Warhammer 40k: Darktide

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Erronius

Macho Ma'am
<Gold Donor>
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Erronius Erronius why are you always playing this if it sucks? Asking for a friend.

A group of my RL friends are kind of like gaming locusts. When a game strikes their collective fancy, they'll swoop in and devour the content before one day just moving on.

So when they started Darktide I kind of knew that if I didn't play it with them now, they might very well play it without me and then never touch it again. It's hard to tell with them. And it's kind of a one-way street, too. I've tried bringing up games and they'll have zero interest and no one will touch it, so I'll just play something else w/o them. Valheim was that way. I played it long before they did and tried to get them to play with me, but they had zero interest. But months later it somehow piqued their interest and then they decided play.

When the open letter hit, I think they realized there would be no updates of note for at least a couple of months. So one day I get home, grab a beer, and log on to see that they'd already moved on and created a Bloodbowl2 league. I'm not even sure if they've logged into Darktide since. I've logged in a couple of times but I haven't really played.


But anyways, I enjoy the gameplay itself and the IP but if they hadn't played I don't think I would have played it as much as I did. There's too much not implemented to make grinding the weekly missions even remotely appealing.

I've read a lot of the pro and con arguments and it's literally just tiring. Yeah, the game isn't as bad as some people make it out to be, but the thing is horribly incomplete and no amount of white knighting will fix that. I'm like a lot of people and I'm just stunned at how much was left unfinished after VT2. I don't hate that I bought it or played it, but honestly if it wasn't for having RL friends wanting to play it now, I would have already sidelined it with the intent to come back when updates hit (like 6mo from now)

This shit is just sad. It has so much potential with the IP and there's tons of people giving it bad ratings and people are leaving in droves because of boredom. And the last then I want to do is random speed runs to grind weekly missions as fast as possible, or put up with the remaining rando douchebags who haven't quit yet.
 
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Utnayan

I Love Utnayan he’s awesome
<Gold Donor>
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A group of my RL friends are kind of like gaming locusts. When a game strikes their collective fancy, they'll swoop in and devour the content before one day just moving on.

So when they started Darktide I kind of knew that if I didn't play it with them now, they might very well play it without me and then never touch it again. It's hard to tell with them. And it's kind of a one-way street, too. I've tried bringing up games and they'll have zero interest and no one will touch it, so I'll just play something else w/o them. Valheim was that way. I played it long before they did and tried to get them to play with me, but they had zero interest. But months later it somehow piqued their interest and then they decided play.

When the open letter hit, I think they realized there would be no updates of note for at least a couple of months. So one day I get home, grab a beer, and log on to see that they'd already moved on and created a Bloodbowl2 league. I'm not even sure if they've logged into Darktide since. I've logged in a couple of times but I haven't really played.


But anyways, I enjoy the gameplay itself and the IP but if they hadn't played I don't think I would have played it as much as I did. There's too much not implemented to make grinding the weekly missions even remotely appealing.

I've read a lot of the pro and con arguments and it's literally just tiring. Yeah, the game isn't as bad as some people make it out to be, but the thing is horribly incomplete and no amount of white knighting will fix that. I'm like a lot of people and I'm just stunned at how much was left unfinished after VT2. I don't hate that I bought it or played it, but honestly if it wasn't for having RL friends wanting to play it now, I would have already sidelined it with the intent to come back when updates hit (like 6mo from now)

This shit is just sad. It has so much potential with the IP and there's tons of people giving it bad ratings and people are leaving in droves because of boredom. And the last then I want to do is random speed runs to grind weekly missions as fast as possible, or put up with the remaining rando douchebags who haven't quit yet.

My maaaaan.

copy that and thanks for vampires 🕺🏻
 
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Muurloen

Pronouns: zie/zhem/zer
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OGRYN

Blessings, Feats and Abilities:

  • Fixed an issue where Skullbreaker's ‘Intimidating Presence’ was a multiplier instead of modifier.[\list]
  • Skullbreaker tweaks:
  • Reduced the damage reduction from ‘Hard as Nails’ per nearby knocked down or incapacitated ally from 25% -> 20% (Max 75% -> Max 60%)
  • 'Hard as Nails' now only counts allies within 20 meters.
  • Fixed an issue with ‘Raging Bull’ where only the second attack was empowered, and now it will trigger on all melee attacks.
  • Reduced the bonus damage from ‘Raging Bull’ from 5% -> 2.5%
  • Added a HUD Icon to Skullbreaker feat 'Hard as Nails'.


ZEALOT

Blessings, Feats and Abilities:

  • Preacher tweaks:
  • Increased the toughness bonus from ‘Purify in Blood’ from 50% -> 75%.
  • Reduced the toughness damage reduction from ‘Faith Restored’ from 75% -> 50%.


PSYKER

Blessings, Feats and Abilities:

  • Fixed an issue where ‘Warp Charge’ cost would incorrectly increase when using ‘Brain Burst’.
  • Fixed issue where Psykinetic abilities sometimes would get interrupted by being stunned.
  • Psykinetic tweaks:
  • Increased the damage bonus gained from ‘Warp Siphon’ by 3% -> 4% per Warp Charge
  • ‘Warp Siphon’ charges will now fall off gradually
  • Increased the damage and stagger of ‘Brain Burst’ by 10%.
  • Increased the damage taken by the target from 15% -> 25% when using ‘Cerebral Lacerations
  • Fixed issue where 'Kinetic Overload' could target dead enemies.


VETERAN

Blessings, Feats and Abilities:



  • Fixed issue where 'Counterfire' didn't increase weakspot damage by an additional 25%.
  • Fixed issue where 'Counterfire' and 'Sustained Fire' would refresh 'Volley Fire' on Ogryn kills.
  • Raised the reload speed received from blessing 'Speedload' from 0.04 -> 0.14 on the highest rarity.
  • Sharpshooter tweaks:
  • Increased the amount of toughness replenished from ‘Exhilarating Takedown’ and ‘Covering Fire’ from 10% -> 15%
  • Increased the amount of stamina restored by Duck and Dive from 20% -> 30%
Weapons

  • Smoothed out the animations and removed the jitteriness from Columnus Mk II Braced Autogun, Graia Mk IV Braced Autogun and Agripinaa Mk VIII Braced Autogun transitions between weapon special and hip-fire.
  • Fixed a bug where the Lawbringer Mk VI Combat Shotgun would be unaffected by weapon stats when firing directly after reloading.
  • Fixed an issue where the damage stats for primary attacks with M35 Magnacore Mk II Plasma Gun showed lower values than the actual damage.
  • Fixed an issue where the Orestes Mk IV Assault Chainaxe wouldn't trigger 'Bloodthirsty' on all attacks.
  • Fixed an issue that could cause a crash when doing a Push Follow-up Attack with Obscurus Mk II Blaze Force Sword and rapidly switching to your Ranged Weapon.
  • Tweaked damage output from all Rippergun weapons against Carapace Armour from 0.01 -> 0.05.
  • Tweaked the damage output of the Foe-Rend Mk V Ripper Gun and the Foe-Rend Mk VI Ripper Gun from 200,400 -> 250,500.
  • Increased the ammo count of the Foe-Rend Mk V Ripper Gun to be in line with the Foe-Rend Mk II Ripper Gun and Foe-Rend Mk VI Ripper Gun.
  • Changes to the Lorenz Mk V Kickback:
  • Increased reload speed base value by 35%
  • Increased damage modifier against Carapace Armor from 0 -> 0.05
  • Increased damage against Maniac enemies from x0.9 -> x1.0
  • Increased ranged cleave from 1.5 -> 2.5.
  • Increased ammo reserve base values by 5
  • Increased minimum effectiveness range to 5-> 8 and maximum effective range 8 -> 15.
  • Krourk Mk VI Cleaver and Krourk Mk IV Cleaver's stab attacks now deal increased damage to Flak Armor (from 0.8 -> 1) and Carapace Armor (from 0.05 -> 0.25). Stab attack damage to Flak Carapace and Resistant increased from 1 -> 1.1.
  • Increased the sweep speed on the Krourk Mk IV Cleaver’s 2nd heavy attack by 30%. Chain time into 2nd heavy attack from other actions is decreased by 0.15s.
  • Fixed a bug where weapon special couldn't be used while blocking for all Cleavers.
  • "Brunt Special" Mk I Bully Club 2nd heavy attacks sweep speed increased by 30% and chain time into it from other actions is decreased by 0.15s.
  • Tweaked the Orestes Mk IV Assault Chainaxe so that the first heavy attack is slightly more horizontal so you can cleave through more enemies.
  • "Changes to Vraks Mk III Headhunter Autogun, Vraks Mk VII Headhunter Autogun and Agripinaa Mk VIII Headhunter Autogun:
  • Raised damage vs Flak Armored enemies from 0.75 -> 1.0
  • Raised damage vs Unyielding enemies from 0.75 -> 1.0
  • Toned down horizontal recoil and made all three rifles easier to handle
  • Raised impact for Agripinaa Mk VIII Headhunter Autogun from 9 to 15
  • Increased average clip size for Vraks Mk III Headhunter Autogun and Agripinaa Mk VIII Headhunter Autogun to 40
  • Increased average clip size for Vraks Mk VII Headhunter Autogun to 30
  • Increased damage and impact to heavy attacks with the Orestes Mk IV Assault Chainaxe and allowed it to damage one more target while cleaving.
  • Increased sweep speed of push follow-up attack by 20% and decreased chain time to block by 0.33s and to attack by 0.05s.
  • Fixed instances with the Krourk Mk VI Cleaver, Krourk Mk IV Cleaver and the Blastoom Mk III Grenadier Gauntlet where on certain attacks you could miss an enemy with a swing when standing extremely close to them.
  • Increased Lorenz Mk V Kickback damage range from 850-1150 -> 900-1350.
  • Fixed issue where Cadia Mk IV Assault Chainsword stab push attack applied 'Bloodletting' more often than it should.


Curios

  • Fixed an issue where Curios with Stamina perks would apply +1 instead of the correct amount.


Enemies

  • Tweaks to Scab Shooter:
  • Reduced damage from shots by 20%
  • Increased base aim duration before shot from 0.2 - 0.45 to 0.3 - 0.5 (scaled down by difficulty)
  • Increased base cooldown after shot from 2.0 - 2.5 to 2.25 - 2.75 (scaled down by difficulty)


Cosmetics

  • Fixed clipping issues with the Nomanus Mk VI Surge Force Staff.
  • Fixed issues regarding trinket orientations.
  • Fixed clipping and texture issues with female veteran cosmetics.


Fixes and Tweaks

  • Fixed an issue where the 'Untouchable' and 'On Overwatch' pennances didn't unlock as expected.
  • Added a change so that players with faster machines will no longer have to wait for players with slower machines to finish loading before starting the mission.
  • Tweaked bots to not prioritize reviving other knocked down bots if there are too many enemies around them.
  • Improved the client settings surrounding subtitles for getting set up correctly on start up.
  • The "Completed" state is now properly localized in all languages for Sire Melk's contracts.
  • Fixed Warzone Conditions being shown a bit too eagerly.
  • Conditions that have extra rewards are now shown on the Mission Board (added to the total reward for the mission objective).
  • Implemented additional guards to resolve the case when HUD markers for items and interaction points would not be aligned to their correct location.
  • Lowered the input hold time for skipping cutscenes.
  • Added a popup dialog that explains if you need to restart the game after applying new settings.
  • Bartering Items (Discarding) now requires re-pressing the hotkey button for each item.
  • Recently played with users on Steam now show up in the Recent Games within Steam.
  • Improved button hints for Controllers for actions inside the loadout view.
  • When in the Inventory Screen, equipping a weapon will no longer send you back to the Loadout view.
  • Notifications for new items added during the mission end will now be shown when returning to the Mourningstar.
  • Fixed a bug that leaves players in slow motion if they skip a slow motion cinematic shot while it is playing.
 

Hatorade

A nice asshole.
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6,508
10 gig patch today!
To much to copy and paste
 
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Brahma

Obi-Bro Kenobi-X
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10 gig patch today!
To much to copy and paste

Woot! Time to load this puppy back up!
 
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Muurloen

Pronouns: zie/zhem/zer
13,458
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10 gig patch today!
To much to copy and paste
it's about time starcraft GIF by Blizzard Entertainment
 
  • 1Worf
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Hekotat

FoH nuclear response team
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It appears they still haven't fixed the weapon switch bug and now I'm getting 100fps frame drops, disappointing.
 

Muurloen

Pronouns: zie/zhem/zer
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Patch today
Here are the patch notes for the Tools of War Content Drop which just went live on Steam, and will be out shortly on the Microsoft Store.

New Features
Blessing Details

  • You can now see Blessings you haven’t earned yet for Re-Blessing at the Shrine of the Omnissiah. This will appear in both the Weapon Card details view and the item list that appears in stores, your loadout, or at the Shrine itself.

da98e4bbb83b441017f987690e6fa2cd257be6d5.png


New Weapon Marks

  • Deimos Mk IV Blaze Force Sword
    - Force Sword with a focus on single target damage and precision stab attacks.
  • Illisi Mk V Blaze Force Sword
    - Force Sword with a focus on horde management. When charged with Warp Energy it cuts through groups of enemies with increased power.
  • "Brunt's Pride" Mk II Bully Club
    - A more basic Vanguard and Relentless move set that can be mixed up with slaps and punches.
  • "Brunt's Basher" Mk IIIb Bully Club
    - Send opponents flying with tanky uppercut swings or strike them down with lethal Strikedown combos.
  • Munitorum Mk VI Power Sword
    - A Power Sword with a more varied moveset.
  • Ironhelm Mk IV Thunder Hammer
    - A Thunderhammer slightly more capable of dealing with several enemies. It can cleave through multiple light enemies before dealing the obliterating blow while activated.
  • Gorgonum Mk IV Twin-Linked Heavy Stubber
    - An even heavier Heavy Stubber. Hard hitting, slow rate of fire.
  • Achlys Mk VII Twin-Linked Heavy Stubber
    - A relatively light twin-linked Heavy Stubber that has increased mobility and is preferably used at a shorter range.
  • Agripinaa Mk VII Combat Shotgun
    - An accurate and fast-firing long-range Combat Shotgun with a boost to weak spot damage. It can also be loaded with a powerful and hard-hitting single-shot slug round.
  • Kantrael Mk IX Combat Shotgun
    - A powerful and aggressive Combat Shotgun with a wide spread and high damage. It can also be loaded with an incendiary round that sets enemies ablaze.

New Conditions & Condition Combos


Shortly after the deployment of Tools of War, new mixtures of Conditions will be seen for the next month as we try out a variety of combinations together. Each week will see a different combination, and the weekend (Friday, Saturday, Sunday) will also see their own mixture. We'll be regularly reading feedback on these conditions and their combinations, so please let us know what you think! The combinations we will we trying out are:

  • Shock Troop Gauntlet
    - Specialist spawns are doubled and spawn in waves.
  • Ventilation Purge with Snipers
    - Fog covers the mission, and snipers will guard random locations in the mission.
Dev Note:

The enemies that appear in Darkness/Ventilation Purge conditions have been tweaked to use shorter distance requirements for line of sight checks, so enemies are now more affected by the lack of visibility.

  • Darkness with Hunting Grounds
    - Darkness covers the levels, combined with hunting grounds hounds that spawn in waves.
  • Darkness with High Intensity
    - Darkness covers the level combined with a higher intensity of enemies.
  • Darkness with Low Intensity
    - Darkness covers the level combined with a lower intensity of enemies.
  • Ventilation Purge with Snipers + High Intensity
    - Fog covers the mission, and there is a higher intensity of enemies, in addition to snipers guarding random locations in the mission.
  • Ventilation Purge with Snipers + Low Intensity
    - Fog covers the mission combined with a lower intensity of enemies.
  • Hunting grounds with High Intensity
    - Hunting grounds with higher intensity of enemies.
  • Hunting grounds with Low Intensity
    - Hunting grounds with lower intensity of enemies.
  • Shock Troop Gauntlet with High Intensity
    - Specialist spawns are doubled and spawn in waves, coupled with a higher intensity of enemies.
  • Shock Troop Gauntlet with Low Intensity
    - Specialist spawns are doubled and spawn in waves, coupled with a lower intensity of enemies.

Armoury Exchange


75d3860086180a8fa33f680e1c6a03d7b6d20f93.png

Grendyl has ordered the Armoury Exchange be moved closer to the Shrine of the Omnissiah, noting inefficiencies in the previous layout. Rejects should save their energy for tackling heresy and not running between the Armoury and the Shrine.
(The Armoury Exchange has been relocated and can now be found next to Hadron’s crafting station)


8d6af39c23016ab1133bb2176fdacde28d36f267.png


Updated Features

Engine

  • AMD FSR has been updated to version 2.2 - with improvements across the board, particularly with ghosting. You can read more about FSR 2.2 on the AMD blog.
  • Added a new RTX Global Illumination setting.
Dev Note:

We have added a new mode where we mix baked DDGI probes with the runtime-generated probe following the player. This is the new "Low" mode, and the old low is now "Medium"


Psyker

Quelling of the Perils overhaul:

  • Lower quell times for passive Quelling, effectively twice as fast now.
  • Lower quell times for active Quelling, effectively 0.5s faster across the curves
    • (min/max Peril quell time from 1.5s -> 4.5s to 1.0s -> 3.0s)
  • Shift current Peril scale to not scale quell times as aggressively; previously, Quelling picked up speed over time, making high-Peril quelling more effective than low Peril Quelling. This curve is now more linear.
  • Increase passive Quell speed on non-force weapons; they get a 25% reduction.
    • This returns the non-force weapon passive quelling to the same levels as before the 1.0.30 patch, but with the central changes to Quell speeds, the difference between force and non-force weapons is more sensible.
    • Force weapon passive Quelling baseline is 12.5s, and non-force lands at 9.5s. Was previously around 24s for both.
  • Clean up and simplify curves, ramping, and min time fractions, making quelling a more straightforward and deterministic experience regardless of current Peril amount.
  • Added a new setting under Interface -> Accessibility -> Peril FX Intensity, which allows adjusting the intensity of the audio and screen space Peril effects when playing as a Psykinetic

Enemies

  • Tweaked the Pox Hounds, so they are easier to stagger with melee weapons when they are disabling a player.
  • Changed enemy Dreg and Scab Flamers melee attack from a shove to a kick.
  • Added variations to the Pox Burster sounds.
  • Tweaked the Dreg Shotgunner so they will follow players when engaged in melee combat to make them easier to lock in melee.
  • Added more damage falloff to Shotgunner shots (from 15 metres -> 8 metres).
  • Reduced Shotgunners and Assaulters toughness damage, normalised some aim duration, and shoot cooldown values across all difficulties.
  • Increased frequency of hounds in hunting grounds.
  • Fixed the Bulwark stationary melee attacks enable/disable shield blocking to match the animation.
  • Fixed, so Bulwark heavy staggers disable shield blocking to match the animation.
  • Changed the Bulwark shield push attack not to deal damage.
  • Fixed Bulwark stagger animation durations to match the animation better
  • Changed, so Poxburster explodes accordingly after getting staggered multiple times after triggering the fuse.
  • Slightly increase the number of enemies that spawn during mission objective events.
  • Increased explosive barrel damage, especially vs Monstrosities.
  • Increased fire barrel damage and duration (Duration changed from 8 -> 15).
  • Removed high stagger from fire barrel explosion, so enemies don't end up outside of the fire area
  • Increased how many of the same specialists can spawn on Heresy and Damnation difficulty.
  • Increased the number of specials able to spawn in coordinated strikes on Heresy and Damnation difficulty (4 -> 5 for Heresy, 5 -> 6 for Damnation).
  • Tuned down the amount of Dregs that spawn as roamers.
  • Reduced the roamer aggro range when hordes are triggered across all difficulties.
  • Reduced default minion shoot alert radius from 20 metres -> 12 metres in all missions.
  • Changed so Poxburster explosions can damage barrels.
  • Fixed an issue where the Pox Hounds pounce push was dealing 1 damage to nearby players.
  • Fixed VO for tagging Dreg Ragers.

Weapons

  • Added a new wider crosshair for the Lawbringer Mk VI Combat Shotgun when a weapon special shotgun shell is loaded.
  • Tweaked the coil glow of Plasma Guns not to follow Overheat strictly for less sudden shifts in the glow intensity when reloading or venting.


(De)Buff Icons

efd2ae7e915236278b748ee4934f96ec04c18ddc.png


Blessings

  • Added icons for weapon Blessings to be displayed during gameplay in the buff icon row. Blessings with a duration or condition will display an icon when they are active and give the bonus.

Dev Note:

We don’t display icons for Blessings that give a passive buff as these Blessings are always active, and hence the icon would always be showing, not giving you useful information and making the buff icon list more cluttered.


Buffs

  • Negative buffs (debuffs) now appear in a separate row with a red frame, and some have new icons.
HUD

  • Damage over time effects like bleeding, fire, or Soulblaze should now give red hitmarkers on the crosshair when such an effect kills an enemy.
Feats

  • Buff icons for various feats now always show numbers when applicable.
  • Ogryn Skullbreaker feat "Raging Bull" now shows a buff icon while active.
  • Psyker Psykinetic feat "Kinetic Deflection" now shows a buff icon while active.
  • Psyker Psykinetic feat "Mind in Motion" now shows a buff icon while active.
  • Veteran Sharpshooter feat "Camo Expert" now shows a buff icon while active.
  • Veteran Sharpshooter feat "Deadshot" now shows a buff icon while active with a duration for how long the feat can be active.
  • Veteran Sharpshooter feat "Demolition Stockpile" now shows a buff icon that indicates the duration until the next grenade is replenished.
  • Zealot Preacher feat "Faith Restores All" now shows a buff icon with a duration for how long damage is recuperated.

Balance Changes
Weapons
Crucis Mk II Thunder Hammer:

  • Bumped default light attack impact mods:
    • vs. Maniac from 50% to 100%
    • vs. Infected from 75% to 100%
  • Bumped default heavy attack damage mod:
    • vs. Carapace from 25% to 50%
  • Bumped light attack first target Damage mod:
    • vs. Carapace from 25% to 50%
  • Bumped light attack first target Impact mod:
    • vs. Flak Armour from 75% -> 100%
    • vs. Maniac from 50% -> 100%
    • vs. Infected from 75% -> 100%
  • Fine-tuned Crucis Mk II Thunder Hammer second light sweep spline to line up with animation/centre better (was a tad offset to the right).
Obscurus Mk II Blaze Force Sword:

  • Increased light force sword damage (30-60 -> 40-80), second target (25-50 -> 30-60)
  • Increased heavy-force sword damage (50-100 -> 60-120)
  • Increased light stab attack damage (from 60-120 -> 80-160)
    • Improved Flak armour damage mod from 80% -> 100%
Foe Rend Mk II , Mk V and Mk VI Ripper guns:

  • Set Can Opener to only give brittleness on stab
    • Double the number of stacks of brittleness per hit (2-4-6-8 per stab)
  • Increase stagger capabilities on stab, increase impact (15 -> 25 impact, set maniac, Carapace, and infected impact mods to 100% ), and ignore stagger reduction. Can now stagger everything up to Crushers reliably.
  • Increase damage and armour pen on stabs:
    • Base damage increased from 100 to 200,
    • Flak damage mod from 80% to 100%
    • Infected damage mod from 75% to 100%
    • Carapace damage mod from 5% to 50%
  • Reduce reload time by 30%
    • Reduce movement penalty during reloads
  • Reduce wield time by 30%
  • Reduced movement penalty across the board while shooting/bracing
Krourk Mk V Twin-Linked Heavy Stubber

  • Reduce reload time by 30%
  • Reduce wield time by 30%
Feat buffs and changes

Psykinetic:

  • Warp Unleashed: Now affects ALL damage.
  • Quicken: Now also increases Warp Charges generated from all sources to 2.
  • Kinetic Overload: Removed and replaced with ‘Wildfire.’
  • *NEW* Wildfire: If an enemy dies while affected by Soulblaze that you've applied, up to 4 of their Soulblaze stacks are spread between nearby enemies. The total amount of Soulblaze stacks on the new enemy cannot exceed the stacks of the dying enemy.
Sharpshooter:

  • Exhilarating Takedown: Now also reduces toughness damage taken by 10% for 6 seconds. Stacking up to 3 times.
  • Covering Fire: Now also grants a 10% damage buff to the affected ally for 3 seconds.

Weapon Blessings

  • Weapon Blessing "Crucian roulette" is now calculated as it states, giving a stack for each bullet missing. Before, it gave a stack for every 10% of ammo missing. We have balanced this accordingly:
    • Adjusted crit chance gained from each empty chamber.
    • Stubrevolver:
      • Tier 1: 2% per 10% missing -> 3.5% per bullet missing
      • Tier 2: 3% per 10% missing -> 4% per bullet missing
      • Tier 3: 4% per 10% missing -> 4.5% per bullet missing
      • Tier 4: 5% per 10% missing -> 5% per bullet missing
    • Vraks Mk III Headhunter Autogun, Vraks Mk VII Headhunter Autogun, and Agripinaa Mk VIII Headhunter Autogun:
      • Tier 1: 2% per 10% missing -> 0.35% per bullet missing
      • Tier 2: 3% per 10% missing -> 0.4% per bullet missing
      • Tier 3: 4% per 10% missing -> 0.45% per bullet missing
      • Tier 4: 5% per 10% missing -> 0.5% per bullet missing

  • Fixed an issue where 'Fire Frenzy' and 'Deathspitter' Blessings would grant bonuses on kills at any range instead of only at close range.
  • Changed All or Nothing blessing on Axes and Shovels to give maximum bonus at 0% stamina instead of at 100% stamina. Blessing now is stepped in 5 steps instead of scaling linearly.
  • Weapon blessing "Bloodthirsty" is now lost after 5 seconds after activation if no attack has been made.
  • “Deathspitter” blessing for Infantry Autogun, Braced Autogun, Recon Lasgun, and Twin-Linked Heavy Stubber can now stack up to 5 stacks and resets after 1.75s.
    • Stacks 1 -> 5
    • Duration 1.5 -> 1.75
  • “Deathspitter” blessing for Combat Shotgun can now stack up to 5 stacks and resets after 2.75s.
    • Stacks 1 -> 5
    • Duration 1.5 -> 2.75
  • Peril-based weapon blessing now gets one stack per 20% Peril instead of getting 1 stack total at 30%, 2 stacks total at 50%, and 4 stacks total at 97% Peril.
    • Effects weapon blessing "Warp Nexus" for all Force Staffs
    • Effect weapon blessing "Unstable Power" for Force Swords


Bug Fixes
Engine

  • Potential fix for players on IPv6-only networks.
  • Merged some GPU Hang stability improvements from the experimental branch.
  • Game Engine stability improvements.
  • Fixed a bug where the pilot was not visible inside the Valkyrie in-game and in cinematics.
  • Aligned Mortis Operative Force Sword positioning to player hands.

Weapons & Blessings

  • Fixed an issue where it was impossible to start reload action for Lawbringer Mk VI Combat Shotgun while aiming in and out of ADS.
  • Fixed issue that prevented the Lawbringer Mk VI Combat Shotgun from loading the special shell when at 1 ammo reserve.
  • Fixed issue with Weapon Blessing "Warp Flurry" causing issues with short charges on Purgatus and Surge Force Staves.
  • Fixed a bug where the light follow-up attack immediately after the weapon special for Turtolsky Heavy Swords would not be affected by weapon stats.
  • Fixed a bug where burst fire for Agripinaa Mk VIII Headhunter Autogun would randomly drop to single fire when repeatedly shooting for a short while.
  • Fixed issue with "Bloodletter" blessing for Eviscerator not activating for some attacks
  • Fixed issue with being able to cancel Thunderhammer weapon special stun by pressing the wield button for the primary weapon.
  • Fixed an issue where the presented Rate of Fire statistic for the Vraks Mk VII Headhunter Autogun didn't match the functional rate of fire.
  • Fixed a few cases where Continuous Fire Blessings could activate earlier than they should.
  • Fixed an issue where the Foe-Rend Mk V Ripper Gun only checked for critical strikes at the start of an attack instead of intermittently while shooting. This caused a potential exploit where you could "crit fish", but in practice meant that the weapon didn't crit as often as it should.
  • Fixed a bug where frag grenades didn’t deal damage to Carapace Armour if the grenade was really close to the armoured enemy.
  • Fixed a bug where Brute-Brainer Mk III Latrine Shovel Special Action attack didn't deal damage to carapace armour.
  • Updated how weapon attack chains are identified in the Psykhanium’s Basic training. They should now match how attack chains and combos are handled when attacking enemies.
  • Fixed issue with "Borne in Blood" blessings for Ripper Gun not triggering correctly.

Feats

  • Fixed issue where Ogryn Skullbreaker Feat 'Payback Time' wouldn't trigger while at full toughness.
  • Fixed issue where Zealot Preachers Feat 'Bloodletting' sometimes wouldn't trigger on killing blows.
  • Fixed issue where Psyker Psykinetic feat 'Quietude' did not trigger from 'Battle Meditation'.
  • Fixed issue where Psyker Psykinetic feat' Kinetic Flayer' could trigger on exploding barrels.
  • Fixed issue where Psyker Psykinetic feat' Quicken' could restore more cooldown than intended.
  • Fixed issue where Force Staff attacks sometimes didn't trigger the Psyker Psykinetic feat 'Ascending Blaze' Warp Charge generation.

Other Tweaks and FIxes

  • Various Animation improvements and tweaks.
  • We now trigger the kill stinger sound when killing Captains and Monstrosities for all players.
  • Fixed an issue where Ammo Kits, Medkits, and Scriptures could end up inside geometry and not be able to be picked up if a player that carried one died on a staircase.
  • Fixed an issue where using a gamepad in the Dodge step of Advanced Training could trigger the completion of left/right dodge when doing a backward dodge. Suppression step during Advanced Training could miscount the number of suppressed enemies when using a Ripper Gun.
  • Fixed issue where bots would be over eager to use a health station while one or more grimoires were active in the party.
  • Removing nets from players now has an interaction animation.
  • Fixed wrong interaction prompt being used on the servo skull in Basic Training ("Press" instead of "Use").
  • Fixed the VO triggers for running away from the squad and for tied up players calling out for a rescue.
  • Fixed so that player character banter cannot play during mission events
  • 2 new Launcher strings for GPU crash dumps added.
  • Unblockable attacks no longer refund stamina.

VO Updates

  • Added some new conversations that can trigger following a killstreak or headshot
  • New rare, longer Bonding Conversations between players.

Settings Menu

  • Increased the speed of scrolling in the Settings Menu.
  • Many tooltips that had long descriptions for options inside the settings menu will no longer position themselves at the edge of the screen.
  • Credits updated

Missions

  • Fixed a spot in Chasm Logistratum where players could get stuck in a corner.
  • Moved the location of a Daemon Host in Hab Dreyko as it was impossible to avoid.
  • Moved the healing station after the ascender event on Magistrati Oubliette TM8-707 slightly further into the level.
  • Made the escape to the lift on Excise Vault Spireside-13 a bit more exciting by having enemies now spawn closer by while they're chasing you out.
  • Fixed an issue on Comms-Plex 154/2f where enemies would sometimes get stuck in the Archivum lobby area.
  • Fixed an issue during the end escape on Excise Vault Spireside-13 where specialists that spawned at the end would suddenly disappear into thin air.
  • Fixed area in Refinery Delta-17 where enemies could spawn in an unintended area.
  • Fixed multiple areas where the player could see through the environment in the mission Relay Station TRS-150.
  • Fixed a sound bug where enemies were silent between two areas on Enclavum Baross.
  • Fixed a sound bug where enemies were silent between two areas close to the train station in Chasm Station HL-16-11.
  • Door panels got a minor delay between interactions to avoid spamming.
  • Fixed occurrences of interactions failing immediately on interaction start.
  • Fixed an issue that causes players to be teleported around the respawn beacon when hogtied.
  • Fixed an issue that caused the interaction bar not to progress during an interaction visually.
  • Fixed a memory leak that could occur while loading into a mission.
  • Fixed an issue with how the game handles linked units; this should lead to slightly increased performance.
 
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Hekotat

FoH nuclear response team
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Trying to keep up with all the different Mark versioned weapons and what their names are is straight up not a good time.
 

Muurloen

Pronouns: zie/zhem/zer
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Patch
Rejects,

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

Updated Features
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.
Bug Fixes
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.
Balance Tweaks:
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.
 
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