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

Warhammer 40,000: Darktide

Dev Blog: Hold Your Breath And Clear Your Mind

Devoted Rejects,



Last week we delved into the reinvention of the penance system. Today we’ll take a closer look with the devs that worked on some of the features that are coming with Path of Redemption: the Pox Gas condition, the Dreg Tox Bomber and the Personality Scourge. Without further ado, let’s start with the new condition!

Pox Gas




One interesting challenge we have in level design is to ensure that the content already released into the game not only feels fun to play, but most importantly feels relevant. After all, you are exploring a massive and sprawling Hive City, which is active and constantly changing. This is something we want our missions to reflect as much as possible.

With this in mind, the Pox Gas condition (together with the Dreg Tox Bomber) felt like a good fit, as it allows us to achieve a few things from a design standpoint:

  • It adds a new type of environmental hazard not seen before.
  • It changes the gameplay space players are used to traversing by blocking off shortcuts or popular camping spots.
  • It puts players under duress inside Pox Gas areas, fostering the need for quick thinking and coordination.
  • It gives players the ability to decide whether to push through the gas or wait it out in key locations.

To accomplish this, we started by hand-picking missions we believed would be good candidates for the condition, in order to provide a great first playthrough experience. We populated these missions with Pox Gas, and then proceeded with playtests and gathering feedback.

The core idea behind how Pox Gas would manifest itself in these selected missions was to have it appear on the “obvious” path, but also where players tended to linger during events. At first, Pox Gas was very much static with a set randomized seed upon starting a mission. Though this achieved much of what we set out to do, playtest feedback showed that it was a bit too static.

We iterated on the condition, giving it a more dynamic setup. We tuned it to ensure it would switch at regular intervals during gameplay, making it feel much less static. In addition, we added more to the initial design. For example,how it affects the gameplay space for players and enemies (the latter get a buff inside the swaths of gas).

A fun design challenge we had to wrestle with was – how can you tell where the gas will appear and when? What cues would we be giving players? To solve this challenge, we further tweaked the condition by:

  • Making Pox Gas appear/disappear in sequence with lower gas as a warning.
  • Populating any Pox Gas areas with Nurgle corals - as they are often seen on Nurgle miniatures in Warhammer: 40,000 - and have them “spew” it out.
  • Adding various sound cues to hint at affected areas and provide a warning to players.
  • Fading out the Pox Gas once it is done (and not just quickly fading in).

This leads us to where we are today and the current version of Pox Gas: a new dynamic challenge for some of our missions that is sure to change up how you play! We can’t wait to see how the most valiant of players will handle it.

I hope you’ve enjoyed this section of the dev blog!

Kristoffer, Senior Level Designer on Darktide

Dreg Tox Bomber




Keep your eyes peeled, Rejects. Reports of cult activity are on the rise. Whispers of Admonition echo in dark corners and empty vox channels. We've just lost three strike teams in the Hourglass. Comms were confusing, but we have reports of rolling clouds of noxious fog and, what's worse, they seem to have weaponized it. If you thought one of these nuts chucking incendiary bombs around was bad, wait till the Tox Gas chokes your lungs. I'd steer clear if I was you.

Following the theme of noxious fumes, the Drex Tox Bomber throws Blight Grenades that explode into a cloud of gas. These grenades cover a big area, limit visibility and the gas stays for a long time, but deals less damage less frequently compared to the Scab Bomber fire grenade. Players standing in the gas will lose Toughness and eventually gain Corruption, while their toughness regeneration will be severely limited. The gas also applies a buff on enemies which makes them tougher to kill and harder to cleave through.

Similarly to the Scab Bomber, it affects the gameplay by forcing players to move away from wherever the Blight Grenade lands and explodes. Additionally, it affects players visibility in order to create more chaos, but in a less kill-focused way (more of a nurgle-love kind of way) compared to the Scab Bomber. The Blight Grenade also bounces more than the Scab Bomber Fire Grenade, making it a bit more unpredictable. Since its effect is a bit more impactful than the Scab Bomber, it will not drop its grenade if killed/staggered during its throw animation, and the far throw animation is longer in time.

Daniel, Gameplay Programmer on Darktide

Personality Scourge




With the Personality Scourge we saw an opportunity to provide additional agency to players over their character customization. We noticed that changing personality (i.e. voice) and height was a common community request and the Barber-Chirurgeon Krall felt like a natural candidate to dispense additional character customization features.

To this end, Krall will establish a joint venture with Sefoni! This will let players head over to Krall, where he and Sefoni will set to work, remodeling whatever aspects of their minds or body that they would like to alter. Undergoing a Personality Scourge will give players the option to change all aspects of their operative from the character creator, except from class. Players will get to modify their background, body type, personality, and their name alongside all the elements available for change previously in the Barber-Chirurgeon. Players will be able to change their height both through the Personality Scourge and the regular appearance modification at the Barber-Chirurgeon.

Since this operation requires valuable Prismata Crystals, players won't be offered this service free of charge and will have to part with their hard earned Ordo Dockets. They will occasionally be joined by Krall and Sefoni via Comm-Link during the Ascension Riser mission to ensure the smooth interception of the consignment of crystals… Just don’t tell Morrow!

In other words, we wanted to expand the customization tools available to players beyond height and personality. In addition to these two elements, players will be able to change every element of their character’s backstory, their name, the full set of physical options including body type. As an example this means that if a player wants to swap the crime their reject is convicted for, they will also get to change and replace their prison suit.

Tim, Developer on Darktide
Ola, VO Designer on Darktide

Path of Redemption Update, Coming Late April 2024

Devoted Rejects,


Our first update for the year, Path of Redemption, will be released late April 2024.


This update will introduce a new version of the penance system, but it’ll also come with additional supporting content. Here is a list of what is coming to you in April:

  • A new free way to collect rewards: penance points will now count towards a progression track composed of 40+ tiers, allowing players to unlock earnable rewards.
  • A new home for penances in the Mourningstar: Hestia will be in charge of keeping a record of the rejects’ penances and will join the rest of the Mourningstar crew in voice-overs during missions.
  • 200+ new penances: a slew of new penances will be added to the game for players to complete. These will be divided into new categories.
  • 100+ new earnable rewards: these will include new insignias, portrait frames, emotes, poses, weapon trinkets, and cosmetics such as the loyalist Moebian 6th outfits.
  • New reward type - Titles: allowing players to brag about their most impressive achievements.
  • Improved penance UI and menu: allowing players to better track penances and progress toward rewards.
  • New puzzles, challenges, and collectibles: we are adding several puzzles across Tertium Hive for players to discover and solve.
  • New enemy: the Dreg Tox Bomber will join the ranks of the heretics, hurling Blight Grenades filled with toxic fumes.
  • New condition: Pox Gas will join the roster of conditions that can spread across Tertium. Recommendation: don’t breathe too deeply.
  • The Personality Scourge: players will have the option to change additional aspects of your operative (background, height, name, and voice) in exchange for ordo dockets.



Continue reading below for a deep dive into the reinvented penance system.


Let Thy Deeds Be Known



Hello everyone!

Today, you’ll have two writers for this dev blog: Björn - Team Lead in charge of coordinating efforts for the Path of Redemption Update, and Victor - Design Director on Darktide. In this blog, we’ll tell you more about the reinvention of the penance system, why we have chosen to focus our efforts on them, and what players can expect from this update. Let’s delve into it!

There was one main driver behind reimagining the whole penance system: giving players more agency in Darktide. We wanted to add fun and meaningful ways for players to earn more cosmetics, and give them new ways to challenge themselves. This update adds new and diversified goals to achieve, with a slew of rewards matching their investment in the game - whether they just started playing or are a returning player.

We looked at giving penance points a more center stage position and put them to good use. These points will now be counted on a progression track, the ‘Path of Redemption’ (cue title), which will allow players to unlock new rewards. For those of you who worry about your hard-earned penance points: fret not! They will remain untouched. We will be raising the ceiling of maximum penance points, and adding 40+ tiers of rewards in between. To make players’ life easier we’ve also added a section in the overlay during missions to track their penance progress (and yes, it will also track Sire Melk’s contracts).

The team spent a good amount of time designing new penances, more player-driven and less focused on the grind, making them more engaging. Penances will be divided into different categories: combat, mission, class, talent, and ability. We’ve also created penances tied to new puzzles, challenges, and collectibles that we have sprinkled throughout all missions for players to find.


As you saw in the announcement, we will be adding lots of new exciting rewards. In essence, you can expect rewards of every kind: frames, insignias, trinkets, emotes, end of round poses, character cosmetics, and weapon skins. Regarding cosmetics, we’ll be adding a full Moebian 6th set for players to unlock (pre-heresy of course, lest the Inquisition hunt you down), as well as the cosmetics worn by the four rejects on the official art of Darktide. One thing that is not mentioned in the announcement - and that we greedily kept here - is that we will also have new backpacks as rewards! All of these rewards can be unlocked either through the progress track, or through individual penances.

We will also be adding titles, a new type of reward, that will grant players the ability to show off their accomplishments. Titles will be visible to other players both in the Mourningstar and in missions, and will have a few variations in colors depending on rarity.

Now, where are players going to find penances in the Mourningstar? We’re giving them a prime location, straight across from Sire Melk’s Requisitorium. This corner of the ship will be managed by Hestia, who was hiding behind her lectern until now. She will be taking care of all players’ penances, and guide them on their ‘Path of Redemption’ (cue title, again) track. When interacting with Hestia, players will be able to access an overview of all the penances they have collected harkening back to sticker-book collecting. Players will also be able to check their penance progress, the penances they’re close to completing, and claim the penances they’ve completed.


We hope that you’ve enjoyed this dev blog and we look forward to hearing the stories our players will build around unlocking the craziest and most challenging of penances.

Björn and Victor, on behalf of the Warhammer 40,000: Darktide team.

Make sure to follow us on our social channels to get the latest news on this upcoming update.

Hotfix #35 (1.2.34)


Devoted Rejects,



Here are the patch notes for Hotfix #35, which is live on Steam and will shortly be live on our other platforms.
  • Fixed a crash that could occur when aiming the Psyker Blitzes “Brain Burst” or “Brain Rupture”.
Dev Note: This is partially reverting a fix from 1.2.33 that was intended to fix a crash that occurred when aiming a Stimm at a teammate at the same time as aiming the Zealot Abilities “Chastise the Wicked” or “Fury of the Faithful”. This crash is fixed, but has the known issue of not being able to target enemies by aiming “Chastise the Wicked”/“Fury of the Faithful” at one while aiming a Stimm at a teammate.
  • Fixed a crash which could happen if every player left the Mourningstar during the mission voting phase.
  • Fixed an issue where approaching wounded Poxwalker enemies would make their wounds visually disappear.
  • Fixed an issue where facial hair was incorrectly displayed when wearing the Zealot “Incantata Mk IVa Obedience Helm” head gear cosmetic.
  • Fixed typos in the descriptions of the “Bargus”, “Calumny Fall” cosmetic bundles and the “Shadow Sanctum Crusader Garb”, “Incantata Mk IVa Obedience Helm” cosmetics.

Hotfix #34 (1.2.33)



Devoted Rejects,


Here are the patch notes for Hotfix #34, which is live on Steam and will shortly be live on our other platforms.
  • Fixed an issue in the Warren 6-19 mission where the interaction prompt to start the final hacking event read “Press” instead of “Plant.”
  • Fixed a crash which could happen when rapidly switching weapons in the Loadout menus.
  • Fixed a crash which could happen when using the Zealot “Chastise the Wicked / Fury of the Faithful” ability while aiming a stimm syringe.
  • Fixed some stability issues related to running out of memory during loading.
  • Fixed an issue where the pauldrons of the “Moebian 135th Recon (Blackplate)” Ogryn upper body cosmetic could appear in the camera in first person view while holding specific weapons.
  • Fixed an issue where the pauldrons of the “Moebian 135th Recon (Blackplate)” Ogryn upper body cosmetic would appear in an incorrect position in Loadout menus.
  • Fixed an issue where the right arm vambrace of the “Shrine Keeper’s Shrift” Psyker upper body cosmetic was clipping with the tunic underneath.

Patch #17 Notes - Live now!


Devoted Rejects,


Here are the patch notes for Patch #17, which just went live on Steam and it will shortly be available on our other platforms.

New Additions


Power Sword Special Activation


We have added a second weapon special activation action in the attack chain of the power swords. This new activation allows the player to continue an attack chain if using the weapon special in the middle of one. This mid chain activation was added to allow for a more varied attack pattern even with frequent use of the weapon special.
  • Munitorum Mk III Power Sword
    • The new activation will chain into the second light or heavy attacks. These attacks are very similar to the first light and heavy, just mirrored.
  • Munitorum Mk VI Power Sword
    • The new activation will chain into the second light attack or a new heavy that mirrors the first heavy diagonally down attack.
Dev noteWe hope that these changes will make using the power swords to purge heretics from Atoma Prime a more enjoyable experience for you and a less so for the enemies of the Imperium. The emperor protects.

Spectating HUD


  • We have enabled more HUD elements to be shown when spectating a player while waiting for rescue. We hope that this will give players more awareness of what is happening with the team while they wait.

Auspex Scanner HUD


  • Added an icon for the Auspex scanner to the HUD on the bottom right of the screen, displayed only during scanning events. This should allow players to more easily see when they can equip the scanner during these events.



Subtitles

We are adding some improvements and fixes to our Subtitles system in this patch as follows:
  • Subtitles will now be prioritised by importance.
  • Two subtitles will now be displayed simultaneously. This can be turned off in Interface settings.
  • Player speaker indicators are now colour coded by their assigned Strike Team colour.
  • Speaker Indicator setting now functions as intended.

Bug Fixes and General Changes


Weapon Description


We added weapon descriptions to the weapon inspect menu. It gives a short in-world description of the weapon adding some extra context, lore and flavour.



Talents - Abilities, Blitzes, Keystones and Auras


General
  • Fixed so that shouts that target enemies require a direct line of sight to hit sleeping Daemonhosts. This affects both Veteran talent “Voice Of Command” and Ogryn talent “Loyal Protector”.
  • Fixed an issue where abilities such as Veteran talent “Voice Of Command” and Ogryn talent “Loyal Protector” did not apply aggro on the correct player when waking up a Daemonhost.
  • Fixed an issue where Damage would spillover even with Zealots “Bolstering Prayer” or Veterans “Voice of Command” Toughness Bonus Active.
  • Fixed an issue where projectiles could receive or trigger the buffs from the wielded weapon blessings in unintended ways.
Dev noteAll projectiles, including projectiles from weapons like Psyker Force Staves and Ogryn Rumbler or player blitz abilities like Psyker “Assail” or Zealot “Blades of Faith” etc, now will only receive the buffs that were active when the projectile was fired/thrown/spawned from the player and keeps those buffs during its trajectory. This for example means that the projectile will have the damage and power the player had when shooting it and they will not time out or be lost during the flight of the projectile.

Ogryn
  • Fixed an issue where the Ogryn talent “Pulverise” inflicted more Bleed stacks than expected to enemies hit at the very end of the charge.

Psyker
  • Slightly lowered the time of the damage animation of “Brain Burst" and “Brain Rupture”, and it should now scale properly with the Speed increases from “Kinetic Resonance” and “Empowered Psionics”.
  • Fixed an issue where the Psyker “Assail” Blitz did not recover charges up to the enhanced cap of 12 in the “Enhanced Blitz” Maelstrom mission modifier.

Veteran
  • Fixed an issue where ‘Get Back in the Fight!’ talent didn’t grant stun immunity on the attack that broke toughness.
  • Fixed issue where ‘Leave No One Behind’ talent didn’t properly grant faster Assists.
  • Fixed an issue with ‘Shock Trooper’ talent causing rapid fire weapons to consume ammo during Critical Strikes.
  • Fixed an issue where the “Always Prepared” talent caused animation issues when switching to a weapon that is mid-reload and you get ammo in the clip from the talent.
  • Fixed issue where Veteran base Aura “Scavenger” was stacking with the upgraded “Survivalist” Aura.
  • Fixed an issue with “Field Improvisation” Talent that would allow Ogryns to find “Big Friendly Rocks” in ammo crates. Additionally fixed an issue which prevented being able to pick up grenades from ammo crates affected by “Field Improvisation” when having a full ammo reserve, but not a full grenade reserve.’
  • Smoke Grenades should now stop enemies from shooting through the smoke instantly and prevent Scab Snipers from taking aim and shooting through the smoke.

Zealot
  • Fixed the action chaining to quick throw for the Zealot “Blades of Faith” blitz on some weapons.
Dev noteSome specific attacks, like the Turtolsky Mk VII Heavy Sword first light attack, could not be cancelled into “Blades of Faith“.

Weapons - Melee


General
  • Fixed an issue on several melee weapons where you would cancel push followup attack before it executed to completion if you also held the sprint button when starting the attack.

Foldable shovels - Sapper Shovel Mk II & Mk VII, Latrine Shovels Mk XIX & Mk V
  • Fixed incorrect action chaining from push with start attack from foldable Sapper Shovels (Mk II & Mk VII) and foldable Latrine Shovels (Mk XIX & Mk V) when the shovel is folded.

Standard-issue Munitorum Sapper Shovel
  • Increased time it takes to unwield the weapon after using weapon special, to potentially prevent exploits of very high attack speeds with weapon special.

Thunder Hammers
  • Fixed an issue where the activated special attacks from Thunder Hammers could interact with barrels, effectively “hitting” them and wasting the attack.

Chain Weapons
  • Fixed a crash that could happen when sawing enemies with chain weapons activated special attacks.

Power Mauls
  • Fixed an issue where the Indignatus Mk IVe Crusher and Achlys Mk I Power Maul weapon special attack explosion could appear as delayed.

Deimos Mk IV Blaze Force Sword
  • Fixed an issue where Heavy Attacks were not displayed as Strikedown in the Inspect menu.

Catachan Mk III & Mk VI Combat Blades
  • Fixed an issue where the combat knife had a chain time that allowed you to cancel weapon special attack into light attack before the damage window was triggered. Aligned Mk III and Mk VI chain times:
    • Mk VI Block From 0.32s to 0.3s and Heavy from 0.7s to 0.6s
    • Mk III Light from 0.2s to 0.32s.

Weapons - Ranged


General
  • Fixed an issue where shoot actions were immediately aborted after shooting the last shot on single fire weapons.
  • Fixed an issue causing Flamers and projectiles from Force Staves to trigger hit markers when attacking exploded explosive barrels.
  • Fixed an issue where the “no ammo” sounds wouldn’t play if all ammo in both the weapon clip and reserve was depleted and trying to shoot.
  • Fixed an issue where the detailed damage numbers for the secondary action attacks were not displayed for some ranged weapons in the weapon Inspect menu.

M35 Magnacore Mk II Plasma Gun
  • Mitigated the issue of invisible and inaudible Plasma Gun shots.
Dev noteWe fixed an issue that made the chance of triggering invisible/inaudible shots very likely for the plasma gun. The issue may still be reproduced when playing with a bad or unstable connection to the server but should be much less likely to happen now.

Shotguns and Ripperguns
  • Fixed an issue where no ammo would be consumed when shooting a Combat Shotgun or Rippergun if swapping to another weapon the same frame damage was applied.
  • Fixed an issue where Combat Shotguns and Ripperguns would play FX but not shoot when starting to sprint the frame after starting a shot.
  • Added detailed damage numbers for Combat Shotguns weapon special shell attacks in the weapon Inspect menu.

Ripperguns
  • Increased default damage modifier vs Carapace armour 0.01 to 0.05 to align and make it consistent between Rippergun Marks and hip/braced shooting.

Kantrael Mk X Heavy Laspistol
  • Fixed a bug where Kantrael Mk X Heavy Laspistol could be fired slightly faster in ADS than from hip due to total time being incorrect in the ADS shoot action. Total Time is now the same on both hip and ADS shots.

Rifthaven Mk II Purgatus Force Staff
  • Fixed an issue where the weapon special attacks could be cancelled before they could do any damage if spamming the special attack.

Weapon Blessings


  • Fixed an issue where the effects of “Scattershot” could trigger upon hitting a single enemy.
Dev noteThis could happen when a shot was blocked by a Bulwark shield if other enemies were standing right behind it.
  • Fixed an issue where “Blaze Away” would incorrectly reset on Lorenz Mk V Kickback and Lorenz Mk VI Rumbler when going into ADS or when shooting multiple shots with the “Lucky Bullet” talent.
  • Fixed an issue where “Brutal Momentum” was kept active while wielding a range weapon.
Dev noteThe effect of the blessing would be applied to the melee attacks available on ranged weapons, like bashes or bayonet stabs.

Combat


  • Fixed an issue where the Celerity Stimm increased the charge time of attacks and abilities instead of reducing it.
  • Fixed an issue where players could enter an incorrect state when being stunned while using the auspex scanner in a scanning event.
  • Fixed an issue that made it possible to throw luggables and grenades through walls and floors if standing close to them.
  • Added a unique sound event for when players absorb fire/burn damage with toughness.
  • Fixed a case where the backstab sound could trigger for enemies that were in front of the player.

Enemies


  • Removed push force applied from shots by Scab/Dreg Shooters and Scab/Dreg Gunners.
  • Fixed an issue where the Bulwark shield would not properly be disabled when light or medium staggering forward.
Dev noteThis change will mean that the Bulwark will be easier to damage when it is staggering forward.
  • Fixed an issue where the shield explosion from Scab Captains didn’t abort “sticky” weapon special attacks from Chain and Force Weapons.
  • Fixed cases where the Scab Trapper could shoot through fences / grates or other transparent barriers.
  • Fixed an issue where kills from a Poxbursters explosion did not contribute to the player killing the Poxburster.
  • Changed the number of players the Daemonhost kills before leaving to 1 across all difficulties.
Dev NoteThis change is to address the frustration of teammates waking up Daemonhosts, also causing innocent players to die from it.
  • Changed so Scab Trapper aborts their shoot net sound and plays a stop sound if interrupted while shooting, to better interface that you successfully triggered its shooting cooldown.


Missions


  • Consignment Yard HL-17-36
    • Fixed locations where enemies could clip through the end event turrets.
    • Extended a hang ledge at the end event that previously could cause players to fall down.
  • Warren 6-19
    • Fixed an issue where enemies would take position on the upper floor of the end event and get an unfair advantage during the scanning segment.
    • Fixed an issue where the final interact point in the mid event would remain on screen after interacting.
    • Fixed an issue where enemies could not use the doors in the mid event.
    • Fixed an issue where the respawn was located above the ground.
    • Fixed a bug where the final tank objective could become indestructible.
  • Refinery Delta-7
    • Added a hang ledge in a spot where it was previously missing.
    • Fixed location where snipers could shoot through the floor.
  • Moved respawn beacon in Hab Dreyko to prevent players from teleporting too far before the mid event.
  • Visual enhancements to some areas in Ragtown Bazaar.
  • Added blockers to prevent players from going out of bounds in Smelter Complex HL-17-36.
  • The end event in Relay Station TRS-150 was reworked: changed music during the event and added music during the satellite part while also tweaking the event sounds.
  • Fixed visible wall gaps in Power Matrix HL-17-36.
  • Fixed visible wall gaps in Enclavum Baross.
  • Fixed visible wall gaps in Chasm Logistratum.

HUD/UI


Missions
  • Fixed so that the frame glow of the combat ability HUD icon is active if you have at least one charge and are recharging multiple charges.
  • Fixed so that if a player is looking at an item and has the interaction HUD open for interacting with it, pressing the tag button will now tag that item.
  • Fixed an issue where the interaction UI could briefly be seen moving over the screen when picking up pickups.
  • Fixed an issue where duplicate “Tag” prompts could be shown when standing close to a pickup that couldn’t be picked up.
  • Fixed an issue where players joining an ongoing mission would get an unintended player colour.

Mourningstar
  • Mourningstar interaction points should now be easier to detect.
  • Fix for issue with previews not updating when selecting colours in the character appearance options.
  • Commodore’s Vesture purchases now get a new item marker in the inventory when acquired.
  • Fixed an issue where the prerequisites for completing “Vantage Point”, “Praise the God-Emperor!”, “Touch the Void”, and “Beat-'em-Up” were sorted differently in each Penance.
  • Small UI tweaks and fixes to better fit multiple languages.

VO and Audio

  • Music for ambush hordes have been re-added after receiving community feedback.
  • Improved the audio mix of the game to mitigate the issue of missing or barely audible enemy sound cues.
Dev noteWe did a balance pass on the audio mix of the game, giving more priority to sound cues from dangerous enemies to make sure they are played at an appropriate volume when close to players (e.g. Poxbursters).
  • Fixed an issue where enemies playing a dialogue could fail to trigger sound effects for their other actions.
Dev NoteThis issue would cause enemies to be silent when playing important interfacing sounds (like Scab Trapper footsteps, Scab Bomber pin pulling, etc.) which contributed to the feeling that specialist enemies sometimes were silent.
  • Added alerted voice for the Dreg Rager being alerted.
  • Fixed health station tutorial VO in the Psykhanium Tutorials.
  • Made the Scab Shotgunner and the Scab Trapper a little more vocal.
  • Ensured the latest chain weapons can trigger the Agitator chain weapon kill spree lines.
  • Added Scrier’s Gaze VO for female Savant.
  • Added some new announcements in the Mourningstar.
  • Sefoni will now gossip to rejects in the Meat Grinder.
  • Added minor visual/audio changes to Mutants spawned by “Waves of Mutants” mutator.

Cosmetics


  • Changed the chest bag to be less flat on the Veteran “Krieg Greatcoat MkI” upper body cosmetic.
  • The Psyker “Honourum Mk XII Rebreather with Psykana Collar” headgear should now properly display longer hairstyles.
  • Fixed clipping issues with the following Ogryn lower body cosmetics:
    • “Recon Fatigues (Frostrime, XXXXL)”
    • “Fatigues (Brute-Sized, Bleaklands Camo)”
    • “Padded Brute Fatigues (Model IV, XXXXL)”
    • “Convict Garb (Misplaced Faith, XXXXL)”
    • “Reinforced Fatigues (Sun Scorch Camo)”
    • “Bulwark Trousers (Brute-Sized) and Armoured Boots (Montar Camo)”.
  • Fixed an issue where the Zealot Miser’s Cage head cosmetic would incorrectly remove hairstyles.
  • Fixed an issue where the Zealot Miser’s Cage head cosmetic would incorrectly remove hairstyles.
  • Updated the description of the Psyker “Deimos MK VID Rebreather” head cosmetic to have correct references.

Other Fixes and Tweaks


  • Fixed a crash which could happen if a player joined a mission in the exact moment the mission was transitioning from the lobby phase to the Valkyrie loading phase.
  • Fixed a crash which could happen when accessing the Shrine of the Omnissiah in the Mourningstar.
  • Fixed a crash that could occur during level up if the gamepad disconnected during the process.
  • Fixed an issue where some Penances could be completed at a difficulty lower than intended and stated (e.g. Penance missions played on Malice being completed on Heresy).

Hotfix #31



Devoted Rejects,


Here are the patch notes for hotfix #31, which just went live on Steam and will shortly be live on our other platforms.
  • Fixed an issue where the Block Player functionality could incorrectly appear as not available in the Social menu.
Dev Note: Some players experienced an issue where the “Block player” button was greyed out meaning they couldn’t block any more players, even if their Blocked Players list was not full.
  • Fixed a rare crash which could happen when a Med Stimm was applied in the exact frame a player died.
  • Fixed a crash which could happen on PC platforms when trying to mute/unmute the game in the background if the user settings weren't available yet.
  • Fixed clipping issues for Zealot "Devoted Chem-safe Rebreather" head gear when having specific hair styles equipped.
  • Fixed clipping issues for Psyker "Chem-safe Rebreather with Psykana Collar" head gear when having specific hair styles equipped.
  • Fixed an issue where hair would be incorrectly removed when wearing the Ogryn "Scavenger's Goggles" headgear.
  • Fixed an issue where the pauldrons for the Veteran "Savlar Chem-safe Fatigues", Zealot "Savlar Chem-safe Devoted Fatigues" and Psyker "Savlar Chem-safe Fatigues and Psykana Collar" upper body items would sit in an incorrect position on female characters.
  • Fixed a clipping issue between the Veteran "Hostile Environment Field Kit (Ice Mourn)" upper body and "Militarum Field Fatigues (Gerdarn Pattern)" lower body cosmetics.

Hotfix #30



Devoted Rejects,


Happy 2024!



We are currently gearing up for the coming year, and kicking things off with Hotfix #30.

Please find the notes below:
  • Fixed a crash which could happen when trying to display information of a player which was still entering the Mourningstar.
  • Fixed an issue where enemies that weren't aimed at could be hit by fully automatic weapons while aiming down sights and using a gamepad.
  • Fixed an issue where the Agripinaa Mk XIV Quickdraw Stub Revolver did not display any information under the "Reload Speed" stat when inspecting the weapon.
Dev note: The issue was only affecting the UI; the Reload Speed was correctly modified by the stat.
  • Fixed an issue where Poxbursters could fail to be staggered by a Psyker Force Sword push-attack if hit at the very outer edge of the attack effective range.
  • Fixed an issue where hair was incorrectly removed when equipping the Psyker "Deimos MK VIA Rebreather" and "Deimos MK VId Rebreather" head gear cosmetics.
  • Fixed an issue where music failed to play during the Monstrosity attack in the end event of the Consignment Yard HL-17-36 mission.
  • Fixed various uncommon crashes.

Darktide is in the 2023 Steam Awards - cast your vote!



Devoted Rejects!

Thank you for your nomination in the Best Soundtrack Better With Friends category for the 2023 Steam Awards!

We’ve made it to the final stage - let’s go all the way so we can all bask in the Emperor's divine light.





The Emperor Protects


Hotfix #29 (1.2.22)



Devoted Rejects, 



Here are the patch notes for 1.2.22, which just went live on Steam and will shortly be live on our other platforms. 

Fixes


  • Fixed an issue where players could remain soft-locked at the end elevator of the Orthus Offensive mission when dealing too much damage to the Karnak Twins in the double ambush encounter.
  • Fixed an issue where ongoing chain weapons special sawing attacks were not interrupted if a stealth ability was activated (e.g. Veteran "Infiltrate" or Zealot "Shroudfield").
  • Fixed an issue where the animation for ongoing chain weapons special sawing attacks would incorrectly appear as being interrupted if activating some abilities (e.g. Veteran "Voice of Command" or Psyker "Venting Shriek").
  • Fixed an issue where no HUD icon would be displayed for the Zealot talent "Duellist".
  • Fixed an issue where the text in the prompt to start Interrogator hacking events could overflow outside of the intended UI.
  • Fixed an issue where multiple pocketable items would combine with each other upon being dropped on the death of the player who was carrying them.
  • Fixed an issue where the number of completed Penances shown in the Penances Summary menu was lower than intended.
  • Fixed an issue where multiple voice lines could be played at the same time upon returning to the Mourningstar after successfully completing the Orthus Offensive special assignment.
  • Fixed an issue where an incorrect voiceline could be played during the mission briefing sequence for the Warren 6-19 mission.
  • Fixed an issue where the Psyker headgear "Witchshroud" cosmetic item was displaying an incorrect Obtain Source information.
  • Fixed an issue where multiple horde and roamer enemy sound effects could be triggered at the same time.
  • Fixed an issue where defeating Karnak Twins was displayed as a required condition to unlock Penances not related to the Orthus Offensive.
  • Fixed an issue where the eyes of the player characters could incorrectly appear at a lower level of detail in the mission ready screen.
  • Tweaked bots to prioritise reviving downed players over other actions.
  • Fixed an issue where the Zola's voiceover related to the Orthus Offensive could be triggered incorrectly when accessing the Mourningstar.
  • Removed Horde type music from ambush events.
  • Fixed an issue where the gas cloud released by the Karnak Twins when escaping did not disappear after some time.Dev Note: Farting and darting should now be nerfed /s.
  • Fixed an issue that prevented Zealot Shroudfield combat ability from entering cooldown when sprinting and activating the ability at the same time.
  • Fixed an issue where Zealot headgear “Suppliant’s Hood” would clip with some beard styles.
  • Fixed an issue where the voice filter effects from head gear cosmetics were not applied to some class ability voicelines.

Hotfix 1.2.22



Devoted Rejects, 



Here are the patch notes for 1.2.22, which just went live on Steam and will shortly be live on our other platforms. 

Fixes


  • Fixed an issue where players could remain soft-locked at the end elevator of the Orthus Offensive mission when dealing too much damage to the Karnak Twins in the double ambush encounter.
  • Fixed an issue where ongoing chain weapons special sawing attacks were not interrupted if a stealth ability was activated (e.g. Veteran "Infiltrate" or Zealot "Shroudfield").
  • Fixed an issue where the animation for ongoing chain weapons special sawing attacks would incorrectly appear as being interrupted if activating some abilities (e.g. Veteran "Voice of Command" or Psyker "Venting Shriek").
  • Fixed an issue where no HUD icon would be displayed for the Zealot talent "Duellist".
  • Fixed an issue where the text in the prompt to start Interrogator hacking events could overflow outside of the intended UI.
  • Fixed an issue where multiple pocketable items would combine with each other upon being dropped on the death of the player who was carrying them.
  • Fixed an issue where the number of completed Penances shown in the Penances Summary menu was lower than intended.
  • Fixed an issue where multiple voice lines could be played at the same time upon returning to the Mourningstar after successfully completing the Orthus Offensive special assignment.
  • Fixed an issue where an incorrect voiceline could be played during the mission briefing sequence for the Warren 6-19 mission.
  • Fixed an issue where the Psyker headgear "Witchshroud" cosmetic item was displaying an incorrect Obtain Source information.
  • Fixed an issue where multiple horde and roamer enemy sound effects could be triggered at the same time.
  • Fixed an issue where defeating Karnak Twins was displayed as a required condition to unlock Penances not related to the Orthus Offensive.
  • Fixed an issue where the eyes of the player characters could incorrectly appear at a lower level of detail in the mission ready screen.
  • Tweaked bots to prioritise reviving downed players over other actions.
  • Fixed an issue where the Zola's voiceover related to the Orthus Offensive could be triggered incorrectly when accessing the Mourningstar.
  • Removed Horde type music from ambush events.
  • Fixed an issue where the gas cloud released by the Karnak Twins when escaping did not disappear after some time.Dev Note: Farting and darting should now be nerfed /s.
  • Fixed an issue that prevented Zealot Shroudfield combat ability from entering cooldown when sprinting and activating the ability at the same time.
  • Fixed an issue where Zealot headgear “Suppliant’s Hood” would clip with some beard styles.
  • Fixed an issue where the voice filter effects from head gear cosmetics were not applied to some class ability voicelines.