Patch #12: Into the Maelstrom


Here are the Patch notes for Patch #12 - Into the Maelstrom. As part of this patch there will be a maintenance period in which you will be unable to log in into the game. We expect this to last around 3 hours, commencing from 07:00 UTC.

Updated Features

Mission Board

With this patch, the Mission Board will now primarily utilise its Dynamic System. This means that the conditions chosen to be available on the mission board will cycle much more frequently through all released conditions available.

We want new players to have a smoother experience in the early game, while still adding challenges for advanced players with harder conditions. As an example, you will see much less frequent occurrences of Low Intensity conditions on Damnation, while lower difficulties like Uprising will have less frequent occurrences of High Intensity conditions.

Maelstrom Missions
Maelstrom missions are now available on the mission board! These are missions with a set of new Conditions, which is a mixture of new modifiers and existing ones in different variations. They will be accessible through a unique slot on the mission board, which is available at all times so that they are easy to find and try out. We will be experimenting with different variations going forward.

These Maelstrom missions should be approached with caution as some of them can be quite challenging! As a reward for completing these challenges, both XP and Ordo Dockets will have a higher payout than usual.

Auric Operations

We are introducing an additional mission board for players that will consist of a set of high difficulty missions that will always have a condition applied to them. You must be level 30 to play these missions.

With the changes we made to the dynamic system, Auric-level operations will always have available conditions which include the high intensity modifiers (this means some of your favourite high intensity missions will appear more often!), except for the Maelstrom missions. Elite Resistance is also being re-worked based on prior feedback and will not yet be available.


The Experience Points requirements for levelling up characters have been adjusted. Overall, the XP needed to level up between levels 2 - 20 have been reduced by an average of 20%.

Due to this change, some of your characters may enter a higher level than before now that they meet the XP requirements. Please note that characters will not decrease in a level they have acquired.

Standard Operations
Total available missions on the standard operations board have increased! We have rebalanced the introduction of difficulties and spread of conditions over our mission difficulties as follows:

  • For both Sedition and Uprising difficulties, the amount of missions available with conditions has been decreased.

  • Sedition difficulty missions will no longer have conditions.

  • Uprising will now only have one available mission with a condition active.

  • In Heresy and Damnation the amount of missions available with conditions has been decreased.

  • Level requirement to access Heresy difficulty has been increased to 9 (from 6 previously).

  • Level requirement to access Damnation difficulty has been increased to 15 (from 12 previously).

Dev Note: This is due to the introduction of the Auric-level operations available with these difficulties and conditions.

The duration timer for how long a mission is available for has been changed for Standard Operations to coincide with other changes made to the Mission Board. The intent is for you to see a faster rotation of conditions and maps available to select from.

For missions without conditions this has been adjusted to the following values:

  • Sedition: 10 minutes (from a value between 10 and 20 previously)
  • Uprising: 10 minutes (from a value between 10 and 20 previously)
  • Malice: 15 minutes (from a value between 10 and 20 previously)
  • Heresy: 15 minutes (from a value between 10 and 20 previously)
  • Damnation: 20 minutes (from a value between 10 and 20 previously)

And for missions with conditions, the following adjustments to the duration have been made:

  • Sedition: 10 minutes (from a value between 30 and 45 previously)
  • Uprising: 10 minutes (from a value between 30 and 45 previously)
  • Malice: 15-20 minutes (from a value between 30 and 50 previously)
  • Heresy: 15-20 minutes (from a value between 30 and 45 previously)
  • Damnation: 25-30 minutes (from a value between 30 and 50 previously)

Joining games through quickplay will now award you bonuses to the Experience, Ordo Dockets, Plasteel, and Diamantine that you acquire.

Quickplay will match you to games from the mission board you are currently viewing, whether it’s the standard operations or the auric-level operations.

New Conditions
New conditions are being introduced in this patch.

  • High and Low intensity variants of the Ventilation Purge special condition will enter rotation on both mission boards.
  • Power Supply Interruption with High Intensity will only appear on the Auric-Level operations.

Advanced Mission Board Options
The mission board now has an advanced options menu:

  • Private games have been relocated to this menu
  • You can select the server region used for matchmaking purposes in this menu.
    Dev Note: The latency from your location to the servers is also displayed giving you information when making a choice. By default, Darktide has always selected the server region that has the lowest latency.

Shrine of the Omnissiah

Refine Item
The Refine Item action has been updated. When choosing this action at the Shrine, you can now select from a list of all available perks for the weapon or curio you are refining.
There is a direct cost to pay once for each refine action.

As with the other actions at the Shrine, the amount of required resources will scale depending on the base item rating of the weapon, and will scale depending on the tier of perk being selected to refine into.

For Refining an Item, the following amounts are at full price (for at item base rating 380)

Tier 1

  • 50 Plasteel
  • 500 Ordo Dockets

Tier 2

  • 75 Plasteel
  • 1000 Ordo Dockets

Tier 3

  • 100 Plasteel
  • 40 diamantine
  • 2000 Ordo Dockets

Tier 4

  • 200 Plasteel
  • 100 Diamantine
  • 4000 Ordo Dockets

Weapon Modifications

You can now modify two different aspects of your weapon (be it perks and/or blessings) locking out the other options, that being said, you’ll be able to change the two aspects you have selected as many times as you want. This means that you can choose to modify a perk and a blessing, or two perks, or two blessings. This increases the potential permutations of the item that you want to modify. The perks or blessings that you chose to modify will be indicated now in the item card.

Modified slots are represented with an icon. After two slots are modified on an item, the remaining slots of Perks or Blessings are represented with a lock icon.

We have also extended modifying perks to the Curios (as you cannot change its Blessing). You now have the ability to modify two out of three of the perk slots on the curio for further customisation.

Cost Scaling

In addition to the above, we have made changes to the cost of actions at the Shrine of the Omnissiah for both Curios and Weapons.

The change modifies how the cost scaling is applied at the beginning of scale (the minimum cost, at lowest item rating).

This change is to reduce the minimum amount of scaling from 35% to 20%. This will mean it will be cheaper for newer characters who are levelling to use the Shrine.


All character bound currencies will now migrate into an account bound wallet where access is shared across all characters on that account.

Migration Information
Upon logging into Darktide after this update is live you will automatically go through a migration process where the character wallets of Ordo Dockets, Ordo Ingots, Plasteel, and Diamantine will merge into one unified account wallet. These currencies will no longer have any character based wallets.

An explanation of this process will be presented at the Main Menu / Character Selection screen, as well as a “Receipt” detailing the balance of the wallets for your characters and the total merged result for the account.

Additionally, the Account Wallet will be displayed on this menu, as all the currencies & resources are now shared between your characters.

Fixes and Tweaks

  • Adjusted calculations for continuous fire based blessings to be a bit more generous when rounding. More noticeable on Ripperguns, and weapons with smaller clip sizes.
  • Reduced black overlay when players start regen toughness after losing toughness, added 2 second cooldown
  • Fixed bug where Mutant decided to do squats instead of chasing its intended target.
  • Added animation speed scaling for Mutants so that the animations match the speed.
  • Fixed a bug where the Beast of Nurgle could get stuck in a vomit state.
  • Lowered Reapers push force when hitting players from 6 to 5 for humans, and from 6 to 2 for Ogryns.
  • Tweaked down Ragers normal attack duration to make them more responsive
  • Added small healing over time when Beast of Nurgle has consumed a player
  • Added the option to rebind “I” used to open the Operative menu in the Mourningstar.
  • Fixed a crash that could occur on Intel Arc GPUs.

Not sure if people even need/want Low int


I do, it’s generally my preference, low intensity Damnation. You get the resource benefits without the brain bleeding punishment of high intensity.


My main gripe with these locks is as a company you have a history of performing sweeping balance changes across your games that completely change the loadout I want to take with me. In your other games it’s fine, a little reroll and im good to go. Here though as long as there is even one lock in place I risk wasting hours upon hours of grinding for the gear I want when a patch comes along.

Because of this I simply wont be returning to this game until these barriers have been removed.


Angry squater is no more!


I already said what I had to say last post but really, no new content at all?


They’re still trying to get it out of Early Access.


Just a shame that there is barely anyone left to enjoy this content (due to the locks driving almost everyone away).

This low requirement might be a big issue for auric missions.

Edit: Auric playlists are not as bad as i thought.

It would probably be a good idea to increase the requirement for accessing auric missions to something like “finish 10 damnation missions” to unlock them for the account, and still have the lvl 30 requirement in place for each character on top of that.

When you give players the ability to access something, they will access that thing.
When reaching lvl 30 is all that you require for someone to play auric missions, people will play auric missions as soon as they reach lvl 30.

Unless a player has played vermintide before, or has leveled multiple other characters in darktide, a fresh lvl 30 will usually not be good enough to carry their own weight, even in regular heresy missions (due to a lack of game knowledge, skill and gear).
Now imagine them joining high int+ damnation, because it is the cool new thing they just unlocked.

Unlocking auric missions at lvl 30 in combination with the game not having a built in scoreboard, means that new lvl 30 players will queue up for auric missions.
They will have zero or negative value for the team, but they won’t know because there are no stats at the end of the mission to show them how they performed. Especially the players who do not perform very well yet, are not able to divide their attention. They can not pay attention to anything else than themselves, and have no way to assess their own skill.

This is great for new players. At least for the first character.

But there should be a bigger incentive for players to enjoy multiple classes/characters.
Leveling is useful for learning the game and the class, but the more someone has played a game, the less there is to learn while leveling.
Would be nice if each lvl 30 character on an account would increase xp gains by +50% to make the leveling process of additional characters faster.

Seems good, assuming that it will bring more diversity and not result in us getting 5 different missions with the same modifier in a row (cough hunting grounds).

I would hope that auric missions stay up for longer, so that players have the chance to retry a mission if the group fails.

Bonuses for quickplay are good and probably neccessary, but these bonuses are far too small.
They could easily be doubled (especially the bonus xp for quickplay on the regular mission board).
With these small bonuses, there is no monetary reason to ever join quickplay.

The winrate in quickplay is undoubtedly lower than when players pick the exact mission they want to play.
With the bonuses (aside from xp) being 10%, one extra wipe across 11 otherwise successful missions already cancels out these bonuses.

Considering that parties already wipe sometimes (probably 1/5 missions), this means that even one additional wipe (due to quickplay) in 13 missions would negate the quickplay bonuses.
One extra wipe in ~12 missions (due to random missions and modifiers) would already mean a net ressource loss due to joining quickplay.
Aside from wipes, some missions/modifiers take longer to finish. If quickplay extends the time it takes to clear a mission by more than 2-3min on average, you are also at a net loss.

Any chance we will get “free choice of map+modifier for private lobbies” at some point?
Having it for public lobbies can obviously be a problem with so many possible combinations, but for private lobbies, there should be absolutely no issue.


As displayed in the image used by you, the goal is to get double T4 perks and T4 blessings.
This change effectively does not mean anything for weapons, because of how incredibly rare it is to get double T4 perks or double T4 blessings via quality upgrades. The change looks nice on first glance, but it effectively increases the chances to get a full T4 item by around 0.1%.

click here to display the quite optimistic calculations

With 16 perk options (equal probabilities), 8 blessing options (equal probabilities) and assuming a very optimistic 25% probability of any perk/blessing appearing as a T4

Here are the odds to get:

  • at least 1 right T4 perk:
  • at least 1 right T4 blessing:

Which means, that these are the probabilities to get an item that can be saved by being able to replace 2 of the 4 stats (1p+1b or 2p or 2b)

  • at least 1 right T4 perk and 1 right T4 blessing on the same item (replace 1 perk and 1 blessing):
  • at least 2 right T4 perks on the same item (replace 2 blessings):
  • at least 2 right T4 blessings on the same item (replace 2 perks)

This means (optimistically, with a 25% probability of getting a T4 perk/blessing):
Right now, an item has a ~0.76% chance to get 2x T4 perks and 2x T4 blessings of choice (after replacing two of them).

After the update, an item has a 0.0076+0.0005+0.002=0.0101=1.01% chance to get 2x T4 perks and 2x T4 blessings of choice (after replacing two of them).
The probability will actually be a bit lower than that, since there is a partial overlap of outcomes between the events, whose probabilities that i added together, but the probabilities are small and the overlap is small, so it would still round to 1.01%.

However, we know for certain, that the probability of getting a T4 blessing on the upgrade to blue is significantly lower than on the upgrade to orange (which i optimistically assumed to be around 25%).
This will shrink the value of the upcoming change to basically nothing (for weapons), and the update will improve our odds to get the item we want by about 0.1%.

As you can see, the effect of the update on weapons will basically be non existent and very optimistically will bring the probability of perfect perk+blessing rolls from ~0.76% up to ~1.01%).

Only 1 aspect is locked. This is huge.

Why not apply the same thing (1 lock only) to weapons, until you produce a crafting system that does not actively drive players away?

This incentivizes playing multiple classes.
Sadly, many players will never get to enjoy multiple classes, because it needlessly takes far too long to level up multiple additional characters.
And we still have no shared weapon/curio inventory, and no crafting system that respects the player’s time.

Now please change the crafting system for weapons, so that our currencies are actually worth spending, instead of being burned in a dumpster fire/bottomless pit.

All in all, good changes, but i do not care and will not return to play the game as long as my time is being wasted by a bad crafting system that does not provide players the ability to work towards anything, and prevents me from playing the game the way i want.


This is racist!!!


Welcome to the imperium.


NGL was expecting at least somewhat more significant gear/balance changes with this patch but at least it’s earlier than expected. Definitely keen to finally upgrade all the curios I’ve been sitting on.

It’s definitely not perfect but I hope we keep getting patches like this that move is in the right direction at a decent pace. Especially hoping we might start seeing some more substantial content updates in the not too distant future.


fix bully club mk 1 heavy 1 headshot hitbox and damage :angry:


Bro torso prioritisation is an issue with heaps if not all? Ogryn melee. Like I’m happy they fixed Rashad but damn can they do that for Ogryn across the board please?


Don’t know if it will be enough to really decrease the time needed… but it is a step in the right direction.

Other than that, the change on Curios is amazing.
Same for the possibility to change two blessings. It won’t help me, but sure it is good for a new player.

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Changes not retroactive for weapons that we had to make due with, because of the shitty locks.

No way of resetting the weapons we have to the state before we rerolled anything at the very least, so no matter how you look at it, everything you did BEFORE the patch in terms of rerolling, cucked you out of being able to take of the bare minimum FS decided to improve in terms of crafting. So as usual, FS gives their remaining playerbase the Finger.

XP beyond level 30 still doesn’t matter, which makes the improved xp gain and quickplay “incentive” even more hilarious.

Like i said in the comms-link, to little, too late. The game continues to improve for new players, but for the players that have long since moved on, provided feedback and betatested the game (because let’s face it, this game STILL is in beta), there still is very little to get them to come back.

But since FS already got our money, they obviously couldn’t give less of a damn.


If you have only 1 lock the new system is available for it

I like Low int, it’s kinda relaxing and more forgiving with randoms.


And still no real balance changes. It’s basically the same as what was just said in the blog post but as patch notes. Only real thing added was the bug fixes/tweaks. Maybe some year. It’s… progress I guess. Not much, but… something. Curios are less awful I guess, though since they were nightmarish before that’s not saying much.

1 Like

Can you stop trolling?

Comments like yours are nothing but a diversion from a fruitful discussion, and potentially hurt the game in the long run.


Actually he is right.
Game needs content.

And he doesn’t hurt the game, he made a positive comment. Its is right to think the patch is good. I also think it, except the point that they have not fixed Brunt’s armoury (too low odds to get something valuable). I am also not sure the fact they have lowered crafting requirement will have a real impact, and significative for a player, on the time needed to craft something valuable. Have to test, so I did not comment too much this part.
At contrary, perpetual complaints for something you should know that won’t happen is that hurts the game the most. A potential player that looks this forum cannot expect a true vision of what is the game.
Instead of that, he will see lot of “remove the locks” threads…