Warhammer: Vermintide 2 - [Fatshark] Hedge


Heroes!

A couple of weeks ago we somewhat unceremoniously challenged you to complete the Event Level: ‘A Quiet Drink’ 100,000+ times.

We crunched the numbers yesterday (sorry for the lack of counter, we’re figuring out how to provide a live feed for future, similar such events), and you well and truly smashed the goal!

When you next login you will be granted the event’s special portrait frame as pictured above. The only requirement for eligibility is that you must’ve had your account created before today - being a part of the first year of Vermintide 2.

Thank you again for a fantastic year and sticking with us on this journey - here's to the future!

*raises drink*

Cheers!
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

We just put live hotfix 1.6.0.3:
  • Fixed an uncommon Engine crash



Heroes!

Today we've put out 1.6.0.2 which we hope bypasses the crash players are experiencing on the event level 'A Quiet Drink'. This will also include expanded logging for the specific cause of crash so we can get a better understanding of the exact cause of the problem.

You might ask "Why don't you play the level yourselves and work it out like that?" - well we have played the level a whole bunch of times (of course!) and it's never resulted in the crash some of you are experiencing. So this way we can at least get a deeper look in to the particulars that lead to this eventuality.

The fix in place in this patch should hopefully allow the game to continue running for those who meet the troubled bit of code, generate the log file and send it to us whilst allowing you to continue the run through the map.

Thanks for your patience and do let us know how it goes!

Due to the problems some players have faced in playing through the limited time Event Level, we can announce that we will be extending the availability of 'A Quiet Drink' and the related quests by one week - until March 25th at 12pm CET.
Warhammer: Vermintide 2 - [Fatshark] Julia
Heroes!

Today we've put out 1.6.0.1 which addresses a few issues introduced in patch 1.6 - The Anniversary Update:

Fixes
  • Fixed one case which could lead to a crash in the 'Obese Megalodon' on the event level 'A Quiet Drink'.
  • Changed the quest 'No Bottle Left Unemptied' so that it requires a total of 99 ales to be drunk, across all sessions. The quest tracks all party members, so if the host drinks 20 ales and each client drinks 20 ales, the total tracked progress would be 80 ales for each player's quest progress. Prior to this patch, should a player have drunk 99 ales or more, the quest should auto-complete upon logging in once more during the event.
  • Fixed erroneous rain sound effects heard whilst playing 'A Quiet Drink'.
  • Fixed a floating candle on 'A Quiet Drink'.

EDIT: Unfortunately, it seems we didn't catch all instances of the crash. We're actively investigating, but not been able to reproduce the crash once yet internally. Work continues to solve it once and for all, and we apologise profusely for the inconvenience.
Warhammer: Vermintide 2 - [Fatshark] Hedge


Heroes!

Welcome to patch 1.6. Today we celebrate exactly 1 year since the release of Warhammer: Vermintide 2 - and to help lubricate the celebrations we're rolling out a new Event Level - 'A Quiet Drink', and with it a sweet new set of Portrait Frames that are up for grabs for a limited time only!

Thank you SO much for joining us in this adventure over the past 12 months. We hope you enjoy the anniversary celebrations in the form of this special event level and portrait frames. We can't wait to continue the journey with you all with Winds of Magic coming this summer and everything we have in store there and beyond.

Big love from the Fatshark Tank


https://youtu.be/DPU-PZQHEKY

Features
  • New Event Level - 'A Quiet Drink'. Join the heroes on a night out on the town. Surely nothing can go wrong with this plan.
  • Three new Portrait Frames - With these three new Portrait Frames you can help yourself remember a great night out on the town every time you play - but remember, you'll need to earn them!

Tweaks
  • We've added a "Limit UI Scaling" toggle. Enabling this option will limit the scaling of the UI relative to your resolution. This will only affect players who play above 1080p resolution.
  • A warning will now be displayed when host tries to leave a game with players connected to the server.
  • Clients will now get a message that the host left the game when the host disconnects (eariler they only got a message that they lost connection to the host).
  • Wielding a career skill weapon (Bounty Hunter's double handgun, Waystalker's trueflight arrows, Pyromancer's burning skull, or Ranger Veteran's smoke bomb) will now cause you to drop any level event item (barrels, oil jugs, cannon balls, etc.). This is done to one: prevent an exploit where you'd get regular movement speed when having your weapon "out", and two: promote characters with movement related skills be more prized for those carrying tasks.
  • Taal's Horn Keep - Moved the potions and added two bombs to the target dummy area.
  • Bots will now despawn nearer to the time in which a player assumes control over them. Players will now join the game closer to the group when assuming control of a bot.
  • Saltzpyre - Due to some unforeseen consequences from the 1.5 releases, and subsequent quick fixes to the Brace of Pistols there's been some more thorough tweaks to them. All known and found cases of minigun-like behaviour has been fixed. Added a slight manual reload window when out of ammo, which means you can start a reload slightly faster than otherwise with a well-timed press of the reload key.

Levels
  • Athel Yenlui - Fixed a couple of locations where players could get stuck.
  • Athel Yenlui - Added improved collision to a specific breed of trees to further mitigate situations where Ratling Gunners would shoot you through them.
  • Athel Yenlui - Fixed a spot where Packmasters could drag a player out of bounds resulting in them being unrescuable.
  • Athel Yenlui - Fixed a spot where enemies could spawn behind a solid wall and casually just walk through it, taking the group by surprise.
  • Blightreaper - Fixed so that torches on The Blightreaper cannot be removed when playing with the "Darkness of Heresy" mutator.
  • Convocation of Decay - Fixed a pretty rare but nevertheless present issue where a Blightstormer would stand behind a particular wall and cast his vortex unapolagetically at the heroes who couldn't retaliate.
  • Empire in Flames - Fixed some holes in geometry and some sticky navigation locations.
  • Empire in Flames - Fixed a resapawn point that sent players far too far in to the level.
  • Empire in Flames - Fixed a spot where enemies could spawn in plain sight.
  • Empire in Flames - Fixed a rooftop during the escape section on which a boss could navigate and subsequently get stuck.
  • Festering Ground - Fixed an issue where players who died after a point of no return when following the Nurgle trail could respawn behind and be rendered unrescuable.
  • Festering Ground - Fixed an issue where enemies couldn't path to players who were stood atop a tent in the camp.
  • Festering Ground - Fixed various issues where players could see outside the level unintentionally or where some art assets would disappear when viewed from particular angles.
  • Festering Ground - We've fixed up a case where a boss could spawn right in your face after jumping down to grab the second grimoire.
  • Fort Beercanbronchioles - Fixed a location where players could get stuck.
  • Fortunes of War - Fixed a case where players could die and never have the opportunity to respawn.
  • Fortunes of War - Fixed spot where players could exploit.
  • Garden of Morr - Fixed a pickup that became disabled after having swapped items at that location.
  • Garden of Morr - Fixed a floating plank that remained after completing the end event.
  • Halescourge - Fixed a location where players could get stuck.
  • Halescourge - Fixed up some places where bots had a tendency to fall off the edge of the map.
  • Halescourge - Fixed a situation where two patrols could spawn in the same place.
  • Horn of Magnus - Fixed a flashing light seen in the darkness 'Weekly Event'.
  • Horn of Magnus - Fixed spot where players could exploit.
  • Hunger in the Dark - Fixed a couple of locations where players could get stuck.
  • Hunger in the Dark - Fixed some geometry issues where players could see through the walls to the outside world.
  • Into the Nest - Fixed a location where players could get stuck.
  • Into the Nest - Fixed a particular rock which a Ratling Gunner could shoot through.
  • Righteous Stand - The 'halo' effect over the statue of Sigmar should now disappear as intended once the explosion ends during the final event.
  • Righteous Stand - Fixed a location where players could get stuck.
  • Righteous Stand - Fixed the barrel that was in a state of perpetual falling in the barracks. You know the one.
  • Righteous Stand - Fixed some unusual occlusion seen when traversing the wall at the Southern Axe Bit Garrison.
  • Taal's Horn Keep - Fixed a couple of picture frames which weren't appropriately secured to the wall.
  • The Screaming Bell - Fixed so that should a horde spawn behind the door during the Rat Ogre encounter they can now reach the event area.
  • The Screaming Bell - Fixed a grate in the floor that could swallow up a loot die if an enemy dropped one in there when killed.
  • The Screaming Bell - The warpfire VFX seen when the bell is 'cut down' should now be visible by a player who joins after the bell has been destroyed.
  • The War Camp - Fixed a couple of locations where players could get stuck and one where they could fall through the terrain.
  • The War Camp - Fixed some spots where enemies could spawn under the water and remain untouchable.

Bug Fixes
  • Fixed an issue where players were met with an SSL_CONNECT_ERROR when attempting to launch the game since patch 1.5.
  • Fixed a crash that could occur when scrolling through paintings.
  • Fixed a crash that could occur when transitioning out of the Taal's Horn Keep level.
  • Fixed crash that could occur during Twitch voting.
  • Fixed a localisation issue on a particular Okri's Challenge where Saltzpyre's name was spelt incorrectly in Polish.
  • Fixed an issue where bots would teleport up into the air after having used a lifting platform.
  • Fixed the bleeding effect on a Rat Ogre from being reduced in quality at too close a distance to the player. Also corrected some scenarios where the bleeding effect would appear to be 'unattached' to the Rat Ogre.
  • Fixed an issue with bosses that spawn behind walls being pacifists.
  • Fixed an issue where some Chaos Troll swings ended their collision too early.
  • Fixed an issue where player characters carrying a barrel would not play their "grabbed by Leech" animation.
  • Fixed cases where the beam staff, and drakegun VFX would be placed incorrectly when used by a bot.
  • Bardin & Kruber - Fixed an issue where a pellet from a shotgun could trigger ammo gain talents multiple times.
  • Bardin & Kruber - Fixed an issue where the spread of Grudge-Rakers and Blunderbusses were higher than intended.
  • Bardin - Fixed the hammer that wasn't attached to the body of the gun on of one of his Handgun illusions.
  • Kruber - Added missing trails to pellets on Blunderbuss illusions that were missing them.
  • Saltzpyre - The 2h sword critical hit damage against frenzied enemies should now be higher than a non-critical hit.
  • Saltzpyre - Fixed a crash that could occur when using your career skill as Bounty Hunter.
  • Saltzpyre - Fixed the Witch Hunter Captain hat 'Candlewick Watchtower' that could clip through his forehead.
  • Saltzpyre - Fixed the animation of the light attack following a push with the Axe and Falchion.

Beta Fixes
  • Fixed a crash caused when using the Keep paintings menu.
  • Fixed level lighting which had gone awry on some of the missions.
  • Fixed crash that could occur on levels when clients interacted with level objects.
  • Fixed issue with not being able to apply illusions.
  • Fixed issue with only one player being able to pickup ravaged art scraps.
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

We've just put out a patch for the 1.6 BETA.
  • Fixed crash that could occur on levels when clients interacted with level objects.
  • Fixed crash that could occur when joining someone on the defaul game from the beta.
  • Fixed issue with not being able to apply illusions.
  • Fixed issue with only one player being able to pickup ravaged art scraps.
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

Welcome to Patch 1.6 BETA - bringing you a host of fixes and a few adjustments. We're putting this out for beta this weekend with the hopes we can identify any problematic mods as well general stability ahead of a full release next week.

This patch lays the groundwork for the Anniversary update coming later, stay tuned on March 8th for that!

To access the 5GB beta patch:
  • Right-click Warhammer: Vermintide 2 in your game list.
  • Select properties.
  • Go to the 'Betas' tab and enter the password:
    5GBdownloadBETA
  • Select 1.6_BETA from the dropdown.

Progress will be kept between the beta and live versions of the game.

Switching between BETA and LIVE will result in an additional download each time, but your progress will persist between both versions.

Tweaks
  • We've added a "Limit UI Scaling" toggle. Enabling this option will limit the scaling of the UI relative to your resolution. This will only affect players who play above 1080p resolution.
  • A warning will now be displayed when host tries to leave a game with players connected to the server.
  • Clients will now get a message that the host left the game when the host disconnects (eariler they only got a message that they lost connection to the host).
  • Wielding a career skill weapon (Bounty Hunter's double handgun, Waystalker's trueflight arrows, Pyromancer's burning skull, or Ranger Veteran's smoke bomb) will now cause you to drop any level event item (barrels, oil jugs, cannon balls, etc.). This is done to one: prevent an exploit where you'd get regular movement speed when having your weapon "out", and two: promote characters with movement related skills be more prized for those carrying tasks.
  • Taal's Horn Keep - Moved the potions and added two bombs to the target dummy area.
  • Bots will now despawn nearer to the time in which a player assumes control over them. Players will now join the game closer to the group when assuming control of a bot.
  • Saltzpyre - Due to some unforeseen consequences from the 1.5 releases, and subsequent quick fixes to the Brace of Pistols there's been some more thorough tweaks to them. All known and found cases of minigun-like behaviour has been fixed. Added a slight manual reload window when out of ammo, which means you can start a reload slightly faster than otherwise with a well-timed press of the reload key.

Levels
  • Athel Yenlui - Fixed a couple of locations where players could get stuck.
  • Athel Yenlui - Added improved collision to a specific breed of trees to further mitigate situations where Ratling Gunners would shoot you through them.
  • Athel Yenlui - Fixed a spot where Packmasters could drag a player out of bounds resulting in them being unrescuable.
  • Athel Yenlui - Fixed a spot where enemies could spawn behind a solid wall and casually just walk through it, taking the group by surprise.
  • Blightreaper - Fixed so that torches on The Blightreaper cannot be removed when playing with the "Darkness of Heresy" mutator.
  • Convocation of Decay - Fixed a pretty rare but nevertheless present issue where a Blightstormer would stand behind a particular wall and cast his vortex unapolagetically at the heroes who couldn't retaliate.
  • Empire in Flames - Fixed some holes in geometry and some sticky navigation locations.
  • Empire in Flames - Fixed a resapawn point that sent players far too far in to the level.
  • Empire in Flames - Fixed a spot where enemies could spawn in plain sight.
  • Empire in Flames - Fixed a rooftop during the escape section on which a boss could navigate and subsequently get stuck.
  • Festering Ground - Fixed an issue where players who died after a point of no return when following the Nurgle trail could respawn behind and be rendered unrescuable.
  • Festering Ground - Fixed an issue where enemies couldn't path to players who were stood atop a tent in the camp.
  • Festering Ground - Fixed various issues where players could see outside the level unintentionally or where some art assets would disappear when viewed from particular angles.
  • Festering Ground - We've fixed up a case where a boss could spawn right in your face after jumping down to grab the second grimoire.
  • Fort Beercanbronchioles - Fixed a location where players could get stuck.
  • Fortunes of War - Fixed a case where players could die and never have the opportunity to respawn.
  • Fortunes of War - Fixed spot where players could exploit.
  • Garden of Morr - Fixed a pickup that became disabled after having swapped items at that location.
  • Garden of Morr - Fixed a floating plank that remained after completing the end event.
  • Halescourge - Fixed a location where players could get stuck.
  • Halescourge - Fixed up some places where bots had a tendency to fall off the edge of the map.
  • Halescourge - Fixed a situation where two patrols could spawn in the same place.
  • Horn of Magnus - Fixed a flashing light seen in the darkness 'Weekly Event'.
  • Horn of Magnus - Fixed spot where players could exploit.
  • Hunger in the Dark - Fixed a couple of locations where players could get stuck.
  • Hunger in the Dark - Fixed some geometry issues where players could see through the walls to the outside world.
  • Into the Nest - Fixed a location where players could get stuck.
  • Into the Nest - Fixed a particular rock which a Ratling Gunner could shoot through.
  • Righteous Stand - The 'halo' effect over the statue of Sigmar should now disappear as intended once the explosion ends during the final event.
  • Righteous Stand - Fixed a location where players could get stuck.
  • Righteous Stand - Fixed the barrel that was in a state of perpetual falling in the barracks. You know the one.
  • Righteous Stand - Fixed some unusual occlusion seen when traversing the wall at the Southern Axe Bit Garrison.
  • Taal's Horn Keep - Fixed a couple of picture frames which weren't appropriately secured to the wall.
  • The Screaming Bell - Fixed so that should a horde spawn behind the door during the Rat Ogre encounter they can now reach the event area.
  • The Screaming Bell - Fixed a grate in the floor that could swallow up a loot die if an enemy dropped one in there when killed.
  • The Screaming Bell - The warpfire VFX seen when the bell is 'cut down' should now be visible by a player who joins after the bell has been destroyed.
  • The War Camp - Fixed a couple of locations where players could get stuck and one where they could fall through the terrain.
  • The War Camp - Fixed some spots where enemies could spawn under the water and remain untouchable.

Bug Fixes
  • Fixed an issue where players were met with an SSL_CONNECT_ERROR when attempting to launch the game since patch 1.5.
  • Fixed a crash that could occur when scrolling through paintings.
  • Fixed a crash that could occur when transitioning out of the Taal's Horn Keep level.
  • Fixed crash that could occur during Twitch voting.
  • Fixed a localisation issue on a particular Okri's Challenge where Saltzpyre's name was spelt incorrectly in Polish.
  • Fixed an issue where bots would teleport up into the air after having used a lifting platform.
  • Fixed the bleeding effect on a Rat Ogre from being reduced in quality at too close a distance to the player. Also corrected some scenarios where the bleeding effect would appear to be 'unattached' to the Rat Ogre.
  • Fixed an issue with bosses that spawn behind walls being pacifists.
  • Fixed an issue where some Chaos Troll swings ended their collision too early.
  • Fixed an issue where player characters carrying a barrel would not play their "grabbed by Leech" animation.
  • Fixed cases where the beam staff, and drakegun VFX would be placed incorrectly when used by a bot.
  • Bardin & Kruber - Fixed an issue where a pellet from a shotgun could trigger ammo gain talents multiple times.
  • Bardin & Kruber - Fixed an issue where the spread of Grudge-Rakers and Blunderbusses were higher than intended.
  • Bardin - Fixed the hammer that wasn't attached to the body of the gun on of one of his Handgun illusions.
  • Kruber - Added missing trails to pellets on Blunderbuss illusions that were missing them.
  • Saltzpyre - The 2h sword critical hit damage against frenzied enemies should now be higher than a non-critical hit.
  • Saltzpyre - Fixed a crash that could occur when using your career skill as Bounty Hunter.
  • Saltzpyre - Fixed the Witch Hunter Captain hat 'Candlewick Watchtower' that could clip through his forehead.
  • Saltzpyre - Fixed the animation of the light attack following a push with the Axe and Falchion.
Warhammer: Vermintide 2 - [Fatshark] Hedge


https://store.steampowered.com/app/1033060/Warhammer_Vermintide_2__Winds_of_Magic/

Heroes!

We're incredibly excited to announce the first expansion for Warhammer: Vermintide 2 - introducing a brand new enemy faction and new challenges to the game.

As a meteor crashes down in the Reikland, the Beastmen emerge from the depths of the Reikwald forest and rush to the epicenter to claim it as a Herdstone. It is up to the 5 heroes to stop them before a dreadful disaster strikes the Empire.

KEY FEATURES
  • New Enemy Faction: Beastmen
  • New Higher Difficulty
  • Raised Level Cap
  • 5 New Weapons
  • New Adventure Level
  • New Game Mode: Winds of Magic - Bring your friends and try to complete a new set of challenges with increasing difficulties in the weaves of the eight Winds of Magic.

You can find out heaps more information over on PC Gamer (linked below), and we'll of course be talking more about this in the coming week as we celebrate the 1-Year Anniversary of Vermintide 2.

https://www.pcgamer.com/vermintide-2-winds-of-magic-beastmen/
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

Patch 1.5 went live yesterday and today we're plugging some holes.

22 Feb - Hotfix - 1.5.0.4
  • HUD scale can now be decreased down to 50% of the actual size (down from 70%).
  • All HUD-components are now effected by the HUD scaling.
  • Fixed an issue where players could select hero skins for salvage.
  • Fixed a crash that could occur when a Chaos Spawn despawned (was killed in Event mode) while grabbing a player
  • Fixed Twitch mode HUD not appearing for clients

20 Feb - Hotfix - 1.5.0.3
  • Kerillian's Glaive - moved the block input up in priority plus added a short block cancel-window at the start of each light sweep which should enable players to cancel out reliably. This should stop cases where the glaive did a light attack instead of blocking, in the case where block input is held.
  • Fixed an issue that could cause a crash if getting interrupted when firing a blunderbuss or grudge-raker before the first pellet had left the weapon.
  • Fixed the unobtainable Grimoire on The Pit.
  • Fixed an issue where the game could crash if a player that was leaving the game was near a player that did a shield slam attack.
  • Fixed a couple of cases where some weapons still could be shot faster by spamming the reload button.

19th Feb - Hotfix 1.5.0.2
  • Fixed an issue where Brace of Pistols couldn't crit.
  • Fixed a crash that could happen if hitting the shield of an enemy at the same time as the enemy was despawned.
  • Fixed cases where players were stuck on 83/84 Bogenhafen Cosmetics collected in the new Okri's Challenge.

19 Feb - Hotfix 1.5.0.1
  • The most common crash has been fixed*.
  • A crash that could occur when using a gamepad has been fixed.
  • We have had a quick pass over the Magazine-fed weapons reload behaviour. There's more to come, but they should be a little less ridiculous.

*Some mods may still need updating so we suggest checking out the Patch 1.5 - Mods and Crashes thread in the forums for details on how to troubleshoot those:
https://steamcommunity.com/app/552500/discussions/0/3203652426719631094/
Warhammer: Vermintide 2 - [Fatshark] Hedge

Heroes!

Welcome to Patch 1.5 - bringing you two new features and of course some fixes and tweaks.

Introducing the new Weekly Events! We hinted at these live on our Fatshark Stream a few weeks ago and we're pleased to bring you the first set of Weekly Events with this update. Think of these like Mutators that shake up the gameplay and add new interesting twists to the Vermintide experience you know and love.

This update also introduces the long awaited chance to populate the Picture Frames found on the walls of your Keep. You can start accessioning your collection of fine works as of today. Details on how the current batch of available art is acquired can be found in the patch notes that follow.

We'd also love it if you could spent a couple of minutes with our 1.5 Feedback Survey once you've had a chance to check the patch out. Feedback is anonymous there, but if you'd also like to discuss feedback with your fellow rat slayers, the Fatshark Forums are still open for business!

Now on to the notes:

Features
  • New Weekly Events are now available to play. These are 'mutators' which change the way the game is played.
  • You might have seen those picture frames in the Keep for the last year - well now it's finally time to populate those frames.
  • Every level has now been populated with scraps of Ravaged Art. Collect all these and complete your collection.

Tweaks
  • Updated the Collector's Edition Soundtrack with additional music from DLCs.
  • A new Challenge has been added for owners of the Shadows Over Bögenhafen DLC. Once you have collected all Bögenhafen cosmetics, the weekly quests will no longer be available and the new Okri's Challenge will be completed, rewarding you with new artwork for your Keep.
  • End of level experience gains from difficulties beneath Legend now match those of Legend.
    We want to smooth out the progression curve for players across the board. If a player doesn't feel comfortable playing on a higher difficulty their level progression would be severely stifled, further increasing the time it takes for their character to reach a Hero Power that would make it easier to bridge the gap.
  • We have made some adjustments to the Warpfire Thrower:
    • Increased stagger resistance, especially while shooting the Warpfire Thrower.
    • Increased damage of the explosion when the power cell explodes on players and other enemies.
    • Increased damage of the Warpfire Thrower to other enemies.
  • We have made some adjustments to Burgersauce Haybale:
    • Increased stagger resistance.
    • Lowered the time of each phase to 20 seconds, down from 30 seconds.
    • Increased the teleport animation speed by 40%.
  • Bödvarr Ribspreader now a uses a different stagger animation when staggered by abilities or bombs, several staggers in a row will switch to a shorter animation, followed by an uninterruptible pushback attack if he gets staggered too much.
  • Bödvarr Ribspreader will now exit his defensive phase earlier if an amount of his spawned allies have been slain.
  • We've made changes so that the escape music is triggered on objective change instead of triggering using the objective counter for reasons. It makes sense. We promise.
  • Slightly increased the speed you move at when carrying the gargoyle head (on Garden of Morr) to prevent quickly switching between moving and running animations.
  • Upped the amount of ragdolls that can be spawned simultaneously to minimum 10 and maximum 24, up from minimum 7 and maximum 12.
  • Changed crossbow zoom position in first person to be more centered to work better with the dwarven crossbows, also raised the bolt position a bit so it won't clip into the crossbow as much.
  • Changed Kerillian's dual swords idle so the left sword won't obscure the center point of the screen as much.
  • Added dynamic UI scale to support 4k.
  • Added settings to scale down HUD components.
  • Made some improvements to bot teleport and the conditions that trigger it.

Levels
  • Athel Yenlui - There was a spot in the finale in which enemies could not reach you. Now they can.
  • Horn of Magnus - Fixed a couple of stuck locations.
  • Fort Baconbranches - Fixed a location where players could get stuck.
  • Taal's Horn - There were some items in the keep surrounding Lohner that used to disappear at certain distances. Now they don't.
  • Taal's Horn - Made some optimisation changes to have the keep be a little less resource hungry.
  • Blightreaper - Fixed a stuck location (between an ammo box and a wall).
  • Blightreaper - Fixed broken objective markers during the end event.
  • Blightreaper - The VFX for the curse should now be visible to all players as intended.
  • Blightreaper - Enemies should no longer be able to path through the wagons and boxes.
  • Hunger in the Dark - An objective marker during the barrel run is no longer misleading.
  • The Pit - Fixed a flickering light seen on the wall at the 'Enter the pit' objective.
  • The Pit - Enemies should now be able to path narrow ledges and passages more effectively.

Bug Fixes
  • Fixed so that Slayers with Dual Hammers in their secondary weapon slot can get progress on the Grungni's Chimes challenge (slay all Lords on Legend difficulty with Dual Hammers).
  • Fixed issues where enemies that were disabling a bot would get removed whenever the human players walked too far away from them.
  • Fixed an issue where Bödvarr Ribspreader and Skarrik Spinemanglr triggered their defensive pushback attacks when invisible players were nearby.
  • Fixed an issue where the game could crash if a player left the game within three frames of a lifting platform coming to a stop.
  • Fixed one issue where Gutter Runner could instantly pounce without windup.
  • Fixed crash that could occur if a bot that was dead (but not yet despawned) looked at a player that disconnected.
  • Fixed a weird transition in 2h hammer/axe when going from push attack back to parry.
  • Fixed ranged weapon trait Barrage sometimes failing to reach max stacks with slow firing weapons.
  • Changed sweep attacks to finish the current sweep when being interrupted by a chained attack. This should solve issues where certain attacks wouldn't hit enemies just before a new chain action was started.
  • Fixed an issue where a player using a Career Skill and getting grabbed by a Corruptor Sorcerer would get stuck in a static pose.
  • Fixed a situation where Monsters or patrols or Sack Rats could spawn later than intended.
  • Fixed a rare crash caused by Pyromancer Sienna's activated ability when used during combat.
  • Players should no longer be able to hotjoin underneath lifting platform, instead the game will put the joining player in play once the party have left the lifting platform.
  • Fixed not being able to give away Incendiary Bombs with the "Defend" keybind when have the gameplay option "Give on defend enabled".
  • Bardin - Fixed the hammer that was offset from the gun in one of his handgun illusions.
  • Mercenary Kruber - Fixed clipping issue with Kruber's leg protector whilst wielding the mace & sword.
  • Mercenary Kruber - His left gauntlet no longer clips with his left arm when holding larger objects like barrels or dummies.
  • Huntsman Kruber - Fixed so that the chain action window for reloading matches his reload speed so it doesn't break the animation during reloads whilst under the effect of his activated ability.
  • Battle Wizard Sienna - Fixed an issue where using a Flamestorm Staff wouldn't reset Tranquillity until the left mouse button was released.
  • Saltzpyre - Brace of Pistols now uses a projectile with a radius, making them hit more reliably.
  • Saltzpyre - Fixed animation transition quirks with his repeating crossbow.
  • Witch Hunter Captain Saltzpyre - Fixed an issue where the critical hit chance buff wouldn't be refreshed if triggered again before the duration had ended.
  • Kerillian - The dual sword chained heavy attack was missing swing sounds. Now it isn't!
  • Kerillian - Fixed an issue where her 1h axe would flip around in third person when she jumped.
  • Kerillian - Fixed an issue where she would get stuck in her parry pose in third person with dual daggers.
  • Kerillian - Fixed an issue where she would get stuck her 2h sword idle after performing the heavy stab attack.

UI/UX
  • Fixed a dwarven 2h axe illusion using the wrong icon.
  • Fixed two dwarven Hammer and Shields using the wrong icons.
  • Fixed localization string for shield breaking weapon keyword. Armour piercing and shield breaking was swapped. Should now function properly.
  • Updated keywords for Ubersreik weapons: Axe/Falchion, Dual Hammers and Mace/Sword. Functionally the weapons remain the same:
    • Axe/Falchion has had the keywords changed from Armour Piercing to Crowd Control.
    • Dual Hammers has had the keywords changed from High Damage to Crowd Control. It has also had Armour Piercing changed to Wide Sweeps.
  • The position of the background art of the ammo counter now correctly re-aligns when the window size has been modified.
  • Fixed line-break issues for talents on certain languages.
  • The HUD should now be correctly hidden when counting down for a mission to start.
  • Adjusted career info window size in hero selection and talent screen to solve text overlapping on certain languages.
  • Fixed so that buff stack counter is hidden when going back to 1 from a higher buff count.

Sound
  • Fixed an issue where overcharge sounds would still be playing after using a Career Skill and having a Talent that clears all overcharge.
  • Fixed an issue where the VO for hitting armour would be played when pushing an armoured enemy.
  • Fixed several cases where sound effects from Career Skills would play in 2D when they should play in 3D, and vice versa. Most notably when bots where using the Skills.
  • Fixed a case where sound effects from Skaven would play in 2D when they should play in 3D.
  • Fixed an issue where blood splatter and hit sounds would be played when pushing a dead enemy.
Warhammer: Vermintide 2 - [Fatshark] Hedge


"It is a time of darkness and despair.
When flakes of snow tumble through the air.
The wolves' howls will give you no rest.
As you show off your sweet rewards from these Mondstille quests."

It is time for 1.4.1 - update #44 - bringing you a couple of winter season event quests & rewards to keep for ever more. These event quests will run until Wednesday, Jan 9 - there's plenty of time to get these new animated Portrait Frames, so go and get in line.

We are also running a Double XP Weekend, from Friday, Dec 21 19:00 CET to Tuesday, Dec 25 19:00 CET.



Known Issue(s):
  • "A challenge says to quickplay, but any legend run will count,
    Custom included, just run the required amount"

    (The 5 Quickplay Legend "event" challenge mistakenly states quickplays. You can complete the 5 runs on custom games as well.)

Audio
  • "Olesya brings a gift you all will like,
    Debriefing voice lines added for 'Back to Ubersreik'"

    (Added debriefing voice lines for the Back to Ubersreik levels.)

  • "“Hurry up, we don’t have all day” - Lohner said before you entered the Bridge of Shadows,
    He will now pester you less if you are ready to transpose."

    (Lohner will no longer pester you to hurry up when you are alone in your keep. And he will do it less often when you're in a party with the Bridge of Shadows ready.)

  • "There was peace and quiet across Helmgart, and all were sleeping softly in their beds,
    All but Kruber, being busy as his Executioner's sword now consistently played signature sounds when chopping off heads."

    (Fixed the remaining cases where Kruber's Executioner Sword didn't play its signature sounds when chopping heads.)

  • "The Crowbill was noisy, and caused quite a fright.
    The sound has been tuned now and should be less... bright."

    (Updated the sounds of Sienna's new Crowbill - it's less loud and annoying now.)


Bug fixes
  • "The Huntsman could prowl before his bow had loaded,
    and in doing so found himself quite imploded.
    This has been corrected, as it has been re-coded.
    No more Kruber disconnected, unloaded."

    (Fixed a rare crash that could happen when activating Huntsman Kruber's Career Skill after changing ranged weapon and before the weapon had loaded.)

  • "Joining during the finale of the Garden of Morr;
    A big crash boom bang could easily occur.
    This is now fixed, cured to it's core.
    Commence slaying rats and burning their fur!"

    (Fixed a crash that could occur of hotjoining during the end event on Garden of Morr.)

  • "An Ubersreik illusion can only do so much,
    In some place it seems you got stuck,
    Players, bots and enemies were prone to such,
    Levels have been patched up with some Nurgle Muck!"

    (Fixed many issues with Horn of Magnus, Garden of Morr, and Engines of War. These includes fixing places where players, enemies, and bots could get stuck. Or making sure players would not spawn, or hotjoin in incorrect places.)

  • "Grimoires can make you sickly,
    They decrease health so you might die more quickly,
    Horn of Magnus’ second grimoire proved to be a little tricky,
    Reaching it now is less finicky."

    (Made the second Grimoire on Horn of Magnus less awkward to reach.)

Balance
  • Dual hammers:
    "There's nothing like a festive rhyme,
    to say it's dual hammer time,
    to increase stagger, cleave and range,
    also chained light attacks will see some change"
    • (Bumped range across the board.
    • Switched diagonal heavies to medium tank profiles, more cleave and stagger.
    • Fixed issues with hit stop anims triggering on the "leading" hand weapon on heavy attacks.
    • Increased light chain attack speed slightly (like 15%).)

  • Mace Sword:
    "All you need is a little tweak,
    three things were going a bit too hard on the killing streak,
    Mace and sword requires a little more technique,
    and the damage will still be at peak."
    • (Bumped range slightly across the board
    • Tuned heavy damage templates:
    • Lower damage (from 0.3 to 0.225 for mace and from 0.275 to 0.225 for sword) and lower headshot multiplier for sword (from 2.0 to 1.5).)

  • Crowbill:
    "Couldn't get through armor with the right hit?
    The damage was aimed towards the wrong crit,
    Now you can smack them straight,
    with crit on the right trait."
    • (Lowered raw damage on light attacks (from 0.2 to 0.175).
    • Fixed an issue where light attacks used the wrong crit settings (too little damage vs armor, to much vs unarmored and bosses).)

Tweaks
  • "What is that under the tree?
    A re-factorisation of the weapon actions for thee,
    This should give you an easier start,
    So, mod away with all your heart."

    (Refactored weapon action code in order to make modding around weapons a little bit easier.)



Snow and flurry, rush and hurry
Don't get eaten by the wolf.
We hope you all,
like this rhyme.
Festive wishes,
in Mondstille time.
--The Fatshark Team
...