New enemy type

So this game has fully reignited my love for 40k and I’ve now been ogling all the new stuff in the table top and lore with child-like excitement. (I see it’s all still as brutally expensive as ever lol). Gorka Morka was still a thing when I was last painting miniatures!

I’ve been listening to the audiobooks that were recommended too (thanks everyone who did). They’re GOOD. I’m halfway through False gods, listening whilst I work and honestly I’m so hooked. Can’t wait to keep listening, the VA is supurb.

Soooo… It got me thinking about what I’d like to see pulled into DT. Others have mentioned this before but I can now totally see why they did - Genestealer Cult. Boy oh boy would that be an awesome faction to battle against! Feels like it would fit so nicely and some of the enemy types would be pretty damn gruesome and creepy. The hybrid human/GS are totally gross.

Of course I’d seriously love to see some Eldar as I believe they’re sorely unrepresented in most games but the Genestealer cult feels like the best fit to the DT world.

Pleeeesse FS make this so! :pray:

Having an entirely different faction with different enemy types to fight would bring so much freshness to all the now-fairly-stale current maps.

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Eldar don’t really operate as a ‘tide’, they could work upon the Dark Eldar tbh, as they could use Slave and beast menageries as the basis.

Khymera for Hounds.

Ur-Ghul Wretch as Horde

But it would still be quite strange.

Eldar themselves really only work as Assignment as Sefoni says “I hear whispers in my mind. Xenos whispers. A sword, and a crescent, beneath a shifting cloak.”, which is the symbol of the Altaioc Eldars, so a Ranger assassination or something.

As for possible factions, there are 3 that they could go without really having any lore issues, and Genestealers which would have some problems with allying up (While they did develop Bot vs tide tech with Necro ≠ tide vs tide)

Bringing new cults to the mix, 1 for each Chaos gods, as for the themes of those cults that would depend on what they want them to be.
My picks would be Khornate Enforcers, Tzeentchian Waste Nomads, as for Slaanesh not sure, maybe a Technica Guild or something.

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Honestly, the game’s scope is pretty limited, however i’m certain there’s interesting things that could be done.
Unfortunately, introducing new enemy types haven’t gone well for Fatshark before . So i would assume it is not a priority for them at all.

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The Vermintide games had Skaven and Chaos, with Beastman added later. I could see Genestealer Cult as a future dlc, maybe in the rumored second hive city. They are similar enough that they could fit the existing enemy roles. There have been lines in the darktide lore talking about things lurking in the lower hive that aren’t chaos.

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Well the scope isn’t really that limited tbh.

Any ‘normal’ Human and Abhuman, as both ‘standard’ cult and Traitor Guardsmen they would need to start from other organisations (Eg: Enforcers, Nomads, Gangers, Technica Guilds, Guilders), or go toward other things, like GSC, Mutant an lesser Daemon

It’s ‘simpler’ here for new factions that it was in VT2, as they are for the most part using the same skeleton for the most part.

Except (Through the ET) those 3 could be allied up, GSC with Chaos is difficult.

I like Genestealers, A Spack hulk can be an easy way to introduce the dlc, but FS seems to have found themselves in a bind with paid DLC content. I wish they would comment on if every update will be free or if they will expand to paid DLC.

As far as eldar… Ive posted how I can see them working in darktide…

We never intend to split our player base -you can expect in-game content, such as new areas, game modes, and missions, to remain free.

As for Eldar enemies except special case like an Assignment nothing really would make sense.

They don’t operate as a tide, they would make more sense as the player side

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I’d be all for additional chaos cults and even gene stealers if it can be pulled off, though the latter would probably be the most difficult.

If it were up to me, what I’d like to see are Moebian-aligned Hive Gangs like the remnants of the Water Cartel be made into an additional enemy faction. On one hand going after Gangers could be seen as too small potatoes for Grendyl’s warband to go after with the Sixth and Admontition still wrecking havoc, but on the other hand prior missions allude to the Heretics getting supplies/help from supporters within Tertium so it’d be a good story beat for us to go after the Heretic’s support.

Hell on that note, what’d be really cool is if one of Atoma’s noble houses was conspiring with the Sixth and we’re sent Spireside to lay out a good purging against the nobles and their converted/bribed PDF forces.

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They have started mentioning the noble houses more and more with mission dialogue.

What if they had a dlc that added 40k beastman to the existing roster of enemies :smile:

In a year and a half we got a reskined bomber

A new faction well we probably won’t be alive to see it

It’s the same problem as in Vermintide: if we’re getting differently-colored humanoids - that’s boring and i’m sure Fatshark themselves wouldn’t want to do it.
However, adding nurglings, genestealers, etc. would require immense amount of work and i don’t see how these new enemy types would work in existing maps. In V2 they found a way by just not mixing different enemies. I don’t think they’ll do it like that here.

For Slaanesh it would be a cult of pain, be the chaos version of zealots or perhaps were from a trade of tech and perfectionistic or lavish things. Tbh if it werent for the Nurgle faction being the prominent in Darktide, the Carnival and Throneside missions reflected some aspects that were close to the Slaaneshi domains, its just that when people think Slaanesh they jump straight to the “one thing” they think of, rather than all the other domain aspects that Slaanesh involves. Nurgle was a safe go to for a tide game because Plague Zombies (which are now Poxwalkers and Groaners) alongside being able to display the aspects of Nurgles cults and Chaos Renegade Militarum. On another note, an iteration of combat meelee shooter game with tide aspects that would feature Slaanesh would most likely incorporate more of an appearance of the Aeldari and Drukhari (Eldar and Dark Eldar) as being part of the antagonistic and protagonistic arcs

What I think is missing is a Psyker type enemy, which would be great to be added as more weapons are introduced, and it would encourage certain weapons needing to be buffed as difficulties rise. If not a Psyker even then it can be a sorcerer of nurgle, casts some individual debuff like Flies (vs how pox gas hits AoE this is just to cause discourse for the player) and the Nurgle sorceror (some known as Plaguecasters or Maggotmancers) bestowing Nurgles Blessings upon random units, and shoot a smaller version vomit of what Beast Of Nurgle does. This unit type may even be fitting as a mini boss or even at the end of a mission.

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Slaanesh could be planet’s Nobility and their own forces.

Like in BGA cinematic:

Given that many Warhammer games feature the Nurgle army as the main enemy, it is rumored that Nurgle’s IP is the cheapest. Next is Tzeentch.

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Adding different coloured humanoid isn’t really a problem, see most games where they have different human factions.

I’m not saying they should do this:

Nobody is.

What I would want to see it this:


New models (but same skeletons) redistributed health, speed, and armour parts, new VA/voice lines

However, adding nurglings, genestealers, etc. would require immense amount of work and i don’t see how these new enemy types would work in existing maps. In V2 they found a way by just not mixing different enemies. I don’t think they’ll do it like that here.

Nurgling don’t need a lot of work, heck the models are already existing assets at FS (Halloween Event from VT2), but it’s not suitable for an enemy, it’s way to small and low to the ground, so critters (passive that flees) or as some sort of side objective.

As for GSC, they can be made as easily as any other faction, they still are for 90% of their stuff humanoids.

Only way to have mixed enemies on maps is to have them be allied, like in VT2


There isn’t a ‘set cost’ to any given part. It’s just that Nurgle is the ‘safest’ as people (who may not be warhammer fans) are able to understand it, having Slaanesh is more difficult to introduce as a main part of the game cause it might cause the more casual crowd to not be interested in the game.

The maps are designed to fit an Ogryn and monstrosities very comfortably so I dont think there’s any issue with adding genestealers and smaller hybrids.

The only tough thing would be balancing. Adding enemies is just a case of modeling, rigging, anim, path finding etc then attack and defence behaviours. Balancing is then rigorously tested at QA stage.

No issues with their manoeuvreability on existing maps though imo.

We need to stop this “it’s a lot of work” talk when discussing game mechanics on a game made by a games developer. It’s literally their job to make content. Nothing is ever “too big” of a job for a studio. It’s not a hobbyist mod team. Just some things take more work than other things.

No there is reasons to speak of it.

As content will necessitate development time, harder ones will end up taking too long and be less useful than adding more content that would have been simpler to add

I don’t agree at all. That’s not our worry and we shouldn’t pretend that we are the board of shareholders or directors. We’re consumers and until Fs themselves say that it’s not possible - anything is possible. No need to give Fs an excuse to dismiss an idea.

If its content that would improve the game then it’s no different to any other suggested content.