The new, free update, 'Beyond the Hive', is coming March 17!
[p align="start"]The new ‘Expeditions’ game mode is part of the ‘Beyond the Hive’ update: A high risk experience that drags players beyond the fortified walls of Tertium and into the desolate wreckage of Atoma Prime for the first time![/p][p align="start"]Humanity once again has been faced with another looming threat. The Admonition has been sighted scouring the ruins outside of the hive in search of lost Tech-Remnants - which has not gone unnoticed by the Imperium. Whilst the chaos cultists’ motivations remain unknown at present, what is certain is war unfolds differently in Expeditions. Players must adapt quickly as there are no fixed routes, no clear front lines and no room for error![/p][p align="start"]Design Director Victor Magnuson describes it as “the biggest injection of new content in the game since launch”. The fully loaded update offers an entirely new way to play Darktide, featuring new enemies, items, environmental threats, strategies and cosmetics![/p][p align="start"]Key Features[/p]
[p]Experience Darktide Like Never Before: Players are tasked with venturing into the desolate plains of Atoma Prime with a new mission objective: scour the planet for Tech-Remnants and investigate sites of interest on the map. Even the strongest reject can only survive the polluted air for a limited time - stay as long as you dare and call the Valkyrie for extraction when you choose. No two runs in Expeditions are the same, the badlands are unpredictable and each successfully completed excursion unlocks further missions.[/p]
[p]The War Has Expanded Beyond the Hive: Every moment spent outside the Hive alerts Chaos Spawn and monstrosities of players’ presence, drawing them closer. Load outs must be adapted to the open ruinous environments. Enemies can attack from every direction and aren’t confined to the claustrophobic frenzied battlegrounds within Tertium. Squads must choose when to fight, or flee, and adapt strategies to survive one of Darktide’s deadliest challenges yet. Expeditions is not for the faint of heart and is available for players midway into their character progression.[/p]
[p]New Threats: The environment is as toxic and deadly as the chaos that infects it. With twisters, lightning storms and a polluted atmosphere, peril lurks around every corner! Safe zones are scattered throughout the map… but they are fleeting sanctuaries. Step outside and hazards surround you once more from every angle. Forcing squads to move quickly, think tactically, and survive the unforgiving expanse of Atoma Prime![/p]
[p][/p]
[p]More Fire Power. Fewer Survivors: Having the right instruments of destruction can mean the difference between extraction…and extinction! The new game mode introduces an arsenal of new items alongside modified and supercharged versions of existing ones in the Dead Side Sanctuary. The obliterating Modified Grenade can wipe all enemies in the vicinity…but draw more to the squads’ location.[/p]
[p]The Ogryn Pack Master Approaches: This monstrosity is uncharacteristically quick for an Ogryn! He can be found roaming the derelict plains of Expeditions Mode with his pack of Pox Hounds and Armoured Pox Hounds. A challenging adversary for the Arbites, who players will notice his unique and savage interactions with, isn’t a stranger to handling unruly hounds… Eliminating him quickly is wise as he will continually call his hell hounds to the battlefield, but his vocal nature gives players an advantage to spot him quickly.
[p]The Secrets of the Sands are Waiting: The Beyond the Hive update is loaded with new dangers and discoveries - read the dev blog here for a deeper dive into the Update. Expect more information soon!
Dev Blog - Expeditions
Warband,
[p] We are very close to showing off our new game mode, Expeditions, to the world. The trailer will be live tomorrow, but before that we wanted to take the opportunity and talk to all of you about what will go down in this new mode.
It’s called Expeditions for a reason. It’s time to leave the protection of Hive Tertium and venture outside! There have been reports that the enemy is gathering Tech-Remnants for unknown, but surely nefarious purposes out there. This is something quite unheard of as we thought that the only thing that awaited us outside the Hive City was a swift death to radiation (or worse!).
This seems to be quite untrue, and as the Mourningstar’s forces prepare to venture out and fight the enemy and take these Tech-Remnants for themselves, it will fall on you and your team to take on this new challenge.
With us today we have gathered a sage council of game developers to talk us through what this game mode is all about. Without further ado, let’s introduce our level artists Roberto and Kaneda, our game designer Rafał and last, but not least, Victor our Design Director. [/p][p]Take it away guys! [/p][p][/p]
[p][img src="https://clan.akamai.steamstatic.com/images/38365286/4b95e3459a05afe5f2602bf078e071c7311e4f2c.png"][TAG-20][/p][p]“I’ll say this. Expeditions is the biggest injection of new content in the game since launch”[/p][p align="right"]~ Victor[/p][p][/p][p]In this new game mode you and your team will go outside Hive Tertium to retrieve important Tech-Remnants. When you play the Expeditions game mode you will do it through several runs, with each run using a set of randomised variables that make up the map you will play on.
A run will most likely be between ten to thirty minutes, depending on how far you will go. Being outside of the protection of Tertium is nasty business, and the radiation and pollution means you can’t stay there for too long. So you will either reach the end of the run and extract in a Valkyrie, or you might opt to leave early and take what Tech-Remnants you secured with you to safety. If time runs out and you die, you get nothing. It’s a high risk, high reward.
After a run is done you will unlock new parts of a map depending on how much Tech-Remnants you bring back. And the more you unlock the more interesting missions you can embark on. [/p][p] [/p]
The outside of Tertium
[p][/p][p]Making a map set truly outside the Hive is something we thought about for a while now. We played around with areas close to the edge before, but this is the first time we are truly outside.
This new setting lets us do plenty of cool things for the game. First and foremost is the vast open space that lends itself perfect for the new mission structure. The Valkyrie will land in what we chose to call a “Scavenge Zone”, and the moment you exit you can use a new feature on the Auspex, letting you find several Sites of Interest. [/p][p] [img src="https://clan.akamai.steamstatic.com/images/38365286/9bc36ea48b3476fcdff96c5e59539eec57dda73b.png"][/p][p]“There will be spaces that you wouldn't see inside the hive, cool tunnels through mountain sides and sneaky paths and such. We want to reward players for exploring the map”[/p][p align="right"]~ Rafał[/p][p] [/p][p]There is no set path like in the other game modes in Darktide, so it will be up to you and the team to decide how to traverse the zone, and in what order to get to the different Sites. As you move around the map you will then scavenge for both the Tech-Remnants and Salvage. [/p][p]A run can, and most often will, cover several “Scavenge Zones”, and in-between them you will find Sanctuaries that let you spend the Salvage you’ve found to heal up, resupply and get your hand on some new toys. Here we have some really cool new explosives, and an item that even let you call in the Valkyrie for supporting fire! [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/38365286/2829241ef0b8e689b870f839e29fcb34f787ed25.png"][TAG-70][/p][p]The Sanctuaries will also be the place where you will meet the Deadsiders, people living in the badlands outside the Hive. They might be a bit wary of new faces, but we thankfully have Swagger here too, and he will help smooth things over.[/p][p][/p][p]After you are done preparing in the Sanctuary, you continue into a new zone and keep going until you either opt to extract early, or you get to the final zone and the Valkyrie that ends the run.[/p][p] The nature of the Sites of Interest will be different too. Sometimes it’s based on defeating enemies and other times they can be quite puzzle-like. Collaboration will be key to solve these sites quickly, but sometimes you might even want to split up. However, that can also backfire if you all of a sudden need to run back to save someone from your team, that will eat up a lot of precious time.[/p][p][/p][p]While the Auspex will show you all the major Sites of Interest as you start the mission, you should still keep your eyes open. There will be smaller things not showing up in your scan that might very well be worth your time. [/p]
Spicing up the randomness!
[p][/p][p]We also wanted this game mode to be very replayable. This really comes into play with how these maps are created. While not truly procedurally generated, they are very randomized in their composition. [/p][p]Different Sites of Interest can show up in different spots with different enemies. The runs themselves can also have different modifiers and effects. So it should feel quite unique every time you go for a new run outside Tertium. [/p][p][/p][p]We wanted to take the randomness of combat in Darktide and apply it on the entire play experience really. To add to this we also changed what we call the “main path”, one of the core systems of Darktide. [/p][p][/p][p]This is the system that normally checks how far the players are into a mission and adjusts enemy spawns accordingly. [/p][p][/p][p]“The more you fight, the more you will attract the enemies attention, and the harder the run becomes” [/p][p align="right"]~ Roberto[/p][p][/p][p]For Expeditions we had to rethink this completely as you can now decide in what order you want to tackle objectives. Normally in Darktide we have what we call the “main path”, a system that tracks the linear progression of the player, and spawn enemies accordingly. But due to the open nature of Expeditions’ mission structure we had to think outside of the box.[/p][p][/p][p]This was quite the challenge, but we have built a new system that takes into account the actions taken by the player, and sets the challenge accordingly. Your decisions matter a lot as the system will track how long the run has been active and how many things you have done, among other things. We really wanted each run to feel different.[/p][p][/p][p]Breaking away from the “main path” is quite exciting for us, since this system has been in place since the first Vermintide. We are used to thinking in a very linear sense when designing combat encounters, with enemies usually spawning either in front of or behind the players.
When playing Expeditions, this is also changed! [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/38365286/0bf542ad62fdb387ca5f1af54b251490c888afd7.png"][TAG-130] [/p]
The enemies
[p][/p][p]“Unlike the traditional missions inside Tertium, the more open map lets us have enemies that attack from all directions, both on long and short range”[/p][p align="right"]~ Victor[/p][p][/p][p]Enemies will not just spawn and attack the players in waves, but they can be found roaming around and this adds tactical depth to the missions set out here. Are you in a hurry but clearly see that a monstrosity is lurking around between you and the objective you’ve set your eyes on? Maybe it's better to run around it. But that will eat away at your precious time.[/p][p][/p][p]One of these roaming threats will be the new Ogryn Pack Master we introduced you to last week! He and his Armoured Pox Hounds will do their debut in Expeditions. [/p][p][/p][p]Open terrain also changes how to tackle enemies. All of a sudden, enemies with long range weapons in a good position can be quite tricky, sniping away at you.[/p][p][/p][p]This new environment will also mean that you might want to tinker with your setup. The loadout you’ve come to love for fighting hordes in cramped spaces inside the Hive City might not be the best way to fight enemies in open spaces. And the enemies with long range weapons might prove harder to face outside when a good sniper position is very advantageous.[/p][p] [/p][p]“If players end up with new loadouts saved specially for Expeditions, then we have succeeded”[/p][p align="right"]~ Rafał[/p][p] [/p]
Wrapping it all up
[p][/p][p]Runs are also part of a bigger mechanic. Before you embark on a run, you will be in front of an Expedition map with Grid Points. Bringing back Tech-Remnants will unlock more and more for you to explore. Unlocking more also lets you get to crazier modifiers. [/p][p] [img src="https://clan.akamai.steamstatic.com/images/38365286/15e9bdb0ecaf68c365bae096cff339467aa3e671.png"][/p][p]We wanted a game mode with a degree of success during missions. Even if you opt to extract early, the Tech-Remnants you bring back will count towards unlocking new Grid Points. [/p][p][/p][p]“The nature of this setup also makes this game mode very good for those of us that have a busy schedule. If you find yourself in a position where you need to round off a run quickly, you can leave with the Tech-Remnants you have!” [/p][p align="right"]~ Victor[/p][p][/p][p] The climate outside of the Hive is very volatile and unstable, causing the long range sensors of the Mourningstar to struggle with updated information about enemy movement and the general lay of the land. This means that the Expedition Map will update on a regular basis, presenting new challenges and setups to explore. [/p][p][/p][p]“The risk vs rewards is something we really wanted to push greatly. It’s up to the players to decide how far they want to take it. It’s up to them not really up to us like in a normal mission” [/p][p align="right"]~ Kaneda[/p][p][/p][p][/p][p]Expeditions is something you will start playing halfway through the progression journey with a character. They are challenging so getting some good gear and talents will help a lot in these runs. [/p][p][/p][p]We see this game mode as something you play in parallel with the rest of the game, it is not replacing Adventure mode. In addition, Expeditions come with its own Penances, and we cooked up some really cool cosmetic sets for you to unlock too! [/p][p][p]All in all, from the layout of the more open maps, to the nature of the run and with the progression layer, we hope that this will prove a fun way to experience Darktide.[p] [img src="https://clan.akamai.steamstatic.com/images/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"][p][p]There are way more things in Expeditions, but we can’t cover them all in this blog. You will be able to play this new game mode yourself very soon, so stay tuned on our social media channels for more information! [p][p]In the meantime, as always, thank you for reading this dev blog.
See you on the Mourningstar! [p align="right"] - The Darktide Team
Dev Blog - Ogryn Pack Master
Warband,
[p] Today we have a treat for you all, not one, but two new enemies are on their way to make a debut in Darktide! We have braved the mad laboratory lair of Jonathan, our Game Designer in charge of these new creations.
Take it away![/p][p] [/p][p]“Hello! My name is Jonathan and I have been told I am not good at making enemies in real life, so I took it as my mission to make them for the game instead. Jokes aside, I work with stuff relating to enemy behavior, pacing management and general enemy combat design.” [/p]
[p align="right"]Jonathan[/p]
[p][img src="https://clan.akamai.steamstatic.com/images/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"][/p][p][/p][p]We have two new enemies to talk about today, both of them being themed to each other. You might have already seen them in the new teaser video here. Let’s shine the spotlight on them, one at a time, starting with the…[/p][p][/p]
Ogryn Pack Master
[p]Have you ever wondered who takes care of all those Pox Hounds running around in Tertium? Well this might be your answer, introducing the Pack Master, an Ogryn monstrosity (yeah you read that right) that packs a serious punch!
The Pack Master ticks two boxes for us, one is the fact that we wanted to add another monstrosity to the enemy roster for some while now, and the other is the fact we have wanted to make a monstrosity that is a bit less daemonic or mutated. The game hasn't had a new monstrosity in ages, so it was about time. [/p][p][/p][p]Making him an Ogryn also lets us have a monstrosity with interesting voice lines that are not just guttural roars or chaotic screams, but instead a guy who likes to talk while he battles the players. He has some really cool reactive voice lines depending on what happens around him. He will for example react when you take one of his hounds down or when one of them manages to pounce you or someone on your team.[/p][p] But you are not here to read just about his “lovely” personality, you wanna know what he brings to the fight right!
[/p][p]“He is very fast for an Ogryn. Very fast and very heavy, and he will keep up with you!” [/p]
[p align="right"]Jonathan[/p]
[p] The Pack Master is a fast and heavy bruiser type of an enemy. He won’t have any problem charging into the fray, his big shocking prod ready to bash some agents of the Imperium. He is a melee fighter that will do his utmost to get into your face. This weapon also applies a debuff to players, so getting hit will not just hurt, but also leave you with a speed reduction and slower dodge replenishment.[/p][p] Additionally, what makes him extra scary is that he will be joined by Pox Hounds to help him in combat. Depending on the situation, he can bring along either normal Pox Hounds, the new Armoured Pox Hound (more on that in a bit) or a mix of the two. He is called the Pack Master for a reason! It will also be important to take him down as quickly as possible, since even if you get rid of all of his hounds, he can still spawn in new ones as long as he is alive.[/p][p][/p][p]Another interesting thing is that you will find him roaming, so you will be able to hear him as he walks around. You can use this to your advantage and prepare to take him on. Having all of those hounds around him makes him a pretty good tracker, so hiding from him might prove very hard. [/p][p] “Oh and he sees through stealth! This is a big one. You can't hide from him, he will see you and just keep up his attack.” [/p]
[p align="right"]Jonathan[/p]
[p]
Finally, before we move the spotlight to his canine friend, we should give a fair warning to all Arbites players out there. This guy is used to having unruly dogs around him, so you should probably think twice before you send your Cyber Mastiff his way. Don’t say we didn’t warn you. [/p][p][/p][p]“Yeah we do have a new cool animation for when a Cyber-Mastiff attacks the Pack Master and he just…” [/p]
[p align="right"]Jonathan[/p]
[p][/p][p]With those words of warning, let’s proceed to the…[/p]
Armoured Pox Hound
[p]So this is a new Pox Hound with, you guessed it, armour. This enemy is what we could call a sidegrade to the normal Pox Hound. All that armour is giving it more health than the already existing hound, so it’s harder to take down, but at the same time all that metal makes it slower than its less iron clad cousin.
If you manage to block this enemy in midair you can stagger it, and if you do, you might want to circle around and attack the unarmoured weak spot on their backs for some extra damage. We hope that this new variant will give even the most seasoned Pox Hounds hunters a new challenge! [/p][p][/p][p]“Best thing is to stagger them and then circle around and hit them in the… yeah, haha” [/p]
[p align="right"]Jonathan[/p]
[p][/p][p]The armoured variety will be part of the Pack Master’s pack, so you will only encounter these hounds when he is around.[/p][p] [img src="https://clan.akamai.steamstatic.com/images/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"][/p][p][/p][p]Hope this little teaser has made you ready to fight the Pack Master when he and his new armoured friends enter the fight in Darktide. They will both appear in the next update, and while we’re excited to share more, we’ll dive into the details when the time is right![/p][p][p]So for now we will have to leave this as just a teaser! Keep your eyes on our community space and social media channels for information when we are ready to talk more about this! [p][p]In the meantime, as always, thank you for reading this dev blog.
See you on the Mourningstar! [p align="right"] - The Darktide Team[p]
Special Live Event: Rumbling Giants Live Now
[p]The traitor's latest onslaught threatens to shake the very foundations of the hive if you don't get down there and stop them. Wyrmwood agents report unprecedented destruction, with hordes of ogryn conscripts, massive explosions and numerous sightings of giant, monstrous creatures.[/p][p][/p][p]To make progress in the event, complete missions with the Rumbling Giants condition.[/p][p][/p][p]This event is LIVE NOW until March 17. The rewards will be Ordo dockets, Plasteel and Diamantine. Those who complete the last tier of the event will receive a cosmetic insignia.[/p][p][img src="https://clan.akamai.steamstatic.com/images/38365286/b2d201d3e11dd7c17e362ddcdab63417f9f61e0b.png"][TAG-20][/p]
[p][/p][p]Patch 1.10.7 is currently rolling out across our platforms. In the meantime, you can read the notes below. [/p][p][/p][p]We are currently investigating some minor errors that caught our attention, and we wanted to take the opportunity to implement changes to easier track these issues in this update. [/p][p]This is not impacting the game, but it means that the patch size is a bit bigger than normal. [/p][p][/p]
Patch 1.10.7 patch notes
[p][/p]
Bug Fixes
[p]Fixed an issue introduced in Patch 1.10.6 that caused damage calculations to use an incorrect value for what was considered “Far Range”.[/p]
[p]Fixed a bug where Forge's Bellow would not trigger a shout when exiting Rampage![/p]
[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"][TAG-40][/p][p]That’s all for today! [/p][p][/p][p]We’ll see you on the Mourningstar. [/p][p][/p][p]– The Darktide Team[/p]
[p]Patch 1.10.6 is currently rolling out across our platforms. In the meantime, you can read the notes below. [/p][p][/p][p]This patch comes with adjustments to the Hive Scum talents, both to polish some interactions and improve on underused ones. It also includes some general cosmetics and bugfixes.[/p][p][/p]
Patch 1.10.6 patch notes
[p][/p]
Hive Scum Changes
[p]Developer’s note: “Hey guys. Hive Scum is getting a few changes in this update. This time, we’re targeting some general talent quirks and bringing them a bit more up to snuff. The Stimm Lab is getting the bigger changes, with a rework on one of its branches. Cheers.” - Teodor, class designer.[/p][p][/p]
[p]‘Stimm Lab’ Has gotten a buff on durability related talents (top left branch):[/p]
[p]Any ‘Toughness Regeneration’ buffs have been swapped for ‘Toughness Replenishment’ (the original buff was only active while in coherency outside of combat. The latter modifies the amount of Toughness gained instead. This change should make the talents way more active and useful).[/p]
[p]‘Barrage I-IV’ now grants 6.25% Toughness, +5% Toughness Replenishment and +4% Damage Reduction each (note: the Toughness gained from Barrage is not affected by its own Toughness Replenishment bonus. That bonus is applied to Toughness gained during the duration of the Cartel Special itself).[/p]
[p]‘Tank’ now grants +30% Toughness Replenishment instead of +20%.[/p]
[p]‘Regain’ now grants 5% Toughness every 1s for the duration of the Cartel Special, instead of 25% in one go.[/p]
[p]Talent changes:[/p]
[p]‘Cheap Shots’ now grants +15% Strength against both medium and heavy staggered enemies, and +10% against light staggered enemies.[/p]
[p]‘Nimble’ is now properly labeled as granting Dodge Speed. The bonus to dodge windows is also now a flat bonus instead of a multiplicative bonus. This means that, yes, it is applied to dodges against ranged fire, but won’t be as effective as when dodging against melee attacks, due to not having the default values that those types of dodges have.[/p]
[p]Dodge Speed bonus changed from +25% to +0.15s.[/p]
[p]‘Rampage!’ no longer makes the player “exhausted” after use, the ability now simply ends.[/p]
[p]‘Channelled Aggression’ no longer requires the duration of Rampage to be above a certain threshold. It is now active throughout.[/p]
[p]‘Unload’ now refreshes itself if triggered while active, and can be triggered by activating Desperado.[/p]
[p]‘Pocket Toxin’ now infects enemies with different amounts of Chem Toxin depending on the equipped Blitz:[/p]
[p]Blinder/Blackout: 3.[/p]
[p]Boom Bringer: 6.[/p]
[p]Chem Grenade: 10 (note: the talent adds stacks of Chem Toxin on explosion, meaning that the Chem Grenade grants them on its initial blast. The stacks added by the area of effect remains the same).[/p]
[p]‘Chem Grenade’:[/p]
[p]Now has an appropriately sized explosion radius that matches the visuals. There’s no real notable gameplay change, but it does mean that it can now properly benefit from ‘Pocket Toxin’.[/p]
[p]Duration reduced from 20s to 15s to better align with similar Blitz abilities, like the Immolation Grenade.[/p]
[p]New, more elaborate talent description.[/p]
[p]Fixed terminology in some places:[/p]
[p]‘Ranged-’ and ‘Melee Attack Immunity’ talents are now properly rewritten as ‘Counts as Dodging’, to convey how they actually work, and highlight that they also trigger dodges (which can interact with other talents in the Hive Scum tree).[/p]
[p]‘Dodge Extended’ has been properly rewritten as ‘Dodge Speed’ (Dodge Speed does increase the length of the dodge, but the main benefit is the increase in speed).[/p]
[p][/p]
Bug Fixes
[p][/p]
General Fixes
[p]Fixed an issue where the looping shooting sound for the Ogryn Twin-Linked Heavy Stubbers restarted on every bullet shot.[/p]
[p]Fixed an outline issue when using the Desperado ability near Dreg Ritualist enemies in the Dark Communion mission.[/p]
[p]Fixed an issue where damage from Needle Pistol Toxins didn't trigger effects from the Hive Scum Talents 'Speedloader' and 'Vulture's Mark'.[/p]
[p]Fixed text formatting of objectives for Hive Scum's basic training step for the Ability.[/p]
[p][/p]
Cosmetic Fixes
[p]Pyre Blade: fixed an issue where the VFX was not spanning the full length of the blade.[/p]
[p]Antax Mk III Conclave-issue Tactical Helm: fixed the red visor.[/p]
[p]Commando Beret with Augmetic Implant (Green): fixed some visual issues.[/p]
[p]Pugilist Armour (XXXXL) (Tread Lightlies): fixed some clipping and physics issues[/p]
[p] [/p][p][img src="https://clan.akamai.steamstatic.com/images/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"][TAG-230][/p][p]That’s all for today! [/p][p] We’ll see you on the Mourningstar. [/p][p][/p][p]– The Darktide Team[/p]
[p][/p][p]Today is a small update to fix some missing weapon description texts.
Patch 1.10.5 is currently rolling out across our platforms. In the meantime, you can read the (very short) notes below. [/p][p][/p][p]General Bug Fixes[/p]
[p]Fixed an issue that caused the item description on some weapons to not display correctly [/p]
[p][img src="https://clan.akamai.steamstatic.com/images/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"][/p][p]That’s all for today! [/p][p][/p][p]We’ll see you on the Mourningstar. [/p][p][/p][p]– The Darktide Team[/p][p] [/p]
[p][/p][p]The Cartels have opened their vaults, granting access to enhanced stimms to help fight the rising tide.[/p][p][/p][p align="start"]Dismayed by the state of the city, and keen to show their worth, the Cartels’ chemists have cooked up a special batch of enhanced stimms and distributed them throughout Tertium. [/p][p align="start"]These are particularly effective against the recent spate of Pox Gas attacks that the Admonition has unleashed on the populace. Get out there and put them to the test.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"][/p][p][/p][p align="start"]All available Stimms (including the Cartel Special) have been enhanced by the Cartel’s chemists, improving their effectiveness while also granting stacks of Pox Gas resistance.[/p][p][p align="start"]This event will start today and run until 16th of February. Progress in the event will reward Ordo Dockets, Plasteel, Diamantine, and a brand new insignia frame at the last tier![p][p][img src="https://clan.akamai.steamstatic.com/images/38365286/17888a3ad335c5db57f214a08a4d74a67f6c9cb4.png"][TAG-40]
[p] This patch comes with several technical improvements that we hope will increase stability and network performance in the game. It should also improve playing on slower and/or unstable network connections. In addition we also improved memory usage to help performance on lower-end devices. [/p][p][/p][p]We will continue to work on improvements, and we urge you all to keep sending in crash reports, as they really help us to find further solutions. [/p][p][/p][p]Patch 1.10.4 is currently rolling out across our platforms. In the meantime, you can read the notes below. [/p][p][/p][p]General Bug Fixes[/p]
[p]Several improvements and fixes to stability and network performance. [/p]
[p]Improved memory usage to increase performance on lower-end devices.[/p]
[p]Fixed a bug where the Mission Board and the Special Assignments would have mismatching ordering on the campaign missions[/p]
[p]Fixed an issue that was causing the server to crash when players would step in specific locations in several missions.[/p]
[p]Fixed a memory leak when generating player portraits for UI presentations.[/p]
[p]Fixed an issue where the second damage instance of multiple-hits Heavy attacks on the Chirurgeon's Mk IV Bone Saw was not using the correct profile when having the Brittleness coating applied.[/p]
[p]Fixed a crash which could happen when another player disconnected just as Rampage! ended.[/p]
[p]Fixed an issue that was causing the Stimm Supply to get stuck in the player's hands after trying to place it.[/p]
[p]Fixed crash that could happen if the player leaves missions while particle effects still are active.[/p]
[p]Fixed an issue that could happen when a player left the game from the menu causing the slot for another player to join to be locked for a certain amount of time. [/p]
[p]Fixed "Well Oiled Killteam" penance not progressing.[/p]
[p]Fixed an issue that was causing the last blessing point for the Shredder Autopistol to remain unspent.[/p]
[p]Fixed an issue where the Auspex Drill penance wouldn’t track towards completion.[/p]
[p]Fixed a lighting issue where the light would turn from dark to very bright. [/p]
[p]Fixed an issue where the mission’s fog would disappear completely when using a stealth ability.[/p]
[p]Fixed an issue where certain language fonts had issues rendering correctly on the Aquila Purchase screen.[/p]
[p]Fixed bug where when using a controller and starting a campaign mission from the Special Assignments view would also start the debrief video.[/p]
[p]Reverted an unintended change introduced in 1.10.3 that made weapon specific dodge linger time affect incoming ranged attacks. [/p]
[p]Reverted an unintended change that allowed dodge stats from talent trees to also impact incoming ranged damage. [/p]
[p]Cosmetic Fixes[/p]
[p]Fixed color name in item title of the Hive Scum Hood (KHAKI) to the correct color.[/p]
[p]Fixed graphical issue where the white skull decal did not show up on the MK IVM Pot Helm With Gas Mask (XXXXL).[/p]
[p]Fixed headgear clipping with the ears on some faces - Steel Legion Flak Helmet (Parade Polish).[/p]
[p]Fixed deformation issue with implant - Commando Beret With Augmetic Implant (Green).[/p]
[p]Fixed clipping issues with face - Athonian 98th Pilgrim's Warhelm (Red).[/p]
[p]Fixed issue with backpacks clipping with the cloak - Athonian 98th Fatigues.[/p]
[p]Rolling Bones trinket now shows as expected when showcased in the UI screens.[/p]
[p]Fixed clipping with strap and head on Slasher Hivescum Headgear [/p]
[p]Fixed distortion in Commando Beret with Augmetic Implant (Green).[/p]
[p]Fixed clipping issue with leg armor on Krieg Vigil Greatcoat (Krieg 143rd).[/p]
[p]Fixed physics on Votarist's Pot Helm with Rebreather [/p]
[p]Fixed clipping issue with leg armor on Imperius pattern Psykana garb.[/p]
[p][/p][p]Additional Changes[/p]
[p]Corrected the penance conditions of some missions with misgiving information.[/p]
[p]Arbites' Remote Detonation now has the correct icon in the HUD.[/p]
[p]Fixed an issue where Dual Autopistols didn't have shell casings ejected from the weapons when firing.[/p]
[p]Fixed muzzle smoke for Dual Stub Pistols and Stub Revolver moving in unintended directions.[/p]
[p]Fixed an issue that was causing Dual Stub Pistols magazines to cast unintended shadows when they ejected.
[p][/p][p]That’s all for today! [/p][p] [/p][p]We’ll see you on the Mourningstar. [/p][p] [/p][p]– The Darktide Team[/p][p] [/p]
Darktide - Wrapping up 2025 and looking ahead!
[p][/p]
Warband,
[p][/p][p]With 2025 wrapped up, we wanted to take the opportunity to look back at the year and all the happenings in Darktide! We released more content than ever for Darktide, so let's take a walk down memory lane. [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"][/p][p][/p][p]We’ve had four major free updates, each coming with an assortment of features and changes![/p]
[p]Nightmares & Visions[/p]
[p]Battle For Tertium[/p]
[p]Bound By Duty[/p]
[p]No Man’s Land[/p]
[p]We also released two new DLC classes![/p]
[p]Arbites, announced at Warhammer Skulls! [/p]
[p]Hive Scum, our final release in December last year![/p]
[p]Complete opposites, both in playstyle and what side of the law they operate on. Both still added new ways for the Mourningstar’s forces to battle the ongoing threats on Tertium. [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/38365286/1f12d6eb28275fc8bd5dacb27085293f25fcee65.png"][TAG-70][/p][p][/p][p]Eleven events were released in 2025, just slightly missing the mark to make them a monthly occurrence. All but one of them were also brand new.[/p]
[p]The Waking Giants [/p]
[p]Unrelenting Hordes[/p]
[p]A Day at the Theatre[/p]
[p]Communication Breakdown [/p]
[p]Admonition Ascendant [/p]
[p]Inferno[/p]
[p]Rotten Armour[/p]
[p]Light the Fuse! [/p]
[p]Smuggled Munitions[/p]
[p]Stolen Rations [/p]
[p]Day of Atonement [/p]
[p][img src="https://clan.akamai.steamstatic.com/images/38365286/1fa9379386b7e97459ce1ce15ab88cda58fcaf79.png"][/p][p][/p][p]Some other new things we added included a brand new Elite enemy, the Plasma Gunner, who quickly began to terrorize players during missions. We’ve added a new Weapon Family in the Power Falchion and two new weapon marks, one for the Boltgun and one for the Bolt Pistol! [/p][p]There were also sweeping balance changes throughout the year, polishing up weapons and fleshing out entire talent trees for all of the base classes![/p]
[p]Talent tree reworks for Ogryn, then Veteran, Zealot and Psyker[/p]
[p]Reworks and improvements to x weapons[/p]
[p]Ogryn Cleavers, Shovels, Clubs, Power Maul, Grenadier Gauntlet, Ripper Guns[/p]
[p]Autopistols[/p]
[p]Devil’s Claw Swords[/p]
[p]Blaze Force Greatswords[/p]
[p]Tactical Axes[/p]
[p]Shock Mauls[/p]
[p]Eviscerators[/p]
[p]Helbore Lasguns[/p]
[p]Combat Shotguns[/p]
[p]Double Barreled Shotguns[/p]
[p]Assault Chainswords & Chainaxes[/p]
[p]Vigilant Autoguns[/p]
[p]Tweaked pacing and enemy balance! [/p]
[p]We’ve had an assortment of quality of life changes and improvements throughout the year![/p]
[p]Updated the Havoc game mode, overhauling the ranking system, adding campaigns, new modifiers and tuning the existing ones.[/p]
[p]Reworked the mission board, allowing you to choose missions and difficulty separately and reworking how difficulties are unlocked! Auric was also turned into its own difficulty, rather than a modifier on top of Damnation[/p]
[p]Increased the total Operative slots to 9![/p]
[p]Added a Dodge Counter to the HUD and reworked the Stamina Bar![/p]
[p]Added so manybonding conversations and banter![/p]
[p]Added the ability to de-select talent tree nodes without having to deselect the talents linked to it below![/p]
[p]We added an Aquila Welcome Offer to the Commodore’s Vestures, a one-time purchase for players to receive an Aquila pack for a heavily discounted price.[/p][p][/p]
[p]And as of the latest free update in December, we added a brand new Operation: No Man’s Land and a new Ogryn Personality, the Heavy, voiced by Tim Bentick![/p][p] [img src="https://clan.akamai.steamstatic.com/images/38365286/ff1948eafc8f556e42a7a1140ae67adc024feadd.jpg"][/p][p][/p][p]So to wrap up, we landed on four major updates, two new classes and multiple quality of life and balance fixes. 2025 has been a busy year for us on the Darktide team. [/p][p] We are happy with last year's releases, and we are not aiming to slow down in 2026! To tease a bit, we can tell you that the next class has already been in the works for quite some time now, and we can’t wait to show you more when the time is right!
Before that we will have another release though, so you will have to wait a bit, but we are pretty sure you will like this one too. Darktide is certainly going places in 2026! [/p][p][img src="https://clan.akamai.steamstatic.com/images/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"][TAG-308][/p][p]We’re super thankful to you, our community, for sharing our passion and excitement for this game and bringing it to life together this past year. We can’t wait to see what you think of what’s coming this year”[/p][p] That’s all for now.[/p][p][/p][p]We’ll see you in the Mourningstar.[/p][p][/p][p]– The Darktide Team[/p][p]