Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

Who’s the mayfly now?

Today we launch the first DLC for Vermintide 2. Mute all of Kerillian’s annoying banter.

Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

Who’s the mayfly now?

Today we launch the first DLC for Vermintide 2. Mute all of Kerillian’s annoying banter.

Warhammer: End Times - Vermintide

I played Vermintide for a couple of years without mods and liked it plenty, but when I finally installed a few (via this modpack) they immediately became essential. With better bots and the ability to drop the HUD at the press of a button, I can turn it Vermintide into a game about photographing the Old World. A squad of competent AIs protects me while I wander around setting up perfect angles on Tudor houses and twin moons, something no human players would ever put up with.

At the other end of the spectrum are mods like the Stormvermin Mutation, which upgrades enemies so that what would have been slaverats become clanrats, clanrats become armored stormvermin, and every special is replaced by a rat ogre. The first time I tried that I wound up facing two ogres and a pack of stormvermin simultaneously on a narrow bridge. It didn't last long. 

And there are plenty of other mods available for the original game, many in the same collection. There's another difficulty increase called Onslaught, sound replacers, UI tweaks, cosmetic changes, and even a separate mod that adds a playable chess set. Because why not?

Image via mod creator IamLupo on Steam.

Official mod support was planned for the original Vermintide but is yet to appear—it's still there, grayed-out and "Coming Soon!" on the launcher's menu. Fatshark's technical director Robin Hagblom tells me it's still coming, "but Vermintide 2 is top priority at the moment. Hopefully we'll open both workshops simultaneously, but no promises."

It ended with John Cena's theme music playing when an ogre showed up

Aussiemon

The initial lack of official support didn't dissuade modders, of course. According to Grimalackt, who maintains the Quality of Life modpack, it began with cheats. "Modding in vermintide 1 started as a DLL injection," he says. "Its first uses were very clear-cut cheats. 'Win game' buttons. Adding all the items to your inventory, god mode, etc." 

As he explains, they were designed to mess with the code in the middle of a game. "The possibilities given by that are obviously beyond game-breaking, especially since a lot of the game was at first coded with the assumption that the other clients were running exactly the same code as you were." He gives examples of potential malicious uses like kicking hosts out of their own games, impersonating other players in chat, or crashing someone else's game without even being in the same lobby as them.

The mods that became popular weren't the ones that let you cheat or troll other players, however. "I think the biggest reception was to the various sound replacers I made," says modder Aussiemon. "This was one of the types of mods made possible with Fatshark's assistance, as nothing like it had ever been done before. I wrote a script to play the 'headshot' sound from Unreal Tournament 2k whenever a special skaven was shot in the head." People started sending him requests for things like the MLG airhorn playing when gutter runners attack and soon he became the go-to guy for all your audio mod requests. "It ended with John Cena's theme music playing when an ogre showed up, and that silly balloon hammer mod." 

Nowadays the most popular mod is Grimalackt's Quality of Life  collection, with its toggleable options like third-person camera, the Stormvermin Mutation, and those bot improvements I l like so much. Some of these things were made possible by Fatshark giving modders access to their SDK tools, creating a Steam community for them, and answering questions directly. "We'd post about an issue we were having, or access to an uncompiled file for reference, and Robin would reply within the day with a suggestion or reference file. These discussions led to the first custom models, textures, and sounds in Vermintide 1, and we definitely would never have gotten that far without Fatshark's insight.

The first priority will obviously be to transfer everything from Vermintide 1 that is still usable in Vermintide 2's context

Grimalackt

"It wasn't just their advice though," Aussiemon continues. "Fatshark gathered our suggestions and thoughts on mod support to form a plan for Vermintide 2. I think a not-so-insignificant part of the official mod design will be the result of a collaborative effort between Fatshark and the modding community."

What's next?

Fatshark is aiming to add Steam Workshop support to Vermintide 2 in late April. "Though even past this it will still be an ongoing project," Hagblom says, "improving the tools, adding more functionality and adding access to more parts of the game so it won't be a fire-and-forget release."

They've made a Discord channel to connect modders and share information, working with them to map out how to best implement it. "It's really paid off for us too even without the actual mods," says Hagblom, "because they've in turn helped us finding repro cases for bugs and reported when they've found things that haven't exactly been working as intended."

Bringing everyone together before mod support goes live means that when the Steam Workshop goes live there will be plenty ready to fill it. "The first priority will obviously be to transfer everything from Vermintide 1 that is still usable in Vermintide 2's context," says Grimalackt. "Since Vermintide 2 still shares a lot of code from the first game, the task is usually not too difficult, with some mods sometimes working after a simple copy/paste with little to no adjustments. Third-person for example falls in that bag. It was already made functional in Vermintide 2 within days of one of its betas, although obviously can't be shared yet until official support comes around."

Third-person mode. Not as helpful as you might think.

As well as third-person mode he says visible damage numbers and health bars, chat blocking, bot improvements and crosshair customizations mods will all make the leap to Vermintide 2. Aussiemon is already working to bring over Fashion Patrol, which turns stormvermin white, as well as his mods for skipping cutscenes, freeing up hat cosmetics so anyone can wear them, scaling the UI for 4k, and adding more mission stats.

Pub Brawl was a fan favorite though, so I bet we'll see it make a comeback. When it does, I'll have a mod.

Aussiemon

Following the transfer of old mods, Grimalackt predicts UI improvements will be the focus. "Any of the complaints about any of the UI screens that Fatshark doesn't fix themselves, and that are within modding powers are going to get fixed by mods." 

Aussiemon agrees. "Some people want detailed weapon stats. Some people want faster endgame screens. Some people want us to port over the UI from Vermintide 1. Working with the UI code isn't easy, but this will probably be what people will focus on first anyway. UnShame is already working on a 'weapon stats' tab at the equipment screen, in fact. I'm sure Fatshark will eventually implement some of the common suggestions themselves, but there'll always be ideas for modders."

And then, of course, the stranger ideas will flow in. Aussiemon says that after texture, model, and sound replacers, "eventually the Vermintide 2 tools will let us make new items, animations, cutscenes, and even levels." In the first game he managed to turn the Pub Brawl, a limited-time event that let players biff each other up in the Red Moon Inn, into something players could enjoy whenever they wanted. Now he's working on a follow-up.

"I've written a mod that allows friendly fire in Taal's Horn Keep," he says, going on to explain that without access to bespoke animations like those the first game had for Pub Brawl, like fists and Lohner pouring flagons of Bugman's ale, it won't be exactly the same—unless Fatshark does something like Pub Brawl for Vermintide 2. "Pub Brawl was a fan favorite though, so I bet we'll see it make a comeback. When it does, I'll have a mod."

A barricade against cheats and trolls

Modding Vermintide 2 won't be a complete free-for-all, of course. Some players will want to hog-wild while others would rather stick with the vanilla game. "To cater to both these things we will be splitting the game into two realms," Hagblom says, "the official realm and the modded realm. So if a player is playing in the official realm, they will be able to know that everybody else playing are playing legitimately. Though, since we've had a lot of mods for Vermintide 1 with QoL improvements, more advanced UIs and the like we still want this to remain without forcing these players to play in the wild west of the modded realm. To solve this we will allow mod creators to apply to get their mods vetted for 'sanctioned' status. We will then go through the mod, make sure it doesn't contain any cheats or unfair advantages and if everything checks out, clear it to be played even in the official realm."

...no Lord of the Rings mods

Robin Hagblom

As Grimalackt says, "Those who want to create absolutely ridiculous mods will now also be able to share them more openly, since there will be an 'untrusted' realm with separate matchmaking where everything is permitted, at the cost of loot not carrying over to the trusted realm."

Something we probably won't see is rebalancing to make the game easier, much as I'd like it if mid-level bosses like Bile Trolls and Chaos Spawn had about half as many hit points on Recruit difficulty. Grimalack calls it "very unlikely" that custom difficulty rebalancing will make it through the new system. "The bot improvements will likely still make a comeback, however," he says. "The only complaint the devs ever really had about them was their sometimes ridiculously accurate aim, so that part might have to be left unimproved, but their handling of tomes and grimoires will almost assuredly be changed just like in the first game."

As for making the game harder, "Vermintide 2 is already significantly harder than the first game. Some of the heroic deeds are also heavily inspired by the first game's difficulty mods. The 'Vanguard' modifier, is effectively what Stormvermin Mutation was, as it directly turns clan rats into stormvermins, and slave rats into clan rats (and does the same to Chaos equivalents), just like the Stormvermin Mutation once did. It doesn't turn all specials into bosses, however, so I guess I still have something to do.

Lines will be drawn at mods that infringe on intellectual property. "So for instance no Lord of the Rings mods," Hagblom says. "When the Mod SDK is released it will have a EULA specifying the exact dos and don'ts."

Grimalackt is looking forward to the fact he won't need to maintain the equivalent of his Quality of Life modpack for Vermintide 2. "Every modder will be responsible for uploading and maintaining their own mods, and won't have to go through me to have me include their work in my package. I'll be able to dedicate more time to creating my own mods instead. Fear not though, the QoL modpack will eventually still live on as a Steam Workshop list of recommended good starter mods, sometime down the line."

He already has ideas for what he'll do with the free time he'll have. "One thing I also definitely have to do sometimes soon is turn everything into plague monks. You don't see enough of those guys around. I can already imagine the screeching from a horde of monks…"

Warhammer: Vermintide 2

In a break from the regular format, Samuel and Phil have both played new, recently released PC games. Sam goes head to head with an unspecified cult in Far Cry 5, Phil chunders on a friend in Sea of Thieves, and both have a rant about why, yes, Warhammer: Vermintide 2 is very difficult thank you very much.

Download: Episode 62: Honkin’ On Watermelon. You can also subscribe on iTunes or keep up with new releases using our RSS feed.   

Discussed: Far Cry 5, Sea of Thieves, Warhammer: Vermintide 2

Starring: Samuel Roberts, Phil Savage

The PC Gamer UK Podcast is a weekly podcast about PC gaming. Thoughts? Feedback? Requests? Tweet us @PCGamerPod, or email letters@pcgamer.com. This week’s music is from Far Cry 3.

Warhammer: Vermintide 2 - [Fatshark] Hedge
The 1.0.5 BETA Patch is now live on a new Steam beta branch.

Beta branch name: "balance"
  • Right click "Warhammer: Vermintide 2" in your library
  • Select Properties
  • Select 'Betas'
  • Select 'Balance' from the beta opt-in dropdown
You may need to restart Steam to pick up the new patch.
----------

As some of you are no doubt aware, an issue was brought to our attention (by unshame) which involves the scaling and capping of Hero Power which impacts high-end heroes mostly playing on Champion and Legendary difficulties as well as negating the usefulness of "Power vs. X" properties and certain talents that provide situational boons to Hero Power.

The result of the bug was tiered:
  • No power level cap was in place and as such heroes exceeding the Hero Power caps set per difficulty were cleaving and staggering far more than ever intended.
  • Most melee weapons (more than we intended) were excelling at staggering & clearing hordes, whilst ranged became extremely viable at staggering and piercing through more enemies, leading to a whole host of ranged meta gameplay styles. With Vermintide being a melee focused game, this feels... wrong.
  • Talents and Weapon Properties which increased raw Hero Power were simply non-functional.

Whilst we lick the wounds of what is honestly an embarrassing situation - we strive to both fix the mistake and be as transparent as we can with you during the process.

With that in mind, we're putting patch 1.0.5 in to beta today. The beta is entirely optional of course, but we will be monitoring your responses and feedback with an incredibly keen ear. We invite any and all willing to take part and feedback on the update, the notes of which can be found below. Please do be aware, the beta population will be far smaller than that of the live game so bring friends or add some gear to your bots!

Fixes / Tweaks
  • Scaling has been tweaked for damage and cleave (using a 3.5 ratio rather than 3.0)
  • Marauders have had their cleave hit mass reduced by 75% (they’ll be easier to cut through and hit an additional target)
  • Talents and passives that would boost your Hero Power should now be boosted appropriately.
  • Fixed an issue which caused projectiles to not properly trigger hit or crit procs from traits and talents for clients.
  • Fixed an issue where equipment trait Heroic Intervention was not functioning properly on clients.

Bardin
Ironbreaker
  • Oi! Wazzok!- Fixed to now more reliably taunt bosses.

Kruber
Huntsman
  • Hunter’s Respite- Fixed an issue where the health regeneration from the talent only worked for host players. Now it properly works for both hosts and clients.

Kerillian
Waystalker
  • Kurnous' Blessing- Fixed an issue where Trueflight Volley returned more ammo than intended. Now returns 20% ammo down from 50%.
  • Trueflight Volley will now present her equipped bow, instead of showing a plain longbow, when activated.

Saltzpyre
Witch Hunter Captain
  • Marked for Death and Wild Fervour- Fixed a UI issue where the buff icon would not appear when a taggable target was killed - even though the buffs were applied.

Bounty Hunter
  • Blessed Shots- Fixed an issue where its cooldown would be incorrectly reset by ranged attacks when swapping to a melee weapon before the projectile hit.

Zealot
  • Pleasure from Pain- Fixed an issue where this would replace the attack speed increase from Holy Fervour.
  • Fixed an issue where the Righteous Hatchet weapon skin displayed the wrong icon.

Sienna
Battle Wizard & Pyromancer
  • Burnout& Exhaust- Fixed an issue where attack speed debuffs where not removed when clearing Overcharge.

Pyromancer
  • Bonded Flame- Fixed an issue where the talent description and actual amount of health regained did not match up. Now correctly displays and grants 20 temporary health, where it previously stated 10, but gave 35.

User Interface
  • Updated the anti cheat panel to clearly show the untrusted state and reason if not trusted.
  • Fixed temporary health degeneration to incorrectly being tallied in the Damage Taken statistic in the Score Screen.
  • Traits and Properties can now be re-rolled on equipped items.
  • The bar under a team member’s portrait showing their available ammunition didn’t make sense for all heroes. So we replaced it with something more useful - showing that hero’s ability bar.
  • When a team member’s ammunition is less than a third, they will show a yellow icon next to their portrait. When they run out of ammunition, they will show a red icon next to their portrait.
  • Fixed erroneous translations and missing subtitles for all languages.

Weapon Changes
  • We’ve fixed some weapons that were using single target priority while not being single target attacks. This caused some swings to ignore other targets hit during the same frame as the aimed target.
  • The affected weapons are Sienna’s Mace, Kerillian’s Elven Spear, Glaive, Dual Swords, and Sword and Dagger, Kruber’s Executioner Sword, and Halberd.
  • We fixed ranged weapon switch priority. If a weapon switch is triggered, it should enter the input queue with the highest priority. Which means that pressing ‘Q’, following by an instant RMB to go to “panic-block-mode” should work better now.
  • Increased speed of fire for Elven Repeating Crossbow slightly. The next attack can be chained after 0.5 seconds, reduced from 0.6 seconds.
  • Fixed the Beam Staff which sometimes incorrectly saved the number of consecutive hits between attacks. This caused an unintentional damage increase.

Stability / Performance
  • Fixed a crash when leaving a game while carrying an item from that level, like a barrel or a cannon ball.
  • Fixed a rare crash when hitting a dismembered body part as client.

Twitch Mode
  • Blood Loss - Changed to target a single player instead of the whole team. Increased duration to 60 seconds, from 20. Health lost tweaked to reflect this.
  • Blessing of Regeneration - Increased duration to 60 seconds, from 30. Health regenerated tweaked to reflect this.
  • Curse of the Rat - Increased duration to 60 seconds, from 20.
  • Guns Blazing - Increased duration to 60 seconds, from 30. Now also gives full ammunition when triggered.
  • Boon of Concentration - Increased duration to 60 seconds, from 10. Buff effect tweaked to reflect this.
  • Boon of Speed - Increased duration to 60 seconds, from 10. Buff effect tweaked to reflect this.
  • Boon of Strength - Increased duration to 60 seconds, from 20. Buff effect tweaked to reflect this.
  • Cruel Hooks - Increased number of Packmasters to 3, from 2.
  • Gunline - Increased number of Ratling Gunners to 4, from 3.
  • Kill it with fire! - Increased number of Warpfire Throwers to 4, from 3.
  • Gratuitous Violence - Removed from voting pool. The game is gratuitously violent enough as it is.
Warhammer: Vermintide 2 - [Fatshark] Hedge
The 1.0.5 BETA Patch is now live on a new Steam beta branch.

Beta branch name: "balance"
  • Right click "Warhammer: Vermintide 2" in your library
  • Select Properties
  • Select 'Betas'
  • Select 'Balance' from the beta opt-in dropdown
You may need to restart Steam to pick up the new patch.
----------

As some of you are no doubt aware, an issue was brought to our attention (by unshame) which involves the scaling and capping of Hero Power which impacts high-end heroes mostly playing on Champion and Legendary difficulties as well as negating the usefulness of "Power vs. X" properties and certain talents that provide situational boons to Hero Power.

The result of the bug was tiered:
  • No power level cap was in place and as such heroes exceeding the Hero Power caps set per difficulty were cleaving and staggering far more than ever intended.
  • Most melee weapons (more than we intended) were excelling at staggering & clearing hordes, whilst ranged became extremely viable at staggering and piercing through more enemies, leading to a whole host of ranged meta gameplay styles. With Vermintide being a melee focused game, this feels... wrong.
  • Talents and Weapon Properties which increased raw Hero Power were simply non-functional.

Whilst we lick the wounds of what is honestly an embarrassing situation - we strive to both fix the mistake and be as transparent as we can with you during the process.

With that in mind, we're putting patch 1.0.5 in to beta today. The beta is entirely optional of course, but we will be monitoring your responses and feedback with an incredibly keen ear. We invite any and all willing to take part and feedback on the update, the notes of which can be found below. Please do be aware, the beta population will be far smaller than that of the live game so bring friends or add some gear to your bots!

Fixes / Tweaks
  • Scaling has been tweaked for damage and cleave (using a 3.5 ratio rather than 3.0)
  • Marauders have had their cleave hit mass reduced by 75% (they’ll be easier to cut through and hit an additional target)
  • Talents and passives that would boost your Hero Power should now be boosted appropriately.
  • Fixed an issue which caused projectiles to not properly trigger hit or crit procs from traits and talents for clients.
  • Fixed an issue where equipment trait Heroic Intervention was not functioning properly on clients.

Bardin
Ironbreaker
  • Oi! Wazzok!- Fixed to now more reliably taunt bosses.

Kruber
Huntsman
  • Hunter’s Respite- Fixed an issue where the health regeneration from the talent only worked for host players. Now it properly works for both hosts and clients.

Kerillian
Waystalker
  • Kurnous' Blessing- Fixed an issue where Trueflight Volley returned more ammo than intended. Now returns 20% ammo down from 50%.
  • Trueflight Volley will now present her equipped bow, instead of showing a plain longbow, when activated.

Saltzpyre
Witch Hunter Captain
  • Marked for Death and Wild Fervour- Fixed a UI issue where the buff icon would not appear when a taggable target was killed - even though the buffs were applied.

Bounty Hunter
  • Blessed Shots- Fixed an issue where its cooldown would be incorrectly reset by ranged attacks when swapping to a melee weapon before the projectile hit.

Zealot
  • Pleasure from Pain- Fixed an issue where this would replace the attack speed increase from Holy Fervour.
  • Fixed an issue where the Righteous Hatchet weapon skin displayed the wrong icon.

Sienna
Battle Wizard & Pyromancer
  • Burnout& Exhaust- Fixed an issue where attack speed debuffs where not removed when clearing Overcharge.

Pyromancer
  • Bonded Flame- Fixed an issue where the talent description and actual amount of health regained did not match up. Now correctly displays and grants 20 temporary health, where it previously stated 10, but gave 35.

User Interface
  • Updated the anti cheat panel to clearly show the untrusted state and reason if not trusted.
  • Fixed temporary health degeneration to incorrectly being tallied in the Damage Taken statistic in the Score Screen.
  • Traits and Properties can now be re-rolled on equipped items.
  • The bar under a team member’s portrait showing their available ammunition didn’t make sense for all heroes. So we replaced it with something more useful - showing that hero’s ability bar.
  • When a team member’s ammunition is less than a third, they will show a yellow icon next to their portrait. When they run out of ammunition, they will show a red icon next to their portrait.
  • Fixed erroneous translations and missing subtitles for all languages.

Weapon Changes
  • We’ve fixed some weapons that were using single target priority while not being single target attacks. This caused some swings to ignore other targets hit during the same frame as the aimed target.
  • The affected weapons are Sienna’s Mace, Kerillian’s Elven Spear, Glaive, Dual Swords, and Sword and Dagger, Kruber’s Executioner Sword, and Halberd.
  • We fixed ranged weapon switch priority. If a weapon switch is triggered, it should enter the input queue with the highest priority. Which means that pressing ‘Q’, following by an instant RMB to go to “panic-block-mode” should work better now.
  • Increased speed of fire for Elven Repeating Crossbow slightly. The next attack can be chained after 0.5 seconds, reduced from 0.6 seconds.
  • Fixed the Beam Staff which sometimes incorrectly saved the number of consecutive hits between attacks. This caused an unintentional damage increase.

Stability / Performance
  • Fixed a crash when leaving a game while carrying an item from that level, like a barrel or a cannon ball.
  • Fixed a rare crash when hitting a dismembered body part as client.

Twitch Mode
  • Blood Loss - Changed to target a single player instead of the whole team. Increased duration to 60 seconds, from 20. Health lost tweaked to reflect this.
  • Blessing of Regeneration - Increased duration to 60 seconds, from 30. Health regenerated tweaked to reflect this.
  • Curse of the Rat - Increased duration to 60 seconds, from 20.
  • Guns Blazing - Increased duration to 60 seconds, from 30. Now also gives full ammunition when triggered.
  • Boon of Concentration - Increased duration to 60 seconds, from 10. Buff effect tweaked to reflect this.
  • Boon of Speed - Increased duration to 60 seconds, from 10. Buff effect tweaked to reflect this.
  • Boon of Strength - Increased duration to 60 seconds, from 20. Buff effect tweaked to reflect this.
  • Cruel Hooks - Increased number of Packmasters to 3, from 2.
  • Gunline - Increased number of Ratling Gunners to 4, from 3.
  • Kill it with fire! - Increased number of Warpfire Throwers to 4, from 3.
  • Gratuitous Violence - Removed from voting pool. The game is gratuitously violent enough as it is.
Left 4 Dead - contact@rockpapershotgun.com (Natalie Clayton)

vermintideleft4dead1

I d wager most folk around these parts devoured Left 4 Dead back in the day, just as I did. Valve s 28 Days Later with your friends infected my life for a good year, and a bigger, better sequel one year later only strengthened the disease. But as Valve haven t really been in the business of making games for a good few years – hopefully, that s about to change – and while it felt like Left 4 Dead was going to change the world back in (oh no) 2008, for a long time nothing filled the rotten hole where my heart used to be.

That is, until Fatshark s rowdy rat-smash, Vermintide. The four vs the world setup and the UI were highly reminiscent of Left 4 Dead, and what are Gutter Runners and Pack Masters if not reskinned Hunters and Smokers? But there was much more to that game than swapping out zombies for skaven. With both series now/still on their second games, let s look at how Vermintide ran with the legacy of Left 4 Dead, while managing to forge its own identity.

(more…)

Warhammer: Vermintide 2 - [Fatshark]hsa
==== Update 17:43 CEST ====

The issue is now resolved, our apologies for the trouble caused to those impacted by it.

=========================

We are currently experiencing some issues with Steam. The issue is that people can't buy Vermintide 2 without owning Vermintide 1.

The problem has been identified and we are working with Steam to get it resolved as soon as possible.

We thank you for your patience.

Warhammer: Vermintide 2 - [Fatshark]hsa
==== Update 17:43 CEST ====

The issue is now resolved, our apologies for the trouble caused to those impacted by it.

=========================

We are currently experiencing some issues with Steam. The issue is that people can't buy Vermintide 2 without owning Vermintide 1.

The problem has been identified and we are working with Steam to get it resolved as soon as possible.

We thank you for your patience.

Counter-Strike 2 - contact@rockpapershotgun.com (Alice O'Connor)

John is missing. He flew out to GDC last week stowed inside Brendan’s suitcase to save money, I’m sure you’ll remember, but on the return journey Brendan’s bag has gone missing. Vanished. Didn’t flop onto the luggage carousel. The airport have no idea. John took a few cans of pop and bags of gross American chocolate in with him so I’m sure he’ll be fine, but where is he? Amsterdam? Boise? Hong Kong? Honolulu? I’m sure he’ll turn up. For now, here I am, I am taking over the Steam Charts for another week.

If there’s one lesson to learn from last week’s 10 top-selling games on Steam, it’s that fancy open-world games are quite popular.

(more…)

...