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

Warhammer 40,000: Darktide

Hotfix 1.0.32



Rejects!



Here are the notes for Hotfix 1.0.32 which just went live on Steam, and will be live shortly on the Microsoft Store.


  • Engine fix for possible log spam on certain setups causing bloated logs and performance issues.
  • Added text if the user has the option "Hardware-accelerated GPU scheduling" turned off when using an Nvidia 40x Series while in the launcher.
  • Fixed issues with Framerate Cap and Brightness not resetting in the launcher.
  • Fixed issue with user settings not getting reset if the user switched the GPU in the launcher.

Hotfix 1.0.31+



Rejects,



Here are the notes for hotfix 1.0.31+ which just went live on the Microsoft Store and Steam.

  • Fixed an issue that caused memory leaks when transitioning between hub and missions
  • Fixed an issue that caused memory leaks when transitioning between hub and missions (this specific fix went live on Steam yesterday and is included here for Microsoft Store).
  • Fixed crash on Microsoft Store related to fetching privileges, that had a chance to occur when entering a server with more users.
  • We will be resolving an issue where players found they had the ability to equip the Developer portrait frame for their characters. We hope you enjoyed being Fatshark developers for a day! The players who chose to equip the frame will see their equipped frame reset back to the default starting frame once they are removed.
  • Fixed issue with Zealot Preacher Feat “Bloodletting” not activating correctly.

Hotfix 1.0.31



Rejects,



We just pushed out a hotfix for an emergent issue that stemmed from the 'Blessings of the Omnissiah' update that went out earlier today.

  • Fixed an issue where the texture streamer did not de-allocate resident part of loaded textures properly causing big memory leaks when transitioning between The Mourningstar and missions

We're aware of other additional stability issues caused by the earlier update and are also working on fixes for those to roll out as soon as we can.

Patch #4 - Blessings of the Omnissiah



Rejects,



We just went live with patch 1.0.30.

There are too many Patch Notes to list in a single Steam Announcement -- at the bottom of the page is a button that will take you to the full suite of changes. Included here are notes for all the additions and just some of the changes in patch 1.0.30:

New & Updated Features:



Wargear Sets


Wargear Sets are now available for customisation in Darktide!

Saving a wargear set will save your currently equipped loadout (of Weapons & Curios), cosmetics, and your chosen talents.

You can create up to 5 sets, and customise the set in the UI with an icon to designate what it may be configured for or to differentiate them.



Armoury Exchange


The Armoury Exchange now has the option available (“Brunt’s Armoury”) to acquire a specific weapon by its mark (Mk). Both Melee and Ranged weapon marks are available once you have unlocked them by reaching the appropriate level. Brunt’s Armoury stocks the most common weapons only (Profane sanctity), and each weapon starts at a base price and scales with the player’s level just like the prices for weapons in other stores.



You can now preview cosmetic gear, and weapon skins. You can choose to preview these items on your current character or a holographic mannequin.

Sire Melk's Requisitorium


We’re making a few changes to Sire Melk’s weekly contracts.

All contract tasks have undergone a rebalance by lowering their required targets to complete while also increasing the amount of Ordo Ingots that they provide. The Side Mission tasks for both Scriptures and Grimoires have been collapsed into the same task, which will progress as you collect either item upon a successful Mission completion.

We’ve also removed contracts that required playing specific side objectives on specific Missions.

Additionally, we are also removing the cap that was in place on the amount of times you can re-roll a given task. The system will continue to re-roll tasks until you have re-rolled all available tasks, which it will then begin again to choose from previously rolled out tasks. The cost of dockets required will continue to increase on each re-roll.

New Contracts available:
  • Collect Diamantine
    • Targets: 100/200/350 for a reward of 160/370/700 Ordo Ingots.
  • Collect Plasteel

    • Targets: 250/400/750 for a reward of 160/280/600 Ordo Ingots.
  • Collect Scriptures or Grimoires
    • Targets: 4/8/16 for an updated reward of 150/335/700 Ordo Ingots.
Updated Contracts:
  • Kill Monstrosities
    • New targets: 2/4/7 for an updated reward of 160/370/700 Ordo Ingots.
  • Complete Missions
    • New targets: 5/8/12 for an updated reward of 120/310/590 Ordo Ingots.
  • Complete Missions with no player deaths
    • New targets: 1/3/6 for an updated reward of 120/280/580 Ordo Ingots.
  • Kill Dregs with Melee
    • Targets: 500/750/1000 for an updated reward of 100/230/530 Ordo Ingots.
  • Kill Dregs with Ranged
    • Targets: 500/750/1000 for an updated reward of 100/230/530 Ordo Ingots.
  • Kill Scabs with Melee
    • Targets: 500/750/1000 for an updated reward of 100/230/530 Ordo Ingots.
  • Kill Scabs with Ranged
    • Targets: 500/750/1000 for an updated reward of 100/230/530 Ordo Ingots.

Shrine of the Omnissiah


Prices of actions within the Shrine have been adjusted. The cost of Shrine actions will now adjust based on the rating of the item being modified. This makes it much more viable for modification at lower levels over the course of progression within the game. We’ve also resolved an issue where an item's rating would appear to lower in the preview. This was a visual bug only, and did not actually lower the rating level.

Consecrating at the Shrine has had cost adjustments, where Diamantine is no longer required to upgrade to the Anointed (Blue rarity) level. Together with purchasing Marks directly from Brunt’s Armoury, this makes it easier to upgrade and earn Blessings as desired.

We’re expanding the functionality of the crafting within Darktide with the final steps which are connected to the Blessings of weapons.

Earn Blessing
You can now extract a Blessing from a weapon in your inventory, which will sacrifice the weapon in the process. After extracting the Blessing, you will earn the permanent ability to use this Blessing on another weapon of the same mark. Earned Blessings are shared between all characters on your account.

Re-Bless Weapon
You can now change a Blessing on a weapon, by swapping out an existing Blessing on a weapon with one of your earned Blessings. Each weapon pattern has unique Blessings available to them, and you can only swap these with Blessings belonging to the same pattern.

When re-Blessing, you must choose an existing Blessing to replace on the weapon; if your weapon has another Blessing it will be locked in place.



Mission Board


The Mission Board will see an increase in the number of available Missions that appear. We are increasing them from 12 to 16 available Missions.

The balance of difficulty, maps, and Conditions / Side Missions has also been adjusted to account for the increase in availability. Timers for regular Missions on the board have been decreased to a max of 15 minutes.

The rewards for Side Missions and Conditions are no longer the same values, and have now been individualised. This means that both Side Missions and Conditions will award different amounts of XP and Dockets, which will also increase in total amount awarded with a higher difficulty chosen.

Modifier for each Side Mission / Condition per difficulty level:
  • Collect Grimoires:
    • +60% Dockets
    • +25% XP
  • Collect Scriptures:
    • +20% Dockets
    • +40% XP
  • Ventilation Purge:
    • +30% Dockets
    • +20% XP
  • Hunting Grounds:
    • +40% Dockets
    • +30% XP
  • Power Supply Interruption:
    • +35% Dockets
    • +25% XP
  • High Resistance:
    • +45% Dockets
    • +40% XP
  • Low Resistance:
    • No change

The availability of crafting materials found within the Mission has been increased:
  • Plasteel
    • Uprising from 195 to 205
    • Malice from 255 to 265
    • Heresy from 300 to 440
    • Damnation from 395 to 805
  • Diamantine
    • Uprising from 30 to 40
    • Malice from 95 to 125
    • Heresy from 170 to 195
    • Damnation from 295 to 300



Emperor’s Gift


The Emperor’s Gift will now be awarded upon every successful Mission completion.

Playing at a higher difficulty level will increase the chances of a higher rarity item being gifted.

Additionally, Conditions will also affect the chances of increasing the rarity of items being gifted.

Item Generation


Significant upgrades have been made to the foundations of how we generate items (Weapons & Curios), and how they are distributed in the game across different sources.

Items Consecrated (upgraded in rarity) in the Shrine of the Omnissiah now have more favourable chances of unlocking higher tier Perks & Blessings.

The Armoury Exchange requisition list will often see items with Tier 1 & 2 Perks / Blessings, while Sire Melk's Requisitions will often have items with Tier 3 & 4 Perks / Blessings for characters at level 30.

Character Creation


A number of visual updates have been applied to the character creation screens:
  • Class selection has received an update in the UI.
  • Updated several UI elements such as buttons and scroll indicators to be consistent with the rest of the game.
  • When selecting a home system, the camera will now pan smoothly from one planet to the next.

Social Menu


Chosen Portrait Frames will now display for the users / characters that you see inside the social menu.

Emotes




The ability for your avatar to emote has been added to the hub of the Mourningstar. All players now have emote slots available to equip an emote to. Holding the [Jump] key will open up an emote wheel where you can choose an emote. Characters will receive the following emotes to equip:
  • Veteran, Psyker, Zealot:
    • Wave
    • Thumbs Up
    • No
    • Squat
    • Kneel
  • Ogryn:
    • Wave
    • Thumbs Up
    • Nah ah
    • Safety First
    • Kneel

Quality of Life


Added the ability to sort item lists in stores and your inventory, by the item type and item rating.

HUD


All weapon marks now have a unique HUD icon and will no longer share one icon for the entire weapon pattern.

For example, you can now see the difference between each of the Psyker’s staves clearly.

Commodore's Vestures


Updated the UI when inspecting an item bundle, to show more clearly how to purchase a single item inside the bundle if you wish to do so. Previously this step was inside the Inspect view of the single item.
Updated the purchase confirmation step with a much larger text of the item or bundle you are wanting to purchase.

Hunting Grounds


We have taken a long hard look at the Hunting Grounds Condition and want to test a couple of changes. As a baseline we want these types of modifiers to be more distinct and less of a continuous challenge throughout the Mission, so we’re changing the format. A handful of spawns of rebalanced and tuned dog packs will occur during a Hunting Ground Mission, with some tender loving care put into the pacing and general presentation. The Pox Hounds themselves have gotten some attention, with a focus on fixing issues with their movement, smoothing out ragdoll transitions and sternly telling them to not spontaneously try space travel. It’s a work in progress.

We want to test this in limited capacity in the coming rotations of the Mission Board. Hopefully it will give a clear sense of when the Condition kicks in and provide for a fun experience to overcome or die horribly screaming together. Please check it out and give us feedback, we want to find a format that works together with the community so that we can add variation and replayability to our Missions.

Weapon Balance


As part of this update we took a pass at each weapon's available Blessings, tuning and fixing them as we went along. The intent is to raise the weaker choices and fix interactions that were flawed in order to provide a wider palette of interesting choices to pick from. Most changes include buffs to Blessings as they were in general modest or sometimes downright pointless in their old format. There are a lot of combinations to test and tune so please keep the feedback coming and we’ll keep the full Blessing configuration of each weapon as part of our patch rotation in the future.

We’ve presented all changes to each weapon listed together with fixes, Blessing tweaks, and a couple of balance changes mixed in. In general, we want to approach weapon balancing on a per-package rotation, focusing on one weapon pattern at a time. You can see the full balance patch notes over on the Fatshark Forums.


Community Comm-Link 16th February 2023

Rejects,



Last week we saw the release of Patch 1.0.25 and Hotfix 1.0.26, which was focused mainly on tweaks and balance of weapons as well as some quality-of-life additions. We also published a Dev Blog that took a deep dive into the upcoming changes to the Shrine of the Omnissiah. From this, we saw a great amount of constructive feedback that we will keep in mind going forward, as well as some burning questions - which we will answer here.

How do you get different Blessing tiers?
When you surrender a weapon to Hadron, you will receive the Blessing from that weapon at its current tier. To get higher blessing tiers, you will need to find weapons with an improved tier on them and surrender those weapons to Hadron.

Will you be making any changes to resource drops?
Yes! We will be increasing the amount of crafting resources you find in missions and adjusting the resources you find at higher difficulties to include more plasteel.

Upcoming Patch
We will be releasing a larger patch containing all of the changes to the Shrine of the Omnissiah and more by the end of February! Here is a bit of a sneak peek of what you can expect from the upcoming patch:


  • Changes to the Mission Board - We will increase the number of available missions on the mission board from 12 to 16 and the difficulty distribution of the missions with higher difficulties getting more representation. We will also lower the mission timers, so that by the time you complete a mission a new one has rotated in!
  • Changes to the Shrine - We will be adding the ability to earn Blessings permanently and be able to re-bless your weapons.
  • Changes to the Armoury Exchange - We will release a new feature to the Armoury Exchange where players can acquire any weapon type by its mark (Mk) that has been unlocked by achieving the minimum level required.
  • Changes to the amount of experience and currency earned on Side Missions - Both Side Missions and Conditions will now award different values of XP and Ordos Dockets. They will also scale in the amount given relative to the difficulty level of the mission they are attached to.
  • Emotes?! - We're beginning to add more social interactions to the hub world of the Mourningstar. Following the next patch, you will be able to equip yourself with emotes and say hello to your fellow rejects!


We look forward to seeing you in the next update!

Dev Blog: Deep Dive into the Shrine

Rejects,



For today’s blog, we will outline some of the features and changes we are actively working on in our next major patch and discuss how we arrived at making some of these changes in detail.

An Update on the Shrine



Before Darktide’s launch date, we brought an update on the different features we were working on for the game's crafting systems.

The functionality of these crafting features was completed in December, and internally we began playtesting how they functioned, felt, and fit within the game. This led us to identify key issues with our features surrounding Blessings (Earn Blessing, Fuse/Combine Blessing, and Re-Bless). We were not happy with releasing these features to our players in their current implementation. We are going to explain further why we arrived at this decision.

Throughout the launch period for Darktide, we began to receive feedback from players playing the game in its entirety. One of the loudest feedback points we saw was exposing issues in our acquisition methods for items. We identified that these issues for item acquisition would be further compounded by the Blessing crafting features we had implemented. It would result in a frustrating experience for players. We decided to hold back the additional crafting functionality while we revisit our item acquisition systems to alleviate the would-be strain on the crafting system. With that choice in place, we set ourselves upon the task of reworking some of our sources for item acquisition, and we will cover these topics first and then dive into the changes we are making for crafting moving forward.

So, how will crafting change from Vermintide to Darktide? In Vermintide crafting was focused around creating, salvaging, and modifying items obtained through reward chests and through the crafting of blueprints. There are some similarities between the two games with the modification options, yet Darktide will carve its own path when it comes to crafting. Instead it is centred around modifying weapons rather than weapon creation, and will have a heavier focus on acquiring exciting items of different potential through many sources in the game.

Equipment in Darktide



For Darktide, we wanted to set a different direction for the items characters will choose to equip. We want each weapon, and curio players find in Darktide to have a distinctive difference of potential within. The foundation we set with Modifiers, Perks, and Blessings changes how each weapon can potentially perform. The combination of these offers an exciting array of variety, and we want players to continue acquiring many variations in pursuit of interesting build diversity. This build potential exists today, and as a teaser for our next major patch, players can look forward to easily saving and loading preset builds that they can customise!

This direction for items having exciting hidden potential is where our sources for acquiring items in Darktide come into effect. We consider the armoury Exchange to be an expansion of the mission completion phase, where the dockets players receive allow them to choose their own reward from this store or save them for a more interesting option should they find one later. In reality, we acknowledge the feedback that players desire further agency within the Armoury Exchange. We will release a new feature to the Armoury Exchange where players can acquire any weapon type by its mark (Mk) that has been unlocked by achieving the minimum level required. This will be made available in the next patch to Darktide.



Acquiring weapons through this new requisition system in the Armoury, will give players a common (Profane rarity) weapon of a varying item rating according to their character's current level. It is worth noting that Profane weapons in Darktide have the most potential of becoming powerful weapons in combination with their base modifiers and via upgrades through crafting. To accompany this new feature, we will improve the selection of items in the hourly catalogue in both the base item rating range and their potential.

Further changes to Item Acquisition



To accompany these changes to the Armoury Exchange, we will make further changes to the other sources of acquiring items within Darktide.

The Emperor’s Gift, which was occasionally received upon successful mission completion, will now be granted upon every mission completion without any limit by time, as was previously the case. In addition, the Emperor’s Gift will be influenced by several factors: The difficulty of the chosen mission and the conditions and side missions completed. Both factors will improve the chances of receiving an item with higher potential.

Sire Melk’s Requisitorium is another source of item acquisition, and we will also be implementing some changes in the next patch. We are reducing the amount of work each contract asks of players and increasing the reward (Ingots) players will receive for completing the task. The collection of Grimoires and Scriptures will be collapsed into a single contract for completing these collectible side-missions. We will also add a couple of new contracts for collecting both Plasteel, and Diamantine.

Importantly, in addition to these changes to the contracts offered, we will be improving the quality of the weapons offered by the daily catalogue and through the mystery acquisitions.

Unlocking Crafting



Shortly after the Winter break, we re-evaluated the direction we were going in with crafting in
the future. This set us up to ensure that any changes we made now in the short term would set us on the best possible path to and synergize with future features and content. A significant part of this work was confirming the direction for weapon blessings and where they will fit in the future. While we are excited about the direction we chose to take blessings, we will save that discussion for another time.
Having the future direction affirmed, we could make the necessary decisions and changes required to release the final parts of the crafting system.

The first major change from the previous crafting implementation we discussed is that we will
not be implementing the Fuse / Combine blessing functionality. Instead, earning a blessing will
permanently unlock the ability to re-bless with that blessing at any time. We made this decision as it compliments where we will take blessings in the future, and it greatly alleviates the number
of items that one would need to acquire, not only the ability to re-bless but also what you can re-bless with. As stated in the previous section about equipment, we expect players to
switch and try out new weapons as they discover different and exciting potential
combinations and builds. Earning the ability to permanently re-bless allows for a far more enjoyable and less time-consuming experience and an easier time experimenting with interesting builds for your characters.

In combination with this, we are also improving the other aspects of crafting. We have implemented a cost scaling system that will change the total material costs required depending on the weapons item rating, for all actions at the Shrine of the Omnissiah. Let’s recap all the available crafting features, including what will be present in the next patch:



Consecrate


Upgrades the rarity of Weapons and Curios. Upgrading Profane & Redeemed will cost Plasteel, and after that Plasteel and Diamantine are required.

Refine Perk


Refine a single perk on an item to roll for a new perk selected at random by Hadron. The perk that was not chosen to be refined will become locked for this weapon.

Earn Blessing


Surrender the entire weapon to Hadron, thereby losing it in the process. Players can then select a Blessing to earn the right to permanently re-bless other weapons with the earned blessing. Blessings are shared across different weapon marks of the same weapon type.

Re-Bless


Players can choose to replace a single blessing on the weapon with a blessing of choice they have earned the right to use. The other blessing that was not chosen will become locked.

Patch #4: Blessings of the Omnissiah



As mentioned previously, the next patch to Darktide will include these changes to the crafting system and item acquisition. We will continue to monitor feedback once it is in your hands, and we will continue to make adjustments and changes if necessary.

There are a number of additional new features, changes, and improvements to come in this next patch which we’ll be discussing in our next Community Comm-Link.

We greatly appreciate both the passion and feedback we have received so far on Darktide. As we continue to work on addressing many of these areas brought up by our community, we will continue to welcome the ongoing discussion to further shape and evolve the game for many years to come.

Thank you all for reading, and we will see you again in the next Comm-Link.

Darktide Team

Hotfix 1.0.26

Rejects,



Here are the notes for Hotfix 1.0.26 to fix some of the issues that arose from Patch 1.0.25:

  • Fixed an issue where players could not complete Basic Training as Skullbreaker.
  • Fixed an issue where Darktide would crash after making changes to the FOV slider in the video settings.
  • Fixed an issue that would cause the game to crash when changing options in the settings while using a controller.

Patch Notes 1.0.25

Rejects,



Here are the notes for patch 1.0.25 which just went live on Steam. As mentioned in the Comm-Link released last week this patch is focused on fixes for Blessings, and also balance changes for weapons.

Later this week we will also be releasing a Dev Blog talking about changes to Crafting, Sire Melk’s Requisitorium and the Armoury Exchange!

As requested through feedback, this time we will be trailing a slightly different format to the patch notes with the notes sorted by class where possible. Please let us know how you feel about this change and if you have any further feedback on our Patch Notes.

Now onto the patch notes:

OGRYN


Blessings, Feats and Abilities:
  • Fixed an issue where Skullbreaker's ‘Intimidating Presence’ was a multiplier instead of modifier.[\list]
  • Skullbreaker tweaks:

    • Reduced the damage reduction from ‘Hard as Nails’ per nearby knocked down or incapacitated ally from 25% -> 20% (Max 75% -> Max 60%)
    • 'Hard as Nails' now only counts allies within 20 meters.
    • Fixed an issue with ‘Raging Bull’ where only the second attack was empowered, and now it will trigger on all melee attacks.
    • Reduced the bonus damage from ‘Raging Bull’ from 5% -> 2.5%
  • Added a HUD Icon to Skullbreaker feat 'Hard as Nails'.

ZEALOT


Blessings, Feats and Abilities:
  • Preacher tweaks:

    • Increased the toughness bonus from ‘Purify in Blood’ from 50% -> 75%.
    • Reduced the toughness damage reduction from ‘Faith Restored’ from 75% -> 50%.

PSYKER


Blessings, Feats and Abilities:
  • Fixed an issue where ‘Warp Charge’ cost would incorrectly increase when using ‘Brain Burst’.
  • Fixed issue where Psykinetic abilities sometimes would get interrupted by being stunned.
  • Psykinetic tweaks:

    • Increased the damage bonus gained from ‘Warp Siphon’ by 3% -> 4% per Warp Charge
    • ‘Warp Siphon’ charges will now fall off gradually
    • Increased the damage and stagger of ‘Brain Burst’ by 10%.
    • Increased the damage taken by the target from 15% -> 25% when using ‘Cerebral Lacerations
  • Fixed issue where 'Kinetic Overload' could target dead enemies.

VETERAN


Blessings, Feats and Abilities:

  • Fixed issue where 'Counterfire' didn't increase weakspot damage by an additional 25%.
  • Fixed issue where 'Counterfire' and 'Sustained Fire' would refresh 'Volley Fire' on Ogryn kills.
  • Raised the reload speed received from blessing 'Speedload' from 0.04 -> 0.14 on the highest rarity.
  • Sharpshooter tweaks:

    • Increased the amount of toughness replenished from ‘Exhilarating Takedown’ and ‘Covering Fire’ from 10% -> 15%
    • Increased the amount of stamina restored by Duck and Dive from 20% -> 30%

Weapons



  • Smoothed out the animations and removed the jitteriness from Columnus Mk II Braced Autogun, Graia Mk IV Braced Autogun and Agripinaa Mk VIII Braced Autogun transitions between weapon special and hip-fire.
  • Fixed a bug where the Lawbringer Mk VI Combat Shotgun would be unaffected by weapon stats when firing directly after reloading.
  • Fixed an issue where the damage stats for primary attacks with M35 Magnacore Mk II Plasma Gun showed lower values than the actual damage.
  • Fixed an issue where the Orestes Mk IV Assault Chainaxe wouldn't trigger 'Bloodthirsty' on all attacks.
  • Fixed an issue that could cause a crash when doing a Push Follow-up Attack with Obscurus Mk II Blaze Force Sword and rapidly switching to your Ranged Weapon.
  • Tweaked damage output from all Rippergun weapons against Carapace Armour from 0.01 -> 0.05.
  • Tweaked the damage output of the Foe-Rend Mk V Ripper Gun and the Foe-Rend Mk VI Ripper Gun from 200,400 -> 250,500.
  • Increased the ammo count of the Foe-Rend Mk V Ripper Gun to be in line with the Foe-Rend Mk II Ripper Gun and Foe-Rend Mk VI Ripper Gun.
  • Changes to the Lorenz Mk V Kickback:

    • Increased reload speed base value by 35%
    • Increased damage modifier against Carapace Armor from 0 -> 0.05
    • Increased damage against Maniac enemies from x0.9 -> x1.0
    • Increased ranged cleave from 1.5 -> 2.5.
    • Increased ammo reserve base values by 5
    • Increased minimum effectiveness range to 5-> 8 and maximum effective range 8 -> 15.
  • Krourk Mk VI Cleaver and Krourk Mk IV Cleaver's stab attacks now deal increased damage to Flak Armor (from 0.8 -> 1) and Carapace Armor (from 0.05 -> 0.25). Stab attack damage to Flak Carapace and Resistant increased from 1 -> 1.1.
  • Increased the sweep speed on the Krourk Mk IV Cleaver’s 2nd heavy attack by 30%. Chain time into 2nd heavy attack from other actions is decreased by 0.15s.
  • Fixed a bug where weapon special couldn't be used while blocking for all Cleavers.
  • "Brunt Special" Mk I Bully Club 2nd heavy attacks sweep speed increased by 30% and chain time into it from other actions is decreased by 0.15s.
  • Tweaked the Orestes Mk IV Assault Chainaxe so that the first heavy attack is slightly more horizontal so you can cleave through more enemies.
  • Changes to Vraks Mk III Headhunter Autogun, Vraks Mk VII Headhunter Autogun and Agripinaa Mk VIII Headhunter Autogun:

    • Raised damage vs Flak Armored enemies from 0.75 -> 1.0
    • Raised damage vs Unyielding enemies from 0.75 -> 1.0
    • Toned down horizontal recoil and made all three rifles easier to handle
    • Raised impact for Agripinaa Mk VIII Headhunter Autogun from 9 to 15
    • Increased average clip size for Vraks Mk III Headhunter Autogun and Agripinaa Mk VIII Headhunter Autogun to 40
    • Increased average clip size for Vraks Mk VII Headhunter Autogun to 30

  • Increased damage and impact to heavy attacks with the Orestes Mk IV Assault Chainaxe and allowed it to damage one more target while cleaving.
  • Increased sweep speed of push follow-up attack by 20% and decreased chain time to block by 0.33s and to attack by 0.05s.
  • Fixed instances with the Krourk Mk VI Cleaver, Krourk Mk IV Cleaver and the Blastoom Mk III Grenadier Gauntlet where on certain attacks you could miss an enemy with a swing when standing extremely close to them.
  • Increased Lorenz Mk V Kickback damage range from 850-1150 -> 900-1350.
  • Fixed issue where Cadia Mk IV Assault Chainsword stab push attack applied 'Bloodletting' more often than it should.

Curios



  • Fixed an issue where Curios with Stamina perks would apply +1 instead of the correct amount.

Enemies


  • Tweaks to Scab Shooter:

    • Reduced damage from shots by 20%
    • Increased base aim duration before shot from 0.2 - 0.45 to 0.3 - 0.5 (scaled down by difficulty)
    • Increased base cooldown after shot from 2.0 - 2.5 to 2.25 - 2.75 (scaled down by difficulty)

Cosmetics



  • Fixed clipping issues with the Nomanus Mk VI Surge Force Staff.
  • Fixed issues regarding trinket orientations.
  • Fixed clipping and texture issues with female veteran cosmetics.

Fixes and Tweaks



  • Fixed an issue where the 'Untouchable' and 'On Overwatch' pennances didn't unlock as expected.
  • Added a change so that players with faster machines will no longer have to wait for players with slower machines to finish loading before starting the mission.
  • Tweaked bots to not prioritize reviving other knocked down bots if there are too many enemies around them.
  • Improved the client settings surrounding subtitles for getting set up correctly on start up.
  • The "Completed" state is now properly localized in all languages for Sire Melk's contracts.
  • Fixed Warzone Conditions being shown a bit too eagerly.
  • Conditions that have extra rewards are now shown on the Mission Board (added to the total reward for the mission objective).
  • Implemented additional guards to resolve the case when HUD markers for items and interaction points would not be aligned to their correct location.
  • Lowered the input hold time for skipping cutscenes.
  • Added a popup dialog that explains if you need to restart the game after applying new settings.
  • Bartering Items (Discarding) now requires re-pressing the hotkey button for each item.
  • Recently played with users on Steam now show up in the Recent Games within Steam.
  • Improved button hints for Controllers for actions inside the loadout view.
  • When in the Inventory Screen, equipping a weapon will no longer send you back to the Loadout view.
  • Notifications for new items added during the mission end will now be shown when returning to the Mourningstar.
  • Fixed a bug that leaves players in slow motion if they skip a slow motion cinematic shot while it is playing.

*edit made for formatting

Community Comm-Link 2nd February 2023

Rejects,



We are establishing these Comm-Links, which we will use to keep you all updated on news and changes you can expect to see in the short term.

Last week we saw the release of Patch 1.0.22, shortly followed by Hotfix 1.0.23 and Hotfix 1.0.24, which brought many bug fixes to penances and blessings, as well as some much-needed exploit fixes.
Thank you to everyone who gave us constructive feedback on the layout and formatting of the Patch Notes! We’ll be sure to add these ideas where possible in Patch Notes going forward.

Over the course of the next week we will be releasing Patch 1.0.25, which will focus on fixes for issues with talents, traits and some tweaks to weapons for balancing. Full Patch Notes will be available on Steam and the Darktide Forums shortly after the patch goes live.

Following Patch 1.0.25 we will also publish a Dev Blog, which will take a deeper dive into crafting and talk about some of the challenges we have had. We'll also be digging into topics surrounding acquiring items, including the Armoury Exchange and Sire Melk's Requisitorium!

Hotfix 1.0.24

Rejects,



We just released 1.0.24 to fix an issue found in last weeks patch, and a small buff to compensate!


Hotfix Notes:




  • Fixed an issue where the Toughness Regeneration Speed from Curio bonuses incorrectly gave an extremely high regen speed.
  • Buffed the Toughness Regeneration Speed Curio values for all tiers.