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Warhammer 40,000: Darktide News

Warhammer 40k Darktide hotfix removes player outlines, temporarily

There's a new Warhammer 40k Darktide patch out today, which makes some improvements to stability and adds AMD ray-tracing support to the co-op's game launcher options. However, one change is going to be immediately noticeable when you hop into a mission: player outlines have been disabled.


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RELATED LINKS:

Darktide Grimoire locations and uses

The next Warhammer 40k Darktide patch adds a new map and new weapons

Warhammer 40k Darktide review - Chaos incarnate

Hotfix 1.0.21

Rejects!

Here are the patch notes for Hotfix 1.0.21 released moments ago, including a revert of the VFX for the Forcestaff.

[h2]Hotfix 1.0.21 [/h2]

[h3]Stability & Performance[/h3]
  • Added AMD Raytracing support in the launcher settings.
  • The launcher should now auto-detect high-performance GPUs on laptops by default.
  • Added connection time-out to prevent infinite loops when resetting settings.
  • Fixed some crashes that could occur on some users when booting up the launcher.
  • Fixed a crash that would sometimes occur when browsing through store items.
  • Resolved a crash that could occur in rare circumstances while using the tagging system.
  • Fixed other various, unspecifiable crashes and bugs.

[h3]Localization[/h3]
  • Fixed localization issues on some cosmetics.

[h3]UI/UX[/h3]
  • Removed player outlines as they weren't functioning as intended. They will make a return in the future.
  • Added ability to reset keybindings when the game starts.

[h3]Gameplay[/h3]
  • Fixed a bug where there was a delay between push action and regular attacks on the Achlys Mk I Power Maul.
  • Scriptures and Grimoires are now available in Comms-Plex 154/2f.
  • Fixed an issue in the Psykhanium where slow motion remained active.

[h3]VFX/SFX[/h3]
  • Reverted Forcestaff VFX to an earlier version.

DEV BLOG: LEVEL DESIGN

[h2]‍“Human blood and human flesh – the stuff of which the Imperium is made. To be a man in such times is to be one amongst untold billions. It is to live in the cruellest and most bloody regime imaginable. This is the tale of those times.”[/h2]



My name is Joakim Setterberg and I’m the Lead Level Designer on Darktide. I’m also a part of the World Team: a multi-disciplinary team of developers that create everything related to environments and missions - the game spaces in which you serve the Emperor one shovel swing at a time.

With Darktide we saw an opportunity to show Warhammer 40k through the eyes of the people who live (albeit shortly) in this universe. This was not to be a story of the demi-gods, but of the insignificant soldiers, the minuscule cogs in the war machine, and of the places they call home. That meant creating a setting that could deliver both on space and place: diverse enough for gameplay and rooted enough for stories. A setting representative of the Imperium of Man and iconic to Warhammer 40,000; the equivalent of Ubersreik or Helmgart from the Vermintide series.

We settled on the hive city of Tertium.



A hive city is not a city as understood through other works of science fiction.. It is a factory sprawl; a conglomeration of heavy industries, urban clusters, military facilities and population administration. It is both machine and beast, devouring its uncountable workforce as it produces vital resources for the Imperium’s war efforts. As a supplier of Atoma pattern Leman Russ tanks, Tertium is a jewel in the eyes of the Imperium, but, and this can’t be stressed enough, it is also Not a Very Nice Place to Live In. It is humanity trapped in a cage of industry, all part of an authoritarian system on a constant military footing.





The city is massive in scale, to a point where comparisons to residential grids and layouts make no sense. The best way to appreciate it is to imagine an enormous stranded spaceship or submarine, the size of a continent, with a city built within and between its enormous compartments. It is a three-dimensional construct made out of layers of plasteel, plascrete, rockcrete and ferrocrete, all stacked endlessly upon each other, where concepts of “ground floor” or “sky” serve no purpose to its workforce population. The passing millennia has put the city in a constant state of decay and repair, with older areas buried deep beneath and newer spires piercing the polluted sky. It is a place of both epic and small places.





‍To help us think about time in Tertium our Game Director Anders came up with an analogy: picture a comfy three-seater couch with skulls and gothic arches, where people have spilled crisps and beer over the years. Now make that a thousand years. Compare that to the couch that has only seen a hundred years of spillage. That is the contrast between old and new in Tertium.





Doing justice to the Warhammer 40,000 aesthetics is of course paramount. There is nothing quite like that mix of architecture, religion, time and technology. As a general design rule, the aesthetics are ancient, retro or futuristic but rarely contemporary. Expect holograms and scrolls, spaceships and carts, plasma reactors, archways, gears, tubes, bricks and mortar - all mixed up with religious and Imperial symbolism, candles, skulls and incense.



Where possible we took inspiration from the miniatures - you will recognize influences throughout Tertium - but most of it we had to create, and a tremendous amount of fun work has been put into the environmental audio and visuals. We’ve asked a lot of questions to some very patient writers, as well as done a whole lot of concepts and research to bring the lore, the miniatures and the fiction together in this Fatshark take on the Warhammer 40,000 universe: What would a citizen of Tertium have in a suitcase? What would they have in their desk drawers? What does a public bathroom look like? What public announcements would they hear going to work?

We had to make some concessions along the way. Hive cities are even more extreme than in Darktide; bigger vistas, smaller spaces, more people. For gameplay reasons, we try to strike a fine balance between concept and gameplay, between detail and readability, between grimdark and dark. The Ogryn is one of the examples - we had to do quite a lot of internal testing to find a good scale for the Ogryn. Large enough to feel big but small enough to work with our environments, which all had to adapt to the Ogryn and our bigger enemies: doorways were widened, floor space was cleared, ceilings raised.






Another is the impact of the hybrid combat with, compared to Vermintide, its increased emphasis on ranged gunplay for players and enemies alike. The Darktide ranged combat loop introduces enemy covers, combat vectors and a need for bigger awareness of enemy positioning, which for the hybrid combat meant a greater degree of player and enemy movement. Players needed ways to counter being pinned down by enemy fire teams behind cover - that meant room for sprinting, vaulting and sliding to accomplish tactical manoeuvres and flanking, switching between suppression and close combat in a matter of seconds. Enemies also needed flanking routes of their own so that they could work together more like an opposing team, with means to navigate around and catch up with players. On top of that, we have the melee combat which requires room for dodging and weaving without hitting snags and minuscule collision.‍

One of our driving level design principles is that no player, or playstyle, should feel completely at home in all areas of a mission. Did you bring a long ranged heavy-hitter? You will feel quite comfy with the sightlines in a corridor, picking off the elites, while your flamer friend has your back when facing down a horde in labyrinthine areas. This contrast in topology is essential for player and enemy gameplay, where shifting spaces and situations promote a balanced team composition and allow different team members a time to shine.





Sometimes the same game space will play out quite differently between missions, changing the approach or mission objective. Moving from Vermintide to Darktide gave us a chance to rework some of the tech and tools for level creation, and two things we did was to separate mission logic from setting, as well as supporting multiple smaller levels being stitched together to a bigger one. This opened up two possibilities: the team could work in parallel on different areas as well as use the same spaces for different missions; missions could criss-cross and compose bigger zones. This will improve our ability to release new content, create a narrative of a coherent city, and enable us to fix bugs faster than before.


Darktide is a product of labour and love and we hope that it shows - that the game will be your way to experience this fantastic grim dark universe, together with us. Because we are breaking new ground together, not only on Tertium but also in the years to come. There is such an awful lot of cool things to do and also a lot of time to do it!


See you on Atoma Prime.

- Joakim & the World Team

PS Lastly, I have some advice if you are new to Warhammer 40,000 - just like I was when I started working on Darktide. Personally, I found the sheer scale of the grim dark universe quite overwhelming. Colleagues passionately explaining the Horus Heresy to me? Instantly out of my depth (it was obviously not an academic schism over the Egyptian pantheon).

I found the rule books a great starting point, and then the Warhammer 40,000 fiction in Black Library put things into context. With Darktide being about the Inquisition and a soldier’s perspective I read Dan Abnett’s Eisenhorn and Ravenor books, then followed up with Gaunt’s Ghosts. My personal favourite is the short story The Purity of Ignorance by John French, summing up all things Darktide in a few awesome pages.

Now, I hope Darktide is going to be your way in of course but just don’t miss out on the fiction. There are some true gems out there, so make sure to reach out to the community for reading tips and inspiration.

Patch 1.0.20 Notes

Rejects!


For the full Community Update, check the announcement made yesterday.

Below are the Patch Notes for patch 1.0.20 'The Signal' which went live just now.

[h2]Patch Notes, Patch 1.0.20[/h2]
[h3]Content Drop: The Signal[/h3]
This drop introduces a new map, two new weapons - one for the Zealot, one for the Ogryn, the new Refine option in the crafting menu, the inclusion of private games, and the addition of one new condition!
  • In Comms-Plex 154/2f, it is up to you and your strike team to gain access to the Comms-plex. Get to the roof of the HL-19-24 Archivum and transmit a message to your allies in the Imperium.
  • Two new weapons:

    • The Indignatus Mk IVe Crusher, a two-handed Power Maul for Zealots
    • The Achlys Mk I Power Maul, a one-handed Power Maul for Ogryns.
  • Private Play is now available when starting a mission from the mission board for Strike Teams of 2 to 4 players.
  • Refine is now available in the Shrine of the Omnissiah.
    • You can now choose to refine a single perk, which will lock other perks.
    • Perks in the item card view will show their Tier through the number of ♦ next to the perk ranging from 1 to 4.
    • Each Refine action taken on the perk will see a cost reduction for resources.
  • A new condition:
    • Hunting Grounds: Rejects will have to fend off increased numbers of Pox Hounds.


When a patch lands, there will be a short time frame (up to a couple hours) before new weapons/maps/currency packs drop in to their respective systems. If we did it right away, it causes issues for players who are yet to have updated but are still running missions. Instead we shut off the creation of out of date lobbies and coax people out of the game to update their clients. Once we meet a threshold we can switch on those new bits and pieces.


[h3]General/QoL[/h3]
  • The chat window is now accessible on all loading screens and during the outro cinematic after a mission. You will also have access to a Strike Team chat channel in the Mourningstar if you invite someone to your Strike Team while in the Mourningstar.
  • The option to merge Strike Teams during the end-of-round screen has been temporarily removed while we improve this functionality.
  • Added 2400 Aquilas pack so cosmetic bundles can be purchased at face value.
  • An option to skip the intro cinematic has been added to the options menu.

[h3]Performance & Stability[/h3]
  • Fixed several cases that would generate GPU crashes.
  • Fixed a bug where clients would get mismatching player loadouts from the server, which could cause a bunch of different crashes.
  • Fixed a bug with fired projectiles VFX crashing the game when the player leaves the game.
  • Fixed an issue that could cause a client crash when using weapons while under the influence of various attack speed or reload speed buffs.
  • Fixed various and numerous unspecified crashes.

[h3]Contracts & Penances[/h3]
  • Isolated and resolved a rare issue that could cause Contract progression during a mission to be lost when the mission completes at the end of the round.
  • An issue was detected in the penance "Pick N' Mix'" where it could in some circumstances not be awarded as expected.

[h3]Localization[/h3]
  • New localizations have been added for several UI texts.

[h3]Weapons[/h3]
  • Fixed an issue in the Psykhanium where equipping weapons would sometime disable weapon perks and blessings.
  • Ogryn ranged weapons with melee special attacks should now change crosshair when using their special attacks.
  • Fixed an issue where players would stay in ADS while using the bayonet with Lucius pattern Lasguns.
  • Fixed an issue where players would stay in ADS while using special attack with the Accatran MG Mk II Heavy Laspistol and Zarona Mk IIa Quickdraw Stub Revolver.
  • Fixed an issue where the Psyker could not use the Accatran MG Mk II Heavy Laspistol weapon special while switching weapons.
  • It should now be possible to cancel a reload by using the weapon special on the Zarona Mk IIa Quickdraw Stub Revolver.
  • Autoguns should now more reliably interrupt other actions when performing a weapon special attack.
  • Fixed a bug where Weapon Stagger in the Control/Collateral stat didn't work as intended on weapons like Rippergun.
  • Fixed an issue where players could use the special attack whilst ADSing with the Accatran MG Mk II Heavy Laspistol and Zarona Mk IIa Quickdraw Stub Revolver.
  • Fixed a bug where Flamer and Purgatus Staff secondary attacks would not damage enemies if the attack was too short.
  • Fixed a bug where special attack follow up damage on Catachan Mk3 Combat Blade did not scale with damage stat.
  • Fixed a bug where the Ripper Gun’s reload can be interrupted such that you can fire it without a magazine.
  • Fixed a bug where overheat only dissipated when having a weapon wielded.
  • Tweaked Locke Mk IIb Spearhead Boltgun:
    • Added equip variations and reworked original equip to make the equip animations less repetitive and frustrating,
    • Fixed issues with snapping after un-aiming while shooting
    • Fixed exploit where weapon swapping at the right time would result in a much faster reload
  • Tweaked Munitorum Mk III Power Sword:
    • Tuned down cleave on powered attacks (from infinite to simply very big cleave - 8.5 to 12.5 cleave range, so around 10 enemies)
    • Added damage falloff for targets beyond the third on heavy activated sweeps. scales from 130-260 at targets 1, 2 and 3 down towards 50-100 at target 8+
  • Tweaked Lucius pattern Lasguns:
    • Tuned charging VFX to unblock view of shot.
    • Pushed ADS FOV to 65 to clean up sight a bit.
    • Increased time until forced shot across all marks (from 1 to 2.5 extra seconds after full charge).
    • Decreased ammo consumption on fully charged shot:
      • Mk I: from 9 to 6
      • Mk II: from 6 to 4
      • Mk III: from 12 to 9
    • Reduced charge time ranges until fully charged:
      • Mk I: 1.0-0.5 down to 0.8-0.4
      • Mk II: 0.75-0.35 down to 0.65-0.25
      • Mk III: 1.25-0.65 down to 1.0-0.5
    • Reduced chain time for Mk III bayonet slash, from 0.5 to 0.3 (like a normal melee sweep).
    • Increased damage vs. armored and resistance on low charge near/far: from 40%/50% to 50%/60%.
    • Increased minimum charge scalar for Mk II charged shot from 30% power to 40% power.
    • Reduced suppression sway.
    • Reduced baseline sway.
  • Tweaked M35 Magnacore Mk II Plasma Gun:
    • Increased clip size range to 75-150 from 60-100. still one clip in reserve, with matching adjustment.
    • Improved vent durations, both active venting is now 3s, down from 4s and passive venting now 15s, down from 20s.
    • Adjusted vent speed curves over thresholds and lowered the high threshold to 60%, down from 70%.
    • Time scales of venting are now: low: 80% - high: 50% - critical: 25% (was 50% - 100% - 25%).
    • Re-tuned vent damage to a player - it should be in the same ballpark but scale more aggressively, so lower overcharge gives less damage.
    • Allow heavy-charged shots to continue after shooting through geometry. Entry and Exit both create explosions.
  • Tweaked Zarona Mk IIa Quickdraw Stub Revolver:
    • Increased ammo reserve from 25-40 to 35-70.
    • Increased far range from 23 to 35.
    • Increased high end of base damage range to 200-400, was 200-350.
    • Increased hit scan range to fix issues where no hits would be detected at very long ranges.
  • Tweaked Vraks Mk III & VII and Agripinaa Mk VIII Headhunter Autoguns:
    • Reduced recoil vertical rise on all 'Headhunter' autoguns.
    • Increased damage:
      • Vraks Mk III: 70-140 to 80-160.
      • Vraks Mk VII: 80-160 to 100-200.
      • Agripinaa Mk VIII: 75-150 to 90-180.
  • Tweaked Turtolsky Mk VI, Mk VII & Mk IX Heavy Swords:
    • Increased baseline damage armor mod vs. Flak Armour (from 30% to 50%) and Infested (from 75% to 100%) on light attacks.
    • Increased baseline impact armor mod vs. Flak Armour (from 50% to 75%), Maniacs (from 50% to 75%) and Carapace Armour (from 50% to 75%) on light attacks.
    • Increased horizontal light attack damage from 25-50 to 35-70, adjusted target follow to match.
    • Increased diagonal light attack damage from 35-70 to 40-80, adjusted target follow to match.
  • Crucis Mk II Thunder Hammer: (unfortunately these changes slipped through the net and will come in the next update, sorry for the disappointment)
    • Increased light attack baseline armor mod vs Flak Armour (from 75% to 90%) and Carapace Armour (from 1% to 25%).
    • Increased heavy attack baseline armor mod vs Flak Armour (from 75% to 90%) and Carapace Armour (from 20% to 25%).
  • Fixed a bug where Thunderhammer was missing Weapon Special Activate chain from block.
  • Fixed an issue where Lucius Pattern lasguns were ignoring shoot input after getting stunned in ADS.
  • Fixed a bug where you couldn't initiate weapon special from the push action. Fixed for all Heavy Swords and Tactical Axes.
  • Fixed a bug where animation was snapping when un-aiming right after shooting on Lasguns and Shotgun.
  • Fixed a bug with the Krourk Mk V Twin-Linked Heavy Stubber where primary fire didn't buffer properly from wield, leaving braced and sliding, etc.

[h3]Combat[/h3]
  • Fixed an issue where Zealot Preacher’s ability ‘Chastise the Wicked’ could get interrupted if used while having been pushed by enemy attacks.
  • Fixed issue where Psykinetics "Inner Tranquility" talent caused slower quell speeds.
  • Fixed a bug where being hit while lugging disabled coherency toughness regen for 100 seconds or until hit again.
  • Improved precision smart targeting.
  • Fixed a bug where you couldn't perform heavy attacks while with the Obscurus Mk II Blaze Force Sword whilst holding sprint. Made sure all attacks and start actions can be used with sprint.
  • Fixed issue where Zealot Preacher would dash through enemies if they were too close
  • Fixed issue where some pickups could not be interacted with due to being inside collision.

[h3]Enemies[/h3]
  • Fixed some issues where the Pox Hound could launch into the stratosphere.
  • Fixed some Traitor Guard helmets and armours which depicted `IV` instead of `VI`.

[h3]Missions[/h3]
  • Moved the spawn point of Daemonhost from respawn location in Power Matrix mission.
  • Fixed some Diamantine that couldn't be picked up in Excise Vault Spireside-13.
  • Fixed an area where players could leave the play area in Enclavum Baross.
  • Fixed a spot on Enclavum Baross where players could stand and be out of reach from melee heretics.
  • Fixed an issue where a Horde could spawn next to the players in the end event in the
  • Consignment Yard HL17-36 mission.
  • Fixed a spot where players could get stuck on HL17-36 Smelter Complex.
  • Fixed a bug where enemy units were spawning in plain sight in Consignment Yard HL17-36 end event.
  • Fixed an issue where players could enter a soft-locked state in the prologue.
  • Fixed an issue where the Valkyrie would arrive silently during the end event in Enclavum Baross.
  • Fixed a scripture that couldn't be picked up in Refinery Delta-17.
  • Fixed an issue where Monstrosities could not reach the players in Refinery Delta-17.
  • Fixed a soft lock that can occur on levels with airlocks should a player join a mission whilst the airlock is closing.
  • Fixed a spot on Enclavum Baross where enemies could walk through walls.
  • Fixed a spot on HL17-36 Smelter Complex where players could respawn behind a dropdown, rendering them unrescuable.
  • Fixed an issue where players joining midway through HL-16-11 Chasm Station could spawn in behind a now closed door.
  • Fixed an issue where one of the Grimoires could not be collected on Chasm Logistratium.
  • Fixed an issue where one of the Grimoires could not be collected on the HL17-36 Smelter Complex.
  • Fixed a railing on HL17-36 Consignment Yard that was a missing collision.
  • You can now reach the Penance menu by interacting with the newly added interaction spot in the HUB.
  • Fixed a bug in the Psykhanium where unequipping a weapon with a trait/perk makes the other equipped weapons' traits/perks not work.
  • Fixed a spot where players could get stuck on HL-17-36 Power Matrix.
  • Fixed an area where players could be thrown into an inaccessible area by a Mutant on HL17-36 Smelter Complex.
  • Tweaked timing and added a few elites to the end event in Enclavum Baross mission.
  • Fixed an NPC shooting without a gun on the Prologue. 👉😎👉

[h3]SFX/VFX/Animation[/h3]
  • Auspex scan targets should no longer remain outlined after completing a scan.
  • Fixed an issue where the animation didn't match the duration of stun when hitting a target with Thunder Hammer's special ability.
  • Tightened up animations for the Locke Mk IIb Spearhead Boltgun when aiming after sprinting.
  • Ogryn feet should no longer clip through the floor of the Mourningstar.
  • Fixed some animation issues on the Ripper Gun special attack.
  • Ragdolls created by the Blastoom Mk III Grenadier Gauntlet should feel more satisfying now.
  • Fixed a bug where the wrong VFX was being used for torso gibs.
  • Force Sword weapon special now creates a larger visual blast on damaging and killing heretics.
  • Fixed various sound issues on various missions (certain happenings not having sounds, audio imbalances, early cut-offs, missing music, etc.).
  • Fixed cases where dodge sounds were not reliably played for other players (or bots).
  • Fixed excessive camera shake when cleaving through enemies on specific attacks on Tactical Axes, Power Sword and Eviscerator.
  • The Nomanus Mk VI Surge Force Staff has had its VFX buffed to feel more impactful.
  • Fixed a bug where wrong start animation was used on the second right start action on Mk IX Heavy Sword. Now it matches the horizontal right attack.
  • Fixed a bug where sound proximity was based on average position instead of the local players position so enemy units were not making any sound.

[h3]Character Customization[/h3]
  • Fixed various issues with cosmetics (clipping etc).
  • Resolved an issue where selecting blind eye options would remove the information about the Cadia homeworld restriction during the character creation screens.
  • Resolved an issue where the Psyker convict upper body garb for the crime of Misplaced Faith may disappear from the inventory view. It was never removed from your inventory but may have appeared to no longer be present.
  • Resolved an issue where restrictions on items would disappear when viewing an item in the Commodore's Vestures.
  • Fixed an issue with an Ogryn mustache that only appeared during cutscenes or when observed within kissing distance (note, do not kiss the Ogryn)

[h3]UI/UX[/h3]
  • Added 'Texture Quality' settings back to the settings menu.
  • Added 'Mesh Quality/LOD distance' slider to the settings menu.
  • Fixed a bug with the control stat not affecting stagger duration on the Ripper Gun.
  • Crosshairs are now consistent across weapon families.
  • Fixed an issue where the outline of one of the Auspex Scan targets in the Hab Dreyko mission.
  • Several UI and UX adjustments have been made surrounding the Weapon Cards, including a hover item inspect in inventory loadouts as well as now showing the item level for curios in loadout and its detail card.
  • Now displaying the cosmetic weapon skins and clothes as Owned when viewing them in the Armoury Exchange.
  • The Ossuary Charm Weapon Trinket has been flipped so it can be seen in the Trinket preview within the weapon customization panel.
  • Weapon traits that require 'Multiple Hits' now have clearer descriptions.
  • You can no longer discard multiple items by holding down the Discard key action.
  • Fixed a situation where the taskbar could still appear when switching to Borderless Window.

[h3]Engine[/h3]
  • Multiple fixes to prevent GPU Hangs
  • Fixes to address network disconnects
  • Raytracing now works on AMD RX 6/7000 cards.
  • Visual glitches around weapons and in levels for users of AMD cards has been fixed
  • Fixed a crash that sometimes happened to players after watching a video cutscene

Today’s Warhammer 40K: Darktide update brings a new map and targets stability


Futuristic co-op action game Warhammer 40,000: Darktide receives its first significant update today. Dubbed a "content drop", you and your three grimdarkest pals can now take on the new Comms Plex map. Zealots and Ogryns are getting a new weapon each, too, both power mauls. The 1.0.20 patch lands alongside today’s update, bringing a long list of fixes and tweaks aimed at stabilising the game.


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