Hotfix #42 (1.4.2) Patch Notes

Hey there Devoted Rejects,

Hotfix #42 (1.4.2) is out now on Steam and it will shortly be out on our other platforms.

(Note: It takes a little bit of time after the release of the hotfix before the old servers are disconnected and players are migrated over to the new one.) :pray:

Combat

Shooters

Reverting the following Shooter Changes from the 1.4.0 Patch:

  • Scab Shooters now have a tighter shot spread, making them more threatening at range. While they still have ranged damage falloff, they will be more consistent in how they hit players at range.

  • Additionally, Scab/Dreg shooters will now stay in cover longer (and remain exposed longer) with a reduced cooldown between sprays, making cover-taking enemies more of a threat but also enhancing the viability of player weapons that apply suppression.

Dev Note: We are pulling back a few of the Enemy changes from the Previous Patch, as they were a bit too oppressive.

General

  • Increased the range of what would be considered Close Range: 8m to 12.5m.

Dev Note: In Patch #13 (Class Rework), we changed Close Range from 15m to 8m, and in return increased the power of Blessings triggered only in Close Range e.g. Fire Frenzy and Deathspitter. We did this because we wanted to differentiate the Close Range Gunplay a bit more from the Far Range one. This was considered by many as a bug, though it was an intended change. However, we have re-evaluated that change, and while we after some extensive testing still believe 15m is a little too far, we think 12.5m is a justified increase. This will also increase the power of specific Talents tied to Close Damage such as Veteran’s ‘Close Quarters Killzone’ and Zealot’s ‘Anoint in Blood’ which we will monitor closely.

Weapons

Tigrus Mk XV Heavy Eviscerator

  • Bumped the speed for windup timings of Heavy 1 and Heavy 2 attacks:
    • Heavy 1 chained from base start or Light 4: 0.4 (unchanged)
    • Heavy 1 chained from Light 2 / Heavy 2 from 0.76 to 0.65
    • Heavy 2 chained from Light 1 / Heavy 1 from 0.85 to 0.65
    • Heavy 2 chained from Light 3 / push follow-up from 0.6 to 0.4.

Dev Note: The windup timing for Heavy attacks varied significantly depending on which attack they were chained from. The windup timings should now be more aligned with each other, and in general shorter to reward players accessing attacks further down the chain instead of resetting the combo.

Artemia Mk III Purgation Flamer

  • Bumped power distribution for primary and secondary direct fire:
    • Primary burst attack from (10,20) to (15,30)
    • Secondary continuous attack from (30,50) to (60,100)

Dev Note: Damage scales with distance and time inside the cloud. Burn damage and max stacks are unaffected by the change.

Ogryn Pickaxes

  • Normalised the attack ranges for all marks.
  • Slightly tuned the damage window timing for specific attacks to be more accurate with the attack animation.

Detailed Changes*

*Dev Note: You can view the exact number value changes at the bottom of these patch notes.

Branx Pickaxe

  • Slightly reduced reach for the Light 1 attack.
  • Improved reach for the Light 2, Light 3, Heavy 1 attacks.
  • Greatly improved reach for the Push follow-up attack.

Borovian Pickaxe

  • Improved reach of the Light 1, Light 2, Light 3 attacks.
  • Greatly improved reach for the Heavy 1, Heavy 2 attacks.

Karsolas Pickaxe

  • Improved reach of the Light 1, Light 2, Light 3, Light 4, Light special follow-up, Heavy special follow-up attacks.
  • Greatly improved reach for the Heavy 1, Heavy 2 attacks

Dev Note: The reach of the attacks for Ogryn Pickaxes differed significantly between marks or even different attacks in the same mark, and in several cases it was shorter than the attack range of other Ogryn weapons.

We performed a pass on all attacks, normalising the ranges and in general bumping up the values to make sure that these two-handed weapons always have the reach appropriate to their size.

We also fine-tuned the time windows where some specific attacks are active, to be more aligned to their attack animations.

Missions

Clandestium Gloriana

  • Fixed an issue with the valkyrie in the outro cutscene.
  • Did some various optimisations to assets.
  • Fixed an issue where players were unable to interact with pickups under a pile of snow.
  • Fixed some visual bugs during the horizontal shuttle ride.
  • Fixed an issue where deploying a med kit or ammo box would have it go through the floor of the horizontal shuttle.

Dev Note: However, there is still a known issue where it lands a bit further back than where you deployed it, so for now be careful to not deploy it too far back in the transport.

  • Fixed an issue with a small corner before the middle event where players would get instantly killed when standing there.
  • Side missions like grimoires and tomes should now count correctly.
  • Fixed a location where bots would often fall off the side of the map.
  • Fixed so enemies can now reach you inside the elevator.

Excise Vault Spireside-13

  • Fixed wall unit lacking collision allowing players to leave gameplay space.

Dev Note: We are aware that in bulk-lifter-32 some pick-ups cannot be collected, and one is floating. We will be addressing these in the next hotfix.

Enclavum Baross

  • Fixed an issue where some VO lines at the end of Enclavum Baross did not trigger at all.

Additional Fixes

  • Fixed an issue related to memory that caused stalls and crashes or disconnects for players (especially those playing with mods).
  • Fixed issue which caused penances tracking mission types not to progress.

Dev Note: Any missions that were completed during this time will not be added after this fix. We apologise for not catching this sooner.

  • Fixed an issue where the Torment blessing did not work on the Branx Pickaxe special poke attack.
  • Fixed an issue where “Crosshair Type” user settings didn’t revert when using the “Reset to Default Settings” button.
  • Fixed an issue where Force Staves incorrectly had their crosshairs overridden when using anything but the “Weapon Specific” option of “Crosshair Type”.
  • Fixed issue with candle flame blocking line of sight with the Magistratum Bolt Pistol (Blessed) skin. Candle flame effect disabled until we move the candle slightly, it will be reenabled in a later patch.
  • Fixed crash when trying to equip a trinket with the Magistratum Bolt Pistol (Blessed) skin equipped.
  • Fixed an issue which caused some players to need to reassign keybinds, or being unable to assign some keybinds at all.
  • Fixed an issue where heavy melee attacks would be cancelled to light attacks if an Ability was used during the windup of the attack.

Dev Note: This fix does reintroduce an issue where players cannot activate the Zealots ‘Chorus of Spiritual Fortitude’ or the Psykers Telekine Field/Dome’ Abilities while charging a heavy attack. We decided this was better than leaving this issue unaddressed. We will investigate potential solutions that address these issues without affecting other abilities.

  • Fixed the text for Psyker’s “Malefic Momentum” where it wasn’t localised.
  • Fixed missing pipes on Zealot’s headgear, Magistratum Scrivener’s helmet.
  • Fixed an issue where part of the mannequin was missing when viewing Magistratum Mk II Patrol Uniform.
  • Fixed an issue where the pipes on Scrutiniser’s Parade Dress were deformed for female characters.
  • Fixed additional clipping issues on the pipes for the Scrutiniser’s Parade Dress.
  • Fixed some visual issues with the Magistratum Mk II Patrol Uniform knee pad stretching when emoting.
  • Removed the glass material in the slit of the Magistratum Riot Shield skin.

Dev note: This is to fix an issue where several visual effects were not correctly rendered through the shield slit due to conflicting transparency with the glass material.

  • Fixed clipping issues with the glove on Scrutiniser’s Parade Dress.
  • Fixed clipping issues for the Baross Patrol Armour (XXXXL).
  • Fixed clipping issues for the Enforcer Patrol Helmet (XXXXL).
  • Fixed an issue where the Tome Xenos accessory did not properly align with the Magistratum Mk V Patrol Armour cosmetic.

Detailed Changes for Pickaxes (Numbers)

Branx Pickaxe

  • Light 1 range mod from 1.25 to 1.2
  • Light 1 damage window start from 12/30 to 10/30
  • Light 2 range mod from 1.25 to 1.55
  • Light 3 range mod from 1.25 to 1.35
  • Light 3 damage window end from 22/30 to 24/30
  • Heavy 1 range mod from 1.5 to 1.6
  • Push follow-up range mod from 2 to 2.5.

Borovian Pickaxe

  • Light 1 range mod from 1.25 to 1.45
  • Light 1 damage window start from 9/30 to 12/30
  • Light 1 damage window end from 15/30 to 16/30
  • Light 2 range mod from 1.25 to 1.45
  • Light 3 range mod from 1.25 to 1.5
  • Heavy 1 range mod from 1.25 to 1.6
  • Heavy 2 range mod from 1.25 to 1.4.

Karsolas Pickaxe

  • Light 1 range mod from 1.25 to 1.45
  • Light 1 damage window end from 15/30 to 16/30
  • Light 2 range mod from 1.25 to 1.4
  • Light 3 range mod from 1.25 to 1.38
  • Light 4 range mod from 1.25 to 1.45
  • Heavy 1 range mod from 1.25 to 1.6
  • Heavy 2 range mod from 1.25 to 1.67
  • Light special follow-up range mod from 1.25 to 1.35
  • Heavy special follow-up range mod from 1.3 to 1.5.

52 Likes

LETS GOOOOO love the evi15 changes

6 Likes

are you being held at gunpoint, zero skin fixes and ton of weapon, enemy and map update for hotfix. W.

7 Likes

Big F to no cosmetics fixes. oh wait

oh good this was driving me nuts

7 Likes

Range of pickaxes increased!
OGRYNS WILL GO NUTS!

5 Likes

Artemia Mk III Purgation Flamer

  • Bumped power distribution for primary and secondary direct fire:
    • Primary burst attack from (10,20) to (15,30)
    • Secondary continuous attack from (30,50) to (60,100)

Dev Note: Damage scales with distance and time inside the cloud. Burn damage and max stacks are unaffected by the change.

Is this enough of a buff to make flamer a viable weapon choice?

2 Likes

@gpkgpk

PRAISE BE. THE FIRST GRUDGE CAN NOW BE STRUCK FROM THE BOOK!

12 Likes

Wait a second… do these weapon and close range changes mean you actually listen to feedback now?

8 Likes

I don’t think so, I miss the old flamer with the larger ammo count and better flame spread, ticks, and damage. It’s not a viable weapon at all outside of just hordes…but then, the reload because the ammo count blows hard compared to launch now makes it a “meh” weapon still. Sad to see the flamer turn into caca.

1 Like

Plenty of skin fixes, they’re just at the end where they should be. Big W.

4 Likes

Nice. Weapon changes looks good aswell.

Alright, perhaps it’ll come back as another modifier or perhaps in a new difficulty level?

4 Likes

I’ve got mixed feelings about this change…
Can we keep their behaviour as it was (the new one) in Auric?
Or will they behave the same way in all types of missions and separation is impossible?

3 Likes

Rolling back the shooter changes so soon is weak. Should’ve given all the snivellers a chance to step up and get better. Frauds got filtered and it was good.

Hard to justify a nerf when you roll out player buffs too, no one wants to go back to the auric snoozefest.

15 Likes

the difficulty changes were fine but they shouldnt make the game harder when players have to grind for hundreds of thousands of plasteel to have a couple of builds.
crafting system first then make the game 5 times harder idc

3 Likes

True, but mat grind can be preformed in plain Damnation and this would leave Auric and Auric Maelstorm for training to the upcoming changes…

3 Likes

Oh my goodness, you never cease to amaze. I had already resigned myself to the fact that the crashes wouldn’t be fixed so quickly, and now there’s already a patch out. Sharks, you keep making me happier and happier.

4 Likes

I really like the developer notes as well as the fact that it feels like you’re listening to feedback; good job and keep it up, you’re starting to build confidence. While I won’t get back into Darktide just yet as it remains to be seen how you handle the Crafting Rework - this will either make or break the game for many.

Nonetheless, keep this pace up and you might actually turn Darktide into something special.

God Bless.

8 Likes

regular damnation is pretty much true solo I havent played one where my entire team didnt wipe after the first room

This also nerfs Veteran’s Longshot talent because now the range in which attacks against enemies do not get buffed is pushed further to 12.5m (from 8m).

4 Likes

Perhaps the upcoming itemization update will rein in the player power somewhat, can’t wait for more news.

This, might actually be time for a new difficulty level soon. Doesn’t even need to add more health or drown us in enemies, adding more damage and faster movement speed and reaction time could be the way to go.