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Genre: Shooter, Adventure, Indie

Warhammer 40,000: Darktide

Patch #9 Garbs and Penances


Rejects!



Here are the patch notes for Patch #9 Garbs and Penances, which just went live on Steam and will be available shortly on the Microsoft Store.



Updated Features



  • We have added new sets of class penances, with tiered cosmetic rewards to go along with them. The new penances provide more straightforward progression goals and are aimed at reinforcing the class roles, rewarding playing them well without disrupting the game.

    • The old class penances have been moved to a tab at the bottom of the penance menu under ‘Redacted.’ We consider them to be more of “trick challenges, " often requiring the entire team's collaboration and a break from normal gameplay. This can be a lot of fun but should not be mandatory or forced upon unsuspecting teammates.
    • Some of the old penances have also undergone some number tweaking to make them more achievable as a solo player without interrupting your teammates. Also, we have added a private session requirement for some Ogryn, Psyker, and Zealot penances to clarify that they require full team collaboration to be completed.
  • We have also updated some of the existing penances. The Steam/MS Store achievements will be updated to have the same requirements as the penances with the same name.

New Penances


Veteran Sharpshooter

  • Stay Accurate

    • Kill 350 enemies with ranged weak spot hits.
  • Resupply Allies

    • Replenish 5000 total ammunition to allies using Scavenger.
  • Stay Alert

    • On Malice Threat or higher, kill 150 enemies that have been marked by Volley Fire.
  • Fire Down Range

    • On Malice Threat or higher, kill 100 enemies that are over 25 meters away.
  • Find your Targets

    • On Heresy Threat or higher, kill 2 Elite or Specialist enemies during a single Volley Fire, 50 times.
  • Be Methodical

    • On Heresy Threat or higher, keep Volley Fire active for over 20 seconds 5 times.
Psyker Psykinetic

  • Prioritize Targets

    • Kill 200 Elite or Specialist enemies with Brain Burst.
  • Master Survival

    • Use Psykinetic's Wrath to survive Perils of the Warp 50 times.
  • Power Up

    • On Malice Threat or higher, kill 100 Elite or Specialist enemies with Brain Burst while at maximum Warp Charges.
  • Unleash the Warp

    • On Malice Threat or higher, Kill 2500 enemies with Warp attacks.
  • Shoot Fast

    • On Heresy Threat or higher, kill 25 Pox Hounds, Mutants, or Scab Trappers using Brain Burst before they incapacitate you or an ally.
  • Keep Your Distance

    • On Heresy Threat or higher, complete 3 full Missions without being hit in melee by an Elite enemy.
Zealot Preacher

  • Control Crowds

    • Stun 1500 enemies using Stun Grenades.
  • Stay Strong

    • Replenish 7500 Toughness using Chastise the Wicked.
  • Find Their Weakness

    • On Malice Threat or higher, kill 75 Stunned enemies with Critical Hits.
  • Channel Your Rage

    • On Malice Threat or higher, kill 1000 enemies with Melee Attacks while at least 3 stacks of Martyrdom.
  • Master Your Tools

    • On Heresy Threat or higher, kill 75 Elite or Specialist enemies with Powered Melee Attacks (Chain or Power weapons).
  • Have Faith

    • On Heresy Threat or higher, using Chastise The Wicked, dash toward a targeted enemy that is wielding a ranged weapon 40 times.
Ogryn Skullbreaker

  • Help Everyone

    • Revive or Assist 40 Knocked Down or Incapacitated allies.
  • Keep Them Grounded

    • Knock Down 5000 enemies.
  • Clear the Path

    • On Malice threat or higher, knock down 3 Ranged enemies using Bull Rush, 25 times.
  • Cleave Them Down

    • On Malice Threat or higher, kill 2 enemies with a single Melee Attack 250 times.
  • Keep Your Friends Close

    • On Heresy Threat or Higher, complete 3 full Missions without any allies being Knocked Down or Incapacitated for longer than 10 seconds and without any allies dying.
  • Bring The Hurt

    • On Heresy Threat or higher, hit 4 Elite or Specialist enemies with Big Boxes of Hurt, without missing an Elite or Specialist enemy with a Big Box of Hurt 5 times.

Updated Penances


Ogryn Skullbreaker

  • Friends Will Be Friends:

    • Changed the required mission time that a player must be in coherency with an ally from 100% to 90%.
  • Gone Bowling:

    • Changed the number of enemies requirement from 70 to 60.
  • Heavyweight Champion:

    • Changed the number of Ogryns you must hit with Bull Rush from 6 to 4.
  • Don't Stop Me Now:

    • Can now only be completed in a private game.
Zealot Preacher

  • Just A Flesh Wound:

    • Can now only be completed in a private game.
Psyker Psykinetic

  • Going Out With A Bang:

    • Changed the number of elites you must kill from 3 to 1.
  • Pick n' Mix:

    • Changed number of enemies you must kill from 5 to 4.
  • Malleus Monstronum:

    • Can now only be completed in a private game.
Veteran Sharpshooter

  • One in the Chamber:

    • Increased the number of times you need to kill an enemy with the last round in a clip from 5 to 8.
  • Make Every Shot Count:

    • Changed requirement from 100% accuracy to 90% accuracy.

Balance Tweaks


Enemy Units


  • Changed spawn distribution for Heresy and Damnation, weight default population towards more Scab Maulers while introducing more variations of Elite patrols. Please note that the total amount of Elites and total threat value of all enemies spawned remains the same.
  • Made heavier stagger variations require more impact for Scab Maulers while tuning their walk switch distance and increasing their ranged stagger resistance. They should still stagger, but prefer the lighter stagger reactions. This makes them less prone to fall over with the rest of the horde and instead stand and take the pain.
Dev note: “The pacing director maintains the balance of all things. This change aims to provide more variation in the encounters by weighting away from ranged mobs and giving the melee guys more presence. By spawning more Melee elites, the director will spawn fewer ranged ones. By keeping Maulers on their feet, they’ll separate from the horde and stand out from the crowd.”

  • Increased hit zone damage and adjusted hitpoints on Plague Ogryn and Beast of Nurgle to reward weak spot and torso hit more.
  • Beast of Nurgle:

    • Melee weakspot multiplier from 110% to 150%
    • Melee head multiplier from 80% to 90%
    • Melee non-tail limbs multiplier from 60% to 70%
    • Ranged weakspot multiplier from 70% to 120%
    • Ranged head multiplier from 40% to 50%
    • Ranged non-tail limbs multiplier from 35% to 40%.
  • Plague Ogryn:

    • Torso melee multiplier from 75% to 85%
    • Head ranged multiplier from 80% to 100%
    • Torso ranged multiplier from 60% to 75%
    • Increased base Plague Ogryn hitpoints from 16000 to 19000.
  • Rebalanced monstrosity hitpoint pools over difficulties:

    • Sedition: decrease to 60% from 65%
    • Uprising: decrease to 75% from 80%
    • Damnation: increase to 300% from 250%.
  • Fixed case where the Daemonhost could stay longer than intended after players got revived during the fight.

Weapons and Blessings


  • Increased active duration of Rev it up Blessings (available on Cadia Mk IV Assault Chainsword, Orestes Mk IV Assault Chainaxe, and Tigrus Mk II Heavy Eviscerator) from 2 seconds to 3 seconds.
  • Increased the number of tiers on blessing Power Cycler (Munitorum Mk VI Power Sword and the Munitorum Mk III Power Sword ) from 1 to 2, adding a tier below the previous.

    • Old:

      • Tier [4]: 2 extra hits.

    • New:

      • Tier [3]: 1 extra hit
      • Tier [4]: 2 extra hits.

  • Added 2 more tiers to Bloodletter and balanced values:

    • Old:

      • Tier [3] 8 stacks
      • Tier [4] 10 stacks.

    • New:

      • Tier [1] 8 stacks
      • Tier [2] 10 stacks
      • Tier [3] 12 stacks
      • Tier [4] 14 stacks.

Feat Balance


Dev note: “We're making a pass at feats with lower pick rates, buffing as we go to get the internal balance on a couple of tiers a bit more even.”
Sharpshooter

  • Exhilarating Takedown

    • Increased Duration from 6 seconds to 8 seconds
    • Increased Toughness replenished from 15% to 20%.

  • Deadshot

    • Reduced Stamina drained per second from 10% to 8%
    • Reduced Stamina drained per shot from 5% to 4%.

  • The Bigger They Are …

    • Increased the Damage Bonus from 50% to 75%.

Skullbreaker

  • Smash 'Em Good!

    • Increased Toughness replenished from 20% to 25%.
  • Best Form of Defence

    • Increased Toughness replenished from 20% to 25%.
  • Blood & Thunder

    • Increased Stacks of Bleed applied from 4 to 6.
  • Bloodthirst

    • Increased the maximum amount of Stacks from 5 to 6.

Preacher

  • Martyrdom

    • Increased Melee Damage per Stack from 5% to 8%.
  • Purify in Blood

    • Increased the Toughness bonus from 75% to 100%.
  • Fury of the Faithful

    • Increased the Duration from 5 seconds to 10 seconds.

Psykinetic

Community Comm-Link 27th April 2023


Rejects,



This is Catfish, Darktide Community Manager, here with another comm-link update! We established these comm-links to give information about upcoming patches.

In the first week of May we will release Patch #9 - Garbs and Penances which will feature tiered sets of cosmetics for each class that you’ll earn by completing new penances. These earnable cosmetics will work similarly to existing penance cosmetics, with several tiers for each class.
The old class penances will be moved to a tab at the bottom of the penance menu under ‘Redacted’. Here you can see the Veteran and Ogryn’s final tier cosmetics!



As part of Patch #9 we’ll also have some changes to Blessings (including another tier of Power Cyler), balance tweaks and bug fixes. Full patch notes will be available once Patch #9 has been deployed.

Following Patch #9 we will be deploying a content drop, which will be coupled with a large patch. Here is a sneak peek of concept art from a new mission we are working on as part of the content drop, that will be located in the Throneside Zone.



Going forward the cadence of these comm-links will be changing slightly and you can expect the next edition to be on the 18th May.

We look forward to seeing some of you at Warhammer Fest this weekend!

Hotfix 1.0.48

Rejects!



Here are the notes for Hotfix 1.0.48 that just went live on Steam, and will be out shortly on the Microsoft Store.

  • Fixed issues with the text on various Blessings and Feats.
  • Fixed issues with Mutants being unable to grapple players.
  • Fixed an issue with Poxbursters sometimes being immune to pushes.

Patch #8 Notes


Rejects!



Here are the patch notes for Patch #8 which is live now on Steam and will be available shortly on the Microsoft Store.

Psyker


  • Raising Soulblaze’s damage vs. flak armour to 150% (was previously 100%).
Dev Note: "We have now separated the burning DoT and Soublaze DoT armour modifiers to enable this change."

  • Increasing the Psyker's "Wrack and Ruin" Feat number of Soulblaze stacks from 3 to 4.

Weapons


  • Tweaked the hit zone priority for Rashad Mk II Combat Axe.
  • M35 Magnacore Mk II Plasma Gun:

    • Venting damage is now absorbed by toughness at a 3x rate.
    • M35 Magnacore Mk II Plasma Gun now ignores hit zone multipliers for anything that is not a monstrosity.
Dev Note: "This means that the M35 Magnacore Mk II Plasma Gun can now damage Bulwarks through their shield, and body shots on enemies will not be able to be blocked by their limbs."

Enemies


  • Added lag compensation to Pox Hound pounce attack to make it easier for players with higher ping to dodge their attacks.
  • Reduced the pause between spawns of other enemies while Pox Hounds from the Hunting Grounds condition are active on higher difficulties.
Dev Note: “Specialists and Horde spawns are no longer paused on Heresy/Damnation difficulty, resulting in a higher possibility of a mixture of spawns when a hunting grounds event is active. The intent is to provide a wider range of challenges on higher difficulties instead of forcing the same behavior every time we spawn Hunting Grounds Pox Hounds.”

  • Reduced melee stagger resistance on Poxbursters during their lunge animations so that melee attacks can stagger Poxbursters more reliably.
  • Tweaked Poxbursters so that they reset their stagger immune time when they lunge at players.
Dev Note: "This should fix cases where Poxbursters sometimes ignored staggers when another player shot at it just before it entered its lunge animation."

  • Changes to Mutants:

    • Tweaked the Mutant charge turn values in order to avoid instant turns
    • Tuned Mutant navigation to be a bit smoother
    • Tuned Mutant rotation speed to be a bit slower, allowing for easier dodging
    • Increased Mutant stun time when hitting walls from 3 seconds to 3.5 seconds

Other Fixes and Tweaks


  • Implemented changes to the vote kick system:

    • This will now display as a notification instead of a pop-up
    • Added measures to counter players’ ability to spam vote kick.
  • Added full toughness recovery when players get revived from being knocked down in order for the rescued player to have some space to get back into the action.
  • Added a 5-second spawn grace when players spawn, where enemies can't see them, and they're invincible.
Dev Note: "This was added to make it less jarring to join an ongoing game and immediately get downed by enemies without giving the player time to react to the situation."

Community Comm-Link 13th April

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.

We will release a tiny impromptu patch next week which will implement a few changes to the vote kick system and some small balance changes. Here are some of the changes (full patch notes will be released shortly after the patch goes live):


  • Tweaked the hitzone priority for the Rashad Mk II Combat Axe.
  • M35 Magnacore Mk II Plasma Gun:

    • Venting damage now is absorbed by toughness, at a 3x rate.
    • M35 Magnacore Mk II Plasma Gun now ignores hitzone multipliers for anything not a monstrosity.
Dev Note: "This means that the M35 Magnacore Mk II Plasma Gun can now damage Bulwarks through their shield, and bodyshots on enemies will not be able to be blocked by their limbs."

  • Added lag compensation to Pox Hound pounce attack to make it easier for players with higher ping to dodge their attacks.
  • Reduced the pause between spawns of other enemies while Pox Hounds from the Hunting Grounds condition are active on higher difficulties.

Dev Note: “Specialists and Horde spawns are no longer paused on Heresy/Damnation difficulty, resulting in a higher possibility of a mixture of spawns when a hunting grounds event is active.The intent is to provide a wider range of challenge on higher difficulties instead of forcing the same behavior every time we spawn hunting grounds hounds.”

  • Reduced melee stagger resistance on Poxbursters during their lunge animations, so that melee attacks can stagger Poxbursters more reliably.
  • Tweaked Poxbursters so that they reset their stagger immune time when they lunge at players.
  • Implemented changes to the vote kick system:

    • This will now display as a notification instead of a pop up
    • Added measures to counter players ability to spam vote kick.

In the next update, which will deploy during the first week of May, we will add new penances for each class in Darktide. These penances will have targets that will be easily obtainable while encouraging more cohesive team play! Some of the new penances you can expect to see are (these numbers might be tweaked before release, but full details will be in the patch notes!):

Ogryn:

  • On Malice threat of higher, knock down 3 Ranged enemies using Bull Rush, 25 times.
  • On Heresy Threat or higher, hit 4 Elite or Specialist enemies with Big Boxes of Hurt, without missing an Elite or Specialist enemy with a Big Box of Hurt, 5 times.

Zealot:

  • On Malice Threat or higher, kill 1000 enemies with Melee Attacks whilst at at least 3 stacks of Martyrdom.

Psyker:

  • On Malice Threat or higher, kill 100 Elite or Specialist enemies with Brain Burst while at maximum Warp Charges.

Veteran:

  • On Malice Threat or higher, kill 100 enemies that are over 25 meters away.
  • On Heresy Threat or higher, kill 2 Elite or Specialist enemies during a single volley fire, 50 times

In addition, achieving penances will unlock new free cosmetics for each class. Here is a sneak peak of just 2 of the cosmetic sets you will be able to earn (to be clear, there are more than 2 cosmetic sets this is just a small tease for the upcoming release):

Patch #7


Rejects,



Here are the patch notes for patch #7 that just went live on Steam!

Updated Features


Updated aim assist for controllers with four settings:

  • Full (DEFAULT) - Our latest Aim Assist code. Faster and easier to use with a slowdown when close to aiming at enemies. This applies to melee and ranged and will follow the target in a rotation if you aim and strafe.
  • Light - The same as “Full” but with some features disabled, including the rotation lock when strafing.
  • Legacy - The classic Aim Assist code used in Vermintide 2 and previous Darktide versions.
  • Off - Turn off Aim Assist.

Bug Fixes

Feats
  • Fixed an issue where 'Covering Fire' sometimes didn't trigger correctly.
Weapons
  • Fixed an issue that allowed the Deimos Mk IV Blaze Force Sword and the Illisi Mk V Blaze Force Sword to block ranged attacks without the Deflector Blessing.
  • Fixed an issue where the Achlys Mk VII Twin-Linked Heavy Stubber had partially unlocalised texts for stat details.
  • Fixed the graphical effect for wounds caused by the Illisi Mk V Blaze Force Sword's activated special attacks
  • Shortened time between firing and reloading weapon special while aiming down sights for Shotguns.
  • Fixed a bug where the Deimos Mk IV Blaze Force Sword and the Illisi Mk V Blaze Force Sword had made you move faster than intended when swapping weapons.
  • Fixed a bug where stats weren't applied correctly to 4th light attacks on the Deimos Mk IV Blaze Force Sword and the Illisi Mk V Blaze Force Swords.
  • Fixed an issue where some sounds, for example, from Force Staff projectiles, always played as if the listener was in a first-person view.
  • Fixed an issue where the 'Exorcist' Blessing triggered on all hits, not only weak spot hits.
  • Fixed an issue where the Agripinaa Mk VII Combat Shotgun couldn't shoot through thin walls and covers when using the special shell.
  • Weapon special attacks on activated weapons (Chain swords, Thunder hammers, Force swords, Chain axes) now always stop on Elites, Specials, Monsters, and Captain regardless of cleave.
  • Fixed issue where Illisi Mk V Blaze Force Sword weapon special attack did not activate the Psykinetic feat 'Warp Absorption' correctly.
  • Fixed an issue with the Artemia Mk III Purgation Flamer and the Rifthaven Mk II Purgatus Force Staff where crits would not apply correct damage and/or burn stacks on burned enemies.
  • Fixed a rare issue that could cause a server crash when using the Nomanus Mk VI Surge Force Staff and attacking enemies dropping down from ledges.
VFX / SFX / Animation

  • Fixed issue where shotguns hitting Carapace Armor played incorrect vfx/sfx.
  • Ogryns have been instructed by Hadron in proper auspex handling, and no longer cover the display with their thumb.
  • Fixed issue where Achlys mkVII Heavy Stubber braced reload had no sound.
UI / HUD
  • Resolved an issue with the crosshair alignment for the new shotgun marks when using the special attack.
Other Fixes and Tweaks

  • Fixed issue where dead players could receive health from medical crates and drain medkits resources.
  • Some work to try and reduce the amount of disconnects caused when players join games.
  • Fixed an issue where you couldn't deploy an Ammo Crate while sprinting.
  • Fixed issue where the player indicator on the auspex scanner was not rendered correctly when scanning in a scanning event.

Balance Tweaks:


Artemia Mk III Purgation Flamer

  • Lower clipsize range from 30-50 to 20-40, reserve from 90-250 to 80-200.
  • Lower alt fire spray armor mods:

    • damage vs Flak mod near-far from 175%-75% to 100%-50%
    • impact vs Flak mod near-far from 100%-25% to 75%-10%
    • damage vs Carapace mod near-far from 25%-0% to 10%-0%
    • impact vs Carapace mod near-far from 20%-10% to 10%-1%
    • impact vs Maniac mod near-far from 150%-125% to 100%-50%

  • Lower burst armor mods:

    • impact vs Flak mod near-far from 100%-100% to 100%-50%
    • impact vs Carapace mod near-far from 20%-20% to 10%-1%
    • impact vs Maniac mod near-far from 150%-150% to 100%-50%
    • Reduce initial impact on alt fire spray, ramps from impact range 1-2 to 10-15, was 5-9 to 10-15

Dev note: “We wanted to adjust the broad capability of the flamer to deal with pretty much all targets, specifically when combined with the Zealots ability Chastise the Wicked that grants armor penetration after use. By increasing the value of armor for our poor burning enemies while limiting the amount of stagger, we hope to create a clearer use for the Flamer. Since the armor penetration effectively degrades Carapace armor to Flak armor, the removal of high damage vs. Flak helps bring flamer-wielding Zealots into more balanced territory. Combined with a lowered clip size, we hope to move away from a general-purpose purging tool that leaves nothing left alive into a more defined horde-clear role that benefits from some help dealing with heavily armored enemies. It should still leave most things dead, but it might require slightly more diligent purging.”

Munitorum Mk III and Mk IV Power Swords

  • Reduce number of attacks per weapon special activation from 2 to 1.
  • Removed the extra weapon special attacks when using heavy attacks.
  • Power Cycler blessing: Reduce the number of extra attacks per weapon special activation from 3 to 2
  • Fixed an issue where chaining attacks would sometimes not count toward the number of activations properly.
  • Summary: Powerswords get 1 activation default, total of 3 if running Power Cycler. (Down from 2 default and 5 with blessing)

Crucis Mk II and Ironhelm Mk IV Thunder Hammer
  • Reduce action lockout time from 1.1s to 0.6s on activated hit stun.
  • Increase headshot/crit configuration of light attacks, from 2.5%-7.5% bonus to 15%-45%.
Shotguns and Ripperguns

  • Fire Frenzy blessing fixed and rebalanced across the tiers:

    • From 4/6/80/10% to 7.5/10/12.5/15% per stack (still max stacks of 5)
Dev Note: “Tier 3 was bugged and could stack up to 400% damage bonus!”

Other Fixes and Tweaks

  • Deployed Medical Crates now last for 5 minutes instead of 1 minute.
  • Lower burning DoT damage from all sources vs. Flak armour from 200% to 100%
  • Added missing finesse boost to Munitorum Mk VI Power Sword's activated push-followup so that it does the proper amount of damage compared to the regular push-follow-up.
  • Surgical: shortened stack gain durations overall from 1 second to around 0.25-0.5 seconds per stack, depending on the weapon.

Community Comm-Link 30th March 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.

Last week we saw the Content Drop - Tools of War followed by Hotfix 1.0.41, which contained new weapon marks, new condition combinations, and many balance tweaks.

To give you a quick scope of what you can expect in the coming months: Next week, we’ll release a small patch focused primarily on weapon balancing. Then, towards the end of April, we will release a larger patch. In the first weeks of May, we will release a minor patch, after which you can expect a sizable patch alongside a content drop. I’ll be able to share more information on those in future comm-links!


Crucis Mk II Thunder Hammer
We have seen your feedback regarding the Crucis Mk II Thunder Hammer changes in the last patch. In next week’s patch, we will tweak the self-stun duration from 1.1 seconds to 0.6 seconds and buff headshot damage. We will add more information in the patch notes, which will go live shortly after the patch.

Fire Frenzy Bug Fix
In the upcoming patch, we will implement a fix for the bug with Tier 3 Fire Frenzy. We will also tweak the balance, so changing the power increase to 7.5%/10%/12.5%/15%.

Cosmetics Issues
Currently, some head cosmetics completely hide your character's facial hair and hairstyle options. This is due to some issues around clipping and other texture bugs. We are currently working on a solution that will reduce the number of cases where we have to resort to this method, and you can expect it to come in with a patch in the near future.

Hotfix 1.0.41

Rejects,



Here are the notes for hotfix 1.0.41 which just went live on Steam and will be available shortly for the Microsoft Store.

  • Fixed an issue with 4008 error code by reverting the changes to IPv6-only networks.
  • Fixed an issue with the Munitorum Mk VI Power Sword where the Weapon Special didn't deactivate when continuously landing successful heavy attacks.
  • Fixed an issue where Bleed stacks were not applying correctly from Veteran's 'Frag Storm' Feat.
  • Fixed a crash that could occur when attempting to play banter

Content Drop - Tools of War

Rejects!


Here are the patch notes for the Tools of War Content Drop which just went live on Steam, and will be out shortly on the Microsoft Store.


New Features


Blessing Details

  • You can now see Blessings you haven’t earned yet for Re-Blessing at the Shrine of the Omnissiah. This will appear in both the Weapon Card details view and the item list that appears in stores, your loadout, or at the Shrine itself.



New Weapon Marks

  • Deimos Mk IV Blaze Force Sword - Force Sword with a focus on single target damage and precision stab attacks.
  • Illisi Mk V Blaze Force Sword - Force Sword with a focus on horde management. When charged with Warp Energy it cuts through groups of enemies with increased power.
  • "Brunt's Pride" Mk II Bully Club - A more basic Vanguard and Relentless move set that can be mixed up with slaps and punches.
  • "Brunt's Basher" Mk IIIb Bully Club - Send opponents flying with tanky uppercut swings or strike them down with lethal Strikedown combos.
  • Munitorum Mk VI Power Sword - A Power Sword with a more varied moveset.
  • Ironhelm Mk IV Thunder Hammer - A Thunderhammer slightly more capable of dealing with several enemies. It can cleave through multiple light enemies before dealing the obliterating blow while activated.
  • Gorgonum Mk IV Twin-Linked Heavy Stubber - An even heavier Heavy Stubber. Hard hitting, slow rate of fire.
  • Achlys Mk VII Twin-Linked Heavy Stubber - A relatively light twin-linked Heavy Stubber that has increased mobility and is preferably used at a shorter range.
  • Agripinaa Mk VII Combat Shotgun - An accurate and fast-firing long-range Combat Shotgun with a boost to weak spot damage. It can also be loaded with a powerful and hard-hitting single-shot slug round.
  • Kantrael Mk IX Combat Shotgun - A powerful and aggressive Combat Shotgun with a wide spread and high damage. It can also be loaded with an incendiary round that sets enemies ablaze.

New Conditions & Condition Combos

Shortly after the deployment of Tools of War, new mixtures of Conditions will be seen for the next month as we try out a variety of combinations together. Each week will see a different combination, and the weekend (Friday, Saturday, Sunday) will also see their own mixture. We'll be regularly reading feedback on these conditions and their combinations, so please let us know what you think! The combinations we will we trying out are:


  • Shock Troop Gauntlet - Specialist spawns are doubled and spawn in waves.
  • Ventilation Purge with Snipers - Fog covers the mission, and snipers will guard random locations in the mission.
Dev Note: The enemies that appear in Darkness/Ventilation Purge conditions have been tweaked to use shorter distance requirements for line of sight checks, so enemies are now more affected by the lack of visibility.

  • Darkness with Hunting Grounds - Darkness covers the levels, combined with hunting grounds hounds that spawn in waves.
  • Darkness with High Intensity - Darkness covers the level combined with a higher intensity of enemies.
  • Darkness with Low Intensity - Darkness covers the level combined with a lower intensity of enemies.
  • Ventilation Purge with Snipers + High Intensity - Fog covers the mission, and there is a higher intensity of enemies, in addition to snipers guarding random locations in the mission.
  • Ventilation Purge with Snipers + Low Intensity - Fog covers the mission combined with a lower intensity of enemies.
  • Hunting grounds with High Intensity - Hunting grounds with higher intensity of enemies.
  • Hunting grounds with Low Intensity - Hunting grounds with lower intensity of enemies.
  • Shock Troop Gauntlet with High Intensity - Specialist spawns are doubled and spawn in waves, coupled with a higher intensity of enemies.
  • Shock Troop Gauntlet with Low Intensity - Specialist spawns are doubled and spawn in waves, coupled with a lower intensity of enemies.

Armoury Exchange


Grendyl has ordered the Armoury Exchange be moved closer to the Shrine of the Omnissiah, noting inefficiencies in the previous layout. Rejects should save their energy for tackling heresy and not running between the Armoury and the Shrine. (The Armoury Exchange has been relocated and can now be found next to Hadron’s crafting station)



Updated Features



Engine

  • AMD FSR has been updated to version 2.2 - with improvements across the board, particularly with ghosting. You can read more about FSR 2.2 on the AMD blog.
  • Added a new RTX Global Illumination setting.
Dev Note: We have added a new mode where we mix baked DDGI probes with the runtime-generated probe following the player. This is the new "Low" mode, and the old low is now "Medium"

Psyker
Quelling of the Perils overhaul:

  • Lower quell times for passive Quelling, effectively twice as fast now.
  • Lower quell times for active Quelling, effectively 0.5s faster across the curves
    • (min/max Peril quell time from 1.5s -> 4.5s to 1.0s -> 3.0s)
  • Shift current Peril scale to not scale quell times as aggressively; previously, Quelling picked up speed over time, making high-Peril quelling more effective than low Peril Quelling. This curve is now more linear.
  • Increase passive Quell speed on non-force weapons; they get a 25% reduction.
    • This returns the non-force weapon passive quelling to the same levels as before the 1.0.30 patch, but with the central changes to Quell speeds, the difference between force and non-force weapons is more sensible.
    • Force weapon passive Quelling baseline is 12.5s, and non-force lands at 9.5s. Was previously around 24s for both.
  • Clean up and simplify curves, ramping, and min time fractions, making quelling a more straightforward and deterministic experience regardless of current Peril amount.
  • Added a new setting under Interface -> Accessibility -> Peril FX Intensity, which allows adjusting the intensity of the audio and screen space Peril effects when playing as a Psykinetic

Enemies

  • Tweaked the Pox Hounds, so they are easier to stagger with melee weapons when they are disabling a player.
  • Changed enemy Dreg and Scab Flamers melee attack from a shove to a kick.
  • Added variations to the Pox Burster sounds.
  • Tweaked the Dreg Shotgunner so they will follow players when engaged in melee combat to make them easier to lock in melee.
  • Added more damage falloff to Shotgunner shots (from 15 metres -> 8 metres).
  • Reduced Shotgunners and Assaulters toughness damage, normalised some aim duration, and shoot cooldown values across all difficulties.
  • Increased frequency of hounds in hunting grounds.
  • Fixed the Bulwark stationary melee attacks enable/disable shield blocking to match the animation.
  • Fixed, so Bulwark heavy staggers disable shield blocking to match the animation.
  • Changed the Bulwark shield push attack not to deal damage.
  • Fixed Bulwark stagger animation durations to match the animation better
  • Changed, so Poxburster explodes accordingly after getting staggered multiple times after triggering the fuse.
  • Slightly increase the number of enemies that spawn during mission objective events.
  • Increased explosive barrel damage, especially vs Monstrosities.
  • Increased fire barrel damage and duration (Duration changed from 8 -> 15).
  • Removed high stagger from fire barrel explosion, so enemies don't end up outside of the fire area
  • Increased how many of the same specialists can spawn on Heresy and Damnation difficulty.
  • Increased the number of specials able to spawn in coordinated strikes on Heresy and Damnation difficulty (4 -> 5 for Heresy, 5 -> 6 for Damnation).
  • Tuned down the amount of Dregs that spawn as roamers.
  • Reduced the roamer aggro range when hordes are triggered across all difficulties.
  • Reduced default minion shoot alert radius from 20 metres -> 12 metres in all missions.
  • Changed so Poxburster explosions can damage barrels.
  • Fixed an issue where the Pox Hounds pounce push was dealing 1 damage to nearby players.
  • Fixed VO for tagging Dreg Ragers.

Weapons

  • Added a new wider crosshair for the Lawbringer Mk VI Combat Shotgun when a weapon special shotgun shell is loaded.
  • Tweaked the coil glow of Plasma Guns not to follow Overheat strictly for less sudden shifts in the glow intensity when reloading or venting.


(De)Buff Icons


Blessings

  • Added icons for weapon Blessings to be displayed during gameplay in the buff icon row. Blessings with a duration or condition will display an icon when they are active and give the bonus.

Dev Note: We don’t display icons for Blessings that give a passive buff as these Blessings are always active, and hence the icon would always be showing, not giving you useful information and making the buff icon list more cluttered.

Buffs

  • Negative buffs (debuffs) now appear in a separate row with a red frame, and some have new icons.
HUD

  • Damage over time effects like bleeding, fire, or Soulblaze should now give red hitmarkers on the crosshair when such an effect kills an enemy.
Feats

  • Buff icons for various feats now always show numbers when applicable.
  • Ogryn Skullbreaker feat "Raging Bull" now shows a buff icon while active.
  • Psyker Psykinetic feat "Kinetic Deflection" now shows a buff icon while active.
  • Psyker Psykinetic feat "Mind in Motion" now shows a buff icon while active.
  • Veteran Sharpshooter feat "Camo Expert" now shows a buff icon while active.
  • Veteran Sharpshooter feat "Deadshot" now shows a buff icon while active with a duration for how long the feat can be active.
  • Veteran Sharpshooter feat "Demolition Stockpile" now shows a buff icon that indicates the duration until the next grenade is replenished.
  • Zealot Preacher feat "Faith Restores All" now shows a buff icon with a duration for how long damage is recuperated.

Balance Changes


Weapons


Crucis Mk II Thunder Hammer:
  • Bumped default light attack impact mods:

    • vs. Maniac from 50% to 100%
    • vs. Infected from 75% to 100%
  • Bumped default heavy attack damage mod:
    • vs. Carapace from 25% to 50%
  • Bumped light attack first target Damage mod:

    • vs. Carapace from 25% to 50%
  • Bumped light attack first target Impact mod:
    • vs. Flak Armour from 75% -> 100%
    • vs. Maniac from 50% -> 100%
    • vs. Infected from 75% -> 100%
  • Fine-tuned Crucis Mk II Thunder Hammer second light sweep spline to line up with animation/centre better (was a tad offset to the right).
Obscurus Mk II Blaze Force Sword:
  • Increased light force sword damage (30-60 -> 40-80), second target (25-50 -> 30-60)
  • Increased heavy-force sword damage (50-100 -> 60-120)
  • Increased light stab attack damage (from 60-120 -> 80-160)
    • Improved Flak armour damage mod from 80% -> 100%
Foe Rend Mk II , Mk V and Mk VI Ripper guns:
  • Set Can Opener to only give brittleness on stab
    • Double the number of stacks of brittleness per hit (2-4-6-8 per stab)
  • Increase stagger capabilities on stab, increase impact (15 -> 25 impact, set maniac, Carapace, and infected impact mods to 100% ), and ignore stagger reduction. Can now stagger everything up to Crushers reliably.
  • Increase damage and armour pen on stabs:
    • Base damage increased from 100 to 200,
    • Flak damage mod from 80% to 100%
    • Infected damage mod from 75% to 100%
    • Carapace damage mod from 5% to 50%
  • Reduce reload time by 30%
    • Reduce movement penalty during reloads
  • Reduce wield time by 30%
  • Reduced movement penalty across the board while shooting/bracing
Krourk Mk V Twin-Linked Heavy Stubber
  • Reduce reload time by 30%
  • Reduce wield time by 30%
Feat buffs and changes
Psykinetic:

  • Warp Unleashed: Now affects ALL damage.
  • Quicken: Now also increases Warp Charges generated from all sources to 2.
  • Kinetic Overload: Removed and replaced with ‘Wildfire.’
  • NEW* Wildfire: If an enemy dies while affected by Soulblaze that you've applied, up to 4 of their Soulblaze stacks are spread between nearby enemies. The total amount of Soulblaze stacks on the new enemy cannot exceed the stacks of the dying enemy.
Sharpshooter:

  • Exhilarating Takedown: Now also reduces toughness damage taken by 10% for 6 seconds. Stacking up to 3 times.
  • Covering Fire: Now also grants a 10% damage buff to the affected ally for 3 seconds.

Weapon Blessings

  • Weapon Blessing "Crucian roulette" is now calculated as it states, giving a stack for each bullet missing. Before, it gave a stack for every 10% of ammo missing. We have balanced this accordingly:
    • Adjusted crit chance gained from each empty chamber.
    • Stubrevolver:
      • Tier 1: 2% per 10% missing -> 3.5% per bullet missing
      • Tier 2: 3% per 10% missing -> 4% per bullet missing
      • Tier 3: 4% per 10% missing -> 4.5% per bullet missing
      • Tier 4: 5% per 10% missing -> 5% per bullet missing

    • Vraks Mk III Headhunter Autogun, Vraks Mk VII Headhunter Autogun, and Agripinaa Mk VIII Headhunter Autogun:
      • Tier 1: 2% per 10% missing -> 0.35% per bullet missing
      • Tier 2: 3% per 10% missing -> 0.4% per bullet missing
      • Tier 3: 4% per 10% missing -> 0.45% per bullet missing
      • Tier 4: 5% per 10% missing -> 0.5% per bullet missing


  • Fixed an issue where 'Fire Frenzy' and 'Deathspitter' Blessings would grant bonuses on kills at any range instead of only at close range.
  • Changed All or Nothing blessing on Axes and Shovels to give maximum bonus at 0% stamina instead of at 100% stamina. Blessing now is stepped in 5 steps instead of scaling linearly.
  • Weapon blessing "Bloodthirsty" is now lost after 5 seconds after activation if no attack has been made.

  • “Deathspitter” blessing for Infantry Autogun, Braced Autogun, Recon Lasgun, and Twin-Linked Heavy Stubber can now stack up to 5 stacks and resets after 1.75s.
    • Stacks 1 -> 5
    • Duration 1.5 -> 1.75

  • “Deathspitter” blessing for Combat Shotgun can now stack up to 5 stacks and resets after 2.75s.
    • Stacks 1 -> 5
    • Duration 1.5 -> 2.75
  • Peril-based weapon blessing now gets one stack per 20% Peril instead of getting 1 stack total at 30%, 2 stacks total at 50%, and 4 stacks total at 97% Peril.
    • Effects weapon blessing "Warp Nexus" for all Force Staffs
    • Effect weapon blessing "Unstable Power" for Force Swords


Bug Fixes


Engine

  • Potential fix for players on IPv6-only networks.
  • Merged some GPU Hang stability improvements from the experimental branch.
  • Game Engine stability improvements.
  • Fixed a bug where the pilot was not visible inside the Valkyrie in-game and in cinematics.
  • Aligned Mortis Operative Force Sword positioning to player hands.

Weapons & Blessings

  • Fixed an issue where it was impossible to start reload action for Lawbringer Mk VI Combat Shotgun while aiming in and out of ADS.
  • Fixed issue that prevented the Lawbringer Mk VI Combat Shotgun from loading the special shell when at 1 ammo reserve.
  • Fixed issue with Weapon Blessing "Warp Flurry" causing issues with short charges on Purgatus and Surge Force Staves.
  • Fixed a bug where the light follow-up attack immediately after the weapon special for Turtolsky Heavy Swords would not be affected by weapon stats.
  • Fixed a bug where burst fire for Agripinaa Mk VIII Headhunter Autogun would randomly drop to single fire when repeatedly shooting for a short while.
  • Fixed issue with "Bloodletter" blessing for Eviscerator not activating for some attacks
  • Fixed issue with being able to cancel Thunderhammer weapon special stun by pressing the wield button for the primary weapon.
  • Fixed an issue where the presented Rate of Fire statistic for the Vraks Mk VII Headhunter Autogun didn't match the functional rate of fire.
  • Fixed a few cases where Continuous Fire Blessings could activate earlier than they should.
  • Fixed an issue where the Foe-Rend Mk V Ripper Gun only checked for critical strikes at the start of an attack instead of intermittently while shooting. This caused a potential exploit where you could "crit fish", but in practice meant that the weapon didn't crit as often as it should.
  • Fixed a bug where frag grenades didn’t deal damage to Carapace Armour if the grenade was really close to the armoured enemy.
  • Fixed a bug where Brute-Brainer Mk III Latrine Shovel Special Action attack didn't deal damage to carapace armour.
  • Updated how weapon attack chains are identified in the Psykhanium’s Basic training. They should now match how attack chains and combos are handled when attacking enemies.
  • Fixed issue with "Borne in Blood" blessings for Ripper Gun not triggering correctly.

Feats

  • Fixed issue where Ogryn Skullbreaker Feat 'Payback Time' wouldn't trigger while at full toughness.
  • Fixed issue where Zealot Preachers Feat 'Bloodletting' sometimes wouldn't trigger on killing blows.
  • Fixed issue where Psyker Psykinetic feat 'Quietude' did not trigger from 'Battle Meditation'.
  • Fixed issue where Psyker Psykinetic feat' Kinetic Flayer' could trigger on exploding barrels.
  • Fixed issue where Psyker Psykinetic feat' Quicken' could restore more cooldown than intended.
  • Fixed issue where Force Staff attacks sometimes didn't trigger the Psyker Psykinetic feat 'Ascending Blaze' Warp Charge generation.

Other Tweaks and FIxes

  • Various Animation improvements and tweaks.
  • We now trigger the kill stinger sound when killing Captains and Monstrosities for all players.
  • Fixed an issue where Ammo Kits, Medkits, and Scriptures could end up inside geometry and not be able to be picked up if a player that carried one died on a staircase.
  • Fixed an issue where using a gamepad in the Dodge step of Advanced Training could trigger the completion of left/right dodge when doing a backward dodge. Suppression step during Advanced Training could miscount the number of suppressed enemies when using a Ripper Gun.
  • Fixed issue where bots would be over eager to use a health station while one or more grimoires were active in the party.
  • Removing nets from players now has an interaction animation.
  • Fixed wrong interaction prompt being used on the servo skull in Basic Training ("Press" instead of "Use").
  • Fixed the VO triggers for running away from the squad and for tied up players calling out for a rescue.
  • Fixed so that player character banter cannot play during mission events
  • 2 new Launcher strings for GPU crash dumps added.
  • Unblockable attacks no longer refund stamina.

VO Updates

  • Added some new conversations that can trigger following a killstreak or headshot
  • New rare, longer Bonding Conversations between players.

Settings Menu

  • Increased the speed of scrolling in the Settings Menu.
  • Many tooltips that had long descriptions for options inside the settings menu will no longer position themselves at the edge of the screen.
  • Credits updated

Missions

  • Fixed a spot in Chasm Logistratum where players could get stuck in a corner.
  • Moved the location of a Daemon Host in Hab Dreyko as it was impossible to avoid.
  • Moved the healing station after the ascender event on Magistrati Oubliette TM8-707 slightly further into the level.
  • Made the escape to the lift on Excise Vault Spireside-13 a bit more exciting by having enemies now spawn closer by while they're chasing you out.
  • Fixed an issue on Comms-Plex 154/2f where enemies would sometimes get stuck in the Archivum lobby area.
  • Fixed an issue during the end escape on Excise Vault Spireside-13 where specialists that spawned at the end would suddenly disappear into thin air.
  • Fixed area in Refinery Delta-17 where enemies could spawn in an unintended area.
  • Fixed multiple areas where the player could see through the environment in the mission Relay Station TRS-150.
  • Fixed a sound bug where enemies were silent between two areas on Enclavum Baross.
  • Fixed a sound bug where enemies were silent between two areas close to the train station in Chasm Station HL-16-11.
  • Door panels got a minor delay between interactions to avoid spamming.
  • Fixed occurrences of interactions failing immediately on interaction start.
  • Fixed an issue that causes players to be teleported around the respawn beacon when hogtied.
  • Fixed an issue that caused the interaction bar not to progress during an interaction visually.
  • Fixed a memory leak that could occur while loading into a mission.
  • Fixed an issue with how the game handles linked units; this should lead to slightly increased performance.


Community Comm-Link 16th March 2023


Rejects,



Last week we saw the release of Patch #5 and Hotfix 1.0.36, which were focused primarily on quality-of-life changes, bug fixes, and a couple of small buffs for Psyker and Ogryn.

Towards the end of March, we’ll release a small content drop containing some additional tools for you to help in the fight against the heretics of Tertium! - Here is a sneak peek of two of the weapons you will find included:

Ironhelm Mk IV Thunder Hammer - These Thunder Hammers have a weapon special that gives players some cleave before triggering some extra damage when stopping.



Deimos Mk II Blaze Force Sword - This Force Sword employs more of a thrusting attack pattern that is great against armoured, single-target enemies.



Furthermore we’ll be deploying a couple of new conditions (and some modified versions of already existing conditions), which you will be able to see on the Mission Board in the coming weeks.

Now onto some questions!

Material Pickup Prompt

We’ve seen the community feedback on the recent patch that added new notifications when picking up crafting resources. We'll be looking at implementing a toggle for this option in the interim so you can choose to opt out of the notifications.

We're also reviewing the HUD in general with how it works and providing both feedback and information - so please let us know your thoughts on the current HUD and what you would like to see going forward!


Can Opener Blessing

Some players have been asking about a bug with the Can Opener Blessing on the Foe-Rend Ripper Guns - we will add a bug fix in the upcoming content drop so that the brittleness will only be applied on a stab attack.

Alongside this bug fix, we’ll add a few buffs to the Foe-Rend Ripper Guns, including; doubling the stacks of brittleness per stab, increasing the stagger capabilities, increasing the damage and armour penetration per stab, and some changes to movement penalties.
Detailed patch notes will go live shortly after the content drop releases!