Warhammer: Darktide

Warhammer: Darktide Dev Tracker




03 Nov

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Oi, that's a fine piece of artmanship. Cousin Okri would be proud!


31 Oct

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Hahaha this is great. Got meself a new wallpaper. :D

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This is a visual bug that happens on clients whenever a troll has their max health increased by a modifier. It's on the radar and will be fixed on an upcoming patch. Thanks for the report!

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By Taal, that's how it's done. Love it, great job!

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Originally posted by Ol_Nessie

You may need to scrap some things.

This might be it: you might have hit the inventory cap. Could you try smelting down some items and let us know if that fixes it?

If it doesn't, you can send me your gamertag + platform and I can look into it tomorrow. Cheers!


22 Oct

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Welcome to the shark infested waters! 🦈🦈🦈
Looking forward to working with you.


26 Aug

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Holy smokes, this is sooooo coool!!! Great work <3 <3 <3


09 Dec

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There seems to have been an issue with the capitalization of tags in the Steam Workshop (approved vs Approved) resulting in some mods losing their Approved tag.

It's a bit late here right now so we'll open an investigation tomorrow. For now, I've gone through all sanctioned mods and manually added the right tags.

To ensure mods are loaded, you might have to unsubscribe/resubscribe and ensure that mods are enabled and in the right order in the launcher.

Cheers!


20 Oct

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Originally posted by just-a-turtle

I think I totally nailed it this time. I always have a big focus on light and lighting in my shots, but this might take the cake for one of my favorite examples of light and shadow. Originally, I had kerillian in the light and the minotaur in the shadow of the temple, but I changed my mind. I thought it would be more appropriate for the minotaur to be in the light, because he is trespassing on elven temple ground. Kerillian is alone, and returns to a place where she is no longer welcome, hence her being in shadow. I opted with the white outfit in order to match the temple stone, and to have her fit into her environment more.

I fiddled around with a couple action shots, but with the way photomode plays an animation for 1/3 of a second until it pauses after you hit the button, and the fact that the photomode menu triggers automatic blocking now hard coded into the game (rip chat block), all light attack animations get cancelled. The slower heavy attack animations dont get ful...

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Sorry to hear that automatic blocking has been interfering with the photoshoots. Here's a workaround:

  1. Subscribe and activate a mod that allows executing Lua in-game, like prop joe's Execute Lua Ingame.
  2. Execute the following code:

    mod:hook_origin(PlayerInputExtension, "is_input_blocked", NOP)

  3. Automatic blocking will be disabled for the rest of the session. It will be re-enabled if you restart the game.

PD: Great shot, love it! Looking forward to your next pics. <3


29 Sep


09 Sep

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Originally posted by Boo311

I don't think it will salvage items marked as favourite.

But I think many people don't know about that feature at all

(hint: select that item in the inventory and press "f" on PC, a green heart will show the fav status)

Can confirm it doesn't, but we're looking into this to reduce the surprise factor.


04 Sep

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Originally posted by TheCuteLittleGhost

a google search will show it has been a pervasive bug.

Since the game released, people have claimed that dual special spawns are bugged, and asked Fatshark to fix it. Every single time I have seen Fatshark respond to this, they have said it is not a bug.

Also anecdotally, I played plenty of Legend games before WoM came out, and have played a ton of cata games since. I do not recall dual spawns being so common as to be obviously a bug.

FYI, the total special cap for legend is four, not three, and on cata its five. War Camp also doesn't stop skaven specials.

I'll back you up: it's not a bug, it's a feature! :) Adding on to what TheCuteLittleGhost already said:

  • Specials have a chance to spawn at the same time. The probability increases with difficulty so at higher difficulties you'll get intensity spikes in the form of special waves. The parameter that controls this is called chance_of_coordinated_attack in the code and the defaults are 25% for Champion and 50% for Legend and above.
  • Not all 8 specials are able to spawn at any given time. Levels are broken down into chunks which have different factions & spawning settings. Only 5 different specials can spawn in a skaven chunk, so there's a a higher chance of seeing a dupe.
  • We humans are pretty good at identifying and remembering patterns, even when looking at pure randomness. Double spawns can seem more frequent than they really are if we're actively looking out for them.

Also AFAIK event-spawned specials do ignore ...

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18 Aug

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Originally posted by OrjanSult

Added psuedo random distribution to critical strikes and procs.

Can anyone clarify what this means?

I'm currently writing a dev blog post on this. Stay tuned! :)

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Originally posted by SkacikPL

Pretty much.

I like using the 20% damage debuff on blocked for the shields but it's circumstancial as hell and none of those 20% damage buffs stack so for e.g WHC with his debuff that's applied on pinged enemies is infinitely easier to pull off and makes that specific trait obsolete for that game session.

Given all of the reworks and that all multipliers are now additive rather then multiplicative, they should just allow those debuffs to stack just to make some builds more reliable other than have them cancel each other out in case there's more than one player who can apply those, it essentially makes those players go from decent utility to wasted trait/talent.

Only damage reduction was changed to stack multiplicatively. Most stat buffs still stack additively.


18 Jul

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Originally posted by intergalacticninja

Buffs now show up in 2 rows in the UI, up to 10 buffs. PROTOTYPE FEATURE, MIGHT BE BUGGY.

Does this work fine with the UI Tweaks mod?

Yup. We took special care so it would be compatible.


02 Jul

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Originally posted by [deleted]

ohhh okay, but why make it different. So now it's little bit confusing. Also that 10%cdr reg is 9,1% cdr sigh

Making it regen means that the reduction is amortized over the whole recharge duration.
This has some benefits that make gameplay flow better:

  • It's easier to parse that it is active by looking at the speed of the bar.
  • When the buff is granted you can start reaping the benefits immediately. If it is removed you get to keep what you got.
  • The 0.9% difference between 10% and 9.1% CDR is quite small in practice. For careers with a 120 second cooldown (Ranger Veteran, Ironbreaker, Unchained) this translates to a 120 * (0.1 - 0.091) = 1.08 second difference.
  • Bars going up faster feels good!

28 Jun

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Nice, pairing the bird frame+hat is quite strong & Cataclysm-ready.

Congratulations on achieving beak VT2 performance!

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Error code 1127 means that our backend servers or a third-party service might be having a temporary issue that is disrupting the service.

Our backend needs to connect to Steam as part of the sign-in process to authenticate you and give you access to your progression. Unfortunately, both our and Steam's servers are under some heavier-than-usual load due to the Steam summer sale.

Try a bit later. If you still get the error, please message me.

Thank you for your patience & looking forward to seeing you in Helmgart!

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I love this! Sooo cool!