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Hotfix 1.0.48

Rejects!


Here are the notes for Hotfix 1.0.48 that just went live on Steam, and will be out shortly on the Microsoft Store.
  • Fixed issues with the text on various Blessings and Feats.
  • Fixed issues with Mutants being unable to grapple players.
  • Fixed an issue with Poxbursters sometimes being immune to pushes.

Patch #8 Notes

Rejects!


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

[h3]Psyker[/h3]
  • Raising Soulblaze’s damage vs. flak armour to 150% (was previously 100%).
Dev Note: "We have now separated the burning DoT and Soublaze DoT armour modifiers to enable this change."
  • Increasing the Psyker's "Wrack and Ruin" Feat number of Soulblaze stacks from 3 to 4.
[h3]Weapons[/h3]
  • Tweaked the hit zone priority for Rashad Mk II Combat Axe.
  • M35 Magnacore Mk II Plasma Gun:
    • Venting damage is now absorbed by toughness at a 3x rate.
    • M35 Magnacore Mk II Plasma Gun now ignores hit zone multipliers for anything that is not a monstrosity.
Dev Note: "This means that the M35 Magnacore Mk II Plasma Gun can now damage Bulwarks through their shield, and body shots on enemies will not be able to be blocked by their limbs."
[h3]Enemies[/h3]
  • Added lag compensation to Pox Hound pounce attack to make it easier for players with higher ping to dodge their attacks.
  • Reduced the pause between spawns of other enemies while Pox Hounds from the Hunting Grounds condition are active on higher difficulties.
Dev Note: “Specialists and Horde spawns are no longer paused on Heresy/Damnation difficulty, resulting in a higher possibility of a mixture of spawns when a hunting grounds event is active. The intent is to provide a wider range of challenges on higher difficulties instead of forcing the same behavior every time we spawn Hunting Grounds Pox Hounds.”
  • Reduced melee stagger resistance on Poxbursters during their lunge animations so that melee attacks can stagger Poxbursters more reliably.
  • Tweaked Poxbursters so that they reset their stagger immune time when they lunge at players.
Dev Note: "This should fix cases where Poxbursters sometimes ignored staggers when another player shot at it just before it entered its lunge animation."
  • Changes to Mutants:
    • Tweaked the Mutant charge turn values in order to avoid instant turns
    • Tuned Mutant navigation to be a bit smoother
    • Tuned Mutant rotation speed to be a bit slower, allowing for easier dodging
    • Increased Mutant stun time when hitting walls from 3 seconds to 3.5 seconds
[h3]Other Fixes and Tweaks[/h3]
  • Implemented changes to the vote kick system:
    • This will now display as a notification instead of a pop-up
    • Added measures to counter players’ ability to spam vote kick.
  • Added full toughness recovery when players get revived from being knocked down in order for the rescued player to have some space to get back into the action.
  • Added a 5-second spawn grace when players spawn, where enemies can't see them, and they're invincible.
Dev Note: "This was added to make it less jarring to join an ongoing game and immediately get downed by enemies without giving the player time to react to the situation."

Darktide sale knocks co-op Warhammer game to its lowest price on Steam

A Warhammer 40k Darktide sale drops the grimdark co-op shooter to its lowest price yet on Steam, shortly after the release of the game's latest content drop, Tools of War. If you're looking for a high-octane co-op game to keep you and your friends busy, this 40k spin on the formula previously established and honed by developer Fatshark's Warhammer: Vermintide 2 might be just what you're looking for.


Read the rest of the story...


RELATED LINKS:

Best Warhammer 40K games on PC 2023

Warhammer 40k Darktide patch notes "too many to list," but here you go

Warhammer 40k Darktide loot is getting overhauled in the next patch

Community Comm-Link 13th April

[h2]Rejects, [/h2]

This is Catfish, Darktide Community Manager, here with another comm-link update! We established these comm-links to answer some of the community’s questions and to give information about upcoming patches.

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

  • Tweaked the hitzone priority for the Rashad Mk II Combat Axe.
  • M35 Magnacore Mk II Plasma Gun:
    • Venting damage now is absorbed by toughness, at a 3x rate.
    • M35 Magnacore Mk II Plasma Gun now ignores hitzone multipliers for anything not a monstrosity.
Dev Note: "This means that the M35 Magnacore Mk II Plasma Gun can now damage Bulwarks through their shield, and bodyshots on enemies will not be able to be blocked by their limbs."
  • Added lag compensation to Pox Hound pounce attack to make it easier for players with higher ping to dodge their attacks.
  • Reduced the pause between spawns of other enemies while Pox Hounds from the Hunting Grounds condition are active on higher difficulties.
Dev Note: “Specialists and Horde spawns are no longer paused on Heresy/Damnation difficulty, resulting in a higher possibility of a mixture of spawns when a hunting grounds event is active.The intent is to provide a wider range of challenge on higher difficulties instead of forcing the same behavior every time we spawn hunting grounds hounds.”
  • Reduced melee stagger resistance on Poxbursters during their lunge animations, so that melee attacks can stagger Poxbursters more reliably.
  • Tweaked Poxbursters so that they reset their stagger immune time when they lunge at players.
  • Implemented changes to the vote kick system:
    • This will now display as a notification instead of a pop up
    • Added measures to counter players ability to spam vote kick.

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

Ogryn:
  • On Malice threat of higher, knock down 3 Ranged enemies using Bull Rush, 25 times.
  • On Heresy Threat or higher, hit 4 Elite or Specialist enemies with Big Boxes of Hurt, without missing an Elite or Specialist enemy with a Big Box of Hurt, 5 times.
Zealot:
  • On Malice Threat or higher, kill 1000 enemies with Melee Attacks whilst at at least 3 stacks of Martyrdom.
Psyker:
  • On Malice Threat or higher, kill 100 Elite or Specialist enemies with Brain Burst while at maximum Warp Charges.
Veteran:
  • On Malice Threat or higher, kill 100 enemies that are over 25 meters away.
  • On Heresy Threat or higher, kill 2 Elite or Specialist enemies during a single volley fire, 50 times

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

Patch #7

Rejects,


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

[h2]Updated Features[/h2]
Updated aim assist for controllers with four settings:
  • Full (DEFAULT) - Our latest Aim Assist code. Faster and easier to use with a slowdown when close to aiming at enemies. This applies to melee and ranged and will follow the target in a rotation if you aim and strafe.
  • Light - The same as “Full” but with some features disabled, including the rotation lock when strafing.
  • Legacy - The classic Aim Assist code used in Vermintide 2 and previous Darktide versions.
  • Off - Turn off Aim Assist.
[h2]Bug Fixes[/h2]Feats
  • Fixed an issue where 'Covering Fire' sometimes didn't trigger correctly.
Weapons
  • Fixed an issue that allowed the Deimos Mk IV Blaze Force Sword and the Illisi Mk V Blaze Force Sword to block ranged attacks without the Deflector Blessing.
  • Fixed an issue where the Achlys Mk VII Twin-Linked Heavy Stubber had partially unlocalised texts for stat details.
  • Fixed the graphical effect for wounds caused by the Illisi Mk V Blaze Force Sword's activated special attacks
  • Shortened time between firing and reloading weapon special while aiming down sights for Shotguns.
  • Fixed a bug where the Deimos Mk IV Blaze Force Sword and the Illisi Mk V Blaze Force Sword had made you move faster than intended when swapping weapons.
  • Fixed a bug where stats weren't applied correctly to 4th light attacks on the Deimos Mk IV Blaze Force Sword and the Illisi Mk V Blaze Force Swords.
  • Fixed an issue where some sounds, for example, from Force Staff projectiles, always played as if the listener was in a first-person view.
  • Fixed an issue where the 'Exorcist' Blessing triggered on all hits, not only weak spot hits.
  • Fixed an issue where the Agripinaa Mk VII Combat Shotgun couldn't shoot through thin walls and covers when using the special shell.
  • Weapon special attacks on activated weapons (Chain swords, Thunder hammers, Force swords, Chain axes) now always stop on Elites, Specials, Monsters, and Captain regardless of cleave.
  • Fixed issue where Illisi Mk V Blaze Force Sword weapon special attack did not activate the Psykinetic feat 'Warp Absorption' correctly.
  • Fixed an issue with the Artemia Mk III Purgation Flamer and the Rifthaven Mk II Purgatus Force Staff where crits would not apply correct damage and/or burn stacks on burned enemies.
  • Fixed a rare issue that could cause a server crash when using the Nomanus Mk VI Surge Force Staff and attacking enemies dropping down from ledges.
VFX / SFX / Animation
  • Fixed issue where shotguns hitting Carapace Armor played incorrect vfx/sfx.
  • Ogryns have been instructed by Hadron in proper auspex handling, and no longer cover the display with their thumb.
  • Fixed issue where Achlys mkVII Heavy Stubber braced reload had no sound.
UI / HUD
  • Resolved an issue with the crosshair alignment for the new shotgun marks when using the special attack.
Other Fixes and Tweaks
  • Fixed issue where dead players could receive health from medical crates and drain medkits resources.
  • Some work to try and reduce the amount of disconnects caused when players join games.
  • Fixed an issue where you couldn't deploy an Ammo Crate while sprinting.
  • Fixed issue where the player indicator on the auspex scanner was not rendered correctly when scanning in a scanning event.
[h2]Balance Tweaks:[/h2]
Artemia Mk III Purgation Flamer
  • Lower clipsize range from 30-50 to 20-40, reserve from 90-250 to 80-200.
  • Lower alt fire spray armor mods:
    • damage vs Flak mod near-far from 175%-75% to 100%-50%
    • impact vs Flak mod near-far from 100%-25% to 75%-10%
    • damage vs Carapace mod near-far from 25%-0% to 10%-0%
    • impact vs Carapace mod near-far from 20%-10% to 10%-1%
    • impact vs Maniac mod near-far from 150%-125% to 100%-50%
  • Lower burst armor mods:
    • impact vs Flak mod near-far from 100%-100% to 100%-50%
    • impact vs Carapace mod near-far from 20%-20% to 10%-1%
    • impact vs Maniac mod near-far from 150%-150% to 100%-50%
    • Reduce initial impact on alt fire spray, ramps from impact range 1-2 to 10-15, was 5-9 to 10-15
Dev note: “We wanted to adjust the broad capability of the flamer to deal with pretty much all targets, specifically when combined with the Zealots ability Chastise the Wicked that grants armor penetration after use. By increasing the value of armor for our poor burning enemies while limiting the amount of stagger, we hope to create a clearer use for the Flamer. Since the armor penetration effectively degrades Carapace armor to Flak armor, the removal of high damage vs. Flak helps bring flamer-wielding Zealots into more balanced territory. Combined with a lowered clip size, we hope to move away from a general-purpose purging tool that leaves nothing left alive into a more defined horde-clear role that benefits from some help dealing with heavily armored enemies. It should still leave most things dead, but it might require slightly more diligent purging.”

Munitorum Mk III and Mk IV Power Swords
  • Reduce number of attacks per weapon special activation from 2 to 1.
  • Removed the extra weapon special attacks when using heavy attacks.
  • Power Cycler blessing: Reduce the number of extra attacks per weapon special activation from 3 to 2
  • Fixed an issue where chaining attacks would sometimes not count toward the number of activations properly.
  • Summary: Powerswords get 1 activation default, total of 3 if running Power Cycler. (Down from 2 default and 5 with blessing)
Crucis Mk II and Ironhelm Mk IV Thunder Hammer
  • Reduce action lockout time from 1.1s to 0.6s on activated hit stun.
  • Increase headshot/crit configuration of light attacks, from 2.5%-7.5% bonus to 15%-45%.
Shotguns and Ripperguns
  • Fire Frenzy blessing fixed and rebalanced across the tiers:
    • From 4/6/80/10% to 7.5/10/12.5/15% per stack (still max stacks of 5)
Dev Note: “Tier 3 was bugged and could stack up to 400% damage bonus!”

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