r/DarkTide • • 3d ago

News / Events Feature Highlight: Prophet of Decay Enemy Design

193 Upvotes

In this Feature Highlight we talk about the design of the new boss enemy of the Spillway level!

The new free update for Warhammer 40,000: Darktide, Depths of the Damned, comes loaded with new content for the game! Including a new mission, live story, weapons and boss fight.

In today’s Feature Highlight, we’ve interviewed our Enemy Designer Jonathan about the work that went into making the boss fight at the end of the new Spillway mission.

For those who have not played it yet, be wary of spoilers! This Feature Highlight will very candidly speak about how the boss plays and the story involved!

“My name is Jonathan. I work on Darktide and I’m the Enemy / Pacing Designer, so I’m a part of creating all the enemies and maintaining the Enemy Director of the game, primarily.” ~ Jonathan

Initial Design

A new boss enemy

We decided pretty early into development that we wanted to have a unique boss for the end event of the mission, and there were two main reasons for it. One is simply that we thought it’d be cool to make a new unique boss, since we haven’t introduced one since the Karnak Twins, and that this mission was a good opportunity to do that.

But on top of that, we’ve also been itching to introduce a Psyker enemy for a while, and whilst exploring different options of how to introduce one, we realized that a boss is a great way to do it.

“A Psyker is a very good medium for making a boss-type encounter since you can do a lot of warp stuff, which allows you a greater versatility and mobility in what you do with a boss. Especially compared to something that is melee, which is more limiting.” ~ Jonathan

We really wanted to play up the Psyker aspects of the fight, especially a Psyker of Nurgle, by emphasizing a lack of physicality in how he fights. This idea guided the design of not just how the Prophet attacks but also how he moves!

“He turns into flies and then, well, flies to wherever he wants to go. He doesn’t move anymore.” ~ Jonathan

Campaign and Adventure

As you saw when playing the mission (you DID play the mission, right?), the Prophet of Decay boss is none other than Rodin Karnak! The ritual has allowed him to take over a new body, bloated and rotten with Nurgle’s generous blessing, and with new Psyker abilities. (Though still voiced by the same talented voice actor as ever: Jack Myers)

The Spillway mission is part of the new mini campaign “Terrors of the Deep”, and while the campaign version of the mission represents the first time that Rodin has shown himself since the Dark Communion, players will still get to fight him again and again whenever they pick Spillway from the regular mission board. As he himself points out during the mission’s end cinematic, it is not so easy to get rid of one blessed by Nurgle as he is…

“It’s definitely going to be part of the normal mission pool, and also in Havoc, of course. And in Havoc, you know, it’s gonna be hard. There’s gonna be some additional stuff happening that might not happen in other difficulties.” ~ Jonathan

Gameplay Design - Fighting the Prophet of Decay

One of the biggest inspirations for how the Prophet of Decay bossfight functions is actually from Vermintide 2! Specifically Nurgloth the Eternal, the Lord fight at the end of Enchanter’s Lair, which was part of the Curse of Drachenfels campaign. The damaging ring mechanics, for instance, or the way the bosses use projectiles, were both heavily inspired by him.

“The first phase is the rings, similar to Nurgloth, ‘cause I always thought that they were a very cool mechanic and they work very well. Since a boss in a game like Darktide has to work in first person [...] so we can’t do too crazy stuff, since you can’t look behind you. There’s a lot of, like, restrictions that makes a boss in Darktide something different compared to other games.” ~ Jonathan

Compared to Darktide’s other bossfights, this one is very structured, having three phases that players go through as they damage the Prophet as well as a very hand crafted pacing that controls things such as the boss getting winded and stopping for a moment while hordes of enemies swarm down, etc.

“It’s more of what you could call a ‘raid boss’ in other games.” ~ Jonathan

The first phase we settled on quite quickly, but the second and third phase required a lot more iteration; trying different ideas, testing them out, seeing what works and what doesn’t, polishing them and so on until finally landing on the version that went live with the Depths of the Damned update. An example of a scrapped idea was to have Phase 2 be about standing in specific spots and getting launched into the air if you failed to get to safety in time!

“[...] it is very hard to keep track of multiple focus points during the course of a fight. You have to focus on [the Boss], you have to focus on the normal enemies, but then you would also have to focus on a third element. So we had to ensure that that third element is [...] noticeable enough that you can see it in your peripheral vision.” ~ Jonathan

Coming up with challenging, unique mechanics for the boss fight while working within the constraints that the limited field of view of a First Person perspective imposes was half of the challenge. Once we had a solid foundation for how the boss fight structure is, came the second half, which was fine tuning all of the elements to work together and make the final result, the entire fight itself, be a satisfying experience.

“[...] like, sure, you can make phases, you can make all of these mechanics, but unless you can make them work together in a cohesive manner, it’s not gonna feel good to play even if on a technical level it works.” ~ Jonathan

Things like how long should each phase take on average, how that changes per difficulty (from Uprising to Havoc 40), or even how to gate each phase. These all contribute to getting the feel of the fight just right.

Another detail that required a lot of fine tuning were the additional enemies that would swarm the players during the fight. They’re half of the fight by themselves, after all! For example, the ‘intermission’ sections where the Prophet is unable to attack are the only moments of the boss fight where ranged enemies may spawn.

In all other situations, only melee enemies can spawn, since dealing with the Prophet, the hazards he spawns, his projectiles and ranged enemies proved to be too much.

“That being said, the type of melee enemies are dependent on the difficulty you’re playing. [...] If you’re playing on lower difficulties you’re only going to get Poxwalkers and other chaff-type enemies. But if you play on Damnation and up, you’re going to get Elites, including Ogryn enemies.” ~ Jonathan

On the subject of difficulty, the method we usually use for adjusting difficulty is to first pick a base difficulty, fine tune everything for that, and then adjust up and down for the difficulties near it. In this case, we actually had two bases to work from. The fight was fine tuned for Malice and Auric. The Uprising version was then based on the Malice baseline, while Damnation and Heresy were based on the Auric baseline.

Development Challenges

The Prophet of Decay is a very unique encounter, and many of the mechanics it uses required developing entirely new systems to handle them. Something as simple as having projectiles that can be broken by player attacks required a lot of work, because it wasn’t something that had been done in Darktide yet. In the second phase of the fight, players are encouraged to hide behind these spikes to save themselves from some attacks the boss is doing. Visually making the teeth block the particle effects required us to go deeper in our use of Render Targets, so there was a lot of new ground covered there as well.

The logic handling the phases and intermissions also required making new systems for governing the boss’ actions on top of its regular behavior, to give the fight the structure we envisioned.

But beyond all that, a boss fight like The Prophet of Decay is a really exciting project for us because it truly involves every single development craft on Darktide to work together on one thing to get every part of it just right. Game designers and coders implementing the enemy, level designers and artists preparing the boss arena and how it interacts with the boss’ hazards, story writers crafting Rodin Karnak’s narrative, Voice Over work, visual effects, sound effects, character artists and animators bringing the Prophet to life… And of course, the music!

“I think you have all the disciplines here, so it’s been really exciting.” ~ Jonathan

Bonus Question: What was your favorite part about working on the Prophet of Decay?

“On a bigger scale, getting to make a new boss for Darktide. On a more micro level, it’s been very fun building the underlying mechanic we have to make the boss a reality. We have a layer that sits on top of the normal behavior of the enemy that decides the phases, and how to handle the whole fight structure, really.” ~ Jonathan

That’s all we have for today! We hope you enjoyed this deeper look into the Prophet of Decay boss fight and his design!

We’ll see you on the Mourningstar.

– The Darktide Team


r/DarkTide • • 4d ago

Weekly Weekly Discussion Thread - October 12, 2026

5 Upvotes

Weekly Discussion Thread

Convicts! Please use this weekly thread to ask simple questions/share answers about Darktide.

Short feedback relating to the game can also be discussed here with the community.

Previous threads: Click here!


r/DarkTide • • 7h ago

Meme A Better Timeline

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930 Upvotes

Literally the #1 reason why 80% of vet's guns just aren't used by anyone.


r/DarkTide • • 15h ago

Meme Wait…

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2.3k Upvotes

r/DarkTide • • 8h ago

Question Strange helmet writing

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441 Upvotes

Is there a lore reason why a guardsmen would etch gak on their helmet? I translated it, and it roughly translates to shit or crap I have no clue why they would do this


r/DarkTide • • 21h ago

Meme Yes, sah. (My ogryn has achieved peakness).

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2.2k Upvotes

r/DarkTide • • 3h ago

Question ???

80 Upvotes

why did nobody tell me about this game before bro, I'm completely strung out on the combat in this game. it's amazing lmao


r/DarkTide • • 14h ago

Showcase Cherub Models, a Reliquary Box, and a Haircut Datamined Spoiler

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470 Upvotes

Datamined by Rexbert and Ouch on the official Darktide Discord server.


r/DarkTide • • 7h ago

Discussion I like the hat

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106 Upvotes

What other cool drip is there?


r/DarkTide • • 14h ago

Gameplay Sometimes, the God Emperor sends you exactly where you're needed

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255 Upvotes

we still lost to Rodin :(


r/DarkTide • • 1h ago

Gameplay One of my better dog launches in recent times

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• Upvotes

The physics in this game are so silly


r/DarkTide • • 22h ago

Meme What my recon lasgun vet sounds like while spending the entire match holding down the trigger and spamming shout:

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1.0k Upvotes

Which is louder I wonder, angry Cadian or weapons specialist fire rate buffed recon lasgun?


r/DarkTide • • 11h ago

Weapon / Item The Huntsman's Shotgun needs Man-Stopper+Tighter Spread When Aimed

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121 Upvotes

I recently made a post where I directly compared a Mk IX Combat Shotgun vs a Huntsman's with both guns having the same build. But this misses the fact that the Mk IX Combat Shotgun has manstopper, I also didn't do some long range test that some people want so I'm adding that in as well. Also throwing in some Mk VII Combat Shotgun tests as that is the long range Combat Shotgun and most people say that the Huntsman's is better at long range.

And yes the Mk VII Combat Shotgun is worse into hoards but if you want to play a precision elite/specialist removing build (and don't want to use the Helbore), then it is a better option then the Marksman+Exec Huntsman's builds I see people running.

I do find the Huntsman's fun however it is sad that it is just worse then the Combat Shotgun. If it had manstopper (I literally had to check this 10 times because I still cant believe it doesn't have it), a tighter spread, faster reload, and maybe a bit more ammo it would be great.

Personally I would prefer they rework the Huntsman's into a more unique weapon as it is currently very similar functionally to the combat shotguns. My choice would be to make it a slug shooting shotgun that loads buckshot as a special ability as that would make it the inverse of the combat shotgun and I think that would be more interesting then what it is currently.

More tests and details can be found here: https://forums.fatsharkgames.com/t/a-detailed-breakdown-on-why-the-huntsmans-is-disappointing-on-veteran-and-is-outcompeted-in-every-use-case-by-other-weapons/126658?u=jdls

Finally if you have any ideas for tests/scenarios/builds where the Huntsman's out competes the combat shotgun please do tell me and I will test it. If you can get significantly better times on these tests then show me.

Explanations About The Tests:

In the group tests the Huntsman's has scattershot and Flechette and the Mk IX has Manstopper and Scattershot. Beyond that the talents and weapon perks are the same.

All the shotguns can one shot a sniper at these ranges (also in havoc and the range tests are havoc), its really a 50/50 for any of these if a sniper takes 1 or 2 shots to kill at 50m.

The shooting gallery tests have multiple enemies to better reflect gameplay with the luck involved with spread evening out over multiple enemies.

I did 70m tests and its basically the same thing, each shotgun has pretty much the same chance to 1-3 shot a sniper at 70m its almost entirely luck. I don't think adding a section where every shotgun kills a sniper at 70m in one shot is really adding anything to the tests. They all struggle about the same at 70m and the Mk VII comes out on top just due to its higher fire rate.

I ran all of these tests many times and took the best results from. I believe these are pretty close to the best times you can hope for generally.

I did test crushers, the Huntsman's really doesnt do well into them. It is technically better then the Mk IX but the Mk VII slug is way better into crushers. Either way they take over two minutes to clear the crushers and maulers test group so I didn't feel like including it in this video.


r/DarkTide • • 16h ago

Discussion Rucksack surgically attached to big mans back?

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282 Upvotes

r/DarkTide • • 5h ago

Showcase I'm Ready for Halloween. Time to Reap Heretics!

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35 Upvotes

Trick and Treating the heretics to a stab in the back.


r/DarkTide • • 17h ago

Guide The Targeting Logic of Enemies in Darktide, And Their Inner Workings Deconstructed

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252 Upvotes

Compared to my Specials Deep Dive post, this one is comparatively shorter because there's generally not much to talk about. While working on Onslaught, I went on a journey to figure out why sometimes a crusher will run past our very stable frontline to kill the veteran sniping at the back, basically fucking over our Havoc 40 DWONS run and came back with a very satisfying answer. If you're short on time and you want to apply this knowledge to your daily heretic slaying lifestyle, then:

Unlike Vermintide 2, where enemies will always try to prioritize the closest player (unless all available slots are full); Darktide uses a "score" system. Every player is assigned a score - which is affected by various factors - and each enemy will pick from the highest scored player to attack.

The applicable knowledge is close to zero. Please read this for fun.

The exact details are as follows:

Distance Weight

The closer a player is, the higher score they get. Some quadratic falloff, meaning score drops off sharply as distance increases; Some use linear falloff (mainly dogs, trappers, mutants, bombers & poxbursters). For breeds with near_distance_bonus, it adds the bonus on top of the calculated score as long as the player is within near_distance.

QUADRATIC FALLOFF
inverse_radius = clamp(1 - (distance_sq / max_distance_sq), 0, 1)
Score = (inverse_radius * inverse_radius) * distance_to_target + near_distance_bonus

LINEAR FALLOFF
inverse_radius = clamp(1 - (distance_sq / max_distance_sq), 0, 1)
Score = inverse_radius * distance_to_target + near_distance_bonus

Breed distance_to_target max_distance near_distance near_distance_bonus
Poxwalkers 2 - - -
Chaos Poxwalker 2 - - -
Bulwark 3 40 6 5
Crusher 3 - 6 5
Reaper 22 50 10 30
Dreg Rager 3 - - -
Dreg Gunner 22 50 10 30
Dreg Shotgunner 22 50 10 30
Scab Executor 3 - - -
Scab Gunner 22 50 10 30
Scab Radio Operator 22 50 10 30
Scab Rifleman 22 50 10 30
Scab Shotgunner 22 50 10 30
Poxburster 10 50 15 30
Dreg Stalker 22 50 10 30
Scab Stalker 22 50 10 30
Dreg Flamer 22 50 10 30
Scab Flamer 22 50 10 30
Dreg Tox Bomber 2 50 - -
Scab Bomber 2 50 - -
Mutant 2 50 - -
Scab Bruiser 2 - - -
Trapper 5 50 - -
Sniper 22 50 10 30
Dog 3 50 - -
Chaos Beast of Nurgle 50 50 - -
Chaos Daemonhost 2 500 - -
Chaos Ogryn Houndmaster 40 20 - -
Chaos Plague Ogryn 40 20 - -
Chaos Spawn 20 20 - -
Captains 50 20 - -
Rodin Karnak / Ranged Twin 50 20 - -
Rinda Karnak / Melee Twin 1 20 - -
Attack Valkyrie 60 150 60 90

(Breeds not listed above assign distance_to_target as 1)

Occupied Slots Weight

Checks how many other enemies, regardless of slot type, are already targeting the player and multiplies this number by a weight. Surrounded players will be targeted less, vice versa for those who aren't.

Base = num_occupied_slots * occupied_slot_weight
Score = Base * (1 - inverse_radius)

Breed occupied_slots
Poxwalkers -2
Chaos Poxwalker -2
Bulwark -2
Crusher -4
Reaper -2
Dreg Rager -2
Dreg Gunner -1
Dreg Shotgunner /
Scab Executor -1
Scab Gunner -1
Scab Radio Operator -1
Scab Rifleman -1
Scab Shotgunner -1
Poxburster -0.1
Dreg Stalker -2
Scab Stalker -1
Dreg Flamer /
Scab Flamer /
Dreg Tox Bomber -0.1
Scab Bomber -0.1
Mutant -1
Scab Bruiser -2
Trapper 1
Sniper -1
Dog -1
Chaos Beast of Nurgle -1
Chaos Daemonhost -1
Chaos Ogryn Houndmaster -2
Chaos Plague Ogryn -2
Chaos Spawn -2
Captains -1
Rodin Karnak / Ranged Twin -1
Rinda Karnak / Melee Twin -2
Attack Valkyrie -1

Threat Weight

Checks the player's accumulated threat value - generated by dealing damage/killing/using abilities - and multiplies it by a threat_multiplier, which is different for each breed. Threat is capped per enemy and decays at 5 per second.

Score = threat_value * threat_multiplier

Breed threat_multiplier
Bulwark 0.75
Crusher 0.75
Chaos Beast of Nurgle 1.25
Dog 1.5
Captains 1.5
Rodin Karnak / Ranged Twin 1.5
Chaos Ogryn Houndmaster 1.75
Chaos Plague Ogryn 1.75
Chaos Daemonhost 3.0
Chaos Spawn 5.0
Rinda Karnak / Melee Twin 5.0

(Breeds not listed above use 1 as the threat multiplier)

Targeted By Monster Weight

Checks if a monster is already aggroed onto a player, if true, then applies a flat -5 onto the calculated score.

Score = targeted_by_monster_weight

Breed targeted_by_monster Notes
(All Breeds) -5 Default value used if not specified in breed table, which none of them do.

Disabled Weight

Checks for a breed-specific disabled variable; if this is absent, it assigns a -8000 penalty to consumed or grabbed players, effectively making them invincible. Generally, being netted or dogged reduces targeting priority, but specific enemies - Dreg and Scab Brusiers units as well as Poxwalkers - utilize a selection_disabling_type that adds the final score by 2 when the player is netted, meaning these breeds have a higher possibility of targetting a netted player.

Score = base_disabled_weight + disabling_type_weight
If grabbed/consumed, disabling_type_weight is -8000

Breed disabled Weight disabling_type
Poxwalkers -1 netted: 1
Chaos Poxwalker -1 netted: 1
Bulwark -2 -
Crusher -2 -
Reaper -5 -
Dreg Rager -2 -
Dreg Gunner -8 -
Dreg Shotgunner -8 -
Scab Executor -2 -
Scab Gunner -8 -
Scab Radio Operator -8 -
Scab Rifleman -8 -
Scab Shotgunner -8 -
Poxburster -10 -
Dreg Stalker -5 -
Scab Stalker -5 -
Dreg Flamer -8 -
Scab Flamer -8 -
Dreg Tox Bomber -8 -
Scab Bomber -8 -
Mutant -5 -
Scab Bruiser -2 netted: 2
Trapper -5 -
Sniper -8 -
Dog -5 -
Chaos Beast of Nurgle -200 -
Chaos Daemonhost -5 -
Chaos Ogryn Houndmaster -80 -
Chaos Plague Ogryn -80 -
Chaos Spawn -5000 -
Captains - -
Rodin Karnak / Ranged Twin - -
Rinda Karnak / Melee Twin -5000 -
Attack Valkyrie -50 -

Stickiness Weight

How stubborn the AI will be in continuing to target you. If a breed is already targeting a player, and the time since they last changed targets is less than the stickiness_duration, a massive flat bonus of 100 will be added to that player's score.

Score = stickiness_bonus

Breed stickiness_bonus stickiness_duration (Seconds)
Bulwark 12 8
Crusher 12 8
Dreg Rager 12 8
Scab Executor 12 8
Mutant 20 10
Rodin Karnak / Ranged Twin 100 8
Chaos Beast of Nurgle 50 20
Chaos Spawn 5000 8
Captains 100 10
Chaos Ogryn Houndmaster 100 10
Chaos Plague Ogryn 100 10
Rinda Karnak / Melee Twin 5000 6
Chaos Daemonhost ∞ (math.huge) ∞ (math.huge)

(Breeds not listed above have no stickiness_bonus or duration defined)

Coherency Weight

Checks how many players are not in coherency with the target (out of 4). Multiplies by inverse_coherency_weight. Essentially rewards the AI for targeting isolated players.

Score = inverse_coherency_weight * (4 - num_units_in_coherency)

Breed inverse_coherency_weight
Dog 5

Attack Not Allowed Weight

Flat penalty applied if the player currently cannot be attacked by a specific attack type, usually ranged (e.g., invisible or smoke)

Score = attack_not_allowed_weight

Breed attack_not_allowed
Reaper -5
Dreg Gunner -2
Dreg Shotgunner -5
Scab Gunner -2
Scab Radio Operator -2
Scab Rifleman -2
Scab Shotgunner -5
Dreg Stalker -5
Scab Stalker -5
Dreg Flamer -5
Scab Flamer -5
Sniper -2
Attack Valkyrie -40

Line of Sight Weight

Bonus applied if the player has direct Line of Sight to the enemy.

Score = line_of_sight_weight

Breed line_of_sight_weight
Reaper 15
Dreg Gunner 8
Dreg Shotgunner 8
Scab Gunner 8
Scab Radio Operator 8
Scab Rifleman 8
Mutant 8
Dreg Stalker 8
Scab Stalker 8
Sniper 40
Attack Valkyrie 60

Combat Vector Main Aggro Weight

Multiplies the player's "main aggro score" calculated by the game's combat vector system, essentially the first person to get aggro.

Score = aggro_score * combat_vector_main_aggro_weight

Breed combat_vector_main_aggro_weight
Dreg Gunner 1
Sniper 0
Attack Valkyrie 0

Archetype Weight

Bonus applied based on the targeted player's specific class.

Score = archetype_weights_table[target_archetype_name]

Breed Archetype Weights
Trapper 1

Taunt Weight Multiplier

Multiplier applied to the final calculated score if the player has successfully taunted the enemy.

Multiplier = taunt_weight_multiplier

Breed taunt_weight_multiplier
Chaos Beast of Nurgle 2
Chaos Daemonhost 2
Chaos Ogryn Houndmaster 2
Chaos Plague Ogryn 2
Chaos Spawn 2
Captains 2
Rodin Karnak / Ranged Twin 2
Rinda Karnak / Melee Twin 20

Knocked Down Weight

Penalty applied if the player is currently knocked down.

Score = knocked_down_weight

Breed knocked_down_weight
Scab Rifleman -2
Sniper -30
Attack Valkyrie -60
Chaos Spawn -5000
Rinda Karnak / Melee Twin -5000

Ledge Hanging Weight

Penalty applied if the player is currently hanging from a ledge.

Score = ledge_hanging_weight

Breed ledge_hanging_weight
Chaos Ogryn Houndmaster -20
Chaos Plague Ogryn -20
Chaos Spawn -20
Rinda Karnak / Melee Twin -20

Taunt Weight Multiplier

Multiplier applied to the final calculated score if the player has successfully taunted the enemy.

Multiplier = taunt_weight_multiplier

Breed taunt_weight_multiplier
Chaos Beast of Nurgle 2
Chaos Daemonhost 2
Chaos Ogryn Houndmaster 2
Chaos Plague Ogryn 2
Chaos Spawn 2
Captains 2
Rodin Karnak / Ranged Twin 2
Rinda Karnak / Melee Twin 20

Weight Multiplier

Final multiplier applied to the total score. Usually derived from player buffs (e.g., Shroudfield).

Multiplier = target.stat_buffs.threat_weight_multiplier

Breed Variable Source Notes
(All Breeds) threat_weight_multiplier (from Player Buffs) This is a dynamic multiplier based on the Player's active buffs. If Shrouldfield's threat value decrease ends, then this will also be updated.

Extra Adjustments

  • If a player is shooting (or shot within the last 1 second), their distance is artificially reduced for the aggro check.
    • check_distance_sq = actual_distance_sq - 625
  • If a Melee Elite is evaluating its current target, it subtracts a stickiness_distance from the squared distance. For breeds that do not have stickiness_distance, the value 1 is used instead.
    • evaluated_distance_sq = actual_distance_sq - breed.target_stickiness_distance
    • This makes the current target look significantly "closer" in the distance weight calculation
  • Mutators like "Darkness" or "Ventilation Purge" multiply the breed's base detection_radius by 0.5 or 0.7, shrinking the area in which enemies can pick up new targets.
  • If a player taunts, then that player is automatically selected as the target and the following calculations are skipped. This applies to everyone BUT monsters.
  • Note that distance & line of sight only matter before an enemy is aggroed. Once aggroed, it considers every player at any distance.

Final Equation

For regular enemies & elites, three equations are used:

  • Melee Units
    • Final Score = (distance_weight + occupied_slots_weight + disabled_weight + targeted_by_monster_weight) * weight_multiplier
  • Melee Elites
    • Final Score = (distance_weight + occupied_slots_weight + threat_weight + disabled_weight + targeted_by_monster_weight + stickiness_weight) * weight_multiplier
  • Ranged Units
    • Final Score = (distance_weight + occupied_slots_weight + disabled_weight + threat_weight +targeted_by_monster_weight + attack_not_allowed_weight + line_of_sight_weight + combat_vector_aggro_weight + knocked_down_weight) * weight_multiplier
Comparison Table Standard Melee Melee Elite Ranged
Primary Factor Pure Distance Distance + Threat + Stubbornness Distance + Line of Sight + Aggro
Target Switching Switches targets easily if someone gets closer Very stubborn Switches instantly if a better target appears
Pulled by Damage? No Yes (Threat_Weight) Yes (Threat + Combat_Vector)

Each special also has their own individual equation:

  • Trapper
    • Final Score = (distance_weight + occupied_slots_weight + archetype_weight + targeted_by_monster_weight + disabled_weight) * weight_multiplier
  • Poxburster
    • Final Score = (distance_weight + occupied_slots_weight + targeted_by_monster_weight + disabled_weight) * weight_multiplier
  • Dog
    • Final Score = (distance_weight + occupied_slots_weight + targeted_by_monster_weight + disabled_weight + threat_weight) * coherency_weight * weight_multiplier
  • Sniper
    • Final Score = (distance_weight + occupied_slots_weight + disabled_weight + targeted_by_monster_weight + attack_not_allowed_weight + line_of_sight_weight + combat_vector_main_aggro_weight + knocked_down_weight) * weight_multiplier
  • Mutant
    • Final Score = [(distance_weight + occupied_slots_weight + threat_weight + targeted_by_monster_weight + disabled_weight + line_of_sight_weight) * weight_multiplier] + stickiness_weight
  • Bombers
    • Final Score = (distance_weight + occupied_slots_weight + disabled_weight + targeted_by_monster_weight) * weight_multiplier

The same applies to Monsters too:

  • Chaos Plague Ogryn
    • Final Score = (distance_weight + occupied_slots_weight + threat_weight + stickiness_weight + targeted_by_monster_weight + disabled_weight + ledge_hanging_weight) * weight_multiplier * taunt_weight_multiplier
  • Chaos Ogryn Houndmaster
    • Final Score = (distance_weight + occupied_slots_weight + stickiness_weight + disabled_weight + threat_weight + targeted_by_monster_weight) * weight_multiplier * taunt_weight_multiplier
  • Chaos Spawn
    • Final Score = (distance_weight + occupied_slots_weight + threat_weight + stickiness_weight + targeted_by_monster_weight + disabled_weight + ledge_hanging_weight) * weight_multiplier * taunt_weight_multiplier
  • Chaos Daemonhost
    • Final Score = (distance_weight + occupied_slots_weight + stickiness_weight + disabled_weight + threat_weight + targeted_by_monster_weight) * weight_multiplier * taunt_weight_multiplier
  • BEAST OF NURGLE
    • If Burgle has already "consumed" a specific player, that player’s score is forced to 0.
    • Permanent Damage Taken Weight: Calculates a weight based on the target's permanent health damage taken.
      • (1 - permanent_damage_taken_percent) * inverted_permanent_damage_taken
      • The formula means it actually prefers targets with more health remaining
    • Current Stacks Multiplier**:** Checks for the chaos_beast_of_nurgle_hit_by_vomit buff on the target.
      • If the target has vomit stacks AND has less than 50% permanent damage taken, the final score is multiplied by the number of stacks
    • Final Score = (distance_weight + occupied_slots_weight + threat_weight + targeted_by_monster_weight + disabled_weight + inverted_permanent_damage_taken_weight) + stickiness_weight * current_stacks_multiplier * weight_multiplier * taunt_weight_multiplier

And most surprisingly, the captains (who are rather normal):

  • Captains (Dreg & Scab Captains)
    • Final Score = (distance_weight + occupied_slots_weight + disabled_weight + threat_weight + targeted_by_monster_weight) * weight_multiplier
  • Twins
    • Final Score = (distance_weight + occupied_slots_weight + threat_weight + disabled_weight + targeted_by_monster_weight + stickiness_weight) * weight_multiplier

I hoped that you at least learned something from this, so you can complain much more accurately whenever the game decides to fuck you over in particular.


r/DarkTide • • 15h ago

Artwork Inktober portrait of my Ogryn, Bozorg. With shirt.

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122 Upvotes

r/DarkTide • • 9h ago

Discussion I genuinely cannot believe the bots are this stupid

41 Upvotes

I was trying to play a campaign level so I can progress because I can’t access certain things even though I’m level 30
And since no one was playing it, I had to go with bots
I find it crazy how the whole game that I was running through just fine gets ruined because I get hit by one trapper and the bot seemingly cannot figure out how to get me up in time. I cannot believe the bots are stupider in this game than in left 4 dead.
Like seriously how are the bots so bad at this game.
I feel like some levels are impossible. Unless you have players especially on higher difficulties I can’t beat chapter 4 on havoc because the bots are so stupid.

And I don’t think it’s a skill diff because I usually am able to do it just fine. It’s just the one time I’m caught off guard by a trapper that shoots me through a hoard and apparently that’s enough to end the entire run.


r/DarkTide • • 3h ago

Discussion What is the most DAKA class besides Ogryn.

10 Upvotes

What I mean is class that can go through auric/havoc missions gunblazing with automatic weapon with high fire-rate.


r/DarkTide • • 1d ago

Showcase Commodore's Vestures of October 15th 2026 - November 26th 2026

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689 Upvotes

r/DarkTide • • 22h ago

Meme Ogryn trick shot (my Beloved never saw it coming either)

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246 Upvotes

r/DarkTide • • 13h ago

Showcase Ogryn Driptide

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42 Upvotes

My favorite Ogryn loadouts. Fat Zealot, Fat Arbite, Fat Hivescum


r/DarkTide • • 10h ago

Weapon / Item More earned weapon skins

24 Upvotes

We get so many penances to unlock I would love to work towards weapon skins for certain challenges. I'm shocked we don't have them.


r/DarkTide • • 16h ago

Meme No Clues About New Class? Spoiler

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60 Upvotes

I'm dissatisfied with the lack of clues as to the new class in the Spillway level, what DID MorbidMegladon MEAN by this


r/DarkTide • • 16h ago

Discussion How are we feeling about the newly added QoL features?

52 Upvotes

Few things snuck in the last update and haven't seen much discussion about. Namely the scoreboard and the stats tab. I for one am a huge fan of both. I hate having to updates mods to really get data for tweaking builds, so being able to just get an in game overview helps quite a bit. Though I would maybe just make the stats visible period and not hidden behind a dropdown? It's good that people can see their healthpool FS, why the extra layer of menu that you have to press a button to see everytime?