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Free Update Out Now: Battle for Tertium (Patch 1.8.0)

Free Update Out Now: Battle for Tertium (Patch 1.8.0)

Hey Everyone, 

New Class: Adeptus Arbites.

Get the Arbites Class on Steam, PS5 and Xbox at the price of $11.99 / €11.99.

Free Update: Battle For Tertium

The Battle for Tertium

The core player experience has been reworked to provide a new clearer narrative focus, following the conflict of the Battle for Tertium. Players will now experience a linear campaign with new mission debriefs and embedded cinematics. This new progression path is designed to ease in new players and gradually unlock features that were previously gated by character level.

While previously each new player’s experience was completely random, the Battle for Tertium narrative presents maps, enemies and characters in a specific order, allowing players to discover all aspects of the game at a much better pace.

The story missions play the same as regular missions, except that these missions have a more tight control over which enemies spawn. You might also hear some new VO lines during missions, and some brand new mission debrief cinematics when completing each mission.

Existing players with characters at level 10 or higher can choose to skip the story or play it from the beginning. Players who change their minds about playing the campaign can opt out by using the Personality Scourge at the Barber-Chirurgeon. Note: If you decide to skip the story when you first log-in with this update, you cannot revert this decision. The only way to play the story after choosing to skip it is to create a new character. 

It is worth noting that the Arbites’ arrival takes place after the events of the Battle for Tertium, so while you can absolutely play as an Arbites through the new campaign, some of the story scenes will not be addressed to your type of character. For this reason, we suggest playing the Battle for Tertium for the first time with one of the core characters.

Mission Board Rework

A new mission board system will be bringing several changes to how you engage with missions and difficulties. Missions are no longer tied to a specific difficulty, allowing you to select a mission and then choose the difficulty you want. This will effectively increase the amount of mission options available for players of all difficulty levels. While most circumstances remain consistent across difficulty levels, some are disabled on lower difficulties. Notably, Maelstrom missions are exclusive to the Heresy and Auric difficulties.

Additionally, the difficulty system has also been overhauled. You now unlock new difficulties by completing missions rather than leveling up your characters. You must prove your skills at your current maximum difficulty to unlock access to the next one. We intend to create a motivation for new players to master the game step by step, and for veteran players to feel assured that their teammates have earned the right to be there.

You will make progress by playing missions at your current maximum difficulty. Completing missions advances your progress. Mission Failures reduce your progress slightly but you will never be demoted to a lower difficulty. Higher difficulties will require you to complete more missions to unlock them.

For existing characters, your difficulty progression will be migrated based on their character level and completed missions.

Auric is now a standalone difficulty tier, placed above Damnation. We felt that Auric Heresy fell in an awkward spot compared to Damnation, with the increased mission options per difficulty, we decided it was best to turn Auric into its own difficulty level. Additionally, we have removed Sedition difficulty and made a few minor changes to Uprising to take its place, as we felt there was too much downtime with too few enemies between hordes. These changes aim to keep you in the action more often.

Mortis Trials

The Secrets of the Shipmistress

Sefoni’s indiscretions are getting worse! During Mortis Trials, keen-eared Rejects now have the opportunity to sift pieces of Shipmistress Brahms’ past from the psychic chatter. How did she inherit the Mourningstar? What is she hiding? Is she really on the same side as Grendyl, let alone his irksome busybodies? Delve deeper into all these and more across dozens of new memory echoes, unlockable by claiming victory in the Mortis Trials!

Dev Note: If you've ever wanted to relisten to the memory echoes you've unlocked in the Mortis Trials, you should take a look behind the pillars in the Meat Grinder.

New difficulty for Mortis Trials

Since the release of Mortis Trials we have noticed people requesting a higher challenge in Mortis Trials! So, we are adding a new difficulty, Auric, as well as some other small changes.

  • There will now be a shorter time in between waves.
  • Waves will now have more enemies and enemy types increasing variety.
  • We are changing the base difficulty to match an Auric difficulty mission.

New In-Game Event: Inferno

The streets of Tertium are aflame. Whether by heretic plot or over-zealous Imperial enforcement makes no real difference. Missions must still run, so be careful down there. You're literally dropping into a hot zone.

To make progress in the event, complete missions with the Inferno condition.

This event will start on Monday, June 23. The rewards will be Ordo dockets, Plasteel and Diamantine. Those who complete the last tier of the event will receive a cosmetic portrait frame.

New Havoc Campaign

Havoc Maintenance: With the upcoming release of this update, Havoc will be unavailable from June 23, 2025 from 00:00 to approximately 12:00 UTC.

New Mission Pool

  • Power Matrix HL-17-36
  • Magistrati Oubliette TM8-707
  • Archivum Sycorax
  • Dark Communion
  • Refinery Delta-17
  • Smelter Complex HL17-36
  • Chasm Station HL-16-11
  • Excise Vault Spireside-13
  • Consignment Yard HL17-36
  • Chasm Logistratum

Mutators

  • Pus-Hardened Skin
  • The Final Toll
  • Heinous Rituals
  • The Encroaching Garden
  • Rampaging Enemies 

The in-game event condition, Inferno, will temporarily be available during the first rotation in this campaign, as well.

Quality of Life Changes

  • Increased maximum number of operatives to 8.
  • Increased maximum number of weapon loadouts to 8.
  • Added a total of ~900 new banter conversations, both between the original cast and Arbites.

Weapon Balance Changes & Tweaks

Catachan "Devil's Claw" Swords

This batch of changes for the Devil’s Claw swords aims at further reinforcing the crowd control and reliability of the family.

We increased the offensive properties of the Light attack profiles, while also significantly increasing the armour damage modifiers (“adm” from now on) of the Heavy Strikedown and Special Riposte profiles against specific armour types.

We improved the base Stamina statistic, reduced the minimum Block time (the amount of time that the Block stance must be maintained after performing the input) and allowed for most attacks and attack starts to be performed while sprinting. This will make the weapon snappier and more responsive in different situations.

Finally, we took a pass on all attacks to tweak active windows, ranges and hitboxes to be better aligned with their animations.

For the Mk I, we added a new Heavy Strikedown attack, only reached from Light 3. In turn, the Light 3 attack is now reachable also from the Push action, and has an increased baseline power multiplier. 

These additions will grant additional options to a mark which was lacking in single target attacks.

For the Mk IV, we raised the power level multiplier of the Light 4 attack as it was very far into the attack chain and not particularly enticing.

For the Mk VII, we increased the power level multiplier of the Pushfollow and Light 3 attacks while also changing the possible combos after a Riposte attack.

Now after a successful Special Parry, the combo will chain into the Pushfollow attack instead of Light 3; as the Pushfollow attack still chains into Light 3, this will give the mark a new unique chain.

Detailed Changes - Catachan "Devil's Claw" Swords

Damage profiles

  • Light Vanguard
    • 1st target damage from {40, 80} to {60, 100}.

Dev Note: The change will also affect the Turtolsky Heavy Swords Special followup Light attacks.

  • Light Strikedown / Light Strikedown Stab
    • 1st target adm vs Maniac from 1 to 1.25.
    • 1st target damage from {100, 200} to {115, 230}.
    • 2nd target damage from {25,60} to {40,80}.

Dev Note: The changes will also affect the Turtolsky Heavy Swords Pushfollow attacks and the Maccabian Mk V Duelling Sword Light 3 attack.

  • Heavy Strikedown
    • 1st target adm vs Unarmoured from 1 to 1.1.
    • 1st target adm vs Unyielding from 0.75 to 1.25.
  • Riposte
    • 1st target adm vs Unarmoured from 1 to 1.25.
    • 1st target adm vs Unyielding from 1 to 1.25.
    • 1st target adm vs Carapace armour from 0.25 to 0.5.

All marks

  • Added Allowed during sprint to most attacks and attack starts.
  • Block minimum time from 0.3 to 0.225.
  • Stamina template update:
    • Base Stamina from 4 to 4.5.
  • Tweaked damage windows, hitboxes and ranges for several attacks.
  • Updated Inspect screen to correct some attack gestalt icons (visual only change).

Mk I

  • Added a new Heavy Strikedown attack with 540 power level multiplier .
    • This attack will chain only from Light 3.
  • Light 3 chains now to Light 2 / new Heavy Strikedown instead of Light 1 / Heavy 1.
  • Push chains now to Light 3 / Heavy 1 instead of Light 1 / Heavy 1.
  • Heavy 2 chain time to Start attack from 0.55 to 0.5.
  • Push chain time to Start attack from 0.35 to 0.3.
  • Added 545 power level multiplier to Light 3 (from default 500).
  • Added 535 power level multiplier to Pushfollow attack (from default 500).

Mk IV

  • Heavy 1 windup from secondary start from 0.56 to 0.46.
  • Added 550 power level multiplier to Light 4 (from default 500).

Mk VII

  • Pushfollow damage profile from Light Strikedown to Light Strikedown Stab.
  • Riposte chains now to Pushfollow / Heavy 1 instead of Light 3 / Heavy 1.
  • Added 535 power level multiplier to Light 3 (from default 500).
  • Added 525 power level multiplier to Pushfollow attack (from default 500).

Atrox Tactical Axes

While sporting overall good mobility, the Tactical Axes had only average Sprint values.

We significantly improved their Sprint profile, while also allowing for most attacks and attack starts to be performed while sprinting.

We also significantly raised the damage of the Special attacks and added a new profile for the Heavy Strikedowns with a vertical or uppercut direction, with increased damage and Carapace armour modifier.

Finally, we took a pass on all attacks to tweak active windows, ranges and hitboxes to be better aligned with their animations.

For the Mk II, we added a power level boost to the Light 3 attack, as it is further into the attack chain, and to both Special attacks, as they are slower compared to the other two marks.

For the Mk IV, we upgraded the damage profile for both Heavy attacks and slightly lowered their chain timings, as they are both performed in a vertical or uppercut direction.

For the Mk VII, we added a power level boost to all Light attacks, as they inflict a higher movement speed penalty compared to the Lights of the other marks, and changed the Heavy 2 profile to the new Heavy Strikedown.

Detailed Changes - Atrox Tactical Axes

Damage profiles

  • Light Assassin
    • Added 3rd target.
  • Heavy Strikedown (diagonal)
    • Adm vs Carapace armour from 0.25 to 0.3.
  • Added a new Heavy Strikedown profile for vertical and uppercut attacks, with the same. properties as Heavy Strikedown (diagonal) aside from:
    • 1st target damage from {100,200} to {115,230}.
    • 1st target adm vs Carapace armour from 0.3 to 0.5.
  • Special Stab
    • 1st target damage from {25,50} to {70,140}.
    • Removed Crit Chance bonus.
  • Special Strikedown
    • 1st target damage from {25,50} to {60,120}.
    • 1st target impact from {8,16} to {10,20}.
    • Removed Crit Chance bonus.

All marks

  • Sprint template from “default” to “assault”.
    • Forward acceleration from {0.15, 0.4} to {0.4, 0.8}.
    • Forward deceleration from 1.25 to 2.1.
    • Sprint speed modifier from {-0.5, 0.5} to {-0.25, 0.85}.
  • Increased action total time for most Heavy attacks.
    • This will make continuing the combo chain after the attacks more forgiving.
  • Added Allowed during sprint to most attacks and attack starts.
  • Tweaked damage windows, hitboxes and ranges for most attacks.
  • Buffer time for the Special input from 0.2 to 0.4.

Mk II

  • Added power level multiplier 515 to Light 3 (from default 500).
  • Added power level multiplier 550 to Special 1 and Special 2 (from default 500).

Mk IV

  • Changed damage profile of Heavy 1 and Heavy 2 from Heavy Strikedown (diagonal) to the new Heavy Strikedown (vertical/uppercut).
  • Lowered chain times to Start Attack and Special Attack from Heavy 1 and Heavy 2 from 0.5 to 0.4.
  • Added power level multiplier 515 to Heavy 2 (from default 500).

Mk VII

  • Changed damage profile of Heavy 2 from Heavy Strikedown (diagonal) to the new Heavy Strikedown (vertical/uppercut).
  • Added power level multiplier 550 to Light 1,  Light 2,  Light 3 (from default 500).

Shock Mauls

The Shock Mauls, while being dependable in inflicting stagger, were also below average in damage output and overall not very exciting.

We increased the damage against the 1st target on most profiles, with a particularly large bonus to the Heavy Strikedown and Special attacks.

We also enhanced the base Stamina and Dodge templates, and tweaked hitboxes and active windows of some attacks to better align with their animations.

For the attacks with an uppercut direction (Light 3 on the Mk Ia / Light 4 on the Mk III) we slightly delayed the start of the attack active window to make it easier to connect with weakspots.

Finally, for the Mk Ia, we added power level multipliers to the Light 3 and Light 4 attacks, to make them a more enticing combo alternative to just returning to Heavy 1.

Detailed Changes - Shock Mauls

Damage profiles

  • Light Strikedown
    • 1st target damage from {100,200} to {115,210}.
  • Light Vanguard
    • Cleave from “light” to “medium”.
      • From {3.0,6.0} to {4.0,9.0}.
    • 1st target damage from {100,150} to {110,165}.
  • Heavy Relentless
    • 1st target damage from {110,260} to {120,270}.
  • Heavy Strikedown
    • Cleave from “big” to “light”.
      • From {8.5,12.5} to {3.0,6.0}.
    • 1st target damage from {140,350} to {160,390}.
    • 4th target damage override removed (from 0 to {30,50}).
  • Light Relentless
    • adm vs Maniac from 0.8 to 0.75.
    • adm vs Carapace armour from 0.75 to 0.4.
    • 1st target damage from {80,150} to {90,165}.
  • Special attack
    • Sticky damage tick from {10,70} to {30,80}.
    • Stun damage tick from {40,50} to {50,65}.

All marks

  • Stamina template update:
    • Base Stamina from 4 to 4.5.
    • Sprint cost per second from {1.5, 0.5} to {1.25, 0.75}.
    • Inner angle Block cost from {1.5, 0.5} to {1.0, 0.5}.
  • Dodge template update:
    • Effective dodges limit from {3, 4}, to {3, 5}.
      • From 4 to 5 maximum effective dodges at high Mobility stat.
    • Dodge distance from {0.85, 1.0} to {0.9, 1.1}.
    • Dodge speed from {1.0, 1.2} to 1.0.

Mk Ia

  • Light 1 damage profile from Light Relentless to Light Vanguard.
  • Added power level multiplier 530 to Light 3 (from default 500).
  • Added power level multiplier 550 to Light 4 (from default 500).
  • Tweaked hitboxes for Light 3 and Light 4.
  • Tweaked damage windows for Light 4 to make it easier to connect with weak spots.

Mk III

  • Tweaked hitboxes and damage windows for Light 1 and Light 2.
  • Tweaked damage windows for Light 3 to make it easier to connect with weakspots.

Tigrus Heavy Eviscerators

The Eviscerator’s thunder was in part stolen by the Relic Blades, which have overall better cleave properties while also being no slouch in the single target department.

To give these iconic Zealot weapons a deserved bump, we tweaked most of the attack profiles: we removed the damage caps on secondary targets for the sweeping Vanguard/Relentless attacks, but also increased several armour modifier values, significantly improved the damage on the Heavy profiles and normalised most of the Special active profiles.

For the Mk III, we changed the chain times to key actions after the Heavy 1 attack to make it more responsive but less spammable with swap cancelling, slightly increased the speed of the Light 2 attack and added a power level multiplier to the Light 3 and Heavy 2 attacks.

Detailed Changes - Tigrus Heavy Eviscerators

Damage profiles

  • Light Strikedown
    • adm vs Maniac from 0.5 to 0.9.
    • adm vs Infested from 0.75 to 1.
    • Removed adm reduction on 1st target vs Carapace armour; from 0.1 to 0.25.
  • Light Vanguard/Relentless
    • Upped damage on secondary targets.
    • Removed damage cap after 4th target.
  • Heavy Vanguard
    • 1st target damage from {150,300} to {165,345}.
    • 1st target finesse multiplier from 0.5 to {0.4,1.0}.
    • Upped damage on secondary targets.
  • Heavy Strikedown
    • 1st target damage from {150,300} to {175,350}.
    • 1st target adm vs Carapace armour from 0.25 to 0.5.
    • 1st target finesse multiplier from 0.5 to {0.5, 1.0}.
  • Light Strikedown (Special active)
    • Removed damage overrides.
    • Removed finesse multiplier override.
  • Light Vanguard/Heavy Strikedown/Pushfollow (Special active)
    • Removed damage overrides.

All marks

  • Added 0.4s buffer time to the Unwield input.

 Mk III

  • Heavy 1 chain to Unwield from 0 to 0.45.
  • Heavy 1 chain to Start attack from 0.6 to 0.45.
  • Heavy 1 chain to Block from 0.7 to 0.6.
  • Light 2 time scale from 0.85 to 0.9 (sped up).
  • Added power level multiplier 525 to Heavy 2 and Light 3 (from default 500).
  • Updated Heavy 2 and Pushfollow attack damage profiles on Special abort.

Mk XV

  • Updated Pushfollow attack damage profiles on Special active and Special abort.

Lucius Helbore Lasguns

The Helbore Lasguns suffered from a very long Wield action duration, making it hard to quickly swap to priority targets (especially accounting also for the charging shots).

While this behaviour was intended, it also became increasingly punishing as the enemy numbers grew in higher difficulties.

In this balancing pass we sped up the Wield action, walking the line of maintaining the cumbersome feeling while also allowing for the weapons to be easier to swap into.

Alongside this change, we improved some of the armour and Finesse modifiers for ranged shots, and extended the hitscan radius of the las projectiles*, to make it easier for the weapon to shine as a marksman tool.

* This will make the hitscan detection more generous and allow for shots that would have slightly missed the target to still be considered a hit.

For the Mk V, we slightly increased the camera zoom in ADS mode.

For the Mk IV, we increased the camera zoom in ADS mode to be equivalent as the Mk IIIa. 

We also improved the speed and offensive properties of the Special Slash attack, to be more in line with the Special Stab used in the other marks.

Detailed Changes - Lucius Helbore Lasguns

Damage profiles

  • Near charged shot 
    • adm vs Unarmoured from 1 to 1.1.
    • adm vs Maniac from 1 to 1.25.
    • adm vs Infested from 1 to 1.1.
  • Far charged shot
    • adm vs Unarmoured from 1 to 1.25.
    • adm vs Infested from 1 to 1.25.
  • All shots Finesse Boost
    • vs Carapace armour from 0.1 to 0.2.
    • vs Maniac from 0.25 to 0.35.
    • vs Unyielding from 0.25 to 0.3.
  • Special Slash
    • Added Ignore stagger reduction.
    • 1st target finesse multiplier from 0.75 to 1.

All Marks

  • Added time scale 1.5 to Wield action (sped up).
  • Added 0.05 radius to hitscan templates.
  • Buffer time for the Special input from 0.2 to 0.4.

Mk V

  • ADS Vertical Field of View from 65 to 55.

Mk IV

  • Chain from Special start to Special attack from 0.3 to 0.25.
  • Chain from Special attack to Special start from 0.7 to 0.645.
  • Tweaked Special attack hitbox and damage window.
  • ADS Vertical Field of View from 65 to 45.

Combat Shotguns

The Combat Shotguns have been in a spot where they are mostly used for their Special shells, while the normal shots felt underwhelming in most circumstances. They also suffered from long reload times relative to other weapons.

With this update we are trying to improve the overall usability without relying solely on the Special mechanic.

Along with increased base damage and reload speed, the Combat Shotgun family gets updated Sprint and Stamina templates, to enable a more mobile, close-range playstyle and not rely only on precision weak-spot shots.

We also significantly increased the ammo reserves for all marks.

Finally, we slightly increased the Cleave and Impact values to allow it to punch through lesser enemies.

For the Mk VII, we aligned the Finesse boost curve between hipfire and ADS modes.

For the Mk IX, we slightly extended the Near and Far effective ranges.

Detailed Changes - Combat Shotguns

All Marks

  • Sprint template from “killshot” to “assault”.
    • Sprint forward acceleration from {0.15, 0.4} to {0.4, 0.8}.
    • Sprint forward deceleration from 1.25 to 2.1.
    • Sprint sideway acceleration/deceleration from 5 to 7.
    • Sprint speed modifier from {0.5, 0.5} to {0.25, 0.85}.
  • Updated Stamina template 
    • Stamina modifier from 2 to 4.
    • Sprint cost per second from {2, 1.5} to {1.5, 0.5}.
  • Increased Reload speed by around 10%
    • Affecting both regular and special shells.

Damage profiles

  • Zarona MK VI
    • Damage from {250, 500} to {300, 600}.
    • Cleave
      • Cleave attack From 0.01 to {2, 4}.
      • Cleave impact from 0.01 to {2, 4}.
    • Ammo reserve from {60, 80} to {70, 95}.
  • Agripinaa Mk VII
    • Damage from {200, 400} to {250, 480}.
    • Cleave
      • Cleave attack From 1.3 to 2.5.
      • Cleave impact from 1.3 to 2.5.
    • Ammo reserve from {75, 95} to {80, 105}.
    • Finesse boost curve shooting from HipFire increased to match ADS.
      • {0.6,1.2} to {1.25,2.5}.
  • Accatran Mk IX
    • Damage from {450, 700} to {550, 740}.
    • Cleave
      • Cleave attack From 2 to 3.5.
      • Cleave impact from 1 to 3.
    • Ranges
      • Close range from {6, 8} to {6, 11}.
      • Long range from {12, 16}  to {12, 17}.
    • Ammo reserve from {45, 65} to {55, 85}.

Double-barreled Shotgun

To increase the reliability of the weapon against bigger targets, we increased the armour damage modifier against the Unyielding type at both Near and Far ranges.

Additionally, we slightly raised the ammo reserves to allow for more aggressive approaches.

Detailed Changes - Double-barreled Shotgun

Damage profiles

  • adm vs Unyielding
    • Near from 1.0 to 1.1.
    • Far from 0.5 to 0.65.
  • Ammo reserve increased from {40, 80} to {50, 90}.

Bug Fixes & Changes

Weapons and Blessings

  • Fixed an issue where the description for the 'Run n Gun' blessing was displaying incorrect prefixes.

Classes

Psyker

  • Fixed an issue where the Disrupt Destiny keystone sometimes failed to show stacks in the HUD.

Missions

Inter-Zone Void Sector Omega-12

Clandestium Gloriana

  • Fixed several places in Clandestium Gloriana where players could get out of bounds.
  • Rotated the door after the mid event in Clandestium Gloriana to avoid players getting trapped behind it when it opens. 

UI/UX and Animation 

  • Fixed an issue where an “additional objectives” string in the Penance menu would not localize correctly.  

Miscellaneous 

  • Deadzone options now apply to both sticks when playing on controller.

Cosmetics

  • Fixed clipping issue on the Zealot “Stygian Kantrael MK IVG Flak Helm” headgear.  
  • Fixed clipping issue behind the arms on the Veteran “Stygian MK lll Flak vest” upper body.  
  • Fixed longer hairstyles clipping issue with the Psyker “Stygian MK IV Psykana Collar with Rebreather” headgear.  
  • Fixed an issue where the Psyker “Illius Pattern Battleshoud with Psykana Collar (Burn Sulphur)” headgear would remove the operative's eyebrows.  
  • Fixed issues with the Veteran “Militarum Field Jacket” upper body clipping with “Militarum Type 47” lower body.  
  • Fixed issues where the following Veteran headgear cosmetics would clip certain hairstyles  
    • Ock's Blood Goggles
    • Tinker Zard's Superior High-vis Goggles
    • Chasm Railer Goggles
  • Fixed corrupted texture on Veteran “Vostroyan Hat with Tox Guard Face Mask (Mountain Snow)” headgear.  
  • Fixed clipping issue on the Veteran “Stygian Mk I Armoured Fatigues” lowerbody. 

Watch eligible Twitch streamers while they're live up until July 20 to earn the rewards.

Click here, sign up (or log in) and follow the instructions to unlock the cosmetics!

This is the will of the Lex.

We’ll see you on the Mourningstar. 

– The Darktide Team

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