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Warhammer 40K: Darktide Battle for Tertium Update Out Now, Patch Notes

Ana sayfa / Games

Warhammer 40K: Darktide is a first-person action game set in the Warhammer 40K universe, developed and published by Fatshark. It was released for Microsoft Windows on 30 November 2022. The release for Xbox Series X/S will be revealed by Paul Naylor of the entertainment zone at a later date. The game has received a new update named March 23rd, which focuses on several fixes. As seen, the latest version does not offer major things. Check out the Warhammer 40K: Darktide Battle for Tertium patch notes below.

Warhammer 40K: DarktideBattle for Tertium Update Out Now, Patch Notes

Hey Everyone, 

Free Update: Battle for Tertium

The Battle for Tertium

The core player experience has been reworked to provide a new clearer narrative focus, following the conflict of the Battle for Tertium. Players will now experience a linear campaign with new mission debriefs and embedded cinematics. This new progression path is designed to ease in new players and gradually unlock features that were previously gated by character level.

While previously each new player’s experience was completely random, the Battle for Tertium narrative presents maps, enemies and characters in a specific order, allowing players to discover all aspects of the game at a much better pace.

The story missions play the same as regular missions, except that these missions have a more tight control over which enemies spawn. You might also hear some new VO lines during missions, and some brand new mission debrief cinematics when completing each mission.

Existing players with characters at level 10 or higher can choose to skip the story or play it from the beginning. Players who change their minds about playing the campaign can opt out by using the Personality Scourge at the Barber-Chirurgeon. Note: If you decide to skip the story when you first log-in with this update, you cannot revert this decision. The only way to play the story after choosing to skip it is to create a new character. Additional note: The option to replay story missions at any time is still in progress.

It is worth noting that the Arbites’ arrival takes place after the events of the Battle for Tertium, so while you can absolutely play as an Arbites through the new campaign (once the class releases, later today!), some of the story scenes will not be addressed to your type of character. For this reason, we suggest playing the Battle for Tertium for the first time with one of the core characters.

Mission Board Rework

A new mission board system will be bringing several changes to how you engage with missions and difficulties. Missions are no longer tied to a specific difficulty, allowing you to select a mission and then choose the difficulty you want. This will effectively increase the amount of mission options available for players of all difficulty levels. While most circumstances remain consistent across difficulty levels, some are disabled on lower difficulties. Notably, Maelstrom missions are exclusive to the Heresy and Auric difficulties.

Additionally, the difficulty system has also been overhauled. You now unlock new difficulties by completing missions rather than leveling up your characters. You must prove your skills at your current maximum difficulty to unlock access to the next one. We intend to create a motivation for new players to master the game step by step, and for veteran players to feel assured that their teammates have earned the right to be there.

You will make progress by playing missions at your current maximum difficulty. Completing missions advances your progress. Mission Failures reduce your progress slightly but you will never be demoted to a lower difficulty. Higher difficulties will require you to complete more missions to unlock them.

For existing characters, your difficulty progression will be migrated based on their character level and completed missions.

Auric is now a standalone difficulty tier, placed above Damnation. We felt that Auric Heresy fell in an awkward spot compared to Damnation, with the increased mission options per difficulty, we decided it was best to turn Auric into its own difficulty level. Additionally, we have removed Sedition difficulty and made a few minor changes to Uprising to take its place, as we felt there was too much downtime with too few enemies between hordes. These changes aim to keep you in the action more often.

Mortis Trials

The Secrets of the Shipmistress

Sefoni’s indiscretions are getting worse! During Mortis Trials, keen-eared Rejects now have the opportunity to sift pieces of Shipmistress Brahms’ past from the psychic chatter. How did she inherit the Mourningstar? What is she hiding? Is she really on the same side as Grendyl, let alone his irksome busybodies? Delve deeper into all these and more across dozens of new memory echoes, unlockable by claiming victory in the Mortis Trials!

Dev Note: If you’ve ever wanted to relisten to the memory echoes you’ve unlocked in the Mortis Trials, you should take a look behind the pillars in the Meat Grinder.

New difficulty for Mortis Trials

Since the release of Mortis Trials we have noticed people requesting a higher challenge in Mortis Trials! So, we are adding a new difficulty, Auric, as well as some other small changes.

New In-Game Event: Inferno

The streets of Tertium are aflame. Whether by heretic plot or over-zealous Imperial enforcement makes no real difference. Missions must still run, so be careful down there. You’re literally dropping into a hot zone.

To make progress in the event, complete missions with the Inferno condition.

This event will start on Monday, June 23. The rewards will be Ordo dockets, Plasteel and Diamantine. Those who complete the last tier of the event will receive a cosmetic portrait frame.

New Havoc Campaign

Havoc Maintenance: With the upcoming release of this update, Havoc will be unavailable from June 23, 2025 from 00:00 to approximately 12:00 UTC.

New Mission Pool

Mutators

The in-game event condition, Inferno, will temporarily be available during the first rotation in this campaign, as well.

Quality of Life Changes

Weapon Balance Changes & Tweaks

Catachan “Devil’s Claw” Swords

This batch of changes for the Devil’s Claw swords aims at further reinforcing the crowd control and reliability of the family.

We increased the offensive properties of the Light attack profiles, while also significantly increasing the armour damage modifiers (“adm” from now on) of the Heavy Strikedown and Special Riposte profiles against specific armour types.

We improved the base Stamina statistic, reduced the minimum Block time (the amount of time that the Block stance must be maintained after performing the input) and allowed for most attacks and attack starts to be performed while sprinting. This will make the weapon snappier and more responsive in different situations.

Finally, we took a pass on all attacks to tweak active windows, ranges and hitboxes to be better aligned with their animations.

For the Mk I, we added a new Heavy Strikedown attack, only reached from Light 3. In turn, the Light 3 attack is now reachable also from the Push action, and has an increased baseline power multiplier. 

These additions will grant additional options to a mark which was lacking in single target attacks.

For the Mk IV, we raised the power level multiplier of the Light 4 attack as it was very far into the attack chain and not particularly enticing.

For the Mk VII, we increased the power level multiplier of the Pushfollow and Light 3 attacks while also changing the possible combos after a Riposte attack.

Now after a successful Special Parry, the combo will chain into the Pushfollow attack instead of Light 3; as the Pushfollow attack still chains into Light 3, this will give the mark a new unique chain.

Detailed Changes – Catachan “Devil’s Claw” Swords

Damage profiles

Dev Note: The change will also affect the Turtolsky Heavy Swords Special followup Light attacks.

Dev Note: The changes will also affect the Turtolsky Heavy Swords Pushfollow attacks and the Maccabian Mk V Duelling Sword Light 3 attack.

All marks

Mk I

Mk IV

Mk VII

Atrox Tactical Axes

While sporting overall good mobility, the Tactical Axes had only average Sprint values.

We significantly improved their Sprint profile, while also allowing for most attacks and attack starts to be performed while sprinting.

We also significantly raised the damage of the Special attacks and added a new profile for the Heavy Strikedowns with a vertical or uppercut direction, with increased damage and Carapace armour modifier.

Finally, we took a pass on all attacks to tweak active windows, ranges and hitboxes to be better aligned with their animations.

For the Mk II, we added a power level boost to the Light 3 attack, as it is further into the attack chain, and to both Special attacks, as they are slower compared to the other two marks.

For the Mk IV, we upgraded the damage profile for both Heavy attacks and slightly lowered their chain timings, as they are both performed in a vertical or uppercut direction.

For the Mk VII, we added a power level boost to all Light attacks, as they inflict a higher movement speed penalty compared to the Lights of the other marks, and changed the Heavy 2 profile to the new Heavy Strikedown.

Detailed Changes – Atrox Tactical Axes

Damage profiles

All marks

Mk II

Mk IV

Mk VII

Shock Mauls

The Shock Mauls, while being dependable in inflicting stagger, were also below average in damage output and overall not very exciting.

We increased the damage against the 1st target on most profiles, with a particularly large bonus to the Heavy Strikedown and Special attacks.

We also enhanced the base Stamina and Dodge templates, and tweaked hitboxes and active windows of some attacks to better align with their animations.

For the attacks with an uppercut direction (Light 3 on the Mk Ia / Light 4 on the Mk III) we slightly delayed the start of the attack active window to make it easier to connect with weakspots.

Finally, for the Mk Ia, we added power level multipliers to the Light 3 and Light 4 attacks, to make them a more enticing combo alternative to just returning to Heavy 1.

Detailed Changes – Shock Mauls

Damage profiles

All marks

Mk Ia

Mk III

Tigrus Heavy Eviscerators

The Eviscerator’s thunder was in part stolen by the Relic Blades, which have overall better cleave properties while also being no slouch in the single target department.

To give these iconic Zealot weapons a deserved bump, we tweaked most of the attack profiles: we removed the damage caps on secondary targets for the sweeping Vanguard/Relentless attacks, but also increased several armour modifier values, significantly improved the damage on the Heavy profiles and normalised most of the Special active profiles.

For the Mk III, we changed the chain times to key actions after the Heavy 1 attack to make it more responsive but less spammable with swap cancelling, slightly increased the speed of the Light 2 attack and added a power level multiplier to the Light 3 and Heavy 2 attacks.

Detailed Changes – Tigrus Heavy Eviscerators

Damage profiles

All marks

 Mk III

Mk XV

Lucius Helbore Lasguns

The Helbore Lasguns suffered from a very long Wield action duration, making it hard to quickly swap to priority targets (especially accounting also for the charging shots).

While this behaviour was intended, it also became increasingly punishing as the enemy numbers grew in higher difficulties.

In this balancing pass we sped up the Wield action, walking the line of maintaining the cumbersome feeling while also allowing for the weapons to be easier to swap into.

Alongside this change, we improved some of the armour and Finesse modifiers for ranged shots, and extended the hitscan radius of the las projectiles*, to make it easier for the weapon to shine as a marksman tool.

This will make the hitscan detection more generous and allow for shots that would have slightly missed the target to still be considered a hit.

For the Mk V, we slightly increased the camera zoom in ADS mode.

For the Mk IV, we increased the camera zoom in ADS mode to be equivalent as the Mk IIIa. 

We also improved the speed and offensive properties of the Special Slash attack, to be more in line with the Special Stab used in the other marks.

Detailed Changes – Lucius Helbore Lasguns

Damage profiles

All Marks

Mk V

Mk IV

Combat Shotguns

The Combat Shotguns have been in a spot where they are mostly used for their Special shells, while the normal shots felt underwhelming in most circumstances. They also suffered from long reload times relative to other weapons.

With this update we are trying to improve the overall usability without relying solely on the Special mechanic.

Along with increased base damage and reload speed, the Combat Shotgun family gets updated Sprint and Stamina templates, to enable a more mobile, close-range playstyle and not rely only on precision weak-spot shots.

We also significantly increased the ammo reserves for all marks.

Finally, we slightly increased the Cleave and Impact values to allow it to punch through lesser enemies.

For the Mk VII, we aligned the Finesse boost curve between hipfire and ADS modes.

For the Mk IX, we slightly extended the Near and Far effective ranges.

Detailed Changes – Combat Shotguns

All Marks

Damage profiles

Double-barreled Shotgun

To increase the reliability of the weapon against bigger targets, we increased the armour damage modifier against the Unyielding type at both Near and Far ranges.

Additionally, we slightly raised the ammo reserves to allow for more aggressive approaches.

Detailed Changes – Double-barreled Shotgun

Damage profiles

Bug Fixes & Changes

Weapons and Blessings

Classes

Psyker

Missions

Inter-Zone Void Sector Omega-12

Clandestium Gloriana

UI/UX and Animation 

Miscellaneous 

Cosmetics

Earn the Protector of Tertium Cosmetics

Earn the Protector of Tertium cosmetics by watching eligible Twitch streams! Make your stay in Tertium a stylish, if deadly, fight for survival.

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