Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

Version 1.0.8.2 is a balance and bugfix patch. We're resolving many issues with talents which would not properly apply buffs to players when they're joining as clients.

After reviewing the numbers on Huntsman Kruber, we're making some adjustments to his damage output.

We're also addressing some incorrectly configured weapons, where sweeping attacks would sometimes miss crowds of enemies.

EDIT In patch 1.0.8 we accidentally introduced guaranteed critical hits on ranged attacks when activating the Career Skill on Ranger Veteran Bardin, Huntsman Kruber and Shade Kerillian. The intended change was for the Shade's "Infiltrate" ability to always guarantee critical hits on melee attacks. We fixed the bug, so now these Career Skills will not give guaranteed ranged critical hits. This brings it back to the same behavior as in 1.0.7.

Fixes & Tweaks
  • We've added missing damage boost multiplier caps to Rasknitt and Deathrattler. Some attacks - specifically from Huntsman Kruber and Shade Kerillian, absolutely destroyed these two. That was never intended, and made the ending of Skittergate anti-climactic.
  • The ritual pool on Convocation of Decay now properly slows movement speed and decays stamina, no longer deals damage.
Weapon Fixes & Tweaks
  • Fixed an issue on several weapons where they were incorrectly set to target single enemies with their sweeping attacks. This meant they would hit only a single target in a horde, even though the attack was meant to hit multiple enemies. The following are the attacks of each weapons which have been fixed:
    • The light swings of Sienna's One-Handed Daggers
    • The push followup attacks of Great Axes
    • The lateral, light attacks of Two-Handed Hammers
    • The push followup attacks of War Picks
    • Kerillian's Spears
  • Executioner Swords have had their second heavy attack target single enemies, just like its first heavy attack.
  • Two-Handed Axes have had their range increased by 10%. Their push followup attack has been switched to an attack that does more cleave, but less damage. Their push radius has been increased to 2.5, up from 2.
  • War Picks have had their range increased by 10%. Their push radius has been increased to 2.5, up from 2.
  • Handguns have had their damage against Bosses increased to 1.5, up from 1, unless at far range. Also their headshot boost multiplier on Bosses was increased to 0.5, up from 0.25 for all shots.
  • We've changed the boost power curve for Handguns and Kruber's Longbows. This curve affects how much of each bonus damage modifier gets weighted i nto the final damage calculation - such as from Potions of Strength, crits or headshots, and the specific enemy type. Previously, both the Handguns and Kruber's Longbows would have a curve that yielded consistent high damage output with only a couple of these modifiers, for instance activating "Hunter's Prowl" and the critting with a headshot. The new boost power curve for these weapons is linear, so that each damage modifier contributes equally. This means that big damage output is still possible, but that requires stacking more boost modifiers.
  • Fixed an issue on Kruber's Veteran Blunderbuss "Old (Mostly) Faithful", where its texture would look blurry.
  • Spears have had new animations added to increase readability, regarding which attacks hit.
Kerillian
  • Fixed an issue with the Handmaiden Talent Bladedancer where a bleed effect wouldn't have its damage increased. The tooltip has been updated to clarify the increased damage.
  • Fixed an issue with the Shade Talent Ereth Khial's Herald where it wouldn't apply the intended backstab bonus.
  • When under the effect of the Shade Career Skill "Infiltrate", ranged attacks will no longer automatically crit. Melee attacks will still automatically crit.
Bardin
  • Fixed an issue for the Ranger Veteran Talent Apply Pressure where the healing recieved was not applied properly when playing as a client.
  • Fixed an issue for the Slayer talent Stoutfellow where the talent wouldn't work properly when playing as a client.
  • Fixed an issue for the Ranger Veteran Talent Last Resort where the power buff was not applied properly when playing as a client.
  • When under the effect of the Ranger Veteran Career Skill "Disengage", ranged attacks will no longer automatically crit.
Kruber
  • Reduced the damage multiplier on Huntsman Kruber's Career Skill to 1.5, down from 2. We're bringing the damage output of Huntsman more in line with the rest of the cast.
  • Fixed an issue for the Mercenary Talent Battle Scars where the healing received wasn't applied properly when playing as a client.
  • Fixed an issue for the Mercenary Talent The More the Merrier! where the bonus power on enemy proximity wasn't applied properly when playing as a client.
  • When under the effect of the Huntsman Career Skill "Hunter's Prowl", ranged attacks will no longer automatically crit.
Sienna
  • Fixed an issue for the Battle Wizard Talent Cauterize Wounds, where the healing received wasn't applied properly when playing as a client.
Saltzpyre
  • Fixed an issue for the Zealot Talent No Surrender!, where the bonus damage wasn't applied properly when playing as a client.
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

Version 1.0.8.1 addresses some of the current issues that arose from patch 1.0.8. We are rolling back some of the inadvertent changes which came out of yesterday's patch.

Shade Kerillian was broken during the 1.0.8 beta. The numbers she put out with the Glaive were far too high - this was due to her damage being uncapped against some Bosses and Lords. We wanted to make changes to the damage system in the way we synchronize damage from attacks between players. At the same time, we were making fixes to Shade's "Infiltrate" Career Skill. These two changes inadvertently changed the way caps were being applied to the Shade's damage output. Another consequences were multiple misunderstandings and mistakes that piled up to a big mess, affecting the Executioner Sword, since it shared some of the same damage templates as the Glaive.

The Shade should now work the same way she did in 1.0.7. The inadvertent changes to the Executioner Sword have also been reverted.

Aside from these bug fixes, we also wanted to give her more options in available weapons. Shade Kerillian's "Infiltrate" Career Skill applies a four-time power boost multiplier when attacking while stealthed. We applied individual modifiers to these bonuses to the Glaive and Dual Daggers. We lowered the damage Glaives do when attacking from stealth, and increased the damage from Dual Daggers, and the stab attacks of Dagger and Swords. This means that Dual Daggers should now be able to kill two Chaos Warriors when lined up correctly, when attacking from stealth.

And while the Glaive - and pretty much every other weapon, completely nukes any regular infantry enemies, when attacking out of stealth - just as in previous versions, they should no longer melt bosses. And specifically Bile Trolls, which were missing damage multiplier caps.


Fixed Issues
  • We're resetting Shade Kerillian's melee boost multiplier back to 4, from 2.
  • The Executioner Sword is being restored to its former glory - its Finesse coefficient on heavy attacks are increased to 2, up from 1.
  • The Glaive heavy second attack now uses a separate damage profile from the Executioner Sword.
  • Changed the Finesse coefficient on the heavy second attacks off Glaives to 1.25, up from 1.0. This was set to 2.0 in 1.0.7, and during the 1.0.8 beta.
  • Moved Dual Dagger stabs to use same damage profile as Sword and Dagger stabs, since this seems like an oversight during initial setup. Increased the damage of this new damage profile to 0.25, up from 0.2.
  • Added an override setting for melee boost multiplier for individual damage profiles. We applied this on the Glaive heavy second attack to reduce its burst damage when attacking from stealth. This reduces melee boost multiplier to 2, down from 4.
    We also applied it to Dual Weapons' stab attacks to increase damage from stealth to 6, up from 4.
  • Bile Trolls were given a melee boost multiplier cap of 3, as they didn't have one before.
  • Shade Kerillians Career Skill "Infiltrate" will now properly apply both power boosts and multipliers against all targets during the whole sweep of her attack. Regardless of if the skill is activated before the attack, or during.
  • Fixed an issue where a crit from a Great Axe would do less damage to armored enemies than a regular hit.
  • Fixed an issue where Clanrats wouldn't burn properly from fire effects.
  • Fixed an issue where the glow effect on Veteran weapons would look blurry or pixelated.
  • Fixed a crash that could occur if Ironbreaker Bardin used his Career Skill with the "Booming Taunt" talent, on a Chaos Warrior that had not yet seen him.
  • Fixed a crash that could occur when starting or ending a lunging ability at the same time as the game session was torn down.
  • Fixed a crash that could occur if leaving a game session at the same time as receiving a "Last Man Standing" buff.
  • Fixed a crash that could occur if lighting more than one training dummy on fire, with a Conflagration Staff - at the same time as another player picked up a targeted training dummy.
  • Improved collisions around the second Grimoire on Empire in Flames, to make it a bit easier to reach.
  • Fixed an issue where the Bile Troll would try to stand up, when being downed. Instead of raising its head.
  • Fixed a crash that could occur when a Clan Rat returned to patrolling, after having engaged the players.
  • Fixed graphical issues with the grain on Against the Grain.
  • Fixed missing localization texts on hats.
Warhammer: Vermintide 2 - contact@rockpapershotgun.com (Matt Cox)

warhammer-vermintid-2

I haven’t slain nearly enough rats. Warhammer: Vermintide 2 has been rotting away in my Steam library recently, but the weeks I spent rat-whacking with some chums a couple of months back were the most fun I’ve had in co-op in yonks. If you want some objective proof of that, look no further than our recently updated list of the best co-op games.

The update fun doesn’t stop there: Vermintide 2 received its biggest patch yet yesterday, including “literally hundreds of changes to the game’s levels” and “major optimizations to the game engine”. Fatshark wrote that last quote in bold, so you know they mean business.

(more…)

Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

Version 1.0.8 is, in terms of the sheer number of fixes, our biggest update yet.

The following patch notes highlight the more notable changes, tweaks and fixes. But for this version, there's been literally hundreds of changes to the game's levels - in order to fix positions where players could get stuck, moving around patrol spawn points to make sure we reduce the chance of them spawning in your face, and improving points where enemies could target you through structures.

We would like to extend a great deal of gratitude and thanks to our players, who participated in the 1.0.8 beta test. Thanks to your reports, we resolved many issues that would otherwise have made their way into this release.

In our dedication to performance, this version contains major optimizations to the game engine. You should see a noticeable increase in performance on all systems. However, since we're making optimization changes to all areas of our game assets and resources, an unfortunate side effect is that this patch will be a very large download.

Known issues
  • A graphical glitch occurs when Skaven Clanrats are set on fire. Instead of burning up and turning black - their armor disappears. This will be resolved in a hotfix.
  • Fixed an issue where bots would rapidly pass healing items back and forth between each other.
  • Fixed an issue where a bot would not give an item to a player.
  • Added difficulty reaction times for opportunity targets - specials which have not attacked yet.
  • Fixed a spot on Halescourge, where bots had trouble jumping between two rooftops.
  • Fixed an issue on Righteous Stand where bots would fail to rescue hanging players near the temple of Sigmar.
  • Fixed an issue where bots would keep attempting - and failing, to use healing items when an item with the "Natural Bond" was equipped.
  • Fixed an issue where bots would chase after a Packmaster that was dragging a player, and would have problems switching to a melee weapon when close to the enemy.
  • Fixed an issue where bots were unaffected by the Sudden Death effect from Deeds.
  • Changed so that bots now consider total enemy threat value instead of enemy count when evaluating distance to keep from melee follow position. This essentially means that small packs of dangerous enemies (e.g. Chaos Warrior) will now cause the bots to stay closer.
  • Fixed some instances where bots would run away and chase enemies that had teleported out of sight.
  • Fixed so that bot Saltzpyre can perform heavy chain attacks using the Flail.
  • Increased the range at which bots can shoot at to 22.5 meters, up from 15.
  • Bots will now vent overcharge when it is safe to do so.
  • Improved bot Sienna's staff weapons. She will now fire the beam on Beam Staff for longer periods of time and can use the charged attack of Beam Staff and Fireball Staff when there are obstructing enemies nearby. She will also fires her Bolt Staff rapid fire attacks at a greater pace.
  • Fixed missing voice lines on Fort Brachsenbrücke, Athel Yenlui, Convocation of Decay, Skittergate, and Halescourge.
  • Added new combat music when fighting the Rat Ogre.
  • Added new voice lines for all heroes.
  • Banter and curses between heroes should now play a little less frequently.
  • Fixed an issue where the crafting sound gets stuck when another player requests a mission vote.
  • Added an extra headshot sound for melee weapons.
  • Fixed Drakefire Pistols only playing overcharge sounds from the right pistol.
  • Fixed an issue that caused the repeater pistol's charged shot sound effect to play on the first shot for repeating handgun's first charged shot, it also played the wrong animation on the repeating handgun's first shot.
  • Fixed an issue with where the spawning sound for Gutter Runners wouldn't play when certain music was active.
  • Fixed some issues where some Stormvermin sounds wouldn't play.
  • Fixed an issue where sound effects from aggroed enemies could persist even though the enemy was dead or far away.
  • Comprehensive optimization for all graphics, which affects all meshes, and textures, and other game assets. This will yield a performance increase on all systems.
  • The GPU memory consumption has been reduced by up to 500MB, depending on quality settings. This should show a significant increase on GPUs with less than 4GBs of RAM, if they hit their VRAM limit.
  • The main memory consumption has been reduced by up to 350MB.
  • We've made a substantial amount of quality of life changes to visual effects on many of the weapons. Most notably was the issue on a Veteran quality Runed Flame Staff, where its jet of flame pointed sideways.
  • Removed the "Medium" option from the Ambient Light Quality settings due to incrorrect PBR-lighting.
  • Removed the "Off" option from the Volumetric Light settings due to lighting deviation was too big to the other options. Replaced it with a cheap "Lowest" option.
  • Added a setting for Auto Exposure Speed which enables adjusting the convergence time of auto exposure.
  • Fixed issues with particle effects not appearing correctly on lower graphics settings.
  • Fixed mismatching descriptions and names for the Beam Staff "Dreiberg's Disintegrator", the Longbows "Glade Guardian's Nastirrath" and "Death Reign".
  • Fixed the issue where the 2-handed weapon idle animations for Ironbreaker Bardin and Slayer Bardin were switched. Slayer will now be correctly riled up, and Ironbreaker is correctly chill.
  • Fixed an issue on Slayer Bardin where the animation for Dual Axes would return to a one handed idle animation when switching weapons while holding block.
  • Fixed issue where Blacksmith's Handgun and Blacksmith's Blunderbuss displayed the incorrect icons.
  • Reduced the Finesse coefficient to 1, down from 2, on the heavy attacks off Executioner Sword and the Glaives. This reduces the damage of headshots and critical attacks on these weapons' heavy attacks.
  • Increased stagger on Great Axes to 0.5, up from 0.3. And increased their armor penetration to 0.75, up from 0.5.
  • Increased the damage on Dual Daggers and Dual Swords heavy stab attacks to 0.25 damage, up from 0.2 and increased their armor penetration to 0.5, up from 0.25.
  • Players will now be more mobile with one-handed swords. Increased the mobility multiplier to 0.75, up from 0.5.
  • Tuned the spread and turnaround on Kruber's Longbow.
  • Fixed an issue where the trait "Proxy" wouldn't work for clients. Proxy should now correctly apply its effect to the nearest ally.
  • Unchained Sienna can now use Living Bomb during its Overcharge explosion to prevent the explosion and clear overheat.
  • Fixed an issue where Unchained Sienna's Career Perk "Unstable Strength" wouldn't increase damage and stagger values based on overcharge, only the amount of targets hit.
  • Changes to Huntsman Kruber's Thrill of the Hunt: Reduced the reload speed increase after headshot to 20%, down from 35%. Increased duration to 5 seconds, up from 2.
    After version 1.0.5 we've noticed an unintended behaviour involving the handgun and a set of talent setups which allowed the Huntsman to fire at an alarming rate. This didn't work all that great in practice and therefore we've decided to reduce the effect of Thrill of the Hunt to reduce the effectiveness of this combination in particular. To balance these changes, we have increased the duration of the buff which should allow for more leniency when using the handgun in particular, allowing weaving headshots with bodyshots and still maintaining the increased reload speed buff.
  • Added a new icon for Huntsman Kruber's Career Perk "Call out Weakness", which is his critical strike chance aura. This previously used the same icon as the talent "Makin' it look easy" which caused some confusion.
  • Fixed an issue with Slayer Bardin's talent "Stunty Saviour" - its movement speed increase will now properly be applied only when Bardin is the last player standing.
  • Fixed an issue with Slayer Bardin's Career Skill "Leap". Bardin should now slide less on upward slopes and stairs, but still be able to clear small protruding obstacles.
  • Changed the behavior of Career Skills which the hero dashes or lunges, to put the hero in a dodging state during its duration. This affects how well the enemies' attack track the hero. This affects Foot Knight Kruber, Zealot Saltzpyre, and Handmaiden Kerillian.
  • Fixed issues with certain Career Skills doing damage to players and props, i.e. Witch Hunter Captain Saltzpyre won't scream loud enough to shatter glass or ignite explosive barrels anymore, and Ranger Veteran Bardin won't kill himself with his smoke bomb.
  • Fixed an issue where the aiming animation could get stuck while holding down the activation key for Career Skills, while being grabbed by a Lifeleech or Chaos Spawn.
  • Reduced height of the running sweep attacks of Maulers, by 50% - the attack came in a bit too high. Also increased the height of their standing sweep attacks, was a bit too low.
  • Fixed an issue where the Bile Troll could get stuck near ledges in certain situations.
  • When the Bile Troll is downed, and generating - its head is raised a bit to allow for easier headshots while it is vulnerable.
  • Added a waiting period for Fanatics and Marauders when they are waiting for an opportunity to attack. This should make them more stable when crowding around a player.
  • "Fanatics will no longer do running attacks when they charge at you, only attacks as they move around.
    They have had the range on their moving attacks reduced - and also, the damage trigger window for their attack animations has been adjusted to more clearly show when an attack would hit a player."
  • Increase the initial skulk time of Lifeleeches.
  • Enemies wielding a shield will not block while they are falling.
  • Fixed an issue where shield-wielding Stormvermin would play the wrong animation when their guard is opened up.
  • Fixed issue that were causing the running slam attacks of Rat Ogres and Chaos Spawns, to push away heroes behind and to the sides of the boss instead of only those in its path.
  • All levels have had a proper work over. Locations where players have been reported getting stuck have been fixed. Collisions for structures and environments have been adjusted to make Ratling Gunners less likely to fire through them. Spawn points for patrols and hordes have been tweaked to lessen the chance of enemies spawning in plain sight.
  • Added guaranteed health and ammo drops before fighting Spinemanglr.
  • Fixed an issue where players wouldn't respawn in the arena during the fight with Spinemanglr.
  • Added objective markers on Festering Ground, to make it easer to find that last Buboe you didn't pop.
  • Fixed an issue on Skittergate where Gatekeeper Naglfahr could be interrupted while transforming into Blessed Gatekeeper. Also, we changed his appearance a little to make him more distinct from Bödvarr. Check him out, he looks cool.
  • The Skittergate Generators were being destroyed too easily, so we doubled their hitpoints. And made them invulnerable to ranged damage.
  • Added more chests and crates to Fort Brachsenbrücke, to improve the chances of getting loot dice.
  • Fixed an issue on The War Camp where a Stormfiend boss could get stuck under water, being unable to attack.
  • Fixed a progression blocking issue in the prologue if the player didn't pick up the bow.
  • The summoning pool in Convocation of Decay, no longer deals damage. It will add fatigue, reducing stamina shields.
  • Many quality of life improvements to playing with gamepads.
  • Lohner and Olesya's talk-interacts are now correctly labelled.
  • Fixed an issue where hot-joining players who took the place of a downed bot were given 100% permanent health instead of 100% temporary health, causing them to possibly get stuck in a downed state forever.
  • Fixed a rare crash in the launcher.
  • Fixed a crash when a client explodes a warpfire thrower tank.
  • Fixed a crash that could occur if the Bile Troll changed targets while being far away from the players.
  • Fixed a crash for clients when standing in an active Waystone Portal in the Keep and the host quits the game.
  • Fixed a crash when transitioning into a leaping state from anything else than a standing or walking state, i.e. Slayer Bardin's Career Skill.
  • Damage calculations should now correctly apply melee power boosts effects from talents and traits to training dummies. Also, talents and traits should now trigger properly.
  • Fixed a crash if you picked up an barrel or training dummy during the animation for Ranger Veteran Bardin's Career Skill.
  • Fixed a crash that would occur if a vote was completed when the game session had been torn down.
  • Fixed a crash that could occur when attacking a Stormfiend in the back.
  • Fixed a crash that could occur when damaging a training dummy while someone picked it up.
  • Fixed a softlock issue when trying to close Hero Selection after having changed heroes.
  • Improved word wrapping for Chinese localization.
  • Fixed issues with Saltzpyres and Kerillian's Repeating Crossbows having ammo floating in the air after inspecting your hero.
  • Fixed an issue where the health bars for bosses weren't being displayed for clients, unless the boss was tagged by another player.
  • Changed the visual appearance of lamp oil fire to not look so two-dimensional when viewed from above.
  • Fixed an issue with Twitch Mode that, while respawning, would hide the voting UI.
  • Fixed missing blood and armor impact effects when Ratling Gunners hit other enemies.
  • Players now automatically block while reviving or rescuring other players. Blocking before reviving was always something players could do, we just made this automatic.
  • Opening Hero Selection will no longer be available during matchmaking.
  • We now use a font which supports non-latin characters to display player names.
Left 4 Dead - contact@rockpapershotgun.com (RPS)

Sometimes you need a hand to hold, so we ve updated our list of the 25 best co-op games to play on PC with a headset-wearing friend or a muted stranger.

Everything’s better with a pal or two in tow, from collaborative puzzle solving to sublime double stealth takedowns. Equally sublime are when those takedowns go awry, your partner shrieks in panic and all hands are needed on deck to clear up the mess. Whether local or online, co-op games offer some of the best fun you can have in 2018.

(more…)

Warhammer: Vermintide 2

By alerting you to discounts on both Pillars of Eternity 2: Deadfire and Warhammer: Vermintide 2 I'm torn. Here I am recommending two brilliant videogames at two great prices, yet I'm also showing little regard for your spare time. 

Because in PoE 2, you'll find a massive, bountiful RPG with richly descriptive writing, a well-realised setting, and deep tactical combat. It will steal your life. 

In Vermintide 2, you'll get combat and level design that's feverishly fun. It's worth noting that its difficulty has been toned down since launch, but that the first-person action game is still pretty challenging. You might lose your temper occasionally—but I think your moments of triumph will overshadow any frustration.  

So, savings. Fanatical has Pillars of Eternity 2 on sale for £25.73/$38.99 with a 22 percent discount. At £15.40/$20.09, Vermintide 2 is 33 percent less its recommended retail value, but is only available at this price till Saturday, May 12 at 8am PST/4pm BST.

Who needs spare time, anyway?

Before you go, here's Pillars of Eternity 2's campaign launch trailer:

And here's a head-lopping Vermintide 2 gameplay short:

Some online stores give us a small cut if you buy something through one of our links. Read our affiliate policy for more info. 

Warhammer: Vermintide 2 - [Fatshark] Hedge

Heroes!

We invite you to participate in the 1.0.8 beta. This will be our biggest update, in terms of sheer fixes. The releases we've been putting out until now have mostly been aimed at fixing the most critical issues - crashes, bugs, and imbalances. But since we released the game two months ago, we've been working hard to stabilize and optimize the game.

The following patch notes highlights the more notable changes, tweaks and fixes. But for this version, there's been literally hundreds of changes to the game's levels - in order to fix positions where players could get stuck, moving around patrol spawn points to make sure we reduce the chance of them spawning in your face, and improving points where enemies could target you through structures.

We're also dedicated to performance, so this version includes major optimizations to the game engine. You should see a noticable increase in performance on all systems. However, since we're making optimization changes to all areas of our game assets and resources, the 1.0.8 beta is going to be a very large download. If you participate, you will be downloading around 20GB. Be mindful of this if you chose to participate. Also, if you later opt-out of the beta, there will be an additional large download.



In order to participate in the 1.0.8 beta, follow these steps:
  • In your Steam games list, right click Warhammer: Vermintide 2, and select Properties.
  • Under the "Betas" tab, enter this beta access code: NoGoingBack20GBdownload
You're now able to select the 1.0.8_beta from the drop down selection - this will download and install the 1.0.8 beta. You may need to restart Steam to trigger this download.

Even though this is a beta, any rewards, such as items and chests, and any progress on your characters is still saved. You will not, however, be able to join games, or have other players join your game, that are playing on the non-beta version.



Bots
  • Fixed an issue where bots would rapidly pass healing items back and forth between each other.
  • Fixed an issue where a bot would not give an item to a player.
  • Added difficulty reaction times for opportunity targets - specials which have not attacked yet.
  • Fixed a spot on Halescourge, where bots had trouble jumping between two rooftops.
  • Fixed an issue on Righteous Stand where bots would fail to rescue hanging players near the temple of Sigmar.
  • Fixed an issue where bots would keep attempting - and failing, to use healing items when an item with the "Natural Bond" was equipped.
  • Fixed an issue where bots would chase after a Packmaster that was dragging a player, and would have problems switching to a melee weapon when close to the enemy.
  • Fixed an issue where bots were unaffected by the Sudden Death effect from Deeds.
  • Changed so that bots now consider total enemy threat value instead of enemy count when evaluating distance to keep from melee follow position. This essentially means that small packs of dangerous enemies (e.g. Chaos Warrior) will now cause the bots to stay closer.
  • Fixed some instances where bots would run away and chase enemies that had teleported out of sight.
  • Fixed so that bot Saltzpyre can perform heavy chain attacks using the Flail.
  • Increased the range at which bots can shoot at to 22.5 meters, up from 15.
  • Bots will now vent overcharge when it is safe to do so.
  • Improved bot Sienna's staff weapons. She will now fire the beam on Beam Staff for longer periods of time and can use the charged attack of Beam Staff and Fireball Staff when there are obstructing enemies nearby. She will also fires her Bolt Staff rapid fire attacks at a greater pace.
Sound
  • Fixed missing voice lines on Fort Brachsenbrücke, Athel Yenlui, Convocation of Decay, Skittergate, and Halescourge.
  • Added new combat music when fighting Rat Ogres.
  • Added new voice lines for all heroes.
  • Banter and curses between heroes should now play a little less frequently.
  • Fixed an issue where sound effects from aggroed enemies could persist even though the enemy was dead or far away.
Graphics and Visual Effects
  • Comprehensive optimization for all graphics, which affects all meshes, and textures, and other game assets. This will yield a performance increase on all systems.
  • We've made a substantial amount of quality of life changes to visual effects on many of the weapons. Most notably was the issue on a Veteran quality Runed Flame Staff, where its jet of flame pointed sideways.
  • Removed the "Medium" option from the Ambient Light Quality settings - they're now optimized to "High" or "Low".
  • Removed the "Off" option from the Volumetric Light settings, and added a "Lowest" option.
  • Added a setting for Auto Exposure Speed which enables adjusting the convergence time of auto exposure.
  • Fixed issues with particle effects not appearing correctly on lower graphics settings.
Items
  • Fixed mismatching descriptions and names for the Beam Staff "Dreiberg's Disintegrator", the Longbows "Glade Guardian's Nastirrath" and "Death Reign".
  • Added an extra headshot sound for melee weapons.
  • Fixed Drakefire Pistols only playing overcharge sounds from the right pistol.
  • Fixed an issue that caused the repeater pistol's charged shot sound effect to play on the first shot for repeating handgun's first charged shot, it also played the wrong animation on the repeating handgun's first shot.
  • Fixed the issue where the 2-handed weapon idle animations for Ironbreaker Bardin and Slayer Bardin were switched. Slayer will now be correctly riled up, and Ironbreaker is correctly chill.
  • Fixed an issue on Slayer Bardin where where the animation for Dual Axes would return to a one handed idle animation when switching weapons while holding block.
  • Fixed an issue where the trait "Proxy" wouldn't work for clients. Proxy should now correctly apply its effect to the nearest ally.
Skills & Talents
  • Unchained Sienna can now use Living Bomb during its Overcharge explosion to prevent the explosion and clear overheat.
  • Fixed an issue where Unchained Sienna's Career Perk "Unstable Strength" wouldn't increase damage and stagger values based on overcharge, only the amount of targets hit.
  • Changes to Huntsman Kruber's Thrill of the Hunt: Reduced the reload speed increase after headshot to 20%, down from 35%. Increased duration to 5 seconds, up from 2.
    (After version 1.0.5 we've noticed an unintended behaviour involving the handgun and a set of talent setups which allowed the Huntsman to fire at an alarming rate. This didn't work all that great in practice and therefore we've decided to reduce the effect of Thrill of the Hunt to reduce the effectiveness of this combination in particular. To balance these changes, we have increased the duration of the buff which should allow for more leniency when using the handgun in particular, allowing weaving headshots with bodyshots and still maintaining the increased reload speed buff.)
  • Added a new icon for Huntsman Kruber's Career Perk "Call out Weakness", which is his critical strike chance aura. This previously used the same icon as the talent "Makin' it look easy" which caused some confusion.
  • Fixed issues with certain Career Skills doing damage to players and props, i.e. Witch Hunter Captain Saltzpyre won't scream loud enough to shatter glass or ignite explosive barrels anymore, and Ranger Veteran Bardin won't kill himself with his smoke bomb.
  • Fixed an issue where the aiming animation could get stuck while holding down the activation key for Career Skills, while being grabbed by a Lifeleech or Chaos Spawn.
Tweaks & Stability
  • Many quality of life improvements to playing with gamepads.
  • Lohner and Olesya's talk-interacts are now correctly labelled.
  • All levels have had a proper work over. Locations where players have been reported getting stuck have been fixed. Collisions for structures and environments have been adjusted to make Ratling Gunners less likely to fire through them. Spawn points for patrols and hordes have been tweaked to lessen the chance of enemies spawning in plain sight.
  • Added guaranteed health and ammo drops before fighting Spinemanglr.
  • Fixed an issue where players wouldn't respawn in the arena during the fight with Spinemanglr.
  • Added objective markers on Festering Ground, to make it easer to find that last Buboe you didn't pop.
  • Fixed an issue on Skittergate where Gatekeeper Naglfahr could be interrupted while transforming into Blessed Gatekeeper. Also, we changed his appearance a little to make him more distinct from Bödvarr. Check him out, he looks cool.
  • The Skittergate Generators were being destroyed too easily, so we doubled their hitpoints. And made them invulnerable to ranged damage.
  • Added more chests and crates to Fort Brachsenbrücke, to improve the chances of getting loot dice.
  • Fixed an issue on The War Camp where a Stormfiend boss could get stuck under water, being unable to attack.
  • Fixed a progression blocking issue in the prologue if the player didn't pick up the bow.
  • Fixed an issue where hot-joining players who took the place of a downed bot were given 100% permanent health instead of 100% temporary health, causing them to possibly get stuck in a downed state forever.
  • Fixed a crash when a client explodes a warpfire thrower tank.
  • Fixed a crash that could occur if the Bile Troll changed targets while being far away from the players.
  • Fixed a crash for clients when standing in an active Waystone Portal in the Keep and the host quits the game.
  • Fixed a crash when transitioning into a leaping state from anything else than a standing or walking state, i.e. Slayer Bardin's Career Skill.
  • Damage calculations should now correctly apply melee power boosts effects from talents and traits to training dummies. Also, talents and traits should now trigger properly.
  • Fixed a crash if you picked up an barrel or training dummy during the animation for Ranger Veteran Bardin's Career Skill.
  • Fixed a crash that would occur if a vote was completed when the game session had been torn down.
  • Fixed a crash that could occur when attacking a Stormfiend in the back.
  • Fixed a crash that could occur when damaging a training dummy while someone picked it up.
  • Fixed a softlock issue when trying to close Hero Selection after having changed heroes.
  • Improved word wrapping for Chinese localization.
  • Fixed issues with Saltzpyres and Kerillian's Repeating Crossbows having ammo floating in the air after inspecting your hero.
  • Fixed an issue where the health bars for bosses weren't being displayed for clients, unless the boss was tagged by another player.
  • Changed the visual appearance of lamp oil fire to not look so two-dimensional when viewed from above.
  • Fixed an issue with Twitch Mode that, while respawning, would hide the voting UI.
  • Increase the initial skulk time of Lifeleeches.
  • Fixed missing blood and armor impact effects when Ratling Gunners hit other enemies.
  • Players now automatically block while reviving or rescuring other players. Blocking before reviving was always something players could do, we just made this automatic.
  • Opening Hero Selection will no longer be available during matchmaking.
  • Fixed an issue where the crafting sound gets stuck when another player requests a mission vote.
  • Fixed issue that were causing the running slam attacks of Rat Ogres and Chaos Spawns, to push away heroes behind and to the sides of the boss instead of only those in its path.
  • We now use a font which supports non-latin characters to display player names.
  • We fixed the misaligned arrows on the Waystone. Our deepest apologies, you can come back to the game now.
  • Fixed an issue where shield-wielding Stormvermin would play the wrong animation when their guard is opened up.
  • Fixed an issue with where the spawning sound for Gutter Runners wouldn't play when certain music was active.
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

We've just put live a quick hotfix for the following issue with the latest patch in Vermintide 2.
  • Fixed a guaranteed crash during the Norsca Champion encounter on Skittergate.
Warhammer: Vermintide 2 - [Fatshark] Hedge

Heroes!

Welcome to patch 1.0.7!

This version collects a number of bug fixes and balance tweaks for many of the issues raised by our community. Our focus, with version 1.0.7 is to raise the quality on some key areas, while we continue working on our upcoming content update.



Fixes / Tweaks
  • Handmaiden Kerillian had an issue where she would receive more damage than intended, this has now been corrected.
  • Witch Hunter Captain Saltzpyre's level 25 Talent Resonating Faith now correctly increases the duration of Animosity.
  • Fixed an issue for Deeds where effects could persist in to the Keep on the clients. This was especially noticeable with the “Back to Basics” Deeds.
  • Decreased the fuse timer on barrels to 4 seconds, down from 6.
  • Fixed a bug where explosive barrels would do a very small amount of damage. Increased the damage on explosive barrels to be on par with bombs.
  • Fixed a bug that would cause you to do light attacks when trying to spam pushes.
  • Tweaked input buffering to more reliably switch wielded weapons.
  • Fixed an issue where Chaos Warriors and Maulers - Marauders with Great Weapons, would not make patrolling sounds while on patrol.
  • Changed patrols to spawn further ahead of the players in the level to give players more time to react to their presence.
  • Fixed issues which would spawn some hordes in plain sight of players.
  • Fixed that Bulwarks - Marauders equipped with shields, were doing double the intended damage on their running attacks.
  • Fixed an issue where Bulwarks were using wrong stagger animation when being hit by a shield ignoring weapon, such as the flail.
  • Chaos Warriors and Maulers will now take into consideration whether a player is surrounded by enemies and then not initiate running attacks against them.
  • Reduced the attack range on Savages - Dual wielding Marauders, by around 13%.
  • Changed the way the AI-slot system handles Savages and Maulers. They now take up more space around players, in regards to other enemies. This makes them less prone to clipping into other enemies.
  • Fixes to the spawning of Specials. In order to reduce the chance of Specials spawning out of thin air, Specials should always find a hidden position before spawning or wait until such a position is found.
  • Increased the time between each Specials spawn when spawning coordinated strikes, to allow players a bit more reaction time when hearing spawning sounds. Increased to 2 second between each spawn, up from 1.
  • Increased the delay of Specials spawns after a Lord dies to 120, up from 40 seconds. Reduced the possibility of multiple Specials spawning at the same time when this duration is over. This will mitigate some of the issues on Into the Nest, after the lift after fighting Skarrik Spinemanglr. Being gunned down on the platform after defeating a Lord is neither fair nor balanced.
  • Poison Wind Globadiers now wait between 4 and 6 seconds before throwing their first globe.
  • Reduced the initial impact damage radius of Globadier globes from 4 to 2 meters. The gas clouds that lingers remain at a 4 meter radius.
  • Fixed an issue where sound effects from certain Career Skills would not follow the player character. This affected Mercenary Kruber, Handmaiden Kerillian, Witch Hunter Captain and Zealot Saltzpyre, and Unchained Sienna.
  • Tweaked Raider ragdoll force multiplier to make them react more to weapon impacts.
  • Fix an issue where Bulwarks used the wrong stagger animation when being hit by a weapon that bypasses shields, such as the flail.
Weapon Changes
  • For weapons with light smiting attacks, which are one-handed axes and the combo finishers on one-handed swords and falchion we added damage falloff to the second target of a cleave. This means we reduce the armor penetration and damage slightly, but increased cleave slightly.
One-handed axes
We’re buffed the one-handed axes with faster turnarounds and some balanced cleaves to deal with hordes.
  • Made light combo attacks faster by 0.1 seconds.
  • Increased the speed of push-followup attacks.
  • Tweaked the no-block window from push-followup attacks so that they should be able to block faster
  • Tightened the auto-block on hold for push-followup attacks. Now, just holding block should return to block faster. Changed to 0.45 seconds, down from 0.65.
Handguns
We’re reinforcing the handgun’s spot as a heavy hard-hitter, while at the same time trying to make its gunplay a bit more enjoyable by removing some of its randomness. We’ve also added a unique quality by making it able to snipe shielded enemies with its charged attack.
  • We’ve made tweaks to the way charging changes the spread of handguns. These changes will make it easier to get precis shots off when charging.
  • Increased damage vs Chaos Warriors to 0.5 up from 0.25, on close range. Increased crit damage vs Chaos Warriors to 0.6, up from 0.5.
  • Decreased stagger vs Armored enemies on close range.
  • Increased damage overall to 0.9, up from 0.75 on close range. And 0.8, up from 0.5 on long range.
  • Enemies wielding shields will no longer be able to block charged shots.
  • When killing a Marauder, a handgun will now be able to blow their legs off. Enjoy.
Crossbows
We’ve made changes to help the crossbow be more mobile and increase the skill ceiling a bit with improved spread across the board while giving it a charged shot quirk with extra crit chance. The crossbow now packs a little bit less punch but it will reward your well placed shots.
  • Reworked the spread on non-charged shots to be more accurate in general.
  • Increased damage to 0.6, up from 0.5 on close range. And 0.5, up from 0.35 on long range.
  • Reduced stagger slightly.
  • Charged crossbow shots now provides a +10% crit chance.
Falchion
As the falchion is a bit of a mix between an axe and a sword in its profile, these changes focus on the headshot rewarding aspects of its gameplay, rather than spamming light attacks. The core point of the armor penetration is to provide a good base damage to boost with the rather high headshot multiplier.
  • Reduced light attacks on armored enemies to 0.25, down from 0.5.
  • Removed damage to Chaos Warrior on light attacks, down from 0.5.
Flail
A slight simplification to streamline its damage profile across all attacks. The main strength still lies in its staggering, but it will now deal damage to armored enemies with all attacks.
  • Added armor penetration to the first two light attacks in combos. Now at 0.25.
Conflagration staff
  • Increased the lifetime of light attack fireballs to 1.5 seconds, up from 1.
Stability
  • Fixed a rare deadlock crash at boot that would occur on some PC configurations.
  • Fixed a crash that could occur when Ironbreaker Bardin activates his Career Skill and left the game while the taunt was active.
  • Fixed a rare crash that could occur while a player left the game while being grabbed by the Lifeleech.
  • Fixed a crash that could occur when a player left the game while Skarrik Spinemanglr spins in his defensive phase.


Next week
Just a heads up. On Thursday May 3 we will make a HUGE beta patch (around 22gb) available on Steam. The patch will include a large amount of optimizations and bug fixes. It will also lay the foundation for future patches, which will not have to be as large thanks to this patch.
Warhammer: Vermintide 2 - [Fatshark] FatErik


Join us as we talk about the next patch, patch 1.0.6 and more news this Friday 15:00 CEST.

Set a reminder here: https://www.twitch.tv/events/GRzkB5nIQLy7ZPjzwU9RUg

The Stream will start in approximately two hours.
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