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

Warhammer 40,000: Darktide

Hotfix #61 (1.6.8) Patch Notes



Hey Everyone,


Return of the Infected Moebian 21st - LIVE EVENT





A platoon of Moebian 21st soldiers has been infected by the Blight. Their armour will make them harder to deal with than the usual hordes you encounter.

We thought we'd stopped this mess after that trouble at the cathedral. Well, you know what to do.

Play missions with a set of Special Conditions, “Infected Moebian 21st”, and as a team collect Grimoires or Scriptures to earn rewards.

  • This condition will only be available during the event and will appear on both the Standard and Auric mission terminals.
  • Similar to past events, the progress will be shared across all members of the strike team.

This event will start on Thursday, February 20, 2025. The rewards will be Ordo Dockets, Plasteel and Diamantine.



Hotfix #61 (1.6.8) is currently rolling out and it’ll be available for everyone across our platforms today. You’ll find the notes below.
  • Hong Kong server region now generally available.
  • Fixed an issue which caused the Empower weapon crafting operation to occasionally give results that didn’t match the preview.
  • Fixed a crash which could happen when loading into the Excise Vault Spireside-13 mission.
Dev Note: Excise Vault Spireside-13 will return to the mission board on Thursday, February 20.
  • General crash fixes and stability improvement for console.
  • Fixed a clipping issue on the back plate of the “Truskan Pattern Fatigues with Flak Vest (Glacial Might)” Veteran cosmetic upperbody.
  • Changed the name of the “Combat Axe (Saint’s Fluke)” weapon skin cosmetic in order for it to more accurately reflect the weapon family it’s compatible with.

Darktide 101: Enemy Character Art - Dev Blog


Introduction



Hello! My name is Juras, and I am one of the character artists who worked on enemy character art for Warhammer 40,000: Darktide. In this post, I will go through some of the major areas we had to tackle when working on the enemies of Darktide pre-release, and give you some insights into how we overcame certain challenges with a (quite) small in-house team of character and concept artists.

The Concepts



Making character art begins with having great concepts to use as reference and target. Apart from getting the feeling and visual style right, the concepts need to align with the gameplay intent of the characters. This ensures art and gameplay can provide a cohesive package for the player. We were very fortunate to have Miguel Iglesias working with us, who is not only incredibly talented, but also has a huge respect and understanding of the Warhammer 40,000 Universe. He provided us with some truly great initial mood concepts for the enemies, which our very talented in-house concept artists used as a foundation for creating more detailed production concepts.

First Enemy Faction



The first enemy faction our concept team started designing was The Scabs. At this point in production, we didn’t have any faction in the game, and were primarily using placeholder character art from Vermintide 2. 

The first big step was to establish a faction that would be able to cover a lot of different enemy types, while feeling like a cohesive unit and fitted within the lore of Darktide. We had initial ideas of what kind of elites and specials we wanted to have within the faction, and the team came up with initial requirements and resource restrictions which would guide the art design of the faction.

Scab Lineup Mood Concept by Miguel Iglesias. There were of course a lot of iterations and variations from Miguel before we landed on the final mood concept for the lineup.

Once we had the mood concepts established, the concept art team provided us with more detailed production concepts that broke down the required assets the Character Art teams and our outsource partners would have to produce. These production concepts had to be more detailed and provide several views from different angles (see images below). 







Establishing the Readability Hierarchy



In Darktide, there can be a ton of humanoid heretics that require purging on your periphery at once. On top of that, they have different readability requirements, as well. You have your run of the mill horde enemies like Poxwalkers and Groaners, stronger roamer enemies like the Scab Bruisers and Scab Shooters, then the Elites like the Scab Maulers and Ragers, specials like the Scab Trapper, and Scab Bomber. All these different types of enemies have to stand out in some way, and be able to get recognized by the player. 

 Early on in production, after implementing the initial enemy assets that were based on the concepts we had approved, it proved really difficult to get a sense of readability across various enemies, especially while other areas such as Animation, Sound, VO and VFX were not fully in place at the time. This made internal playtests often frustrating, as the team would struggle to recognize different enemies, which affected how efficient one was at adapting in the heat of the combat, and prioritizing/finding the right targets. Having more ranged enemy layers compared to Vermintide 2 was really the big readability challenge we had to solve. 

This put more pressure on the art team to try and address the readability issues, as it was reasonably the most obvious thing that people could point to at the time. And while getting other key puzzle pieces such as VO, Sound, VFX and Animation improved readability a lot by the end of production, the character art team still wanted to push the enemy designs further towards establishing a sense of hierarchy between the different enemy type layers. 

We tried switching around assets across different enemies, and testing unique color palettes per enemy, and initially this proved to not work that well, as it made the enemies feel noisy and even more unreadable. This approach basically resulted in each single enemy feeling too unique, and therefore making none of the enemies feel special anymore.

This was an important lesson, and we took a step back to see if we could take a different approach. We realized that we can’t make everyone stand out on a per enemy instance level. And had to decide on a readability priority level based on their type, intended gameplay range, and role. 

Below are the main learnings we had accumulated after a lot of rounds of iteration before Darktide released:

Scab Trapper’s gas mask and Scab Mauler’s welding mask were created very late in production to improve their readability.

The shoulder/head area gave the most impact in terms of perceived difference between enemies. We as humans tend to mostly focus our vision on that area of any humanoid figure.

  • This allowed us to narrow our focus in making a final art pass for several elites/specials.
  • The Mauler’s welding mask, and Trapper’s gas mask are some of the outcomes from that learning.

Scab Shooter (Roamer) and Scab Gunner (Elite). Both share the same torso uniform, but the Scab Gunner has a different uniform color and additional accent colors on the armor.

We gave the Elite enemy layer their own uniform colors, and additional color accents to their armor, and by adding red/white rusted armor paint, which was not present in the initial concepts.

  • This made them stand out from the Roamer layer, and gave them a sense of having a higher rank within the regiment.

Adding back attachments for ranged elites and some specials helped them stand out more in terms of silhouette.

Adding things to the back of the enemies helped change the overall silhouette from both the facing view, but also from the side view.

  • The Scab Shotgunner, received the 3 spikes that originally were made for the Scab Mauler, as this enemy was faced on longer ranges, and needed to stand out more than the Mauler in terms of the overall silhouette, since the Scab Mauler would get up to you up and close anyway.
  • We made sure that long range Elites always had some kind of back attachment.
  • We used this principle for some Specials as well, if we wanted them to stand out more.

Outside of Enemy type layer readability challenges, we also noticed that all enemies were harder to spot as the game had grim and dark environments. This proved especially annoying when spotting long range enemies that would shoot at you from a far distance. To alleviate this, we incorporated a small trick where we added a fake “rimlight” effect to enemy shaders, that would fade in once enemies were further away from you as a player. This helped make enemies further away slightly pop from the environment, especially in darker areas with limited contrast. We did however disable this effect for the Power Outage modifiers to purposely make enemies harder to spot.

The subtle “Rim Light” effect was implemented on all enemy shaders.

In the end, expecting new players to be able to immediately recognize and differentiate various enemies is an impossible task when you have so many different layers of readability at once. But it’s also part of the learning experience, to as a new player get better at recognizing enemies as you play the game, as long as visual and auditory cues are there for you to pick up on and learn. 

We learned that the key is treating a whole enemy type layer as a single character so that you can recognize hordes from roamers, roamers from elites, elites from specials, and specials from monstrosities, and not try and make each single enemy instance stand out. 

Since we approached enemy production in a modular way by first establishing a set of “bases” (which for the Scab faction were the uniforms), and then creating additional “attachment” pieces, we were able to assemble different variations and types of enemies of the same faction in an efficient way. It also allows us to experiment more with interchangeable parts, which in the end helped establish different enemy type layers while maintaining a feeling of them belonging in the same regiment.

Base uniforms and modular attachments for the Roamer layer of The Scabs.

Base uniforms and modular attachments for the Elite layer of The Scabs.

For the Special layer of The Scab faction, we ended up mixing and matching bases from both the Roamer and Elite layers, and instead pushed the attachments to stand out more. Taking this more “free” approach allowed us to make each special enemy feel unique and stand out from the rest, which worked very much in-line with their readability layer requirements.

The Admonition


The art for the Admonition faction of enemies came in towards the end of production, and thanks to the learnings we had from the Scab Faction, the production process for this faction was much more straightforward. Once we had the initial concepts for the Admonition enemies, we very quickly created rough blockout assets to test their readability early on, and catch any glaring design/readability issues before we committed to producing the final quality level of assets. 

This helped us make adjustments to the concepts, and informed us if we had to make any additional assets for some of the enemies within the faction.

Recovered production image of the initial blockouts for Admonition enemy lineup. The goal was to block out the biggest shapes and the main silhouette and color palette.

Variations



Another challenge on top of making sure the readability layer of each enemy type is consistent, was that we also needed to make sure there’s variations within different enemy groups, so that they wouldn’t look like clones and felt like each enemy instance had its own small deviation from others. We tackled this by adding slightly different tints to the clothing, with various wear and texture variations on top, decals, and mixing in different skin tones and tattoos/markings. 

We had to be careful so that the variations didn't deviate too much from the established enemy layer look, so we did it in a more subtle way. Doing this step once we had established the initial enemy type layer readability made it much easier, and doing this step too early would have made figuring out the visual restrictions for each enemy type harder.

As a last step, we also created mesh variations using a subtractive/mirror method. If an enemy had pouches and other props, we could simply remove a random amount of props for the variations, or simply mirror them.

The Roamer/Horde enemy layer requires more variations as they spawn in bigger numbers.

For Elite enemies, we didn’t have to create as many variations as they spawned in fewer numbers, and more apart from each other.

Conclusion



Producing enemy character art for Darktide was a big undertaking as it is such an integral part of the second to second loop of the game, and there was a broader and larger enemy type range in the game compared to Vermintide series. Any faction or enemy started with a mood and production concept art, which had to communicate gameplay intention, nail the feel, and fit the lore of the Warhammer 40,000 Universe in a cohesive design. 

We had little wiggle room for change once the concepts were established, but we were still determined to be agile and adapt to any issues we encountered even after the final assets were initially made. Once we learned that we had to treat a single enemy type layer as a single character, we were able to iterate on the details, in order to establish an intentional level of readability hierarchy between the various enemy types. The Nurgle is in the details!

Once a clear sense of readability hierarchy between enemy types was established, we could easily populate each enemy type with instance variations without deviating from the original look too much. We did this in efficient ways by using subtractive/mirror techniques on the 3D assets, texture variations, slight color hue shifts, decals, and other interchangeable texture masks. 

I hope this dev log provided you some insight on the various challenges and production realities we had to face during the development of Darktide, and that you enjoyed reading through some of the details on the various approaches, learnings and techniques we had gathered by the time we shipped the game!

Now go and purge some heretics for the God Emperor, Reject! 

– Juras

Hotfix #60 (1.6.7) Patch Notes



Hey everyone,



We’ve got another quick update this week. Hotfix #60 (1.6.7) is currently rolling out and it’ll be available for everyone across our platforms today.
  • Fixed a server crash which could happen when players joined the Mourningstar.
  • Fixed an issue where deaths which bypassed the downed state were not considered as failing the requirements of the "The Insane" penance.
    • Dev Note: “The Insane” penance: Complete a Havoc Assignment of 35 or higher without anyone getting downed.
  • Fixed an issue where the arms of the player character could disappear at certain camera angles when wearing the "Padre's Truskan Pattern Fatigues with Flak Vest (Glacial Might)" and "Truskan Sanctionite's Greatcoat with Flak Vest (Glacial Might)" upperbody cosmetics.

Hotfix #59 (1.6.6) - Patch Notes



Hey Everyone,


As mentioned in our last post, Update on Hotfix #58 (1.6.5), there as an issue in the game that could cause some players to crash when interacting with the Sacrifice function at the Shrine of the Omnissiah.

This was fixed in today’s hotfix.

  • Fixed a crash that would happen when accessing the Sacrifice or Discard menus without any available weapon to sacrifice/discard, or when returning to the above menus after having sacrificed/discarded all the available weapons for that character.

Update on Hotfix #58 (1.6.5)



Hi Everyone,



After our latest hotfix went live today, we noticed a crash can occur when some players access the Sacrifice area with Hadron and the Shrine of the Omnissiah.

For now, we recommend players to avoid Sacrificing any weapons.

We are already working on another hotfix to address this crash. It will be coming out ASAP.

Thank you,

The Darktide Team

Hotfix #58 (1.6.5) - Patch Notes



Hey Everyone,


We’ve got our first Hotfix (#58 aka 1.6.5) for the year ready for everyone now. It’s begun to roll out across all of our platforms and it’ll begin to be available shortly. Players might want to relog to access the new servers.
  • Re: Stalls and disconnects on console.
    • We are continuing to investigate the increased rate of stalls causing disconnects on console. We’ve seen this happens more frequently in high intensity missions such as higher levels of Havoc and Auric Maelstrom missions. We have some initial ideas on what might help with these disconnects and we have included those fixes in this patch.
    • We have additional fixes in the works for the next update as well. As the hotfix rolls out, we’ll continue to monitor player comments to see if there have been improvements, as well as checking data on our end.
  • [Console] Fixed a rare crash which could happen when suspending the game immediately after launching it.
  • Fixed an uncommon crash which could happen when a player joined a Strike Team through the Party Finder due to the game failing to retrieve their profile data.
  • Small improvements to memory usage for UI code.
  • Improved presentation of the Weapons and Curios icons. The icons will now appear smaller, but better aligned and with more of the item visible.
  • Fixed UI crash that can happen while showcasing the mastery progression in the end of round.
  • Fixed some typos and incorrect translations.
  • Fixed an issue where the description text of the Special action was overlapping with the UI in the Inspect screen for the Blaze Force Greatsword weapon family.
  • Fixed an issue where the Quickplay “Select Threat Level” UI element was misplaced in the Mission Board menu.
  • Fixed an issue where an incorrect image could be displayed when receiving a Party Finder invitation while already participating in a mission.
  • Fixed a missing texture issue that sometimes resulted in a crash.
  • Fixed an issue with missing physics and stretching materials on the Veteran “Desert Hood (Dune camo)” headgear cosmetic.
  • Fixed an issue where the eyebrow would be removed while wearing the Zealot “Votarist's Pot Helm with Rebreather” headgear cosmetic.
  • Fixed the scaling of the decal on the side of the Psyker “Krieg Witch Mask (Krieg 143rd, Shadow Ops)” headgear cosmetic.
  • Fixed an issue where the eyebrow would be removed while wearing the Ogryn “Mark XII Brute Model Cranial Implant (Size XXXXL)” headgear cosmetic.

Darktide 101: Creating the Sound of Darktide w/ Jesper Kyd



Hey Everyone,


This one has been a much requested dev blog. To celebrate the New Year and our latest update–Grim Protocols–we sat down with Jesper Kyd to discuss his work on creating the music we all love so much.

Grab your favourite drink, or snack and dive in for another Darktide 101 blog.

Straw Hat: What is your creative process like for Darktide? How is it that you normally approach a track? Do you often have somewhat of a complete idea once we give you a rundown of the level, like with Rolling Steel or Dark Communion?

Jesper Kyd: I would say it’s a bit of both. You know, the intuition is certainly there now that I’ve worked on Darktide for a bit. But these last few missions I’ve worked on, the train mission (Rolling Steel) and the cultist one (Dark Communion), certainly are going in a different direction. There’s a lot that still needs to be invented for that, and then added into the Darktide sound.

The usual approach is that I get a video of the level and a playthrough with the audio team and then we discuss ideas. I get to soak up the atmosphere and I start to hear in my head what would be really cool. Sometimes, it’s very instant. Like for Dark Communion. For that map, it was instant. I knew exactly what I wanted to do right away.


Make sure to check out Jesper's latest track on YouTube.

The track for that mission came out really quickly. It was this eight minute track that just kept going. It was really fun to make. It was more of a grimdark orchestral style. I wouldn’t say that’s unusual for Darktide, but it does have a lot more orchestral elements than other tracks have had so far, which made it a lot of fun to work on.

The players are always so excited when they find out there is a new Jesper track on the way.

That’s really great to hear. It’s great to hear players are excited, too. I think you can hear my excitement in the music. You know? I’m just having so much fun working on this music, because it really is a good combination of what I like to do. I like to do something new, something fresh, and then mix it with all my electronics and orchestral elements and melodic things. And Darktide really is perfect for that.

How much time do you spend on a track for Darktide?

Well, it’s interesting. Because sometimes, I can get a majority of a track done in a day – if I’m just totally in a zone. I know exactly what I want to do. Other times, it can take me up to two weeks.

I think the more clear it is to me what the track should be, and the more clearly the map communicates what the intent is, the faster it goes.

With Dark Communion, I knew exactly what I wanted. So while it’s a longer track, I wrote it much, much quicker.

Something like Rolling Steel, you could go a lot of directions with that. It could’ve taken longer to figure it out. But I knew I wanted the pulses of the train moving, the strange grunting and breathing sounds, and all that kind of stuff in the music. That mission is a bit about stressing you out. But it can’t just be about stressing you out in a stressful way. It has to be in a cool way, too. I had to make sure it’s not going to drive you crazy, right?

Exactly, because it’s a shorter mission too, and players will be hearing it more often.

Yes, exactly. It’s not just an alarm going off. It has to be something more musical. It needs to still be cool on repeated listenings.

Subtlety is something I work a lot with, too. Even though Darktide’s music is pretty aggressive. It’s not shy music. However there are still a lot of layers. There are a lot of elements you might not pick up on the first few times you hear it, perhaps you only feel it. But after more repeated listens, you might start to notice it.

It is something really interesting about writing music for games. It has to be written in a way that rewards repeated listens. It’s kind of the opposite if you write a pop song. For a pop song, you want everyone right away to say, “Yes, this is it.” Because then the song can chart, right? For games, it’s like the opposite. You’re trying to make it layered, so that the music can grow on you and you can still listen to it time and again.

For Warhammer, it’s such a massive universe. There is so much lore that goes into it. For our game, it feels like you truly did create something to encapsulate the gothic, grim, dark nuances of Darktide. You couldn’t imagine this score in any other game.

It was definitely a part of the brief in the beginning that the team wanted a score that was not typical for the genre, which has more orchestral and choir and maybe guitars.

I think holding on to the choir though was really interesting, and we needed something to make it recognizable as Warhammer. The human voice is so powerful, and mixing that up with this industrial and these rhythms from the tracks creates something fascinating.

Also the organ. Whenever I use the organ, there always seems to be a positive player reaction.

I was going to say that is one of my favourite parts, where you’ve mixed those heavy, industrial sounds with the organic, human voices. When the choir and organ come in on some tracks, it’s really powerful.

There is something really God-like about those instruments, where the choir gives you this feeling like you’re now dealing with the Emperor. And the organ kind of goes in that same direction. It feels like it would be the Imperium’s kind of instrument.

For the latest track for Dark Communion, you said it came to you pretty quickly. Was there anything about this track that stood out to you?

The whole idea was based around creating something ritualistic. Something to sound like there is a seance of some sort going on somewhere in the level. No matter how subtle or big the music gets, it is meant to always give you that feeling. There are some subtle visual signs we approach from the distance, the way you see the smoke and colours. As you get closer, the music gets more and more epic. And then once we’re in the church, it’s full on.

It was so much fun to write. It’s not everyday you get asked to do a big ritualistic cue, inspired by the soul leaving the body, etc.

Through composing for Darktide, is there anything new you’ve felt like you’ve learned about music or your process while working on it?

Oh, absolutely. Darktide was one of those projects that I knew exactly what I wanted to create. And I knew I couldn’t do it. I had to figure out, how do I do it?

It very much had to do with the capacity of the studio. I had some things to solve because of what I wanted to do. I got a whole new Department of my studio running. It’s to do with step sequencing from the 70s. It required these old devices that can play back notes, but it plays it back in a very funky way. You know, it has a lot of swing to the actual notes, so everything sounds more alive. I wanted everything to sound like it was performed.

So all the synthesizers in that score, those 30-40 synthesizers I play, are mostly played live, or they run through these step sequencers. It gives this really organic feeling, like you’re part of a living world, instead of just having the computer perfectly synchronize everything. You know, everything on the beat is perfect, or you’re using software for the synthesizers. I wanted to stay away from all that.

We needed something really organic, that sounded lived in. And a lot of these synths are 40 years old. So, they sound 40 years old. And they sound used; they sound lived in. They sound very different from the day they were released in 1976. It’s a different sound, because the components and the keyboards, they age. I think it just sounds much cooler. I’m not a big fan of anything that sounded brand new. That’s kind of the perspective I took with everything.

I had to find a way to use my sequencer program, Cubase, with these step sequences so I could tempo synchronize everything. And that was really, really difficult. I had to get a custom box built for it, just to make it work, because there was no way you could do it without customizing something.

So, you were determined. You were thinking: I know the sound I want.

We got this box made, and now I’m able to run it so all my synthesizers are synchronized, and that was something I had to invent for Darktide. Because I knew I wanted that sound, like when you hear the Darktide theme, when that bass line that just comes in and you’re like, it’s supposed to make you pause and say what is this?

And it’s such a weird mixture of styles. And that is the technique on full display. It might just sound like a simple bass line, but to get that thing going, and to get it sounding that loose, and to get it sounding full of anarchy. Because you start underground in Darktide. It was very much designed to support that. Everything is chaos, anarchy, and dirty. You’re a reject.

Then, of course, we mix all that with the choirs and the organs, which is more the Imperium, and that’s the sound of Darktide. Those two opposing elements that really don’t belong together. I try to make them belong together, you know? Because that’s the world of Darktide.

And the last bit was, how do you make something that takes place 40,000 years in the future. We wanted to avoid being stuck with the idea that it had to be futuristic. No. It has to be real. It has to sound lived in. There’s been a war going on for 1000s of years. The Imperium knows war. That’s a sound that has been through the ringer. It’s been through hell and is still running.

The last thing I can say about that is I directly got a quote from the team that they wanted the music to sound like living machines that had been forgotten about. These machines have been running so long that people forgot how they actually work. They only know how to maintain them.

All of this I’ve been talking about, I think it all comes together to fit this organic sound that has become Darktide. And I think it fits the game so precisely. People just get it. You don’t have to explain it.

What is the strangest thing you’ve ever mixed into the soundtrack?

On the main title track of Darktide, it has “children.” I did a 15 layer children’s choir. But it’s all me. I was able to manipulate it live so that it ended up sounding like children. And I thought, there is this intense bass and industrial stuff mixed in, and then having these children, almost like children of the Emperor, coming in and chanting against all that underground industrial noise.

If you did the children’s choir, is it actually you anytime we hear a choir in Darktide?

No, we work with the Hungarian Scoring Choir and recorded them live for Darktide. And, man, that was an awesome session. It was just really cool to see them, you know, starting to groove out to the music. All those choirs are manipulated by me to sound a little bit more machine-like and perhaps people don’t even realize it’s live, but they’re all singing.



Alright, that’s all from our interview with Jesper! If you have any other questions for him, let us know in the comments. I’ll share some of them with him and make sure he sees them!

We hope you enjoyed this latest Darktide 101 dev blog. If you have other topics you’d like to see us discuss more, please drop a comment, too. I’ll try to set them up! (- Straw)

Until next time,

The Darktide Team

Special Event Live NOW - The Waking Giants!

Hey there,


We hope everyone on Tertium is having a good year so far.

We’re back for the year, and starting off with a new event: The Waking Giants.



How would we describe this event?

The Traitorous 6th seem to have conscripted Ogryns in vast numbers, literally swelling their ranks to enormous proportions. Defeat this bulwark of corrupt flesh and take back the streets of Tertium.


To make progress in the event, complete any missions with the Brute Conscripts condition.

This event will start today, Thursday, January 16, 2025. Right now, actually! This event is exclusive to Auric.

The rewards will be Ordo dockets, Plasteel and Diamantine. Those who complete the final tier of the event will receive a new Frame: the Killiest Frame.





We are working on the next Hotfix which will be released at the end of January. Next up in January, we’ll be sharing the dev blog with Jesper Kyd. We interviewed him all about his process of creating music for Darktide.

Let’s have a year filled with eviscerating heretics For The Emperor.

– The Darktide Team

Hotfix #56 (1.6.3) - Patch Notes



Hey Everyone,


Hotfix #56 (1.6.3) is currently rolling out across our platforms, and it should be available for everyone in the next hour or so. In the meantime, you can view the notes below.

Havoc Fixes


  • Fixed an issue where some of the rewards for Havoc penances had the wrong rarity color displayed.
  • If voting to deploy on a Havoc assignment results in the deployment being cancelled, no assignment charge will be consumed.

Dark Communion Fixes


  • Fixed an issue where enemies were able to damage players during the cutscene at the start of the end event in the Dark Communion mission.
  • Updated the icons for Penances related to the Dark Communion mission.

General Fixes

  • Fixed an issue where the “Banishment” penance would list Groaners twice, preventing it from being unlocked.
  • Fixed an issue where the description of the “Warp Slice” blessing would display incorrect values for all tiers (no change in the actual cooldown values in active gameplay).
  • From 50/40/30/20s to 30/25/20/15s.
  • Fixed an issue where the “Bringing the Boom” and “Pox Burster” Penance frames were using the same frame.

Cosmetic Fixes


  • Fixed an issue where the “Intra-Cranial Implant” cosmetic headgear would interfere with certain hairstyles.
  • Fixed an issue where the “Krieg Backpack (Standard Issue)” cosmetic was being incorrectly tagged as a Lower Body item instead of Accessory.


Hotfix #55 (1.6.2) - Patch Notes



Hey Everyone,


Hotfix #55 (1.6.2) is currently being rolled out across our platforms and it should be out everywhere in an hour. You can read the notes below!

Audio Fixes

  • Fixed an issue that caused audio stutter and performance degradation when using virtual surround functionality on Console and PC (e.g. the audio crackling).
  • Merged fixes for the audio stutter and stall issues that were first introduced in the “Path of Redemption” update. These were made much worse recently with the issue introduced in 1.6.1. These specific fixes were the ones we tested on the experimental branch on Steam.
    • Fixed priorities for file reader queues, meaning audio will have higher priority than other file reads.
    • [Audio System] Removed code for cancelling a read request since it could stall/deadlock for some users.
    • [Audio System] Made “open” and “cancel” async so the audio thread is NOT blocked if open is slow.
    • Improved reporting of stalls.
    • Proper initialization of BypassIO support for direct storage. We are now checking properly for Win11, NVMe and NTFS in order to support it.
    • Deadlock detection for all platforms (Previously only active on PC).

General Fixes


  • Fixed an issue where the "Purging Flame" Penance didn't increment correctly.
  • New items marker now properly shows in the inventory for emotes.
  • Fixed a crash which could occur when a cosmetics vendor UI got forcibly closed (e.g. while browsing cosmetics in the Commissary asa mission was about to start).
  • Fixed an issue where the Penance icons for the Dark Communion mission used a fallback icon.
  • Fixed an issue where the Heat UI indicator for the Munitorum Mk X Relic Blade remained displayed also when the weapon was not wielded.
  • Fixed an issue where some visual effects were missing for the Munitorum Mk II Relic Blade.
  • Fixed an issue where the Munitorum Mk II Relic Blade had an incorrect chain-timing from Block to Special activate/deactivate. Chain-time has now been changed from 0.68 to 0.35.
  • Fixed an issue where the Munitorum Mk II Relic Blade played the incorrect Special activate animation when activating the weapon after performing a Push follow-up attack.
  • Fixed an issue where equipping the Munitorum Mk X Relic Blade or Munitorum Mk II Relic Blade in the Inventory applied an offset on other weapon animations when switching between weapons and loadouts.

Havoc Fixes

  • Players on the Mourningstar that are stuck with an ongoing Havoc mission can now cancel it from the Havoc terminal, at the expense of a deployment charge.
  • If a player cancels an ongoing deployment and no more attempts remain, the player will get demoted One Assignment Rank and get a new assignment.
Dev Note: Cancelling a Havoc deployment will provide a refund of the charge used to start the Assignment if it's done in the first 60 seconds of attempting to start a deployment. Afterwards, a player will not receive a refund for the charge spent.
  • Players can demote an Assignment Rank to get a new Assignment that is one rank lower.
  • Havoc mission participants now appear on the Havoc menu when a player starts a mission session. No participants outside of that list can be in the party for the mission to take place.  
  • Updated the “Cry Havoc!” event text to fully match properly across all languages.  
  • Fixed remaining overlapping text in multiple languages in the Havoc menu.
  • Unobtained Havoc cosmetic items will now show up in the corresponding list in the Cosmetics menu. 

Cosmetic Fixes


  • Fixed the Veteran “Lucius Mk IV Death's Head with a Skull Mask (Krieg 143rd).” headgear cosmetic being incorrectly assigned another name.
  • Fixed an issue where the cosmetic item rewards from an event would not show up in the Inventory until after logging out and back in again.