NOTE: This is NOT the patch notes! This is an update on Game Design intentions that got posted too early. Houman's patch notes are coming soon! The new patch has been a long time coming, but its primary purpose is to deliver the Tyranids and improved performance to the live builds. There has been a huge amount of optimization going on and it should result in a better experience for everyone. We are far from finished on this front however, and your reports on the performance will help us take it even farther. That said, it also contains another wide pass on balance, the third since the last live patch. These stats are making significant fluctuations, and will continue to do so. Please give us your feedback on this pass, in particular relating to the balance between factions and the balance between melee v ranged. One of the biggest changes is the addition of significant survivability wargear options for everyone in order for us to test the maximum boundaries. For now you are still able to equip pretty much everything, but that will change in future updates as we tune the weapon costs and add weapon mods. A future update will be increasing survivability significantly, while also increasing ranged damage. Accuracy and falloff for ranged weapons have been adjusted across the board to bring things more in line with our intentions (many of them had not been looked at in a while). Note that there is currently an issue with the HUD (Health & Armour) not updating properly based on your wargear. Everything is working correctly behind the scenes, but we will fix this visual bug soon. Details on where we are and where we're going: LAIRS Termagants and the ranged Warriors are bugged and frequently pose little threat. More feedback on the objectives is coming, especially for the activate ones. Variations of Hormagaunts and Warriors are coming. Normal and Hard mode are currently the same. There's only one route that's the same every time, we will be adding more (obviously). The sector locks currently just teleport people into them when closed, we will be changing them so you can close the door behind a person and then open it again if they manage to get there in time. The deathcam is missing - you will be able to watch other characters while dead in Lairs. SPACE MARINES The Storm Shield no longer provides protection when not raised, and has improved feedback on the areas it protects. Will soon be getting improved sniper options with the weapon mods. Several new Narthecium Vials are dropping soon! CHAOS The Mark of Nurgle now has a tradeoff to go along with its toughness increase - reduced stamina/fuel regeneration. All Marks will have both bonuses and penalties. Several new Psychic Powers are dropping soon! ELDAR The non-store Fusion pistol is coming in ASAP. Weapons and survivability on Eldar have had a proper pass (they only had very preliminary stats before). Like everything else, expect it to change quite a bit from patch to patch though, as there's still plenty more work to do on Eldar. The Swooping Hawk & Howling Banshee are coming soon! (Yes, they're in the patch now but that's a BUG since they're clearly not ready and will be removed shortly). Twin-Linked Shuriken Catapult and Tempest Launcher are still on the way. Many of the Eldar store items are in, but not all of them have the correct appearance. The Warlock has had his Renewer power nerfed a bit (taking out the debuff part), but this is to accommodate a bunch of new powers that are coming shortly. Destructor will be its own offensive power with some sweet lightning bolt fx. The Reaper Launcher now has Starshot missiles (still some work to do on them). The Falcon's Scatter & Pulse Lasers will get rebalanced very soon. The Striking Scorpion's weapons sometimes show up while he's stealthed. This will be fixed. ORKS Those of you that have been on the Founder's servers know that these guys are not ready for live yet... but they should be just a few weeks away! LOADOUTS Wargear is still getting rebalanced and distributed to all factions. Note that the stats you're seeing on individual wargear is meant to test the extreme levels of survivability right now, in actuality we plan to distribute those stats a bit more. Except for the Mark of Nurgle, none of the Wargear shows up on the character yet. This will change - currently we just want to test the gameplay. Weapon Mods - soon the Space Marines will be able to create a powerful Stalker Bolter that has much higher damage for a significantly lower rate of fire. Lots more Weapon Mods will come along with that. Loadout points will be rebalanced as we add the mods, the intention is that you can spec into Lethality, Survivability, or Tactical power but not all three at once. Psychic Powers for Warlocks and Aspiring Sorcerers are now split into two slots, one for healing powers and one for other powers. GENERAL A ton of detail fixes have been made to melee, including improvements to the d-bash reliability, an attempt to make it so you don't fly past your opponent, and more. Please try it out and let us know what issues remain! (That said, improved feedback on stamina and durability are still on the way.) There are too many situations where you can't shoot from behind cover. There's a big cover camera update soon that should make this a much more pleasant experience. Soon the Heavy Bolter will be able to brace and zoom separately (allowing you to get more peripheral vision while braced if you wish). Melta and Fusion weapons now have a warmup and turn more slowly. We will be making them take longer before overheating ASAP. Warp Charge will soon be retuned and include regeneration. All the psychic powers will have their charge consumption rebalanced, and it will be able to be affected by Wargear.