Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes,

Welcome to Patch 1.2.2 - update #41 - for Vermintide 2. Introducing Geheimnisnacht.

Geheimnisnacht is the most ill-omened night of the year, and it is marked as an important date in the Old World’s Calendar. The veil between the living and the dead is especially thin on this night, and the Winds of Magic grow stronger. Only the strong and brave dare venture out after the sun sets.

To celebrate, the sun has suitably set across Helmgart and all the maps will be illuminated by Mannslieb and Morrslieb alone, plunging once bright locales in to dimly lit landscapes of despair.

We'll have a limited time event quest on offer which rewards a new portrait frame, as well as opening up the once off-limits trophy room in Taal's Horn Keep for heroes to showcase their progression through Vermintide 2. The Keep has, of course, had another make over to mark the event. Lohner needs to be kept busy whilst you're off checking out the new vistas!

Features
  • 'Night Mode' enabled for all the Vermintide 2 maps.
  • Event Quest enabled rewarding an event exclusive portrait frame.
  • The Trophy Room is now available.
  • 'Difficulty Banners' added to the main keep area.
  • The Keep has been decorated to celebrate Geheimnisnacht.
Audio
  • Fixed an issue with Kerillian's Glaives, where they sometimes would play the wrong sounds, or none at all.
  • Fixed an issue where Kerillian's voice overs would refer to Sienna, when reviving Bardin. And Saltzpyre's voice overs would refer to Bardin, when healed by Kruber.
  • Fixed an issue with incorrectly configured voice overs, where lines aimed at Kerillian by Kruber would play, even when Kruber was not in the party. And they showed subtitles as they came from Bardin.
  • Changed Handmaiden Kerillian's voice over laugh, because it sometimes sounded too much like Sienna's laughter.
  • Fixed a bug relating to how often story based dialogue played. You'll now more often, and more consistently hear dialogue between the heroes.
  • Fixed an issue where some dialogues that were only meant to play once per game session would be played twice.
Tobii Eyeytracker
    For those of you playing using the Tobii Eyetracker, this version includes some bug fixes and quality of life updates.
  • Fixed eyetracking features not working when playing the Prologue.
  • Fixed Clean UI not working with the console HUD.
  • Fixed issues where Clean UI did not always fade in or out the HUD elements the player was looking at.
  • Fixed an issue where the HUD could get stuck in a semi-visible state of Clean UI was disabled.
  • Fixed an isssue where the Beam Staff would show two beams when having Aim at Gaze and Extended View enabled.
Tweaks & Bugfixes
  • Fixed a broken animation on Bardin's one-handed charge attacks, which could sometimes get stuck.
  • Fixed several cases where charging Career Skills could cause players to not go into a ledge hanging state on low framerate, and instead die or go out of bounds.
  • Fixed an issue where Mercenary Kruber's Talent "Inspirational" which increased the temporary health gained from 25 to 40, instead of the intended 45.
  • Fixed an issue with the Trait "Off Balance" where the tooltip was displaying the incorrect values. Updated tooltips new reflect the intended behaviour (20% damage taken for 5 seconds). Note that the functionality has not changed, only the tooltip.
  • Fixed an issue with the trait "Opportunist" where the power level increase was not applied as intended.
  • Fixed an issue with Zealot Saltzpyre's Passive Ability and talents that give bonuses per 25 health missing where the amount of buffs, and the breakpoints where they activated, would be incorrectly calculated when having boosted max health. Carrying one or more Grimoires will now also be correctly handled. For example; having +20% health (max health 180hp) and no damage taken, and one Grimoire (reducing max health to 126hp) will give two stacks, as 54 health is missing from your total max health. Taking 21 damage (putting current health to 105 health) will activate a third stack, as 75 health is missing from your total max health. This will also allow a health boosted Zealot on very low health to have 6 stacks active instead of 5, as would be the maximum otherwise.
  • Fixed so that Sienna bot no longer does friendly fire with Conflagration Staff's charged attack.
  • Changed the Overheat effect so it's not so bright.
  • Fixed an issue where Beam Staffs could trigger on-hit procs on the first damage tick. The beam staff will now correctly begin to trigger procs on the second damage tick for an enemy to prevent being able to sweep through a horde to quickly trigger procs.
  • Fixed a crash when you shield slammed a barrel.
  • Fixed an issue where Bödvarr Ridspreader could get pushed of his platform, plummeting to his death if players used abilities or threw grenades during his monologue.
  • Fixed an issue where the animation to draw bows and aim with crossbows and rifles didn't get scaled when having an attack speed buff, such as after having drunk a speed potion.
  • Fixed issues where the sound for charging attacks made by bots or other players would be played as if it was the local player charging the attack. Most notable when someone used a Beam Staff.
  • Fixed a crash that could occur if a player left the game while carrying an explosive barrel.
  • Fixed an issue where the game could crash if a player left the game at the same time as a held torch was removed.
  • Fixed an issue where animation speed could go out of bounds when stacking speed and charge bonuses as Battle Wizard, leading to a crash.
  • Fixed a crash that could occur when the Chaos Spawn throws a player.
  • Fixed a crash that could happen if a Ratling Gunner bullet hit deep water.
  • Fixed an issue where the bolts from the Repeating Crossbow would clip through the lid of the weapon if the shot was affected by Bounty Hunter Saltzpyre's talent "Prize Bounty".
  • Fixed an graphical issue where Crossbows could abort and restart the reload animation if under the effect of an attack speed buff.
  • Fixed so that players only respawn in front of boss doors if it is active or will be activated in the future.
  • Fixed crash that could happen if a player that is pounced by a Gutter Runner disconnects or leaves the game.
  • Fixed Kerillian's bows not zooming when aiming.
  • Fixed an issue where Saltzpyre would fire the same pistol repeatedly when using the fast shot mode of the brace of pistols, and waited around 0.5 seconds between each shot.
Warhammer: Vermintide 2 - [Fatshark] Hedge
We have just put out the first batch of fixes and tweaks for the Big Balance Beta.

Please provide your feedback in our forums and social channels, else feel free to use our private feedback form if you prefer to fire and forget your thoughts!

Fixes:
  • Fixed crash when hitting enemies with the torch on Blightreaper
  • Removed the buff icon from Natural Bond
  • Fix for elf 2h sword having 250% extra crit chance on push attacks. Now 25% extra as intended.
  • Heat Sink now functions on Drakefire Gun and Flamestorm Staff non-charged attacks

Tweaks:
  • Reduced the temp health gained from the stagger talents (noted below), should now be more in line with the other temp health talents:
    • Huntsman - Taste of Victory
    • Foot Knight - Back Off, Ugly!
    • Ranger Veteran - Roots Running Deep
    • Ironbreaker - Rock-Breaker
    • Battle Wizard - Confound
    • Unchained - Soul Quench
  • Tweaked the temp health gained from the cleave talents (higher floor, lower ceiling).
    • Mercenary - Drillmaster
    • Knight - Bloody Unstoppable!
    • Ranger Veteran - Ranger Reaper
    • Slayer - Doomseeker
    • Waystalker - Dryad's Thirst
    • Handmaiden - Spirit Echo
    • Witch Hunter Captain - Walking Judgement
    • Zealot - Sigmar's Herald
    • Pyromancer - Spark Smith
    • Unchained - Reckless Rampage
  • Increased the temp health degen delay start from 1 to 3 seconds.
  • Temp health now decays twice as fast when not wounded ( to clarify, wounded state is obtained when you're knocked down and revived).
  • Removed stamina regain burst when gaining temp health.
  • Previously whenever you gained temp health you restored a small amount of stamina if you had less than 50% stamina remaining. This has been removed. To compensate for this change passive stamina regen rate has been changed from 1 second to 0.5. Stamina should now regenerate at a more rapid rate. We will keep monitoring how this change performs closely for the duration of the beta.



  • Added some stagger resistance to Ratling Gunner, should ignore the weakest hits now.

Kerillian
  • Dual Swords tweaked:
    • Reduced stagger on dual sword attacks slightly (-25%), further reduced stagger against armor (-33%).
    • Reduced armor pen bonus on crits for dual sword attacks (-40% for damage, - 50% for stagger).
    • Increased crit stagger vs armor bonus for dual sword heavy attacks (+50%).
    • Slowed down chain to final light attack slightly.
  • Reduced push cost for sword and dagger.
  • Slowed down 1h Sword attack speed (0.95 to 0.9 speed multiplier).

Saltzpyre
  • Brace of Pistols tweaked:
    • More stagger on crit vs armor (+50%).
    • More stagger vs armor in general.
    • Reduced damage dropoff.
    • increased ammo by 5.
    • Bounty Hunter - Career Skill Cooldown reduced from 90 to 70 seconds.

Sienna
  • Pyromancer - 10% ranged damage perk restored.
  • Pyromancer - Career Skill cooldown reduced from 80 to 60 seconds.

Known Issues:
  • Bounty Hunter talent 'Inspired Shot' does not function properly for clients
  • Pyromancer perk gives 5% instead of the intended 10% - whoops!
Warhammer: Vermintide 2 - [Fatshark] Hedge


Welcome to this Balance Beta.

We're constantly working on improving the game, for both new and veteran Vermintide players. This beta adresses some of the larger issues with balance, aiming to lift some of the underperforming weapons and careers, while tuning down some of the more overpowered ones.
Our previous betas have run for around a week before we've put them live - but for this balance beta, we're going to keep it going, and updating it, until we feel we have a good, solid balance for the game.

We're trying a new format for patch notes with weapon changes. Rather than going as detailed as before, and since there are so many changes in this beta, you will find that patch notes for weapons aren't as detailed - but will give more of a general description of the changes.

To access the 4GB beta patch:
  • Right-click Warhammer: Vermintide 2 in your game list.
  • Select properties.
  • Go to the 'Betas' tab and enter the password: 4GBBetaOct23rd2018
  • Select balance_beta from the dropdown.
The beta uses your account - any progress you make on your characters, or rewards gained will be permanent. Any items salavaged, will be salvaged permanently. You are free to switch between the beta and the live game, by opting out of the beta branch. There will be a download each time you switch in and out of the beta.



Audio
  • Fixed an issue with Kerillian's Glaives, where they sometimes would play the wrong sounds, or none at all.
  • Fixed an issue where Kerillian's voice overs would refer to Sienna, when reviving Bardin. And Saltzpyre's voice overs would refer to Bardin, when healed by Kruber.
  • Fixed an issue with incorrectly configured voice overs, where lines aimed at Kerillian by Kruber would play, even when Kruber was not in the party. And they showed subtitles as they came from Bardin.
  • Changed Handmaiden Kerillian's voice over laugh, because it sometimes sounded too much like Sienna's laughter.
  • Fixed a bug relating to how often story based dialogue played. You'll now more often, and more consistently hear dialogue between the heroes.
  • Fixed an issue where some dialogues that were only meant to play once per game session would be played twice.

Tobii Eyeytracker
    For those of you playing using the Tobii Eyetracker, this version includes some bug fixes and quality of life updates.
  • Fixed eyetracking features not working when playing the Prologue.
  • Fixed Clean UI not working with the console HUD.
  • Fixed issues where Clean UI did not always fade in or out the HUD elements the player was looking at.
  • Fixed an issue where the HUD could get stuck in a semi-visible state of Clean UI was disabled.
  • Fixed an isssue where the Beam Staff would show two beams when having Aim at Gaze and Extended View enabled.

Tweaks & Bugfixes
  • Fixed a broken animation on Bardin's one-handed charge attacks, which could sometimes get stuck.
  • Fixed several cases where charging Career Skills could cause players to not go into a ledge hanging state on low framerate, and instead die or go out of bounds.
  • Fixed an issue where Mercenary Kruber's Talent "Inspirational" which increased the temporary health gained from 25 to 40, instead of the intended 45.
  • Fixed an issue with the Trait "Off Balance" where the tooltip was displaying the incorrect values. Updated tooltips new reflect the intended behaviour (20% damage taken for 5 seconds). Note that the functionality has not changed, only the tooltip.
  • Fixed an issue with the trait "Opportunist" where the power level increase was not applied as intended.
  • Fixed a crash that could occurr when bots attacked with a flail.
  • Fixed an issue with Zealot Saltzpyre's Passive Ability and talents that give bonuses per 25 health missing where the amount of buffs, and the breakpoints where they activated, would be incorrectly calculated when having boosted max health. Carrying one or more Grimoires will now also be correctly handled. For example; having +20% health (max health 180hp) and no damage taken, and one Grimoire (reducing max health to 126hp) will give two stacks, as 54 health is missing from your total max health. Taking 21 damage (putting current health to 105 health) will activate a third stack, as 75 health is missing from your total max health. This will also allow a health boosted Zealot on very low health to have 6 stacks active instead of 5, as would be the maximum otherwise.
  • Fixed so that Sienna bot no longer does friendly fire with Conflagration Staff's charged attack.
  • Changed the Overheat effect so it's not so bright.
  • Fixed an issue where Beam Staffs could trigger on-hit procs on the first damage tick. The beam staff will now correctly begin to trigger procs on the second damage tick for an enemy to prevent being able to sweep through a horde to quickly trigger procs.
  • Fixed a crash when you shield slammed a barrel.
  • Fixed an issue where Bödvarr Ridspreader could get pushed of his platform, plummeting to his death if players used abilities or threw grenades during his monologue.
  • Fixed an issue where the animation to draw bows and aim with crossbows and rifles didn't get scaled when having an attack speed buff, such as after having drunk a speed potion.
  • Fixed issues where the sound for charging attacks made by bots or other players would be played as if it was the local player charging the attack. Most notable when someone used a Beam Staff.
  • Fixed a crash that could occur if a player left the game while carrying an explosive barrel.
  • Fixed an issue where the game could crash if a player left the game at the same time as a held torch was removed.
  • Fixed an issue where animation speed could go out of bounds when stacking speed and charge bonuses as Battle Wizard, leading to a crash.
  • Fixed a crash that could occur when the Chaos Spawn throws a player.
  • Fixed a crash that could happen if a Ratling Gunner bullet hit deep water.
  • Fixed an issue where the bolts from the Repeating Crossbow would clip through the lid of the weapon if the shot was affected by Bounty Hunter Saltzpyre's talent "Prize Bounty".
  • Fixed an graphical issue where Crossbows could abort and restart the reload animation if under the effect of an attack speed buff.
  • Fixed so that players only respawn in front of boss doors if it is active or will be activated in the future.
  • Fixed crash that could happen if a player that is pounced by a Gutter Runner disconnects or leaves the game.
  • Fixed Kerillian's bows not zooming when aiming.
  • Fixed an issue where Saltzpyre would fire the same pistol repeatedly when using the fast shot mode of the brace of pistols, and waited around 0.5 seconds between each shot.
  • Fixed an issue where clients using Ranger Veteran Bardins Career Skill would not stagger enemies.



Weapon Balance
  • The dodge window (how long an enemy will consider you to be dodging after you finished dodging) has been greatly increase to 3 seconds. Basically, if you dodged during an enemy attack, it will no longer track you, rather than having a timed gameplay component within the attack itself.
  • An enemy will wait until their entire attack animation is completed before starting to rotate.
  • Stormvermin with shields should now stay "open" for longer/more hits once their guard is broken.
  • Stormvermin with shields should no longer block attacks from invisible enemies.

1h Swords for Kruber & Sienna
  • Increased first target damage while lowering damage cleave for heavy attacks
  • Improved Armor damage for heavy attack first target.
  • Increased first target damage while increasing damage cleave for light attacks.
  • Changed push followup to heavier version - effectively increasing cleave, damage and stagger across the board.
  • Increased stagger strength and duration for light combo finisher downward single target armor pen attack.
  • Decreased effect on secondary targets for light combo finisher across the board (it's a single target attack primarily).
  • Increased Stamina from 3 to 4 shields.
  • Increased range of light attacks slightly
  • Increased attack speed for light combo
  • Tuned movement curve for light combo finisher to provide a burst of speed.

Maces for Sienna
  • Increased damage and stagger for first two targets of heavy combo sweeping attacks.
  • Increased stagger strength and duration for downward light attack.

Burning Swords for Sienna
  • Increased damage cleave for sweeping light attacks slightly.
  • Increased damage for sweeping light attacks first targets (still no armor pen though).
  • Increased damage vs armored for light stab attack.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • Increased attack speed and tuned chain actions across the board to provide fast and smooth combos.

Burning Daggers for Sienna
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • Fixed issue with heavy chain not working properly.

1h Axes for Bardin and Saltzpyre
  • Slightly increase power multiplier for heavy attacks.
  • Greatly increased stagger strength for light attacks.
  • Introduced separate damage profile for secondary targets with reduced impact across the board.

1h Hammers and Maces for Bardin and Kruber
  • Slightly increase power multiplier for heavy attacks.
  • Greatly increased stagger strength for downward light attack.
  • Introduced separate damage profile for downward light attack, secondary targets with reduced impact across the board.
  • Fixed an issue where light attack chain would cause a bit of damage on all targets hit rather than only the first handful.

2h Axes for Bardin
  • Reduced armor penetration on push followup attack.

2h Hammers for Bardin and Kruber
  • Incresed damage cleave for heavy attacks, causing damage to more targets.
  • Slightly increased power multiplier for light attacks.

2h Picks for Bardin
  • Increased damage vs armor for both levels of heavy attacks.
  • Decreased damage cleave for light sweeping attacks.
  • Slightly increased power multiplier for push followup attack.
  • Reduced the time required for charged heavy attack to chain while tuning movement curve to be a bit smoother.
  • Increased attack speed thoughout the weapon.

Crossbows for Bardin and Saltzpyre
  • Reduced cleave on all shots.

Dual Axes for Slayer Bardin
  • Slightly reduced power multiplier for light attacks.
  • Increased stagger strength for light attacks.
  • Reduced critical/headshot effectiveness for all attacks.
  • Switched push-follow up damage profile to match light swings (but you get two of em).
  • Introduced separate damage profile for secondary targets with reduced impact across the board.
  • Increased power multiplier overall and damage vs armor specifically for all heavy attacks.

Handguns for Bardin and Kruber
  • Reduced cleave on all shots.

Shields and Axe for Bardin
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • Greatly increased stagger strength for light attacks.
  • Slightly increase power multiplier for downward heavy attack.
  • Remade horizontal heavy sweep into a crowdcontrolling attack, greatly increased cleave while maintaining a solid damage output against first targets.

Shield and Hammer for Bardin and Kruber
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • Greatly increased damage and specifically damage vs armor on heavy sweep attacks first targets.
  • Switch push followup attack damage profile to lighter version with less power across the board.

Flails for Saltzpyre
  • Increased damage across the board for heavy attack first targets.
  • Incread stagger strength and duration for single target light attacks.

2h Swords for Saltzpyre and Kruber
  • Slightly reduced effectiveness of push followup attack overall, reduced critical/headshot bonus specifically.
  • For push followup attack, introduced separate damage profile for secondary targets with reduced impact across the board.

2h Executioner Swords for Kruber
  • Increased damage and stagger for light attacks while also making it easier to open shield users.
  • Incread stagger strength and duration of heavy attacks.
  • Introduced separate damage profile for secondary targets with reduced impact for heavy attacks
  • Gave heavy attacks a increased critical chance of 20%.
  • Gave light attacks ability to slide past armored enemies.
  • Slightly increased attackspeed across the board.

Halberds for Kruber
  • Tuned first target damage for first heavy sweep - increased vs armor and decreased vs bosses/berserkers.
  • Reduced power overall of downward single target attacks (both push followup and light attack combo finisher.
  • Increased power across the board for heavy stab.
  • Increased power and added slight damage vs armor for light stab.
  • Tuned attack speed towards slower in general.

Empire Longbows for Kruber
  • Reduced cleave for first level of charged shot.

Shields and Sword for Kruber
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • Increased cleave and power for sweeping light attacks.
  • Increased power, specifically against armor for heavy stab.
  • Changed push followup to a lighter version of the stab.
  • Increased damage vs armor for light stabs.
  • Slightly increased range of attacks across the board.
  • Tuned attack speed and chain actions.

1h Swords for Kerillian
  • Increased attackspeed, mobility and range across the board.
  • Slightly increased power across the board for downward heavy attacks.
  • Increased upward Hheavy attack power across the board.
  • Decreased critical/headshot damage for upward heavy attack vs armored enemies.
  • Greatly increased damage vs armored for the light stab attack.

Glaives for Kerillian
  • Reduced damage vs armor on Light attack chain.
  • Increased damage vs armor on second heavy attack.
  • Increased damage slightly across the board on first heavy attack.
  • Tuned attack turnaround with faster light chains and slightly slower push followup.

2h Swords for Kerillian
  • Increased power across the board for the heavy stab attack.
  • Increased range for everything.
  • Gave push followup and increased critical chance of 25% and better cleave modifier while making a bit faster.

Dual Wield Daggers for Kerillian
  • Reduced damage on heavy attacks.
  • Introduced separate damage profile for secondary targets of light attacks without bleed DoT (only one target get the DoT per attack).

Dual Sword Dagger for Kerillian
  • Reduced damage on stab heavy attacks.
  • Switched up sweeping heavy with two different damage profiles for each weapon - averages out to a bit more stagger and slightly less damage vs armored.
  • Introduced separate damage profile for secondary targets of light stab attacks without bleed DoT (only one target get the DoT per attack).
  • Increased damage vs armored on light stab attacks.

Dual swords for Kerillian
  • Increased power on heavy attacks first targets.
  • Increased damage and stagger vs armor on heavy attack first target.
  • Increased critical chance for third light attack (+50%) and fourth light attack (+95%).
  • All attack can slide past armor.

Spears for Kerillian
  • Added damage vs armor to light stabs.
  • Increased power of light attacks across the board.
  • Increased power of heavy stab across the board.
  • Increased damage vs armor while decreasing vs Bosses and Berserkers for heavy sweeping attack.
  • Increased damage cleave while reducing Stagger cleave for light sweep and push-followup.

Falchions for Saltzpyre
  • Increased attack speed slightly.
  • Increased power of heavy attacks, specifically first target stagger.
  • Decreased power of light attacks.

Fencing Swords for Saltzpyre
  • Increased range and stagger of offhand pistol slightly while making it fire a bit quicker after input.



Talents Balance
To read some insight in to the following changes, please check the following thread in the Fatshark Forums - https://forums.fatsharkgames.com/t/pc-vermintide-2-the-big-balance-beta/28133/2#TalentBalance

Mercenary Kruber
  • Morale Boost - Cooldown reduced from 180 seconds to 90 seconds.
  • Soldiers Spirit - Removed
  • For the Empire! - Removed
  • The Harder They Fall - Removed
  • Drillmaster - New Talent: Replaces For the Empire!: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Mercenary's Pride - New Talent, replaces Soldier's Spirit: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Captain's Command - New Talent, replaces The Harder They Fall: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Huntsman Kruber
  • Perk - Deep Pockets: Increases maximum ammunition carried by 50%. Note: This has always been the case but the perk was never displayed previously.
  • Soldiers Spirit - Removed
  • For the Empire! - Removed
  • The Harder They Fall - Removed
  • Taste of Victory - New Talent: Replaces For the Empire!: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Huntsman's Tally - New Talent, replaces Soldier's Spirit: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Taal's Bounty - New Talent, replaces The Harder They Fall: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Foot Knight Kruber
  • Soldiers Spirit - Removed
  • For the Empire! - Removed
  • The Harder They Fall - Removed
  • Back Off, Ugly! - New Talent: Replaces For the Empire!: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Bloody Unstoppable! - New Talent: Replaces For the Empire!: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Templar's Rally - New Talent, replaces The Harder They Fall: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Veteran Ranger Bardin
  • Ingenious Improvisation - New Perk: Using any Healing Supplies, Potions or Bombs has a 10% chance to not consume the item. Stacks with similar effects.
  • Just Drunk Enough - Removed
  • Grudge-Borne - Removed
  • Grimnir's Champion - Removed
  • Roots Running Deep - New Talent: Replaces Just Drunk Enough: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Ranger Reaper - New Talent: Grudge-Borne: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Hardy Heart - New Talent, replaces Grimnir's Champion: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Ironbreaker Bardin
  • Impenetrable - Reduced cooldown from 180 to 120 seconds.
  • Just Drunk Enough - Removed
  • Grudge-Borne - Reworked: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Grimnir's Champion - Removed
  • Rock-Breaker - New Talent: Replaces Just Drunk Enough: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Hearthguard - New Talent, replaces Grimnir's Champion: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Slayer Bardin
  • Just Drunk Enough - Removed
  • Grudge-Borne - Removed
  • Grimnir's Champion - Removed
  • Doomseeker - New Talent: Just Drunk Enough: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Slayer's Fury - New talent, replaces Grudge-Borne: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Hardy Heart - New Talent, replaces Grimnir's Champion: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Waystalker Kerillian
  • Trueflight Volley - Cooldown increased from 70 seconds to 80 seconds.
  • Weavebond - Reworked: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Khaine's Thirst - Removed
  • Champion of Loren - Removed
  • Martial Blessing - New talent, replaces Khaines Thirst: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Eternal Blossom - New Talent, replaces Champion of Loren: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Handmaiden Kerillian
  • Weavebond - Removed
  • Khaine's Thirst - Removed
  • Champion of Loren - Removed
  • Spirit Echo - New talent, replaces Weavebond: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Dryad's Thirst - New talent: Killing enemies grants temporary health based on the health of the slain enemy.
  • Ariel's Boon - New Talent, replaces Champion of Loren: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Shade Kerillian
  • Weavebond - Removed
  • Khaine's Thirst - Reworked: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Champion of Loren - Removed
  • Bleak Vigour - New talent, replaces Weavebond: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Blood Kin - New Talent, replaces Champion of Loren: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Witch Hunter Captain Saltzpyre
  • Base health increased from 100 to 125.
  • Base critical strike chance increased by 5%.
  • Animosity - Cooldown reduced from 180 to 90 seconds.
  • Marked for Death - Now grants all allies attack speed when a taggable enemy dies. Bonus attack speed reduced from 10% to 5%.
  • Justice's Bounty - Increased temporary health gained from 2 to 3.
  • Wild Fervor - Now grants bonus critical strike chance to all allies when a taggable enemy dies. Reduced bonus critical strike chance from 8% to 5%.
  • Holy Cause - Removed
  • Righteous Zeal - Removed
  • Purifier - Removed
  • Hunter's Ardour - New talent, replaces Holy Cause: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Walking Judgement - New talent, replaces Righteous Zeal: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Disciplinarian - New talent, replaces Purifier: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Bounty Hunter Saltzpyre
  • Blessed Shots - No longer resets on melee kill.
  • Cruel Fortune - Now reduces the cooldown of Blessed Shots by 6 seconds, was 7.
  • Pious Fervour - Removed
  • Inspired Shot - New talent, replaces Pious Fervour: Melee killing blows reset the cooldown of Blessed Shots.
  • Holy Cause - Removed
  • Righteous Zeal - Removed
  • Purifier - Removed
  • Blood for Money - New talent, replaces Holy Cause: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Tithetaker - New talent, replaces Righteous Zeal: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Paymaster - New talent, replaces Purifier: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Zealot Saltzpyre
  • Holy Cause - Removed
  • Righteous Zeal - Removed
  • Purifier - Removed
  • Sigmar's Herald - New talent, replaces Holy Cause: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Repent! Repent! - New talent, replaces Righteous Zeal: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Font of Zeal - New talent, replaces Purifier: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Battle Wizard Sienna
  • Fire Walk - Increased the radius of the lingering fire of Fire Walk by 100%.
  • Tranquility - Now only resets when casting a spell. Reduced delay from 8 to 6 seconds.
  • Tranquility - Increased the vent rate of Tranquility from 200% to 300%.
  • Flickerform - Removed
  • Burnout - Reworked: Now allows Fire Walk to be used a second time within 5 seconds before going on cooldown.
  • Seething Embers - Removed
  • Soul Snare - Removed
  • Blazing Harvest - removed
  • Lingering Flames - New talent, replaces Flickerform: Siennas burning effects now last until the enemy dies. Maximum stacks reduced to 1.
  • Confoud - New talent, replaces Seething Embers: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Spark Thief - New talent, replaces Soul Snare: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Flame-Fettled - New talent, replaces Blazing Harvest: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Pyromancer Sienna
  • The Burning Head - Increased cooldown from 40 to 80 seconds.
  • Searing Focus - Perk removed
  • Seething Embers - Removed
  • Soul Snare - Removed
  • Blazing Harvest - removed
  • Spark Smith - New talent, replaces Seething Embers: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Spirit-Binding - New talent, replaces Soul Snare: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Fiery Fortitude - New talent, replaces Blazing Harvest: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Unchained Sienna
  • Blazing Sinew - Perk removed
  • Dissipate - Reworked: Block cost is reduced by 50% when overcharged and blocking vents Overcharge. No longer reduces damage taken from venting.
  • Conduit - Reduced vent speed from 50% to 30%. Also reduces damage taken from venting by 50%.
  • Seething Embers - Removed
  • Soul Snare - Removed
  • Blazing Harvest - removed
  • Soul Quench - New talent, replaces Seething Embers: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Reckless Rampage - New talent, replaces Soul Snare: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Burn-Bloom - New talent, replaces Blazing Harvest: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Traits
  • Natural Bond - No longer prevents using healing items.
  • Natural Bond - Changed from 2 health every 10 seconds to 1 health every 5 seconds.
  • Scrounger - Reduced ammo regained on critical hit from 2 to 1.
  • Heat Sink, Reworked - Now refunds the overheat spent on the attack when a critical strike is triggered.

Known issues
  • The VFX of Sienna's burning DoT effects fades after a certain amount of time while using Lingering Flame. The damaging effect still applies.
  • The thunderous lighting effect stays in the sky infinitely on levels where it is present.
  • “[Script Error]: force_render” - This crash can sometimes occur when loading the keep. We are working on a fix for this.
Warhammer: Vermintide 2 - [Fatshark] Hedge

Heroes!

Welcome to version 1.2.1, release #40. In this release, we're making changes to crafting, adding a new type of crafting material - Bright Dust, adding a new feature with the Social Wheel, changes to how the game handles speed running. And many more tweaks and bug fixes.

The Social Wheel
  • A new feature - the Social Wheel.
    • The default keybind of holding down 'T' will open a popup menu for social interactions. Things like "Help!", and "Patrol!" will be printed in the chat, translated for all players.
    • Also, holding down 'T' over an item that can be picked up, such as Tomes, Grimoires, and Potions, will command bots to pick up the item. Bots can also be ordered to discard Grimoires by looking at the bot and holding down 'T'.
    We tweaked the Social Wheel a bit based on beta feedback so that it should be easier tagging targets using the default settings
Crafting
  • Green, Blue, and Orange Dust have now been renamed to Jade, Celestial, and Amber dust. These correspond to one of the Orders of Magic in the Old World.
  • Added Bright Dust. Salvaging a Veteran item will grant one Bright Dust.
  • Added the ability to upgrade an Exotic item to a Veteran item. Upgrading an item from Exotic to Veteran quality will cost 5 Bright Dust. An item upgraded to Veteran quality will retain its Traits and Properties, but these will be set to their respective maximum bonus. The item's Power Level will be set to 300 and it will retain any skin currently applied to it. We want to be clear, the Bright Dust system is designed to solve the problem of duplicate reds that you wanted to put to use. We are working on a solution for players to obtain specific blue illusions that will come in a future update - it will not be a part of the Bright Dust crafting mechanic.
  • Extracting Weapon Illusions have been removed. Whenever a player is rewarded an item with a new illusion, that illusion is unlocked, available for being applied unlimited times.
    Here's a technical note - the way we handle weapon illusions, by storing them as inventory items, meant they counted toward your item limit. Some of you have a lot of weapon illusions, and were unable to open new chests because of that. With this new system of unlocking weapon illusions, and applying them without consuming them - these have now been removed from your inventory, freeing up space.
Enemies
  • We noticed that the previous change to the Chaos Troll, where damage would interrupt its health regeneration, made it a bit too easy. So we have reworked the the way the Chaos Troll's health regeneration works.
    • Its health has been increased on all difficulty settings to 570, up from 475 on Recruit. Increased to 900, up from 750 on Veteran. Increased to 1200, up from 1000 on Champion. Increased to 1800, up from 1500 on Legend.
    • The pause in its health regeneration, from taking damage, has been reduced to 2 seconds, down from 3 seconds.
    • The Chaos Troll's health passive regeneration has been changed so that it will regenerate increasingly more health the longer it avoids damage.
    • Its health regenerated per second is now scaled over time - up to a cap, based on difficulty. Max health regeneration per second is now 4 in Recruit, where it previously healed 0.5. On Veteran it is now 7, previously 2. On Champion it is 14, previously 5. On Legend it is now 28, previously 10.
    • The time it takes for the Chaos Troll to gain the maximum health regeneration is 12 seconds on Recruit, 10 seconds on Veteran, 8 seconds on Champions and 6 seconds on Legend.
    • So on Legend, a Chaos Troll will reach the maximum health regeneration of 28 health per second, after not having been damaged for 6 seconds.
  • By design, Bosses - like Chaos Trolls and Rat Ogres, are meant as a challenge to the team, and need to be defeated. However, some of them are fairly easy to outpace. That is why the game features Boss Doors - green flames which cannot be passed until the Boss has been defeated. In this version, we've added additional respawn points just before the Boss Doors, to make sure that defeated players won't respawn behind a Boss Door. We've also made changes to how the AI Director works when players try to outrun a Boss. Previously, when a Boss entered play, most spawning of other enemies would stop. This lead to poor pacing when some players would run ahead. Now, the Director will try to spawn Specials to slow down players who outrun Bosses.
  • Bosses will now drop a Loot Die when defeated.
  • Reworked some of the visual effects around glowing eyes. Both Chaos and Skaven will have glowing eyes in dark environments.
  • Increased the reach of Chaos Savages' attacks to 2, up from 1.75.
  • There's a new visual effect for enemies on fire. They will burn over time until they're extra crispy.
  • Fixed an issue where Chaos patrols would turn and pursue players that were behind them.
Levels
  • Many levels have been updated to ensure that enemies, players, and bots are able to properly navigate all areas without getting stuck. Many issues where certain patrol spawn points would spawn enemies in plain sight have been resolved as well.
  • Fixed a few issues on some levels where players would be able to bypass large parts.
  • Fixed an issue where the barn doors on Against the Grain would not properly remove padlocks and chains when opened.
  • Fixed an issue moving down a ladder near the third Tome on Halescourge.
Audio
  • Fixed issues with voicelines, when played behind you - especially for Surround configurations, would sound muffled.
  • Fixed an issue where Saltzpyre played no voiced lines when being under friendly fire from Bardin.
  • Added voice over callouts for Berserker enemies - Skaven Plague Monks and Chaos Savages.
  • Added voice over lines for when players misses with a thrown bomb.
Bots
  • Bots can now crouch and are thus able to follow the player at places where they would before get stuck.
  • Made bots less careful about friendly fire while shooting at specials that have grabbed players or at enemies attacking a helpless player.
  • Bots that are ordered to pick up an item but cannot properly navigate to it, will still be able to pick it up.
Career Changes
  • For Pyromancer Sienna, updated the Passive Abilities and Talents "Critical Mass", "Shield of Tarnus", "Blazing Equilibrium", and "One with the Flame". Reduced the amount of overcharge needed for each stack to 6, down from 8. This will allow Sienna to gain the maximum effect without blowing herself up.
  • For Unchained Sienna, updated the Passive Abilities "Unchained Strength". Reduced the amount of overcharge needed for each stack to 6, down from 8.
Bugfixes and Tweaks
  • Fixed so that melee sweeps that do not hit their intended target now correctly hit other targets in that sweep. This was one of the causes of "phantom swings".
  • Improved calculations to more precisely determine the intended target of a melee sweep attack.
  • Fixed an exploit which allowed Kerillian's Repeating Crossbows to shoot faster than intended when quickly switching between weapons.
  • Altered the double click windows on inputs, this should reduce the occurence of unintentional swings when quickly pressing melee input.
  • Fixed an issue with enemy outlines when targetted by Waystalker Kerillian's Trueflight Volley and Pyromancer Sienna's Burning Skull. This fix makes sure that the red "targeted" outline is always shown, even if the targeted enemy has been pinged by a player. This also fixes issues where dead enemies retain their red outlines. This fix was based on the work by prop joe and walterr, and their mods.
  • Fixed an issue with Two-Handed Swords that cleaved through, or slid past armour on training dummies.
  • Fixed an animation issue with Two-Handed Swords push attacks.
  • Fixed several issues with Drakeguns and Drakefire Pistols where they wouldn't glow correctly when overcharged.
  • Fixed an issue that affected the Career Skills of Pyromancer Sienna, Bounty Hunter Saltzpyre, and Waystalker Kerillian. When jumping onto a ladder shortly after activating their Career Skill, their skill bar would be depleted but no skill being cast.
  • Okri's Challenge book should no longer glow, nor indicate available Challenges completed, for DLC that hasn't been purchased.
  • Fixed an issue where enemies could enter a state where they crowded around a player without attacking them.
  • Fixed an issue where shield slams could trigger friendly fire voice lines.
  • Fixed an issue where certain attacks, such as the bash with the Grudgeraker, could not damage objects in the levels, such as doors or explosive barrels.
  • Fixed an issue where sound effects from being targeted by a Lord, Boss, or Chaos Warrior were only played on the host.
  • Fixed a visual issue where arrows that did no damage would not stick to Chaos Warriors.
  • Fixed a visual issue where a glowing sphere would be visible for a couple of frames when hitting an enemy with a fireball of any kind.
  • Changed the Scoreboard so that the player with the least amount of damage taken gets the green circle - rather than the player who took the most damage.
  • Fixed an issue where a player or bot that got killed while hanging on a ledge would not respawn.
  • Fixed an issue where the animation for weapon based Career Skills could become stuck if a player was downed while using the skill.
  • Fixed an issue where Medical Supplies could be used up without applying the healing if used on another player that is on low health and gets downed while getting healed.
  • Fixed an issue where the challenge "Feed Me, Sinner!" wouldn't properly trigger.
  • Unchained Sienna's arms, in first person, will now properly match her equipped cosmetic skin.
  • Fixed an issue where the Glaive "Twilight's Last Gleaming" incorrectly showed the name and description of "Greenleaf's Kelthrax".
  • Fixed an issue where the effect from Ranger Veteran Bardin's smoke grenade would end prematurely if another smoke bomb was triggered while the first one still was active.
  • Fixed an issue where in some cases the item property "Damage Reduction vs Area Damage" would not reduce damage from some sources, like Poison Wind Globardier damage over time.
  • Fixed an issue where damage from a Chaos Sorcerer's Vortex would not be reduced while having a equipped "Damage Reduction vs Chaos" property.
  • Fixed an issue where the push attack of Executioner Swords, and Two-Handed Swords would trigger the talent "Build Momentum" for Foot Knight Kruber.
  • Fixed an issue where the push attack of War Picks would trigger the talent "Miner's Rythm" for Ironbreaker Bardin.
  • Fixed an issue where shooting with the pistol of the Rapier and Pistol, would break block for the duration of shooting when playing as a client.
  • Fixed an issue where shooting with the pistol of the Rapier and Pistol when blocking could cause you to get stuck in a blocking state.
  • Fixed an issue where blocking with a shield after an attack could cause the blocking animation to play twice.
Warhammer: Vermintide 2 - [Fatshark] Hedge
We have just rolled out the second hotfix for the 1.2.1 BETA for Vermintide 2:

Hotfix #2 - 12/10/2018
  • Made the Social Wheel easier to mod by moving out category selection to separate settings file.
  • Added an extra check for the Conflict Director when it's deciding to spawn enemies to challenge speed runners. It will now wait to spawn extra enemies if the player has allies that are awaiting respawn in front of that player. This is to avoid punishing players that go for revives by outrunning enemies.
  • Fixed Missing 2nd grim and 3rd tome on Convocation of Decay.
  • Fixed a crash that could occur if a a body part of a precision target enemy was removed by another player before connecting with the swing.
  • Fixed an uncommon Social Wheel crash that could occur if the pickup unit got removed the frame before you try to give a pickup order.
  • Fixed drakegun and flamestorm staff not being able to do a charged attack.
Hotfix #1 - 10/10/2018
  • Fixed crash that occurred when ordering player to drop grimoire.
  • Fixed so that you cannot give orders to players that have respawned and are waiting to be rescued.
  • Fixed a crash that could occur if the pickup disappeared whilst giving an order to pick it up.
Warhammer: Vermintide 2 - [Fatshark] Hedge


Heroes!

It's time for another Double XP Weekend!

Starting now, earn Double XP for all your conquests.

Why not jump in to the 1.2.1 BETA and test out the latest changes to Vermintide 2, including the new social wheel with bot commands, Veteran crafting and heaps of fixes and tweaks across the board!

https://steamcommunity.com/games/552500/announcements/detail/1688178996118881898
Double XP lasts until Monday at 17:00 UTC and is available both in the beta and on the live game.
Warhammer: Vermintide 2 - [Fatshark] Hedge


Heroes!

Welcome to this beta test of patch 1.2.1, release #40. In this release, we're making changes to crafting, adding a new type of crafting material - Bright Dust, adding a new feature with the Social Wheel, changes to how the game handles speed running. And many more tweaks and bug fixes.

To share your feedback privately with the team, please check out our regular beta survey or feel free to drop your bugs, feedback and findings on the dedicated sub forum.

To access the 2GB beta patch:
  • Right-click Warhammer: Vermintide 2 in your game list.
  • Select properties.
  • Go to the 'Betas' tab and enter the password:
    2GBBeta20181009
  • Select 1.2.1_beta from the dropdown.

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

You can opt out of the beta should you opt in, but you will incur another ~2GB download each time you switch.

Now, the notes:

The Social Wheel

A new feature - the Social Wheel. The default keybind of holding down 'T' will open a popup menu for social interactions. Things like "Help!", and "Patrol!" will be printed in the chat, translated for all players.

Also, holding down 'T' over an item that can be picked up, such as Tomes, Grimoires, and Potions, will command bots to pick up the item. Bots can also be ordered to discard grimoires by looking at the bot and holding down 'T'.

You can bind the Social Wheel and Tag buttons to separate keys in the regular keybinding interface.

Crafting
  • Green, Blue, and Orange dust have now been renamed to Jade, Celestial, and Amber dust. These correspond to one of the Orders of Magic in the Old World.
  • Added Bright Dust. Salvaging a Veteran item will grant one Bright Dust.
  • Added the ability to upgrade an Exotic item to a Veteran item. Upgrading an item from Exotic to Veteran quality will cost 5 Bright Dust. An item upgraded to Veteran quality will retain its Traits and Properties, but these will be set to their respective maximum bonus. The item's Power Level will be set to 300 and it will retain any skin currently applied to it.
  • Extracting Skins has been removed. Whenever a player is rewarded an item with a new illusion, that illusion is unlocked, available for being applied unlimited times.
    Here's a technical note - the way we handle weapon illusions, by storing them as inventory items, meant they counted toward your item limit. Some of you have a lot of weapon illusions, and were unable to open new chests because of that. With this new system of unlocking weapon illusions, and applying them without consuming them - we will be removing them from your inventory, potentially removing a couple hundred items. This will be done after version 1.2.1 is out of beta, and live.
Enemies
  • We noticed that the previous change to the Chaos Troll, where damage would interrupt its health regeneration, made it a bit too easy. So we have reworked the the way the Chaos Troll's health regeneration works.
    • Its health has been increased on all difficulty settings to 570, up from 475 on Recruit. Increased to 900, up from 750 on Veteran. Increased to 1200, up from 1000 on Champion. Increased to 1800, up from 1500 on Legend.
    • The pause in its health regeneration, from taking damage, has been reduced to 2 seconds, down from 3 seconds.
    • The Chaos Troll's health passive regeneration has been changed so that it will regenerate increasingly more health the longer it avoids damage.
    • Its health regenerated per second is now scaled over time - up to a cap, based on difficulty. Max health regeneration per second is now 4 in Recruit, where it previously healed 0.5. On Veteran it is now 7, previously 2. On Champion it is 14, previously 5. On Legend it is now 28, previously 10.
    • The time it takes for the Chaos Troll to gain the maximum health regeneration is 12 seconds on Recruit, 10 seconds on Veteran, 8 seconds on Champions and 6 seconds on Legend.
    • So on Legend, a Chaos Troll will reach the maximum health regeneration of 28 health per second, after not having been damaged for 6 seconds.
  • By design, Bosses - like Chaos Trolls and Rat Ogres, are meant to be defeated. However, some of them are fairly easy to outpace. That is why the game features Boss Doors - green flames which cannot be passed until the Boss has been defeated. In this version, we've added additional respawn points just before the Boss Doors, to make sure that defeated players won't respawn behind a Boss Door. We've also made changes to how the AI Director works when players try to outrun a Boss. Previously, when a Boss entered play, most spawning of other enemies would stop. This lead to poor pacing when some players would run ahead. Now, the Director will try to spawn Specials to slow down players who outrun Bosses.
    We are open to feedback on this issue. It's part of the reason we are releasing 1.2.1 as a beta. So please let us know how the new pacing feels to you, especially if you enjoy speedrunning the game.
  • Bosses will now drop a Loot Die when defeated.
  • Reworked some of the visual effects around glowing eyes. Both Chaos and Skaven will have glowing eyes in dark environments.
  • Increased the reach of Chaos Savages' attacks to 2, up from 1.75.
  • There's a new visual effect for enemies on fire. They will burn over time until they're extra crispy.
Levels
  • Many levels have been updated to ensure that enemies, players, and bots are able to properly navigate all areas without getting stuck. Many issues where certain patrol spawn points would spawn enemies in plain sight have been resolved as well.
  • Fixed a few issues on some levels where players would be able to bypass large parts.
  • Fixed an issue where the barn doors on Against the Grain would not properly remove padlocks and chains when opened.
  • Fixed an issue moving down a ladder near the third Tome on Halescourge.
Bots
  • Bots can now crouch and are thus able to follow the player at places where they would before get stuck.
  • Made bots less careful about friendly fire while shooting at specials that have grabbed players or at enemies attacking a helpless player.
  • Bots that are ordered to pick up an item but cannot properly navigate to it, will still be able to pick it up.
Career Changes
  • For Pyromancer Sienna, updated the Passive Abilities and Talents "Critical Mass", "Shield of Tarnus", "Blazing Equilibrium", and "One with the Flame". Reduced the amount of overcharge needed for each stack to 6, down from 8. This will allow Sienna to gain the maximum effect without blowing herself up.
  • For Unchained Sienna, updated the Passive Abilities "Unchained Strength". Reduced the amount of overcharge needed for each stack to 6, down from 8.
Bugfixes and Tweaks
  • Fixed so that melee sweeps that do not hit their intended target now correctly hit other targets in that sweep. This was one of the causes of "phantom swings".
  • Improved calculations to more precisely determine the intended target of a melee sweep attack.
  • Fixed an exploit which allowed Kerillian's Repeating Crossbows to shoot faster than intended when quickly switching between weapons.
  • Altered the double click windows on inputs, this should reduce the occurence of unintentional swings when quickly pressing melee input.
  • Fixed an issue with enemy outlines when targetted by Waystalker Kerillian's Trueflight Volley and Pyromancer Sienna's Burning Skull. This fix makes sure that the red "targeted" outline is always shown, even if the targeted enemy has been pinged by a player. This also fixes issues where dead enemies retain their red outlines. This fix was based on the work by prop joe and walterr, and their mods.
  • Fixed an issue with Two-Handed Swords that cleaved through, or slid past armour on training dummies.
  • Fixed an animation issue with Two-Handed Swords push attacks.
  • Fixed several issues with Drakeguns and Drakefire Pistols where they wouldn't glow correctly when overcharged.
  • Fixed an issue that affected the Career Skills of Pyromancer Sienna, Bounty Hunter Saltzpyre, and Waystalker Kerillian. When jumping onto a ladder shortly after activating their Career Skill, their skill bar would be depleted but no skill being cast.
  • Okri's Challenge book should no longer glow, nor indicate available Challenges completed, for DLC that hasn't been purchased.
  • Fixed an issue where enemies could enter state where they crowded around a player without attacking them.
  • Fixed an issue where shield slams could trigger friendly fire voice lines.
  • Fixed an issue where certain attacks, such as the bash with the Grudgeraker, could not damage objects in the levels, such as doors or explosive barrels.
  • Fixed an issue where sound effects from being targeted by a Lord, Boss, or Chaos Warrior were only played on the host.
  • Fixed a visual issue where arrows that did no damage would not stick to Chaos Warriors.
  • Fixed a visual issue where a glowing sphere would be visible for a couple of frames when hitting an enemy with a fireball of any kind.
  • Changed the Scoreboard so that the player with the least amount of damage taken gets the green circle - rather than the player who took the most damage.
  • Fixed an issue where a player or bot that got killed while hanging on a ledge would not respawn.
  • Fixed an issue where the animation for weapon based Career Skills could become stuck if a player was downed while using the skill.
  • Fixed an issue where Medical Supplies could be used up without applying the healing if used on another player that is on low health and gets downed while getting healed.
  • Fixed an issue where the challenge "Feed Me, Sinner!" wouldn't properly trigger.
  • Unchained Sienna's arms, in first person, will now properly match her equipped cosmetic skin.
  • Fixed an issue where the Glaive "Twilight's Last Gleaming" incorrectly showed the name and description of "Greenleaf's Kelthrax".
  • Fixed an issue where the effect from Ranger Veteran Bardin's smoke grenade would end prematurely if another smoke bomb was triggered while the first one still was active.
  • Fixed an issue where in some cases the item property "Damage Reduction vs Area Damage" would not reduce damage from some sources, like Poison Wind Globardier damage over time.
  • Fixed an issue where damage from a Chaos Sorcerer's Vortex would not be reduced while having a equipped "Damage Reduction vs Chaos" property.
  • Fixed an issue where the push attack of Executioner Swords, and Two-Handed Swords would trigger the talent "Build Momentum" for Foot Knight Kruber.
  • Fixed an issue where the push attack of War Picks would trigger the talent "Miner's Rythm" for Ironbreaker Bardin.
  • Fixed an issue where shooting with the pistol of the Rapier and Pistol, would break block for the duration of shooting when playing as a client.
  • Fixed an issue where blocking with a shield after an attack could cause the blocking animation to play twice.
  • Fixed an issue where Chaos patrols would turn and pursue players that were behind them.
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes

Update #39 is a small hotfix which resolves one of our more prominent crashes, as well as laying the groundwork for things to come.

Bugfixes and Tweaks
  • Fixed a crash that could occur due to network timeouts. This happened most frequently at the end of a mission, before presenting the end of mission screen.
  • We are currently working on changes to crafting and salvaging of Veteran/Red items. This version disables the option of salvaging Veteran/Red items, to prepare for coming updates.
Warhammer: Vermintide 2 - [Fatshark] Hedge
The full blog can be found here:
http://www.vermintide.com/news/dev-blog-bots-work-vermintide-2/

HOW BOTS HAVE EVOLVED IN VERMINTIDE 2

During the lifetime of Vermintide 1 bots were worked on in chunks of improvements. Features such as the bots being able to pick up and give potions and bombs originated from this period. Compared to when Vermintide 1 was first released back in 2015 a lot has happened with the bots.

Pathfinding. Vermintide 2 introduced a lot of new area based dangers, such as warpfire, lamp oil fire, troll bile and vortexes. Because of this, bots received new behaviour to avoid and escape such dangers.

Combat capabilities. Bots had previously no knowledge about the required timings to execute the attack chains of a certain weapon – instead they would perform simple tap or hold inputs in order to perform light or heavy attacks. While this worked in most cases, it could lead to them being unable to perform certain attacks for weapons whose attack chains differed too much from that of other weapons.

For Vermintide 2 we reworked this so that the bots now have access to the different timings required to perform attack chains of various light and heavy attacks. In order to fight more efficiently against moving targets we also added attack velocity anticipation so that they can start charging a melee attack before reaching a target.

Talents and abilities. Last, but not least, we added support for the bots to use talents and career abilities.

The full blog can be found here:
http://www.vermintide.com/news/dev-blog-bots-work-vermintide-2/
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes

This hotfix resolves the unintended issues that came up in the previous release.

Bugfixes and Tweaks
  • Reverted the change in 1.2.0.3 where we fixed an issue where effects that trigger on criticals, would not trigger on Area of Effect damage criticals. An unintended side effect of this was that certain talents and item traits had a negative interaction with Area of Effect weapons. Such as Scrounger giving back far too much ammunition on Hagbane critical hits. We want Area of Effect weapons to be able to interact with critical hit builds better. We have a design for it, but that will come in a future update.
  • Fixed an issue where zooming with the Longbow would include a long delay.
  • Fixed the most occurring backend crash - related to time outs.
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