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

Warhammer 40,000: Darktide

Hotfix #45 (1.4.11) Patch Notes


Heyo Everyone,



As promised yesterday, here is hotfix #45 (1.4.11). It is live now on Steam and it will shortly go live on our other platforms.

Fixes



  • Fixed a server crash issue related to a player taking damage from a projectile or the environment when they were dead or knocked down.
  • Fixed an issue in the Orthus Offensive special assignment where one of the twins could double spawn.

Known Issues



  • We have a known issue of certain blessings (like Shattering Impact) showing an undefined text description. The cause has been identified and we’re working on a fix for this, as well.
  • We also have a known issue of certain advanced circumstances not working properly (e.g. No Ammo modifier). We are working on a fix for this. In the meantime, we're going to disable these on the mission board.

Hotfix #44 (1.4.10) Patch Notes


Heyo Everyone,


Note: As a heads up, this hotfix includes routine updates to our audio software, which resulted in a chunkier sized update compared to normal.

New In-Game Event: Herald of Admonition


Rolling blackouts are plaguing sectors of the hive. Worse, we’ve heard reports of someone, or something lurking in the darkness. We need devoted rejects to get down there and sort this mess out.

Play and complete missions with a new Special Condition, “Terror in the Dark” to earn rewards. This condition will only be available during the event!

This event will start on Thursday, August 15. The rewards will be Ordo Dockets, Plasteel and Diamantine.



Bug Fixes and Changes


Weapons


Branx Pickaxe

  • Tweaked the animation for the Heavy 1 attack windup when chained from the Heavy 2 attack to be more aligned to the actual attack being released.
  • Fixed an issue where the Light 4 attack was receiving an incorrect scaling from the Cleave Damage stat.

Performance


  • Improved performance in the Clandestium Gloriana mission.

Mission


  • Minor fix for subtitles in a VO at the start of Enclavum Baross.

Cosmetics


  • Fixed issues with the mouthpiece deforming improperly when using certain faces when the Veteran “Metalfab 97 Worker’s Mask” headgear was equipped.
  • Fixed an issue with the Lasgun “Accatran Pattern Mk IV Lasgun (Betalis Night)” weapon skin where the 3D ammo display would not update appropriately.

Back from Summer - Next Hotfix Update

Heyo everyone,

A quick message from us to say we’re back from summer break and we’ll have our first hotfix coming next week! The plan was for it to come this week, however we hit a technical snag we need to iron out first. 🙏

We’ll see you next week!

- The Darktide Team

Darktide 101: Voice Over Recording & Rules - Dev Blog



Heyo Everyone,


Welcome to the next installation of our Darktide 101 dev blog series. We’re interviewing devs working on Darktide to share what it’s like to create the game.

For today’s blog, we’re talking about Voice Over Recording and VO Rules. Have you ever been surprised by a piece of dialogue you’ve never heard before? Have you ever wondered what it’s like in the booth when recording your favourite lines? Today, you’ll get to find out how it works.



Runtime Dialogue System and VO Rules


Our first topic is written by our VO Design guru, Ola. Take it away, Ola!

Darktide's VO system was built off of the way VO worked in our two previous ‘Tide titles, with a lot of additional bells and whistles.

This VO system is a context-aware system, where we send queries to see if we can play something and it will return results based on what the current status of the game is.

We track many many different contexts for this purpose. Some examples include:

  • How much health and ammo do the players have?
  • Are there other players or enemies nearby? If so, how many?
  • Is the combat intense?
  • What previous dialogue has played and how long ago was it?
  • What weapons do you have equipped at the moment?
  • Which players are in the game?
  • Which mission are you in?
  • What trust level* do you have?
(* Trust level is based on the player level 1-30.)

Based on all of these contexts, we set up dialogue rules. These are buckets of VO lines, and when the system finds a match, it prioritizes it based on the amount of contexts it has hit. The more specific a line is, the higher priority it has to play.

We currently have around 90,000 voice lines in the game spread across a total of 6,000 rules. (For context, Vermintide 2 has approximately 39,000 voice lines.) Some of these rules are insanely rare. Part of this is by design. But part of it is that with such a large amount of rules requiring different combinations of contexts, some are bound to be very rare.

The idea is that even if you have played the game for a very long time, you should still feel that from time to time you come across lines you've never heard before. Our player character personalities also play a big part in this. Many lines vary from personality to personality. Therefore, some lines will only ever play when both of those personalities are present in a game together. And as we have 21 personalities, this creates many combinations that take time to discover.

Our most common VO rule is a rule that’s activated when Newly Infected assault players.
This rule has been played 70,000,000 times in the last 30 days (at the time of writing this).

It has the following requirements:

  • For that specific enemy to not have played their assault rule* in the last 8 seconds.
  • For all newly infected to not have played their assault rule* in the last 4 seconds.
(* Assault rule refers to a rule that plays a voice line when an enemy is attacking or running toward the player.)

Our most rare rule is a bonding conversation between the female Savant Psyker and the Ogryn Bodyguard, where the Savant complains that the Bodyguard tends to get in the way due to his size.

In comparison, this rule has only been played 19 times in the last 30 days.

It has the following requirements:

  • Have at least one friend nearby;
  • No enemies nearby;
  • For the tension to be decaying (meaning combat has just taken place);
  • To have the female Savant Psyker present in the game;
  • To have the Ogryn Bodyguard in the game;
  • For there not to have been a banter conversation within the last 140 seconds; and
  • The Savant Psyker to have triggered the “friendly fire” VO on the Ogryn Bodyguard within the last 90 seconds.

Now rare rules are okay, but this is close to non-existent. In an effort to make this rule play somewhat more often, I have recently tweaked these requirements to:

  • Have less than 3 enemies nearby (from 0);
  • No banter in the last 100 seconds (from 140); and
  • For the female Savant Psyker to have triggered the friendly fire VO on the Ogryn Bodyguard in the last 180 seconds (from 90).

From time to time, we do these kinds of tweaks to the dialogue to try to shift what will be heard, tune down the most common conversations and tune up the rarest. All to keep the dialogue feeling like an alive and dynamic experience for all of the players! (Note: I personally get a real kick out of seeing people posting rare conversations on reddit.)

We put together a video with a series of voice lines that can show the specificity with which these voice rules are created, as well as the pure talent from our voice actors. These lines include:

  • Zealot hears a Horde coming
  • Veteran bonding conversation when low on health
  • Pskyer finds ammo when a Zealot is low on ammo
  • Veteran sees an Ogryn on a killstreak
  • Psyker sees someone hogging ammo
  • Ogryn finds a health boost while a Veteran is low on health
  • Ogryn responds to friendly fire from a Zealot.

https://youtu.be/n8Zbzw2DGug
Alright, that’s it for now! If you’re excited to hear more about this topic, we have plenty more to talk about like the sound design of Darktide, implementation and WIPs, collaboration with level design or other disciplines, etc. If you have any specific questions related to voice over rules, or you’d like to hear more on the topic, please let us know.

Recording Voices


Our next topic is written by our Sound and VO team member, David. Go for it, David!

For Darktide, we want all of the voice-overs (VO) to sound natural, as if they belong in the world of the game and they come from the character that is speaking.

There are many things to keep in mind to achieve this goal. For example, when recording voices it's therefore important to be consistent when it comes to the mics and how they are positioned relative to the actor/actress. In both of the recording studios, OMUK and Molinare in London, we use the same type of DPA mic that sits on a person’s forehead. This gives the actor/actress the possibility to move and do gestures while talking.

For Darktide, most of our voice-over is either barking during combat, or talking while walking or even running. It's important to capture this sense of movement and effort. We have tried to achieve this by actually letting the actor/actress move during the recording or add pauses and breaths before/after or in between words. Imagine how you would talk while jogging with a friend. That’s what we’re going for during the session.

Before and during the recording session, my role as a game developer/voice designer is to give the voice director and the actor/actress as much context as possible about the game and the specific situations. For example, if the voice-over line is meant to be delivered while someone is being dragged up after being knocked down, it’s important for the actor/actress to convey this through effort and strain in the voice. If I had to pick, the most common comment from me to the voice director or actor/actress, it’d probably be: "Can we have a bit more effort and movement in the voice please?" It's not super fun when you see how sweaty the actors/actresses are, but it's necessary for world-building.

That’s all for the first peek into what it’s like to record voice lines for Darktide. Would you like to hear more on the topic, such as drafting the voice lines, or what lines are the most difficult to get right? Maybe a deeper dive on the enemy voice work? Do you have any questions for our voice actors? Let us know!



And so ends our second Darktide 101 dev blog. What topic would you like to hear about next time? Do you have any questions for the devs working on Voice Acting and VO for Darktide? Comment below
and we’ll try to get some more dev replies for you!

Until next time!

Itemization Rework Q&A Part 1 - Dev Blog

Heyo Everyone,



Earlier this month, we released an Introduction to Itemization dev blog. After sharing the first looks of Itemization, we got a lot of messages from players. We collected over 13 pages of feedback, questions and concerns. As promised, we're following up on them.

While we cannot answer all of those questions yet, as some things are still being decided and iterated upon, we wanted to answer a batch of them today. We will continue to share more answers as we move closer to release! We want to hear more of your feedback and opinions through this dialogue.

Note: All of the questions we’re answering in this are pulled directly from the comments on the Forums, Reddit and Discord. We kept the players’ wording instead of writing our own questions.

Before we dive in, we want to make it clear for those who might’ve missed prior communications: WE ARE BREAKING THE LOCKS WITH THIS REWORK. 🔓

Questions From Players


Blessings / Transferring Weapons to New Systems


Question
When StrawHat said that players will begin with a headstart in the new system, does that mean that we won't have access to blessings we did previously and therefore forcing us to grind for the tiers all over again?

Answer
No, the actual blessing sticker book will be translated to experience into Mastery. It does mean that you actually can even learn blessings you didn't before if wanted.


Question
What if I already have a perfect 550?

Answer
Already owned weapons won’t be touched, they’ll remain intact.
(Note: We are doing some blessing tweaks and balances with this update to accommodate for the new system, so some numbers might change.)


Question
Soooo... my old weapons don't just disappear right? Guys, it took me 500+ hours to get all the stuff I want through your RNG casino, so that would be more than just a little bummer. Will already unlocked weapons be converted 100%?

Answer
No, they won’t disappear and they will stay 100% intact as they are. You will keep the entire arsenal of weapons that you have acquired previously.
(Note: We are doing some blessing tweaks and balances with this update to accommodate for the new system, so some numbers might change.)


Mastery and Expertise Systems


Question
How does Mastery XP work? Do you get more for higher difficulty missions? What if you fail a run?

Answer
The amount of Mastery XP is based on what difficulty the player plays. The higher the difficulty, the higher amount of XP is awarded. Experience gained will remain the same, no matter the weapon you use the most during a mission.

If you fail a run, you will be awarded a portion of the XP just as with normal Experience and Ordo Docket rewards.


Question
Mastery is not tied to a specific weapon in your inventory. It has its own progress per weapon family that includes all marks, that unlocks blessings and perks for that weapon family. Do I have that right?

Answer
Yes. Playing with any weapon (different marks) within a weapon family will progress that entire weapon family’s Mastery. Note: There can be several weapon families within the same school of weapons, such as Lasguns and Autoguns. They each have multiple weapon families, containing a number of Marks (e.g. Infantry Autoguns and Braced Autoguns).
TL;DR - If you play with a Lasgun Family A Mark X, you will progress your Mastery into Lasgun Family A. So every other weapon mark in Family A will benefit from the Mastery progression into Mark X.


Question
There's no farming blessings at all anymore. You just directly unlock the ones you want with the Mastery points. At full Mastery you'll have all blessings at all levels unlocked. (Yes or no?)

Answer
Yes. As you gain Mastery with a Weapon Family you unlock blessing points (among other things); these points can then be freely used to unlock any blessing of your choosing: the more blessings you unlock, the more powerful versions of blessings you are able to unlock. When you have reached full Mastery with a weapon family you will have unlocked all the blessings available for that family. Moreover, in the new system, you’ll be able to freely swap out any blessings and perks on any weapon, at any level of Mastery, without them becoming locked after two changes.


Question
So every weapon we buy/earn has a random-ish stat cap, and our Mastery of that weapon’s family (so autoguns, shotguns, etc) lets us build that up via expertise?

Answer
Yes. We are still working out the finer details of this system. But in essence, as you gain Mastery you will unlock more Expertise within that weapon family. You can then choose to invest into that weapon and increase the stats of the weapon while keeping the predetermined stat distribution the weapon was created with.


Miscellaneous Concerns


Question
This system is the anti-choice system, it’s the system that forces you to grind every single weapon family before you can try a build.

Answer
The Mastery system is an addition to the existing crafting system that allows players to steadily unlock every Blessing for a weapon family, instead of relying exclusively on RNG to obtain them.

True, there will be some grind to fully unlock all the blessings at their most powerful tier for a weapon family. The system however lets you have full freedom in which blessings you unlock, and in what order, so being able to unlock a specific blessing for a build should be a manageable time investment. We are still experimenting with the exact time investment needed to fully unlock all blessings for a certain weapons family. We are also adding more tiers to most blessings, making previously higher tier blessings available at lower tiers.

Also, loot is still part of the system. The fact that we are still keeping the RNG loot system in place (Emperor's Gift, Sire Melk’s Requisitorium, The Armoury Exchange, and the ability to Consecrate weapons at Hadron’s Shrine with random upgrades, etc) will allow players to get to weapon builds that they have not unlocked in their Mastery before they actually get there. The loot system will be able to shortcut you to things that you have not yet unlocked.


Question
If the only way to upgrade a weapon is to use it, players won't want to try new weapons because of the marked drop in power they'll have to put up with for as long as it takes to grind out the upgrades.

Answer
Powerful weapons will still be distributed through stores/Emperor’s Gift. You can start with already high tier weapons to grind the Mastery, similar to what the game proposes at the moment.

Mastery will just open the toolbox to the player for them to experiment.

Mastery doesn't “gate” a person from acquiring a weapon with a given blessing, it only gates you from freely being able to add it to any weapon of your choosing. The loot system can still allow players to shortcut to a more powerful blessing before they unlock it in the Mastery.


Question
Is ‘weapon potential’ a new stat? Is it tied to the base power level? If it is a new unrelated stat does that mean a 371 power weapon with a low weapon potential rating has less possible power increase than a say 342 power weapon that has a high weapon potential rating? Please give us examples with actual numbers to compare.

Answer
Weapon Potential just refers to the stats distribution. For any weapon in the game, they actually have the potential to be maxed out. Every weapon now has the potential to reach a 380 stats rating. Note that maxing out does not mean reaching 80% on each stat: every weapon is created with a pool of stat points that have been distributed in the different stat buckets, and every weapon has the same potential maximum number of stats that can be distributed.

DISCLAIMER: The following images are NOT representative of the final UI / work for Itemization. They are meant to illustrate the different potential stat distributions of a maxed out weapon (the darker grey number).






Weapon Sharing


Question
Sorry if this has been asked, but with this itemization rework, will characters that can use the same weapon archetypes have a shared inventory to those weapons? So no more fancy lasgun that only my Psyker can enjoy, now my Veteran and Zealot can too? This has been one of my biggest gripes.

Answer
No, it will remain as it is today, where any item is unique to the character that has it.

However, we can say that we’re opening up more weapon families to be shared between all classes. It's still case by case, but for example, shotguns will be available for all classes.


Question
Given that blessings are currently shared across characters, it’d be a massive step back if progress was silo’d.

Answer
The Mastery / blessings unlocked are shared by account. However, any applied Expertise is at an item level and character level.

Essentially, if you have the Infantry Lasgun weapon family at 100% unlocked on Character 1, when you go to Character 2 and find a new Infantry Lasgun, you’ll have all the blessings unlocked on the new gun. But you’ll need to spend the materials to apply any Expertise changes on Character 2.


Alright, that answers the first batch of questions. We will answer more! If anything in this post is unclear, please let us know below. This will help us collect more feedback and ensure we answer them in our future posts.

Thank you!

Darktide x Fractal x Mionix Steam Swedish Midsummer Giveaway



Hey there Everyone,



To celebrate the Swedish Midsummer Steam Sale (15 July - 29 July), we’re partnering with Fractal and Mionix to give away a selection of prizes to some lucky players. Be one of the first to get these prizes to perfect your set up!

We’ll start with the prizes.

There will be 3 randomly selected winners who will win the following prizes (product pages listed below):

First Place.

  • 1x Fractal Refine Chair*
  • 1x Fractal North XL Computer Case
  • 1x Fractal Scrape Gaming Headset*
  • 1x Mionix Naos Pro Mouse
  • 1x Mionix Alioth MouseMat
  • 2100x Aquilas

Second Place.

  • 1x Fractal North XL Computer Case
  • 1x Fractal Scrape Gaming Headset*
  • 1x Mionix Naos Pro Mouse
  • 1x Mionix Alioth MouseMat
  • 2100x Aquilas

Third Place.

  • 1x Fractal Mood ITX Computer Case
  • 1x Mionix Naos Pro Mouse
  • 1x Mionix Alioth MouseMat
  • 2100x Aquilas
Then, 47 other randomly selected winners will be rewarded 2,100 Aquilas. Meaning there will be 50 total winners!

* These prizes will be released and shipped in late 2024.

Now, how to enter?

We’re keeping it simple. The giveaway is hosted on Gleam.io. You’ll be able to complete any of the following tasks, each worth 1x entry to the giveaway. Each player has the chance to earn 3x total entries: https://gleam.io/u9DxG/darktide-x-fractal-x-mionix-giveaway

  • 1x entry - Follow @Darktide40K on X (formerly Twitter)
  • 1x entry - Follow @fractalofficial on X
  • 1x entry - Follow @mionix on X
- You'll need to use the Gleam.io link in order to enter the giveaway.

Timeline

This giveaway is running at the same time as the Steam Midsummer Sale. Players will have from today (15 July) until end of day 29 July CEST to enter in this giveaway using Gleam.

We’ll use Gleam to select the winners on 30 July and announce the winners that same day! We’ll include instructions on how to claim your prize in the post.

Link to the Product Pages

  • Fractal Refine Chair:
https://www.fractal-design.com/products/chairs/refine/

  • Fractal North XL Computer Case:
https://www.fractal-design.com/products/cases/north/north-xl/chalk-white/
  • Fractal Mood ITX Computer Case:
https://www.fractal-design.com/products/cases/mood/mood/
  • Fractal Scrape Gaming Headset:
https://www.fractal-design.com/products/headsets/scape/scape/light/
  • Mionix Naos Pro Mouse:
https://mionix.net/products/naos-pro
  • Mionix Alioth MouseMat:
https://mionix.net/products/alioth

You can check out the sales for Darktide on Steam from 15-29 July: https://store.steampowered.com/app/1361210/Warhammer_40000_Darktide/

Darktide 101: Level Design and Cinematics - Dev Blog


Heyo Everyone,


Welcome to a series of dev blogs called Darktide 101. We’re interviewing different devs working on Darktide to share what it’s like to create the game. These dev blogs will include topics like level design and cinematics, voice acting and audio, and more (based on your suggestions)!

For today’s blog, we’re starting with level design and cinematics for Darktide. This is currently an introduction to these topics, because there is truly so much to talk about. If players are interested, we’d love to talk more about taking a mission to functional, adding in the art and audio cues, lighting and iteration, etc. Let us know!

Level Design



While creating a level in Darktide always follows a well established production process - a production blueprint if you will - each new level brings its own set of challenges and creative opportunities. We think of ways to innovate and improve within the experience players have come to expect, for the sake of consistency. You may also have noticed we sometimes make changes to previously released levels after looking at how players interact with them.

Before we begin laying the foundation for a level, we take a step back and define the backstory and narrative for a mission. We ask questions like: What kind of location was it before current-day events? Is there a specific reason for Chaos forces to be there now? What is the Warbands’ (or other parties..) interest in it? One typical question we always try to justify is: why couldn't Masozi simply fly us to the end of the level from the get-go?
After answering these questions, we begin with a paper design of the mission, known as the Mission Design Document (MDD). The MDD becomes the blueprint for the mission, outlining how we envision it playing out. It includes detailed descriptions of every part of the mission, ensuring everyone on the team has a clear idea of the mission's flow.

The MDD details:

  • The Plot: A short summary of the plot of the mission.
  • The Setting: A detailed description of which part of the Hive the mission takes place and the different areas we intend the players to go through.
  • Game Mechanics: The types of game mechanics we intend to use during the mission. Particularly how we envision the event in the mission to play and how we intend to challenge the players during the events.
  • Mission Areas: Descriptions of different areas within the mission, which we call “chunks.”
We use the term “chunks” to refer to different sections of a mission. Each chunk varies in gameplay to keep the experience fresh and engaging. A mission in Darktide is typically split into several chunks with distinct topologies that blend seamlessly together. (Note: Comparing each chunk to a battlefield in the tabletop form of Warhammer 40,000 is not a stretch.)

When thinking of a chunk, envision a maze, street, or open plaza within a level. Designing in chunks allows us to offer variety, opportunities, and challenges tailored to different player archetypes.
What makes a level fun depends on your playstyle, so we try to vary the gameplay spaces in a mission to give each playstyle its moment to shine and to provide interesting challenges. Since Darktide is primarily a co-op game, if you find yourself in a chunk that doesn't suit your playstyle, you’ll ideally have a teammate with a build that's better suited for that environment.

Once we're happy with the MDD and everyone on the team has signed off on the ideas based on their expertise, we start building the mission in the editor. It takes a group effort to create a mission, involving not just level designers but also environment artists, level artists, sound designers, gameplay coders, lighting artists, writers, and more. This is where the fun really begins!

Note: Below you’ll find some early design notes for different chunks within missions. As these are from initial planning, they may not represent the final versions of the levels you play today! But we thought they’d be interesting for players to see.


Chasm Logistratum - Chunk 2

Chasm Logistratum - Chunk 3

Chunk 1 - Relay Station TRS-150

Chunk 4 - Relay Station TRS-150

When we start building a level in our engine, we use very simple geometry, a phase commonly known as gray box, white box, or blockout. This approach allows for quick design iteration until we're satisfied with the experience. Building the base of a level is similar to traditional painting or sculpting – we begin with broad strokes and large shapes to get the scale right and do Warhammer 40,000 justice.

Once the blockout of the mission is in place and everything works as intended, we start playtesting. Initially, team members who are working on the mission test it. This helps us understand how the mission plays out and how the enemies behave. We often iterate a lot during this step, refining areas that don't play as intended. It's much easier and faster to make changes during the blockout phase than after adding the final art.

When we're happy with the basic layout, we add all the logic and smaller details to the mission. This includes pickup spawners, enemy spawners, and climb edges for enemy traversal. We also set up the logic for player characters, such as hang ledges, respawn locations, and health stations. Covers are added for both players and enemies to create engaging combat spaces. At this point, the mission should be fully playable from start to finish with all the necessary elements in place. We then playtest it with a larger group from the team, gather feedback, and iterate as much as possible.

The events in missions typically require the most time and iteration to perfect. These segments are complex because they must deliver both engaging combat encounters and clear narrative progression. Ensuring that players grasp the storyline amid intense combat is a significant challenge that demands the collective expertise of the entire team.

Moreover, these events are particularly challenging to block out successfully. They heavily rely on integrating various mission elements—such as art, lighting, effects, and voiceover—to effectively convey the unfolding narrative.

Chasm Logistratum Blockout

Chasm Logistratum Final

Relay Station TRS-150 Blockout

Relay Station TRS-150 Final

Excise Vault Spireside-13 Blockout

Excise Vault Spireside-13 Final

We take the events as far as we can during block out and pray to the game developer gods that it will all work out in the end, worst case we will have to go back to the drawing board and come up with some other solution, and sometimes this might force us into rethinking the narrative of the mission completely which is something we try to avoid as much as possible but it did happen a few times during the development of Darktide.

This is the end of Part 1 to Level Design for Darktide. We’d like to discuss it in more detail in another 101 dev blog! Let us know if you’re interested.

Cinematics



Hi everyone, I’m Tim. I worked with cinematics during the development of Darktide. I’m here to write a small rundown of how we make cinematics in Darktide!
Of course, every cutscene starts with a bunch of planning, but I’ll skip that part for the sake of brevity.

After planning, the first step we do in-engine is prototyping; we make a really ugly prototype to test out how things flow and if the script fits our planned shots. Once we have a prototype we feel okay with, we iterate on it. We add VFX, animations, character art, finetune the cameras and add audio (though not necessarily in that order).

Here’s an early prototype we made for the first cutscene in the Prologue (it’s very WIP to show you what the first iteration looks like for cinematics):

https://youtu.be/TOQM-bxNE_c

Since Darktide was still in the middle of being developed when creating this prototype, some things were gradually added as they were finished for other parts of the game. For example, we didn’t have the unit for the Poxburster until a bit further into production, so we used a WIP Poxwalker as a stand-in for this first prototype.

We use a visual programming system, called Flow, for most of the VFX and audio triggers. Essentially, we set up a sequence of animations and position keys, with some pretty simple scripting to trigger VFX and audio throughout a cutscene.

Here’s a quick example of what a part of the first cutscene in the prologue looks like within our editor (see the screenshot) as well as outside the editor (see the video). (Note: This prototype is without the VFX we added later).

First Cutscene in Prologue in our Flow Editor

https://youtu.be/CCuCTf6p4CY

This is the end of Part 1 to Cinematics for Darktide. We’d like to discuss more details about the planning that goes into cinematics, and / or to share more examples.



OK! That’s the end of our first Darktide 101 dev blog. Let us know what you think and if you’d like to see more behind the scenes stuff like this. We’d be happy to share other similar topics with everyone. If you have any further questions for the teams working on level design and cinematics regarding what it’s like to develop, let us know in the comments.

Until next time!

Summer Announcement




Hey there Devoted Rejects,



It’s that time of year again. During the month of July, a lot of people in Sweden take time off to enjoy the peak summer weather before it disappears. A lot of employees at Fatshark take this time, too.

While not everyone is going to be away, there will be less hotfixes during this time. The next hotfix is expected in the first full week of August.

We know communication from us has been a sore point for the community and we’re working on it. This isn’t going to be a period of silence. We are working through pages and pages of feedback from the Introduction to Itemization Rework dev blog. After talking more with the team, we hope to begin dropping at least a couple updates and responses to those questions in the form of additional news posts throughout July, with longer posts coming in August.

We are also working on a couple of dev blogs about creating Darktide and what it looks like from a game development perspective (think cinematics, voice overs and audio, etc.). These will be coming in July, as well.

Thank you again for the feedback recently and the opportunity to change the momentum. We’ll be talking soon.

P.S. In the meantime, have you listened to the newest Darktide OST?

Hotfix #43 (1.4.3) Patch Notes


Hey there Devoted Rejects,



Hotfix #43 (aka 1.4.3) is now live on Steam and it will shortly be live on our other platforms.

(Note: It takes a little bit of time after the release of the hotfix before the old servers are disconnected and players are migrated over to the new one.) 🙏


  • Reverted an issue that caused some players to experience crashes when entering the game.


Hotfix #42 (1.4.2) Patch Notes



Hey there Devoted Rejects,


Hotfix #42 (1.4.2) is out now on Steam and it will shortly be out on our other platforms.

(Note: It takes a little bit of time after the release of the hotfix before the old servers are disconnected and players are migrated over to the new one.) :pray:

Combat


Shooters


Reverting the following Shooter Changes from the 1.4.0 Patch:

  • Scab Shooters now have a tighter shot spread, making them more threatening at range. While they still have ranged damage falloff, they will be more consistent in how they hit players at range.
  • Additionally, Scab/Dreg shooters will now stay in cover longer (and remain exposed longer) with a reduced cooldown between sprays, making cover-taking enemies more of a threat but also enhancing the viability of player weapons that apply suppression.
Dev Note: We are pulling back a few of the Enemy changes from the Previous Patch, as they were a bit too oppressive.

General



  • Increased the range of what would be considered Close Range: 8m to 12.5m.
Dev Note: In Patch #13 (Class Rework), we changed Close Range from 15m to 8m, and in return increased the power of Blessings triggered only in Close Range e.g. Fire Frenzy and Deathspitter. We did this because we wanted to differentiate the Close Range Gunplay a bit more from the Far Range one. This was considered by many as a bug, though it was an intended change. However, we have re-evaluated that change, and while we after some extensive testing still believe 15m is a little too far, we think 12.5m is a justified increase. This will also increase the power of specific Talents tied to Close Damage such as Veteran’s ‘Close Quarters Killzone’ and Zealot’s ‘Anoint in Blood’ which we will monitor closely.

Weapons


Tigrus Mk XV Heavy Eviscerator

  • Bumped the speed for windup timings of Heavy 1 and Heavy 2 attacks:
    • Heavy 1 chained from base start or Light 4: 0.4 (unchanged)
    • Heavy 1 chained from Light 2 / Heavy 2 from 0.76 to 0.65
    • Heavy 2 chained from Light 1 / Heavy 1 from 0.85 to 0.65
    • Heavy 2 chained from Light 3 / push follow-up from 0.6 to 0.4.
Dev Note: The windup timing for Heavy attacks varied significantly depending on which attack they were chained from. The windup timings should now be more aligned with each other, and in general shorter to reward players accessing attacks further down the chain instead of resetting the combo.

Artemia Mk III Purgation Flamer

  • Bumped power distribution for primary and secondary direct fire:
    • Primary burst attack from (10,20) to (15,30)
    • Secondary continuous attack from (30,50) to (60,100)
Dev Note: Damage scales with distance and time inside the cloud. Burn damage and max stacks are unaffected by the change.

Ogryn Pickaxes

  • Normalised the attack ranges for all marks.
  • Slightly tuned the damage window timing for specific attacks to be more accurate with the attack animation.

Detailed Changes*



*Dev Note: You can view the exact number value changes at the bottom of these patch notes.

Branx Pickaxe

  • Slightly reduced reach for the Light 1 attack.
  • Improved reach for the Light 2, Light 3, Heavy 1 attacks.
  • Greatly improved reach for the Push follow-up attack.

Borovian Pickaxe

  • Improved reach of the Light 1, Light 2, Light 3 attacks.
  • Greatly improved reach for the Heavy 1, Heavy 2 attacks.

Karsolas Pickaxe

  • Improved reach of the Light 1, Light 2, Light 3, Light 4, Light special follow-up, Heavy special follow-up attacks.
  • Greatly improved reach for the Heavy 1, Heavy 2 attacks
Dev Note: The reach of the attacks for Ogryn Pickaxes differed significantly between marks or even different attacks in the same mark, and in several cases it was shorter than the attack range of other Ogryn weapons.

We performed a pass on all attacks, normalising the ranges and in general bumping up the values to make sure that these two-handed weapons always have the reach appropriate to their size.

We also fine-tuned the time windows where some specific attacks are active, to be more aligned to their attack animations.


Missions


Clandestium Gloriana

  • Fixed an issue with the valkyrie in the outro cutscene.
  • Did some various optimisations to assets.
  • Fixed an issue where players were unable to interact with pickups under a pile of snow.
  • Fixed some visual bugs during the horizontal shuttle ride.
  • Fixed an issue where deploying a med kit or ammo box would have it go through the floor of the horizontal shuttle.
Dev Note: However, there is still a known issue where it lands a bit further back than where you deployed it, so for now be careful to not deploy it too far back in the transport.

  • Fixed an issue with a small corner before the middle event where players would get instantly killed when standing there.
  • Side missions like grimoires and tomes should now count correctly.
  • Fixed a location where bots would often fall off the side of the map.
  • Fixed so enemies can now reach you inside the elevator.

Excise Vault Spireside-13

  • Fixed wall unit lacking collision allowing players to leave gameplay space.
Dev Note: We are aware that in bulk-lifter-32 some pick-ups cannot be collected, and one is floating. We will be addressing these in the next hotfix.

Enclavum Baross

  • Fixed an issue where some VO lines at the end of Enclavum Baross did not trigger at all.

Additional Fixes



  • Fixed an issue related to memory that caused stalls and crashes or disconnects for players (especially those playing with mods).
  • Fixed issue which caused penances tracking mission types not to progress.
Dev Note: Any missions that were completed during this time will not be added after this fix. We apologise for not catching this sooner.

  • Fixed an issue where the Torment blessing did not work on the Branx Pickaxe special poke attack.
  • Fixed an issue where “Crosshair Type” user settings didn’t revert when using the “Reset to Default Settings” button.
  • Fixed an issue where Force Staves incorrectly had their crosshairs overridden when using anything but the “Weapon Specific” option of “Crosshair Type”.
  • Fixed issue with candle flame blocking line of sight with the Magistratum Bolt Pistol (Blessed) skin. Candle flame effect disabled until we move the candle slightly, it will be reenabled in a later patch.
  • Fixed crash when trying to equip a trinket with the Magistratum Bolt Pistol (Blessed) skin equipped.
  • Fixed an issue which caused some players to need to reassign keybinds, or being unable to assign some keybinds at all.
  • Fixed an issue where heavy melee attacks would be cancelled to light attacks if an Ability was used during the windup of the attack.
Dev Note: This fix does reintroduce an issue where players cannot activate the Zealots ‘Chorus of Spiritual Fortitude’ or the Psykers Telekine Field/Dome’ Abilities while charging a heavy attack. We decided this was better than leaving this issue unaddressed. We will investigate potential solutions that address these issues without affecting other abilities.

  • Fixed the text for Psyker’s “Malefic Momentum” where it wasn’t localised.
  • Fixed missing pipes on Zealot’s headgear, Magistratum Scrivener’s helmet.
  • Fixed an issue where part of the mannequin was missing when viewing Magistratum Mk II Patrol Uniform.
  • Fixed an issue where the pipes on Scrutiniser’s Parade Dress were deformed for female characters.
  • Fixed additional clipping issues on the pipes for the Scrutiniser’s Parade Dress.
  • Fixed some visual issues with the Magistratum Mk II Patrol Uniform knee pad stretching when emoting.
  • Removed the glass material in the slit of the Magistratum Riot Shield skin.
Dev note: This is to fix an issue where several visual effects were not correctly rendered through the shield slit due to conflicting transparency with the glass material.

  • Fixed clipping issues with the glove on Scrutiniser’s Parade Dress.
  • Fixed clipping issues for the Baross Patrol Armour (XXXXL).
  • Fixed clipping issues for the Enforcer Patrol Helmet (XXXXL).
  • Fixed an issue where the Tome Xenos accessory did not properly align with the Magistratum Mk V Patrol Armour cosmetic.

Detailed Changes for Pickaxes (Numbers)


Branx Pickaxe

  • Light 1 range mod from 1.25 to 1.2
  • Light 1 damage window start from 12/30 to 10/30
  • Light 2 range mod from 1.25 to 1.55
  • Light 3 range mod from 1.25 to 1.35
  • Light 3 damage window end from 22/30 to 24/30
  • Heavy 1 range mod from 1.5 to 1.6
  • Push follow-up range mod from 2 to 2.5.

Borovian Pickaxe

  • Light 1 range mod from 1.25 to 1.45
  • Light 1 damage window start from 9/30 to 12/30
  • Light 1 damage window end from 15/30 to 16/30
  • Light 2 range mod from 1.25 to 1.45
  • Light 3 range mod from 1.25 to 1.5
  • Heavy 1 range mod from 1.25 to 1.6
  • Heavy 2 range mod from 1.25 to 1.4.

Karsolas Pickaxe

  • Light 1 range mod from 1.25 to 1.45
  • Light 1 damage window end from 15/30 to 16/30
  • Light 2 range mod from 1.25 to 1.4
  • Light 3 range mod from 1.25 to 1.38
  • Light 4 range mod from 1.25 to 1.45
  • Heavy 1 range mod from 1.25 to 1.6
  • Heavy 2 range mod from 1.25 to 1.67
  • Light special follow-up range mod from 1.25 to 1.35
  • Heavy special follow-up range mod from 1.3 to 1.5.