Hotfix #78 - 1.9.2 - Patch Notes

Hey Everyone,

Hotfix #78 (1.9.2) is currently rolling out across our platforms. In the meantime, you can read the notes below.

Features & Tweaks

  • Scab Plasma Gunner
    • Improved visuals: the Plasma Gunner’s weapon will be slightly lit at all times.
    • Aim duration increased from 0.5 → 0.75
    • Shoot cooldown increased from 1.5 → 2.4
    • Reduced power from 650 → 550
    • Reduced base HP 950 → 900
    • Limited spawn amount per difficulty.
    • Removed wall penetration.
    • Increased damage against fellow enemies.
    • Dev Note: We’re aware of the feedback surrounding the Audio / Visual cues for the Plasma Gunner and are working on a solution.
  • Ogryn Power Maul
    • Removed chain time to Block from Light 3 and Light 4 attacks.

General Fixes

  • Pacing - Fixed an issue where coordinated strikes had a 90% chance to occur instead of the normal 30%.
    • This issue only affected Damnation and Auric level difficulties.
  • Fixed an issue where the ammo value in the magazine and in reserve of secondary weapons would be incorrect and/or receive incorrect scaling from the Ammo stat.
  • Fixed an issue that led to a significantly incorrect stagger calculation for staggered enemies in certain situations.
  • Fixed an issue where post-combat bonding conversations would not occur as often as intended.
  • Fixed an issue where subtitles would not display during the opening cinematic.
  • Fixed the difficulty requirement not working for ‘No Provisions’ penance.
    • The description of the penance was also updated to more accurately reflect the requirements.
  • Fixed an issue where the Vigilant Autogun was listed twice in Brunt’s Armoury for Zealot players.
  • Fixed an issue where the Plasma Annihilator frame had a wrong unlock requirements text.
  • Fixed an issue where it wasn’t possible to scroll through the talent tree with a mouse.
  • Fixed an issue where ‘Charged Strike’'s electrocution DoT damage did not trigger ‘Malefic Momentum’.
  • Fixed an issue where the player would lose the highlight on the selected character when moving through the characters in the selection screen.
  • Crashes
    • Fixed a server crash which could happen when intense combat or multiple explosions were happening.
    • Fixed a crash that could occur by opening the Campaign Playlist before the mission terminal had fully loaded.
    • Fixed a crash that could happen if opening up the Cosmetics menu for Weapons and pressing multiple inputs at the same time.
    • Fixed multiple crashes related to Rotten Armour enemies.
    • Fixed a crash that could happen when removing the Keystone effects of Veteran ‘Sniper Focus’.
    • Fixed a crash related to using the Inspect action in the Weapon Cosmetics menu on a standard weapon appearance.
  • Cosmetics
    • Fixed an issue where the tone on certain hair/fur colours had incorrectly changed.
    • Fixed some clipping issues with the head tube on the Zealot “Void-Farer’s Hood” headgear cosmetic.
  • Mission Board
    • Fixed an issue where campaign mission debrief cinematics could play while pressing certain parts of the difficulty selector.
    • Fixed an issue where the background of the Campaign Playlist would be fully opaque once some campaign missions had been completed.
    • Fixed an issue where the Campaign Playlist could not be navigated using the appropriate inputs on a controller.
    • Fixed an issue where debriefs cinematics the player hasn’t yet unlocked could be viewed if triggering them with a controller.

Known Issues

  • There is a rare crash occurring when trying to equip items to a character. It is affecting players with old loadout preset data.
    • As a workaround we recommend creating a new preset, this should fix the problem. When we deploy a fix to this bug, some players might lose their preset - not their character, just the build preset.

decorator

We’ll see you on the Mourningstar.

– The Darktide Team

35 Likes

Plasma gunners still need a callout.

5 Likes
  • Dev Note: We’re aware of the feedback surrounding the Audio / Visual cues for the Plasma Gunner and are working on a solution.

Read my dude.

24 Likes

The problem with plasma gunners is that I don’t know if a callout at spawn would make sense, since they spawn like gunners and shotgunners, which themselves dont have a callout and are mainly visually differentiable.

But having that sort of shine snipers have so you can dodge them at the perfect time would help a lot. Then after some use to, i dont find plasma gunners to be that painful to avoid, what was most annoying for me is the feel they were as tough as mauler because of the carapace helmet.

1 Like

Very nice, this was bugging me for a long time :folded_hands:

This is fixed for all talents/blessing which dependent on enemy kill not just ‘Malefic Momentum‘, right?

It is unacceptable to release an enemy you haven’t properly playtested and created audio and visual cues for. How this is acceptable to Fatshark is mindboggling.

You just answered you own post.

Devs arent in peoples minds, if they themselves think its fine, they cant have other players opinions without releasing the enemy in question and letting them test and give feedback on how they can improve it.

8 Likes

on the topic of fixing cosmetics

Was that a bug or a feature?

2 Likes

Well that explains a few things !!

2 Likes

Nice. With audiovisual fixes, will be balanced imo.

4 Likes

Come on now, stop being so weak!

When people whine and moan about an enemy that’s a good thing and a sign that you did good and hit the nail just right.

What is it even? Are we supposed to like enemies now and be happy to see them? Are we gonna balance enemies by how pleasant encounter they are?

5 Likes

you forgot to demand to speak to the manager

9 Likes

Sure, and they made some minor nerfs to make it less BS while not really changing the power all that much. It’s not going to inconsistently spam, it’ll still show up in large numbers, it’s still tough and dangerous per shot.

2 Likes

Thank you for letting us know the known bug and workaround!

4 Likes

Yes we are supposed to balance enemies around not being blatantly obnoxious to encounter, I’m convinced that anyone that thinks plasma gunners were fine never played an auric mortis trials or havoc without a bubble psyker or as an invis zealot where those gunners are spammed by the dozens. There’s actually just nothing you could do when there’s 9 of them strafing you around a around a corner slowly choking out your cover. Good luck getting in melee range with one when the other 8 are spacing their shots perfectly to stagger you out of slides and down you in 3-4 hits. Good luck firing back when they aim better than you and react as fast as you.

They just simply weren’t fun to fight. This is like saying we should’ve left flamers/bombers with their instant toughness stripping mechanics from the start of the game. Or that we should’ve left the absurd gunner buffs from havoc 1.0 in. Those were fun right? Those were healthy for the game right? Everyone thought the game was in a good state back then and enjoyed those encounters right? The answer is no, why should it be different here. No one wants the game to be easy, but having an enemy that is completely unapproachable and entirely oppressive in high numbers unless you either completely nullify it with a bubble psyker or cheese it with invis is simply not healthy for the game. The entire point of this last update was to improve player build variety and viability, instead they single handedly shafted all psykers by adding plasma gunners, forcing them all back to bubble like this was havoc 1.0 again

5 Likes

rotten armour crash is still happening btw

console-2025-09-30-13.06.48-57cacbae-aad0-47a3-84f2-75b2930dd1e4.log (325.9 KB)

Which they weren’t

which is a plain and simple lie

Inconsistently? So the enemies should spawn in a predictable manner in convenient times and convenient numbers? Really?

1 Like

Yesterday in a Havoc 40 Vigil Station I had 14 of them show up after pressing the elevator button at the mid-event. Poor Psyker never saw it coming.

3 Likes

We’d appreciate it if you or anybody else reading is able to reproduce this crash without mods?

5 Likes