Fatshark_Hedge

Fatshark_Hedge



25 Nov

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Shrine of the Omnissiah

By now, many of you have fiercely proven your worth to the crew of the Mourningstar and have been rewarded with an ever-growing arsenal of weapons and curios drawn from Grendyl’s armoury.

But how can you customise those weapons to better suit the demands of Atoma’s gruelling war zones? Hadron Omega-7-7, the Mourningstar’s resident Tech-Priest, is ready - if not quite eager and willing - to provide her technical expertise to those Rejects who have earned the warbands’ trust.

The Shrine of the Omnissiah can be found on...

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24 Nov

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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 g...

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As per our previous comms on the beta and what to expect

Working on, but not in the beta:

  • We are working on how best to implement an end-of-screen scoreboard that rewards the cooperative behaviors we aim for in Darktide’s gameplay

23 Nov

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As do we, I can assure you doc! Software is different to the human body in many ways. We can’t tell you when we’ll be able to hot fix this, but rest assured when we have a fix, we will shout about it, but in the mean time, contributing to the troubleshooting is valuable.

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As a doctor, if you ask your patient for information on their history, and they just provide a portion of their history (such as the symptoms, and not relevent information from their past), do you just prescribe whatever might work for them, even though they might have allergies? I know the analogy doesn’t entirely translate, but to be able to make the most of these reports we need as much information as possible as described in the megathread you’ve contributed to.

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It’s a top priority, as it is far and away the most common cause of client instability right now. We have had numerous devs experience it too, and numerous who haven’t – even with identical hardware. It’s insidious and frustrating, and not low priority or ‘acceptable’ either.

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Ill enquire tomorrow/later (its 02:36 atm!)


22 Nov

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You realise in many communities this is why developers just nope out of forums, right?

Cool. Cool.

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I can’t talk to the autogun, feedback noted though!

This I can’t agree with though. It’s wrong, and a bit of a meme at this point.

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Ratherdone has clocked out, it’s 00:30 where he is! :smiley:

He’s a combat guy exclusively, not UI or systems, but I can speak very lightly to some of it.

The Barber Chirurgeon doesn’t let you change everything right now, some by design, and some due to tech limitations (such as height, name and voice to name 3). It wont be a high priority to update those things, there’s way more tech issues that need to be looked in to before we find the time for more QOL stuff on the Chirurgeon front.

As for the explanations of ‘stuff’, there’s an entire interface not far from being ready which really blew my mind when I saw it, and made me appreciate how complex stuff is behind the scenes, and why it took us three games to figure out how to present it in a meaningful way through an in-game interface.

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It’s a differnet process on the Microsoft side, allowing us less iteration time for fixes like these. I’ll ask where we’re at with it.

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Fraid so, given the rapid iteration we’re not always able to update tooltips as there are multiple localisations for the game that we would need to update at the same time, so whilst we’re going through more rapid changes, tooltips may be out of date for an update or two. Once we get in to a post launch groove and flow, this stuff shouldn’t be an issue.

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We’re sitll looking in to it my dude, I recommend copying the template in the megathread you’ve been in and providing all the information, not just crash logs or console logs, but the whole template.

it helps.

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It’s actually more involved than a similar toggle in I’d wager any other FPS game given how we chain inputs, but it is on the to-do list.

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Summoning @Ratherdone for some of the more nerdy (no disrespect intended, I’m just a bit out of my depth!) questions (and Psyker questions!)

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fiiiine

Autogun

  • Increase Autogun damage range from 40-100 to 60-120
  • dmg vs armored near-far mod from 60%-40% to 60%-50%
  • dmg vs berzerker near-far mod from 75%-50% to 100%-80%
  • dmg vs resistant near-far mod from 60%-50% to 100%-80%
  • dmg vs voild shield near-far mod from 60%-50% to 100%-80%

Autopistol

  • Increase Autopistol damage range from 30-70 to 40-80
  • dmg vs berzerker near-far mod from 90%-60% to 100%-60%
  • dmg vs resistant near-far mod from 50%-40% to 100%-60%
  • dmg vs voild shield near-far mod from 60%-40% to 100%-60%
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As promised, we’re providing more detail in to the balance and tweaks outlined in the 1.0.7 Patch Notes

Dodge tweak pass to remove kite-ability and edge-case slowdowns

  • Removed linger time vs. ranged attacks (was 0.2s extra after dodge finished)
  • Tuned dodge curves to maintain a slower end of curve to disallow chain-dodge move speeds above sprinting (no kiting for you)
  • Limited speed mods to only scale speeds above normal movement speed to ensure low-rolled m...
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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...

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