Skip Navigation
wh40k_darktide

Warhammer 40,000: Darktide

  • Warhammer 40,000: Darktide Hotfix #30

    store.steampowered.com Warhammer 40,000: Darktide - Steam News Hub

    Updates, events, and news from the developers of Warhammer 40,000: Darktide.

    Warhammer 40,000: Darktide - Steam News Hub

    Devoted Rejects, Happy 2024!

    We are currently gearing up for the coming year, and kicking things off with Hotfix #30.

    Please find the notes below:

    Fixed a crash which could happen when trying to display information of a player which was still entering the Mourningstar. Fixed an issue where enemies that weren't aimed at could be hit by fully automatic weapons while aiming down sights and using a gamepad. Fixed an issue where the Agripinaa Mk XIV Quickdraw Stub Revolver did not display any information under the "Reload Speed" stat when inspecting the weapon.

    Dev note: The issue was only affecting the UI; the Reload Speed was correctly modified by the stat.

    Fixed an issue where Poxbursters could fail to be staggered by a Psyker Force Sword push-attack if hit at the very outer edge of the attack effective range. Fixed an issue where hair was incorrectly removed when equipping the Psyker "Deimos MK VIA Rebreather" and "Deimos MK VId Rebreather" head gear cosmetics. Fixed an issue where music failed to play during the Monstrosity attack in the end event of the Consignment Yard HL-17-36 mission. Fixed various uncommon crashes.

    0
  • forums.fatsharkgames.com The Traitor Curse Part 2 Anniversary Update

    Devoted Rejects, New Mission: Warren 6-19 Habzone HL-70-04 The rot goes deeper than we feared, and so must we. Head into the back alleys of the Carnival in a new mission. Wyrmwood agents report increased traitor activity and a worrying rise in Stimm use. Find out what you can and destroy the Moebian...

    The Traitor Curse Part 2 Anniversary Update
    0
  • forums.fatsharkgames.com Hotfix 1.2.11

    Devoted Rejects, Here are the notes for Hotfix 1.2.11 which just went live on Steam. Fixed a crash which could happen if a player joined a mission while a projectile was traveling in the air. Fixed an issue where the Veteran “Onslaught” talent did not affect melee attacks. Missed Patch Notes from...

    Hotfix 1.2.11
    0
  • Patch #15 - The Traitor Curse Part 1 Anniversary Update

    forums.fatsharkgames.com The Traitor Curse Part 1 Anniversary Update

    Devoted Rejects Here are the patch notes for Patch #15: The Traitor Curse Part 1 which just went live on Steam and will be out shortly on the Microsoft Store. Mission: Mercantile HL 70-04 Wyrmwood reports indicate that the Moebian VI have set up a base of operations in the Carnival. W...

    The Traitor Curse Part 1 Anniversary Update
    0
  • forums.fatsharkgames.com Hotfix 1.2.3

    Rejects Here are the notes for Hotfix 1.2.3 which just went live! Fixed a crash which could happen when rapidly switching between wargear presets Fixed an issue where every part of the “Chem-safe rebreather (red)” head gear cosmetic incorrectly appeared in red color Fixed an issue where can...

    Hotfix 1.2.3
    0
  • Provisional Patch #14 Notes

    Devoted Rejects,

    Today we are sharing with you the provisional notes for our next patch - Patch #14. This update will mainly be comprised of needed balance changes and bug fixes from the Class Rework in Patch #13.

    Just to make you aware these notes and changes are not final, and may still be changed before the release. We will release the final patch notes when we deploy Patch #14 which may come at a later date Patch #14

    These notes contain the second part of changes based on community testing that we’ve had with select members of the community the past 2 months, and adjustments to live issues that have appeared. We once again want to thank the community members for their continued help with improving areas of the game that need extra attention.

    Part 1 Part 2 Part 3

    0
  • Patch #13: Class Overhaul Part 2

    forums.fatsharkgames.com Patch 13: Class Overhaul Part 2

    Here is part 2 of the patch notes for Patch #13: Class Overhaul. To read part 1 on the forums click here, or for Steam click here Additional Features and improvements Dedicated “Controller” Options section We’ve added a range of new ways to customise your gamepad experience, all in a new dedicated...

    Patch 13: Class Overhaul Part 2

    Here is part 2 of the patch notes for Patch #13: Class Overhaul.

    0
  • Patch #13 Class overhaul Part 1

    forums.fatsharkgames.com Patch #13: Class Overhaul Part 1

    Devoted Rejects! Here are the Patch Notes for Patch #13: Class Overhaul. Not all our notes would fit in one post! To read the rest of the patch notes please click here to continue reading. New Features & Improvements Talent Trees We have replaced the old Feats with new Talent Trees! Instead o...

    Patch #13: Class Overhaul Part 1

    Devoted Rejects!

    Here are the Patch Notes for Patch #13: Class Overhaul Part 1. Not all our notes would fit in one post!

    0
  • forums.fatsharkgames.com Patch #12: Into the Maelstrom

    Rejects, Here are the Patch notes for Patch #12 - Into the Maelstrom. As part of this patch there will be a maintenance period in which you will be unable to log in into the game. We expect this to last around 3 hours, commencing from 07:00 UTC. Updated Features Mission Board With this patch, the M...

    Patch #12: Into the Maelstrom

    Rejects,

    Here are the Patch notes for Patch #12 - Into the Maelstrom. As part of this patch there will be a maintenance period in which you will be unable to log in into the game. We expect this to last around 3 hours, commencing from 07:00 UTC. Updated Features Mission Board

    With this patch, the Mission Board will now primarily utilise its Dynamic System. This means that the conditions chosen to be available on the mission board will cycle much more frequently through all released conditions available.

    We want new players to have a smoother experience in the early game, while still adding challenges for advanced players with harder conditions. As an example, you will see much less frequent occurrences of Low Intensity conditions on Damnation, while lower difficulties like Uprising will have less frequent occurrences of High Intensity conditions.

    Maelstrom Missions Maelstrom missions are now available on the mission board! These are missions with a set of new Conditions, which is a mixture of new modifiers and existing ones in different variations. They will be accessible through a unique slot on the mission board, which is available at all times so that they are easy to find and try out. We will be experimenting with different variations going forward.

    These Maelstrom missions should be approached with caution as some of them can be quite challenging! As a reward for completing these challenges, both XP and Ordo Dockets will have a higher payout than usual.

    Auric Operations

    We are introducing an additional mission board for players that will consist of a set of high difficulty missions that will always have a condition applied to them. You must be level 30 to play these missions.

    With the changes we made to the dynamic system, Auric-level operations will always have available conditions which include the high intensity modifiers (this means some of your favourite high intensity missions will appear more often!), except for the Maelstrom missions. Elite Resistance is also being re-worked based on prior feedback and will not yet be available. Progression

    The Experience Points requirements for levelling up characters have been adjusted. Overall, the XP needed to level up between levels 2 - 20 have been reduced by an average of 20%.

    Due to this change, some of your characters may enter a higher level than before now that they meet the XP requirements. Please note that characters will not decrease in a level they have acquired.

    Standard Operations Total available missions on the standard operations board have increased! We have rebalanced the introduction of difficulties and spread of conditions over our mission difficulties as follows:

    For both Sedition and Uprising difficulties, the amount of missions available with conditions has been decreased.

    Sedition difficulty missions will no longer have conditions.

    Uprising will now only have one available mission with a condition active.

    In Heresy and Damnation the amount of missions available with conditions has been decreased.

    Level requirement to access Heresy difficulty has been increased to 9 (from 6 previously).

    Level requirement to access Damnation difficulty has been increased to 15 (from 12 previously).

    Dev Note: This is due to the introduction of the Auric-level operations available with these difficulties and conditions.

    The duration timer for how long a mission is available for has been changed for Standard Operations to coincide with other changes made to the Mission Board. The intent is for you to see a faster rotation of conditions and maps available to select from.

    For missions without conditions this has been adjusted to the following values:

    Sedition: 10 minutes (from a value between 10 and 20 previously) Uprising: 10 minutes (from a value between 10 and 20 previously) Malice: 15 minutes (from a value between 10 and 20 previously) Heresy: 15 minutes (from a value between 10 and 20 previously) Damnation: 20 minutes (from a value between 10 and 20 previously)

    And for missions with conditions, the following adjustments to the duration have been made:

    Sedition: 10 minutes (from a value between 30 and 45 previously) Uprising: 10 minutes (from a value between 30 and 45 previously) Malice: 15-20 minutes (from a value between 30 and 50 previously) Heresy: 15-20 minutes (from a value between 30 and 45 previously) Damnation: 25-30 minutes (from a value between 30 and 50 previously)

    Quickplay Joining games through quickplay will now award you bonuses to the Experience, Ordo Dockets, Plasteel, and Diamantine that you acquire.

    Quickplay will match you to games from the mission board you are currently viewing, whether it’s the standard operations or the auric-level operations.

    New Conditions New conditions are being introduced in this patch.

    High and Low intensity variants of the Ventilation Purge special condition will enter rotation on both mission boards. Power Supply Interruption with High Intensity will only appear on the Auric-Level operations.

    Advanced Mission Board Options The mission board now has an advanced options menu:

    Private games have been relocated to this menu You can select the server region used for matchmaking purposes in this menu. Dev Note: The latency from your location to the servers is also displayed giving you information when making a choice. By default, Darktide has always selected the server region that has the lowest latency.

    Shrine of the Omnissiah

    Refine Item The Refine Item action has been updated. When choosing this action at the Shrine, you can now select from a list of all available perks for the weapon or curio you are refining. There is a direct cost to pay once for each refine action.

    As with the other actions at the Shrine, the amount of required resources will scale depending on the base item rating of the weapon, and will scale depending on the tier of perk being selected to refine into.

    For Refining an Item, the following amounts are at full price (for at item base rating 380)

    Tier 1

    50 Plasteel 500 Ordo Dockets

    Tier 2

    75 Plasteel 1000 Ordo Dockets

    Tier 3

    100 Plasteel 40 diamantine 2000 Ordo Dockets

    Tier 4

    200 Plasteel 100 Diamantine 4000 Ordo Dockets

    Weapon Modifications

    You can now modify two different aspects of your weapon (be it perks and/or blessings) locking out the other options, that being said, you’ll be able to change the two aspects you have selected as many times as you want. This means that you can choose to modify a perk and a blessing, or two perks, or two blessings. This increases the potential permutations of the item that you want to modify. The perks or blessings that you chose to modify will be indicated now in the item card.

    Modified slots are represented with an icon. After two slots are modified on an item, the remaining slots of Perks or Blessings are represented with a lock icon.

    We have also extended modifying perks to the Curios (as you cannot change its Blessing). You now have the ability to modify two out of three of the perk slots on the curio for further customisation.

    Cost Scaling

    In addition to the above, we have made changes to the cost of actions at the Shrine of the Omnissiah for both Curios and Weapons.

    The change modifies how the cost scaling is applied at the beginning of scale (the minimum cost, at lowest item rating).

    This change is to reduce the minimum amount of scaling from 35% to 20%. This will mean it will be cheaper for newer characters who are levelling to use the Shrine. Economy

    All character bound currencies will now migrate into an account bound wallet where access is shared across all characters on that account.

    Migration Information Upon logging into Darktide after this update is live you will automatically go through a migration process where the character wallets of Ordo Dockets, Ordo Ingots, Plasteel, and Diamantine will merge into one unified account wallet. These currencies will no longer have any character based wallets.

    An explanation of this process will be presented at the Main Menu / Character Selection screen, as well as a “Receipt” detailing the balance of the wallets for your characters and the total merged result for the account.

    Additionally, the Account Wallet will be displayed on this menu, as all the currencies & resources are now shared between your characters.

    Fixes and Tweaks

    Adjusted calculations for continuous fire based blessings to be a bit more generous when rounding. More noticeable on Ripperguns, and weapons with smaller clip sizes. Reduced black overlay when players start regen toughness after losing toughness, added 2 second cooldown Fixed bug where Mutant decided to do squats instead of chasing its intended target. Added animation speed scaling for Mutants so that the animations match the speed. Fixed a bug where the Beast of Nurgle could get stuck in a vomit state. Lowered Reapers push force when hitting players from 6 to 5 for humans, and from 6 to 2 for Ogryns. Tweaked down Ragers normal attack duration to make them more responsive Added small healing over time when Beast of Nurgle has consumed a player Added the option to rebind “I” used to open the Operative menu in the Mourningstar. Fixed a crash that could occur on Intel Arc GPUs.

    0
  • forums.fatsharkgames.com Dev Blog: Into the Maelstrom

    Devoted Rejects, In this dev blog we are going to dive into three topics and upcoming changes that we will be making to them. The three topics are the Mission Board, Crafting, and Currencies/Resources within Darktide. All the changes that we will be discussing in this dev blog have been in developm...

    Dev Blog: Into the Maelstrom

    Devoted Rejects,

    In this dev blog we are going to dive into three topics and upcoming changes that we will be making to them. The three topics are the Mission Board, Crafting, and Currencies/Resources within Darktide.

    All the changes that we will be discussing in this dev blog have been in development, and are being prepared to launch in Patch #12 (1.1.20). These changes mark the next step in our support to the game, we will keep on monitoring feedback and evaluate future changes.

    For clarity, these changes are not the only changes currently in development and being worked on by the team. We’re also still hard at work on Darktide for Xbox!

    Mission Board

    We’re making some key changes to how the mission board generates its missions, while also expanding upon the available content. We are going to cover the details further into the dev blog, but for those of you who want a high level summary here are the changes that will be made:

    Maelstrom Missions

    We will be introducing Maelstrom missions, which are a set of new Conditions with a mixture of new modifiers and existing ones in many different variations. Most of them will be explained through a string of modifiers. For example: waves of Specialists, hunting grounds, waves of mutants and players have 20% reduced ability cooldown.

    These Maelstrom missions should be approached with caution as some of them can be quite challenging! As a reward for completing these challenges, both XP and Ordo Dockets will have a higher payout than usual. They will be accessible through a unique slot on the mission board, which is available at all times so that they are easy to find and try out.

    Auric-level Operations

    We are introducing an additional mission board for players that will consist of a set of high difficulty missions that will always have a condition applied to them. You must be level 30 to play these missions (sidenote: the numbers of missions available for Auric-level operations in the above screenshot could be subject to change). This board will also sport Maelstrom missions, a few of them will have unique conditions variations that are inherent to the Auric-level board.

    With the changes we made to the dynamic system we have made the Auric-level operations favour High Intensity conditions, there will be no Low Intensity conditions active in these missions.

    Quickplay Bonuses

    We are adding bonuses through use of Quickplay as we want to ensure that you are rewarded, should you choose to lend a helping hand by filling an empty spot in a strike team.

    Experience, Ordo Dockets, Diamantine, and Plasteel will be bonuses upon receiving these rewards when a mission concludes (sidenote: quickplay bonuses numbers displayed in the screenshot could be subject to change by the time we deploy this patch).

    Matchmaking & Server Selection

    For further flexibility with the matchmaking system we have added the ability to set the servers used to matchmake with. Darktide has always used the best latency servers you can connect to for matchmaking, however we realise that some players in the world may need to connect to different servers in order to find a larger pool of players. In addition, we regularly review and update matchmaking rules to provide an improved matchmaking experience.

    Changing the servers can have an effect on the gameplay experience through the added latency, and we’ll present the latency values in the server selection so that you can be aware of them.

    Changes to the dynamic system of the Mission Board

    The mission board on the Mourningstar shows the emergent threats throughout Tertium Hive. Functionally these threats are uncovered by the board through use of two systems, a dynamic system and an event driven system. The dynamic system generates content based upon a set of rules, meanwhile the event system acts as an overriding system that will then substitute its ruleset over the dynamic one.

    We have made several changes and added functionality to the dynamic system to give much more refined controls over the content generation. The dynamic system refreshes far more frequently (approximately every 10 minutes) and we can now set an individual weighting to each condition per difficulty level.

    For you the players, this will mean a more varied amount of conditions available across the mission board. There is also now control for us to weigh certain conditions for certain difficulties differently. As an example, you will see much less frequent occurrences of Low Intensity conditions on Damnation, while lower difficulties like Uprising will have less frequent occurrences of High Intensity conditions. The intent is for new players to have a smoother experience at the start while also providing a challenge to advanced players with harder conditions.

    Our aim in these changes is to refine the emergence aspect of the mission board with further variety and the ability to adjust the board as needed.

    Crafting

    Let’s now talk about crafting, and some of the upcoming changes you can expect. Item Refinement, or previously known as Perk re-rolling is the main focus of our changes.

    Ability to select the exact Perk when refining an item

    You can now select the exact perk at any tier that you wish for an item (weapon or curio). There is one direct cost to be made for each refine action. This cost will remain flat throughout refining and will be reduced for lower level characters

    As with the other actions at the Shrine, the amount of required resources will scale both depending on the base item rating of the weapon and on the tier of perk being selected to refine into.

    Two Modifications for items

    You can now modify two different aspects of your weapon (be it perks and/or blessings) locking out the other options, that being said, you’ll be able to change the two aspects you have selected as many times as you want. This means that you can choose to modify a perk and a blessing, or two perks, or two blessings. This increases the potential permutations of the item that you want to modify. The perks or blessings that you have chosen to modify will be indicated now in the item card.

    Change to Curios

    We have extended the ability to make two modifications to Curios, specifically you will be able to modify two Perks.

    We are aware that the changes mentioned above do not give unrestricted freedom to all aspects of an item. To do so would have a big impact on item acquisition in Darktide, and we want to explore different paths further down the line.

    Currencies & Wallets

    And for the final chapter in this dev blog, we’d like to discuss the changes we will be making to the currencies & resources in Darktide. In short, all character bound currencies are moving towards an account bound wallet where access is shared across all characters.

    Migration of currencies

    After careful consideration and review of how these systems are working and what value that you the players receive out of them, we decided to opt for moving everything to a single unified account wallet. Now you can choose any character you have created and with the currencies you get as rewards, you can now choose how to spend those freely.

    With the next patch, after you login to Darktide you will go through an automatic migration process where the character wallets of Ordo Dockets, Ordo Ingots, Plasteel, and Diamantine will merge into one unified account wallet. These currencies will no longer have any character based wallet anymore.

    An explanation of this process will be presented at the Main Menu / Character Selection screen, as well as a “Receipt” detailing the balance of the wallets for your characters and the total merged result for the account.

    Additionally, the Account Wallet will now be displayed on this menu and show all the aforementioned currencies & resources as they are now shared.

    The next Patch #12 - Into the Maelstrom (1.1.20)

    All of the above changes are being prepared for our next patch to Darktide, which will release around mid-August. As part of this patch there will be a maintenance period in which you will be unable to log in into the game, we expect it to last 3 hours.

    We will continue to iterate on these features and more, in part through community driven discussions and topics that are presented to us by sharing your thoughts and comments on both our Official Discord or Forums.

    Thank you for reading, and watch each other’s backs down there on Tertium.

    0
  • forums.fatsharkgames.com Community Comm-Link 27th July 2023

    Rejects, This is Catfish, Darktide Community Manager, here with another comm-link update. The comms team is back from its break and so are comm-links! Due to the summer hiatus, this edition will be shorter than usual. We will also have a slower pace of Comm-links for the foreseeable future, to make...

    Community Comm-Link 27th July 2023

    Rejects,

    This is Catfish, Darktide Community Manager, here with another comm-link update.

    The comms team is back from its break and so are comm-links! Due to the summer hiatus, this edition will be shorter than usual. We will also have a slower pace of Comm-links for the foreseeable future, to make way for more varied types of comms, such as dev blogs.

    Here is what you can expect for the coming weeks on Darktide:

    * On August 3rd, we will publish a Dev Blog focusing on upcoming changes in Patch #12 (1.1.20), giving you an in-depth look at our plans for account based currencies, perk refinements, adjustments to crafting locks and options on the mission board.

    * In the first half of August we will be releasing Patch #12 alongside its patch notes.

    See you next week for the Dev Blog!

    0
  • Hotfix 1.11.12

    forums.fatsharkgames.com Hotfix 1.1.12

    Rejects! Here are the notes for Hotfix 1.1.12 that just went live on Steam and will be out shortly on the Microsoft Store. Hotfix 1.1.12 Fixed a crash that could sometimes occur when launching the game. Fix for Bulwarks not staggering correctly if shot while opening their shield. Shredder A...

    Rejects!

    Here are the notes for Hotfix 1.1.12 that just went live on Steam and will be out shortly on the Microsoft Store. Hotfix 1.1.12

    Fixed a crash that could sometimes occur when launching the game.

    Fix for Bulwarks not staggering correctly if shot while opening their shield.

    Shredder Autopistol (Shrineguard Cerulean) from Commodore’s Vestures now has correct colour.

    0
  • forums.fatsharkgames.com Hotfix 1.1.11

    Rejects! Here are the notes for Hotfix 1.1.11 that just went live on Steam and will be out shortly on the Microsoft Store. Fixed a crash that could occur when using a Flamer with the Showstopper Blessing. Fix for a crash that could occur when using Chastise the Wicked rapidly twice in a row. ...

    Rejects!

    Here are the notes for Hotfix 1.1.11 that just went live on Steam and will be out shortly on the Microsoft Store.

    Fixed a crash that could occur when using a Flamer with the Showstopper Blessing.

    Fix for a crash that could occur when using Chastise the Wicked rapidly twice in a row.

    Fix for the Elite Resistance Condition giving wrong rewards on some difficulties.

    Fix for long load times for users with very large inventories.

    Fix for valid set of Japanese characters not being approved during Fatshark Account renaming.

    Fix for a crash that could occur when inspecting the Chem-Safe Rebreather with Goggles.

    Fix for horde numbers being fewer than intended.

    Fix for the item rating level numbers missing from the Armoury Exchange and Sire Melk’s Requisitorium.

    0
  • forums.fatsharkgames.com Patch #11

    Rejects, Here are the patch notes for patch #11 that just went live! New Feature: Cross Play With this update Darktide introduces Cross Play between Steam and MS Store! We will rollout CrossPlay soon after the update goes Live, and closely monitor our servers for a couple of days. If we detect any ...

    Rejects,

    Here are the patch notes for patch #11 that just went live! New Feature: Cross Play

    With this update Darktide introduces Cross Play between Steam and MS Store! We will rollout CrossPlay soon after the update goes Live, and closely monitor our servers for a couple of days. If we detect any needed improvements, we may disable it temporarily to further work on it. Please find more details in our CrossPlay FAQ 224 New Condition: Elite Resistance

    With Elite Resistance, fewer but stronger enemies are spawned. It also changes Specialists’ spawns to be more opportunistic and makes hordes more dangerous on the few occasions they spawn. All of these changes create a very different gameplay loop that is more slow and tactical but very punishing if players make mistakes. Updated mission: Enclavum Baross

    The enemy has fortified the end of Enclavum Baross in hopes of providing more of a challenge. Not to worry, Morrow has sent Masozi to provide some much-needed backup.

    Enemies now come from new directions and are more varied. Cover positions have been changed. Added more environmental storytelling.

    Blessing Changes:

    We have done an overhaul for how the following blessings trigger in-game. Previously, we have triggered stacks for these based on a set amount of shots fired, causing problems for weapons with heavy variations in clip size. We have changed this to an x% of total magazine size fired instead, ensuring that no matter what weapon variant or ammo stat you have, you’ll always be able to reach the 5th stack. You can find these new intervals below.

    Blaze Away

    Triggers every 10% of magazine spent during continuous fire.

    Cavalcade

    Triggers every 10% of magazine spent during continuous fire. Adjusted values: Tier 1: +2% Critical Chance, stacking 5 times (up from 1%) Tier 2: +3% Critical Chance, stacking 5 times (up from 2%) Tier 3: +4% Critical Chance, stacking 5 times (up from 3%) Tier 4: +5% Critical Chance, stacking 5 times (up from 4%).

    Ceaseless Barrage

    Triggers every 2.5% of magazine spent during continuous fire. Adjusted values: +10% Increased Suppression, stacking 5 times (up from 2%).

    Inspiring Barrage

    Changed bonus from adding Toughness Regeneration to adding a set amount of Toughness Replenished, similarly to melee kills. Triggers every 15% of magazine spent during continuous fire. Adjusted values: Tier 4: +4% Toughness Regained, stacking 5 times.

    Roaring Advance

    Triggers every 5% of magazine spent during continuous fire. Now only affects movement while braced, with increased movement speed to compensate. Adjusted values: Tier 1: +18% Movement Speed, stacking 5 times Tier 2: +20% Movement Speed, stacking 5 times Tier 3: +22% Movement Speed, stacking 5 times Tier 4: +24% Movement Speed, stacking 5 times

    Weapon Tweaks:

    Recon lasguns

    Increased base damage ranges from 30-54 to 40-64.*

    Ogryn slab shield Dev Note: “The Slab Shield gets a touch-up on the numbers side this patch, pending a more involved rework. There is an ongoing effort to bring a wider range of playstyles into a more relevant position within the meta, where the tankiness and control that personifies the shield is in focus. We wanted to bring the Slab shield up in effectiveness in the meantime with some proper increases in damage output. We’ll return in the future with wider changes that should make the weapon special more interesting and make tanking for your team more appreciated.”

    Cleaned up some stagger override directions to make enemy control a bit more predictable. Push follow-up attack: Changed hit zone priority to favor headshots while also increasing base finesse damage bonus from +25% to +50%* Increased damage base range from 100-180 to 150-270. * Heavy attacks: Increased heavy attack base damage range from 100-180 to 150-270* Increased cleave damage and ensure damage falloff never goes to 0 (now does 15-27 damage minimum against all targets hit).* First 2 light attacks: Increased first target damage ranges from 75-95 to 80-144* Increased stagger Impact vs cleaved targets 2 to 4 by about +20% to toss the hordes around some more* Increased cleave damage and ensure damage falloff never goes to 0 (now does 15-27 damage minimum against all targets hit).*

    Stub Revolver

    Increased base Maniac damage on close-far from 75%-50% to 100%-80%. Increased base damage range from 200-360 to 250-450.* Increased base finesse bonus from +50% to +100%, increasing weakspot multipliers from ~1.35 to ~1.7.*

    Bug fixes

    Archivum Sycorax

    Fixed a number of Scripture and Grimoire locations. Fixed a location in the end event of Archivum Sycorax where players could get caught in the hangledge when attempting to help their team members. Fixed additional locations with misplaced hangledges. Fixed some pickup locations that were misaligned. Fixed issues with lighting transitions.

    Ascension Riser 31

    Fixed navigation issues causing enemies to clip through objects. Removed one of two respawn points that were too close to each other. Fixed some misaligned hangledges. Fixed a pickup which was previously unobtainable by players. Fixed navigation in Ascension Riser 31 that caused hounds to be unable to reach players that were standing in a certain location.

    Comms-Plex 154/2f

    Fixed a location in the end event area of Comms-Plex 154/2f where players could end up inside the geometry of a unit. Fixed an issue where sometimes players would get stuck behind the door leading up to the end event. Fixed a sound issue with the Valkyrie. Fixed an issue on Comms-Plex 154/2f where enemies would navigate through a barrier.

    Excise Vault Spireside-13

    Fixed case where bots would walk off the ledge when trying to save the player near the cargo elevator. Fixed instances of faulty shading environment blends. Fixed an issue with the objective not disappearing correctly if players pressed the button to open the mid-event door too quickly. Moved Grimoire location in Excise Vault Spireside-13 from behind a minion-only door.

    Power Matrix HL-17-36

    Fixed a spot halfway through Power Matrix HL-17-36 where players could exit the intended gameplay space.

    Refinery Delta-17

    Fixed a faulty hangledge. Added missing hangledges. Moved respawn point that was clipping through geometry. Removed invisible collision in Refinery Delta-17, which prevented players from reaching a seemingly accessible area.

    Relay Station TRS-150

    Fixed navigation issues causing enemies to clip through the extraction Valkyrie. Fixed chest which prevented players from collecting the scriptures spawning in it. Fixed so that throwing a battery from the highest point in Relay Station TRS-150 no longer respawns the battery in the mid-event arena. Fixed a respawn spot where players could get stuck. Fixed network synchronization for the mid-event fan’s animation when players hot join during the mid-event. Added a respawn point in the final dish room.

    Other Fixes & Tweaks

    Fixed a bug that prevented players from changing loadouts in the Mission Ready screen. Fixed cases where Chaos Spawn could throw players through walls. Fixed Boss health bars not showing up after being revived. Fixed a crash that could occur when scanning using an Auspex. Fixed an issue where hogtied (respawned) players could trigger enemies to spawn in event areas before the rest of the team had arrived. Fixed issue while using weapon special on Braced Autoguns while bracing wouldn’t sync crosshair and animation properly. Fixed issue where weapon blessing “Slaughterer” could be triggered by grenades or damage over time effects like fire. It should now only be triggered by melee kills by the weapon with the blessing. Fixed a rare server crash that could occur when players switched loadout and left the server at an inopportune time. Fixed a bug where sliding into corners you can’t stand up in would get you stuck. Fixed some minor clipping issues in the Psykhanium. Fixed issue that could cause elevators to be inoperable. Added UI window that displays when a player is already being helped by another player. Servo skull now gets an objective marker for players if they get too far away while scanning is active. Fixed an issue that could cause interaction progress not to update properly in the UI. Decals should no longer project on top of luggable units. Added sound when smashing candles. Fixed an issue where blood could turn black. Fixed an issue where distance planes would all have the same distance on AMD GPUs. Fixed an issue where alpha clipping assets could turn into rainbows on AMD GPUs. Improved image quality and performance with XeSS. When selecting Borderless Fullscreen as the screen mode, the resolution setting will now be locked out as it cannot be changed. Toggling between Fullscreen and Windowed modes via the Alt+Enter shortcut, will update the settings menu appropriately. Changed bots so that they spawn with higher tier cosmetics, increased health and more wounds when playing at higher difficulties.

    0
1 Active user