A major new update for Warhammer 40,000: Space Marine 2 has today released across all platforms. Since its launch back in September, developer Saber Interactive has continued to release new content for Space Marine 2 at a brisk pace to keep players engaged. Now, this ongoing support has resulted in the “Obelisk Update” going live and bringing with it a ton of new changes to the popular shooter.

Downloadable now across PS5, Xbox Series X/S, and PC, the new Space Marine 2 update primarily adds a new Operation for players to take part in. This Operation, called Obelisk, has come about alongside a new enemy type dubbed the Tzaangor Enlightened. While these are the highlights of update version 5.0 for Space Marine 2, Saber Interactive has also made a ton of smaller improvements to the game tied to UI, gameplay, and a handful of weapons.

To get a look at everything that has been altered with this new Space Marine 2 update today, you can find the full patch notes attached below.

Warhammer 40,000: Space Marine 2 Update #5 Patch Notes

NEW FEATURES

New Operation: Obelisk

In this new Operation, you’ll be sent to Demerium and your mission is to rotate a replica of the obelisk to disrupt the flow of energy protecting the Aurora device. This operation takes place in parallel to the final events of the campaign.

To reach the console control of the obelisk, you’ll have to make it through a tomb plunged into darkness.

New Enemy: Tzaangor Enlightened

A new Majoris enemy can spawn in all Operations featuring the Thousand Sons.

Note from our Game Director: “The Tzaangor Enlightened is a disk-flying, melee/ranged-hybrid unit. They are fearsome opponents, especially when met in greater numbers. However, catching them after parry or during a long animation makes them an easy target.

We strongly advise you to use Target Lock to face this enemy!”

New Season Pass Content: Dark Angels Chapter Pack

Added: Dark Angels Successor Chapters cosmetics

Added: Dark Angels Champion skin (Bulwark)

Added: Dark Angels–themed weapon skins for:

GAMEPLAY & BALANCING TWEAKS

Melee

Note from our Game Director: “The melee system has been our main focus recently. The issue that we saw is that, on higher difficulties, the melee combat relied too heavily on the “Parry -> Gun Strike” flow. This also made Fencing Melee Weapons a universal choice for almost all situations, and we want to give players more options. To try and achieve that, we’ve made the following changes.

First, normal Melee Damage has increased across the board, so there will be more options instead of just Parry -> Gun Strike.

Second, we are drastically changing how Blocking Weapons work. In short, by blocking enemy attacks, the player will accumulate up to 3 stacks of Melee Damage buffs. Attacking while having those stacks of buffs will spend them and will result in massive AoE Damage discharge.

With these changes, Fencing Weapons will still be great versus limited numbers of enemies, Balanced Weapons will be good versus big crowds, and Blocking Weapons will become ‘damage dealer’ type weapons.”

Perfect Block

All Block Weapons have been reworked with a new mechanic: Perfect Block and Adrenaline Surge
Perfectly timed blocks grant up to 3 Adrenaline Surge stacks. Adrenaline Surge stacks greatly increase Melee Damage and are consumed after the next melee attack.

Attacking with 3 stacks of Adrenaline Surge deals massive AoE Damage, staggers enemies, and restores 1 Armour Segment.

Fencing Weapons:

Balanced Weapons:

Blocking Weapons:

Unarmed/Firearm Melee:

FIREARMS

Note from our Game Director: “We are quite happy with recent updates to firearms. Pretty much all firearms are viable on the hardest difficulties now, and our win rate/pick rate data shows drastic improvements.

Still, there are a few weapons that are better than the others, and minor tweaks will be coming with Patch 6.

Further into the future, with Patch 7, we are planning to focus on reworking Weapons Perks. Weapons Perks are underwhelming compared to Class Perks right now, and the issues with some weapons are actually a result of them having a bad Perk tree rather than their basic stats.

The other big outstanding problem that we have is the Grenade Launcher. There are quite a few bugs/misconfigurations that make it the way it is.

  1. Due to a bug, a certain Perk restores its full Ammo when it shouldn’t.
  2. Due to a misconfiguration on our side, its Artificer and Relic versions deal 4x more damage than the Master-crafted version, which was not intended.
  3. Due to a bug, Perks that increase Auspex Scan damage stack buffs inconsistently. Normally all damage stacks buffs additively, thus providing consistent and predictable results. This bug results in crazy damage numbers with Auspex Scan Perks depending on the order they were activated. This is why bosses get erased by Grenade Launchers with certain builds.

If we approach this directly and fix all 3 bugs, it will make the Grenade Launcher useless and will hurt the entire Tactical class. We will be very careful with how we address this issue. We do want to keep the fun element of destroying entire waves of enemies with the Grenade Launcher. At the same time, no other weapon can match a Grenade Launcher with potentially unlimited Ammo.

Because of these complications, we want to take the time to carefully analyse and make the best decision possible about the Grenade Launcher, so we’re not modifying it in this patch.”

Volkite Damage sensitivity has been increased from 1 to 1.5 for these enemies:

EXTERMINATION BONUS

Note from our Game Director: “This change simply increases the amount of XP players are getting in Operations mode if they are zealously exterminating enemy waves.

This aims to:

  1. incentivise players to not skip encounters, without punishing those who want to skip, and
  2. makes the game less grindy in preparation for new features coming down the line (e.g., Prestige Ranks).”

Added a new feature that increases the amount of XP players gain based on % of enemies killed during an Operation:

*The rank is common to the party, everyone gets the same.

GAMEPLAY QOL

AI

Zoanthrope:

Enemy Spawn Director:

CUSTOMIZATION

Added: Lenses colour customisation.

OPERATIONS

Fall of Atreus:

Made adjustments to scripting to make this level shorter and more in line with the duration of other levels:

Large amounts of small fixes in level geometry collision and Terminus enemies getting stuck in some areas.

PERKS

Note from our Game Director: “In this patch, we are only fixing bugs with existing Perks, but trust me, we are seeing the issues with them. A lot of the Class Perks are not as good as we wanted them to be, and some Perk tree choices are really more efficient than others. With Patch 6, we are planning to massively rework a bunch of lacking Perks to make more builds viable.”

GENERAL FIXES

TECH

Added: FSR 3 / DLSS 3: Support of “Frame Generation” component for DLSS and FSR. For more details about FSR and DLSS, check our FAQ.

The post Warhammer 40K: Space Marine 2 Update 5.0 Released With Patch Notes appeared first on ComicBook.com.

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