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Warhammer 40,000: Speed Freeks News

Crash Hotfix

[h3]We noticed a nasty crash slipped through the cracks, so that's been fixed now ːsteamthumbsupː[/h3][p][/p][p]Other notes:[/p]
  • [p]We're also aware that there's issues with a couple vehicle kits going invisible due to the new code around proximity fading when the camera is close to it. We're looking into why this is happening. In the meantime if you could please use a different kit temporarily, would be great.[/p]
  • [p]Steam Deck still has pretty bad performance issues that we're looking into. They seemingly popped up in one of the summertime patches, so we're narrowing down which change could have caused it. Apologies for the issue, we're on top of it though[/p]
  • [p]We are also looking into server host performance, as hosting a full server can be pretty heavy on a player's PC. Hopefully improving performance here will help with any server desync issues as well[/p]
[p]We're working on fixing other things as well, plus finishing up the Creation Mode LEVEL EDITOR + Workshop for release later this month.[/p][p]Stay tuned for more news on that[/p]

Hotfix for silly things + Deffkopta Rokkits

[h3]Quick one ladz. We needz ta fix sumfin' we'z dun mess'd up ːsteamfacepalmː[/h3][p][/p][p]A hotfix patch has just been pushed with:[/p]
  • [p]Fixed Deffkopta falling over drunk in various menu screens[/p]
  • [p]Fixed Stompa desync in Kill Konvoy - Scrap In Da Yard[/p]
  • [p]Fixed issue with wheeled vehicles getting squished/warped when switching to them from Deffkopta. Yes, you read that right[/p]
  • [p]Fixed issue with Squigbuggy Tires kit being purple invisible[/p]
  • [p]Fixed issue with some rims not using proximity fade like other items[/p]
  • [p]Fixed issue with accessories not being properly attached to Deffkopta[/p]
  • [p]Changed Deffkopta drop rokkits to have same proximity fuse and impact radius as the default rokkits[/p]
[p][/p][p]Fanks fer playin', ya gits![/p]

Crash Fixes! + Deffkopta Changes

[p]OI YOU'Z GITS![/p][p]This isn't the spookiest of Halloween updates, but it's certainly an Orky one - Or is it? We're fixing things, not breaking them...[/p][p][/p][hr][/hr][h3]Alright, some big stability updates first:[/h3]
  • [p]Fixed an issue with vehicle explosions causing crazy forces and lagging the entire server[/p]
  • [p]Improved overall stability and fixed crashing associated with some maps. Hopefully this helps disband the fatal error gang for good ːsteamthumbsupː[/p]
  • [p]Fixed a crash for systems using an Intel Arc GPU[/p]
  • [p]Some performance improvements to various maps[/p]
[hr][/hr][p][/p][p]Some extra things in this update:[/p]
  • [p]Added a fade function to vehicles so when the camera gets close to it, they don't block the entire view. This is mostly a change to help players aim at Deffkoptas flying around/above them[/p]
  • [p]Added updated main menu buttons in preparation for the HUGE upcoming level editor update[/p]
  • [p]Fixed issue with Stompa desyncing in Scrap In Da Yard[/p]
  • [p]Deffkopta kits now show in the UI even if not unlocked yet[/p]
  • [p]Hid some unused Ork animations in Kustomize[/p]
  • [p]Some audio optimizations[/p]
[p][/p][h3]Steam Deck[/h3][p]We're still figuring out what went wrong here that's causing extreme performance issues, but we think we have a lead on what's happening and can pinpoint the game update that started the issues. Hoping to have a fix soon, apologies for the wait.[/p][p][/p][p][/p][h3]DEFFKOPTA 🚁[/h3][p]Most people have been loving piloting this little guy and wreaking havoc from the skies - but some of you gits haven't enjoyed being on the receiving end of the Deffkopta's aerial wrath. Thank you everyone for all the feedback and meta discussion, it's been very fun to read![/p][p][/p][p]We've made some changes that we hope will be received well, with the Deffkopta still being a formidable opponent, but less frustrating to fight against:[/p]
  • [p]The Deffkopta now has two primary weapon options: Kopta Rokkits and Kopta Drop Rokkits. The Drop Rokkits are the ability you've already experienced.[/p]
    [p]To sum up the difference, the Kopta Rokkits are a shorter range, easier to hit weapon that has a bit of bonus damage when used at the limit of its range. The Drop Rokkits can be fired much further, but are more difficult to hit and don't have access to the bonus damage.[/p]
  • [p]Drop Rokkit damage reduced to 11 (from 14)[/p]
  • [p]Kopta Rokkits (the new default weapon) deal 9 damage in close range, and 14 damage when hitting targets over 50m away. Missile and trail VFX change to show rokkit instability (meaning higher damage) after flying 50 meters.[/p]
    [p]14 damage is the original missile damage value, which you now only have access to at a distance. We found that Deffkoptas hovering directly over your head was not that fun to fight, so we've added an incentive to adopt more of a hit and run playstyle: use your bomb and melee coooldowns, and then retreat to a short distance away to get max damage from your rokkits.[/p]
  • [p]Kopta Rokkit explodes after 100m (compared to Drop Rokkit 200m)[/p]
  • [p]Kopta Rokkit impact radius is 8 (compared to Drop Rokkit 6), and proximity fuse radius is 6 compared to Drop Rokkit 4)[/p]
  • [p]Projectile spread/inaccuracy removed from all Deffkopta Rokkits.[/p]
  • [p]Increased hit box size slightly, extended it downwards to help with vehicle-on-vehicle body blocking (ie. bomb defense)[/p]
  • [p]The Spinning Blades ability now has less ability to change momentum when turning[/p]
  • [p]Spinning Blades cooldown increased to 7 seconds (from 5)[/p]
  • [p]Shows the correct health value in the help screen (100, not 110)[/p]
  • [p]Kopta weight reduced to 4k (from 5k)[/p]
    [p]This makes the Deffkopta take more knockback from weapons, and jump higher from its own bomb knockback.[/p]
[p]OTHER VEHICLES[/p]
  • [p]Scrapjet Combat Rokkit damage reverted to 25 (from 30)[/p]
[p][/p][p]So yeah, this is the first round of DK changes after reading everyone's initial feedback. Our goal is to keep what makes the Deffkopta fun while also improving the experience of fighting against it, and also to simplify things overall but add a bit of complexity for those who want it.[/p][p]Since you've played the Deffkopta a certain way already, it will feel a bit different at first. Please give these changes a bit of time to sink in, and we look forward to reading everyone's thoughts and opinions on the update.[/p][p][/p][p][/p][p][/p][p][/p][h3]WOT'Z COMIN'[/h3][p]A reminder that the next big update includes the LEVEL EDITOR (with online workshop support) and a ton of wacky custom maps ready to play.[/p][p]It will be the biggest, most game-changing update the game has ever seen and we are very excited to watch the community adopt the tools and have a ton of fun making their own maps.[/p][p][/p][h3]WORKSHOP[/h3][p]The WORKSHOP will have a rating system and we'll highlight player creations in the main menu of the game, too.[/p][p]Some players will be able to access the level editor ahead of launch to put their creations on the workshop in advance - more details on this in a future post.[/p][p][/p][p]Really pumped for this, it's a huge feature for the game and we don't think our players truly understand yet how much it elevates the game :)[/p][p] [/p][h3]Thanks for playin' our Orky game[/h3][p]As always, we appreciate our players and their dedication to Speed Freeks. We're actively trying to get new players in as it's more fun with other gits. Hope to see you ingame![/p]

DEFFKOPTA Takes To Da Skies!

[h3]FLYBOYZ! YOU'Z REDDY?[/h3][p]The wait is over... time to fly 🚁[/p][p][dynamiclink][/dynamiclink] [/p][p]Grab the latest Speed Freeks update and play to unlock the new Deffkopta vehicle.[/p][p]You'll need to travel 70 km in any vehicle to do so (don't worry, it doesn't take long - you can track progress in the Challenges menu)[/p]
[p][/p][p]Once you start flying around with the Deffkopta you'll notice that it controls a lot differently to any of the game's wheeled vehicles.[/p][p]"No zoggin' guff, ya scrap fer brainz"[/p][p]Well, the huge difference is that you can strafe from side to side, and you glide off of jumps/cliffs. You'll be rethinking the way you traverse the game's maps because of how different this vehicle is - in a great way.[/p][p][/p][p]This agile little fella also has a variety of weapons / abilities:[/p]
  • [p]Kopta Rokkits which are consistently fired out of the front of the vehicle[/p]
  • [p]Spinnin' Blades which is a smashin' n' slicin' melee attack, but also a movement ability[/p]
  • [p]Deff From Above which is a single large bomb dropped from the bottom of the Kopta, causing decent damage and lifting enemies off the ground in a large radius[/p]
  • [p]Kopta Control which lets you fly the Kopta closer to the ground for better chance at melee attacks, but also maneuvering under low objects like arches/tunnels[/p]
[p][/p][p] [/p][h2]DA MAPS 🗺️[/h2][p]You'll be flyin' the Deffkopta through two new Maps for each of the main modes.[/p][p][/p][p]Kill Konvoy - Scrap in Da Yard is a giant scrapyard full of verticality that leads into a deep trench.[/p][p][/p][p]Deff Rally - Deff Gorge is a snowy version of the Kill Konvoy map Da Gorge, which has players racing through checkpoints - including a forest race full of corner drifting. If you like tight racing, this is the map for you.[/p][p] [/p][hr][/hr][h2]WOT ELSE? 📝[/h2][p]Balancing changes, bug fixes and more. Point yer peepers below...[/p][p][/p][h3]VEHICLES ⚙️[/h3][p]GENERAL[/p]
  • [p]Wartrike Boomsticks, Scrapjet wing missiles, and Trukk main turret all can aim up to 80 degrees so they can interact with Deffkopta more easily[/p]
[p][/p][p]BOOMDAKKA SNAZZWAGON[/p]
  • [p]Mek Speshul Burst fire rate reduced to 0.9 (from 1), damage decreased to 2 (from 2.2)[/p]
[p]The much requested nerf to the Snazzwagon's alt weapon has arrived![/p]
[p][/p][p]DEFFKILLA WARTRIKE[/p]
  • [p]Speed reduced to 94.5 (from 99), now the same as the Shokkjump Dragsta[/p]
[p]The Wartrike's ludicrous bomb delivering ability has been toned down a bit.[/p]
[p][/p][p]MEGATRAKK SCRAPJET[/p]
  • [p]Fixed Scrapjet missiles frequently getting out of sync and dealing no damage[/p]
  • [p]Missile proximity fuse increased to 3 (from 2), impact radius increased to 13 (from 10)[/p]
  • [p]Recoil Rokkit cooldown reduced to 6 (from 8)[/p]
  • [p]Rokkit Kannon damage increased to 30 (from 25)[/p]
[p]The Scrapjet's two secondary weapons have been made more effective, either dealing more damage or getting shorter cooldowns, and the missiles hit much more consistently now. We'll keep an eye on the changes for balancing purposes.[/p]
[p][/p][p]SHOKKJUMP DRAGSTA[/p]
  • [p]Fixed Dragsta missiles not firing in certain conditions[/p]
[p][/p][h3]MISCELLANEOUS [/h3]
  • [p]We added some killer new 🎵 MENU MUSIC 🎵 [/p]
[p]Produced by our resident sound guys / musicians, Cave Bat 💪[/p][p](We'll be adding this song to the Soundtrakk DLC as well)[/p]
  • [p]Added a fix for preserving windowed screen mode[/p]
  • [p]Trukk now has Ork VO comments play sometimes when using abilities (as they do for other vehicles)[/p]
  • [p]Kustom Rally now supports up to 16 players instead of 8[/p]
  • [p]Many small optimizations to ingame assets[/p]
[p][/p][h3]Match Balancing ⚖️[/h3]
  • [p]You can now switch to the losing team at any time, as long as an empty slot is open[/p]
[p]This is an experiment to see how it not only affects balance, but also gives friends a chance to put themselves on the same team (a workaround for the lack of a party system right now)[/p]
  • [p]Player skill rating (used for balancing) now only considers the last 20 matches played[/p]
[p]This keeps the skill rating relatively recent and more relevant.[/p]
  • [p]In order to update skill rating, a player must be part of a match with 6+ human players for at least 75% of the duration[/p]
  • [p]Skill rating now increases logarithmically, and there is a hard cap to make sure players don't falsely become god-tier rating and cause lopsided matches[/p]
  • [p]Teams are now less likely to be balanced with a different amount of players on each team[/p]
  • [p]Fixed a bug where opting out of leaderboard tracking also froze your skill rating[/p]
[p][/p][h3]User Interface[/h3]
  • [p]Added modifiers to the game browser legend for clarity[/p]
  • [p]Added "GAME ENDING" text to game browser entry when the progress bar is red and the match is not joinable[/p]
  • [p]Added a medal for finishing a capture point race in Deff Rally[/p]
  • [p]Removed Quick Match option in PLAY GAME, as Game Browser is the optimal way of joining matches[/p]
  • [p]General UI texture optimization, improvement and clean up pass[/p]
[p][/p][h3]Maps[/h3]
  • [p]Some art tweaks to Da Gorge which are also present in the new Deff Rally - Deff Gorge[/p]
  • [p]Improved performance on Da Dust Up and Da Gorge for lower end settings[/p]
[p][/p][h2]🚨 STEAM DECK 🚨[/h2][p]Currently there is a severe issue with Steam Deck performance that we couldn't figure out before this patch was going live, so we're still looking into it and think we have a lead on when the issue started, which helps us narrow down the cause[/p][p][/p][h3]Apologies for the Steam Deck issues, we're on it though and will hopefully have some good news soon 👍[/h3][p][/p][p][/p][p][/p][p][/p][h2]LEVEL EDITOR 🛠️ (coming soon)[/h2][p]Don't forget that next month's update will bring the much anticipated Level Editor and cloud Workshop support to share / download community creations.[/p][p][/p][p]You can see the buttons for these features are greyed out in the latest build, but they are already fully functional - just we're adding more functionality and polish before we release it.[/p][p][/p][p]So excited for this massive feature. Some madlad testers have already created a plethora of amazing maps and races, the latest more insane than the last.[/p][p][/p][p][/p][p][/p][h3]New WAAAGH! PATH[/h3][p]Also coming with the Level Editor update will be another WAAAGH! Path, complete with a plethora of new items to unlock including clan kits and valuable pit bosses.[/p][p]Plus there's a new menu scene theme with Deffkoptas flying around. It's awesome.[/p][hr][/hr][h3]If you can guess who the next Pit Boss crew will be, we'll give you a free Speed Freeks Soundtrakk DLC 🎵🔥[/h3][hr][/hr][p]Hint: it's from an official Warhammer miniature pack.[/p][p][/p][h3]ALT WEAPONS 🔫[/h3][p]And we'll be releasing more alternative versions of weapons for a bunch of vehicles, so you'll have even more ways to play.[/p][p][/p][p][/p][p]In the meantime, we hope you enjoy playing with the Deffkopta as much as we've been having fun making it![/p][p]We look forward to seeing you gits buzzin' around ingame.
[/p][hr][/hr][p]We've got an active and dedicated community already on the official SF Discord, so smash your way onto it if you fancy chatting and playing with other gits[/p][p]JOIN DA DISCORD[/p]

ORKTOBER patch New Maps + News

[h3]Dat Deffkopta 'az warmed da 'earts ov you'z gits, it 'as[/h3][p]What a great response to last week's reveal of the new vehicle. We think you guys will have a blast playing it 🚁[/p][p][/p][p][/p][p]You don't have to wait long, because the Deffkopta is coming in next week's Orktober patch, along with a couple new maps: Scrap in Da Yard for Kill Konvoy, and Deff Gorge for Deff Rally.[/p][p]More on that later...[/p][p][/p][p][/p][h2]ORKTOBER [/h2][p]Now, with that great news comes some unexpected news, which is that the upcoming LEVEL EDITOR has been delayed to instead launch in another big update for November. We felt this was the right choice since cloud Workshop support wasn't going to be ready for next week, and there's still some polish things we'd like to add to the editor, which we think the community will really appreciate.[/p][p][/p][p]Now, some of you gits might be thinking "Why doz dis matta to a speedy, smashy, krumpy git like me dat just speedily smash's and krumps ova gits?"[/p][p][/p][h3]Well, my mean and green friend, a level editor with a shared Workshop means that there will be lotz and lotz of new, community-made levels to play with each other - and if what we've seen so far from our testers is any indication, there will be some INSANE maps.[/h3][p][/p][p]And if you're the type of git who likes to make maps, even better.[/p][p]Our testers and us devs have had some amazing sessions of a host creating maps in realtime, while others played them as they were being built.[/p][p]These play sessions can turn into absolute lunacy, especially when in voice chat together.[/p][p][/p][p]For example, this was the beginning of a silly level we started making as a team in realtime.
But this is nothing compared to how much more you can do with the editor.[/p][p][/p][p][/p][p]So yeah, as we've said before, we are super excited to share this feature with the player base and can't wait for you guys can see what people build - either right in front of your eyes while playing, or by downloading it from the Workshop.[/p][p][/p][p] [/p][h2]DA MAPS 🗺️[/h2][p]Alright, wot about sum more info on da update next week ya?[/p][p]We've got two new maps, one for each Kill Konvoy and Deff Rally.[/p][p][/p][p]Kill Konvoy - Scrap In Da Yard takes place in a - you guessed it - massive scrapyard. There's moving scrap everywhere, lots of verticality to take advantage of, and a massive trench in the second half which leads to a big scrap dump for the final stretch.[/p][p]We think this is one of the best Konvoy maps yet, and we think you'll agree once you play it a couple times 👍[/p][p][/p][p]It's also got a spooky secondary lighting version:[/p][p][/p][p][/p][p]Deff Rally - Deff Gorge is a DR version of Kill Konvoy - Da Gorge, after a snowfall and the area has been somewhat abandoned. The level's alternate lighting is quite striking having a sunset contrasting with the snowy ground.[/p][p]Gorge makes for a great race playground, and you'll see what we mean when you play it. There's also an area that has players race through a forest, a first in Speed Freeks.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][h2]DA MUSIC 🎵[/h2][p]Any proppa git likes a badass tune, and our resident musicians Cave Bat have created a fantastic new tune for the main menu, so you can jam out while customizing ridez and checking stats.[/p][p]Really happy with how this song turned out, so we're eager to see what da freeks think of it.[/p][p][/p][h2][/h2][h2]DA STEAM DECK[/h2][p]Just a quick note about steam deck, is that we've seen a severe issue reported where performance will drop to 0-3 fps for periods of time - we're assuming due to shader compilation.[/p][p]This is strange because it seemed to have starting happening a couple months ago, either after one of our patches (where we didn't change anything related) or a Steam OS update.[/p][p]We're investigating the issue and will try to have something done for next week's update but we can't promise anything at this time, since although we can reproduce it, it's difficult seeing what the cause is.[/p][p][/p][p]We'll keep you Steam Deck users up to date on any fixes for this. Sorry for the poor experience right now.[/p][p][/p][p][/p][p][/p][h3]See you gits in da skies next week![/h3][p](And in flames on da ground...😈)[/p][p]Plenty more news coming after this upcoming patch as well, so be sure to check in and drop us a WAAAGH! [/p][p][/p][hr][/hr][p]We've got an active and dedicated community already on the official SF Discord, so smash your way onto it if you fancy chatting and playing with other gits[/p][p]JOIN DA DISCORD[/p]