, but the only Helmet you have from Custodian Rebus is not previewed (I will add a screenshot later if you need one). However, to be honest, all the helmets are too big on my Assassin. It makes her Head HUGE in "Extra" menu (when previewing what it looks like). In other words, I prefer to keep the default helmet of my armor instead of using one from the "Extras" or Rebus.


About the Hidden Rooms, yes I found some, time to time, but I still think it requests a lot of time to reach 60 (I am 21 now). Maybe this is what you had in mind, but maybe for the next time, you can track how many players reached 60 and how long in hours that means, maybe I am wrong and this is fine, or maybe lower the cap should be more rewarding.

4 years 46 days ago
DarkInquisitor
Which helmets could not be equipped by your Assassin?

The matchmaking is under some testing now, we will see how we can introduce new positive changes.
I cannot promise purple but I will have a discussion over it with my colleagues!

The footprints videos on the other hand will not likely to change in the short run, though this will also at least be considered!
We are glad to hear you started to find more hidden rooms! 

4 years 48 days ago
DarkInquisitor

OK. This WE I put more hours than expected this WE, to see how it goes (Glory = 1717/800). I managed to get 16 hidden room on 7 days, which means +8 rooms in 8 hours this WE ... 1 hidden room per hour, playing mainly "inside ship" missions as I confirm I never got a single hidden room on planet surfaces or "high floors" (and minus one room as I crashed one more time -_-... damn last update). I also finally got 100+ Cortex Fragment, which +1 Favor. Is it possible then to reach 60 rooms? Yes, but if I keep my rate, it means around 40/50h in 20 days. That's a lot when you play several games a week.


Some other requests/feedback:

- Could we have more colors (purple ^^) for the frames? I am not into blue/yellow/red.

- Could you make the videos of the footprints either bigger or with a zoom in on the footprints? It's impossible to see the result as the videos are both far and very small.

- The Helmets is not displayed on my Assassin. Is that a bug?

- Is there any plan to really improve the matchmaking with random players? I hardly find people when trying to play coop mission (and do not intend to add "unknown friends"). All shooters allow that but here, this is beyond insanity to find someone just to play one or two missions.


Anyway, I appreciate that you don't give up on this game and continue to add content. Thanks.

This comment was edited 4 years 48 days ago by DarkInquisitor
4 years 50 days ago
+1
OK. After one week testing the "Hidden Rooms" systems, playing as a regular pace (which means sometimes 5 missions, sometimes 10 or a bit more as I play other games), I think I cannot make it to the "60 rooms find" reward. For now, I don't even have 10 because this system is too restrictive in my case. 

- I never found any Hidden Room on planets (open areas), so I guess there do not exist here.

- You are never sure a mission will include a hidden room... sometimes I played 3-4 missions without having a single one.

- As you have also Cabal objectives, those might not fit the maps you need to have a Hidden Room.


As said, this system requests too much time for me (or I am cursed and really unlucky), and I am not even sure that I can reach 40 rooms in the next 20 days. 

4 years 53 days ago
Zenislav
We will re-check this issue and if its not yet working (especially with the Prophecy patch) then we will do our best to include the fixes in the next-in-line patch.
4 years 53 days ago
NinjaKnickers
All the changes mentioned in this patch and the fixes from v2.2.0 will be coming to PS4 as well. 

First the Prophecy patch will arrive but our team is working on the next patch already but as the certification's length cannot be estimated we cannot yet tell when it will arrive. March is our goal though. 

4 years 55 days ago
Yet still no mention about console players receiving this? We are STILL waiting for 2.2.0...
4 years 55 days ago
Mobs still dont drop tarot cards and empyrean seals for Tech Adept when playing solo. You gave up on this and hoping people wont notice when you ship it to consoles? 


4 years 58 days ago
Megapull
Ok, so I suggest making lives common like they are in any coop, but increase the number of lives for coop crusade.To enter the void crusade every party member has to have the required number of shards and when the crusade is started all members lose the needed amount. 

Now the hard part:

Make possible to have few active crusades at same time and make it like so that when a party of, lets say a party of 4 members, starts a crusade that party gets an ID number and its own crusade which remembers progres for that party only (meaning it cannot be continued unless all the party members are in group). You need to make it in database so the party/crusade ID is saved along with the party members IDs and is checked every time that a party wants to continue (make a menu where you select which crusade you want to continue, then you have to have a check before continuing if that party is the one that can continue). There has to be a mechanic for abandoning (1 player leaves, but 3 others stay in base and can continue) crusade or canceling it (not sure if this is needed if everyone can leave on their own). I can do details on this later if you want but it's similar.  

I don't know if I covered everything... Please feel free to ask further...

4 years 58 days ago
+1
Megapull
Can we expect at some time a Tarot Card, that changes the mission lvl to my current lvl? Since I am lvl 94, I can only boost missions to a lvl of 92. And this will be a problem with random star map missions, if I even get higher in my lvl to the road of 100.
4 years 58 days ago
Posted by Megapull 4 years 58 days ago
Coop mechanics for void crusades are definitely in our plans but to accomplish that is way harder than it seems. Take death count and extra lives for example - what if someone wastes all his deaths, will he block team progress or be locked out from the crusade? Shard deduction, generation, and unlocks are also problems that we need to find balanced solutions for.


Having that said, I really want to accomplish all this, so stay tuned ^^

Plans? - Like inquisitorial Fortess?

4 years 58 days ago
Megapull
If you want I could write you my suggestions after I think about it... So in few days... I am programmer so I do get the logic problems...
4 years 58 days ago
Back Nemezida and old battle zone pls!
4 years 58 days ago
+1
shantakus
Coop mechanics for void crusades are definitely in our plans but to accomplish that is way harder than it seems. Take death count and extra lives for example - what if someone wastes all his deaths, will he block team progress or be locked out from the crusade? Shard deduction, generation, and unlocks are also problems that we need to find balanced solutions for.


Having that said, I really want to accomplish all this, so stay tuned ^^

4 years 58 days ago
is the new void crusade playable in coop, cos if not then we have another swing and a miss? :-/