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Warhammer 40,000: Darktide News

Community Update #2: Welcome to Week 1, 1.0.7 Update

Rejects,


We have just finished our first full weekend of the pre-order beta of Warhammer 40,000: Darktide and, frankly, have been both excited and overwhelmed by the sheer volume of players jumping in. It’s a great opportunity for many of you to play, but it also helps us shape the game leading into the launch on November 30th

As many of you may have also seen, we truly are using this time to pressure test the systems and beta the game. Some of this isn’t without hiccups, and we have had our share of them, but some of it can deepen players' experience. A good example of that is our “Ventilation Purge” event. It was one of the many conditions we can add to the game, keeping your stay in Tertium fun and ever-changing.

But we have work to do.

We entered this pre-order beta with the idea that it was a great opportunity to continue improving the experience, and in some areas, we are ahead of the game - but in others, we are behind.

In particular, below are the top issues we observed, our current state, and what we hope to address in the 1.0.7 Update, along with future updates.

[h2]Online Services & Matchmaking[/h2]
We made every attempt to scale our services for launch through both a technical and closed beta, but the truth is that there is no good way for us to simulate a real-world environment at this scale. This weekend served as yet another test. Unfortunately, we did encounter a few bugs which negatively impacted players, and the ability to play. So, if many of you were bounced out of a game or no longer could connect due to a “backend error,” know that throughout the weekend, the team worked through many of these issues, which should help improve the service. That isn’t to say it is where we want it to be.

[h2]Stability & Performance[/h2]
We are far from happy and seeing more crashes than we had hoped. At the same time, we also expected some of this and are looking to the pre-launch beta to test and help address many of these issues. So far, we have identified and fixed many of the current issues causing crashes in the recent and upcoming patches, but there are also a few remaining. In particular, there is one big category of crashes manifested as “GPU-hangs”, that probably still will show its ugly face at times. That said, we are on a good trajectory to have a stable game at the time of release due in large part to the many players that are helping provide us with the required data to help address these issues.

In terms of performance, it is safe to assume that we see a high variance between players with seemingly similar hardware. Given the wide range of configurability in the game, it's difficult to automatically find the best parameters for every player. That said, the more data collected, the more we believe we improve in the detection and automation of configurability. At the same time, we will continue to adjust the presets and encourage all of you to visit the Performance blog in the event that you don’t believe you are getting the best performance in the game. Finally, we will continue working on further optimization, especially regarding ray tracing.

[h2]Gameplay Balancing & New Features[/h2]
Meet Krall. Oska Krall. As the designated Chirurgeon of the Mourningstar, Krall will help Rejects with their regular beauty routine. From simple haircuts to sophisticated changes in your overall appearance, Krall is a maestro specializing in “new outlooks on life,” as he calls it. Make sure to visit him and leave a positive review!

We have also continued to work on balancing our classes.

The Zealot class has had a balance pass, some fixes, specifically on the toughness feats side, and updated player-facing texts. The aim is to make the choice between the three options a bit more interesting whilst establishing Zealots' survivability as an engaging challenge with sensible power. The bleed functionality has also been overhauled to provide proper stacking, opening up the viability and synergy of Zealot, Ogryn, and Veteran talent options.

We included the missing piece of the initial Psyker balancing, namely the Force Sword push. We’ve removed the peril cost of pushing along with a slight range nerf. Peril cost is still there on the push follow-up, though, which should help to balance its ability to ignore the stagger reduction.

We’ve taken the opportunity to bump Infantry Autoguns, Shredder Autopistols and Ogryn Bully Club to see if they can enrich the gameplay. At the same time, we reviewed some of the challenge outliers, higher-difficulty spawns, and events as part of our effort to present a fun but challenging experience. Locking the forces of chaos in melee should be a bit smoother while clamping down some of the more insane spikes in the pacing.

Look to us to keep an eye on rebalancing our classes. It is something that we will do regularly throughout the pre-launch period - and continue into launch as we respond to player feedback.

1.0.7 UPDATE SUMMARY

The 1.0.7 update offers many improvements and fixes to issues identified over the past few days. In particular, there is a focus on improving the stability of the game, game rebalancing, and deepening customization. This is a summary below, with more detailed patch notes to follow in the Fatshark forums.

Stability/Bugs/Fixes
  • Fixed a significant amount of crashes - matchmaking crashes both on server and client.
  • Fixed “stuck in position 1” queuing issue
  • Addressed many of the lack of XP in progression issues
  • Fixed crashes that could occur when tabbing out while watching a cinematic
  • Fixed crashes when a player fell out of bounds
  • Fixed issues in the credit store where it was impossible to buy things with in-game currency
  • Fixed issues where the third-person camera would follow the player when falling out of bounds.
  • Fixed issues where the Tigrus Mk II Heavy Eviscerator damage stat did not work as intended, damage defaulted to 50%. Now should scale damage properly.
  • Fixed issues where the start animation of a heavy attack with the Thunder Hammer could get stuck.
  • Fixed multiple crashes caused by the Beast of Nurgle.
  • Fixed crashes that could occur when leaving the Mourningstar to head on a mission when having a specific trait equipped.
  • Fixed crashes that could occur with certain weapon traits.
  • Fixed issues where a player could complete the 'Up Close and Personal' Penance without meeting the appropriate criteria.
  • Fixed issues where Veteran Sharpshooter's 'Covering Fire' did not work correctly.
  • Fixed issues with Zealot's talent descriptions not matching what they actually do.
  • Fixed various issues where if you look straight down, the third-person character's head will twist and rotate 180 degrees.
  • Fixed an issue where players would sometimes spawn with both weapons in hand.
  • Fixed an issue where the Ogryn's Grenade Box collides with the primary weapon on block.
  • Fixed an issue with the Armory where the stock may occasionally be refreshed prematurely before the timer should have elapsed.
  • Added codes to be displayed alongside errors.
  • Fixed an issue where "Toughness damage reduction" effects didn't work vs. melee damage. (both talents and coherency effects)
  • Fixed an issue where Zealots "Regain toughness while in melee" talent didn't trigger properly.
Rebalancing/Gameplay tweaks
  • Veteran talent balance pass, bleeding.
  • Zealot talent balance pass, toughness, and bleeding updates.
  • Ogryn balance pass and grenade amounts adjusted.
  • Ogryn club, attack combo adjusted. Damage values increased against certain enemy types.
  • Ogryn shovel increased mobility
  • Adjusted pacing w/ enemy characters, hordes, and spawns
  • Additional Psyker gameplay adjustments, including removal of a 'push' charge cost for the Force Sword
  • Bump up for autoguns and autopistols
  • Ranged Minions attack attributes adjusted
Player Interactions
  • Changed revive/rescue/pullup states to be 3rd person
Deepening Customization
  • Added Chirurgeon of the Mourningstar

Go on. Spend some time with the Chirurgeon. We challenge you to share your best new looks - and feedback.

Thank you.
The Darktide Team


[h2]ADDITIONAL FAQ:[/h2]
When does the pre-order beta end?
The pre-order beta will end November 29th.

Will I still have access to the beta if I pre-order now?
All pre-orders will have access to the beta until it ends, so long as the game was purchased before the close of the beta.

I received the game as a gift, will I be able to access the pre-order beta?
So long as you have a normal game key, you will be able to access the pre-order beta.

I recently bought an NVIDIA GPU, where is my promotional Darktide key?
NVIDIA is currently hosting a promotion where new purchases of qualifying RTX cards will also receive a key for the Darktide Imperial Edition.

If you have not received your key for the Darktide Imperial Edition, please contact NVIDIA directly.
The easiest way to do this is by using the 'Ask us a question' or 'Live chat' buttons at the bottom of NVIDIA's Support page here:
https://www.nvidia.com/en-us/support/consumer/

More information on this promotion can be seen on NVIDIA's website:
https://www.nvidia.com/en-gb/geforce/campaigns/pc-game-bundle-warhammer-40000-darktide-imperial-edition/

When will more detailed weapon stats be available?
We understand the way information is presented for weapons stats is unclear.

We hear you, and are working on changes we will be implementing post-release.

When will I be able to access my pre-order bonus items? When will I be able to access the Devoted Rejects cosmetics?
Players will be able to access these items when we launch the full game November 30.

Will crossplay and cross-save be available?
We see the value in cross-play and cross-save and fully intend to support cross-play shortly after launch. Cross-save is more complex to execute and still being investigated.

When is Darktide coming to consoles?
We know this is one of the top questions console players have.

We will have more news on the release date for Xbox Series X|S as soon as possible and likely immediately after the release on PC.

At this time, Darktide has only been announced for PC and the Xbox Series X|S.

Will progression persist between the pre-order beta the full game on launch?
Our goal is to ensure all progression will carry over from the moment you start playing through full release - but we cannot fully guarantee at this moment. The reason is that we are still using this period to test our progression systems, and we want to reserve the opportunity to change or reset things in the event something unforeseen or critical happens.

But we assure you that we will do our best to ensure all your characters and progression carry over!

Will I be able to refund the game on Steam if I play the pre-order beta?
Yes, we believe you will have the ability to refund with the same refund rules applying once Darktide launches and after November 30th. Please contact Steam support for further details or additional clarification.

Full Official Soundtrack Release

[previewyoutube][/previewyoutube]
The Warhammer 40,000: Darktide Soundtrack is Out Today on streaming platforms



Rejects,

Today, the Warhammer 40,000: Darktide soundtrack, composed by none other than Jesper Kyd, is available via Spotify, Apple Music, Deezer, and other platforms.

Owners of the Imperial Edition will also receive a copy of the soundtrack upon the full release of Warhammer 40,000: Darktide on November 30.


“Living machines were the first keywords the developer Fatshark mentioned. This is reflected in the score with a sense of electronic machine breathing or talking, a performance created with the organic synth, the Yamaha CS-80, run through an array of pedals.

The Imperium is ruled by the Emperor of Mankind, ruler of one million worlds. 40,000 years into the future, the devotion to the Imperium is absolute, and that devotion is front and center in the music. The score features a rousing performance by the Budapest Scoring Choir. The choir idea stems from the journey you go on as an outcast, then being recruited to work for the Imperium. The music follows the story from the Reject makes an entrance with the Nothing-to-Lose attitude all the way to becoming somewhat of an icon. Rejects will Rise.

All happenings in the game are reflected in the music. The bassline is the driving force of the underground vibe instilled in much of the score. The small folk-group-inspired vocals on the score remind the player where they came from, and it celebrates the journey of a rejected outcast who becomes a devout servant of the Imperium.”
Jesper Kyd


We hope you enjoy listening to the Soundtrack as much as you’ll enjoy slaying heretics to it.

Check out this interview with Jesper for Rolling Stones Magazine to learn more
https://www.twitch.tv/videos/1652918574


Community Update #1: Pre-Order Beta Hotfix 1.0.6

Rejects,


It’s been just over 24 hours since we’ve opened the gates to Tertium - and we’ve already had one Hel of a time together. Since launching the pre-order beta, you have eliminated 314,264,113 heretics, while 634,640 rejects have fallen in service to the Emperor! Many of you might need to brush up on those numbers if you want to continue to earn your keep aboard the Mourningstar. For now, you’ve earned your rations for the day.

Now, real talk: We have carefully monitored the launch and learned more about stability and performance. While we have worked hard to ensure our pre-sets cater to as many machines as possible, we know we’ve got our work cut out for ourselves as we scale up the experience even more.

Here’s what else we’ve seen, what we have fixed, and some answers to some commonly asked questions:

[h2]KNOWN ISSUES WE ARE LOOKING INTO:[/h2]
  • Some players are encountering internal_errors while playing the game.
  • Some players are encountering Backend Errors while playing the game.
  • Some players are encountering GPU-related crashes. It’s important to note that these issues may result from localized driver-related issues. It is worth trying the solutions found here and here first.
  • Some players are not receiving rewards/XP at the end of the mission and are unable to progress as expected.
  • Some players are encountering failed_handshake_timeout errors while playing the game.
  • Some players cannot purchase items from the Armory Exchange because it is constantly refreshing. If you encounter this, you may need to reset your PC’s date and time to Automatic.
  • Some players encounter an issue where their mouse cursor may become stuck on the screen.
  • Some keybinds cannot be set.
  • Some players are unable to name their characters during character creation.
  • Some players are encountering an error reading Something went wrong in the Shader Cache Builder process Exit code = 1. If you encounter this error, please first check if your PC meets Darktide’s minimum requirements listed below:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit) / Windows 11 (64-bit)
    • Processor: Intel i5-6600 (3.30GHz) OR AMD Ryzen 5 2600 (3.4 GHz)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 970 OR AMD Radeon RX 570
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 50 GB available space

[h2]ISSUES NOTED AND CORRECTED IN THE LAST 24 HOURS:[/h2]
19:45 CET We had an error in the backend where rewards were not handed out for a few people correctly and then would, at times, for a few accounts, grant rapidly in multiples beyond what someone should have earned. A few people jumped several ranks in one mission after not getting rewarded for a few missions. We deployed a fix shortly after finding the issue.

20:45 CET We saw some scaling issues as we scaled up the service, and it took several minutes to self-correct. Everything seemed to be back to normal around 21:15 CET. We added additional safeguards to help prevent this in the future.

21:30 CET We received some error reports from our backend, some corrupt data in a configuration file causing some issues. We are adding additional health checks to catch and correct these errors.


[h2]HOTFIX RELEASED TODAY, NOVEMBER 18TH:[/h2]
  • Fixed various crashes.
  • Fixed a bunch of graphics settings not applying properly.
  • Fixed some issues when trying to navigate the Social menu and Penances section using a controller / gamepad.
  • Fixed an issue where grenades are refilled if leaving and reconnecting to the mission. Number of grenades are now inherited from either replaced bot or previous self.
  • Fixed an issue where spamming buttons in the Operative Selection menu would cause the Start and Create Operative buttons to disappear.
  • Fixed an issue where unavailable settings were not greyed out.
  • Fixed and polished some issues with various cosmetic items.
  • Fixed an issue where inventory items could appear at low fidelity.
  • Fixed an issue where firearm sights could load lower fidelity models, rendering them difficult to use.
  • Fixed an issue where the Barber-Chirurgeon spoke in unlocalised text in the Mourningstar.
  • Fixed a wield-switch speed bug, adding movement curve on wield to average out move speeds.
Psyker Changes & Fixes
  • Fixed critical threshold to line up with interfacing for "past point of no return".
  • Fixed critical threshold using the correct 97% value.
  • Fixed Passive venting and Active venting using the wrong values.
  • Active venting duration: 6s, modded properly by force staff vent stat (scales between 6s and 3s vent time based on stat roll).
  • Auto vent delay set to 3s before kicking in.
From the Combat Team:
You should be able to cast 3 head-pops without exploding, landing at 100% peril. There is a 3s delay to auto-quell below the critical 97% threshold for repeat cast. There is also a 10% change built into class to quell 10% peril on kill, allowing for additional casts. Faster active quelling, in general, with extra speed on staves, allow for more player control of peril levels.

So while we have nerfed the number of head pops players can cast without too much peril, we've also tuned up other sources of damage (specifically agony stacks) and staff-manual-vent/quell loop for more varied gameplay. Full head pop builds with vent-rolled staves are still viable, but the old "multiple head-pop > ult > back to head pop" loop is gone.



[h2]PLAYING SOLO WITH BOTS & PRIVATE LOBBIES, A NOTE FROM THE TEAM:[/h2]
We hope you’re enjoying your time in Tertium during the Pre-Order beta. We’ve been thrilled to see your excitement and reactions to Darktide. We’ve been hard at work gathering your feedback and bug reports while working on future patches to update stability & performance, balance adjustments, and squash out the bugs. That said, we’d like to take time to address a recurring couple of questions with you.

With Darktide, we set to work on a much-requested feature from the previous tide games: Dedicated Servers. We put considerable effort into engineering new technologies that would allow us to run dedicated servers at scale and run the huge hordes of our “Tide” games you have come to know and love. Dedicated Servers were a priority for us, and due to the Network Scale Test and Closed Beta, we were able to fully battle-test our dedicated servers (a special thank you to all who participated!).

Now we are confident in our Dedicated Servers, we would like to take the time and answer those recurring couple of questions that remain; “Can I play Darktide solo?”, “Can I play a private game with one or two of my friends?”.

The answers will be Yes, and Yes.

We’ve been working on an option to play exclusively in Solo Mode, where you will be hosting locally your own instance with bots. Because you will be hosting the AI and other game systems locally, this will increase performance cost. However, we continue to monitor and improve the performance where we can. Solo play is in its final stages of testing as we fix the last issues that remain. We aim to release this at Launch. If not, a patch shortly after that in December.

We have recently begun implementing Private Games as an option, and we’re in the middle stages of development for this. When launched, you can start a private game with 2-4 of your friends. We expect to be able to release this later in December.

We heard your feedback on these topics and needed some time to investigate the solutions we had available to us. We hope you enjoy these features when released and welcome further input on them.


[h2]ADDITIONAL FAQ:[/h2]
When does the pre-order beta end?
The pre-order beta will end November 29th.

Will I still have access to the beta if I pre-order now?
All pre-orders will have access to the beta until it ends, so long as the game was purchased before the close of the beta.

I received the game as a gift, will I be able to access the pre-order beta?
So long as you have a normal game key, you will be able to access the pre-order beta.

I recently bought an NVIDIA GPU, where is my promotional Darktide key?
NVIDIA is currently hosting a promotion where new purchases of qualifying RTX cards will also receive a key for the Darktide Imperial Edition.

If you have not received your key for the Darktide Imperial Edition, please contact NVIDIA directly.
The easiest way to do this is by using the 'Ask us a question' or 'Live chat' buttons at the bottom of NVIDIA's Support page here:
https://www.nvidia.com/en-us/support/consumer/

More information on this promotion can be seen on NVIDIA's website:
https://www.nvidia.com/en-gb/geforce/campaigns/pc-game-bundle-warhammer-40000-darktide-imperial-edition/

When will more detailed weapon stats be available?
We understand the way information is presented for weapons stats is unclear.

We hear you, and are working on changes we will be implementing post-release.

When will I be able to access my pre-order bonus items? When will I be able to access the Devoted Rejects cosmetics?
Players will be able to access these items when we launch the full game November 30.

Will crossplay and cross-save be available?
We see the value in cross-play and cross-save and fully intend to support cross-play shortly after launch. Cross-save is more complex to execute and still being investigated.

When is Darktide coming to consoles?
We know this is one of the top questions console players have.

We will have more news on the release date for Xbox Series X|S as soon as possible and likely immediately after the release on PC.

At this time, Darktide has only been announced for PC and the Xbox Series X|S.

When will I be able to change my character’s appearance?
The Barber-Chirurgeon is not yet live, meaning you will not be able to change your character's appearance after creation yet.

We are working on putting the Barber-Chirurgeon live as soon as possible.

Will progression persist between the pre-order beta the full game on launch?
Our goal is to ensure all progression will carry over from the moment you start playing through full release - but we cannot fully guarantee at this moment. The reason is that we are still using this period to test our progression systems, and we want to reserve the opportunity to change or reset things in the event something unforeseen or critical happens.

But we assure you that we will do our best to ensure all your characters and progression carry over!

Will I be able to refund the game on Steam if I play the pre-order beta?
Yes, we believe you will have the ability to refund with the same refund rules applying once Darktide launches and after November 30th. Please contact Steam support for further details or additional clarification.


As you can see, we are heading into the weekend excited about the early start, but also with the intent to consistently improve Darktide’s performance across the board. We appreciate every single comment, report, and overall feedback, and we will keep listening in, watching you play and fighting the hordes of Chaos with you.

Thank you.
The Darktide Team