Warhammer 40,000: Darktide cover
Warhammer 40,000: Darktide screenshot
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Genre: Shooter, Adventure, Indie

Warhammer 40,000: Darktide

Dev Blog: Into the Maelstrom

Devoted Rejects,



In this dev blog we are going to dive into three topics and upcoming changes that we will be making to them. The three topics are the Mission Board, Crafting, and Currencies/Resources within Darktide.

All the changes that we will be discussing in this dev blog have been in development, and are being prepared to launch in Patch #12 (1.1.20). These changes mark the next step in our support to the game, we will keep on monitoring feedback and evaluate future changes.

For clarity, these changes are not the only changes currently in development and being worked on by the team. We’re also still hard at work on Darktide for Xbox!

Mission Board


We’re making some key changes to how the mission board generates its missions, while also expanding upon the available content. We are going to cover the details further into the dev blog, but for those of you who want a high level summary here are the changes that will be made:

Maelstrom Missions


We will be introducing Maelstrom missions, which are a set of new Conditions with a mixture of new modifiers and existing ones in many different variations. Most of them will be explained through a string of modifiers. For example: waves of Specialists, hunting grounds, waves of mutants and players have 20% reduced ability cooldown.

These Maelstrom missions should be approached with caution as some of them can be quite challenging! As a reward for completing these challenges, both XP and Ordo Dockets will have a higher payout than usual. They will be accessible through a unique slot on the mission board, which is available at all times so that they are easy to find and try out.

Auric-level Operations




We are introducing an additional mission board for players that will consist of a set of high difficulty missions that will always have a condition applied to them. You must be level 30 to play these missions (sidenote: the numbers of missions available for Auric-level operations in the above screenshot could be subject to change). This board will also sport Maelstrom missions, a few of them will have unique conditions variations that are inherent to the Auric-level board.

With the changes we made to the dynamic system we have made the Auric-level operations favour High Intensity conditions, there will be no Low Intensity conditions active in these missions.

Quickplay Bonuses




We are adding bonuses through use of Quickplay as we want to ensure that you are rewarded, should you choose to lend a helping hand by filling an empty spot in a strike team.

Experience, Ordo Dockets, Diamantine, and Plasteel will be bonuses upon receiving these rewards when a mission concludes (sidenote: quickplay bonuses numbers displayed in the screenshot could be subject to change by the time we deploy this patch).

Matchmaking & Server Selection


For further flexibility with the matchmaking system we have added the ability to set the servers used to matchmake with. Darktide has always used the best latency servers you can connect to for matchmaking, however we realise that some players in the world may need to connect to different servers in order to find a larger pool of players. In addition, we regularly review and update matchmaking rules to provide an improved matchmaking experience.

Changing the servers can have an effect on the gameplay experience through the added latency, and we’ll present the latency values in the server selection so that you can be aware of them.

Changes to the dynamic system of the Mission Board


The mission board on the Mourningstar shows the emergent threats throughout Tertium Hive. Functionally these threats are uncovered by the board through use of two systems, a dynamic system and an event driven system. The dynamic system generates content based upon a set of rules, meanwhile the event system acts as an overriding system that will then substitute its ruleset over the dynamic one.

We have made several changes and added functionality to the dynamic system to give much more refined controls over the content generation. The dynamic system refreshes far more frequently (approximately every 10 minutes) and we can now set an individual weighting to each condition per difficulty level.

For you the players, this will mean a more varied amount of conditions available across the mission board. There is also now control for us to weigh certain conditions for certain difficulties differently. As an example, you will see much less frequent occurrences of Low Intensity conditions on Damnation, while lower difficulties like Uprising will have less frequent occurrences of High Intensity conditions. The intent is for new players to have a smoother experience at the start while also providing a challenge to advanced players with harder conditions.

Our aim in these changes is to refine the emergence aspect of the mission board with further variety and the ability to adjust the board as needed.

Crafting


Let’s now talk about crafting, and some of the upcoming changes you can expect. Item Refinement, or previously known as Perk re-rolling is the main focus of our changes.

Ability to select the exact Perk when refining an item




You can now select the exact perk at any tier that you wish for an item (weapon or curio). There is one direct cost to be made for each refine action. This cost will remain flat throughout refining and will be reduced for lower level characters

As with the other actions at the Shrine, the amount of required resources will scale both depending on the base item rating of the weapon and on the tier of perk being selected to refine into.

Two Modifications for items



You can now modify two different aspects of your weapon (be it perks and/or blessings) locking out the other options, that being said, you’ll be able to change the two aspects you have selected as many times as you want. This means that you can choose to modify a perk and a blessing, or two perks, or two blessings. This increases the potential permutations of the item that you want to modify. The perks or blessings that you have chosen to modify will be indicated now in the item card.

Change to Curios



We have extended the ability to make two modifications to Curios, specifically you will be able to modify two Perks.

We are aware that the changes mentioned above do not give unrestricted freedom to all aspects of an item. To do so would have a big impact on item acquisition in Darktide, and we want to explore different paths further down the line.

Currencies & Wallets


And for the final chapter in this dev blog, we’d like to discuss the changes we will be making to the currencies & resources in Darktide.
In short, all character bound currencies are moving towards an account bound wallet where access is shared across all characters.

Migration of currencies


After careful consideration and review of how these systems are working and what value that you the players receive out of them, we decided to opt for moving everything to a single unified account wallet. Now you can choose any character you have created and with the currencies you get as rewards, you can now choose how to spend those freely.

With the next patch, after you login to Darktide you will go through an automatic migration process where the character wallets of Ordo Dockets, Ordo Ingots, Plasteel, and Diamantine will merge into one unified account wallet. These currencies will no longer have any character based wallet anymore.

An explanation of this process will be presented at the Main Menu / Character Selection screen, as well as a “Receipt” detailing the balance of the wallets for your characters and the total merged result for the account.

Additionally, the Account Wallet will now be displayed on this menu and show all the aforementioned currencies & resources as they are now shared.


The next Patch #12 - Into the Maelstrom (1.1.20)



All of the above changes are being prepared for our next patch to Darktide, which will release around mid-August. As part of this patch there will be a maintenance period in which you will be unable to log in into the game, we expect it to last 3 hours.

We will continue to iterate on these features and more, in part through community driven discussions and topics that are presented to us by sharing your thoughts and comments on both our Official Discord or Forums.

Thank you for reading, and watch each other's backs down there on Tertium.

Community Comm-Link 27th July 2023



Rejects,


This is Catfish, Darktide Community Manager, here with another comm-link update.

The comms team is back from its break and so are comm-links! Due to the summer hiatus, this edition will be shorter than usual. We will also have a slower pace of Comm-links for the foreseeable future, to make way for more varied types of comms, such as dev blogs.

Here is what you can expect for the coming weeks on Darktide:

  • On August 3rd, we will publish a Dev Blog focusing on upcoming changes in Patch #12 (1.1.20), giving you an in-depth look at our plans for account based currencies, perk refinements, adjustments to crafting locks and options on the mission board.
  • In the first half of August we will be releasing Patch #12 alongside its patchnotes.

See you next week for the Dev Blog!

Hotfix 1.1.12



Rejects!



Here are the notes for Hotfix 1.1.12 that just went live on Steam and will be out shortly on the Microsoft Store.

Hotfix 1.1.12


  • Fixed a crash that could sometimes occur when launching the game.
  • Fix for Bulwarks not staggering correctly if shot while opening their shield.
  • Shredder Autopistol (Shrineguard Cerulean) from Commodore's Vestures now has correct colour.

Hotfix 1.1.11



Rejects!



Here are the notes for Hotfix 1.1.11 that just went live on Steam and will be out shortly on the Microsoft Store.


  • Fixed a crash that could occur when using a Flamer with the Showstopper Blessing.
  • Fix for a crash that could occur when using Chastise the Wicked rapidly twice in a row.
  • Fix for the Elite Resistance Condition giving wrong rewards on some difficulties.
  • Fix for long load times for users with very large inventories.
  • Fix for valid set of Japanese characters not being approved during Fatshark Account renaming.
  • Fix for a crash that could occur when inspecting the Chem-Safe Rebreather with Goggles.
  • Fix for horde numbers being fewer than intended.
  • Fix for the item rating level numbers missing from the Armoury Exchange and Sire Melk's Requisitorium.

Patch #11


Rejects,



Here are the patch notes for patch #11 that just went live on Steam, and will be available shortly on the Microsoft Store!

New Feature: CrossPlay


With this update Darktide introduces Cross Play between Steam and MS Store! We will rollout CrossPlay soon after the update goes Live, and closely monitor our servers for a couple of days. If we detect any needed improvements, we may disable it temporarily to further work on it. Please find more details in our CrossPlay FAQ

New Condition: Elite Resistance


With Elite Resistance, fewer but stronger enemies are spawned. It also changes Specialists' spawns to be more opportunistic and makes hordes more dangerous on the few occasions they spawn. All of these changes create a very different gameplay loop that is more slow and tactical but very punishing if players make mistakes.

Updated mission: Enclavum Baross


The enemy has fortified the end of Enclavum Baross in hopes of providing more of a challenge. Not to worry, Morrow has sent Masozi to provide some much-needed backup.

  • Enemies now come from new directions and are more varied.
  • Cover positions have been changed.
  • Added more environmental storytelling.

Blessing Changes:


We have done an overhaul for how the following blessings trigger in-game. Previously, we have triggered stacks for these based on a set amount of shots fired, causing problems for weapons with heavy variations in clip size. We have changed this to an x% of total magazine size fired instead, ensuring that no matter what weapon variant or ammo stat you have, you’ll always be able to reach the 5th stack. You can find these new intervals below.

Blaze Away

  • Triggers every 10% of magazine spent during continuous fire.

Cavalcade

  • Triggers every 10% of magazine spent during continuous fire.
  • Adjusted values:

    • Tier 1: +2% Critical Chance, stacking 5 times (up from 1%)
    • Tier 2: +3% Critical Chance, stacking 5 times (up from 2%)
    • Tier 3: +4% Critical Chance, stacking 5 times (up from 3%)
    • Tier 4: +5% Critical Chance, stacking 5 times (up from 4%).

Ceaseless Barrage

  • Triggers every 2.5% of magazine spent during continuous fire.
  • Adjusted values:

    • +10% Increased Suppression, stacking 5 times (up from 2%).

Inspiring Barrage

  • Changed bonus from adding Toughness Regeneration to adding a set amount of Toughness Replenished, similarly to melee kills.
  • Triggers every 15% of magazine spent during continuous fire.
  • Adjusted values:

    • Tier 4: +4% Toughness Regained, stacking 5 times.

Roaring Advance

  • Triggers every 5% of magazine spent during continuous fire.
  • Now only affects movement while braced, with increased movement speed to compensate.
  • Adjusted values:

    • Tier 1: +18% Movement Speed, stacking 5 times
    • Tier 2: +20% Movement Speed, stacking 5 times
    • Tier 3: +22% Movement Speed, stacking 5 times
    • Tier 4: +24% Movement Speed, stacking 5 times


Weapon Tweaks:


Recon lasguns

  • Increased base damage ranges from 30-54 to 40-64*.

Ogryn slab shield
Dev Note: “The Slab Shield gets a touch-up on the numbers side this patch, pending a more involved rework. There is an ongoing effort to bring a wider range of playstyles into a more relevant position within the meta, where the tankiness and control that personifies the shield is in focus. We wanted to bring the Slab shield up in effectiveness in the meantime with some proper increases in damage output. We’ll return in the future with wider changes that should make the weapon special more interesting and make tanking for your team more appreciated.”

  • Cleaned up some stagger override directions to make enemy control a bit more predictable.
  • Push follow-up attack:

    • Changed hit zone priority to favor headshots while also increasing base finesse damage bonus from +25% to +50%*
    • Increased damage base range from 100-180 to 150-270.*
  • Heavy attacks:

    • Increased heavy attack base damage range from 100-180 to 150-270*
    • Increased cleave damage and ensure damage falloff never goes to 0 (now does 15-27 damage minimum against all targets hit)*.
  • First 2 light attacks:

    • Increased first target damage ranges from 75-95 to 80-144*
    • Increased stagger Impact vs cleaved targets 2 to 4 by about +20% to toss the hordes around some more*
    • Increased cleave damage and ensure damage falloff never goes to 0 (now does 15-27 damage minimum against all targets hit)*.

Stub Revolver

  • Increased base Maniac damage on close-far from 75%-50% to 100%-80%.
  • Increased base damage range from 200-360 to 250-450*
  • Increased base finesse bonus from +50% to +100%, increasing weakspot multipliers from ~1.35 to ~1.7.*


Bug fixes



Archivum Sycorax

  • Fixed a number of Scripture and Grimoire locations.
  • Fixed a location in the end event of Archivum Sycorax where players could get caught in the hangledge when attempting to help their team members.
  • Fixed additional locations with misplaced hangledges.
  • Fixed some pickup locations that were misaligned.
  • Fixed issues with lighting transitions.

Ascension Riser 31

  • Fixed navigation issues causing enemies to clip through objects.
  • Removed one of two respawn points that were too close to each other.
  • Fixed some misaligned hangledges.
  • Fixed a pickup which was previously unobtainable by players.
  • Fixed navigation in Ascension Riser 31 that caused hounds to be unable to reach players that were standing in a certain location.

Comms-Plex 154/2f

  • Fixed a location in the end event area of Comms-Plex 154/2f where players could end up inside the geometry of a unit.
  • Fixed an issue where sometimes players would get stuck behind the door leading up to the end event.
  • Fixed a sound issue with the Valkyrie.
  • Fixed an issue on Comms-Plex 154/2f where enemies would navigate through a barrier.

Excise Vault Spireside-13

  • Fixed case where bots would walk off the ledge when trying to save the player near the cargo elevator.
  • Fixed instances of faulty shading environment blends.
  • Fixed an issue with the objective not disappearing correctly if players pressed the button to open the mid-event door too quickly.
  • Moved Grimoire location in Excise Vault Spireside-13 from behind a minion-only door.

Power Matrix HL-17-36

  • Fixed a spot halfway through Power Matrix HL-17-36 where players could exit the intended gameplay space.

Refinery Delta-17

  • Fixed a faulty hangledge.
  • Added missing hangledges.
  • Moved respawn point that was clipping through geometry.
  • Removed invisible collision in Refinery Delta-17, which prevented players from reaching a seemingly accessible area.

Relay Station TRS-150

  • Fixed navigation issues causing enemies to clip through the extraction Valkyrie.
  • Fixed chest which prevented players from collecting the scriptures spawning in it.
  • Fixed so that throwing a battery from the highest point in Relay Station TRS-150 no longer respawns the battery in the mid-event arena.
  • Fixed a respawn spot where players could get stuck.
  • Fixed network synchronization for the mid-event fan's animation when players hot join during the mid-event.
  • Added a respawn point in the final dish room.

Other Fixes & Tweaks

  • Fixed a bug that prevented players from changing loadouts in the Mission Ready screen.
  • Fixed cases where Chaos Spawn could throw players through walls.
  • Fixed Boss health bars not showing up after being revived.
  • Fixed a crash that could occur when scanning using an Auspex.
  • Fixed an issue where hogtied (respawned) players could trigger enemies to spawn in event areas before the rest of the team had arrived.
  • Fixed issue while using weapon special on Braced Autoguns while bracing wouldn't sync crosshair and animation properly.
  • Fixed issue where weapon blessing "Slaughterer" could be triggered by grenades or damage over time effects like fire. It should now only be triggered by melee kills by the weapon with the blessing.
  • Fixed a rare server crash that could occur when players switched loadout and left the server at an inopportune time.
  • Fixed a bug where sliding into corners you can't stand up in would get you stuck.
  • Fixed some minor clipping issues in the Psykhanium.
  • Fixed issue that could cause elevators to be inoperable.
  • Added UI window that displays when a player is already being helped by another player.
  • Servo skull now gets an objective marker for players if they get too far away while scanning is active.
  • Fixed an issue that could cause interaction progress not to update properly in the UI.
  • Decals should no longer project on top of luggable units.
  • Added sound when smashing candles.
  • Fixed an issue where blood could turn black.
  • Fixed an issue where distance planes would all have the same distance on AMD GPUs.
  • Fixed an issue where alpha clipping assets could turn into rainbows on AMD GPUs.
  • Improved image quality and performance with XeSS.
  • When selecting Borderless Fullscreen as the screen mode, the resolution setting will now be locked out as it cannot be changed.
  • Toggling between Fullscreen and Windowed modes via the Alt+Enter shortcut, will update the settings menu appropriately.


* Edited after posting.

Community Comm-link 15th June 2023



Rejects,



This is Catfish, Darktide Community Manager, here with another comm-link update! We established these comm-links to answer some of the community’s questions and to give information about upcoming patches.

Patch #11: Cross-play, Blessing Balancing and New Condition
Our next patch (1.1.10), which we will deploy at the end of June - early July, will include a few blessing balancing changes as well as a new condition dubbed “Elite Resistance” which will spawn fewer but tougher enemies. Throneside missions (Enclavum Baross & Comms Plex 154/2f) will also be affected by the Power Supply Interruption condition.

In addition, we are preparing to roll out cross-play between the Microsoft Store and Steam, which should align with Patch #11’s release or shortly thereafter. We will be monitoring closely how cross-play fares in stability and performance. Should there be any issues, our team will stay on top of things and chart a path to ensure a smoother experience.

Most importantly, as part of this, all players may be required to rename their account.

A full FAQ for cross-play will be added to the Fatshark Website, Forums and the Darktide Discord, but here are some answers to some preliminary questions you may have:

  • Steam: Players can matchmake, add friends, and join players from Steam and the Microsoft Store, in our Cross-Network Servers. Players cannot opt out of cross-play.
  • MS Store: Players can matchmake, add friends, and join players from Steam and the Microsoft Store, in our Cross-Network Servers. Players can opt out of cross-play through their Microsoft account settings.
  • Cross Progression: Players can NOT currently move their progress from one platform to another.
  • Cross Commerce: Players can NOT move their DLCs (such as Imperial Edition) from one platform to another.
  • Cross VC: Players can NOT currently move their Aquilas from one platform to another.


Community Feedback
The team continues to review some of the top issues (areas of feedback) that we see. Most notably, the desire for more agency in things like account based currencies, perk refinements, adjustments to crafting locks and options on the mission board. We are not ready to announce anything concrete yet, but stay tuned. We will share more details on our next steps during summer. What is important to know is that any upcoming changes aren't the end of the journey in those areas, rather the beginning as we continue to evolve Darktide.

Xbox
We know it’s been a while since we have spoken about our Xbox release - we are still working on this and really excited about launching on Xbox!! Stay tuned for more information on a release date.

That is it for this week, we will have more information to share about Patch #11 when we will get closer to its deployment. Worth noting, the cadence of the commlinks will change due to Swedish vacations. We will keep informing you about Patch #11 before taking a small break until the second half of July.

We wish you all a happy summer (in the Hive city)!

Hotfix 1.1.3


Rejects



Here are the notes for Hotfix 1.1.3 which just went live on Steam and will be available shortly on the Microsoft Store!

  • Fixed a crash that could occur when looking at the new penances.
  • Fixed an obstruction before the drop to the mid event in the Power Matrix HL-17-36 mission when playing with the Power Supply Interruption condition.
  • Fixed clipping issues for the “Desolation” Cap cosmetic in the “The Kalidar Wars” bundle.
  • Fixed an issue where “Invert Look Y-Axis” was not working as intended.

Mission Board Changes:

  • The increased presence of Ascension Riser 31 on the Mission Board will end after deployment of the 1.1.3 Hotfix.
  • Power Matrix HL-17-36 is once again available to play on the Mission Board.

Hotfix 1.1.2

Rejects!


Here are the notes for Hotfix 1.1.2 which just went live on Steam, and will be out shortly on the Microsoft Store.

  • Fix for crash when throwing projectiles and hitting destructible scenery.
  • Improved decision logic for the Chaos Spawn leap trajectory to minimize cases where it gets stuck on something along the leap (e.g. small box).
  • Patch #10 included a change aimed at fixing sprint and firerate interactions, which had an unintended impact on charge attacks while sprint-sliding. Fixed so that sprinting into slide does not break charging on ‘Brainburst’ and all Psyker staffs.
  • Resolved an issue where the background colour of weapon or curio cards in the Loadout / Inventory view would not appear.
  • The rewards of the first community challenge, “Memento Mori” helmets, now has properly applied decals.
  • The reward of the second community challenge, “Convict’s Ink” tattoo, is now available. Follow the instructions on the launcher to claim it for your account.
  • Fixed an issue where trinkets could not be equipped to the “Dolumar Basalt” Braced Autogun weapon skin.
  • Fixed bug on the blessing ‘Thrust’ that caused miscalculations of power bonuses. Blessing power bonus should now line up with text in-game, at max tier 20% bonus stacked 3 times, rather than defaulting all tiers to 50% stacked 3 times.

Hotfix 1.1.1


Here are the notes for Hotfix 1.1.1 that just went live on Steam, and will be out shortly on the Microsoft Store.

  • Fix for startup crash on AMD machines.
  • Fix for a crash that sometimes occurs when inspecting character stances and emotes.
  • Fix for VoIP not working after completing/failing mission.
  • Added further localization texts (this should solve some unlocalized string issues).

Content Drop - Rejects Unite + Patch #10 OUT NOW!

Here are the patch notes for Patch #10 Rejects Unite, which just went live on Steam and will be available shortly on the Microsoft Store.

New Features



Archivum Sycorax



We are sending you into Habzone HL-19-24, "Throneside," to break into Archivum Sycorax. We suspect the Heretics have been getting help from inside the hive, and we believe there's sensitive information in there that could prove that.

Ascension Riser 31


The Heretics are transferring a consignment of Prismata Crystals to their allies in the Hive. Head into the bowels of the Transit Hub HL-16-11, "Chasm Terminus," to intercept and seize the shipment before they can complete the transfer.

Chaos Spawn
Say hello to an old f(r)iend: The Chaos Spawn has now been added to the enemy population!
We added our fourth Monstrosity to the game, the Chaos Spawn. The Chaos Spawn is a frenzy Monstrosity. While it's not as tanky as the Plague Ogryn or the Beast of Nurgle, it has fast attacks and erratic behaviour combined with a grab attack that heals the Chaos Spawn if not interrupted.
Fans of Warhammer: Vermintide 2 will see a familiar foe but don't be fooled into thinking you recognize everything about this Chaos Spawn...Some differences include a new leap attack to close distances faster, new combo animations to reinforce the erratic frenzy theme, tweaked existing attack animations to reduce some of the fast damage timings, and new grab animations to fit our Ogryns.


Community Events

We will also be kicking off our first of three Community Events in which the community will need to complete challenges in order to unlock rewards. You will be able to see any progress made towards each challenge on our website and on the Darktide Launcher, once a goal has been hit then the rewards will be available to all players! The first two rewards (a tattoo followed by a helmet) will be able to be redeemable through the Darktide Account Dashboard similar to the Warhammer Fest cosmetics. Ascension Riser 31 will be the reward for the third challenge, which will be to complete 900,000 missions.

Playing on higher difficulties will help you reach the goal faster, with sedition providing a 1x bonus, Uprising 2x, Malice 3x, Heresy x4, and Damnation 5x to any points acquired. Once this goal has been reached the mission will be unlocked in game for all players.



The Commissary




Shipmistress Brahms, disappointed by your rag-tag attire, has decreed that the Commissary be made available to all members of the Warband. It is located opposite the Commodore’s Vesture on the port side of the Mourningstar.

The Commissary will have a selection of Operative and Weapon cosmetics for sale, which can be acquired for the cost of Ordos Dockets.

Operative Cosmetics


The Commissary now has all Operative Cosmetics available for purchase with Ordos Dockets, new items have been made available, and existing items previously sold at the Armoury Exchange have now been moved to the Commissary.

You can purchase the full set directly or buy individual items. Each set consists of an Upper and Lower Body item and, in some cases, a headgear piece.

We are introducing rarity levels to Cosmetic items within Darktide. The intent behind this is to more clearly communicate an item's importance, significance, and uniqueness in the game. Rarity will be an indicator to how challenging an item may be to acquire, or how sacred it is within the universe. Rarity levels have been added to all cosmetics purchased via the Commissary or unlocked through the completion of a Penance. Items from other sources that do not yet have a rarity level will be revealed in a future update.

A new pricing schema has been created for the sale of the operative cosmetic items available in the Commissary. The prices of items are determined by two factors, the sanctity (rarity) level of the item, as well as its tier level in the set. Items are often created in a set together, which evolves over 5 times to form 5 different tiers.

When we came to designing the pricing strategy for these items, the tier of the item did not convey the full meaning of the item. Both the colour, patterns, and details on the item also convey information about the source of the item as well as its significance. Pricing an item by the tier alone would be restrictive without a more flexible system, which is where the two parameters of tier and rarity allow us to price in a more open way. For example, let's say there is a Tier 1 Veteran upper body cosmetic with the colours and iconography of one of the regiments from the Astra Militarum. We can now specify the rarity of this tier 1 item, and combined with its tier can give a price that reflects both of these attributes appropriately.

To see images of all the new cosmetics purchasable with Ordo Dockets through the Commissary click here!

Veteran


Helmets:

  • Navis Imperialis Cerulean Carapace Helmet
  • Antax Mk III Conclave-Issue Tactical Helm
  • Conclave-Issue Carapace Helmet
  • Kantrael Mk II Warden Helm
  • Navis Imperialis Boarding Party Helm
  • Navis Imperialis Mk V Campaign Helmet
  • Antax Mk VII Tactical Helm
  • Kantrael Mk IVA Warden Helm
Sets:

  • Gun-Hand’s Day Uniform
  • Gun-Hand’s Punishment Uniform
  • Gun-Hand’s Dress Uniform
  • Meatshield’s Sentry Uniform
  • Meatshield’s Punishment Uniform
  • Pistolero’s Day Uniform
  • Pistolero’s Punishment Uniform
  • Pistolero’s Sentry Uniform
  • Pistolero’s Dress Uniform
  • Shooter’s Day Uniform
  • Shooter’s Dress Uniform
  • Shooter’s Sentry Uniform
  • Shooter’s Punishment Uniform
  • Survivor’s Sentry Uniform
  • Survivor’s Punishment Uniform
  • Killshot’s Punishment Uniform
  • Dead-Eye’s Punishment Uniform
  • Dead-Eye’s Sentry Uniform
Accessories:

  • Militarum Tactical Backpack (Catachan Pattern)
  • Militarum Tactical Backpack (Grunwald Variant Pattern)

Zealot


Helmet:

  • Martyr’s Cowl
  • Mask of the Vengeful
  • Missionary’s Cowl
  • Leather Cowl
  • Reliquarist’s Cowl
  • Cowl of the Righteous
  • Cowl of the Indignant
  • Mask of Sanctity
Sets:

  • Lowly Lazar’s Vestments
  • Anointed Lazar’s Vestments
  • Dedicated Lazar’s Vestments
  • Saintly Lazar’s Vestments
  • Pious Lazar’s Vestments
  • Lowly Exhorter’s Vestments
  • Anointed Exhorter’s Vestments
  • Dedicated Exhorter’s Vestments
  • Pious Exhorter’s Vestments
  • Lowly Missionary’s Vestments
  • Anointed Missionary’s Vestments
  • Saintly Missionary’s Vestments
  • Dedicated Missionary’s Vestments
  • Lowly Prophet’s Vestments
  • Anointed Prophet’s Vestments
  • Dedicated Prophet’s Vestments
  • Lowly Scribe’s Vestments
  • Anointed Prelate’s Vestments
  • Lowly Indoctinator’s Vestments
  • Anointed Indoctinator’s Vestments
Accessories:

  • Militarum Tactical Backpack (Catachan Pattern)
  • Militarum Tactical Backpack (Grunwald Variant Pattern)

Psyker


Helmets:

  • Conclave-Issue Tactical Shadowveil
  • Crucis “Dominus” Psykana Hood
  • Crucis “Witchtongue” Psykana Hood
  • Liberis-Issue Psykana Hood
  • Crucis “Styges” Psykana Hood
  • Godefroy-Issue Psykana Hood
  • Crucis Sepulturum-Issue Shadowveil
  • Phrect-Pattern Psykana Shadowveil
Sets:

  • Mind Witch’s Leash Raiment
  • Mind Witch’s Duty Raiment
  • Mind Witch’s Penance Raiment
  • Mind Witch’s Service Raiment
  • Mind Witch’s Psi-Conductive Armour of Redemption
  • Empath Witch’s Penance Raiment
  • Pain Witch’s Leash Raiment
  • Pain Witch’s Penance Raiment
  • Pain Witch’s Service Raiment
  • Pain Witch’s Duty Raiment
  • Scrier Witch’s Leash Raiment
  • Scrier Witch’s Penance Raiment
  • Scrier Witch’s Redemption Raiment
  • Scrier Witch’s Service Raiment
  • Time Witch’s Leash Raiment
  • Time Witch’s Penance Raiment
  • Time Witch’s Service Raiment
  • Blind Witch’s Leash Raiment
  • Blind Witch’s Penance Raiment
  • Farstrider Witch’s Leash Raiment
Accessories:

  • Militarum Tactical Backpack (Catachan Pattern)
  • Militarum Tactical Backpack (Grunwald Variant Pattern)

Ogryn


Helmets:

  • Ajaxx Mk IB Ogryn Helmet
  • Krourk Iron-Pattern Hardhat
  • Krourk Mk VI “Dead Stealthy” Bruteplate
  • Krourk Mk VIB “Nightfighter” Bruteplate
  • Endymion Mk IV “Ash Nomad” Helmet
  • Ironhelm “Hive Brute” Safety Helmet
  • Krourk MK II Bruteplate
  • Ajaxx Mk III Ogryn Helmet
Sets:

  • Cannon Carter’s Gear (XXXXL)
  • Cannon Carter’s Best Gear (XXXXL)
  • Roustabout’s Gear (XXXXL)
  • Stoker’s Gear (XXXXL)
  • Ammo Hauler’s Gear (XXXXL)
  • Breacher’s Gear (XXXXL)
  • Ditcher’s Gear (XXXXL)
  • Drudge’s Gear (XXXXL)
  • Gun-Dragger’s Best Gear (XXXXL)
  • Heavy’s Gear (XXXXL)
  • Knuckledragger’s Gear (XXXXL)
  • Grox Herder’s Gear (XXXXL)
  • Latriner’s Gear (XXXXL)
  • Sapper’s Gear (XXXXL)
  • Thug’s Garb
  • Digger’s Gear (XXXXL)
  • Brute’s Baddest Armour (XXXXL)
  • Brute’s Brilliant Armour (XXXXL)
  • Workhorse’s Gear (XXXXL)
  • Knee-Smasher’s Garb (XXXXL)
Accessories:

  • Brute Lootbag (Dapplecam)
  • Rucksack (Brute-Sized)

User Interface


The Commissary has a new User Interface available for browsing cosmetics for sale within its store.


You can browse all Classes within the store to see the full range, and for those classes you have created an Operative for, you can purchase an item to unlock it.

Sets and Accessories have been made available to browse and acquire in the Commissary.

In the new user interface, all cosmetics are previewed by default and can be further previewed easily on your Operative if applicable to do so.

Owned items appear more visibly in the store to better distinguish them from those you have acquired and those you have yet to acquire.

Commodore’s Vestures


New Items
The Commodore’s Vestures will have new items appear in its store for sale. These new items will be available starting from May 30 at 10:00 UTC.

After 30 May, the Commodore's Vestures will slowly shift back to its intended cadence of being updated every two weeks on a Friday (also at 10:00 UTC). The store will always feature 3 pages of items available for each class. It will temporarily have 4 pages for each class until we rotate out the oldest items on June 9.

The next item rotation will happen on June 16.

Bundles
Discounts will now be applied to Bundles where you already own one or more items within that bundle. You can see the discount in the total price of the Bundle.

UI
Updates have been made to the representation of a Bundle and its individual items to better distinguish the options available to you.

The Inspect / Preview options for taking a closer look at the cosmetic item have also been updated with the recent changes made to the Commissary.

Loadout View


Cosmetics Tab


All available cosmetic items that can be earned for Ordos Dockets or unlocked via Penances have been made visible in the cosmetics view for each slot. This list can be sorted, or if you choose to, you may toggle between only showing unlocked items or a combination of locked and unlocked ones.

You can navigate through the list of unlocked items to see how they appear on your operative, and it will also describe the source of the item and how to unlock it.

Updates and Tweaks



  • Changed Hunting grounds to spawn 1-2 waves instead of up to 7 waves (on Damnation), with bigger waves and a few normal Pox Hounds added on Heresy and Damnation.
Dev Note: Current hunting grounds have a tendency to slow down the pacing too much and take too long to clear, this tweak should make waves harder while making the triggered event not last as long.

  • Tweaked Pox Hound pounce attack to be a bit easier to push.
  • Reduced Medical Crate healing speed and cost towards downed players

    • Speed from 100% -> 10%
    • Cost 100% -> 30%.
Dev Note: "We tuned the amount of health, the speed of the healing and the cost from the health pool to heal a downed player from a deployed medical crate. The intention is that downed players don't drain the entire medical pack in seconds so that alive players can gain some healing, while also making it so that downed players are bleeding out for longer giving a larger time window for teammates to help them up"

  • Lowered the timing between wielding and aiming an underhand throw with Frag and Stun Grenades from 1.5s -> 0.9s.
Dev Note: For context the timing from wield to overhand throw is 1.4s.

Bug Fixes


Animation, VFX, SFX

  • Fixed an issue where player animations could display incorrectly after being thrown by Mutant.
  • Fixed an issue where the Artemia Mk III Purgation Flamer didn't use ammunition-based sound modulation (mechanical sounds used to indicate low ammunition count).
  • Fixed a bug where projectile weapons would not play certain impact sfx.
  • Fixed an issue where the plasma rifle overheat warning effect didn't scale correctly with unusual resolutions.

Gameplay

  • Fixed a bug where you could circumvent fire rate restrictions on ranged weapons if used while sprinting.
  • Fixed some issues that could occur when vaulting in enclosed spaces.
  • Penances
  • Fixed issue where "Bring the Hurt" penance would be triggered by using the Rumbler.
  • Fixed issue where penance "One in the chamber" could not progress higher than the previous version's requirement of 5.

Maps/Missions

  • Fixed a spot in Smelter Complex HL17-36 where players could get stuck.
  • Fixed locations in various missions where players could be unreachable by enemies, get out of bounds, skip mission objectives, and visibly see enemies spawning.
  • Enemies can no longer run through the fan while it's spinning in the mid-event on Relay Station TRS-150.
  • Fixed an issue where the elevator at the start of Relay Station TRS-150 was invisible for players joining after the mission had begun.
  • Fixed an issue where players sliding into the corners of the first door in Refinery Delta-17 caused them to get stuck.
  • Fixed an issue where enemies could run through walls and scenery in the hangar section in Excise Vault Spireside-13.
  • The minions of chaos have moved a medicae battery away from the convenient locker at the start of Relay Station TRS-150. You must now look elsewhere to deny their trickery.
  • Fixed an issue where areas of the map became invisible to players in Excise Vault Spireside-13
  • Multiple players can now interact with the medicae station at the same time.
  • Fixed an issue that caused elevators to be blocked from starting with the "Not all players are onboard" message.
  • Fixed an issue where players could not pick up a Scripture on Enclavum Baross.

UI

  • When switching inputs between controller and keyboard & mouse, the visual button prompts to interact with game pickups will change depending on the input device currently in use.
  • The text for Sire Melk’s task for collecting Grimoires or Scriptures will now correctly reference both these pickups.

Engine

  • Support for Intel XeSS.
  • Various bug fixes and improvements.

Other Tweaks and Changes

  • A new option, under the Interface settings, has been added that will disable the 3D rendering of operative portraits for the strike team HUD.

    • More information can be seen here
Dev note: This option has been added to allow players an additional toggle to help reduce potential crashes in Darktide.

  • Added an error message to the storefronts (Armoury Exchange, Commissary) when a list of items cannot be fetched from the server.
  • Added IPv6 Network as an option in the launcher.
Dev note: This option enables the use of IPv6 and requires IPv6 connectivity. Enabling this option without IPv6 connectivity may prevent you from playing the game.


Known Bugs



  • We are aware of an issue where VoIP isn’t working as intended in a strike team when you return to the hub after a mission. If the players leave the strike team while in the hub after the mission and rejoin the same people voip works again. We will be fixing this issue in a future hotfix.