Warhammer: Vermintide 2 - [Fatshark] Quickpaw

Heroes,

The Feast of Grimnir is upon us! Our brave Heroes must venture into the troll-infested hold of Karak Dal to prove themselves worthy of the title of ‘Drengbarazi’ by slaying every troll in sight!

The Feast of Grimnir

Feast of Grimnir is a brand new, limited time, annually recurring event. This year’s event begins today and will last until September 14. For the duration of the event, the new event level, ‘The Feast of Grimnir’, will be accessible via the Weekly Event Game Mode. Play the level to complete event specific Okri’s quests and unlock rewards!

On top of that, Lohner’s Emporium of Wonders’s event section is open again, where you’ll be able to purchase a brand new cosmetic frame, alongside old event rewards from other recurring events!

As always, there will be double XP for all actions for the duration of the event!

If you’d like to know more about The Feast of Grimnir, check out the most recent entries in Lohner’s Chronicles (Part 1 and Part 2), as well as this dev blog about the level!

Without further ado…

Patch 6.7.0 patch notes
Features & Tweaks
  • Enabled the new Feast of Grimnir event.

    • Complete event-specific Okri’s Quests during the event to receive exclusive rewards.

    • Taal’s Horn Keep has received a summery makeover that some of you might be familiar with!

    • Heroes will gain Double XP for the duration of the event.

  • Added a new event level ‘The Feast of Grimnir’, available for the duration of the Feast of Grimnir event.

  • Bots now avoid damage circles in Enchanter’s Lair.

  • Bots are now able to detect attacks from multiple enemies at once that don't directly target them.

  • Bots are now less prone to dodge into enemies.

  • Boss health bars no longer disappear until bosses are dead. 

  • Teammates attacking bosses will now make the health bar appear for oneself as well (similar to pinging). 

  • Additional health bars will now appear if more than one boss is active at once.

  • Players joining mid-match can now spawn while other players are riding an elevator

Fixes
  • Fixed the Chaos Spawn contemplating existence if a grabbed player disconnects.

  • Fixed an issue with an illusion for Kerillian’s Dual Swords where it had the wrong name (Now correctly named ‘Eternos-Ichor Dual Swords’)

  • Fixed an issue in Fort Bringing Bacon where the intro dialogue would not play if either Bardin or Saltzpyre were missing.

  • Fixed playback limits for Blightstormers and Lifeleeches where audio issues could occur if a huge amount of them were spawned at the same time.

  • Fixed an issue with the barrel pit in the finale for Tower of Treachery. Throwing barrels into it should be far more consistent now.

  • Fixed a bug where the whole party immediately returns to the keep when the host presses "Return to The Keep" after losing a level, instead of the 45 second timer appearing.

  • Fixed a crash when a source damaging a player is destroyed while dealing damage when the Baleful Empathy curse is active

  • Fixed a bug where enemies hit while Aqshy's Incineration is active in a Bright Delving weave don't visually catch on fire while they are affected by the damage over time effect.

  • Fixed a typo in the Louen Leoncoeur skin for Grail knight.

Patch 6.7.1 Patch Notes
Features & Tweaks
  • Feast of Grimnir - Slightly moved pickups before boss drop (to hopefully make bots pick them up)

Fixes
  • Fixed various boons playing sound cues for the host when bots proc them during weekly chaos wastes runs.

  • Fixed a crash entering the chain end event in Garden of Morr.

  • Fixed a crash related to bot navigation.

  • Feast of Grimnir fixes:

    • Filled in small hole in ground just before boss drop

    • Added extra collision in space under stairs (and platform)

    • Fixed a crash when the Troll Chief stands back up from the knocked down state if Troll Chief is in a very tight spot where no barrel socket manages to fit.

    • Fix for trolls not seeing players in the elevator.

    • Fixed a spot where players could get stuck in the Waterwheel section.

    • Fixed the music so that it’s properly synchronized between Host and Clients.

Warhammer: Vermintide 2 - [Fatshark] Quickpaw

A brand new limited time mission! The Ubersreik 5 must venture into a Dwarfen hold that’s been overrun with Bile Trolls and exterminate them.

Heroes!

We’ve interviewed the main level designer for the new and upcoming Vermintide 2 event mission: The Feast of Grimnir!

“My name is Mikael Sundvall, I’ve been at Fatshark since 2016. I joined production of Vermintide 2 when they had just started as a Level Designer. \[...] I’ve been a Level Designer and a Level Artist, right now I am both. I’ve been involved in all the levels except for Bögenhafen.” ~ Mikael

What was the initial idea behind the level?

From the beginning we knew we wanted to have a new recurring event sometime during the end of Summer to complement the rest of the yearly events. Mikael was asked to come up with ideas for a map that was unique and experimental enough to fit the celebratory nature of the event!

Mikael came up with about five different pitches, each more extravagant than the last. While this time we picked Feast of Grimnir, there’s always a chance to revisit those other ideas for later maps!

“That was kinda the pitch: adding ‘Dwarf’ and ‘Nurgle’ as a setting, and then focusing on Trolls as a gameplay theme.” ~ Mikael

The dwarf setting also gave Mikael the opportunity to use some assets he had already prototyped before, such as the giant statue setpieces used in the beginning of the level.

What was the design process for the level?

As always, after the pitch was selected, a Level Design Document was crafted that outlined a rough map of the level, showing each area with reference images and concept art to give an idea of what each area is meant to look like. From there, a basic blockout version of the level was made. Since we already had a lot of dwarfen assets, those were used instead of the typical gray boxes we usually use for blockout maps.

Once this foundation was established, Mikael, along with our other designers and artists, began to work on fleshing out and polishing the level through various iterations and tests, bringing it to life.

Beyond the troll theme, one of the more unique aspects of this map is its non-linear nature! It was also one of the biggest challenges. Unlike most maps, which start you from point A to B (with some maps also having different paths you can take to reach point B!), this level has a portion in the middle where there are multiple paths the players must take, each its own section of the map. Players can choose the order in which they tackle each path, but eventually they must go through all of them to complete the level!

“The idea for the whole setup is that \[...] there should be differences in each area depending on the order. So, for instance, if you take the cog first you gotta turn off all the lights, which will make the other areas dark. If you turn on the water, you’re going to raise the water level in the other areas \[…] I hope that players at least try to go through it in different order and realize that there are differences and find their own preferred path.” ~ Mikael

While that might not sound overly complicated, it actually proved quite challenging because of how the game’s Enemy Director functions, since it was designed with linear paths in mind. Near the end of Vermintide 2’s original production, Mikael had attempted and prototyped making entire levels out of this concept – an entire map split into different chunks that players could tackle in any order – but it had proven too incompatible with the Enemy Director’s linear nature. This map provided an opportunity to tackle it at a smaller scale; a section of the map being non-linear rather than the entire thing.

“This kind of level is kind of a test for it. If this is really cool we’ll see if maybe we want to try this in something bigger but… Anyhow, this was years ago that we were talking about this and now I finally got the chance to do this, to try it in a simpler setup.” ~ Mikael

In case you’re curious, the way we went about this is to make the AI director consider the entire multiple paths section (along with its central ‘hub’) to be one unified area. It’s only once you exit it through the elevator that the Director finally acknowledges the players moving to a different area!

“\[Originally] that was really the main thing, the end event. So it would be a section of traversal leading up to that area and that would be the main event in the level. But then \[...] we knew we wanted to have this ending where players could choose to not kill the trolls. \[...] It felt like that’s kind of anti-climactic for an ending, so that’s why we kind of said ‘we need something more at the end there’.” ~ Mikael

While escaping from a pack of trolls by the skin of your teeth is exciting enough, a troll hunt would not be complete without a proper slaying of trolls at the end, ey? But you’ll have to find out what that ‘something more’ at the end is yourselves. We’re really proud of how it turned out! There’s even some additional secrets to be found by those with a keen eye and a drive for exploration!

Bonus question: What’s your favorite part of the level?

“I really like the statues. \[...] I mean the big, big statues. Even though it might be kind of simple from a gameplay perspective, it’s still like a cool moment I think.” ~ Mikael

That’s all we have for today! We hope you have a blast playing Feast of Grimnir!

~The Vermintide Team

Warhammer: Vermintide 2 - [Fatshark] Quickpaw

An absent-minded man of mysteries, Franz Lohner relies on his bulging journal to keep track of occurrences, intrigues and arguments around Taal's Horn Keep. Sometimes his notes are even useful, believe it or not. The Franz Lohner Chronicles are extracts from that journal.

Franz Lohner’s Chronicle - The Feast of Grimnir

Well, it took them long enough but the Ubersreik Five are back in residence, after chasing after… something. They don’t always tell me what they’re up to these days, but I suppose that’s to be expected. 

I can’t say that they were all entirely thrilled to find Cousin Okri and his grumble of longbeards camped outside the keep. “Just what we needed: more dwarfs,” is how Kerillian put it, but I suppose she has her reasons, good and bad. Kruber and Sienna just joined in with the quaffing as if nothing was out of place, and while Saltzpyre clearly wasn’t happy to have Okri hanging about and giving him competition for his otherwise uncontested mantle of “disapproving presence”, it was actually Bardin of all people who seemed least at ease. At least to start with.

The air cleared a little when Okri laid out his intentions, in a voice as close to walking on gravel as makes no difference. No, the Ubersreik Five hadn’t yet earned the title of drengbarazi but he, Cousin Okri, was prepared to give them a fine opportunity to do so.

The dwarf hold of Karak Dal isn’t what you’d call a particularly thriving settlement, so when a particularly belligerent troll chieftain stomped his way into its upper levels, they quickly found out that they didn’t have enough steady dwarfen warriors to chop the brute into strips of easily-cured meat. Though the elders quickly petitioned aide from other holds, times are tough, and with the ratmen running hither and yon across this part of the world, no help has readily been forthcoming.

Enter the Ubersreik Five! Or, at least, that’s the plan. Okri’s claiming that tomorrow marks the first day of the Feast of Grimnir, and that such times are best marked by finding the biggest and nastiest troll you can and letting your axe do the talking. I don’t know how much of that’s actually true. Both Bardin and Hedda were giving Okri funny looks. Could be that he’s just spinning a tale  - you never can tell with dwarfs.

However, Feast of Grimnir or not, some facts aren’t for questioning. The Ubersreik Five have to prove themselves to Okri’s discerning eye, and the dwarfs of Karak Dal need a bit of good old-fashioned derring-do and elbow grease to put an end to their troll troubles. Okri’s even wrangled Olesya’s crystal ball away from her so he and his grumble can keep an eye on what my bold heroes get up to down in the depths.

Win, lose or draw, it’s definitely going to be a fight to remember. 

And then, if I know my dwarfs, the drinking’s going to begin all over again.

Warhammer: Vermintide 2 - [Fatshark] Quickpaw

An absent-minded man of mysteries, Franz Lohner relies on his bulging journal to keep track of occurrences, intrigues and arguments around Taal's Horn Keep. Sometimes his notes are even useful, believe it or not. The Franz Lohner Chronicles are extracts from that journal.

Franz Lohner’s Chronicle - Unexpected Guests

I can’t tell you what a relief it is to have this chronicle back in my hands. It’s been missing so long, I couldn’t even tell you when I’d lost it. Turned the keep up and down, I have, and took every scoundrel in the place to task into the bargain. 

Sienna insisted Saltzpyre had nobbled it to ascertain as to whether or not I’d been scribbling down heretical musings. Heretical! Me! And this from the man who set us all looking for the Citadel of Eternity! Anyhow, when I’d had a good rummage through Saltzpyre’s chamber without success - some of the things I found there are better left uncommitted to the written page, I can tell you - Kerillian blamed Bardin, Bardin blamed Kruber, and Kruber just gave me that long, patient look I’ve been seeing a lot lately, and ushered me back downstairs with a stiff drink and a pat on the back. 

Where, naturally, I found this wretched book in a pile of unsorted stock for the Emporium of Wonders. Where’d I left it in the first place, most likely. Still, I don’t feel entirely unvindicated. There’s been a lot of little notes left in the margins in at least three different styles of handwriting. It’s a damned liberty is what it is, but I suppose under the circumstances I’d be better off not making more of a fuss. They’re all halfway to thinking that I’m just a foolish old man already,

Anyway, I’ve more troubling things to think on.

We’ve got guests. And not more of those “we took a wrong turn on the mountainside, and are powerfully averse to getting gored by beastmen” sort of guests. Dwarfs, in point of fact, and not any old dwarfs at that. This is no less a personage than one Cousin Okri, and a good grumble of longbeards. I’m pretty sure that a “grumble” is the collective noun for longbeards. If it isn’t, it should be, because so far as I can tell that’s all they do apart from fight endless bouts of practice combat and drink honest men out of their meagre stocks of ale.

What brings Cousin Okri – who I have to say is shorter than I expected, which is a strange thing to say about a dwarf – to my door? It’s a matter of honour, because of course it is. Turns out, that the title of “drengbarazi” is a weightier one than I’d realised, and Okri’s not best pleased to hear that Bardin’s chosen to bestow it on the other four-fifths of the Ubersreik Five. He’s insisting that their right to bear it be proven in suitable fashion, and forthwith – which I don’t mind saying is awful hasty for a dwarf. In the meantime, Okri and his grumble have set up camp part way down the mountainside, and the nights have been full of drunken singing and the clash of gromril axes ever since. 

I tell you, I can’t wait for the Five to return so we can get this matter sorted out. I’m not getting any younger and I need my beauty sleep.

And besides, I’m sure whatever Okri has in mind won’t trouble my merry band too much.

Almost sure.

Warhammer: Vermintide 2 - [Fatshark] Quickpaw

It's a time for quaffing and settling old grudges — The Feast of Grimnir approaches, Heroes.

https://youtu.be/iQtJlHxZ6Lg

Warhammer: Vermintide 2 - [Fatshark] Quickpaw
Modding
  • This hotfix is a small patch to allow for a sanctioned update to the Crosshair Kill Confirmation mod
Warhammer: Vermintide 2 - [Fatshark] Quickpaw

This hotfix includes the fixes missing from the Steam version.

Hotfix 6.6.4 - 30th of June
Fixes
  • Fixed Necromancer’s flames being orange in the Victory screen.

  • Fixed an issue where poses wouldn’t work at the end screen after playing Weaves

Warhammer: Vermintide 2 - [Fatshark] Quickpaw
Heroes!

We've decided to extend the duration of the Skulls for the Skull Throne in-game event for another weekend! You'll have time to collect more skulls and take advantage of the double XP multiplier until June 8th!

Read more about the event in the original announcement here:
https://store.steampowered.com/news/app/552500/view/812447750630147816
Warhammer: Vermintide 2 - [Fatshark] Quickpaw
Hotfix 6.6.2 - 28th of May

Fixes

  • Fixed players not being able to progress in Weaves.
  • (Versus) Fixed recent balance changes unintentionally removing certain passive buffs from various careers.
  • Fixed a crash if a skeleton attacks an enemy that is exactly on top of the skeleton
  • Fixed a crash if a skeleton's target enemy is despawned the same frame that it starts its attack.
  • Fixed an issue where random poses wasn't used in the end screen when completing weaves
  • Fixed a bug where "reset" and "switch hero" descriptions switched places when crafting or salvaging items depending on if an item is selected or not.
  • Fixed a bug where Handmaiden's "Asrai Alacrity" talent didn't increase power level when not being the party leader.
  • (Versus) Fixed a crash when attempting to join someone from the main menu via Steam friends while they are hosting a Custom Game.
  • Fixed a bug where the player would end up in an infinite loading screen if they are in a friend's level, go to the Main Menu, and then join their friend via friend joining.
  • Fixed occasional enemy related crash when on very low framerate.
  • Fixed a bug where the cursor got stuck on screen until shutdown if having viewed a cinematic in the main menu.
  • Weave Skins are now available for Weapon Poses.
  • (Chaos Wastes) Added the ability to scroll through the list of boons while in the Pilgrimage map.
  • Patched a bug in the 'Neuter Ult Effects' mod that was breaking the Huntsman's career skill invisibility.
  • (Chaos Wastes) Fixed the weekly expedition reward skin not displaying its name properly.
  • The Well of Dreams fixes:
    • Fixed a crash when a players character despawns while inside a spotlight in The Well of Dreams
    • Fixed a client crash when walking into a spotlight area in The Well of Dreams just after losing connection to the host.
    • Fixed a spot where you could fall into a pit and get stuck.
    • Fixed a bug where you could turn the pages on the event books after the event was over.
    • Fixed a bug where interacting with the pages too fast will make the symbols look funky.
    • Fixed a crash involving shaders in the map.
Warhammer: Vermintide 2 - [Fatshark] Quickpaw


Heroes!
It’s time to shed some blood and harvest some skulls! Today’s update marks the start of this year’s Skulls in-game event, alongside double XP, the release of our newest level, tons of bug fixes, and a mix of updates and tweaks that include Quality of Life changes, minor balance changes, and some improvements to the Bots’ AI logic!

Skulls for the Skull Throne
And blood for the Blood God!
Starting today until June 1st, the Skulls for the Skull throne in-game event will be active! Collect skulls while playing Vermintide 2 to complete challenges, but beware of the power that comes with it; drawing the Blood God’s attention too much might spell doom if you can’t keep up the carnage for long…

Completing the event challenges will earn you a brand new portrait frame!


Community challenge: 400 million kills!
For the duration of the event, each enemy you slay in Vermintide 2 will increase the kill counter! If the community can reach the target of 400 million kills in that time frame, you will all unlock a new set of Crimson illusions for the following weapons:
  • Kruber’s Halberd
  • Slayer Bardin’s Dual Axes
  • Kerillian’s Spear
  • Saltzpyre’s Volley Crossbow
  • Sienna’s Flamestorm Staff
You can check the status of the kill counter here.



Event shop: Previous years’ rewards!
Lohner’s shop has once again opened up with the goodies from years past! If you’ve missed the reward from previous Skulls for the Skull Throne Vermintide 2 events, you can grab them for shillings here for as long as the event lasts!

Keep in mind that this year’s rewards can only be obtained by completing the challenge!

New map: The Well of Dreams
Alongside the Skulls event, this update brings you a FREE new map: The Well of Dreams!


This map is the conclusion of the Verminous Dreams campaign! Race against time through the Warlord’s stronghold, the Skaven-infested temple of Athel Lithri, to stop the verminous scheme and the dangers of what they could do with a Warp Bomb if they manage to make use of the Well of Dreams! If such a thing exists…

Quality of Life improvements
Patch 6.6.0 also brings some features and tweaks based on the feedback we’ve received over time! For starters, we’re chipping away at the issues with Bots underperforming, and this update has seen an improvement on the bots’ ability to stick with the team and revive players.

Additionally, you now have the option to purge unwanted boons in Chaos Wastes by selecting them in Holseher’s map in between Pilgrimage missions. No more getting punished for randomly getting a boon that cripples your Wastes’ build!

And finally, for a bit of flair, the victory screen in Adventure missions has been revamped with a glorious parade shot of our successful heroes! Soak in each victory, it’s well earned! Your Hero will be posed in your currently equipped Weapon Pose.

Without further ado…
Patch 6.6.0 patch notes

Balance changes

  • Temporary Health changes: This patch sees a lot of changes to how Temporary HP talents are handled in the game. The aim is to balance the talents against one another and make them more well-rounded, while also finding room for more focused playstyles that use them to their full potential.
    • All classes have had the third talent on the first row replaced from the Heal Share talent to a Temporary Health talent.
    • Heal Share is now a necklace trait. It has replaced Hand of Shallya.
    • All four Temporary Health talents have been renamed to have a unified naming scheme across all careers (similar to Stagger talents.)
      • The talent that gives Temporary Health based on amount of enemies hit is now named 'Carve'
      • The talent that gives Temporary Health based on critical hits and headshots is now named 'Sting'
      • The talent that gives Temporary Health based on stagger is now named 'Second Wind'
      • The talent that gives Temporary Health upon killing an enemy is now named 'Execute'
      • Carve: Hitting enemies beyond the cap of 5 now grants half THP instead of 0.
      • Execute: The amount of health received has been adjusted on a per enemy basis. In general, Skaven enemies should give more THP than before, while Chaos enemies should give less than before. Chaos still gives more THP than Skaven overall, but the differences are not as pronounced.
      • Sting: This Temporary Health talent was rebalanced fairly recently, and has therefore not seen any changes in this patch, apart from getting a new name.
      • Second Wind: Decreased the amount of Temporary Health gained from staggers, based on stagger strength. Weak staggers were reduced more than strong staggers.
      • Second Wind: Attacks that kill the enemy now give THP, using the minimum possible stagger value.
  • Sister of the Thorn's Deepwood Staff lift on Chaos Warriors with Shields now last 4 seconds instead of 8.
Features & Tweaks

  • BOT Changes
    • Zealots will now be healed by bots when they are on their last wound.
    • Bots will prioritize reviving at maximum interaction distance rather than trying to stand on top of the player
    • Bots will sometimes attempt reviving while being targeted by enemies. Threat level by enemies targeting them, as well as their own revive speed is taken into consideration.
    • Bots will check for other players to follow if the player they are following hasn't moved for 20 seconds.
  • Enabled the Skulls event, including double XP, Lohner's time-limited event shop, 400 million kills counter, and new Event challenges at Okri's.
  • Chaos Wastes changes:
    • Loot rats now have a chance to drop Pilgrim's coins.
    • Obtaining a boon that is part of a Boon Set now increases the likelyhood of other pieces of the set showing up.
    • You can now view all of your current boons on the Pilgrimage Map.
    • You can also 'purge' individual boons to remove them while on the Pilgrimage Map.
    • Added 27 new Weapon Illusions of Bitter Dreams as Weekly Expedition rewards!*
  • Added a brand new victory screen for non-Versus matches!
  • Added new Pactsworn conversations in Versus.
  • Swapped one of the armours on display on a mannequin at Lohner's Emporium.
  • Added more information to the error message for players who are temporarily or permanently banned from the game.
  • Tweaked the new killstreak voice lines so that they don't show up as responses to previous banter and conversations.
  • Added new banter voice lines and conversations for missing with a bomb. Can't let those get old, hehehe.
  • Added several Packmaster voicelines from Versus to Adventure!
  • Added the ability to join a friend's Cataclysm games via Steam or Lobby Browser even without owning Winds of Magic.
  • Necromancer skeletons no longer rotate mid attack when commanded to attack a new target, instead they properly follow through with their current attack before switching.
  • Necromancer skeletons now much less prone to stopping early in their running attacks, attacking nothing. Skeletons are now better at attacking enemies that are running away from them. Nothing escapes from death! Or so I've heard.
  • Re-sanctioned the following mods:
    • Bestiary
    • Armory
Fixes

  • Chaos Wastes - Made Belakor locusts much less prone to fail to spawn the Shadow Warrior. Added fallback to immediately spawn the crystal if the shadow warrior fails to spawn.
    • This fixes a softlock where the champion never spawned in some situations.
  • Chaos Wastes - Fixed a bug where running the "Virtue of Audacity" & "Lileath's Blessed Destiny" boons made the Grail Knight consume both ability charges in one career ability use.
  • Fixed the 'Being shot at by a Ratling gunner and being turned into Bögenhafen cheese, send help' voicelines not triggering. Heroes will now (sometimes) call out that they are being targeted.
  • Versus - Fixed wrong text on Pactsworn 'Cover Me' social wheel option.
  • Fixed a crash when joining a Custom Versus Game from an Adventure Keep, and then going to a Versus Keep.
  • Fixed issue with gap at neck on Kerillian's Atylwyth Chanter's Robe when using headgear with balaclavas.
  • Fixed Bardin's beard becoming possessed when using the Bakbok hat and playing at 35 FPS or lower.
  • Fixed discrepancies between the first person and third person view of the 'Krodrengirhun' and 'Purified' Slayer skins and the 'Modryn Nightstalker' Waystalker skin.
  • Fixed Chaos Warriors with Shields not showing a fire VFX when on fire or turning dark when dying while aflame.
  • Fixed the glow from a charged bolt from Sienna's Bolt Staff not reflecting against environment surfaces.
  • Fixed a bug where the host's nicknames for friends show up for everyone when their friends use their Horde ability in Versus Custom Games.
  • Fixed an issue that prevented players from being able to play Cataclysm as long as one of the players in the party has the Winds of Magic DLC.
  • Fixed Packmaster's death grunts SFX not playing properly.
  • Fixed a bug where you hear hurt-grunts instead of strangle-grunts when you are the one getting hooked and hoisted.
  • Fixed a bug in the Chaos Wastes map where the host icon always shows up next to ones own portrait even though someone else is hosting the session.
  • Fixed the Grail Knight's "'tis but a scratch!" challenge.
  • Fixed the "In the line of fire" challenge.
  • Fixed the Sister of the Thorn's "Shall not pass" challenge. Now triggers off of hit instead of kill.
  • Fixed a visual bug where materials for upgrading overlapped in the weapon inspect menu in certain conditions.
  • Versus - Fixed a bug where the host Custom Games could see the enemy team's social wheel commands.
  • Fixed a bug where the "Dazh's Peculiar Mirth" boon could permanently stay active if two elites are killed at the same time. Cheeky buggers.
  • Fixed Warrior Priest players entering a crouch animation even though they are not crouching, if they block using the hammer & shield and then swap to another weapon.
  • Versus - TAB menu in now displays the Versus level information instead of the Adventure level information
  • Versus - Fixed a bug in Custom Games where the host player gets soft locked if trying to quit the game while with players from other keeps connected to it.
  • Fixed a bug where the Huntsman exit stealth/surge sound plays on every attack while the surge effect from the ability is active, instead of just the first attack.
  • Fixed a bug where the example text beneath the subtitle font size setting gets cut off in certain languages.
  • Fixed a bug with the Handmaiden's "Gift of Ladrielle" talent where the disabled collision against enemies turned off at the end of the dash. The disabled collision now extends for the full duration of the stealth as well.
  • Fixed "PUSHING & PUSH ATTACKS" text overflowing its button in the Handbook when language is set to Russian/Polish
  • Fixed the input legend overlapping with the portrait in the inventory loadout selection when using a gamepad.
  • Fixed Quickplay bonus not working in Chaos Wastes.
  • Fixed some inconsistencies with Quickplay bonus overall - the Quickplay bonus will now be correctly applied if you as a player hit Quickplay to enter the match, regardless of what the Host did.
  • The Forsaken Temple bugfixes:
    • Added some steps to cover a transition from grass to floor.
    • Tweaked a ledge near start of the level where enemies could die from falling just a few meters.
    • Added safety measures for bots to path properly to players stuck in hangledge around secret cave entrance behind the waterfall.
    • Added extra collision behind chest in waterfall cave to prevent players getting stuck.
    • Tweaked area where bots could get stuck close to the start of drained lake area.
    • Fixed a number of broken climb ledges.
Hotfix 6.6.1 - 22nd of May
Fixes
  • The Well of Dreams fixes:
    • Fixed a softlock related to alarm bells.
    • Fixed enemies not spawning during the escape sequence.
    • Fixed some areas where Monsters could spawn that would have incorrectly set up Boss Walls.
    • Fixed some visual effects with the Warp Bomb at the end.
    • Added some blockers near a grimoire to prevent players from accessing it from an unintended path and getting stuck.
    • Fixed some places that would make enemies instantly die when spawning.
    • Added missing hangledges around portal and grimoire.
  • Fixed a crash that sometimes appeared on startup when a mod failed to run.
  • Fixed a crash when using the 'Neuter Ult Effects' mod with 'Penlight Lua Libraries' disabled whilst also disabling write access to the user config file.
  • Fixed a crash upon reaching the platform by the river bed in The Forsaken Temple while the skulls event is active.

* Missed from original patch notes, added after initial post.
...

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