The Warhammer 40k Space Marine 2 update 5.0 patch notes are live. They bring with them the long-awaited Dark Angels Chapter Pack, the new “Obelisk” Operation, a new Majoris enemy, alongside new customisation options, and various gameplay and balancing tweaks. Read on to learn more about the update 5.0 patch and its contents.
Everything new in Warhammer 40k Space Marine 2 update 5.0 patch notes
Warhammer 40k Space Marine 2 update 5.0 patch notes reveal New Operation - Obelisk
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In this new New Operation - Obelisk, Space Marines will be sent to the planet Demerium. The mission will involve having to rotate a replica of the obelisk to disrupt the flow of energy which is protecting the Aurora device.
This operation takes place in parallel to the final events of the campaign. You need to reach the console control of the obelisk, but to do so, you must make it through a tomb plunged into darkness.
Warhammer 40k Space Marine 2 update 5.0 patch notes reveal New Enemy - Tzaangor Enlightened
A new Majoris enemy called Tzaangor Enlightened can spawn in all Operations featuring the Thousand Sons.
Warhammer 40k Space Marine 2 update 5.0 patch notes reveal new Season Pass Content: Dark Angels Chapter Pack
Added: Dark Angels Champion skin (Bulwark)
Added: Dark Angels Champion skin (Bulwark)
Added: Dark Angels–themed weapon skins for:
- Auto Bolt Rifle
- Plasma Pistol
- Power Sword
- Bulwark’s Storm Shield
Warhammer 40k Space Marine 2 update 5.0 patch notes reveal gameplay and balancing tweaks
Melee
Firstly, 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 works. By blocking enemy attacks, the player will accumulate up to three stacks of Melee Damage buffs. Attacking while having those stacks of buffs will spend them and will result in massive AoE Damage discharge.
Perfect Block
Perfectly timed blocks grant up to three Adrenaline Surge stacks. Adrenaline Surge stacks greatly increase Melee Damage and are consumed after the next melee attack. Attacking with three stacks of Adrenaline Surge deals massive AoE Damage, staggers enemies, and restores 1 Armour Segment.
Fencing Weapons:
- Perfect Parry AoE stagger radius slightly reduced.
Balanced Weapons:
- Perfect Parry AoE stagger radius greatly increased.
- Master-crafted versions: Damage increased by 10%.
- Artificer versions: Damage increased by 10%.
- Relic versions: Damage increased by 10%.
Blocking Weapons:
- Master-crafted versions: Damage increased by 20%.
- Artificer versions: Damage increased by 20%.
- Relic versions: Damage increased by 20%.
Unarmed/Firearm Melee:
- Stomps can now be chained indefinitely.
Firearms
Neo-Volkite Pisto: Volkite Damage sensitivity has been increased from 1 to 1.5 for these enemies:
- Devourer Tyranid Warrior
- Barbed Strangler Tyranid Warrior
- Venom Cannon Tyranid Warrior
- Rubric Marine
- Flamer Rubric Marine
- Zoanthrope
Bolt Carbine:
- Max Ammo of all SMG-type Bolt Carbines increased by 1 magazine.
Warhammer 40k Space Marine 2 update 5.0 patch notes reveal new Extermination Bonus
This change simply increases the amount of XP players are getting in Operations mode if they are zealously exterminating enemy waves. This aims to:
- Incentivise players to not skip encounters, without punishing those who want to skip, and
- 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:
- Rank A: killing more than 85% spawned enemies grants +120% XP pre-patch value.
- Rank B: killing more than 60% spawned enemies grants +110% XP pre-patch value.
- Rank C: killing less than 60% spawned enemies grants +100% XP pre-patch value.
Warhammer 40k Space Marine 2 update 5.0 patch notes revealed more Gameplay QOL changes
- Dodge invulnerability logic is now client sided, meaning that Dodges will be responsive and more accurate with higher ping.
- Players are now invulnerable to new instances of damage while in Knockback animation.
- Added 10 frames of invulnerability at the start of Jump Pack launch animation (Campaign and Operations only).
- Dodge and Parry sound notification clarity has been greatly improved.
- Heavy’s Barrier can be activated in more player states (e.g., during stagger animation).
- Player controls are slightly more responsive after using Vanguard’s Grapnel Launcher.
- Added spawn protection in PvP.
- Added Neo-Volkite Pistol in PvP.
Warhammer 40k Space Marine 2 update 5.0 patch notes reveal changes made to AI
Zoanthrope:
Shielded Zoanthrope will now attack much less frequently.
Enemy Spawn Director:
- You will no longer fight Extremis-level enemies on your first encounter right after the start of a Mission.
- Lots of minor animation fixes for various enemies.
Warhammer 40k Space Marine 2 update 5.0 patch notes reveal additional Customization
- Added Lenses colour customisation.
- Fixed shading of Balthasar Gold and Ushabti Bone colours.
- Fixed a number of small bugs with certain armour pieces not applying colours correctly.
Warhammer 40k Space Marine 2 update 5.0 patch notes reveal adjustments made to Operations
Fall of Atreus:
- Made adjustments to scripting to make this level shorter and more in line with the duration of other levels:
- The second sequence with the Dreadnought (Repel the Assault) is randomised now and may not happen.
- The fusion battery needs to be charged only once in the final sequence.
- Large amounts of small fixes in level geometry collision and Terminus enemies getting stuck in some areas.
Warhammer 40k Space Marine 2 update 5.0 patch notes reveal General Fixes:
- Getting kicked out of a session will still grant kicked player XP rewards based on checkpoint completion.
- Exiting the Turret Charging Wheel in the “Termination” Operation is now quicker.
- Improved a few enemies counting for Purge Them All Achievement.
- Fixed a bug where Combat Knife charged attacks would occasionally Heavy Hit every time without charging.
- Fixed a bug where Heavy’s Primary Weapon was not shooting after joining in progress.
- Fixed a bug where party leader could get stuck on a loading screen in rare cases.
- Fixed Hierophant’s damage sensitivity to certain weapons (it can still be damaged by normal weapons, but the damage is reduced).
- Fixed a bug where Heldrake was not taking any damage from shots in rare cases.
- Fixed a bug where Heldrake could be knocked off its pedestal by shots from an under-barrel Grenade Launcher.
- Fixed a bug where Imurah would not take any damage from shots in the final mission in rare cases.
- Fixed a rare bug where players were shown a long black screen instead of death screen in PvP.
- Fixed a bug where players could not see each other's customisation in rare cases.
- Fixed a bug where the Neo-Volkite Pistol would deal damage further than its actual visual FX.
- Fixed a bug where enemies were able to pierce Block stance with double attack.
- Fixed a bug with Bulwark’s Armour of Contempt Perk not triggering correctly and dealing friendly fire.
- Fixed an issue where the Neo-Volkite Pistol would sometimes trigger a chain of explosions and cause performance issues.
- Fixed a rare bug with Vanguard’s Zone of Impact Perk not triggering correctly.
- Fixed Perks that grant player immunity to Heavy Hits and Knockback during charging melee attacks not working with charged attacks unlocked via Weapons Perks.
- Combat Knife charged attack buffs from other Perks (e.g., Sniper's Shadow Stab) are now correctly applied on both damage instances.
- Large number of minor fixes in Perks, how they stack, and how they trigger in rare cases.
- Minor UI fixes and improvements.
- Localisation fixes.
This is everything mentioned in Warhammer 40k Space Marine 2 update 5.0 patch notes. More content will be introduced during the next major patch, 6.0.
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