FatsharkCatfish

FatsharkCatfish



16 Feb

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Hey, what issues were you specifically having with AMD and Darktide? Or were you asking more generally if we were still working closely with them?


09 Feb

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Just went live with it!

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Hey, so the patch note on this reads :

  • Fixed issue where ‘Counterfire’ didn’t increase weakspot damage by an additional 25%.

But I will double check with the devs if there was a increase on top as well!

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Rejects,

Here are the notes for Hotfix 1.0.26 to fix some of the issues that arose from Patch 1.0.25:

  • Fixed an issue where players could not complete Basic Training as Skullbreaker.

  • Fixed an issue where Darktide would crash after making changes to the FOV slider in the video settings.

    ...
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08 Feb

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Rejects,

For today’s blog, we will outline some of the features and changes we are actively working on in our next major patch and discuss how we arrived at making some of these changes in detail.

An Update on the Shrine

Before Darktide’s launch date, we brought an update on the di...

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Thanks for flagging! This should be fixed with the upcoming Hotfix which is due to go live tomorrow.

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This seems like a crash caused by the latest update. It’s already been reported and we are looking into it!

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07 Feb

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Hi yes this is for the Orestes Mk IV Assault Chainaxe - will ammend the formatting for clarity.

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oh noo, I have fixed it now - thanks for flagging!

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Rejects,

Here are the notes for patch 1.0.25. As mentioned in the Comm-Link released last week this patch is focused on fixes for Blessings, and also balance changes for weapons.

Later this week we will also be releasing a Dev Blog talking about changes to Crafting, Sire Melk’s Requisitorium and t...

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02 Feb

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Rejects,

We are establishing these Comm-Links, which we will use to keep you all updated on news and changes you can expect to see in the short term.

Last week we saw the release of Patch 1.0.22, shortly followed by...

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31 Jan

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Hey thanks for the feedback, i’ll make sure to keep this in mind for future patch notes and hotfixes and be more expansive where I can.

I spoke to the devs and found out the percentage changes are as follows:

Tier 1 Changed from 105% → 7.5%
Tier 2 Changed from 110% → 15%
Tier 3 Changed from 115% → 22.5%
Tier 4 Changed from 120% → 30%

Comment

I was more wondering if you were thinking of the enemies being effected by the stimulants as part of the modifier, rather than thinking of it as a flaw. It could be interesting if everyone on the map was effected by the stimulants!

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Rejects,

We just released 1.0.24 to fix an issue found in last weeks patch, and a small buff to compensate!

Hotfix Notes:

  • Fixed an issue where the Toughness Regeneration Speed from Curio bonuses incorrectly gave an extremely high regen speed.
  • Buffed the Toughness Regeneration Speed Curio values for all tiers.
Comment

Thank you for making this thread - there are some great ideas in here! - i’ll make sure to share it with the relevant devs. It would be good to see some modifiers inspired by the ideas here make it into Darktide

I like this one a lot! Though would the stimulants effect the enemies too?

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26 Jan

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Rejects!

We just released 1.0.23 to fix a couple of issues found in yesterdays patch. We also just wanted to address some questions that have arisen regarding the EULA.

EULA
Today you may find yourselves being faced with the EULA once more when launching Darktide. The content of the EULA remains the same as the EULA previously presented at launch, however we made improvements to the formatting to make it easier to read, and corrected the out-of-date page title which erroneously referenced the pre-release test period. Apologies for the confusion.

Now onto the Hotfix notes!

...

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Thanks for letting me know - i’ll pass it on to the combat team

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For sure, this is a start at the very least - and in the meantime i’ll be here to provide information when I can!

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Hi,
I understand that most of the patch notes are a bit specific at times and maybe that’s why it takes quite a bit of time to write them! But ones like ‘Fixed Ogryn feats/passive not working as intended’ are the ones I get the most questions on and I am asked to explain them further!

Comment

Hi, sorry I wasn’t more clear in the patch notes - i’ll be sure to try and be more specific next time!
The fixes that were implemented here were:
‘Excessive Force’, the Skullbreakers passive was giving increased stagger for all types of attacks when it should only give increased stagger to melee attacks

“Intimidating Presence”, the Skullbreaker’s Coherency Aura was giving increased melee damage, when it should only give heavy melee damage