Warhammer 40,000: Darktide cover
Warhammer 40,000: Darktide screenshot
PC XONE Series X Steam
Genre: Shooter, Adventure, Indie

Warhammer 40,000: Darktide

Hotfix 1.0.23

Rejects!



We just released 1.0.23 to fix a couple of issues found in yesterdays patch. We also just wanted to address some questions that have arisen regarding the EULA.

EULA
Today you may find yourselves being faced with the EULA once more when launching Darktide. The content of the EULA remains the same as the EULA previously presented at launch, however we made improvements to the formatting to make it easier to read, and corrected the out-of-date page title which erroneously referenced the pre-release test period. Apologies for the confusion.

Now onto the Hotfix notes!

Here are the hotfix notes:



  • Fixed an issue that caused the suppression screen effects to conflict with the Psyker's when at high peril
  • Tweaked the suppression effect to be less intrusive. This should be most noticeable when playing on higher difficulties where you are often suppressed for long periods of time.

Patch Notes 1.0.22


Rejects,



First I wanted to introduce myself for those of you who don’t know me yet, Hi! I am Catfish and I will be the Community Manager for Darktide going forward. In this Update we will address some of the community’s questions following on from our recent open letter and give you the patch notes from this week's bugfixes.

Addressing Some Questions:

Roadmap

We hear your enthusiasm for an updated Roadmap for Darktide, however we have adjusted our short term plans to allow for more work on our top priorities which mainly revolve around getting the game to where it should be. Because we are in the process of adding changes in accordance with the feedback we have received since launch, certain features we hoped to have in the game by now have had to be pushed back. We aim to bring you an updated version in the future once we have a more concrete plan in place.

Third Party Services

While we are generally supportive of these kinds of community-developed tools, we are aware that there are third-party services available which interface with our backend APIs using authentication tokens acquired from our Web services or the game itself. We just wanted to make sure that all our players are aware that Fatshark will not be accountable for any issues caused by using these tools, and that we don’t support using the token in any other way than with the official game client. This is done entirely at the players’ own risk.

The danger of these services is that you are effectively giving out your Darktide account credentials with potentially excessive permissions to a third party which Fatshark has no control over.

Now, onto the patch notes!

Patch Notes



Weapons :

  • Fixed an issue where the Accatran MG Mk II Heavy Laspistol wasn't affected by Feats and Blessings that increased reload speed or attack speed.
  • Balance tweak Crucis Mk II Thunder Hammer

    • Increase light attack baseline armor mod vs Flak Armor (from 75% to 90%) and Carapace armor (from 1% to 25%)
    • Increase heavy attack baseline armor mod vs Flak Armor (from 75% to 90%) and Carapace armor (from 20% to 25%)
  • Fixed a bug where you couldn't use your weapon special action while blocking with the Munitorum Mk III Power Sword, Obscurus Mk II Blaze Force Sword and the Tactical Axes.
  • Fixed a bug on the Cadia Mk IV Assault Chainsword stats where the 3rd and 4th attack in the light combo didn't have the correct icon in the detailed stats screen.
  • Fixed a bug where you sometimes couldn't use the second attack in the heavy combo while sprinting with Brute-Brainer Mk III Latrine Shovel.
  • Fixed issue where the Artemia Mk III Purgation Flame' could play an unnecessary animation on wield.
  • Fixed a bug where some of the Ogryn weapons didn't receive attack speed buffs as intended.
  • Fixed a bug where heavy attacks on Achlys Mk VIII Combat Axe didn't have the correct icons in the stats screens.
  • Fixed damage calculation code for the stat screen for weapons. This affected weapons that shot projectiles that both explode and have impact damage.
  • Fixed a bug on the Rifthaven Mk II Purgatus Force Staff where you couldn't change weapon while you were firing the charged secondary action attack.
  • Increased responsiveness of shooting after aiming down sights with Vraks Mk III Headhunter Autogun.
  • Added an ability to the Vraks Mk VII Headhunter Autogun to be able to cancel reload by using weapon special.
  • Fixed action chaining on Lorenz Mk V Kickback and Lorenz Mk VI Rumbler to allow use of special attack chain from aiming down sights and sprinting.
  • Aligned Equinox Mk III Trauma Force Staff and Equinox Mk IV Voidstrike Force Staff Peril costs to be more in line with each other.
  • Fixed a bug where Equinox Mk III Trauma Force Staff didn't have charge bars in its crosshair while charging secondary action.
  • Fixed a bug on the Blastoom Mk III Grenadier Gauntlet heavy attack that was incorrectly using light attack damage.
  • Fixed a bug where the Locke Mk IIb Spearhead Boltgun crosshair spread could look wider while crouching.
  • Fixed a bug where you couldn't chain Weapon Special from push with a follow-up attack on Mk VII and Mk IX Turtolsky Heavy Sword.
  • Fixed issue where the Rifthaven Mk II Purgatus Force Staff and Artemia Mk III Purgation Flamer burst flame attacks would not hit enemies if aborted too early.
  • Fixed issue where weak spot hit marker did not always work properly with weapons with explosions.
  • Fixed bugs where you couldn't activate the Obscurus Mk II Blaze Force Sword or perform weapon specials with Tactical Axes while blocking.
  • Fixed a bug where Vraks Mk III Headhunter Autogun and Agripinaa Mk VIII Headhunter Autogun hip fire bursts could be interrupted by going into zoom while shooting.
  • Fixed a bug where the second attack in the light combo with the Indignatus Mk IVe Crusher dealt less damage than intended while activated.
  • Fixed issue where switching weapons at max recoil would add a constant offset to the camera.
  • Fixed issue with the Rippergun where reloading while bracing and then releasing the aim button would cancel the reload.
  • Fixed a bug where Atrox MkIV and Atrox MkVII Tactical axes wouldn't effectively push Poxbursters.
  • Fixed bugs where you couldn't chain the Parry special action from push attack and push follow-ups on Catachan swords.
  • Fixed attacks that incorrectly were unaffected by weapon stats:

    • Achlys Mk VIII Combat Axe light to heavy combo
    • Atrox Mk II Tactical Axe 3rd attack during light combo and 2nd attack during special combo
    • Krourk Mk VI Cleaver attack 3 in light combo
    • Krourk Mk VI Cleaver, Bull Butcher Mk III Cleaver, Krourk Mk IV Cleaver during 2nd attack in special combo
    • Munitorum Mk III Power Sword attack 3 in light combo
  • Fixed a bug where the second attack in a light combo couldn't be performed while sprinting with the Ogryn Powermaul.
  • Added a chain action between aiming down sights charged shot and weapon special action on Hellbore Lasguns to make that sequence a bit more responsive.
  • Fixed a bug where the Brunt Special’ Mk I Bully Club slap attack would not deal any damage if you buffered a light attack from it as fast as possible.
  • Fixed a bug where the activated push follow-up attack with the Tigrus Mk II Heavy Eviscerator would not stick to some enemies.
  • Fixed a bug where you couldn't hold the fire button during the Bolters wield action in order to start shooting as soon as it completed.
  • Changed how the Helbore lasguns shoot action is triggered making it easier to chain charged shots.
  • Fixed issue with some Force Staffs displaying the incorrect damage number in the weapon stat screen.

Blessings:

  • Fixed an issue with ‘Thrust' blessing (up to +20% power scaling with charge time on Heavy Attacks) has limited functionality with revved up attacks from chain weapons, only affecting the first tick of damage instead of the entire attack
  • Fixed ‘Warp Flurry’ blessing not working on some trauma force staffs.
  • Fixed issue so that blessings get the correct bonus according to their tier.
  • Fixed issue where some blessings could be active when weapon was not wielded.
  • Fixed issue with activation of ‘Devastating Strike’. Bonus is now applied for the critical strike instead of the next attack after the critical strike.
  • Fixed an exploit where ‘Shred’ weapon blessing allowed you to keep critical strike bonuses when wielding another weapon.

Enemies:

  • Fixed issue with Bulwark not getting staggered correctly by Stun Grenades
  • Fixed issue with bleed blessings applying bleed on zero damage attacks.
  • Fixed issue with wrong damage efficiency being returned if you hit a shield.
  • Fixed a bug where downwards vertical attacks could cause enemies to turn around and stagger in the wrong direction.
  • Fixed Dreg and Scab gunner suppression animation durations to match actual animation.
  • Changed Dreg Shooter suppression values to enter suppression a bit earlier, reduced immunity duration from 2.75-3.25 to 0.25-0.5.
  • Added suppression attack delay to Dreg Gunner.
  • Tweaked Scab Assaulter suppression immunity duration from 2.75-3.25 to 0.25-0.5.
  • Tweaked Scab and Dreg Gunner suppression immunity duration from 1.75-2.25 to 0.25-0.5.
  • Tweaked Scab and Dreg Shotgunner suppression immunity duration from 2.75-3.25 to 1.75-2.25.
  • Tweaked Reaper suppression immunity duration from 3.75-4.25 to 2.75-3.25.

Feats and Abilities:

  • Fixed issue where 'Kinetic Deflection' did not pause passive quelling, resulting in being able to tank some enemies indefinitely.
  • Fixed exploit where switching weapons before exploding after a 100% peril Brain Burst would prevent you from exploding.
  • Fixed a bug where rank 3 Fire Frenzy blessing didn't give the correct damage increase.
  • Fixed issue where 'Bloodletting' sometimes didn't trigger on a killing blow.
  • Fixed issue where 'Kinetic Flayer' could trigger on Corrupter Pustules and Eyes.
  • Fixed issue where 'Kinetic Flayer' could sometimes trigger on the Ogryn Bulwark's shield.
  • Fixed issue with Sharpshooter ‘Volley Fire’ combat ability - Reloading while activating should now abort reload animation.
  • Fixed issue where the Psykinetic's 'Brain Burst' cast bar wouldn't reset when pounced on by a Poxhound.
  • Fixed exploit where the users could gain toughness from the Preachers dash ability without you consuming the ability charge.
  • Fixed issue where if a Sharpshooter would trigger ‘Volley Fire’ when reloading and having the ‘Sustained Fire’ feat the reload animation would continue to play.
  • Fixed issue where ‘Rend’ blessing and ‘Brittleness’ could give negative bonuses for some weapons.
  • Fixed issue where weapon blessing ‘Crucian Roulette’ critical strike chance would be applied to melee attacks.
  • Fixed issue where the 'One After Another' Feat wouldn't have its icon appear in the HUD.
  • Improved the targeting of tagging and 'Brain Burst' through fences, gaps in railings etc.
  • Fixed issues with the Ogryn Skullbreaker feats / passive not working as intended.
  • Fixed issue with ‘Blazing Spirit’ blessing on Equinox Mk III Trauma Force Staff and Equinox Mk IV Voidstrike Force Staff that only applied warpfire to directly hit enemies on crit and not enemies hit by an explosion.
  • Fixed issue where 'Kinetic Overload' could target a Daemonhost that wasn't active.
  • Fixed issue where 'Punishment' did not stop the Preacher from getting stunned.
  • Fixed issue where the 'Toughness Regeneration Speed' Curio only gave a bonus to the Toughness Regeneration delay of Coherency.
  • Fixed issues with feats identifiers overriding each other.
  • Fixed issue so that ‘Enemies Within, Enemies Without' no longer regenerates toughness while disabled.
  • Fixed issue with ‘Sustained Fire’ blessing for all Hellbore Lasguns.
  • Fixed issue where ‘Volley Fire’ would block actions for a short while if wielding another weapon when triggering it.
  • Fixed Issue where the ‘Quietitude’ Feat did not work with the ‘Transfer Peril’ Blessing.
  • Fixed issue so you are no longer Block Broken when at 0 stamina with 'Kinetic Deflection'.
  • Fixed issue where 'Ascendant Blaze' sometimes wouldn't trigger on the kill of the Purgatus staffs.
  • Fixed issue where 'Corruption Resistance' (Grimoires) did not affect the corruption gained from Grimoires.
  • Fixed an exploit where ‘Shred’ weapon blessing allowed you to keep critical strike bonuses when wielding another weapon.

Crash fixes:

  • Fixes a crash that could occur when disconnecting while syncing initial profile data
  • Crash fix for server crashes when wielded weapon is nil when trying to post telemetry data.
  • Fixed various crashes around the chat UI.
  • Fixed a server crash when quitting Darktide.
  • Fixed a crash when closing the item detail view when purchasing an item.
  • Fixed a crash issue that in rare occasions would occur when a bot revived another bot.
  • Fixed a crash that could occur in rare cases when a player connects to a mission at the same time a bot is added.
  • Fixed numerous unspecifiable crashes.

Cosmetics:

  • Various cosmetic changes related to clipping and deformation.

Fixes and Tweaks:

  • Fixed an issue where effects for being suppressed (under fire from enemies, but not actively taking damage) were missing or inconsistently triggered.
  • Fixed issue where getting knocked down sometimes wouldn't add a Wound correctly.
  • Fixes so that power level buffs now affect stagger and cleave as well as damage.
  • Fixed issue with damage numbers in Psykhanium that sometimes displayed the wrong color when a critical strike was made.

Open Letter to our players



To Our Players,



We take enormous pride in our ability at Fatshark to deliver a game that millions can enjoy. This was what we set out to do with Warhammer 40,000: Darktide – to create a highly engaging and stable game with a level of depth that keeps you playing for weeks, not hours.

We fell short of meeting those expectations.

Over the next few months, our sole focus is to address the feedback that many of you have. In particular, we will focus on delivering a complete crafting system, a more rewarding progression loop, and continue to work on game stability and performance optimization.

This also means that we will delay our seasonal content rollout and the Xbox Series X|S launch. We will also suspend the upcoming releases of premium cosmetics. We just couldn’t continue down this path, knowing that we have not addressed many feedback areas in the game today.

Thank you for playing and providing feedback. We really appreciate it. It has and will continue to help shape the game we love.

Martin Wahlund
CEO and Co-Founder of Fatshark




Hotfix 1.0.21

Rejects!


Here are the patch notes for Hotfix 1.0.21 released moments ago, including a revert of the VFX for the Forcestaff.

Hotfix 1.0.21



Stability & Performance



  • Added AMD Raytracing support in the launcher settings.
  • The launcher should now auto-detect high-performance GPUs on laptops by default.
  • Added connection time-out to prevent infinite loops when resetting settings.
  • Fixed some crashes that could occur on some users when booting up the launcher.
  • Fixed a crash that would sometimes occur when browsing through store items.
  • Resolved a crash that could occur in rare circumstances while using the tagging system.
  • Fixed other various, unspecifiable crashes and bugs.

Localization



  • Fixed localization issues on some cosmetics.

UI/UX



  • Removed player outlines as they weren't functioning as intended. They will make a return in the future.
  • Added ability to reset keybindings when the game starts.

Gameplay



  • Fixed a bug where there was a delay between push action and regular attacks on the Achlys Mk I Power Maul.
  • Scriptures and Grimoires are now available in Comms-Plex 154/2f.
  • Fixed an issue in the Psykhanium where slow motion remained active.

VFX/SFX



  • Reverted Forcestaff VFX to an earlier version.

DEV BLOG: LEVEL DESIGN

‍“Human blood and human flesh – the stuff of which the Imperium is made. To be a man in such times is to be one amongst untold billions. It is to live in the cruellest and most bloody regime imaginable. This is the tale of those times.”





My name is Joakim Setterberg and I’m the Lead Level Designer on Darktide. I’m also a part of the World Team: a multi-disciplinary team of developers that create everything related to environments and missions - the game spaces in which you serve the Emperor one shovel swing at a time.

With Darktide we saw an opportunity to show Warhammer 40k through the eyes of the people who live (albeit shortly) in this universe. This was not to be a story of the demi-gods, but of the insignificant soldiers, the minuscule cogs in the war machine, and of the places they call home. That meant creating a setting that could deliver both on space and place: diverse enough for gameplay and rooted enough for stories. A setting representative of the Imperium of Man and iconic to Warhammer 40,000; the equivalent of Ubersreik or Helmgart from the Vermintide series.

We settled on the hive city of Tertium.



A hive city is not a city as understood through other works of science fiction.. It is a factory sprawl; a conglomeration of heavy industries, urban clusters, military facilities and population administration. It is both machine and beast, devouring its uncountable workforce as it produces vital resources for the Imperium’s war efforts. As a supplier of Atoma pattern Leman Russ tanks, Tertium is a jewel in the eyes of the Imperium, but, and this can’t be stressed enough, it is also Not a Very Nice Place to Live In. It is humanity trapped in a cage of industry, all part of an authoritarian system on a constant military footing.





The city is massive in scale, to a point where comparisons to residential grids and layouts make no sense. The best way to appreciate it is to imagine an enormous stranded spaceship or submarine, the size of a continent, with a city built within and between its enormous compartments. It is a three-dimensional construct made out of layers of plasteel, plascrete, rockcrete and ferrocrete, all stacked endlessly upon each other, where concepts of “ground floor” or “sky” serve no purpose to its workforce population. The passing millennia has put the city in a constant state of decay and repair, with older areas buried deep beneath and newer spires piercing the polluted sky. It is a place of both epic and small places.





‍To help us think about time in Tertium our Game Director Anders came up with an analogy: picture a comfy three-seater couch with skulls and gothic arches, where people have spilled crisps and beer over the years. Now make that a thousand years. Compare that to the couch that has only seen a hundred years of spillage. That is the contrast between old and new in Tertium.





Doing justice to the Warhammer 40,000 aesthetics is of course paramount. There is nothing quite like that mix of architecture, religion, time and technology. As a general design rule, the aesthetics are ancient, retro or futuristic but rarely contemporary. Expect holograms and scrolls, spaceships and carts, plasma reactors, archways, gears, tubes, bricks and mortar - all mixed up with religious and Imperial symbolism, candles, skulls and incense.



Where possible we took inspiration from the miniatures - you will recognize influences throughout Tertium - but most of it we had to create, and a tremendous amount of fun work has been put into the environmental audio and visuals. We’ve asked a lot of questions to some very patient writers, as well as done a whole lot of concepts and research to bring the lore, the miniatures and the fiction together in this Fatshark take on the Warhammer 40,000 universe: What would a citizen of Tertium have in a suitcase? What would they have in their desk drawers? What does a public bathroom look like? What public announcements would they hear going to work?

We had to make some concessions along the way. Hive cities are even more extreme than in Darktide; bigger vistas, smaller spaces, more people. For gameplay reasons, we try to strike a fine balance between concept and gameplay, between detail and readability, between grimdark and dark. The Ogryn is one of the examples - we had to do quite a lot of internal testing to find a good scale for the Ogryn. Large enough to feel big but small enough to work with our environments, which all had to adapt to the Ogryn and our bigger enemies: doorways were widened, floor space was cleared, ceilings raised.






Another is the impact of the hybrid combat with, compared to Vermintide, its increased emphasis on ranged gunplay for players and enemies alike. The Darktide ranged combat loop introduces enemy covers, combat vectors and a need for bigger awareness of enemy positioning, which for the hybrid combat meant a greater degree of player and enemy movement. Players needed ways to counter being pinned down by enemy fire teams behind cover - that meant room for sprinting, vaulting and sliding to accomplish tactical manoeuvres and flanking, switching between suppression and close combat in a matter of seconds. Enemies also needed flanking routes of their own so that they could work together more like an opposing team, with means to navigate around and catch up with players. On top of that, we have the melee combat which requires room for dodging and weaving without hitting snags and minuscule collision.‍

One of our driving level design principles is that no player, or playstyle, should feel completely at home in all areas of a mission. Did you bring a long ranged heavy-hitter? You will feel quite comfy with the sightlines in a corridor, picking off the elites, while your flamer friend has your back when facing down a horde in labyrinthine areas. This contrast in topology is essential for player and enemy gameplay, where shifting spaces and situations promote a balanced team composition and allow different team members a time to shine.





Sometimes the same game space will play out quite differently between missions, changing the approach or mission objective. Moving from Vermintide to Darktide gave us a chance to rework some of the tech and tools for level creation, and two things we did was to separate mission logic from setting, as well as supporting multiple smaller levels being stitched together to a bigger one. This opened up two possibilities: the team could work in parallel on different areas as well as use the same spaces for different missions; missions could criss-cross and compose bigger zones. This will improve our ability to release new content, create a narrative of a coherent city, and enable us to fix bugs faster than before.


Darktide is a product of labour and love and we hope that it shows - that the game will be your way to experience this fantastic grim dark universe, together with us. Because we are breaking new ground together, not only on Tertium but also in the years to come. There is such an awful lot of cool things to do and also a lot of time to do it!


See you on Atoma Prime.

- Joakim & the World Team

PS
Lastly, I have some advice if you are new to Warhammer 40,000 - just like I was when I started working on Darktide. Personally, I found the sheer scale of the grim dark universe quite overwhelming. Colleagues passionately explaining the Horus Heresy to me? Instantly out of my depth (it was obviously not an academic schism over the Egyptian pantheon).

I found the rule books a great starting point, and then the Warhammer 40,000 fiction in Black Library put things into context. With Darktide being about the Inquisition and a soldier’s perspective I read Dan Abnett’s Eisenhorn and Ravenor books, then followed up with Gaunt’s Ghosts. My personal favourite is the short story The Purity of Ignorance by John French, summing up all things Darktide in a few awesome pages.

Now, I hope Darktide is going to be your way in of course but just don’t miss out on the fiction. There are some true gems out there, so make sure to reach out to the community for reading tips and inspiration.

Patch 1.0.20 Notes

Rejects!



For the full Community Update, check the announcement made yesterday.

Below are the Patch Notes for patch 1.0.20 'The Signal' which went live just now.

Patch Notes, Patch 1.0.20


Content Drop: The Signal


This drop introduces a new map, two new weapons - one for the Zealot, one for the Ogryn, the new Refine option in the crafting menu, the inclusion of private games, and the addition of one new condition!

  • In Comms-Plex 154/2f, it is up to you and your strike team to gain access to the Comms-plex. Get to the roof of the HL-19-24 Archivum and transmit a message to your allies in the Imperium.
  • Two new weapons:

    • The Indignatus Mk IVe Crusher, a two-handed Power Maul for Zealots
    • The Achlys Mk I Power Maul, a one-handed Power Maul for Ogryns.
  • Private Play is now available when starting a mission from the mission board for Strike Teams of 2 to 4 players.
  • Refine is now available in the Shrine of the Omnissiah.
    • You can now choose to refine a single perk, which will lock other perks.
    • Perks in the item card view will show their Tier through the number of ♦ next to the perk ranging from 1 to 4.
    • Each Refine action taken on the perk will see a cost reduction for resources.
  • A new condition:
    • Hunting Grounds: Rejects will have to fend off increased numbers of Pox Hounds.


When a patch lands, there will be a short time frame (up to a couple hours) before new weapons/maps/currency packs drop in to their respective systems. If we did it right away, it causes issues for players who are yet to have updated but are still running missions. Instead we shut off the creation of out of date lobbies and coax people out of the game to update their clients. Once we meet a threshold we can switch on those new bits and pieces.



General/QoL


  • The chat window is now accessible on all loading screens and during the outro cinematic after a mission. You will also have access to a Strike Team chat channel in the Mourningstar if you invite someone to your Strike Team while in the Mourningstar.
  • The option to merge Strike Teams during the end-of-round screen has been temporarily removed while we improve this functionality.
  • Added 2400 Aquilas pack so cosmetic bundles can be purchased at face value.
  • An option to skip the intro cinematic has been added to the options menu.

Performance & Stability


  • Fixed several cases that would generate GPU crashes.
  • Fixed a bug where clients would get mismatching player loadouts from the server, which could cause a bunch of different crashes.
  • Fixed a bug with fired projectiles VFX crashing the game when the player leaves the game.
  • Fixed an issue that could cause a client crash when using weapons while under the influence of various attack speed or reload speed buffs.
  • Fixed various and numerous unspecified crashes.

Contracts & Penances


  • Isolated and resolved a rare issue that could cause Contract progression during a mission to be lost when the mission completes at the end of the round.
  • An issue was detected in the penance "Pick N' Mix'" where it could in some circumstances not be awarded as expected.

Localization


  • New localizations have been added for several UI texts.

Weapons


  • Fixed an issue in the Psykhanium where equipping weapons would sometime disable weapon perks and blessings.
  • Ogryn ranged weapons with melee special attacks should now change crosshair when using their special attacks.
  • Fixed an issue where players would stay in ADS while using the bayonet with Lucius pattern Lasguns.
  • Fixed an issue where players would stay in ADS while using special attack with the Accatran MG Mk II Heavy Laspistol and Zarona Mk IIa Quickdraw Stub Revolver.
  • Fixed an issue where the Psyker could not use the Accatran MG Mk II Heavy Laspistol weapon special while switching weapons.
  • It should now be possible to cancel a reload by using the weapon special on the Zarona Mk IIa Quickdraw Stub Revolver.
  • Autoguns should now more reliably interrupt other actions when performing a weapon special attack.
  • Fixed a bug where Weapon Stagger in the Control/Collateral stat didn't work as intended on weapons like Rippergun.
  • Fixed an issue where players could use the special attack whilst ADSing with the Accatran MG Mk II Heavy Laspistol and Zarona Mk IIa Quickdraw Stub Revolver.
  • Fixed a bug where Flamer and Purgatus Staff secondary attacks would not damage enemies if the attack was too short.
  • Fixed a bug where special attack follow up damage on Catachan Mk3 Combat Blade did not scale with damage stat.
  • Fixed a bug where the Ripper Gun’s reload can be interrupted such that you can fire it without a magazine.
  • Fixed a bug where overheat only dissipated when having a weapon wielded.
  • Tweaked Locke Mk IIb Spearhead Boltgun:
    • Added equip variations and reworked original equip to make the equip animations less repetitive and frustrating,
    • Fixed issues with snapping after un-aiming while shooting
    • Fixed exploit where weapon swapping at the right time would result in a much faster reload
  • Tweaked Munitorum Mk III Power Sword:
    • Tuned down cleave on powered attacks (from infinite to simply very big cleave - 8.5 to 12.5 cleave range, so around 10 enemies)
    • Added damage falloff for targets beyond the third on heavy activated sweeps. scales from 130-260 at targets 1, 2 and 3 down towards 50-100 at target 8+
  • Tweaked Lucius pattern Lasguns:
    • Tuned charging VFX to unblock view of shot.
    • Pushed ADS FOV to 65 to clean up sight a bit.
    • Increased time until forced shot across all marks (from 1 to 2.5 extra seconds after full charge).
    • Decreased ammo consumption on fully charged shot:
      • Mk I: from 9 to 6
      • Mk II: from 6 to 4
      • Mk III: from 12 to 9
    • Reduced charge time ranges until fully charged:
      • Mk I: 1.0-0.5 down to 0.8-0.4
      • Mk II: 0.75-0.35 down to 0.65-0.25
      • Mk III: 1.25-0.65 down to 1.0-0.5
    • Reduced chain time for Mk III bayonet slash, from 0.5 to 0.3 (like a normal melee sweep).
    • Increased damage vs. armored and resistance on low charge near/far: from 40%/50% to 50%/60%.
    • Increased minimum charge scalar for Mk II charged shot from 30% power to 40% power.
    • Reduced suppression sway.
    • Reduced baseline sway.
  • Tweaked M35 Magnacore Mk II Plasma Gun:
    • Increased clip size range to 75-150 from 60-100. still one clip in reserve, with matching adjustment.
    • Improved vent durations, both active venting is now 3s, down from 4s and passive venting now 15s, down from 20s.
    • Adjusted vent speed curves over thresholds and lowered the high threshold to 60%, down from 70%.
    • Time scales of venting are now: low: 80% - high: 50% - critical: 25% (was 50% - 100% - 25%).
    • Re-tuned vent damage to a player - it should be in the same ballpark but scale more aggressively, so lower overcharge gives less damage.
    • Allow heavy-charged shots to continue after shooting through geometry. Entry and Exit both create explosions.
  • Tweaked Zarona Mk IIa Quickdraw Stub Revolver:
    • Increased ammo reserve from 25-40 to 35-70.
    • Increased far range from 23 to 35.
    • Increased high end of base damage range to 200-400, was 200-350.
    • Increased hit scan range to fix issues where no hits would be detected at very long ranges.
  • Tweaked Vraks Mk III & VII and Agripinaa Mk VIII Headhunter Autoguns:
    • Reduced recoil vertical rise on all 'Headhunter' autoguns.
    • Increased damage:
      • Vraks Mk III: 70-140 to 80-160.
      • Vraks Mk VII: 80-160 to 100-200.
      • Agripinaa Mk VIII: 75-150 to 90-180.
  • Tweaked Turtolsky Mk VI, Mk VII & Mk IX Heavy Swords:
    • Increased baseline damage armor mod vs. Flak Armour (from 30% to 50%) and Infested (from 75% to 100%) on light attacks.
    • Increased baseline impact armor mod vs. Flak Armour (from 50% to 75%), Maniacs (from 50% to 75%) and Carapace Armour (from 50% to 75%) on light attacks.
    • Increased horizontal light attack damage from 25-50 to 35-70, adjusted target follow to match.
    • Increased diagonal light attack damage from 35-70 to 40-80, adjusted target follow to match.
  • Crucis Mk II Thunder Hammer: (unfortunately these changes slipped through the net and will come in the next update, sorry for the disappointment)
    • Increased light attack baseline armor mod vs Flak Armour (from 75% to 90%) and Carapace Armour (from 1% to 25%).
    • Increased heavy attack baseline armor mod vs Flak Armour (from 75% to 90%) and Carapace Armour (from 20% to 25%).
  • Fixed a bug where Thunderhammer was missing Weapon Special Activate chain from block.
  • Fixed an issue where Lucius Pattern lasguns were ignoring shoot input after getting stunned in ADS.
  • Fixed a bug where you couldn't initiate weapon special from the push action. Fixed for all Heavy Swords and Tactical Axes.
  • Fixed a bug where animation was snapping when un-aiming right after shooting on Lasguns and Shotgun.
  • Fixed a bug with the Krourk Mk V Twin-Linked Heavy Stubber where primary fire didn't buffer properly from wield, leaving braced and sliding, etc.

Combat



  • Fixed an issue where Zealot Preacher’s ability ‘Chastise the Wicked’ could get interrupted if used while having been pushed by enemy attacks.
  • Fixed issue where Psykinetics "Inner Tranquility" talent caused slower quell speeds.
  • Fixed a bug where being hit while lugging disabled coherency toughness regen for 100 seconds or until hit again.
  • Improved precision smart targeting.
  • Fixed a bug where you couldn't perform heavy attacks while with the Obscurus Mk II Blaze Force Sword whilst holding sprint. Made sure all attacks and start actions can be used with sprint.
  • Fixed issue where Zealot Preacher would dash through enemies if they were too close
  • Fixed issue where some pickups could not be interacted with due to being inside collision.

Enemies



  • Fixed some issues where the Pox Hound could launch into the stratosphere.
  • Fixed some Traitor Guard helmets and armours which depicted `IV` instead of `VI`.

Missions



  • Moved the spawn point of Daemonhost from respawn location in Power Matrix mission.
  • Fixed some Diamantine that couldn't be picked up in Excise Vault Spireside-13.
  • Fixed an area where players could leave the play area in Enclavum Baross.
  • Fixed a spot on Enclavum Baross where players could stand and be out of reach from melee heretics.
  • Fixed an issue where a Horde could spawn next to the players in the end event in the
  • Consignment Yard HL17-36 mission.
  • Fixed a spot where players could get stuck on HL17-36 Smelter Complex.
  • Fixed a bug where enemy units were spawning in plain sight in Consignment Yard HL17-36 end event.
  • Fixed an issue where players could enter a soft-locked state in the prologue.
  • Fixed an issue where the Valkyrie would arrive silently during the end event in Enclavum Baross.
  • Fixed a scripture that couldn't be picked up in Refinery Delta-17.
  • Fixed an issue where Monstrosities could not reach the players in Refinery Delta-17.
  • Fixed a soft lock that can occur on levels with airlocks should a player join a mission whilst the airlock is closing.
  • Fixed a spot on Enclavum Baross where enemies could walk through walls.
  • Fixed a spot on HL17-36 Smelter Complex where players could respawn behind a dropdown, rendering them unrescuable.
  • Fixed an issue where players joining midway through HL-16-11 Chasm Station could spawn in behind a now closed door.
  • Fixed an issue where one of the Grimoires could not be collected on Chasm Logistratium.
  • Fixed an issue where one of the Grimoires could not be collected on the HL17-36 Smelter Complex.
  • Fixed a railing on HL17-36 Consignment Yard that was a missing collision.
  • You can now reach the Penance menu by interacting with the newly added interaction spot in the HUB.
  • Fixed a bug in the Psykhanium where unequipping a weapon with a trait/perk makes the other equipped weapons' traits/perks not work.
  • Fixed a spot where players could get stuck on HL-17-36 Power Matrix.
  • Fixed an area where players could be thrown into an inaccessible area by a Mutant on HL17-36 Smelter Complex.
  • Tweaked timing and added a few elites to the end event in Enclavum Baross mission.
  • Fixed an NPC shooting without a gun on the Prologue. 👉😎👉

SFX/VFX/Animation



  • Auspex scan targets should no longer remain outlined after completing a scan.
  • Fixed an issue where the animation didn't match the duration of stun when hitting a target with Thunder Hammer's special ability.
  • Tightened up animations for the Locke Mk IIb Spearhead Boltgun when aiming after sprinting.
  • Ogryn feet should no longer clip through the floor of the Mourningstar.
  • Fixed some animation issues on the Ripper Gun special attack.
  • Ragdolls created by the Blastoom Mk III Grenadier Gauntlet should feel more satisfying now.
  • Fixed a bug where the wrong VFX was being used for torso gibs.
  • Force Sword weapon special now creates a larger visual blast on damaging and killing heretics.
  • Fixed various sound issues on various missions (certain happenings not having sounds, audio imbalances, early cut-offs, missing music, etc.).
  • Fixed cases where dodge sounds were not reliably played for other players (or bots).
  • Fixed excessive camera shake when cleaving through enemies on specific attacks on Tactical Axes, Power Sword and Eviscerator.
  • The Nomanus Mk VI Surge Force Staff has had its VFX buffed to feel more impactful.
  • Fixed a bug where wrong start animation was used on the second right start action on Mk IX Heavy Sword. Now it matches the horizontal right attack.
  • Fixed a bug where sound proximity was based on average position instead of the local players position so enemy units were not making any sound.

Character Customization



  • Fixed various issues with cosmetics (clipping etc).
  • Resolved an issue where selecting blind eye options would remove the information about the Cadia homeworld restriction during the character creation screens.
  • Resolved an issue where the Psyker convict upper body garb for the crime of Misplaced Faith may disappear from the inventory view. It was never removed from your inventory but may have appeared to no longer be present.
  • Resolved an issue where restrictions on items would disappear when viewing an item in the Commodore's Vestures.
  • Fixed an issue with an Ogryn mustache that only appeared during cutscenes or when observed within kissing distance (note, do not kiss the Ogryn)

UI/UX



  • Added 'Texture Quality' settings back to the settings menu.
  • Added 'Mesh Quality/LOD distance' slider to the settings menu.
  • Fixed a bug with the control stat not affecting stagger duration on the Ripper Gun.
  • Crosshairs are now consistent across weapon families.
  • Fixed an issue where the outline of one of the Auspex Scan targets in the Hab Dreyko mission.
  • Several UI and UX adjustments have been made surrounding the Weapon Cards, including a hover item inspect in inventory loadouts as well as now showing the item level for curios in loadout and its detail card.
  • Now displaying the cosmetic weapon skins and clothes as Owned when viewing them in the Armoury Exchange.
  • The Ossuary Charm Weapon Trinket has been flipped so it can be seen in the Trinket preview within the weapon customization panel.
  • Weapon traits that require 'Multiple Hits' now have clearer descriptions.
  • You can no longer discard multiple items by holding down the Discard key action.
  • Fixed a situation where the taskbar could still appear when switching to Borderless Window.

Engine


  • Multiple fixes to prevent GPU Hangs
  • Fixes to address network disconnects
  • Raytracing now works on AMD RX 6/7000 cards.
  • Visual glitches around weapons and in levels for users of AMD cards has been fixed
  • Fixed a crash that sometimes happened to players after watching a video cutscene

Community Update #6: Signal Update

Rejects!


In today’s community update, we’ll discuss our first significant content drop for Darktide. Due to a technical issue we found when testing one of our weapons, we’re targeting this update to arrive tomorrow, December 15th. We’ve been reading your comments on Steam, the Fatshark Forums, and Reddit and acknowledge your request for more communication, transparency, and where we’re at. Since launch, we have released a decent amount of updates and improved stability for many players, but we still recognize the need for more clarity in certain areas. Today’s community update will focus on what this drop, and with it, Patch 10.0.20 will contain, as well as give insight into some of the key areas we’re addressing.

For future community updates, we aim to cover specific topics of concern that you all have brought to us to communicate how we intend to move forward with those areas of feedback.

Stability


First and foremost, we prioritize stability so you can all play the game uninterrupted. We’ve identified several critical issues and are working on fixing them to get there.

We want to give you a look at what those priorities look like from our end. This is a partial list of every stability issue we are investigating, focusing on the most critical and frequent issues we have found.

Actively investigating



  • GPU-related crashes: This is our number one priority in tracking down and fixing, and we continue to investigate this issue further with multiple teams in the studio. We aim to push fixes for this issue every patch. This upcoming patch should contain some fixes for these crashes, though we continue to monitor any further causes that could relate to this issue.
  • Penances are not updated when users disconnect or crash during missions. We are investigating this, though it may involve a more significant overall fix on how we track and record player penances in-game.
  • Players receive error codes 4008 and 2007. We are still investigating what causes players to meet a 4008 during gameplay, but we’ve begun to deploy some fixes to help players avoid meeting error code 2007 in previous patches.
  • Problems with Twitch drops and account connectivity with Twitch drops. We are still investigating this issue, and our backend team is currently looking into possible causes.
  • Players reporting that no rewards or progression are given after mission completion (XP/Credits). This issue is possibly related to contracts not progressing, though is pending a solve as we keep digging into further potential causes.

Currently fixing

  • Contracts do not progress for some players: We’ve sifted through player-provided logs to help pinpoint this issue and found the root cause. The team is at work to implement fixes with the next update.
  • Various Penances work differently than expected. We’ve made steps towards fixing this in patch 1.0.20 with the “Pick ‘n Mix” penances, but it may require further fixes due to the number of penances in the game.
  • Server crash kicking players: error code 2001. We’ve identified the cause of this issue and are currently working on solves.
  • Stuck in queue position 1. While we are actively monitoring this issue, we’ve noticed players continuing to get stuck in queue position 1. Our networking team is currently working on a solution to help players restart the queue should they find themselves stuck.


The Commodore’s Vestures


In patch 1.0.14, we removed the timer from The Commodore’s Vestures, where players could purchase premium cosmetics via Aquila packs. Our plan for the shop is to give players more time between rotation periods until we reach three screens worth of cosmetic bundles. The timer will remain inactive until the first page is due to be rotated out with 24 hours remaining. It’s important to note that the store is on rotation to give players some variety while at the same time not creating clutter. We feel that unlimited store pages are likely to create confusion and a bad user experience. Rest assured, the cosmetics are not gone forever and will likely reappear.


Content Drop: The Signal


This drop introduces a new map, two new weapons - one for the Zealot, one for the Ogryn, the new Refine option in the crafting menu, the inclusion of private games, and the addition of three new conditions!

  • In Comms-Plex 154/2f, it is up to you and your strike team to gain access to the Comms-plex. Get to the roof of the HL-19-24 Archivum and transmit a message to your allies in the Imperium.
  • To support the launch of Comms Plex, we will enable several conditions during this mission over the next few days.
  • Two new weapons:

    • The Indignatus Mk IVe Crusher, a two-handed Power Maul for Zealots
    • The Achlys Mk I Power Maul, a one-handed Power Maul for Ogryns.
  • Private Play is now available when starting a mission from the mission board for Strike Teams of 2 to 4 players.
  • Refine is now available in the Shrine of the Omnissiah.
    • You can now choose to refine a single perk, which will lock other perks.
    • Perks in the item card view will show their Tier through the number of ♦ next to the perk ranging from 1 to 4.
    • Each Refine action taken on the perk will see a cost reduction for resources.
  • Two new conditions:
    • Hunting Grounds: Rejects will have to fend off increased numbers of Pox Hounds.
    • Assault: More ammo, less healing, more enemies. Prepare to run.


Patch Notes, Patch 1.0.20



[edited on 14 Dec 21:57 CET to correct an incorrect weapon tweak where previously it was noted the Heavy Eciscerator instead of Turtolsky Mk VI, Mk VII & Mk IX Heavy Swords.]

General/QoL


  • The chat window is now accessible on all loading screens and during the outro cinematic after a mission. You will also have access to a Strike Team chat channel in the Mourningstar if you invite someone to your Strike Team while in the Mourningstar.
  • The option to merge Strike Teams during the end-of-round screen has been temporarily removed while we improve this functionality.
  • Added 2400 Aquilas pack so cosmetic bundles can be purchased at face value.

Performance & Stability


  • Fixed several cases that would generate GPU crashes.
  • Fixed a bug where clients would get mismatching player loadouts from the server, which could cause a bunch of different crashes.
  • Fixed a bug with fired projectiles VFX crashing the game when the player leaves the game.
  • Fixed an issue that could cause a client crash when using weapons while under the influence of various attack speed or reload speed buffs.
  • Fixed various and numerous unspecified crashes.

Contracts & Penances


  • Isolated and resolved a rare issue that could cause Contract progression during a mission to be lost when the mission completes at the end of the round.
  • An issue was detected in the penance "Pick N' Mix'" where it could in some circumstances not be awarded as expected.

Localization


  • New localizations have been added for several UI texts.

Weapons


  • Orestes Mk IV Assault Chainaxes and Tigrus Mk II Heavy Eviscerators should now apply the appropriate movement slowdown on light and heavy attacks.
  • Ogryn ranged weapons with melee special attacks should now change crosshair when using their special attacks.
  • Fixed an issue where players would stay in ADS while using the bayonet with Lucius pattern Lasguns.
  • Fixed an issue where players would stay in ADS while using special attack with the Accatran MG Mk II Heavy Laspistol and Zarona Mk IIa Quickdraw Stub Revolver.
  • Fixed an issue where the Psyker could not use the Accatran MG Mk II Heavy Laspistol weapon special while switching weapons.
  • It should now be possible to cancel a reload by using the weapon special on the Zarona Mk IIa Quickdraw Stub Revolver.
  • Autoguns should now more reliably interrupt other actions when performing a weapon special attack.
  • Fixed a bug where Weapon Stagger in the Control/Collateral stat didn't work as intended on weapons like Rippergun.
  • Fixed an issue where players could use the special attack whilst ADSing with the Accatran MG Mk II Heavy Laspistol and Zarona Mk IIa Quickdraw Stub Revolver.
  • Fixed a bug where Flamer and Purgatus Staff secondary attacks would not damage enemies if the attack was too short.
  • Force Sword weapon special now creates a larger blast on damaging and killing heretics.
  • Fixed a bug where special attack follow up damage on Catachan Mk3 Combat Blade did not scale with damage stat.
  • Fixed a bug where the Ripper Gun’s reload can be interrupted such that you can fire it without a magazine.
  • Fixed a bug where overheat only dissipated when having a weapon wielded.
  • Tweaked Locke Mk IIb Spearhead Boltgun:
    • Added equip variations and reworked original equip to make the equip animations less repetitive and frustrating,
    • Fixed issues with snapping after un-aiming while shooting
    • Fixed exploit where weapon swapping at the right time would result in a much faster reload
  • Tweaked Munitorum Mk III Power Sword:
    • Tuned down cleave on powered attacks (from infinite to simply very big cleave - 8.5 to 12.5 cleave range, so around 10 enemies)
    • Added damage falloff for targets beyond the third on heavy activated sweeps. scales from 130-260 at targets 1, 2 and 3 down towards 50-100 at target 8+
  • Tweaked Lucius pattern Lasguns:
    • Tuned charging VFX to unblock view of shot.
    • Pushed ADS FOV to 65 to clean up sight a bit.
    • Increased time until forced shot across all marks (from 1 to 2.5 extra seconds after full charge).
    • Decreased ammo consumption on fully charged shot:
      • Mk I: from 9 to 6
      • Mk II: from 6 to 4
      • Mk III: from 12 to 9
    • Reduced charge time ranges until fully charged:
      • Mk I: 1.0-0.5 down to 0.8-0.4
      • Mk II: 0.75-0.35 down to 0.65-0.25
      • Mk III: 1.25-0.65 down to 1.0-0.5
    • Reduced chain time for Mk III bayonet slash, from 0.5 to 0.3 (like a normal melee sweep).
    • Increased damage vs. armored and resistance on low charge near/far: from 40%/50% to 50%/60%.
    • Increased minimum charge scalar for Mk II charged shot from 30% power to 40% power.
    • Reduced suppression sway.
    • Reduced baseline sway.
  • Tweaked M35 Magnacore Mk II Plasma Gun:
    • Increased clip size range to 75-150 from 60-100. still one clip in reserve, with matching adjustment.
    • Improved vent durations, both active venting is now 3s, down from 4s and passive venting now 15s, down from 20s.
    • Adjusted vent speed curves over thresholds and lowered the high threshold to 60%, down from 70%.
    • Time scales of venting are now: low: 80% - high: 50% - critical: 25% (was 50% - 100% - 25%).
    • Re-tuned vent damage to a player - it should be in the same ballpark but scale more aggressively, so lower overcharge gives less damage.
    • Allow heavy-charged shots to continue after shooting through geometry. Entry and Exit both create explosions.
  • Tweaked Zarona Mk IIa Quickdraw Stub Revolver:
    • Increased ammo reserve from 25-40 to 35-70.
    • Increased far range from 23 to 35.
    • Increased high end of base damage range to 200-400, was 200-350.
    • Increased hit scan range to fix issues where no hits would be detected at very long ranges.
  • Tweaked Vraks Mk III & VII and Agripinaa Mk VIII Headhunter Autoguns:
    • Reduced recoil vertical rise on all 'Headhunter' autoguns.
    • Increased damage:
      • Vraks Mk III: 70-140 to 80-160.
      • Vraks Mk VII: 80-160 to 100-200.
      • Agripinaa Mk VIII: 75-150 to 90-180.
  • Tweaked Turtolsky Mk VI, Mk VII & Mk IX Heavy Swords:
    • Increased baseline damage armor mod vs. Flak Armour (from 30% to 50%) and Infested (from 75% to 100%) on light attacks.
    • Increased baseline impact armor mod vs. Flak Armour (from 50% to 75%), Maniacs (from 50% to 75%) and Carapace Armour (from 50% to 75%) on light attacks.
    • Increased horizontal light attack damage from 25-50 to 35-70, adjusted target follow to match.
    • Increased diagonal light attack damage from 35-70 to 40-80, adjusted target follow to match.
  • Crucis Mk II Thunder Hammer:
    • Increased light attack baseline armor mod vs Flak Armour (from 75% to 90%) and Carapace Armour (from 1% to 25%).
    • Increased heavy attack baseline armor mod vs Flak Armour (from 75% to 90%) and Carapace Armour (from 20% to 25%).
  • Fixed a bug where Thunderhammer was missing Weapon Special Activate chain from block.
  • Fixed an issue where Lucius Pattern lasguns were ignoring shoot input after getting stunned in ADS.
  • Fixed a bug where you couldn't initiate weapon special from the push action. Fixed for all Heavy Swords and Tactical Axes.
  • Fixed a bug where animation was snapping when un-aiming right after shooting on Lasguns and Shotgun.
  • Fixed a bug with the Krourk Mk V Twin-Linked Heavy Stubber where primary fire didn't buffer properly from wield, leaving braced and sliding, etc.

Combat



  • Fixed an issue where Zealot Preacher’s ability ‘Chastise the Wicked’ could get interrupted if used while having been pushed by enemy attacks.
  • Fixed issue where Psykinetics "Inner Tranquility" talent caused slower quell speeds.
  • Fixed a bug where being hit while lugging disabled coherency toughness regen for 100 seconds or until hit again.
  • Improved precision smart targeting.
  • Fixed a bug where you couldn't perform heavy attacks while with the Obscurus Mk II Blaze Force Sword whilst holding sprint. Made sure all attacks and start actions can be used with sprint.
  • Fixed issue where Zealot Preacher would dash through enemies if they were too close
  • Fixed issue where some pickups could not be interacted with due to being inside collision.

Enemies



  • Fixed some issues where the Pox Hound could launch into the stratosphere.
  • Fixed some Traitor Guard helmets and armours which depicted `IV` instead of `VI`.

Missions



  • Moved the spawn point of Daemonhost from respawn location in Power Matrix mission.
  • Fixed some Diamantine that couldn't be picked up in Excise Vault Spireside-13.
  • Fixed an area where players could leave the play area in Enclavum Baross.
  • Fixed a spot on Enclavum Baross where players could stand and be out of reach from melee heretics.
  • Fixed an issue where a Horde could spawn next to the players in the end event in the
  • Consignment Yard HL17-36 mission.
  • Fixed a spot where players could get stuck on HL17-36 Smelter Complex.
  • Fixed a bug where enemy units were spawning in plain sight in Consignment Yard HL17-36 end event.
  • Fixed an issue where players could enter a soft-locked state in the prologue.
  • Fixed an issue where the Valkyrie would arrive silently during the end event in Enclavum Baross.
  • Fixed a scripture that couldn't be picked up in Refinery Delta-17.
  • Fixed an issue where Monstrosities could not reach the players in Refinery Delta-17.
  • Fixed a soft lock that can occur on levels with airlocks should a player join a mission whilst the airlock is closing.
  • Fixed a spot on Enclavum Baross where enemies could walk through walls.
  • Fixed a spot on HL17-36 Smelter Complex where players could respawn behind a dropdown, rendering them unrescuable.
  • Fixed an issue where players joining midway through HL-16-11 Chasm Station could spawn in behind a now closed door.
  • Fixed an issue where one of the Grimoires could not be collected on Chasm Logistratium.
  • Fixed an issue where one of the Grimoires could not be collected on the HL17-36 Smelter Complex.
  • Fixed a railing on HL17-36 Consignment Yard that was a missing collision.
  • You can now reach the Penance menu by interacting with the newly added interaction spot in the HUB.
  • Fixed a bug in the Psykhanium where unequipping a weapon with a trait/perk makes the other equipped weapons' traits/perks not work.
  • Fixed a spot where players could get stuck on HL-17-36 Power Matrix.
  • Fixed an area where players could be thrown into an inaccessible area by a Mutant on HL17-36 Smelter Complex.
  • Tweaked timing and added a few elites to the end event in Enclavum Baross mission.
  • Fixed an NPC shooting without a gun on the Prologue. 👉😎👉

SFX/VFX/Animation



  • Auspex scan targets should no longer remain outlined after completing a scan.
  • Fixed an issue where the animation didn't match the duration of stun when hitting a target with Thunder Hammer's special ability.
  • Tightened up animations for the Locke Mk IIb Spearhead Boltgun when aiming after sprinting.
  • Ogryn feet should no longer clip through the floor of the Mourningstar.
  • Fixed some animation issues on the Ripper Gun special attack.
  • Ragdolls created by the Blastoom Mk III Grenadier Gauntlet should feel more satisfying now.
  • Fixed a bug where the wrong VFX was being used for torso gibs.
  • Fixed various sound issues on various missions (certain happenings not having sounds, audio imbalances, early cut-offs, missing music, etc.).
  • Fixed cases where dodge sounds were not reliably played for other players (or bots).
  • Fixed excessive camera shake when cleaving through enemies on specific attacks on Tactical Axes, Power Sword and Eviscerator.
  • The Nomanus Mk VI Surge Force Staff has had its VFX buffed to feel more impactful.
  • Fixed a bug where wrong start animation was used on the second right start action on Mk IX Heavy Sword. Now it matches the horizontal right attack.
  • Fixed a bug where sound proximity was based on average position instead of the local players position so enemy units were not making any sound.

Character Customization



  • Fixed various issues with cosmetics (clipping etc).
  • Resolved an issue where selecting blind eye options would remove the information about the Cadia homeworld restriction during the character creation screens.
  • Resolved an issue where the Psyker convict upper body garb for the crime of Misplaced Faith may disappear from the inventory view. It was never removed from your inventory but may have appeared to no longer be present.
  • Resolved an issue where restrictions on items would disappear when viewing an item in the Commodore's Vestures.
  • Fixed an issue with an Ogryn mustache that only appeared during cutscenes or when observed within kissing distance (note, do not kiss the Ogryn)

UI/UX



  • Added 'Texture Quality' settings back to the settings menu.
  • Added 'Mesh Quality/LOD distance' slider to the settings menu.
  • Fixed a bug with the control stat not affecting stagger duration on the Ripper Gun.
  • Crosshairs are now consistent across weapon families.
  • Fixed an issue where the outline of one of the Auspex Scan targets in the Hab Dreyko mission.
  • Several UI and UX adjustments have been made surrounding the Weapon Cards, including a hover item inspect in inventory loadouts as well as now showing the item level for curios in loadout and its detail card.
  • Now displaying the cosmetic weapon skins and clothes as Owned when viewing them in the Armoury Exchange.
  • The Ossuary Charm Weapon Trinket has been flipped so it can be seen in the Trinket preview within the weapon customization panel.
  • Weapon traits that require 'Multiple Hits' now have clearer descriptions.
  • You can no longer discard multiple items by holding down the Discard key action.
  • Fixed a situation where the taskbar could still appear when switching to Borderless Window.

Community Update #5: Week 2

Rejects,



Since releasing Warhammer 40,000: Darktide last week, Tertium has become a popular travel destination for many of you. It’s very humbling to see this level of excitement and know that we appreciate the support. That said, we also know that our launch was challenging for many players who had issues - some of which we are still working through.

Our commitment remains the same - for all players to enjoy our game. Our hope is that many of you can see the progress towards this commitment in the past few weeks, having released 8 hotfixes and updates since the pre-order beta launch - 4 of which were released since full launch last week. This isn’t to say we have addressed everything. In fact, we are not fully satisfied and still have work to do.

Our biggest update yet will land next week and will include further improvements, additional weapons, fixes, private sessions, and more.

In today’s update, we want to address a few questions from the community, as well as talk about what’s to come in our next community update on Wednesday, December 14.

More Weapons


One of the key things you pointed out to us was a desire for more weapons. We had planned to offer more weapons at launch, and are taking the first few steps in this direction by adding the following:

  • Indignatus Mk IVe Crusher
  • Achlys Mk I Power Maul

Commodore’s Vestures (In-Game Store)


We heard your feedback on the store loud and clear, and we are making adjustments to how Aquilas are packaged. We are working on adding an 2,400 Aquilas pack to the store, which will arrive next week. We will also add a 100 Aquilas pack within the next few weeks, allowing players to buy smaller fractions of Aquilas. In addition, we are also going to change other functionalities of the store over time.

Crafting System


In our next content update, we will add the “Refine Item” functionality to our crafting system. This functionality will allow you to replace one Perk on a Curio or a Weapon. The same Perk slot can be replaced multiple times, but will block replacing other perks on the same item. This is the next step in building out our crafting system.

Private Play (and Solo)


Starting next week, with 2 or more players in the strike team, players will be able to opt into playing privately via the mission board. This will prevent players who are not friends of a strike team member from hot joining the squad during a mission in progress.

If the squad is all disconnected and a player is left alone when the reservation time expires, the mission will become public.

As for Solo Mode, we are actively working on it. While it technically could work now, we are not happy with its state yet, and we want to ensure the solo experience lives up to your expectations. Right now, it does not, and we would do the game a disservice by implementing it.

Emotes


Many players have asked us for more interesting ways to interact with people in the Mourningstar. Near term, we will be introducing the ability for your characters to use an emote in the hub. Players will be able to customize this emote wheel in the cosmetics menu for their character.

Okay, but a “For the Emperor!” button…


While we don’t have a “For the Emperor!” emote yet, we’re most certainly asking the team about it. You know, For the Emperor.

Progression Siloing and Shared Ordo Dockets


Since launch, we’ve seen feedback from many players requesting shared progression across characters to ensure a smoother progression loop. Our designers are taking this feedback seriously and are discussing how to best implement a solution that meets our players' desires and gameplay goals while also striking a balance with the game’s design intent. This is a sizable endeavor, and its feasibility is still unknown, we hope to be able to share more information on its progress at a later time.

Penances


We’ve been working closely with our community support team on how you all feel about penances in the game, and some of the pain points surrounding them. There’s been a lot of feedback to pore through, but we’ve found there’s a disconnect between how we phrase the requirements of some penances and the criteria to achieve them, making them more frustrating for players than we intended. Based on the feedback received from the support team, we’re currently working through solutions to make penances smoother and more enjoyable for players.

This is far from everything - We will have a full list of patch notes and some more updates for you next week!

Thank you, Rejects.
The Darktide Team

Hotfix 1.0.14

Rejects!


Welcome to another day on Tertium. Today, you’ll find in your pack of your rations one serving of corpse starch and Hotfix 1.0.14. This hotfix contains crash fixes, localization improvements, and addresses some bugs that fix some combat issues. The next community update post is slated to go out this week and will be addressing our next content update, crafting, weapons, and other pertinent topics.

Patch Notes



Crash Fixes & Stability:

  • Fixed a crash that could occur if a player found themselves out of bounds.
  • Fixed a crash when browsing through shop items.
  • Fixed a crash that could occur when interacting with NPCs in the Mourningstar.
  • Fixed a crash that could occur when textures loaded in.
  • Fixed a crash that could occur when players couldn’t connect to servers.
  • Fixed various, other unspecifiable crashes.
  • Fixed some memory leak issues.

Localization:

  • Fixed missing localization in the Shrine of the Omnissiah.
  • Fixed missing localization of the "Skip" button.
  • Fixed missing localization when finishing a weekly task.
  • Fixed missing localization in the Commodore's Vestures.
  • Fixed missing localization in the Armoury Exchange.
  • Fixed missing localization on some weapon descriptions.
  • Fixed some damage stat localization on the Equinox Mk III Trauma Force Staff.
  • Fixing missing subtitles in cutscenes and Valkyrie briefings.
  • Fixed other, minor, localization errors and typos.

Cosmetics & Character Customization:

  • All Zealot Cowl head cosmetics should no longer hide hairstyles. Zealot no longer needs hair regrowth serum from the barber chirurgeon! [Edited for clarity 12/7. This refers to cosmetics earned through penances and the armory exchange. Zealot's premium hood still has balding issues.]
  • The Imperial Edition Thunderhammer should now match the promotional imagery.
  • Ogryn Pre-Order Beta Helmet will no longer apply a voice filter effect.

Combat:

  • You should now be able to chain grenades or combat abilities from reload on Thumper Mk II.
  • Psyker's Brain Burst should no longer cause warp charge explosions when below its intended threshold.
  • Ogryn should no longer slide in idle movement when swapping between weapons whilst in the air.
  • Players should no longer be able to interrupt the reload animation on Accatran and Kantrael lasguns by dodge-sliding.
  • Players should now be able to trigger "on kill" traits with any chainsword hit.
  • Fixed an issue that caused the Surge Forcestaff to kill players if pushed above 80% peril.
  • Ogryn should now correctly get stun immunity on taking lighter hits.
  • Fixed an issue where the Boss Captain enemy in kill missions would be killed through the shield in the Perils of the Warp explosion.
  • Fixed an issue where Forcestaff AOE wasn't working on some enemy units.
  • Fixed an issue where Psyker's "Psykinetic's Aura" would not work on elite enemies.
  • Fixed an issue where players could not block enemy attacks while rescuing their teammates from ledges.
  • Veteran's "Deadshot" should no longer consume stamina when using the scanner.
  • Veteran passive should now grant allies ammo on kill with the Chainsword.
  • The melee weapon trait "Decimator" should now function properly in the Psykharium.
  • The Ogryn Club "Haymaker" trait should no longer trigger with bleed procs and ranged weapons.
  • Fixed an issue where multiple Veterans could cause their “Volley Fire” combat ability to conflict with the “Bio-Optic Targeting” talent.
  • Fixed an issue where enemies could spawn in view of players near the elevator in Chasm Station HL-16-11.
  • Buffed heavy stubber.


    • Buffed damage from 75-150 to 100-200.
    • Buffed berserker armor mod from near 0.5/far 0.6 to near 1.0/far 0.8.
    • Buffed impact from 8-16 to 10-20.

VFX & SFX:

  • Fixed some third person dodge visuals on Force Sword.
  • Fixed some animation errors when dodging using Psyker's “Smite” and then canceling the charge.
  • Fixed some SFX issues on the Ogryn's uppercut punch.
  • Fixed an issue with lighting VFX that could get stuck on screen if a player released a combat ability when no enemies were alive and then switched to a melee weapon.
  • Fixed some errors with grenade inspect and other third-person visuals.
  • Fixed an issue where Renegade Gunners wouldn't show wounds unless they were dead.

UI/UX:

  • The AFK animation should now sync with the AFK warning popup.
  • Fixed an issue where curio card rating info was inconsistent with weapon card info.
  • Fixed an issue where weapon cards would overlap the marks store price.
  • Fixed an issue where the “Warp Flurry” weapon trait description wouldn't display correctly.
  • Fixed an issue that could cause an overlap in the name of the Veteran class on the character creation menu.
  • “Executor” trait should now specify what the buff does.
  • Added a clearer representation of rate of fire in the weapon details screen.
  • Fixed blurriness in the weapon details and appearance view using DLSS.
  • Fixed weapon stats layout that was incorrect with 4-digit number combinations.
  • Fixed missing '+' sign when a weapon stat is exactly 0.
  • Fixed some weapon descriptions and icons for the two-handed sword in the weapon details screen.
  • Corrected some attack symbol icons in the weapon stats view for the two-handed chainsword Tigrus MK II.

Earn Twitch Drops!

Rejects!
Earn in-game rewards for Darktide by watching eligible Twitch streams! Make your stay in Tertium a stylish, if deadly, fight for survival.

Follow the instructions below to unlock the Camo Skin for the Lasgun, Autogun, Rippergun and Devil's Claw Sword!

Link your accounts here: https://bit.ly/TwitchDrops-Darktide