Summary

Developer Fatshark has finally rolled out the massive Nightmares and Visions update forWarhammer 40,000: Darktide, introducing a new mode called Mortis Trials, a talent tree overhaul for Ogryn, a Havoc Mode refresh, and much more. This significantWarhammer 40,000: Darktideupdate also brings a wealth of changes across different areas of the game, along with plenty of bug fixes.

Despite numerous hotfixes, players have complained in the past to Fatshark about the lack ofcontent updates forWarhammer 40,000: Darktide. Although the game has been largely successful—it currently holds a “Mostly Positive” rating on Steam—it struggled with technical issues at launch. The developer previously promised to release new content for the game in 2025, and it is now delivering on that commitment.

Warhammer 40,000 Darktide Tag Page Cover Art

As announced by theWarhammer 40K: Darktidedeveloper at the beginning of March, the game has just released the Nightmares and Visions update. This major patch introduces Mortis Trials, a new game mode that invites players to battle their way through waves of enemies while taking on different missions. Starting at level 13, players can unlock the trials, which the developer describes as an experience they “wouldn’t encounter in normal missions.” The new mode combines roguelike elements with procedural, horde-based missions, ensuring that every trial feels unique. Players taking on these trials will be transported to an arena where they must face different challenges before being sent back once they complete them.

As explained by Fatshark, Mortis Trials is designed as an experience similar to Havoc, where players face different challenges andWarhammer 40K: Darktideenemies, but with easy access for quick, fun gameplay—though that doesn’t mean they won’t have to test their skills against these challenging missions. With 12 waves of heretics to clear—split into three sets of three, followed by a final set of three waves packed with heretics—Mortis Trials offers more modular pacing than nonstop action, setting itself apart from previousDarktidemodes.

Another highlight of the update involves structural changes made to Havoc. Following player feedback, the ranking system in Havoc has been adjusted. Now, players in the mission can rank up to three levels if their order is the same or lower than required. Additionally, Fatshark is introducing Campaigns to Havoc, though more details about this will be shared in the coming weeks.

The extensive patch notes for the update also highlight new Mutators, balance tweaks, quality-of-life changes, a reworkedWarhammer 40K: DarktideOgryn talent tree, and a wealth of bug fixes. The Nightmares and Visions update launched across all platforms on March 25, and players can already dive into the new content and changes.

Warhammer 40,000: Darktide Nightmares and Visions Update Patch Notes

Updates to Havoc

As we previewed in our earlier dev blog on Updates to Havoc, there are some structural changes and more coming to Havoc with this release.

Rank Overhaul

Starting with Nightmares & Visions, ranking in Havoc will change. All players who participated in the mission will rank up their order (up to three ranks) depending on eligibility. To be eligible you need to have an order of equal or lower rank.

Based on feedback received, players' new order next week will no longer be equivalent to the highest played the previous week, rather we’ve opted to roll over the current order rank.

Dev note:The inactivity decay is still active and it only triggers upon no interaction with the Havoc system.

Havoc Campaigns

With this update, we’re introducing Campaigns to Havoc. Our intention is to release a new Campaign with different mutators and a rotating mission pool, alongside our major updates to Darktide.

Havoc Campaigns is what we’ve opted to call the rotation of the mission pool andmutatorswithin Havoc. We want players to be able to learn and adapt to these combinations, while also changing things up over the period of the current Havoc Campaign. We will share more information on our plans for this in a few weeks.

New Mission Pool

The previous missions from Havoc have been rotated out with the start of this new Campaign. The following missions are a part of this latest Campaign:

Havoc Balance Tweaks

Emperor’s Fading Light

Dev Note:This was removed in response to the lack of build diversity where players felt forced to bring abilities like Psyker Telekine Shield or Zealot Chorus of Spiritual Fortitude.

Dev Note:The Lieutenants are derived from the Twins and based on players' sentiment that they were “stuck” in their special assignment. We felt it fitting to bring out enemies that feel familiar.

Horde Pacing

Dev note:This change was made as backtracking too far turned off hordes. Also it was changed to combat being able to predict roughly where hordes show up.

New Horde Compositions

Dev Note:This strike may happen if the strike team tries to backtrack too far.

Roamers

Dev Note:Density type decides on how many roamers we spawn in a given area during regular and Auric missions.

Dev note:This change will on average lower the spawn amount of gunner-esque enemies by 20%; this change is subject to be introduced during regular and Auric missions depending on the reception.

General

Dev note: Challenge rating is a rough measure of the “challenge” the players are encountering, this value is part of defining the allowed limits of enemies spawned concurrently.

Quality of Life Changes for Havoc

Party Finder Notification Change

When the player is in a mission, the party finder invite popups are replaced by notifications that no longer block gameplay.

Dev Note:We wanted to give a little extra shout out to Badwindt on nexusmods.com for pointing us in the right direction! When we were looking to implement a fix for this, the mod gave us an idea of where to look.

DLSS 4 Support Added to Darktide

Support for DLSS 4 has been added, featuring Multi Frame Generation for GeForce RTX 50 Series graphics cards. This technology generates up to three times more frames per traditionally rendered frame, significantly boosting FPS. Additionally, DLSS 4 offers faster single Frame Generation with lower memory usage for both RTX 50 and 40 Series. Additionally users can now choose between the CNN model or the new Transformer model for DLSS Super Resolution on all GeForce RTX graphics cards.

Class Changes

Ogryn Talent Tree Rework

Our favorite Abhuman is getting his Talent Tree revamped! We had a few clear goals we wanted to achieve with the rework that all boiled down to one point: ProvidingmoreBuild opportunities.

Left Branch / Skullbreaker

The Left part of the Tree has been very focused on the use of Heavy Attacks. While we do think that Heavy Attacks are thematic to the Ogryn, it should not be the only viable Melee focused Build.

We’ve removed the ‘Heavy’ restrictions on some Talents, added new Melee focused Talents without it, and reworked some Talents to provide different bonuses depending on if you’re using Light, or Heavy, attacks.

Middle Branch / Bodyguard

We’ve felt that the Ogryn has been lacking interesting options for the Bodyguard playstyle, and have added many new Talents that allow you to explore both Tank Builds, as well as Supportive Builds.

Right Branch / Gun Lugger

We’re updating the Burst Limiter Override Keystone to be better overall for any Ranged Build, along with its modifiers. We’ve also added nodes that flesh out a few Ranged Builds, focusing on critical hits, explosives or sustained fire.

Existing Passives

Base Toughness

We’ve removed some Toughness from the Tree, and to make up for it we bumped the Base Toughness.

Thick Skin

We’ve removed a few Defensive nodes from the Tree, and to make up for it we’ve given the Ogryn a bump to his innate Tank Passive.

New Passive

Outta My Way!

The large hitbox of the Ogryn could get in its way on more than one occasion. Pox Hounds and Trappers were more difficult to avoid while not dodging, and even when dodging he could get stuck on nearby Horde Enemies, abruptly canceling the dodge and leaving him vulnerable.

We’re giving the Ogryn a new passive ability that should make his Dodges more consistent, while also doubling down on the theme of our Brutish friend.

Combat Ability Changes

Loyal Protector

“Removed ‘Big Lungs’ talent, increased base value to make up for it.”

[Additional Change: Loyal Protector]

Dev Note:After reviewing Community feedback to the Ogryn Rework preview notes, we’ve made an additional change to this ability. By repeating the taunt effect we hope to make Loyal Protector more impactful as enemies keep joining the fray, letting you control the fight.

Bull Rush

“Will protect you from Flying Dogs and Bullets.”

Dev Note:We previously incorrectly stated that it would protect you from Nets. It will not.

Point Blank-Barrage

“Lowered the Reload Speed slightly to make room for the new ‘Keep Shooting’ Talent.”

No Pain!

“Should provide some good defense against the newly taunted enemies.”

Dev Note:After reviewing Community feedback to the Ogryn Rework preview notes, we’ve made additional changes. Instant Toughness 25% to 10%, and duration 10s to 3s. But now triggers 3 times from the new Loyal Protector effect.

Blitz Ability Changes

Big Box of Hurt

“Should let you be less stingy about when to use it.”

Big Friendly Rock

“Should make it feel more reactive and incentivise weaving it in between weapon attacks more often.”

“For those with either great or poor precision…”

“To make the Box a greater Crowd Control option.”

Coherency Changes

Stay Close!

“Toughness gained through Coherency is less reliable, this should make the talent a lot more useful in a majority of situations.”

Coward Culling

“We’ve removed the +25% Suppression State Node, but still wanted to keep the effect in the Ranged Ogryn Builds.”

Bonebreaker’s Aura

After reviewing Community feedback to the Ogryn Rework preview notes, we’ve made additional changes. We’ve changed the Aura to affect ALL Melee Attacks, to suit the new builds better.

Keystone Changes

Heavy Hitter - Keystone

“Heavy Hitter has been too focused on Heavy Attacks. We want to open it up more for Light Attacks, but still keep some of the incentives to go for the Heavies.”

“To match the increased Max Stacks of the Base Talent.”

Unstoppable

“It didn’t feel necessary to limit the bonus behind Max Stacks. Also increasing the max output.”

“Obsolete with the reworked Base Talent.”

“As an alternative to ‘Unstoppable’.”

“An additional choice of customization for Heavy Hitter.”

“Coherency Toughness regeneration was simply not impactful enough.”

Pained Outburst

“Getting a small boost of 20% Toughness once at 0 stacks, felt like it was too little, too late. Bumping the Toughness and lowering the activation requirements.”

“See Base Talent note..”

Burst Limiter Override - Keystone

“Burst Limiter Override was both too weak and uninteresting. We’re giving it a baseline ranged power bonus that isn’t dependent on Chance, while also giving you a bit more control over when it’s activated.”

Maximum Firepower

“Other than simply being too strong when paired with High Rate of Fire weapons, it was also quite poor on slower weapons. This will hopefully make it more balanced."

More Burst Limiter Overrides!

“We’ve increased the base chance of activation, and replaced this with more interesting choices.”

Back Off!

“Should pair well with more of a Hybrid Combat playstyle, and also with the Weapon Special Actions of your Ranged Weapons.”

“To double down on the Hybrid Combat playstyle.”

Bulletstorm

“For those who want to share in the Ogryn’s newfound talents”.

Talent Changes

Slam

“Slam needs some love now that it has a new place in the Tree. The bonus stamina should go well with the Tanky playstyles of the central branch.”

Furious

“Light Attack Ogryns rise up. Loosening up on the theme of only using Heavy Attacks.”

“Light Attack Ogryns rise up.”

“Light Attack Ogryns rise up”

Payback Time

“To make it a bonus you are more in control over, but reducing the effectiveness to make up for a higher uptime.”

Hail of Fire

“30% was in some situations a gamebreakingly high bonus. We’re lowering the Rending bonus, but giving it a bump towards Ranged Damage as a substitute.”

Light ‘em Up

“Reaching 32 stacks in virtually no time at all with some weapons was way too powerful; we’ve increased the stacks per to make it a better talent for slower weapons, but capped the Maximum stacks at 16.”

Hard Knocks

“We like the theme of stagger, but we want to lean more into the Bodyguard / Support themes.”

“No Stopping Me from towering through like a battering ram.”

Bruiser

“Giving it the same treatment as Zealot’s Invocation of Death, for the sake of Balance.”

Pacemaker

“Updating the reload mechanic and hit requirements to make it more reliable. Lowering the Reload Speed a bit since you’ll have more alternatives to increase it.”

Unstoppable Momentum

“Increased the duration to gain more use out of it as it previously felt too short.”

Massacre

“Increasing the Crit Chance bonus as it didn’t feel impactful enough, and also increased the Duration to make it easier to maintain.”

Crunch

“It became increasingly difficult to fully charge an attack on our higher difficulties. This should give you some great benefit even if not fully charged.”

Concentrate

“After reviewing Community feedback to the Ogryn Rework preview notes, we’ve made additional changes. Stamina Cost 0.75 to 0.5.”

Frenzied Blows

“After reviewing Community feedback to the Ogryn Rework preview notes, we’ve made additional changes. Melee Attack Speed from 2% to 2.5%; for a total of 10% to 12.5%.”

Bash and Blast

Spray and Slay

Lucky Streak

After reviewing Community feedback to the Ogryn Rework preview notes, we’ve made additional changes. Increased Critical Strike Damage from 25% to 50%.”

Stat Node Changes

In the previous version of the Talent Tree, many of the Stat Nodes served a purpose to extend the length of the branches and clusters. Now that we’ve added a lot of new Talent Nodes, many of the Stat Nodes have been either replaced or removed.

Psyker Changes

The Psyker has quite a few tools in its kit. We’re giving the Psyker a few bumps here and there to hopefully even out the power of different builds and playstyles.

Scrier’s Gaze

“Reducing the Peril Generation to make it a bit easier to access the top end power of Scrier’s Gaze. We’re also adding a 50% Peril Quell on activation, to help you in case of overcharge, and to give you more space to extend its duration.”

Assail

“Assail, while not terrible, is lacking behind its two competitors of Blitz Abilities. We’re reducing the attack time a small amount to lessen the risk of using it slightly, and increasing its damage.”

Disrupt Destiny.

“We’re trying to breathe new life into Disrupt Destiny through some Quality of Life changes, and consistency.”

Psykinetic’s Aura

“This still stands as one of the strongest talents in the end game, and holds a bit too much power on its own. We’re reducing the amount slightly, and will monitor its effect.”

Veteran Changes

We are touching up a few Talent Nodes where we think there is room for improvement, both in power and in build viability.

Kill Zone

“We’re changing the conditions of both ‘Kill Zone’ and ‘Catch a Breath’, as they become increasingly difficult to meet on increased difficulties”

Catch a Breath

“Reduced the Damage Bonus as it will now be much easier to meet the activation conditions”

Deadshot

“Lowering the Stamina per Shot cost, to make it more viable for Fully Automatic Weapons”

Zealot Changes

The Zealot, while strong, has potential improvements in its Talent Tree that require some extended attention. We’re not ready to give any specifics, but we’ll keep working on it to ensure it’s up to quality.

Chorus of Spiritual Fortitude

“Redistributing the power of Chorus from the Main Ability to each upgrade node.”

Weapon Balance Changes & Tweaks

In this update, we are addressing some of the outliers in the Darktide arsenal, whether over or under-performing.

We approached this objective by tweaking values, but also by adding new features and attack chains, or by shifting the power budget of the weapons, with the goal of giving each of them clear strengths and weaknesses.

In all cases, we made sure that the fantasy of each weapon was maintained or even reinforced by the changes.

Blessing Description Updates

Dev Note:We have changed the underlying system which is used to present the values used in Weapon Blessings. It will now pull values directly from the data used for the Blessing, instead of these values being hard coded separately.

What this means for you as players is that nothing has changed. But there might be instances of Blessings that look like they have been rebalanced now. In reality, it means that the Blessings will be showing the values that are defined in the game code. This is purely a visual change.

Otthr.. Otews.. Or! We get mad, Sah!”

Alongside the giant Talent tree rework, we looked at the weapon selection available to the Ogryn class to spice up some of those that fell a bit out of vogue.

Cleavers

We significantly increased the damage of the Special punch, meaning it can now be used as an actual attack in combos, opening up effectively new attack chains.

While the damage against more heavily armoured enemies remains low, the Special uppercut will still be a reliable tool to stagger any target due to its high Impact values.

Forall three marks, we fine-tuned the chain timings of different actions and increased the offensive properties of the Strikedown and Vanguard profiles.

We also slightly improved the dodge distance and speed and the timings related to Block and Push to make the weapon snappier.

For theKrourk Mk VI, we changed the Light 2 damage profile from Strikedown to Vanguard, gave a small speed increase to the Heavy attacks, but also added a bespoke Heavy Strikedown attack chained only from Push.

This attack chains into Light 3 / Heavy 1, granting the weapon a new short but useful single target combo.

For theBull Butcher Mk III, we changed the Pushfollow attack damage profile from Light Vanguard to Light Strikedown and added a unique Light Strikedown Stab chained only from the Pushfollow attack.

The new Light Strikedown Stab has a power level multiplier of 550 and chains into Light 1 / Heavy 1, for a quick and easy to use single target combo.

TheKrourk Mk IVwas already in a good spot after the overall changes to the weapon family, so we only slightly increased the power level multiplier of the Pushfollow attack to make it more useful as the opener for a horde control combo.

Brute-Brainer Latrine Shovels

The Ogryn Latrine Shovels needed some tweaks to remove excessive clunkiness and to give players encouragement to fully utilize their moveset, so the changes on this weapon family will be mainly related to rebalancing action chain times and the different attack profiles.

Forall marks, we lowered the chain times to Block for most Light attacks to 0.1s, meaning that now the Block action will be more responsive (but also that the attacks will be canceled before entering their attack window if not careful).

We rebalanced the cleave values for Light Relentless and Light Vanguard attacks to better diversify the profiles, and increased the offensive properties of the Strikedown profiles.

We significantly lowered the chain times after performing the Special attacks of the folding marks (Mk XIXandMk V), especially for the Light version to increase its use cases.

For theMk III, we added a bespoke Light Strikedown attack chaining only from Heavy 1 and chaining back to Light 3 / Heavy 1.

We also significantly increased the offensive potential of the Special punch, while tweaking its reach and hitbox to better match the animation.

These changes will give the mark easier but also more interesting decisions when chaining together attacks for single target combos.

We also slightly increased the power level multiplier for the Light 3 attack, as it was further into the attack chain structure, and improved the offensive properties of the Pushfollow attack.

For theMk XIX, we increased the power level multiplier of the Heavy 2 and Light 3 / Light 4 attacks, to incentivize their use instead of resetting the combo by Block or swap canceling.

TheMk Vdidn’t need a lot of targeted changes, so we limited ourselves to a small bump to the Pushfollow attack.

Bully Clubs

To enhance the “brutal beatdown” identity of the Ogryn Clubs, we took a pass on all the attack profiles and increased the base damage of the Light Strikedown, Heavy Strikedown, Light Vanguard, Heavy Relentless profiles.

We rebalanced the armour modifiers against specific armour types, in particular lowering the Unyielding modifiers (which were extremely high on some profiles) and raising the Carapace armour and traitor Captain Conversion Field ones.

We then tweaked the damage and Impact falloff on secondary targets, removing damage caps while still maintaining a curve skewed towards the first targets.

For the Special Slap, we increased the damage of the attack and rebalanced its Stagger properties, lowering the weakspot bonus but increasing the base Impact values. We also greatly improved the chain timings to the Block action.

We also tweaked the chain timings on all marks, often lowering the values to make actions flow better into each other, but also adding more commitment when performing Heavy attacks.

For the"Brunt Special" Mk I, we added a new Heavy Strikedown attack chaining only from Heavy 1 and chaining back into Light 3 / Heavy 1, to introduce a very easy to perform Strikedown combo to the weapon.

The previous Heavy 2 Relentless attack will still be chainable from Light 1, but it will also be available now after a Push action.

Additionally, the weapon will chain into Light 1 / Heavy 1 instead of Light 3 / Heavy 1 after a Pushfollow attack, granting a fast horizontal combo when controlling enemy crowds.

For the"Brunt’s Pride" Mk II, we significantly enhanced the properties of the unique Light Punch performed after any Special attack, to more easily follow up after having staggered an enemy with a Slap.

We also increased the power of the Light 4 attack, and made it more reachable through new combo chains from Light Punch and Heavy 2 > Light 3.

Since the"Brunt’s Basher" Mk IIIbHeavy Relentless attack loop is now slightly less performant against single targets, we reworked the combos of this weapon to introduce additional routes.

We added a new Heavy Strikedown attack chaining only from Light 3 and chaining back to Light 1 / Heavy 1, and we changed the chain after Heavy 2 to go into Light 3 / Heavy 1.

Building on the already existing Pushfollow attack > Light 3 combo, this will add more opportunities to perform Strikedown attack strings to dispatch any foe.

We also increased the power of the Light 4 attack, as it was otherwise hard to utilize being very far into the Light attack chain.

Finally, we added a minimum time of 0.3s to the Block action to align the weapon to the other two marks.

All marks

“Brunt’s Basher” Mk IIIb

Achlys Mk I Power Maul

The “Paul” got a balance pass last year, but it was still not enough to fully bring it up in line with the rest of the arsenal.

In this update we targeted the Special activation action, lowering its movement reduction while at the same time tweaking the Activate speed and the chain timings to Start attack and Block to be faster.

This will make the power of the Special activation easier to access even in frantic situations.

We also allowed for most attacks and attack windups to be performed while sprinting, to further enhance the mobility of the weapon.

Sprint

Blastoom Mk III Grenadier Gauntlet

The Ogryn Grenadier Gauntlet melee move-set was often not powerful enough to fulfill its role in this hybrid weapon type.

Conversely, on the ranged side, the ammo magazine and reserves became very punishing in target-rich environments, especially when paired with the longer-than-average reload speed.

We significantly increased the damage potential of the Strikedown melee attacks, while also changing the attack chained after the Light > Heavy string to Light 1 / Heavy 1 to add an easy-to-use Relentless combo.

We also significantly raised the ammo reserves of the weapon and brought the ammo in the magazine up from 4 to 5, and slightly sped up the reload timing.

We slightly raised the fuse timer of the grenade to increase the effective range on longer distances, and made the projectiles ignore the damage reduction multiplier when hitting an enemy on a limb.

Finally, we increased the offensive properties of the Special attack, both for the direct punch hit and the following explosion.

Special

Dev Note:More damage on the direct hit of the Special attack, even when out of ammo.

Foe-Rend Ripper Guns

In order to improve the consistency of the Ripper Guns, we normalized the minimum pellet count (the amount of shotgun pellets that are always considered hitting an enemy, even if they were actually hit by a lower amount of pellets) between the Hipfire and Braced fire modes forall marks.

We then increased the speed of the Brace action to make it faster to transition to Braced shooting.

Before, shooting in Braced mode was often less effective than just Hipfiring, especially from mid range and further.

After the changes, the choice between the mobile Hipfire mode and the less agile but more controllable Braced mode will be more engaging.

We also increased the ammo reserves of the weapon and slightly increased its ranged cleave values forall marks.

Finally, we significantly increased the offensive properties of Special bayonet attack and reduced the movement speed penalty when shooting in Hipfire mode, to further enhance the “assault” theme of the weapon. We also change the strength of the attack from Heavy to Light, as the Ogryn talent tree has enough support for it now.

For theMk II, we bumped the damage in both Hipfire and Braced configurations.

For theMk VI, we increased the default pellet count and raised the Finesse multiplier, improving the reliability of the shots while also rewarding precise aiming.

We also slightly lowered the move speed reduction when in Braced stance and tightened the Braced spread profile to be more horizontal and less scattered overall, to further differentiate the Hipfire and Braced modes for this mark.

Special attack

Other Weapon Changes and Tweaks

Ius Mk IV Shredder Autopistol

After the power of the Pinning Fire blessing was decreased, the Autopistol lost most of its attractiveness, being often outgunned by alternatives and feeling overall very underwhelming.

To reinforce the weapon’s niche as an assault, “spray n pray” SMG, we added the ability to shoot while sprinting and tweaked the movement speed curve when in Hipfire mode.

Additionally, we increased the damage and the Finesse multiplier in both Hipfire and Braced fire modes to bring up the baseline performance of the weapon.

Hipfire & Braced Fire Modes

Catachan “Devil’s Claw” Swords

We performed some tweaks on the Devil’s Claw swords to improve their overall gameplay experience and enhance their niche as safe, reliable weapons.

We aligned the Block duration (the period of time in which the player is still considered blocking) for the Push action and the Riposte attack, but also the Stamina profile between the three marks.

For theMk I, we lowered the windup timing for the Heavy 1 attack and added a chain opportunity from the Riposte attack to the Special Parry.

For theMk VII, we lowered the windup timing for the Heavy 1 attack and slightly increased the speed of the Light 2 attack, improving its base horde clear combo.

Mk I

Dev Note:The chain from Riposte attack to Special Parry is already present on the other two marks.

Mk VII

Covenant Blaze Force Greatswords

The moveset of the Psyker Force Greatswords contains a number of conditional attacks, starting from stances like Sprint, Slide or even Wield.

For the Mk VIII however, this meant that the Heavy attack chain became significantly different depending on the starting attack, switching between Vanguard > Strikedown > […] and Vanguard > Vanguard > Strikedown > […].

We changed the chain from some of those conditional starts to combo into Light 3 / Heavy 3 instead of Light 1 / Heavy 1, with the goal of maintaining a consistent and easy to understand structure in all situations.

Mk VIII

Force Staves Quell Canceling

When using Psyker Force Staves, the Quell action could be immediately ended by tapping and releasing its input.

However, this meant that the Quell action could be used to bypass the default chain times of other actions, and particularly allowed to chain the Primary fire action into another Primary fire action at a speed that was not intended.

We added a short minimum hold time period for the Quell action, meaning that the action will be performed for the specified amount of time even if the input is released earlier. This change will also guarantee that the first “tick” of Peril quelling will be reached by the Quell action, even when the action is interrupted at the earliest possible timing.

Alongside this, we slightly raised the chain time from Primary fire to the Quell action.

These two changes together will mean that it won’t be possible anymore to fire Primary shots faster than the intended chain timing.

Detailed Changes - Force Staves Quell Canceling

Equinox Mk III Voidblast / Equinox Mk IV Voidstrike / Nomanus Mk VI Electrokinetic

Rifthaven Mk II Inferno

Special Activations Reset by Stun

Several weapons which have a Special action activation could have their activation state reset after being stunned (including when hit by a melee attack).

While the behavior was originally intended to balance the always-available nature of these powerful Special actions, player feedback indicated that this mechanic was not perceived as engaging, leading often to frustrating moments.

Given also the increased intensity of fights and enemy spawns in harder difficulties, we decided to allow for the affected weapons to keep the Special active after being stunned, as being hit is usually enough punishment by itself.

Dev Note:The change will not affect situations where the player fully stops wielding the weapon, such as stuns and dislocations from explosions or specific Monstrosity attacks.

Special Action

Dev Note:The Tigrus Mk XV Heavy Eviscerator was already not affected by the behavior.

Special Activations Reset by Vaulting

All weapons which have a Special action activation will no longer have their activation state reset after vaulting over tall terrain or railings.

Attack Speed Buffs for Melee Attacks on Secondary Weapons

Attack speed and melee attack speed buffs were not applied to most melee attacks performed with Secondary weapons (e.g. bash Special attacks), making their use often very niche.

To incentivize experimenting with them, we changed so that attack speed buffs will now affect these Special melee attacks.

Specifically for theMK IIIaandMK V Helbore Lasguns, we slightly increased the chain timings for the Special bayonet Light stab, as the attack was already very fast to repeat.

All Secondary Weapons

Lucius MK IIIa Helbore Lasgun / Lucius MK V Helbore Lasgun

Attacks Bypassing Bulwark shields

Some specific attacks on several weapons could sometimes completely ignore raised Bulwark shields, particularly when performed extremely close to the enemy.

We slightly tweaked the hitbox and active window of these attacks to make the situation less common.

Detailed Changes - Attacks bypassing Bulwark shields

When swapping to a Laspistol with an empty magazine, the automatic Reload was triggered with a significant delay compared to other fast-swapping weapons like the Stub Revolvers.

We reduced the Wield action total time to allow for the automatic Reload to trigger earlier.

Dev Note:It will still be possible to manually trigger the Reload as soon as the Wield action is initiated to achieve an even faster timing.

Wield Action

Relic Blade Blessings

The “Overload,” “Counterattack,” and “EnergyTransfer” Blessings available for the Zealot Relic Blade had very niche usage, as the effort required to trigger them was often not worth the reward.

ForOverload, we significantly increased the Impact and Suppression values for both the inner and outer radius of the explosion on lockout.

ForCounterattackandEnergy Transfer, we aligned the duration to 5 seconds and removed the additional cooldown before the Blessings can be triggered again, while also slightly increasing the bonus awarded by them.

Classes

Psyker

Dev Note:We have a known issue related to this talent which will be fixed in the next hotfix. When a player meets the conditions of Mettle more than 30 times without it falling off, the game client will crash.

Comms-Plex 154/2f

Dev Note:Another community shout to Rabs on the Fatshark Forums.

UI/UX and Animation

Dev Note:This interaction point can be used to access Mortis Trials, but also Training and the Meat Grinder.

Cosmetics

‍Only items that are currently available in the Commodores Vestures will be visible at the time of browsing.