Warhammer 40,000: Darktide - [Fatshark] Catfish

Devoted Rejects!

Here are the Patch Notes for Patch #13: Class Overhaul. Not all our notes would fit in one Steam post! To read the rest of the patch notes please click here to continue reading on our forums.




New Features & Improvements

Talent Trees

We have replaced the old Feats with new Talent Trees!

Instead of unlocking a new row of feats every 5 levels, you will now be granted one Talent Point for each level you reach, to a maximum of 30 points at level 30. Spending and removing points in the Trees is free, so don't be afraid of trying out different configurations and creating multiple presets!

Every Class will start with a Baseline Ability, Blitz, and Aura (Most of them are the same ones you are playing with today), and in the Trees you will find options to upgrade them or replace them completely with new ones. For a few Classes this means that we've also lowered the strength of the Baseline Abilities, and you'll instead be able to regain the lost power further down in the Trees.

Most of the Feats that were available to you before can be found scattered around in these Trees, so if you loved the build and playstyle you had before, it should still be available to you even with these changes!

Veteran
  • Volley Fire: No longer designates Elites and Specials as a baseline. You can upgrade Volley Fire to include this feature further down in the Tree instead.
  • Scavenger/scroungers aura: Changed to keep track of "leftover" percentages and apply it on later procs instead of rounding up on every proc. For example, you are about to replenish 0.5 ammo. Earlier we would round it up to 1 ammo, but now you will instead store it away and replenish the stored ammo once it adds up to 1.
Psyker
  • Psykinetic's Wrath: Reduces the Quell amount of the baseline ability. You can increase this further down in the Tree.
  • Brain Burst: Lowered the damage of the baseline ability. You can increase the damage further down in the Tree.
  • Kinetic Presence: As a baseline we've replaced this with 'The Quickening', reducing Ability Cooldowns for you and allies in coherency. You can still find Kinetic Presence further down in the Tree.
Changes
Enemies
  • General
    • Adjusted most enemy health pools, hit mass values, and stagger thresholds to be a bit higher overall, with higher increase on Monstrosities, with the goal to match the overall increase in power output from players.
    • Added more ways for the Conflict Director to spawn hordes. Hordes can now spawn in different ways to respond to player behaviour, including coordinated strike with Specialists, mixed in Elites with the horde, push from behind while ranged enemies spawn ahead, bigger ambushes with more spread and more.
    • Replaced fast transitioning sprint animations for far ranged enemies with a smoother start animation for easier aiming.
    • Fixed so Dreg Bruisers have right hit sounds based on their blunt weaponry.
    • Fixed an issue where Monstrosities that were meant to be Weakened did not receive the Weakened debuff in Monstrous Specialists condition.
  • Pox Hound
    • Made improvements to the way Pox Hound leaps are calculated for more consistent & reliable behaviour.
  • Mutant
    • Tuned functionality for when players dodges Mutants on high latency.
    • Fixed a case where Mutant could bring players into enemies' spawn rooms.
  • Poxburster
    • Increased Poxburster explosion vs Infested so Poxburster chain explosions can happen.
    • Fixed a case where Poxburster could ignore stagger if just walked in fire.
    • Fixed issue when using Surge Force Staff secondary on Poxbursters that would make them stagger backwards multiple times during a very short timeframe.
  • Bomber
    • Reduced radius of stun when grenades detonate by around 50%, reduced stun duration.
  • Beast of Nurgle
    • Increased corruption gained when eaten by Beast of Nurgle.
  • Chaos Spawn
    • Made Chaos Spawn grab a bit easier to dodge.
    • Tweaked Chaos Spawn attack durations to give players a bit extra room to get in melee hits between attacks.
    • Slightly reduced Chaos Spawn combo damage.
    • Reduced knockback radius for leap land, reduced force on players, Ogryns only get pushed.
    • Made improvements to the way Chaos Spawn leaps are calculated for more consistent & reliable behaviour.
  • Plague Ogryn
    • Switch Plague Ogryn broken stomp particles to better match the stomp, increase stomp radius.
    • Fixed case where Plague Ogryn charge push had wrong direction when hitting players.
  • Corruptor
    • Reduced tentacle regrowth speed from 2 to 1.5 on Damnation.
Balance
Almost all of the weapon and blessing changes were made with the help of closed community testing where we got the opportunity to hang out with members of the community while giving them early builds to try and feedback on. These tests also gave us a lot of early feedback regarding the talents and new abilities which helped us iron out rough bits of the balance. We want to extend a huge thanks to these people, as they have been very important to help us iterate on the balance.

Some balance changes made in these tests are still being worked on and will be released in future patches.
Weapons
Below you will find a list of changes to weapons in this patch. The first list is a quick explanation of the changes, and further on in the patch notes you will find the raw number changes for each weapon if you want the finer details.

All weapons:
  • All weapons now have weak spots as sweep hitzone priority.
Krourk Mk IV Cleaver
  • Changed moveset to include faster stab chain followed by sweeping light, switched up heavy chain to feel smoother to use.
  • Changed stab profiles for all cleavers to be better at handling Flak/Carapace/Maniac armour type.
Krourk Mk VI Cleaver
  • Increased attack speed of heavies.
  • Increased damage of lights.
    Bull Butcher Mk III Cleaver
    • Increased damage of heavies.
    Bully Clubs
    • Reduce chain timings between Slap weapon special actions.
    Cadia Mk IV Assault Chainsword
    • Increased armour damage modifiers on lights/heavies.
    • Increased cleave on heavies.
    • Massively increased damage of heavy/light weapon special sawing last hit.
    Combat Swords/Heavy Swords/Duelling Swords
    • Sword damage armour modifier buffed, mostly against Unarmoured.
    • Increased finesse.
    Devil Claw Combat Swords
    • Massively increased damage and finesse multiplier from Parry special attack, focus on headshotting. Changed so perfectly parrying(blocking within < 0.3s) has massive block cost reduction.
    • Increased cleave on heavy, higher cleave damage.
    Heavy Swords
    • Heavy damage increased.
    Duelling Swords
    • Finesse and 1st target damage increased.
    • Changed so stab weapon special deals very high impact when hitting weak spots.
    Tigrus Mk II Heavy Eviscerator
    • Bump lights, heavies, more damage vs Carapace.
    • Increase cleave on heavy and activated heavy, remove cleave damage cap.
    • Massively increased damage of heavy/light weapon special sawing last hit.
    Orestes Mk IV Assault Chainaxe
    • Bump lights, heavies, more damage vs Carapace.
    • Reduced movement penalty with lights.
    • Made heavy swings slightly faster.
    Headhunter Autoguns
    • Increased finesse modifier.
    Brute-Brainer Mk III Latrine Shovel
    • Removed no damage beyond 3 targets on light/heavy.
    • Increased heavy power and damage vs Maniacs.
    • Changed so weak spots have sweep hit priority.
    Standard-issue Munitorum Sapper Shovel
    • Increased heavy power.
    • Removed no damage beyond 3 targets on heavy.
    Combat Axes
    • Slightly increase light/heavy power, more cleave on push followup.
    • Changed Achlys Combat Axe to chain into upper left overhead from uppercuts special attack.
    Ironhelm Mk IV Thunder Hammer
    • Increase cleave on heavy and activated heavy, increased power, slightly reduced self-stun when hitting enemies with weapon special, increase weapon special against Flak/Unarmoured/Infested.
    Crucis Mk II Thunder Hammer
    • Increased cleave damage.
    • Removed cleave damage cap.
    Forceswords
    • Tweak Wield action Quell timings to reduce chain timing delays as a consequence of Psykers switching weapons a lot.
    Forcestaves
    • Tweak Wield action Quell timings to reduce chain timing delays as a consequence of Psykers switching weapons a lot.
    • Tuned all staff primary action(fire projectile) chain times to be more responsive and able to be used between secondary actions.
    Equinox Mk IV Voidstrike Force Staff
    • Increased power by around 70% on direct hit.
    • Increased cleave.
    • Normalised armour modifier values for direct hit, meaning it deals the same damage regardless of armour type, with the exception of Carapace armour with a slight reduction.
    • Increased finesse multiplier.
    • Increased explosion attack and impact.
    • Radius of charged secondary projectile from 0.5 to 0.3.
    • Changed minimum charge level of secondary projectile from 0.35 to 0.1.
    Nomanus Mk VI Surge Force Staff
    • Has changed behaviour to differentiate from Smite Blitz:
    • Change to be 1 target with 1 jump.
    • Improved target assist for ranged attacks (with range of 25 instead of 100).
    • Increase charge rate by a lot, increase 1st target damage, Surge is more of a fast response single target high damage/control weapon now, but is weak vs multiple enemies unless you're good with prioritising stuns.
    • Tweaked logic for how chain lightning jumps to new targets.
    • Changed visual effects when using Surge Force Staff with no targets.
    • Fixed issue when using Surge Force Staff secondary on Poxbursters that would make them stagger backwards multiple times during a very short timeframe.
    Equinox Mk III Trauma Force Staff
    • Increased close explosion power by around 50%.
    • Lower damage modifier vs Flak/Carapace armour.
    Blastoom Mk III Grenadier Gauntlet
    • Increased direct hit damage, especially vs Flak/Carapace.
    • Fixed an issue where Grenadier Gauntlets didn't get fire rate or reload speed increases from buffs.
    Ripper Guns
    • Increased Finesse.
    Lorenz Mk VI Rumbler
    • Increased explosion damage.
    • Increased armour damage modifier vs Unyielding.
    Heavy Stubbers
    • Reduced ammo capacity and reserve.
    • Achlys: increased wield time from braced.
    Powerswords
    • Reduced 1st target damage with heavy strike.
    Misc Weapon/Balance changes
    • Base Bleed damage buffed from 40 to 200.
    • Tweaked how quickly weapon actions can be started after sprint-jumping.
    • Fixed a hit detection issue on Stubrevolvers and Plasma guns.
    • Fixed a hit detection issue that could cause melee swings to not register when being very close to enemies with big hitboxes.
    • Fixed an issue where Combat Shotguns and Ripper Guns could fail to trigger "on kill" effects from Blessings.
    • Fixed an issue where only Psykers were able to make a Weapon Special attack while reloading a laspistol.
    • Fixed an issue where Ripper Guns and Twin-Linked Heavy Stubbers didn't get fire rate increases from buffs.
    • Slightly increased shotgun weapons special buffer time to more reliably load a shell after shooting.
    Blessings
    Below you will find a list of changes to blessings in this patch. We have made some functional changes to some of them, and a pass on number values and/or tier scaling. Further down you will find a detailed list of all number/tier changes. The goal has been to bring underused blessings up, and reduce the effectiveness of certain blessings that have been overperforming, but still keep them at the same level as similar blessings.

    Changes & Bug Fixes:
    Chained hits
    • All melee blessings that rely on 'chained hits' have been tuned to be more easily used. You'll no longer drop the buff when being staggered/suppressed/etc, only if you drop the combo (stop attacking) or if you miss an attack.
    Adhesive Charge
    • Now sticks to Ogryn as well as Monstrosities.
    Deathspitter
    • Fixed issue where "Deathspitter" would only add 1 stack if shot killed multiple enemies, now it adds 1 stack per enemy killed.
    Decapitator
    • Now gives a Finesse bonus (+18-24%) instead of a Rending bonus.
    Fan the Flames
    • Now also grants an Impact bonus (+30-45%) on hip-fire.
    Fire Frenzy
    • Fixed issue where blessing "Fire Frenzy" would only add 1 stack if shot killed multiple enemies, now it adds 1 stack per enemy killed.
    Powderburn
    • Added a Damage vs Suppressed bonus (+14-20%).
    Punishing Salvo
    • Now applies to 3rd and 4th shot in salvo, instead of 2nd and 3rd.
    Rampage
    • Now grants Power bonus (+24-36) instead of just regular damage.
    Run 'n' Gun
    • Now grants some Close Ranged Damage (+10%) and better Spread (-30%) on top of being able to sprint while firing. - Should allow you to play a bit more aggressively.
    Scattershot
    • Now grants up to 5 stacks of +6-12% Critical Chance for your next shot, depending on how many Enemies you hit with your previous shot.
    Showstopper
    • Now applies to Special Enemies as well - (they explode).
    Speedload
    • Changed 'Reload speed bonus after sliding' to 'Reload speed after close melee kill'.
    Stripped Down
    • Now grants Ranged Attack Immunity while Sprinting with over 80-50% Stamina.
    Tenderiser
    • Now gives Power bonus for a duration (3.5 seconds) instead of 'for the next 3 attacks'.
    Brutal Momentum
    • Reworked from ‘ignoring Hit Mass for a duration’, to only ‘ignoring Hit Mass for Weakspot Kills’. Tiers now grant Weakspot Damage Bonuses instead of Buff Durations.
    Limbsplitter
    • Removed negative Power bonus and ‘first attack’ requirement. Now gives Power bonus once, resetting after a cooldown instead.
    Gameplay
    • Fixed issue where projectiles and grenades could sometimes fall through the ground.
    • Fixed issue where stinger would not play when a projectile killed an Elite or Specialist enemy.
    • Fixed an issue where explosive barrels would apply buffs from the player that attacked the barrel. This could cause issues like being instantly killed by barrels by having enough damage and rending buffs.
    Blessing Balance Changes

    Raking Fire
    • Damage Bonus From 15-30% to 32.5-40%.
    Dumdum
    • Damage Bonus From 1-2.5% to 4.5-6%.
    Hit & Run
    • Duration From 0.4-0.7s to 0.7-1s.
    Sustained Fire
    • Damage Bonus From 6-15% to 14-20%.
    Punishing Salvo
    • Damage Bonus From 6-15% to 14-20%.
    Fire Frenzy
    • Power Bonus From 4-8% to 8.5-9.5%.
    Deathspitter
    • Duration From 1.75s to 3.5s.
    Ceaseless Barrage
    • Suppression Bonus From 2% to 20%.
    Ghost
    • Duration From 0.4-1s to 0.6-1.2s.
    Surgical
    • Crit Chance Bonus From 2-5% to 10%.
    • Stack Interval From 0.25s to 0.35-0.2s.
    Crucian Roulette
    • Crit Chance Bonus From 0.35-0.5% to 0.45-0.6%.
    Deadly Accurate
    • Critical Weakspot Damage Bonus From 27.5-50% to 70-100%.
    Falter
    • Stagger Bonus From 30-60% to 60-90%.
    Opening Salvo
    • Power Bonus From 7.5-15% to 14-20%.
    Between the Eyes
    • Duration From 0.6-0.9s to 2.4-3.6s.
    Powderburn
    • Damage vs Suppressed Bonus From 14-20%.
    • Suppression Bonus From 5-20% to 28-40%.
    • Recoil Reduction Bonus From 5-20% to 28-40%.
    Cavalcade
    • Crit Chance Bonus From 2-4% to 3.5-4.5%.
    Pinning Fire
    • Power BonusFrom 5-20% to 4.25-5%.
    Gloryhunter
    • Toughness Replenished From 4-10% to 10-16%.
    Bloodletter
    • Bleed Stacks From 8-14 to 10-16.
    Headtaker
    • Power Bonus From 2-4% to 3.5-4.5%.
    Slaughterer
    • Power Bonus From 7.5-15% to 5-8%.
    • Duration From 3.5s to 4.5s.
    Rev it Up
    • Movement Speed Bonus From 7.5-15% to 17-20%.
    • Duration From 3s to 2s.
    Wrath
    • Cleave Bonus From 5-20% to 25-40%.
    Shred
    • Critical Chance Bonus From 2-5% to 2.5-4%.
    Savage Sweep
    • Cleave Bonus From 100-175% to 140-180%.
    Rampage
    • Power Bonus From 12.5-20% to 24-36%.
    Momentum
    • Toughness Replenished From 7.5-12.5% to 12-14%.
    Decimator
    • Power Bonus From 4-10% to 2-5%.
    • Stacks From 5 to 10.
    Limbsplitter
    • Power Bonus From 10-25% to 60%.
    • Cooldown From 5-3.5s.
    All or Nothing
    • Power Bonus From 7.5-20% to 25-40%.
    Decapitator
    • Finesse Bonus From 18-24%.
    Trauma
    • Impact Bonus From 7.5-15% to 14-20%.
    Hammerblow
    • Impact Bonus From 10-20% to 19-23%.
    Uncanny Strike
    • Rending Bonus From 5-20% to 12-24%.
    • Duration From 2.5s to 3.5s.
    Flesh Tearer
    • Bleed Stacks From 1-4 to 5-8.
    Executor
    • Power Bonus From 2-5% to 4.5-6%.
    Riposte
    • Critical Chance Bonus From 5-12.5% to 12.5-20%.
    • Duration From 2s to 6s.
    Precognition
    • Finesse Bonus From 4-10% to 45-60%.
    Smackdown
    • Critical Chance Bonus From 4-10% to 12.5-20%.
    Mercy Killer
    • Damage Bonus From 20-50% to 52.5-60%.
    Ruthless Backstab
    • Rending Bonus From 20-50% to 35-50%.
    Uncanny Strike
    • Rending Bonus From 5-20% to 12-24%.
    • Duration From 2.5s to 3.5s.
    Vicious Slice
    • Damage Bonus From 4-10% to 14-20%.
    Showstopper
    • Proc Chance From 5-20% to 14-20%.
    Quickflame
    • Reload Speed Bonus From 18-24% to 24-36%.
    Blaze Away
    • Power Bonus From 8% to 10%.
    Warp Flurry
    • Charge Time: -4 to -10% -> -5.5 to -8.5%
    • Stacks From 5 to 3.
    Warp Nexus
    • Critical Chance Minimum Bonus From 2-5% to 3.5-5%.
    • Critical Chance Maximum Bonus From 8-20% to 14-20%.
    Transfer Peril
    • Peril Quelled From 2-5% to 7-10%.
    Deflector
    • Block Cost Reduction From 3-12% to 22.5-30%.
    Superiority
    • Power Bonus From 5% to 10%.
    • Duration From 5s to 7s.
    • Stacks From 5 to 3.
    Unstable Power
    • Power Bonus From 2-5% to 14-20%.
    Infernus
    • Burn Stacks From 2-3 to 4.
    • Maximum Stacks From 6-9 to 10-12.
    • Recon Lasgun - Burn Stacks From 1-2 to 2.
    • Recon Lasgun - Maximum Stacks From 6-9 to 8-10.
    • Laspistol - Maximum Stacks From 6-9 to 8-10.
    No Respite
    • Damage Bonus From 12.5-20% to 14-20%.
    Onslaught
    • Charge Time: -4 to -10% -> -6 to -12%.
    Reassuringly Accurate
    • Toughness Replenished From 4-10% to 10-16%.
    Tenderiser
    • Power Bonus From 7.5-15% to 19-25%.
    Overwhelming Fire
    • Power Bonus From 1-2.5% to 7-10%.
    Gets Hot!
    • Critical Chance Bonus From 5-20% to 27.5-50%.
    Volatile
    • Charging Speed Bonus From 1-3% to 2.5-3.5%.
    Can Opener
    • Stacks From 2-8 to 5-8.
    Born in Blood
    • Toughness Replenished From 1.5-3% to 4.5-6%.
    Scattershot
    • Toughness Replenished From 2-5% to 6-12%.
    Full Bore
    • Power Bonus From 7.5-15% to 14-20%.
    Point Blank
    • Critical Chance Bonus From 5-20% to 14-20%.
    Trickshotter
    • Power Bonus From 2.5-6.25% to 4.5-6%.
    • Stacks From 4 to 5.
    Hand-Cannon
    • Rending Bonus From 20-50% to 50-80%.
    Expansive
    • Power Bonus From 25-40% to 30-42%.
    Shock & Awe
    • Hit Mass Modifier: -25 to -40% -> -30 to -60%.
    • Duration From 0.5s to 2s.
    Updates and Tweaks
    Gameplay
    • Enemies now have lower hit mass(value calculated to determine if a sweep stops or not) if staggered, the reduction increases with stagger strength.
    • Combat and Blitz abilities can now be used while sliding.
    • Lowered the time where inputs were locked after sprint-jumping. This should make it possible to more quickly aim or shoot a secondary weapon after jumping off a ledge.
    • Tagging will now prefer enemies over pickups if there's both a valid enemy and pickup near the crosshair.
    Damage
    Rending
    • Rending has changed a bit. Before, rend was complicated and worked differently for different weapons. It scaled how much damage was blocked by different armour types but with maths making an Ogryns head hurt. Now it’s simpler. It works on anything that’s not just naked or rotting. It works on the Mutants. It works on the Monsters. It works on any armour. Any Rend you have is just added. Until you do full damage. After that it still helps you do more damage, just not as much. If you have a shovel that does 20% damage on the big Carapace guys. With 4% rend, you will now do 24% damage, cause 20 plus 4 is 24. On stuff that already does full damage, it will add 1% damage instead. It always adds 1% more for every 4% Rend you have. Still maths that makes an Ogryns head hurt. Just not as much. And it helps kill things on all weapons.
    • Clamp to 16 stacks of 2.5% each, max capping to old 40% on each instance of buff (player/target) for a sum "normal" cap of 80%.
    • Add armour setting for armour type rend mod, setting Flak to 100% and Carapace to 50% - limiting the carapace removal down a bit.
    • Finesse damage is now applied after Rending.
    • Backstab/Flanking:
    • Backstab/Flanking damage is now multiplicative.
    • Pass on toughness and damage reduction:
    • Ensure we're using buff modified toughness damage amount for melee calculations. Was using base damage before, so toughness damage reduction buffs had no effect on melee hits.
    • Remove mandatory bleedthrough from Maulers/Crushers default attacks, moved that to their Cleave (overhead) attacks to work in combination with damage spillover to make smoother and guaranteed damage output.
    • Calculate bleedthrough and spillover separately and correctly for damage amounts covered by current toughness. Previously we overrode any bleedthrough if there was spillover, causing damage amounts just over the current toughness to do less damage than damage amounts just below current toughness.
    Penances
    • Fixed an issue where the "No One Left Behind" Penance was unlocked upon rescuing a third player instead of at mission completion.
    • Swapped the highlights on completed and incomplete penances: Now the penances that have already been completed will be greyed out while the incomplete ones will remain highlighted.*
    Missions
    • Fix for the world not loading before stepping off the elevator at Relay Station TRS-150
    • Improved spacing of respawn beacons in Relay Station TRS-150
    • Fixed sudden Daemonhost spawn in Relay Station TRS150 as well as respawn beacons being more consistent with progress in the end event.
    • Fixed unreachable pickups and chests in: The Hourglass, Hab Dreyko, Silo Cluster 18-66/a & Vigil Station Oblivium
    • Removed a health station in Enclavum Baross due to it being too close to the previous one
    • Fixed an issue in the endevent of Enclavum Baross where players could not mark enemies on the opposite side of the landing pad
    • Fixed an issue in Comms-Plex 154/2f where the objective marker stayed after sending the message in the endevent
    • Fixed a spot in the mid-event of Consignment Yard HL17-36 where players could exit the intended gameplay space.
    • Performance improvements in Consignment Yard HL17-36
    • Fixed players being able to disrupt Specialist enemies spawning at the end of Ascension Riser 31.
    • Fixed an issue where some objects could become invisible when joining an ongoing mission in Ascension Riser 31
    • Performance improvements in Ascension Riser 31
    • Fixed a tome location in the mid-event of Power Matrix HL-17-36.
    • Moved player respawn position in Power Matrix HL-17-36 to prevent players respawning further away than intended
    • Fixed a spot at the end of Chasm Logistratum where players could get stuck in a cogitator.
    • Fixed pickup locations in Vigil Station Oblivium
    • Fixed world rendering issues in Vigil Station Oblivium
    • Fixed a misbehaving Daemonhost spawn location in Hab Dreyko
    • Fixed several navigation issues in missions set in the Chasm Terminus and The Torrent areas
    • Fixed issue that caused parts of the level not the render while on elevators
    • Several sound & optimization fixes across all missions
    • Fixed issues where some Respawn Beacons connected to wrong parts of the mission, causing long respawns.
    • Fixed issue with Hab Dreyko which caused Specialist enemies to stop spawning towards the end of the mission.
    Hub
    • Hub Location Introductions: Six new cinematic sequences that unlock as part of the Path of Trust. These provide information about Inquisitor Grendyl’s Warband and the locations you will encounter within the Mourningstar hub.
      Hub Location Intros included in this patch:
      • Psykhanium
      • Mission Terminal
      • Armoury
      • Barber Chirurgeon
      • Sire Melk’s Requisitorium
      • Shrine of the Omnissiah
    • Bonding Conversations: 450+ new player conversations added to provide depth and character while you fight your way through the streets of Tertium.
    • Commissary Vendor Update: Meet Mara Vinci. This reject has managed to get herself a cushy job running the Commissary. A trusted position.
    • Hub Announcements: 40+ new Hub Announcements for Mission Board changes and NPC Character development.
    • Various text updates for clarity and localisation issues.
    • A new elevator has been built in the Mourningstar, allowing players to spawn closer to the mission board when returning from a mission.
    • Fixed an occurrence that would cause "jerky movement" of your player character in the hub.
    Misc
    • Interaction UI (other than players) now tell you when you can't interact with them while they are already being interacted by somebody else
    • Fixed issue where certain walls using parallax shader would flicker


    Unfortunately not all our notes would fit here! To read the rest of the patch notes please click here to continue reading on our forums.

    ---

    *: Added missing Penance line on October 4
Checkmate Showdown - KC
A rivalry often compared to that of Messi/Ronaldo - Magnus Carlsen and Hikaru Nakamura are some of the best to ever play the game.

Carlsen is the greatest chess player of this generation and arguably of all time. But not far behind him is Hikaru.



These two have helped grow the game exponentially with the help of their electrifying performances on the board. Whether it's in bullet, blitz, rapid or classical - they've shown time and time again that #Chess can be extremely rewarding to watch and play and that they are both still here to compete.



Although Magnus lives in a world of his own, he did fall to Hikaru once in classical chess. Today's setup in our demo is taken from the 2016 Bilbao Masters.

Plantera 2: Golden Acorn - VaragtP

Hi everybody! ːPhhelperː

I just want to make a note on an upcoming update. ːPduckː

I am currently working on an update that will add a "Cinematic Mode" to the game.
After a set amount of time (or with a button prompt) the game will enter a mode where it will slowly pan back and forth over your garden. The HUD will be hidden and some elements like number blitters and save icons etc will also be hidden to make sure only the actual going ons in the garden will be displayed. Helpers and everyone and everything working and producing in the garden will continue to work and earn as normal though so the numbers and other things becoming hidden it is only visual. It will look a bit like in that bottom gif below (with the dolphin swimming). At any time you can press a button to return to normal play. If for some reason you don't want the game to enter this mode after a set amount of time there will also be possible to toggle it off with a new button in the options. ːPfishː

I just read a latest review on the game and that user wrote: "It puts joy into my soul and i dont mind just sitting listening to the game and watch it for 4hours straight". It is exactly this sort of thing this will be intended for ːPhhelperː

I don't have a set date for the update as I need to test it some more to make sure any potential issues or new bugs are taken care off before making it live. ːPufoː






ːPhelperːːPpigːːPhenːːPsheepːːPcowːːPdogːːPmagpieːːPfoxːːPbunnyːːPwolfːːPhhelperːːPcatːːPduckːːPgoatːːPllamaːːPfrogːːPunicornːːPdolphːːPfishːːPufoː


https://store.steampowered.com/app/1091920/Plantera_2_Golden_Acorn/


Cropisle TD - 国宴大厨阿毛
  • Added status hints and interaction. In the future, you will need to press and hold the Y key to enter a new stage. Moreover, the appearance of the card pack at the end of the battle also requires player interaction to prevent stage transitions from blocking player operations.
  • Fixed the damage of pesticides
  • Fixed the infinite spawning of monsters in rage mode
  • Adjust the scaling performance random value when the defense tower is upgraded
  • Because the difficulty is too high, the levels of the three starting roads in the rage mode have been temporarily removed.
Kingdom Two Crowns - Daria_Driver
Your summer’s not over yet! We’re happy to let you know that Kingdom Eighties, the new standalone game in the award-winning micro-strategy series, will launch on October 16, 2023, for PlayStation 5, Xbox Series X|S, and Nintendo Switch, as well as Android and iOS. Pre-registrations and pre-orders are open now on Android and iOS!

Immerse yourself into this single-player love letter to the nostalgic days of camps, riding bikes to the mall, and sitting around the TV in your pajamas on Saturday mornings. It’s the perfect way to get one last dose of summer fun as the Greed prepares its next attack just in time for Halloween!



Don’t forget to follow us on Twitter (X), Facebook, Instagram, TikTok and Discord not to miss any further updates!✨
Yet Another Zombie Survivors - Kalafiorek
Welcome, Survivor!

We're releasing the 0.4.0 beta test version to our Public Beta branch here on Steam, and we'd like to invite you to take a look at the changes we've made to the game. Feel free to give us your feedback on the state of YAZS and help us iron out any remaining issues before we release it to a standard branch for everyone to enjoy!

IMPORTANT: To reduce any possible confusion and accelerate the implementation of changes, please keep all the discussion related to the test versions to the spaces listed below:
You can also send us your feedback at contact@awesomegamesstudio.com
adding "0.4.0 BETA" somewhere in the title of your message. Thanks!


How to join the Public Beta Test?


Want to help us out & get an early look at the new version of the game? Awesome!

DISCLAIMER: Before jumping straight in, please understand, that this version of the game might be unstable, create issues when switching between old & new builds of the game, and may generally be less stable, more buggy, and in an overall imperfect state. We will do our best to help you with any issues, but please understand the risks associated with beta testing.

If you understand the potential problems and are willing to take the risk, here's how you can get in:

How to join:
  1. Open your Steam client, find Yet Another Zombie Survivors on your games list, right-click its name and select the "Properties..." option.

  2. Enter the "Betas" tab, click the "None" drop-down menu on the right, and select the "public-beta" option. You can always return to the default version of the game by selecting "None" again.

  3. If you want to share your feedback about the beta version (thanks in advance!), click the image below to join our Discord server (you'll need an account for that, but it'll be worth it, believe me!):


  4. When joined, you will be able to comment the current beta version in the new #yazs-beta forums, which you can join by selecting it from the drop-down list:

  5. And that's all! If the beta/test version of the game is different from the current one, the Steam will update the game with its changes. You will know that the Beta Branch is active from the "[public-beta]" text to the right of the game's title in your game's library.

What should I test in this version?


There are multiple things we'd like you to take a look at and share you're feedback on them.

Here are some of the things added/changed in this version:
  • New Game Mode - Boss Rush (accessible after completing Hardcore on set map).
  • New Game Mode - One Hit (accessible after completing Boss Rush on set map).
  • Base XP gem value increased from 9 to 10 (blue and red gems scale 5x and 15x of this value).
  • "Skip" function rebuilt into "Lockdown" - you can lock an upgrade to appear 100% next time.
  • Enemy damage tweaked: Scarabs, Boomers, Spitters & Flies damage scale slower over time.
  • 4 level-up choices when playing as a full team of Survivors (instead of always 3).
  • Endless Mode: "Fatigue" debuff added. Reduces the maximum damage taken buffer after 20 minutes (dmgcap = 1000 + 2% per minute, up to 5000 at 100%). Doesn't affect player combat power or stats.
  • Ghost's AoE attacks now target more enemies, especially noticeable on large groups of zombies (base damage reduced for balance).
  • 10 new achievements (empty reward slots are by design - we can always fill them in later versions) & improved achievement panel sorting.
  • Alt-tabbing/switching window focus now mutes game audio.
  • Fixes to most reported issues.
  • Minor gameplay balance changes & tweaks.
An extended patchnote with detailed changes will be prepared for the full release of 0.4.0 update, as all the current changes are subject to revision upon your feedback. Please feel free to share all your thoughts with us, thank you!

This beta test is expected to last about 10 days, after which we will release an updated version of the game.

See you very soon!

ㅤStay awesome,
ㅤㅤAwesome Games Studio


https://store.steampowered.com/app/2163330/Yet_Another_Zombie_Survivors/
Oct 3, 2023
Tour de France 2023 - Nacon


Hello everyone,

A new patch is available today for TDF 23!

Short Version

  • Update of database (rider ratings and world champion jerseys).
  • Update of jerseys (Vuelta kit and national teams).
  • Correction of inconsistencies in the wearing of distinctive jerseys in My Tour.
  • Correction of non-respected fitness peaks in Pro Team and Pro Leader.
  • New kit without special jerseys in My Tour.

Long Version

  • Database: update of ratings.
  • Database: correction of the nationality of the DSM team, from German to Dutch.
  • Database: update of world champions (M. Van der Poel and R. Evenepoel).
  • Visual adjustment: update (race, podium, UI) of national team jerseys (Germany, Denmark, Great Britain, Norway).
  • Visual adjustment: update of jerseys of the Vuelta kit (4 leader jerseys, Arkéa Samsic and Astana).
  • Visual adjustment: the world champion no longer wears his champion's helmet in the world championship.
  • Visual adjustment: the time-trial champions' jerseys are no longer worn in the team time-trial.
  • Visual adjustment: champions' jerseys are now worn in My Tour if national teams are used.
  • Gameplay: correction of non-respected fitness peaks when starting line-ups are changed during the season in Pro Team and Pro Leader.
  • Gameplay: correction to legendary riders available for the world championships in Pro Team.
  • Interface: correction of inverted Mountain and Time-trial medals on Pro Leader's progression page.
  • Interface: opponents not fully recovered from a fall are indicated on the results' page.
  • Possibility to use a jersey kit without Tour de France, Giro or Vuelta special jerseys in My Tour.
Sumerians - Sumerians
NEW TRAILER



I’m excited to announce the official release date of Sumerians: October 17th.

I want to express my gratitude to all the early supporters. Thanks to your help and feedback I have been able to continue the development of Sumerians until the entire roadmap has been completed.

During these 3 years of Early Access a lot of new content has been added to the game: the Palaces, Animal Husbandry, Fishing, the Health system, the Technology Tree, several new buildings, the entire campaign, and many more features.

Thank you all of making it possible!
Novus Orbis - efrem.serreli
For this update I focused on a few things that I knew I had to do for a long time, but UI is not exactly "fun" to program, and so it took me this long.

UI Changes:
  • Cards will now move to the right when you place your mouse on them (or when moved to with the pad). You can now see the whole card before selecting it.
  • Remade and expanded part of the tooltips (will adapt the remaining ones in a future build).
  • Now blessings, statuses and cards will show their contents, and secondary tooltips for all their related statuses.
  • Added a tooltip for the enemies' Countdown value.

New Blessing:
  • Fortify
This one requires some explaining.
With this blessing I introduce the first innate blessing. These will be there from the start, and each class will have a different one, that will hopefully make the player gravitate towards a certain playstyle, compared to the other classes.
For the only class so far, the Warrior, I realized that especially at high level of gameplay everything involving blocking becomes not so relevant. And so I found myself with a bunch of cards, blessings and effects that made little sense to choose instead of damage dealing ones.
To alleviate that, I introduce this innate blessing. With it, the warrior will get +1 Strength for the current turn, every time you get Block points. Basically, a way to get stronger when defending. This also should give more variation to the choices you can make when deciding the order you play your cards in.

Other changes:
  • The Maker now will get 3 Protection each turn.
  • Changed Fancy Bottle's drop rate (should be easier to find).

I will need to work on the UI's prettiness a little more, but now the game should be way more readable and understandable.


For the next update I will probably focus on the tutorial (did I say that last update too? lol).
I'm really NOT looking forward to it ahah.
Train Sim World® 3 - DTG_Alex
The Train Sim World Roadmap



TL;DR (too long; didn’t read) summary

A quick summary for those who don’t want to go through the whole article. There are more details on all these points within the Roadmap.

  • A New Route! - Announcing our first new German route for Train Sim World 4!
  • Blackpool Branches: Preston – Blackpool & Ormskirk - Update on Just Trains’ Blackpool-Preston-Ormskirk route
  • Formation Designer and Suspension Improvements - An update on where we're at with the upcoming features.
  • PC Editor Initial Thoughts - Spotlighting useful guides and some early-on community projects!
  • Photo Mode Showcase - Your best screenshots from TSW4 launch
  • Update on Xbox crashes, Mods and New York-Trenton.
  • A Patch is coming today! - Find out all the improvements and fixes we have planned.
  • Inside Development: Train Sim World and Licensors - featuring Gareth Peate, a Graphic Designer for LNER!

Whew, that was a bit exciting, wasn’t it? Welcome to the first Roadmap since the release of Train Sim World 4!

Thank you for all your excitement, feedback, and patience as we’ve released TSW4 into the world. We’ve been so happy to see all the amazing screenshots, Free Roam chaos, and first forays into the PC Editor – and, of course, start absorbing all your questions, suggestions, and thoughts. We’re still in the early stages of checking through it all – we hope this Roadmap will hopefully answer some of those initial questions and thoughts, as well as sharing what we’re working on to improve and enhance your game.

We’ll be revealing our new German route, talking about Formation Designer and Suspension improvements progress, checking in on Just Trains’ Blackpool Branches: , and summarising as much as we can that has come from the release. In this month’s Inside Development, we’ll also be chatting to our friends at LNER, to find out what it’s like to have your trains developed into a game!

Shall we get on with it, then?

NEW ROUTE - Maintalbahn: Aschaffenburg-Miltenberg

Happy October to all of you, and happy German Unity Day to all our German players. We have a big, fat, Bavarian-shaped treat for you in this month’s Roadmap.

We can officially confirm that the first Dovetail-developed route for Train Sim World 4 is Maintalbahn: Aschaffenburg-Miltenberg! Congratulations to you eagle-eyed viewers who noticed our tease in the ’10 Things to Check Out in Train Sim World 4’ video from Friday.



Full of regional charm and featuring the new, sleek DB BR 642 DMU, as well as being ably supported by the BR 363 offering local shunter freight across the route, we can’t wait for you to wind alongside the Main river on this Diesel Desiro beauty.
Set in the modern day, and layering in the Red DB BR 628 – a recent addition if you own Niddertalbahn, there’s a lot of diversity and opportunity to explore in many different ways – particularly through the new-and-improved Scenario Planner, and Free Roam modes!

The price will be £24.99/$29.99/€29.99.

We’ll have much more information for you in the coming weeks, but, for the meantime, here are some WIP screenshots of what you’ll have to look forward to:





















BLACKPOOL BRANCHES: Preston – Blackpool & Ormskirk

The Just Trains team have been hard at work getting to the latter end of development of the route, and for this Roadmap, we wanted to direct you to their In Development blog (and, of course, show you some nice screenshots).

This time, they’re talking all-things landmarks, and boy are there some iconic places on the route! Check out the Blackpool Branches blog (plus, some more screenshots!)

The Iconic Blackpool Tower



Blackpool Pleasure Beach



Ainscough Mill



Ribble Viaduct



St Walburges Church



Warbreck Water Tower



And, in case you missed it, you can check out a little bit more about the route’s timetable (with a handy timelapse video), and the stations on the route with their handy Development Updates.



Formation Designer

Work is ongoing to bring Formation Designer to Train Sim World 4 – your opportunity to create your own consists and use them in Scenarios or Free Roam Mode – and, whilst our current priorities are supporting your launch feedback, we wanted to share some screenshots of how it currently looks in-game.



Here you can see a sample custom formation within the new interface. Trains can be 100 vehicles long, but the longer the train, the more powerful you’ll need the locomotive to be!



Some of the options available whilst creating your Formation – including the (very) handy ‘flip formation’ option.



Here is the general UI for Formation Designer – you can see the key details around your formation including weight and power, to identify how you might want to use them in-game.

Work is ongoing, and we’ll update in future Roadmaps when we have more to share!

Suspension Improvements

As mentioned in the Train Sim World 4 keynote video, the team are working on we can do to implement suspension improvements (i.e. include vertical as well as horizontal sway, that coincides with the way you’re driving).

You can see a first pass at this in the BR Class 323 in TSW4’s Training Center, but we still need to add air suspension to the locomotive (it is very bouncy at the moment). Our Train Physics team will be continuing to work on what this might look like across the trains that feature in the Standard Edition’s 3 Core routes, and, as with Formation Designer, we’ll update when we have more to share.

New Köln-Aachen timetable

Work continues on the new Köln-Aachen timetable, which Joe is beavering away at. You can find out more details of what we’re planning by checking out August’s Roadmap article, linked above.

Post-launch patch (#1)

We’re putting together the first post-release patch (after last week’s Early Access patch, and wanted to share some of the content you can expect.

  • Issues with Bremen-Oldenburg red lights
  • Passengers not being visible on Peak Forest, Linke Rheinstrecke, and Luzern-Sursee
  • Xbox Creators Club access
  • Increasing the brake hiss from Rotem cab cars
  • Azuma Coaches gangways now connected by electrical wiring

We’re putting the final polish to it now, so players can expect this to launch very soon.

Future Patches

Our plan is for smaller, frequent patches in the early launch window of TSW4, much of which will be dictated by your early feedback.
From our current lists, some of the areas we’re looking at include, but by are no means limited to:

  • Haptic feedback being too strong
  • Missing collectible on Vorarlberg
  • Scoring
  • Imported liveries from TSW3 missing layers
  • Camera navigability
  • Free Roam crashes
  • Azuma AWS and motor sounds

Give us your best shot(s)!

We asked you to share with us your best shots using the new Photo Mode. And you did not disappoint. You can see the full Photo Mode collection, but here are some of our favourites:

Player captaingunadeep, showing off the Vectron during a rainy sunset.



Pixelade, capturing the unlikely combo of F125 and Austrian mountains on Free Roam.



Player nhilsubsolenovum, showing a foggy, moody British evening.



We genuinely thought richardwwoodward’s shot of Flying Scotsman was a photo. Phenomenal!



The Azuma hurtling through the East Coast Main Line, captured by paintbrushguy



And finally, bence950906, making full use of Free Roam and Photo Mode to make this German locos meeting!



The PC Editor (Beta)

One of the biggest changes to come with the release of TSW4 was the opportunity for Steam and Epic players to experiment and create their own content with the launch of the PC Editor (Beta).

We’re very much in the early stages, and thank you for everyone who has been giving it a go and letting us know where your challenges are, so we can tailor tutorial materials accordingly.

Our first priority development-wise, is to establishing what does and doesn’t work with creating the basic types of content (assets, scenarios, routes, trains), and understanding how you play it – and therefore, which tutorials are needed.

We’ll be populating our PC Editor forum with helpful guides and FAQs to support those giving it a go – as well as providing some Masterclass sessions with our developers (starting next week!), to help you through. It isn’t an easy tool to learn, and collectively, we’ll be able to support each other to create something wonderful.

As a first step, we recommend learning about UE4, to give you some of the basics that will enable you to understand our adapted version of the Editor a little easier. Here’s a good beginner’s guide to kick you off:



Some of you, however, are taking the lead, and to finish off this section we wanted to share the work that player fecrails has done building his first simple route, with tracks, trains, and some scenery assets. Well done!



We also wanted to share the work undertaken by some players creating locomotives:

Oystein’s NoHAB Di3:



Check it out: https://forums.dovetailgames.com/threads/my-first-loco-for-tsw-nohab-di3.74459/#post-729555

Spac#1043’s P42DC:



Livery Designer usability

Whilst this is a recurring theme of this month’s Roadmap, we want to work with you on the changes to Livery Designer, and how you’re finding using the tool.

Please let us know your thoughts on our Livery Designer Feedback Forum.

Community talking points
Xbox Crashes

Our #1 priority at the moment is resolving an issue which is causing some Xbox players to crash in-game. Thanks everyone for your patience as we’re trying to diagnose the source of the problem. We’re working on it, but don’t have a full explanation for what is happening and why, but we will get there.

We generally use what we call ‘dev kits’ for our QA team to review new builds, as they (in most cases) are reflective of what you as players will see in-game upon release. Unfortunately, with the release of the Compatible Content last Tuesday, we’ve seen the ‘Retail kits’ (i.e. what we can access when certification from the platforms has taken place) behave differently to our testing environment. In this way, our beta community also were not experiencing issues until the day content went live too.

As a result of this situation, we now understand how to make dev kits simulate the Retail (live) environment, and will be implementing this into our testing plans moving forward.

As a temporary workaround if you’re experiencing this issue, putting your Xbox console into Offline mode (via Network Settings) will offer as a temporary workaround and all you will be able to access Train Sim World 4 without experiencing crashes during startup.

Please note, some users have reported it can take a short while to launch (up to 5 minutes) if you have a large amount of add-ons installed. Whilst this workaround should let you access the game without crashing, due to being offline you will not be able to use services that require an internet connection (such as Dovetail Live and Creation Center / Online Sharing Hub).

We will be updating this thread when we have an update: https://forums.dovetailgames.com/threads/xbox-crashes-weekend-update.74409/#post-728277

Note: we have held the Creators Club update for Xbox so we can get the crashing update live as soon as possible after we’ve resolved and tested a fix. If you would like to subscribe to Creators Club content in the meantime, you can do so via our website: https://creatorsclub.dovetailgames.com/

Player Mods

We are working on providing documentation for modders in the wake of TSW4’s launch, so hang tight everyone! Thanks for being patient.

To debunk one myth: it’s less of an Add-ons Manager issue, and more due to the fact that we've changed the compiled material format to support the Public Editor. It's not the whole reason, but it's a contributing factor.

Essentially, core mods seem to be in reasonable shape (like ‘God Mode’, which we believe has a TSW4 update for it already), but content mods will need a little more TLC. There are some fixes that help them work better which are in a future build, but it'll be an ongoing process. Texture mods, for instance, have had a good response to the improvements in the future build (previously mentioned).

For the time being, we recommend that players who do mod content hold fire until we’ve been able to offer guidance – otherwise they risk their work going to waste if we have to update anything to support them longer term.

We have a lot of modders in our beta community, who we’re actively working with to support, and we’ll update as soon as we have something tangible.

Audio – we need your help!

We’ve had some lovely feedback for the Audio work done on Antelope Line, as part of our trip to California to record real-life sounds from the route and the F125.

As we’re UK-based, getting authentic sounds for some content can be a huge undertaking for our Audio team, so we’d like to ask for your help. If you have direct access to and can record real-life sounds (safely, and with permission) – or have recorded them in the past (YouTube videos and non-in situ recordings aren’t what we’re looking for, apologies), we’ve set up an 'Audio - We Need Your Help!' thread where our Senior Audio Designer, Adam, can chat to you about them. Thank you in advance!

New-York Trenton performance

We’ve noticed some players have been experiencing performance issues with the NEC: New York timetable with the updated timetable.

We are taking a look at the source of the issues – our initial investigations at this stage are reviewing passenger density, signalling computation, and the bi-level cars – however, at this stage we are unable to provide any more information or detail.

Any improvements made would be backported to the TSW3 version of the new timetable, when released.

Roadmap Livestream

Exec Producer Matt, and Director of Community JD, will be talking about all the things we’ve featured above, and answering your questions in tonight’s Roadmap Live Stream, from 18:00 UTC on our YouTube and Twitch channels.



Have a question for us? Put it in our October Roadmap Q&A thread and we’ll answer as many as we can live tonight!

Find out more about Train Sim World 4 by following @trainsimworld on Twitter, Instagram, Facebook, YouTube, Twitch, and TikTok.
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