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Warhammer 40,000: Darktide News

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.
[h2]Havoc Fixes[/h2]
  • 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.
[h2]Dark Communion Fixes[/h2]
  • 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.
[h2]General Fixes[/h2]
  • 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.
[h2]Cosmetic Fixes
[/h2]
  • 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.
[h2]Update on Incorrect Note from Grim Protocols (Updated 11 December) [/h2]
  • The previous Hotfix (1.5.11) pulled three missions from the mission board (Chasm Station HL-16-11, Magistrati Oubliette TM8-707 and Excise Vault Spireside-13). They have all been re-introduced into the rotation today, December 3rd.
    • CORRECTION: Chasm Station and Magistrati have been re-introduced to the game but Excise Vault is still being addressed and it has not been re-introduced.

Grim Protocols - Dark Communion Mission - Dev Blog



Hey Everyone, 

For Grim Protocols, we are releasing a new mission known as Dark Communion. To celebrate its release, we interviewed some of the devs and Fatshark team members who helped bring it to life. 

We’re going to talk a bit about the narrative that inspired it, the level design process, the art and the visual effects. As always, we want to give you an overview of the process of creating the mission, but we still want to leave some things unsaid for players to discover for themselves when they boot up the map for the first time.

Let’s dive back into the carnival.

P.S. We waited to share this dev blog until a few days after release so everyone could have a chance to try it out without any spoilers.

Level Design


With Dark Communion we wanted to forward the narrative of the Moebian 6th activities in The Carnival, as well as their relationship with the Cult of Admonition. This level sends players deeper into the heart of the Carnival district, following reports of sinister, ritual activity and a growing presence of heretic cultists. You’re being sent in to investigate these reports, but as always, things can and will escalate, so keep your eyes peeled and your weapons ready.

While building the previously seen missions set in the Carnival district, we had already planned to revisit it when the time was right. As such, players are likely to have already noticed, for example, the Cathedrum of Messelina Vengeant, seen in the background near the beginning of Warren 6-19 - now you will get to see it up close, and purge the heretics on its steps.

The other parts of the mission follow our usual modus operandi of interconnectivity. We wanted to revisit certain parts with a new coat of paint, and introduce new combat spaces that are different, while staying true to the DNA of the already established architecture.

As always, Jesper Kyd also created a masterpiece of a track for this mission. 

Bringing it Back to the Carnival


[h3]Is this a continuation of the Carnival maps?[/h3]

Absolutely, but not only that. This level sees the culmination of the threads that began in the Carnival and continued through last year’s Orthus Offensive. We now know that Wolfer and the Traitorous 6th have made the Carnival a base of operations for their foul, tainted stimm production. While the warband continues to stymie their progress, their shipments are still getting through, as evidenced by that unfortunate business with the Moebian 21st, poor souls. Killing Rodin Karnak was a blow to their plans, but we already know that Rinda is still at large. Somehow, they brought her back from the brink of death. She’s calling herself the Herald of Admonition now. This mission promises to shed more light on what is driving the Traitorous 6th and their tainted stimms.

[h3]Will future missions continue the story that’s being played out in Dark Communion?
[/h3]
Without giving away the mission ending, there are definitely new leads to follow after the conclusion of Dark Communion. Though, what those are, you’ll have to find out alongside the warband. 

[h3]Who are the Cultists?
[/h3]
Originally assumed to be rabble-rousers and disorganised, disenfranchised gangs of hive citizens, we discover in Dark Communion that this is not the case and something much more sinister lies behind these yellow-clothed maniacs.

Since the mission is to ruin the ritual, does that “close” Rodin’s story? What would have happened if the ritual had worked?

When dealing with the fell powers of Chaos, it is unwise to write off any victory as final. The warband seems to have dealt with the threat for now, but who knows what effect those foul energies could have on Tertium.

[h3]Does this mission herald the start of a new narrative arc? Gloriana felt self-contained narratively, but Dark Communion raises a lot of questions.
[/h3]
To us, Dark Communion is a continuation of several of the previous story arcs in the game, it harkens back to the story we started to tell with the release of the Traitors Curse update but also starts to show us that there is more to the cult of Admonition than the warband has previously understood. We’ve got loads of plans for future storylines.

Art Design

For Art Design, we reined in Environment Artist Jonatan W. to give his thoughts on working on Dark Communion. 



[h3]What was it like designing the art for this mission? 
[/h3]
Most of my work was on the setpieces for the end event, but designing that was really fun. There was already a rough blockout for the event in the level that had Stimm tanks from one of our older levels with cables running up to a chaos star that was hanging over the altar. That gave me a good idea of what to make. 

After clarifying with the level designers what the objectives were and how you would interact with the event, the actual work on designing and creating the units began.

[h3]What kind of feeling were you trying to capture with the end event?
[/h3]
Since the event is set inside of a cathedral, I thought it might be cool to make something that resembled church organs in its silhouette. I thought it would frame the altar and Rodin in a nice way when you enter. 

I came up with the design of the two large vat tanks that would pump out fluids to Rodin from a central dispenser and started blocking it out. For some reason, I got the image of a horror monster being brought to life and retro-tesla coils stuck in my mind and thought that designing something like that would be neat, and fit into the whole vibe of trying to resurrect Rodin.

[h3]Were there any challenges?
[/h3]
Yes there were some technical and performance limitations to consider. Making destructible units always has some inherent challenges, not only from a technical standpoint but also from an art perspective! Like making nice transitions in destroyed states and getting VFX and sound in to sell it properly.

Visual Effects

Hi everyone, I’m Felicia and I work with visual effects (VFX) for Darktide. When I got the task to work on the new mission - Dark Communion, I knew that this was right up my alley. Scary and spooky Warhammer 40k with cultists and a ritual and a lot of new effects? Sign me up! 

After the level designers had done the blockout for the level I knew that it was gonna be a cathedral that you could see from the start of the mission and the direction I got was that you were supposed to see that something scary and big was happening over there. I usually try to look at real life videos for visual effects (like snow, explosions, steam, rain etc.) but how does it work when it comes to more illusion-like effects and references that I can’t find in the real world? Then you have to imagine what it will look like and mash things together. Like what indicates a spooky atmosphere above a cathedral? I knew it had to be big. I thought of some kind of thunderstorm that was just above the cathedral and experimenting with different behaviors and it ended up with a spiral of clouds to make it more unique than just a thunderstorm. 



After the clouds above the cathedral, then most of my work came in the end event inside the cathedral where the ritual was going on. 

The second thing I started to work on was the shields that are a big part of the end event and the gameplay. For these I got concept art so that I knew kind of how it would look. So I knew that it would be green and look a little bit like northern lights in its behavior. It’s a mesh with a material on it so it’s not any particles except when the shield goes down when smoke is pushing the player back as the shield goes down.  



We also have the cultists that are keeping the shields up to protect the ritual. When it comes to these effects I just knew that I wanted it to be kind of rough but still have subtle things that you wouldn’t notice at first but it does a lot for the feeling. Like adding a distortion when the cultists effects are hitting a shield so it kind of wobbles on the shield as an impact from the cultists.   



When you have destroyed all the shields you get to the altar where you will destroy tanks, resulting in a big energy explosion. It was gonna be a build up over some time, so I did 4 different stages and I was thinking of some kind of implode explosion with a lot of energy.  So at first it would start off with a small indication that the energy is getting bigger and bigger in the energy source (the corpse) until it finally reaches maximum and then explodes. 



And the last thing that happens is Rodin’s soul leaves his body and flies out of the cathedral windows. How does a soul look/feel like leaving the body? That was the question I asked myself and I thought of some smoke that is spawning from the body and flies in different directions so you can’t mistake it as smoke from an explosion, to make them stand out so you as a player understand that it’s something more than just smoke. 



Hope you liked to step into my visual effects mind and ideas that became the effects for Dark Communion, this was a really fun mission to work on and I hope you’ll enjoy it as much as I do! 




That’s our sneak peek for Dark Communion! We hope everyone enjoys jumping into the Carnival again, and we look forward to seeing what everyone thinks. We’ll be reading the comments. 

– The Darktide Team

Hotfix #54 (1.6.1) - Patch Notes

Hey Everyone, 

Hotfix #54 (1.6.1) is currently being rolled out across our platforms. You’ll find the patch notes below. 
[h2]Havoc Fixes[/h2]
  • Temporary fix for the Error 9999 associated with Havoc.
  • If obtained, the Havoc Clearance Level will now be displayed in the Mourningstar over player characters instead of the Trust level.
    • Only for characters who have reached Trust level 30
  • Fixed an issue where some text strings could be overlapping in the Mission Vote Details and the Tactical Overlay screens for Havoc missions.
  • Fixed an issue where several text strings could be overlapping in the Havoc terminal in some languages.
  • Fixed an issue where Commissar Dukane could fail to greet players when interacting with the Havoc terminal.
  • Fixed an issue where Commissar Dukane could repeat the first access greeting also on subsequent visits.
  • Added the Havoc rank unlock information to the rewards details of Maelstrom missions.
Dev Note: Only when interacting with the Mission Board while not having yet unlocked Havoc mode. Please note this will be fully implemented in 1.6.2 and a broken parameter will display.
  • Added an objective marker to guide players to the Havoc terminal when first unlocking the game mode.
  • Added images behind the mutator tiles for the current Assignment in the Havoc terminal.
  • Updated the UI and animations when receiving a reward, a new assignment or a demotion after interacting with the Havoc terminal.
  • Updated the sound effects when navigating the UI in the Havoc terminal screens, and during the promotion and demotion animations.
  • Fixed an issue where the Havoc icon would appear as misaligned in the mission lobby screen.
  • Fixed an issue where the objective to interact with the Havoc terminal to unlock the game mode could be displayed even if the player already interacted with it using a different character.
  • Fixed an issue where an incorrect Havoc Clearance Level update could be displayed in the End of Round screen after failing a Havoc Assignment.
  • Fixed an issue where some text strings in the Havoc terminal would appear in English also when playing in other languages.
  • Fixed bug where a second character was still asked to do the Havoc unlock quest after having already completed it on the first character.
  • Combined the end of round information for Havoc to one card.
[h2]General Fixes[/h2]
  • Fixed a crash that could happen while using a Zealot Relic Blade when trying to interact with an object (e.g. a Medicae station battery) while in the Block animation.
  • Fixed a crash that could happen when accessing the Tactical Overlay if a temporary Event had expired in the same session.
  • Fixed an issue where the End of Round rewards could be skipped in rare situations when failing to retrieve the data for the participating players.
  • Fixed an issue where an incorrect generic Backend Error message was displayed to players who tried to access the game after having received a ban.
  • Fixed an issue where players revvin’ up any chain weapon and sawing could get stuck in the sawing animation for a short period.
Dev Note: Additionally, fixed an issue where the controller vibration would continue to play indefinitely for players who got disabled/downed during that period of time.
  • Fixed an issue where the Play button in the Mission Board could occlude some of the mission details
  • Updated the gore settings restrictions applied to specific countries:
    • (All platforms) Only for players in Germany and Austria, post-death Ragdoll Interaction will be disabled.
      • On death ragdoll and other gore settings will remain available.
    • (Certain Consoles only) Only for players in Japan, the Blood Decals, Gibbing, Enemy Wounds and Ragdoll Interaction gore settings will be disabled.
[h2]Cosmetic Fixes[/h2]
  • Fixed an issue where the attachment point for weapon trinkets would be positioned incorrectly for the Double-Barreled Shotgun weapon skin obtained from its Mastery penance. 
  • Fixed an issue where the attachment point for weapon trinkets would be positioned incorrectly for the Ogryn Heavy Stubber weapon skin obtained from its Mastery penance.
  • Fixed issues with certain hairstyles clipping on multiple mask-based Zealot cosmetic Penance headgears.  
  • Fixed an issue where the lower body would clip through select parts of the Veteran “Krieg Greatcoat (Krieg 143rd)” upperbody cosmetic.  
  • Tweaked some decals on the arms of the Ogryn “Krieg Greatcoat, XXXXL (Krieg 143rd)” upperbody cosmetics to remove thin white lines present on the sleeves.  
  • Fixed instances of hands clipping through the armwraps on the Zealot “Krieg Vigil Greatcoat (Krieg 143rd)” upperbody cosmetic.  
  • Fixed instances of hands clipping through the gloves on the Psyker “Storm Witch's Redemption Raiment” upperbody cosmetic.  
  • Polished up the fit on the Veteran “Flak Helmet (Tresian Night)” headgear cosmetic.  
  • The fire mode indicator on the Branx Minor Forge-Livery Boltgun skin should now properly light up.  
[h2]Console Fixes[/h2]
  • Added the Brightness and Motion Blur settings in the Video Options.
  • Fixed a rare issue where Imperial Edition content and/or Aquilas could fail to be redeemed when accessing the Mourningstar.
  • Fixed a rare crash which could happen if the player lost connection to the network while game data was being processed.
  • Fixed an issue where the game could fail to reconnect to the voice and text chat channels after console activity resumed from a Rest mode period.

Warhammer 40,000: Darktide (PS5) Review


It was a genuinely unique experience stepping into Warhammer 40,000: Darktide because the Warhammer series is something I really haven’t had a lot of experience with. I dipped into Warhammer: End Times – Vermintide way back in 2015 when I was still pretty interested in games like Left 4 Dead, and always liked how different it was. But for a series with actual TOMES of lore behind it, I always felt a bit hesitant to jump into it. 





But as a critic and general gamer who is always looking for interesting new experiences, Warhammer 40,000: Darktide definitely intrigued me. What looked like a more intensive extension of Vermintide I was eager to jump into a new co-op experience like this. And honestly, it got its teeth in me and didn’t let go—Warhammer 40,000: Darktide is a brutally good time.








Now, for one reason or another, Warhammer 40,000: Darktide seemed to slip past CGM and never got a proper review, however since it did release officially in 2022, this review is going... Read more