Warhammer: Darktide

Warhammer: Darktide Dev Tracker




16 Mar

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This should have been resolved in an earlier patch, is there no improvement? What is happening exactly?

Comment

Could you try deleting Darktide’s (Steam) AppData, and see if the issue persists after launching normally?

  1. Press the Windows key + R
  2. Enter %appdata% within the search input and select ‘OK’
  3. Navigate to AppData\Roaming\Fatshark
  4. Delete the entire Darktide directory
  5. Attempt to launch as normal

Please keep in mind this may wipe any custom options and/or key bindings. Your progress is stored on our end and will not be impacted.

Comment

As the good Commissar says, the Mk VIIa recon lasgun will be the best at punching through unyielding, infested and carapace armour. It will also stagger those armour types more. The Mk II is similar, but a bit worse owing to the higher fire rate. Then the Mk VId has the “worst” (of the three) armour penetration capabilities, but a lot higher fire rate. But as mentioned above the high fire rate can make it outclass the Mk II in pure damage.
The lower armour penetration capabilities does mean that it will benefit more from brittleness applied to enemies and rending applied to the weapon than the other two marks. Leading to potentially even more outclassing.

I did look a bit closer into the actual tweak values at near/far range, and it looks like there is some discrepancies between the Mk II and Mk VId there. Again I won’t promise anything, but the designers knows about it at least.

Comment

I agree with that reasoning, and looking at the code there aren’t a lot of differences between the infantry autogun marks.
It might have been any number of reasons, such as the visual components being updated after the tweaks were in place, or an oversight, or deliberate design.

I could argue that autopistol (as our version is more of a 40k SMG than a pistol) fills the role of a nimble autoX type of weapon. But that would veer into a design and lore discussion, and while I’d love to do the latter I don’t feel that I can give a good enough design answer. And I don’t want to give the impression of promising anything or raise any false hopes/spread false information by saying it should be changed, as it’s ultimately up to the designers. I can say that I’ll give them a heads up about this though.

Lots of words for saying “I don’t know”. But I hope it’s somewhat useful anyway.


15 Mar

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I understand it’s slow and irritating but I can only pass on the information I receive. :frowning:

I have nothing solid on this yet unfortunately. We can look at some experimental workarounds if you’re willing to?

Comment

Hello! I work on the combat team, and can hopefully answer this, or at least shine some lights on it.

When we (as in the combat team) set up weapons we usually go by the models of them. Bigger or heavier looking ranged weapons tend to get tweaked towards the low RoF/high damage spectrum, while smaller and ligher looking ones go the other way.
That there’s been a pattern of blue-ish weapons being fast and light while orange-ish ones being slow and heavy (and the green-ish being a middle ground) is actually a pure coincidence from the balancing point of view.

For the damage (and fire rate and therefore total damage output), it will of course depend on how the stats are rolled, so I’m going to base this on all stats being set to 50%. And with that baseline the Mk VId will deal less damage per shot than the Mk II.
But when including other things like the firerate being about 50% faster, similar spread as the Mk II while aiming, and being more mobile in general, t...

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Is Darkide muted in your volume mixer? Please see:

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Thank you for sharing - I’ve raised this to our database.

As for the persistent new item notification, we’ll be implementing an option that allows the player to clear notifications manually, which should solve your issue.


14 Mar

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The weapon you’re attempting to apply to must be of the same pattern - we understand this isn’t made clear to players, so work will need to be done on that. :slight_smile:


13 Mar

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Hi!

The text is a bit confusing the % in the text is how much of your normal full toughness regen you get.

So 10% means 10% of the toughness regen you if you would stand with your 3 allies.

We might need to update the text on this one to make it more clear and we might need to tweak it to be a bit better (no promises)

Best regards!
/Guen

Comment

Hi!

Thank you for taking the time to repport bugs.

The blessing only works with ranged attacks so the bayonet should not give extra toughness beyond the normal amount that you get for melee kills.

In general toughness is not generated client side so there could be some network delay before its shows up in the HUD but I will also take an extra look to see if I can reproduce this.

Best regards!
/Guen

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I believe this is intended but perhaps missing from the notes. I’ll seek clarification.

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Can you recall when this started, or has it always been an issue for you?

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I apologise I have no immediate solutions for you but I’ve made note of this. Thank you for taking the time to let us know.

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Unfortunately no resource will be dedicated to this as Linux is unsupported.

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There is usually an underlying driver or hardware-related explanation for cases where the PC loses responsiveness/restarts. Please see if anything here can help:

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11 Mar

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Originally posted by DaLimboSlice

Dear fatshark can we consoles have a lobby browser?

Unfortunately we can't have a lobby browser on xb1 because of how that matchmaking system works. It is available on ps4/ps5 though