Warhammer 40,000: Darktide
by Fatshark · 30 Nov, 2022
63 downloads
About the Game

In the depths of the hive, the seeds of corruption threaten to turn into an overwhelming tide of darkness. A mysterious and sinister new force is seeking to take control of the entire city. It is up to you and your allies in the Inquisition to root out the enemy before the city succumbs to Chaos.
As Tertium falls, Rejects Will Rise.

![]()
Built on the legacy of Vermintide 2’s best-in-class melee combat, Warhammer 40,000: Darktide introduces intense WH40K gunplay to the mix. Master the balance between ranged and melee combat as you fight through a slew of enemies. Feel the impact of each swipe, swing, and slice of a chainsword, or fry some flesh with a lasgun.

![]()
Darktide is a co-op game. Wandering too far, risks punishment by foes looking to immobilize or capture stray Rejects, such as the slavering Chaos Hound or the Moebian Trapper. Once you fall prey to such foes, only your teammates can save you! More than that, your innate toughness – your determination to press on through the pain – only recharges when you are in the proximity of your strike team.

![]()
Create your own, unique character and customize their physical appearance, voice, and origin. Choose your class to determine which unique traits and skill sets they will make use of in battle. Will you be a seasoned veteran of the Imperial army, a snarky outsider, or a fiery zealot? The choice is yours.


Step into the violent, dystopian world of Warhammer 40,000. From boiling hot industrial factories to the decaying water maintenance zone afflicted by constant acid rainfall - Tertium Hive is a hard and unforgiving place even at the best of times. Your role is to serve the zealous Inquisition by embarking on missions to exterminate the threats lurking in the depths of the hive city, or die trying.

![]()
Adapt to the erratic whims of Chaos with conditions- mutators that add a spontaneous challenge to your mission. Your team must learn to adjust, adopt new tactics and change up their loadouts to face these ruthless challenges.
Version Information
Steam Patch Notes
Official update history
[img src="{STEAM_CLAN_IMAGE}/38365286/90abcb98a3725047f91fe3f46ca7535f0fbb5446.png"]
Warband!
Hotfix 1.11.7 is now being rolled out on all platforms. This hotfix only contains the following change:
Fixed an issue that could cause players to disconnect when another player left a mission right when said mission failed.
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
That’s all for today!
We’ll see you on the Mourningstar.
– The Darktide Team
[img src="{STEAM_CLAN_IMAGE}/38365286/1b66e406b8331880162a06d0fdecb91e6a39e23b.png"]
Warband!
Patch 1.11.6 is now being rolled out on all platforms, and while you wait for it to download you can read the notes below!
This patch contains extensive balance changes, focused on Carapace Armoured enemies, particularly Ogryn Crushers. These enemies (and the tools used to counter them) have become a central part of the current meta. As we lower how frequently these threats appear, we’re also adjusting the most dominant anti-Carapace options.
In case you missed it, check out last week’s dev blog (you can find it just before this post in our Steam announcement section) where we go into more detail on the reasoning behind these changes.
Beyond that we also have a bunch of bug and crash fixes, and a few minor tweaks.
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
Balance changes
Enemy Balance Changes
Reduced Ogryn Crusher spawn amount
~35%
Due to how spawning works, this number isn’t exact and is more of an average result over the course of a mission.
This affects ambient spawns, Horde spawns and Event spawns
Havoc Changes:
An additional ~15% reduction in Ogryn Crushers, Bulwarks and Reapers
Rotten armour
Armour override has been changed from Carapace to Infested -- This allows for a greater diversity of weapons to be brought to a Rotten Armour mission
Lowered the amount of Rotten enemies spawns
Class Balance Changes
Ogryn
Increased the height at which the Ogryn is able to Vault over obstacles. This puts him at a similar level as the Human Classes and will hopefully smooth out how you traverse obstacles while playing as our favorite Big’Un.
Veteran
Split talent 'Demolition Stockpile' into different replenish timers for each Blitz
Krak Grenades from 60s to 90s
Frag and Smoke Grenades unchanged at 60s
Hive Scum
Boom Bringer
Max charges from 3 to 2 (With ‘Extra Pouches’, from 4 to 3)
Chem Grenade
Max charges from 3 to 2 (With ‘Extra Pouches’, from 4 to 3)
Chem Toxin DoT
Damage per tick while at max stacks changed from 440 to 350
Weapon & Blessing Balance Changes
Uncanny Strike
From Rending to Brittleness
Blaze Force Sword, Combat Blade, Duelling Sword, Sapper Shovel
From 12/16/20/24% Rending per weakspot hit (max 60/80/100/120%) to 2/4/6/8 stacks of 2.5% Brittleness per weakspot hit (5/10/15/20% per weakspot hit; max 40%)
Shivs
From 4/5/6/8% Rending per weakspot hit (max 20/25/30/40%) to 1/2/3/4 stacks of 2.5% Brittleness per weakspot hit (2.5/5/7.5/10% per weak spot hit; max 40%)
Melee Rending Blessings
From Rending to Melee Rending
Opportunist
Bladed Momentum
Sapper Shovel
Damage profiles (against 1st target of the attack)
Heavy Relentless ADM vs Carapace armour from 0.4 to 0.5
Heavy Relentless ADM vs Flak armour, Maniac, Unyielding from 0.75 to 0.8
Heavy Relentless Damage from {110,225} to {125,250}
Heavy Relentless Impact from {10,20} to {12,20}
Heavy Special Sticky second Damage instance ADM vs Carapace armour from 0.5 to 0.6
Heavy Strikedown ADM vs Carapace armour from 0.4 to 0.6
Heavy Strikedown ADM vs Flak armour, Maniac, Unyielding from 0.75 to 0.8
Heavy Strikedown Damage from {125,275} to {145,295}
Heavy Strikedown Impact from 15 to {12,20}
Light Vanguard ADM vs Carapace armour from 0 to 0.2
Light Vanguard ADM vs Flak armour from 0.75 to 0.8
Light Vanguard damage from {80,160} to {85,170}
Light Relentless ADM vs Carapace armour from 0 to 0.2
Light Relentless ADM vs Flak armour from 0.75 to 0.8
Light Relentless damage from {55,120} to {70,140}
Light Strikedown Damage from {95,180} to {100,190}
Light Special Sticky initial and second instance ADM vs Carapace armour from 0.4 to 0.5
Pushfollow attack ADM vs Carapace armour from 0.25 to 0.35
Pushfollow attack ADM vs Maniac from 0.5 to 0.75
Damage profiles (against secondary targets of the attack)
Heavy Relentless and Heavy Strikedown Damage scaled up on all targets
Blaze Force Sword
Damage profiles ADM vs Carapace armour (against 1st target of the attack)
Light Vanguard from 0.01 to 0.2
Light Strikedown Stab from 0.25 to 0.4
Light Assassin Uppercut from 0.25 to 0.35
Damage profiles ADM vs Carapace armour (against secondary targets of the attack)
Heavy Vanguard from 0 to 0.1
Obscurus Mk II Blaze Force Sword
Slightly delayed the active window for the Light 2 uppercut attack to make it easier to hit weakspots.
Shivs
Weapon Special
Direct hit Damage from 190 to 235
Finesse boost from 1.2 to 1.6
ADM vs Flak armour (near) from 0.5 to 0.6
ADM vs Flak armour (far) from 0.25 to 0.35
Mk I damage profiles
Crit boost curve on most profiles lowered by around 0.15
from around 0.8/0.7 to 0.65/0.6
Duelling Sword
Heavy Strikedown
Finesse boost from {1.1, 2.1} to {1.0, 2.0}
Crit boost curve from 0.5 to 0.4
Heavy Stab
ADM vs Carapace armour from 0.5 to 0.4
Finesse boost from {1.2, 2.4} to {1.1, 2.2}
Crit boost curve from 0.5 to 0.4
Inferno Force Staff
Direct hit ADM vs Carapace armour from 0.25 to 0.35
Damage over Time effects
Burn ADM vs Carapace armour from 0.1 to 0.2
Soulblaze ADM vs Carapace armour from 0.1 to 0.25
Soulblaze damage (at max stacks) from 250 to 255
Features & Tweaks
Added automatic file integrity checks to the launcher after crashes caused by corrupted game files. If corruption is detected, the launcher will prompt Steam file verification to repair the game install.
Reduced the time of Expedition capture zone objectives.
Made the ‘Scavenged Kantrael Mk XH’ helmets equipable for both Veteran & Zealot.
Fixes
Fixed a crash that could occur when having the inventory open while transitioning into a mission loading screen.
Fixed an issue where voice chat information would show with the team panel HUD visible when in a mission.
Fixed the Veteran ‘Survivalist’ Aura not going into cooldown when other players kill an enemy.
Added a Hud Icon to ‘Desperation’ to more clearly show its effect.
Fixed an issue where objects would end up slightly below the ground in the Expedition extraction.
Fixed an issue with themes not being applied correctly in expedition game mode.
Fixed an issue that caused players to die when joining while the team was at the exit of a sanctuary
Items sold in the Expedition Sanctuary can now be marked/pinged by players.
Fixed issues that caused zone progression to not display properly after hot-joining, there are still other issues that cause this that we are investigating.
[img src="{STEAM_CLAN_IMAGE}/38365286/ec125196c0d6165904dec926befd11b6da476e3d.png"]
Known Issues
When hot-joining an expedition, players might enter the mission as dead if it happened while the existing players were leaving a Sanctuary.Fixed!
Players can use some of the new grenades while inside a Sanctuary. Please be nice to the locals.
Some of the new items found in Sanctuaries can’t be tagged.Fixed!
Some textures can bug out when playing on AMD GPUs.
Players can hot-join private matches if they enter matchmaking through Quickplay. Fix worked on and coming in future hotfix.Fixed!
\[Xbox Only] Some level and enemy textures can take a while to load, leaving a low-quality texture visible until it finishes loading.
[img src="{STEAM_CLAN_IMAGE}/38365286/ec125196c0d6165904dec926befd11b6da476e3d.png"]
That’s all for today!
We’ll see you on the Mourningstar.
– The Darktide Team
[img src="{STEAM_CLAN_IMAGE}/38365286/eaecf4084da2d30511c4961dba3509438b2df657.png"]
Warband!
Hotfix 1.11.5 is now being rolled out on all platforms, and while you wait for it to download you can read the notes below!
This hotfix fixes several bugs and crashes, and introduces an update to our implementation of AMD FSR.
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
Features & Tweaks
FSR update: Upgraded our AMD FSR implementation and implemented an option to switch FSR version.
We hope this improves the situation with FSR crashes, but will continue to monitor.
Fixes
Fixed an issue where the Veteran Smoke Grenade effects would not be correctly removed upon leaving the smoke cloud area.
Fixed an issue where the Ogryn 'Light Em' Up' talent failed to correctly stack Burn when using weapons that spawn projectiles (e.g. Grenadier Gauntlet).
Fixed an issue where the Zealot 'Perfectionist' talent didn't consistently refund cooldown.
Fixed an issue where the Dreg Tox Bombers and Scab Bombers would not use their long range overhand throw correctly.
Fixed an issue where the Zealot 'Scourge' talent would not trigger consistently on melee hits that killed the enemy.
Fixed a crash that could happen if a Veteran player triggered a large amount of buffs from the talent tree in a short period of time.
Fixed an issue that was causing enemies to spawn too early at the start of some missions.
Fixed issue where game occasionally crashed when players tried to open expeditions menu while the game is force closing menus for other reasons
Fixed issue where, upon player death, the screen transitions to a blank view instead of showing the expected death and UI
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
Known Issues
When hot-joining an expedition, players might enter the mission as dead if it happened while the existing players were leaving a Sanctuary.
Players can use some of the new grenades while inside a Sanctuary. Please be nice to the locals.
Some of the new items found in Sanctuaries can’t be tagged.
Some textures can bug out when playing on AMD GPUs.
Players can hot-join private matches if they enter matchmaking through Quickplay. Fix worked on and coming in future hotfix.
\[Xbox Only] Some level and enemy textures can take a while to load, leaving a low-quality texture visible until it finishes loading.
We are investigating increased GPU crash rate related to reenabling of FSR frame gen on AMD Radeon RX 9xxx gen.
This patch introduces an update to FSR that we hope will improve the situation.
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
That’s all for today!
We’ll see you on the Mourningstar.
– The Darktide Team
[img src="{STEAM_CLAN_IMAGE}/38365286/0e027946b94103b804c16ab20c05ac04532b2746.png"]
Warband!
Patch 1.11.4 is now being rolled out on all platforms, and while you wait for it to download you can read the notes below!
This update has some minor tweaks and Hive Scum balance changes, and several bug and crash fixes.
On top of that…
Expeditions Map Update
As the Deadside and its climate is very volatile and unstable, the long range sensors of the Mourningstar struggle with updated information about enemy movement and the general lay of the land. This means that the Expedition Map will update on a regular basis, presenting new challenges and setups to explore.
With this update we begin our first Expedition Map rotation for the Expeditions Game Mode! Starting later today, the existing nodes have been wiped and replaced with a new set of unique nodes, complete with a new modifier and environment condition to keep things fresh!
The new grid points will have to be unlocked from the new starting node, as you begin another cycle of gathering Tech-Remnants and unlocking grid points. As Tech-Remnants are linked to each Expedition Map rotation, you’ll all start again on equal footing!
One of the nodes is special! To unlock it, the community as a whole must gather 200,000,000 Tech-Remnants total! Each member of the Strike Team is counted separately for this requirement, meaning that a team of four that extracts successfully will add their Tech-Remnants gathered to the pool four times at once.
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
Patch 1.11.4 patch notes
Features & Tweaks
The ‘Live Events’ view now displays information on past live events.
The Personality Scourge menu now evaluates if no changes were performed and notify the player in the final step.
Quickplay matchmaking will now be disabled when selecting Private Game from the additional matchmaking options.
Hive Scum talents 'Adrenaline Smiter' and 'Splash Damage' now count kills from attacks that latch on to enemies.
Hive Scum talent 'Street Tough' can no longer be triggered by Specialist melee attacks, like the Pox Hound pounce.
The message shown in the Expedition menu while matchmaking should now better reflect why you cannot start another mission.
Players no longer receive damage from being slammed into walls by a sand storm.
Fixes
General Fixes
Fixed the issue that sometimes caused the Expedition to be considered failed when extracting successfully.
Fixed an issue where certain Curios could give less Stamina than what was displayed in the description.
Fixed an issue with long item descriptions getting cut when inspecting items.
Fixed an issue where several Commodore’s Vestures items stated that they were obtained from the Commissary.
Fixed an issue where Psyker’s 'Smite' animation would behave incorrectly when entering the 'Scrier's Gaze' stance ability while channeling.
Fixed an issue that was causing enemies to spawn too early at the start of some levels.
Fixed an issue that caused the timer to be showing as ticking down when hotjoining into a Sanctuary.
Fixed the VFX on decoding-skulls which caused them to look stalled (red) when they were actually progressing (blue).
Fixed an issue that caused objective markers to remain on capture zones after completion.
Fixed it so a capture zone's objective marker is shown before the players get to it.
Added a pushback for the door opening of the expeditions extraction Valkyrie to avoid players getting stuck in it
Fixed issue that caused the server to crash when players hotjoined during the extraction phase.
Fixed crash that could occur when an Arbites’ Cyber-Mastiff pounces on an enemy.
Fixed a sound issue on the Auspex that caused players to crash.
Fixed a bug where the amount of items on stock in a Sanctuary would be incorrect for players that hotjoin an Expedition.
Fixed a crash that could occur when a Valkyrie Bombing Run killed a Pox Burster
Players should now be able to directly swap to their Blitz from any wieldable Expedition items bought from the Sanctuary.
Fixed issue where Sand Vortexes would get stuck in the extraction area
Fixed issue where players on a dedicated server could sometimes be softlocked inside a safe zone because the airlock door to go out would never open.
Cosmetic Fixes
Fixed an issue where certain hairstyles acquired from owning Vermintide 1 and 2 were displayed as black instead of their intended colours.
Fixed an issue where certain Vostroyan head gear cosmetics looked broken when moving around the Mourningstar.
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
Known Issues
When hot-joining an expedition, players might enter the mission as dead if it happened while the existing players were leaving a Sanctuary.
Some of the new items found in Sanctuaries can’t be tagged.
Some textures can bug out when playing on AMD GPUs.
\[Xbox Only] Some level and enemy textures can take a while to load, leaving a low-quality texture visible until it finishes loading.
We are investigating increased GPU crash rate related to reenabling of FSR frame gen on AMD Radeon RX 9xxx gen.
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
That’s all for today!
We’ll see you on the Mourningstar.
– The Darktide Team
[img src="{STEAM_CLAN_IMAGE}/38365286/c596f7946d885d9c2ac1273825a8aedf1a599fcf.png"]
Warband!
This patch comes with a couple of bug and crash fixes. We are continuing to work on solving the rest of the known issues list for the next patches.
Patch 1.11.3 is now being rolled out on all platforms, and while you wait for it to download you can read the notes below!
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
Bug Fixes
Fixed an issue that was causing enemies to spawn too early at the start of some missions.
Fixed a crash that could happen when a large amount of enemies spawned with additional visual effects added to them.
Fixed a crash that could happen while being inside the tornado on Expeditions.
Added extra checks to prevent successful Expeditions missions to sometimes register as failures.
Known Issues
When hot-joining an expedition, players might enter the mission as dead if it happened while the existing players were leaving a Sanctuary.
Players can use some of the new grenades while inside a Sanctuary. Please be nice to the locals.
Some of the new items found in Sanctuaries can’t be tagged.
Some textures can bug out when playing on AMD GPUs.
Players can hot-join private matches if they enter matchmaking through Quickplay. Fix worked on and coming in future hotfix.
\[Xbox Only] Some level and enemy textures can take a while to load, leaving a low-quality texture visible until it finishes loading.
We are investigating increased GPU crash rate related to reenabling of FSR frame gen on AMD Radeon RX 9xxx gen.
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
That’s all for today!
We’ll see you on the Mourningstar.
– The Darktide Team
[img src="{STEAM_CLAN_IMAGE}/38365286/6ad0312321d1a3affc30015df3a4d5fe534b63e5.png"]
Warband!
Patch 1.11.2 is now being rolled out on all platforms, and while you wait for it to download you can read the notes below!
This patch adds some small quality of life changes to Expeditions and fixes several bugs, unintended effects and crashes.
Features & Tweaks
Added sound effects for the Expeditions Auspex marker.
This should make it more noticeable when a teammate marks a point of interest during an Expeditions run!
Made it easier to perform some of the jumps necessary to complete certain Sites of Interest when carrying a battery.
Ranged enemies will now have a much harder time hitting players that are disabled by a sand vortex.
General Fixes
Fixed the issue related to AMD’s FSR 3.1 frame generation.
Fixed an issue where the Veteran talent "Field Improvisation" awarded Blitz charges when obtaining ammo in a Deadsider Sanctuary.
Sand vortex visual effects are now synced up for hotjoining players, preventing issues with "invisible tornados".
Dead players are no longer counted for the exit & extraction event zone half team requirement.
Meaning, if the rest of the team is dead, you can now do these events on your own
The Data Harvester penances should now count Data Reliquaries retrieved by your team-mates as well, as intended.
Fixed an issue where Psyker’s 'Malefic Momentum' talent only had its duration increase for the Warp Damage.
Fixed an issue where the Plasma Gun primary fire base Cleave was lower than intended.
The effective Cleave value should be slightly above 18.
Fixed a rare crash occurring on the Mourningstar when interacting with a Cyber-Mastiff.
Fixed an issue where the Ogryn's 'Steady Grip' talent did not replenish Toughness while shooting.
Fixed an issue where the Ogryn's 'Big Friendly Rock' no longer always killed Corruptor Eyes in one hit.
Fixed an issue where the Psyker’s 'Psykinetic's Aura' talent did not localize into languages other than English.
Fixed an issue where the Hive Scum’s 'Channelled Devastation' talent failed to correctly calculate the player's total Critical Hit Chance in some situations.
Fixed an issue with the tech priest by the Expeditions terminal where his face clips through his mask.
Fixed the bomb drop sound and adjusted the explosion sound effects and limits.
Fixed an issue where the world would load in a very low resolution state upon entering a Deadsider Sanctuary when joining a session in progress.
Fixed an issue with players getting killed if they’re outside the airlock when it closes while there are still bots inside.
Fixed a mismatch between Expedition grid node names and their associated greek letter symbols.
Fixed an issue where some items in Expeditions missions were unreachable.
Fixed several navigation issues in Expeditions missions.
Ensured the same mission name is shown across the in-mission Tactical Overlay view, the mission invite popup, and the ready-up screen.
Fixed wrong node icon shown in post-mission screen.
The game now shows an error popup when engine components fail to load, in order to help diagnose issues.
Fixed an issue where the wrong text string was displayed on the Expeditions mission board.
Polished some explosions and fixed up visual errors with Valkyrie barrel run.
Fixed a crash that when a player notification for dropped Tech-Remnants triggered when the player’s name was no longer accessible.
Fixed an issue that caused you to lose access to the Auspex after interacting with a decoder.
Fixed an issue that sometimes caused the timer warning popups not to trigger.
Improved the accuracy of the timer to avoid it jumping in time
Fixed an issue where the Valkyrie engines could still be heard after it leaves.
Fixed a crash when smoke grenades are thrown at a sand vortex.
Fixed an issue where the expedition Fire-Support Valkyrie sometimes failed to move.
Fixed an issue where the departing insertion/mission start Valkyrie did not move smoothly.
Blocked access to Expeditions Quickplay matchmaking when players are in a private party.
Fix for crash when opening the inventory when player has used mods to save loadout data using icons that are not considered valid
Tweaked voice effect for all cloth headgear to better match the material.
The Play Expeditions event is no longer only 0 days long, but will show the correct end time, which is March 31st.
Cosmetic Fixes
Fixed an issue where the Frame reward from the Pro-Trader (3) penance was using the wrong visuals.
Fixed an issue where Ogryn characters’ right knee would clip through their clothing while kneeling.
Fixed an issue where Cyber-Mastiffs would not show up during the ready-up screen.
Vostroyan Chain Hood with Psykana Collar - Fixed black texture spot in the back.
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
Known Issues
When doing an Expeditions Auspex Puzzle, players can lose access to their Auspex if they cancel the minigame by swapping weapons. Players can recover their Auspex by attempting the minigame again and cancelling normally.
Note: If another player completes the minigame before you recover your Auspex, you will lose access to your Auspex for the remainder of the Expedition, which will hinder navigation and will make it impossible to perform Auspex Puzzles.
When hot-joining an expedition, players might enter the mission as dead if it happened while the existing players were leaving a Sanctuary.
Rarely, when hot-joining an Expedition, the entire team might disconnect from the mission.
Some texture anomaly can occur when hot-joining an Expedition while players are in a Sanctuary.Fixed!The Expeditions grid map names don’t match with the Greek symbol associated with them.Fixed!Players can use some of the new grenades while inside a Sanctuary. Please be nice to the locals.
Some of the new items found in Sanctuaries can’t be tagged.
Some breakable walls in Expeditions can be walked through even without breaking them.
Some textures can bug out when playing on AMD GPUs.
When disconnecting from a mission, the camera can flicker until the loading screen shows up. This should be solved in an upcoming hotfix.
Players can hot-join private matches if they enter matchmaking through Quickplay.
Some barrel explosion animations can trigger more times than intended. This is only a visual issue.
\[Xbox Only] Some level and enemy textures can take a while to load, leaving a low-quality texture visible until it finishes loading.
The description for Psyker’s “Psykinetic’s Aura” ability is missing localization in some languages. Fixed!When respawning, ammo count on the HUD can show incorrect numbers.
In Expeditions with tornadoes, sometimes players can be spun around and taken for a ride even with no tornadoes nearby.
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
That’s all for today!
We’ll see you on the Mourningstar.
– The Darktide Team
[img src="{STEAM_CLAN_IMAGE}/38365286/04b91b2e2fd80f6b75eb7a76887d52eb6c9e8e4a.png"]
Warband!
This hotfix is addressing some crashes and bugs in the latest game mode, Expeditions. We are still working on fixes for the Known Issues list, and we aim to deploy another hotfix early next week! In the meantime, please keep sending in Crash Reports, as these help us immensely in solving issues.
Patch 1.11.1 is now being rolled out on all platforms, and while you wait for it to download you can read the notes below!
General Changes
Changed unlock requirements to go from Grid Point Alpha to Beta from 3000 to 1500 Tech-Remnants.
Expedition Bug Fixes
Fixed an issue where hot-joining other players in the Sanctuary resulted in a crash.
Fixed an issue where enemies ignored doors when pathfinding towards players.
Fixed an issue where throwing a Smoke Grenade as Veteran inside airlock while loading into Sanctuary caused a crash.
Fixed an issue where players could get stuck in the Sanctuary after hot-joining a session.
Fixed an issue with stock not being accurately shown for items.
Fixed an issue where players transitioning into the second or later Sanctuary instead ends up in a previous Sanctuary due to it not being despawned.
Fixed an issue where players stuck in the sandstorm was not thrown out, forcing a leave to progress mission.
Fixed an issue where leaving the game while having the Salvage/Tech-Remnants popup window active caused a crash.
Fixed an issue where Data Reliquary doesn't count as extracted if it is present in the valkyrie but not carried by a player.
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
Known Issues
When hot-joining an expedition, players can crash if the rest of the team is inside a Sanctuary.Fixed!When doing an Expeditions Auspex Puzzle, players can lose access to their Auspex if they cancel the minigame by swapping weapons. Players can recover their Auspex by attempting the minigame again and cancelling normally.
Note: If another player completes the minigame before you recover your Auspex, you will lose access to your Auspex for the remainder of the Expedition, which will hinder navigation and will make it impossible to perform Auspex Puzzles.
When hot-joining an expedition, players might enter the mission as dead if it happened while the existing players were leaving a Sanctuary.
Rarely, when hot-joining an Expedition, the entire team might disconnect from the mission.
Some texture anomaly can occur when hot-joining an Expedition while players are in a Sanctuary.
The Expeditions grid map names don’t match with the Greek symbol associated with them.
Players can use some of the new grenades while inside a Sanctuary. Please be nice to the locals.
Some of the new items found in Sanctuaries can’t be tagged.
Some breakable walls in Expeditions can be walked through even without breaking them.
Some textures can bug out when playing on AMD GPUs.
When disconnecting from a mission, the camera can flicker until the loading screen shows up. This should be solved in an upcoming hotfix.
Players can hot-join private matches if they enter matchmaking through Quickplay.
Some barrel explosion animations can trigger more times than intended. This is only a visual issue.
\[Xbox Only] Some level and enemy textures can take a while to load, leaving a low-quality texture visible until it finishes loading.
The description for Psyker’s “Psykinetic’s Aura” ability is missing localization in some languages.
When respawning, ammo count on the HUD can show incorrect numbers.
In Expeditions with tornadoes, sometimes players can be spun around and taken for a ride even with no tornadoes nearby.
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
That’s all for today!
We’ll see you on the Mourningstar.
– The Darktide Team
Warband!
Today’s update is quite big. We are introducing Expeditions, our new game mode, to Darktide. You will be able to venture on missions outside of Hive Tertium, and fight your way through more open landscapes than we usually have inside of the Hive. With Expeditions we are also introducing the Ogryn Pack Master, a new Monstrosity, and his companions, the Armoured Pox Hounds.
On top of this we are also implementing a number of balancing changes, with various refinements to both core game classes and the DLC ones, Arbites and Hive Scum. We have also made some balance changes to weapons.
Finally we have also added a bunch of quality of life improvements and bug fixes.
Patch 1.11.0 is now being rolled out on all platforms, and while you wait for it to download you can read the notes below! Let’s get right to it!
New game mode: Expeditions
[img src="{STEAM_CLAN_IMAGE}/38365286/7804dd0b4eac3cfe9b1dba13df18b5c0fc0da09b.png"]
A new game mode that can be accessed through the Expeditions Menu terminal, on the left side of the Mission Board. The players’ objective in the mode is to explore a sequence of Scavenge Zones in search of Tech-Remnants.
Scavenge Zones have randomly-spawned elements in them, so no two runs are the same.
Scavenge Zones are much more open and sandbox-like than regular Darktide missions.
The choice of when exactly to end a run is in the players’ hands - they can go to an extraction point and call a Valkyrie to come pick them up.
In-between Scavenge Zones, the players can visit Deadsider Sanctuaries - safe zones in which they can trade Salvage (an in-run currency found while exploring) for helpful items.
This includes completely new gadgets, like grenades that summon artillery strikes.
Each run has a time limit, since the environment outside of Tertium is heavily polluted.
Players start with 15 minutes on the clock.
Entering a Deadsider Sanctuary regenerates 5 minutes (still capped at 15).
After running out of time, the players start gaining corruption.
The corruption gain is slow at first and ramps up over time.
Corruption won’t build up past 1 HP.
During a run, the players can access their auspex to discover Sites of Interests - places that contain large quantities of Tech-Remnants.
Expeditions map
[img src="{STEAM_CLAN_IMAGE}/38365286/15e9bdb0ecaf68c365bae096cff339467aa3e671.png"]
The Expeditions map is a custom menu through which players access Expeditions - similar to the Mission Board for regular missions.
It presents the players with a map consisting of several nodes.
Each Grid Point is a unique configuration of Expeditions, with different randomization parameters.
This includes environmental modifiers like the Dust Vortex, and enemy modifiers like Hunting Grounds.
By extracting Tech-Remnants, players unlock more of the nodes on the map. The map will be changed at regular intervals, to ensure the mode stays fresh.
New Penances
Expeditions are accompanied by Penances that reward players for engaging with the mode. These come with new cosmetic rewards, including a new set of cosmetic items for each of the four base classes, in two color schemes.
Expeditions Live Event: Deadside Patrol
To accompany the release of the mode, players can take part in a new live event - Deadside Patrol. Starting today until April 6, playing Expeditions and extracting Tech-Remnants from runs will advance your progression in the Deadside Patrol event. Different tiers of the event will reward Plasteel, Diamantine and Ordo Dockets, and the final tier will award players with the following portrait frame:
[img src="{STEAM_CLAN_IMAGE}/38365286/a3dc1f108b86c89d3a9b3b8c6c5b13514b851ede.png"]
New Enemies
Ogryn Pack Master
New monstrosity in the form of a Ogryn wielding a shocking prod that will afflict any players hit by it with higher Stamina cost and lower Stamina regeneration for 10 seconds.
The Pack Master and his hounds will initially spawn exclusively in the new game mode Expeditions.
Armoured Poxhound
New Armoured version of the Pox Hound, this dog is a bit slower and heavier than its unarmoured version; it will only show up together with the Ogryn Pack Master.
Balance Changes
Class Changes
Hive Scum
Dev Note: “Hey guys. This update sees a new layout for Hive Scum’s talent tree. We felt that the old version had some snags and a general sense of friction to it, so the whole thing has been redesigned to be more cost effective and dynamic.” - Teodor, class designer.
New layout added for Hive Scum Talent Tree.
Hive Scum Talents
Dev note: “We are also cleaning out a few lesser picked talents and replacing them with new ones or moving them somewhere else. We want the Hive Scum tree to feel as cohesive as we can, and this should be another step in the right direction, without losing the explosive feel of the class.”
One of the two +25 Toughness Boost nodes has been removed. Hive Scum’s Base Toughness has been increased from 75 to 100 to compensate.
New Class Iconics:
Hive Scum now has +1 Effective Dodges by default, and the ‘Moving Target’ talent has been removed.
The talent ‘Like the Wind’ has been removed from the Talent Tree and is now active for Hive Scum by default.
New Talents:
Alley Rat +50% Dodge Distance.
“This talent acts as a twin to ‘Nimble’. They are mutually exclusive to one another and only one of them can be picked. As our most mobile class, Hive Scum should have plenty of customizability when it comes to how to dodge and move about.”
Street Tough When taking Melee Damage, knock all nearby Enemies around you backwards and gain +10% Movement Speed for 3s. Can only trigger once every 8s.
Channelled Devastation Each 1% of your current Critical Hit Chance grants a stack of +0.5% Melee Damage. Stacks 30 times (up to +15% Melee Damage).
Splash Damage Killing an Elite Enemy with a Melee Attack infects up to 10 enemies within 4m of the target with 2 stacks of Chem Toxin.
“Similarly to the Chem Grenade, this talent is also capped at 2 stacks of toxin, and only adds stacks up to that value.”
Virulent Strain When infecting an Enemy with Chem Toxin, increase their damage taken by +10% from all sources for 5s.
Removed Talents:
‘Loose Formation’.
‘Untouchable’.
‘Gang Tough’.
Dev Note: “We have changed how ‘Toxic Renewal’ works. The issue with the old version was that it was pretty easy for your kills to become swallowed by the toxin instead, which would deny the talent. This new version, while fundamentally different, should allow for good Toughness control while dipping into the toxin spreading archetype of the class.”
Toxic Renewal Replenish 1% Toughness every 1s for each Chem Toxin infected Enemy within 15m, up to a maximum of 10 Enemies.
Dev Note: “‘Pickpocket’ has been in the talks a lot lately. While a near infinite ammo source can become problematic, it is also a talent that the run-n-gun playstyle of Hive Scum greatly benefits from. So, we are making some targeted changes, leaning into Scum's usual deliberately aggressive and up-close playstyle for the bonus to take effect.”
Pickpocket Killing an Elite or Specialist Enemy with a Melee Attack while Ammo Reserve is below 20% will refill it to 20%.
Arbites
Castigator’s Stance
Damage Resistance from 80% to 70%
New: Increase Strength by 20%
Writ of Execution
Max Stacks from 10 to 6
Damage per stack from 5% to 7.5% (max from 50% to 45%)
Duration from 10s to 12s
Blessed Armament
Cooldown from 1.5s to Once per attack
Nuncio-Aquila
Stun Immunity changed from during Ranged Secondary Fire only to Stun Immunity at all times
Terminus Warrant - Reworked
Dev Note: Terminus Warrant has since the release of Arbites been one of the least popular keystones across all Classes. In this update we're trying to bring in changes that make it less difficult to get value out of.
New Description reads: Ranged Attacks grant stacks of Melee Justice for each Enemy Hit (max 20), Weakspot hits grant 3 stacks. Wielding your Primary Weapon spends your Melee Justice stacks to grant you +10% Melee Strength and +20% Toughness Damage Reduction for 12s.
Melee Hits grant stacks of Ranged Justice (max 20). Wielding your Secondary Weapon spends your Ranged Justice stacks to grant you +10% Ranged Strength, +50% Ranged Cleave and +50% Suppression for 12s.
Writ of Judgement
New Description reads: Spending 20 stacks grants +10% Melee and Ranged Attack Speed, as well as +10% Crit Chance for 12s.
Terminal Decree
New Description reads: For each stack you spend, replenish 1% Toughness to you and Allies in Coherency.
Obstinate
New Description reads: Spending 20 stacks grants you +33% Ability Cooldown Regeneration, for 12s.
Dispense Justice
Removed
Force of Will
Toughness from 10% to 7.5%
Ogryn
Base Passive
Dev Note: Although his movement is a bit clumsy, he tries his best, and should be rewarded for it by making him hurt a bit less.
New: While Dodging and for 0.25s afterwards, you have +50% Damage Resistance.
Point Blank Barrage
Dev Note: Point Blank Barrage was left in the dust and forgotten by many, but with the release of Expeditions, we've stumbled upon a new and improved version, with some Ammo to spare!
Duration from 10s to 12s
New: When Point Blank Barrage ends, replenish 50% of Ammo spent to your Reserve.
Indomitable
Will now always stagger enemies hit.
Go Again
Cooldown replenished from 2.5% to 2%
Frag Bomb
Now always kills Human-sized enemies (non-Captains)
Big Friendly Rock
Now always kills Specialist enemies.
Steady Grip
From ‘... while bracing your Ranged Weapon’ to ‘... while bracing or shooting your Ranged Weapon’
Mobile Emplacement
From ‘... while bracing a Ranged Weapon’ to ‘... while bracing or shooting a Ranged Weapon’
Dedicated Practice
Weapon Swap Speed from 20% to 35%
Slam
Cooldown from 1s to 0.75s
Crunch
Damage from 15% to 30%
Psyker
Telekine Shield
Dev Note: The Telekine Shield has long dominated Psyker builds, and more specifically the Telekine Dome. To add some more variety, we're trying to incentivize choosing the Wall variant by making it wider, and making the Bolstered Shield talent more easily available.
Base Size increased by 50%
Cooldown from 45s to 40s
Telekine Dome
New: Cooldown increased to 60s.
Swapped positions of Bolstered Shield and Enervating Threshold
Bolstered Shield
Removed: Cooldown reduction.
Psykinetic’s Aura
Cooldown Regeneration from 60% to 50%
Malefic Momentum
Duration from 8s to 10s
Veteran
Get Back in the Fight! - Removed
Dev Note: Get Back in the Fight! was seldom picked, and even then with little success. With the changes to Plasma Gun this new Talent should come in handy:
New Talent: Withering Fire
Effect: +50% Ranged Cleave.
Executioner’s Stance
Duration from 5s to 6s
Enhanced Target Priority
Outline Duration from 5s to 6s
The Bigger They Are…
Duration from 8s to 9s.
Voice of Command
Cooldown from 30s to 40s
Only in Death Does Duty End
No longer increases Cooldown
No longer decreases Radius
Infiltrate
Cooldown from 45s to 40s
Damage bonus Duration from 5s to 8s
Zealot
Zealous
New: 0.15s Stamina Regeneration Delay Reduction.
Impassable
Block Cost Reduction from25% to 50%
Riposte
Damage from 3% to 5%
Stacks from 5 to 3
Punishment
Minimum hits requirement from 3 to 2
Weapon Changes
Dual Shivs
Dev Note: The differences between the two marks of Shivs were not large enough, leading the Mk I to outperform the Mk III even in its intended multi-target niche.
Improvised Mk I
Lowered base Cleave for Light attacks to {1.0, 3.0}, from {3.0, 5.0} for Light 1 / Light 3 and {2.0, 4.0} for Light 2 / Light 4
Improvised Mk III
Heavy Vanguard 1st target damage from {90,160} to {95,170}
Heavy Vanguard 1st target impact from {4,8} to {5,9}
Crowbar
Dev Note: While the Crowbar secondary stance provided good control and damage, it was often hard to use its attacks effectively in more involved situations.
The changes aim to lower the penalty when canceling out of a stuck attack, while also increasing the reward in damage when completing it. We are also slightly increasing the speed of the Special mode change action, to allow it to be weaved more easily into high-paced gameplay.
Stamina drain on canceling a stuck attack from 0.2 to 0.05 (lowered)
Damage for Heavy stuck attack second instance from {120,240} to {130,260}
Special mode change time scale from 1.1 to 1.2 (sped up around 10%)
Thunder Hammer
Dev Note: The Thunder Hammer provides great damage when empowered, but was often lackluster when unempowered, especially against the Maniac type enemies. This would lead to situations where it was unable to have good options when faced with common enemy compositions.
Raised Armour Damage Modifier vs Maniac for multiple profiles:
Lights 1st target from 0.5 to 0.75
Lights other targets from 0.5 to 0.6
Heavy Relentless 1st target from 0.5 to 0.75
Heavy Relentless other targets from 0.5 to 0.6
Heavy Sword
Dev Note: The Heavy Sword is intended to have a weakness when it comes to the more heavily armoured enemies, and especially the ones clad in Carapace armour. However, this created a situation where spamming the Special attack was too often the best course of action, leading to a very one-dimensional gameplay experience.
In this update we are tweaking the Special attack, lowering its immediate damage output but making it a stronger opener for the following attacks thanks to a small Brittleness on-hit debuff.
The unique Light attack performed after the Special was also improved, with additional direct offensive properties but also making it able to cleave more easily through all armour types, including Carapace.
Finally, we reworked the Bladed Momentum blessing to provide a smaller maximum bonus that is in turn much easier to maintain.
Alongside the above changes, we also took a pass on the overall weapon family, cleaning up some rough edges and polishing several attack hitboxes and ranges.
Check out the post in the forums for the full list of changes, here!
Power Falchion
Dev Note: The Power Falchion is a very reliable and easy to use weapon, but was lacking a little oomph when it came to its activated attacks. We are giving them a gentle bump to bring the family more in line with the other power weapon options.
Increased 1st target damage over all the Special active profiles by around 5-10%
Heavy Eviscerator
Dev Note: The chain timings and input buffering for both Light and Heavy attacks on the Mk XV Heavy Eviscerator were particularly unintuitive, causing situations where attack chains could be dropped in an annoying fashion.
Thanks to player “SpookySkeleTOM” (among others) for bringing this to our attention!
Tigrus Mk XV
Raised the buffer time for the Start Attack input
Lowered the chain timing to Block for the Heavy 1 and Heavy 2 attacks
Increased the chain timing to Unwield and Special activate for the Heavy 1 and Heavy 2 attacks
Ogryn Power Maul
Dev Note: We had been a tad conservative when reworking the Paul Special with the introduction of a cooldown, but we think that the big man can be allowed more explosions on their bonking stick.
Special activate cooldown period from 8 to 6 (total Special cooldown from 12 to 10)
Plasma Gun
Dev Note: We are tweaking the Primary and Secondary fire of the Plasma Gun to encourage the use of both in different situations, instead of defaulting to the former in almost all cases.
The base Cleave of the Primary fire was significantly lowered, while still remaining top tier in the ranged arsenal (for comparison, the Stub Revolver Mk IIa has a base Cleave value of 6.5, while the Boltgun Mk IIb has 3). The newly introduced ‘Withering Fire’ Veteran talent can also be slotted in to significantly improve the Cleave of both the Primary and Secondary fire.
Conversely, ammo usage scaling for the Secondary fire was improved, allowing the weapon to consume less ammo when releasing either partially or fully charged shots.
Primary fire base Cleave lowered from Infinite to 18
Secondary fire base Cleave unchanged at Infinite
Secondary fire Ammo usage scaling improved from 5-9 to 1-8
Wield action time scale from 1.0 to 0.85 (slowed down)
Infantry Lasgun
Dev Note: The Infantry Lasgun’s are receiving upgrades in a few different aspects. To support it being an Infantry weapon, All marks get increased magazine capacity and ammo reserves. The Mk IIb is also getting a recoil reduction to support it utilizing its faster fire rate. Additionally, all marks will receive a minor increase to their hitscan radius, meaning that the hit registration will be more generous with close misses.
Check out the post in the forums for the full list of changes, here!
Ogryn Twin-Linked Heavy Stubbers
Dev Note: The Twin-Linked Heavy Stubbers are receiving an upgrade. The primary change is a reduction in maximum spread, allowing players to sustain fire more effectively. Additionally, the damage output and Armour Damage Modifiers have been slightly increased.
Check out the post in the forums for the full list of changes, here!
Ogryn Rippergun
Dev Note: Attack strength interacts mainly with Talents that check for Light or Heavy attack types. We are increasing the attack strength of the Rippergun Special from Light to Heavy, allowing it to gain a larger benefit from Ogryn Talents like ‘The Best Defence’ and ‘Batter’.
Special bayonet attack strength from Light to Heavy
Dual Stubpistols
Dev Note: The Dual stubs landed a bit in the shadows of other options so we have increased some aspects to support a Run N Gun playstyle. Mostly focused on spread reduction but they also will receive a slight buff to base Damage, Special damage and Armour Damage Modifiers.
Check out the post in the forums for the full list of changes, here!
General Tweaks & Quality of Life changes
Added Quality of Life change to prevent Talent Trees from fully resetting when their layout receives changes in an update.
The Talent Trees will now try to rebuild themselves as best as they can if the Layout has seen changes. This might not always produce complete builds, but in such cases you will be notified in the UI that your Tree requires some manual help.
Penance track extension
We have extended the Penance track by 500 points, with accompanying new rewards.
Some Penance Descriptions specified that they could only be achieved by using the Base Abilities of the Class, which caused some confusion. We've added the Upgraded Ability variants to the descriptions as well.
Added a new custom, in-house made font called "Mono Tide"! Which is used in the Mission Board.
The Weapon preview in the Inspect screen now keeps rotation when changing between weapons or cosmetics.
Added some small improvements to navigation and presentation in the Marks, Weapon Cosmetics and Crafting screens.
Hive Scum Penances
Lowered the unlock requirements for the ‘Enhanced’ penance from 2600 to 1500, and for the ‘Brutal Bludgeons’ penance from 1000 to 650."
Pacing - Havoc
Increased hard terror point limit from 60 to 90 while playing Havoc
Elite enemies always allowed to be apart of an terror event in Havoc regardless of the events rules
Fixes
General Fixes
Fixed a rare crash occurring when loading into one of the Mortis Trials theatres.
Fixed an issue where Barrels explosions could break the Stealth of Zealot and Veteran.
Fixed an issue with Psyker’s ‘Lightning Speed’ talent incorrectly affecting Ranged Attack Speed.
Fixed the Psyker ‘Souldrinker’ talent not triggering properly when enemies die with Soulblaze.
Fixed an issue where player portraits might appear off-center.
Fixed an issue where controller scrolling on text chat wasn't working.
Fixed a crash that might happen when changing tabs in the weapon cosmetics screen if connection with Fatshark services was temporarily interrupted.
Fixed an issue where the Critical Bonus stat of the Atrox MK II Tactical Axe was not applied correctly for the Light 3 and Special 2 attacks.
Fixed an issue where the description of the ‘All or Nothing’ weapon blessing showed a value representing the bonus obtained for each stack, instead of the maximum obtainable amount. Note that this is only a display change.
Fixed an issue where Heavy stab attacks for Duelling Swords could cause excessive dismemberment of enemies.
Fixed a minor Level Art issue in the Clandestium Gloriana mission.
Fixed a crash that could happen when ignoring the mission vote pop-up while being in a pause menu.
Fixed a rare crash related to Stimm unloading when transitioning between levels.
Fixed the missing description for the ‘Warp Expediture’ talent buff in the Tactical Overview.
Fixed the missing description for the ‘Out Of Pocket’ talent buff in Tactical Overview.
‘Benediction’ must now be equipped for the 'Test of Faith' penance to progress.
Cosmetic Fixes
Fixed an issue with the color being incorrect on the ‘Cyclopean Pain Hood’ headgear.
Fixed a pitch black texture under a book in the ‘Krieg Vigil Greatcoat (Krieg 143rd)’ cosmetic.
The ‘Stygian Mk II Flak Helmet’ headgear no longer clips with beards.
The ‘Purloined Flak Helmet’ no longer clips with beards.
Fixed the hair and ear clipping issues with the ‘Command Cap’ headgear.
The ‘Bakkan Scrier's Cowl’ headgear no longer clips with beards.
Fixed the clipping issues with faces on the ‘Bakkan Scrier's Cowl’ headgear.
Fixed the hair clipping issues on the Ogryn headgear, ‘Bodyguard Cap’.
Fixed the clipping issues on the Ogryn headgear ‘Mark IX Brute Pattern rebreather (XXXXL)’.
The ‘Agripinaa Mk Flak Trooper Helm’ Veteran headgear no longer clips with beards.
Fixed the clipping issues on the Ogryn upperbody cosmetic, ‘Militarum Heavy Battlegear (Protectus pattern IX)(XXXXL)’.
Fixed the black textures on the Zealot upperbody cosmetic, ‘Scavenged Militarum Battlegear (Cadian 802nd)’.
Removed the black texture spot on the gloves of the Veteran upperbody cosmetic, ‘Heavy Flak Armour (Relic of Cadia)’.
Fixed an issue with the ‘Antax Mk III Conclave-issue Tactical Helm’ headgear having an unintentional red visor.
Fixed the clipping issues on the Veteran headgear, ‘Arges Pattern Augmetic’.
Fixed a bug where trinkets were not displaying correctly on certain Ogryn weapons.
Fixed a bug where trinkets were not displaying correctly on the Godwyn-Branx Pattern Bolt Pistol (Fire Wastes Camo).
Fixed a bug where trinkets rotated wrong on the Heavy Laspistol (Adamantine Inferno).
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"] Twitch Drops
[img src="{STEAM_CLAN_IMAGE}/38365286/74357589a836c6597a50ca1a3c19070cab05195f.png"]
And last but not least, make sure to tune into Twitch and check out our partner streamers to unlock some exclusive cosmetics! If you haven’t linked your Twitch account to your Fatshark account yet, check out this article.
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
Known Issues
When doing an Expeditions Auspex Puzzle, players can lose access to their Auspex if they cancel the minigame by swapping weapons. Players can recover their Auspex by attempting the minigame again and cancelling normally.
Note: If another player completes the minigame before you recover your Auspex, you will lose access to your Auspex for the remainder of the Expedition, which will hinder navigation and will make it impossible to perform Auspex Puzzles.
When hot-joining an expedition, players might enter the mission as dead if it happened while the existing players were leaving a Sanctuary.
When hot-joining an expedition, players can crash if the rest of the team is inside a Sanctuary. Potential solve in the next hotfix.
Rarely, when hot-joining an Expedition, the entire team might disconnect from the mission.
Some texture anomaly can occur when hot-joining an Expedition while players are in a Sanctuary.
The Expeditions grid map names don’t match with the Greek symbol associated with them. Unplayable, we know.
Players can use some of the new grenades while inside a Sanctuary. Please be nice to the locals.
Some of the new items found in Sanctuaries can’t be tagged.
Some breakable walls in Expeditions can be walked through even without breaking them.
Some textures can bug out when playing on AMD GPUs.
When disconnecting from a mission, the camera can flicker until the loading screen shows up. Potential solve in an upcoming hotfix.
Players can hot-join private matches if they enter matchmaking through Quickplay.
Some barrel explosion animations can trigger more times than intended. This is only a visual issue.
\[Xbox Only] Some level and enemy textures can take a while to load, leaving a low-quality texture visible until it finishes loading.
The description for Psyker’s “Psykinetic’s Aura” ability is missing localization in some languages.
When respawning, ammo count on the HUD can show incorrect numbers.
In Expeditions with tornadoes, sometimes players can be spun around and taken for a ride even with no tornadoes nearby.
Dev Note: We are working on several fixes for these known issues, and we aim to add them to the next few hotfixes.
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
That’s all for today!
We’ll see you on the Mourningstar.
– The Darktide Team
[img src="{STEAM_CLAN_IMAGE}/38365286/9cc5f8ce50943f33844a8405f360015957f9add6.png"]
Warband,
Patch 1.10.7 is currently rolling out across our platforms. In the meantime, you can read the notes below.
We are currently investigating some minor errors that caught our attention, and we wanted to take the opportunity to implement changes to easier track these issues in this update.
This is not impacting the game, but it means that the patch size is a bit bigger than normal.
Patch 1.10.7 patch notes
Bug Fixes
Fixed an issue introduced in Patch 1.10.6 that caused damage calculations to use an incorrect value for what was considered “Far Range”.
Fixed a bug where Forge's Bellow would not trigger a shout when exiting Rampage!
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
That’s all for today!
We’ll see you on the Mourningstar.
– The Darktide Team
[img src="{STEAM_CLAN_IMAGE}/38365286/49676d791ff0c5bb729779d541fc6490a998f0ee.png"]
Warband,
Patch 1.10.6 is currently rolling out across our platforms. In the meantime, you can read the notes below.
This patch comes with adjustments to the Hive Scum talents, both to polish some interactions and improve on underused ones. It also includes some general cosmetics and bugfixes.
Patch 1.10.6 patch notes
Hive Scum Changes
Developer’s note: “Hey guys. Hive Scum is getting a few changes in this update. This time, we’re targeting some general talent quirks and bringing them a bit more up to snuff. The Stimm Lab is getting the bigger changes, with a rework on one of its branches. Cheers.” - Teodor, class designer.
‘Stimm Lab’ Has gotten a buff on durability related talents (top left branch):
Any ‘Toughness Regeneration’ buffs have been swapped for ‘Toughness Replenishment’ (the original buff was only active while in coherency outside of combat. The latter modifies the amount of Toughness gained instead. This change should make the talents way more active and useful).
‘Barrage I-IV’ now grants 6.25% Toughness, +5% Toughness Replenishment and +4% Damage Reduction each (note: the Toughness gained from Barrage is not affected by its own Toughness Replenishment bonus. That bonus is applied to Toughness gained during the duration of the Cartel Special itself).
‘Tank’ now grants +30% Toughness Replenishment instead of +20%.
‘Regain’ now grants 5% Toughness every 1s for the duration of the Cartel Special, instead of 25% in one go.
Talent changes:
‘Cheap Shots’ now grants +15% Strength against both medium and heavy staggered enemies, and +10% against light staggered enemies.
‘Nimble’ is now properly labeled as granting Dodge Speed. The bonus to dodge windows is also now a flat bonus instead of a multiplicative bonus. This means that, yes, it is applied to dodges against ranged fire, but won’t be as effective as when dodging against melee attacks, due to not having the default values that those types of dodges have.
Dodge Speed bonus changed from +25% to +0.15s.
‘Rampage!’ no longer makes the player “exhausted” after use, the ability now simply ends.
‘Channelled Aggression’ no longer requires the duration of Rampage to be above a certain threshold. It is now active throughout.
‘Unload’ now refreshes itself if triggered while active, and can be triggered by activating Desperado.
‘Pocket Toxin’ now infects enemies with different amounts of Chem Toxin depending on the equipped Blitz:
Blinder/Blackout: 3.
Boom Bringer: 6.
Chem Grenade: 10 (note: the talent adds stacks of Chem Toxin on explosion, meaning that the Chem Grenade grants them on its initial blast. The stacks added by the area of effect remains the same).
‘Chem Grenade’:
Now has an appropriately sized explosion radius that matches the visuals. There’s no real notable gameplay change, but it does mean that it can now properly benefit from ‘Pocket Toxin’.
Duration reduced from 20s to 15s to better align with similar Blitz abilities, like the Immolation Grenade.
New, more elaborate talent description.
Fixed terminology in some places:
‘Ranged-’ and ‘Melee Attack Immunity’ talents are now properly rewritten as ‘Counts as Dodging’, to convey how they actually work, and highlight that they also trigger dodges (which can interact with other talents in the Hive Scum tree).
‘Dodge Extended’ has been properly rewritten as ‘Dodge Speed’ (Dodge Speed does increase the length of the dodge, but the main benefit is the increase in speed).
Bug Fixes
General Fixes
Fixed an issue where the looping shooting sound for the Ogryn Twin-Linked Heavy Stubbers restarted on every bullet shot.
Fixed an outline issue when using the Desperado ability near Dreg Ritualist enemies in the Dark Communion mission.
Fixed an issue where damage from Needle Pistol Toxins didn't trigger effects from the Hive Scum Talents 'Speedloader' and 'Vulture's Mark'.
Fixed text formatting of objectives for Hive Scum's basic training step for the Ability.
Cosmetic Fixes
Pyre Blade: fixed an issue where the VFX was not spanning the full length of the blade.
Antax Mk III Conclave-issue Tactical Helm: fixed the red visor.
Commando Beret with Augmetic Implant (Green): fixed some visual issues.
Pugilist Armour (XXXXL) (Tread Lightlies): fixed some clipping and physics issues
[img src="{STEAM_CLAN_IMAGE}/38365286/e700de79b8874e18ab7140f6074ba98f94e5b7ee.png"]
That’s all for today!
We’ll see you on the Mourningstar.
– The Darktide Team
Current Release
v1.3.2524.0
Uploaded Jan 03, 2026
Update request is on hold
Uploaders have paused this — check back later
Login Required
You need to be logged in to request game updates. Would you like to go to the login page?
Request Update
Request an update for Warhammer 40,000: Darktide? This will notify uploaders that this game has an available update.
Request Submitted
Your update request has been submitted successfully! Uploaders will be notified.
Request Failed
Failed to submit update request:
System Requirements
How to Install
launcher.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
61.5 GB
v1.3.2524.0
You May Also Like
View AllDownload Warhammer 40,000: Darktide for PC with a direct link or via torrent. Get the full version of Warhammer 40,000: Darktide for free. Warhammer 40,000: Darktide is a Action released by Fatshark.