Will the new map show up with any modifiers other than scripts and grims? Would love to try it out in STG/hi int, dogos/snipers in T5. So far I’ve only seen it in regular mode.
In this case it’s never. You could play 10,000 hours and not have 12 perfect curios and 70 perfect weapons. Let alone variations on them.
so patch 11 will be patch 9 if theh get it right
Hmm… a bit of humor:
Dev team after delivering completely new cosmetics patch:

Dev team after first AMD reports:
Is that page from the Dresden Files?
Yep. Blood Rites by Jim Butcher
You should play “Unavowed”.
I haven’t read that in ages. Whenever I’m in the mood for a bit of urban fantasy I usually go for Skin Game. I love heist stories.
You don’t need 380 gear at any level, even hit stg Damnation. What I mean to say is that for me, a person who primarily plays Damnation, if a weapon gets a bad roll in an important stat (under 70% imo) it can brick a weapon. An example is the Ogryn Grenadier Gauntlet. There are a lot of breakpoints that can only be hit with 80 damage and penetration. It was obviously designed for use around these breakpoints, but if you get a bad stat distribution it can make the weapon feel weaker.
I would prefer weapons to be at 80% stats, I’m fine with having t1-t4 blessings, although I think if you spend resources on making an orange level weapon you shouldn’t be able to roll a blessing below t3. My point on weapon stats is about how having 380 weapons available from random chance and not end game content destroys the idea of side grading. If you have 3 barrel attachments for a gun, 1 reduces recoil and reduces range, 1 increases recoil and increases range, and the last one reduces recoil and increases range the same amount as the first 2 you will always pick the last option. That’s not sidegrading. I’m saying if FS wanted sidegrading to be a legitimate part of gameplay they shouldn’t have made 380s obtainable, especially through random rolls. However because there are 380s, sidegrading isn’t a thing.
There is your sidegrade. You shouldn’t have to rely on stat distributions for side grades. If I get a high damage weapon mark, but it has a low damage roll and does less damage than the normal variant it is objective trash and is immediately thrown away, which is 1 reason why stat distribution is so annoying.
I’m going to be honest this whole section made me speechless. I legitimately struggled to find a response for this. At the end of the day it comes down to this for me: progression should not be a “scratch card or booster pack.” Even if you never intend to play at that level, the in game “goal” is to work towards end game gear for Damnation games. Having your main source of progression be entirely roll dependent is frustrating and extremely inconsistent. Some people might get amazing weapons super fast, others might literally never see their preferred weapons. Again it’s not what’s necessary to play the game, but it is what the progression of the game is designed around. If you are really so desperate for some sort of gambling aspect certainly you could agree that cosmetics would be a better, albeit still poor, use for those mechanics?
We do agree on this. I still believe this game is worth getting for 40k fans as long as they know what they are getting into. As far as the chainsword, it falls off so horribly even on Heresy I never use it, and many people feel the same way about all of the chain weapons (you can make them work but they don’t feel good) which is another problem with this patch, no balancing update.
Personally I find this insulting. I feel I have clearly stated to multiple people in multiple threads why the crafting system is so infuriating to a lot of people. If it doesn’t bother your enjoyment of the game that’s awesome and I’m happy you can enjoy the best parts of this game. But it is a significant problem to lots of people, and when they’ve been ignored for so long people will get angry. How long before you would get angry at a roomate for not cleaning their space? Could you say you wouldn’t be upset at being ignored for 6 months?
It’s not the time it takes to get the weapons, it’s how you get them. Again even if people never reach it, having the game’s progression (NOT just cosmetics) being some sort of static goal would give people the sense that every session, in addition to being fun, is done in the pursuit of improving your loadout. As it currently is, playing a session and throwing all my resources into the grinder because I want to try a new playstyle on Damnation and not be a hindrance to me team is very infuriating for me and has made me quit playing entirely.
I’d say this is the most telling of their mismanagement, rather than just design or performance flaws. I wouldn’t be surprised we’ve been playing their early “bad crafting design” version this entire time.
I would lose my mind if this was the actual reason. “Oh wait, you guys were actually playing with the wrong crafting version this entire time? Now we get why it’s so hated! We’ll be putting the well thought out and player friendly system in ASAP! So sorry for the miscommunication!”
I mean, this kinda happened at one point with Vermintide where they released the live build was totally different from the internal build and there was a huge delay while they worked to get parity between them again. Putting everything else aside, from a purely technical standpoint their version control management is pretty bad.
They can’t deliver basic things. How is it even possible that such simplistic content missmatched promo materials. It’s not even funny anymore. How is anyone in stuido can’t press button in their game, like one person. They fix one thing, and bring 2 more bugs. There is just no explanation and no excuse cause this is some systmatic problem in their workin process, it is some kind of “normality” for studio it seems. 0 mistakes were learned from V2.
Now I’m curious, can you elaborate? I feel like version control is essentially a solved problem at this point…isn’t it? Do they use something besides git? Are they not sufficiently careful about branch management and merge in changes with a bunch of “>>>>>>>>>>>” chunks still unresolved, or…?
So, friends were playing, I joined in, and my weapon selection didn’t keep into the game. Started a new map, weapon selection worked, finished the run but nothing counted for progress towards weekly contracts. Stopped playing after that.
Install windows 11 and your problem is solved…
If you have to review negatively every game that encounter a crash due to a driver on a specific graphic card, then please stop the reviews…
They said it, they are working on resolving it WITH AMD
Send me around $1000 to upgrade my processor, mother board and RAMs if its not “that hard”. Otherwise my processor is not supported on Windows 11 so I can’t.
Additionally I do not see only Windows 11 as recommended System requirements. It says Windows 10/Windows 11.
They said it, they are working on resolving it WITH AMD
Maybe they should actually test if the build runs on AMD before releasing it…
They should… however, no game designer has tried every computer configurations.
by curiosity, what do you use??
Ryzen 1st gen?
You can bypass the W11 TPM 2.0 security-check by editing your registry and that works with a lot of older CPU’s.
I had a computer with a i7-7700 up to buying a “new” (second hand) computer yesterday.
The new computer has TPM 2.0 support for Win11 out of the box. The i7-7700 does not.
By editing the registry I upgraded from win 10 to Win11 with no issues and that was last year.
Guides are on youtube if you want to upgrade win10-11 without having a cpu with the correct TPM.
It’s like… this has all happened before.
Aside from the issue mentioned in the article, there were multiple instances over the VT2 lifespan where a bug was fixed by a patch, and then months later some other large update would see the bug mysteriously return again.
I don’t know much about programming or developing big projects like this, but it feels like Fatshark is forking off too big of a section of code to work on updates intended for different release windows. So a bug fixed in one fork is then overwritten later on when merged with a different fork that never got the bugfix. Something like that seems to occur on the regular.
And then you have issues like in the link below where the live branch is totally working different from what the devs are looking at. Crazy times.