Version History

Data sourced from the Steam news site of Warhammer 40K: Darktide and Darktide Announcements in Fatshark Games forums. Links to active pages on Fatshark Forumns are linked in version column. Additional sourcing is found from Steam Data Base info site if page cannot be found elsewhere.

The game launched on Nov 30, 2022.

## November 2022

Closed Beta
It’s been just over 24 hours since we’ve opened the gates to Tertium - and we’ve already had one Hel of a time together. Since launching the pre-order beta, you have eliminated 314,264,113 heretics, while 634,640 rejects have fallen in service to the Emperor! Many of you might need to brush up on those numbers if you want to continue to earn your keep aboard the Mourningstar. For now, you’ve earned your rations for the day.
Now, real talk: We have carefully monitored the launch and learned more about stability and performance. While we have worked hard to ensure our pre-sets cater to as many machines as possible, we know we’ve got our work cut out for ourselves as we scale up the experience even more.
Here’s what else we’ve seen, what we have fixed, and some answers to some commonly asked questions:

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

ISSUES NOTED AND CORRECTED IN THE LAST 24 HOURS:
19:45 CET We had an error in the backend where rewards were not handed out for a few people correctly and then would, at times, for a few accounts, grant rapidly in multiples beyond what someone should have earned. A few people jumped several ranks in one mission after not getting rewarded for a few missions. We deployed a fix shortly after finding the issue.
20:45 CET We saw some scaling issues as we scaled up the service, and it took several minutes to self-correct. Everything seemed to be back to normal around 21:15 CET. We added additional safeguards to help prevent this in the future.
21:30 CET We received some error reports from our backend, some corrupt data in a configuration file causing some issues. We are adding additional health checks to catch and correct these errors.

HOTFIX RELEASED TODAY, NOVEMBER 18TH:* Fixed various crashes.
* Fixed a bunch of graphics settings not applying properly.
* Fixed some issues when trying to navigate the Social menu and Penances section using a controller / gamepad.
* Fixed an issue where grenades are refilled if leaving and reconnecting to the mission. Number of grenades are now inherited from either replaced bot or previous self.
* Fixed an issue where spamming buttons in the Operative Selection menu would cause the Start and Create Operative buttons to disappear.
* Fixed an issue where unavailable settings were not greyed out.
* Fixed and polished some issues with various cosmetic items.
* Fixed an issue where inventory items could appear at low fidelity.
* Fixed an issue where firearm sights could load lower fidelity models, rendering them difficult to use.
* Fixed an issue where the Barber-Chirurgeon spoke in unlocalised text in the Mourningstar.
* Fixed a wield-switch speed bug, adding movement curve on wield to average out move speeds.

Psyker Changes & Fixes
* Fixed critical threshold to line up with interfacing for "past point of no return".
* Fixed critical threshold using the correct 97% value.
* Fixed Passive venting and Active venting using the wrong values.
* Active venting duration: 6s, modded properly by force staff vent stat (scales between 6s and 3s vent time based on stat roll).
* Auto vent delay set to 3s before kicking in. From the Combat Team:You should be able to cast 3 head-pops without exploding, landing at 100% peril. There is a 3s delay to auto-quell below the critical 97% threshold for repeat cast. There is also a 10% change built into class to quell 10% peril on kill, allowing for additional casts. Faster active quelling, in general, with extra speed on staves, allow for more player control of peril levels.

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

PLAYING SOLO WITH BOTS & PRIVATE LOBBIES, A NOTE FROM THE TEAM:
We hope you’re enjoying your time in Tertium during the Pre-Order beta. We’ve been thrilled to see your excitement and reactions to Darktide. We’ve been hard at work gathering your feedback and bug reports while working on future patches to update stability & performance, balance adjustments, and squash out the bugs. That said, we’d like to take time to address a recurring couple of questions with you.
With Darktide, we set to work on a much-requested feature from the previous tide games: Dedicated Servers. We put considerable effort into engineering new technologies that would allow us to run dedicated servers at scale and run the huge hordes of our “Tide” games you have come to know and love. Dedicated Servers were a priority for us, and due to the Network Scale Test and Closed Beta, we were able to fully battle-test our dedicated servers (a special thank you to all who participated!).
Now we are confident in our Dedicated Servers, we would like to take the time and answer those recurring couple of questions that remain; “Can I play Darktide solo?”, “Can I play a private game with one or two of my friends?”.
*The answers will be Yes, and Yes.*
We’ve been working on an option to play exclusively in Solo Mode, where you will be hosting locally your own instance with bots. Because you will be hosting the AI and other game systems locally, this will increase performance cost. However, we continue to monitor and improve the performance where we can. Solo play is in its final stages of testing as we fix the last issues that remain. We aim to release this at Launch. If not, a patch shortly after that in December.
We have recently begun implementing Private Games as an option, and we’re in the middle stages of development for this. When launched, you can start a private game with 2-4 of your friends. We expect to be able to release this later in December.
We heard your feedback on these topics and needed some time to investigate the solutions we had available to us. We hope you enjoy these features when released and welcome further input on them.

ADDITIONAL FAQ:
When does the pre-order beta end?
The pre-order beta will end November 29th.
Will I still have access to the beta if I pre-order now?
All pre-orders will have access to the beta until it ends, so long as the game was purchased before the close of the beta.
I received the game as a gift, will I be able to access the pre-order beta?
So long as you have a normal game key, you will be able to access the pre-order beta.
I recently bought an NVIDIA GPU, where is my promotional Darktide key?
NVIDIA is currently hosting a promotion where new purchases of qualifying RTX cards will also receive a key for the Darktide Imperial Edition.
If you have not received your key for the Darktide Imperial Edition, please contact NVIDIA directly.
The easiest way to do this is by using the 'Ask us a question' or 'Live chat' buttons at the bottom of NVIDIA's Support page here:
https://www.nvidia.com/en-us/support/consumer/
*More information on this promotion can be seen on NVIDIA's website:*
https://www.nvidia.com/en-gb/geforce/campaigns/pc-game-bundle-warhammer-40000-darktide-imperial-edition/
When will more detailed weapon stats be available?
We understand the way information is presented for weapons stats is unclear.
We hear you, and are working on changes we will be implementing post-release.
When will I be able to access my pre-order bonus items? When will I be able to access the Devoted Rejects cosmetics?
Players will be able to access these items when we launch the full game November 30.
Will crossplay and cross-save be available?
We see the value in cross-play and cross-save and fully intend to support cross-play shortly after launch. Cross-save is more complex to execute and still being investigated.
When is Darktide coming to consoles?
We know this is one of the top questions console players have.
We will have more news on the release date for Xbox Series X|S as soon as possible and likely immediately after the release on PC.
At this time, Darktide has only been announced for PC and the Xbox Series X|S.
When will I be able to change my character’s appearance?
The Barber-Chirurgeon is not yet live, meaning you will not be able to change your character's appearance after creation yet.
We are working on putting the Barber-Chirurgeon live as soon as possible.
Will progression persist between the pre-order beta the full game on launch?
Our goal is to ensure all progression will carry over from the moment you start playing through full release - but we cannot fully guarantee at this moment. The reason is that we are still using this period to test our progression systems, and we want to reserve the opportunity to change or reset things in the event something unforeseen or critical happens.
But we assure you that we will do our best to ensure all your characters and progression carry over!
Will I be able to refund the game on Steam if I play the pre-order beta?
Yes, we believe you will have the ability to refund with the same refund rules applying once Darktide launches and after November 30th. Please contact Steam support for further details or additional clarification.
As you can see, we are heading into the weekend excited about the early start, but also with the intent to consistently improve Darktide’s performance across the board. We appreciate every single comment, report, and overall feedback, and we will keep listening in, watching you play and fighting the hordes of Chaos with you.
Thank you.
 Rejects,
We have just finished our first full weekend of the pre-order beta of Warhammer 40,000: Darktide and, frankly, have been both excited and overwhelmed by the sheer volume of players jumping in. It’s a great opportunity for many of you to play, but it also helps us shape the game leading into the launch on November 30th
As many of you may have also seen, we truly are using this time to pressure test the systems and beta the game. Some of this isn’t without hiccups, and we have had our share of them, but some of it can deepen players' experience. A good example of that is our “Ventilation Purge” event. It was one of the many conditions we can add to the game, keeping your stay in Tertium fun and ever-changing.
But we have work to do.
We entered this pre-order beta with the idea that it was a great opportunity to continue improving the experience, and in some areas, we are ahead of the game - but in others, we are behind.
In particular, below are the top issues we observed, our current state, and what we hope to address in the 1.0.7 Update, along with future updates.

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

Stability & Performance
We are far from happy and seeing more crashes than we had hoped. At the same time, we also expected some of this and are looking to the pre-launch beta to test and help address many of these issues. So far, we have identified and fixed many of the current issues causing crashes in the recent and upcoming patches, but there are also a few remaining. In particular, there is one big category of crashes manifested as “GPU-hangs”, that probably still will show its ugly face at times. That said, we are on a good trajectory to have a stable game at the time of release due in large part to the many players that are helping provide us with the required data to help address these issues.
In terms of performance, it is safe to assume that we see a high variance between players with seemingly similar hardware. Given the wide range of configurability in the game, it's difficult to automatically find the best parameters for every player. That said, the more data collected, the more we believe we improve in the detection and automation of configurability. At the same time, we will continue to adjust the presets and encourage all of you to visit the Performance blog in the event that you don’t believe you are getting the best performance in the game. Finally, we will continue working on further optimization, especially regarding ray tracing.

Gameplay Balancing & New Features
Meet Krall. Oska Krall. As the designated Chirurgeon of the Mourningstar, Krall will help Rejects with their regular beauty routine. From simple haircuts to sophisticated changes in your overall appearance, Krall is a maestro specializing in “new outlooks on life,” as he calls it. Make sure to visit him and leave a positive review!
We have also continued to work on balancing our classes.
The Zealot class has had a balance pass, some fixes, specifically on the toughness feats side, and updated player-facing texts. The aim is to make the choice between the three options a bit more interesting whilst establishing Zealots' survivability as an engaging challenge with sensible power. The bleed functionality has also been overhauled to provide proper stacking, opening up the viability and synergy of Zealot, Ogryn, and Veteran talent options.
We included the missing piece of the initial Psyker balancing, namely the Force Sword push. We’ve removed the peril cost of pushing along with a slight range nerf. Peril cost is still there on the push follow-up, though, which should help to balance its ability to ignore the stagger reduction.
We’ve taken the opportunity to bump Infantry Autoguns, Shredder Autopistols and Ogryn Bully Club to see if they can enrich the gameplay. At the same time, we reviewed some of the challenge outliers, higher-difficulty spawns, and events as part of our effort to present a fun but challenging experience. Locking the forces of chaos in melee should be a bit smoother while clamping down some of the more insane spikes in the pacing.
Look to us to keep an eye on rebalancing our classes. It is something that we will do regularly throughout the pre-launch period - and continue into launch as we respond to player feedback.

1.0.7 UPDATE SUMMARY
The 1.0.7 update offers many improvements and fixes to issues identified over the past few days. In particular, there is a focus on improving the stability of the game, game rebalancing, and deepening customization. This is a summary below, with more detailed patch notes to follow in the Fatshark forums.
Stability/Bugs/Fixes
* Fixed a significant amount of crashes - matchmaking crashes both on server and client.
* Fixed “stuck in position 1” queuing issue
* Addressed many of the lack of XP in progression issues
* Fixed crashes that could occur when tabbing out while watching a cinematic
* Fixed crashes when a player fell out of bounds
* Fixed issues in the credit store where it was impossible to buy things with in-game currency
* Fixed issues where the third-person camera would follow the player when falling out of bounds.
* Fixed issues where the Tigrus Mk II Heavy Eviscerator damage stat did not work as intended, damage defaulted to 50%. Now should scale damage properly.
* Fixed issues where the start animation of a heavy attack with the Thunder Hammer could get stuck.
* Fixed multiple crashes caused by the Beast of Nurgle.
* Fixed crashes that could occur when leaving the Mourningstar to head on a mission when having a specific trait equipped.
* Fixed crashes that could occur with certain weapon traits.
* Fixed issues where a player could complete the 'Up Close and Personal' Penance without meeting the appropriate criteria.
* Fixed issues where Veteran Sharpshooter's 'Covering Fire' did not work correctly.
* Fixed issues with Zealot's talent descriptions not matching what they actually do.
* Fixed various issues where if you look straight down, the third-person character's head will twist and rotate 180 degrees.
* Fixed an issue where players would sometimes spawn with both weapons in hand.
* Fixed an issue where the Ogryn's Grenade Box collides with the primary weapon on block.
* Fixed an issue with the Armory where the stock may occasionally be refreshed prematurely before the timer should have elapsed.
* Added codes to be displayed alongside errors.
* Fixed an issue where "Toughness damage reduction" effects didn't work vs. melee damage. (both talents and coherency effects)
* Fixed an issue where Zealots "Regain toughness while in melee" talent didn't trigger properly.

Rebalancing/Gameplay tweaks
* Veteran talent balance pass, bleeding.
* Zealot talent balance pass, toughness, and bleeding updates.
* Ogryn balance pass and grenade amounts adjusted.
* Ogryn club, attack combo adjusted. Damage values increased against certain enemy types.
* Ogryn shovel increased mobility
* Adjusted pacing w/ enemy characters, hordes, and spawns
* Additional Psyker gameplay adjustments, including removal of a 'push' charge cost for the Force Sword
* Bump up for autoguns and autopistols
* Ranged Minions attack attributes adjusted

Player Interactions
* Changed revive/rescue/pullup states to be 3rd person

Deepening Customization
* Added Chirurgeon of the Mourningstar

Go on. Spend some time with the Chirurgeon. We challenge you to share your best new looks - and feedback.
Thank you.
 Rejects,
We are one week into the pre-order beta and less than a week from the full release of Warhammer 40,000: Darktide, set for November 30th. Many of you have already had a chance to play. In fact, on average, players have played over 11 hours so far, with some highly devoted rejects (12%) spending more than 30 hours! The Emperor Respects.
It is exciting to see, but we clearly have more work to do.
An area of focus this week was improving the online service stability and connection, and - based on the current state - we have made a lot of progress in this area. That isn’t to say it's perfect. In fact, we are focusing on a set of connectivity issues that some of you are experiencing, often requiring you to use a VPN to play the game. While we appreciate the extra effort from our players, this isn’t an ideal state and something we plan to solve.
For the 1.0.8 update, our focus was to improve overall game stability and slowly introduce new progression & economy features. This is outlined below and then followed with a summary of the patch notes:

Game Stability
We went into the pre-order beta with the idea that this is an opportunity to test, find new issues and solve them. We also said in our earlier update that we were not happy with the game's stability and that we have work left to do. That said, we have made progress in this area since the last patch, and the one deployed today. We hope this translates to a much more stable experience. That isn’t to say we are done, and there are still a few pesky issues out there we will continue to work through as we look to have a stable release.

New Features: Progression & Economy
We are introducing more features as part of our progression system(s) and economy. For this update, we will introduce new cosmetics into the Armoury Exchange, an improved end-of-round experience, and launch the first element of the crafting system.
The first batch of character and weapons cosmetics are now available in the Armoury Exchange. Expect a small variety of items (e.g., upper and lower body, head slots, and weapons) with access to more items growing as a player’s level progresses.
To improve the player feedback of the progression system, we are also now highlighting what becomes available to players (weapons and feats) via new end-of-round cards.
Hadron Omega-7-7, the Mourningstar's resident Tech Priest, will now be offering her services at the Shrine of the Omnissiah - located in the hub just adjacent to the Psykhanium. The Shrine will be open to all Rejects with a trust level of 4 or higher.
With today's patch, we're introducing the Consecration ability, allowing you to upgrade the Tier of a Weapon or Curio you have available. As the item’s Tier is upgraded, a random Perk or Blessing will be added, depending on the Tier it has been upgraded to. Consecration uses crafting materials, with the cost increasing for higher Tier weapons.
Crafting materials are now available throughout the missions you undertake on Tertium. Be sure to explore the world, and you may find the materials to pick up. The resources collected are awarded to the entire team equally (everyone gets the same amount of resources, and there is no split depending on team size). As you explore the Hive City, you will find Plasteel, an exceedingly common material in the Imperium, and Diamantine, a much rarer material only seen on higher difficulty levels.

Gameplay Balancing
As we said before, we will continue to balance the gameplay based on player feedback. In this update, we are trying to balance effortless kite-dodging and maintaining the nimbleness of our lighter weapons that live and die by the dodge. Beyond that, we are also monitoring the current dodge and toughness configuration and will continue to tweak it leading up to release.

1.0.8 UPDATE SUMMARY
The 1.0.8 update focuses on continuing to improve the stability of the game along with the introduction of new features. Below is a complete outline of the changes in this update.
New Features
* Crafting Feature
	+ UI for interacting with the workshop is available
	+ Consecrate functionality is available for players.
	+ Players can earn crafting materials from missions via pickups.
	+ Hadron’s Workshop as an interaction point is also available.
	+ Armoury Exchange updated - Buy Character and Weapon Skins in the store!

Quality of Life
* Added EOR (end-of-round) Cards to show better what you unlock.
* Sire Melk’s Requisitorium should provide better items overall by only having pristine/mastercrafted items.
* Made Zealot’s Penance tier 1 and 2 pants more distinct.

UI/UX
* We’ve added better interfacing for some cases where invalid names are entered during character creation, making it clearer that the chosen name/input is not accepted.
* Fixed unlocalized strings in the settings menu.
* Fixing some localization on some cosmetics items.
* Improved item sorting by rarity - should now consider item rating too (shouldn't crash now either!).

Fixes & Tweaks
* Fixed an instance where players could not use weapon special when ADS with the Lucius Mk III Helbore Lasgun.
* Fixed issues with some audio on the Excise Vault Spireside-13 mission.
* Turned down the light emitted by the Zealot. The Zealot calmed down, and their overly bright aura will serve as a flashlight no longer.
* Fixed it so the Convict Garb no longer clips when having a specific face.
* Fixed an issue with some gloves not looking correct while sprinting.
* Fixed an issue where several of the enemy stagger animations clipped a lot.
* Can now use weapon special when ADS on Headhunter Autoguns and Braced Autoguns.
* Fixed some flickering in some prologue cinematics.
* The camera would jump through geometry when switching between players in spectator mode. Now, it’ll jump between players to remove those unsightly geometry collisions.
* Weirdly, ammo increased indefinitely when reloading during the prologue, which could cause a crash. This was fixed, and you can reload as much as you need.
* Fixed some issues with buffering melee attacks when playing as Ogryn. No attack was triggered when players held the button "too early" in a chain. We have now adjusted this a little to make the overall feel better.
* Better Variety of grunts when pushing multiple enemies. We know you love a good grunt.
* Some voice-over was unintentionally canceled by players placing world markers or using the comms wheel - we fixed that for ya.
* Players can no longer stand on top of the elevator in Chasm Logistratum and render the mission impossible to complete.
* Re-entering an airlock after using it no longer triggers the ‘group up’ VO, as this is no longer the objective.
* Fixed an issue where stacking crit bonuses would break the crit calculation, rendering the weapon unable to crit. Say “crit” one more time…
* Fixed the Force Staff sometimes having a +x% reload speed property - despite not being reloadable. It’s a staff, after all—no need to reload it.
* Fixed an issue with the Accatran Mk VIIa Lasgun, where shots would disappear after traveling around 45 meters / 147.6 feet / 49 yards / 0.0045 Swedish Miles.
* Made some minor tweaks to the minion melee movement.
* Tweaked ranged minions range switch from melee to ranged override when players are kiting them not to occur too close to players.
* Fixed some broken stagger animations for various minions and some sound tweaks.
* Fixed animation on fuel hose NPC character being frozen at the beginning of the level 18 Path of Trust cutscene.
* Prologue cinematic fix for Zolas wound not looking like a wound, but something…else.
* Made some voice-over tweaks so that we always play a line when deploying a health pack or ammo crate.
* Fixed issue causing two, or sometimes fewer, items to appear in the credits store on refresh.
* Improved stability of end-of-round rewards finalizing.

Balance Adjustments
* Setup separate weapon-specific dodge curves for light melee weapons, tune-up separate zealot baseline:
	+ Setup separate dodge curve for Zealot class, increase baseline dodge distance to 2.75m over 0.4s (was 2.5m over 0.4s).
	+ Increase dodge slide friction speed threshold to 5.5m/s (from 4.5) - we don't break down as hard on dodge-sliding.
	+ Setup weapon specific curves for agile dodge profiles to allow customized behavior:
		- For Atrox Tactical Axes and Maccabian Duelling Swords: Custom curve 2.75m over 0.35s with fine-tuned end of curve for chaining.
		- For Catachan Mk III Combat Blade: Custom curve 2.9m over 0.35s with fine-tuned end of curve for chaining.

We keep working on Warhammer 40,000: Darktide, and will keep optimizing the experience. We’re nowhere near done, and hope you appreciate the improvements we’ve already managed to implement. Please let us know your thoughts, and keep sharing your feedback. We appreciate you all.
Thank you.
The Darktide Team

Steam Launch
Today, we officially launch Warhammer 40,000: Darktide! This is a moment that many of us have been looking forward to for quite a while, and we couldn’t be more excited to share our “labor of love” with you. We believe we have created something special that we will build on for years to come, and we look forward to your continued support and feedback along the way.
Many of you joined us along this journey to get here, whether in playing the technical test, the closed beta, or the pre-order beta. All of it helped, and for that - we are immensely grateful, especially knowing that it often meant you sometimes played a broken or partial game.
Since our last update, below are a few highlights of areas of improvement and what to expect - followed by much more detailed KNOWN ISSUES and PATCH NOTES.

Stability
The pre-order beta helped us fix many of the issues. It was a big part of the reason we ran the beta. In particular, we have made a lot of progress in fixing “GPU Hang” issues, which was the #1 contributor to client-related crashes. This isn’t to say we have a 0% failure rate, and the team will continue to work through this as we know that some users will still have issues - but we believe it is much improved.

Matchmaking & Network Disconnects
There has been a lot of improvement over the last two weeks, mainly due to the number of players playing, providing feedback, and allowing us to fix and scale our service. In particular, party matchmaking should be improved, with tighter matching levels and better class distribution. We have also resolved some issues for players disconnecting late in missions and getting error code 2007, and we are still actively hunting down more causes of this issue. Look for us to continue to improve this area as we bring more and more players online.

Gameplay Updates & Balancing
We've adjusted the final balance mix for launch. We wanted to give players a clearer sense of how to interact in combat: When to act and how much time they have to act/react is an essential part of these balancing adjustments and will continue to be, based on community feedback.
We want to allow players to dodge and kite but also be required to pause and reset dodge counts. We feel that chain-dodging as a default solution feels repetitive, and we think getting some attacks, pushes, blocks, creative maneuvering, or abilities into the mix helps create a more engaging combat loop.
When hit while having toughness depleted, players will get stunned. There has always been a stun immunity window that allows action before being able to get stunned again, but other hit effects have hidden it. We have cleaned up and paused many of the secondary hit effects to more clearly interface when you can act and not sabotage player actions in these precious frames of defiance. We have also increased the action windows a bit to allow for a broader range of action, as some weapons are relatively slow.
After a few tweaks during the beta, the toughness loop is now more granular and less jumping from max to min all the time, which makes a good foundation for an interesting defensive loop and build choices.
The intent is to create a loop where players use talents, abilities, coherency, and traits to regain the safety of full toughness while gaining reduced damage along the way. All that said, we will continue to balance the experience over time and are just getting started.
Please, keep reporting issues, and express your thoughts in our Discord channel and Fatshark Forum. On our social channels, we also provide regular updates.
As for the latest - Ogryn sized - patch notes, let’s get into it:

1.0.10 and 1.0.11 UPDATE SUMMARY
The 1.0.11 update (Steam only) and the 1.0.10 Update (WindowsPC & Steam) focus on improving the game's stability and introducing new features. Below is a complete outline of the changes in these updates. We understand this may be confusing, and we aim to have parity in numbering for future updates. (For clarity, the Steam update today contains both Patch 1.0.10 and 1.0.11, whilst WindowsPC only contains Patch 1.0.10)
In terms of feature content and updates to weapon balancing, both updates are identical. The same applies to known issues.

KNOWN ISSUES* Ray tracing is currently disabled for AMD and Intel GPU users while investigating issues related to our support for these GPU's. We are working closely with our hardware partners to resolve this as soon as possible. Until then, ray tracing is turned off by default to avoid any issues in playing the game.
* Ray tracing optimization and performance. This is an area we continue to work on, and see issues with performance.
* We currently don’t support users on IPv6-only networks. This often means a player requires a VPN to play the game. The intention is to support IPv6 in the near future.
* In the Weapon Detail Screen, there is a known crash when inspecting the weapon damage breakdown of certain weapons (e.g. lasgun torch).
* Sudden crash to desktop with dialogue popup - often called “GPU Hang”.
* Switching between windowed mode and fullscreen can result in adjusted resolution and deadlock in some rare cases.
* Working on delivering missing Twitch Drops to a select few players. We hope to have this resolved within a week.
* Inability to merge strike teams. If you pick to merge your strike team at the end of a mission, it will currently not work and will display a version mismatch error.
* Some users may not have some premium currency packs available on Microsoft Store.
* if toughness is above 100 (veteran or anyone who's stacked +toughness curios), they'll still take damage.

New Features* New Zone: Habzone HL-19-24 "Throneside". The enemy has entered Throneside. This is unexpected - the Warband didn’t know they’d got that far. They must be driven out before they can gain a proper foothold.
	+ New Throneside Mission
		- Enclavum Baross: Enemy forces have made sudden and unexpected advances into Throneside. They must be driven out of the zone. However, it seems they have over-extended their assault and have not yet had time to properly consolidate their position. It is a priority to cut off their supply lines and access routes before they are fully established. Any enemy forces remaining in Throneside can then be isolated and eliminated without the risk that they will be reinforced and supported.
* Two more missions in Freight Port HL-32-2, "The Hourglass"
	+ Refinery Delta-17: Turns out that one of the Hourglass' fuel refineries is being used to culture a pathogen. Get access to said refinery via flow control, then build overpressure in the gestation chambers to destroy it. The bad news is that it's all enemy territory, so it might get sticky.
* Excise Vault Spireside-13: The Heretics are using one of the old Excise Vaults to store samples of their latest contagion, and Interrogator Rannick wants one for study. To get into the Vault, you'll need a cypher-ident… and for that, you'll need to brute force access to a servitor colony. You can use the old pneumatic conveyor to get the samples out. Then you can find your own exit.
* The Commodore's Vestures are open for business. Trade Aquilas for fashionable items curated by the Mourningstar’s Purser, Alice Hallowette. Cosmetics only. Once purchased, items are unlocked for all characters on your account that can use them.

1.0.10 (WINDOWS PC & STEAM)
Cosmetics
* Fixed an issue where some Armoury Exchange headpieces hid the Ogryn beards.
* Fixed some visible black spots on upper body cosmetics obtained through Sire Melk's Requisitorium.
* Veterans should now wear the correct gloves on the Sire Melk's Requisitorium obtained / Penance earned cosmetics.
* Fixed an issue where player outlines were missing on some cosmetics.

SFX / Audio
* Atrox Mk IV & VII Tactical Axes and Antax Mk V & Achlys Mk VIII Combat Axes now have block sounds.
* Fixed ambient audio cutting in and out at the start of HL17-36 Smelter Complex.
* Turned up the audio of Scab Ragers.
* Fixed an issue where Ogryn footstep sounds were out of sync with his big ol' feet.
* Fixed an issue where there was no sound when blocking whilst reviving.
* Fixed an issue where audio would be missing on equipping the Maccabian Dueling Sword.
* Fixed an issue where the incorrect voice line would be played on mission update, or it wouldn't play at all.
* Fixed an issue where the audio would not match the subtitles for Ogryn's voice lines when Psyker is low on health.
* Fixed an issue where music would be absent or quiet during combat.
* Fixed an issue where the Plague Ogryn would be missing the appropriate audio effects on certain attacks.
* Fixed an issue where Scab Ragers had the wrong sound effects assigned to them.

UX / UI
* Atrox Tactical Axes should now have the correct UI icons.
* Turtolsky Heavy Swords should now have the correct "Smiter" icons and not "Tank" icons.
* Fixed an issue where the Penance 'Flawless Execution' had misleading requirements.
* The Scab Rager should no longer appear as "Dreg Rager" when tagged or in the kill feed or Meat Grinder.
* Fixed an issue where the trait "Fire Frenzy" had an incomplete description.
* Fixed an issue where gamepad players were not clearly informed on how to use the Auspex Scanner.
* It should now be possible to access your loadout in the pre-game lobby.
* Fixed an issue where menus could not be navigated easily using a controller.
* Fixed an issue where item rarity would not be displayed in the end-of-round reward screens.
* Fixed some issues where things would appear missized or in the wrong resolution in the Tactical Overlay (Tab).
* Fixed an issue where scrolling by mouse-wheel in chat did not work.

Animation
* Fixed an issue where attacks would not animate correctly if performed immediately after being stunned.
* Turtolsky Heavy Swords now have the correct attack direction on special attacks.
* Fixed an issue where sprinting & inspecting weapons creates a stuttering animation loop.
* Maccabian Dueling Swords should no longer have a weird arm rotation on stab attacks.
* Ogryn's Heavy weapons should no longer overlap with the other players during the cinematic scenes.
* Made some improvements to player movement animations in the Mourningstar.
* Fixed an issue where the Catachan Mk III Combat Blade was missing heavy block to idle animation transitions.
* Fixed an issue where the first shot when sprinting and shooting with the Accatran MG Mk II Heavy Laspistol looked wonk.
* The Bull Butcher Mk III Cleaver and Krourk Mk IV Cleaver should now use the correct animation events for when an attack is stopped by reaching its cleave limit.
* The Brute-Brainer Mk III Latrine Shovel should now have the appropriate sweep trails when swinging around like Ogryn do.
* Zarona Mk IIa Quickdraw Stub Revolver should now have follow-up melee attack animations while aiming with the weapon.
* The Force Staff should now go back into the charge animation after using the Psyker ability.
* Fixed a bunch of animation issues seen from third-person use of the Foe-Rend Ripper Guns.
* Fixed an issue where the 'ready up' model animations would not display for all players in the lobby.
* Fixed an issue where the Chainsword would not animate correctly when sprinting.
* Fixed an animation issue that could occur on heavy attack with the Combat Axes.

Fixes & Tweaks
* Fixed an issue where End of Round could sometimes not be shown to players.
* Sharpshooter "Counterfire" Feat description should now describe Cultists as an additionally affected faction as intended.
* Fixed an issue where double %% was shown on the Decimator weapon perk.
* Fixed an issue where the "Your Trust Level is growing" messages could spam players in the Mourningstar.
* Penances for killing specific Cultist enemies should now have progress tracked as intended.
* Failing a mission should no longer grant you the crafting materials you found in that run. Soz.
* The Standard-issue Munitorum Sapper Shovel should now apply the correct wounding decals on enemies.
* Vraks & Agripinaa Headhunter Autoguns should now have the correct crosshairs.
* The Artemia Mk III Purgation Flamer should now have a fuel canister installed as expected.
* Fixed an issue where it wasn't possible to turn on flashlights on weapons with flashlights while sprinting.
* Fixed an issue where the camera sway behaved weirdly when under 60FPS.
* Characters should no longer slide in idle movement when swapping between weapons.
* Fixed an issue where the Zealot ability would be canceled if getting shot or accelerating backward at the start of the charge.
* Fixed an issue where sprinting while holding weapon special with the Vraks & Agripinaa Headhunter Autoguns caused an ugly chain loop.
* Fixed an issue where it was possible to sprint and shoot with the Vraks & Agripinaa Headhunter Autoguns even without the 'Run n' Gun' trait.
* Fixed an issue where Ogryn could get stun-locked by Dreg Stalker, and Scab Stalker ranged attacks.
* Fixed an issue that would prevent two players from partying up.
* Fixed an issue where the Force Staff could have the incorrect crosshair.
* Fixed an issue where the Flame Staff VFX would render poorly when the camera is moved down -> up.
* Fixed the description of the 'Quickflame' Weapon Trait being unclear.
* Fixed an issue where Ogryn's hands would appear low-resolution.
* Fixed an issue where the Laspistol would display incorrectly in the third-person view.
* Fixed an issue where Kinetic Flayer could be activated when an enemy is damaged by a tick of the Soulfire debuff.
* Fixed an issue where player flashlights would be switched on after a cutscene.
* Fixed an issue where players could respawn with the Corruption they had before dying.
* Fixed an issue where equipping a weapon of the same Mk did not work as expected in the Meat Grinder.
* Fixed an issue where ammunition in magazines would not decrease as expected.
* Fixed an issue where fire decals would flicker after the explosion of a barrel.
* Fixed an issue where canceling reload with another action will show the magazine as still in the weapon.
* Fixed various Weapon Trait descriptions that were not described clearly to players.
* Fixed an issue where switching weapons could cancel sprinting.
* Fixed an issue where players could be moved up instead of being pushed away in explosions.
* Fixed an issue where the text cursor could not be placed between letters during character creation.
* Fixed various input queue issues.
* Fixed an issue where the mouse wheel could not be looped to swap weapons.
* Fixed an issue where some push attacks would have a longer than expected recovery time.
* Fixed an issue where the Pox Hound could become invisible after attacking a player.
* Fixed an issue where impact decals could wrap around 90-degree corners.
* Fixed an issue where expanding from Windowed to Fullscreen mode did not work as expected.
* Fixed an issue where a mission would not automatically start when the timer reaches 0, if one player hasn't selected 'Ready'.
* Fixed an issue where the Pox Hound can result in a player becoming stuck in a permanent "attacked" state.

Weapons & Balance
* Turtolsky Mk IX Heavy Sword now has the correct power level.
* Fixed an issue where it was possible to dodge-slide-kite for an unintended amount of time with the Catachan Mk III Combat Blade.
* Lucius Helbore Lasgun charged shots should now chain into zoomed bayonet attacks appropriately.
* Agripinaa, Graia & Columnus Braced Autogun weapon specials should now interrupt sprinting.
* Fixed an issue where not all stats were working correctly for Ogryn Cleavers.
* Weapon traits can no longer be activated by different weapons and attacks
* Adjustments made to slowdowns and stuns on hit. Adjustments made to Toughness bleedthrough:
	+ Reduced slowdown on hit durations for light and medium stunning hits
	+ Increase stun immunity durations when players suffer stunning hits
	+ Added immunity to look overrides, pushes, and ADS interrupts when in stun immunity - should clean up and interface when players can act and help avoid aiming dashes, etc. while being shot at.
	+ Slightly increased stun durations for light hits
	+ Set all dodge count reset timers to 0.85s for all weapons and classes. (down from 1.0s on many, but not all, weapons)
	+ Removed minimum bleed-through of 10% damage regardless of toughness on melee hits. 100% toughness now blocks all damage. Damage reduction based on toughness at the time of strike (So at 75% toughness, the damage is reduced by 75%)

Zones & Missions
* Fixed an issue where sometimes the mid-level elevator would not show up on Refinery Delta-17.
* Enemies should no longer be able to walk through a chainlink gate at the start of Relay Station TRS-150.
* Fixed an issue where Grenades could drop through the environment in one area during HL-16-11 Chasm Station.
* Fixed an issue where a wall encountered in HL-16-11 Chasm Station would have no collision.

Stability & Performance
* Fixed countless unspecifiable crashes.
* Various improvements to performance.
* Fixed a crash that could occur when making purchases or navigating back through the menus in Sire Melk's Requisitorium.
* Fixed a crash that could occur on the second heavy charge of the Orox Battle Maul.
* Fixed a crash that could occur on selecting certain weapons in the Armory Exchange.
* Fixed a crash that could occur on the credits screen.
* Fixed a crash that could occur on selecting a tattoo for Ogryn.
* Fixed a crash that could occur after selecting tattoos in quick succession.

1.0.11 (STEAM ONLY)
UX / UI
* The selected Screen Mode should now correctly apply when starting up the game.
* Heavy eviscerator should now have stat details on "shredder" and "cleave targets" stats
* Fixed an issue where the "Bombs Away!" Ogryn trait description wasn't clear.
* Zealot ability "Chastise the Wicked" should now show the appropriate amount of toughness restored in the description.
* Fixed an issue where the Ogryn's Blastoom Mk III Grenadier Gauntlet damage stats weren't explicitly noted as only affecting melee damage.
* Fixed an issue where Strike Team Members' character levels showed your own level in the Mourningstar.
* Fixed an issue where some subtitles could be stuck on screen when the dialogue has long since passed.

Animation
* Fixed an issue where the Blastoom Mk III Grenadier Gauntlet readying animation prevented switching weapons.
* Fixed an issue where the Nomanus Mk VI Surge Force Staff electric effect could get stuck on screen when switching weapons.

Fixes & Tweaks
* Fixed an issue where it was possible to unlock Veteran penances while playing another class.
* The veteran’s “Counterfire” feat has been fixed and now should function as intended.
* Ogryn’s “Non-stop Violence” feat should no longer remove the speed boost from his main ability
* Mk VIIa Recon Lasgun’s flashlight should now stay lit when turned on.
* The Lucius pattern lasgun should now fire consistently when using a gamepad
* Ogryn’s Slap hitbox should now match its animation
* Fixed an input buffer issue with switching from Surge Staff to Brain Burst.

Zones & Missions
* We have increased the number of materials obtained per pick up of Diamantine, and Plasteel found in missions.

Stability & Performance
* Fixed an issue where DLSS and FSR settings were not correctly saved to the user\_settings file when changed/applied.
* Made some VFX optimizations on player flamer, resolving an FPS drop that could occur if a player continuously sprayed a surface close to the camera for too long.
* Fixed an issue where the Framerate Cap setting was not applying correctly on starting the game.
* Fixed a crash with the Daemonhost that could occur when a target gets deleted during warp teleport
* Fixed a crash that could occur on some Maccabian Duelling Sword attacks.

Balance & Weapons
* Chaos Hounds should no longer receive running stagger from pushes
* Poxburster is no longer stagger immune after being staggered while running
* Fixed damage vs. elite/horde/specials perks to 40/60/80% bonus damage
* Fixed an issue where the 'Infernus' ranged weapon perk was also activated by melee stab/bash special attacks.
* Players should no longer be able to consult with the Warp and have infinite heat reduction for their plasma gun.
* Atrox MK II Axe now has a cancelable push-attack recovery
* Zealot’s "Enemies Within, Enemies Without" talent should now function as expected.
* There should now be more verticality when aiming with the Surge Force Staff
* Psyker should no longer forcibly switch to their melee weapon from Brain Burst
* Grenadier Gauntlet melee attacks should now register to their correct damage profiles
* Psykers can now cancel Dueling Sword attacks into Brain Burst
* Boltgun should now stop firing when a player hits reload
* Psyker’s Force Staff should now stop charging while quelling Peril.
* Tweaked netgunner so reload triggers more often
* Tweaked special spawning:
	+ Duplicate specials should now spawn less frequently
	+ Reduced the number of specials that can spawn in coordinated strikes
	+ Coordinated strikes now use more randomized spawns
	+ Added offset timers to help space out special spawning
* Fixed an issue where Orestes Mk IV Assault Chainaxe push attacks couldn't be canceled into rev / special action.
* Fixed an issue where the Artemia Mk III Purgation Flamer could get a crit perk despite being unable to crit.
* All weapon traits have had their power curves changed from Logarithmic to either Linear or Exponential curves instead.

Launch is just the beginning for us. While we are excited about the launch of Darktide today, we are rarely satisfied. Look for us to keep optimizing and improving the game, and we are keen to hear your feedback.
Welcome to Tertium, Rejects.
The Darktide Team

HELPFUL LINKS & FAQ:
Performance Blog - A detailed look at our approach to performance alongside helpful hints to tweak your performance
Twitch Drops - What you need to do to link your account and receive Twitch Drops
I went to the Armoury and purchased a skin, but it isn’t showing up. Why?
This is a known issue. The skin is purchased and will be equipped once exiting the menus and in the hub.
I recently bought an NVIDIA GPU, where is my promotional Darktide key?
NVIDIA is currently hosting a promotion where new purchases of qualifying RTX cards will also receive a key for the Darktide Imperial Edition.
If you have not received your key for the Darktide Imperial Edition, please contact NVIDIA directly.
The easiest way to do this is by using the 'Ask us a question or 'Live chat' buttons at the bottom of NVIDIA's Support page here:
https://www.nvidia.com/en-us/support/consumer/
More information on this promotion can be seen on NVIDIA's website:
https://www.nvidia.com/en-gb/geforce/campaigns/pc-game-bundle-warhammer-40000-darktide-imperial-edition/
When will more detailed weapon stats be available in Microsoft Store?
We understand the way information is presented for weapons stats is unclear. We hear you and are working on changes we will be implementing post-release in the next update.
When will I be able to access the pre-order beta participant cosmetics?
If you participated in the pre-order beta, you will receive your cosmetics at launch on Steam. If you are playing from the Microsoft Store, your pre-order beta participant cosmetics will be available after launch.
Will crossplay and cross-save be available?
We see the value in cross-play and cross-save and fully intend to support cross-play shortly after launch. Cross-save is more complex to execute and still being investigated.
When is Darktide coming to consoles?
We know this is one of the top questions console players have.
We will have more news on the Xbox Series X|S release date as soon as possible and likely immediately after the release on PC.
At this time, Darktide has only been announced for PC and the Xbox Series X|S.
Will progression persist between the pre-order beta and the full game?
Yes, progression will carry over into the full release.

## December 2022

1.0.12 - 1.0.21
* Fixed crash issues when view is not completely loaded.
* Fixed a crash after opening inventory & other menu (such as premium store) simultaneously.
* Fixed other various unspecifiable crashes.
* Fixed join permissions that were causing broken reconnects sometimes.
* Issue where people on 3000 series cards would see their settings as N/A is now fixed.
Welcome to the second day in Tertium, and as you clamber out of your makeshift barracks and put on your boots to stem the tide of Chaos, we are rolling out Hotfix 1.0.13. This hotfix contains crash fixes and a much-needed fix to toughness.

Patch Notes
Crash fixes
* Fixed a crash that could happen when using one of Psyker's talents.
* Resolved a crash that could occur during login to the character selection view.
* Fixed a crash that could occur when entering the headgear equipment view.
* Fixed a crash that could occur when clicking "Exit Psykhanum" twice.
* Fixed a crash that could happen when players used a melee weapon special.
* Fixed a crash that was detected for users that were leaving the Psykhanum.
* Fixed an access violation crash.
* Fixed other various, unspecifiable crashes.

Localization
* Improved localization
* Clarified melee push description to be more accurate, indicating this action will be used when you have no weapon equipped.

Cosmetics
* Resolved some placeholder text that would be shown when inspecting cosmetics and weapon skins in the Commodore’s Vestures and when browsing the trinkets menu.
* Fixed Psyker's Imperial Edition chest plate clipping through the jacket and causing the cosmetic to not match the marketing image.

Bug Fixes & Tweaks
* Fixed an issue that caused toughness bleedthrough damage on toughness over 100. Toughness over 100 on any class should now function as expected.
* Resolved an issue when using a controller in the settings menu, where dropdown lists would not work as expected.
* Added stat tracking for some platform achievements
* Fixed an issue that when an image in the Commodore’s Vestures failed to load, the entire store would fail to show.
* Increased experience and Ordo Dockets when finishing a mission on Malice, Heresy, and Damnation.
* Fixed an issue where users would get raytracing assigned as on by default if the users hardware does not support raytracing (improves performance for some users) \*Read Notes from our techpriest [This patch note line has been edited for clarity]
* Network fix to handle proper disconnects more nicely in LAN transport.

Top Known Issues* Ray Tracing is currently disabled for AMD and Intel GPU users while investigating issues related to our support for these GPU’s. We are working closely with our hardware partners to resolve this as soon as possible. Until then, ray tracing is turned off by default to avoid any issues in playing the game.
* Optimization and performance. This is an area we continue to work on, and we see issues with performance.
* We are continuing to monitor stability. Players should notice improvements with each subsequent patch.
* We currently don’t support users on IPv6-only networks. This often means a player requires a VPN to play the game. The intention is to support IPv6 in the near future.
* Some players might experience a sudden crash to desktop with dialogue popup. Switching between windowed mode and fullscreen can result in adjusted resolution and deadlock in some rare cases.
* Working on delivering missing Twitch Drops to a select few players. We hope to have this resolved within a week.
* Some users may be missing their pre-order bonuses, and beta tester helmets. We are working on resolving this issue so you all receive appropriate cosmetics as expected. For more information, please visit this link.

A Word From Our Techpriests
We have seen a lot of comments about raytracing being on by default for many of our users and we have been investigating this for quite some time. We thought we had caught all cases of this in the release patch but more issues have been found.
We have managed to identify another issue that affects players on GPUs that do not support raytracing at all. The issue is that we have faulty fallbacks for settings that are removed from the settings menu because they are not supported on the GPU causing them to fall back to true instead of false.
The patch for this will reset your settings and re-detect optimal settings from the launcher, when the game is launched we should set proper defaults for you that sets `rt_reflections_enabled` and `rtxgi_enabled` to false.
It is important to note that our user settings file contains multiple other raytracing related settings, these settings are sub settings to `rt_reflections_enabled` and `rtxgi_enabled` and controls the behavior of those features. Changing those settings or the settings being true has no bad effect on performance whatsoever. In fact some of those features being enabled is because they enable optimizations to the raytracing features. Turning all of them off is not necessarily the most optimal state for performance should you want to enable raytracing in the future.
There is one exception to this and it is the setting called "rtxgi\_scale". This setting while controlling the quality of the dynamic rtxgi if `rtxgi_enabled = true` will also control the quality of the baked rtxgi if the setting `baked_ddgi = true` (the setting called "Global Illumination" under advanced settings). When you set rtxgi\_scale to 0 that means that the baked rtxgi will also be off. While this will give you better framerate, and might be another reason for following the guides gives you better framerate, some levels that rely highly on this baked global illumination for their looks will become excessively dark as they will lack sufficient light contribution in heavily occluded areas. This is the reason why we decided to not support turning off Global Illumination from the settings menu as it makes some levels almost unplayable due to the darkness for which we have no suitable fallback.
* Fixed a crash that could occur if a player found themselves out of bounds.
* Fixed a crash when browsing through shop items.
* Fixed a crash that could occur when interacting with NPCs in the Mourningstar.
* Fixed a crash that could occur when textures loaded in.
* Fixed a crash that could occur when players couldn’t connect to servers.
* Fixed various, other unspecifiable crashes.
* Fixed some memory leak issues.

Localization:
* Fixed missing localization in the Shrine of the Omnissiah.
* Fixed missing localization of the "Skip" button.
* Fixed missing localization when finishing a weekly task.
* Fixed missing localization in the Commodore's Vestures.
* Fixed missing localization in the Armoury Exchange.
* Fixed missing localization on some weapon descriptions.
* Fixed some damage stat localization on the Equinox Mk III Trauma Force Staff.
* Fixing missing subtitles in cutscenes and Valkyrie briefings.
* Fixed other, minor, localization errors and typos.

Cosmetics & Character Customization:
* All Zealot Cowl head cosmetics should no longer hide hairstyles. Zealot no longer needs hair regrowth serum from the barber chirurgeon! [Edited for clarity 12/7. This refers to cosmetics earned through penances and the armory exchange. Zealot's premium hood still has balding issues.]
* The Imperial Edition Thunderhammer should now match the promotional imagery.
* Ogryn Pre-Order Beta Helmet will no longer apply a voice filter effect.

Combat:
* You should now be able to chain grenades or combat abilities from reload on Thumper Mk II.
* Psyker's Brain Burst should no longer cause warp charge explosions when below its intended threshold.
* Ogryn should no longer slide in idle movement when swapping between weapons whilst in the air.
* Players should no longer be able to interrupt the reload animation on Accatran and Kantrael lasguns by dodge-sliding.
* Players should now be able to trigger "on kill" traits with any chainsword hit.
* Fixed an issue that caused the Surge Forcestaff to kill players if pushed above 80% peril.
* Ogryn should now correctly get stun immunity on taking lighter hits.
* Fixed an issue where the Boss Captain enemy in kill missions would be killed through the shield in the Perils of the Warp explosion.
* Fixed an issue where Forcestaff AOE wasn't working on some enemy units.
* Fixed an issue where Psyker's "Psykinetic's Aura" would not work on elite enemies.
* Fixed an issue where players could not block enemy attacks while rescuing their teammates from ledges.
* Veteran's "Deadshot" should no longer consume stamina when using the scanner.
* Veteran passive should now grant allies ammo on kill with the Chainsword.
* The melee weapon trait "Decimator" should now function properly in the Psykharium.
* The Ogryn Club "Haymaker" trait should no longer trigger with bleed procs and ranged weapons.
* Fixed an issue where multiple Veterans could cause their “Volley Fire” combat ability to conflict with the “Bio-Optic Targeting” talent.
* Fixed an issue where enemies could spawn in view of players near the elevator in Chasm Station HL-16-11.
* Buffed heavy stubber.
* Buffed damage from 75-150 to 100-200.
* Buffed berserker armor mod from near 0.5/far 0.6 to near 1.0/far 0.8.
* Buffed impact from 8-16 to 10-20.

VFX & SFX:
* Fixed some third person dodge visuals on Force Sword.
* Fixed some animation errors when dodging using Psyker's “Smite” and then canceling the charge.
* Fixed some SFX issues on the Ogryn's uppercut punch.
* Fixed an issue with lighting VFX that could get stuck on screen if a player released a combat ability when no enemies were alive and then switched to a melee weapon.
* Fixed some errors with grenade inspect and other third-person visuals.
* Fixed an issue where Renegade Gunners wouldn't show wounds unless they were dead.

UI/UX:
* The AFK animation should now sync with the AFK warning popup.
* Fixed an issue where curio card rating info was inconsistent with weapon card info.
* Fixed an issue where weapon cards would overlap the marks store price.
* Fixed an issue where the “Warp Flurry” weapon trait description wouldn't display correctly.
* Fixed an issue that could cause an overlap in the name of the Veteran class on the character creation menu.
* “Executor” trait should now specify what the buff does.
* Added a clearer representation of rate of fire in the weapon details screen.
* Fixed blurriness in the weapon details and appearance view using DLSS.
* Fixed weapon stats layout that was incorrect with 4-digit number combinations.
* Fixed missing '+' sign when a weapon stat is exactly 0.
* Fixed some weapon descriptions and icons for the two-handed sword in the weapon details screen.
This drop introduces a new map, two new weapons - one for the Zealot, one for the Ogryn, the new Refine option in the crafting menu, the inclusion of private games, and the addition of one new condition!
In Comms-Plex 154/2f, it is up to you and your strike team to gain access to the Comms-plex. Get to the roof of the HL-19-24 Archivum and transmit a message to your allies in the Imperium.
Two new weapons:
* The Indignatus Mk IVe Crusher, a two-handed Power Maul for Zealots
* The Achlys Mk I Power Maul, a one-handed Power Maul for Ogryns.
* Private Play is now available when starting a mission from the mission board for Strike Teams of 2 to 4 players.
* Refine is now available in the Shrine of the Omnissiah. You can now choose to refine a single perk, which will lock other perks. Perks in the item card view will show their Tier through the number of ♦ next to the perk ranging from 1 to 4. Each Refine action taken on the perk will see a cost reduction for resources.

A new condition:
* Hunting Grounds: Rejects will have to fend off increased numbers of Pox Hounds.

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

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

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

Localization
* New localizations have been added for several UI texts.

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

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

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

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

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

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

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

Engine
* Multiple fixes to prevent GPU Hangs
* Fixes to address network disconnects
* Raytracing now works on AMD RX 6/7000 cards.
* Visual glitches around weapons and in levels for users of AMD cards has been fixed
* Added AMD Raytracing support in the launcher settings.
* The launcher should now auto-detect high-performance GPUs on laptops by default.
* Added connection time-out to prevent infinite loops when resetting settings.
* Fixed some crashes that could occur on some users when booting up the launcher.
* Fixed a crash that would sometimes occur when browsing through store items.
* Resolved a crash that could occur in rare circumstances while using the tagging system.
* Fixed other various, unspecifiable crashes and bugs.

Localization
* Fixed localization issues on some cosmetics.

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

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

VFX/SFX
* Reverted Forcestaff VFX to an earlier version.

# References

1. ↑ https://store.steampowered.com/news/app/1361210?emclan=103582791467886694&emgid=3612479553116128299
2. ↑ https://store.steampowered.com/news/app/1361210?emclan=103582791467886694&emgid=3612479553116128299
3. ↑ https://store.steampowered.com/news/app/1361210?emclan=103582791467886694&emgid=3612479553118742387
4. ↑ https://store.steampowered.com/news/app/1361210?emclan=103582791467886694&emgid=3612479553122662958
5. ↑ https://store.steampowered.com/news/app/1361210?emclan=103582791467886694&emgid=3634998185434845118
6. ↑ https://store.steampowered.com/news/app/1361210/view/6608500565535251976
7. ↑ https://store.steampowered.com/news/app/1361210?emclan=103582791467886694&emgid=3640628949982138699