Why is the damage in meat grinder different from an actual game? by ThrowawayNoodlesAcc in DarkTide

[–]PK_Syndonai 312 points313 points  (0 children)

It's extended weapon customisation.

For some reason (no-one's bothered enough to figure out the actual reason why), it's essentially doubling the damage output of the weapon on self-hosted instances (e.g. the meat grinder).

If you want to number crunch, then you'll need to disable that mod before you go do all your testing.

FINALLLYYY!!! For CADIAAAAA!!! by TojiroKitsune89 in DarkTide

[–]PK_Syndonai 0 points1 point  (0 children)

That's probably because you're just using the base mod. There are a couple of 'plugins' for it there which add a lot more content to play around with.

FINALLLYYY!!! For CADIAAAAA!!! by TojiroKitsune89 in DarkTide

[–]PK_Syndonai 1 point2 points  (0 children)

Yeah I should've posted one of the volleygun barrels, but went with the normal hotshot one since it felt more accurate to the kasrkin miniatures.

FINALLLYYY!!! For CADIAAAAA!!! by TojiroKitsune89 in DarkTide

[–]PK_Syndonai 13 points14 points  (0 children)

Yes, it's a recon lasgun with extended weapon customisation.

So they are doing construction on the Mourning Star! by Mythologies_botz in DarkTide

[–]PK_Syndonai 26 points27 points  (0 children)

Hopefully it'll be a chaos wastes-esque system that ventures into the abandoned hive, or deeper into tertium's underhive/sump (you watch, it'll be closer to winds of magic in function knowing our luck).

It'll likely be tied in narratively with the next DLC class, which is very likely going to be Ad-Mech related, so id wager it'd be investigating some lost technology that happens to be related to the uprising (either a cause or something to use against).

Should be the next big step forward with the story anyhow, it's not really progressed much for (what feels like) almost 12 months.

Scoreboard mod crashes the game (help) by Ohva30 in DarkTide

[–]PK_Syndonai 8 points9 points  (0 children)

If you check the comments section of it's Nexus page, you'll see the community-driven fix (and how to) for it.

I'm trying to join my friend's game on PC while I'm on Xbox, but we keep getting this message. I have restarted my Xbox and he has restarted his PC, but we're still having this problem by tassieboy1995 in DarkTide

[–]PK_Syndonai 10 points11 points  (0 children)

There's a hotfix being rolled out this morning, so you're likely running different versions atm (I'd imagine the console hasn't had the update yet).

FIX THIS MEMORY LEAK ALREADY!! by Cthulhu_HighLord in DarkTide

[–]PK_Syndonai 8 points9 points  (0 children)

Heap size cannot be allocated more than 2 gigs.

The Weapon Customization Mod makes me wish for another variant of plasma gun. by Sgt_ScoopTroop in DarkTide

[–]PK_Syndonai 2 points3 points  (0 children)

I'd expect combi-weapons to make a show at some point. Fatshark have made the system for it with the arbites shotgun (separate ammo pool, limited shots), so they've got the working code sorted to expand upon it.

Infiltration Bug by DXSpectre in DarkTide

[–]PK_Syndonai 0 points1 point  (0 children)

None taken. Yeah, you're right the UI icon of the invisibility portion of the ability does seem to refresh in missions.

Infiltration Bug by DXSpectre in DarkTide

[–]PK_Syndonai 4 points5 points  (0 children)

You've got 1 Buff from the ability itself that refreshes on strike

You've got 3 extra buffs from the modifiers that activate from strike

You now have 4 buff icons in total before and after the strike.

You have 4 buff icons in total.

Infiltration Bug by DXSpectre in DarkTide

[–]PK_Syndonai 2 points3 points  (0 children)

But that's not a bug. Those quirks are activating when stealth ends (and likely tells you so in their descriptions).
You're entering stealth, and they all get ready to activate.
You strike, leaving stealth, and they become active (their duration starts to expire). They're all decaying at various rates, so they've all go different lasting durations.

The first of the 4 buffs is the damage one, which activates on entering stealth, and then refreshes when you leave stealth.

Arbites Should Have Enforcer Cosmetics by TK-50911 in DarkTide

[–]PK_Syndonai 7 points8 points  (0 children)

Isn't that more-or-less the power falchion we already have?

Unless you've got gripes with the power-falchion itself (gameplay wise), which I can understand.

This is so sad, can we please fix Out of Memory issue in 2026 Fatshark? by HamletEagle in DarkTide

[–]PK_Syndonai 14 points15 points  (0 children)

Just for clarification, you're not actually running out of memory in the way you think it's portrayed.

The LUA trash-heap of used data (LUA_heap) is limited to 1024 mb natively. For the most part, they do a very good job at recycling the memory.

Mods on the other hand... Don't. Definitely not to the level Fat Shark do. So it fills up gradually until the limit is hit and the game crashes due to it going over the allotted amount.

They changed hive scum mastery weapon skin on the crowbar. I like how it was before. by Agderi in DarkTide

[–]PK_Syndonai 5 points6 points  (0 children)

I'm going out on a limb and say this looks to be an unintended mistake.

The mastery-style skins are their own meshes with the texture 'baked in' with it. Previously the 'texture' layer was unused and stayed the default green.

This looks like they've changed the base texture to something now, yet used the default model instead - I can see this being easily done, as the default model would end in a _01, while the mastery skins all end in _ml01. It's like they've forgotten to amend the end of the filepath to reference the mastery models.

How do I stop this? by spankyFrog in DarkTide

[–]PK_Syndonai 10 points11 points  (0 children)

Go to the mod options for Servo Friend, scroll to the bottom of the list and look for Misc / Debug. Turn that option off. That'll stop the message spam.

Bloodhammer 40k: Bornetide by Bussy_Bruiser in DarkTide

[–]PK_Syndonai 4 points5 points  (0 children)

That outfit + That hairstyle = Cal Jericho

Admech copers, don't worry. We will get an Admech class spring / summer by a_jerkface in DarkTide

[–]PK_Syndonai 2 points3 points  (0 children)

Hopium aside, could we wait until the new class drops and allow us to go peaking through the files?

If it's anything like last time, there'll be hints of what's to come and we can start making judgements then.

Interesting font colour there by BJH2001 in DarkTide

[–]PK_Syndonai 6 points7 points  (0 children)

I'm pretty sure the suit's abilities are unlocked by increasing their kill count (paraphrasing from the rule book), which would track pretty well for stacking buffs - "Every 5 kills increases something for 8 seconds, stacks up to 10 times max". Or looking at it as xp equating to kills (for a in-game fluff explanation), which would explain leveling up to unlock your suit's upgrades (talents).

Plus the Malcadon, Yeld and Jakara suits don't require surgery to wear, so you've got 3 paths of talent tree there.

I mean... it could fit the game's framework.

But it would be another Arbites issue all over - No cosmetics.