Welcome to the second day in Tertium, and as you clamber out of your makeshift barracks and put on your boots to stem the tide of Chaos, we are rolling out Hotfix 1.0.13. This hotfix contains crash fixes and a much-needed fix to toughness.
Patch Notes
Crash fixes
Fixed a crash that could happen when using one of Psyker's talents.
Resolved a crash that could occur during login to the character selection view.
Fixed a crash that could occur when entering the headgear equipment view.
Fixed a crash that could occur when clicking "Exit Psykhanum" twice.
Fixed a crash that could happen when players used a melee weapon special.
Fixed a crash that was detected for users that were leaving the Psykhanum.
Fixed an access violation crash.
Fixed other various, unspecifiable crashes.
Localization
Improved localization
Clarified melee push description to be more accurate, indicating this action will be used when you have no weapon equipped.
Cosmetics
Resolved some placeholder text that would be shown when inspecting cosmetics and weapon skins in the Commodore’s Vestures and when browsing the trinkets menu.
Fixed Psyker's Imperial Edition chest plate clipping through the jacket and causing the cosmetic to not match the marketing image.
Bug Fixes & Tweaks
Fixed an issue that caused toughness bleedthrough damage on toughness over 100. Toughness over 100 on any class should now function as expected.
Resolved an issue when using a controller in the settings menu, where dropdown lists would not work as expected.
Added stat tracking for some platform achievements
Fixed an issue that when an image in the Commodore’s Vestures failed to load, the entire store would fail to show.
Increased experience and Ordo Dockets when finishing a mission on Malice, Heresy, and Damnation.
Fixed an issue where users would get raytracing assigned as on by default if the users hardware does not support raytracing (improves performance for some users)
Read Notes from our techpriest [This patch note line has been edited for clarity]
Network fix to handle proper disconnects more nicely in LAN transport.
Top Known Issues
Ray Tracing is currently disabled for AMD and Intel GPU users while investigating issues related to our support for these GPU’s. We are working closely with our hardware partners to resolve this as soon as possible. Until then, ray tracing is turned off by default to avoid any issues in playing the game.
Optimization and performance. This is an area we continue to work on, and we see issues with performance.
We are continuing to monitor stability. Players should notice improvements with each subsequent patch.
We currently don’t support users on IPv6-only networks. This often means a player requires a VPN to play the game. The intention is to support IPv6 in the near future.
Some players might experience a sudden crash to desktop with dialogue popup. Switching between windowed mode and fullscreen can result in adjusted resolution and deadlock in some rare cases.
Working on delivering missing Twitch Drops to a select few players. We hope to have this resolved within a week.
Some users may be missing their pre-order bonuses, and beta tester helmets. We are working on resolving this issue so you all receive appropriate cosmetics as expected. For more information, please visit this link.
A Word From Our Techpriests
We have seen a lot of comments about raytracing being on by default for many of our users and we have been investigating this for quite some time. We thought we had caught all cases of this in the release patch but more issues have been found.
We have managed to identify another issue that affects players on GPUs that do not support raytracing at all. The issue is that we have faulty fallbacks for settings that are removed from the settings menu because they are not supported on the GPU causing them to fall back to true instead of false.
The patch for this will reset your settings and re-detect optimal settings from the launcher, when the game is launched we should set proper defaults for you that sets `rt_reflections_enabled` and `rtxgi_enabled` to false.
It is important to note that our user settings file contains multiple other raytracing related settings, these settings are sub settings to `rt_reflections_enabled` and `rtxgi_enabled` and controls the behavior of those features. Changing those settings or the settings being true has no bad effect on performance whatsoever. In fact some of those features being enabled is because they enable optimizations to the raytracing features. Turning all of them off is not necessarily the most optimal state for performance should you want to enable raytracing in the future.
There is one exception to this and it is the setting called "rtxgi_scale". This setting while controlling the quality of the dynamic rtxgi if `rtxgi_enabled = true` will also control the quality of the baked rtxgi if the setting `baked_ddgi = true` (the setting called "Global Illumination" under advanced settings). When you set rtxgi_scale to 0 that means that the baked rtxgi will also be off. While this will give you better framerate, and might be another reason for following the guides gives you better framerate, some levels that rely highly on this baked global illumination for their looks will become excessively dark as they will lack sufficient light contribution in heavily occluded areas. This is the reason why we decided to not support turning off Global Illumination from the settings menu as it makes some levels almost unplayable due to the darkness for which we have no suitable fallback.
You are of course always free to tweak your settings manually and play around with the different options we give you in there but please do note that there is an intended logic to these settings where it is quite easy to set them up to conflict with each other. This is something that our settings menus and launcher detection takes into consideration. Any manual editing of the `user_settings.config` may result in settings ending up in a permanently broken state from which the settings menu might not be able to save you, in this case using the reset button in the launcher is your best solution to the problem. That option will clear all your render settings and start you over fresh. Please be aware that manual editing of the `user_settings.config`, especially modifying read/write properties of that file will make it very hard for us to diagnose/debug your problems should you have them so when reporting bugs related to settings make sure to mention if you have edited them manually to avoid confusion. There is no shame in this, we just want to know this so that we can offer the proper assistance.
Hotfix 1.0.12
Rejects!
In the first 24 hours, you all have slain 405,102,858 heretics, and 798,747 rejects have been declared missing in combat! But today is a new day here on Tertium, and we are releasing a hotfix for the first 24 hours of the release of Warhammer 40,000: Darktide. This hotfix contains various crash and bug fixes. We have also included a list of known issues we are currently working on resolving.
Hotfix Notes:
Fixed a client crash when dodging while not having any weapon equipped.
Fixed crash issues when view is not completely loaded.
Fixed a crash after opening inventory & other menu (such as premium store) simultaneously.
Fixed other various unspecifiable crashes.
Fixed join permissions that were causing broken reconnects sometimes.
Issue where people on 3000 series cards would see their settings as N/A is now fixed.
Fixed invisible weapon stats.
Known Issues:
Ray tracing is currently disabled for AMD and Intel GPU users while investigating issues related to our support for these GPU's. We are working closely with our hardware partners to resolve this as soon as possible. Until then, ray tracing is turned off by default to avoid any issues in playing the game.
Ray tracing optimization and performance. This is an area we continue to work on, and we see issues with performance.
We currently don’t support users on IPv6-only networks. This often means a player requires a VPN to play the game. The intention is to support IPv6 in the near future.
In the Weapon Detail Screen, there is a known crash when inspecting the weapon damage breakdown of most weapons (e.g. lasgun torch).
Sudden crash to desktop with dialogue popup - often called “GPU Hang.”
Switching between windowed mode and fullscreen can result in adjusted resolution and deadlock in some rare cases.
Working on delivering missing Twitch Drops to a select few players. We hope to have this resolved within a week.
Inability to merge strike teams. If you pick to merge your strike team at the end of a mission, it will currently not work and will display a version mismatch error.
Some users may not have some premium currency packs available on Microsoft Store.
Some users may be missing their Imperial Edition cosmetics, pre-order bonuses, and beta tester helmets. We are working on resolving this issue so you all receive appropriate cosmetics as expected. For more information, please visit this link.
We are aware the Imperial Edition Thunderhammer looks different than our promotional material. We are working on updating the Thunderhammer skin to the correct one in a future patch.
We are aware that 100% toughness is not functioning as expected. We are currently investigating a fix so it works as intended.
Community Update #4: Darktide Launches
Rejects,
Today, we officially launch Warhammer 40,000: Darktide! This is a moment that many of us have been looking forward to for quite a while, and we couldn’t be more excited to share our “labor of love” with you. We believe we have created something special that we will build on for years to come, and we look forward to your continued support and feedback along the way.
Many of you joined us along this journey to get here, whether in playing the technical test, the closed beta, or the pre-order beta. All of it helped, and for that - we are immensely grateful, especially knowing that it often meant you sometimes played a broken or partial game.
Since our last update, below are a few highlights of areas of improvement and what to expect - followed by much more detailed KNOWN ISSUES and PATCH NOTES.
Stability
The pre-order beta helped us fix many of the issues. It was a big part of the reason we ran the beta. In particular, we have made a lot of progress in fixing “GPU Hang” issues, which was the #1 contributor to client-related crashes. This isn’t to say we have a 0% failure rate, and the team will continue to work through this as we know that some users will still have issues - but we believe it is much improved.
Matchmaking & Network Disconnects
There has been a lot of improvement over the last two weeks, mainly due to the number of players playing, providing feedback, and allowing us to fix and scale our service. In particular, party matchmaking should be improved, with tighter matching levels and better class distribution. We have also resolved some issues for players disconnecting late in missions and getting error code 2007, and we are still actively hunting down more causes of this issue. Look for us to continue to improve this area as we bring more and more players online.
Gameplay Updates & Balancing
We've adjusted the final balance mix for launch. We wanted to give players a clearer sense of how to interact in combat: When to act and how much time they have to act/react is an essential part of these balancing adjustments and will continue to be, based on community feedback.
We want to allow players to dodge and kite but also be required to pause and reset dodge counts. We feel that chain-dodging as a default solution feels repetitive, and we think getting some attacks, pushes, blocks, creative maneuvering, or abilities into the mix helps create a more engaging combat loop.
When hit while having toughness depleted, players will get stunned. There has always been a stun immunity window that allows action before being able to get stunned again, but other hit effects have hidden it. We have cleaned up and paused many of the secondary hit effects to more clearly interface when you can act and not sabotage player actions in these precious frames of defiance. We have also increased the action windows a bit to allow for a broader range of action, as some weapons are relatively slow.
After a few tweaks during the beta, the toughness loop is now more granular and less jumping from max to min all the time, which makes a good foundation for an interesting defensive loop and build choices.
The intent is to create a loop where players use talents, abilities, coherency, and traits to regain the safety of full toughness while gaining reduced damage along the way. All that said, we will continue to balance the experience over time and are just getting started.
Please, keep reporting issues, and express your thoughts in our Discord channel and Fatshark Forum. On our social channels, we also provide regular updates.
As for the latest - Ogryn sized - patch notes, let’s get into it:
1.0.10 and 1.0.11 UPDATE SUMMARY
The 1.0.11 update (Steam only) and the 1.0.10 Update (WindowsPC & Steam) focus on improving the game's stability and introducing new features. Below is a complete outline of the changes in these updates. We understand this may be confusing, and we aim to have parity in numbering for future updates. (For clarity, the Steam update today contains both Patch 1.0.10 and 1.0.11, whilst WindowsPC only contains Patch 1.0.10)
In terms of feature content and updates to weapon balancing, both updates are identical. The same applies to known issues.
KNOWN ISSUES
Ray tracing is currently disabled for AMD and Intel GPU users while investigating issues related to our support for these GPU's. We are working closely with our hardware partners to resolve this as soon as possible. Until then, ray tracing is turned off by default to avoid any issues in playing the game.
Ray tracing optimization and performance. This is an area we continue to work on, and see issues with performance.
We currently don’t support users on IPv6-only networks. This often means a player requires a VPN to play the game. The intention is to support IPv6 in the near future.
In the Weapon Detail Screen, there is a known crash when inspecting the weapon damage breakdown of certain weapons (e.g. lasgun torch).
Sudden crash to desktop with dialogue popup - often called “GPU Hang”.
Switching between windowed mode and fullscreen can result in adjusted resolution and deadlock in some rare cases.
Working on delivering missing Twitch Drops to a select few players. We hope to have this resolved within a week.
Inability to merge strike teams. If you pick to merge your strike team at the end of a mission, it will currently not work and will display a version mismatch error.
Some users may not have some premium currency packs available on Microsoft Store.
if toughness is above 100 (veteran or anyone who's stacked +toughness curios), they'll still take damage.
New Features
New Zone: Habzone HL-19-24 "Throneside". The enemy has entered Throneside. This is unexpected - the Warband didn’t know they’d got that far. They must be driven out before they can gain a proper foothold.
New Throneside Mission
Enclavum Baross: Enemy forces have made sudden and unexpected advances into Throneside. They must be driven out of the zone. However, it seems they have over-extended their assault and have not yet had time to properly consolidate their position. It is a priority to cut off their supply lines and access roots before they are fully established. Any enemy forces remaining in Throneside can then be isolated and eliminated without the risk that they will be reinforced and supported.
Two more missions in Freight Port HL-32-2, "The Hourglass"
Refinery Delta-17: Turns out that one of the Hourglass' fuel refineries is being used to culture a pathogen. Get access to said refinery via flow control, then build overpressure in the gestation chambers to destroy it. The bad news is that it's all enemy territory, so it might get sticky.
Excise Vault Spireside-13: The Heretics are using one of the old Excise Vaults to store samples of their latest contagion, and Interrogator Rannick wants one for study. To get into the Vault, you'll need a cypher-ident… and for that, you'll need to brute force access to a servitor colony. You can use the old pneumatic conveyor to get the samples out. Then you can find your own exit.
The Commodore's Vestures are open for business. Trade Aquilas for fashionable items curated by the Mourningstar’s Purser, Alice Hallowette. Cosmetics only. Once purchased, items are unlocked for all characters on your account that can use them.
1.0.10 (WINDOWS PC & STEAM)
Cosmetics
Fixed an issue where some Armoury Exchange headpieces hid the Ogryn beards.
Fixed some visible black spots on upper body cosmetics obtained through Sire Melk's Requisitorium.
Veterans should now wear the correct gloves on the Sire Melk's Requisitorium obtained / Penance earned cosmetics.
Fixed an issue where player outlines were missing on some cosmetics.
SFX / Audio
Atrox Mk IV & VII Tactical Axes and Antax Mk V & Achlys Mk VIII Combat Axes now have block sounds.
Fixed ambient audio cutting in and out at the start of HL17-36 Smelter Complex.
Turned up the audio of Scab Ragers.
Fixed an issue where Ogryn footstep sounds were out of sync with his big ol' feet.
Fixed an issue where there was no sound when blocking whilst reviving.
Fixed an issue where audio would be missing on equipping the Maccabian Dueling Sword.
Fixed an issue where the incorrect voice line would be played on mission update, or it wouldn't play at all.
Fixed an issue where the audio would not match the subtitles for Ogryn's voice lines when Psyker is low on health.
Fixed an issue where music would be absent or quiet during combat.
Fixed an issue where the Plague Ogryn would be missing the appropriate audio effects on certain attacks.
Fixed an issue where Scab Ragers had the wrong sound effects assigned to them.
UX / UI
Atrox Tactical Axes should now have the correct UI icons.
Turtolsky Heavy Swords should now have the correct "Smiter" icons and not "Tank" icons.
Fixed an issue where the Penance 'Flawless Execution' had misleading requirements.
The Scab Rager should no longer appear as "Dreg Rager" when tagged or in the kill feed or Meat Grinder.
Fixed an issue where the trait "Fire Frenzy" had an incomplete description.
Fixed an issue where gamepad players were not clearly informed on how to use the Auspex Scanner.
It should now be possible to access your loadout in the pre-game lobby.
Fixed an issue where menus could not be navigated easily using a controller.
Fixed an issue where item rarity would not be displayed in the end-of-round reward screens.
Fixed some issues where things would appear missized or in the wrong resolution in the Tactical Overlay (Tab).
Fixed an issue where scrolling by mouse-wheel in chat did not work.
Animation
Fixed an issue where attacks would not animate correctly if performed immediately after being stunned.
Turtolsky Heavy Swords now have the correct attack direction on special attacks.
Fixed an issue where sprinting & inspecting weapons creates a stuttering animation loop.
Maccabian Dueling Swords should no longer have a weird arm rotation on stab attacks.
Ogryn's Heavy weapons should no longer overlap with the other players during the cinematic scenes.
Made some improvements to player movement animations in the Mourningstar.
Fixed an issue where the Catachan Mk III Combat Blade was missing heavy block to idle animation transitions.
Fixed an issue where the first shot when sprinting and shooting with the Accatran MG Mk II Heavy Laspistol looked wonk.
The Bull Butcher Mk III Cleaver and Krourk Mk IV Cleaver should now use the correct animation events for when an attack is stopped by reaching its cleave limit.
The Brute-Brainer Mk III Latrine Shovel should now have the appropriate sweep trails when swinging around like Ogryn do.
Zarona Mk IIa Quickdraw Stub Revolver should now have follow-up melee attack animations while aiming with the weapon.
The Force Staff should now go back into the charge animation after using the Psyker ability.
Fixed a bunch of animation issues seen from third-person use of the Foe-Rend Ripper Guns.
Fixed an issue where the 'ready up' model animations would not display for all players in the lobby.
Fixed an issue where the Chainsword would not animate correctly when sprinting.
Fixed an animation issue that could occur on heavy attack with the Combat Axes.
Fixes & Tweaks
Fixed an issue where End of Round could sometimes not be shown to players.
Sharpshooter "Counterfire" Feat description should now describe Cultists as an additionally affected faction as intended.
Fixed an issue where double %% was shown on the Decimator weapon perk.
Fixed an issue where the "Your Trust Level is growing" messages could spam players in the Mourningstar.
Penances for killing specific Cultist enemies should now have progress tracked as intended.
Failing a mission should no longer grant you the crafting materials you found in that run. Soz.
The Standard-issue Munitorum Sapper Shovel should now apply the correct wounding decals on enemies.
Vraks & Agripinaa Headhunter Autoguns should now have the correct crosshairs.
The Artemia Mk III Purgation Flamer should now have a fuel canister installed as expected.
Fixed an issue where it wasn't possible to turn on flashlights on weapons with flashlights while sprinting.
Fixed an issue where the camera sway behaved weirdly when under 60FPS.
Characters should no longer slide in idle movement when swapping between weapons.
Fixed an issue where the Zealot ability would be canceled if getting shot or accelerating backward at the start of the charge.
Fixed an issue where sprinting while holding weapon special with the Vraks & Agripinaa Headhunter Autoguns caused an ugly chain loop.
Fixed an issue where it was possible to sprint and shoot with the Vraks & Agripinaa Headhunter Autoguns even without the 'Run n' Gun' trait.
Fixed an issue where Ogryn could get stun-locked by Dreg Stalker, and Scab Stalker ranged attacks.
Fixed an issue that would prevent two players from partying up.
Fixed an issue where the Force Staff could have the incorrect crosshair.
Fixed an issue where the Flame Staff VFX would render poorly when the camera is moved down -> up.
Fixed the description of the 'Quickflame' Weapon Trait being unclear.
Fixed an issue where Ogryn's hands would appear low-resolution.
Fixed an issue where the Laspistol would display incorrectly in the third-person view.
Fixed an issue where Kinetic Flayer could be activated when an enemy is damaged by a tick of the Soulfire debuff.
Fixed an issue where player flashlights would be switched on after a cutscene.
Fixed an issue where players could respawn with the Corruption they had before dying.
Fixed an issue where equipping a weapon of the same Mk did not work as expected in the Meat Grinder.
Fixed an issue where ammunition in magazines would not decrease as expected.
Fixed an issue where fire decals would flicker after the explosion of a barrel.
Fixed an issue where canceling reload with another action will show the magazine as still in the weapon.
Fixed various Weapon Trait descriptions that were not described clearly to players.
Fixed an issue where switching weapons could cancel sprinting.
Fixed an issue where players could be moved up instead of being pushed away in explosions.
Fixed an issue where the text cursor could not be placed between letters during character creation.
Fixed various input queue issues.
Fixed an issue where the mouse wheel could not be looped to swap weapons.
Fixed an issue where some push attacks would have a longer than expected recovery time.
Fixed an issue where the Pox Hound could become invisible after attacking a player.
Fixed an issue where impact decals could wrap around 90-degree corners.
Fixed an issue where expanding from Windowed to Fullscreen mode did not work as expected.
Fixed an issue where a mission would not automatically start when the timer reaches 0, if one player hasn't selected 'Ready'.
Fixed an issue where the Pox Hound can result in a player becoming stuck in a permanent "attacked" state.
Weapons & Balance
Turtolsky Mk IX Heavy Sword now has the correct power level.
Fixed an issue where it was possible to dodge-slide-kite for an unintended amount of time with the Catachan Mk III Combat Blade.
Lucius Helbore Lasgun charged shots should now chain into zoomed bayonet attacks appropriately.
Agripinaa, Graia & Columnus Braced Autogun weapon specials should now interrupt sprinting.
Fixed an issue where not all stats were working correctly for Ogryn Cleavers.
Weapon traits can no longer be activated by different weapons and attacks
Adjustments made to slowdowns and stuns on hit. Adjustments made to Toughness bleedthrough:
Reduced slowdown on hit durations for light and medium stunning hits
Increase stun immunity durations when players suffer stunning hits
Added immunity to look overrides, pushes, and ADS interrupts when in stun immunity - should clean up and interface when players can act and help avoid aiming dashes, etc. while being shot at.
Slightly increased stun durations for light hits
Set all dodge count reset timers to 0.85s for all weapons and classes. (down from 1.0s on many, but not all, weapons)
Removed minimum bleed-through of 10% damage regardless of toughness on melee hits. 100% toughness now blocks all damage. Damage reduction based on toughness at the time of strike (So at 75% toughness, the damage is reduced by 75%)
Zones & Missions
Fixed an issue where sometimes the mid-level elevator would not show up on Refinery Delta-17.
Enemies should no longer be able to walk through a chainlink gate at the start of Relay Station TRS-150.
Fixed an issue where Grenades could drop through the environment in one area during HL-16-11 Chasm Station.
Fixed an issue where a wall encountered in HL-16-11 Chasm Station would have no collision.
Stability & Performance
Fixed countless unspecifiable crashes.
Various improvements to performance.
Fixed a crash that could occur when making purchases or navigating back through the menus in Sire Melk's Requisitorium.
Fixed a crash that could occur on the second heavy charge of the Orox Battle Maul.
Fixed a crash that could occur on selecting certain weapons in the Armory Exchange.
Fixed a crash that could occur on the credits screen.
Fixed a crash that could occur on selecting a tattoo for Ogryn.
Fixed a crash that could occur after selecting tattoos in quick succession.
1.0.11 (STEAM ONLY)
UX / UI
The selected Screen Mode should now correctly apply when starting up the game.
Heavy eviscerator should now have stat details on "shredder" and "cleave targets" stats
Fixed an issue where the "Bombs Away!" Ogryn trait description wasn't clear.
Zealot ability "Chastise the Wicked" should now show the appropriate amount of toughness restored in the description.
Fixed an issue where the Ogryn's Blastoom Mk III Grenadier Gauntlet damage stats weren't explicitly noted as only affecting melee damage.
Fixed an issue where Strike Team Members' character levels showed your own level in the Mourningstar.
Fixed an issue where some subtitles could be stuck on screen when the dialogue has long since passed.
Animation
Fixed an issue where the Blastoom Mk III Grenadier Gauntlet readying animation prevented switching weapons.
Fixed an issue where the Nomanus Mk VI Surge Force Staff electric effect could get stuck on screen when switching weapons.
Fixes & Tweaks
Fixed an issue where it was possible to unlock Veteran penances while playing another class.
The veteran’s “Counterfire” feat has been fixed and now should function as intended.
Ogryn’s “Non-stop Violence” feat should no longer remove the speed boost from his main ability
Mk VIIa Recon Lasgun’s flashlight should now stay lit when turned on.
The Lucius pattern lasgun should now fire consistently when using a gamepad
Ogryn’s Slap hitbox should now match its animation
Fixed an input buffer issue with switching from Surge Staff to Brain Burst.
Zones & Missions
We have increased the number of materials obtained per pick up of Diamantine, and Plasteel found in missions.
Stability & Performance
Fixed an issue where DLSS and FSR settings were not correctly saved to the user_settings file when changed/applied.
Made some VFX optimizations on player flamer, resolving an FPS drop that could occur if a player continuously sprayed a surface close to the camera for too long.
Fixed an issue where the Framerate Cap setting was not applying correctly on starting the game.
Fixed a crash with the Daemonhost that could occur when a target gets deleted during warp teleport
Fixed a crash that could occur on some Maccabian Duelling Sword attacks.
Balance & Weapons
Chaos Hounds should no longer receive running stagger from pushes
Poxburster is no longer stagger immune after being staggered while running
Fixed damage vs. elite/horde/specials perks to 40/60/80% bonus damage
Fixed an issue where the 'Infernus' ranged weapon perk was also activated by melee stab/bash special attacks.
Players should no longer be able to consult with the Warp and have infinite heat reduction for their plasma gun.
Atrox MK II Axe now has a cancelable push-attack recovery
Zealot’s "Enemies Within, Enemies Without" talent should now function as expected.
There should now be more verticality when aiming with the Surge Force Staff
Psyker should no longer forcibly switch to their melee weapon from Brain Burst
Grenadier Gauntlet melee attacks should now register to their correct damage profiles
Psykers can now cancel Dueling Sword attacks into Brain Burst
Boltgun should now stop firing when a player hits reload
Psyker’s Force Staff should now stop charging while quelling Peril.
Tweaked netgunner so reload triggers more often
Tweaked special spawning:
Duplicate specials should now spawn less frequently
Reduced the number of specials that can spawn in coordinated strikes
Coordinated strikes now use more randomized spawns
Added offset timers to help space out special spawning
Fixed an issue where Orestes Mk IV Assault Chainaxe push attacks couldn't be canceled into rev / special action.
Fixed an issue where the Artemia Mk III Purgation Flamer could get a crit perk despite being unable to crit.
All weapon traits have had their power curves changed from Logarithmic to either Linear or Exponential curves instead.
Launch is just the beginning for us. While we are excited about the launch of Darktide today, we are rarely satisfied. Look for us to keep optimizing and improving the game, and we are keen to hear your feedback.
Welcome to Tertium, Rejects.
The Darktide Team
HELPFUL LINKS & FAQ:
Performance Blog - A detailed look at our approach to performance alongside helpful hints to tweak your performance
Twitch Drops - What you need to do to link your account and receive Twitch Drops
I went to the Armoury and purchased a skin, but it isn’t showing up. Why? This is a known issue. The skin is purchased and will be equipped once exiting the menus and in the hub.
I recently bought an NVIDIA GPU, where is my promotional Darktide key? NVIDIA is currently hosting a promotion where new purchases of qualifying RTX cards will also receive a key for the Darktide Imperial Edition.
If you have not received your key for the Darktide Imperial Edition, please contact NVIDIA directly. The easiest way to do this is by using the 'Ask us a question or 'Live chat' buttons at the bottom of NVIDIA's Support page here: https://www.nvidia.com/en-us/support/consumer/
More information on this promotion can be seen on NVIDIA's website: https://www.nvidia.com/en-gb/geforce/campaigns/pc-game-bundle-warhammer-40000-darktide-imperial-edition/
When will more detailed weapon stats be available in Microsoft Store? We understand the way information is presented for weapons stats is unclear. We hear you and are working on changes we will be implementing post-release in the next update.
When will I be able to access the pre-order beta participant cosmetics? If you participated in the pre-order beta, you will receive your cosmetics at launch on Steam. If you are playing from the Microsoft Store, your pre-order beta participant cosmetics will be available after launch.
Will crossplay and cross-save be available? We see the value in cross-play and cross-save and fully intend to support cross-play shortly after launch. Cross-save is more complex to execute and still being investigated.
When is Darktide coming to consoles? We know this is one of the top questions console players have.
We will have more news on the Xbox Series X|S release date as soon as possible and likely immediately after the release on PC.
At this time, Darktide has only been announced for PC and the Xbox Series X|S.
Will progression persist between the pre-order beta and the full game? Yes, progression will carry over into the full release.
Pre-Order Beta Entering Pre-Launch Maintenance
Rejects,
Thank you all for jumping in and playing Warhammer 40,000: Darktide during the Pre-Launch Beta. During the past two weeks of battle testing the experience, many of you were a big part of the process in helping identify and help fix many issues.
As a way of showing our gratitude, we would like to give all players that played the beta a bespoke set of headgear. This will include the following:
A Beta Company Flak helm (Size: XXXXXL).
A Recon Company Beta Helm and Psykana Collar
A Recon Company Beta Vanguard Helm
The Helm of the Devoted, bearing a Seal of Intolerance
We are excited to fully release the game tomorrow at 18:00 UTC. In preparation for the launch and to ensure progression is carried over, we will have downtime scheduled today, starting at 13:00 UTC. You can find your specific regional timing here:
(click to make bigger!)
Thank you from all of us at Fatshark
Twitch Drops Week 2
Continue earning in-game rewards for Darktide by watching eligible Twitch streams! Throughout the pre-order beta period, at release, and beyond - we will periodically run Twitch drop campaigns to make your stay in Tertium a stylish, if deadly, fight for survival.
Follow the instructions below to unlock the Devil's Claw Sword & Rippergun Camo Skins
By now, many of you have fiercely proven your worth to the crew of the Mourningstar and have been rewarded with an ever-growing arsenal of weapons and curios drawn from Grendyl’s armoury.
But how can you customise those weapons to better suit the demands of Atoma’s gruelling war zones? Hadron Omega-7-7, the Mourningstar’s resident Tech-Priest, is ready - if not quite eager and willing - to provide her technical expertise to those Rejects who have earned the warbands' trust.
The Shrine of the Omnissiah can be found on board the Mourningstar. Here, you can upgrade and modify your weapons and curios … so long as you have the necessary resources to do so. Hadron requires two resources to perform her labours: Plasteel and Diamantine. These resources can be salvaged from Tertium - the more dramatic the customisation and the rarer the weapon, the more Plasteel and Diamantine you’ll need.
You will have access to five actions as part of the crafting systems at the Shrine: Consecrate, Earn Blessing, Combine Blessings, Re-Bless, and Refine Item.
Consecration Consecrating a weapon or curio increases its sanctity in the eyes of the Emperor, improving its effectiveness, and adding a random Perk or Blessing, depending on the item type and its new sanctity level.
Earn Blessing You may also choose to surrender a weapon to Hadron in exchange for a Votive Offering dedicated to one of the weapon’s Blessings. This allows you to extract the Blessings you are interested in from weapons you no longer want, and collect them for use with the Combine or Re-Bless actions.
Combine Blessings At the Shrine you may choose to combine three Votive Offerings into a single upgraded Votive Offering. Currently, most Votive Offerings have a maximum Tier of IV, but there are some exceptions to this. We're testing a few different options with the requirements and the results of combining these Votive Offerings.
Re-Bless By Re-Blessing a weapon in the Shrine, you can replace a weapon’s existing Blessing by expending a Votive Offering from your collection, further tailoring the weapon to your liking. The weapon gains the Blessing associated with the chosen Votive Offering -he original Blessing is lost in the process.
Refine Item To refine your weapon and curios, Hadron takes your item and attempts to scour away the corrosion and damage of its long use, uncovering its true nature and altering its strengths. In game, these strengths take the form of the item’s Perks. Accordingly, each time you Refine an item, one Perk is discarded in favour of another, random Perk uncovered by Hadron’s repairs. Multiple refinements on the same item attract increasing costs - the deeper a weapon’s true character lies, the harder it is to reach it.
As an example, you may choose to select the perk “Deal +10% damage to Armored enemies” on your Chainsword for refinement and in its stead Hadron replaces it with “Increase Melee Critical Strike Chance by 2%”.
At the heart of it
By now we expect you have experienced or heard about the first crafting feature available in Darktide, Consecration. We also hope this blog gives you a glimpse of the broader crafting system(s) and the depth of customising your weaponry and loadout for the perfect playstyle you wish to engage with. At the heart of this is the Blessing extraction and Re-Blessing functionality, where you can collect and swap out Blessings in order to customise the different combination of weapons you wish to experiment with.
We have learned a lot from our previous choices and gameplay surrounding crafting offered within the Vermintide series. For Darktide we wanted to take those lessons to expand and improve in such a way that crafting would become a central pillar of player progression, while giving more impact and agency to you, the player in your preferred playstyle.
The nature of randomization and repetitive actions sometimes seen within crafting is something that we are steering to avoid in the crafting system within Darktide. Meaningful choices will be made with strategy and goals behind them, as you set your eyes upon that perfect combination of melee and ranged weapons for your class.
Additionally, the crafting resources found within Darktide are now acquired in a completely different way than the Vermintide series. We opted to add these directly into missions as pickups to reward exploration, as well as rewards for completion of some specific objectives. We believe that this feels on theme to have players collecting these resources in the world, so keep your eyes peeled. You can currently find small and large caches of both Plasteel and Diamantine.
In closing, we hope you enjoyed this look into Darktide’s crafting system. We are excited to bring you the rest of the crafting features, which we'll gradually be rolling out throughout December. And we look forward to building upon this system in the future.
Thank you for reading, and watch each other's backs down there on Tertium.
Community Update #3: Pre-Weekend Status - 1.0.8 Update
Rejects,
We are one week into the pre-order beta and less than a week from the full release of Warhammer 40,000: Darktide, set for November 30th. Many of you have already had a chance to play. In fact, on average, players have played over 11 hours so far, with some highly devoted rejects (12%) spending more than 30 hours! The Emperor Respects.
It is exciting to see, but we clearly have more work to do.
An area of focus this week was improving the online service stability and connection, and - based on the current state - we have made a lot of progress in this area. That isn’t to say it's perfect. In fact, we are focusing on a set of connectivity issues that some of you are experiencing, often requiring you to use a VPN to play the game. While we appreciate the extra effort from our players, this isn’t an ideal state and something we plan to solve.
For the 1.0.8 update, our focus was to improve overall game stability and slowly introduce new progression & economy features. This is outlined below and then followed with a summary of the patch notes:
Game Stability
We went into the pre-order beta with the idea that this is an opportunity to test, find new issues and solve them. We also said in our earlier update that we were not happy with the game's stability and that we have work left to do. That said, we have made progress in this area since the last patch, and the one deployed today. We hope this translates to a much more stable experience. That isn’t to say we are done, and there are still a few pesky issues out there we will continue to work through as we look to have a stable release.
New Features: Progression & Economy
We are introducing more features as part of our progression system(s) and economy. For this update, we will introduce new cosmetics into the Armoury Exchange, an improved end-of-round experience, and launch the first element of the crafting system.
The first batch of character and weapons cosmetics are now available in the Armoury Exchange. Expect a small variety of items (e.g., upper and lower body, head slots, and weapons) with access to more items growing as a player’s level progresses.
To improve the player feedback of the progression system, we are also now highlighting what becomes available to players (weapons and feats) via new end-of-round cards.
Hadron Omega-7-7, the Mourningstar's resident Tech Priest, will now be offering her services at the Shrine of the Omnissiah - located in the hub just adjacent to the Psykhanium. The Shrine will be open to all Rejects with a trust level of 4 or higher.
With today's patch, we're introducing the Consecration ability, allowing you to upgrade the Tier of a Weapon or Curio you have available. As the item’s Tier is upgraded, a random Perk or Blessing will be added, depending on the Tier it has been upgraded to. Consecration uses crafting materials, with the cost increasing for higher Tier weapons.
Crafting materials are now available throughout the missions you undertake on Tertium. Be sure to explore the world, and you may find the materials to pick up. The resources collected are awarded to the entire team equally (everyone gets the same amount of resources, and there is no split depending on team size). As you explore the Hive City, you will find Plasteel, an exceedingly common material in the Imperium, and Diamantine, a much rarer material only seen on higher difficulty levels.
Gameplay Balancing
As we said before, we will continue to balance the gameplay based on player feedback. In this update, we are trying to balance effortless kite-dodging and maintaining the nimbleness of our lighter weapons that live and die by the dodge. Beyond that, we are also monitoring the current dodge and toughness configuration and will continue to tweak it leading up to release.
1.0.8 UPDATE SUMMARY
The 1.0.8 update focuses on continuing to improve the stability of the game along with the introduction of new features. Below is a complete outline of the changes in this update.
New Features
Crafting Feature
UI for interacting with the workshop is available
Consecrate functionality is available for players.
Players can earn crafting materials from missions via pickups.
Hadron’s Workshop as an interaction point is also available.
Armoury Exchange updated - Buy Character and Weapon Skins in the store!
Quality of Life
Added EOR (end-of-round) Cards to show better what you unlock.
Sire Melk’s Requisitorium should provide better items overall by only having pristine/mastercrafted items.
Made Zealot’s Penance tier 1 and 2 pants more distinct.
UI/UX
We’ve added better interfacing for some cases where invalid names are entered during character creation, making it clearer that the chosen name/input is not accepted.
Fixed unlocalized strings in the settings menu.
Fixing some localization on some cosmetics items.
Improved item sorting by rarity - should now consider item rating too (shouldn't crash now either!).
Fixes & Tweaks
Fixed an instance where players could not use weapon special when ADS with the Lucius Mk III Helbore Lasgun.
Fixed issues with some audio on the Excise Vault Spireside-13 mission.
Turned down the light emitted by the Zealot. The Zealot calmed down, and their overly bright aura will serve as a flashlight no longer.
Fixed it so the Convict Garb no longer clips when having a specific face.
Fixed an issue with some gloves not looking correct while sprinting.
Fixed an issue where several of the enemy stagger animations clipped a lot.
Can now use weapon special when ADS on Headhunter Autoguns and Braced Autoguns.
Fixed some flickering in some prologue cinematics.
The camera would jump through geometry when switching between players in spectator mode. Now, it’ll jump between players to remove those unsightly geometry collisions.
Weirdly, ammo increased indefinitely when reloading during the prologue, which could cause a crash. This was fixed, and you can reload as much as you need.
Fixed some issues with buffering melee attacks when playing as Ogryn. No attack was triggered when players held the button "too early" in a chain. We have now adjusted this a little to make the overall feel better.
Better Variety of grunts when pushing multiple enemies. We know you love a good grunt.
Some voice-over was unintentionally canceled by players placing world markers or using the comms wheel - we fixed that for ya.
Players can no longer stand on top of the elevator in Chasm Logistratum and render the mission impossible to complete.
Re-entering an airlock after using it no longer triggers the ‘group up’ VO, as this is no longer the objective.
Fixed an issue where stacking crit bonuses would break the crit calculation, rendering the weapon unable to crit. Say “crit” one more time…
Fixed the Force Staff sometimes having a +x% reload speed property - despite not being reloadable. It’s a staff, after all—no need to reload it.
Fixed an issue with the Accatran Mk VIIa Lasgun, where shots would disappear after traveling around 45 meters / 147.6 feet / 49 yards / 0.0045 Swedish Miles.
Made some minor tweaks to the minion melee movement.
Tweaked ranged minions range switch from melee to ranged override when players are kiting them not to occur too close to players.
Fixed some broken stagger animations for various minions and some sound tweaks.
Fixed animation on fuel hose NPC character being frozen at the beginning of the level 18 Path of Trust cutscene.
Prologue cinematic fix for Zolas wound not looking like a wound, but something…else.
Made some voice-over tweaks so that we always play a line when deploying a health pack or ammo crate.
Fixed issue causing two, or sometimes fewer, items to appear in the credits store on refresh.
Improved stability of end-of-round rewards finalizing.
Balance Adjustments
Setup separate weapon-specific dodge curves for light melee weapons, tune-up separate zealot baseline:
Setup separate dodge curve for Zealot class, increase baseline dodge distance to 2.75m over 0.4s (was 2.5m over 0.4s).
Increase dodge slide friction speed threshold to 5.5m/s (from 4.5) - we don't break down as hard on dodge-sliding.
Setup weapon specific curves for agile dodge profiles to allow customized behavior:
For Atrox Tactical Axes and Maccabian Duelling Swords: Custom curve 2.75m over 0.35s with fine-tuned end of curve for chaining.
For Catachan Mk III Combat Blade: Custom curve 2.9m over 0.35s with fine-tuned end of curve for chaining.
We keep working on Warhammer 40,000: Darktide, and will keep optimizing the experience. We’re nowhere near done, and hope you appreciate the improvements we’ve already managed to implement. Please let us know your thoughts, and keep sharing your feedback. We appreciate you all.
Performance Blog - A detailed look at our approach on performance alongside helpful hints to tweak your performance
Twitch Drops - What you need to do to link your account and receive Twitch Drops
When does the pre-order beta end? The pre-order beta will end on the 29th.
Will I still have access to the beta if I pre-order now? All pre-orders will have access to the beta until it ends, so long as the game was purchased before the close of the beta.
I received the game as a gift, will I be able to access the pre-order beta? So long as you have a normal game key, you will be able to access the pre-order beta.
I recently bought an NVIDIA GPU, where is my promotional Darktide key? NVIDIA is currently hosting a promotion where new purchases of qualifying RTX cards will also receive a key for the Darktide Imperial Edition.
If you have not received your key for the Darktide Imperial Edition, please contact NVIDIA directly.
The easiest way to do this is by using the 'Ask us a question or 'Live chat' buttons at the bottom of NVIDIA's Support page here: https://www.nvidia.com/en-us/support/consumer/
More information on this promotion can be seen on NVIDIA's website: https://www.nvidia.com/en-gb/geforce/campaigns/pc-game-bundle-warhammer-40000-darktide-imperial-edition/
When will more detailed weapon stats be available? We understand the way information is presented for weapons stats is unclear.
We hear you and are working on changes we will be implementing post-release.
When will I be able to access my pre-order bonus items? When will I be able to access the Devoted Rejects cosmetics? Players will be able to access these items when we launch the full game November 30.
Will crossplay and cross-save be available? We see the value in cross-play and cross-save and fully intend to support cross-play shortly after launch. Cross-save is more complex to execute and still being investigated.
When is Darktide coming to consoles? We know this is one of the top questions console players have.
We will have more news on the release date for Xbox Series X|S as soon as possible and likely immediately after the release on PC.
At this time, Darktide has only been announced for PC and the Xbox Series X|S.
Will progression persist between the pre-order beta and the full game? Our goal is to ensure all progression will carry over from the moment you start playing through full release - but we cannot fully guarantee at this moment. The reason is that we are still using this period to test our progression systems, and we want to reserve the opportunity to change or reset things in the event something unforeseen or critical happens.
But we assure you that we will do our best to ensure all your characters and progression carry over!
Will I be able to refund the game on Steam if I play the pre-order beta? Yes, we believe you will have the ability to refund with the same refund rules applying once Darktide launches and after November 30th. Please send an email to (steam support) for further details or additional clarification.
Pre-Order Beta: What to expect?
Hello Rejects!
We are finally closing in on the start of the pre-order beta period and the lead-up to the final launch of Warhammer 40,000: Darktide. Many of you have been with us on this journey – whether participating in the technical test, closed beta, or just by consistently engaging and providing feedback in the community. For that, we are thankful. Darktide will be a better game because of your help.
WHAT WE ARE ADDRESSING
Since the Closed Beta, the team has been working hard to address many, but not all, issues. Here’s what we’ve fixed, along with a few things we’re still working on:
New in the beta:
Improved optimization and performance.
Added mouse sensitivity.
Added the ability to turn off wobble for players with motion sickness.
Added the ability to skip the tutorial after initial character creation.
We are working on adjusting the sensitivity of the chat filter so that calling out “snipers” no longer looks like you’re calling your teammates something only Nurgle could love. Please let us know how this is working for you.
We’ve added the Meat Grinder to the Mourningstar’s Psykhanium so you all can test your weapons before going into a mission. Just don’t shoot the servitors. They’re expensive.
We’ve worked on general connectivity issues so you all can consistently stay connected to games.
We’ve adjusted the difficulty of the “Cooling” mission, so it is more in line with the other maps’ difficulty levels.
Some work has been done to lighting and to help players better see and identify enemies.
We’ve implemented a new HUD so players can access more transparent information on their teammates.
We’ve increased weapon handling for the Veteran Sharpshooter’s starter weapons, so your reject doesn’t handle their weapon like only a heretic would.
We’ve separated enemy tagging input from the smart tagging wheel so players can more easily tag enemies.
Malice difficulty has been locked to players until their character reaches level 3. Let’s not thin the Mourningstar’s ranks too quickly, Reject!
Players in full strike teams can play the highest difficulty level that at least one party member has unlocked, even if the rest of the team hasn’t yet unlocked it.
Chaining weapons, specifically push into attacks, should now be smoother.
There’s been some fine-tuning on weapon swaps, but they depend on the weapon's size and weight. For example, switching between a 2h chainsword and a bolter will not be immediate. Switching to melee should always be instant, while ranged weapons have a “ready-up” time.
Tuned some dodges and dodge timings.
Player stun and hit reactions have been tuned to avoid instances where players could be stun-locked by riflemen. But remember to take cover!
Working on, but not in the beta:
We are working on how best to implement an end-of-screen scoreboard that rewards the cooperative behaviors we aim for in Darktide’s gameplay
We know walking to the mission board every time was a bit of a workout, so we are working on spawning players returning from a mission closer to the board.
We are working on a detailed view of weapon stats.
WHAT TO EXPECT IN THE PRE-ORDER BETA Let’s face it: Launching a game is not easy. More often than not, day-one issues will prevent many people from jumping right in. We cannot guarantee our launch will be as smooth as an Ogryn’s forehead, but our Pre-Order beta aims to help optimize the launch experience. We plan on doing this by slowly ramping up our service over the next two weeks.
In practice, this means that joining us on November 17th, you and your friends will pick your class, create your characters, and then dive into 4 missions, across 4 zones, at several difficulty levels available. We will also give you access to an entirely new zone to explore: Dust.
Now, that’s not all, Rejects. You will get the whole experience of our training grounds to familiarize yourself with the game mechanics, 60+ weapons to choose from, 4 random conditions that’ll impact your in-game experience (from power outages to… worse) - and we will increase the number of missions regularly. Here’s a high-level rundown:
WEEK ONE (November 17 - 20)
Full access to the game hub and mission board.
4 changing missions across 4 zones
We will regularly run in-game events (Conditions), namely Power Supply Interruption and Ventilation Purge. We don’t want to spoil them too much. We encourage you to experience them for yourself :)
WEEK TWO (November 21 - 27)
Up to 8 changing missions across 4 zones
In-Game Events, other surprise additions we do not want to spoil right now
WEEK 3 (November 28 to 30)
Up to 10 changing missions across 4 zones
Downtime to get the game ready for wide release: Tuesday Nov 29, 202219:00 UTC
NOVEMBER 30 (LAUNCH)
13 missions across 5 zones
1 New Zone (We do not want to share its name yet)
New Conditions (In-Game Events)
We will also deploy hotfixes as we carefully monitor the Pre-Order Beta feedback and respond accordingly.
CARRY OVER PROGRESSION
Our goal is to ensure all progression will carry over from the moment you start playing through full release - but we cannot fully guarantee at this moment. The reason is that we are still using this period to test our progression systems, and we want to reserve the opportunity to change or reset things in the event something unforeseen or critical happens.
But we assure you that we will do our best to ensure all your characters and progression carry over!
TIME TO RISE, REJECTS
Oh, if you are interested in the performance and system requirement, click here and read our Performance Devblog
Pre-order Beta - What to expect
Hello again Rejects!
We are finally closing in on the start of the pre-order beta period and the lead-up to the final launch of Warhammer 40,000: Darktide. Many of you have been with us on this journey – whether participating in the technical test, closed beta, or just by consistently engaging and providing feedback in the community. For that, we are thankful. Darktide will be a better game because of your help.
WHAT WE ARE ADDRESSING
Since the Closed Beta, the team has been working hard to address many, but not all, issues. Here’s what we’ve fixed, along with a few things we’re still working on:
New in the beta:
Improved optimization and performance.
Added mouse sensitivity.
Added the ability to turn off wobble for players with motion sickness.
Added the ability to skip the tutorial after initial character creation.
We are working on adjusting the sensitivity of the chat filter so that calling out “snipers” no longer looks like you’re calling your teammates something only Nurgle could love. Please let us know how this is working for you.
We’ve added the Meat Grinder to the Mourningstar’s Psykhanium so you all can test your weapons before going into a mission. Just don’t shoot the servitors. They’re expensive.
We’ve worked on general connectivity issues so you all can consistently stay connected to games.
We’ve adjusted the difficulty of the “Cooling” mission, so it is more in line with the other maps’ difficulty levels.
Some work has been done to lighting and to help players better see and identify enemies.
We’ve implemented a new HUD so players can access more transparent information on their teammates.
We’ve increased weapon handling for the Veteran Sharpshooter’s starter weapons, so your reject doesn’t handle their weapon like only a heretic would.
We’ve separated enemy tagging input from the smart tagging wheel so players can more easily tag enemies.
Malice difficulty has been locked to players until their character reaches level 3. Let’s not thin the Mourningstar’s ranks too quickly, Reject!
Players in full strike teams can play the highest difficulty level that at least one party member has unlocked, even if the rest of the team hasn’t yet unlocked it.
Chaining weapons, specifically push into attacks, should now be smoother.
There’s been some fine-tuning on weapon swaps, but they depend on the weapon's size and weight.
For example, switching between a 2h chainsword and a bolter will not be immediate. Switching to melee should always be instant, while ranged weapons have a “ready-up” time.
Tuned some dodges and dodge timings.
Player stun and hit reactions have been tuned to avoid instances where players could be stun-locked by riflemen. But remember to take cover!
Working on, but not in the beta:
We are working on how best to implement an end-of-screen scoreboard that rewards the cooperative behaviors we aim for in Darktide’s gameplay
We know walking to the mission board every time was a bit of a workout, so we are working on spawning players returning from a mission closer to the board.
We are working on a detailed view of weapon stats.
WHAT TO EXPECT IN THE PRE-ORDER BETA
Let’s face it: Launching a game is not easy. More often than not, day-one issues will prevent many people from jumping right in. We cannot guarantee our launch will be as smooth as an Ogryn’s forehead, but our Pre-Order beta aims to help optimize the launch experience. We plan on doing this by slowly ramping up our service over the next two weeks.
In practice, this means that joining us on November 17th, you and your friends will pick your class, create your characters, and then dive into 4 missions, across 4 zones, at several difficulty levels available. We will also give you access to an entirely new zone to explore: Dust.
Now, that’s not all, Rejects. You will get the whole experience of our training grounds to familiarize yourself with the game mechanics, 60+ weapons to choose from, 4 random conditions that’ll impact your in-game experience (from power outages to… worse) - and we will increase the number of missions regularly. Here’s a high-level rundown:
WEEK ONE (November 17 - 20)
Full access to the game hub and mission board.
4 changing missions across 4 zones
We will regularly run in-game events (Conditions), namely Power Supply Interruption and Ventilation Purge. We don’t want to spoil them too much. We encourage you to experience them for yourself :)
Full access to the game hub and mission board.
WEEK TWO (November 21 - 27)
Up to 8 changing missions across 4 zones
In-Game Events, other surprise additions we do not want to spoil right now
WEEK 3 (November 28 to 30)
Up to 10 changing missions across 4 zones
Downtime to get the game ready for wide release: Tuesday Nov 29, 2022 19:00 UTC
NOVEMBER 30 (LAUNCH)
13 missions across 5 zones
1 New Zone (We do not want to share its name yet)
New Conditions (In-Game Events)
We will also deploy hotfixes as we carefully monitor the Pre-Order Beta feedback and respond accordingly.
CARRY OVER PROGRESSION Our goal is to ensure all progression will carry over from the moment you start playing through full release - but we cannot fully guarantee at this moment. The reason is that we are still using this period to test our progression systems, and we want to reserve the opportunity to change or reset things in the event something unforeseen or critical happens.
But we assure you that we will do our best to ensure all your characters and progression carry over!
TIME TO RISE, REJECTS
Oh, and if you're interested in learning more about recommended specs, do give our Performance Devblog a read