Warhammer: Vermintide 2

Detailed exclusively in the next issue of PC Gamer magazine, Winds of Magic is the first expansion for Vermintide 2, planned for release this summer. The expansion will bring a new enemy faction, a new endgame mode, new difficulty options, new talents and a new weapon type for each character.

In Winds of Magic, Beastmen will join the existing alliance of Skaven and the Rotblood Tribe. Rather than simply being fresh meat to carve through, the Beastmen have been designed to introduce new types of problems for players to tackle. In the prototype build I was shown, Fatshark was testing packs of bow-wielding Ungors, and augmenting standard melee fighters with spear units—providing different ranges of attack.

The Beastmen's elite unit is the Bestigor, a giant, armoured hulk who charges players—also knocking over any other enemies that get between him and his target. Their special, rather than ambushing players like the Gutter Runner or Packmaster, plays more of a support role. The Standardbearer will place totems that will buff nearby enemies with effects like invulnerability, forcing players to deal with the problem before clearing out the hordes.

While Winds of Magic will likely offer a new introductory mission, Fatshark aren't planning to create a new campaign of adventure maps. Instead, the focus of the expansion will be a new mode: an ongoing gauntlet of exponentially more difficult challenges, each with a special modifier related to one of Warhammer's eight winds of magic.

The Winds of Magic is made up of what Fatshark is currently calling "Weaves". Each Weave will be a combination of the following elements:

  • Map: A chunk of one of the existing adventure maps, remixed to add variety. In the example I was shown, for instance, the map was played back-to-front. These maps will also look different based on which Wind is currently active.
  • Wind: A modifier based on the Winds of Magic. One example being prototyped for the Jade Wind (the Lore of Life) is that players have constant health regeneration, but take damage each time they hit an enemy.
  • Objective: Your goal in each Weave is to complete a specific task. Currently being trialled are objectives such as killing a number of enemies of a specific type and defending a capturing a number of control points.
  • Finale: Once the objective has been completed, a portal will open to an arena where players must survive a final showdown. Examples I was given included battling waves of enemies, or fighting against multiple bosses.
  • Difficulty: As players progress through Weaves, Fatshark plans to escalate the challenge far, far beyond what is currently available. The base set of Weaves will all be handcrafted, but the plan is for them to repeat at exponentially higher difficulties.

Gold Wind levels have veins of ore bursting through the map.

Fatshark's hope is that Weaves will act more like puzzles—requiring the community to figure out the best careers and weapons to progress. By not randomising them, players can share their tips, and also compete in individual leaderboards for each Weave. Beyond that, a global leaderboard is being discussed, showcasing the players who have made it the furthest through the mode. Ultimately, by continuing to escalate the challenge, Fatshark hopes to create an endgame with no upper limit on the number of Weaves—that ends simply when players are unable to progress any further.

That's the general overview. You'll find more details, including an explanation of the new weapon types (here's a hint for one character: throwable axes) and a more thorough explanation of the new faction and mode, in the new issue of PC Gamer magazine, out March 7 in the UK, and March 26 in the US. Here's a look at the exclusive subscriber cover, which will start arriving at subscribers' doors from tomorrow. 

Warhammer: Vermintide 2

Warhammer: Vermintide 2 has sprung a leak, with the name of its next DLC appearing on SteamDB. It's called Winds of Magic, the fancy name given to the magical energy that causes so much mischief in the Warhammer universe. 

To find out exactly what it is, come back to PC Gamer at 7.30am ET/12.30 pm GMT tomorrow, when we'll have a lot more details for you.

Vermintide 2 was our best co-op game of 2018, and I think Tom managed to get to the heart of its appeal: "There is some seriously excellent hitting in this game. When you whack a rat in the head with a hammer it blows up and the poor creature stumbles around a bit before falling over dead. Top hitting."

It's OK, they're bad rats.

Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

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

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

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

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

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

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

Heroes!

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

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

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

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

Now on to the notes:

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

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

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

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

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

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

Next week, a new update will bring two major new features to our 2018 Co-op Game of the Year. The update will not only overhaul the deeds system by adding a new weekly challenge, but also finally provide a purpose for the empty picture frames that have been hanging on the walls of players' keeps for nearly a year.

First, the weekly challenge. Each week, a new special challenge will be temporarily available in-game. "Every week is a new type of challenge – we call them mutators in-house,” Fatshark CEO Martin Wahlund tells me. “It's basically a different way to play an existing level.” In the first, whenever you kill a special enemy, it will split into two of a lower tier – based on the Warhammer concept of Pink Horrors splitting into Blue Horrors. 

“It lets us play around a lot,” explains Wahlund. “We have built a lot of different things, and some of them are just crazy. We could potentially do things like drop a lot of Sack Rats in the start of the farm level, so you can't see them, just hear them running around, and you try and catch ten in one minute. A lot of them are probably going to be [set across] full levels, because that's what people expect to play, but we could be more crazy if we wanted, which is nice.

For now, weekly challenges will offer regular loot, but the eventual aim is to tie the challenges to a system that lets players earn specific cosmetic rewards through play.

The second part of the update is collectible paintings to hang in your keep – a cosmetic feature that will let you show off your in-game achievements to the people in your lobby. “The core thing is to give the player something new to do,” says Wahlund. “So you can collect painting scraps, and also there's some challenges you can do to get new paintings.”

"If it's in a book, we can use it and we are using it"

M rten Stormdal

“Since we're working with the license, we have access to all the published Warhammer art since forever,” says Mårten Stormdal, Vermintide II's executive producer. “If it's in a book, we can use it—and we are using it because we love a lot of it. It's so much great art.” One example Mårten gives is completing all of the Shadows Over Bögenhafen weekly quests. Doing so will give you the front cover for the Shadows Over Bögenhafen roleplaying book from 1987. “That's how far it stretches in all directions," says Stormdal. "We can use everything and we do, and we find different kinds of art so you can get the keep you want with the style you want.”

Talking to Fatshark, it seems much of Vermintide II's first year was spent improving the underlying tech and infrastructure, and learning how best to run a live-service game. Now that work has been done, next week's update is just the beginning. You'll find more details about Vermintide 2's major 2019 plans in the next issue of PC Gamer magazine, out in early March.

Warhammer: Vermintide 2

The latest Humble Monthly Bundle has three excellent early unlocks if you stump up $12: narrative card game Cultist Simulator (one of our favourite games of last year), co-op monster slayer Warhammer: Vermintide 2 (one of the 100 best games on PC) and giant ant killing sim Earth Defense Force 4.1, described by Phil in his review as "very videogames".

Pay $12 now and you'll be able to play them all straight away, plus you'll get a handful of mystery games in March. Technically, you're subscribing to the bundle on a rolling basis when you sign up, but you can cancel (or pause) after one month. 

I'm tempted to buy it for Cultist Simulator alone—according to deal site IsThereAnyDeal, the lowest it's been on sale for is $14. As Chris wrote in his review, it's a deep and challenging card game with excellent writing, and half the fun of it is figuring out how it all works.

Vermintide 2 is another that you should add to your library if you haven't yet, especially if you have friends who can play it with you. You can check out Stephen's review here: it's basically Left 4 Dead meets apocalyptic fantasy Warhammer, but with loot.

Think of Earth Defense Force 4.1 as the extra stocking stuffer. "No polish or refinement, just lots of giant ants and plenty of ways to kill them. Ridiculously fun at its best, which it frequently is," said Phil in his review.

Grab the bundle here.

Jan 2, 2019
SpyParty - contact@rockpapershotgun.com (RPS)

The doors have been opened, the games inside have been devoured, and now it’s time to recycle the cardboard. Below you’ll find all of our picks for the best PC games of 2018, gathered together in a single post for easy reading.

(more…)

Warhammer: Vermintide 2

Among what seems like a million Games Workshop licensed games, Fatshark's Vermintide series is an obvious standout. See our GOTY hub for the rest of the awards and personal picks. 

Tom: There is some seriously excellent hitting in this game. When you whack a rat in the head with a hammer it blows up and the poor creature stumbles around a bit before falling over dead. Top hitting.

Vermintide 2 is also a great example of how sequels can realise the intentions of the original game. With a fan base and more resources, Fatshark added a more engaging loot system, new environments and loads more enemies to clonk with hammers. I’ve always thought that more games should copy Left 4 Dead, but Vermintide carves out its own niche with a strong melee focus and a surprisingly good realisation of the old world of Warhammer. I love it for that, but even if you’re not a fan, anyone can enjoy mashing up hordes with some mates.

Samuel: I found Vermintide 2 too hard at launch, and I still don't quite get the loot system, but it's a much better version of what the first game was going for. Like Tom says, the combat is such an improvement over the original, to the point where I switched characters just so I had the opportunity to batter things more frequently. The environments are lovely, too—with the first game I felt like I was wandering around the same village or cave over and over again. Here I feel like I get a grander look at the Warhammer fantasy universe. 

Wes: I had fun with the first Vermintide, but it didn't have quite the variety to keep me coming back. Vermintide 2 does not have that problem. Sometimes I'm chopping giant rat men in half, and sometimes I'm decapitating raving Chaos lunatics. That's all the variety I need! 

But really, there's way more variety than that. Vermintide 2's best addition by far is its leveling system with subclasses for each character. I mainly played as grumbly dwarf Bardin Goreksson, and early in the game (especially before some balance changes made everything mercifully easier) I was all about tankiness, walking around with an axe and a shield that could soak up the damage and send a dozen enemies flying backwards with a nice shield bash. At level 7 I unlocked the ironbreaker class and naturally gravitated to that, since it made me even tougher and gave me a taunt skill, which made my tanky, defensive play more useful for the team.

By the time I hit level 12 and unlocked the Slayer class, I was ready for a change. And playing Bardin as a Slayer is about as dramatic a change as you can get. He strips off his armor and goes full crazy dwarf, with a rad leap attack that sends him into a fast-swinging frenzy. He's all offense. Talent trees also give you a few skills to choose from all the way up to level 25, which is a satisfying progression arc for playing many hours of Vermintide 2, and also lets you further tailor each subclass to how you want to play. Vermintide 2 manages to be the rare game you can go into just to mindlessly smack around some bad guys with great melee combat, or get really into how you build your character and fit in with a highly functional team. That's a great co-op game.

Phil: It's been said already, but damn, Vermintide 2 is some good hitting. I exclusively play Kerillian, meaning the majority of my time each mission is spent manically clicking the mouse, watching her spinning daggers slice through an actual horde of rats. There's a weighty presence for your foes that makes slicing, dicing and bludgeoning them feel incredibly satisfying. It might offer some of the most enjoyable melee combat in PC gaming. That it's also a great way to spend time with friends just makes it all the better.

See Steven's original review here.

Warhammer: Vermintide 2 - [Fatshark] Hedge


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

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

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



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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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



Snow and flurry, rush and hurry
Don't get eaten by the wolf.
We hope you all,
like this rhyme.
Festive wishes,
in Mondstille time.
--The Fatshark Team
Warhammer: Vermintide 2 - [Fatshark] Hedge
The third wave of sanctioned mods is here - this time the total is up to 14 mods, and they are live now!

#Discussions_QuoteBlock_Author
"We have again taken the highest rated applied mods from the workshop and reviewed them for Sanctioned status. This time we have the largest wave yet with a grand total of 14 new mods for use in the Official Realm! Among them the long-awaited ‘Bot Improvements – Combat’ mod that finally has made all necessary adjustments to be viable for Sanctioning.

Enough with the blathering, time to let the new mods do the talking…
"

SANCTIONED MODS - WAVE 3

INFO DUMP FOR STREAMING
Creator: prop joe
https://steamcommunity.com/sharedfiles/filedetails/?id=1504702573
Auto-hides information from the screen while playing a level, making everything crisp and clean.


BossKillTimer
Creator: NonzeroGeaoduck7
https://steamcommunity.com/sharedfiles/filedetails/?id=1460327284
Times the lifespan of monsters and lords and shows it in the chat so you can keep track of how long you’ll have to survive!


Customizable Zoom Sensitivity
Creator: Skwuruhl
https://steamcommunity.com/sharedfiles/filedetails/?id=1498189723
Changes the sensitivity to match how much you zoom, making your game more precise.


Blood for the Blood God
Creator: ElCamino
https://steamcommunity.com/sharedfiles/filedetails/?id=1467945840
Warhammer: Vermintide 2, now with more blood.


UI Tweaks
Creator: prop joe
https://steamcommunity.com/sharedfiles/filedetails/?id=1467751760
This mod will help you edit the way your UI looks. You can reposition, scale and change direction of the different UI elements.


Buff Info
Creator: SkacikPL
https://steamcommunity.com/sharedfiles/filedetails/?id=1554931643
This mod will display information about buffs.


Countries in Lobby Browser
Creator: pixaal
https://steamcommunity.com/sharedfiles/filedetails/?id=1498992606
This mod shows the country code in front of the host’s name


Friendly Fire Indicator
Creator: nonzeroGeoduck7
https://steamcommunity.com/sharedfiles/filedetails/?id=1516618647
Know when you get friendly fire – the color indicator will change to green when a friend fires at you.


Crosshairs Fix
Creator: Skwuruhl
https://steamcommunity.com/sharedfiles/filedetails/?id=1569650837
Fixes the crosshairs to actually be representative of your spread.


Host Solo Quick Play Games
Creator: NonzeroGeoduck7
https://steamcommunity.com/sharedfiles/filedetails/?id=1495937978
Allows you to host a quick play session even if you are playing solo.


Item Filter
Creator: Gohas
https://steamcommunity.com/sharedfiles/filedetails/?id=1497664830
Provides advanced filtering options for your character inventory.


Notice Key Pickup
Creator: NonzeroGeoduck7
https://steamcommunity.com/sharedfiles/filedetails/?id=1502859403
A short message will be shown in the chat when someone in your game picks up one of the hidden keys.


Reroll Improvements
Creator: prop joe
https://steamcommunity.com/sharedfiles/filedetails/?id=1487862316
Show properties and trait on respective reroll screens and keep the same item slotted after rerolling.


Bot Improvements – Combat
Creator: Grimlackt
https://steamcommunity.com/sharedfiles/filedetails/?id=1395655171
A set of various tweaks that empower the fighting capabilities of bots in a fair manner.
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