Warhammer: Vermintide 2 - [Fatshark] Hedge
https://youtu.be/wG1mAnHmAQ0

Heroes!
Welcome to the latest update for Vermintide 2.

Today we bring you two deliveries. With the first, we're updating the live game to patch 2.0.15.2 - this includes improvements to the rerolling of traits and properties to be more deterministic and less true RNG, and includes changes to Weekly Quests.

MAIN GAME PATCH 2.0.15.2
Weekly Quests:
Will now be granted to all players, not just those who own the Bogenhafen DLC. You will receive 4 quests as a base and then one additional for each DLC you own ( Bogenhafen, Back to Ubersreik, Winds of Magic ) at the beginning of the week (Mondays 00:00 CET).

Weekly quests will now reward Shillings which can be spent in Lohner's Emporium of Wonders. Lohner's Emporium of Wonders will be available in a limited form on the Beta.

For those still collecting Bogenhafen cosmetics; the full release of Lohner's Emporium of Wonders will make all of them available for those of you who own the DLC.

Crafting
Optimised salvaging items resulting in quicker salvage times and less frequent backend errors.

Rerolling traits and properties is now more deterministic; you are guaranteed to see each trait and property configuration within a certain amount of rerolls. It is also no longer possible to roll a trait or property configuration twice in a row.

We also have as mentioned in our letter to the community last week the latest on Season 2 in the form of a BETA. Patch 2.1.0 is available for test! The notes of which can be found below.

To install the Vermintide 2 - Season 2 Beta:
  • Right-click Vermintide 2 in your Steam library sidebar
  • Select 'Properties'
  • Select the 'Betas' tab
  • Expand the 'Select the beta you would like to opt into' dropdown and select:
  • season2_beta_8.6gb_download
  • An 8.6GB download for the Season 2 Beta should then start downloading. If the download does not start automatically, please restart the Steam client.
PROGRESS FROM THE BETA IS PLANNED TO PERSIST TO THE FULL RELEASE.

Exceptions may be made in regards to in-game currencies. Should issues be found with the economy during beta, there is a potential for currency to be adjusted.
We have compiled a bunch of answers to potential questions over on our Support Site FAQ so be sure to check those out if you have any queries! The notes are as follows:

BETA PATCH SEASON 2 - Patch 2.1.0

HOTFIX #1
  • Fixed a crash that could occur on the map Dark Omens
  • Fixed Bardin Slayer’s talent Grimnirs Focus not working for clients

FEATURES
  • Revisions to the Weaves (including unranked Quick Play) (for Winds of Magic owners).
  • The first of the Curse of Drachenfels maps, 'Old Haunts' (for Everyone).
  • Lohner’s Emporium. Lohner’s Emporium will be a limited experience for the time being as we test out how you interact with currency and look for edge cases in the machinations that bring it all together.
UI / UX
  • Items now stay in the Recipe slot when rerolling for properties and traits.
  • The crafting interface now removes the item from the Recipe slot after applying a weapon illusion.
  • Quest and challenges in Okri’s Challenges now display in the following cadence: Claimable < Avialable < Completed
  • The UI now presents rarity on reward items in Okri’s Challenges
  • Weapon illusion rewards are now presented correctly in Okri’s Challenges
  • Fixed bug with item reward popup showing item rewards without a frame.
  • [ALT + ENTER] to toggle fullscreen no longer triggers the chat.
  • Fixed a problem where by the Font Size didn’t take effect in the settings.
  • Added support to scroll chat text with mouse wheel.
  • Polished the visual look of the chat.
  • Added new font rendering to the chat to make it more sharp and now supports multiple colors.
  • Changed size of chat window (From 600x200 to 500x250).
  • Private/public checkbox in tab-menu now only says “Private” to make it clear if game is set to private or not.
  • Loading screen subtitles do now continue after loading screen is complete as long as the VO is still playing.
  • Tweaked font sizes and text color of matchmaking status UI.
  • Added sound events for weave game mode menu.
  • Adding missing variations of the potions for Razer Chroma.
LEVELS
  • Against the Grain - Fixed some illogical respawn points.
  • Blightreaper - Added and adjusted collisions to prevent Out of Bounds.
  • Dark Omens - Fixed various spots where heroes would just fall to their death instead of hanging off the ledge.
  • Dark Omens - Adjusted pickups that were outside of the play area.
  • Dark Omens - Moved a grenade spawn spot that was obstructed by a rock.
  • Dark Omens - Fixed a location near the 2nd Grimoire where bots behaved frustratingly.
  • Empire in Flames - Added and adjusted collisions to prevent Out of Bounds.
  • Fort Brachsenbrucke - Fixed a respawn point that could send players back beyond a point of no return.
  • Fort Brownbrogues - Fixed spot where cannonball could go out of bounds and become unobtainable.
  • Fort Brandybutter - Fixed a spot where heroes would just fall to their death instead of hanging off the ledge.
  • Garden of Morr - Dying near the first Tome should no longer spawn you near the third Tome.
  • Garden of Morr - Fixed various sticky spots.
  • Horn of Magnus - Fixed some illogical respawn points and sticky spots.
  • Horn of Magnus - Stopped Beastmen spawning behind the portcullis during the barrel event.
  • Hunger in the Dark - Fixed various sticky spots and hang-ledges.
  • Into the Nest - Fixed various sticky spots and Out of Bounds locations.
  • The Pit - Added and adjusted collisions to prevent Out of Bounds.
  • Skittergate - Fixed an Out of Bounds that could lead to a soft lock.
  • Skittergate - Fixed a location where bots could get stuck.
  • Skittergate - Fixed a spot where enemies could not path to the player during the final encounter.
  • War Camp - Fixed some sticky spots.
  • War Camp - Fixed a crash that could occur during the Bodvarr encounter.
  • War Camp - Adusted 'Nav Mesh' (AI Pathing) to avoid enemies spawning beneath the water.
  • Weaves - 'Death' Wind: Now only damages permanent (green) health, and gives you temp health equivalent to the health lost. Temp health degenerates at an increased rate.
  • Weaves - 'Life' Wind: The Thorn Bushes now deal more damage and last longer, but no longer slows and despawns after a single proc.
  • Weaves - Fixed various sticky locations, exploitable spots, hang-ledges, collisions and deathzones.
  • Weaves - Fixed reported scenarios where there was not enough Essence to fulfil an objective. We've tweaked how we calculate how much each enemy killed contributes to the overall bar in a weave to be more consistent and reliable.
  • Weaves - Reduced the severity of damage scaling when reaching beyond Weave 60.
  • Weaves - We've revisited the spawning / end events on certain levels.
ENEMIES
  • Fixed cases where the Packmaster would not hoist a grabbed player when it had been re-directed by another player.
  • Fixed headbutt and shove attacks of the Minotaur having 2 overlapping and continuous hitboxes resulting in potential double hits.
  • Blood explosion particles from Rasknitt and Gutter Runner death animations are now removed if blood and gore setting is is set to 'Off'.
  • Fixed an issue where the Chaos Spawn's 'life leech' grab did not scale properly on Cataclysm. Now restores 400 health when the Spawns eats a player, up from 60.
  • Updated Berserker and Plague Monk combo attack face rotation to be "flat", so if player is at different elevation the attacker wouldn't tilt.
  • Updated Berserker and Plague Monk combo attack behavior to keep both move target and attack target until the combo is over, so they should no longer switch to closest target for neither attack nor the movement until the combo attack is over.
  • Ungor Archer's arrows can now be blocked by all melee weapons within block angle. (Same as shield weapons functions currently).
MISC. BUG FIXES
  • Fixed situations where players could get stuck in the Bridge of Shadows if a connecting player failed to properly connect to the lobby.
  • Fixed an issue where the torch could spawn on downed bots if Darkness was triggered in Twitch Mode.
  • Fixed the Twitch Darkness Mutator, so that the torches that are spawned are also despawned when the mutator ends.
  • Fixed damage statistics not being tracked for remote clients when hitting Trolls.
  • Fixed 'Slay all Lords with specific weapons' achievements not working on Cataclysm.
  • Decanter' Trait - Fixed an issue that caused the concentration potion to reduce cooldown at a 50% increased rate when using Decanter. Now restores cooldown at the same rate as without the trait.
  • Fixed various crashes.
HEROES
  • Tweaked secondary weapon actions (block/aim/charge). Minimum action time has been reduced from average 0.3 seconds to 0.2 seconds. Weapon switch start for defensive actions has been reduced from average 0.4 to 0.2 seconds for blocking and 0.0 second for aiming/charging (instantly cancelable). This should make weapon switching while performing defensive actions more responsive without making offensive canceling notably stronger.
  • Decay speed of temp hp increased by 100%.
  • Temp Health on Cleave - Increased from 0.75 health for each target damaged to 1 health for each target damaged. 50% first target penalty removed.
  • The talents that increased range of the leaping/teleporting Career Skills caused a lot of problems with out of bounds and mission skips so they have been replaced. (see Bardin and Sienna notes below)
  • Kruber
    • Kruber's spear now hits units closer to him. Previously he could miss attacks on enemies in very close proximity with sweeps and stabs. Overall attack range remains the same but should now land more consistently up close.
    • 1h Mace - Fixed an issue where the third attack in the light chain had inconsistent chaining into heavy attacks.
    • Mace and Sword - Tweaked chain windows after push slightly to counteract a situation where a light attack could be inadvertedly chained into.
    • Empire Longbow - Fixed an issue where it could still get pushed out of the zoomed shot if you had bonuses to attack speed active.
    • Foot Knight - Counterpunch - Reduced the duration of free pushes after blocking from 2 seconds to 1.
  • Saltzpyre
    • Repeating Crossbow - Fixed the triple shot having a gap where actions couldn't be chained.
    • Zealot - Heart of Iron passive ability is now active from start instead of on cooldown.
  • Bardin
    • Drakegun - Fixed an issue where the light shot of the weapon could sometime prioritize the wrong targets, resulting in them not being hit. Should now always hit targets, even if they are very close to the player.
    • 1h Hammer - Fixed an issue where the third attack in the light chain had inconsistent chaining into heavy attacks.
    • Slayer - Increased base health from 100 to 125
    • Slayer - Grimnir's Focus - Changed, now grants a 40% damage reduction for 5 seconds after landing a charged attack. The old mechanic of taking reduced damage while charging attacks worked poorly in practice and has been replaced with a more clear one. The damage reduction has been tweaked to compensate for the more reliable uptime and the Slayers increased healthpool.
    • Slayer - Bounding Leap has been replaced with 'Crunch!' - Increases the stagger strength of the impact of Leap by 100%.
  • Kerillian
    • Shade - Fixed an issue that caused Kerillian to gain guaranteed crits for 1 second after unstealthing while using Cloak of Pain.
    • Dual Daggers, Sword and Dagger - Bleed effect no longer stacks.
  • Sienna
    • Battle Wizard - Switched tiers of Famished Flames and Immersive Immolation. The combination of the talents Famished Flames and Lingering Flames made Battle Wizard a close to 100% must pick for higher difficulty content. Rather than gutting two interesting talents we'd like to experiment with them being independent build styles for Battle Wizard.
    • Battle Wizard - Whoosh! - Replaced with 'Volans' Quickening' - Reduces the cooldown of Fire Walk by 30%.
Warhammer: Vermintide 2 - [Fatshark] Hedge
Hey everyone,

The year is rapidly coming to an end, and we have some news on our progress towards launching with Season 2 for Vermintide 2 on PC.

We'd also like to invite you to a Stream on Wednesday December 11th where myself and others will be on board to talk with you about Season 2! This is scheduled for 14:30 UTC over on https://www.twitch.tv/fatsharkgames.

Season 1 ended over five weeks ago, and it has been a fair while since we first spoke about our plans for Season 2 in our blog post and reddit AMA.

Since the launch of Winds of Magic, the Vermintide 2 team has been hard at work focusing on game health with smaller - less substantial updates and a larger experimental branch which went live in patch 2.0.15 after positive feedback to the changes from a lot of you folks. Thank you for testing that out and giving us all your feedback, warts and all, and helping us get closer to what we can all agree is a more stable and fair experience. Is it perfect? It’s not, but thanks to all your reports and commentary, we’re working towards it and hope that with your input, we can give you an experience you can rely on, and have a blast bashing the bad guys to bits.

Season 2 was intended to start fully in December, alongside the first of three free maps to all Vermintide 2 players as part of the ‘Curse of Drachenfels’ update. This update would also feature the long-awaited ‘Lohner’s Emporium of Wonders’ for everyone, Quick Play enabled Weaves for WoM owners, alongside other considerations as noted in the Season 2 blog post.

These plans have, given our focus on ‘game health’, been adjusted slightly. Given the success of the latest experimental test and our ongoing commitment to improving our releases, we are instead bringing the changes intended for Season 2 into a Beta Test. This test will be available - all going well - from December the 16th and runs through the festive period. This will include revisions to the Weaves (including unranked Quick Play) for Winds of Magic owners, the first of the Drachenfels maps, Lohner’s Emporium, and more. Lohner’s Emporium will be a limited experience for the time being as we test out how you interact with currency and look for edge cases in the machinations that bring it all together.

As for those playing on Xbox One and Playstation 4, we owe you an update regarding Winds of Magic and the launch of the expansion on those platforms. The cascade of events above has had an impact on our plans for Console releases, but not too dramatically. We are currently going through platform certification for the console versions, and if all goes well with that, we hope to have it with you before the year is out. We’ve been going through extensive testing for this, using both in-house and external QA teams, and we still plan to have Winds of Magic released this month on both platforms as always intended. Winds of Magic for consoles will be equivalent to patch 2.0.15 on PC, with the addition of Quick Play weaves.

Should all go well with the certification process, the above will still be true; however, the best-laid plans can trip up, and in such an event, we’d have no choice but to delay Winds of Magic on console until January 2020. While we don’t expect that to happen, there is always a chance, and so we want to be as open as possible with you now so that there are no surprises going forward. Season 2 is planned for next year including the full release of the Emporium and free Curse of Drachenfels adventure maps.

There will be cool stuff going on in 2020, from the upcoming Vermintide: Versus and much more beyond.

We hope you enjoy the beta and we look forward to reading your feedback.

Seasons greetings,

Martin / The Vermintide 2 Team
Warhammer: Vermintide 2 - [Fatshark] Hedge
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Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

Welcome to Patch 2.0.15. Thank you for taking part in the experimental test this past week. It's been great to see your feedback on that, as well as the bugs you've reported as a result of the test.

The patch focuses on bringing back some of the tightness of the combat loops and engagements you face within Helmgart that you, rightfully, told us was out of whack. This covers areas such as enemy density, strike reliability, sound cues and enemy spawns.

The Experimental Test highlighted some new issues and provided feedback on the end event tuning that was present in the test. As a result of the test, we've fixed a bunch of those issues such as explosions triggering multiple times (this impacted bombs, hagbane, Sienna staves etc). The issue of bots dying through the Skittergate has been resolved, as well as other issues reported in the test.

We've also removed the "on spawn" audio prompts once more from specials such as the Globadier and Warpfire Thrower. In the EXP patch notes, we mistakenly added a note about the Hookrat now having a spawn sound. This was a miscommunication, so, sorry for that.

Last but not least, we've taken another pass over the end events for the levels noted in the list below. Whilst the patch notes remain the same as from EXP, they have been futher tuned to be somewhere between what was seen on the test build, and the previously live version of the game. Keep that feedback coming, and we'll adjust where needs be going forward.

Once more, thank you for your participation!

/Vermintide 2 Team

Fixes and Tweaks
  • Fixed various UI strings.
  • Various crash fixes.
  • Fix for missing localisation for one of the paintings.
  • Fixed (we hope, finally!) players being placed in to matches without being offered hero selection should their chosen hero be taken, resulting in players entering matches with the wrong hero.
  • Fixed an issue where having too many enemies alive prevented completion of the 'Cage Breaker' challenge on Against the Grain.
  • Fixed bots taking damage when they are teleported to you/a team mate whilst mid-air.
  • Enemies, notably the Chaos Spawn and Rat Ogre (but this does apply to all enemies) will slowly nudge players who find themselves stood within the enemy unit, through the expiration of a cloak ability or other such means. This fixes situations where enemy AI could not reach the player stood "inside" them.
  • Fixed battle wizard career ability fire trail going further than the player travels. Fixed fire trail not appearing if player jumps over a gap in the navmesh* (*the path on which AI can travel)
  • Fixed fire bombs not aggroing patrols if they step on the fire, now applying dots to enemies to alert them.
  • Fixed an issue where the Achievement "Ride Together, Die Together" could not be completed on Legend difficulty.
  • Changes the backstab trigger to calculate on clients instead of server
  • Updated all hidden spawners on all levels to try and combat facespawning issues.
  • Updates to enemy considerations to try and fight hyperdensity.
  • Updates to horde spawning, primarily targeting ambushes.
  • Fixes issue where the host hear the backstab indicator when bots are being backstabbed
  • Updated how sweeps are calculated for:
    • 1h Swords, Kruber and Sienna
    • Dual Wield Daggers, Kerillian
    • Dual Wield Swords, Kerillian
    • Spears and Shield, Kerillian
    • Spears, Kerillian
    • 2h Swords, Kerillian
    This should reduce the chance of getting Phantom Sweeps when playing at low fps and/or very high attack speed.
  • Added Push/Block angle to weave melee weapons. An issue caused these to not display properly as an option that could be selected.
  • Gors no longer use their kick attack since it telegraphed very poorly.
  • Reduced the speed of the Gors attacks by approximately 10% across the board.
  • Adjusted beastmen jump/climb up timers to reduce snappiness.
  • Fixed missing sounds on Kerillian's Shield+Spear.
  • Fixed missing sounds for Bardin's hammers.
  • Overhauled the sound mix to improve enemy specials awareness.
  • Removed spawn stingers for Ratling Gunner, Warpfire Thrower.
  • Fixes hordes spawning without the horde music and ambiance.
  • Fixed an issue where enemies using the combo attack (Plague Monk etc) wouldn't face their target.
  • Beastmen and chaos ambush horde music now triggers earlier to give a better indication for the player when they are about to be engaged.
  • Beastmen and chaos horde ambiance has been changed to the same effect.
  • Beastmen Standard Bearers no longer engage patrols when they put down their banners.
  • Fixed a case of super fast Gutter Runner behaviours. Seemed to be an interaction between assassin rats and edges in terrain/geometry.
  • Fixed some situations where patrols spawned too close to the player.
  • Fixed an issue where Chaos Warriors sometimes could hit player that were very close behind them when performing their overhead cleave attacks.
  • Fixed an exploit with Fire Walk and Slayer's Leap which allowed some solid objects to be passed through.
  • Fixed an issue where clients would deal more damage when they were the original cause (Sienna venting for example).
  • Bulwark' Talent - Fixed an issue that caused the bonus damage to enemies you stagger to be applied to ranged attacks. Now only affects melee attacks.
  • Sienna - Battle Wizard - Flame Walk - She can no longer target her flame walk whilst airborne. This is mechanically unchained, but previously you could target whilst airborne but you couldn't use the ability.
  • Sienna - Battle Wizard - Kaboom! - Now applies the proper burning effect on both the start location and the target location.
  • Markus Kruber - Mercenary - Blade Barrier - Fixed an issue where the talent could not be triggered if you had the talent "Enhanced Training" selected.
  • Markus Kruber - Mercenary - Walk it Off! - Now refreshes duration if Morale Boost is activated while the damage reduction is active.
  • Kerillian - Shade - Vanish - Changed icon of the invisibility buff to indicate that Kerillian is under the effect of Vanish.
  • Saltzpyre - Witch Hunter Captain - The Unending Hunt - Fixed an issue that caused the the ability to refund 80% cooldown rather than the intended 40%.
  • Saltzpyre - Witch Hunter Captain - The Unending Hunt - Fixed an issue where the cooldown would not be properly reduced while playing as a client.
  • Saltzpyre - Zealot - Heart of Iron - Fixed the talent from not preventing death if the damage taken is greater than the total max health of the player.
  • Bardin - Ranger Veteran - Firing Fury - Now refreshes duration of reload speed buff if triggered again.
  • Crit Counter buffs of Mercenary and Zealot now show when they trigger.
  • Empire Longbow - When zoom is held, will maintain zoomed in state instead of flipping in and out after each shot. Should yield a smoother experience when using the longbow.
  • Bolt Staff - Fixed an issue where the second level of charge for the spear had less cleave than the first and third level of charge.
  • Swiftbow - Increased headshot damage of charged attacks.
  • Longbow - Increased headshot damage of light attacks.
  • Longbow - Increased Body shot damage of charged attacks vs Berserker-class enemies.
  • Fixed issues where critical hits dealt less damage to certain enemy types with certain weapons:
    • Repeating Crossbows, Saltzpyre and Kerillian.
    • Blunderbuss and Grudge-Raker, Markus and Bardin.
    • Hagbane impact damage, Kerillian.
    • Fireball Staff, Sienna.
    • Bolt Staff, charge level 2 heavy spear attack.
    • Flamethrower heavy attacks, Sienna and Bardin.
    • Shield heavy attack slams, Markus and Bardin.
    • Dual Axes push attack, Bardin.
    • Flaming Sword claw attack, Sienna.
    • Greathammer, Bardin and Markus.
  • Cermonial Dagger - Heavy attack 1 chains slightly faster into heavy attack 2.
  • Beam Staff - Fixed sometimes not doing charged shot while holding right mouse button and left mouse button is spammed.
  • Hagbane - Removed projectile penetration on charged shot to make sure it always creates poison cloud on impact.
  • Fixed issue where the player wouldn't respawn or take a really long time to respawn in the final arena part of a Weave.
  • Skittergate: Fixed a case of Skippergate.
  • Skittergate: Fixed a cliffedge which had no hangledge and heroes whom fell there were just insta-killed.
  • Skittergate: Bots should now behave a bit better around the ledges during the escape.
  • Skittergate: Fixed various AI navigation and sticky locations.
  • Athel Yenlui: Fixed a handful of sticky locations
  • Tweaked the end events of the following missions:
    • Convocation of Decay
    • Fort Barkenbörken
    • Skittergate
    • Garden of Morr
    • The Screaming Bell
    • Righteous Stand
    • Engines of War
    The end events should be less punishing on higher difficulties, and slightly less challenging on all difficulties across the board. The first wave of tuning for the experimental beta .15 was quite heavy handed. We still want Legend and even moreso Cataclysm to pose challenges that enforce good teamplay and threat evaluation from a party of heroes. We will continue to monitor our data and collect feedback from the community to ensure this is upheld when it comes to end event difficulty in Vermintide 2.
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes,

Today we've put out patch 2.0.15 into an opt in experimental branch that we'd love for you to test!

To install the Vermintide 2 - 2.0.15 Experimental patch, please:

  • Right-click Vermintide 2 in your Steam library sidebar 
  • Select 'Properties' 
  • Select the 'Betas' tab
  • Go to the 'Betas' tab
  • Expand the dropdown and select:
    2.0.15_beta_1.4_gb_download
A 1.4GB download for the patch 2.0.15 Experimental branch should then start downloading. If the download does not start automatically, please restart the Steam client. 

PROGRESS WILL BE PERSISTENT BETWEEN THE TEST AND LIVE GAME
We've been listening hard and working harder to bring you this update which looks to tackle issues that are high on your priority list.

These include the way in which enemies spawn in to the playing field, the sounds that accompany enemy behaviours, and we're looking to alleviate those situations in which enemy density around your character might go against established conventions.

There's a bunch of other fixes and tweaks in this update, the notes of which can be found below.

Fixes and Tweaks
  • Fixed various UI strings.
  • Various crash fixes.
  • Fix for missing localisation for one of the paintings.
  • Fixed bots taking damage when they are teleported to you/a team mate whilst mid-air.
  • Enemies, notably the Chaos Spawn and Rat Ogre (but this does apply to all enemies) will slowly nudge players who find themselves stood within the enemy unit, through expiration of a cloak ability or other such means. This fixes situations where enemy AI could not reach the player stood "inside" them.
  • Fixed battle wizard career ability fire trail going further than the player travels. Fixed fire trail not appearing if player jumps over a gap in the navmesh* (*the path on which AI can travel)
  • Fixed fire bombs not aggroing patrols if they step on the fire, now applying dots to enemies to alert them.
  • Fixed an issue where the Achivement "Ride Together, Die Together" could not be completed on Legend difficulty.
  • Changes the backstab trigger to calculate on clients instead of server
  • Updated all hidden spawners on all levels to try and combat facespawning issues.
  • Updates to enemy considerations to try and fight hyperdensity.
  • Updates to horde spawning, primarily targeting ambushes.
  • Fixes issue where the host hear the backstab indicator when bots are being backstabbed
  • Refactored all explosions which should result in better syncing of explosions across host and client(s).
  • Updated how sweeps are calculated for:
    • 1h Swords, Kruber and Sienna
    • Dual Wield Daggers, Kerillian
    • Dual Wield Swords, Kerillian
    • Spears and Shield, Kerillian
    • Spears, Kerillian
    • 2h Swords, Kerillian
    This should reduce the chance of getting Phantom Sweeps when playing at low fps and/or very high attack speed.
  • Added Push/Block angle to weave melee weapons. An issue caused these to not display properly as an option that could be selected.
  • Gors no longer use their kick attack since it telegraphed very poorly.
  • Reduced the speed of the Gors attacks by approximately 10% across the board.
  • Adjusted beastmen jump/climb up timers to reduce snappiness.
  • Fixed missing sounds on Kerillian's Shield+Spear.
  • Fixed missing sounds for Bardin's hammers.
  • Overhauled the sound mix to improve enemy specials awareness.
  • Packmaster now announces when he enters the playing field.
  • Fixes hordes spawning without the horde music and ambience.
  • Fixed an issue where enemies using the combo attack (Plague Monk etc) wouldn't face their target.
  • Beastmen and chaos ambush horde music now triggers earlier to give a better indication for the player when they are about to be engaged.
  • Beastmen and chaos horde ambience has been changed to the same effect.
  • Beastmen Standard Bearers no longer engage patrols when they put down their banners.
  • Fixed a case of super fast Gutter Runner behaviours. Seemed to be an interaction between assassin rats and edges in terrain/geometry. Keep us posted!
  • Fixed cases where ULTs with knockback could be rendered unable to knockback for the remainder of a match.
  • Fixed some situations where patrols spawned too close to the player.
  • Fixed an issue where Chaos Warriors sometimes could hit player that were very close behind them when performing their overhead cleave attacks.
  • Fixed an exploit with Fire Walk and Slayer's Leap which allowed some solid objects to be passed through.
  • Fixed an issue where clients would deal more damage when they were the original cause (Sienna venting for example).
  • Bulwark' Talent - Fixed an issue that caused the bonus damage to enemies you stagger to be applied to ranged attacks. Now only affects melee attacks.
  • Sienna - Battle Wizard - Flame Walk - She can no longer target her flame walk whilst airborne. This is mechanically unchanged, but previously you could target whilst airborne but you couldn't use the ability.
  • Sienna - Battle Wizard - Kaboom! - Now applies the proper burning effect on both the start location and the target location.
  • Markus Kruber - Mercenary - Blade Barrier - Fixed an issue where the talent could not be triggered if you had the talent "Enhanced Training" selected.
  • Markus Kruber - Mercenary - Walk it Off! - Now refreshes duration if Morale Boost is activated while the damage reduction is active.
  • Kerillian - Shade - Vanish - Changed icon of the invisibility buff to indicate that Kerillian is under the effect of Vanish.
  • Saltzpyre - Witch Hunter Captain - The Unending Hunt - Fixed an issue that caused the the ability to refund 80% cooldown rather than the intended 40%.
  • Saltzpyre - Zealot - Heart of Iron - Fixed the talent from not preventing death if the damage taken is greater than the total max health of the player.
  • Bardin - Ranger Veteran - Firing Fury - Now refreshes duration of reload speed buff if triggered again.
  • Crit Counter buffs of Mercenary and Zealot now show when they trigger.
  • Empire Longbow - When zoom is held, will maintain zoomed in state instead of flipping in and out after each shot. Should yield a smoother experience when using the longbow.
  • Bolt Staff - Fixed an issue where the second level of charge for the spear had less cleave than the first and third level of charge.
  • Swiftbow - Increased headshot damage of charged attacks.
  • Longbow - Increased headshot damage of light attacks.
  • Longbow - Increased Body shot damage of charged attacks vs Berserker-class enemies.
  • Fixed issues where critical hits dealt less damage to certain enemy types with certain weapons:
    • Repeating Crossbows, Saltzpyre and Kerillian.
    • Blunderbuss and Grudge-Raker, Markus and Bardin.
    • Hagbane impact damage, Kerillian.
    • Fireball Staff, Sienna.
    • Bolt Staff, charge level 2 heavy spear attack.
    • Flamethrower heavy attacks, Sienna and Bardin.
    • Shield heavy attack slams, Markus and Bardin.
    • Dual Axes push attack, Bardin.
    • Flaming Sword claw attack, Sienna.
    • Greathammer, Bardin and Markus.
  • Cermonial Dagger - Heavy attack 1 chains slightly faster into heavy attack 2.
  • Beam Staff - Fixed sometimes not doing charged shot while holding right mouse button and left mouse button is spammed.
  • Hagbane - Removed projectile penetration on charged shot to make sure it always creates poison cloud on impact.
  • Fixed issue where the player wouldn't respawn or take a really long time to respawn in the final arena part of a Weave.
  • Skittergate: Fixed a case of Skippergate.
  • Skittergate: Fixed a cliffedge which had no hangledge and heroes whom fell there were just insta-killed.
  • Skittergate: Bots should now behave a bit better around the ledges during the escape.
  • Skittergate: Fixed various AI navigation and sticky locations.
  • Athel Yenlui: Fixed a handful of sticky locations
  • Tweaked the end events of the following missions:
    • Convocation of Decay
    • Fort 2: Electric Boogaloo
    • Skittergate
    • Garden of Morr
    • Engines of War
    The end events should be less punishing on higher difficulties, and slightly less challenging on all difficulties across the board.
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

Patch 2.0.14.1 just went live, which removes the Geheimnisnacht keep theme and fixes an issue with non-Latin fonts not displaying correctly in Latin-based localised game clients.

The Geheimnisnacht Event will still be running until 17.00 UTC at which point it will be disabled (no further patch required). This will also mark the end of season 1, as announced in our Season 2 blog post at which point the leaderboards will be frozen.

We will be taking another pass over the leaderboards to identify 'bad actors' and remove them - and sanction where necessary.

We will have news on Season 2 in the coming weeks, including the free Drachenfels content drop and the changes in place for the second season of the Winds of Magic expansion.

Warhammer: Vermintide 2 - [Fatshark] Hedge


The Night of Mystery
Geheimnisnacht is the most ill-omened night of the year and with both Mannslieb and Morrslieb full in the sky only the strong and brave dare venture into the dark. During Geheimnisnacht it's said that the veil between the living and the dead is thinner, and it's the perfect time to visit the Gardens of Morr to pay homage to the ancestors.

Geheimnisnacht will be live between October 28th until November 5th.

Geheimnisnacht Event
  • Night Mode
    Once again during the seasonal event of Geheimnisnacht, all of the outdoor adventure levels will be bathed in darkness, with only the light cast by Mannslieb and Morrslieb to guide your steps. Players on both PC and Console will be able to experience the Geheimnisnacht night mode.

  • Geheimnisnacht Keep Theme
    Lohner has once more been inspired by the Cult of Morr and decorated the entire keep with hundreds of candles. Or he has something untold with a ghost or two.

  • A Fanged Infection
    Last year during Geheimnisnacht a mysterious Vampire portrait frame appeared and spread between the players. Rumors circling that the same infection lives up once more during Geheimnisnacht. Display your fangs proudly.

  • Thematic Challenges
    Only those brave enough venture out into the night during Geheimnisnacht. If you are successful you will be rewarded accordingly with a new portrait frame and painting. During Geheimnisnacht you never know what is out to kill you.

  • Wraith's Revenge - Weekly Event
    A vengeful revenant stalks your party. Look straight at it to make it slow down. The catch? It's invincible.

Patch 2.0.14
  • Fixed a game crash observed when oil barrel blows up in client players hands.
  • Fixed a crash when using game-pad in the lobby browser.
  • Slayer Leap - Leap will no longer be cancelled by taking damage.
  • Shield Weapons - Shield Weapons now have a larger angle of blocking ranged enemies and boss attacks that deals damage through block (Rat Ogre smash, for example). Uses the same angle as effective block radius. Damage is still dealt if you are attacked outside of your effective block radius.
  • Fixed an issue that caused Sienna's Flaming Sword's first heavy to not trigger the Battle Wizard talent "Immersive Immolation".
  • Fixed buffs not being applied to healing.
  • Stopped traits and buffs triggering reload on ammo gain to stop animation cancelling itself.
  • Fixed various miscellaneous crashes.
Warhammer: Vermintide 2 - [Fatshark] Hedge


2.0.13.1:
  • Fixes an issue where the game would crash if all players died at the same time, and the spectator camera didn't know who to look at

Heroes!

Welcome to patch 2.0.13. This patch includes a batch of fixes and tweaks, ahead of Geheimnisnacht which arrives in Vermintide 2 next week.

Be sure to stop by our Fatshark Stream this coming Friday the 25th of October for details on this year's Geheimnisnacht celebration, the end of which marks the end of Season 1.

Fixes:
  • Removed weapon forging tutorial text that is placed on the amulet if amulet is already introduced.
  • Fixed an issue where the icon for a thrown bomb wasn't visible when playing the prologue.
  • Fixed Kerillian's career skill weapon not cloning the material settings of the original ranged weapon.
  • Fixed shielded rats having no set armor category which caused some players dealing inconsistent damage to them.
  • Fixed Throwing Axes not playing reload animation in certain conditions.
  • Fixed unlocalized strings in Athanor weapons menu.
  • Drakefire Pistols - Fixed an issue that caused a brief double venting when venting shortly after using an attack.
  • Fixed so sun flare is not visible through the first person unit ( weapons/shields)
  • Solved an instability caused when too many sound sources are created.
  • Fixed debug string seen in Weave lobby browser.
  • Fixed some cases where the "all players must be present" hints (such as elevator levers) wouldn't show for clients.
  • Game clients should now see correct Weave level names in the UI.
  • Weaves objective markers (with the blue outline) should now be unique on weave levels and not seen during regular campaign missions.
  • Tweaked audio within the 'Azyr' Weaves for stability and performance purposes.
  • Fixed crash that could occour on all Azyr winds levels.
  • Fixed issue with incorrect sound playing when selecting a talent on last talent row for the first time.
  • Fixed clipping in the Repeater Pistol's startup animation for its secondary fire.
  • Fixes issue where the player would get the wrong hero.
  • Fixed bug which could result in Sienna becoming permanently invisible.
  • Fixes an exploit that lets the players instantly complete a map.
  • If an error is experienced retreiving leaderboard data, this error should no longer force the player to close the game.
  • Added missing materials on the Weave version of the Doomwheel prop.
  • Bots no longer need to be in the Bridge of Shadows to be considered alive at the end of the level.
  • Fixed an issue where Zealot would gain large amounts of temporary health when triggering Heart of Iron while having the talent Holy Fortitude.
  • Fixed the Gutter Runner dealing damage to wrong target when Ironbreaker taunts the unit before it jumps.
  • Enemies falling off edges now properly award Weave progress.
  • Fixed Weave weapons sometimes not having correct traits and properties if the same weapon type is used in multiple careers.
  • Fixed Huntsman passive and ammo on headshot traits reloading the weapon if you had 0 ammo in reserves instead of 0 ammo in the clip.
  • Fix to prevent players teleporting a short distance after being dragged by the Packmaster.
  • Fixed 1h flaming flail 2nd heavy attack charge animation sometimes not playing.
  • Fixed volcanic force not triggering on time with some of the charge spells, the fully charged timer didn't scale correctly with the attack speed and other buffs.
  • Fixed a crash when Weave spirits chase a player that left / disconnected.
  • Fixed grenade explosions not triggering if a client hits the dummy directly with the grenade.

Tweaks
  • Added initial reload animations for the Witch Hunter's 'Brace of Pistols'.
  • Tweaked shield position during block for Kerillian's 'Spear and Shield' to provide more visibility.
  • Athanor UI now selects the first weapon in the list if current selected weapon is not in the weapons list.
  • The Athanor UI tutorial has seen some polish.
  • Improved Weave matchmaking. There was an issue with the second stage of matchmaking which caused huge delays and often times no resulting matches being made.
  • Updated the lobby browser for gamepads.
  • Added support for gamepad on the Weave end screen.
  • Added spawn sounds for Ratling Gunner and Warpfire Thrower.
  • Added more defined variations to Beastmen horde footsteps to make them feel more natural and less repetetive. This is married with adjustments to volume so they're easier to hear.
  • Players can now use healing drought and bandages even if health is full if they are in a "wounded" state.
  • Added ambush stingers in main-game (adventure) maps. This should result in less situations where things spawn silently.
  • Unchained Sienna: “Enfeebling Flames” - now the flame visuals end at the same time as the DoT.
  • Flaming Flail - Added a hit stop animation to the second heavy attack to make it feel nicer and cleared when you hit a large amount of enemies.
  • Fixed order of team size filter options in leaderboard menu.
  • Added more voice and SFX variations for the Minotaur:
    • Added more charge grunts and voice variations.
    • Added special attack and pre attack voice varations
    • Added short attack voice variations
    • Tweaked axe swing volume.
    • Made spawn sound more directional.
  • Crowbill sound has seen a tweak, reducing the bass a touch.
  • Tweaked Lohner's Catrinne referenced lines to play less frequently.
  • Added sound to indicate to players if they or an enemy are burning within the fire Weaves.
  • Torches, explosive grenades and explosive barrels can now damage the Beastmen banners.
  • Added missing minimum stagger damage from ranged attacks to dummy damage calculations.
  • Made power vs armor and power vs race, power level multipliers be additive rather than multiplicative. (result: if you have 10% power vs chaos and 10% power vs unarmored, then you will have 120% power power level when attacking chaos fanatic instead of 121% if they were multiplied together.)
  • Made Saltspyre's 'Killing Blow' always deal current max hp as damage instead of base breed max hp.
  • Implemented more robust behaviour around Steam outages. The game will not immediately close when Steam goes down for maintenance, or when there are networking issues that result in Steam not being reachable. As there are many corner-cases and nuances around the networking code, we appreciate bug reports if you see odd behaviour when it comes to issues with Steam.
  • Many levels have seen dev assets and unecessary assets removed, and seen enemy spawners which were out of play or intersecting with kill volumes removed or updated. This should see some minor performance improvements:
Fort Brewstersmillions
  • Made the cannonball VASTLY more powerful when dropped on enemies. This should make related challenges more feasible on higher difficulties.
  • Fixed spawners (spawners outside the navmesh or intersecting with kill volumes). This should improve performance in those locations.
  • Removed some unseen units.

Into the Nest
  • Fixed spawners (spawners outside the navmesh or intersecting with kill volumes). This should improve performance in those locations.
  • Removed some unseen units
  • Updated occlusion culling.

Prologue
  • Fixed an issue in the prologue where the dodge tutorial would always result in a jump when successfully performed.
  • Fixed an issue where the icon for a thrown bomb wasn't visible when playing the prologue.
  • Removed duplicate static units.
  • Updated occlusion culling.

Halescourge
  • Fixed spawners (spawners outside the navmesh or intersecting with kill volumes). This should improve performance in those locations.
  • BirchwoodFord HailshamChandlersBMWMini has seen no changes in this update.

Screaming Bell
  • Fixed deathzone that was reachable through regular play.

Taal's Horn Keep
  • Fixed an issue where bots would spawn into the Keep.
  • Updated LOD distances for certain objects & geometries.
  • Updated occlusion culling.

Righteous Stand
  • Removed duplicate static units.
  • Updated occlusion culling.
[/list]

[edit: notes updated to reflect that only explosive bombs will damage Beastmen Banners, not incendiary. Previously the note suggested all bombs would be effective]
Warhammer: Vermintide 2 - [Fatshark] Hedge
Hotfix: 2.0.12.1
  • Fixed an issue with Quickplay matchmaking

Heroes,
Welcome to patch 2.0.12. In this patch we are introducing updates to the Beastmen and new votes to Twitch Mode. There have been changes to the following Beastmen: Ungor, Ungor Archers, Gor and Standard Bearer.

You can read all about Twitch 2.0 over on our blog.

Along side new votes covered in the blog post, we've introduced additional options for the game mode:
  • Increase the amount of enemies spawned by Twitch Votes
  • Toggle on or off the mutator votes.
  • Increase the duration of mutator votes.
  • Ability to disable item votes as well as all beneficial votes
You can read more about the changes to the Beastmen in the following notes.

Beastmen Patch Notes
"Today introduces the first phase of Balancing the Beastmen. We'd like to get these changes out to you, whilst we continue to work on bug fixes and other core game tweaks. Thanks for all your feedback thus far, and know that further feedback will be taken on board for future phases of balance where needed."
Ungor:

Ungors were the first enemy type with a new combat behaviour for Vermintide II, namely “Skirmishers”. Roaming enemies that engage the players with slightly longer reaching weapons and use evasive movement. Something we have wanted to try for a long time to create a more dynamic combat environment. Unfortunately this disrupted the flow of combat too much so we have decided to change the behaviour of the Ungors to better reflect the other roaming/horde enemies in the game.

The Ungors will now try to fight closer to the heroes and can no longer attack between their own allies with their spears. They also will no longer use backsteps to try and dodge out of the players melee range.

It should now also be easier to visually identify these apart from their Archer colleagues.

Ungor Archer

Ungor Archers have received the same changes as the regular Ungors aswell as some further tweaks to their archery. Ungor archers now have tattoos that should help distinguish them from their spear wielding fellows. In addition to this, whenever any archer spots the players and starts firing arrows at them, they will call out, alerting the players of their presence on the battlefield. They have also had their innate accuracy reduced significantly, especially on lower difficulties. Dodging arrows is now easier across the board.

Gor

Gors have had a new pass on their looks and will now appear lighter and should be easier to distinguish from one another.

Gors have had their damage reduced for all difficulties. They now deal 25% less damage on veteran difficulty, and 10% less damage on all subsequent difficulties.

The number of Gors in Beastmen Hordes have been reduced by roughly 25% on all difficulties.

Standard Bearer

The Standard Bearer has had the radius of the inspiring aura reduced from 25 to 15 meters around the banner.

The escort of the standard bearer now scales per difficulty and has been reduced across the board. Down from 4x Gor, 2x Ungor across the board to:
  • Recruit: 2x Ungors
  • Veteran: 2x Ungors, 1x Gor
  • Champion: 2x Ungors, 2x Gor
  • Legend: 3x Gor, 1x Ungor
  • Cataclysm: 4x Gor
Also fixed an issue for all breeds where different armor types for different body parts did not allocate properly. Headshotting standard bearers with ranged attacks should now deal significantly more damage.

Dark Omens

Investigating we found some unusual behaviour in the Meteor event on Dark Omens which would result in an overwhelming number of enemies spawning. The end event has been tuned down across all difficulties and should now be more consistent. This is the first take on fixing the issue of inconsistent difficulty spikes of events. We'll be looking at Convocation of Decay and Fort Branflakes next.



Additional Notes
  • Waystalker talent 'Fervent Huntress' now properly refreshes when already applied
  • Fixed a bug when fetching armor types for enemies. See Standard Bearer note.
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

Welcome to Patch 2.0.11, bringing you a couple of fixes.

With patch 2.0.11 you will experience less backend errors related to opening chests, crafting and receiving backend errors at the end of maps. We have improved the retrying behavior by changing the time it takes on backend requests, players will not be experiencing any major difference in the game aside from less instances of losing out on hard earned loot.

In the coming updates we hope to release an update with a balancing pass for the Beastmen. The Vermintide 2 team is currently working hard on taming the beasts.

Patch Notes
  • Improved retrying behavior on the backend resulting in less frequent backend errors, especially during end of round, crafting, and chest opening.
  • Fixed an issue where Twitch mode would cause the game to crash.

2.0.11.1:
We just rolled out a hotfix that should tidy up some errors in patch 2.0.11.

2.0.11.2:
We're just putting out another hotfix to improve stability.
...

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