r/DarkTide • u/JDLS- • 7h ago
Meme A Better Timeline
Literally the #1 reason why 80% of vet's guns just aren't used by anyone.
r/DarkTide • u/FatsharkQuickpaw • 3d ago
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

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
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

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.
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
“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 • u/AutoModerator • 4d ago
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 • u/JDLS- • 7h ago
Literally the #1 reason why 80% of vet's guns just aren't used by anyone.
r/DarkTide • u/Suspicious-Tax9624 • 8h ago
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 • u/mrpiggybank101 • 21h ago
r/DarkTide • u/Ristrxtto • 3h ago
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 • u/Runegorger2 • 14h ago
r/DarkTide • u/The_Dark_Warrior_Boi • 7h ago
What other cool drip is there?
r/DarkTide • u/Skyrah1 • 14h ago
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we still lost to Rodin :(
r/DarkTide • u/Artseee1142 • 1h ago
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The physics in this game are so silly
r/DarkTide • u/GreenridgeMetalWorks • 22h ago
Which is louder I wonder, angry Cadian or weapons specialist fire rate buffed recon lasgun?
r/DarkTide • u/JDLS- • 11h ago
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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.
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 • u/Ok-Audience-7393 • 16h ago
r/DarkTide • u/Xeptar • 5h ago
Trick and Treating the heretics to a stab in the back.
r/DarkTide • u/irreleveantuser • 17h ago
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:
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_bonusLINEAR 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)
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 |
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)
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. |
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_weightis-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 | - |
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)
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 |
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 |
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 |
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 |
Bonus applied based on the targeted player's specific class.
Score = archetype_weights_table[target_archetype_name]
| Breed | Archetype Weights |
|---|---|
| Trapper | 1 |
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 |
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 |
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 |
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 |
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. |
check_distance_sq = actual_distance_sq - 625stickiness_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_distancedetection_radius by 0.5 or 0.7, shrinking the area in which enemies can pick up new targets.For regular enemies & elites, three equations are used:
distance_weight + occupied_slots_weight + disabled_weight + targeted_by_monster_weight) * weight_multiplier(distance_weight + occupied_slots_weight + threat_weight + disabled_weight + targeted_by_monster_weight + stickiness_weight) * weight_multiplierdistance_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:
(distance_weight + occupied_slots_weight + archetype_weight + targeted_by_monster_weight + disabled_weight) * weight_multiplier(distance_weight + occupied_slots_weight + targeted_by_monster_weight + disabled_weight) * weight_multiplier(distance_weight + occupied_slots_weight + targeted_by_monster_weight + disabled_weight + threat_weight) * coherency_weight * weight_multiplier(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(distance_weight + occupied_slots_weight + threat_weight + targeted_by_monster_weight + disabled_weight + line_of_sight_weight) * weight_multiplier] + stickiness_weight(distance_weight + occupied_slots_weight + disabled_weight + targeted_by_monster_weight) * weight_multiplierThe same applies to Monsters too:
(distance_weight + occupied_slots_weight + threat_weight + stickiness_weight + targeted_by_monster_weight + disabled_weight + ledge_hanging_weight) * weight_multiplier * taunt_weight_multiplier(distance_weight + occupied_slots_weight + stickiness_weight + disabled_weight + threat_weight + targeted_by_monster_weight) * weight_multiplier * taunt_weight_multiplier(distance_weight + occupied_slots_weight + threat_weight + stickiness_weight + targeted_by_monster_weight + disabled_weight + ledge_hanging_weight) * weight_multiplier * taunt_weight_multiplier(distance_weight + occupied_slots_weight + stickiness_weight + disabled_weight + threat_weight + targeted_by_monster_weight) * weight_multiplier * taunt_weight_multiplier0.Permanent Damage Taken Weight: Calculates a weight based on the target's permanent health damage taken.
(1 - permanent_damage_taken_percent) * inverted_permanent_damage_takenCurrent Stacks Multiplier**:** Checks for the chaos_beast_of_nurgle_hit_by_vomit buff on the target.
(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_multiplierAnd most surprisingly, the captains (who are rather normal):
distance_weight + occupied_slots_weight + disabled_weight + threat_weight + targeted_by_monster_weight) * weight_multiplier(distance_weight + occupied_slots_weight + threat_weight + disabled_weight + targeted_by_monster_weight + stickiness_weight) * weight_multiplierI 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 • u/Mattmattmaaatt • 15h ago
r/DarkTide • u/Sir-downvotes • 9h ago
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 • u/kvijay1 • 3h ago
What I mean is class that can go through auric/havoc missions gunblazing with automatic weapon with high fire-rate.
r/DarkTide • u/YolStorm • 1d ago
r/DarkTide • u/LordeMorde • 22h ago
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r/DarkTide • u/HunterSome3829 • 13h ago
My favorite Ogryn loadouts. Fat Zealot, Fat Arbite, Fat Hivescum
r/DarkTide • u/CommanderSweethang • 10h ago
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 • u/Goblin_Bits_Shaman • 16h ago
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 • u/EelBegotten • 16h ago
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?